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C++

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