/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __SURFACE_PATCH_H__ #define __SURFACE_PATCH_H__ /* =============================================================================== Bezier patch surface. =============================================================================== */ class idSurface_Patch : public idSurface { public: idSurface_Patch(); idSurface_Patch( int maxPatchWidth, int maxPatchHeight ); idSurface_Patch( const idSurface_Patch& patch ); ~idSurface_Patch(); void SetSize( int patchWidth, int patchHeight ); int GetWidth() const; int GetHeight() const; // subdivide the patch mesh based on error void Subdivide( float maxHorizontalError, float maxVerticalError, float maxLength, bool genNormals = false ); // subdivide the patch up to an explicit number of horizontal and vertical subdivisions void SubdivideExplicit( int horzSubdivisions, int vertSubdivisions, bool genNormals, bool removeLinear = false ); protected: int width; // width of patch int height; // height of patch int maxWidth; // maximum width allocated for int maxHeight; // maximum height allocated for bool expanded; // true if vertices are spaced out private: // put the approximation points on the curve void PutOnCurve(); // remove columns and rows with all points on one line void RemoveLinearColumnsRows(); // resize verts buffer void ResizeExpanded( int height, int width ); // space points out over maxWidth * maxHeight buffer void Expand(); // move all points to the start of the verts buffer void Collapse(); // project a point onto a vector to calculate maximum curve error void ProjectPointOntoVector( const idVec3& point, const idVec3& vStart, const idVec3& vEnd, idVec3& vProj ); // generate normals void GenerateNormals(); // generate triangle indexes void GenerateIndexes(); // lerp point from two patch point void LerpVert( const idDrawVert& a, const idDrawVert& b, idDrawVert& out ) const; // sample a single 3x3 patch void SampleSinglePatchPoint( const idDrawVert ctrl[3][3], float u, float v, idDrawVert* out ) const; void SampleSinglePatch( const idDrawVert ctrl[3][3], int baseCol, int baseRow, int width, int horzSub, int vertSub, idDrawVert* outVerts ) const; }; /* ================= idSurface_Patch::idSurface_Patch ================= */ ID_INLINE idSurface_Patch::idSurface_Patch() { height = width = maxHeight = maxWidth = 0; expanded = false; } /* ================= idSurface_Patch::idSurface_Patch ================= */ ID_INLINE idSurface_Patch::idSurface_Patch( int maxPatchWidth, int maxPatchHeight ) { width = height = 0; maxWidth = maxPatchWidth; maxHeight = maxPatchHeight; verts.SetNum( maxWidth * maxHeight ); expanded = false; } /* ================= idSurface_Patch::idSurface_Patch ================= */ ID_INLINE idSurface_Patch::idSurface_Patch( const idSurface_Patch& patch ) { ( *this ) = patch; } /* ================= idSurface_Patch::~idSurface_Patch ================= */ ID_INLINE idSurface_Patch::~idSurface_Patch() { } /* ================= idSurface_Patch::GetWidth ================= */ ID_INLINE int idSurface_Patch::GetWidth() const { return width; } /* ================= idSurface_Patch::GetHeight ================= */ ID_INLINE int idSurface_Patch::GetHeight() const { return height; } #endif /* !__SURFACE_PATCH_H__ */