mirror of
https://github.com/DrBeef/ioq3quest.git
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743 lines
19 KiB
C
743 lines
19 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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/*
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This file does all of the processing necessary to turn a raw grid of points
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read from the map file into a srfBspSurface_t ready for rendering.
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The level of detail solution is direction independent, based only on subdivided
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distance from the true curve.
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Only a single entry point:
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srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
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srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
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*/
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/*
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============
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LerpDrawVert
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============
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*/
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static void LerpDrawVert( srfVert_t *a, srfVert_t *b, srfVert_t *out ) {
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out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]);
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out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]);
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out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]);
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out->st[0] = 0.5f * (a->st[0] + b->st[0]);
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out->st[1] = 0.5f * (a->st[1] + b->st[1]);
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out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]);
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out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]);
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out->vertexColors[0] = 0.5f * (a->vertexColors[0] + b->vertexColors[0]);
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out->vertexColors[1] = 0.5f * (a->vertexColors[1] + b->vertexColors[1]);
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out->vertexColors[2] = 0.5f * (a->vertexColors[2] + b->vertexColors[2]);
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out->vertexColors[3] = 0.5f * (a->vertexColors[3] + b->vertexColors[3]);
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}
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/*
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============
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Transpose
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============
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*/
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static void Transpose( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
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int i, j;
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srfVert_t temp;
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if ( width > height ) {
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for ( i = 0 ; i < height ; i++ ) {
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for ( j = i + 1 ; j < width ; j++ ) {
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if ( j < height ) {
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// swap the value
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temp = ctrl[j][i];
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ctrl[j][i] = ctrl[i][j];
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ctrl[i][j] = temp;
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} else {
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// just copy
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ctrl[j][i] = ctrl[i][j];
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}
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}
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}
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} else {
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = i + 1 ; j < height ; j++ ) {
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if ( j < width ) {
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// swap the value
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temp = ctrl[i][j];
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ctrl[i][j] = ctrl[j][i];
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ctrl[j][i] = temp;
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} else {
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// just copy
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ctrl[i][j] = ctrl[j][i];
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}
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}
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}
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}
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}
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/*
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=================
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MakeMeshNormals
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Handles all the complicated wrapping and degenerate cases
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=================
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*/
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static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
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int i, j, k, dist;
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vec3_t normal;
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vec3_t sum;
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int count = 0;
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vec3_t base;
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vec3_t delta;
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int x, y;
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srfVert_t *dv;
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vec3_t around[8], temp;
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qboolean good[8];
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qboolean wrapWidth, wrapHeight;
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float len;
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static int neighbors[8][2] = {
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{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
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};
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wrapWidth = qfalse;
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for ( i = 0 ; i < height ; i++ ) {
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VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta );
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len = VectorLengthSquared( delta );
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if ( len > 1.0 ) {
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break;
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}
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}
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if ( i == height ) {
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wrapWidth = qtrue;
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}
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wrapHeight = qfalse;
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for ( i = 0 ; i < width ; i++ ) {
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VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta );
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len = VectorLengthSquared( delta );
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if ( len > 1.0 ) {
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break;
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}
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}
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if ( i == width) {
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wrapHeight = qtrue;
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}
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = 0 ; j < height ; j++ ) {
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count = 0;
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dv = &ctrl[j][i];
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VectorCopy( dv->xyz, base );
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for ( k = 0 ; k < 8 ; k++ ) {
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VectorClear( around[k] );
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good[k] = qfalse;
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for ( dist = 1 ; dist <= 3 ; dist++ ) {
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x = i + neighbors[k][0] * dist;
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y = j + neighbors[k][1] * dist;
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if ( wrapWidth ) {
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if ( x < 0 ) {
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x = width - 1 + x;
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} else if ( x >= width ) {
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x = 1 + x - width;
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}
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}
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if ( wrapHeight ) {
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if ( y < 0 ) {
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y = height - 1 + y;
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} else if ( y >= height ) {
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y = 1 + y - height;
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}
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}
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if ( x < 0 || x >= width || y < 0 || y >= height ) {
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break; // edge of patch
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}
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VectorSubtract( ctrl[y][x].xyz, base, temp );
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if ( VectorNormalize2( temp, temp ) == 0 ) {
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continue; // degenerate edge, get more dist
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} else {
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good[k] = qtrue;
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VectorCopy( temp, around[k] );
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break; // good edge
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}
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}
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}
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VectorClear( sum );
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for ( k = 0 ; k < 8 ; k++ ) {
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if ( !good[k] || !good[(k+1)&7] ) {
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continue; // didn't get two points
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}
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CrossProduct( around[(k+1)&7], around[k], normal );
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if ( VectorNormalize2( normal, normal ) == 0 ) {
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continue;
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}
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VectorAdd( normal, sum, sum );
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count++;
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}
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//if ( count == 0 ) {
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// printf("bad normal\n");
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//}
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VectorNormalize2( sum, dv->normal );
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}
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}
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}
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#ifdef USE_VERT_TANGENT_SPACE
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static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes,
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glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
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{
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int i, j;
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srfVert_t *dv[3];
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static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
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glIndex_t *tri;
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// FIXME: use more elegant way
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for(i = 0; i < width; i++)
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{
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for(j = 0; j < height; j++)
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{
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dv[0] = &ctrl2[j * width + i];
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*dv[0] = ctrl[j][i];
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}
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}
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for(i = 0, tri = indexes; i < numIndexes; i += 3, tri += 3)
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{
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dv[0] = &ctrl2[tri[0]];
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dv[1] = &ctrl2[tri[1]];
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dv[2] = &ctrl2[tri[2]];
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R_CalcTangentVectors(dv);
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}
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for(i = 0; i < width; i++)
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{
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for(j = 0; j < height; j++)
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{
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dv[0] = &ctrl2[j * width + i];
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dv[1] = &ctrl[j][i];
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VectorCopy4(dv[0]->tangent, dv[1]->tangent);
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}
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}
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}
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#endif
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static int MakeMeshIndexes(int width, int height, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
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{
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int i, j;
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int numIndexes;
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int w, h;
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h = height - 1;
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w = width - 1;
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numIndexes = 0;
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for(i = 0; i < h; i++)
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{
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for(j = 0; j < w; j++)
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{
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int v1, v2, v3, v4;
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// vertex order to be reckognized as tristrips
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v1 = i * width + j + 1;
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v2 = v1 - 1;
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v3 = v2 + width;
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v4 = v3 + 1;
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indexes[numIndexes++] = v2;
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indexes[numIndexes++] = v3;
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indexes[numIndexes++] = v1;
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indexes[numIndexes++] = v1;
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indexes[numIndexes++] = v3;
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indexes[numIndexes++] = v4;
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}
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}
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return numIndexes;
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}
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/*
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============
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InvertCtrl
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============
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*/
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static void InvertCtrl( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
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int i, j;
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srfVert_t temp;
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for ( i = 0 ; i < height ; i++ ) {
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for ( j = 0 ; j < width/2 ; j++ ) {
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temp = ctrl[i][j];
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ctrl[i][j] = ctrl[i][width-1-j];
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ctrl[i][width-1-j] = temp;
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}
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}
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}
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/*
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=================
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InvertErrorTable
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=================
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*/
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static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) {
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int i;
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float copy[2][MAX_GRID_SIZE];
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Com_Memcpy( copy, errorTable, sizeof( copy ) );
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for ( i = 0 ; i < width ; i++ ) {
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errorTable[1][i] = copy[0][i]; //[width-1-i];
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}
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for ( i = 0 ; i < height ; i++ ) {
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errorTable[0][i] = copy[1][height-1-i];
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}
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}
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/*
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==================
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PutPointsOnCurve
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==================
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*/
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static void PutPointsOnCurve( srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
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int width, int height ) {
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int i, j;
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srfVert_t prev, next;
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = 1 ; j < height ; j += 2 ) {
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LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev );
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LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next );
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LerpDrawVert( &prev, &next, &ctrl[j][i] );
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}
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}
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for ( j = 0 ; j < height ; j++ ) {
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for ( i = 1 ; i < width ; i += 2 ) {
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LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev );
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LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next );
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LerpDrawVert( &prev, &next, &ctrl[j][i] );
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}
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}
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}
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/*
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=================
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R_CreateSurfaceGridMesh
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=================
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*/
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void R_CreateSurfaceGridMesh(srfBspSurface_t *grid, int width, int height,
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srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
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int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) {
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int i, j;
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srfVert_t *vert;
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vec3_t tmpVec;
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// copy the results out to a grid
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Com_Memset(grid, 0, sizeof(*grid));
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#ifdef PATCH_STITCHING
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grid->widthLodError = /*ri.Hunk_Alloc*/ ri.Malloc( width * 4 );
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Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
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grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
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Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
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grid->numIndexes = numIndexes;
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grid->indexes = ri.Malloc(grid->numIndexes * sizeof(glIndex_t));
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Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
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grid->numVerts = (width * height);
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grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
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#else
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grid->widthLodError = ri.Hunk_Alloc( width * 4 );
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Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
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grid->heightLodError = ri.Hunk_Alloc( height * 4 );
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Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
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grid->numIndexes = numIndexes;
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grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
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Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
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grid->numVerts = (width * height);
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grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
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#endif
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grid->width = width;
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grid->height = height;
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grid->surfaceType = SF_GRID;
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ClearBounds( grid->cullBounds[0], grid->cullBounds[1] );
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = 0 ; j < height ; j++ ) {
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vert = &grid->verts[j*width+i];
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*vert = ctrl[j][i];
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AddPointToBounds( vert->xyz, grid->cullBounds[0], grid->cullBounds[1] );
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}
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}
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// compute local origin and bounds
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VectorAdd( grid->cullBounds[0], grid->cullBounds[1], grid->cullOrigin );
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VectorScale( grid->cullOrigin, 0.5f, grid->cullOrigin );
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VectorSubtract( grid->cullBounds[0], grid->cullOrigin, tmpVec );
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grid->cullRadius = VectorLength( tmpVec );
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VectorCopy( grid->cullOrigin, grid->lodOrigin );
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grid->lodRadius = grid->cullRadius;
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//
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}
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/*
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=================
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R_FreeSurfaceGridMesh
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=================
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*/
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void R_FreeSurfaceGridMeshData( srfBspSurface_t *grid ) {
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ri.Free(grid->widthLodError);
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ri.Free(grid->heightLodError);
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ri.Free(grid->indexes);
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ri.Free(grid->verts);
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}
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/*
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=================
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R_SubdividePatchToGrid
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=================
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*/
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void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
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srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
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int i, j, k, l;
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srfVert_t_cleared( prev );
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srfVert_t_cleared( next );
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srfVert_t_cleared( mid );
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float len, maxLen;
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int dir;
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int t;
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srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
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float errorTable[2][MAX_GRID_SIZE];
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int numIndexes;
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static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
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int consecutiveComplete;
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for ( i = 0 ; i < width ; i++ ) {
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for ( j = 0 ; j < height ; j++ ) {
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ctrl[j][i] = points[j*width+i];
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}
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}
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for ( dir = 0 ; dir < 2 ; dir++ ) {
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for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) {
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errorTable[dir][j] = 0;
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}
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consecutiveComplete = 0;
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// horizontal subdivisions
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for ( j = 0 ; ; j = (j + 2) % (width - 1) ) {
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// check subdivided midpoints against control points
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// FIXME: also check midpoints of adjacent patches against the control points
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// this would basically stitch all patches in the same LOD group together.
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maxLen = 0;
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for ( i = 0 ; i < height ; i++ ) {
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vec3_t midxyz;
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vec3_t midxyz2;
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vec3_t dir;
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vec3_t projected;
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float d;
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// calculate the point on the curve
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for ( l = 0 ; l < 3 ; l++ ) {
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midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2
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+ ctrl[i][j+2].xyz[l] ) * 0.25f;
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}
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// see how far off the line it is
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// using dist-from-line will not account for internal
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// texture warping, but it gives a lot less polygons than
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// dist-from-midpoint
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VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
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VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
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VectorNormalize( dir );
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d = DotProduct( midxyz, dir );
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VectorScale( dir, d, projected );
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VectorSubtract( midxyz, projected, midxyz2);
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len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later
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if ( len > maxLen ) {
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maxLen = len;
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}
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}
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|
|
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 );
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
#endif
|
|
|
|
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 );
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
#endif
|
|
|
|
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 );
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
|
|
#endif
|
|
|
|
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);
|
|
}
|