Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
#ifdef QUIVER
#include "r_local.h"
#endif
#include "mathlib/bumpvects.h"
#include "mathlib/vector.h"
#include <assert.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// z is coming out of the face.
void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal, const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ) { Vector tmpNormal; bool leftHanded; int i;
assert( NUM_BUMP_VECTS == 3 ); // Are we left or right handed?
CrossProduct( sVect, tVect, tmpNormal ); if( DotProduct( flatNormal, tmpNormal ) < 0.0f ) { leftHanded = true; } else { leftHanded = false; }
// Build a basis for the face around the phong normal
matrix3x4_t smoothBasis; CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] ); VectorNormalize( smoothBasis[1] ); CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] ); VectorNormalize( smoothBasis[0] ); VectorCopy( phongNormal.Base(), smoothBasis[2] ); if( leftHanded ) { VectorNegate( smoothBasis[1] ); } // move the g_localBumpBasis into world space to create bumpNormals
for( i = 0; i < 3; i++ ) { VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] ); } }
#endif // !_STATIC_LINKED || _SHARED_LIB
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