mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
149 lines
5 KiB
C++
149 lines
5 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SURFACE_PATCH_H__
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#define __SURFACE_PATCH_H__
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#include "idlib/geometry/Surface.h"
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#include "framework/Common.h"
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/*
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===============================================================================
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Bezier patch surface.
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===============================================================================
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*/
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class idSurface_Patch : public idSurface {
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public:
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idSurface_Patch( void );
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idSurface_Patch( int maxPatchWidth, int maxPatchHeight );
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idSurface_Patch( const idSurface_Patch &patch );
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~idSurface_Patch( void );
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void SetSize( int patchWidth, int patchHeight );
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int GetWidth( void ) const;
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int GetHeight( void ) const;
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// subdivide the patch mesh based on error
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void Subdivide( float maxHorizontalError, float maxVerticalError, float maxLength, bool genNormals = false );
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// subdivide the patch up to an explicit number of horizontal and vertical subdivisions
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void SubdivideExplicit( int horzSubdivisions, int vertSubdivisions, bool genNormals, bool removeLinear = false );
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protected:
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int width; // width of patch
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int height; // height of patch
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int maxWidth; // maximum width allocated for
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int maxHeight; // maximum height allocated for
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bool expanded; // true if vertices are spaced out
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private:
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// put the approximation points on the curve
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void PutOnCurve( void );
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// remove columns and rows with all points on one line
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void RemoveLinearColumnsRows( void );
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// resize verts buffer
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void ResizeExpanded( int height, int width );
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// space points out over maxWidth * maxHeight buffer
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void Expand( void );
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// move all points to the start of the verts buffer
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void Collapse( void );
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// project a point onto a vector to calculate maximum curve error
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void ProjectPointOntoVector( const idVec3 &point, const idVec3 &vStart, const idVec3 &vEnd, idVec3 &vProj );
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// generate normals
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void GenerateNormals( void );
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// generate triangle indexes
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void GenerateIndexes( void );
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// lerp point from two patch point
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void LerpVert( const idDrawVert &a, const idDrawVert &b, idDrawVert &out ) const;
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// sample a single 3x3 patch
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void SampleSinglePatchPoint( const idDrawVert ctrl[3][3], float u, float v, idDrawVert *out ) const;
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void SampleSinglePatch( const idDrawVert ctrl[3][3], int baseCol, int baseRow, int width, int horzSub, int vertSub, idDrawVert *outVerts ) const;
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};
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/*
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=================
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idSurface_Patch::idSurface_Patch
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=================
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*/
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ID_INLINE idSurface_Patch::idSurface_Patch( void ) {
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height = width = maxHeight = maxWidth = 0;
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expanded = false;
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}
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/*
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=================
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idSurface_Patch::idSurface_Patch
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=================
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*/
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ID_INLINE idSurface_Patch::idSurface_Patch( int maxPatchWidth, int maxPatchHeight ) {
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width = height = 0;
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maxWidth = maxPatchWidth;
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maxHeight = maxPatchHeight;
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verts.SetNum( maxWidth * maxHeight );
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expanded = false;
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}
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/*
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=================
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idSurface_Patch::idSurface_Patch
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=================
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*/
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ID_INLINE idSurface_Patch::idSurface_Patch( const idSurface_Patch &patch ) {
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(*this) = patch;
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}
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/*
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=================
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idSurface_Patch::~idSurface_Patch
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=================
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*/
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ID_INLINE idSurface_Patch::~idSurface_Patch() {
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}
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/*
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=================
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idSurface_Patch::GetWidth
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=================
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*/
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ID_INLINE int idSurface_Patch::GetWidth( void ) const {
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return width;
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}
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/*
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=================
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idSurface_Patch::GetHeight
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=================
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*/
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ID_INLINE int idSurface_Patch::GetHeight( void ) const {
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return height;
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}
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#endif /* !__SURFACE_PATCH_H__ */
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