//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "decal_clip.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // --------------------------------------------------------------------------- // // Template classes for the clipper. // --------------------------------------------------------------------------- // class CPlane_Top { public: static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.y < 1;} static inline float Clip( CDecalVert *one, CDecalVert *two ) {return (1 - one->m_ctCoords.y) / (two->m_ctCoords.y - one->m_ctCoords.y);} }; class CPlane_Left { public: static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.x > 0;} static inline float Clip( CDecalVert *one, CDecalVert *two ) {return one->m_ctCoords.x / (one->m_ctCoords.x - two->m_ctCoords.x);} }; class CPlane_Right { public: static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.x < 1;} static inline float Clip( CDecalVert *one, CDecalVert *two ) {return (1 - one->m_ctCoords.x) / (two->m_ctCoords.x - one->m_ctCoords.x);} }; class CPlane_Bottom { public: static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.y > 0;} static inline float Clip( CDecalVert *one, CDecalVert *two ) {return one->m_ctCoords.y / (one->m_ctCoords.y - two->m_ctCoords.y);} }; // --------------------------------------------------------------------------- // // Globals. // --------------------------------------------------------------------------- // CDecalVert ALIGN16 g_DecalClipVerts[MAX_DECALCLIPVERT]; static CDecalVert ALIGN16 g_DecalClipVerts2[MAX_DECALCLIPVERT]; template< class Clipper > static inline void Intersect( Clipper &clip, CDecalVert *one, CDecalVert *two, CDecalVert *out ) { float t = Clipper::Clip( one, two ); VectorLerp( one->m_vPos, two->m_vPos, t, out->m_vPos ); Vector2DLerp( one->m_cLMCoords, two->m_cLMCoords, t, out->m_cLMCoords ); Vector2DLerp( one->m_ctCoords, two->m_ctCoords, t, out->m_ctCoords ); } template< class Clipper > static inline int SHClip( CDecalVert *pDecalClipVerts, int vertCount, CDecalVert *out, Clipper &clip ) { int j, outCount; CDecalVert *s, *p; Assert( vertCount <= MAX_DECALCLIPVERT ); outCount = 0; s = &pDecalClipVerts[ vertCount-1 ]; for ( j = 0; j < vertCount; j++ ) { p = &pDecalClipVerts[ j ]; if ( Clipper::Inside( p ) ) { if ( Clipper::Inside( s ) ) { *out = *p; outCount++; out++; } else { Intersect( clip, s, p, out ); out++; outCount++; *out = *p; outCount++; out++; } } else { if ( Clipper::Inside( s ) ) { Intersect( clip, p, s, out ); out++; outCount++; } } s = p; } return outCount; } const float DECAL_CLIP_EPSILON = 0.01f; CDecalVert* R_DoDecalSHClip( CDecalVert *pInVerts, CDecalVert *pOutVerts, decal_t *pDecal, int nStartVerts, const Vector &vecNormal ) { if ( pOutVerts == NULL ) pOutVerts = &g_DecalClipVerts[0]; CPlane_Top top; CPlane_Left left; CPlane_Right right; CPlane_Bottom bottom; // Clip the polygon to the decal texture space int outCount = SHClip( pInVerts, nStartVerts, &g_DecalClipVerts2[0], top ); outCount = SHClip( &g_DecalClipVerts2[0], outCount, &g_DecalClipVerts[0], left ); outCount = SHClip( &g_DecalClipVerts[0], outCount, &g_DecalClipVerts2[0], right ); outCount = SHClip( &g_DecalClipVerts2[0], outCount, pOutVerts, bottom ); pDecal->clippedVertCount = outCount; if ( !outCount ) return NULL; // FIXME: This is a brutally hack workaround for the fact that we get massive decal flicker // when looking at a decal at a glancing angle while standing right next to it. for ( int i = 0; i < outCount; ++i ) { VectorMA( pOutVerts[i].m_vPos, OVERLAY_AVOID_FLICKER_NORMAL_OFFSET, vecNormal, pOutVerts[i].m_vPos ); } if ( outCount && pDecal->material->InMaterialPage() ) { float offset[2], scale[2]; pDecal->material->GetMaterialOffset( offset ); pDecal->material->GetMaterialScale( scale ); for ( int i = 0; i < outCount; ++i ) { pOutVerts[i].m_ctCoords.x = offset[0] + (pOutVerts[i].m_ctCoords.x * scale[0]); pOutVerts[i].m_ctCoords.y = offset[1] + (pOutVerts[i].m_ctCoords.y * scale[1]); } } return pOutVerts; } // Build the initial list of vertices from the surface verts into the global array, 'verts'. void R_SetupDecalVertsForMSurface( decal_t * RESTRICT pDecal, SurfaceHandle_t surfID, Vector * RESTRICT pTextureSpaceBasis, CDecalVert * RESTRICT pVerts ) { unsigned short * RESTRICT pIndices = &host_state.worldbrush->vertindices[MSurf_FirstVertIndex( surfID )]; int count = MSurf_VertCount( surfID ); float uOffset = 0.5f - pDecal->dx; float vOffset = 0.5f - pDecal->dy; for ( int j = 0; j < count; j++ ) { int vertIndex = pIndices[j]; pVerts[j].m_vPos = host_state.worldbrush->vertexes[vertIndex].position; // Copy model space coordinates // garymcthack - what about m_ParentTexCoords? pVerts[j].m_ctCoords.x = DotProduct( pVerts[j].m_vPos, pTextureSpaceBasis[0] ) + uOffset; pVerts[j].m_ctCoords.y = DotProduct( pVerts[j].m_vPos, pTextureSpaceBasis[1] ) + vOffset; pVerts[j].m_cLMCoords.Init(); } } //----------------------------------------------------------------------------- // compute the decal basis based on surface normal, and preferred saxis //----------------------------------------------------------------------------- #define SIN_45_DEGREES ( 0.70710678118654752440084436210485f ) void R_DecalComputeBasis( Vector const& surfaceNormal, Vector const* pSAxis, Vector* textureSpaceBasis ) { // s, t, textureSpaceNormal (T cross S = textureSpaceNormal(N)) // N // \ // \ // \ // |---->S // | // | // |T // S = textureSpaceBasis[0] // T = textureSpaceBasis[1] // N = textureSpaceBasis[2] // Get the surface normal. VectorCopy( surfaceNormal, textureSpaceBasis[2] ); if (pSAxis) { // T = S cross N CrossProduct( *pSAxis, textureSpaceBasis[2], textureSpaceBasis[1] ); // Name sure they aren't parallel or antiparallel // In that case, fall back to the normal algorithm. if ( DotProduct( textureSpaceBasis[1], textureSpaceBasis[1] ) > 1e-6 ) { // S = N cross T CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] ); VectorNormalizeFast( textureSpaceBasis[0] ); VectorNormalizeFast( textureSpaceBasis[1] ); return; } // Fall through to the standard algorithm for parallel or antiparallel } // floor/ceiling? if( fabs( surfaceNormal[2] ) > SIN_45_DEGREES ) { textureSpaceBasis[0][0] = 1.0f; textureSpaceBasis[0][1] = 0.0f; textureSpaceBasis[0][2] = 0.0f; // T = S cross N CrossProduct( textureSpaceBasis[0], textureSpaceBasis[2], textureSpaceBasis[1] ); // S = N cross T CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] ); } // wall else { textureSpaceBasis[1][0] = 0.0f; textureSpaceBasis[1][1] = 0.0f; textureSpaceBasis[1][2] = -1.0f; // S = N cross T CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] ); // T = S cross N CrossProduct( textureSpaceBasis[0], textureSpaceBasis[2], textureSpaceBasis[1] ); } VectorNormalizeFast( textureSpaceBasis[0] ); VectorNormalizeFast( textureSpaceBasis[1] ); } #define MAX_PLAYERSPRAY_SIZE 64 void R_SetupDecalTextureSpaceBasis( decal_t *pDecal, Vector &vSurfNormal, IMaterial *pMaterial, Vector textureSpaceBasis[3], float decalWorldScale[2] ) { // Compute the non-scaled decal basis R_DecalComputeBasis( vSurfNormal, (pDecal->flags & FDECAL_USESAXIS) ? &pDecal->saxis : 0, textureSpaceBasis ); // world width of decal = ptexture->width / pDecal->scale // world height of decal = ptexture->height / pDecal->scale // scale is inverse, scales world space to decal u/v space [0,1] // OPTIMIZE: Get rid of these divides int nWidth = MAX( pMaterial->GetMappingWidth(), 1 ); int nHeight = MAX( pMaterial->GetMappingHeight(), 1 ); decalWorldScale[0] = pDecal->scale / nWidth; decalWorldScale[1] = pDecal->scale / nHeight; if ( pDecal->flags & FDECAL_PLAYERSPRAY ) { int nWidthScale = nWidth / MAX_PLAYERSPRAY_SIZE; int nHeightScale = nHeight / MAX_PLAYERSPRAY_SIZE; float flScale = static_cast( MAX( nWidthScale, nHeightScale ) ); if ( flScale > 1.0f ) { decalWorldScale[0] *= flScale; decalWorldScale[1] *= flScale; } } VectorScale( textureSpaceBasis[0], decalWorldScale[0], textureSpaceBasis[0] ); VectorScale( textureSpaceBasis[1], decalWorldScale[1], textureSpaceBasis[1] ); } // Figure out where the decal maps onto the surface. void R_SetupDecalClip( CDecalVert* &pOutVerts, decal_t *pDecal, Vector &vSurfNormal, IMaterial *pMaterial, Vector textureSpaceBasis[3], float decalWorldScale[2] ) { // if ( pOutVerts == NULL ) // pOutVerts = &g_DecalClipVerts[0]; R_SetupDecalTextureSpaceBasis( pDecal, vSurfNormal, pMaterial, textureSpaceBasis, decalWorldScale ); // Generate texture coordinates for each vertex in decal s,t space // probably should pre-generate this, store it and use it for decal-decal collisions // as in R_DecalsIntersect() pDecal->dx = DotProduct( pDecal->position, textureSpaceBasis[0] ); pDecal->dy = DotProduct( pDecal->position, textureSpaceBasis[1] ); } //----------------------------------------------------------------------------- // Generate clipped vertex list for decal pdecal projected onto polygon psurf //----------------------------------------------------------------------------- CDecalVert* R_DecalVertsClip( CDecalVert *pOutVerts, decal_t *pDecal, SurfaceHandle_t surfID, IMaterial *pMaterial ) { float decalWorldScale[2]; Vector textureSpaceBasis[3]; // Figure out where the decal maps onto the surface. R_SetupDecalClip( pOutVerts, pDecal, MSurf_Plane( surfID ).normal, pMaterial, textureSpaceBasis, decalWorldScale ); // Build the initial list of vertices from the surface verts. R_SetupDecalVertsForMSurface( pDecal, surfID, textureSpaceBasis, g_DecalClipVerts ); return R_DoDecalSHClip( g_DecalClipVerts, pOutVerts, pDecal, MSurf_VertCount( surfID ), MSurf_Plane( surfID ).normal ); }