Files
HL2Overcharged/utils/vrad/disp_vrad.cpp
2025-05-21 21:20:08 +03:00

333 lines
8.6 KiB
C++

//========= 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<int> 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);
}