Team Fortress 2 Source Code as on 22/4/2020
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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 );
}