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207 lines
6.0 KiB
C++
207 lines
6.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DISP_TESSELATE_H
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#define DISP_TESSELATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "disp_powerinfo.h"
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inline int InternalVertIndex( const CPowerInfo *pInfo, const CVertIndex &vert )
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{
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return vert.y * pInfo->m_SideLength + vert.x;
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}
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template< class TesselateHelper >
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inline void InternalEndTriangle(
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TesselateHelper *pHelper,
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CVertIndex const &nodeIndex,
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int &iCurTriVert )
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{
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// End our current triangle here.
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Assert( iCurTriVert == 2 );
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// Finish the triangle.
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pHelper->m_TempIndices[2] = (unsigned short)InternalVertIndex( pHelper->m_pPowerInfo, nodeIndex );
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pHelper->EndTriangle();
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// Add on the last vertex to join to the next triangle.
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pHelper->m_TempIndices[0] = pHelper->m_TempIndices[1];
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iCurTriVert = 1;
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}
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//-----------------------------------------------------------------------------
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// Tesselates a single node, doesn't deal with hierarchy
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//-----------------------------------------------------------------------------
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template< class TesselateHelper >
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inline void TesselateDisplacementNode(
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TesselateHelper *pHelper,
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CVertIndex const &nodeIndex,
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int iLevel,
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int *pActiveChildren )
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{
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int iPower = pHelper->m_pPowerInfo->m_Power - iLevel;
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int vertInc = 1 << (iPower - 1);
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CTesselateWinding *pWinding = &g_TWinding;
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// Starting at the bottom-left, wind clockwise picking up vertices and
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// generating triangles.
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int iCurTriVert = 0;
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for( int iVert=0; iVert < pWinding->m_nVerts; iVert++ )
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{
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CVertIndex sideVert = BuildOffsetVertIndex( nodeIndex, pWinding->m_Verts[iVert].m_Index, vertInc );
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int iVertNode = pWinding->m_Verts[iVert].m_iNode;
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bool bNode = (iVertNode != -1) && pActiveChildren[iVertNode];
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if( bNode )
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{
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if( iCurTriVert == 2 )
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InternalEndTriangle( pHelper, nodeIndex, iCurTriVert );
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iCurTriVert = 0;
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}
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else
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{
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int iVertBit = InternalVertIndex( pHelper->m_pPowerInfo, sideVert );
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if( pHelper->m_pActiveVerts[iVertBit>>5] & (1 << (iVertBit & 31)) )
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{
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// Ok, add a vert here.
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pHelper->m_TempIndices[iCurTriVert] = (unsigned short)InternalVertIndex( pHelper->m_pPowerInfo, sideVert );
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iCurTriVert++;
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if( iCurTriVert == 2 )
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InternalEndTriangle( pHelper, nodeIndex, iCurTriVert );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Tesselates in a *breadth first* fashion
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//-----------------------------------------------------------------------------
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template< class T >
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inline void TesselateDisplacement_R(
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T *pHelper,
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const CVertIndex &nodeIndex,
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int iNodeBitIndex,
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int iLevel
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)
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{
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// Here's the node info for our current node
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Assert( iNodeBitIndex < pHelper->m_pPowerInfo->m_NodeCount );
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DispNodeInfo_t& nodeInfo = pHelper->GetNodeInfo( iNodeBitIndex );
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// Store off the current number of indices
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int oldIndexCount = pHelper->m_nIndices;
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// Go through each quadrant. If there is an active child node, recurse down.
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int bActiveChildren[4];
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if( iLevel >= pHelper->m_pPowerInfo->m_Power - 1 )
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{
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// This node has no children.
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bActiveChildren[0] = bActiveChildren[1] = bActiveChildren[2] = bActiveChildren[3] = false;
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}
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else
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{
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int iNodeIndex = InternalVertIndex( pHelper->m_pPowerInfo, nodeIndex );
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int iChildNodeBit = iNodeBitIndex + 1;
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for( int iChild=0; iChild < 4; iChild++ )
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{
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CVertIndex const &childNode = pHelper->m_pPowerInfo->m_pChildVerts[iNodeIndex].m_Verts[iChild];
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// Make sure we really can tesselate here (a smaller neighbor displacement could
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// have inactivated certain edge verts.
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int iVertBit = InternalVertIndex( pHelper->m_pPowerInfo, childNode );
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bActiveChildren[iChild] = ( pHelper->m_pActiveVerts[iVertBit>>5] & (1 << (iVertBit & 31)) );
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if( bActiveChildren[iChild] )
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{
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TesselateDisplacement_R( pHelper, childNode, iChildNodeBit, iLevel+1 );
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}
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else
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{
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// Make sure the triangle counts are cleared on this one because it may visit this
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// node in GenerateDecalFragments_R if nodeInfo's CHILDREN_HAVE_TRIANGLES flag is set.
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DispNodeInfo_t &childInfo = pHelper->GetNodeInfo( iChildNodeBit );
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childInfo.m_Count = 0;
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childInfo.m_Flags = 0;
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}
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iChildNodeBit += pHelper->m_pPowerInfo->m_NodeIndexIncrements[iLevel];
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}
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}
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// Set the child field
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if ( pHelper->m_nIndices != oldIndexCount )
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{
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nodeInfo.m_Flags = DispNodeInfo_t::CHILDREN_HAVE_TRIANGLES;
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oldIndexCount = pHelper->m_nIndices;
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}
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else
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{
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nodeInfo.m_Flags = 0;
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}
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// Now tesselate the node itself...
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TesselateDisplacementNode( pHelper, nodeIndex, iLevel, bActiveChildren );
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// Now that we've tesselated, figure out how many indices we've added at this node
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nodeInfo.m_Count = pHelper->m_nIndices - oldIndexCount;
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nodeInfo.m_FirstTesselationIndex = oldIndexCount;
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Assert( nodeInfo.m_Count % 3 == 0 );
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}
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class CBaseTesselateHelper
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{
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public:
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// Functions your derived class must implement:
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// void EndTriangle(); // (the 3 indices are in m_TempIndices).
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// DispNodeInfo_t& GetNodeInfo( int iNodeBit );
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// Set these before calling TesselateDisplacement.
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uint32 *m_pActiveVerts; // These bits control the tesselation.
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const CPowerInfo *m_pPowerInfo; // Lots of precalculated data about a displacement this size.
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// Used internally by TesselateDisplacement.
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int m_nIndices; // After calling TesselateDisplacement, this is set to the # of indices generated.
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unsigned short m_TempIndices[6];
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};
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// This interface is shared betwixt VBSP and the engine. VBSP uses it to build the
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// physics mesh and the engine uses it to render.
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//
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// To use this function, derive a class from CBaseTesselateHelper that supports the TesselateHelper functions.
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template< class TesselateHelper >
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inline void TesselateDisplacement( TesselateHelper *pHelper )
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{
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pHelper->m_nIndices = 0;
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TesselateDisplacement_R<TesselateHelper>(
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pHelper,
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pHelper->m_pPowerInfo->m_RootNode,
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0, // node bit indexing CDispDecal::m_NodeIntersects
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0 );
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}
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#endif // DISP_TESSELATE_H
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