//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifdef _WIN32
#include <windows.h>
#endif
#include "vrad.h"
#include "VRAD_DispColl.h"
#include "DispColl_Common.h"
#include "radial.h"
#include "CollisionUtils.h"
#include "tier0\dbg.h"
#define SAMPLE_BBOX_SLOP 5.0f
#define TRIEDGE_EPSILON 0.001f
float g_flMaxDispSampleSize = 512.0f;
static FileHandle_t pDispFile = FILESYSTEM_INVALID_HANDLE;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CVRADDispColl::CVRADDispColl()
{
m_iParent = -1;
m_nPointOffset = -1;
m_flSampleRadius2 = 0.0f;
m_flPatchSampleRadius2 = 0.0f;
m_vecSampleBBox[0].Init();
m_vecSampleBBox[1].Init();
m_aVNodes.Purge();
m_aLuxelCoords.Purge();
m_aVertNormals.Purge();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CVRADDispColl::~CVRADDispColl()
{
m_aVNodes.Purge();
m_aLuxelCoords.Purge();
m_aVertNormals.Purge();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVRADDispColl::Create( CCoreDispInfo *pDisp )
{
// Base class create.
if( !CDispCollTree::Create( pDisp ) )
return false;
// Allocate VRad specific memory.
m_aVNodes.SetSize( Nodes_CalcCount( m_nPower ) );
m_aLuxelCoords.SetSize( GetSize() );
m_aVertNormals.SetSize( GetSize() );
// VRad specific base surface data.
CCoreDispSurface *pSurf = pDisp->GetSurface();
m_iParent = pSurf->GetHandle();
m_nPointOffset = pSurf->GetPointStartIndex();
int nPointCount = GetParentPointCount();
for( int iPoint = 0; iPoint < nPointCount; ++iPoint )
{
pSurf->GetPointNormal( iPoint, m_vecSurfPointNormals[iPoint] );
}
// VRad specific displacement surface data.
for ( int iVert = 0; iVert < m_aVerts.Count(); ++iVert )
{
pDisp->GetNormal( iVert, m_aVertNormals[iVert] );
pDisp->GetLuxelCoord( 0, iVert, m_aLuxelCoords[iVert] );
}
// Re-calculate the lightmap size (in uv) so that the luxels give
// a better world-space uniform approx. due to the non-linear nature
// of the displacement surface in uv-space
dface_t *pFace = &g_pFaces[m_iParent];
if( pFace )
{
CalcSampleRadius2AndBox( pFace );
}
// Create the vrad specific node data - build for radiosity transfer,
// Don't create for direct lighting only!
BuildVNodes();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVRADDispColl::CalcSampleRadius2AndBox( dface_t *pFace )
{
Vector boxMin, boxMax;
GetSurfaceMinMax( boxMin, boxMax );
Vector vecFaceNormal;
int nAxis0, nAxis1;
GetParentFaceNormal( vecFaceNormal );
GetMinorAxes( vecFaceNormal, nAxis0, nAxis1 );
float flWidth = boxMax[nAxis0] - boxMin[nAxis0];
float flHeight = boxMax[nAxis1] - boxMin[nAxis1];
flWidth /= pFace->m_LightmapTextureSizeInLuxels[0];
flHeight /= pFace->m_LightmapTextureSizeInLuxels[1];
// Calculate the sample radius squared.
float flSampleRadius = sqrt( ( ( flWidth*flWidth) + ( flHeight*flHeight) ) ) * RADIALDIST2;
if ( flSampleRadius > g_flMaxDispSampleSize )
{
flSampleRadius = g_flMaxDispSampleSize;
}
m_flSampleRadius2 = flSampleRadius * flSampleRadius;
// Calculate the sampling bounding box.
m_vecSampleBBox[0] = boxMin;
m_vecSampleBBox[1] = boxMax;
for( int iAxis = 0; iAxis < 3; ++iAxis )
{
m_vecSampleBBox[0][iAxis] -= SAMPLE_BBOX_SLOP;
m_vecSampleBBox[1][iAxis] += SAMPLE_BBOX_SLOP;
}
CalcPatchSampleRadius2();
}
//-----------------------------------------------------------------------------
// Purpose: Determine the optimal patch sampling radius (squared).
//-----------------------------------------------------------------------------
void CVRADDispColl::CalcPatchSampleRadius2( void )
{
// Note: we currently have to choose between two not-so-great options because the
// patches that are constructed for displacments are just too large if the displacment is large.
// The real fix is to fix the disp patch subdivision code.
if ( g_bLargeDispSampleRadius )
{
// Find the largest delta in x, y, or z.
float flDistMax = 0.0f;
for ( int iAxis = 0; iAxis < 3; ++iAxis )
{
float flDist = fabs( m_vecSampleBBox[1][iAxis] - m_vecSampleBBox[0][iAxis] );
if ( flDist > flDistMax )
{
flDistMax = flDist;
}
}
// Calculate the divisor based on the power of the displacement surface.
int nPower = GetPower();
float flScale = 1.0f / static_cast<float>( ( 1 << ( nPower + 1 ) ) );
float flValue = flDistMax * flScale;
float flPatchSampleRadius = sqrt( ( flValue*flValue ) + ( flValue*flValue ) ) * RADIALDIST2;
// Squared.
m_flPatchSampleRadius2 = ( flPatchSampleRadius * flPatchSampleRadius );
}
else
{
// maxchop - see vrad.h
// kjb - FIXME: I'm reverting this to the pre 111277 version of the code, but this is still wrong.
// maxchop has nothing do with the sample sizes on a face. I'm guessing the above code is almost
// correct, but it's artifically clamping on large luxels sizes which is probably a bug, but these
// next two lines throw the above answer away so why is it even doing it at all, and I can't find
// where chop is used by the displacement system ever.... This function needs help.
float flPatchSampleRadius = sqrt( ( maxchop*16*maxchop*16 ) + ( maxchop*16*maxchop*16 ) ) * RADIALDIST2;
m_flPatchSampleRadius2 = flPatchSampleRadius * flPatchSampleRadius;
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the min/max of the displacement surface.
//-----------------------------------------------------------------------------
void CVRADDispColl::GetSurfaceMinMax( Vector &boxMin, Vector &boxMax )
{
// Initialize the minimum and maximum box
boxMin = m_aVerts[0];
boxMax = m_aVerts[0];
for( int i = 1; i < m_aVerts.Count(); i++ )
{
if( m_aVerts[i].x < boxMin.x ) { boxMin.x = m_aVerts[i].x; }
if( m_aVerts[i].y < boxMin.y ) { boxMin.y = m_aVerts[i].y; }
if( m_aVerts[i].z < boxMin.z ) { boxMin.z = m_aVerts[i].z; }
if( m_aVerts[i].x > boxMax.x ) { boxMax.x = m_aVerts[i].x; }
if( m_aVerts[i].y > boxMax.y ) { boxMax.y = m_aVerts[i].y; }
if( m_aVerts[i].z > boxMax.z ) { boxMax.z = m_aVerts[i].z; }
}
}
//-----------------------------------------------------------------------------
// Purpose: Find the minor projection axes based on the given normal.
//-----------------------------------------------------------------------------
void CVRADDispColl::GetMinorAxes( Vector const &vecNormal, int &nAxis0, int &nAxis1 )
{
nAxis0 = 0;
nAxis1 = 1;
if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.y ) )
{
if( FloatMakePositive( vecNormal.x ) > FloatMakePositive( vecNormal.z ) )
{
nAxis0 = 1;
nAxis1 = 2;
}
}
else
{
if( FloatMakePositive( vecNormal.y ) > FloatMakePositive( vecNormal.z ) )
{
nAxis0 = 0;
nAxis1 = 2;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::BuildVNodes( void )
{
// Get leaf indices (last level in tree)
int iStart = Nodes_CalcCount( m_nPower - 1 );
int iEnd = Nodes_CalcCount( m_nPower );
int flWidth = GetWidth();
for ( int iNode = iStart; iNode < iEnd; ++iNode )
{
// Get the current node
CDispCollAABBNode *pNode = &m_aNodes[iNode];
VNode_t *pVNode = &m_aVNodes[iNode];
if ( !pNode )
continue;
// Cache locally the triangle verts and normals.
Vector vecTriVerts[2][3];
Vector vecTriVertNormals[2][3];
for ( int iTri = 0; iTri < 2; ++iTri )
{
for ( int iVert = 0; iVert < 3; iVert++ )
{
vecTriVerts[iTri][iVert] = m_aVerts[m_aTris[pNode->m_iTris[iTri]].GetVert(iVert)];
vecTriVertNormals[iTri][iVert] = m_aVertNormals[m_aTris[pNode->m_iTris[iTri]].GetVert(iVert)];
}
}
// Get the surface area of the triangles in the node.
pVNode->patchArea = 0.0f;
for ( int iTri = 0; iTri < 2; ++iTri )
{
Vector vecEdges[2], vecCross;
VectorSubtract( vecTriVerts[iTri][1], vecTriVerts[iTri][0], vecEdges[0] );
VectorSubtract( vecTriVerts[iTri][2], vecTriVerts[iTri][0], vecEdges[1] );
CrossProduct( vecEdges[0], vecEdges[1], vecCross );
pVNode->patchArea += 0.5f * VectorLength( vecCross );
}
// Get the patch origin (along the diagonal!).
Vector vecEdgePoints[2];
int nEdgePointCount = 0;
int iEdges[2];
for ( int iVert = 0; iVert < 3; ++iVert )
{
for ( int iVert2 = 0; iVert2 < 3; ++iVert2 )
{
if ( m_aTris[pNode->m_iTris[0]].GetVert( iVert ) == m_aTris[pNode->m_iTris[1]].GetVert( iVert2 ) )
{
iEdges[nEdgePointCount] = m_aTris[pNode->m_iTris[0]].GetVert( iVert );
vecEdgePoints[nEdgePointCount] = vecTriVerts[0][iVert];
nEdgePointCount++;
break;
}
}
}
if ( nEdgePointCount != 2 )
continue;
pVNode->patchOrigin = ( vecEdgePoints[0] + vecEdgePoints[1] ) * 0.5f;
Vector2D vecUV0, vecUV1;
float flScale = 1.0f / ( float )( flWidth - 1 );
vecUV0.x = ( iEdges[0] % flWidth ) * flScale;
vecUV0.y = ( iEdges[0] / flWidth ) * flScale;
vecUV1.x = ( iEdges[1] % flWidth ) * flScale;
vecUV1.y = ( iEdges[1] / flWidth ) * flScale;
pVNode->patchOriginUV = ( vecUV0 + vecUV1 ) * 0.5f;
// Get the averaged patch normal.
pVNode->patchNormal.Init();
for( int iVert = 0; iVert < 3; ++iVert )
{
VectorAdd( pVNode->patchNormal, vecTriVertNormals[0][iVert], pVNode->patchNormal );
if( ( vecTriVerts[1][iVert] != vecTriVerts[0][0] ) && ( vecTriVerts[1][iVert] != vecTriVerts[0][1] ) && ( vecTriVerts[1][iVert] != vecTriVerts[0][2] ) )
{
VectorAdd( pVNode->patchNormal, vecTriVertNormals[1][iVert], pVNode->patchNormal );
}
}
VectorNormalize( pVNode->patchNormal );
// Copy the bounds.
pVNode->patchBounds[0] = pNode->m_vecBox[0];
pVNode->patchBounds[1] = pNode->m_vecBox[1];
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::BaseFacePlaneToDispUV( Vector const &vecPlanePt, Vector2D &dispUV )
{
PointInQuadToBarycentric( m_vecSurfPoints[0], m_vecSurfPoints[3], m_vecSurfPoints[2], m_vecSurfPoints[1], vecPlanePt, dispUV );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::DispUVToSurfPoint( Vector2D const &dispUV, Vector &vecPoint, float flPushEps )
{
// Check to see that the point is on the surface.
if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
return;
// Get the displacement power.
int nWidth = ( ( 1 << m_nPower ) + 1 );
int nHeight = nWidth;
// Scale the U, V coordinates to the displacement grid size.
float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
// Find the base U, V.
int nSnapU = static_cast<int>( flU );
int nSnapV = static_cast<int>( flV );
// Use this to get the triangle orientation.
bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 == 1 );
// Top Left to Bottom Right
if( bOdd )
{
DispUVToSurf_TriTLToBR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
}
// Bottom Left to Top Right
else
{
DispUVToSurf_TriBLToTR( vecPoint, flPushEps, flU, flV, nSnapU, nSnapV, nWidth, nHeight );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVRADDispColl::DispUVToSurf_TriTLToBR( Vector &vecPoint, float flPushEps,
float flU, float flV, int nSnapU, int nSnapV,
int nWidth, int nHeight )
{
int nNextU = nSnapU + 1;
int nNextV = nSnapV + 1;
if ( nNextU == nWidth) { --nNextU; }
if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU );
float flFracV = flV - static_cast<float>( nSnapV );
if( ( flFracU + flFracV ) >= ( 1.0f + TRIEDGE_EPSILON ) )
{
int nIndices[3];
nIndices[0] = nNextV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nNextU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
Vector edgeV = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
vecPoint = m_aVerts[nIndices[1]] + edgeU * ( 1.0f - flFracU ) + edgeV * ( 1.0f - flFracV );
if ( flPushEps != 0.0f )
{
Vector vecNormal;
vecNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( vecNormal );
vecPoint += ( vecNormal * flPushEps );
}
}
else
{
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nSnapU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[0]];
Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[0]];
vecPoint = m_aVerts[nIndices[0]] + edgeU * flFracU + edgeV * flFracV;
if ( flPushEps != 0.0f )
{
Vector vecNormal;
vecNormal = CrossProduct( edgeU, edgeV );
VectorNormalize( vecNormal );
vecPoint += ( vecNormal * flPushEps );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CVRADDispColl::DispUVToSurf_TriBLToTR( Vector &vecPoint, float flPushEps,
float flU, float flV, int nSnapU, int nSnapV,
int nWidth, int nHeight )
{
int nNextU = nSnapU + 1;
int nNextV = nSnapV + 1;
if ( nNextU == nWidth) { --nNextU; }
if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU );
float flFracV = flV - static_cast<float>( nSnapV );
if( flFracU < flFracV )
{
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nSnapU;
nIndices[2] = nNextV * nWidth + nNextU;
Vector edgeU = m_aVerts[nIndices[2]] - m_aVerts[nIndices[1]];
Vector edgeV = m_aVerts[nIndices[0]] - m_aVerts[nIndices[1]];
vecPoint = m_aVerts[nIndices[1]] + edgeU * flFracU + edgeV * ( 1.0f - flFracV );
if ( flPushEps != 0.0f )
{
Vector vecNormal;
vecNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( vecNormal );
vecPoint += ( vecNormal * flPushEps );
}
}
else
{
int nIndices[3];
nIndices[0] = nSnapV * nWidth + nSnapU;
nIndices[1] = nNextV * nWidth + nNextU;
nIndices[2] = nSnapV * nWidth + nNextU;
Vector edgeU = m_aVerts[nIndices[0]] - m_aVerts[nIndices[2]];
Vector edgeV = m_aVerts[nIndices[1]] - m_aVerts[nIndices[2]];
vecPoint = m_aVerts[nIndices[2]] + edgeU * ( 1.0f - flFracU ) + edgeV * flFracV;
if ( flPushEps != 0.0f )
{
Vector vecNormal;
vecNormal = CrossProduct( edgeV, edgeU );
VectorNormalize( vecNormal );
vecPoint += ( vecNormal * flPushEps );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::DispUVToSurfNormal( Vector2D const &dispUV, Vector &vecNormal )
{
// Check to see that the point is on the surface.
if ( dispUV.x < 0.0f || dispUV.x > 1.0f || dispUV.y < 0.0f || dispUV.y > 1.0f )
return;
// Get the displacement power.
int nWidth = ( ( 1 << m_nPower ) + 1 );
int nHeight = nWidth;
// Scale the U, V coordinates to the displacement grid size.
float flU = dispUV.x * static_cast<float>( nWidth - 1.000001f );
float flV = dispUV.y * static_cast<float>( nHeight - 1.000001f );
// Find the base U, V.
int nSnapU = static_cast<int>( flU );
int nSnapV = static_cast<int>( flV );
int nNextU = nSnapU + 1;
int nNextV = nSnapV + 1;
if ( nNextU == nWidth) { --nNextU; }
if ( nNextV == nHeight ) { --nNextV; }
float flFracU = flU - static_cast<float>( nSnapU );
float flFracV = flV - static_cast<float>( nSnapV );
// Get the four normals "around" the "spot"
int iQuad[VRAD_QUAD_SIZE];
iQuad[0] = ( nSnapV * nWidth ) + nSnapU;
iQuad[1] = ( nNextV * nWidth ) + nSnapU;
iQuad[2] = ( nNextV * nWidth ) + nNextU;
iQuad[3] = ( nSnapV * nWidth ) + nNextU;
// Find the blended normal (bi-linear).
Vector vecTmpNormals[2], vecBlendedNormals[2], vecDispNormals[4];
for ( int iVert = 0; iVert < VRAD_QUAD_SIZE; ++iVert )
{
GetVertNormal( iQuad[iVert], vecDispNormals[iVert] );
}
vecTmpNormals[0] = vecDispNormals[0] * ( 1.0f - flFracU );
vecTmpNormals[1] = vecDispNormals[3] * flFracU;
vecBlendedNormals[0] = vecTmpNormals[0] + vecTmpNormals[1];
VectorNormalize( vecBlendedNormals[0] );
vecTmpNormals[0] = vecDispNormals[1] * ( 1.0f - flFracU );
vecTmpNormals[1] = vecDispNormals[2] * flFracU;
vecBlendedNormals[1] = vecTmpNormals[0] + vecTmpNormals[1];
VectorNormalize( vecBlendedNormals[1] );
vecTmpNormals[0] = vecBlendedNormals[0] * ( 1.0f - flFracV );
vecTmpNormals[1] = vecBlendedNormals[1] * flFracV;
vecNormal = vecTmpNormals[0] + vecTmpNormals[1];
VectorNormalize( vecNormal );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::ClosestBaseFaceData( Vector const &vecWorldPoint, Vector &vecPoint,
Vector &vecNormal )
{
float flMinDist = FLT_MAX;
int iMin = -1;
for ( int iPoint = 0; iPoint < VRAD_QUAD_SIZE; ++iPoint )
{
float flDist = ( vecWorldPoint - m_vecSurfPoints[iPoint] ).Length();
if( flDist < flMinDist )
{
flMinDist = flDist;
iMin = iPoint;
}
}
int nWidth = GetWidth();
int nHeight = GetHeight();
switch( iMin )
{
case 0: { iMin = 0; break; }
case 1: { iMin = ( nHeight - 1 ) * nWidth; break; }
case 2: { iMin = ( nHeight * nWidth ) - 1; break; }
case 3: { iMin = nWidth - 1; break; }
default: { return; }
}
GetVert( iMin, vecPoint );
GetVertNormal( iMin, vecNormal );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::InitPatch( int iPatch, int iParentPatch, bool bFirst )
{
// Get the current patch
patch_t *pPatch = &patches[iPatch];
if ( pPatch )
{
// Clear the structure
memset( pPatch, 0, sizeof( patch_t ) );
// Initialize.
pPatch->child1 = patches.InvalidIndex();
pPatch->child2 = patches.InvalidIndex();
pPatch->parent = iParentPatch;
pPatch->ndxNextParent = patches.InvalidIndex();
pPatch->ndxNextClusterChild = patches.InvalidIndex();
pPatch->scale[0] = pPatch->scale[1] = 1.0f;
pPatch->chop = 4;
pPatch->sky = false;
pPatch->winding = NULL;
pPatch->plane = NULL;
pPatch->origin.Init();
pPatch->normal.Init();
pPatch->area = 0.0f;
pPatch->m_IterationKey = 0;
// Get the parent patch if it exists.
if ( iParentPatch != patches.InvalidIndex() )
{
patch_t *pParentPatch = &patches[iParentPatch];
if( bFirst )
{
pParentPatch->child1 = iPatch;
}
else
{
pParentPatch->child2 = iPatch;
}
// Get data from parent.
pPatch->faceNumber = pParentPatch->faceNumber;
pPatch->face_mins = pParentPatch->face_mins;
pPatch->face_maxs = pParentPatch->face_maxs;
pPatch->reflectivity = pParentPatch->reflectivity;
pPatch->normalMajorAxis = pParentPatch->normalMajorAxis;
}
else
{
// Set next pointers (add to lists)
pPatch->ndxNext = facePatches.Element( m_iParent );
facePatches[m_iParent] = iPatch;
// Used data (for displacement surfaces)
pPatch->faceNumber = m_iParent;
// Set face mins/maxs -- calculated later (this is the face patch)
pPatch->face_mins.Init( 99999.0f, 99999.0f, 99999.0f );
pPatch->face_maxs.Init( -99999.0f, -99999.0f, -99999.0f );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVRADDispColl::MakeParentPatch( int iPatch )
{
#if 0
// Debugging!
if ( !pDispFile )
{
pDispFile = g_pFileSystem->Open( "vraddisp.txt", "w" );
}
#endif
// Get the current patch
patch_t *pPatch = &patches[iPatch];
if ( pPatch )
{
int iStart = Nodes_CalcCount( m_nPower - 1 );
int iEnd = Nodes_CalcCount( m_nPower );
for ( int iNode = iStart; iNode < iEnd; ++iNode )
{
VNode_t *pVNode = &m_aVNodes[iNode];
if ( pVNode )
{
VectorAdd( pPatch->normal, pVNode->patchNormal, pPatch->normal );
pPatch->area += pVNode->patchArea;
for ( int iAxis = 0; iAxis < 3; ++iAxis )
{
if( pPatch->face_mins[iAxis] > pVNode->patchBounds[0][iAxis] )
{
pPatch->face_mins[iAxis] = pVNode->patchBounds[0][iAxis];
}
if( pPatch->face_maxs[iAxis] < pVNode->patchBounds[1][iAxis] )
{
pPatch->face_maxs[iAxis] = pVNode->patchBounds[1][iAxis];
}
}
}
}
#if 0
// Debugging!
g_pFileSystem->FPrintf( pDispFile, "Parent Patch %d\n", iPatch );
g_pFileSystem->FPrintf( pDispFile, " Area: %lf\n", pPatch->area );
#endif
// Set the patch bounds to face bounds (as this is the face patch)
pPatch->mins = pPatch->face_mins;
pPatch->maxs = pPatch->face_maxs;
VectorNormalize( pPatch->normal );
DispUVToSurfPoint( Vector2D( 0.5f, 0.5f ), pPatch->origin, 0.0f );
// Fill in the patch plane into given the normal and origin (have to alloc one - lame!)
pPatch->plane = new dplane_t;
if ( pPatch->plane )
{
pPatch->plane->normal = pPatch->normal;
pPatch->plane->dist = pPatch->normal.Dot( pPatch->origin );
}
// Copy the patch origin to face_centroids for main patch
VectorCopy( pPatch->origin, face_centroids[m_iParent] );
VectorAdd( pPatch->origin, pPatch->normal, pPatch->origin );
// Approximate patch winding - used for debugging!
pPatch->winding = AllocWinding( 4 );
if ( pPatch->winding )
{
pPatch->winding->numpoints = 4;
for ( int iPoint = 0; iPoint < 4; ++iPoint )
{
GetParentPoint( iPoint, pPatch->winding->p[iPoint] );
}
}
// Get base face normal (stab direction is base face normal)
Vector vecFaceNormal;
GetParentFaceNormal( vecFaceNormal );
int nMajorAxis = 0;
float flMajorValue = fabs( vecFaceNormal[0] );
if( fabs( vecFaceNormal[1] ) > flMajorValue ) { nMajorAxis = 1; flMajorValue = fabs( vecFaceNormal[1] ); }
if( fabs( vecFaceNormal[2] ) > flMajorValue ) { nMajorAxis = 2; }
pPatch->normalMajorAxis = nMajorAxis;
// get the base light for the face
BaseLightForFace( &g_pFaces[m_iParent], pPatch->baselight, &pPatch->basearea, pPatch->reflectivity );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVRADDispColl::MakeChildPatch( int iPatch )
{
int vNodeCount = 0;
int iVNodes[256];
// Find all the nodes that reside behind all of the planes
GetNodesInPatch( iPatch, iVNodes, vNodeCount );
if( vNodeCount <= 0 )
return false;
// Accumulate data into current patch
Vector2D uv( 0.0f, 0.0f );
Vector2D uvBounds[2];
uvBounds[0].Init( FLT_MAX, FLT_MAX );
uvBounds[1].Init( -FLT_MAX, -FLT_MAX );
patch_t *pPatch = &patches.Element( iPatch );
if ( pPatch )
{
for ( int iNode = 0; iNode < vNodeCount; iNode++ )
{
VNode_t *pVNode = &m_aVNodes[iVNodes[iNode]];
if ( pVNode )
{
VectorAdd( pPatch->normal, pVNode->patchNormal, pPatch->normal );
pPatch->area += pVNode->patchArea;
Vector2DAdd( uv, pVNode->patchOriginUV, uv );
if ( uvBounds[0].x > pVNode->patchOriginUV.x ) { uvBounds[0].x = pVNode->patchOriginUV.x; }
if ( uvBounds[0].y > pVNode->patchOriginUV.y ) { uvBounds[0].y = pVNode->patchOriginUV.y; }
if ( uvBounds[1].x < pVNode->patchOriginUV.x ) { uvBounds[1].x = pVNode->patchOriginUV.x; }
if ( uvBounds[1].y < pVNode->patchOriginUV.y ) { uvBounds[1].y = pVNode->patchOriginUV.y; }
}
}
VectorNormalize( pPatch->normal );
uv /= vNodeCount;
DispUVToSurfPoint( uv, pPatch->origin, 1.0f );
// This value should be calculated based on the power of the displacement.
for ( int i = 0; i < 2; i++ )
{
uvBounds[0][i] -= 0.120f;
uvBounds[1][i] += 0.120f;
}
// Approximate patch winding - used for debugging!
pPatch->winding = AllocWinding( 4 );
if ( pPatch->winding )
{
pPatch->winding->numpoints = 4;
DispUVToSurfPoint( uvBounds[0], pPatch->winding->p[0], 0.0f );
DispUVToSurfPoint( Vector2D( uvBounds[0].x, uvBounds[1].y ), pPatch->winding->p[1], 0.0f );
DispUVToSurfPoint( uvBounds[1], pPatch->winding->p[2], 0.0f );
DispUVToSurfPoint( Vector2D( uvBounds[1].x, uvBounds[0].y ), pPatch->winding->p[3], 0.0f );
}
// Get the parent patch
patch_t *pParentPatch = &patches.Element( pPatch->parent );
if( pParentPatch )
{
// make sure the area is down by at least a little above half the
// parent's area we will test at 30% (so we don't spin forever on
// weird patch center sampling problems
float deltaArea = pParentPatch->area - pPatch->area;
if( deltaArea < ( pParentPatch->area * 0.3 ) )
return false;
}
#if 0
// debugging!
g_pFileSystem->FPrintf( pDispFile, "Child Patch %d\n", iPatch );
g_pFileSystem->FPrintf( pDispFile, " Parent %d\n", pPatch->parent );
g_pFileSystem->FPrintf( pDispFile, " Area: %lf\n", pPatch->area );
#endif
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CVRADDispColl::MakePatch( int iPatch )
{
patch_t *pPatch = &patches.Element( iPatch );
if( !pPatch )
return false;
// Special case: the parent patch accumulates from all the child nodes
if( pPatch->parent == patches.InvalidIndex() )
{
return MakeParentPatch( iPatch );
}
// or, accumulate the data from the child nodes that reside behind the defined planes
else
{
return MakeChildPatch( iPatch );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CVRADDispColl::GetNodesInPatch( int iPatch, int *pVNodes, int &vNodeCount )
{
// Get the current patch
patch_t *pPatch = &patches.Element( iPatch );
if ( !pPatch )
return;
// Get leaf indices (last level in tree)
int iStart = Nodes_CalcCount( m_nPower - 1 );
int iEnd = Nodes_CalcCount( m_nPower );
for ( int iNode = iStart; iNode < iEnd; ++iNode )
{
VNode_t *pVNode = &m_aVNodes[iNode];
if( !pVNode )
continue;
bool bInside = true;
for ( int iAxis = 0; iAxis < 3 && bInside; ++iAxis )
{
for ( int iSide = -1; iSide < 2; iSide += 2 )
{
float flDist;
if( iSide == -1 )
{
flDist = -pVNode->patchOrigin[iAxis] + pPatch->mins[iAxis];
}
else
{
flDist = pVNode->patchOrigin[iAxis] - pPatch->maxs[iAxis];
}
if( flDist > 0.0f )
{
bInside = false;
break;
}
}
}
if( bInside )
{
pVNodes[vNodeCount] = iNode;
vNodeCount++;
}
}
}