Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "render_pch.h"
#include "modelloader.h"
#include "gl_model_private.h"
#include "gl_lightmap.h"
#include "disp.h"
#include "mathlib/mathlib.h"
#include "gl_rsurf.h"
#include "gl_matsysiface.h"
#include "zone.h"
#include "materialsystem/imesh.h"
#include "materialsystem/ivballoctracker.h"
#include "mathlib/vector.h"
#include "iscratchpad3d.h"
#include "tier0/fasttimer.h"
#include "lowpassstream.h"
#include "con_nprint.h"
#include "tier2/tier2.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void BuildTagData( CCoreDispInfo *pCoreDisp, CDispInfo *pDisp );
void SmoothDispSurfNormals( CCoreDispInfo **ppListBase, int nListSize );
// This makes sure that whoever is creating and deleting CDispInfos frees them all
// (and calls their destructors) before the module is gone.
class CConstructorChecker
{
public:
CConstructorChecker() {m_nConstructedObjects = 0;}
~CConstructorChecker() {Assert(m_nConstructedObjects == 0);}
int m_nConstructedObjects;
} g_ConstructorChecker;
//-----------------------------------------------------------------------------
// Static helpers.
//-----------------------------------------------------------------------------
static void BuildDispGetSurfNormals( Vector points[4], Vector normals[4] )
{
//
// calculate the displacement surface normal
//
Vector tmp[2];
Vector normal;
tmp[0] = points[1] - points[0];
tmp[1] = points[3] - points[0];
normal = tmp[1].Cross( tmp[0] );
VectorNormalize( normal );
for( int i = 0; i < 4; i++ )
{
normals[i] = normal;
}
}
static bool FindExtraDependency( unsigned short *pDependencies, int nDependencies, int iDisp )
{
for( int i=0; i < nDependencies; i++ )
{
if ( pDependencies[i] == iDisp )
return true;
}
return false;
}
static CDispGroup* FindCombo( CUtlVector<CDispGroup*> &combos, int idLMPage, IMaterial *pMaterial )
{
for( int i=0; i < combos.Size(); i++ )
{
if( combos[i]->m_LightmapPageID == idLMPage && combos[i]->m_pMaterial == pMaterial )
return combos[i];
}
return NULL;
}
static CDispGroup* AddCombo( CUtlVector<CDispGroup*> &combos, int idLMPage, IMaterial *pMaterial )
{
CDispGroup *pCombo = new CDispGroup;
pCombo->m_LightmapPageID = idLMPage;
pCombo->m_pMaterial = pMaterial;
pCombo->m_nVisible = 0;
combos.AddToTail( pCombo );
return pCombo;
}
static inline CDispInfo* GetModelDisp( model_t const *pWorld, int i )
{
return static_cast< CDispInfo* >(
DispInfo_IndexArray( pWorld->brush.pShared->hDispInfos, i ) );
}
static void BuildDispSurfInit(
model_t *pWorld,
CCoreDispInfo *pBuildDisp,
SurfaceHandle_t worldSurfID )
{
if( !IS_SURF_VALID( worldSurfID ) )
return;
ASSERT_SURF_VALID( worldSurfID );
Vector surfPoints[4];
Vector surfNormals[4];
Vector2D surfTexCoords[4];
Vector2D surfLightCoords[4][4];
if ( MSurf_VertCount( worldSurfID ) != 4 )
return;
#ifndef SWDS
BuildMSurfaceVerts( pWorld->brush.pShared, worldSurfID, surfPoints, surfTexCoords, surfLightCoords );
#endif
BuildDispGetSurfNormals( surfPoints, surfNormals );
CCoreDispSurface *pDispSurf = pBuildDisp->GetSurface();
int surfFlag = pDispSurf->GetFlags();
int nLMVects = 1;
if( MSurf_Flags( worldSurfID ) & SURFDRAW_BUMPLIGHT )
{
surfFlag |= CCoreDispInfo::SURF_BUMPED;
nLMVects = NUM_BUMP_VECTS + 1;
}
pDispSurf->SetPointCount( 4 );
for( int i = 0; i < 4; i++ )
{
pDispSurf->SetPoint( i, surfPoints[i] );
pDispSurf->SetPointNormal( i, surfNormals[i] );
pDispSurf->SetTexCoord( i, surfTexCoords[i] );
for( int j = 0; j < nLMVects; j++ )
{
pDispSurf->SetLuxelCoord( j, i, surfLightCoords[i][j] );
}
}
Vector vecS = MSurf_TexInfo( worldSurfID )->textureVecsTexelsPerWorldUnits[0].AsVector3D();
Vector vecT = MSurf_TexInfo( worldSurfID )->textureVecsTexelsPerWorldUnits[1].AsVector3D();
VectorNormalize( vecS );
VectorNormalize( vecT );
pDispSurf->SetSAxis( vecS );
pDispSurf->SetTAxis( vecT );
pDispSurf->SetFlags( surfFlag );
pDispSurf->FindSurfPointStartIndex();
pDispSurf->AdjustSurfPointData();
#ifndef SWDS
//
// adjust the lightmap coordinates -- this is currently done redundantly!
// the will be fixed correctly when the displacement common code is written.
// This is here to get things running for (GDC, E3)
//
SurfaceCtx_t ctx;
SurfSetupSurfaceContext( ctx, worldSurfID );
int lightmapWidth = MSurf_LightmapExtents( worldSurfID )[0];
int lightmapHeight = MSurf_LightmapExtents( worldSurfID )[1];
Vector2D uv( 0.0f, 0.0f );
for ( int ndxLuxel = 0; ndxLuxel < 4; ndxLuxel++ )
{
switch( ndxLuxel )
{
case 0: { uv.Init( 0.0f, 0.0f ); break; }
case 1: { uv.Init( 0.0f, ( float )lightmapHeight ); break; }
case 2: { uv.Init( ( float )lightmapWidth, ( float )lightmapHeight ); break; }
case 3: { uv.Init( ( float )lightmapWidth, 0.0f ); break; }
}
uv.x += 0.5f;
uv.y += 0.5f;
uv *= ctx.m_Scale;
uv += ctx.m_Offset;
pDispSurf->SetLuxelCoord( 0, ndxLuxel, uv );
}
#endif
}
VertexFormat_t ComputeDisplacementStaticMeshVertexFormat( const IMaterial * pMaterial, const CDispGroup *pCombo, const ddispinfo_t *pMapDisps )
{
VertexFormat_t vertexFormat = pMaterial->GetVertexFormat();
// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
vertexFormat &= ~VERTEX_FORMAT_COMPRESSED;
// FIXME: check for and strip unused vertex elements (TANGENT_S/T?)
return vertexFormat;
}
void AddEmptyMesh(
model_t *pWorld,
CDispGroup *pCombo,
const ddispinfo_t *pMapDisps,
int *pDispInfos,
int nDisps,
int nTotalVerts,
int nTotalIndices )
{
CMatRenderContextPtr pRenderContext( materials );
CGroupMesh *pMesh = new CGroupMesh;
pCombo->m_Meshes.AddToTail( pMesh );
VertexFormat_t vertexFormat = ComputeDisplacementStaticMeshVertexFormat( pCombo->m_pMaterial, pCombo, pMapDisps );
pMesh->m_pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_DISP );
pMesh->m_pGroup = pCombo;
pMesh->m_nVisible = 0;
CMeshBuilder builder;
builder.Begin( pMesh->m_pMesh, MATERIAL_TRIANGLES, nTotalVerts, nTotalIndices );
// Just advance the verts and indices and leave the data blank for now.
builder.AdvanceIndices( nTotalIndices );
builder.AdvanceVertices( nTotalVerts );
builder.End();
pMesh->m_DispInfos.SetSize( nDisps );
pMesh->m_Visible.SetSize( nDisps );
pMesh->m_VisibleDisps.SetSize( nDisps );
int iVertOffset = 0;
int iIndexOffset = 0;
for( int iDisp=0; iDisp < nDisps; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, pDispInfos[iDisp] );
const ddispinfo_t *pMapDisp = &pMapDisps[ pDispInfos[iDisp] ];
pDisp->m_pMesh = pMesh;
pDisp->m_iVertOffset = iVertOffset;
pDisp->m_iIndexOffset = iIndexOffset;
int nVerts, nIndices;
CalcMaxNumVertsAndIndices( pMapDisp->power, &nVerts, &nIndices );
iVertOffset += nVerts;
iIndexOffset += nIndices;
pMesh->m_DispInfos[iDisp] = pDisp;
}
Assert( iVertOffset == nTotalVerts );
Assert( iIndexOffset == nTotalIndices );
}
void FillStaticBuffer(
CGroupMesh *pMesh,
CDispInfo *pDisp,
const CCoreDispInfo *pCoreDisp,
const CDispVert *pVerts,
int nLightmaps )
{
#ifndef SWDS
// Put the verts into the buffer.
int nVerts, nIndices;
CalcMaxNumVertsAndIndices( pDisp->GetPower(), &nVerts, &nIndices );
CMeshBuilder builder;
builder.BeginModify( pMesh->m_pMesh, pDisp->m_iVertOffset, nVerts, 0, 0 );
SurfaceCtx_t ctx;
SurfSetupSurfaceContext( ctx, pDisp->GetParent() );
for( int i=0; i < nVerts; i++ )
{
// NOTE: position comes from our system-memory buffer so when you're restoring
// static buffers (from alt+tab), it includes changes from terrain mods.
const Vector &vPos = pCoreDisp->GetVert( i );
builder.Position3f( vPos.x, vPos.y, vPos.z );
const Vector &vNormal = pCoreDisp->GetNormal( i );
builder.Normal3f( vNormal.x, vNormal.y, vNormal.z );
Vector vec;
pCoreDisp->GetTangentS( i, vec );
builder.TangentS3f( VectorExpand( vec ) );
pCoreDisp->GetTangentT( i, vec );
builder.TangentT3f( VectorExpand( vec ) );
Vector2D texCoord;
pCoreDisp->GetTexCoord( i, texCoord );
builder.TexCoord2f( 0, texCoord.x, texCoord.y );
Vector2D lightCoord;
{
pCoreDisp->GetLuxelCoord( 0, i, lightCoord );
builder.TexCoord2f( DISP_LMCOORDS_STAGE, lightCoord.x, lightCoord.y );
}
float flAlpha = ( ( CCoreDispInfo * )pCoreDisp )->GetAlpha( i );
flAlpha *= ( 1.0f / 255.0f );
flAlpha = clamp( flAlpha, 0.0f, 1.0f );
builder.Color4f( 1.0f, 1.0f, 1.0f, flAlpha );
if( nLightmaps > 1 )
{
SurfComputeLightmapCoordinate( ctx, pDisp->GetParent(), pDisp->m_Verts[i].m_vPos, lightCoord );
builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
}
builder.AdvanceVertex();
}
builder.EndModify();
#endif
}
void CDispInfo::CopyMapDispData( const ddispinfo_t *pBuildDisp )
{
m_iLightmapAlphaStart = pBuildDisp->m_iLightmapAlphaStart;
m_Power = pBuildDisp->power;
Assert( m_Power >= 2 && m_Power <= NUM_POWERINFOS );
m_pPowerInfo = ::GetPowerInfo( m_Power );
// Max # of indices:
// Take the number of triangles (2 * (size-1) * (size-1))
// and multiply by 3!
// These can be non-null in the case of task switch restore
int size = GetSideLength();
m_Indices.SetSize( 6 * (size-1) * (size-1) );
// Per-node information
if (m_pNodeInfo)
delete[] m_pNodeInfo;
m_pNodeInfo = new DispNodeInfo_t[m_pPowerInfo->m_NodeCount];
}
void DispInfo_CreateMaterialGroups( model_t *pWorld, const MaterialSystem_SortInfo_t *pSortInfos )
{
for ( int iDisp=0; iDisp < pWorld->brush.pShared->numDispInfos; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
int idLMPage = pSortInfos[MSurf_MaterialSortID( pDisp->m_ParentSurfID )].lightmapPageID;
CDispGroup *pCombo = FindCombo( g_DispGroups, idLMPage, MSurf_TexInfo( pDisp->m_ParentSurfID )->material );
if( !pCombo )
pCombo = AddCombo( g_DispGroups, idLMPage, MSurf_TexInfo( pDisp->m_ParentSurfID )->material );
MEM_ALLOC_CREDIT();
pCombo->m_DispInfos.AddToTail( iDisp );
}
}
void DispInfo_LinkToParentFaces( model_t *pWorld, const ddispinfo_t *pMapDisps, int nDisplacements )
{
for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
{
const ddispinfo_t *pMapDisp = &pMapDisps[iDisp];
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
// Set its parent.
SurfaceHandle_t surfID = SurfaceHandleFromIndex( pMapDisp->m_iMapFace );
Assert( pMapDisp->m_iMapFace >= 0 && pMapDisp->m_iMapFace < pWorld->brush.pShared->numsurfaces );
Assert( MSurf_Flags( surfID ) & SURFDRAW_HAS_DISP );
surfID->pDispInfo = pDisp;
pDisp->SetParent( surfID );
}
}
void DispInfo_CreateEmptyStaticBuffers( model_t *pWorld, const ddispinfo_t *pMapDisps )
{
// For each combo, create empty buffers.
for( int i=0; i < g_DispGroups.Size(); i++ )
{
CDispGroup *pCombo = g_DispGroups[i];
int nTotalVerts=0, nTotalIndices=0;
int iStart = 0;
for( int iDisp=0; iDisp < pCombo->m_DispInfos.Size(); iDisp++ )
{
const ddispinfo_t *pMapDisp = &pMapDisps[pCombo->m_DispInfos[iDisp]];
int nVerts, nIndices;
CalcMaxNumVertsAndIndices( pMapDisp->power, &nVerts, &nIndices );
// If we're going to pass our vertex buffer limit, or we're at the last one,
// make a static buffer and fill it up.
if( (nTotalVerts + nVerts) > MAX_STATIC_BUFFER_VERTS ||
(nTotalIndices + nIndices) > MAX_STATIC_BUFFER_INDICES )
{
AddEmptyMesh( pWorld, pCombo, pMapDisps, &pCombo->m_DispInfos[iStart], iDisp-iStart, nTotalVerts, nTotalIndices );
Assert( nTotalVerts > 0 && nTotalIndices > 0 );
nTotalVerts = nTotalIndices = 0;
iStart = iDisp;
--iDisp;
}
else if( iDisp == pCombo->m_DispInfos.Size()-1 )
{
AddEmptyMesh( pWorld, pCombo, pMapDisps, &pCombo->m_DispInfos[iStart], iDisp-iStart+1, nTotalVerts+nVerts, nTotalIndices+nIndices );
break;
}
else
{
nTotalVerts += nVerts;
nTotalIndices += nIndices;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pWorld -
// iDisp -
// *pMapDisp -
// *pCoreDisp -
// *pVerts -
// pWorld -
// iDisp -
// Output : Returns true on success, false on failure.
// Information: Setup the CCoreDispInfo using the ddispinfo_t and have it translate the data
// into a format we'll copy into the rendering structures. This roundaboutness is because
// of legacy code. It should all just be stored in the map file, but it's not a high priority right now.
//-----------------------------------------------------------------------------
bool DispInfo_CreateFromMapDisp( model_t *pWorld, int iDisp, const ddispinfo_t *pMapDisp, CCoreDispInfo *pCoreDisp, const CDispVert *pVerts,
const CDispTri *pTris,const MaterialSystem_SortInfo_t *pSortInfos, bool bRestoring )
{
// Get the matching CDispInfo to fill in.
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
// Initialize the core disp info with data from the map displacement.
pCoreDisp->GetSurface()->SetPointStart( pMapDisp->startPosition );
pCoreDisp->InitDispInfo( pMapDisp->power, pMapDisp->minTess, pMapDisp->smoothingAngle, pVerts, pTris );
pCoreDisp->SetNeighborData( pMapDisp->m_EdgeNeighbors, pMapDisp->m_CornerNeighbors );
// Copy the allowed verts list.
ErrorIfNot( pCoreDisp->GetAllowedVerts().GetNumDWords() == sizeof( pMapDisp->m_AllowedVerts ) / 4, ( "DispInfo_StoreMapData: size mismatch in 'allowed verts' list" ) );
for ( int iVert = 0; iVert < pCoreDisp->GetAllowedVerts().GetNumDWords(); ++iVert )
{
pCoreDisp->GetAllowedVerts().SetDWord( iVert, pMapDisp->m_AllowedVerts[iVert] );
}
// Build the reset of the intermediate data from the initial map displacement data.
BuildDispSurfInit( pWorld, pCoreDisp, pDisp->GetParent() );
if ( !pCoreDisp->Create() )
return false;
// Save the point start index - needed for overlays.
pDisp->m_iPointStart = pCoreDisp->GetSurface()->GetPointStartIndex();
// Now setup the CDispInfo.
pDisp->m_Index = static_cast<unsigned short>( iDisp );
// Store ddispinfo_t data.
pDisp->CopyMapDispData( pMapDisp );
// Store CCoreDispInfo data.
if( !pDisp->CopyCoreDispData( pWorld, pSortInfos, pCoreDisp, bRestoring ) )
return false;
// Initialize all the active and other verts after setting up neighbors.
pDisp->InitializeActiveVerts();
pDisp->m_iLightmapSamplePositionStart = pMapDisp->m_iLightmapSamplePositionStart;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pWorld -
// iDisp -
// *pCoreDisp -
// *pVerts -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void DispInfo_CreateStaticBuffersAndTags( model_t *pWorld, int iDisp, CCoreDispInfo *pCoreDisp, const CDispVert *pVerts )
{
// Get the matching CDispInfo to fill in.
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
// Now copy the CCoreDisp's data into the static buffer.
FillStaticBuffer( pDisp->m_pMesh, pDisp, pCoreDisp, pVerts, pDisp->NumLightMaps() );
// Now build the tagged data for visualization.
BuildTagData( pCoreDisp, pDisp );
}
// On the xbox, we lock the meshes ahead of time.
void SetupMeshReaders( model_t *pWorld, int nDisplacements )
{
for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
MeshDesc_t desc;
memset( &desc, 0, sizeof( desc ) );
desc.m_VertexSize_Position = sizeof( CDispRenderVert );
desc.m_VertexSize_TexCoord[0] = sizeof( CDispRenderVert );
desc.m_VertexSize_TexCoord[DISP_LMCOORDS_STAGE] = sizeof( CDispRenderVert );
desc.m_VertexSize_Normal = sizeof( CDispRenderVert );
desc.m_VertexSize_TangentS = sizeof( CDispRenderVert );
desc.m_VertexSize_TangentT = sizeof( CDispRenderVert );
CDispRenderVert *pBaseVert = pDisp->m_Verts.Base();
desc.m_pPosition = (float*)&pBaseVert->m_vPos;
desc.m_pTexCoord[0] = (float*)&pBaseVert->m_vTexCoord;
desc.m_pTexCoord[DISP_LMCOORDS_STAGE] = (float*)&pBaseVert->m_LMCoords;
desc.m_pNormal = (float*)&pBaseVert->m_vNormal;
desc.m_pTangentS = (float*)&pBaseVert->m_vSVector;
desc.m_pTangentT = (float*)&pBaseVert->m_vTVector;
desc.m_nIndexSize = 1;
desc.m_pIndices = pDisp->m_Indices.Base();
pDisp->m_MeshReader.BeginRead_Direct( desc, pDisp->NumVerts(), pDisp->m_nIndices );
}
}
void UpdateDispBBoxes( model_t *pWorld, int nDisplacements )
{
for ( int iDisp=0; iDisp < nDisplacements; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
pDisp->UpdateBoundingBox();
}
}
#include "tier0/memdbgoff.h"
bool DispInfo_LoadDisplacements( model_t *pWorld, bool bRestoring )
{
const MaterialSystem_SortInfo_t *pSortInfos = materialSortInfoArray;
int nDisplacements = CMapLoadHelper::LumpSize( LUMP_DISPINFO ) / sizeof( ddispinfo_t );
int nLuxels = CMapLoadHelper::LumpSize( LUMP_DISP_LIGHTMAP_ALPHAS );
int nSamplePositionBytes = CMapLoadHelper::LumpSize( LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS );
// Setup the world's list of displacements.
if ( bRestoring )
{
/* Breakpoint-able: */
if (pWorld->brush.pShared->numDispInfos != nDisplacements)
{
volatile int a = 0; a = a + 1;
}
if ( !pWorld->brush.pShared->numDispInfos && nDisplacements )
{
// Attempting to restore displacements before displacements got loaded
return false;
}
ErrorIfNot(
pWorld->brush.pShared->numDispInfos == nDisplacements,
("DispInfo_LoadDisplacments: dispcounts (%d and %d) don't match.", pWorld->brush.pShared->numDispInfos, nDisplacements)
);
ErrorIfNot(
g_DispLMAlpha.Count() == nLuxels,
("DispInfo_LoadDisplacements: lightmap alpha counts (%d and %d) don't match.", g_DispLMAlpha.Count(), nLuxels)
);
}
else
{
// Create the displacements.
pWorld->brush.pShared->numDispInfos = nDisplacements;
pWorld->brush.pShared->hDispInfos = DispInfo_CreateArray( pWorld->brush.pShared->numDispInfos );
// Load lightmap alphas.
{
MEM_ALLOC_CREDIT();
g_DispLMAlpha.SetSize( nLuxels );
}
CMapLoadHelper lhDispLMAlphas( LUMP_DISP_LIGHTMAP_ALPHAS );
lhDispLMAlphas.LoadLumpData( 0, nLuxels, g_DispLMAlpha.Base() );
// Load lightmap sample positions.
{
MEM_ALLOC_CREDIT();
g_DispLightmapSamplePositions.SetSize( nSamplePositionBytes );
}
CMapLoadHelper lhDispLMPositions( LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS );
lhDispLMPositions.LoadLumpData( 0, nSamplePositionBytes, g_DispLightmapSamplePositions.Base() );
}
// Free old data.
DispInfo_ReleaseMaterialSystemObjects( pWorld );
// load the displacement info structures into temporary space
// using temporary storage that is not the stack for compatibility with console stack
#ifndef _X360
ddispinfo_t tempDisps[MAX_MAP_DISPINFO];
#else
CUtlMemory< ddispinfo_t > m_DispInfoBuf( 0, MAX_MAP_DISPINFO );
ddispinfo_t *tempDisps = m_DispInfoBuf.Base();
#endif
ErrorIfNot(
nDisplacements <= MAX_MAP_DISPINFO,
("DispInfo_LoadDisplacements: nDisplacements (%d) > MAX_MAP_DISPINFO (%d)", nDisplacements, MAX_MAP_DISPINFO)
);
CMapLoadHelper lhDispInfo( LUMP_DISPINFO );
lhDispInfo.LoadLumpData( 0, nDisplacements * sizeof( ddispinfo_t ), tempDisps );
// Now hook up the displacements to their parents.
DispInfo_LinkToParentFaces( pWorld, tempDisps, nDisplacements );
// First, create "groups" (or "combos") which contain all the displacements that
// use the same material and lightmap.
DispInfo_CreateMaterialGroups( pWorld, pSortInfos );
// Now make the static buffers for each material/lightmap combo.
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( "DispInfo_LoadDisplacements" );
DispInfo_CreateEmptyStaticBuffers( pWorld, tempDisps );
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( NULL );
// Now setup each displacement one at a time.
// using temporary storage that is not the stack for compatibility with console stack
#ifndef _X360
CDispVert tempVerts[MAX_DISPVERTS];
#else
CUtlMemory< CDispVert > m_DispVertsBuf( 0, MAX_DISPVERTS );
CDispVert *tempVerts = m_DispVertsBuf.Base();
#endif
#ifndef _X360
CDispTri tempTris[MAX_DISPTRIS];
#else
// using temporary storage that is not the stack for compatibility with console stack
CUtlMemory< CDispTri > m_DispTrisBuf( 0, MAX_DISPTRIS );
CDispTri *tempTris = m_DispTrisBuf.Base();
#endif
int iCurVert = 0;
int iCurTri = 0;
// Core displacement list.
CUtlVector<CCoreDispInfo*> aCoreDisps;
int iDisp = 0;
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
{
CCoreDispInfo *pCoreDisp = new CCoreDispInfo;
aCoreDisps.AddToTail( pCoreDisp );
}
CMapLoadHelper lhDispVerts( LUMP_DISP_VERTS );
CMapLoadHelper lhDispTris( LUMP_DISP_TRIS );
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
{
// Get the current map displacement.
ddispinfo_t *pMapDisp = &tempDisps[iDisp];
if ( !pMapDisp )
continue;
// Load the vertices from the file.
int nVerts = NUM_DISP_POWER_VERTS( pMapDisp->power );
ErrorIfNot( nVerts <= MAX_DISPVERTS, ( "DispInfo_LoadDisplacements: invalid vertex count (%d)", nVerts ) );
lhDispVerts.LoadLumpData( iCurVert * sizeof(CDispVert), nVerts*sizeof(CDispVert), tempVerts );
iCurVert += nVerts;
// Load the triangle indices from the file.
int nTris = NUM_DISP_POWER_TRIS( pMapDisp->power );
ErrorIfNot( nTris <= MAX_DISPTRIS, ( "DispInfo_LoadDisplacements: invalid tri count (%d)", nTris ) );
lhDispTris.LoadLumpData( iCurTri * sizeof(CDispTri), nTris*sizeof(CDispTri), tempTris );
iCurTri += nTris;
// Now create the CoreDispInfo and the base CDispInfo.
if ( !DispInfo_CreateFromMapDisp( pWorld, iDisp, pMapDisp, aCoreDisps[iDisp], tempVerts, tempTris, pSortInfos, bRestoring ) )
return false;
}
// Smooth Normals.
SmoothDispSurfNormals( aCoreDisps.Base(), nDisplacements );
// Fill in the static buffers.
for ( iDisp = 0; iDisp < nDisplacements; ++iDisp )
{
DispInfo_CreateStaticBuffersAndTags( pWorld, iDisp, aCoreDisps[iDisp], tempVerts );
// Copy over the now blended normals
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
pDisp->CopyCoreDispVertData( aCoreDisps[iDisp], pDisp->m_BumpSTexCoordOffset );
}
// Destroy core displacement list.
aCoreDisps.PurgeAndDeleteElements();
// If we're not using LOD, then maximally tesselate all the displacements and
// make sure they never change.
for ( iDisp=0; iDisp < nDisplacements; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
pDisp->m_ActiveVerts = pDisp->m_AllowedVerts;
}
for ( iDisp=0; iDisp < nDisplacements; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
pDisp->TesselateDisplacement();
}
SetupMeshReaders( pWorld, nDisplacements );
UpdateDispBBoxes( pWorld, nDisplacements );
return true;
}
#include "tier0/memdbgon.h"
void DispInfo_ReleaseMaterialSystemObjects( model_t *pWorld )
{
CMatRenderContextPtr pRenderContext( materials );
// Free all the static meshes.
for( int iGroup=0; iGroup < g_DispGroups.Size(); iGroup++ )
{
CDispGroup *pGroup = g_DispGroups[iGroup];
for( int iMesh=0; iMesh < pGroup->m_Meshes.Size(); iMesh++ )
{
CGroupMesh *pMesh = pGroup->m_Meshes[iMesh];
pRenderContext->DestroyStaticMesh( pMesh->m_pMesh );
}
pGroup->m_Meshes.PurgeAndDeleteElements();
}
g_DispGroups.PurgeAndDeleteElements();
// Clear pointers in the dispinfos.
if( pWorld )
{
for( int iDisp=0; iDisp < pWorld->brush.pShared->numDispInfos; iDisp++ )
{
CDispInfo *pDisp = GetModelDisp( pWorld, iDisp );
if ( !pDisp )
{
AssertOnce( 0 );
continue;
}
pDisp->m_pMesh = NULL;
pDisp->m_iVertOffset = pDisp->m_iIndexOffset = 0;
}
}
}
//-----------------------------------------------------------------------------
// CDispInfo implementation.
//-----------------------------------------------------------------------------
CDispInfo::CDispInfo()
{
m_ParentSurfID = SURFACE_HANDLE_INVALID;
m_bTouched = false;
++g_ConstructorChecker.m_nConstructedObjects;
m_BBoxMin.Init();
m_BBoxMax.Init();
m_idLMPage = -1;
m_pPowerInfo = NULL;
m_ViewerSphereCenter.Init( 1e24, 1e24, 1e24 );
m_bInUse = false;
m_pNodeInfo = 0;
m_pMesh = NULL;
m_Tag = NULL;
m_pDispArray = NULL;
m_FirstDecal = DISP_DECAL_HANDLE_INVALID;
m_FirstShadowDecal = DISP_SHADOW_HANDLE_INVALID;
for ( int i=0; i < 4; i++ )
{
m_EdgeNeighbors[i].SetInvalid();
m_CornerNeighbors[i].SetInvalid();
}
}
CDispInfo::~CDispInfo()
{
if (m_pNodeInfo)
delete[] m_pNodeInfo;
delete[] m_pWalkIndices;
delete[] m_pBuildIndices;
--g_ConstructorChecker.m_nConstructedObjects;
// All the decals should have been freed through
// CModelLoader::Map_UnloadModel -> R_DecalTerm
Assert( m_FirstDecal == DISP_DECAL_HANDLE_INVALID );
Assert( m_FirstShadowDecal == DISP_SHADOW_HANDLE_INVALID );
}
void CDispInfo::CopyCoreDispVertData( const CCoreDispInfo *pCoreDisp, float bumpSTexCoordOffset )
{
#ifndef SWDS
if( NumLightMaps() <= 1 )
{
bumpSTexCoordOffset = 0.0f;
}
// Copy vertex positions (for backfacing tests).
m_Verts.SetSize( m_pPowerInfo->m_MaxVerts );
m_BumpSTexCoordOffset = bumpSTexCoordOffset;
for( int i=0; i < NumVerts(); i++ )
{
pCoreDisp->GetVert( i, m_Verts[i].m_vPos );
pCoreDisp->GetTexCoord( i, m_Verts[i].m_vTexCoord );
pCoreDisp->GetLuxelCoord( 0, i, m_Verts[i].m_LMCoords );
// mat_normals needs this as well as the dynamic lighting code
pCoreDisp->GetNormal( i, m_Verts[i].m_vNormal );
pCoreDisp->GetTangentS( i, m_Verts[i].m_vSVector );
pCoreDisp->GetTangentT( i, m_Verts[i].m_vTVector );
}
#endif
}
bool CDispInfo::CopyCoreDispData(
model_t *pWorld,
const MaterialSystem_SortInfo_t *pSortInfos,
const CCoreDispInfo *pCoreDisp,
bool bRestoring )
{
m_idLMPage = pSortInfos[MSurf_MaterialSortID( GetParent() )].lightmapPageID;
#ifndef SWDS
SurfaceCtx_t ctx;
SurfSetupSurfaceContext( ctx, GetParent() );
#endif
// Restoring is only for alt+tabbing, which can't happen on consoles
if ( IsPC() && bRestoring )
{
#ifndef SWDS
// When restoring, have to recompute lightmap coords
if( NumLightMaps() > 1 )
{
m_BumpSTexCoordOffset = ctx.m_BumpSTexCoordOffset;
}
else
{
m_BumpSTexCoordOffset = 0.0f;
}
for( int i=0; i < NumVerts(); i++ )
{
pCoreDisp->GetLuxelCoord( 0, i, m_Verts[i].m_LMCoords );
}
#endif // SWDS
return true;
}
// When restoring, leave all this data the same.
const CCoreDispSurface *pSurface = pCoreDisp->GetSurface();
for( int index=0; index < 4; index++ )
{
pSurface->GetTexCoord( index, m_BaseSurfaceTexCoords[index] );
m_BaseSurfacePositions[index] = pSurface->GetPoint( index );
}
#ifndef SWDS
CopyCoreDispVertData( pCoreDisp, ctx.m_BumpSTexCoordOffset );
#endif
// Copy neighbor info.
for ( int iEdge=0; iEdge < 4; iEdge++ )
{
m_EdgeNeighbors[iEdge] = *pCoreDisp->GetEdgeNeighbor( iEdge );
m_CornerNeighbors[iEdge] = *pCoreDisp->GetCornerNeighbors( iEdge );
}
// Copy allowed verts.
m_AllowedVerts = pCoreDisp->GetAllowedVerts();
m_nIndices = 0;
return true;
}
int CDispInfo::NumLightMaps()
{
return (MSurf_Flags( m_ParentSurfID ) & SURFDRAW_BUMPLIGHT) ? NUM_BUMP_VECTS+1 : 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: You cannot use the builddisp.cpp IsTriWalkable, IsTriBuildable functions
// because the flags are different having been collapsed in vbsp
//-----------------------------------------------------------------------------
void BuildTagData( CCoreDispInfo *pCoreDisp, CDispInfo *pDisp )
{
int nWalkTest = 0;
int nBuildTest = 0;
int iTri;
for ( iTri = 0; iTri < pCoreDisp->GetTriCount(); ++iTri )
{
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_WALKABLE ) )
{
nWalkTest++;
}
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_BUILDABLE ) )
{
nBuildTest++;
}
}
nWalkTest *= 3;
nBuildTest *= 3;
pDisp->m_pWalkIndices = new unsigned short[nWalkTest];
pDisp->m_pBuildIndices = new unsigned short[nBuildTest];
int nWalkCount = 0;
int nBuildCount = 0;
for ( iTri = 0; iTri < pCoreDisp->GetTriCount(); ++iTri )
{
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_WALKABLE ) )
{
pCoreDisp->GetTriIndices( iTri,
pDisp->m_pWalkIndices[nWalkCount],
pDisp->m_pWalkIndices[nWalkCount+1],
pDisp->m_pWalkIndices[nWalkCount+2] );
nWalkCount += 3;
}
if ( pCoreDisp->IsTriTag( iTri, DISPTRI_TAG_BUILDABLE ) )
{
pCoreDisp->GetTriIndices( iTri,
pDisp->m_pBuildIndices[nBuildCount],
pDisp->m_pBuildIndices[nBuildCount+1],
pDisp->m_pBuildIndices[nBuildCount+2] );
nBuildCount += 3;
}
}
Assert( nWalkCount == nWalkTest );
Assert( nBuildCount == nBuildTest );
pDisp->m_nWalkIndexCount = nWalkCount;
pDisp->m_nBuildIndexCount = nBuildCount;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDisp -
// &vecPoint -
// Output : int
//-----------------------------------------------------------------------------
int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vecPoint )
{
CDispUtilsHelper *pDispHelper = pDisp;
int iClosest = 0;
float flClosest = 1e24;
for ( int iCorner = 0; iCorner < 4; ++iCorner )
{
// Has it been touched?
CVertIndex viCornerVert = pDispHelper->GetPowerInfo()->GetCornerPointIndex( iCorner );
int iCornerVert = pDispHelper->VertIndexToInt( viCornerVert );
const Vector &vecCornerVert = pDisp->GetVert( iCornerVert );
float flDist = vecCornerVert.DistTo( vecPoint );
if ( flDist < flClosest )
{
iClosest = iCorner;
flClosest = flDist;
}
}
if ( flClosest <= 0.1f )
return iClosest;
else
return -1;
}
// sets a new normal/tangentS, recomputes tangent T
void UpdateTangentSpace(CCoreDispInfo *pDisp, int iVert, const Vector &vNormal, const Vector &vTanS)
{
Vector tanT;
pDisp->SetNormal( iVert, vNormal );
CrossProduct( vTanS, vNormal, tanT );
pDisp->SetTangentS(iVert, vTanS);
pDisp->SetTangentT(iVert, tanT);
}
void UpdateTangentSpace(CCoreDispInfo *pDisp, const CVertIndex &index, const Vector &vNormal, const Vector &vTanS)
{
UpdateTangentSpace(pDisp, pDisp->VertIndexToInt(index), vNormal, vTanS);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **ppListBase -
// nListSize -
//-----------------------------------------------------------------------------
void BlendSubNeighbors( CCoreDispInfo **ppListBase, int nListSize )
{
// Loop through all of the displacements in the list.
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
{
// Get the current displacement.
CCoreDispInfo *pDisp = ppListBase[iDisp];
if ( !pDisp )
continue;
// Loop through all the edges of the displacement.
for ( int iEdge = 0; iEdge < 4; ++iEdge )
{
// Find valid neighbors along the edge.
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
if ( !pEdge )
continue;
// Check to see if we have sub-neighbors - defines a t-junction in this world. If not,
// then the normal blend edges function will catch it all.
if ( !pEdge->m_SubNeighbors[0].IsValid() || !pEdge->m_SubNeighbors[1].IsValid() )
continue;
// Get the mid-point of the current displacement.
CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge );
int iMidPoint = pDisp->VertIndexToInt( viMidPoint );
const Vector &vecMidPoint = pDisp->GetVert( iMidPoint );
// Get the current sub-neighbors along the edge.
CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()];
CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()];
// Get the current sub-neighbor corners.
int iCorners[2];
iCorners[0] = FindNeighborCornerVert( pNeighbor1, vecMidPoint );
iCorners[1] = FindNeighborCornerVert( pNeighbor2, vecMidPoint );
if ( iCorners[0] != -1 && iCorners[1] != -1 )
{
CVertIndex viCorners[2] = { pNeighbor1->GetCornerPointIndex( iCorners[0] ),pNeighbor2->GetCornerPointIndex( iCorners[1] ) };
// Accumulate the normals at the mid-point of the primary edge and corners of the sub-neighbors.
Vector vecAverage = pDisp->GetNormal( iMidPoint );
vecAverage += pNeighbor1->GetNormal( viCorners[0] );
vecAverage += pNeighbor2->GetNormal( viCorners[1] );
// Re-normalize.
VectorNormalize( vecAverage );
Vector vAvgTanS = pDisp->GetTangentS(iMidPoint);
vAvgTanS += pNeighbor1->GetTangentS(viCorners[0]);
vAvgTanS += pNeighbor2->GetTangentS(viCorners[1]);
VectorNormalize(vAvgTanS);
//vecAverage.Init( 0.0f, 0.0f, 1.0f );
// Set the new normal value back.
UpdateTangentSpace( pDisp, iMidPoint, vecAverage, vAvgTanS );
UpdateTangentSpace( pNeighbor1, viCorners[0], vecAverage, vAvgTanS );
UpdateTangentSpace( pNeighbor2, viCorners[1], vecAverage, vAvgTanS );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDisp -
// iNeighbors[512] -
// Output : int
//-----------------------------------------------------------------------------
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 < 512 )
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;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **ppListBase -
// listSize -
//-----------------------------------------------------------------------------
void BlendCorners( CCoreDispInfo **ppListBase, int nListSize )
{
CUtlVector<int> nbCornerVerts;
for ( int iDisp = 0; iDisp < nListSize; ++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 );
Vector vAvgTanS;
pDisp->GetTangentS( iCornerVert, vAvgTanS );
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 );
vAvgTanS += pNeighbor->GetTangentS( iNBVert );
}
}
// Blend all the neighbor normals with this one.
VectorNormalize( vAverage );
VectorNormalize( vAvgTanS );
UpdateTangentSpace(pDisp, iCornerVert, vAverage, vAvgTanS );
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
{
int iNBListIndex = iNeighbors[iNeighbor];
if ( nbCornerVerts[iNeighbor] == -1 )
continue;
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
UpdateTangentSpace(pNeighbor, nbCornerVerts[iNeighbor], vAverage, vAvgTanS);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **ppListBase -
// listSize -
//-----------------------------------------------------------------------------
void BlendEdges( CCoreDispInfo **ppListBase, int nListSize )
{
// Loop through all the displacements in the list.
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
{
// Get the current displacement.
CCoreDispInfo *pDisp = ppListBase[iDisp];
if ( !pDisp )
continue;
// Loop through all of the edges on a displacement.
for ( int iEdge = 0; iEdge < 4; ++iEdge )
{
// Get the current displacement edge.
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
if ( !pEdge )
continue;
// Check for sub-edges.
for ( int iSubEdge = 0; iSubEdge < 2; ++iSubEdge )
{
// Get the current sub-edge.
CDispSubNeighbor *pSubEdge = &pEdge->m_SubNeighbors[iSubEdge];
if ( !pSubEdge->IsValid() )
continue;
// Get the current neighbor.
CCoreDispInfo *pNeighbor = ppListBase[pSubEdge->GetNeighborIndex()];
if ( !pNeighbor )
continue;
// Get the edge dimension.
int iEdgeDim = g_EdgeDims[iEdge];
CDispSubEdgeIterator it;
it.Start( pDisp, iEdge, iSubEdge, true );
// Get setup on the first corner vert.
it.Next();
CVertIndex viPrevPos = it.GetVertIndex();
while ( it.Next() )
{
// Blend the two.
if ( !it.IsLastVert() )
{
Vector vecAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() );
Vector vAvgTanS = pDisp->GetTangentS( it.GetVertIndex() ) + pNeighbor->GetTangentS( it.GetNBVertIndex() );
VectorNormalize( vecAverage );
VectorNormalize( vAvgTanS );
UpdateTangentSpace(pDisp, it.GetVertIndex(), vecAverage, vAvgTanS );
UpdateTangentSpace(pNeighbor, it.GetNBVertIndex(), vecAverage, vAvgTanS );
}
// 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 vecNormal;
VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vecNormal );
VectorNormalize( vecNormal );
Vector vAvgTanS;
VectorLerp( pDisp->GetTangentS( viPrevPos ), pDisp->GetTangentS( it.GetVertIndex() ), flPercent, vAvgTanS );
VectorNormalize( vAvgTanS );
CVertIndex viTween;
viTween[iEdgeDim] = it.GetVertIndex()[iEdgeDim];
viTween[!iEdgeDim] = iTween;
UpdateTangentSpace(pDisp, viTween, vecNormal, vAvgTanS);
}
viPrevPos = it.GetVertIndex();
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **pListBase -
// listSize -
// NOTE: todo - this is almost the same code as found in vrad, should probably
// move it up into common code at some point if the feature
// continues to get used
//-----------------------------------------------------------------------------
void SmoothDispSurfNormals( CCoreDispInfo **ppListBase, int nListSize )
{
// Setup helper list for iteration.
for ( int iDisp = 0; iDisp < nListSize; ++iDisp )
{
ppListBase[iDisp]->SetDispUtilsHelperInfo( ppListBase, nListSize );
}
// Blend normals along t-junctions, corners, and edges.
BlendSubNeighbors( ppListBase, nListSize );
BlendCorners( ppListBase, nListSize );
BlendEdges( ppListBase, nListSize );
}