//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #if !defined(_STATIC_LINKED) || defined(_SHARED_LIB) #ifdef QUIVER #include "r_local.h" #endif #include "mathlib/bumpvects.h" #include "mathlib/vector.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // z is coming out of the face. void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal, const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ) { Vector tmpNormal; bool leftHanded; int i; assert( NUM_BUMP_VECTS == 3 ); // Are we left or right handed? CrossProduct( sVect, tVect, tmpNormal ); if( DotProduct( flatNormal, tmpNormal ) < 0.0f ) { leftHanded = true; } else { leftHanded = false; } // Build a basis for the face around the phong normal matrix3x4_t smoothBasis; CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] ); VectorNormalize( smoothBasis[1] ); CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] ); VectorNormalize( smoothBasis[0] ); VectorCopy( phongNormal.Base(), smoothBasis[2] ); if( leftHanded ) { VectorNegate( smoothBasis[1] ); } // move the g_localBumpBasis into world space to create bumpNormals for( i = 0; i < 3; i++ ) { VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] ); } } #endif // !_STATIC_LINKED || _SHARED_LIB