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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/vrad/vrad_dispcoll.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'utils/vrad/vrad_dispcoll.cpp')
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diff --git a/utils/vrad/vrad_dispcoll.cpp b/utils/vrad/vrad_dispcoll.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "vrad.h"
+#include "VRAD_DispColl.h"
+#include "DispColl_Common.h"
+#include "radial.h"
+#include "CollisionUtils.h"
+#include "tier0\dbg.h"
+
+#define SAMPLE_BBOX_SLOP 5.0f
+#define TRIEDGE_EPSILON 0.001f
+
+float g_flMaxDispSampleSize = 512.0f;
+
+static FileHandle_t pDispFile = FILESYSTEM_INVALID_HANDLE;
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+CVRADDispColl::CVRADDispColl()
+{
+ m_iParent = -1;
+
+ m_flSampleRadius2 = 0.0f;
+ m_flPatchSampleRadius2 = 0.0f;
+
+ m_flSampleWidth = 0.0f;
+ m_flSampleHeight = 0.0f;
+
+ m_aLuxelCoords.Purge();
+ m_aVertNormals.Purge();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+CVRADDispColl::~CVRADDispColl()
+{
+ m_aLuxelCoords.Purge();
+ m_aVertNormals.Purge();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CVRADDispColl::Create( CCoreDispInfo *pDisp )
+{
+ // Base class create.
+ if( !CDispCollTree::Create( pDisp ) )
+ return false;
+
+ // Allocate VRad specific memory.
+ m_aLuxelCoords.SetSize( GetSize() );
+ m_aVertNormals.SetSize( GetSize() );
+
+ // VRad specific base surface data.
+ CCoreDispSurface *pSurf = pDisp->GetSurface();
+ m_iParent = pSurf->GetHandle();
+
+ // VRad specific displacement surface data.
+ for ( int iVert = 0; iVert < m_aVerts.Count(); ++iVert )
+ {
+ pDisp->GetNormal( iVert, m_aVertNormals[iVert] );
+ pDisp->GetLuxelCoord( 0, iVert, m_aLuxelCoords[iVert] );
+ }
+
+ // Re-calculate the lightmap size (in uv) so that the luxels give
+ // a better world-space uniform approx. due to the non-linear nature
+ // of the displacement surface in uv-space
+ dface_t *pFace = &g_pFaces[m_iParent];
+ if( pFace )
+ {
+ CalcSampleRadius2AndBox( pFace );
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVRADDispColl::CalcSampleRadius2AndBox( dface_t *pFace )
+{
+ // Get the luxel sample size.
+ texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
+ Assert ( pTexInfo );
+ if ( !pTexInfo )
+ return;
+
+ // Todo: Width = Height now, should change all the code to look at one value.
+ Vector vecTmp( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
+ pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
+ pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
+ float flWidth = 1.0f / VectorLength( vecTmp );
+ float flHeight = flWidth;
+
+ // Save off the sample width and height.
+ m_flSampleWidth = flWidth;
+ m_flSampleHeight = flHeight;
+
+ // Calculate the sample radius squared.
+ float flSampleRadius = sqrt( ( ( flWidth * flWidth ) + ( flHeight * flHeight ) ) ) * 2.2f;//RADIALDIST2;
+ if ( flSampleRadius > g_flMaxDispSampleSize )
+ {
+ flSampleRadius = g_flMaxDispSampleSize;
+ }
+ m_flSampleRadius2 = flSampleRadius * flSampleRadius;
+
+ // Calculate the patch radius - the max sample edge length * the number of luxels per edge "chop."
+ float flSampleSize = max( m_flSampleWidth, m_flSampleHeight );
+ float flPatchSampleRadius = flSampleSize * dispchop * 2.2f;
+ if ( flPatchSampleRadius > g_MaxDispPatchRadius )
+ {
+ flPatchSampleRadius = g_MaxDispPatchRadius;
+ Warning( "Patch Sample Radius Clamped!\n" );
+ }
+ m_flPatchSampleRadius2 = flPatchSampleRadius * flPatchSampleRadius;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the min/max of the displacement surface.
+//-----------------------------------------------------------------------------
+void CVRADDispColl::GetSurfaceMinMax( Vector &boxMin, Vector &boxMax )
+{
+ // Initialize the minimum and maximum box
+ boxMin = m_aVerts[0];
+ boxMax = m_aVerts[0];
+
+ for( int i = 1; i < m_aVerts.Count(); i++ )
+ {
+ if( m_aVerts[i].x < boxMin.x ) { boxMin.x = m_aVerts[i].x; }
+ if( m_aVerts[i].y < boxMin.y ) { boxMin.y = m_aVerts[i].y; }
+ if( m_aVerts[i].z < boxMin.z ) { boxMin.z = m_aVerts[i].z; }
+
+ if( m_aVerts[i].x > boxMax.x ) { boxMax.x = m_aVerts[i].x; }
+ if( m_aVerts[i].y > boxMax.y ) { boxMax.y = m_aVerts[i].y; }
+ if( m_aVerts[i].z > boxMax.z ) { boxMax.z = m_aVerts[i].z; }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Find the minor projection axes based on the given normal.
+//-----------------------------------------------------------------------------
+void CVRADDispColl::GetMinorAxes( Vector const &vecNormal, int &nAxis0, int &nAxis1 )
+{
+ nAxis0 = 0;
+ nAxis1 = 1;
+
+ if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.y ) )
+ {
+ if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.z ) )
+ {
+ nAxis0 = 1;
+ nAxis1 = 2;
+ }
+ }
+ else
+ {
+ if( FloatMakePositive( vecNormal.y ) > FloatMakePositive( vecNormal.z ) )
+ {
+ nAxis0 = 0;
+ nAxis1 = 2;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRADDispColl::BaseFacePlaneToDispUV( Vector const &vecPlanePt, Vector2D &dispUV )
+{
+ PointInQuadToBarycentric( m_vecSurfPoints[0], m_vecSurfPoints[3], m_vecSurfPoints[2], m_vecSurfPoints[1], vecPlanePt, dispUV );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRADDispColl::DispUVToSurfPoint( Vector2D const &dispUV, Vector &vecPoint, float flPushEps )
+{
+ // Check to see that the point is on the surface.
+ if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
+ return;
+
+ // Get the displacement power.
+ int nWidth = ( ( 1 << m_nPower ) + 1 );
+ int nHeight = nWidth;
+
+ // Scale the U, V coordinates to the displacement grid size.
+ float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
+ float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
+
+ // Find the base U, V.
+ int nSnapU = static_cast<int>( flU );
+ int nSnapV = static_cast<int>( flV );
+
+ // Use this to get the triangle orientation.
+ bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
+
+ // Top Left to Bottom Right
+ if( bOdd )
+ {
+ DispUVToSurf_TriTLToBR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
+ }
+ // Bottom Left to Top Right
+ else
+ {
+ DispUVToSurf_TriBLToTR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVRADDispColl::DispUVToSurf_TriTLToBR( Vector &vecPoint, float flPushEps,
+ float flU, float flV, int nSnapU, int nSnapV,
+ int nWidth, int nHeight )
+{
+ int nNextU = nSnapU + 1;
+ int nNextV = nSnapV + 1;
+ if ( nNextU == nWidth) { --nNextU; }
+ if ( nNextV == nHeight ) { --nNextV; }
+
+ float flFracU = flU - static_cast<float>( nSnapU );
+ float flFracV = flV - static_cast<float>( nSnapV );
+
+ if( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) )
+ {
+ int nIndices[3];
+ nIndices[0] = nNextV * nWidth + nSnapU;
+ nIndices[1] = nNextV * nWidth + nNextU;
+ nIndices[2] = nSnapV * nWidth + nNextU;
+
+ Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
+ Vector edgeV = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
+ vecPoint = m_aVerts[nIndices[1]] + edgeU * ( 1.0f - flFracU ) + edgeV * ( 1.0f - flFracV );
+
+ if ( flPushEps != 0.0f )
+ {
+ Vector vecNormal;
+ vecNormal = CrossProduct( edgeU, edgeV );
+ VectorNormalize( vecNormal );
+ vecPoint += ( vecNormal * flPushEps );
+ }
+ }
+ else
+ {
+ int nIndices[3];
+ nIndices[0] = nSnapV * nWidth + nSnapU;
+ nIndices[1] = nNextV * nWidth + nSnapU;
+ nIndices[2] = nSnapV * nWidth + nNextU;
+
+ Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[0]];
+ Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[0]];
+ vecPoint = m_aVerts[nIndices[0]] + edgeU * flFracU + edgeV * flFracV;
+
+ if ( flPushEps != 0.0f )
+ {
+ Vector vecNormal;
+ vecNormal = CrossProduct( edgeU, edgeV );
+ VectorNormalize( vecNormal );
+ vecPoint += ( vecNormal * flPushEps );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVRADDispColl::DispUVToSurf_TriBLToTR( Vector &vecPoint, float flPushEps,
+ float flU, float flV, int nSnapU, int nSnapV,
+ int nWidth, int nHeight )
+{
+ int nNextU = nSnapU + 1;
+ int nNextV = nSnapV + 1;
+ if ( nNextU == nWidth) { --nNextU; }
+ if ( nNextV == nHeight ) { --nNextV; }
+
+ float flFracU = flU - static_cast<float>( nSnapU );
+ float flFracV = flV - static_cast<float>( nSnapV );
+
+ if( flFracU < flFracV )
+ {
+ int nIndices[3];
+ nIndices[0] = nSnapV * nWidth + nSnapU;
+ nIndices[1] = nNextV * nWidth + nSnapU;
+ nIndices[2] = nNextV * nWidth + nNextU;
+
+ Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
+ Vector edgeV = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
+ vecPoint = m_aVerts[nIndices[1]] + edgeU * flFracU + edgeV * ( 1.0f - flFracV );
+
+ if ( flPushEps != 0.0f )
+ {
+ Vector vecNormal;
+ vecNormal = CrossProduct( edgeV, edgeU );
+ VectorNormalize( vecNormal );
+ vecPoint += ( vecNormal * flPushEps );
+ }
+ }
+ else
+ {
+ int nIndices[3];
+ nIndices[0] = nSnapV * nWidth + nSnapU;
+ nIndices[1] = nNextV * nWidth + nNextU;
+ nIndices[2] = nSnapV * nWidth + nNextU;
+
+ Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[2]];
+ Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[2]];
+ vecPoint = m_aVerts[nIndices[2]] + edgeU * ( 1.0f - flFracU ) + edgeV * flFracV;
+
+ if ( flPushEps != 0.0f )
+ {
+ Vector vecNormal;
+ vecNormal = CrossProduct( edgeV, edgeU );
+ VectorNormalize( vecNormal );
+ vecPoint += ( vecNormal * flPushEps );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CVRADDispColl::DispUVToSurfNormal( Vector2D const &dispUV, Vector &vecNormal )
+{
+ // Check to see that the point is on the surface.
+ if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
+ return;
+
+ // Get the displacement power.
+ int nWidth = ( ( 1 << m_nPower ) + 1 );
+ int nHeight = nWidth;
+
+ // Scale the U, V coordinates to the displacement grid size.
+ float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
+ float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
+
+ // Find the base U, V.
+ int nSnapU = static_cast<int>( flU );
+ int nSnapV = static_cast<int>( flV );
+
+ int nNextU = nSnapU + 1;
+ int nNextV = nSnapV + 1;
+ if ( nNextU == nWidth) { --nNextU; }
+ if ( nNextV == nHeight ) { --nNextV; }
+
+ float flFracU = flU - static_cast<float>( nSnapU );
+ float flFracV = flV - static_cast<float>( nSnapV );
+
+ // Get the four normals "around" the "spot"
+ int iQuad[VRAD_QUAD_SIZE];
+ iQuad[0] = ( nSnapV * nWidth ) + nSnapU;
+ iQuad[1] = ( nNextV * nWidth ) + nSnapU;
+ iQuad[2] = ( nNextV * nWidth ) + nNextU;
+ iQuad[3] = ( nSnapV * nWidth ) + nNextU;
+
+ // Find the blended normal (bi-linear).
+ Vector vecTmpNormals[2], vecBlendedNormals[2], vecDispNormals[4];
+
+ for ( int iVert = 0; iVert < VRAD_QUAD_SIZE; ++iVert )
+ {
+ GetVertNormal( iQuad[iVert], vecDispNormals[iVert] );
+ }
+
+ vecTmpNormals[0] = vecDispNormals[0] * ( 1.0f - flFracU );
+ vecTmpNormals[1] = vecDispNormals[3] * flFracU;
+ vecBlendedNormals[0] = vecTmpNormals[0] + vecTmpNormals[1];
+ VectorNormalize( vecBlendedNormals[0] );
+
+ vecTmpNormals[0] = vecDispNormals[1] * ( 1.0f - flFracU );
+ vecTmpNormals[1] = vecDispNormals[2] * flFracU;
+ vecBlendedNormals[1] = vecTmpNormals[0] + vecTmpNormals[1];
+ VectorNormalize( vecBlendedNormals[1] );
+
+ vecTmpNormals[0] = vecBlendedNormals[0] * ( 1.0f - flFracV );
+ vecTmpNormals[1] = vecBlendedNormals[1] * flFracV;
+
+ vecNormal = vecTmpNormals[0] + vecTmpNormals[1];
+ VectorNormalize( vecNormal );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : float
+//-----------------------------------------------------------------------------
+float CVRADDispColl::CreateParentPatches( void )
+{
+ // Save the total surface area of the displacement.
+ float flTotalArea = 0.0f;
+
+ // Get the number of displacement subdivisions.
+ int nInterval = GetWidth();
+
+ Vector vecPoints[4];
+ vecPoints[0].Init( m_aVerts[0].x, m_aVerts[0].y, m_aVerts[0].z );
+ vecPoints[1].Init( m_aVerts[(nInterval*(nInterval-1))].x, m_aVerts[(nInterval*(nInterval-1))].y, m_aVerts[(nInterval*(nInterval-1))].z );
+ vecPoints[2].Init( m_aVerts[((nInterval*nInterval)-1)].x, m_aVerts[((nInterval*nInterval)-1)].y, m_aVerts[((nInterval*nInterval)-1)].z );
+ vecPoints[3].Init( m_aVerts[(nInterval-1)].x, m_aVerts[(nInterval-1)].y, m_aVerts[(nInterval-1)].z );
+
+ // Create and initialize the patch.
+ int iPatch = g_Patches.AddToTail();
+ if ( iPatch == g_Patches.InvalidIndex() )
+ return flTotalArea;
+
+ // Keep track of the area of the patches.
+ float flArea = 0.0f;
+ if ( !InitParentPatch( iPatch, vecPoints, flArea ) )
+ {
+ g_Patches.Remove( iPatch );
+ flArea = 0.0f;
+ }
+
+ // Return the displacement area.
+ return flArea;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : iParentPatch -
+// nLevel -
+//-----------------------------------------------------------------------------
+void CVRADDispColl::CreateChildPatchesFromRoot( int iParentPatch, int *pChildPatch )
+{
+ // Initialize the child patch indices.
+ pChildPatch[0] = g_Patches.InvalidIndex();
+ pChildPatch[1] = g_Patches.InvalidIndex();
+
+ // Get the number of displacement subdivisions.
+ int nInterval = GetWidth();
+
+ // Get the parent patch.
+ CPatch *pParentPatch = &g_Patches[iParentPatch];
+ if ( !pParentPatch )
+ return;
+
+ // Split along the longest edge.
+ Vector vecEdges[4];
+ vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
+ vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
+ vecEdges[2] = pParentPatch->winding->p[3] - pParentPatch->winding->p[2];
+ vecEdges[3] = pParentPatch->winding->p[3] - pParentPatch->winding->p[0];
+
+ // Should the patch be subdivided - check the area.
+ float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
+ float flMinEdgeLength = flMaxLength * dispchop;
+
+ // Find the longest edge.
+ float flEdgeLength = 0.0f;
+ int iLongEdge = -1;
+ for ( int iEdge = 0; iEdge < 4; ++iEdge )
+ {
+ float flLength = vecEdges[iEdge].Length();
+ if ( flEdgeLength < flLength )
+ {
+ flEdgeLength = vecEdges[iEdge].Length();
+ iLongEdge = iEdge;
+ }
+ }
+
+ // Small enough already, return.
+ if ( flEdgeLength < flMinEdgeLength )
+ return;
+
+ // Test area as well so we don't allow slivers.
+ float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength );
+ Vector vecNormal = vecEdges[3].Cross( vecEdges[0] );
+ float flTestArea = VectorNormalize( vecNormal );
+ if ( flTestArea < flMinArea )
+ return;
+
+ // Get the points for the first triangle.
+ int iPoints[3];
+ Vector vecPoints[3];
+ float flArea;
+
+ iPoints[0] = ( nInterval * nInterval ) - 1;
+ iPoints[1] = 0;
+ iPoints[2] = nInterval * ( nInterval - 1 );
+ for ( int iPoint = 0; iPoint < 3; ++iPoint )
+ {
+ VectorCopy( m_aVerts[iPoints[iPoint]], vecPoints[iPoint] );
+ }
+
+ // Create and initialize the patch.
+ pChildPatch[0] = g_Patches.AddToTail();
+ if ( pChildPatch[0] == g_Patches.InvalidIndex() )
+ return;
+
+ if ( !InitPatch( pChildPatch[0], iParentPatch, 0, vecPoints, iPoints, flArea ) )
+ {
+ g_Patches.Remove( pChildPatch[0] );
+ pChildPatch[0] = g_Patches.InvalidIndex();
+ return;
+ }
+
+ // Get the points for the second triangle.
+ iPoints[0] = 0;
+ iPoints[1] = ( nInterval * nInterval ) - 1;
+ iPoints[2] = nInterval - 1;
+ for ( int iPoint = 0; iPoint < 3; ++iPoint )
+ {
+ VectorCopy( m_aVerts[iPoints[iPoint]], vecPoints[iPoint] );
+ }
+
+ // Create and initialize the patch.
+ pChildPatch[1] = g_Patches.AddToTail();
+ if ( pChildPatch[1] == g_Patches.InvalidIndex() )
+ {
+ g_Patches.Remove( pChildPatch[0] );
+ pChildPatch[0] = g_Patches.InvalidIndex();
+ return;
+ }
+
+ if ( !InitPatch( pChildPatch[1], iParentPatch, 1, vecPoints, iPoints, flArea ) )
+ {
+ g_Patches.Remove( pChildPatch[0] );
+ pChildPatch[0] = g_Patches.InvalidIndex();
+ g_Patches.Remove( pChildPatch[1] );
+ pChildPatch[1] = g_Patches.InvalidIndex();
+ return;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : flMinArea -
+// Output : float
+//-----------------------------------------------------------------------------
+void CVRADDispColl::CreateChildPatches( int iParentPatch, int nLevel )
+{
+ // Get the parent patch.
+ CPatch *pParentPatch = &g_Patches[iParentPatch];
+ if ( !pParentPatch )
+ return;
+
+ // The root face is a quad - special case.
+ if ( pParentPatch->winding->numpoints == 4 )
+ {
+ int iChildPatch[2];
+ CreateChildPatchesFromRoot( iParentPatch, iChildPatch );
+ if ( iChildPatch[0] != g_Patches.InvalidIndex() && iChildPatch[1] != g_Patches.InvalidIndex() )
+ {
+ CreateChildPatches( iChildPatch[0], 0 );
+ CreateChildPatches( iChildPatch[1], 0 );
+ }
+ return;
+ }
+
+ // Calculate the the area of the patch (triangle!).
+ Assert( pParentPatch->winding->numpoints == 3 );
+ if ( pParentPatch->winding->numpoints != 3 )
+ return;
+
+ // Should the patch be subdivided - check the area.
+ float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
+ float flMinEdgeLength = flMaxLength * dispchop;
+
+ // Split along the longest edge.
+ Vector vecEdges[3];
+ vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
+ vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[0];
+ vecEdges[2] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
+
+ // Find the longest edge.
+ float flEdgeLength = 0.0f;
+ int iLongEdge = -1;
+ for ( int iEdge = 0; iEdge < 3; ++iEdge )
+ {
+ if ( flEdgeLength < vecEdges[iEdge].Length() )
+ {
+ flEdgeLength = vecEdges[iEdge].Length();
+ iLongEdge = iEdge;
+ }
+ }
+
+ // Small enough already, return.
+ if ( flEdgeLength < flMinEdgeLength )
+ return;
+
+ // Test area as well so we don't allow slivers.
+ float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength ) * 0.5f;
+ Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
+ float flTestArea = VectorNormalize( vecNormal );
+ flTestArea *= 0.5f;
+ if ( flTestArea < flMinArea )
+ return;
+
+ // Check to see if any more displacement verts exist - go to subdivision if not.
+ if ( nLevel >= ( m_nPower * 2 ) )
+ {
+ CreateChildPatchesSub( iParentPatch );
+ return;
+ }
+
+ int nChildIndices[2][3];
+ int nNewIndex = ( pParentPatch->indices[1] + pParentPatch->indices[0] ) / 2;
+ nChildIndices[0][0] = pParentPatch->indices[2];
+ nChildIndices[0][1] = pParentPatch->indices[0];
+ nChildIndices[0][2] = nNewIndex;
+
+ nChildIndices[1][0] = pParentPatch->indices[1];
+ nChildIndices[1][1] = pParentPatch->indices[2];
+ nChildIndices[1][2] = nNewIndex;
+
+ Vector vecChildPoints[2][3];
+ for ( int iTri = 0; iTri < 2; ++iTri )
+ {
+ for ( int iPoint = 0; iPoint < 3; ++iPoint )
+ {
+ VectorCopy( m_aVerts[nChildIndices[iTri][iPoint]], vecChildPoints[iTri][iPoint] );
+ }
+ }
+
+ // Create and initialize the children patches.
+ int iChildPatch[2] = { -1, -1 };
+ for ( int iChild = 0; iChild < 2; ++iChild )
+ {
+ iChildPatch[iChild] = g_Patches.AddToTail();
+
+ float flArea = 0.0f;
+ if ( !InitPatch( iChildPatch[iChild], iParentPatch, iChild, vecChildPoints[iChild], nChildIndices[iChild], flArea ) )
+ {
+ if ( iChild == 0 )
+ {
+ pParentPatch->child1 = g_Patches.InvalidIndex();
+ g_Patches.Remove( iChildPatch[iChild] );
+ break;
+ }
+ else
+ {
+ pParentPatch->child1 = g_Patches.InvalidIndex();
+ pParentPatch->child2 = g_Patches.InvalidIndex();
+ g_Patches.Remove( iChildPatch[iChild] );
+ g_Patches.Remove( iChildPatch[0] );
+ }
+ }
+ }
+
+ // Continue creating children patches.
+ int nNewLevel = ++nLevel;
+ CreateChildPatches( iChildPatch[0], nNewLevel );
+ CreateChildPatches( iChildPatch[1], nNewLevel );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : flMinArea -
+// Output : float
+//-----------------------------------------------------------------------------
+void CVRADDispColl::CreateChildPatchesSub( int iParentPatch )
+{
+ // Get the parent patch.
+ CPatch *pParentPatch = &g_Patches[iParentPatch];
+ if ( !pParentPatch )
+ return;
+
+ // Calculate the the area of the patch (triangle!).
+ Assert( pParentPatch->winding->numpoints == 3 );
+ if ( pParentPatch->winding->numpoints != 3 )
+ return;
+
+ // Should the patch be subdivided - check the area.
+ float flMaxLength = max( m_flSampleWidth, m_flSampleHeight );
+ float flMinEdgeLength = flMaxLength * dispchop;
+
+ // Split along the longest edge.
+ Vector vecEdges[3];
+ vecEdges[0] = pParentPatch->winding->p[1] - pParentPatch->winding->p[0];
+ vecEdges[1] = pParentPatch->winding->p[2] - pParentPatch->winding->p[1];
+ vecEdges[2] = pParentPatch->winding->p[0] - pParentPatch->winding->p[2];
+
+ // Find the longest edge.
+ float flEdgeLength = 0.0f;
+ int iLongEdge = -1;
+ for ( int iEdge = 0; iEdge < 3; ++iEdge )
+ {
+ if ( flEdgeLength < vecEdges[iEdge].Length() )
+ {
+ flEdgeLength = vecEdges[iEdge].Length();
+ iLongEdge = iEdge;
+ }
+ }
+
+ // Small enough already, return.
+ if ( flEdgeLength < flMinEdgeLength )
+ return;
+
+ // Test area as well so we don't allow slivers.
+ float flMinArea = ( dispchop * flMaxLength ) * ( dispchop * flMaxLength ) * 0.5f;
+ Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
+ float flTestArea = VectorNormalize( vecNormal );
+ flTestArea *= 0.5f;
+ if ( flTestArea < flMinArea )
+ return;
+
+ // Create children patchs - 2 of them.
+ Vector vecChildPoints[2][3];
+ switch ( iLongEdge )
+ {
+ case 0:
+ {
+ vecChildPoints[0][0] = pParentPatch->winding->p[0];
+ vecChildPoints[0][1] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[1] ) * 0.5f;
+ vecChildPoints[0][2] = pParentPatch->winding->p[2];
+
+ vecChildPoints[1][0] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[1] ) * 0.5f;
+ vecChildPoints[1][1] = pParentPatch->winding->p[1];
+ vecChildPoints[1][2] = pParentPatch->winding->p[2];
+ break;
+ }
+ case 1:
+ {
+ vecChildPoints[0][0] = pParentPatch->winding->p[0];
+ vecChildPoints[0][1] = pParentPatch->winding->p[1];
+ vecChildPoints[0][2] = ( pParentPatch->winding->p[1] + pParentPatch->winding->p[2] ) * 0.5f;
+
+ vecChildPoints[1][0] = ( pParentPatch->winding->p[1] + pParentPatch->winding->p[2] ) * 0.5f;
+ vecChildPoints[1][1] = pParentPatch->winding->p[2];
+ vecChildPoints[1][2] = pParentPatch->winding->p[0];
+ break;
+ }
+ case 2:
+ {
+ vecChildPoints[0][0] = pParentPatch->winding->p[0];
+ vecChildPoints[0][1] = pParentPatch->winding->p[1];
+ vecChildPoints[0][2] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[2] ) * 0.5f;
+
+ vecChildPoints[1][0] = ( pParentPatch->winding->p[0] + pParentPatch->winding->p[2] ) * 0.5f;
+ vecChildPoints[1][1] = pParentPatch->winding->p[1];
+ vecChildPoints[1][2] = pParentPatch->winding->p[2];
+ break;
+ }
+ }
+
+
+ // Create and initialize the children patches.
+ int iChildPatch[2] = { 0, 0 };
+ int nChildIndices[3] = { -1, -1, -1 };
+ for ( int iChild = 0; iChild < 2; ++iChild )
+ {
+ iChildPatch[iChild] = g_Patches.AddToTail();
+
+ float flArea = 0.0f;
+ if ( !InitPatch( iChildPatch[iChild], iParentPatch, iChild, vecChildPoints[iChild], nChildIndices, flArea ) )
+ {
+ if ( iChild == 0 )
+ {
+ pParentPatch->child1 = g_Patches.InvalidIndex();
+ g_Patches.Remove( iChildPatch[iChild] );
+ break;
+ }
+ else
+ {
+ pParentPatch->child1 = g_Patches.InvalidIndex();
+ pParentPatch->child2 = g_Patches.InvalidIndex();
+ g_Patches.Remove( iChildPatch[iChild] );
+ g_Patches.Remove( iChildPatch[0] );
+ }
+ }
+ }
+
+ // Continue creating children patches.
+ CreateChildPatchesSub( iChildPatch[0] );
+ CreateChildPatchesSub( iChildPatch[1] );
+}
+
+int PlaneTypeForNormal (Vector& normal)
+{
+ vec_t ax, ay, az;
+
+ // NOTE: should these have an epsilon around 1.0?
+ if (normal[0] == 1.0 || normal[0] == -1.0)
+ return PLANE_X;
+ if (normal[1] == 1.0 || normal[1] == -1.0)
+ return PLANE_Y;
+ if (normal[2] == 1.0 || normal[2] == -1.0)
+ return PLANE_Z;
+
+ ax = fabs(normal[0]);
+ ay = fabs(normal[1]);
+ az = fabs(normal[2]);
+
+ if (ax >= ay && ax >= az)
+ return PLANE_ANYX;
+ if (ay >= ax && ay >= az)
+ return PLANE_ANYY;
+ return PLANE_ANYZ;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : iPatch -
+// iParentPatch -
+// iChild -
+// *pPoints -
+// *pIndices -
+// &flArea -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CVRADDispColl::InitParentPatch( int iPatch, Vector *pPoints, float &flArea )
+{
+ // Get the current patch.
+ CPatch *pPatch = &g_Patches[iPatch];
+ if ( !pPatch )
+ return false;
+
+ // Clear the patch data.
+ memset( pPatch, 0, sizeof( CPatch ) );
+
+ // This is a parent.
+ pPatch->ndxNext = g_FacePatches.Element( GetParentIndex() );
+ g_FacePatches[GetParentIndex()] = iPatch;
+ pPatch->faceNumber = GetParentIndex();
+
+ // Initialize parent and children indices.
+ pPatch->child1 = g_Patches.InvalidIndex();
+ pPatch->child2 = g_Patches.InvalidIndex();
+ pPatch->parent = g_Patches.InvalidIndex();
+ pPatch->ndxNextClusterChild = g_Patches.InvalidIndex();
+ pPatch->ndxNextParent = g_Patches.InvalidIndex();
+
+ Vector vecEdges[2];
+ vecEdges[0] = pPoints[1] - pPoints[0];
+ vecEdges[1] = pPoints[3] - pPoints[0];
+
+ // Calculate the triangle normal and area.
+ Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
+ flArea = VectorNormalize( vecNormal );
+
+ // Initialize the patch scale.
+ pPatch->scale[0] = pPatch->scale[1] = 1.0f;
+
+ // Set the patch chop - minchop (that is what the minimum area is based on).
+ pPatch->chop = dispchop;
+
+ // Displacements are not sky!
+ pPatch->sky = false;
+
+ // Copy the winding.
+ Vector vecCenter( 0.0f, 0.0f, 0.0f );
+ pPatch->winding = AllocWinding( 4 );
+ pPatch->winding->numpoints = 4;
+ for ( int iPoint = 0; iPoint < 4; ++iPoint )
+ {
+ VectorCopy( pPoints[iPoint], pPatch->winding->p[iPoint] );
+ VectorAdd( pPoints[iPoint], vecCenter, vecCenter );
+ }
+
+ // Set the origin and normal.
+ VectorScale( vecCenter, ( 1.0f / 4.0f ), vecCenter );
+ VectorCopy( vecCenter, pPatch->origin );
+ VectorCopy( vecNormal, pPatch->normal );
+
+ // Create the plane.
+ pPatch->plane = new dplane_t;
+ if ( !pPatch->plane )
+ return false;
+
+ VectorCopy( vecNormal, pPatch->plane->normal );
+ pPatch->plane->dist = vecNormal.Dot( pPoints[0] );
+ pPatch->plane->type = PlaneTypeForNormal( pPatch->plane->normal );
+ pPatch->planeDist = pPatch->plane->dist;
+
+ // Set the area.
+ pPatch->area = flArea;
+
+ // Calculate the mins/maxs.
+ Vector vecMin( FLT_MAX, FLT_MAX, FLT_MAX );
+ Vector vecMax( FLT_MIN, FLT_MIN, FLT_MIN );
+ for ( int iPoint = 0; iPoint < 4; ++iPoint )
+ {
+ for ( int iAxis = 0; iAxis < 3; ++iAxis )
+ {
+ vecMin[iAxis] = min( vecMin[iAxis], pPoints[iPoint][iAxis] );
+ vecMax[iAxis] = max( vecMax[iAxis], pPoints[iPoint][iAxis] );
+ }
+ }
+
+ VectorCopy( vecMin, pPatch->mins );
+ VectorCopy( vecMax, pPatch->maxs );
+ VectorCopy( vecMin, pPatch->face_mins );
+ VectorCopy( vecMax, pPatch->face_maxs );
+
+ // Check for bumpmap.
+ dface_t *pFace = dfaces + pPatch->faceNumber;
+ texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
+ pPatch->needsBumpmap = pTexInfo->flags & SURF_BUMPLIGHT ? true : false;
+
+ // Misc...
+ pPatch->m_IterationKey = 0;
+
+ // Calculate the base light, area, and reflectivity.
+ BaseLightForFace( &g_pFaces[pPatch->faceNumber], pPatch->baselight, &pPatch->basearea, pPatch->reflectivity );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPatch -
+// *pPoints -
+// &vecNormal -
+// flArea -
+//-----------------------------------------------------------------------------
+bool CVRADDispColl::InitPatch( int iPatch, int iParentPatch, int iChild, Vector *pPoints, int *pIndices, float &flArea )
+{
+ // Get the current patch.
+ CPatch *pPatch = &g_Patches[iPatch];
+ if ( !pPatch )
+ return false;
+
+ // Clear the patch data.
+ memset( pPatch, 0, sizeof( CPatch ) );
+
+ // Setup the parent if we are not the parent.
+ CPatch *pParentPatch = NULL;
+ if ( iParentPatch != g_Patches.InvalidIndex() )
+ {
+ // Get the parent patch.
+ pParentPatch = &g_Patches[iParentPatch];
+ if ( !pParentPatch )
+ return false;
+ }
+
+ // Attach the face to the correct lists.
+ if ( !pParentPatch )
+ {
+ // This is a parent.
+ pPatch->ndxNext = g_FacePatches.Element( GetParentIndex() );
+ g_FacePatches[GetParentIndex()] = iPatch;
+ pPatch->faceNumber = GetParentIndex();
+ }
+ else
+ {
+ pPatch->ndxNext = g_Patches.InvalidIndex();
+ pPatch->faceNumber = pParentPatch->faceNumber;
+
+ // Attach to the parent patch.
+ if ( iChild == 0 )
+ {
+ pParentPatch->child1 = iPatch;
+ }
+ else
+ {
+ pParentPatch->child2 = iPatch;
+ }
+ }
+
+ // Initialize parent and children indices.
+ pPatch->child1 = g_Patches.InvalidIndex();
+ pPatch->child2 = g_Patches.InvalidIndex();
+ pPatch->ndxNextClusterChild = g_Patches.InvalidIndex();
+ pPatch->ndxNextParent = g_Patches.InvalidIndex();
+ pPatch->parent = iParentPatch;
+
+ // Get triangle edges.
+ Vector vecEdges[3];
+ vecEdges[0] = pPoints[1] - pPoints[0];
+ vecEdges[1] = pPoints[2] - pPoints[0];
+ vecEdges[2] = pPoints[2] - pPoints[1];
+
+ // Find the longest edge.
+// float flEdgeLength = 0.0f;
+// for ( int iEdge = 0; iEdge < 3; ++iEdge )
+// {
+// if ( flEdgeLength < vecEdges[iEdge].Length() )
+// {
+// flEdgeLength = vecEdges[iEdge].Length();
+// }
+// }
+
+ // Calculate the triangle normal and area.
+ Vector vecNormal = vecEdges[1].Cross( vecEdges[0] );
+ flArea = VectorNormalize( vecNormal );
+ flArea *= 0.5f;
+
+ // Initialize the patch scale.
+ pPatch->scale[0] = pPatch->scale[1] = 1.0f;
+
+ // Set the patch chop - minchop (that is what the minimum area is based on).
+ pPatch->chop = dispchop;
+
+ // Displacements are not sky!
+ pPatch->sky = false;
+
+ // Copy the winding.
+ Vector vecCenter( 0.0f, 0.0f, 0.0f );
+ pPatch->winding = AllocWinding( 3 );
+ pPatch->winding->numpoints = 3;
+ for ( int iPoint = 0; iPoint < 3; ++iPoint )
+ {
+ VectorCopy( pPoints[iPoint], pPatch->winding->p[iPoint] );
+ VectorAdd( pPoints[iPoint], vecCenter, vecCenter );
+
+ pPatch->indices[iPoint] = static_cast<short>( pIndices[iPoint] );
+ }
+
+ // Set the origin and normal.
+ VectorScale( vecCenter, ( 1.0f / 3.0f ), vecCenter );
+ VectorCopy( vecCenter, pPatch->origin );
+ VectorCopy( vecNormal, pPatch->normal );
+
+ // Create the plane.
+ pPatch->plane = new dplane_t;
+ if ( !pPatch->plane )
+ return false;
+
+ VectorCopy( vecNormal, pPatch->plane->normal );
+ pPatch->plane->dist = vecNormal.Dot( pPoints[0] );
+ pPatch->plane->type = PlaneTypeForNormal( pPatch->plane->normal );
+ pPatch->planeDist = pPatch->plane->dist;
+
+ // Set the area.
+ pPatch->area = flArea;
+
+ // Calculate the mins/maxs.
+ Vector vecMin( FLT_MAX, FLT_MAX, FLT_MAX );
+ Vector vecMax( FLT_MIN, FLT_MIN, FLT_MIN );
+ for ( int iPoint = 0; iPoint < 3; ++iPoint )
+ {
+ for ( int iAxis = 0; iAxis < 3; ++iAxis )
+ {
+ vecMin[iAxis] = min( vecMin[iAxis], pPoints[iPoint][iAxis] );
+ vecMax[iAxis] = max( vecMax[iAxis], pPoints[iPoint][iAxis] );
+ }
+ }
+
+ VectorCopy( vecMin, pPatch->mins );
+ VectorCopy( vecMax, pPatch->maxs );
+
+ if ( !pParentPatch )
+ {
+ VectorCopy( vecMin, pPatch->face_mins );
+ VectorCopy( vecMax, pPatch->face_maxs );
+ }
+ else
+ {
+ VectorCopy( pParentPatch->face_mins, pPatch->face_mins );
+ VectorCopy( pParentPatch->face_maxs, pPatch->face_maxs );
+ }
+
+ // Check for bumpmap.
+ dface_t *pFace = dfaces + pPatch->faceNumber;
+ texinfo_t *pTexInfo = &texinfo[pFace->texinfo];
+ pPatch->needsBumpmap = pTexInfo->flags & SURF_BUMPLIGHT ? true : false;
+
+ // Misc...
+ pPatch->m_IterationKey = 0;
+
+ // Get the base light for the face.
+ if ( !pParentPatch )
+ {
+ BaseLightForFace( &g_pFaces[pPatch->faceNumber], pPatch->baselight, &pPatch->basearea, pPatch->reflectivity );
+ }
+ else
+ {
+ VectorCopy( pParentPatch->baselight, pPatch->baselight );
+ pPatch->basearea = pParentPatch->basearea;
+ pPatch->reflectivity = pParentPatch->reflectivity;
+ }
+
+ return true;
+}
+
+void CVRADDispColl::AddPolysForRayTrace( void )
+{
+ if ( !( m_nContents & MASK_OPAQUE ) )
+ return;
+
+ for ( int ndxTri = 0; ndxTri < m_aTris.Size(); ndxTri++ )
+ {
+ CDispCollTri *tri = m_aTris.Base() + ndxTri;
+ int v[3];
+ for ( int ndxv = 0; ndxv < 3; ndxv++ )
+ v[ndxv] = tri->GetVert(ndxv);
+
+ Vector fullCoverage;
+ fullCoverage.x = 1.0f;
+ g_RtEnv.AddTriangle( TRACE_ID_OPAQUE, m_aVerts[v[0]], m_aVerts[v[1]], m_aVerts[v[2]], fullCoverage );
+ }
+} \ No newline at end of file