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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/splinepatch.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/splinepatch.cpp')
| -rw-r--r-- | mp/src/game/client/splinepatch.cpp | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/mp/src/game/client/splinepatch.cpp b/mp/src/game/client/splinepatch.cpp new file mode 100644 index 00000000..1e76b4e1 --- /dev/null +++ b/mp/src/game/client/splinepatch.cpp @@ -0,0 +1,292 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A little helper class that computes a spline patch
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "splinepatch.h"
+
+#include "mathlib/vmatrix.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Catmull rom blend weights
+//-----------------------------------------------------------------------------
+
+static VMatrix s_CatmullRom( -0.5, 1.5, -1.5, 0.5,
+ 1, -2.5, 2, -0.5,
+ -0.5, 0, 0.5, 0,
+ 0, 1, 0, 0 );
+
+//-----------------------------------------------------------------------------
+// The last argument represents the number of float channels in addition to position
+//-----------------------------------------------------------------------------
+
+CSplinePatch::CSplinePatch( ) : m_ChannelCount(0),
+ m_Width(0), m_Height(0), m_ppPositions(0), m_LinearFactor(1.0f)
+{
+}
+
+CSplinePatch::~CSplinePatch()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Initialize the spline patch
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::Init( int w, int h, int extraChannels )
+{
+ assert( extraChannels < MAX_CHANNELS );
+ m_ChannelCount = extraChannels;
+ m_Width = w;
+ m_Height = h;
+ m_LinearFactor = 1.0f;
+}
+
+
+//-----------------------------------------------------------------------------
+// 0 = linear, 1 = spliney!
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::SetLinearBlend( float factor )
+{
+ m_LinearFactor = factor;
+}
+
+
+//-----------------------------------------------------------------------------
+// Hooks the patch up to externally controlled data...
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::SetControlPositions( Vector const** pPositions )
+{
+ m_ppPositions = pPositions;
+}
+
+void CSplinePatch::SetChannelData( int channel, float* pChannel )
+{
+ m_pChannel[channel] = pChannel;
+}
+
+static inline void ComputeIndex( int i, int maxval, int* idx )
+{
+ if (i == 0)
+ {
+ idx[0] = 0; idx[1] = 0; idx[2] = 1;
+ idx[3] = (maxval > 2) ? 2 : 1;
+ }
+ else
+ {
+ idx[0] = i-1; idx[1] = i;
+ if (i >= maxval - 1)
+ {
+ idx[2] = i; idx[3] = i;
+ }
+ else
+ {
+ idx[2] = i+1;
+ if (i >= maxval - 2)
+ idx[3] = i+1;
+ else
+ idx[3]= i+2;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Computes indices of the samples to read for this interpolation
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::ComputeIndices( )
+{
+ int s[4];
+ int t[4];
+
+ ComputeIndex( m_is, m_Width, s );
+ ComputeIndex( m_it, m_Height, t );
+
+ int base = t[0] * m_Width;
+ m_SampleIndices[0][0] = base + s[0];
+ m_SampleIndices[1][0] = base + s[1];
+ m_SampleIndices[2][0] = base + s[2];
+ m_SampleIndices[3][0] = base + s[3];
+
+ base = t[1] * m_Width;
+ m_SampleIndices[0][1] = base + s[0];
+ m_SampleIndices[1][1] = base + s[1];
+ m_SampleIndices[2][1] = base + s[2];
+ m_SampleIndices[3][1] = base + s[3];
+
+ base = t[2] * m_Width;
+ m_SampleIndices[0][2] = base + s[0];
+ m_SampleIndices[1][2] = base + s[1];
+ m_SampleIndices[2][2] = base + s[2];
+ m_SampleIndices[3][2] = base + s[3];
+
+ base = t[3] * m_Width;
+ m_SampleIndices[0][3] = base + s[0];
+ m_SampleIndices[1][3] = base + s[1];
+ m_SampleIndices[2][3] = base + s[2];
+ m_SampleIndices[3][3] = base + s[3];
+}
+
+//-----------------------------------------------------------------------------
+// Call this before querying the patch for data at (s,t)
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::SetupPatchQuery( float s, float t )
+{
+ m_is = (int)s;
+ m_it = (int)t;
+
+ if( m_is >= m_Width )
+ {
+ m_is = m_Width - 1;
+ m_fs = 1.0f;
+ }
+ else
+ {
+ m_fs = s - m_is;
+ }
+
+ if( m_it >= m_Height )
+ {
+ m_it = m_Height - 1;
+ m_ft = 1.0f;
+ }
+ else
+ {
+ m_ft = t - m_it;
+ }
+
+ ComputeIndices( );
+
+ // The patch equation is:
+ // px = S * M * Gx * M^T * T^T
+ // py = S * M * Gy * M^T * T^T
+ // pz = S * M * Gz * M^T * T^T
+ // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
+ // M is the patch type matrix, in my case I'm using a catmull-rom
+ // G is the array of control points. rows have constant t
+
+ // We're gonna cache off S * M and M^T * T^T...
+ Vector4D svec, tvec;
+ float fs2 = m_fs * m_fs;
+ svec[0] = fs2 * m_fs; svec[1] = fs2; svec[2] = m_fs; svec[3] = 1.0f;
+ float ft2 = m_ft * m_ft;
+ tvec[0] = ft2 * m_ft; tvec[1] = ft2; tvec[2] = m_ft; tvec[3] = 1.0f;
+
+ // This sets up the catmull rom matrix based on the blend factor!!
+ // we can go from linear to curvy!
+ s_CatmullRom.Init( -0.5 * m_LinearFactor, 1.5 * m_LinearFactor, -1.5 * m_LinearFactor, 0.5 * m_LinearFactor,
+ m_LinearFactor, -2.5 * m_LinearFactor, 2 * m_LinearFactor, -0.5 * m_LinearFactor,
+ -0.5 * m_LinearFactor, -1 + m_LinearFactor, 1 - 0.5 * m_LinearFactor, 0,
+ 0, 1, 0, 0 );
+ Vector4DMultiplyTranspose( s_CatmullRom, svec, m_SVec );
+ Vector4DMultiplyTranspose( s_CatmullRom, tvec, m_TVec );
+}
+
+//-----------------------------------------------------------------------------
+// Gets the point and normal at (i,j) specified above
+//-----------------------------------------------------------------------------
+
+void CSplinePatch::GetPointAndNormal( Vector& position, Vector& normal ) const
+{
+ // The patch equation is:
+ // px = S * M * Gx * M^T * T^T
+ // py = S * M * Gy * M^T * T^T
+ // pz = S * M * Gz * M^T * T^T
+ // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
+ // M is the patch type matrix, in my case I'm using a catmull-rom
+ // G is the array of control points. rows have constant t
+
+ VMatrix controlPointsX, controlPointsY, controlPointsZ;
+ for (int i = 0; i < 4; ++i)
+ {
+ for (int j = 0; j < 4; ++j)
+ {
+ int idx = m_SampleIndices[i][j];
+ controlPointsX[i][j] = m_ppPositions[ idx ]->x;
+ controlPointsY[i][j] = m_ppPositions[ idx ]->y;
+ controlPointsZ[i][j] = m_ppPositions[ idx ]->z;
+ }
+ }
+
+ Vector4D tmp;
+
+ Vector4DMultiply( controlPointsX, m_TVec, tmp );
+ position[0] = DotProduct4D( tmp, m_SVec );
+ Vector4DMultiply( controlPointsY, m_TVec, tmp );
+ position[1] = DotProduct4D( tmp, m_SVec );
+ Vector4DMultiply( controlPointsZ, m_TVec, tmp );
+ position[2] = DotProduct4D( tmp, m_SVec );
+
+ // Normal computation
+
+ float fs2 = m_fs * m_fs;
+ float ft2 = m_ft * m_ft;
+ Vector4D dsvec( 3.0f * fs2, 2.0f * m_fs, 1.0f, 0.0f );
+ Vector4D dtvec( 3.0f * ft2, 2.0f * m_ft, 1.0f, 0.0f );
+
+ Vector4DMultiplyTranspose( s_CatmullRom, dsvec, dsvec );
+ Vector4DMultiplyTranspose( s_CatmullRom, dtvec, dtvec );
+
+ Vector ds, dt;
+
+ Vector4DMultiply( controlPointsX, m_TVec, tmp );
+ ds[0] = DotProduct4D( tmp, dsvec );
+ Vector4DMultiply( controlPointsY, m_TVec, tmp );
+ ds[1] = DotProduct4D( tmp, dsvec );
+ Vector4DMultiply( controlPointsZ, m_TVec, tmp );
+ ds[2] = DotProduct4D( tmp, dsvec );
+
+ Vector4DMultiply( controlPointsX, dtvec, tmp );
+ dt[0] = DotProduct4D( tmp, m_SVec );
+ Vector4DMultiply( controlPointsY, dtvec, tmp );
+ dt[1] = DotProduct4D( tmp, m_SVec );
+ Vector4DMultiply( controlPointsZ, dtvec, tmp );
+ dt[2] = DotProduct4D( tmp, m_SVec );
+
+ CrossProduct( ds, dt, normal );
+ VectorNormalize( normal );
+}
+
+//-----------------------------------------------------------------------------
+// Gets at other channels
+//-----------------------------------------------------------------------------
+
+float CSplinePatch::GetChannel( int channel ) const
+{
+ // The patch equation is:
+ // px = S * M * Gx * M^T * T^T
+ // py = S * M * Gy * M^T * T^T
+ // pz = S * M * Gz * M^T * T^T
+ // where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
+ // M is the patch type matrix, in my case I'm using a catmull-rom
+ // G is the array of control points. rows have constant t
+
+ assert( m_pChannel[channel] );
+
+ VMatrix controlPoints;
+ for (int i = 0; i < 4; ++i)
+ {
+ for (int j = 0; j < 4; ++j)
+ {
+ controlPoints[i][j] = m_pChannel[channel][ m_SampleIndices[i][j] ];
+ }
+ }
+
+ Vector4D tmp;
+ Vector4DMultiply( controlPoints, m_TVec, tmp );
+ return DotProduct4D( tmp, m_SVec );
+}
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