Example #1
0
        //-----------------------------------------------------------------------------
        // Computes the static vertex lighting term from a large number of spherical samples
        //-----------------------------------------------------------------------------
        public bool ComputeVertexLightFromSpericalSamples(Vector3 pos, Vector3 normal, SourceProp prop, out Vector3 tempmem)
        {
            tempmem = Vector3.Zero;
            // Check to see if this vertex is in solid
            trace_t trace = ClipMap.Instance.Box_Trace(pos, pos, Vector3.Zero, Vector3.Zero, 0, 1);
            if (trace.allsolid || trace.startsolid)
                return false;
            int i;
            float t = 0.0f;
            // find any ambient lights
            worldlight_t skyLight = FindAmbientLight();

            // sample world by casting N rays distributed across a sphere
            //float t = 0.0f;
            Vector3 upend = Vector3.Zero, color = Vector3.Zero;
            //int i;
            //for (i = 0; i < 2; i++) // 162
            //{
            //    float flDot = Vector3.Dot(normal, s_randdir[i]);
            //    if (flDot < 0.0f)
            //        continue;

            //    // FIXME: a good optimization would be to scale this per leaf
            //    upend = ViewParams.VectorMA(pos, 56891, s_randdir[i]);

            //    // Now that we've got a ray, see what surface we've hit
            //    int surfid = R_LightVec(pos, upend, false, ref color);
            //    if (surfid == -1)
            //        continue;

            //    // FIXME: Maybe make sure we aren't obstructed by static props?
            //    // To do this, R_LightVec would need to return distance of hit...
            //    // Or, we need another arg to R_LightVec to return black when hitting a static prop
            //    ComputeAmbientFromSurface(surfid, skyLight, ref color);

            //    t += flDot;
            //    tempmem = ViewParams.VectorMA(tempmem, flDot, color);
            //}

            //if (t != 0.0f)
            //    tempmem /= t;

            // Now deal with direct lighting
            bool hasSkylight = false;

            // Figure out the PVS info for this location
            int leaf = ClipMap.Instance.PointLeafnum(pos);
            bool[] pvs = ClipMap.Instance.ClusterPVS(ClipMap.Instance.LeafCluster(leaf));
            Vector3 vecdirection = Vector3.Zero;
            // Now add in the direct lighting
            for (i = 0; i < world.worldlights.Length; i++)
            {
                worldlight_t wl = world.worldlights[i];

                // FIXME: This is sort of a hack; only one skylight is allowed in the
                // lighting...
                if (wl.Type == EmitType.SKYLIGHT && hasSkylight)
                    continue;

                if (wl.Cluster < 0 || pvs == null || !pvs[wl.Cluster])
                    continue;

                float flRatio = LightIntensityAndDirectionAtpoint(wl, pos, 4, ref vecdirection);

                // No light contribution? Get outta here!
                if (flRatio <= 0.0f)
                    continue;

                // Check if we've got a skylight
                if (wl.Type == EmitType.SKYLIGHT)
                    hasSkylight = true;

                // Figure out spotlight attenuation
                float flAngularRatio = WorldLightAngle(wl, wl.Normal, normal, vecdirection);

                // Add in the direct lighting
                tempmem = ViewParams.VectorMA(tempmem, flAngularRatio * flRatio, wl.Intensity);
            }

            return true;
        }
Example #2
0
 void ComputeModelVertexLighting(SourceProp prop, VTXModel mdl, Matrix matrix, List<Vector4> lightmem, List<Color3> colors)
 {
     // for each vertex
     //for (int i = 0; i < mdl.Lods[0].Meshes[0].StripGroups; ++i)
     {
         //ComputeVertexLightFromSpericalSamples
         //Vector3 pos = mdl.Meshes[0].
     }
 }
Example #3
0
        void UpdateStaticPropLighting(SourceProp prop)
        {
            List<Color3> colors = new List<Color3>();
            List<Vector4> lightmem = new List<Vector4>();
            Matrix matrix = Matrix.AffineTransformation(1.0f, Vector3.Zero, Quaternion.RotationYawPitchRoll(prop.prop_t.Angles.X, -prop.prop_t.Angles.Z, prop.prop_t.Angles.Y), prop.prop_t.Origin);
            for (int bodyID = 0; bodyID < prop.srcModel.BodyParts.Count; bodyID++)
            {
                BodyPart bpart = prop.srcModel.BodyParts[bodyID];

                for (int modelid = 0; modelid < bpart.VTXBodyPart.Models.Length; modelid++)
                {
                    VTXModel mdl = bpart.VTXBodyPart.Models[modelid];

                    ComputeModelVertexLighting(prop, mdl, matrix, lightmem, colors);

                    //for (int meshid = 0; meshid < mdl.Meshes.Count; meshid++)
                    //{
                    //    MDLMesh mesh = mdl.Meshes[meshid];

                    //    // Add specular?
                    //}
                }
            }
        }
Example #4
0
        static void LoadGameAndProps(BinaryReader br, Header header)
        {
            // Game Lump
            dgamelumpheader_t gameheader = new dgamelumpheader_t();
            br.BaseStream.Seek(header.lumps[35].fileofs, SeekOrigin.Begin);
            int gamelen = header.lumps[35].filelen;
            gameheader.lumpCount = br.ReadInt32();
            gameheader.gamelump = new dgamelump_t[gameheader.lumpCount];
            for (int i = 0; i < gameheader.lumpCount; i++)
            {
                dgamelump_t game = new dgamelump_t();
                game.id = br.ReadInt32();
                game.flags = br.ReadUInt16();
                game.version = br.ReadUInt16();
                game.fileofs = br.ReadInt32();
                game.filelen = br.ReadInt32();

                gameheader.gamelump[i] = game;
            }

            // Read Static Props
            foreach (dgamelump_t game in gameheader.gamelump)
            {
                if (game.id == 1936749168)
                {
                    // read prop dict
                    StaticPropDictLump_t dict = new StaticPropDictLump_t();
                    br.BaseStream.Seek(game.fileofs, SeekOrigin.Begin);
                    dict.dictEntries = br.ReadInt32();
                    dict.Name = new string[dict.dictEntries];
                    Dictionary<string, SourceModel> srcmodels = new Dictionary<string, SourceModel>();
                    for (int i = 0; i < dict.dictEntries; i++)
                    {
                        char[] name = br.ReadChars(128);
                        dict.Name[i] = new string(name);
                        // cut \0 chars
                        int dindex = -1;
                        if ((dindex = dict.Name[i].IndexOf('\0')) != -1)
                        {
                            dict.Name[i] = dict.Name[i].Substring(0, dindex);
                            if (MDLReader.ReadFile(dict.Name[i]))
                            {
                                MDLReader.srcModel.Name = dict.Name[i];
                                srcmodels.Add(MDLReader.srcModel.Name, MDLReader.srcModel);
                            }
                        }
                    }

                    // Read prop leafs
                    StaticPropLeafLump_t propleaf = new StaticPropLeafLump_t();
                    propleaf.leafEntries = br.ReadInt32();
                    propleaf.leaf = new ushort[propleaf.leafEntries];
                    for (int i = 0; i < propleaf.leafEntries; i++)
                    {
                        propleaf.leaf[i] = br.ReadUInt16();
                    }
                    world.propleafs = propleaf;

                    // read props
                    int nStaticProps = br.ReadInt32();
                    StaticPropLump_t[] props = new StaticPropLump_t[nStaticProps];
                    for (int i = 0; i < nStaticProps; i++)
                    {
                        StaticPropLump_t prop = new StaticPropLump_t();
                        prop.Origin = SwapZY(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()));
                        prop.Angles = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
                        prop.PropType = br.ReadUInt16();
                        prop.PropName = dict.Name[(int)prop.PropType];
                        prop.FirstLeaf = br.ReadUInt16();
                        prop.LeafCount = br.ReadUInt16();
                        prop.Solid = br.ReadByte();
                        prop.Flags = br.ReadByte();
                        prop.Skin = br.ReadInt32();
                        prop.FadeMinDist = br.ReadSingle();
                        prop.FadeMaxDist = br.ReadSingle();
                        prop.LightingOrigin = SwapZY(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()));
                        if (game.version == 5)
                            prop.ForcedFaceScale = br.ReadSingle();
                        else
                            prop.ForcedFaceScale = 1f;

                        props[i] = prop;
                        SourceProp sprop = new SourceProp(prop);
                        if (srcmodels.ContainsKey(prop.PropName))
                        {
                            sprop.srcModel = srcmodels[prop.PropName];

                            world.sourceProps.Add(sprop);
                        }

                        // Index into leaves
                        if (prop.LeafCount + prop.FirstLeaf < world.propleafs.leafEntries)
                        {
                            for (int j = 0; j < prop.LeafCount; j++)
                            {
                                ushort leafIndex = world.propleafs.leaf[prop.FirstLeaf + j];
                                if (leafIndex >= world.leafs.Length)
                                {
                                    int test = 2;
                                }
                                world.leafs[leafIndex].staticProps.Add(sprop);
                            }
                        }
                    }
                    world.props = props;

                    break;
                }
            }
        }