//========= 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( pHelper, pHelper->m_pPowerInfo->m_RootNode, 0, // node bit indexing CDispDecal::m_NodeIntersects 0 ); } #endif // DISP_TESSELATE_H