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1129 lines
34 KiB
1129 lines
34 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "render_pch.h" |
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#include "gl_cvars.h" |
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#include "gl_model_private.h" |
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#include "gl_lightmap.h" |
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#include "disp.h" |
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#include "mathlib/mathlib.h" |
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#include "gl_rsurf.h" |
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#include "gl_matsysiface.h" |
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#include "zone.h" |
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#include "materialsystem/imesh.h" |
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#include "iscratchpad3d.h" |
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#include "decal_private.h" |
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#include "con_nprint.h" |
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#include "dispcoll_common.h" |
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#include "cmodel_private.h" |
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#include "collisionutils.h" |
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#include "tier0/dbg.h" |
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#include "gl_rmain.h" |
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#include "lightcache.h" |
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#include "disp_tesselate.h" |
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#include "shadowmgr.h" |
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#include "debugoverlay.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Globals. |
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//----------------------------------------------------------------------------- |
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Vector modelorg; |
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ConVar r_DispDrawAxes( "r_DispDrawAxes", "0" ); |
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//----------------------------------------------------------------------------- |
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// CEngineTesselateHelper implements the abstract parts of the tesselation code. |
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// We're only interested in the final triangles anyway, right?? |
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//----------------------------------------------------------------------------- |
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class CEngineTesselateHelper : public CBaseTesselateHelper |
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{ |
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public: |
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void EndTriangle() |
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{ |
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// Put all triangles in here. |
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int iVertOffset = m_pDisp->m_iVertOffset; |
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// Add this tri to our mesh. |
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m_IndexMesh.Index( m_TempIndices[0] + iVertOffset ); |
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m_IndexMesh.AdvanceIndex(); |
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m_IndexMesh.Index( m_TempIndices[1] + iVertOffset ); |
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m_IndexMesh.AdvanceIndex(); |
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m_IndexMesh.Index( m_TempIndices[2] + iVertOffset ); |
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m_IndexMesh.AdvanceIndex(); |
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// Store off the indices... |
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m_pDisp->m_Indices[m_nIndices] = m_TempIndices[0] + iVertOffset; |
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m_pDisp->m_Indices[m_nIndices+1] = m_TempIndices[1] + iVertOffset; |
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m_pDisp->m_Indices[m_nIndices+2] = m_TempIndices[2] + iVertOffset; |
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m_nIndices += 3; |
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} |
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DispNodeInfo_t& GetNodeInfo( int iNodeBit ) |
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{ |
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return m_pDisp->m_pNodeInfo[iNodeBit]; |
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} |
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public: |
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// The mesh that we specify indices into while tesselating. |
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CMeshBuilder m_IndexMesh; |
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CDispInfo *m_pDisp; |
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}; |
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//----------------------------------------------------------------------------- |
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// CDispInfo implementation. |
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//----------------------------------------------------------------------------- |
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inline CVertIndex CDispInfo::IndexToVert( int index ) const |
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{ |
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if( index == -1 ) |
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return CVertIndex( -1, -1 ); |
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else |
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return CVertIndex( index % GetSideLength(), index / GetSideLength() ); |
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} |
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void CDispInfo::UpdateBoundingBox() |
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{ |
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m_BBoxMin.Init( 1e24, 1e24, 1e24 ); |
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m_BBoxMax.Init( -1e24, -1e24, -1e24 ); |
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for( int i=0; i < NumVerts(); i++ ) |
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{ |
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const Vector &pos = m_MeshReader.Position( i ); |
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VectorMin( pos, m_BBoxMin, m_BBoxMin ); |
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VectorMax( pos, m_BBoxMax, m_BBoxMax ); |
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} |
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} |
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inline void CDispInfo::DecalProjectVert( Vector const &vPos, CDispDecalBase *pDecalBase, ShadowInfo_t const* pInfo, Vector &out ) |
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{ |
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if (!pInfo) |
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{ |
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CDispDecal* pDispDecal = static_cast<CDispDecal*>(pDecalBase); |
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out.x = vPos.Dot( pDispDecal->m_TextureSpaceBasis[0] ) - pDispDecal->m_pDecal->dx + .5f; |
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out.y = vPos.Dot( pDispDecal->m_TextureSpaceBasis[1] ) - pDispDecal->m_pDecal->dy + .5f; |
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out.z = 0; |
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} |
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else |
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{ |
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Vector3DMultiplyPosition( pInfo->m_WorldToShadow, vPos, out ); |
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} |
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} |
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// ----------------------------------------------------------------------------- // |
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// This version works for normal decals |
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// ----------------------------------------------------------------------------- // |
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void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispDecal *pDispDecal ) |
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{ |
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decal_t *pDecal = pDispDecal->m_pDecal; |
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// If the decal is too far away from the plane of this triangle, reject it. |
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unsigned short tempIndices[3] = |
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{ |
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(unsigned short)(m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset), |
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(unsigned short)(m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset), |
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(unsigned short)(m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset) |
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}; |
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const Vector &v0 = m_MeshReader.Position( tempIndices[0] ); |
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const Vector &v1 = m_MeshReader.Position( tempIndices[1] ); |
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const Vector &v2 = m_MeshReader.Position( tempIndices[2] ); |
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Vector vNormal = (v2 - v0).Cross( v1 - v0 ); |
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VectorNormalize( vNormal ); |
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if ( vNormal.Dot( pDecal->position - v0 ) >= pDispDecal->m_flSize ) |
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return; |
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// Setup verts. |
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CDecalVert verts[3]; |
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int iVert; |
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for( iVert=0; iVert < 3; iVert++ ) |
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{ |
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CDecalVert *pOutVert = &verts[iVert]; |
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pOutVert->m_vPos = m_MeshReader.Position( tempIndices[iVert] ); |
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{ |
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float x = pOutVert->m_cLMCoords.x; |
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float y = pOutVert->m_cLMCoords.y; |
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m_MeshReader.TexCoord2f( tempIndices[iVert], 1, x, y ); |
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pOutVert->m_cLMCoords.x = x; |
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pOutVert->m_cLMCoords.y = y; |
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} |
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// garymcthack - what about m_ParentTexCoords? |
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Vector tmp; |
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DecalProjectVert( pOutVert->m_vPos, pDispDecal, 0, tmp ); |
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pOutVert->m_ctCoords.x = tmp.x; |
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pOutVert->m_ctCoords.y = tmp.y; |
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} |
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// Clip them. |
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CDecalVert *pClipped; |
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CDecalVert *pOutVerts = NULL; |
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pClipped = R_DoDecalSHClip( &verts[0], pOutVerts, pDecal, 3, vec3_origin ); |
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int outCount = pDecal->clippedVertCount; |
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if ( outCount > 2 ) |
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{ |
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outCount = min( outCount, (int)CDispDecalFragment::MAX_VERTS ); |
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// Allocate a new fragment... |
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CDispDecalFragment* pFragment = AllocateDispDecalFragment( decalHandle, outCount ); |
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// Alrighty, store the triangles! |
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for( iVert=0; iVert < outCount; iVert++ ) |
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{ |
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pFragment->m_pVerts[iVert].m_vPos = pClipped[iVert].m_vPos; |
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// garymcthack - need to make this work for displacements |
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// pFragment->m_tCoords[iVert] = pClipped[iVert].m_tCoords; |
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// garymcthack - need to change m_TCoords to m_ParentTexCoords |
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pFragment->m_pVerts[iVert].m_ctCoords = pClipped[iVert].m_ctCoords; |
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pFragment->m_pVerts[iVert].m_cLMCoords = pClipped[iVert].m_cLMCoords; |
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} |
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/* |
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static int three = 0; |
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static int total = 0; |
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total++; |
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if( outCount == 3 ) |
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{ |
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three++; |
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} |
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//if( ) |
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{ |
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char buffer[256]; |
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sprintf(buffer, "Verts: 3:%i 4+:%i (%i)\n",three, total, sizeof(CDecalVert)); |
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Msg(buffer); |
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} |
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*/ |
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pFragment->m_pDecal = pDecal; |
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pFragment->m_nVerts = outCount; |
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pDispDecal->m_nVerts += pFragment->m_nVerts; |
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pDispDecal->m_nTris += pFragment->m_nVerts - 2; |
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} |
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} |
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// ----------------------------------------------------------------------------- // |
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// This version works for shadow decals |
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// ----------------------------------------------------------------------------- // |
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void CDispInfo::TestAddDecalTri( int iIndexStart, unsigned short decalHandle, CDispShadowDecal *pDecal ) |
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{ |
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unsigned short tempIndices[3] = |
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{ |
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(unsigned short)(m_MeshReader.Index( iIndexStart+0 ) - m_iVertOffset), |
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(unsigned short)(m_MeshReader.Index( iIndexStart+1 ) - m_iVertOffset), |
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(unsigned short)(m_MeshReader.Index( iIndexStart+2 ) - m_iVertOffset) |
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}; |
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#ifndef SWDS |
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// Setup verts. |
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Vector vPositions[3] ={ |
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GetOverlayPos( &m_MeshReader, tempIndices[0] ), |
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GetOverlayPos( &m_MeshReader, tempIndices[1] ), |
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GetOverlayPos( &m_MeshReader, tempIndices[2] ) |
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}; |
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Vector* ppPosition[3] = { &vPositions[0], &vPositions[1], &vPositions[2] }; |
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ShadowVertex_t** ppClipVertex; |
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int count = g_pShadowMgr->ProjectAndClipVertices( pDecal->m_Shadow, 3, ppPosition, &ppClipVertex ); |
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if (count < 3) |
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return; |
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// Ok, clipping happened; lets create a decal fragment. |
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Assert( count <= CDispShadowFragment::MAX_VERTS ); |
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// Allocate a new fragment... |
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CDispShadowFragment* pFragment = AllocateShadowDecalFragment( decalHandle, count ); |
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// Copy the fragment data in place |
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pFragment->m_nVerts = count; |
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for (int i = 0; i < count; ++i ) |
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{ |
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VectorCopy( ppClipVertex[i]->m_Position, pFragment->m_ShadowVerts[i].m_Position ); |
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VectorCopy( ppClipVertex[i]->m_ShadowSpaceTexCoord, pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord ); |
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// Make sure it's been clipped |
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] >= -1e-3f ); |
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[0] - 1.0f <= 1e-3f ); |
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] >= -1e-3f ); |
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Assert( pFragment->m_ShadowVerts[i].m_ShadowSpaceTexCoord[1] - 1.0f <= 1e-3f ); |
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} |
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// Update the number of triangles in the decal |
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pDecal->m_nVerts += pFragment->m_nVerts; |
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pDecal->m_nTris += pFragment->m_nVerts - 2; |
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Assert( pDecal->m_nTris != 0 ); |
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#endif |
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} |
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void CDispInfo::CullDecals( |
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int iNodeBit, |
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CDispDecal **decals, |
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int nDecals, |
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CDispDecal **childDecals, |
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int &nChildDecals ) |
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{ |
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// Only let the decals through that can affect this node or its children. |
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nChildDecals = 0; |
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for( int iDecal=0; iDecal < nDecals; iDecal++ ) |
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{ |
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if( decals[iDecal]->m_NodeIntersect.Get( iNodeBit ) ) |
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{ |
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childDecals[nChildDecals] = decals[iDecal]; |
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++nChildDecals; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Retesselates a displacement |
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//----------------------------------------------------------------------------- |
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void CDispInfo::TesselateDisplacement() |
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{ |
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// Clear decals. They get regenerated in TesselateDisplacement_R. |
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ClearAllDecalFragments(); |
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// Blow away cached shadow decals |
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ClearAllShadowDecalFragments(); |
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int nMaxIndices = Square( GetSideLength() - 1 ) * 6; |
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CEngineTesselateHelper helper; |
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helper.m_pDisp = this; |
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helper.m_IndexMesh.BeginModify( m_pMesh->m_pMesh, 0, 0, m_iIndexOffset, nMaxIndices ); |
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helper.m_pActiveVerts = m_ActiveVerts.Base(); |
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helper.m_pPowerInfo = GetPowerInfo(); |
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// Generate the indices. |
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::TesselateDisplacement<CEngineTesselateHelper>( &helper ); // (implemented in disp_tesselate.h) |
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helper.m_IndexMesh.EndModify(); |
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m_nIndices = helper.m_nIndices; |
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} |
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void CDispInfo::SpecifyDynamicMesh() |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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// Specify the vertices and indices. |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true ); |
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CMeshBuilder builder; |
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builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nIndices ); |
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// This should mirror how FillStaticBuffer works. |
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int nVerts = NumVerts(); |
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for( int iVert=0; iVert < nVerts; iVert++ ) |
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{ |
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CDispRenderVert *pVert = &m_Verts[iVert]; |
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builder.Position3fv( pVert->m_vPos.Base() ); |
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builder.TexCoord2fv( 0, pVert->m_vTexCoord.Base() ); |
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builder.TexCoord2fv( 1, pVert->m_LMCoords.Base() ); |
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builder.TexCoord2f( 2, m_BumpSTexCoordOffset, 0 ); |
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builder.Normal3fv( pVert->m_vNormal.Base() ); |
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builder.TangentS3fv( pVert->m_vSVector.Base() ); |
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builder.TangentT3fv( pVert->m_vTVector.Base() ); |
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builder.AdvanceVertex(); |
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} |
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for( int iIndex=0; iIndex < m_nIndices; iIndex++ ) |
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{ |
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builder.Index( m_Indices[iIndex] - m_iVertOffset ); |
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builder.AdvanceIndex(); |
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} |
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builder.End( false, true ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CDispInfo::SpecifyWalkableDynamicMesh( void ) |
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{ |
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// Specify the vertices and indices. |
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CMatRenderContextPtr pRenderContext( materials ); |
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#ifdef SWDS |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL ); |
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#else |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor ); |
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g_materialTranslucentSingleColor->ColorModulate( 1.0f, 1.0f, 0.0f ); |
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g_materialTranslucentSingleColor->AlphaModulate( 0.33f ); |
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#endif |
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CMeshBuilder builder; |
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builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nWalkIndexCount ); |
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int nVerts = NumVerts(); |
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for( int iVert=0; iVert < nVerts; iVert++ ) |
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{ |
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builder.Position3fv( m_Verts[iVert].m_vPos.Base() ); |
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builder.AdvanceVertex(); |
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} |
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for( int iIndex=0; iIndex < m_nWalkIndexCount; iIndex++ ) |
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{ |
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builder.Index( m_pWalkIndices[iIndex] ); |
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builder.AdvanceIndex(); |
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} |
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builder.End( false, true ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CDispInfo::SpecifyBuildableDynamicMesh( void ) |
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{ |
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// Specify the vertices and indices. |
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CMatRenderContextPtr pRenderContext( materials ); |
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#ifdef SWDS |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, NULL ); |
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#else |
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g_materialTranslucentSingleColor->ColorModulate( 0.0f, 1.0f, 1.0f ); |
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g_materialTranslucentSingleColor->AlphaModulate( 0.33f ); |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( false, NULL, NULL, g_materialTranslucentSingleColor ); |
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#endif |
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CMeshBuilder builder; |
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builder.Begin( pMesh, MATERIAL_TRIANGLES, NumVerts(), m_nBuildIndexCount ); |
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int nVerts = NumVerts(); |
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for( int iVert=0; iVert < nVerts; iVert++ ) |
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{ |
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builder.Position3fv( m_Verts[iVert].m_vPos.Base() ); |
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builder.AdvanceVertex(); |
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} |
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for( int iIndex=0; iIndex < m_nBuildIndexCount; iIndex++ ) |
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{ |
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builder.Index( m_pBuildIndices[iIndex] ); |
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builder.AdvanceIndex(); |
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} |
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builder.End( false, true ); |
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} |
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void CDispInfo::InitializeActiveVerts() |
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{ |
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// Mark the corners vertices and root node by default.. |
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m_ActiveVerts.ClearAll(); |
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m_ActiveVerts.Set( VertIndex( 0, 0 ) ); |
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m_ActiveVerts.Set( VertIndex( GetSideLength()-1, 0 ) ); |
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m_ActiveVerts.Set( VertIndex( GetSideLength()-1, GetSideLength()-1 ) ); |
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m_ActiveVerts.Set( VertIndex( 0, GetSideLength()-1 ) ); |
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m_ActiveVerts.Set( VertIndex( m_pPowerInfo->m_RootNode ) ); |
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// Force the midpoint active on any edges where there are sub displacements. |
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for( int iSide=0; iSide < 4; iSide++ ) |
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{ |
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CDispNeighbor *pSide = &m_EdgeNeighbors[iSide]; |
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if( (pSide->m_SubNeighbors[0].IsValid() && pSide->m_SubNeighbors[0].m_Span != CORNER_TO_CORNER) || |
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(pSide->m_SubNeighbors[1].IsValid() && pSide->m_SubNeighbors[1].m_Span != CORNER_TO_CORNER) ) |
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{ |
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int iEdgeDim = g_EdgeDims[iSide]; |
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CVertIndex nodeIndex; |
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nodeIndex[iEdgeDim] = g_EdgeSideLenMul[iSide] * m_pPowerInfo->m_SideLengthM1; |
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nodeIndex[!iEdgeDim] = m_pPowerInfo->m_MidPoint; |
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m_ActiveVerts.Set( VertIndex( nodeIndex ) ); |
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} |
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} |
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} |
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void CDispInfo::ClearLOD() |
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{ |
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// First, everything as inactive. |
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m_ActiveVerts.ClearAll(); |
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} |
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extern ConVar mat_surfaceid; |
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extern ConVar mat_surfacemat; |
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bool DispInfoRenderDebugModes() |
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{ |
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if( ShouldDrawInWireFrameMode() || mat_luxels.GetInt() || r_DispWalkable.GetInt() || |
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r_DispBuildable.GetInt() |
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#if !defined( SWDS ) |
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|| mat_surfaceid.GetInt() || mat_surfacemat.GetInt() |
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#endif // SWDS |
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) |
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return true; |
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return false; |
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} |
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bool CDispInfo::Render( CGroupMesh *pGroup, bool bAllowDebugModes ) |
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{ |
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#ifndef SWDS |
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if( !m_pMesh ) |
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{ |
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Assert( !"CDispInfo::Render: m_pMesh == NULL" ); |
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return false; |
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} |
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// Trivial reject? |
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if( R_CullBox(m_BBoxMin, m_BBoxMax, g_Frustum) ) |
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return false; |
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bool bNormalRender = true; |
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if ( bAllowDebugModes ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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// Wireframe? |
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if( ShouldDrawInWireFrameMode() ) |
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{ |
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pRenderContext->Bind( g_materialWireframe ); |
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SpecifyDynamicMesh(); |
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bNormalRender = false; |
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} |
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if( mat_luxels.GetInt() ) |
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{ |
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pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material ); |
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//SpecifyDynamicMesh(); |
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pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices ); |
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pRenderContext->Bind( g_materialDebugLuxels ); |
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SpecifyDynamicMesh(); |
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bNormalRender = false; |
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} |
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if ( r_DispWalkable.GetInt() || r_DispBuildable.GetInt() ) |
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{ |
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pRenderContext->Bind( MSurf_TexInfo( m_ParentSurfID )->material ); |
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pGroup->m_pMesh->Draw( m_iIndexOffset, m_nIndices ); |
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if ( r_DispWalkable.GetInt() ) |
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SpecifyWalkableDynamicMesh(); |
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if ( r_DispBuildable.GetInt() ) |
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SpecifyBuildableDynamicMesh(); |
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bNormalRender = false; |
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} |
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#if !defined( SWDS ) |
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if ( mat_surfaceid.GetInt() ) |
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{ |
|
Vector bbMin, bbMax, vecCenter; |
|
GetBoundingBox( bbMin, bbMax ); |
|
VectorAdd( bbMin, bbMax, vecCenter ); |
|
vecCenter *= 0.5f; |
|
|
|
intp nInt = ( mat_surfaceid.GetInt() != 2 ) ? (intp)m_ParentSurfID : (msurface2_t*)m_ParentSurfID - host_state.worldbrush->surfaces2; |
|
char buf[32]; |
|
Q_snprintf( buf, sizeof( buf ), "%d", (int)nInt ); |
|
CDebugOverlay::AddTextOverlay( vecCenter, 0, buf ); |
|
} |
|
|
|
if ( mat_surfacemat.GetInt() ) |
|
{ |
|
Vector bbMin, bbMax, vecCenter; |
|
GetBoundingBox( bbMin, bbMax ); |
|
VectorAdd( bbMin, bbMax, vecCenter ); |
|
vecCenter *= 0.5f; |
|
|
|
mtexinfo_t * pTexInfo = MSurf_TexInfo(m_ParentSurfID); |
|
|
|
const char *pFullMaterialName = pTexInfo->material ? pTexInfo->material->GetName() : "no material"; |
|
const char *pSlash = strrchr( pFullMaterialName, '/' ); |
|
const char *pMaterialName = strrchr( pFullMaterialName, '\\' ); |
|
if (pSlash > pMaterialName) |
|
pMaterialName = pSlash; |
|
if (pMaterialName) |
|
++pMaterialName; |
|
else |
|
pMaterialName = pFullMaterialName; |
|
|
|
CDebugOverlay::AddTextOverlay( vecCenter, 0, pMaterialName ); |
|
} |
|
#endif // SWDS |
|
} |
|
|
|
// Mark it visible. |
|
if( bNormalRender ) |
|
{ |
|
if( pGroup->m_nVisible < pGroup->m_Visible.Size() ) |
|
{ |
|
// Don't bother if all faces are backfacing, or somesuch... |
|
if (m_nIndices) |
|
{ |
|
pGroup->m_Visible[pGroup->m_nVisible].m_FirstIndex = m_iIndexOffset; |
|
pGroup->m_Visible[pGroup->m_nVisible].m_NumIndices = m_nIndices; |
|
pGroup->m_VisibleDisps[pGroup->m_nVisible] = this; |
|
pGroup->m_nVisible++; |
|
pGroup->m_pGroup->m_nVisible++; |
|
} |
|
} |
|
else |
|
{ |
|
Assert( !"Overflowed visible mesh list" ); |
|
} |
|
} |
|
#endif |
|
|
|
return true; |
|
} |
|
|
|
|
|
struct ProcessLightmapSampleData_t; |
|
|
|
typedef void ProcessLightmapSampleFunc_t( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ); |
|
|
|
struct ProcessLightmapSampleData_t |
|
{ |
|
float m_ooQuadraticAttn; |
|
float m_ooRadiusSq; |
|
Vector m_Intensity; |
|
float m_LightDistSqr; |
|
Vector m_vLightOrigin; |
|
ProcessLightmapSampleFunc_t *pProcessLightmapSampleDataFunc; |
|
}; |
|
|
|
#ifndef DEDICATED |
|
static void ProcessLightmapSample( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) |
|
{ |
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); |
|
if( distSqr < data.m_LightDistSqr ) |
|
{ |
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f; |
|
|
|
// Apply a little extra attenuation |
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq); |
|
|
|
if (scale > 2.0f) |
|
scale = 2.0f; |
|
|
|
int index = t*smax + s; |
|
VectorMA( blocklights[0][index].AsVector3D(), |
|
scale, data.m_Intensity, |
|
blocklights[0][index].AsVector3D() ); |
|
} |
|
} |
|
|
|
static void ProcessLightmapSampleBumped( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) |
|
{ |
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); |
|
if( distSqr < data.m_LightDistSqr ) |
|
{ |
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f; |
|
|
|
// Get the vector from the surface to the light in world space |
|
Vector vLightVecWorld; |
|
VectorSubtract( data.m_vLightOrigin, vPos, vLightVecWorld ); |
|
VectorNormalize( vLightVecWorld ); |
|
|
|
// Transform the vector from the surface to the light into tangent space |
|
Vector vLightVecTangent; |
|
vLightVecTangent.x = DotProduct( vTangentS, vLightVecWorld ); |
|
vLightVecTangent.y = DotProduct( vTangentT, vLightVecWorld ); |
|
vLightVecTangent.z = DotProduct( vNormal, vLightVecWorld ); |
|
|
|
// Apply a little extra attenuation |
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq); |
|
|
|
if (scale > 2.0f) |
|
scale = 2.0f; |
|
|
|
int index = t*smax + s; |
|
float directionalAtten; |
|
directionalAtten = fpmax( 0.0f, vLightVecTangent.z ); |
|
VectorMA( blocklights[0][index].AsVector3D(), scale * directionalAtten, |
|
data.m_Intensity, |
|
blocklights[0][index].AsVector3D() ); |
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[0] ) ); |
|
VectorMA( blocklights[1][index].AsVector3D(), scale * directionalAtten, |
|
data.m_Intensity, |
|
blocklights[1][index].AsVector3D() ); |
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[1] ) ); |
|
VectorMA( blocklights[2][index].AsVector3D(), scale * directionalAtten, |
|
data.m_Intensity, |
|
blocklights[2][index].AsVector3D() ); |
|
directionalAtten = fpmax( 0.0f, DotProduct( vLightVecTangent, g_localBumpBasis[2] ) ); |
|
VectorMA( blocklights[3][index].AsVector3D(), scale * directionalAtten, |
|
data.m_Intensity, |
|
blocklights[3][index].AsVector3D() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Alpha channel modulation |
|
//----------------------------------------------------------------------------- |
|
static void ProcessLightmapSampleAlpha( const ProcessLightmapSampleData_t &data, const Vector &vPos, const Vector &vNormal, const Vector &vTangentS, const Vector &vTangentT, int t, int s, int tmax, int smax ) |
|
{ |
|
float distSqr = data.m_vLightOrigin.DistToSqr( vPos ); |
|
if( distSqr < data.m_LightDistSqr ) |
|
{ |
|
float scale = (distSqr != 0.0f) ? data.m_ooQuadraticAttn / distSqr : 1.0f; |
|
|
|
// Apply a little extra attenuation |
|
scale *= (1.0f - distSqr * data.m_ooRadiusSq); |
|
|
|
if (scale > 1.0f) |
|
scale = 1.0f; |
|
|
|
int index = t*smax + s; |
|
blocklights[0][index][3] += scale * data.m_Intensity[0]; |
|
} |
|
} |
|
#endif |
|
|
|
// This iterates over all the lightmap samples and for each one, calls: |
|
// T::ProcessLightmapSample( Vector const &vPos, int t, int s, int tmax, int smax ); |
|
void IterateLightmapSamples( CDispInfo *pDisp, const ProcessLightmapSampleData_t &data ) |
|
{ |
|
ASSERT_SURF_VALID( pDisp->m_ParentSurfID ); |
|
|
|
int smax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[0] + 1; |
|
int tmax = MSurf_LightmapExtents( pDisp->m_ParentSurfID )[1] + 1; |
|
|
|
unsigned char *pCurSample = &g_DispLightmapSamplePositions[pDisp->m_iLightmapSamplePositionStart]; |
|
|
|
for( int t = 0 ; t<tmax ; t++ ) |
|
{ |
|
for( int s=0 ; s<smax ; s++ ) |
|
{ |
|
// Figure out what triangle this sample is on. |
|
// NOTE: this usually stores 4 bytes per lightmap sample. |
|
// It's a lot simpler and faster to just store the position but then it's |
|
// 16 bytes instead of 4. |
|
int iTri; |
|
if( *pCurSample == 255 ) |
|
{ |
|
++pCurSample; |
|
iTri = *pCurSample + 255; |
|
} |
|
else |
|
{ |
|
iTri = *pCurSample; |
|
} |
|
++pCurSample; |
|
|
|
float a = (float)*(pCurSample++) / 255.0f; |
|
float b = (float)*(pCurSample++) / 255.0f; |
|
float c = (float)*(pCurSample++) / 255.0f; |
|
|
|
CTriInfo *pTri = &pDisp->m_pPowerInfo->m_pTriInfos[iTri]; |
|
Vector vPos = |
|
pDisp->m_MeshReader.Position( pTri->m_Indices[0] ) * a + |
|
pDisp->m_MeshReader.Position( pTri->m_Indices[1] ) * b + |
|
pDisp->m_MeshReader.Position( pTri->m_Indices[2] ) * c; |
|
Vector vNormal, vTangentS, vTangentT; |
|
if( pDisp->NumLightMaps() > 1 ) |
|
{ |
|
vNormal = |
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[0] ) * a + |
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[1] ) * b + |
|
pDisp->m_MeshReader.Normal( pTri->m_Indices[2] ) * c; |
|
vTangentS = |
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[0] ) * a + |
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[1] ) * b + |
|
pDisp->m_MeshReader.TangentS( pTri->m_Indices[2] ) * c; |
|
vTangentT = |
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[0] ) * a + |
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[1] ) * b + |
|
pDisp->m_MeshReader.TangentT( pTri->m_Indices[2] ) * c; |
|
} |
|
|
|
(*data.pProcessLightmapSampleDataFunc)( data, vPos, vNormal, vTangentS, vTangentT, t, s, tmax, smax ); |
|
} |
|
} |
|
} |
|
|
|
void CDispInfo::AddSingleDynamicLight( dlight_t& dl ) |
|
{ |
|
#ifndef SWDS |
|
ProcessLightmapSampleData_t data; |
|
data.m_LightDistSqr = dl.GetRadiusSquared(); |
|
|
|
float lightStyleValue = LightStyleValue( dl.style ); |
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; |
|
data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue; |
|
data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue; |
|
|
|
float minlight = fpmax( g_flMinLightingValue, dl.minlight ); |
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity; |
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn; |
|
data.m_vLightOrigin = dl.origin; |
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared();; |
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSample; |
|
|
|
// Touch all the lightmap samples. |
|
IterateLightmapSamples( this, data ); |
|
#endif |
|
} |
|
|
|
void CDispInfo::AddSingleDynamicLightBumped( dlight_t& dl ) |
|
{ |
|
#ifndef SWDS |
|
ProcessLightmapSampleData_t data; |
|
|
|
data.m_LightDistSqr = dl.GetRadiusSquared(); |
|
|
|
float lightStyleValue = LightStyleValue( dl.style ); |
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; |
|
data.m_Intensity[1] = TexLightToLinear( dl.color.g, dl.color.exponent ) * lightStyleValue; |
|
data.m_Intensity[2] = TexLightToLinear( dl.color.b, dl.color.exponent ) * lightStyleValue; |
|
|
|
float minlight = fpmax( g_flMinLightingValue, dl.minlight ); |
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity; |
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn; |
|
data.m_vLightOrigin = dl.origin; |
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared(); |
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleBumped; |
|
|
|
// Touch all the lightmap samples. |
|
IterateLightmapSamples( this, data ); |
|
#endif |
|
} |
|
|
|
void CDispInfo::AddSingleDynamicAlphaLight( dlight_t& dl ) |
|
{ |
|
#ifndef SWDS |
|
ProcessLightmapSampleData_t data; |
|
|
|
data.m_LightDistSqr = dl.GetRadiusSquared(); |
|
|
|
float lightStyleValue = LightStyleValue( dl.style ); |
|
data.m_Intensity[0] = TexLightToLinear( dl.color.r, dl.color.exponent ) * lightStyleValue; |
|
if ( dl.flags & DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA ) |
|
data.m_Intensity *= -1.0f; |
|
|
|
float minlight = max( g_flMinLightingValue, dl.minlight ); |
|
float ooQuadraticAttn = data.m_LightDistSqr * minlight; // / maxIntensity; |
|
|
|
data.m_ooQuadraticAttn = ooQuadraticAttn; |
|
data.m_vLightOrigin = dl.origin; |
|
data.m_ooRadiusSq = 1.0f / dl.GetRadiusSquared(); |
|
data.pProcessLightmapSampleDataFunc = &ProcessLightmapSampleAlpha; |
|
|
|
// Touch all the lightmap samples. |
|
IterateLightmapSamples( this, data ); |
|
#endif |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// A little cache to help us not project vertices multiple times |
|
//----------------------------------------------------------------------------- |
|
class CDecalNodeSetupCache |
|
{ |
|
public: |
|
CDecalNodeSetupCache() : m_CurrentCacheIndex(0) {} |
|
|
|
Vector m_ProjectedVert[MAX_DISPVERTS]; |
|
int m_CacheIndex[MAX_DISPVERTS]; |
|
|
|
bool IsCached( int v ) { return m_CacheIndex[v] == m_CurrentCacheIndex; } |
|
void MarkCached( int v ) { m_CacheIndex[v] = m_CurrentCacheIndex; } |
|
|
|
void ResetCache() { ++m_CurrentCacheIndex; } |
|
|
|
private: |
|
int m_CurrentCacheIndex; |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Check to see which nodes are hit by a decal |
|
//----------------------------------------------------------------------------- |
|
bool CDispInfo::SetupDecalNodeIntersect_R( CVertIndex const &nodeIndex, |
|
int iNodeBitIndex, CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo, |
|
int iLevel, CDecalNodeSetupCache* pCache ) |
|
{ |
|
int iNodeIndex = VertIndex( nodeIndex ); |
|
|
|
if( iLevel+1 < m_Power ) |
|
{ |
|
// Recurse into child nodes. |
|
bool anyChildIntersected = false; |
|
int iChildNodeBit = iNodeBitIndex + 1; |
|
for( int iChild=0; iChild < 4; iChild++ ) |
|
{ |
|
CVertIndex const &childNode = m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild]; |
|
|
|
// If any of our children intersect, then we do too... |
|
if (SetupDecalNodeIntersect_R( childNode, iChildNodeBit, pDispDecal, pInfo, iLevel + 1, pCache ) ) |
|
anyChildIntersected = true; |
|
iChildNodeBit += m_pPowerInfo->m_NodeIndexIncrements[iLevel]; |
|
} |
|
|
|
if (anyChildIntersected) |
|
{ |
|
pDispDecal->m_NodeIntersect.Set( iNodeBitIndex ); |
|
return true; |
|
} |
|
|
|
// None of our children intersect this decal, so neither does the node |
|
return false; |
|
} |
|
|
|
// Expand our box by the node and by its side verts. |
|
Vector vMin, vMax; |
|
if (!pCache->IsCached(iNodeIndex)) |
|
{ |
|
DecalProjectVert( m_MeshReader.Position( iNodeIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iNodeIndex] ); |
|
pCache->MarkCached(iNodeIndex); |
|
} |
|
vMin = pCache->m_ProjectedVert[iNodeIndex]; |
|
vMax = pCache->m_ProjectedVert[iNodeIndex]; |
|
|
|
// Now test each neighbor + child vert to see if it should exist. |
|
for( int i=0; i < 4; i++ ) |
|
{ |
|
CVertIndex const &sideVert = m_pPowerInfo->m_pSideVerts[iNodeIndex].m_Verts[i]; |
|
CVertIndex const &cornerVert = m_pPowerInfo->m_pSideVertCorners[iNodeIndex].m_Verts[i]; |
|
|
|
int iSideIndex = VertIndex(sideVert); |
|
if (!pCache->IsCached(iSideIndex)) |
|
{ |
|
DecalProjectVert( m_MeshReader.Position( iSideIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iSideIndex] ); |
|
pCache->MarkCached(iSideIndex); |
|
} |
|
|
|
VectorMin( pCache->m_ProjectedVert[iSideIndex], vMin, vMin ); |
|
VectorMax( pCache->m_ProjectedVert[iSideIndex], vMax, vMax ); |
|
|
|
int iCornerIndex = VertIndex(cornerVert); |
|
if (!pCache->IsCached(iCornerIndex)) |
|
{ |
|
DecalProjectVert( m_MeshReader.Position( iCornerIndex ), pDispDecal, pInfo, pCache->m_ProjectedVert[iCornerIndex] ); |
|
pCache->MarkCached(iCornerIndex); |
|
} |
|
|
|
VectorMin( pCache->m_ProjectedVert[iCornerIndex], vMin, vMin ); |
|
VectorMax( pCache->m_ProjectedVert[iCornerIndex], vMax, vMax ); |
|
} |
|
|
|
// Now just see if our bbox intersects the [0,0] - [1,1] bbox, which is where this |
|
// decal sits. |
|
if( vMin.x <= 1 && vMax.x >= 0 && vMin.y <= 1 && vMax.y >= 0 ) |
|
{ |
|
// Z cull for shadows... |
|
if( pInfo ) |
|
{ |
|
if ((vMax.z < 0) || (vMin.z > pInfo->m_MaxDist)) |
|
return false; |
|
} |
|
|
|
// Ok, this node is needed and its children may be needed as well. |
|
pDispDecal->m_NodeIntersect.Set( iNodeBitIndex ); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void CDispInfo::SetupDecalNodeIntersect( CVertIndex const &nodeIndex, int iNodeBitIndex, |
|
CDispDecalBase *pDispDecal, ShadowInfo_t const* pInfo ) |
|
{ |
|
pDispDecal->m_NodeIntersect.ClearAll(); |
|
|
|
// Generate a vertex cache, so we're not continually reprojecting vertices... |
|
static CDecalNodeSetupCache cache; |
|
cache.ResetCache(); |
|
|
|
bool anyIntersection = SetupDecalNodeIntersect_R( |
|
nodeIndex, iNodeBitIndex, pDispDecal, pInfo, 0, &cache ); |
|
|
|
pDispDecal->m_Flags |= CDispDecalBase::NODE_BITFIELD_COMPUTED; |
|
if (anyIntersection) |
|
pDispDecal->m_Flags &= ~CDispDecalBase::NO_INTERSECTION; |
|
else |
|
pDispDecal->m_Flags |= CDispDecalBase::NO_INTERSECTION; |
|
} |
|
|
|
|
|
Vector CDispInfo::GetFlatVert( int iVertex ) |
|
{ |
|
int sideLength = m_pPowerInfo->GetSideLength(); |
|
int x = iVertex % sideLength; |
|
int y = iVertex / sideLength; |
|
|
|
float ooInt = 1.0f / ( float )( sideLength - 1 ); |
|
|
|
// Lerp between the left and right edges to get a line along 'x'. |
|
Vector endPts[2]; |
|
VectorLerp( m_BaseSurfacePositions[0], m_BaseSurfacePositions[1], y*ooInt, endPts[0] ); |
|
VectorLerp( m_BaseSurfacePositions[3], m_BaseSurfacePositions[2], y*ooInt, endPts[1] ); |
|
|
|
// Lerp along the X line. |
|
Vector vOutputPos; |
|
VectorLerp( endPts[0], endPts[1], x*ooInt, vOutputPos ); |
|
|
|
// This can be used to verify that the position generated here is correct. |
|
// It should be the same as CCoreDispInfo::GetFlatVert. |
|
// Assert( vOutputPos.DistTo( m_Verts[iVertex].m_vFlatPos ) < 0.1f ); |
|
|
|
// Voila! |
|
return vOutputPos; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the texture + lightmap coordinate given a displacement uv |
|
//----------------------------------------------------------------------------- |
|
|
|
void CDispInfo::ComputeLightmapAndTextureCoordinate( RayDispOutput_t const& output, |
|
Vector2D* luv, Vector2D* tuv ) |
|
{ |
|
#ifndef SWDS |
|
// lightmap coordinate |
|
if( luv ) |
|
{ |
|
ComputePointFromBarycentric( |
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[0], DISP_LMCOORDS_STAGE ), |
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[1], DISP_LMCOORDS_STAGE ), |
|
m_MeshReader.TexCoordVector2D( output.ndxVerts[2], DISP_LMCOORDS_STAGE ), |
|
output.u, output.v, *luv ); |
|
|
|
// luv is in the space of the accumulated lightmap page; we need to convert |
|
// it to be in the space of the surface |
|
int lightmapPageWidth, lightmapPageHeight; |
|
materials->GetLightmapPageSize( |
|
SortInfoToLightmapPage(MSurf_MaterialSortID( m_ParentSurfID ) ), |
|
&lightmapPageWidth, &lightmapPageHeight ); |
|
|
|
luv->x *= lightmapPageWidth; |
|
luv->y *= lightmapPageHeight; |
|
|
|
luv->x -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[0]; |
|
luv->y -= 0.5f + MSurf_OffsetIntoLightmapPage( m_ParentSurfID )[1]; |
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} |
|
|
|
// texture coordinate |
|
if( tuv ) |
|
{ |
|
// Compute base face (u,v) at each of the three vertices |
|
int size = (1 << m_Power) + 1; |
|
|
|
Vector2D baseUV[3]; |
|
for (int i = 0; i < 3; ++i ) |
|
{ |
|
baseUV[i].y = (int)(output.ndxVerts[i] / size); |
|
baseUV[i].x = output.ndxVerts[i] - size * baseUV[i].y; |
|
baseUV[i] /= size - 1; |
|
} |
|
|
|
Vector2D basefaceUV; |
|
ComputePointFromBarycentric( baseUV[0], baseUV[1], baseUV[2], |
|
output.u, output.v, basefaceUV ); |
|
|
|
// Convert the base face uv to a texture uv based on the base face texture coords |
|
TexCoordInQuadFromBarycentric( m_BaseSurfaceTexCoords[0], |
|
m_BaseSurfaceTexCoords[3], m_BaseSurfaceTexCoords[2], m_BaseSurfaceTexCoords[1], |
|
basefaceUV, *tuv ); |
|
} |
|
#endif |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Cast a ray against this surface |
|
//----------------------------------------------------------------------------- |
|
|
|
bool CDispInfo::TestRay( Ray_t const& ray, float start, float end, float& dist, |
|
Vector2D* luv, Vector2D* tuv ) |
|
{ |
|
// Get the index associated with this disp info.... |
|
int idx = DispInfo_ComputeIndex( host_state.worldbrush->hDispInfos, this ); |
|
CDispCollTree* pTree = CollisionBSPData_GetCollisionTree( idx ); |
|
if (!pTree) |
|
return false; |
|
|
|
CBaseTrace tr; |
|
tr.fraction = 1.0f; |
|
|
|
// Only test the portion of the ray between start and end |
|
Vector startpt, endpt,endpt2; |
|
VectorMA( ray.m_Start, start, ray.m_Delta, startpt ); |
|
VectorMA( ray.m_Start, end, ray.m_Delta, endpt ); |
|
|
|
Ray_t shortenedRay; |
|
shortenedRay.Init( startpt, endpt ); |
|
|
|
RayDispOutput_t output; |
|
output.dist = 1.0f; |
|
if (pTree->AABBTree_Ray( shortenedRay, output )) |
|
{ |
|
Assert( (output.u <= 1.0f) && (output.v <= 1.0f )); |
|
Assert( (output.u >= 0.0f) && (output.v >= 0.0f )); |
|
|
|
// Compute the actual distance along the ray |
|
dist = start * (1.0f - output.dist) + end * output.dist; |
|
|
|
// Compute lightmap + texture coordinates |
|
ComputeLightmapAndTextureCoordinate( output, luv, tuv ); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
const CPowerInfo* CDispInfo::GetPowerInfo() const |
|
{ |
|
return m_pPowerInfo; |
|
} |
|
|
|
|
|
CDispNeighbor* CDispInfo::GetEdgeNeighbor( int index ) |
|
{ |
|
Assert( index >= 0 && index < ARRAYSIZE( m_EdgeNeighbors ) ); |
|
return &m_EdgeNeighbors[index]; |
|
} |
|
|
|
|
|
CDispCornerNeighbors* CDispInfo::GetCornerNeighbors( int index ) |
|
{ |
|
Assert( index >= 0 && index < ARRAYSIZE( m_CornerNeighbors ) ); |
|
return &m_CornerNeighbors[index]; |
|
} |
|
|
|
|
|
CDispUtilsHelper* CDispInfo::GetDispUtilsByIndex( int index ) |
|
{ |
|
return GetDispByIndex( index ); |
|
} |
|
|
|
|
|
|