//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef RADIAL_H #define RADIAL_H #pragma once #include "mathlib/bumpvects.h" #include "mathlib/ssemath.h" #include "lightmap.h" #define RADIALDIST2 2 // (1.25*1.25+1.25*1.25) #define RADIALDIST 1.42 // 1.77 // sqrt( RADIALDIST2 ) #define WEIGHT_EPS 0.00001f //----------------------------------------------------------------------------- // The radial_t data structure is used to accumulate irregularly spaced and irregularly // shaped direct and indirect lighting samples into a uniformly spaced and shaped luxel grid. // // The name "radial" is more historical than discriptive; it stems from the filtering method, // one of several methods initially tried. Since all the other methods have since been deleted, // it would probably be more accurate to rename it something like "LuxelAccumulationBucket" or // something similar, but since "radial" is fairly meaningless it's not like it's actually confusing // the issue. //----------------------------------------------------------------------------- typedef struct radial_s { int facenum; lightinfo_t l; int w, h; float weight[SINGLEMAP]; LightingValue_t light[NUM_BUMP_VECTS + 1][SINGLEMAP]; } radial_t; void WorldToLuxelSpace( lightinfo_t const *l, Vector const &world, Vector2D &coord ); void LuxelSpaceToWorld( lightinfo_t const *l, float s, float t, Vector &world ); void WorldToLuxelSpace( lightinfo_t const *l, FourVectors const &world, FourVectors &coord ); void LuxelSpaceToWorld( lightinfo_t const *l, fltx4 s, fltx4 t, FourVectors &world ); void AddDirectToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, Vector const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ); void AddBounceToRadial( radial_t *rad, Vector const &pnt, Vector2D const &coordmins, Vector2D const &coordmaxs, Vector const light[NUM_BUMP_VECTS+1], bool hasBumpmap, bool neighborHasBumpmap ); bool SampleRadial( radial_t *rad, Vector& pnt, Vector light[NUM_BUMP_VECTS+1], int bumpSampleCount ); radial_t *AllocateRadial( int facenum ); void FreeRadial( radial_t *rad ); bool SampleRadial( radial_t *rad, Vector& pnt, Vector light[NUM_BUMP_VECTS + 1], int bumpSampleCount ); radial_t *BuildPatchRadial( int facenum ); // utilities bool FloatLess( float const& src1, float const& src2 ); #endif