//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "disp_vrad.h" #include "utllinkedlist.h" #include "utlvector.h" #include "iscratchpad3d.h" #include "scratchpadutils.h" //#define USE_SCRATCHPAD #if defined( USE_SCRATCHPAD ) static IScratchPad3D *g_pPad = 0; #endif int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vTest ) { CDispUtilsHelper *pDispHelper = pDisp; int iClosest = 0; float flClosest = 1e24; for ( int iCorner=0; iCorner < 4; iCorner++ ) { // Has it been touched? CVertIndex cornerVert = pDispHelper->GetPowerInfo()->GetCornerPointIndex( iCorner ); int iCornerVert = pDispHelper->VertIndexToInt( cornerVert ); const Vector &vCornerVert = pDisp->GetVert( iCornerVert ); float flDist = vCornerVert.DistTo( vTest ); if ( flDist < flClosest ) { iClosest = iCorner; flClosest = flDist; } } if ( flClosest <= 0.1f ) return iClosest; else return -1; } int GetAllNeighbors( const CCoreDispInfo *pDisp, int (&iNeighbors)[512] ) { int nNeighbors = 0; // Check corner neighbors. for ( int iCorner=0; iCorner < 4; iCorner++ ) { const CDispCornerNeighbors *pCorner = pDisp->GetCornerNeighbors( iCorner ); for ( int i=0; i < pCorner->m_nNeighbors; i++ ) { if ( nNeighbors < ARRAYSIZE( iNeighbors ) ) iNeighbors[nNeighbors++] = pCorner->m_Neighbors[i]; } } for ( int iEdge=0; iEdge < 4; iEdge++ ) { const CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge ); for ( int i=0; i < 2; i++ ) { if ( pEdge->m_SubNeighbors[i].IsValid() ) if ( nNeighbors < 512 ) iNeighbors[nNeighbors++] = pEdge->m_SubNeighbors[i].GetNeighborIndex(); } } return nNeighbors; } void BlendCorners( CCoreDispInfo **ppListBase, int listSize ) { CUtlVector nbCornerVerts; for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp]; int iNeighbors[512]; int nNeighbors = GetAllNeighbors( pDisp, iNeighbors ); // Make sure we have room for all the neighbors. nbCornerVerts.RemoveAll(); nbCornerVerts.EnsureCapacity( nNeighbors ); nbCornerVerts.AddMultipleToTail( nNeighbors ); // For each corner. for ( int iCorner=0; iCorner < 4; iCorner++ ) { // Has it been touched? CVertIndex cornerVert = pDisp->GetCornerPointIndex( iCorner ); int iCornerVert = pDisp->VertIndexToInt( cornerVert ); const Vector &vCornerVert = pDisp->GetVert( iCornerVert ); // For each displacement sharing this corner.. Vector vAverage = pDisp->GetNormal( iCornerVert ); for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ ) { int iNBListIndex = iNeighbors[iNeighbor]; CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex]; // Find out which vert it is on the neighbor. int iNBCorner = FindNeighborCornerVert( pNeighbor, vCornerVert ); if ( iNBCorner == -1 ) { nbCornerVerts[iNeighbor] = -1; // remove this neighbor from the list. } else { CVertIndex viNBCornerVert = pNeighbor->GetCornerPointIndex( iNBCorner ); int iNBVert = pNeighbor->VertIndexToInt( viNBCornerVert ); nbCornerVerts[iNeighbor] = iNBVert; vAverage += pNeighbor->GetNormal( iNBVert ); } } // Blend all the neighbor normals with this one. VectorNormalize( vAverage ); pDisp->SetNormal( iCornerVert, vAverage ); #if defined( USE_SCRATCHPAD ) ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iCornerVert ), pDisp->GetNormal( iCornerVert ), Vector( 0, 0, 1 ), 25 ); #endif for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ ) { int iNBListIndex = iNeighbors[iNeighbor]; if ( nbCornerVerts[iNeighbor] == -1 ) continue; CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex]; pNeighbor->SetNormal( nbCornerVerts[iNeighbor], vAverage ); } } } } void BlendTJuncs( CCoreDispInfo **ppListBase, int listSize ) { for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp]; for ( int iEdge=0; iEdge < 4; iEdge++ ) { CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge ); CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge ); int iMidPoint = pDisp->VertIndexToInt( viMidPoint ); if ( pEdge->m_SubNeighbors[0].IsValid() && pEdge->m_SubNeighbors[1].IsValid() ) { const Vector &vMidPoint = pDisp->GetVert( iMidPoint ); CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()]; CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()]; int iNBCorners[2]; iNBCorners[0] = FindNeighborCornerVert( pNeighbor1, vMidPoint ); iNBCorners[1] = FindNeighborCornerVert( pNeighbor2, vMidPoint ); if ( iNBCorners[0] != -1 && iNBCorners[1] != -1 ) { CVertIndex viNBCorners[2] = { pNeighbor1->GetCornerPointIndex( iNBCorners[0] ), pNeighbor2->GetCornerPointIndex( iNBCorners[1] ) }; Vector vAverage = pDisp->GetNormal( iMidPoint ); vAverage += pNeighbor1->GetNormal( viNBCorners[0] ); vAverage += pNeighbor2->GetNormal( viNBCorners[1] ); VectorNormalize( vAverage ); pDisp->SetNormal( iMidPoint, vAverage ); pNeighbor1->SetNormal( viNBCorners[0], vAverage ); pNeighbor2->SetNormal( viNBCorners[1], vAverage ); #if defined( USE_SCRATCHPAD ) ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iMidPoint ), pDisp->GetNormal( iMidPoint ), Vector( 0, 1, 1 ), 25 ); #endif } } } } } void BlendEdges( CCoreDispInfo **ppListBase, int listSize ) { for ( int iDisp=0; iDisp < listSize; iDisp++ ) { CCoreDispInfo *pDisp = ppListBase[iDisp]; for ( int iEdge=0; iEdge < 4; iEdge++ ) { CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge ); for ( int iSub=0; iSub < 2; iSub++ ) { CDispSubNeighbor *pSub = &pEdge->m_SubNeighbors[iSub]; if ( !pSub->IsValid() ) continue; CCoreDispInfo *pNeighbor = ppListBase[ pSub->GetNeighborIndex() ]; int iEdgeDim = g_EdgeDims[iEdge]; CDispSubEdgeIterator it; it.Start( pDisp, iEdge, iSub, true ); // Get setup on the first corner vert. it.Next(); CVertIndex viPrevPos = it.GetVertIndex(); while ( it.Next() ) { // Blend the two. if ( !it.IsLastVert() ) { Vector vAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() ); VectorNormalize( vAverage ); pDisp->SetNormal( it.GetVertIndex(), vAverage ); pNeighbor->SetNormal( it.GetNBVertIndex(), vAverage ); #if defined( USE_SCRATCHPAD ) ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 1, 0, 0 ), 25 ); #endif } // Now blend the in-between verts (if this edge is high-res). int iPrevPos = viPrevPos[ !iEdgeDim ]; int iCurPos = it.GetVertIndex()[ !iEdgeDim ]; for ( int iTween = iPrevPos+1; iTween < iCurPos; iTween++ ) { float flPercent = RemapVal( iTween, iPrevPos, iCurPos, 0, 1 ); Vector vNormal; VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vNormal ); VectorNormalize( vNormal ); CVertIndex viTween; viTween[iEdgeDim] = it.GetVertIndex()[ iEdgeDim ]; viTween[!iEdgeDim] = iTween; pDisp->SetNormal( viTween, vNormal ); #if defined( USE_SCRATCHPAD ) ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( viTween ), pDisp->GetNormal( viTween ), Vector( 1, 0.5, 0 ), 25 ); #endif } viPrevPos = it.GetVertIndex(); } } } } } #if defined( USE_SCRATCHPAD ) void ScratchPad_DrawOriginalNormals( const CCoreDispInfo *pListBase, int listSize ) { for ( int i=0; i < listSize; i++ ) { const CCoreDispInfo *pDisp = &pListBase[i]; const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo(); // Draw the triangles. for ( int iTri=0; iTri < pPowerInfo->GetNumTriInfos(); iTri++ ) { const CTriInfo *pTriInfo = pPowerInfo->GetTriInfo( iTri ); for ( int iLine=0; iLine < 3; iLine++ ) { const Vector &v1 = pDisp->GetVert( pTriInfo->m_Indices[iLine] ); const Vector &v2 = pDisp->GetVert( pTriInfo->m_Indices[(iLine+1)%3] ); g_pPad->DrawLine( CSPVert( v1 ), CSPVert( v2 ) ); } } // Draw the normals. CDispCircumferenceIterator it( pPowerInfo->GetSideLength() ); while ( it.Next() ) { ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 0, 1, 0 ), 15 ); } } } #endif void SmoothNeighboringDispSurfNormals( CCoreDispInfo **ppListBase, int listSize ) { //#if defined( USE_SCRATCHPAD ) // g_pPad = ScratchPad3D_Create(); // ScratchPad_DrawOriginalNormals( pListBase, listSize ); //#endif BlendTJuncs( ppListBase, listSize ); BlendCorners( ppListBase, listSize ); BlendEdges( ppListBase, listSize ); }