mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-25 02:52:12 +00:00
918 lines
23 KiB
C++
918 lines
23 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2020 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "RenderCommon.h"
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/*
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=============
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R_SetEnvprobeDefViewEnvprobe
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If the envprobeDef is not already on the viewEnvprobe list, create
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a viewEnvprobe and add it to the list with an empty scissor rect.
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=============
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*/
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viewEnvprobe_t* R_SetEnvprobeDefViewEnvprobe( RenderEnvprobeLocal* probe )
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{
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if( probe->viewCount == tr.viewCount )
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{
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// already set up for this frame
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return probe->viewEnvprobe;
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}
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probe->viewCount = tr.viewCount;
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// add to the view light chain
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viewEnvprobe_t* vProbe = ( viewEnvprobe_t* )R_ClearedFrameAlloc( sizeof( *vProbe ), FRAME_ALLOC_VIEW_LIGHT );
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vProbe->envprobeDef = probe;
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// the scissorRect will be expanded as the envprobe bounds is accepted into visible portal chains
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// and the scissor will be reduced in R_AddSingleEnvprobe based on the screen space projection
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vProbe->scissorRect.Clear();
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// copy data used by backend
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// RB: this would normaly go into R_AddSingleEnvprobe
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vProbe->globalOrigin = probe->parms.origin;
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vProbe->inverseBaseLightProject = probe->inverseBaseLightProject;
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//if( probe->irradianceImage->IsLoaded() )
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{
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vProbe->irradianceImage = probe->irradianceImage;
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}
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//else
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//{
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// vProbe->irradianceImage = globalImages->defaultUACIrradianceCube;
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//}
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//if( probe->radianceImage->IsLoaded() )
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{
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vProbe->radianceImage = probe->radianceImage;
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}
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//else
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//{
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// vProbe->radianceImage = globalImages->defaultUACRadianceCube;
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//}
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// link the view light
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vProbe->next = tr.viewDef->viewEnvprobes;
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tr.viewDef->viewEnvprobes = vProbe;
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probe->viewEnvprobe = vProbe;
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return vProbe;
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}
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/*
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================
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CullEnvprobeByPortals
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Return true if the light frustum does not intersect the current portal chain.
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================
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*/
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bool idRenderWorldLocal::CullEnvprobeByPortals( const RenderEnvprobeLocal* probe, const portalStack_t* ps )
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{
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if( r_useLightPortalCulling.GetInteger() == 1 )
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{
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ALIGNTYPE16 frustumCorners_t corners;
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idRenderMatrix::GetFrustumCorners( corners, probe->inverseBaseLightProject, bounds_zeroOneCube );
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for( int i = 0; i < ps->numPortalPlanes; i++ )
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{
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if( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT )
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{
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return true;
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}
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}
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}
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else if( r_useLightPortalCulling.GetInteger() >= 2 )
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{
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idPlane frustumPlanes[6];
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idRenderMatrix::GetFrustumPlanes( frustumPlanes, probe->baseLightProject, true, true );
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// exact clip of light faces against all planes
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for( int i = 0; i < 6; i++ )
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{
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// the light frustum planes face inward, so the planes that have the
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// view origin on the positive side will be the "back" faces of the light,
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// which must have some fragment inside the the portal stack planes to be visible
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if( frustumPlanes[i].Distance( tr.viewDef->renderView.vieworg ) <= 0.0f )
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{
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continue;
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}
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// calculate a winding for this frustum side
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idFixedWinding w;
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w.BaseForPlane( frustumPlanes[i] );
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for( int j = 0; j < 6; j++ )
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{
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if( j == i )
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{
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continue;
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}
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if( !w.ClipInPlace( frustumPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() <= 2 )
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{
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continue;
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}
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assert( ps->numPortalPlanes <= MAX_PORTAL_PLANES );
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assert( w.GetNumPoints() + ps->numPortalPlanes < MAX_POINTS_ON_WINDING );
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// now clip the winding against each of the portalStack planes
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// skip the last plane which is the last portal itself
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for( int j = 0; j < ps->numPortalPlanes - 1; j++ )
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{
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if( !w.ClipInPlace( -ps->portalPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() > 2 )
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{
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// part of the winding is visible through the portalStack,
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// so the light is not culled
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return false;
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}
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}
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// nothing was visible
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return true;
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}
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return false;
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}
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/*
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===================
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AddAreaViewEnvprobes
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This is the only point where lights get added to the viewLights list.
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Any lights that are visible through the current portalStack will have their scissor rect updated.
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===================
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*/
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void idRenderWorldLocal::AddAreaViewEnvprobes( int areaNum, const portalStack_t* ps )
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{
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portalArea_t* area = &portalAreas[ areaNum ];
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for( areaReference_t* lref = area->envprobeRefs.areaNext; lref != &area->envprobeRefs; lref = lref->areaNext )
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{
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RenderEnvprobeLocal* probe = lref->envprobe;
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// debug tool to allow viewing of only one light at a time
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if( r_singleEnvprobe.GetInteger() >= 0 && r_singleEnvprobe.GetInteger() != probe->index )
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{
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continue;
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}
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// check for being closed off behind a door
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// a light that doesn't cast shadows will still light even if it is behind a door
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if( r_useLightAreaCulling.GetBool() //&& !envprobe->LightCastsShadows()
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&& probe->areaNum != -1 && !tr.viewDef->connectedAreas[ probe->areaNum ] )
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{
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continue;
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}
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// cull frustum
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if( CullEnvprobeByPortals( probe, ps ) )
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{
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// we are culled out through this portal chain, but it might
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// still be visible through others
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continue;
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}
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viewEnvprobe_t* vProbe = R_SetEnvprobeDefViewEnvprobe( probe );
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// expand the scissor rect
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vProbe->scissorRect.Union( ps->rect );
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}
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}
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/*
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==================
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R_SampleCubeMap
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==================
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*/
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static idMat3 cubeAxis[6];
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static const char* envDirection[6] = { "_px", "_nx", "_py", "_ny", "_pz", "_nz" };
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void R_SampleCubeMap( const idVec3& dir, int size, byte* buffers[6], byte result[4] )
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{
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float adir[3];
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int axis, x, y;
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adir[0] = fabs( dir[0] );
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adir[1] = fabs( dir[1] );
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adir[2] = fabs( dir[2] );
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if( dir[0] >= adir[1] && dir[0] >= adir[2] )
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{
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axis = 0;
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}
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else if( -dir[0] >= adir[1] && -dir[0] >= adir[2] )
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{
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axis = 1;
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}
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else if( dir[1] >= adir[0] && dir[1] >= adir[2] )
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{
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axis = 2;
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}
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else if( -dir[1] >= adir[0] && -dir[1] >= adir[2] )
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{
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axis = 3;
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}
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else if( dir[2] >= adir[1] && dir[2] >= adir[2] )
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{
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axis = 4;
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}
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else
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{
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axis = 5;
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}
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float fx = ( dir * cubeAxis[axis][1] ) / ( dir * cubeAxis[axis][0] );
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float fy = ( dir * cubeAxis[axis][2] ) / ( dir * cubeAxis[axis][0] );
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fx = -fx;
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fy = -fy;
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x = size * 0.5 * ( fx + 1 );
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y = size * 0.5 * ( fy + 1 );
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if( x < 0 )
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{
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x = 0;
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}
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else if( x >= size )
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{
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x = size - 1;
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}
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if( y < 0 )
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{
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y = 0;
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}
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else if( y >= size )
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{
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y = size - 1;
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}
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result[0] = buffers[axis][( y * size + x ) * 4 + 0];
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result[1] = buffers[axis][( y * size + x ) * 4 + 1];
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result[2] = buffers[axis][( y * size + x ) * 4 + 2];
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result[3] = buffers[axis][( y * size + x ) * 4 + 3];
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}
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class CommandlineProgressBar
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{
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private:
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size_t tics = 0;
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size_t nextTicCount = 0;
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int count = 0;
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int expectedCount = 0;
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public:
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CommandlineProgressBar( int _expectedCount )
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{
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expectedCount = _expectedCount;
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common->Printf( "0%% 10 20 30 40 50 60 70 80 90 100%%\n" );
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common->Printf( "|----|----|----|----|----|----|----|----|----|----|\n" );
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common->UpdateScreen( false );
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}
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void Increment()
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{
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if( ( count + 1 ) >= nextTicCount )
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{
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size_t ticsNeeded = ( size_t )( ( ( double )( count + 1 ) / expectedCount ) * 50.0 );
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do
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{
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common->Printf( "*" );
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}
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while( ++tics < ticsNeeded );
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nextTicCount = ( size_t )( ( tics / 50.0 ) * expectedCount );
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if( count == ( expectedCount - 1 ) )
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{
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if( tics < 51 )
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{
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common->Printf( "*" );
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}
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common->Printf( "\n" );
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}
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common->UpdateScreen( false );
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}
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count++;
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}
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};
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// To implement the Hammersley point set we only need an efficent way to implement the Van der Corput radical inverse phi2(i).
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// Since it is in base 2 we can use some basic bit operations to achieve this.
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// The brilliant book Hacker's Delight [warren01] provides us a a simple way to reverse the bits in a given 32bit integer. Using this, the following code then implements phi2(i)
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/*
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GLSL version
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float radicalInverse_VdC( uint bits )
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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*/
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// RB: radical inverse implementation from the Mitsuba PBR system
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// Van der Corput radical inverse in base 2 with single precision
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inline float RadicalInverse_VdC( uint32_t n, uint32_t scramble = 0U )
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{
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/* Efficiently reverse the bits in 'n' using binary operations */
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#if (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 2))) || defined(__clang__)
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n = __builtin_bswap32( n );
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#else
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n = ( n << 16 ) | ( n >> 16 );
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n = ( ( n & 0x00ff00ff ) << 8 ) | ( ( n & 0xff00ff00 ) >> 8 );
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#endif
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n = ( ( n & 0x0f0f0f0f ) << 4 ) | ( ( n & 0xf0f0f0f0 ) >> 4 );
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n = ( ( n & 0x33333333 ) << 2 ) | ( ( n & 0xcccccccc ) >> 2 );
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n = ( ( n & 0x55555555 ) << 1 ) | ( ( n & 0xaaaaaaaa ) >> 1 );
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// Account for the available precision and scramble
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n = ( n >> ( 32 - 24 ) ) ^ ( scramble & ~ -( 1 << 24 ) );
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return ( float ) n / ( float )( 1U << 24 );
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}
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// The ith point xi is then computed by
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inline idVec2 Hammersley2D( uint i, uint N )
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{
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return idVec2( float( i ) / float( N ), RadicalInverse_VdC( i ) );
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}
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idVec3 ImportanceSampleGGX( const idVec2& Xi, const idVec3& N, float roughness )
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{
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float a = roughness * roughness;
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// cosinus distributed direction (Z-up or tangent space) from the hammersley point xi
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float Phi = 2 * idMath::PI * Xi.x;
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float cosTheta = idMath::Sqrt( ( 1 - Xi.y ) / ( 1 + ( a * a - 1 ) * Xi.y ) );
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float sinTheta = idMath::Sqrt( 1 - cosTheta * cosTheta );
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idVec3 H;
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H.x = sinTheta * idMath::Cos( Phi );
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H.y = sinTheta * idMath::Sin( Phi );
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H.z = cosTheta;
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// rotate from tangent space to world space along N
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idVec3 upVector = abs( N.z ) < 0.999f ? idVec3( 0, 0, 1 ) : idVec3( 1, 0, 0 );
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idVec3 tangentX = upVector.Cross( N );
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tangentX.Normalize();
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idVec3 tangentY = N.Cross( tangentX );
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idVec3 sampleVec = tangentX * H.x + tangentY * H.y + N * H.z;
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sampleVec.Normalize();
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return sampleVec;
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}
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float Geometry_SchlickGGX( float NdotV, float roughness )
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{
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// note that we use a different k for IBL
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float a = roughness;
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float k = ( a * a ) / 2.0;
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float nom = NdotV;
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float denom = NdotV * ( 1.0 - k ) + k;
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return nom / denom;
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}
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float Geometry_Smith( idVec3 N, idVec3 V, idVec3 L, float roughness )
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{
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float NdotV = Max( ( N * V ), 0.0f );
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float NdotL = Max( ( N * L ), 0.0f );
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float ggx2 = Geometry_SchlickGGX( NdotV, roughness );
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float ggx1 = Geometry_SchlickGGX( NdotL, roughness );
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return ggx1 * ggx2;
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}
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idVec2 IntegrateBRDF( float NdotV, float roughness, int sampleCount )
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{
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idVec3 V;
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V.x = sqrt( 1.0 - NdotV * NdotV );
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V.y = 0.0;
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V.z = NdotV;
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float A = 0.0;
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float B = 0.0;
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idVec3 N( 0.0f, 0.0f, 1.0f );
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for( int i = 0; i < sampleCount; ++i )
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{
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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idVec2 Xi = Hammersley2D( i, sampleCount );
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idVec3 H = ImportanceSampleGGX( Xi, N, roughness );
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idVec3 L = ( 2.0 * ( V * H ) * H - V );
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L.Normalize();
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float NdotL = Max( L.z, 0.0f );
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float NdotH = Max( H.z, 0.0f );
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float VdotH = Max( ( V * H ), 0.0f );
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if( NdotL > 0.0 )
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{
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float G = Geometry_Smith( N, V, L, roughness );
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float G_Vis = ( G * VdotH ) / ( NdotH * NdotV );
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float Fc = idMath::Pow( 1.0 - VdotH, 5.0 );
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A += ( 1.0 - Fc ) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float( sampleCount );
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B /= float( sampleCount );
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return idVec2( A, B );
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}
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//void R_MakeBrdfLut_f( const idCmdArgs& args )
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CONSOLE_COMMAND( makeBrdfLUT, "make a GGX BRDF lookup table", NULL )
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|
{
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int outSize = 256;
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int width = 0, height = 0;
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|
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//if( args.Argc() != 2 )
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//{
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// common->Printf( "USAGE: makeBrdfLut [size]\n" );
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// return;
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//}
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//if( args.Argc() == 2 )
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//{
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// outSize = atoi( args.Argv( 1 ) );
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//}
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bool pacifier = true;
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// resample with hemispherical blending
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int samples = 1024;
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int ldrBufferSize = outSize * outSize * 4;
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byte* ldrBuffer = ( byte* )Mem_Alloc( ldrBufferSize, TAG_TEMP );
|
|
|
|
int hdrBufferSize = outSize * outSize * 2 * sizeof( halfFloat_t );
|
|
halfFloat_t* hdrBuffer = ( halfFloat_t* )Mem_Alloc( hdrBufferSize, TAG_TEMP );
|
|
|
|
CommandlineProgressBar progressBar( outSize * outSize );
|
|
|
|
int start = Sys_Milliseconds();
|
|
|
|
for( int x = 0 ; x < outSize ; x++ )
|
|
{
|
|
float NdotV = ( x + 0.5f ) / outSize;
|
|
|
|
for( int y = 0 ; y < outSize ; y++ )
|
|
{
|
|
float roughness = ( y + 0.5f ) / outSize;
|
|
|
|
idVec2 output = IntegrateBRDF( NdotV, roughness, samples );
|
|
|
|
ldrBuffer[( y * outSize + x ) * 4 + 0] = byte( output.x * 255 );
|
|
ldrBuffer[( y * outSize + x ) * 4 + 1] = byte( output.y * 255 );
|
|
ldrBuffer[( y * outSize + x ) * 4 + 2] = 0;
|
|
ldrBuffer[( y * outSize + x ) * 4 + 3] = 255;
|
|
|
|
halfFloat_t half1 = F32toF16( output.x );
|
|
halfFloat_t half2 = F32toF16( output.y );
|
|
|
|
hdrBuffer[( y * outSize + x ) * 2 + 0] = half1;
|
|
hdrBuffer[( y * outSize + x ) * 2 + 1] = half2;
|
|
//hdrBuffer[( y * outSize + x ) * 4 + 2] = 0;
|
|
//hdrBuffer[( y * outSize + x ) * 4 + 3] = 1;
|
|
|
|
progressBar.Increment();
|
|
}
|
|
}
|
|
|
|
idStr fullname = "env/_brdfLut.png";
|
|
idLib::Printf( "writing %s\n", fullname.c_str() );
|
|
|
|
R_WritePNG( fullname, ldrBuffer, 4, outSize, outSize, true, "fs_basepath" );
|
|
//R_WriteEXR( "env/_brdfLut.exr", hdrBuffer, 4, outSize, outSize, "fs_basepath" );
|
|
|
|
|
|
idFileLocal headerFile( fileSystem->OpenFileWrite( "env/Image_brdfLut.h", "fs_basepath" ) );
|
|
|
|
static const char* intro = R"(
|
|
#ifndef BRDFLUT_TEX_H
|
|
#define BRDFLUT_TEX_H
|
|
|
|
#define BRDFLUT_TEX_WIDTH 256
|
|
#define BRDFLUT_TEX_HEIGHT 256
|
|
#define BRDFLUT_TEX_PITCH (BRDFLUT_TEX_WIDTH * 2)
|
|
#define BRDFLUT_TEX_SIZE (BRDFLUT_TEX_WIDTH * BRDFLUT_TEX_PITCH)
|
|
|
|
// Stored in R16G16F format
|
|
static const unsigned char brfLutTexBytes[] =
|
|
{
|
|
)";
|
|
|
|
headerFile->Printf( "%s\n", intro );
|
|
|
|
const byte* hdrBytes = (const byte* ) hdrBuffer;
|
|
for( int i = 0; i < hdrBufferSize; i++ )
|
|
{
|
|
byte b = hdrBytes[i];
|
|
|
|
if( i < ( hdrBufferSize - 1 ) )
|
|
{
|
|
headerFile->Printf( "0x%02hhx, ", b );
|
|
}
|
|
else
|
|
{
|
|
headerFile->Printf( "0x%02hhx", b );
|
|
}
|
|
|
|
if( i % 12 == 0 )
|
|
{
|
|
headerFile->Printf( "\n" );
|
|
}
|
|
}
|
|
headerFile->Printf( "\n};\n#endif\n" );
|
|
|
|
int end = Sys_Milliseconds();
|
|
|
|
common->Printf( "%s integrated in %5.1f seconds\n\n", fullname.c_str(), ( end - start ) * 0.001f );
|
|
|
|
Mem_Free( ldrBuffer );
|
|
Mem_Free( hdrBuffer );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_MakeAmbientMap_f
|
|
|
|
R_MakeAmbientMap_f <basename> [size]
|
|
|
|
Saves out env/<basename>_amb_ft.tga, etc
|
|
==================
|
|
*/
|
|
void R_MakeAmbientMap( const char* baseName, const char* suffix, int outSize, float roughness )
|
|
{
|
|
idStr fullname;
|
|
renderView_t ref;
|
|
viewDef_t primary;
|
|
byte* buffers[6];
|
|
int width = 0, height = 0;
|
|
|
|
memset( &cubeAxis, 0, sizeof( cubeAxis ) );
|
|
cubeAxis[0][0][0] = 1;
|
|
cubeAxis[0][1][2] = 1;
|
|
cubeAxis[0][2][1] = 1;
|
|
|
|
cubeAxis[1][0][0] = -1;
|
|
cubeAxis[1][1][2] = -1;
|
|
cubeAxis[1][2][1] = 1;
|
|
|
|
cubeAxis[2][0][1] = 1;
|
|
cubeAxis[2][1][0] = -1;
|
|
cubeAxis[2][2][2] = -1;
|
|
|
|
cubeAxis[3][0][1] = -1;
|
|
cubeAxis[3][1][0] = -1;
|
|
cubeAxis[3][2][2] = 1;
|
|
|
|
cubeAxis[4][0][2] = 1;
|
|
cubeAxis[4][1][0] = -1;
|
|
cubeAxis[4][2][1] = 1;
|
|
|
|
cubeAxis[5][0][2] = -1;
|
|
cubeAxis[5][1][0] = 1;
|
|
cubeAxis[5][2][1] = 1;
|
|
|
|
// read all of the images
|
|
for( int i = 0 ; i < 6 ; i++ )
|
|
{
|
|
fullname.Format( "env/%s%s.png", baseName, envDirection[i] );
|
|
common->Printf( "loading %s\n", fullname.c_str() );
|
|
const bool captureToImage = false;
|
|
common->UpdateScreen( captureToImage );
|
|
R_LoadImage( fullname, &buffers[i], &width, &height, NULL, true, NULL );
|
|
if( !buffers[i] )
|
|
{
|
|
common->Printf( "failed.\n" );
|
|
for( i-- ; i >= 0 ; i-- )
|
|
{
|
|
Mem_Free( buffers[i] );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool pacifier = true;
|
|
|
|
// resample with hemispherical blending
|
|
int samples = 1000;
|
|
|
|
byte* outBuffer = ( byte* )_alloca( outSize * outSize * 4 );
|
|
|
|
//for( int map = 0 ; map < 2 ; map++ )
|
|
{
|
|
CommandlineProgressBar progressBar( outSize * outSize * 6 );
|
|
|
|
int start = Sys_Milliseconds();
|
|
|
|
for( int i = 0 ; i < 6 ; i++ )
|
|
{
|
|
for( int x = 0 ; x < outSize ; x++ )
|
|
{
|
|
for( int y = 0 ; y < outSize ; y++ )
|
|
{
|
|
idVec3 dir;
|
|
float total[3];
|
|
|
|
dir = cubeAxis[i][0] + -( -1 + 2.0 * x / ( outSize - 1 ) ) * cubeAxis[i][1] + -( -1 + 2.0 * y / ( outSize - 1 ) ) * cubeAxis[i][2];
|
|
dir.Normalize();
|
|
total[0] = total[1] = total[2] = 0;
|
|
|
|
//float roughness = map ? 0.1 : 0.95; // small for specular, almost hemisphere for ambient
|
|
|
|
for( int s = 0 ; s < samples ; s++ )
|
|
{
|
|
idVec2 Xi = Hammersley2D( s, samples );
|
|
idVec3 test = ImportanceSampleGGX( Xi, dir, roughness );
|
|
|
|
byte result[4];
|
|
//test = dir;
|
|
R_SampleCubeMap( test, width, buffers, result );
|
|
total[0] += result[0];
|
|
total[1] += result[1];
|
|
total[2] += result[2];
|
|
}
|
|
outBuffer[( y * outSize + x ) * 4 + 0] = total[0] / samples;
|
|
outBuffer[( y * outSize + x ) * 4 + 1] = total[1] / samples;
|
|
outBuffer[( y * outSize + x ) * 4 + 2] = total[2] / samples;
|
|
outBuffer[( y * outSize + x ) * 4 + 3] = 255;
|
|
|
|
progressBar.Increment();
|
|
}
|
|
}
|
|
|
|
|
|
fullname.Format( "env/%s%s%s.png", baseName, suffix, envDirection[i] );
|
|
//common->Printf( "writing %s\n", fullname.c_str() );
|
|
|
|
const bool captureToImage = false;
|
|
common->UpdateScreen( captureToImage );
|
|
|
|
//R_WriteTGA( fullname, outBuffer, outSize, outSize, false, "fs_basepath" );
|
|
R_WritePNG( fullname, outBuffer, 4, outSize, outSize, true, "fs_basepath" );
|
|
}
|
|
|
|
int end = Sys_Milliseconds();
|
|
|
|
common->Printf( "env/%s convolved in %5.1f seconds\n\n", baseName, ( end - start ) * 0.001f );
|
|
}
|
|
|
|
for( int i = 0 ; i < 6 ; i++ )
|
|
{
|
|
if( buffers[i] )
|
|
{
|
|
Mem_Free( buffers[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_MakeAmbientMap_f
|
|
|
|
R_MakeAmbientMap_f <basename> [size]
|
|
|
|
Saves out env/<basename>_amb_ft.tga, etc
|
|
==================
|
|
*/
|
|
//void R_MakeAmbientMap_f( const idCmdArgs& args )
|
|
CONSOLE_COMMAND( makeAmbientMap, "Saves out env/<basename>_amb_ft.tga, etc", NULL )
|
|
{
|
|
const char* baseName;
|
|
int outSize;
|
|
float roughness;
|
|
|
|
if( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 )
|
|
{
|
|
common->Printf( "USAGE: makeAmbientMap <basename> [size]\n" );
|
|
return;
|
|
}
|
|
baseName = args.Argv( 1 );
|
|
|
|
if( args.Argc() == 3 )
|
|
{
|
|
outSize = atoi( args.Argv( 2 ) );
|
|
}
|
|
else
|
|
{
|
|
outSize = 32;
|
|
}
|
|
|
|
if( args.Argc() == 4 )
|
|
{
|
|
roughness = atof( args.Argv( 3 ) );
|
|
}
|
|
else
|
|
{
|
|
roughness = 0.95;
|
|
}
|
|
|
|
if( roughness > 0.8f )
|
|
{
|
|
R_MakeAmbientMap( baseName, "_amb", outSize, roughness );
|
|
}
|
|
else
|
|
{
|
|
R_MakeAmbientMap( baseName, "_spec", outSize, roughness );
|
|
}
|
|
}
|
|
|
|
CONSOLE_COMMAND( generateEnvironmentProbes, "Generate environment probes", NULL )
|
|
{
|
|
idStr fullname;
|
|
idStr baseName;
|
|
idMat3 axis[6], oldAxis;
|
|
idVec3 oldPosition;
|
|
renderView_t ref;
|
|
viewDef_t primary;
|
|
int blends;
|
|
const char* extension;
|
|
int size;
|
|
int res_w, res_h, old_fov_x, old_fov_y;
|
|
|
|
static const char* envDirection[6] = { "_px", "_nx", "_py", "_ny", "_pz", "_nz" };
|
|
|
|
res_w = renderSystem->GetWidth();
|
|
res_h = renderSystem->GetHeight();
|
|
|
|
baseName = tr.primaryWorld->mapName;
|
|
baseName.StripFileExtension();
|
|
|
|
size = RADIANCE_CUBEMAP_SIZE;
|
|
blends = 1;
|
|
|
|
if( !tr.primaryView )
|
|
{
|
|
common->Printf( "No primary view.\n" );
|
|
return;
|
|
}
|
|
|
|
primary = *tr.primaryView;
|
|
|
|
memset( &axis, 0, sizeof( axis ) );
|
|
|
|
// +X
|
|
axis[0][0][0] = 1;
|
|
axis[0][1][2] = 1;
|
|
axis[0][2][1] = 1;
|
|
|
|
// -X
|
|
axis[1][0][0] = -1;
|
|
axis[1][1][2] = -1;
|
|
axis[1][2][1] = 1;
|
|
|
|
// +Y
|
|
axis[2][0][1] = 1;
|
|
axis[2][1][0] = -1;
|
|
axis[2][2][2] = -1;
|
|
|
|
// -Y
|
|
axis[3][0][1] = -1;
|
|
axis[3][1][0] = -1;
|
|
axis[3][2][2] = 1;
|
|
|
|
// +Z
|
|
axis[4][0][2] = 1;
|
|
axis[4][1][0] = -1;
|
|
axis[4][2][1] = 1;
|
|
|
|
// -Z
|
|
axis[5][0][2] = -1;
|
|
axis[5][1][0] = 1;
|
|
axis[5][2][1] = 1;
|
|
|
|
//--------------------------------------------
|
|
// CAPTURE SCENE LIGHTING
|
|
//--------------------------------------------
|
|
|
|
// let's get the game window to a "size" resolution
|
|
if( ( res_w != size ) || ( res_h != size ) )
|
|
{
|
|
cvarSystem->SetCVarInteger( "r_windowWidth", size );
|
|
cvarSystem->SetCVarInteger( "r_windowHeight", size );
|
|
R_SetNewMode( false ); // the same as "vid_restart"
|
|
} // FIXME that's a hack!!
|
|
|
|
// so we return to that axis and fov after the fact.
|
|
oldPosition = primary.renderView.vieworg;
|
|
oldAxis = primary.renderView.viewaxis;
|
|
old_fov_x = primary.renderView.fov_x;
|
|
old_fov_y = primary.renderView.fov_y;
|
|
|
|
for( int i = 0; i < tr.primaryWorld->envprobeDefs.Num(); i++ )
|
|
{
|
|
RenderEnvprobeLocal* def = tr.primaryWorld->envprobeDefs[i];
|
|
if( def == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for( int j = 0 ; j < 6 ; j++ )
|
|
{
|
|
ref = primary.renderView;
|
|
|
|
extension = envDirection[ j ];
|
|
|
|
ref.fov_x = ref.fov_y = 90;
|
|
|
|
ref.vieworg = def->parms.origin;
|
|
ref.viewaxis = axis[j];
|
|
fullname.Format( "env/%s/envprobe%i%s", baseName.c_str(), i, extension );
|
|
|
|
tr.TakeScreenshot( size, size, fullname, blends, &ref, PNG );
|
|
//tr.CaptureRenderToFile( fullname, false );
|
|
}
|
|
}
|
|
|
|
// restore the original resolution, axis and fov
|
|
ref.vieworg = oldPosition;
|
|
ref.viewaxis = oldAxis;
|
|
ref.fov_x = old_fov_x;
|
|
ref.fov_y = old_fov_y;
|
|
cvarSystem->SetCVarInteger( "r_windowWidth", res_w );
|
|
cvarSystem->SetCVarInteger( "r_windowHeight", res_h );
|
|
R_SetNewMode( false ); // the same as "vid_restart"
|
|
|
|
common->Printf( "Wrote a env set with the name %s\n", baseName );
|
|
|
|
//--------------------------------------------
|
|
// CONVOLVE CUBEMAPS
|
|
//--------------------------------------------
|
|
for( int i = 0; i < tr.primaryWorld->envprobeDefs.Num(); i++ )
|
|
{
|
|
RenderEnvprobeLocal* def = tr.primaryWorld->envprobeDefs[i];
|
|
if( def == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
fullname.Format( "%s/envprobe%i", baseName.c_str(), i );
|
|
|
|
R_MakeAmbientMap( fullname.c_str(), "_amb", IRRADIANCE_CUBEMAP_SIZE, 0.95f );
|
|
R_MakeAmbientMap( fullname.c_str(), "_spec", RADIANCE_CUBEMAP_SIZE, 0.1f );
|
|
}
|
|
}
|
|
|