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69
mathlib/bumpvects.cpp
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69
mathlib/bumpvects.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
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#ifdef QUIVER
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#include "r_local.h"
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#endif
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#include "mathlib/bumpvects.h"
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#include "mathlib/vector.h"
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#include <assert.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// z is coming out of the face.
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void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal,
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const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] )
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{
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Vector tmpNormal;
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bool leftHanded;
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int i;
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assert( NUM_BUMP_VECTS == 3 );
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// Are we left or right handed?
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CrossProduct( sVect, tVect, tmpNormal );
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if( DotProduct( flatNormal, tmpNormal ) < 0.0f )
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{
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leftHanded = true;
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}
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else
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{
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leftHanded = false;
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}
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// Build a basis for the face around the phong normal
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matrix3x4_t smoothBasis;
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CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] );
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VectorNormalize( smoothBasis[1] );
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CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] );
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VectorNormalize( smoothBasis[0] );
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VectorCopy( phongNormal.Base(), smoothBasis[2] );
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if( leftHanded )
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{
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VectorNegate( smoothBasis[1] );
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}
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// move the g_localBumpBasis into world space to create bumpNormals
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for( i = 0; i < 3; i++ )
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{
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VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] );
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}
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}
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#endif // !_STATIC_LINKED || _SHARED_LIB
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