mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 04:12:02 +00:00
22a0949a26
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
739 lines
19 KiB
C
739 lines
19 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 srfBspSurface_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:
|
|
|
|
srfBspSurface_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->color[0] = ((int)a->color[0] + (int)b->color[0]) >> 1;
|
|
out->color[1] = ((int)a->color[1] + (int)b->color[1]) >> 1;
|
|
out->color[2] = ((int)a->color[2] + (int)b->color[2]) >> 1;
|
|
out->color[3] = ((int)a->color[3] + (int)b->color[3]) >> 1;
|
|
}
|
|
|
|
/*
|
|
============
|
|
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 ( 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");
|
|
//}
|
|
{
|
|
vec3_t fNormal;
|
|
VectorNormalize2(sum, fNormal);
|
|
R_VaoPackNormal(dv->normal, fNormal);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes,
|
|
glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
|
|
{
|
|
int i, j;
|
|
srfVert_t *dv[3];
|
|
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
|
|
glIndex_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 = indexes; i < numIndexes; i += 3, tri += 3)
|
|
{
|
|
dv[0] = &ctrl2[tri[0]];
|
|
dv[1] = &ctrl2[tri[1]];
|
|
dv[2] = &ctrl2[tri[2]];
|
|
|
|
R_CalcTangentVectors(dv);
|
|
}
|
|
|
|
for(i = 0; i < width; i++)
|
|
{
|
|
for(j = 0; j < height; j++)
|
|
{
|
|
dv[0] = &ctrl2[j * width + i];
|
|
dv[1] = &ctrl[j][i];
|
|
|
|
VectorCopy4(dv[0]->tangent, dv[1]->tangent);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static int MakeMeshIndexes(int width, int height, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
|
|
{
|
|
int i, j;
|
|
int numIndexes;
|
|
int w, h;
|
|
|
|
h = height - 1;
|
|
w = width - 1;
|
|
numIndexes = 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;
|
|
|
|
indexes[numIndexes++] = v2;
|
|
indexes[numIndexes++] = v3;
|
|
indexes[numIndexes++] = v1;
|
|
|
|
indexes[numIndexes++] = v1;
|
|
indexes[numIndexes++] = v3;
|
|
indexes[numIndexes++] = v4;
|
|
}
|
|
}
|
|
|
|
return numIndexes;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
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
|
|
=================
|
|
*/
|
|
void R_CreateSurfaceGridMesh(srfBspSurface_t *grid, int width, int height,
|
|
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
|
|
int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) {
|
|
int i, j;
|
|
srfVert_t *vert;
|
|
vec3_t tmpVec;
|
|
|
|
// copy the results out to a grid
|
|
Com_Memset(grid, 0, sizeof(*grid));
|
|
|
|
#ifdef PATCH_STITCHING
|
|
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->numIndexes = numIndexes;
|
|
grid->indexes = ri.Malloc(grid->numIndexes * sizeof(glIndex_t));
|
|
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
|
|
|
|
grid->numVerts = (width * height);
|
|
grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
|
|
#else
|
|
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->numIndexes = numIndexes;
|
|
grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
|
|
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_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->cullBounds[0], grid->cullBounds[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->cullBounds[0], grid->cullBounds[1] );
|
|
}
|
|
}
|
|
|
|
// compute local origin and bounds
|
|
VectorAdd( grid->cullBounds[0], grid->cullBounds[1], grid->cullOrigin );
|
|
VectorScale( grid->cullOrigin, 0.5f, grid->cullOrigin );
|
|
VectorSubtract( grid->cullBounds[0], grid->cullOrigin, tmpVec );
|
|
grid->cullRadius = VectorLength( tmpVec );
|
|
|
|
VectorCopy( grid->cullOrigin, grid->lodOrigin );
|
|
grid->lodRadius = grid->cullRadius;
|
|
//
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_FreeSurfaceGridMesh
|
|
=================
|
|
*/
|
|
static void R_FreeSurfaceGridMeshData( srfBspSurface_t *grid ) {
|
|
ri.Free(grid->widthLodError);
|
|
ri.Free(grid->heightLodError);
|
|
ri.Free(grid->indexes);
|
|
ri.Free(grid->verts);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SubdividePatchToGrid
|
|
=================
|
|
*/
|
|
void R_SubdividePatchToGrid( srfBspSurface_t *grid, 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 numIndexes;
|
|
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
|
|
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 indexes
|
|
numIndexes = MakeMeshIndexes(width, height, indexes);
|
|
|
|
// calculate normals
|
|
MakeMeshNormals( width, height, ctrl );
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
|
|
R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_GridInsertColumn
|
|
===============
|
|
*/
|
|
void R_GridInsertColumn( srfBspSurface_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 numIndexes;
|
|
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
|
|
|
|
oldwidth = 0;
|
|
width = grid->width + 1;
|
|
if (width > MAX_GRID_SIZE)
|
|
return;
|
|
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 indexes
|
|
numIndexes = MakeMeshIndexes(width, height, indexes);
|
|
|
|
// calculate normals
|
|
MakeMeshNormals( width, height, ctrl );
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
|
|
VectorCopy(grid->lodOrigin, lodOrigin);
|
|
lodRadius = grid->lodRadius;
|
|
// free the old grid
|
|
R_FreeSurfaceGridMeshData(grid);
|
|
// create a new grid
|
|
R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes);
|
|
grid->lodRadius = lodRadius;
|
|
VectorCopy(lodOrigin, grid->lodOrigin);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_GridInsertRow
|
|
===============
|
|
*/
|
|
void R_GridInsertRow( srfBspSurface_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 numIndexes;
|
|
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
|
|
|
|
oldheight = 0;
|
|
width = grid->width;
|
|
height = grid->height + 1;
|
|
if (height > MAX_GRID_SIZE)
|
|
return;
|
|
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 indexes
|
|
numIndexes = MakeMeshIndexes(width, height, indexes);
|
|
|
|
// calculate normals
|
|
MakeMeshNormals( width, height, ctrl );
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
|
|
VectorCopy(grid->lodOrigin, lodOrigin);
|
|
lodRadius = grid->lodRadius;
|
|
// free the old grid
|
|
R_FreeSurfaceGridMeshData(grid);
|
|
// create a new grid
|
|
R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes);
|
|
grid->lodRadius = lodRadius;
|
|
VectorCopy(lodOrigin, grid->lodOrigin);
|
|
}
|