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1203 lines
36 KiB
1203 lines
36 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#include "render_pch.h"
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#include "gl_cvars.h"
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#include "gl_model_private.h"
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#include "gl_lightmap.h"
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#include "disp.h"
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#include "mathlib/mathlib.h"
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#include "gl_rsurf.h"
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#include "gl_matsysiface.h"
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#include "zone.h"
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#include "materialsystem/imesh.h"
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#include "iscratchpad3d.h"
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#include "decal_private.h"
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#include "con_nprint.h"
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#include "dispcoll_common.h"
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#include "cmodel_private.h"
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#include "collisionutils.h"
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#include "tier0/dbg.h"
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#include "gl_rmain.h"
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#include "lightcache.h"
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#include "disp_tesselate.h"
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#include "shadowmgr.h"
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#include "debugoverlay.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Globals.
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//-----------------------------------------------------------------------------
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Vector modelorg;
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//-----------------------------------------------------------------------------
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// CEngineTesselateHelper implements the abstract parts of the tesselation code.
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// We're only interested in the final triangles anyway, right??
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//-----------------------------------------------------------------------------
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class CEngineTesselateHelper : public CBaseTesselateHelper
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{
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public:
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void EndTriangle()
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{
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// Put all triangles in here.
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int iVertOffset = m_pDisp->m_iVertOffset;
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// Add this tri to our mesh.
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m_IndexMesh.Index( m_TempIndices[0] + iVertOffset );
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m_IndexMesh.AdvanceIndex();
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m_IndexMesh.Index( m_TempIndices[1] + iVertOffset );
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m_IndexMesh.AdvanceIndex();
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m_IndexMesh.Index( m_TempIndices[2] + iVertOffset );
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m_IndexMesh.AdvanceIndex();
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// Store off the indices...
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m_pDisp->m_Indices[m_nIndices] = m_TempIndices[0] + iVertOffset;
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m_pDisp->m_Indices[m_nIndices+1] = m_TempIndices[1] + iVertOffset;
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m_pDisp->m_Indices[m_nIndices+2] = m_TempIndices[2] + iVertOffset;
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m_nIndices += 3;
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}
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DispNodeInfo_t& GetNodeInfo( int iNodeBit )
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{
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return m_pDisp->m_pNodeInfo[iNodeBit];
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}
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public:
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// The mesh that we specify indices into while tesselating.
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CMeshBuilder m_IndexMesh;
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CDispInfo *m_pDisp;
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};
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//-----------------------------------------------------------------------------
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// CDispInfo implementation.
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//-----------------------------------------------------------------------------
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inline CVertIndex CDispInfo::IndexToVert( int index ) const
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{
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if( index == -1 )
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return CVertIndex( -1, -1 );
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else
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return CVertIndex( index % GetSideLength(), index / GetSideLength() );
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}
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void CDispInfo::UpdateBoundingBox()
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{
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m_BBoxMin.Init( 1e24, 1e24, 1e24 );
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m_BBoxMax.Init( -1e24, -1e24, -1e24 );
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for( int i=0; i < NumVerts(); i++ )
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{
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const Vector &pos = m_MeshReader.Position( i );
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VectorMin( pos, m_BBoxMin, m_BBoxMin );
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VectorMax( pos, m_BBoxMax, m_BBoxMax );
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}
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UpdateNodeBoundingBoxes();
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}
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void CDispInfo::UpdateNodeBoundingBoxes()
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{
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// init all nodes to an invalid AABB
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for ( int i = 0; i < m_pPowerInfo->m_NodeCount; i++ )
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{
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m_pNodeInfo[i].m_mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
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m_pNodeInfo[i].m_maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
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}
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UpdateNodeBoundingBoxes_R( m_pPowerInfo->m_RootNode, 0, 0 );
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}
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void CDispInfo::UpdateNodeBoundingBoxes_R( CVertIndex const &nodeIndex, int iNodeBitIndex, int iLevel )
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{
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int iNodeIndex = VertIndex( nodeIndex );
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DispNodeInfo_t& nodeInfo = m_pNodeInfo[iNodeBitIndex];
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nodeInfo.m_maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
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nodeInfo.m_mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
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if ( ( iLevel+1 < m_Power ) && ( nodeInfo.m_Flags & DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES ) )
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{
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// Recurse into child nodes.
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int iChildNodeBit = iNodeBitIndex + 1;
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for( int iChild=0; iChild < 4; iChild++ )
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{
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CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
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UpdateNodeBoundingBoxes_R( childNode, iChildNodeBit, iLevel + 1 );
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// expand box by child bounds
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DispNodeInfo_t& childNodeInfo = m_pNodeInfo[iChildNodeBit];
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if ( childNodeInfo.m_mins.x != FLT_MAX )
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{
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VectorMax( childNodeInfo.m_maxs, nodeInfo.m_maxs, nodeInfo.m_maxs );
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VectorMin( childNodeInfo.m_mins, nodeInfo.m_mins, nodeInfo.m_mins );
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}
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iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel];
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}
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}
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// BBox around triangles in this node
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for ( int i = 0; i < nodeInfo.m_Count; i += 3 )
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{
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int iIndexStart = nodeInfo.m_FirstTesselationIndex + i;
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unsigned short tempIndices[3] =
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{
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m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset
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};
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for ( int j = 0; j < 3; j++ )
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{
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const Vector &v0 = m_MeshReader.Position( tempIndices[j] );
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VectorMax( v0, nodeInfo.m_maxs, nodeInfo.m_maxs );
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VectorMin( v0, nodeInfo.m_mins, nodeInfo.m_mins );
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}
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}
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}
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inline void CDispInfo::DecalProjectVert( Vector const &vPos, CDispDecalBase *pDecalBase, ShadowInfo_t const* pInfo, Vector &out )
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{
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if (!pInfo)
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{
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CDispDecal* pDispDecal = static_cast<CDispDecal*>(pDecalBase);
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out.x = vPos.Dot( pDispDecal->m_TextureSpaceBasis[0] ) - pDispDecal->m_pDecal->dx + .5f;
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out.y = vPos.Dot( pDispDecal->m_TextureSpaceBasis[1] ) - pDispDecal->m_pDecal->dy + .5f;
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out.z = 0;
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}
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else
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{
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Vector3DMultiplyPosition( pInfo->m_WorldToShadow, vPos, out );
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}
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}
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// ----------------------------------------------------------------------------- //
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// This version works for normal decals
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// ----------------------------------------------------------------------------- //
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void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispDecal *pDispDecal )
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{
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decal_t *pDecal = pDispDecal->m_pDecal;
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// If the decal is too far away from the plane of this triangle, reject it.
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unsigned short tempIndices[3] =
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{
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m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset
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};
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const Vector &v0 = m_MeshReader.Position( tempIndices[0] );
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const Vector &v1 = m_MeshReader.Position( tempIndices[1] );
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const Vector &v2 = m_MeshReader.Position( tempIndices[2] );
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Vector vNormal = (v2 - v0).Cross( v1 - v0 );
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VectorNormalize( vNormal );
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if ( vNormal.Dot( pDecal->position - v0 ) >= pDispDecal->m_flSize )
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return;
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// Setup verts.
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CDecalVert verts[3];
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int iVert;
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for( iVert=0; iVert < 3; iVert++ )
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{
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CDecalVert *pOutVert = &verts[iVert];
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pOutVert->m_vPos = m_MeshReader.Position( tempIndices[iVert] );
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{
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float x = pOutVert->m_cLMCoords.x;
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float y = pOutVert->m_cLMCoords.y;
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m_MeshReader.TexCoord2f( tempIndices[iVert], 1, x, y );
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pOutVert->m_cLMCoords.x = x;
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pOutVert->m_cLMCoords.y = y;
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}
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// garymcthack - what about m_ParentTexCoords?
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Vector tmp;
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DecalProjectVert( pOutVert->m_vPos, pDispDecal, 0, tmp );
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pOutVert->m_ctCoords.x = tmp.x;
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pOutVert->m_ctCoords.y = tmp.y;
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}
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// Clip them.
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CDecalVert *pClipped;
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CDecalVert *pOutVerts = NULL;
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pClipped = R_DoDecalSHClip( &verts[0], pOutVerts, pDecal, 3, vec3_origin );
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int outCount = pDecal->clippedVertCount;
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if ( outCount > 2 )
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{
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outCount = MIN( outCount, CDispDecalFragment::MAX_VERTS );
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// Allocate a new fragment...
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CDispDecalFragment* pFragment = AllocateDispDecalFragment( decalHandle, outCount );
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// Alrighty, store the triangles!
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for( iVert=0; iVert < outCount; iVert++ )
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{
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pFragment->m_pVerts[iVert].m_vPos = pClipped[iVert].m_vPos;
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// garymcthack - need to make this work for displacements
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// pFragment->m_tCoords[iVert] = pClipped[iVert].m_tCoords;
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// garymcthack - need to change m_TCoords to m_ParentTexCoords
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pFragment->m_pVerts[iVert].m_ctCoords = pClipped[iVert].m_ctCoords;
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pFragment->m_pVerts[iVert].m_cLMCoords = pClipped[iVert].m_cLMCoords;
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}
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/*
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static int three = 0;
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static int total = 0;
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total++;
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if( outCount == 3 )
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{
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three++;
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}
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//if( )
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{
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char buffer[256];
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sprintf(buffer, "Verts: 3:%i 4+:%i (%i)\n",three, total, sizeof(CDecalVert));
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Msg(buffer);
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}
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*/
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pFragment->m_pDecal = pDecal;
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pFragment->m_nVerts = outCount;
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pDispDecal->m_nVerts += pFragment->m_nVerts;
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pDispDecal->m_nTris += pFragment->m_nVerts - 2;
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}
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}
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// ----------------------------------------------------------------------------- //
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// This version works for shadow decals
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// ----------------------------------------------------------------------------- //
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void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispShadowDecal *pDecal )
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{
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unsigned short tempIndices[3] =
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{
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m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset,
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m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset
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};
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#ifndef DEDICATED
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// Setup verts.
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Vector vPositions[3] ={
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GetOverlayPos( &m_MeshReader, tempIndices[0] ),
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GetOverlayPos( &m_MeshReader, tempIndices[1] ),
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GetOverlayPos( &m_MeshReader, tempIndices[2] )
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};
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Vector* ppPosition[3] = { &vPositions[0], &vPositions[1], &vPositions[2] };
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ShadowVertex_t** ppClipVertex;
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ShadowClipState_t clip;
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int count = g_pShadowMgr->ProjectAndClipVerticesEx( pDecal->m_Shadow, 3, ppPosition, &ppClipVertex, clip ); // using the thread-safe version
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if (count < 3)
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return;
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// Ok, clipping happened; lets create a decal fragment.
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Assert( count <= CDispShadowFragment::MAX_VERTS );
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// Allocate a new fragment...
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CDispShadowFragment* pFragment = AllocateShadowDecalFragment( decalHandle, count );
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// Copy the fragment data in place
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pFragment->m_nVerts = count;
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for (int i = 0; i < count; ++i )
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{
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VectorCopy( ppClipVertex[i]->m_Position, pFragment->m_ShadowVerts[i].m_Position );
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VectorCopy( ppClipVertex[i]->m_ShadowSpaceTexCoord, pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord );
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// Make sure it's been clipped
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] >= -1e-3f );
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] - 1.0f <= 1e-3f );
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] >= -1e-3f );
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] - 1.0f <= 1e-3f );
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}
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// Update the number of triangles in the decal
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pDecal->m_nVerts += pFragment->m_nVerts;
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pDecal->m_nTris += pFragment->m_nVerts - 2;
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Assert( pDecal->m_nTris != 0 );
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#endif
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}
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void CDispInfo::CullDecals(
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int iNodeBit,
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CDispDecal **decals,
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int nDecals,
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CDispDecal **childDecals,
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int &nChildDecals )
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{
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// Only let the decals through that can affect this node or its children.
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nChildDecals = 0;
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for( int iDecal=0; iDecal < nDecals; iDecal++ )
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{
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if( decals[iDecal]->m_NodeIntersect.Get( iNodeBit ) )
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{
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childDecals[nChildDecals] = decals[iDecal];
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++nChildDecals;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Retesselates a displacement
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//-----------------------------------------------------------------------------
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void CDispInfo::TesselateDisplacement()
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{
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// Clear decals. They get regenerated in TesselateDisplacement_R.
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ClearAllDecalFragments();
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// Blow away cached shadow decals
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ClearAllShadowDecalFragments();
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int nMaxIndices = Square( GetSideLength() - 1 ) * 6;
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CEngineTesselateHelper helper;
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helper.m_pDisp = this;
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helper.m_IndexMesh.BeginModify( m_pMesh->m_pMesh, 0, 0, m_iIndexOffset, nMaxIndices );
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helper.m_pActiveVerts = m_ActiveVerts.Base();
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helper.m_pPowerInfo = GetPowerInfo();
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// Generate the indices.
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::TesselateDisplacement<CEngineTesselateHelper>( &helper ); // (implemented in disp_tesselate.h)
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helper.m_IndexMesh.EndModify();
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m_nIndices = helper.m_nIndices;
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}
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void CDispInfo::SpecifyDynamicMesh()
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{
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CMatRenderContextPtr pRenderContext( materials );
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// Specify the vertices and indices.
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true );
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CMeshBuilder builder;
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builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nIndices );
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// This should mirror how FillStaticBuffer works.
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int nVerts = NumVerts();
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for( int iVert=0; iVert < nVerts; iVert++ )
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{
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CDispRenderVert *pVert = &m_Verts[iVert];
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builder.Position3fv( pVert->m_vPos.Base() );
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builder.TexCoord2fv( 0, pVert->m_vTexCoord.Base() );
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builder.TexCoord2fv( 1, pVert->m_LMCoords.Base() );
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builder.TexCoord2f( 2, m_BumpSTexCoordOffset, 0 );
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builder.Normal3fv( pVert->m_vNormal.Base() );
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builder.TangentS3fv( pVert->m_vSVector.Base() );
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builder.TangentT3fv( pVert->m_vTVector.Base() );
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builder.AdvanceVertex();
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}
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for( int iIndex=0; iIndex < m_nIndices; iIndex++ )
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{
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builder.Index( m_Indices[iIndex] - m_iVertOffset );
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builder.AdvanceIndex();
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}
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builder.End( false, true );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CDispInfo::SpecifyWalkableDynamicMesh( void )
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{
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// Specify the vertices and indices.
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CMatRenderContextPtr pRenderContext( materials );
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#ifdef DEDICATED
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL );
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#else
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor );
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g_materialTranslucentSingleColor->ColorModulate( 1.0f, 1.0f, 0.0f );
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g_materialTranslucentSingleColor->AlphaModulate( 0.33f );
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#endif
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CMeshBuilder builder;
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builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nWalkIndexCount );
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int nVerts = NumVerts();
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for( int iVert=0; iVert < nVerts; iVert++ )
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{
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builder.Position3fv( m_Verts[iVert].m_vPos.Base() );
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builder.AdvanceVertex();
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}
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for( int iIndex=0; iIndex < m_nWalkIndexCount; iIndex++ )
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{
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builder.Index( m_pWalkIndices[iIndex] );
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builder.AdvanceIndex();
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}
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builder.End( false, true );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CDispInfo::SpecifyBuildableDynamicMesh( void )
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{
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// Specify the vertices and indices.
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CMatRenderContextPtr pRenderContext( materials );
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#ifdef DEDICATED
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL );
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#else
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g_materialTranslucentSingleColor->ColorModulate( 0.0f, 1.0f, 1.0f );
|
|
g_materialTranslucentSingleColor->AlphaModulate( 0.33f );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor );
|
|
#endif
|
|
CMeshBuilder builder;
|
|
builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nBuildIndexCount );
|
|
|
|
int nVerts = NumVerts();
|
|
for( int iVert=0; iVert < nVerts; iVert++ )
|
|
{
|
|
builder.Position3fv( m_Verts[iVert].m_vPos.Base() );
|
|
builder.AdvanceVertex();
|
|
}
|
|
|
|
for( int iIndex=0; iIndex < m_nBuildIndexCount; iIndex++ )
|
|
{
|
|
builder.Index( m_pBuildIndices[iIndex] );
|
|
builder.AdvanceIndex();
|
|
}
|
|
|
|
builder.End( false, true );
|
|
}
|
|
|
|
|
|
void CDispInfo::InitializeActiveVerts()
|
|
{
|
|
// Mark the corners vertices and root node by default..
|
|
m_ActiveVerts.ClearAll();
|
|
|
|
m_ActiveVerts.Set( VertIndex( 0, 0 ) );
|
|
m_ActiveVerts.Set( VertIndex( GetSideLength()-1, 0 ) );
|
|
m_ActiveVerts.Set( VertIndex( GetSideLength()-1, GetSideLength()-1 ) );
|
|
m_ActiveVerts.Set( VertIndex( 0, GetSideLength()-1 ) );
|
|
|
|
m_ActiveVerts.Set( VertIndex( m_pPowerInfo->m_RootNode ) );
|
|
|
|
// Force the midpoint active on any edges where there are sub displacements.
|
|
for( int iSide=0; iSide < 4; iSide++ )
|
|
{
|
|
CDispNeighbor *pSide = &m_EdgeNeighbors[iSide];
|
|
|
|
if( (pSide->m_SubNeighbors[0].IsValid() && pSide->m_SubNeighbors[0].m_Span != CORNER_TO_CORNER) ||
|
|
(pSide->m_SubNeighbors[1].IsValid() && pSide->m_SubNeighbors[1].m_Span != CORNER_TO_CORNER) )
|
|
{
|
|
int iEdgeDim = g_EdgeDims[iSide];
|
|
|
|
CVertIndex nodeIndex;
|
|
nodeIndex[iEdgeDim] = g_EdgeSideLenMul[iSide] * m_pPowerInfo->m_SideLengthM1;
|
|
nodeIndex[!iEdgeDim] = m_pPowerInfo->m_MidPoint;
|
|
m_ActiveVerts.Set( VertIndex( nodeIndex ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CDispInfo::ClearLOD()
|
|
{
|
|
// First, everything as inactive.
|
|
m_ActiveVerts.ClearAll();
|
|
}
|
|
|
|
extern ConVar mat_surfaceid;
|
|
extern ConVar mat_surfacemat;
|
|
|
|
bool DispInfoRenderDebugModes()
|
|
{
|
|
if( ShouldDrawInWireFrameMode() || mat_luxels.GetInt() || r_DispWalkable.GetInt() ||
|
|
r_DispBuildable.GetInt()
|
|
#if !defined( DEDICATED )
|
|
|| mat_surfaceid.GetInt() || mat_surfacemat.GetInt()
|
|
#endif // DEDICATED
|
|
)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CDispInfo::Render( CGroupMesh *pGroup, bool bAllowDebugModes )
|
|
{
|
|
#ifndef DEDICATED
|
|
if( !m_pMesh )
|
|
{
|
|
Assert( !"CDispInfo::Render: m_pMesh == NULL" );
|
|
return false;
|
|
}
|
|
|
|
if ( bAllowDebugModes )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
|
|
// Wireframe?
|
|
if( ShouldDrawInWireFrameMode() )
|
|
{
|
|
// BUGBUG: The draw order for this is wrong - we need to write Z here or this won't show up
|
|
// BUGBUG: Move this wireframe draw to the end of the scene instead of during normal disp draw (which is first)
|
|
int nWireFrameMode = WireFrameMode();
|
|
if ( nWireFrameMode == 2 )
|
|
{
|
|
pRenderContext->Bind( g_materialWorldWireframeZBuffer );
|
|
}
|
|
else
|
|
{
|
|
pRenderContext->Bind( g_materialWorldWireframeGreen );
|
|
}
|
|
SpecifyDynamicMesh();
|
|
}
|
|
|
|
if( mat_luxels.GetInt() )
|
|
{
|
|
pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material );
|
|
//SpecifyDynamicMesh();
|
|
|
|
pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices );
|
|
|
|
pRenderContext->Bind( g_materialDebugLuxels );
|
|
SpecifyDynamicMesh();
|
|
}
|
|
|
|
if ( r_DispWalkable.GetInt() || r_DispBuildable.GetInt() )
|
|
{
|
|
pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material );
|
|
pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices );
|
|
|
|
if ( r_DispWalkable.GetInt() )
|
|
SpecifyWalkableDynamicMesh();
|
|
|
|
if ( r_DispBuildable.GetInt() )
|
|
SpecifyBuildableDynamicMesh();
|
|
}
|
|
|
|
#if !defined( DEDICATED )
|
|
if ( mat_surfaceid.GetInt() )
|
|
{
|
|
Vector bbMin, bbMax, vecCenter;
|
|
GetBoundingBox( bbMin, bbMax );
|
|
VectorAdd( bbMin, bbMax, vecCenter );
|
|
vecCenter *= 0.5f;
|
|
|
|
int nInt = ( mat_surfaceid.GetInt() != 2 ) ? size_cast< int >( (intp)m_ParentSurfID ) : (msurface2_t*)m_ParentSurfID - host_state.worldbrush->surfaces2;
|
|
char buf[32];
|
|
Q_snprintf( buf, sizeof( buf ), "%d", nInt );
|
|
CDebugOverlay::AddTextOverlay( vecCenter, 0, buf );
|
|
}
|
|
|
|
if ( mat_surfacemat.GetInt() )
|
|
{
|
|
Vector bbMin, bbMax, vecCenter;
|
|
GetBoundingBox( bbMin, bbMax );
|
|
VectorAdd( bbMin, bbMax, vecCenter );
|
|
vecCenter *= 0.5f;
|
|
|
|
mtexinfo_t * pTexInfo = MSurf_TexInfo(m_ParentSurfID);
|
|
|
|
const char *pFullMaterialName = pTexInfo->material ? pTexInfo->material->GetName() : "no material";
|
|
const char *pSlash = strrchr( pFullMaterialName, '/' );
|
|
const char *pMaterialName = strrchr( pFullMaterialName, '\\' );
|
|
if (pSlash > pMaterialName)
|
|
pMaterialName = pSlash;
|
|
if (pMaterialName)
|
|
++pMaterialName;
|
|
else
|
|
pMaterialName = pFullMaterialName;
|
|
|
|
CDebugOverlay::AddTextOverlay( vecCenter, 0, pMaterialName );
|
|
}
|
|
#endif // DEDICATED
|
|
}
|
|
else
|
|
{
|
|
if( pGroup->m_nVisible < pGroup->m_Visible.Count() )
|
|
{
|
|
// Don't bother if all faces are backfacing, or somesuch...
|
|
if (m_nIndices)
|
|
{
|
|
pGroup->m_Visible[pGroup->m_nVisible].m_FirstIndex = m_iIndexOffset;
|
|
pGroup->m_Visible[pGroup->m_nVisible].m_NumIndices = m_nIndices;
|
|
pGroup->m_VisibleDisps[pGroup->m_nVisible] = this;
|
|
pGroup->m_nVisible++;
|
|
pGroup->m_pGroup->m_nVisible++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Assert( !"Overflowed visible mesh list" );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
struct ProcessLightmapSampleData_t;
|
|
|
|
typedef void ProcessLightmapSampleFunc_t( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax );
|
|
|
|
struct ProcessLightmapSampleData_t
|
|
{
|
|
float m_ooQuadraticAttn;
|
|
float m_ooRadiusSq;
|
|
Vector m_Intensity;
|
|
float m_LightDistSqr;
|
|
Vector m_vLightOrigin;
|
|
ProcessLightmapSampleFunc_t *pProcessLightmapSampleDataFunc;
|
|
};
|
|
|
|
static void ProcessLightmapSample( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax )
|
|
{
|
|
#if !defined( DEDICATED )
|
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos );
|
|
if( distSqr < data.m_LightDistSqr )
|
|
{
|
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f;
|
|
|
|
// Apply a little extra attenuation
|
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
|
|
|
|
if (scale > 2.0f)
|
|
scale = 2.0f;
|
|
|
|
int index = t*smax + s;
|
|
VectorMA( blocklights[0][index].AsVector3D(),
|
|
scale, data.m_Intensity,
|
|
blocklights[0][index].AsVector3D() );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void ProcessLightmapSampleBumped( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax )
|
|
{
|
|
#if !defined( DEDICATED )
|
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos );
|
|
if( distSqr < data.m_LightDistSqr )
|
|
{
|
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f;
|
|
|
|
// Get the vector from the surface to the light in world space
|
|
Vector vLightVecWorld;
|
|
VectorSubtract( data.m_vLightOrigin, vPos, vLightVecWorld );
|
|
VectorNormalize( vLightVecWorld );
|
|
|
|
// Transform the vector from the surface to the light into tangent space
|
|
Vector vLightVecTangent;
|
|
vLightVecTangent.x = DotProduct( vTangentS, vLightVecWorld );
|
|
vLightVecTangent.y = DotProduct( vTangentT, vLightVecWorld );
|
|
vLightVecTangent.z = DotProduct( vNormal, vLightVecWorld );
|
|
|
|
// Apply a little extra attenuation
|
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
|
|
|
|
if (scale > 2.0f)
|
|
scale = 2.0f;
|
|
|
|
int index = t*smax + s;
|
|
float directionalAtten;
|
|
directionalAtten = fpmax( 0.0f, vLightVecTangent.z );
|
|
VectorMA( blocklights[0][index].AsVector3D(), scale * directionalAtten,
|
|
data.m_Intensity,
|
|
blocklights[0][index].AsVector3D() );
|
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[0] ) );
|
|
VectorMA( blocklights[1][index].AsVector3D(), scale * directionalAtten,
|
|
data.m_Intensity,
|
|
blocklights[1][index].AsVector3D() );
|
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[1] ) );
|
|
VectorMA( blocklights[2][index].AsVector3D(), scale * directionalAtten,
|
|
data.m_Intensity,
|
|
blocklights[2][index].AsVector3D() );
|
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[2] ) );
|
|
VectorMA( blocklights[3][index].AsVector3D(), scale * directionalAtten,
|
|
data.m_Intensity,
|
|
blocklights[3][index].AsVector3D() );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Alpha channel modulation
|
|
//-----------------------------------------------------------------------------
|
|
static void ProcessLightmapSampleAlpha( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax )
|
|
{
|
|
#if !defined( DEDICATED )
|
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos );
|
|
if( distSqr < data.m_LightDistSqr )
|
|
{
|
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f;
|
|
|
|
// Apply a little extra attenuation
|
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq);
|
|
|
|
if (scale > 1.0f)
|
|
scale = 1.0f;
|
|
|
|
int index = t*smax + s;
|
|
blocklights[0][index][3] += scale * data.m_Intensity[0];
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// This iterates over all the lightmap samples and for each one, calls:
|
|
// T::ProcessLightmapSample( Vector const &vPos, int t, int s, int tmax, int smax );
|
|
void IterateLightmapSamples( CDispInfo *pDisp, const ProcessLightmapSampleData_t &data )
|
|
{
|
|
ASSERT_SURF_VALID( pDisp->m_ParentSurfID );
|
|
|
|
if ( !g_DispLightmapSamplePositions.Count() )
|
|
{
|
|
ExecuteNTimes( 20, Warning( "Cannot update displacement for dlight - set 'r_dlightsenable 1' and reload the map! (data may also have been culled by MakeGameData)\n" ) );
|
|
return;
|
|
}
|
|
|
|
int smax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[0] + 1;
|
|
int tmax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[1] + 1;
|
|
|
|
unsigned char *pCurSample = &g_DispLightmapSamplePositions[pDisp->m_iLightmapSamplePositionStart];
|
|
|
|
for( int t = 0 ; t<tmax ; t++ )
|
|
{
|
|
for( int s=0 ; s<smax ; s++ )
|
|
{
|
|
// Figure out what triangle this sample is on.
|
|
// NOTE: this usually stores 4 bytes per lightmap sample.
|
|
// It's a lot simpler and faster to just store the position but then it's
|
|
// 16 bytes instead of 4.
|
|
int iTri;
|
|
if( *pCurSample == 255 )
|
|
{
|
|
++pCurSample;
|
|
iTri = *pCurSample + 255;
|
|
}
|
|
else
|
|
{
|
|
iTri = *pCurSample;
|
|
}
|
|
++pCurSample;
|
|
|
|
float a = (float)*(pCurSample++) / 255.0f;
|
|
float b = (float)*(pCurSample++) / 255.0f;
|
|
float c = (float)*(pCurSample++) / 255.0f;
|
|
|
|
CTriInfo *pTri = &pDisp->m_pPowerInfo->m_pTriInfos[iTri];
|
|
Vector vPos =
|
|
pDisp->m_MeshReader.Position( pTri->m_Indices[0] ) * a +
|
|
pDisp->m_MeshReader.Position( pTri->m_Indices[1] ) * b +
|
|
pDisp->m_MeshReader.Position( pTri->m_Indices[2] ) * c;
|
|
Vector vNormal, vTangentS, vTangentT;
|
|
if( pDisp->NumLightMaps() > 1 )
|
|
{
|
|
vNormal =
|
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[0] ) * a +
|
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[1] ) * b +
|
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[2] ) * c;
|
|
vTangentS =
|
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[0] ) * a +
|
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[1] ) * b +
|
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[2] ) * c;
|
|
vTangentT =
|
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[0] ) * a +
|
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[1] ) * b +
|
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[2] ) * c;
|
|
}
|
|
|
|
(*data.pProcessLightmapSampleDataFunc)( data, vPos, vNormal, vTangentS, vTangentT, t, s, tmax, smax );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CDispInfo::AddSingleDynamicLight( dlight_t& dl )
|
|
{
|
|
#ifndef DEDICATED
|
|
ProcessLightmapSampleData_t data;
|
|
data.m_LightDistSqr = dl.GetRadiusSquared();
|
|
|
|
float lightStyleValue = LightStyleValue( dl.style );
|
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue;
|
|
data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue;
|
|
data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
|
|
|
|
float minlight = fpmax( g_flMinLightingValue, dl.minlight );
|
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
|
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn;
|
|
data.m_vLightOrigin = dl.origin;
|
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared();;
|
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSample;
|
|
|
|
// Touch all the lightmap samples.
|
|
IterateLightmapSamples( this, data );
|
|
#endif
|
|
}
|
|
|
|
void CDispInfo::AddSingleDynamicLightBumped( dlight_t& dl )
|
|
{
|
|
#ifndef DEDICATED
|
|
ProcessLightmapSampleData_t data;
|
|
|
|
data.m_LightDistSqr = dl.GetRadiusSquared();
|
|
|
|
float lightStyleValue = LightStyleValue( dl.style );
|
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue;
|
|
data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue;
|
|
data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue;
|
|
|
|
float minlight = fpmax( g_flMinLightingValue, dl.minlight );
|
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
|
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn;
|
|
data.m_vLightOrigin = dl.origin;
|
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared();
|
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleBumped;
|
|
|
|
// Touch all the lightmap samples.
|
|
IterateLightmapSamples( this, data );
|
|
#endif
|
|
}
|
|
|
|
void CDispInfo::AddSingleDynamicAlphaLight( dlight_t& dl )
|
|
{
|
|
#ifndef DEDICATED
|
|
ProcessLightmapSampleData_t data;
|
|
|
|
data.m_LightDistSqr = dl.GetRadiusSquared();
|
|
|
|
float lightStyleValue = LightStyleValue( dl.style );
|
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue;
|
|
if ( dl.flags & DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA )
|
|
data.m_Intensity *= -1.0f;
|
|
|
|
float minlight = MAX( g_flMinLightingValue, dl.minlight );
|
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity;
|
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn;
|
|
data.m_vLightOrigin = dl.origin;
|
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared();
|
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleAlpha;
|
|
|
|
// Touch all the lightmap samples.
|
|
IterateLightmapSamples( this, data );
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A little cache to help us not project vertices multiple times
|
|
//-----------------------------------------------------------------------------
|
|
class CDecalNodeSetupCache
|
|
{
|
|
public:
|
|
CDecalNodeSetupCache() : m_CurrentCacheIndex(0) {}
|
|
|
|
Vector m_ProjectedVert[MAX_DISPVERTS];
|
|
int m_CacheIndex[MAX_DISPVERTS];
|
|
|
|
bool IsCached( int v ) { return m_CacheIndex[v] == m_CurrentCacheIndex; }
|
|
void MarkCached( int v ) { m_CacheIndex[v] = m_CurrentCacheIndex; }
|
|
|
|
void ResetCache() { ++m_CurrentCacheIndex; }
|
|
|
|
private:
|
|
int m_CurrentCacheIndex;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Check to see which nodes are hit by a decal
|
|
//-----------------------------------------------------------------------------
|
|
bool CDispInfo::SetupDecalNodeIntersect_R( CVertIndex const &nodeIndex,
|
|
int iNodeBitIndex, CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo,
|
|
int iLevel, CDecalNodeSetupCache* pCache )
|
|
{
|
|
int iNodeIndex = VertIndex( nodeIndex );
|
|
|
|
if( iLevel+1 < m_Power )
|
|
{
|
|
// Recurse into child nodes.
|
|
bool anyChildIntersected = false;
|
|
int iChildNodeBit = iNodeBitIndex + 1;
|
|
for( int iChild=0; iChild < 4; iChild++ )
|
|
{
|
|
CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
|
|
|
|
// If any of our children intersect, then we do too...
|
|
if (SetupDecalNodeIntersect_R( childNode, iChildNodeBit, pDispDecal, pInfo, iLevel + 1, pCache ) )
|
|
anyChildIntersected = true;
|
|
iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel];
|
|
}
|
|
|
|
if (anyChildIntersected)
|
|
{
|
|
pDispDecal->m_NodeIntersect.Set( iNodeBitIndex );
|
|
return true;
|
|
}
|
|
|
|
// None of our children intersect this decal, so neither does the node
|
|
return false;
|
|
}
|
|
|
|
// Expand our box by the node and by its side verts.
|
|
Vector vMin, vMax;
|
|
if (!pCache->IsCached(iNodeIndex))
|
|
{
|
|
DecalProjectVert( m_MeshReader.Position( iNodeIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iNodeIndex] );
|
|
pCache->MarkCached(iNodeIndex);
|
|
}
|
|
vMin = pCache->m_ProjectedVert[iNodeIndex];
|
|
vMax = pCache->m_ProjectedVert[iNodeIndex];
|
|
|
|
// Now test each neighbor + child vert to see if it should exist.
|
|
for( int i=0; i < 4; i++ )
|
|
{
|
|
CVertIndex const &sideVert = m_pPowerInfo->m_pSideVerts[iNodeIndex].m_Verts[i];
|
|
CVertIndex const &cornerVert = m_pPowerInfo->m_pSideVertCorners[iNodeIndex].m_Verts[i];
|
|
|
|
int iSideIndex = VertIndex(sideVert);
|
|
if (!pCache->IsCached(iSideIndex))
|
|
{
|
|
DecalProjectVert( m_MeshReader.Position( iSideIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iSideIndex] );
|
|
pCache->MarkCached(iSideIndex);
|
|
}
|
|
|
|
VectorMin( pCache->m_ProjectedVert[iSideIndex], vMin, vMin );
|
|
VectorMax( pCache->m_ProjectedVert[iSideIndex], vMax, vMax );
|
|
|
|
int iCornerIndex = VertIndex(cornerVert);
|
|
if (!pCache->IsCached(iCornerIndex))
|
|
{
|
|
DecalProjectVert( m_MeshReader.Position( iCornerIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iCornerIndex] );
|
|
pCache->MarkCached(iCornerIndex);
|
|
}
|
|
|
|
VectorMin( pCache->m_ProjectedVert[iCornerIndex], vMin, vMin );
|
|
VectorMax( pCache->m_ProjectedVert[iCornerIndex], vMax, vMax );
|
|
}
|
|
|
|
// Now just see if our bbox intersects the [0,0] - [1,1] bbox, which is where this
|
|
// decal sits.
|
|
if( vMin.x <= 1 && vMax.x >= 0 && vMin.y <= 1 && vMax.y >= 0 )
|
|
{
|
|
// Z cull for shadows...
|
|
if( pInfo )
|
|
{
|
|
if ((vMax.z < 0) || (vMin.z > pInfo->m_MaxDist))
|
|
return false;
|
|
}
|
|
|
|
// Ok, this node is needed and its children may be needed as well.
|
|
pDispDecal->m_NodeIntersect.Set( iNodeBitIndex );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CDispInfo::SetupDecalNodeIntersect( CVertIndex const &nodeIndex, int iNodeBitIndex,
|
|
CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo )
|
|
{
|
|
pDispDecal->m_NodeIntersect.ClearAll();
|
|
|
|
// Generate a vertex cache, so we're not continually reprojecting vertices...
|
|
static CDecalNodeSetupCache cache;
|
|
cache.ResetCache();
|
|
|
|
bool anyIntersection = SetupDecalNodeIntersect_R(
|
|
nodeIndex, iNodeBitIndex, pDispDecal, pInfo, 0, &cache );
|
|
|
|
pDispDecal->m_Flags |= CDispDecalBase::NODE_BITFIELD_COMPUTED;
|
|
if (anyIntersection)
|
|
pDispDecal->m_Flags &= ~CDispDecalBase::NO_INTERSECTION;
|
|
else
|
|
pDispDecal->m_Flags |= CDispDecalBase::NO_INTERSECTION;
|
|
}
|
|
|
|
|
|
Vector CDispInfo::GetFlatVert( int iVertex )
|
|
{
|
|
int sideLength = m_pPowerInfo->GetSideLength();
|
|
int x = iVertex % sideLength;
|
|
int y = iVertex / sideLength;
|
|
|
|
float ooInt = 1.0f / ( float )( sideLength - 1 );
|
|
|
|
// Lerp between the left and right edges to get a line along 'x'.
|
|
Vector endPts[2];
|
|
VectorLerp( m_BaseSurfacePositions[0], m_BaseSurfacePositions[1], y*ooInt, endPts[0] );
|
|
VectorLerp( m_BaseSurfacePositions[3], m_BaseSurfacePositions[2], y*ooInt, endPts[1] );
|
|
|
|
// Lerp along the X line.
|
|
Vector vOutputPos;
|
|
VectorLerp( endPts[0], endPts[1], x*ooInt, vOutputPos );
|
|
|
|
// This can be used to verify that the position generated here is correct.
|
|
// It should be the same as CCoreDispInfo::GetFlatVert.
|
|
// Assert( vOutputPos.DistTo( m_Verts[iVertex].m_vFlatPos ) < 0.1f );
|
|
|
|
// Voila!
|
|
return vOutputPos;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the texture + lightmap coordinate given a displacement uv
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CDispInfo::ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& output,
|
|
Vector2D* luv, Vector2D* tuv )
|
|
{
|
|
#ifndef DEDICATED
|
|
// lightmap coordinate
|
|
if( luv )
|
|
{
|
|
ComputePointFromBarycentric(
|
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[0], DISP_LMCOORDS_STAGE ),
|
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[1], DISP_LMCOORDS_STAGE ),
|
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[2], DISP_LMCOORDS_STAGE ),
|
|
output.u, output.v, *luv );
|
|
|
|
// luv is in the space of the accumulated lightmap page; we need to convert
|
|
// it to be in the space of the surface
|
|
int lightmapPageWidth, lightmapPageHeight;
|
|
materials->GetLightmapPageSize(
|
|
SortInfoToLightmapPage(MSurf_MaterialSortID( m_ParentSurfID ) ),
|
|
&lightmapPageWidth, &lightmapPageHeight );
|
|
|
|
luv->x *= lightmapPageWidth;
|
|
luv->y *= lightmapPageHeight;
|
|
|
|
luv->x -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[0];
|
|
luv->y -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[1];
|
|
}
|
|
|
|
// texture coordinate
|
|
if( tuv )
|
|
{
|
|
// Compute base face (u,v) at each of the three vertices
|
|
int size = (1 << m_Power) + 1;
|
|
|
|
Vector2D baseUV[3];
|
|
for (int i = 0; i < 3; ++i )
|
|
{
|
|
baseUV[i].y = (int)(output.ndxVerts[i] / size);
|
|
baseUV[i].x = output.ndxVerts[i] - size * baseUV[i].y;
|
|
baseUV[i] /= size - 1;
|
|
}
|
|
|
|
Vector2D basefaceUV;
|
|
ComputePointFromBarycentric( baseUV[0], baseUV[1], baseUV[2],
|
|
output.u, output.v, basefaceUV );
|
|
|
|
// Convert the base face uv to a texture uv based on the base face texture coords
|
|
TexCoordInQuadFromBarycentric( m_BaseSurfaceTexCoords[0],
|
|
m_BaseSurfaceTexCoords[3], m_BaseSurfaceTexCoords[2], m_BaseSurfaceTexCoords[1],
|
|
basefaceUV, *tuv );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cast a ray against this surface
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CDispInfo::TestRay( Ray_t const& ray, float start, float end, float& dist,
|
|
Vector2D* luv, Vector2D* tuv )
|
|
{
|
|
// Get the index associated with this disp info....
|
|
int idx = DispInfo_ComputeIndex( host_state.worldbrush->hDispInfos, this );
|
|
CDispCollTree* pTree = CollisionBSPData_GetCollisionTree( idx );
|
|
if (!pTree)
|
|
return false;
|
|
|
|
CBaseTrace tr;
|
|
tr.fraction = 1.0f;
|
|
|
|
// Only test the portion of the ray between start and end
|
|
Vector startpt, endpt,endpt2;
|
|
VectorMA( ray.m_Start, start, ray.m_Delta, startpt );
|
|
VectorMA( ray.m_Start, end, ray.m_Delta, endpt );
|
|
|
|
Ray_t shortenedRay;
|
|
shortenedRay.Init( startpt, endpt );
|
|
|
|
RayDispOutput_t output;
|
|
output.dist = 1.0f;
|
|
if (pTree->AABBTree_Ray( shortenedRay, output ))
|
|
{
|
|
Assert( (output.u <= 1.0f) && (output.v <= 1.0f ));
|
|
Assert( (output.u >= 0.0f) && (output.v >= 0.0f ));
|
|
|
|
// Compute the actual distance along the ray
|
|
dist = start * (1.0f - output.dist) + end * output.dist;
|
|
|
|
// Compute lightmap + texture coordinates
|
|
ComputeLightmapAndTextureCoordinate( output, luv, tuv );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
const CPowerInfo* CDispInfo::GetPowerInfo() const
|
|
{
|
|
return m_pPowerInfo;
|
|
}
|
|
|
|
|
|
CDispNeighbor* CDispInfo::GetEdgeNeighbor( int index )
|
|
{
|
|
Assert( index >= 0 && index < ARRAYSIZE( m_EdgeNeighbors ) );
|
|
return &m_EdgeNeighbors[index];
|
|
}
|
|
|
|
|
|
CDispCornerNeighbors* CDispInfo::GetCornerNeighbors( int index )
|
|
{
|
|
Assert( index >= 0 && index < ARRAYSIZE( m_CornerNeighbors ) );
|
|
return &m_CornerNeighbors[index];
|
|
}
|
|
|
|
|
|
CDispUtilsHelper* CDispInfo::GetDispUtilsByIndex( int index )
|
|
{
|
|
return GetDispByIndex( index );
|
|
}
|
|
|
|
|