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https://github.com/DrBeef/QuakeQuest.git
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40 lines
1.7 KiB
C
40 lines
1.7 KiB
C
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#ifndef CURVES_H
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#define CURVES_H
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#define PATCH_LODS_NUM 2
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#define PATCH_LOD_COLLISION 0
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#define PATCH_LOD_VISUAL 1
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typedef struct patchinfo_s
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{
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int xsize, ysize;
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struct {
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int xtess, ytess;
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} lods[PATCH_LODS_NUM];
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} patchinfo_t;
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// Calculate number of resulting vertex rows/columns by given patch size and tesselation factor
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// When tess=0 it means that we reduce detalization of base 3x3 patches by removing middle row and column
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// "DimForTess" is "DIMension FOR TESSelation factor"
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int Q3PatchDimForTess(int size, int tess);
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// usage:
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// to expand a 5x5 patch to 21x21 vertices (4x4 tesselation), one might use this call:
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// Q3PatchSubdivideFloat(3, sizeof(float[3]), outvertices, 5, 5, sizeof(float[3]), patchvertices, 4, 4);
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void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputvertices, int patchwidth, int patchheight, int inputstride, float *patchvertices, int tesselationwidth, int tesselationheight);
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// returns how much tesselation of each segment is needed to remain under tolerance
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int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const float *in, float tolerance);
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// returns how much tesselation of each segment is needed to remain under tolerance
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int Q3PatchTesselationOnY(int patchwidth, int patchheight, int components, const float *in, float tolerance);
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// calculates elements for a grid of vertices
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// (such as those produced by Q3PatchTesselate)
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// (note: width and height are the actual vertex size, this produces
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// (width-1)*(height-1)*2 triangles, 3 elements each)
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void Q3PatchTriangleElements(int *elements, int width, int height, int firstvertex);
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int Q3PatchAdjustTesselation(int numcomponents, patchinfo_t *patch1, float *patchvertices1, patchinfo_t *patch2, float *patchvertices2);
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#endif
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