mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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147 lines
4.9 KiB
C
147 lines
4.9 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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/*
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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();
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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();
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void SetSize( int patchWidth, int patchHeight );
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int GetWidth() const;
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int GetHeight() 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();
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// remove columns and rows with all points on one line
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void RemoveLinearColumnsRows();
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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();
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// move all points to the start of the verts buffer
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void Collapse();
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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();
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// generate triangle indexes
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void GenerateIndexes();
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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() {
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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() 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() const {
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return height;
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}
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#endif /* !__SURFACE_PATCH_H__ */
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