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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DISP_TESSELATE_H
#define DISP_TESSELATE_H
#ifdef _WIN32
#pragma once
#endif
#include "disp_powerinfo.h"
inline int InternalVertIndex( const CPowerInfo *pInfo, const CVertIndex &vert ) { return vert.y * pInfo->m_SideLength + vert.x; }
template< class TesselateHelper > inline void InternalEndTriangle( TesselateHelper *pHelper, CVertIndex const &nodeIndex, int &iCurTriVert ) { // End our current triangle here.
Assert( iCurTriVert == 2 ); // Finish the triangle.
pHelper->m_TempIndices[2] = (unsigned short)InternalVertIndex( pHelper->m_pPowerInfo, nodeIndex );
pHelper->EndTriangle();
// Add on the last vertex to join to the next triangle.
pHelper->m_TempIndices[0] = pHelper->m_TempIndices[1]; iCurTriVert = 1; }
//-----------------------------------------------------------------------------
// Tesselates a single node, doesn't deal with hierarchy
//-----------------------------------------------------------------------------
template< class TesselateHelper > inline void TesselateDisplacementNode( TesselateHelper *pHelper, CVertIndex const &nodeIndex, int iLevel, int *pActiveChildren ) { int iPower = pHelper->m_pPowerInfo->m_Power - iLevel; int vertInc = 1 << (iPower - 1);
CTesselateWinding *pWinding = &g_TWinding;
// Starting at the bottom-left, wind clockwise picking up vertices and
// generating triangles.
int iCurTriVert = 0; for( int iVert=0; iVert < pWinding->m_nVerts; iVert++ ) { CVertIndex sideVert = BuildOffsetVertIndex( nodeIndex, pWinding->m_Verts[iVert].m_Index, vertInc ); int iVertNode = pWinding->m_Verts[iVert].m_iNode; bool bNode = (iVertNode != -1) && pActiveChildren[iVertNode]; if( bNode ) { if( iCurTriVert == 2 ) InternalEndTriangle( pHelper, nodeIndex, iCurTriVert ); iCurTriVert = 0; } else { int iVertBit = InternalVertIndex( pHelper->m_pPowerInfo, sideVert ); if( pHelper->m_pActiveVerts[iVertBit>>5] & (1 << (iVertBit & 31)) ) { // Ok, add a vert here.
pHelper->m_TempIndices[iCurTriVert] = (unsigned short)InternalVertIndex( pHelper->m_pPowerInfo, sideVert ); iCurTriVert++; if( iCurTriVert == 2 ) InternalEndTriangle( pHelper, nodeIndex, iCurTriVert ); } } } }
//-----------------------------------------------------------------------------
// Tesselates in a *breadth first* fashion
//-----------------------------------------------------------------------------
template< class T > inline void TesselateDisplacement_R( T *pHelper, const CVertIndex &nodeIndex, int iNodeBitIndex, int iLevel ) { // Here's the node info for our current node
Assert( iNodeBitIndex < pHelper->m_pPowerInfo->m_NodeCount ); DispNodeInfo_t& nodeInfo = pHelper->GetNodeInfo( iNodeBitIndex );
// Store off the current number of indices
int oldIndexCount = pHelper->m_nIndices;
// Go through each quadrant. If there is an active child node, recurse down.
int bActiveChildren[4]; if( iLevel >= pHelper->m_pPowerInfo->m_Power - 1 ) { // This node has no children.
bActiveChildren[0] = bActiveChildren[1] = bActiveChildren[2] = bActiveChildren[3] = false; } else { int iNodeIndex = InternalVertIndex( pHelper->m_pPowerInfo, nodeIndex );
int iChildNodeBit = iNodeBitIndex + 1; for( int iChild=0; iChild < 4; iChild++ ) { CVertIndex const &childNode = pHelper->m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
// Make sure we really can tesselate here (a smaller neighbor displacement could
// have inactivated certain edge verts.
int iVertBit = InternalVertIndex( pHelper->m_pPowerInfo, childNode ); bActiveChildren[iChild] = ( pHelper->m_pActiveVerts[iVertBit>>5] & (1 << (iVertBit & 31)) );
if( bActiveChildren[iChild] ) { TesselateDisplacement_R( pHelper, childNode, iChildNodeBit, iLevel+1 ); } else { // Make sure the triangle counts are cleared on this one because it may visit this
// node in GenerateDecalFragments_R if nodeInfo's CHILDREN_HAVE_TRIANGLES flag is set.
DispNodeInfo_t &childInfo = pHelper->GetNodeInfo( iChildNodeBit ); childInfo.m_Count = 0; childInfo.m_Flags = 0; }
iChildNodeBit += pHelper->m_pPowerInfo->m_NodeIndexIncrements[iLevel]; } }
// Set the child field
if ( pHelper->m_nIndices != oldIndexCount ) { nodeInfo.m_Flags = DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES; oldIndexCount = pHelper->m_nIndices; } else { nodeInfo.m_Flags = 0; }
// Now tesselate the node itself...
TesselateDisplacementNode( pHelper, nodeIndex, iLevel, bActiveChildren );
// Now that we've tesselated, figure out how many indices we've added at this node
nodeInfo.m_Count = pHelper->m_nIndices - oldIndexCount; nodeInfo.m_FirstTesselationIndex = oldIndexCount; Assert( nodeInfo.m_Count % 3 == 0 ); }
class CBaseTesselateHelper { public:
// Functions your derived class must implement:
// void EndTriangle(); // (the 3 indices are in m_TempIndices).
// DispNodeInfo_t& GetNodeInfo( int iNodeBit );
// Set these before calling TesselateDisplacement.
uint32 *m_pActiveVerts; // These bits control the tesselation.
const CPowerInfo *m_pPowerInfo; // Lots of precalculated data about a displacement this size.
// Used internally by TesselateDisplacement.
int m_nIndices; // After calling TesselateDisplacement, this is set to the # of indices generated.
unsigned short m_TempIndices[6]; };
// This interface is shared betwixt VBSP and the engine. VBSP uses it to build the
// physics mesh and the engine uses it to render.
//
// To use this function, derive a class from CBaseTesselateHelper that supports the TesselateHelper functions.
#ifdef _PS3
template< class TesselateHelper > NOINLINE void TesselateDisplacement( TesselateHelper *pHelper ) #else
template< class TesselateHelper > inline void TesselateDisplacement( TesselateHelper *pHelper ) #endif
{ pHelper->m_nIndices = 0; TesselateDisplacement_R<TesselateHelper>( pHelper, pHelper->m_pPowerInfo->m_RootNode, 0, // node bit indexing CDispDecal::m_NodeIntersects
0 ); }
#endif // DISP_TESSELATE_H
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