698 lines
22 KiB
C++
698 lines
22 KiB
C++
/* Copyright (C) 2016 Eric Wasylishen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <light/light.hh>
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#include <light/bounce.hh>
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#include <light/trace_embree.hh>
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#include <common/bsputils.hh>
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#include <common/polylib.hh>
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#include <vector>
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#include <climits>
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using namespace std;
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using namespace polylib;
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sceneinfo skygeom; // sky. always occludes.
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sceneinfo solidgeom; // solids. always occludes.
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sceneinfo filtergeom; // conditional occluders.. needs to run ray intersection filter
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static RTCDevice device;
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RTCScene scene;
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static const mbsp_t *bsp_static;
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void ResetEmbree()
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{
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skygeom = {};
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solidgeom = {};
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filtergeom = {};
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if (scene) {
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rtcReleaseScene(scene);
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scene = nullptr;
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}
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if (device) {
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rtcReleaseDevice(device);
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device = nullptr;
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}
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bsp_static = nullptr;
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}
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/**
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* Returns 1.0 unless a custom alpha value is set.
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* The priority is: "_light_alpha" (read from extended_texinfo_flags), then "alpha", then Q2 surface flags
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*/
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static float Face_Alpha(const mbsp_t *bsp, const modelinfo_t *modelinfo, const mface_t *face)
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{
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const surfflags_t &extended_flags = extended_texinfo_flags[face->texinfo];
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const int surf_flags = Face_ContentsOrSurfaceFlags(bsp, face);
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const bool is_q2 = bsp->loadversion->game->id == GAME_QUAKE_II;
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// for "_light_alpha", 0 is considered unset
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if (extended_flags.light_alpha) {
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return extended_flags.light_alpha;
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}
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// next check "alpha" key (q1)
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if (modelinfo->alpha.isChanged()) {
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return modelinfo->alpha.value();
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}
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// next handle q2 surface flags
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if (is_q2) {
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if (surf_flags & Q2_SURF_TRANS33) {
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return 0.33f;
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}
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if (surf_flags & Q2_SURF_TRANS66) {
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return 0.66f;
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}
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}
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// no alpha requested
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return 1.0f;
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}
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sceneinfo CreateGeometry(
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const mbsp_t *bsp, RTCDevice g_device, RTCScene scene, const std::vector<const mface_t *> &faces)
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{
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// count triangles
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int numtris = 0;
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for (const mface_t *face : faces) {
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if (face->numedges < 3)
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continue;
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numtris += (face->numedges - 2);
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}
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unsigned int geomID;
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RTCGeometry geom_0 = rtcNewGeometry(g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
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// we're not using masks, but they need to be set to something or else all rays miss
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// if embree is compiled with them
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rtcSetGeometryMask(geom_0, 1);
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rtcSetGeometryBuildQuality(geom_0, RTC_BUILD_QUALITY_MEDIUM);
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rtcSetGeometryTimeStepCount(geom_0, 1);
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geomID = rtcAttachGeometry(scene, geom_0);
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rtcReleaseGeometry(geom_0);
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struct Vertex
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{
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float point[4];
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}; // 4th element is padding
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struct Triangle
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{
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int v0, v1, v2;
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};
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// fill in vertices
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Vertex *vertices = (Vertex *)rtcSetNewGeometryBuffer(
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geom_0, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, 4 * sizeof(float), bsp->dvertexes.size());
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size_t i = 0;
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for (auto &dvertex : bsp->dvertexes) {
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Vertex *vert = &vertices[i++];
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for (int j = 0; j < 3; j++) {
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vert->point[j] = dvertex[j];
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}
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}
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sceneinfo s;
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s.geomID = geomID;
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// fill in triangles
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Triangle *triangles = (Triangle *)rtcSetNewGeometryBuffer(
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geom_0, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, 3 * sizeof(int), numtris);
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int tri_index = 0;
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for (const mface_t *face : faces) {
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if (face->numedges < 3)
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continue;
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// NOTE: can be null for "skip" faces
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const modelinfo_t *modelinfo = ModelInfoForFace(bsp, Face_GetNum(bsp, face));
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for (int j = 2; j < face->numedges; j++) {
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Triangle *tri = &triangles[tri_index];
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tri->v0 = Face_VertexAtIndex(bsp, face, j - 1);
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tri->v1 = Face_VertexAtIndex(bsp, face, j);
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tri->v2 = Face_VertexAtIndex(bsp, face, 0);
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tri_index++;
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triinfo info;
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info.face = face;
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info.modelinfo = modelinfo;
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info.texinfo = &bsp->texinfo[face->texinfo];
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info.texture = Face_Texture(bsp, face);
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info.shadowworldonly = modelinfo->shadowworldonly.boolValue();
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info.shadowself = modelinfo->shadowself.boolValue();
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info.switchableshadow = modelinfo->switchableshadow.boolValue();
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info.switchshadstyle = modelinfo->switchshadstyle.value();
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info.alpha = Face_Alpha(bsp, modelinfo, face);
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// mxd
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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const int surf_flags = Face_ContentsOrSurfaceFlags(bsp, face);
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info.is_fence = surf_flags & Q2_SURF_ALPHATEST;
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info.is_glass = !info.is_fence && (surf_flags & (Q2_SURF_TRANS33 | Q2_SURF_TRANS66));
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} else {
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const char *name = Face_TextureName(bsp, face);
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info.is_fence = (name[0] == '{');
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info.is_glass = (info.alpha < 1.0f);
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}
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s.triInfo.push_back(info);
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}
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}
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rtcCommitGeometry(geom_0);
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return s;
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}
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static void CreateGeometryFromWindings(RTCDevice g_device, RTCScene scene, const std::vector<winding_t> &windings)
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{
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if (windings.empty())
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return;
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// count triangles
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int numtris = 0;
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int numverts = 0;
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for (const auto &winding : windings) {
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Q_assert(winding.size() >= 3);
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numtris += (winding.size() - 2);
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numverts += winding.size();
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}
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RTCGeometry geom_1 = rtcNewGeometry(g_device, RTC_GEOMETRY_TYPE_TRIANGLE);
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rtcSetGeometryBuildQuality(geom_1, RTC_BUILD_QUALITY_MEDIUM);
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rtcSetGeometryMask(geom_1, 1);
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rtcSetGeometryTimeStepCount(geom_1, 1);
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rtcAttachGeometry(scene, geom_1);
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rtcReleaseGeometry(geom_1);
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struct Vertex
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{
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float point[4];
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}; // 4th element is padding
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struct Triangle
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{
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int v0, v1, v2;
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};
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// fill in vertices
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Vertex *vertices = (Vertex *)rtcSetNewGeometryBuffer(
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geom_1, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, 4 * sizeof(float), numverts);
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{
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int vert_index = 0;
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for (const auto &winding : windings) {
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for (int j = 0; j < winding.size(); j++) {
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for (int k = 0; k < 3; k++) {
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vertices[vert_index + j].point[k] = winding.at(j)[k];
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}
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}
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vert_index += winding.size();
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}
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}
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// fill in triangles
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Triangle *triangles = (Triangle *)rtcSetNewGeometryBuffer(
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geom_1, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, 3 * sizeof(int), numtris);
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int tri_index = 0;
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int vert_index = 0;
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for (const auto &winding : windings) {
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for (int j = 2; j < winding.size(); j++) {
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Triangle *tri = &triangles[tri_index];
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tri->v0 = vert_index + (j - 1);
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tri->v1 = vert_index + j;
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tri->v2 = vert_index + 0;
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tri_index++;
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}
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vert_index += winding.size();
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}
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Q_assert(vert_index == numverts);
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Q_assert(tri_index == numtris);
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rtcCommitGeometry(geom_1);
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}
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void ErrorCallback(void *userptr, const RTCError code, const char *str)
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{
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fmt::print("RTC Error {}: {}\n", code, str);
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}
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const triinfo &Embree_LookupTriangleInfo(unsigned int geomID, unsigned int primID)
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{
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const sceneinfo &info = Embree_SceneinfoForGeomID(geomID);
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return info.triInfo.at(primID);
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}
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inline qvec3f Embree_RayEndpoint(RTCRayN *ray, const qvec3f &dir, size_t N, size_t i)
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{
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qvec3f org{RTCRayN_org_x(ray, N, i), RTCRayN_org_y(ray, N, i), RTCRayN_org_z(ray, N, i)};
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float &tfar = RTCRayN_tfar(ray, N, i);
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return org + (dir * tfar);
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}
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enum class filtertype_t
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{
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INTERSECTION,
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OCCLUSION
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};
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static void AddGlassToRay(RTCIntersectContext *context, unsigned rayIndex, float opacity, const qvec3d &glasscolor);
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static void AddDynamicOccluderToRay(RTCIntersectContext *context, unsigned rayIndex, int style);
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// called to evaluate transparency
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template<filtertype_t filtertype>
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static void Embree_FilterFuncN(const struct RTCFilterFunctionNArguments *args)
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{
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int *const valid = args->valid;
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RTCIntersectContext *const context = args->context;
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struct RTCRayN *const ray = args->ray;
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struct RTCHitN *const potentialHit = args->hit;
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const unsigned int N = args->N;
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const int VALID = -1;
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const int INVALID = 0;
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const ray_source_info *rsi = static_cast<const ray_source_info *>(context);
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for (size_t i = 0; i < N; i++) {
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if (valid[i] != VALID) {
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// we only need to handle valid rays
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continue;
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}
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const unsigned &rayID = RTCRayN_id(ray, N, i);
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const unsigned &geomID = RTCHitN_geomID(potentialHit, N, i);
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const unsigned &primID = RTCHitN_primID(potentialHit, N, i);
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// unpack ray index
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const unsigned rayIndex = rayID;
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const modelinfo_t *source_modelinfo = rsi->self;
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const triinfo &hit_triinfo = Embree_LookupTriangleInfo(geomID, primID);
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if (!hit_triinfo.modelinfo) {
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// we hit a "skip" face with no associated model
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// reject hit (???)
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valid[i] = INVALID;
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continue;
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}
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if (hit_triinfo.shadowworldonly) {
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// we hit "_shadowworldonly" "1" geometry. Ignore the hit unless we are from world.
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if (!source_modelinfo || !source_modelinfo->isWorld()) {
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// reject hit
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valid[i] = INVALID;
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continue;
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}
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}
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if (hit_triinfo.shadowself) {
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// only casts shadows on itself
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if (source_modelinfo != hit_triinfo.modelinfo) {
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// reject hit
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valid[i] = INVALID;
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continue;
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}
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}
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if (hit_triinfo.switchableshadow) {
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// we hit a dynamic shadow caster. reject the hit, but store the
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// info about what we hit.
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const int style = hit_triinfo.switchshadstyle;
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AddDynamicOccluderToRay(context, rayIndex, style);
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// reject hit
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valid[i] = INVALID;
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continue;
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}
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float alpha = hit_triinfo.alpha;
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// test fence textures and glass
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if (hit_triinfo.is_fence || hit_triinfo.is_glass) {
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qvec3f rayDir =
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qv::normalize(qvec3f{RTCRayN_dir_x(ray, N, i), RTCRayN_dir_y(ray, N, i), RTCRayN_dir_z(ray, N, i)});
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qvec3f hitpoint = Embree_RayEndpoint(ray, rayDir, N, i);
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const qvec4b sample = SampleTexture(hit_triinfo.face, hit_triinfo.texinfo, hit_triinfo.texture, bsp_static,
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hitpoint); // mxd. Palette index -> color_rgba
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if (hit_triinfo.is_glass) {
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// hit glass...
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// mxd. Adjust alpha by texture alpha?
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if (sample[3] < 255)
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alpha = sample[3] / 255.0f;
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qvec3f potentialHitGeometryNormal = qv::normalize(qvec3f{RTCHitN_Ng_x(potentialHit, N, i),
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RTCHitN_Ng_y(potentialHit, N, i), RTCHitN_Ng_z(potentialHit, N, i)});
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const float raySurfaceCosAngle = qv::dot(rayDir, potentialHitGeometryNormal);
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// only pick up the color of the glass on the _exiting_ side of the glass.
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// (we currently trace "backwards", from surface point --> light source)
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if (raySurfaceCosAngle < 0) {
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AddGlassToRay(context, rayIndex, alpha, sample.xyz() * (1.0 / 255.0));
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}
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// reject hit
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valid[i] = INVALID;
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continue;
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}
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if (hit_triinfo.is_fence) {
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if (sample[3] < 255) {
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// reject hit
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valid[i] = INVALID;
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continue;
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}
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}
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}
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// accept hit
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// (just need to leave the `valid` value set to VALID)
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}
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}
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// building faces for skip-textured bmodels
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qplane3d Node_Plane(const mbsp_t *bsp, const bsp2_dnode_t *node, bool side)
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{
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qplane3d plane = bsp->dplanes[node->planenum];
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if (side) {
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return -plane;
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}
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return plane;
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}
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/**
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* `planes` all of the node planes that bound this leaf, facing inward.
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*/
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static void Leaf_MakeFaces(
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const mbsp_t *bsp, const mleaf_t *leaf, const std::vector<qplane3d> &planes, std::vector<winding_t> &result)
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{
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for (const qplane3d &plane : planes) {
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// flip the inward-facing split plane to get the outward-facing plane of the face we're constructing
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qplane3d faceplane = -plane;
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std::optional<winding_t> winding = winding_t::from_plane(faceplane, 10e6);
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// clip `winding` by all of the other planes
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for (const qplane3d &plane2 : planes) {
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if (&plane2 == &plane)
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continue;
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// discard the back, continue clipping the front part
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winding = winding->clip_front(plane2);
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// check if everything was clipped away
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if (!winding)
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break;
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}
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if (!winding) {
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// logging::print("WARNING: winding clipped away\n");
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} else {
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result.push_back(std::move(*winding));
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}
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}
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}
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void MakeFaces_r(const mbsp_t *bsp, const int nodenum, std::vector<qplane3d> *planes, std::vector<winding_t> &result)
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{
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if (nodenum < 0) {
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const int leafnum = -nodenum - 1;
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const mleaf_t *leaf = &bsp->dleafs[leafnum];
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if ((bsp->loadversion->game->id == GAME_QUAKE_II) ? (leaf->contents & Q2_CONTENTS_SOLID)
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: leaf->contents == CONTENTS_SOLID) {
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Leaf_MakeFaces(bsp, leaf, *planes, result);
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}
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return;
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}
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const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
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// go down the front side
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planes->push_back(Node_Plane(bsp, node, false));
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MakeFaces_r(bsp, node->children[0], planes, result);
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planes->pop_back();
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// go down the back side
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planes->push_back(Node_Plane(bsp, node, true));
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MakeFaces_r(bsp, node->children[1], planes, result);
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planes->pop_back();
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}
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static void MakeFaces(const mbsp_t *bsp, const dmodelh2_t *model, std::vector<winding_t> &result)
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{
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std::vector<qplane3d> planes;
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MakeFaces_r(bsp, model->headnode[0], &planes, result);
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Q_assert(planes.empty());
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}
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void Embree_TraceInit(const mbsp_t *bsp)
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{
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bsp_static = bsp;
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Q_assert(device == nullptr);
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std::vector<const mface_t *> skyfaces, solidfaces, filterfaces;
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// check all modelinfos
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for (size_t mi = 0; mi < bsp->dmodels.size(); mi++) {
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const modelinfo_t *model = ModelInfoForModel(bsp, mi);
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const bool isWorld = model->isWorld();
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const bool shadow = model->shadow.boolValue();
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const bool shadowself = model->shadowself.boolValue();
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const bool shadowworldonly = model->shadowworldonly.boolValue();
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const bool switchableshadow = model->switchableshadow.boolValue();
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if (!(isWorld || shadow || shadowself || shadowworldonly || switchableshadow))
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continue;
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for (int i = 0; i < model->model->numfaces; i++) {
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const mface_t *face = BSP_GetFace(bsp, model->model->firstface + i);
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// check for TEX_NOSHADOW
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const surfflags_t &extended_flags = extended_texinfo_flags[face->texinfo];
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if (extended_flags.no_shadow)
|
|
continue;
|
|
|
|
// handle switchableshadow
|
|
if (switchableshadow) {
|
|
filterfaces.push_back(face);
|
|
continue;
|
|
}
|
|
|
|
const int contents_or_surf_flags = Face_ContentsOrSurfaceFlags(bsp, face); // mxd
|
|
const mtexinfo_t *texinfo = Face_Texinfo(bsp, face);
|
|
const bool is_q2 = bsp->loadversion->game->id == GAME_QUAKE_II;
|
|
|
|
// mxd. Skip NODRAW faces, but not SKY ones (Q2's sky01.wal has both flags set)
|
|
if (is_q2 && (contents_or_surf_flags & Q2_SURF_NODRAW) && !(contents_or_surf_flags & Q2_SURF_SKY))
|
|
continue;
|
|
|
|
// handle glass / water
|
|
const float alpha = Face_Alpha(bsp, model, face);
|
|
if (alpha < 1.0f ||
|
|
(is_q2 && (contents_or_surf_flags & (Q2_SURF_ALPHATEST | Q2_SURF_TRANS33 | Q2_SURF_TRANS66)))) {
|
|
filterfaces.push_back(face);
|
|
continue;
|
|
}
|
|
|
|
// fence
|
|
const char *texname = Face_TextureName(bsp, face);
|
|
if (texname[0] == '{') {
|
|
filterfaces.push_back(face);
|
|
continue;
|
|
}
|
|
|
|
// handle sky
|
|
if (is_q2) {
|
|
// Q2: arghrad compat: sky faces only emit sunlight if:
|
|
// sky flag set, light flag set, value nonzero
|
|
if ((contents_or_surf_flags & Q2_SURF_SKY) != 0 &&
|
|
(!light_options.arghradcompat.value() ||
|
|
((contents_or_surf_flags & Q2_SURF_LIGHT) != 0 && texinfo->value != 0))) {
|
|
skyfaces.push_back(face);
|
|
continue;
|
|
}
|
|
} else {
|
|
// Q1
|
|
if (!Q_strncasecmp("sky", texname, 3)) {
|
|
skyfaces.push_back(face);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// liquids
|
|
if (/* texname[0] == '*' */ ContentsOrSurfaceFlags_IsTranslucent(bsp, contents_or_surf_flags)) { // mxd
|
|
if (!isWorld) {
|
|
// world liquids never cast shadows; shadow casting bmodel liquids do
|
|
solidfaces.push_back(face);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// solid faces
|
|
|
|
if (isWorld || shadow) {
|
|
solidfaces.push_back(face);
|
|
} else {
|
|
// shadowself or shadowworldonly
|
|
Q_assert(shadowself || shadowworldonly);
|
|
filterfaces.push_back(face);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Special handling of skip-textured bmodels */
|
|
std::vector<winding_t> skipwindings;
|
|
for (const modelinfo_t *model : tracelist) {
|
|
if (model->model->numfaces == 0) {
|
|
MakeFaces(bsp, model->model, skipwindings);
|
|
}
|
|
}
|
|
|
|
device = rtcNewDevice(NULL);
|
|
rtcSetDeviceErrorFunction(
|
|
device, ErrorCallback, nullptr); // mxd. Changed from rtcDeviceSetErrorFunction to silence compiler warning...
|
|
|
|
// log version
|
|
const size_t ver_maj = rtcGetDeviceProperty(device, RTC_DEVICE_PROPERTY_VERSION_MAJOR);
|
|
const size_t ver_min = rtcGetDeviceProperty(device, RTC_DEVICE_PROPERTY_VERSION_MINOR);
|
|
const size_t ver_pat = rtcGetDeviceProperty(device, RTC_DEVICE_PROPERTY_VERSION_PATCH);
|
|
logging::funcprint("Embree version: {}.{}.{}\n", ver_maj, ver_min, ver_pat);
|
|
|
|
scene = rtcNewScene(device);
|
|
rtcSetSceneFlags(scene, RTC_SCENE_FLAG_NONE);
|
|
rtcSetSceneBuildQuality(scene, RTC_BUILD_QUALITY_HIGH);
|
|
skygeom = CreateGeometry(bsp, device, scene, skyfaces);
|
|
solidgeom = CreateGeometry(bsp, device, scene, solidfaces);
|
|
filtergeom = CreateGeometry(bsp, device, scene, filterfaces);
|
|
CreateGeometryFromWindings(device, scene, skipwindings);
|
|
|
|
rtcSetGeometryIntersectFilterFunction(
|
|
rtcGetGeometry(scene, filtergeom.geomID), Embree_FilterFuncN<filtertype_t::INTERSECTION>);
|
|
rtcSetGeometryOccludedFilterFunction(
|
|
rtcGetGeometry(scene, filtergeom.geomID), Embree_FilterFuncN<filtertype_t::OCCLUSION>);
|
|
|
|
rtcCommitScene(scene);
|
|
|
|
logging::funcprint("\n");
|
|
logging::print("\t{} sky faces\n", skyfaces.size());
|
|
logging::print("\t{} solid faces\n", solidfaces.size());
|
|
logging::print("\t{} filtered faces\n", filterfaces.size());
|
|
logging::print("\t{} shadow-casting skip faces\n", skipwindings.size());
|
|
}
|
|
|
|
static RTCRayHit SetupRay_StartStop(const qvec3d &start, const qvec3d &stop)
|
|
{
|
|
qvec3d dir = stop - start;
|
|
vec_t dist = qv::normalizeInPlace(dir);
|
|
|
|
return SetupRay(0, start, dir, dist);
|
|
}
|
|
|
|
// public
|
|
hitresult_t TestLight(const qvec3d &start, const qvec3d &stop, const modelinfo_t *self)
|
|
{
|
|
RTCRay ray = SetupRay_StartStop(start, stop).ray;
|
|
|
|
ray_source_info ctx2(nullptr, self);
|
|
rtcOccluded1(scene, &ctx2, &ray);
|
|
|
|
if (ray.tfar < 0.0f)
|
|
return {false, 0}; // fully occluded
|
|
|
|
// no obstruction (or a switchable shadow obstruction only)
|
|
return {true, ctx2.singleRayShadowStyle};
|
|
}
|
|
|
|
// public
|
|
hitresult_t TestSky(const qvec3d &start, const qvec3d &dirn, const modelinfo_t *self, const mface_t **face_out)
|
|
{
|
|
// trace from the sample point towards the sun, and
|
|
// return true if we hit a sky poly.
|
|
|
|
qvec3d dir_normalized = qv::normalize(dirn);
|
|
|
|
RTCRayHit ray = SetupRay(0, start, dir_normalized, MAX_SKY_DIST);
|
|
|
|
ray_source_info ctx2(nullptr, self);
|
|
rtcIntersect1(scene, &ctx2, &ray);
|
|
|
|
bool hit_sky = (ray.hit.geomID == skygeom.geomID);
|
|
|
|
if (face_out) {
|
|
if (hit_sky) {
|
|
const sceneinfo &si = Embree_SceneinfoForGeomID(ray.hit.geomID);
|
|
*face_out = si.triInfo.at(ray.hit.primID).face;
|
|
} else {
|
|
*face_out = nullptr;
|
|
}
|
|
}
|
|
|
|
return {hit_sky, ctx2.singleRayShadowStyle};
|
|
}
|
|
|
|
static void AddGlassToRay(RTCIntersectContext *context, unsigned rayIndex, float opacity, const qvec3d &glasscolor)
|
|
{
|
|
ray_source_info *ctx = static_cast<ray_source_info *>(context);
|
|
raystream_embree_common_t *rs = ctx->raystream;
|
|
|
|
if (rs == nullptr) {
|
|
// FIXME: remove this.. once all ray casts use raystreams
|
|
// happens for bounce lights, e.g. Embree_TestSky
|
|
return;
|
|
}
|
|
|
|
// clamp opacity
|
|
opacity = clamp(opacity, 0.0f, 1.0f);
|
|
|
|
Q_assert(rayIndex < rs->_numrays);
|
|
|
|
rs->_ray_hit_glass[rayIndex] = true;
|
|
rs->_ray_glass_color[rayIndex] = glasscolor;
|
|
rs->_ray_glass_opacity[rayIndex] = opacity;
|
|
}
|
|
|
|
static void AddDynamicOccluderToRay(RTCIntersectContext *context, unsigned rayIndex, int style)
|
|
{
|
|
ray_source_info *ctx = static_cast<ray_source_info *>(context);
|
|
raystream_embree_common_t *rs = ctx->raystream;
|
|
|
|
if (rs != nullptr) {
|
|
rs->_ray_dynamic_styles[rayIndex] = style;
|
|
} else {
|
|
// TestLight case
|
|
ctx->singleRayShadowStyle = style;
|
|
}
|
|
}
|