reduce memory usage by only storing VPLs when we need to, and only once

fix visapprox auto not actually being auto
This commit is contained in:
Jonathan 2023-06-18 13:29:53 -04:00
parent da2e6936d1
commit fcf39b2ef8
7 changed files with 299 additions and 264 deletions

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@ -33,5 +33,4 @@
// public functions
void ResetBounce();
const std::vector<surfacelight_t> &BounceLights();
void MakeBounceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp);

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@ -94,6 +94,8 @@ public:
using lightmapdict_t = std::vector<lightmap_t>;
struct surfacelight_t;
struct lightsurf_t
{
const settings::worldspawn_keys *cfg;
@ -148,6 +150,9 @@ struct lightsurf_t
raystream_intersection_t intersection_stream;
lightmapdict_t lightmapsByStyle;
// surface light stuff
std::unique_ptr<surfacelight_t> vpl;
};
/* debug */

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@ -27,33 +27,40 @@ struct surfacelight_t
{
qvec3d pos;
qvec3f surfnormal;
/**
* disables use of the surfnormal. We set this to true on sky surface lights,
* to avoid black seams on geometry meeting the sky
*/
bool omnidirectional;
std::vector<qvec3f> points;
std::vector<const mleaf_t *> leaves;
// Surface light settings...
float intensity; // Surface light strength for each point
float totalintensity; // Total surface light strength
qvec3d color; // Surface color
size_t points_before_culling;
// Estimated visible AABB culling
aabb3d bounds;
int32_t style;
// rescale faces to account for perpendicular lights
bool rescale;
std::optional<vec_t> minlight_scale;
std::vector<qvec3f> points;
std::vector<const mleaf_t *> leaves;
// Surface light settings...
struct per_style_t
{
bool bounce = false; // whether this is a direct or indirect emission
/**
* disables use of the surfnormal. We set this to true on sky surface lights,
* to avoid black seams on geometry meeting the sky
*/
bool omnidirectional = false;
// rescale faces to account for perpendicular lights
bool rescale = false;
int32_t style = 0; // style ID
float intensity = 0; // Surface light strength for each point
float totalintensity = 0; // Total surface light strength
qvec3d color; // Surface color
};
// Light data per style
std::vector<per_style_t> styles;
};
class light_t;
void ResetSurflight();
std::vector<surfacelight_t> &GetSurfaceLights();
size_t GetSurflightPoints();
std::optional<std::tuple<int32_t, int32_t, qvec3d, light_t *>> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face);
const std::vector<int> &SurfaceLightsForFaceNum(int facenum);

View File

@ -40,13 +40,10 @@
using namespace std;
using namespace polylib;
mutex bouncelights_lock;
static std::vector<surfacelight_t> bouncelights;
static std::atomic_size_t bouncelightpoints;
void ResetBounce()
{
bouncelights.clear();
bouncelightpoints = 0;
}
@ -89,7 +86,7 @@ static bool Face_ShouldBounce(const mbsp_t *bsp, const mface_t *face)
return true;
}
static void MakeBounceLight(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, const mface_t *face,
static void MakeBounceLight(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, lightsurf_t &surf,
qvec3d texture_color, int32_t style, const std::vector<qvec3f> &points, const winding_t &winding, const vec_t &area,
const qvec3d &facenormal, const qvec3d &facemidpoint)
{
@ -104,49 +101,47 @@ static void MakeBounceLight(const mbsp_t *bsp, const settings::worldspawn_keys &
return;
}
// Normalize color...
if (intensity > 1.0) {
texture_color *= 1.0 / intensity;
}
if (!surf.vpl) {
auto &l = surf.vpl = std::make_unique<surfacelight_t>();
// Sanity checks...
Q_assert(!points.empty());
// Add surfacelight...
surfacelight_t l;
l.surfnormal = facenormal;
l.omnidirectional = false;
l.points = points;
l.style = style;
// Init bbox...
if (light_options.visapprox.value() == visapprox_t::RAYS) {
l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
}
for (auto &pt : l.points) {
if (light_options.visapprox.value() == visapprox_t::VIS) {
l.leaves.push_back(Light_PointInLeaf(bsp, pt));
} else if (light_options.visapprox.value() == visapprox_t::RAYS) {
l.bounds += EstimateVisibleBoundsAtPoint(pt);
// Normalize color...
if (intensity > 1.0) {
texture_color *= 1.0 / intensity;
}
}
l.pos = facemidpoint;
// Sanity checks...
Q_assert(!points.empty());
// Add surfacelight...
l->surfnormal = facenormal;
l->points = points;
// Init bbox...
if (light_options.visapprox.value() == visapprox_t::RAYS) {
l->bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
}
for (auto &pt : l->points) {
if (light_options.visapprox.value() == visapprox_t::VIS) {
l->leaves.push_back(Light_PointInLeaf(bsp, pt));
} else if (light_options.visapprox.value() == visapprox_t::RAYS) {
l->bounds += EstimateVisibleBoundsAtPoint(pt);
}
}
l->pos = facemidpoint;
}
// Store surfacelight settings...
l.totalintensity = intensity * area;
l.intensity = l.totalintensity / l.points.size();
l.color = texture_color;
// Store light...
unique_lock<mutex> lck{bouncelights_lock};
bouncelights.push_back(l);
}
const std::vector<surfacelight_t> &BounceLights()
{
return bouncelights;
{
auto &l = surf.vpl;
auto &setting = l->styles.emplace_back();
setting.bounce = true;
setting.style = style;
setting.totalintensity = intensity * area;
setting.intensity = setting.totalintensity / l->points.size();
setting.color = texture_color;
}
}
static void MakeBounceLightsThread(const settings::worldspawn_keys &cfg, const mbsp_t *bsp, const mface_t &face)
@ -229,7 +224,7 @@ static void MakeBounceLightsThread(const settings::worldspawn_keys &cfg, const m
for (auto &style : emitcolors) {
MakeBounceLight(
bsp, cfg, &face, style.second, style.first, points, winding, area, facenormal, facemidpoint);
bsp, cfg, surf, style.second, style.first, points, winding, area, facenormal, facemidpoint);
}
} else {
vector<qvec3f> points;
@ -238,7 +233,7 @@ static void MakeBounceLightsThread(const settings::worldspawn_keys &cfg, const m
for (auto &style : emitcolors) {
MakeBounceLight(
bsp, cfg, &face, style.second, style.first, points, winding, area, facenormal, facemidpoint);
bsp, cfg, surf, style.second, style.first, points, winding, area, facenormal, facemidpoint);
}
}
}
@ -249,5 +244,5 @@ void MakeBounceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp)
logging::parallel_for_each(bsp->dfaces, [&](const mface_t &face) { MakeBounceLightsThread(cfg, bsp, face); });
logging::print("{} bounce lights created, with {} points\n", bouncelights.size(), bouncelightpoints);
//logging::print("{} bounce lights created, with {} points\n", bouncelights.size(), bouncelightpoints);
}

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@ -738,7 +738,13 @@ static void SaveLightmapSurfaces(mbsp_t *bsp)
SaveLightmapSurface(bsp, f, nullptr, nullptr, surf.get(), surf->extents, surf->vanilla_extents);
SaveLightmapSurface(bsp, f, &faces_sup[i], nullptr, surf.get(), surf->extents, surf->extents);
}
});
}
void ClearLightmapSurfaces(mbsp_t *bsp)
{
logging::funcheader();
logging::parallel_for(static_cast<size_t>(0), bsp->dfaces.size(), [&bsp](size_t i) {
light_surfaces[i].reset();
});
}
@ -1537,7 +1543,11 @@ int light_main(int argc, const char **argv)
// check vis approx type
if (light_options.visapprox.value() == visapprox_t::AUTO) {
light_options.visapprox.set_value(visapprox_t::RAYS, settings::source::DEFAULT);
if (!bsp.dvis.bits.empty()) {
light_options.visapprox.set_value(visapprox_t::VIS, settings::source::DEFAULT);
} else {
light_options.visapprox.set_value(visapprox_t::RAYS, settings::source::DEFAULT);
}
}
img::load_textures(&bsp, light_options);
@ -1581,6 +1591,8 @@ int light_main(int argc, const char **argv)
LightGrid(&bspdata);
ClearLightmapSurfaces(&std::get<mbsp_t>(bspdata.bsp));
// invalidate normals
bspdata.bspx.entries.erase("FACENORMALS");

View File

@ -1009,11 +1009,20 @@ constexpr vec_t SQR(vec_t x)
}
// CHECK: naming? why clamp*min*?
constexpr void Light_ClampMin(lightsample_t &sample, const vec_t light, const qvec3d &color)
constexpr bool Light_ClampMin(lightsample_t &sample, const vec_t light, const qvec3d &color)
{
bool changed = false;
for (int i = 0; i < 3; i++) {
sample.color[i] = std::max(sample.color[i], (float)(color[i] * (light / 255.0f)));
float c = (float)(color[i] * (light / 255.0f));
if (c > sample.color[i]) {
sample.color[i] = c;
changed = true;
}
}
return changed;
}
constexpr vec_t fraction(const vec_t &min, const vec_t &val, const vec_t &max)
@ -1654,14 +1663,13 @@ static void LightFace_Min(const mbsp_t *bsp, const mface_t *face, const qvec3d &
}
if (cfg.addminlight.value()) {
sample.color += color * (value / 255.0);
hit = true;
} else {
if (lightsurf->minlightMottle) {
value += Mottle(lightsurf->points[i]);
}
Light_ClampMin(sample, value, color);
hit = Light_ClampMin(sample, value, color) || hit;
}
hit = true;
}
if (hit) {
@ -1735,11 +1743,11 @@ static void LightFace_LocalMin(
cfg, lightsurf->occlusion[i], entity.get(), 0.0 /* TODO: pass distance */, lightsurf);
if (cfg.addminlight.value()) {
sample.color += entity->color.value() * (value / 255.0);
hit = true;
} else {
Light_ClampMin(sample, value, entity->color.value());
hit = Light_ClampMin(sample, value, entity->color.value()) || hit;
}
hit = true;
total_light_ray_hits++;
}
@ -1882,7 +1890,7 @@ static void LightFace_DebugMottle(const lightsurf_t *lightsurf, lightmapdict_t *
}
// mxd. Surface light falloff. Returns color in [0,255]
inline qvec3f SurfaceLight_ColorAtDist(const settings::worldspawn_keys &cfg, const float &surf_scale,
constexpr qvec3f SurfaceLight_ColorAtDist(const settings::worldspawn_keys &cfg, const float &surf_scale,
const float &intensity, const qvec3d &color, const float &dist, const float &hotspot_clamp)
{
// Exponential falloff
@ -1895,25 +1903,25 @@ inline qvec3f SurfaceLight_ColorAtDist(const settings::worldspawn_keys &cfg, con
// dir: vpl -> sample point direction
// mxd. returns color in [0,255]
inline qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const surfacelight_t *vpl, const qvec3f &dir,
inline qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const surfacelight_t &vpl, const surfacelight_t::per_style_t &vpl_settings, const qvec3f &dir,
const float dist, const qvec3f &normal, bool use_normal, const vec_t &standard_scale, const vec_t &sky_scale,
const float &hotspot_clamp)
{
qvec3f result;
float dotProductFactor = 1.0f;
float dp1 = qv::dot(vpl->surfnormal, dir);
float dp1 = qv::dot(vpl.surfnormal, dir);
const qvec3f sp_vpl = dir * -1.0f;
float dp2 = use_normal ? qv::dot(sp_vpl, normal) : 1.0f;
if (!vpl->omnidirectional) {
if (!vpl_settings.omnidirectional) {
if (dp1 < -LIGHT_ANGLE_EPSILON)
return {0}; // sample point behind vpl
if (dp2 < -LIGHT_ANGLE_EPSILON)
return {0}; // vpl behind sample face
// Rescale a bit to brighten the faces nearly-perpendicular to the surface light plane...
if (vpl->rescale) {
if (vpl_settings.rescale) {
dp1 = 0.5f + dp1 * 0.5f;
dp2 = 0.5f + dp2 * 0.5f;
}
@ -1928,7 +1936,7 @@ inline qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const sur
// Get light contribution
result = SurfaceLight_ColorAtDist(
cfg, vpl->omnidirectional ? sky_scale : standard_scale, vpl->intensity, vpl->color, dist, hotspot_clamp);
cfg, vpl_settings.omnidirectional ? sky_scale : standard_scale, vpl_settings.intensity, vpl_settings.color, dist, hotspot_clamp);
// Apply angle scale
const qvec3f resultscaled = result * dotProductFactor;
@ -1939,7 +1947,7 @@ inline qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const sur
static bool // mxd
SurfaceLight_SphereCull(
const surfacelight_t *vpl, const lightsurf_t *lightsurf, const vec_t &bouncelight_gate, const float &hotspot_clamp)
const surfacelight_t *vpl, const lightsurf_t *lightsurf, const surfacelight_t::per_style_t &vpl_settings, const vec_t &bouncelight_gate, const float &hotspot_clamp)
{
if (light_options.visapprox.value() == visapprox_t::RAYS &&
vpl->bounds.disjoint(lightsurf->extents.bounds, 0.001)) {
@ -1952,15 +1960,15 @@ SurfaceLight_SphereCull(
// Get light contribution
const qvec3f color =
SurfaceLight_ColorAtDist(cfg, vpl->omnidirectional ? cfg.surflightskyscale.value() : cfg.surflightscale.value(),
vpl->totalintensity, vpl->color, dist, hotspot_clamp);
SurfaceLight_ColorAtDist(cfg, vpl_settings.omnidirectional ? cfg.surflightskyscale.value() : cfg.surflightscale.value(),
vpl_settings.totalintensity, vpl_settings.color, dist, hotspot_clamp);
return qv::gate(color, (float)bouncelight_gate);
}
static void // mxd
LightFace_SurfaceLight(const mbsp_t *bsp, lightsurf_t *lightsurf, lightmapdict_t *lightmaps,
const std::vector<surfacelight_t> &surface_lights, const vec_t &standard_scale, const vec_t &sky_scale,
bool bounce, const vec_t &standard_scale, const vec_t &sky_scale,
const float &hotspot_clamp)
{
const settings::worldspawn_keys &cfg = *lightsurf->cfg;
@ -1971,102 +1979,122 @@ LightFace_SurfaceLight(const mbsp_t *bsp, lightsurf_t *lightsurf, lightmapdict_t
return;
}
for (const surfacelight_t &vpl : surface_lights) {
if (SurfaceLight_SphereCull(&vpl, lightsurf, surflight_gate, hotspot_clamp))
for (const auto & surf_ptr : LightSurfaces()) {
if (!surf_ptr || !surf_ptr->vpl) {
// didn't emit anthing
continue;
}
raystream_occlusion_t &rs = lightsurf->occlusion_stream;
auto &vpl = *surf_ptr->vpl.get();
for (int c = 0; c < vpl.points.size(); c++) {
if (light_options.visapprox.value() == visapprox_t::VIS &&
VisCullEntity(bsp, lightsurf->pvs, vpl.leaves[c])) {
for (const auto &vpl_setting : surf_ptr->vpl->styles) {
if (vpl_setting.bounce != bounce)
continue;
}
rs.clearPushedRays();
for (int i = 0; i < lightsurf->points.size(); i++) {
if (lightsurf->occluded[i])
continue;
const qvec3d &lightsurf_pos = lightsurf->points[i];
const qvec3d &lightsurf_normal = lightsurf->normals[i];
qvec3f pos = vpl.points[c];
qvec3f dir = lightsurf_pos - pos;
float dist = qv::length(dir);
bool use_normal = true;
if (dist == 0.0f) {
dir = lightsurf_normal;
use_normal = false;
} else {
dir /= dist;
}
const qvec3f indirect = GetSurfaceLighting(
cfg, &vpl, dir, dist, lightsurf_normal, use_normal, standard_scale, sky_scale, hotspot_clamp);
if (!qv::gate(indirect, surflight_gate)) { // Each point contributes very little to the final result
rs.pushRay(i, pos, dir, dist, &indirect);
}
}
if (!rs.numPushedRays())
else if (SurfaceLight_SphereCull(&vpl, lightsurf, vpl_setting, surflight_gate, hotspot_clamp))
continue;
total_surflight_rays += rs.numPushedRays();
rs.tracePushedRaysOcclusion(lightsurf->modelinfo, CHANNEL_MASK_DEFAULT);
raystream_occlusion_t &rs = lightsurf->occlusion_stream;
const int lightmapstyle = vpl.style;
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, lightmapstyle, lightsurf);
for (int c = 0; c < vpl.points.size(); c++) {
if (light_options.visapprox.value() == visapprox_t::VIS &&
VisCullEntity(bsp, lightsurf->pvs, vpl.leaves[c])) {
continue;
}
bool hit = false;
const int numrays = rs.numPushedRays();
for (int j = 0; j < numrays; j++) {
if (rs.getPushedRayOccluded(j))
rs.clearPushedRays();
for (int i = 0; i < lightsurf->points.size(); i++) {
if (lightsurf->occluded[i])
continue;
const qvec3d &lightsurf_pos = lightsurf->points[i];
const qvec3d &lightsurf_normal = lightsurf->normals[i];
qvec3f pos = vpl.points[c];
qvec3f dir = lightsurf_pos - pos;
float dist = qv::length(dir);
bool use_normal = true;
if (dist == 0.0f) {
dir = lightsurf_normal;
use_normal = false;
} else {
dir /= dist;
}
const qvec3f indirect = GetSurfaceLighting(
cfg, vpl, vpl_setting, dir, dist, lightsurf_normal, use_normal, standard_scale, sky_scale, hotspot_clamp);
if (!qv::gate(indirect, surflight_gate)) { // Each point contributes very little to the final result
rs.pushRay(i, pos, dir, dist, &indirect);
}
}
if (!rs.numPushedRays())
continue;
const int i = rs.getPushedRayPointIndex(j);
qvec3f indirect = rs.getPushedRayColor(j);
total_surflight_rays += rs.numPushedRays();
rs.tracePushedRaysOcclusion(lightsurf->modelinfo, CHANNEL_MASK_DEFAULT);
Q_assert(!std::isnan(indirect[0]));
const int lightmapstyle = vpl_setting.style;
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, lightmapstyle, lightsurf);
// Use dirt scaling on the surface lighting.
const vec_t dirtscale = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], nullptr, 0.0, lightsurf);
indirect *= dirtscale;
bool hit = false;
const int numrays = rs.numPushedRays();
for (int j = 0; j < numrays; j++) {
if (rs.getPushedRayOccluded(j))
continue;
lightsample_t &sample = lightmap->samples[i];
sample.color += indirect;
const int i = rs.getPushedRayPointIndex(j);
qvec3f indirect = rs.getPushedRayColor(j);
hit = true;
++total_surflight_ray_hits;
Q_assert(!std::isnan(indirect[0]));
// Use dirt scaling on the surface lighting.
const vec_t dirtscale = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], nullptr, 0.0, lightsurf);
indirect *= dirtscale;
lightsample_t &sample = lightmap->samples[i];
sample.color += indirect;
hit = true;
++total_surflight_ray_hits;
}
// If surface light contributed anything, save.
if (hit)
Lightmap_Save(lightmaps, lightsurf, lightmap, lightmapstyle);
}
// If surface light contributed anything, save.
if (hit)
Lightmap_Save(lightmaps, lightsurf, lightmap, lightmapstyle);
}
}
}
static void // mxd
LightPoint_SurfaceLight(const mbsp_t *bsp, const std::vector<uint8_t> *pvs, raystream_occlusion_t &rs,
const std::vector<surfacelight_t> &surface_lights, const vec_t &standard_scale, const vec_t &sky_scale,
bool bounce, const vec_t &standard_scale, const vec_t &sky_scale,
const float &hotspot_clamp, const qvec3d &surfpoint, lightgrid_samples_t &result)
{
const settings::worldspawn_keys &cfg = light_options;
const float surflight_gate = 0.01f;
for (const surfacelight_t &vpl : surface_lights) {
for (const auto &surf : LightSurfaces()) {
if (!surf || !surf->vpl) {
continue;
}
const surfacelight_t &vpl = *surf->vpl;
for (int c = 0; c < vpl.points.size(); c++) {
if (light_options.visapprox.value() == visapprox_t::VIS && pvs && VisCullEntity(bsp, *pvs, vpl.leaves[c])) {
continue;
}
rs.clearPushedRays();
// 1 ray
{
for (auto &vpl_settings : vpl.styles) {
if (vpl_settings.bounce != bounce)
continue;
qvec3f pos = vpl.points[c];
qvec3f dir = surfpoint - pos;
float dist = qv::length(dir);
@ -2078,6 +2106,8 @@ LightPoint_SurfaceLight(const mbsp_t *bsp, const std::vector<uint8_t> *pvs, rays
qvec3f indirect{};
rs.clearPushedRays();
for (int axis = 0; axis < 3; ++axis) {
for (int sign = -1; sign <= +1; sign += 2) {
@ -2087,7 +2117,7 @@ LightPoint_SurfaceLight(const mbsp_t *bsp, const std::vector<uint8_t> *pvs, rays
cube_normal[axis] = sign;
cube_color = GetSurfaceLighting(
cfg, &vpl, dir, dist, cube_normal, true, standard_scale, sky_scale, hotspot_clamp);
cfg, vpl, vpl_settings, dir, dist, cube_normal, true, standard_scale, sky_scale, hotspot_clamp);
#ifdef LIGHTPOINT_TAKE_MAX
if (qv::length2(cube_color) > qv::length2(indirect)) {
@ -2102,23 +2132,23 @@ LightPoint_SurfaceLight(const mbsp_t *bsp, const std::vector<uint8_t> *pvs, rays
if (!qv::gate(indirect, surflight_gate)) { // Each point contributes very little to the final result
rs.pushRay(0, pos, dir, dist, &indirect);
}
}
if (!rs.numPushedRays())
continue;
rs.tracePushedRaysOcclusion(nullptr, CHANNEL_MASK_DEFAULT);
const int numrays = rs.numPushedRays();
for (int j = 0; j < numrays; j++) {
if (rs.getPushedRayOccluded(j))
if (!rs.numPushedRays())
continue;
qvec3f indirect = rs.getPushedRayColor(j);
rs.tracePushedRaysOcclusion(nullptr, CHANNEL_MASK_DEFAULT);
Q_assert(!std::isnan(indirect[0]));
const int numrays = rs.numPushedRays();
for (int j = 0; j < numrays; j++) {
if (rs.getPushedRayOccluded(j))
continue;
result.add(indirect, vpl.style);
qvec3f indirect = rs.getPushedRayColor(j);
Q_assert(!std::isnan(indirect[0]));
result.add(indirect, vpl_settings.style);
}
}
}
}
@ -2807,10 +2837,11 @@ bool Face_IsLightmapped(const mbsp_t *bsp, const mface_t *face)
// Very specific hack: the only reason to lightmap sky faces in Q2 is to light mdl's floating over sky.
// If lightgrid is in use, this reason is no longer relevant, so skip lightmapping.
if (light_options.lightgrid.value() && bsp->loadversion->game->id == GAME_QUAKE_II &&
// TEMP DISABLED
/*if (light_options.lightgrid.value() && bsp->loadversion->game->id == GAME_QUAKE_II &&
(texinfo->flags.native & Q2_SURF_SKY)) {
return false;
}
}*/
return bsp->loadversion->game->surf_is_lightmapped(texinfo->flags);
}
@ -3308,7 +3339,7 @@ void DirectLightFace(const mbsp_t *bsp, lightsurf_t &lightsurf, const settings::
// mxd. Add surface lights...
// FIXME: negative surface lights
LightFace_SurfaceLight(bsp, &lightsurf, lightmaps, GetSurfaceLights(), cfg.surflightscale.value(),
LightFace_SurfaceLight(bsp, &lightsurf, lightmaps, false, cfg.surflightscale.value(),
cfg.surflightskyscale.value(), 16.0f);
}
@ -3348,7 +3379,7 @@ void IndirectLightFace(const mbsp_t *bsp, lightsurf_t &lightsurf, const settings
/* add bounce lighting */
// note: scale here is just to keep it close-ish to the old code
LightFace_SurfaceLight(bsp, &lightsurf, lightmaps, BounceLights(), cfg.bouncescale.value() * 0.5,
LightFace_SurfaceLight(bsp, &lightsurf, lightmaps, true, cfg.bouncescale.value() * 0.5,
cfg.bouncescale.value(), 128.0f);
}
}
@ -3388,15 +3419,17 @@ void PostProcessLightFace(const mbsp_t *bsp, lightsurf_t &lightsurf, const setti
LightFace_Min(bsp, face, minlight_color, minlight, &lightsurf, lightmaps, 0);
}
if (auto value = IsSurfaceLitFace(bsp, face)) {
auto *entity = std::get<3>(value.value());
float surface_minlight_scale = entity ? entity->surflight_minlight_scale.value() : 64.f;
surface_minlight_scale *= lightsurf.surflight_minlight_scale;
if (lightsurf.vpl) {
if (auto value = IsSurfaceLitFace(bsp, face)) {
auto *entity = std::get<3>(value.value());
float surface_minlight_scale = entity ? entity->surflight_minlight_scale.value() : 1.f;
surface_minlight_scale *= lightsurf.surflight_minlight_scale;
if (surface_minlight_scale > 0) {
minlight = std::get<0>(value.value()) * surface_minlight_scale;
minlight_color = std::get<2>(value.value());
LightFace_Min(bsp, face, minlight_color, minlight, &lightsurf, lightmaps, std::get<1>(value.value()));
if (surface_minlight_scale > 0) {
minlight = std::get<0>(value.value()) * surface_minlight_scale;
minlight_color = std::get<2>(value.value());
LightFace_Min(bsp, face, minlight_color, minlight, &lightsurf, lightmaps, std::get<1>(value.value()));
}
}
}
@ -3555,7 +3588,7 @@ lightgrid_samples_t CalcLightgridAtPoint(const mbsp_t *bsp, const qvec3d &world_
// mxd. Add surface lights...
// FIXME: negative surface lights
LightPoint_SurfaceLight(bsp, pvs, rs, GetSurfaceLights(), cfg.surflightscale.value(), cfg.surflightskyscale.value(),
LightPoint_SurfaceLight(bsp, pvs, rs, false, cfg.surflightscale.value(), cfg.surflightskyscale.value(),
16.0f, world_point, result);
#if 0
@ -3587,7 +3620,7 @@ lightgrid_samples_t CalcLightgridAtPoint(const mbsp_t *bsp, const qvec3d &world_
/* add bounce lighting */
// note: scale here is just to keep it close-ish to the old code
LightPoint_SurfaceLight(bsp, pvs, rs, BounceLights(), cfg.bouncescale.value() * 0.5, cfg.bouncescale.value(),
LightPoint_SurfaceLight(bsp, pvs, rs, true, cfg.bouncescale.value() * 0.5, cfg.bouncescale.value(),
128.0f, world_point, result);
LightPoint_ScaleAndClamp(result);

View File

@ -38,22 +38,13 @@ using namespace std;
using namespace polylib;
static mutex surfacelights_lock;
static std::vector<surfacelight_t> surfacelights;
static std::map<int, std::vector<int>> surfacelightsByFacenum;
static size_t total_surflight_points = 0;
void ResetSurflight()
{
surfacelights = {};
surfacelightsByFacenum = {};
total_surflight_points = {};
}
std::vector<surfacelight_t> &GetSurfaceLights()
{
return surfacelights;
}
size_t GetSurflightPoints()
{
return total_surflight_points;
@ -64,6 +55,14 @@ int LightStyleForTargetname(const settings::worldspawn_keys &cfg, const std::str
static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, const mface_t *face,
std::optional<qvec3f> texture_color, bool is_directional, bool is_sky, int32_t style, int32_t light_value)
{
auto &surf_ptr = LightSurfaces()[face - bsp->dfaces.data()];
if (!surf_ptr) {
return;
}
auto &surf = *surf_ptr.get();
// Create face points...
auto poly = Face_Points(bsp, face);
const float facearea = qv::PolyArea(poly.begin(), poly.end());
@ -74,38 +73,6 @@ static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys
if (facearea < 1)
return;
// Create winding...
winding_t winding = winding_t::from_winding_points(poly);
auto face_modelinfo = ModelInfoForFace(bsp, face - bsp->dfaces.data());
for (auto &pt : winding) {
pt += face_modelinfo->offset;
}
winding.remove_colinear();
// Get face normal and midpoint...
qvec3d facenormal = Face_Normal(bsp, face);
qvec3d facemidpoint = winding.center() + facenormal; // Lift 1 unit
// Dice winding...
vector<qvec3f> points;
size_t points_before_culling = 0;
winding.dice(cfg.surflightsubdivision.value(), [&](winding_t &w) {
++points_before_culling;
qvec3f point = w.center() + facenormal;
// optimization - cull surface lights in the void
// also try to move them if they're slightly inside a wall
auto [fixed_point, success] = FixLightOnFace(bsp, point, false, 0.5f);
if (!success) {
return;
}
points.push_back(fixed_point);
});
// Calculate emit color and intensity...
if (extended_flags.surflight_color.has_value()) {
@ -137,52 +104,80 @@ static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys
if (intensity > 1.0f)
texture_color.value() *= 1.0f / intensity;
// Sanity checks...
if (points.empty())
return;
if (!surf.vpl) {
auto &l = surf.vpl = std::make_unique<surfacelight_t>();
// Add surfacelight...
surfacelight_t l;
l.surfnormal = facenormal;
l.omnidirectional = !is_directional;
l.points = std::move(points);
if (extended_flags.surflight_targetname) {
l.style = LightStyleForTargetname(cfg, extended_flags.surflight_targetname.value());
} else if (extended_flags.surflight_style) {
l.style = extended_flags.surflight_style.value();
} else {
l.style = style;
}
l.rescale = extended_flags.surflight_rescale;
l.minlight_scale = extended_flags.surflight_minlight_scale;
// Create winding...
winding_t winding = winding_t::from_winding_points(poly);
auto face_modelinfo = ModelInfoForFace(bsp, face - bsp->dfaces.data());
// Init bbox...
if (light_options.visapprox.value() == visapprox_t::RAYS) {
l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
}
for (auto &pt : winding) {
pt += face_modelinfo->offset;
}
for (auto &pt : l.points) {
if (light_options.visapprox.value() == visapprox_t::VIS) {
l.leaves.push_back(Light_PointInLeaf(bsp, pt));
} else if (light_options.visapprox.value() == visapprox_t::RAYS) {
l.bounds += EstimateVisibleBoundsAtPoint(pt);
winding.remove_colinear();
// Get face normal and midpoint...
l->surfnormal = Face_Normal(bsp, face);
l->pos = winding.center() + l->surfnormal; // Lift 1 unit
// Dice winding...
l->points_before_culling = 0;
winding.dice(cfg.surflightsubdivision.value(), [&](winding_t &w) {
++l->points_before_culling;
qvec3f point = w.center() + l->surfnormal;
// optimization - cull surface lights in the void
// also try to move them if they're slightly inside a wall
auto [fixed_point, success] = FixLightOnFace(bsp, point, false, 0.5f);
if (!success) {
return;
}
l->points.push_back(fixed_point);
});
l->minlight_scale = extended_flags.surflight_minlight_scale;
// Init bbox...
if (light_options.visapprox.value() == visapprox_t::RAYS) {
l->bounds = EstimateVisibleBoundsAtPoint(l->pos);
}
for (auto &pt : l->points) {
if (light_options.visapprox.value() == visapprox_t::VIS) {
l->leaves.push_back(Light_PointInLeaf(bsp, pt));
} else if (light_options.visapprox.value() == visapprox_t::RAYS) {
l->bounds += EstimateVisibleBoundsAtPoint(pt);
}
}
}
l.pos = facemidpoint;
auto &l = surf.vpl;
// Sanity checks...
if (l->points.empty()) {
return;
}
// Add surfacelight...
auto &setting = l->styles.emplace_back();
setting.omnidirectional = !is_directional;
if (extended_flags.surflight_targetname) {
setting.style = LightStyleForTargetname(cfg, extended_flags.surflight_targetname.value());
} else if (extended_flags.surflight_style) {
setting.style = extended_flags.surflight_style.value();
} else {
setting.style = style;
}
setting.rescale = extended_flags.surflight_rescale;
// Store surfacelight settings...
l.totalintensity = intensity * facearea;
l.intensity = l.totalintensity / points_before_culling;
l.color = texture_color.value();
// Store light...
unique_lock<mutex> lck{surfacelights_lock};
total_surflight_points += l.points.size();
surfacelights.push_back(l);
const int index = static_cast<int>(surfacelights.size()) - 1;
surfacelightsByFacenum[Face_GetNum(bsp, face)].push_back(index);
setting.totalintensity = intensity * facearea;
setting.intensity = setting.totalintensity / l->points_before_culling;
setting.color = texture_color.value();
}
std::optional<std::tuple<int32_t, int32_t, qvec3d, light_t *>> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face)
@ -251,17 +246,6 @@ static void MakeSurfaceLightsThread(const mbsp_t *bsp, const settings::worldspaw
}
}
// No surflight_debug (yet?), so unused...
const std::vector<int> &SurfaceLightsForFaceNum(int facenum)
{
const auto &vec = surfacelightsByFacenum.find(facenum);
if (vec != surfacelightsByFacenum.end())
return vec->second;
static std::vector<int> empty;
return empty;
}
void // Quake 2 surface lights
MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp)
{
@ -270,7 +254,7 @@ MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *b
logging::parallel_for(
static_cast<size_t>(0), bsp->dfaces.size(), [&](size_t i) { MakeSurfaceLightsThread(bsp, cfg, i); });
if (surfacelights.size()) {
/*if (surfacelights.size()) {
logging::print("{} surface lights ({} light points) in use.\n", surfacelights.size(), total_surflight_points);
}
}*/
}