gtkradiant/tools/quake3/q3map2/surface_foliage.c

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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
------------------------------------------------------------------------------- */
/* marker */
#define SURFACE_FOLIAGE_C
/* dependencies */
#include "q3map2.h"
#define MAX_FOLIAGE_INSTANCES 8192
static int numFoliageInstances;
static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
/*
SubdivideFoliageTriangle_r()
recursively subdivides a triangle until the triangle is smaller than
the desired density, then pseudo-randomly sets a point
*/
static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri ){
bspDrawVert_t mid, *tri2[ 3 ];
int max;
/* limit test */
if ( numFoliageInstances >= MAX_FOLIAGE_INSTANCES ) {
return;
}
/* plane test */
{
vec4_t plane;
/* make a plane */
if ( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) ) {
return;
}
/* if normal is too far off vertical, then don't place an instance */
if ( plane[ 2 ] < 0.5f ) {
return;
}
}
/* subdivide calc */
{
int i;
float *a, *b, dx, dy, dz, dist, maxDist;
foliageInstance_t *fi;
/* get instance */
fi = &foliageInstances[ numFoliageInstances ];
/* find the longest edge and split it */
max = -1;
maxDist = 0.0f;
VectorClear( fi->xyz );
VectorClear( fi->normal );
for ( i = 0; i < 3; i++ )
{
/* get verts */
a = tri[ i ]->xyz;
b = tri[ ( i + 1 ) % 3 ]->xyz;
/* get dists */
dx = a[ 0 ] - b[ 0 ];
dy = a[ 1 ] - b[ 1 ];
dz = a[ 2 ] - b[ 2 ];
dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
/* longer? */
if ( dist > maxDist ) {
maxDist = dist;
max = i;
}
/* add to centroid */
VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );
VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );
}
/* is the triangle small enough? */
if ( maxDist <= ( foliage->density * foliage->density ) ) {
float alpha, odds, r;
/* get average alpha */
if ( foliage->inverseAlpha == 2 ) {
alpha = 1.0f;
}
else
{
alpha = ( (float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ] ) / 765.0f;
if ( foliage->inverseAlpha == 1 ) {
alpha = 1.0f - alpha;
}
if ( alpha < 0.75f ) {
return;
}
}
/* roll the dice */
odds = foliage->odds * alpha;
r = Random();
if ( r > odds ) {
return;
}
/* scale centroid */
VectorScale( fi->xyz, 0.33333333f, fi->xyz );
if ( VectorNormalize( fi->normal, fi->normal ) == 0.0f ) {
return;
}
/* add to count and return */
numFoliageInstances++;
return;
}
}
/* split the longest edge and map it */
LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
/* recurse to first triangle */
VectorCopy( tri, tri2 );
tri2[ max ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
/* recurse to second triangle */
VectorCopy( tri, tri2 );
tri2[ ( max + 1 ) % 3 ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
}
/*
GenFoliage()
generates a foliage file for a bsp
*/
void Foliage( mapDrawSurface_t *src ){
int i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
mapDrawSurface_t *ds;
shaderInfo_t *si;
foliage_t *foliage;
mesh_t srcMesh, *subdivided, *mesh;
bspDrawVert_t *verts, *dv[ 3 ], *fi;
vec3_t scale;
m4x4_t transform;
/* get shader */
si = src->shaderInfo;
if ( si == NULL || si->foliage == NULL ) {
return;
}
/* do every foliage */
for ( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
{
/* zero out */
numFoliageInstances = 0;
/* map the surface onto the lightmap origin/cluster/normal buffers */
switch ( src->type )
{
case SURFACE_META:
case SURFACE_FORCED_META:
case SURFACE_TRIANGLES:
/* get verts */
verts = src->verts;
/* map the triangles */
for ( i = 0; i < src->numIndexes; i += 3 )
{
dv[ 0 ] = &verts[ src->indexes[ i ] ];
dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
}
break;
case SURFACE_PATCH:
/* make a mesh from the drawsurf */
srcMesh.width = src->patchWidth;
srcMesh.height = src->patchHeight;
srcMesh.verts = src->verts;
subdivided = SubdivideMesh( srcMesh, 8, 512 );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
/* get verts */
verts = mesh->verts;
/* map the mesh quads */
for ( y = 0; y < ( mesh->height - 1 ); y++ )
{
for ( x = 0; x < ( mesh->width - 1 ); x++ )
{
/* set indexes */
pw[ 0 ] = x + ( y * mesh->width );
pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
pw[ 3 ] = x + 1 + ( y * mesh->width );
pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
/* set radix */
r = ( x + y ) & 1;
/* get drawverts and map first triangle */
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
dv[ 1 ] = &verts[ pw[ r + 1 ] ];
dv[ 2 ] = &verts[ pw[ r + 2 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
/* get drawverts and map second triangle */
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
dv[ 1 ] = &verts[ pw[ r + 2 ] ];
dv[ 2 ] = &verts[ pw[ r + 3 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
}
}
/* free the mesh */
FreeMesh( mesh );
break;
default:
break;
}
/* any origins? */
if ( numFoliageInstances < 1 ) {
continue;
}
/* remember surface count */
oldNumMapDrawSurfs = numMapDrawSurfs;
/* set transform matrix */
VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );
m4x4_scale_for_vec3( transform, scale );
/* add the model to the bsp */
InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );
/* walk each new surface */
for ( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
{
/* get surface */
ds = &mapDrawSurfs[ i ];
/* set up */
ds->type = SURFACE_FOLIAGE;
ds->numFoliageInstances = numFoliageInstances;
/* a wee hack */
ds->patchWidth = ds->numFoliageInstances;
ds->patchHeight = ds->numVerts;
/* set fog to be same as source surface */
ds->fogNum = src->fogNum;
/* add a drawvert for every instance */
verts = safe_malloc( ( ds->numVerts + ds->numFoliageInstances ) * sizeof( *verts ) );
memset( verts, 0, ( ds->numVerts + ds->numFoliageInstances ) * sizeof( *verts ) );
memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
free( ds->verts );
ds->verts = verts;
/* copy the verts */
for ( j = 0; j < ds->numFoliageInstances; j++ )
{
/* get vert (foliage instance) */
fi = &ds->verts[ ds->numVerts + j ];
/* copy xyz and normal */
VectorCopy( foliageInstances[ j ].xyz, fi->xyz );
VectorCopy( foliageInstances[ j ].normal, fi->normal );
/* ydnar: set color */
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
fi->color[ k ][ 0 ] = 255;
fi->color[ k ][ 1 ] = 255;
fi->color[ k ][ 2 ] = 255;
fi->color[ k ][ 3 ] = 255;
}
}
/* increment */
ds->numVerts += ds->numFoliageInstances;
}
}
}