q3rally/engine/code/renderergl1/tr_curve.c
Zack Middleton 22a0949a26 ioquake3 resync to commit 4610a240 from bc8737d7
Upgrade to build and run from VS2019
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Updated SDL2 include files to fix Mac build in GitHub Actions
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Merge branch 'main' into xcode
Merge branch 'main' into vs2019
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode
Removed signature from SDL dylib, enabled dark mode on macOS.
spaces > tabs
Ad-hoc signed libSDL2-2.0.0.dylib
Fix compiling against SDL 2.0.17
UB2 now signs and notarizes, upgraded to SDL 2.0.16
Architectures in libSDL2 restored for ppc and i386
Merge remote-tracking branch 'upstream/main' into vs2019
Update SDL2 to 2.0.16
Added rudimentary support for automatically finding Microsoft Store version of Quake 3
GHA deprecated Ubuntu 16.04 - update to 18.04
qsort cannot be called with NULL
Merge remote-tracking branch 'upstream/main' into vs2019
Addressed string concatenation issue and added dummy method for Mac/Linux
Added missing variable.
Merge remote-tracking branch 'upstream/main' into xcode
Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions
Addressed PR suggestions
Modified MS Store path handling to better follow the pattern of Steam/GOG
Merge pull request #481 from tomkidd/xcode
Merge pull request #482 from tomkidd/vs2019
OpenGL2: Fix r_grayscale 1 making everything solid black
Print full GL_EXTENSIONS list for OpenGL contexts before 3.0
Fix being unable to enter Team Arena CD key
OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core
Improve setting Microsoft Store path
Update building for macOS in README
Make macOS arm64 default to target macOS 11 in Makefile
Fix error when cross-compiling for macOS arm64 using Makefile
Fix passing arguments to VM dylib on Apple M1
Fix compiling on older macOS
Fix memory corruption in S_TransferPaintBuffer
Fix memset
Fix hex digit
Fix uninitialized variable
some old URL and doc updates
Update README.md
Update FUNDING.yml
code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler
Revert "code/curl: update ifdef condition for MCST-LCC compiler"
Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option"
More predictable mesh normals generation
vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019)
Add keys for SDL 2.0.14's new gamepad buttons
Fix in_availableJoysticks cvar not updating
Fix (disabled) Wavelet sound decompression
Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update macOS UB1 to SDL 2.0.22
Fix running make-macosx{,-ub2}.sh on Linux
Update MSVC .lib files to SDL 2.24.0
2023-03-02 23:13:18 -06:00

625 lines
16 KiB
C

/*
===========================================================================
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,
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
*/
/*
============
LerpDrawVert
============
*/
static void LerpDrawVert( drawVert_t *a, drawVert_t *b, drawVert_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->color[0] = (a->color[0] + b->color[0]) >> 1;
out->color[1] = (a->color[1] + b->color[1]) >> 1;
out->color[2] = (a->color[2] + b->color[2]) >> 1;
out->color[3] = (a->color[3] + b->color[3]) >> 1;
}
/*
============
Transpose
============
*/
static void Transpose( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
drawVert_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, drawVert_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;
drawVert_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 ( VectorNormalize( temp ) < 0.001f ) {
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 ( VectorNormalize( normal ) < 0.001f ) {
continue;
}
VectorAdd( normal, sum, sum );
count++;
}
//if ( count == 0 ) {
// printf("bad normal\n");
//}
VectorNormalize2( sum, dv->normal );
}
}
}
/*
============
InvertCtrl
============
*/
static void InvertCtrl( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
drawVert_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( drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
int width, int height ) {
int i, j;
drawVert_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,
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE] ) {
int i, j, size;
drawVert_t *vert;
vec3_t tmpVec;
srfGridMesh_t *grid;
// copy the results out to a grid
size = (width * height - 1) * sizeof( drawVert_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 );
#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 );
#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);
}
/*
=================
R_SubdividePatchToGrid
=================
*/
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
int i, j, k, l;
drawVert_t_cleared( prev );
drawVert_t_cleared( next );
drawVert_t_cleared( mid );
float len, maxLen;
int dir;
int t;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
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;
}
// horizontal subdivisions
for ( j = 0 ; j + 2 < width ; j += 2 ) {
// 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;
continue;
}
// see if we want to insert subdivided columns
if ( width + 2 > MAX_GRID_SIZE ) {
errorTable[dir][j+1] = 1.0f/maxLen;
continue; // can't subdivide any more
}
if ( maxLen <= r_subdivisions->value ) {
errorTable[dir][j+1] = 1.0f/maxLen;
continue; // didn't need subdivision
}
errorTable[dir][j+2] = 1.0f/maxLen;
// 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;
}
// back up and recheck this set again, it may need more subdivision
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 normals
MakeMeshNormals( width, height, ctrl );
return R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
}
/*
===============
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;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
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 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 );
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;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
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 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 );
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
}