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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "disp_vrad.h"
#include "utllinkedlist.h"
#include "utlvector.h"
#include "iscratchpad3d.h"
#include "scratchpadutils.h"
//#define USE_SCRATCHPAD
#if defined( USE_SCRATCHPAD )
static IScratchPad3D *g_pPad = 0; #endif
int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vTest ) { CDispUtilsHelper *pDispHelper = pDisp;
int iClosest = 0; float flClosest = 1e24; for ( int iCorner=0; iCorner < 4; iCorner++ ) { // Has it been touched?
CVertIndex cornerVert = pDispHelper->GetPowerInfo()->GetCornerPointIndex( iCorner ); int iCornerVert = pDispHelper->VertIndexToInt( cornerVert ); const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
float flDist = vCornerVert.DistTo( vTest ); if ( flDist < flClosest ) { iClosest = iCorner; flClosest = flDist; } }
if ( flClosest <= 0.1f ) return iClosest; else return -1; }
int GetAllNeighbors( const CCoreDispInfo *pDisp, int (&iNeighbors)[512] ) { int nNeighbors = 0;
// Check corner neighbors.
for ( int iCorner=0; iCorner < 4; iCorner++ ) { const CDispCornerNeighbors *pCorner = pDisp->GetCornerNeighbors( iCorner );
for ( int i=0; i < pCorner->m_nNeighbors; i++ ) { if ( nNeighbors < ARRAYSIZE( iNeighbors ) ) iNeighbors[nNeighbors++] = pCorner->m_Neighbors[i]; } }
for ( int iEdge=0; iEdge < 4; iEdge++ ) { const CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
for ( int i=0; i < 2; i++ ) { if ( pEdge->m_SubNeighbors[i].IsValid() ) if ( nNeighbors < 512 ) iNeighbors[nNeighbors++] = pEdge->m_SubNeighbors[i].GetNeighborIndex(); } }
return nNeighbors; }
void BlendCorners( CCoreDispInfo **ppListBase, int listSize ) { CUtlVector<int> nbCornerVerts;
for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp];
int iNeighbors[512]; int nNeighbors = GetAllNeighbors( pDisp, iNeighbors );
// Make sure we have room for all the neighbors.
nbCornerVerts.RemoveAll(); nbCornerVerts.EnsureCapacity( nNeighbors ); nbCornerVerts.AddMultipleToTail( nNeighbors ); // For each corner.
for ( int iCorner=0; iCorner < 4; iCorner++ ) { // Has it been touched?
CVertIndex cornerVert = pDisp->GetCornerPointIndex( iCorner ); int iCornerVert = pDisp->VertIndexToInt( cornerVert ); const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
// For each displacement sharing this corner..
Vector vAverage = pDisp->GetNormal( iCornerVert );
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ ) { int iNBListIndex = iNeighbors[iNeighbor]; CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex]; // Find out which vert it is on the neighbor.
int iNBCorner = FindNeighborCornerVert( pNeighbor, vCornerVert ); if ( iNBCorner == -1 ) { nbCornerVerts[iNeighbor] = -1; // remove this neighbor from the list.
} else { CVertIndex viNBCornerVert = pNeighbor->GetCornerPointIndex( iNBCorner ); int iNBVert = pNeighbor->VertIndexToInt( viNBCornerVert ); nbCornerVerts[iNeighbor] = iNBVert; vAverage += pNeighbor->GetNormal( iNBVert ); } }
// Blend all the neighbor normals with this one.
VectorNormalize( vAverage ); pDisp->SetNormal( iCornerVert, vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iCornerVert ), pDisp->GetNormal( iCornerVert ), Vector( 0, 0, 1 ), 25 ); #endif
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ ) { int iNBListIndex = iNeighbors[iNeighbor]; if ( nbCornerVerts[iNeighbor] == -1 ) continue;
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex]; pNeighbor->SetNormal( nbCornerVerts[iNeighbor], vAverage ); } } } }
void BlendTJuncs( CCoreDispInfo **ppListBase, int listSize ) { for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp];
for ( int iEdge=0; iEdge < 4; iEdge++ ) { CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge ); int iMidPoint = pDisp->VertIndexToInt( viMidPoint );
if ( pEdge->m_SubNeighbors[0].IsValid() && pEdge->m_SubNeighbors[1].IsValid() ) { const Vector &vMidPoint = pDisp->GetVert( iMidPoint );
CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()]; CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()];
int iNBCorners[2]; iNBCorners[0] = FindNeighborCornerVert( pNeighbor1, vMidPoint ); iNBCorners[1] = FindNeighborCornerVert( pNeighbor2, vMidPoint ); if ( iNBCorners[0] != -1 && iNBCorners[1] != -1 ) { CVertIndex viNBCorners[2] = { pNeighbor1->GetCornerPointIndex( iNBCorners[0] ), pNeighbor2->GetCornerPointIndex( iNBCorners[1] ) };
Vector vAverage = pDisp->GetNormal( iMidPoint ); vAverage += pNeighbor1->GetNormal( viNBCorners[0] ); vAverage += pNeighbor2->GetNormal( viNBCorners[1] );
VectorNormalize( vAverage ); pDisp->SetNormal( iMidPoint, vAverage ); pNeighbor1->SetNormal( viNBCorners[0], vAverage ); pNeighbor2->SetNormal( viNBCorners[1], vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iMidPoint ), pDisp->GetNormal( iMidPoint ), Vector( 0, 1, 1 ), 25 ); #endif
} } } } }
void BlendEdges( CCoreDispInfo **ppListBase, int listSize ) { for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp];
for ( int iEdge=0; iEdge < 4; iEdge++ ) { CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
for ( int iSub=0; iSub < 2; iSub++ ) { CDispSubNeighbor *pSub = &pEdge->m_SubNeighbors[iSub]; if ( !pSub->IsValid() ) continue;
CCoreDispInfo *pNeighbor = ppListBase[ pSub->GetNeighborIndex() ];
int iEdgeDim = g_EdgeDims[iEdge];
CDispSubEdgeIterator it; it.Start( pDisp, iEdge, iSub, true );
// Get setup on the first corner vert.
it.Next(); CVertIndex viPrevPos = it.GetVertIndex();
while ( it.Next() ) { // Blend the two.
if ( !it.IsLastVert() ) { Vector vAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() ); VectorNormalize( vAverage );
pDisp->SetNormal( it.GetVertIndex(), vAverage ); pNeighbor->SetNormal( it.GetNBVertIndex(), vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 1, 0, 0 ), 25 ); #endif
}
// Now blend the in-between verts (if this edge is high-res).
int iPrevPos = viPrevPos[ !iEdgeDim ]; int iCurPos = it.GetVertIndex()[ !iEdgeDim ]; for ( int iTween = iPrevPos+1; iTween < iCurPos; iTween++ ) { float flPercent = RemapVal( iTween, iPrevPos, iCurPos, 0, 1 ); Vector vNormal; VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vNormal ); VectorNormalize( vNormal );
CVertIndex viTween; viTween[iEdgeDim] = it.GetVertIndex()[ iEdgeDim ]; viTween[!iEdgeDim] = iTween; pDisp->SetNormal( viTween, vNormal );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( viTween ), pDisp->GetNormal( viTween ), Vector( 1, 0.5, 0 ), 25 ); #endif
} viPrevPos = it.GetVertIndex(); } } } } }
#if defined( USE_SCRATCHPAD )
void ScratchPad_DrawOriginalNormals( const CCoreDispInfo *pListBase, int listSize ) { for ( int i=0; i < listSize; i++ ) { const CCoreDispInfo *pDisp = &pListBase[i]; const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo();
// Draw the triangles.
for ( int iTri=0; iTri < pPowerInfo->GetNumTriInfos(); iTri++ ) { const CTriInfo *pTriInfo = pPowerInfo->GetTriInfo( iTri ); for ( int iLine=0; iLine < 3; iLine++ ) { const Vector &v1 = pDisp->GetVert( pTriInfo->m_Indices[iLine] ); const Vector &v2 = pDisp->GetVert( pTriInfo->m_Indices[(iLine+1)%3] );
g_pPad->DrawLine( CSPVert( v1 ), CSPVert( v2 ) ); } }
// Draw the normals.
CDispCircumferenceIterator it( pPowerInfo->GetSideLength() ); while ( it.Next() ) { ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 0, 1, 0 ), 15 ); } } } #endif
void SmoothNeighboringDispSurfNormals( CCoreDispInfo **ppListBase, int listSize ) { //#if defined( USE_SCRATCHPAD )
// g_pPad = ScratchPad3D_Create();
// ScratchPad_DrawOriginalNormals( pListBase, listSize );
//#endif
BlendTJuncs( ppListBase, listSize );
BlendCorners( ppListBase, listSize );
BlendEdges( ppListBase, listSize ); }
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