Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Heightfield class
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#include "heightfield.h"
#include "materialsystem/imaterial.h"
#include "legion.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imesh.h"
#include "tier2/tier2.h"
#include "tier2/utlstreambuffer.h"
#include "bitmap/bitmap.h"
#include "bitmap/psd.h"
#include "tier1/KeyValues.h"
//-----------------------------------------------------------------------------
// Utility macro
//-----------------------------------------------------------------------------
#define HEIGHT( _x, _y ) m_pHeightField[ ( (_y) << m_nPowX ) + (_x) ]
#define ROW( _y ) &m_pHeightField[ (_y) << m_nPowX ]
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CHeightField::CHeightField( int nPowX, int nPowY, int nPowScale )
{
m_nPowX = nPowX;
m_nPowY = nPowY;
m_nPowScale = nPowScale;
m_nWidth = ( 1 << nPowX );
m_nHeight = ( 1 << nPowY );
m_nScale = ( 1 << nPowScale );
m_flOOScale = 1.0f / m_nScale;
m_pHeightField = (float*)malloc( m_nWidth * m_nHeight * sizeof(float) );
memset( m_pHeightField, 0, m_nWidth * m_nHeight * sizeof(float) );
KeyValues *pKeyValues = new KeyValues( "Wireframe" );
pKeyValues->SetInt( "$nocull", 1 );
m_Material.Init( "__Temp", pKeyValues );
}
CHeightField::~CHeightField()
{
free( m_pHeightField );
}
//-----------------------------------------------------------------------------
// Bilinearly filters a sample out of a bitmap at a particular (x,y)
// NOTE: x,y are not normalized and are expected to go in the range of (0->w-1, 0->h-1)
//-----------------------------------------------------------------------------
float BilerpBitmap( Bitmap_t &bitmap, float x, float y )
{
Assert( bitmap.m_ImageFormat == IMAGE_FORMAT_RGBA8888 );
float w = (float)bitmap.m_nWidth;
float h = (float)bitmap.m_nHeight;
// Clamp to a valid range
x = clamp( x, 0, w - 1.0f );
y = clamp( y, 0, h - 1.0f );
// pick bilerp coordinates
int i0 = (int)floor( x );
int i1 = i0 + 1;
int j0 = (int)floor( y );
int j1 = j0 + 1;
if ( i1 >= bitmap.m_nWidth )
{
i1 = bitmap.m_nWidth - 1;
}
if ( j1 >= bitmap.m_nHeight )
{
j1 = bitmap.m_nHeight - 1;
}
float fx = x - i0;
float fy = y - j0;
RGBA8888_t* pPixel00 = (RGBA8888_t*)bitmap.GetPixel( i0, j0 );
RGBA8888_t* pPixel10 = (RGBA8888_t*)bitmap.GetPixel( i1, j0 );
RGBA8888_t* pPixel01 = (RGBA8888_t*)bitmap.GetPixel( i0, j1 );
RGBA8888_t* pPixel11 = (RGBA8888_t*)bitmap.GetPixel( i1, j1 );
float v00 = pPixel00->r / 255.0f;
float v10 = pPixel10->r / 255.0f;
float v01 = pPixel01->r / 255.0f;
float v11 = pPixel11->r / 255.0f;
// do the bilerp
return (1-fx)*(1-fy)*v00 + fx*(1-fy)*v10 + (1-fx)*fy*v01 + fx*fy*v11;
}
//-----------------------------------------------------------------------------
// Loads the heightfield from a file
//-----------------------------------------------------------------------------
bool CHeightField::LoadHeightFromFile( const char *pFileName )
{
Bitmap_t bitmap;
CUtlStreamBuffer buf( pFileName, "GAME", CUtlBuffer::READ_ONLY );
if ( IsPSDFile( buf ) )
{
if ( !PSDReadFileRGBA8888( buf, bitmap ) )
return false;
}
// map from height field into map, ensuring corner pixel centers line up
// hfx -> mapx: 0 -> 0.5, hfw-1 -> mapw-0.5
// x (mapw - 1)/(hfw - 1) + 0.5
// mapx -> worldx: 0 -> 0, mapw -> worldw
float fx = (float)( bitmap.m_nWidth - 1) / (float)( m_nWidth - 1 );
float fy = (float)( bitmap.m_nHeight - 1) / (float)( m_nHeight - 1 );
for( int i = 0; i < m_nHeight; ++i )
{
float *pRow = ROW( i );
for( int j = 0; j < m_nWidth; ++j, ++pRow )
{
*pRow = 50.0f * BilerpBitmap( bitmap, i * fx, j * fy );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Returns the height at a particular point
//-----------------------------------------------------------------------------
float CHeightField::GetHeight( float x, float y )
{
x *= m_flOOScale;
y *= m_flOOScale;
int gx = (int)floor( x );
int gy = (int)floor( y );
x -= gx;
y -= gy;
// Check for out of range
if ( gx < -1 || gy < -1 || gx >= m_nWidth || gy >= m_nHeight )
return 0.0f;
float h00 = ( gx >= 0 && gy >= 0 ) ? HEIGHT(gx , gy ) : 0.0f;
float h01 = ( gx < (m_nWidth-1) && gy >= 0 ) ? HEIGHT(gx+1, gy ) : 0.0f;
float h10 = ( gx >= 0 && gy < (m_nHeight-1) ) ? HEIGHT(gx , gy+1) : 0.0f;
float h11 = ( gx<(m_nWidth-1) && gy<(m_nHeight-1) ) ? HEIGHT(gx+1, gy+1) : 0.0f;
// This fixup accounts for the triangularization of the mesh
if (x > y)
{
h10 = h00 + h11 - h01;
}
else
{
h01 = h00 + h11 - h10;
}
// Bilinear filter
float h0 = h00 + ( h01 - h00 ) * x;
float h1 = h10 + ( h11 - h10 ) * x;
float h = h0 + (h1-h0)*y;
return h;
}
//-----------------------------------------------------------------------------
// Returns the height + slope at a particular point
//-----------------------------------------------------------------------------
float CHeightField::GetHeightAndSlope( float x, float y, float *dx, float *dy )
{
x *= m_flOOScale;
y *= m_flOOScale;
int gx = (int)floor(x);
int gy = (int)floor(y);
x -= gx;
y -= gy;
if ( gx < -1 || gy < -1 || gx >= m_nWidth || gy >= m_nHeight )
{
*dx = 0;
*dy = 0;
return 0.0f;
}
float h00 = ( gx >= 0 && gy >= 0 ) ? HEIGHT(gx , gy ) : 0.0f;
float h01 = ( gx < (m_nWidth-1) && gy >= 0 ) ? HEIGHT(gx+1, gy ) : 0.0f;
float h10 = ( gx >= 0 && gy < (m_nHeight-1) ) ? HEIGHT(gx , gy+1) : 0.0f;
float h11 = ( gx<(m_nWidth-1) && gy<(m_nHeight-1) ) ? HEIGHT(gx+1, gy+1) : 0.0f;
if (x > y)
{
h10 = h00 + h11 - h01;
}
else
{
h01 = h00 + h11 - h10;
}
*dx = ( h01 - h00 ) * m_flOOScale;
*dy = ( h10 - h00 ) * m_flOOScale;
// Bilinear filter
float h0 = h00 + ( h01 - h00 ) * x;
float h1 = h10 + ( h11 - h10 ) * x;
float h = h0 + ( h1 - h0 )* y;
return h;
}
//-----------------------------------------------------------------------------
// Draws the height field
//-----------------------------------------------------------------------------
void CHeightField::Draw( )
{
int nVertexCount = m_nWidth * m_nHeight;
int nIndexCount = 6 * ( m_nWidth - 1 ) * ( m_nHeight - 1 );
float flOOTexWidth = 1.0f / m_Material->GetMappingWidth();
float flOOTexHeight = 1.0f / m_Material->GetMappingHeight();
float iu = 0.5f * flOOTexWidth;
float iv = 1.0f - ( 0.5f * flOOTexHeight );
float du = ( 1.0f - flOOTexWidth ) / ( m_nWidth - 1 );
float dv = -( 1.0f - flOOTexHeight ) / ( m_nHeight - 1 );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( m_Material );
IMesh *pMesh = pRenderContext->GetDynamicMesh( );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertexCount, nIndexCount );
// Deal with vertices
float v = iv;
float y = 0.0f;
for ( int i = 0; i < m_nHeight; ++i, y += m_nScale, v += dv )
{
float u = iu;
float x = 0.0f;
for ( int j = 0; j < m_nWidth; ++j, x += m_nScale, u += du )
{
meshBuilder.Position3f( x, y, HEIGHT( j, i ) );
meshBuilder.TexCoord2f( 0, u, v );
meshBuilder.AdvanceVertex();
}
}
// Deal with indices
for ( int i = 0; i < (m_nHeight - 1); ++i )
{
int nRow0 = m_nWidth * i;
int nRow1 = nRow0 + m_nWidth;
for ( int j = 0; j < (m_nWidth - 1); ++j )
{
meshBuilder.FastIndex( nRow0+j );
meshBuilder.FastIndex( nRow0+j+1 );
meshBuilder.FastIndex( nRow1+j+1 );
meshBuilder.FastIndex( nRow0+j );
meshBuilder.FastIndex( nRow1+j+1 );
meshBuilder.FastIndex( nRow1+j );
}
}
meshBuilder.End();
pMesh->Draw();
}