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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Heightfield class
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#include "heightfield.h"
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#include "materialsystem/imaterial.h"
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#include "legion.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imesh.h"
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#include "tier2/tier2.h"
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#include "tier2/utlstreambuffer.h"
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#include "bitmap/bitmap.h"
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#include "bitmap/psd.h"
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#include "tier1/KeyValues.h"
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//-----------------------------------------------------------------------------
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// Utility macro
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//-----------------------------------------------------------------------------
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#define HEIGHT( _x, _y ) m_pHeightField[ ( (_y) << m_nPowX ) + (_x) ]
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#define ROW( _y ) &m_pHeightField[ (_y) << m_nPowX ]
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CHeightField::CHeightField( int nPowX, int nPowY, int nPowScale )
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{
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m_nPowX = nPowX;
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m_nPowY = nPowY;
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m_nPowScale = nPowScale;
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m_nWidth = ( 1 << nPowX );
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m_nHeight = ( 1 << nPowY );
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m_nScale = ( 1 << nPowScale );
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m_flOOScale = 1.0f / m_nScale;
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m_pHeightField = (float*)malloc( m_nWidth * m_nHeight * sizeof(float) );
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memset( m_pHeightField, 0, m_nWidth * m_nHeight * sizeof(float) );
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KeyValues *pKeyValues = new KeyValues( "Wireframe" );
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pKeyValues->SetInt( "$nocull", 1 );
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m_Material.Init( "__Temp", pKeyValues );
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}
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CHeightField::~CHeightField()
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{
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free( m_pHeightField );
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}
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//-----------------------------------------------------------------------------
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// Bilinearly filters a sample out of a bitmap at a particular (x,y)
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// NOTE: x,y are not normalized and are expected to go in the range of (0->w-1, 0->h-1)
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//-----------------------------------------------------------------------------
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float BilerpBitmap( Bitmap_t &bitmap, float x, float y )
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{
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Assert( bitmap.m_ImageFormat == IMAGE_FORMAT_RGBA8888 );
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float w = (float)bitmap.m_nWidth;
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float h = (float)bitmap.m_nHeight;
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// Clamp to a valid range
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x = clamp( x, 0, w - 1.0f );
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y = clamp( y, 0, h - 1.0f );
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// pick bilerp coordinates
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int i0 = (int)floor( x );
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int i1 = i0 + 1;
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int j0 = (int)floor( y );
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int j1 = j0 + 1;
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if ( i1 >= bitmap.m_nWidth )
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{
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i1 = bitmap.m_nWidth - 1;
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}
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if ( j1 >= bitmap.m_nHeight )
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{
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j1 = bitmap.m_nHeight - 1;
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}
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float fx = x - i0;
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float fy = y - j0;
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RGBA8888_t* pPixel00 = (RGBA8888_t*)bitmap.GetPixel( i0, j0 );
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RGBA8888_t* pPixel10 = (RGBA8888_t*)bitmap.GetPixel( i1, j0 );
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RGBA8888_t* pPixel01 = (RGBA8888_t*)bitmap.GetPixel( i0, j1 );
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RGBA8888_t* pPixel11 = (RGBA8888_t*)bitmap.GetPixel( i1, j1 );
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float v00 = pPixel00->r / 255.0f;
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float v10 = pPixel10->r / 255.0f;
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float v01 = pPixel01->r / 255.0f;
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float v11 = pPixel11->r / 255.0f;
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// do the bilerp
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return (1-fx)*(1-fy)*v00 + fx*(1-fy)*v10 + (1-fx)*fy*v01 + fx*fy*v11;
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}
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//-----------------------------------------------------------------------------
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// Loads the heightfield from a file
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//-----------------------------------------------------------------------------
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bool CHeightField::LoadHeightFromFile( const char *pFileName )
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{
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Bitmap_t bitmap;
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CUtlStreamBuffer buf( pFileName, "GAME", CUtlBuffer::READ_ONLY );
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if ( IsPSDFile( buf ) )
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{
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if ( !PSDReadFileRGBA8888( buf, bitmap ) )
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return false;
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}
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// map from height field into map, ensuring corner pixel centers line up
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// hfx -> mapx: 0 -> 0.5, hfw-1 -> mapw-0.5
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// x (mapw - 1)/(hfw - 1) + 0.5
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// mapx -> worldx: 0 -> 0, mapw -> worldw
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float fx = (float)( bitmap.m_nWidth - 1) / (float)( m_nWidth - 1 );
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float fy = (float)( bitmap.m_nHeight - 1) / (float)( m_nHeight - 1 );
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for( int i = 0; i < m_nHeight; ++i )
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{
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float *pRow = ROW( i );
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for( int j = 0; j < m_nWidth; ++j, ++pRow )
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{
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*pRow = 50.0f * BilerpBitmap( bitmap, i * fx, j * fy );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Returns the height at a particular point
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//-----------------------------------------------------------------------------
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float CHeightField::GetHeight( float x, float y )
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{
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x *= m_flOOScale;
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y *= m_flOOScale;
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int gx = (int)floor( x );
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int gy = (int)floor( y );
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x -= gx;
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y -= gy;
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// Check for out of range
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if ( gx < -1 || gy < -1 || gx >= m_nWidth || gy >= m_nHeight )
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return 0.0f;
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float h00 = ( gx >= 0 && gy >= 0 ) ? HEIGHT(gx , gy ) : 0.0f;
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float h01 = ( gx < (m_nWidth-1) && gy >= 0 ) ? HEIGHT(gx+1, gy ) : 0.0f;
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float h10 = ( gx >= 0 && gy < (m_nHeight-1) ) ? HEIGHT(gx , gy+1) : 0.0f;
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float h11 = ( gx<(m_nWidth-1) && gy<(m_nHeight-1) ) ? HEIGHT(gx+1, gy+1) : 0.0f;
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// This fixup accounts for the triangularization of the mesh
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if (x > y)
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{
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h10 = h00 + h11 - h01;
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}
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else
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{
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h01 = h00 + h11 - h10;
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}
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// Bilinear filter
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float h0 = h00 + ( h01 - h00 ) * x;
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float h1 = h10 + ( h11 - h10 ) * x;
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float h = h0 + (h1-h0)*y;
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return h;
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}
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//-----------------------------------------------------------------------------
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// Returns the height + slope at a particular point
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//-----------------------------------------------------------------------------
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float CHeightField::GetHeightAndSlope( float x, float y, float *dx, float *dy )
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{
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x *= m_flOOScale;
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y *= m_flOOScale;
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int gx = (int)floor(x);
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int gy = (int)floor(y);
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x -= gx;
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y -= gy;
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if ( gx < -1 || gy < -1 || gx >= m_nWidth || gy >= m_nHeight )
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{
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*dx = 0;
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*dy = 0;
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return 0.0f;
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}
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float h00 = ( gx >= 0 && gy >= 0 ) ? HEIGHT(gx , gy ) : 0.0f;
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float h01 = ( gx < (m_nWidth-1) && gy >= 0 ) ? HEIGHT(gx+1, gy ) : 0.0f;
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float h10 = ( gx >= 0 && gy < (m_nHeight-1) ) ? HEIGHT(gx , gy+1) : 0.0f;
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float h11 = ( gx<(m_nWidth-1) && gy<(m_nHeight-1) ) ? HEIGHT(gx+1, gy+1) : 0.0f;
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if (x > y)
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{
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h10 = h00 + h11 - h01;
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}
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else
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{
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h01 = h00 + h11 - h10;
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}
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*dx = ( h01 - h00 ) * m_flOOScale;
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*dy = ( h10 - h00 ) * m_flOOScale;
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// Bilinear filter
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float h0 = h00 + ( h01 - h00 ) * x;
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float h1 = h10 + ( h11 - h10 ) * x;
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float h = h0 + ( h1 - h0 )* y;
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return h;
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}
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//-----------------------------------------------------------------------------
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// Draws the height field
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//-----------------------------------------------------------------------------
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void CHeightField::Draw( )
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{
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int nVertexCount = m_nWidth * m_nHeight;
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int nIndexCount = 6 * ( m_nWidth - 1 ) * ( m_nHeight - 1 );
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float flOOTexWidth = 1.0f / m_Material->GetMappingWidth();
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float flOOTexHeight = 1.0f / m_Material->GetMappingHeight();
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float iu = 0.5f * flOOTexWidth;
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float iv = 1.0f - ( 0.5f * flOOTexHeight );
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float du = ( 1.0f - flOOTexWidth ) / ( m_nWidth - 1 );
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float dv = -( 1.0f - flOOTexHeight ) / ( m_nHeight - 1 );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->Bind( m_Material );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertexCount, nIndexCount );
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// Deal with vertices
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float v = iv;
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float y = 0.0f;
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for ( int i = 0; i < m_nHeight; ++i, y += m_nScale, v += dv )
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{
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float u = iu;
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float x = 0.0f;
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for ( int j = 0; j < m_nWidth; ++j, x += m_nScale, u += du )
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{
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meshBuilder.Position3f( x, y, HEIGHT( j, i ) );
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meshBuilder.TexCoord2f( 0, u, v );
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meshBuilder.AdvanceVertex();
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}
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}
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// Deal with indices
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for ( int i = 0; i < (m_nHeight - 1); ++i )
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{
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int nRow0 = m_nWidth * i;
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int nRow1 = nRow0 + m_nWidth;
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for ( int j = 0; j < (m_nWidth - 1); ++j )
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{
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meshBuilder.FastIndex( nRow0+j );
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meshBuilder.FastIndex( nRow0+j+1 );
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meshBuilder.FastIndex( nRow1+j+1 );
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meshBuilder.FastIndex( nRow0+j );
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meshBuilder.FastIndex( nRow1+j+1 );
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meshBuilder.FastIndex( nRow1+j );
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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