q3rally/engine/code/rend2/tr_curve.c

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ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
This file does all of the processing necessary to turn a raw grid of points
read from the map file into a srfGridMesh_t ready for rendering.
The level of detail solution is direction independent, based only on subdivided
distance from the true curve.
Only a single entry point:
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
*/
/*
============
LerpDrawVert
============
*/
static void LerpDrawVert( srfVert_t *a, srfVert_t *b, srfVert_t *out ) {
out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]);
out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]);
out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]);
out->st[0] = 0.5f * (a->st[0] + b->st[0]);
out->st[1] = 0.5f * (a->st[1] + b->st[1]);
out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]);
out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]);
out->vertexColors[0] = 0.5f * (a->vertexColors[0] + b->vertexColors[0]);
out->vertexColors[1] = 0.5f * (a->vertexColors[1] + b->vertexColors[1]);
out->vertexColors[2] = 0.5f * (a->vertexColors[2] + b->vertexColors[2]);
out->vertexColors[3] = 0.5f * (a->vertexColors[3] + b->vertexColors[3]);
}
/*
============
Transpose
============
*/
static void Transpose( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
srfVert_t temp;
if ( width > height ) {
for ( i = 0 ; i < height ; i++ ) {
for ( j = i + 1 ; j < width ; j++ ) {
if ( j < height ) {
// swap the value
temp = ctrl[j][i];
ctrl[j][i] = ctrl[i][j];
ctrl[i][j] = temp;
} else {
// just copy
ctrl[j][i] = ctrl[i][j];
}
}
}
} else {
for ( i = 0 ; i < width ; i++ ) {
for ( j = i + 1 ; j < height ; j++ ) {
if ( j < width ) {
// swap the value
temp = ctrl[i][j];
ctrl[i][j] = ctrl[j][i];
ctrl[j][i] = temp;
} else {
// just copy
ctrl[i][j] = ctrl[j][i];
}
}
}
}
}
/*
=================
MakeMeshNormals
Handles all the complicated wrapping and degenerate cases
=================
*/
static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j, k, dist;
vec3_t normal;
vec3_t sum;
int count = 0;
vec3_t base;
vec3_t delta;
int x, y;
srfVert_t *dv;
vec3_t around[8], temp;
qboolean good[8];
qboolean wrapWidth, wrapHeight;
float len;
static int neighbors[8][2] = {
{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
};
wrapWidth = qfalse;
for ( i = 0 ; i < height ; i++ ) {
VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta );
len = VectorLengthSquared( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == height ) {
wrapWidth = qtrue;
}
wrapHeight = qfalse;
for ( i = 0 ; i < width ; i++ ) {
VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta );
len = VectorLengthSquared( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == width) {
wrapHeight = qtrue;
}
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
count = 0;
dv = &ctrl[j][i];
VectorCopy( dv->xyz, base );
for ( k = 0 ; k < 8 ; k++ ) {
VectorClear( around[k] );
good[k] = qfalse;
for ( dist = 1 ; dist <= 3 ; dist++ ) {
x = i + neighbors[k][0] * dist;
y = j + neighbors[k][1] * dist;
if ( wrapWidth ) {
if ( x < 0 ) {
x = width - 1 + x;
} else if ( x >= width ) {
x = 1 + x - width;
}
}
if ( wrapHeight ) {
if ( y < 0 ) {
y = height - 1 + y;
} else if ( y >= height ) {
y = 1 + y - height;
}
}
if ( x < 0 || x >= width || y < 0 || y >= height ) {
break; // edge of patch
}
VectorSubtract( ctrl[y][x].xyz, base, temp );
if ( VectorNormalize2( temp, temp ) == 0 ) {
continue; // degenerate edge, get more dist
} else {
good[k] = qtrue;
VectorCopy( temp, around[k] );
break; // good edge
}
}
}
VectorClear( sum );
for ( k = 0 ; k < 8 ; k++ ) {
if ( !good[k] || !good[(k+1)&7] ) {
continue; // didn't get two points
}
CrossProduct( around[(k+1)&7], around[k], normal );
if ( VectorNormalize2( normal, normal ) == 0 ) {
continue;
}
VectorAdd( normal, sum, sum );
count++;
}
//if ( count == 0 ) {
// printf("bad normal\n");
//}
VectorNormalize2( sum, dv->normal );
}
}
}
#ifdef USE_VERT_TANGENT_SPACE
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numTriangles,
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
{
int i, j;
srfVert_t *dv[3];
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
srfTriangle_t *tri;
// FIXME: use more elegant way
for(i = 0; i < width; i++)
{
for(j = 0; j < height; j++)
{
dv[0] = &ctrl2[j * width + i];
*dv[0] = ctrl[j][i];
}
}
for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
{
dv[0] = &ctrl2[tri->indexes[0]];
dv[1] = &ctrl2[tri->indexes[1]];
dv[2] = &ctrl2[tri->indexes[2]];
R_CalcTangentVectors(dv);
}
#if 0
for(i = 0; i < (width * height); i++)
{
dv0 = &ctrl2[i];
VectorNormalize(dv0->normal);
#if 0
VectorNormalize(dv0->tangent);
VectorNormalize(dv0->bitangent);
#else
d = DotProduct(dv0->tangent, dv0->normal);
VectorMA(dv0->tangent, -d, dv0->normal, dv0->tangent);
VectorNormalize(dv0->tangent);
d = DotProduct(dv0->bitangent, dv0->normal);
VectorMA(dv0->bitangent, -d, dv0->normal, dv0->bitangent);
VectorNormalize(dv0->bitangent);
#endif
}
#endif
#if 0
// do another extra smoothing for normals to avoid flat shading
for(i = 0; i < (width * height); i++)
{
for(j = 0; j < (width * height); j++)
{
if(R_CompareVert(&ctrl2[i], &ctrl2[j], qfalse))
{
VectorAdd(ctrl2[i].normal, ctrl2[j].normal, ctrl2[i].normal);
}
}
VectorNormalize(ctrl2[i].normal);
}
#endif
for(i = 0; i < width; i++)
{
for(j = 0; j < height; j++)
{
dv[0] = &ctrl2[j * width + i];
dv[1] = &ctrl[j][i];
VectorCopy(dv[0]->tangent, dv[1]->tangent);
VectorCopy(dv[0]->bitangent, dv[1]->bitangent);
}
}
}
#endif
static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
{
int i, j;
int numTriangles;
int w, h;
srfVert_t *dv;
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
h = height - 1;
w = width - 1;
numTriangles = 0;
for(i = 0; i < h; i++)
{
for(j = 0; j < w; j++)
{
int v1, v2, v3, v4;
// vertex order to be reckognized as tristrips
v1 = i * width + j + 1;
v2 = v1 - 1;
v3 = v2 + width;
v4 = v3 + 1;
triangles[numTriangles].indexes[0] = v2;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v1;
numTriangles++;
triangles[numTriangles].indexes[0] = v1;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v4;
numTriangles++;
}
}
R_CalcSurfaceTriangleNeighbors(numTriangles, triangles);
// FIXME: use more elegant way
for(i = 0; i < width; i++)
{
for(j = 0; j < height; j++)
{
dv = &ctrl2[j * width + i];
*dv = ctrl[j][i];
}
}
R_CalcSurfaceTrianglePlanes(numTriangles, triangles, ctrl2);
return numTriangles;
}
/*
============
InvertCtrl
============
*/
static void InvertCtrl( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
srfVert_t temp;
for ( i = 0 ; i < height ; i++ ) {
for ( j = 0 ; j < width/2 ; j++ ) {
temp = ctrl[i][j];
ctrl[i][j] = ctrl[i][width-1-j];
ctrl[i][width-1-j] = temp;
}
}
}
/*
=================
InvertErrorTable
=================
*/
static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) {
int i;
float copy[2][MAX_GRID_SIZE];
Com_Memcpy( copy, errorTable, sizeof( copy ) );
for ( i = 0 ; i < width ; i++ ) {
errorTable[1][i] = copy[0][i]; //[width-1-i];
}
for ( i = 0 ; i < height ; i++ ) {
errorTable[0][i] = copy[1][height-1-i];
}
}
/*
==================
PutPointsOnCurve
==================
*/
static void PutPointsOnCurve( srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
int width, int height ) {
int i, j;
srfVert_t prev, next;
for ( i = 0 ; i < width ; i++ ) {
for ( j = 1 ; j < height ; j += 2 ) {
LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev );
LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next );
LerpDrawVert( &prev, &next, &ctrl[j][i] );
}
}
for ( j = 0 ; j < height ; j++ ) {
for ( i = 1 ; i < width ; i += 2 ) {
LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev );
LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next );
LerpDrawVert( &prev, &next, &ctrl[j][i] );
}
}
}
/*
=================
R_CreateSurfaceGridMesh
=================
*/
srfGridMesh_t *R_CreateSurfaceGridMesh(int width, int height,
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
int numTriangles, srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2]) {
int i, j, size;
srfVert_t *vert;
vec3_t tmpVec;
srfGridMesh_t *grid;
// copy the results out to a grid
size = (width * height - 1) * sizeof( srfVert_t ) + sizeof( *grid );
#ifdef PATCH_STITCHING
grid = /*ri.Hunk_Alloc*/ ri.Malloc( size );
Com_Memset(grid, 0, size);
grid->widthLodError = /*ri.Hunk_Alloc*/ ri.Malloc( width * 4 );
Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Malloc(grid->numTriangles * sizeof(srfTriangle_t));
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numVerts = (width * height);
grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
#else
grid = ri.Hunk_Alloc( size );
Com_Memset(grid, 0, size);
grid->widthLodError = ri.Hunk_Alloc( width * 4 );
Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
grid->heightLodError = ri.Hunk_Alloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numVerts = (width * height);
grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
#endif
grid->width = width;
grid->height = height;
grid->surfaceType = SF_GRID;
ClearBounds( grid->meshBounds[0], grid->meshBounds[1] );
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
vert = &grid->verts[j*width+i];
*vert = ctrl[j][i];
AddPointToBounds( vert->xyz, grid->meshBounds[0], grid->meshBounds[1] );
}
}
// compute local origin and bounds
VectorAdd( grid->meshBounds[0], grid->meshBounds[1], grid->localOrigin );
VectorScale( grid->localOrigin, 0.5f, grid->localOrigin );
VectorSubtract( grid->meshBounds[0], grid->localOrigin, tmpVec );
grid->meshRadius = VectorLength( tmpVec );
VectorCopy( grid->localOrigin, grid->lodOrigin );
grid->lodRadius = grid->meshRadius;
//
return grid;
}
/*
=================
R_FreeSurfaceGridMesh
=================
*/
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid ) {
ri.Free(grid->widthLodError);
ri.Free(grid->heightLodError);
ri.Free(grid->triangles);
ri.Free(grid->verts);
ri.Free(grid);
}
/*
=================
R_SubdividePatchToGrid
=================
*/
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
int i, j, k, l;
srfVert_t_cleared( prev );
srfVert_t_cleared( next );
srfVert_t_cleared( mid );
float len, maxLen;
int dir;
int t;
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int consecutiveComplete;
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
ctrl[j][i] = points[j*width+i];
}
}
for ( dir = 0 ; dir < 2 ; dir++ ) {
for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) {
errorTable[dir][j] = 0;
}
consecutiveComplete = 0;
// horizontal subdivisions
for ( j = 0 ; ; j = (j + 2) % (width - 1) ) {
// check subdivided midpoints against control points
// FIXME: also check midpoints of adjacent patches against the control points
// this would basically stitch all patches in the same LOD group together.
maxLen = 0;
for ( i = 0 ; i < height ; i++ ) {
vec3_t midxyz;
vec3_t midxyz2;
vec3_t dir;
vec3_t projected;
float d;
// calculate the point on the curve
for ( l = 0 ; l < 3 ; l++ ) {
midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2
+ ctrl[i][j+2].xyz[l] ) * 0.25f;
}
// see how far off the line it is
// using dist-from-line will not account for internal
// texture warping, but it gives a lot less polygons than
// dist-from-midpoint
VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
VectorNormalize( dir );
d = DotProduct( midxyz, dir );
VectorScale( dir, d, projected );
VectorSubtract( midxyz, projected, midxyz2);
len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later
if ( len > maxLen ) {
maxLen = len;
}
}
maxLen = sqrt(maxLen);
// if all the points are on the lines, remove the entire columns
if ( maxLen < 0.1f ) {
errorTable[dir][j+1] = 999;
// if we go over the whole grid twice without adding any columns, stop
if (++consecutiveComplete >= width)
break;
continue;
}
// see if we want to insert subdivided columns
if ( width + 2 > MAX_GRID_SIZE ) {
errorTable[dir][j+1] = 1.0f/maxLen;
break; // can't subdivide any more
}
if ( maxLen <= r_subdivisions->value ) {
errorTable[dir][j+1] = 1.0f/maxLen;
// if we go over the whole grid twice without adding any columns, stop
if (++consecutiveComplete >= width)
break;
continue; // didn't need subdivision
}
errorTable[dir][j+2] = 1.0f/maxLen;
consecutiveComplete = 0;
// insert two columns and replace the peak
width += 2;
for ( i = 0 ; i < height ; i++ ) {
LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev );
LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = width - 1 ; k > j + 3 ; k-- ) {
ctrl[i][k] = ctrl[i][k-2];
}
ctrl[i][j + 1] = prev;
ctrl[i][j + 2] = mid;
ctrl[i][j + 3] = next;
}
// skip the new one, we'll get it on the next pass
j += 2;
}
Transpose( width, height, ctrl );
t = width;
width = height;
height = t;
}
// put all the aproximating points on the curve
PutPointsOnCurve( ctrl, width, height );
// cull out any rows or columns that are colinear
for ( i = 1 ; i < width-1 ; i++ ) {
if ( errorTable[0][i] != 999 ) {
continue;
}
for ( j = i+1 ; j < width ; j++ ) {
for ( k = 0 ; k < height ; k++ ) {
ctrl[k][j-1] = ctrl[k][j];
}
errorTable[0][j-1] = errorTable[0][j];
}
width--;
}
for ( i = 1 ; i < height-1 ; i++ ) {
if ( errorTable[1][i] != 999 ) {
continue;
}
for ( j = i+1 ; j < height ; j++ ) {
for ( k = 0 ; k < width ; k++ ) {
ctrl[j-1][k] = ctrl[j][k];
}
errorTable[1][j-1] = errorTable[1][j];
}
height--;
}
#if 1
// flip for longest tristrips as an optimization
// the results should be visually identical with or
// without this step
if ( height > width ) {
Transpose( width, height, ctrl );
InvertErrorTable( errorTable, width, height );
t = width;
width = height;
height = t;
InvertCtrl( width, height, ctrl );
}
#endif
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate normals
MakeMeshNormals( width, height, ctrl );
#ifdef USE_VERT_TANGENT_SPACE
MakeMeshTangentVectors(width, height, ctrl, numTriangles, triangles);
#endif
return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
}
/*
===============
R_GridInsertColumn
===============
*/
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror ) {
int i, j;
int width, height, oldwidth;
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
oldwidth = 0;
width = grid->width + 1;
if (width > MAX_GRID_SIZE)
return NULL;
height = grid->height;
for (i = 0; i < width; i++) {
if (i == column) {
//insert new column
for (j = 0; j < grid->height; j++) {
LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] );
if (j == row)
VectorCopy(point, ctrl[j][i].xyz);
}
errorTable[0][i] = loderror;
continue;
}
errorTable[0][i] = grid->widthLodError[oldwidth];
for (j = 0; j < grid->height; j++) {
ctrl[j][i] = grid->verts[j * grid->width + oldwidth];
}
oldwidth++;
}
for (j = 0; j < grid->height; j++) {
errorTable[1][j] = grid->heightLodError[j];
}
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate normals
MakeMeshNormals( width, height, ctrl );
VectorCopy(grid->lodOrigin, lodOrigin);
lodRadius = grid->lodRadius;
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
}
/*
===============
R_GridInsertRow
===============
*/
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror ) {
int i, j;
int width, height, oldheight;
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
oldheight = 0;
width = grid->width;
height = grid->height + 1;
if (height > MAX_GRID_SIZE)
return NULL;
for (i = 0; i < height; i++) {
if (i == row) {
//insert new row
for (j = 0; j < grid->width; j++) {
LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] );
if (j == column)
VectorCopy(point, ctrl[i][j].xyz);
}
errorTable[1][i] = loderror;
continue;
}
errorTable[1][i] = grid->heightLodError[oldheight];
for (j = 0; j < grid->width; j++) {
ctrl[i][j] = grid->verts[oldheight * grid->width + j];
}
oldheight++;
}
for (j = 0; j < grid->width; j++) {
errorTable[0][j] = grid->widthLodError[j];
}
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate normals
MakeMeshNormals( width, height, ctrl );
VectorCopy(grid->lodOrigin, lodOrigin);
lodRadius = grid->lodRadius;
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
}