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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/mathlib/bumpvects.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/mathlib/bumpvects.cpp')
| -rw-r--r-- | mp/src/mathlib/bumpvects.cpp | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/mp/src/mathlib/bumpvects.cpp b/mp/src/mathlib/bumpvects.cpp new file mode 100644 index 00000000..5d1d278a --- /dev/null +++ b/mp/src/mathlib/bumpvects.cpp @@ -0,0 +1,69 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
+
+
+#ifdef QUIVER
+#include "r_local.h"
+#endif
+#include "mathlib/bumpvects.h"
+#include "mathlib/vector.h"
+#include <assert.h>
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// z is coming out of the face.
+
+void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal,
+ const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] )
+{
+ Vector tmpNormal;
+ bool leftHanded;
+ int i;
+
+ assert( NUM_BUMP_VECTS == 3 );
+
+ // Are we left or right handed?
+ CrossProduct( sVect, tVect, tmpNormal );
+ if( DotProduct( flatNormal, tmpNormal ) < 0.0f )
+ {
+ leftHanded = true;
+ }
+ else
+ {
+ leftHanded = false;
+ }
+
+ // Build a basis for the face around the phong normal
+ matrix3x4_t smoothBasis;
+ CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] );
+ VectorNormalize( smoothBasis[1] );
+ CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] );
+ VectorNormalize( smoothBasis[0] );
+ VectorCopy( phongNormal.Base(), smoothBasis[2] );
+
+ if( leftHanded )
+ {
+ VectorNegate( smoothBasis[1] );
+ }
+
+ // move the g_localBumpBasis into world space to create bumpNormals
+ for( i = 0; i < 3; i++ )
+ {
+ VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] );
+ }
+}
+
+#endif // !_STATIC_LINKED || _SHARED_LIB
\ No newline at end of file |