q3cellshading/q3map/tjunction.c

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/*
===========================================================================
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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "qbsp.h"
typedef struct edgePoint_s {
float intercept;
vec3_t xyz;
struct edgePoint_s *prev, *next;
} edgePoint_t;
typedef struct edgeLine_s {
vec3_t normal1;
float dist1;
vec3_t normal2;
float dist2;
vec3_t origin;
vec3_t dir;
edgePoint_t chain; // unused element of doubly linked list
} edgeLine_t;
typedef struct {
float length;
drawVert_t *dv[2];
} originalEdge_t;
#define MAX_ORIGINAL_EDGES 0x10000
originalEdge_t originalEdges[MAX_ORIGINAL_EDGES];
int numOriginalEdges;
#define MAX_EDGE_LINES 0x10000
edgeLine_t edgeLines[MAX_EDGE_LINES];
int numEdgeLines;
int c_degenerateEdges;
int c_addedVerts;
int c_totalVerts;
int c_natural, c_rotate, c_cant;
// these should be whatever epsilon we actually expect,
// plus SNAP_INT_TO_FLOAT
#define LINE_POSITION_EPSILON 0.25
#define POINT_ON_LINE_EPSILON 0.25
/*
====================
InsertPointOnEdge
====================
*/
void InsertPointOnEdge( vec3_t v, edgeLine_t *e ) {
vec3_t delta;
float d;
edgePoint_t *p, *scan;
VectorSubtract( v, e->origin, delta );
d = DotProduct( delta, e->dir );
p = malloc( sizeof(edgePoint_t) );
p->intercept = d;
VectorCopy( v, p->xyz );
if ( e->chain.next == &e->chain ) {
e->chain.next = e->chain.prev = p;
p->next = p->prev = &e->chain;
return;
}
scan = e->chain.next;
for ( ; scan != &e->chain ; scan = scan->next ) {
d = p->intercept - scan->intercept;
if ( d > -LINE_POSITION_EPSILON && d < LINE_POSITION_EPSILON ) {
free( p );
return; // the point is already set
}
if ( p->intercept < scan->intercept ) {
// insert here
p->prev = scan->prev;
p->next = scan;
scan->prev->next = p;
scan->prev = p;
return;
}
}
// add at the end
p->prev = scan->prev;
p->next = scan;
scan->prev->next = p;
scan->prev = p;
}
/*
====================
AddEdge
====================
*/
int AddEdge( vec3_t v1, vec3_t v2, qboolean createNonAxial ) {
int i;
edgeLine_t *e;
float d;
vec3_t dir;
VectorSubtract( v2, v1, dir );
d = VectorNormalize( dir, dir );
if ( d < 0.1 ) {
// if we added a 0 length vector, it would make degenerate planes
c_degenerateEdges++;
return -1;
}
if ( !createNonAxial ) {
if ( fabs( dir[0] + dir[1] + dir[2] ) != 1.0 ) {
if ( numOriginalEdges == MAX_ORIGINAL_EDGES ) {
Error( "MAX_ORIGINAL_EDGES" );
}
originalEdges[ numOriginalEdges ].dv[0] = (drawVert_t *)v1;
originalEdges[ numOriginalEdges ].dv[1] = (drawVert_t *)v2;
originalEdges[ numOriginalEdges ].length = d;
numOriginalEdges++;
return -1;
}
}
for ( i = 0 ; i < numEdgeLines ; i++ ) {
e = &edgeLines[i];
d = DotProduct( v1, e->normal1 ) - e->dist1;
if ( d < -POINT_ON_LINE_EPSILON || d > POINT_ON_LINE_EPSILON ) {
continue;
}
d = DotProduct( v1, e->normal2 ) - e->dist2;
if ( d < -POINT_ON_LINE_EPSILON || d > POINT_ON_LINE_EPSILON ) {
continue;
}
d = DotProduct( v2, e->normal1 ) - e->dist1;
if ( d < -POINT_ON_LINE_EPSILON || d > POINT_ON_LINE_EPSILON ) {
continue;
}
d = DotProduct( v2, e->normal2 ) - e->dist2;
if ( d < -POINT_ON_LINE_EPSILON || d > POINT_ON_LINE_EPSILON ) {
continue;
}
// this is the edge
InsertPointOnEdge( v1, e );
InsertPointOnEdge( v2, e );
return i;
}
// create a new edge
if ( numEdgeLines >= MAX_EDGE_LINES ) {
Error( "MAX_EDGE_LINES" );
}
e = &edgeLines[ numEdgeLines ];
numEdgeLines++;
e->chain.next = e->chain.prev = &e->chain;
VectorCopy( v1, e->origin );
VectorCopy( dir, e->dir );
MakeNormalVectors( e->dir, e->normal1, e->normal2 );
e->dist1 = DotProduct( e->origin, e->normal1 );
e->dist2 = DotProduct( e->origin, e->normal2 );
InsertPointOnEdge( v1, e );
InsertPointOnEdge( v2, e );
return numEdgeLines - 1;
}
/*
====================
AddSurfaceEdges
====================
*/
void AddSurfaceEdges( mapDrawSurface_t *ds ) {
int i;
for ( i = 0 ; i < ds->numVerts ; i++ ) {
// save the edge number in the lightmap field
// so we don't need to look it up again
ds->verts[i].lightmap[0] =
AddEdge( ds->verts[i].xyz, ds->verts[(i+1) % ds->numVerts].xyz, qfalse );
}
}
/*
================
ColinearEdge
================
*/
qboolean ColinearEdge( vec3_t v1, vec3_t v2, vec3_t v3 ) {
vec3_t midpoint, dir, offset, on;
float d;
VectorSubtract( v2, v1, midpoint );
VectorSubtract( v3, v1, dir );
d = VectorNormalize( dir, dir );
if ( d == 0 ) {
return qfalse; // degenerate
}
d = DotProduct( midpoint, dir );
VectorScale( dir, d, on );
VectorSubtract( midpoint, on, offset );
d = VectorLength ( offset );
if ( d < 0.1 ) {
return qtrue;
}
return qfalse;
}
/*
====================
AddPatchEdges
Add colinear border edges, which will fix some classes of patch to
brush tjunctions
====================
*/
void AddPatchEdges( mapDrawSurface_t *ds ) {
int i;
float *v1, *v2, *v3;
for ( i = 0 ; i < ds->patchWidth - 2; i+=2 ) {
v1 = ds->verts[ i ].xyz;
v2 = ds->verts[ i + 1 ].xyz;
v3 = ds->verts[ i + 2 ].xyz;
// if v2 is the midpoint of v1 to v3, add an edge from v1 to v3
if ( ColinearEdge( v1, v2, v3 ) ) {
AddEdge( v1, v3, qfalse );
}
v1 = ds->verts[ ( ds->patchHeight - 1 ) * ds->patchWidth + i ].xyz;
v2 = ds->verts[ ( ds->patchHeight - 1 ) * ds->patchWidth + i + 1 ].xyz;
v3 = ds->verts[ ( ds->patchHeight - 1 ) * ds->patchWidth + i + 2 ].xyz;
// if v2 is on the v1 to v3 line, add an edge from v1 to v3
if ( ColinearEdge( v1, v2, v3 ) ) {
AddEdge( v1, v3, qfalse );
}
}
for ( i = 0 ; i < ds->patchHeight - 2 ; i+=2 ) {
v1 = ds->verts[ i * ds->patchWidth ].xyz;
v2 = ds->verts[ ( i + 1 ) * ds->patchWidth ].xyz;
v3 = ds->verts[ ( i + 2 ) * ds->patchWidth ].xyz;
// if v2 is the midpoint of v1 to v3, add an edge from v1 to v3
if ( ColinearEdge( v1, v2, v3 ) ) {
AddEdge( v1, v3, qfalse );
}
v1 = ds->verts[ ( ds->patchWidth - 1 ) + i * ds->patchWidth ].xyz;
v2 = ds->verts[ ( ds->patchWidth - 1 ) + ( i + 1 ) * ds->patchWidth ].xyz;
v3 = ds->verts[ ( ds->patchWidth - 1 ) + ( i + 2 ) * ds->patchWidth ].xyz;
// if v2 is the midpoint of v1 to v3, add an edge from v1 to v3
if ( ColinearEdge( v1, v2, v3 ) ) {
AddEdge( v1, v3, qfalse );
}
}
}
/*
====================
FixSurfaceJunctions
====================
*/
#define MAX_SURFACE_VERTS 256
void FixSurfaceJunctions( mapDrawSurface_t *ds ) {
int i, j, k;
edgeLine_t *e;
edgePoint_t *p;
int originalVerts;
int counts[MAX_SURFACE_VERTS];
int originals[MAX_SURFACE_VERTS];
int firstVert[MAX_SURFACE_VERTS];
drawVert_t verts[MAX_SURFACE_VERTS], *v1, *v2;
int numVerts;
float start, end, frac;
vec3_t delta;
originalVerts = ds->numVerts;
numVerts = 0;
for ( i = 0 ; i < ds->numVerts ; i++ ) {
counts[i] = 0;
firstVert[i] = numVerts;
// copy first vert
if ( numVerts == MAX_SURFACE_VERTS ) {
Error( "MAX_SURFACE_VERTS" );
}
verts[numVerts] = ds->verts[i];
originals[numVerts] = i;
numVerts++;
// check to see if there are any t junctions before the next vert
v1 = &ds->verts[i];
v2 = &ds->verts[ (i+1) % ds->numVerts ];
j = (int)ds->verts[i].lightmap[0];
if ( j == -1 ) {
continue; // degenerate edge
}
e = &edgeLines[ j ];
VectorSubtract( v1->xyz, e->origin, delta );
start = DotProduct( delta, e->dir );
VectorSubtract( v2->xyz, e->origin, delta );
end = DotProduct( delta, e->dir );
if ( start < end ) {
p = e->chain.next;
} else {
p = e->chain.prev;
}
for ( ; p != &e->chain ; ) {
if ( start < end ) {
if ( p->intercept > end - ON_EPSILON ) {
break;
}
} else {
if ( p->intercept < end + ON_EPSILON ) {
break;
}
}
if (
( start < end && p->intercept > start + ON_EPSILON ) ||
( start > end && p->intercept < start - ON_EPSILON ) ) {
// insert this point
if ( numVerts == MAX_SURFACE_VERTS ) {
Error( "MAX_SURFACE_VERTS" );
}
// take the exact intercept point
VectorCopy( p->xyz, verts[ numVerts ].xyz );
// copy the normal
VectorCopy( v1->normal, verts[ numVerts ].normal );
// interpolate the texture coordinates
frac = ( p->intercept - start ) / ( end - start );
for ( j = 0 ; j < 2 ; j++ ) {
verts[ numVerts ].st[j] = v1->st[j] +
frac * ( v2->st[j] - v1->st[j] );
}
originals[numVerts] = i;
numVerts++;
counts[i]++;
}
if ( start < end ) {
p = p->next;
} else {
p = p->prev;
}
}
}
c_addedVerts += numVerts - ds->numVerts;
c_totalVerts += numVerts;
// FIXME: check to see if the entire surface degenerated
// after snapping
// rotate the points so that the initial vertex is between
// two non-subdivided edges
for ( i = 0 ; i < numVerts ; i++ ) {
if ( originals[ (i+1) % numVerts ] == originals[ i ] ) {
continue;
}
j = (i + numVerts - 1 ) % numVerts;
k = (i + numVerts - 2 ) % numVerts;
if ( originals[ j ] == originals[ k ] ) {
continue;
}
break;
}
if ( i == 0 ) {
// fine the way it is
c_natural++;
ds->numVerts = numVerts;
ds->verts = malloc( numVerts * sizeof( *ds->verts ) );
memcpy( ds->verts, verts, numVerts * sizeof( *ds->verts ) );
return;
}
if ( i == numVerts ) {
// create a vertex in the middle to start the fan
c_cant++;
/*
memset ( &verts[numVerts], 0, sizeof( verts[numVerts] ) );
for ( i = 0 ; i < numVerts ; i++ ) {
for ( j = 0 ; j < 10 ; j++ ) {
verts[numVerts].xyz[j] += verts[i].xyz[j];
}
}
for ( j = 0 ; j < 10 ; j++ ) {
verts[numVerts].xyz[j] /= numVerts;
}
i = numVerts;
numVerts++;
*/
} else {
// just rotate the vertexes
c_rotate++;
}
ds->numVerts = numVerts;
ds->verts = malloc( numVerts * sizeof( *ds->verts ) );
for ( j = 0 ; j < ds->numVerts ; j++ ) {
ds->verts[j] = verts[ ( j + i ) % ds->numVerts ];
}
}
/*
================
EdgeCompare
================
*/
int EdgeCompare( const void *elem1, const void *elem2 ) {
float d1, d2;
d1 = ((originalEdge_t *)elem1)->length;
d2 = ((originalEdge_t *)elem2)->length;
if ( d1 < d2 ) {
return -1;
}
if ( d2 > d1 ) {
return 1;
}
return 0;
}
/*
================
FixTJunctions
Call after the surface list has been pruned, but before lightmap allocation
================
*/
void FixTJunctions( entity_t *ent ) {
int i;
mapDrawSurface_t *ds;
int axialEdgeLines;
originalEdge_t *e;
qprintf("----- FixTJunctions -----\n");
numEdgeLines = 0;
numOriginalEdges = 0;
// add all the edges
// this actually creates axial edges, but it
// only creates originalEdge_t structures
// for non-axial edges
for ( i = ent->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
ds = &mapDrawSurfs[i];
if ( ds->patch ) {
AddPatchEdges( ds );
} else if ( ds->shaderInfo->autosprite || ds->shaderInfo->notjunc || ds->miscModel ) {
// miscModels don't add tjunctions
} else {
AddSurfaceEdges( ds );
}
}
axialEdgeLines = numEdgeLines;
// sort the non-axial edges by length
qsort( originalEdges, numOriginalEdges, sizeof(originalEdges[0]), EdgeCompare );
// add the non-axial edges, longest first
// this gives the most accurate edge description
for ( i = 0 ; i < numOriginalEdges ; i++ ) {
e = &originalEdges[i];
e->dv[0]->lightmap[0] = AddEdge( e->dv[0]->xyz, e->dv[1]->xyz, qtrue );
}
qprintf( "%6i axial edge lines\n", axialEdgeLines );
qprintf( "%6i non-axial edge lines\n", numEdgeLines - axialEdgeLines );
qprintf( "%6i degenerate edges\n", c_degenerateEdges );
// insert any needed vertexes
for ( i = ent->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
ds = &mapDrawSurfs[i];
if ( ds->patch ) {
continue;
}
if ( ds->shaderInfo->autosprite || ds->shaderInfo->notjunc || ds->miscModel ) {
continue;
}
FixSurfaceJunctions( ds );
}
qprintf( "%6i verts added for tjunctions\n", c_addedVerts );
qprintf( "%6i total verts\n", c_totalVerts );
qprintf( "%6i naturally ordered\n", c_natural );
qprintf( "%6i rotated orders\n", c_rotate );
qprintf( "%6i can't order\n", c_cant );
}