tenebrae2/gl_curves.c

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/*
Copyright (C) 2002-2003 Charles Hollemeersch
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA:
Bezier curve code...
We evaluate curves at load time based on the user's precision preferences.
No dynamic lod...
*/
#include "quakedef.h"
int numleafbrushes;
void TangentForPoly(int *index, mmvertex_t *vertices,vec3_t Tangent, vec3_t Binormal);
void NormalForPoly(int *index, mmvertex_t *vertices,vec3_t Normal);
//these are just utility structures
typedef struct {
int firstcontrol;
int firstvertex;
int controlwidth, controlheight;
int width, height;
} curve_t;
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#define MAX_BIN 10
int binomials[MAX_BIN][MAX_BIN];
/*
We roll or own Bezier code...
Dunno how id is supposed to do it but we just evaluate the Bernstein polynomials....
It's not particulary efficient but we pre-evaluate them so it's not a problem...
*/
int fac(int n) {
int i;
int rez = 1;
for (i=2;i<=n;i++) {
rez*=i;
}
return rez;
}
int binomial(int n, int k) {
return fac(n)/fac(k)/fac(n-k);
}
//Make a lookup table ...
void CS_FillBinomials(void) {
int i,j;
for (i=0; i<MAX_BIN; i++) {
for (j=0; j<MAX_BIN; j++) {
binomials[i][j] = binomial(i,j);
}
}
}
//Evaluates the bernstein polynomial
float Bernstein(int k, int n, float u) {
return (float)binomials[n][k]*(float)pow(1.0-u,n-k)*(float)pow(u,k);
}
/*
=================
EvaluateBezier
Evaluates the bezier surface with given control points at the u,v parameters
=================
*/
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void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int height, float u, float v,mmvertex_t *result) {
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int i,j;
float scale;
float color[4];
int n=3;
int m=3;
mmvertex_t *controlpoint, *controlpoint2;
vec3_t temp;
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for (i=0; i<4; i++) {
color[i] = 0.0f;
}
for (i=0; i<3; i++) {
result->position[i] = 0.0;
}
for (i=0; i<2; i++) {
result->texture[i] = 0.0;
result->lightmap[i] = 0.0;
}
//Calculate vertices & texture coords
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for (i=0; i<n; i++) {
for (j=0; j<m; j++) {
scale = Bernstein(i,n-1,u)*Bernstein(j,m-1,v);
controlpoint = &controlpoints[(ofsw+i)+(ofsh+j)*width];
result->position[0]+=(scale*controlpoint->position[0]);
result->position[1]+=(scale*controlpoint->position[1]);
result->position[2]+=(scale*controlpoint->position[2]);
result->texture[0]+=(scale*controlpoint->texture[0]);
result->texture[1]+=(scale*controlpoint->texture[1]);
result->lightmap[0]+=(scale*controlpoint->lightmap[0]);
result->lightmap[1]+=(scale*controlpoint->lightmap[1]);
color[0]+=(scale*controlpoint->color[0]);
color[1]+=(scale*controlpoint->color[1]);
color[2]+=(scale*controlpoint->color[2]);
color[3]+=(scale*controlpoint->color[3]);
}
}
//Yeah parametric tangent space! (done by deriving the function to u or v)
/*
//tangent
for (i=0; i<n; i++) {
for (j=0; j<m-1; j++) {
scale = Bernstein(i,n-1,u)*Bernstein(j,m-2,v);
controlpoint = &controlpoints[(ofsw+i)+(ofsh+j+1)*width];
controlpoint2 = &controlpoints[(ofsw+i)+(ofsh+j)*width];
VectorSubtract(controlpoint->position,controlpoint2->position, temp);
result->tangent[0] += scale*temp[0];
result->tangent[1] += scale*temp[1];
result->tangent[2] += scale*temp[2];
}
}
VectorScale(result->tangent,m-1,result->tangent);
VectorNormalize(result->tangent); //needed?
//binormal
for (i=0; i<n-1; i++) {
for (j=0; j<m; j++) {
scale = Bernstein(i,n-2,u)*Bernstein(j,m-1,v);
controlpoint = &controlpoints[(ofsw+i+1)+(ofsh+j)*width];
controlpoint2 = &controlpoints[(ofsw+i)+(ofsh+j)*width];
VectorSubtract(controlpoint->position,controlpoint2->position, temp);
result->binormal[0] += scale*temp[0];
result->binormal[1] += scale*temp[1];
result->binormal[2] += scale*temp[2];
}
}
VectorScale(result->binormal,n-1,result->binormal);
VectorNormalize(result->binormal); //needed?
//normal
CrossProduct(result->binormal, result->tangent, result->normal);
VectorNormalize(result->normal); //needed?
*/
/*
VectorCopy(result->binormal, temp);
VectorCopy(result->tangent, result->binormal);
VectorCopy(result->tangent, temp);
*/
//VectorScale(result->tangent,-1,result->tangent);
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for (i=0; i<4; i++) {
result->color[i] = (byte)color[i];
}
}
/**
* Quake3 beziers, are made up out of one or more 3x3 bezier patches
*/
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void EvaluateBiquadraticBeziers(mmvertex_t *controlpoints, int width, int height, float u, float v,mmvertex_t *result) {
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// EvaluateBezier(controlpoints,0,0,width,height,u,v,result);
//calculate number of patches in curve
int numpatchx = (width- 1) / 2;
int numpatchy = (height- 1) / 2;
float invx = 1.0f / numpatchx;
float invy = 1.0f / numpatchy;
//caclucate patch given u/v is on
int ofsx = floor(u*numpatchx)*2;
int ofsy = floor(v*numpatchy)*2;
if (ofsx >= (width-1)) ofsx-=2;
if (ofsy >= (height-1)) ofsy-=2;
//calculate u/v relative to patch
u = (u-(ofsx/2)*invx)*numpatchx;
v = (v-(ofsy/2)*invy)*numpatchy;
EvaluateBezier(controlpoints,ofsx,ofsy,width,height,u,v,result);
}
/**
* "Evaluates the controlpoints"
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*/
void PutMeshOnCurve(curve_t in, mmvertex_t *verts) {
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int i, j, l, w, h;
float prev, next;
float du, dv, u ,v;
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mmvertex_t results[128*128];
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du = 1.0f/(in.width-1);
dv = 1.0f/(in.height-1);
for (i=0, u=0; i<in.width; i++, u+=du) {
for (j=0, v=0; j<in.height; j++, v+=dv) {
EvaluateBiquadraticBeziers(verts,in.width,in.height,u,v,&results[i+j*in.width]);
}
}
for (i=0; i<in.width*in.height; i++) {
VectorCopy(results[i].position,verts[i].position);
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}
}
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#define MAX_EXPANDED_AXIS 128
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int originalWidths[MAX_EXPANDED_AXIS];
int originalHeights[MAX_EXPANDED_AXIS];
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )
{
vec3_t pVec, vec;
VectorSubtract( point, vStart, pVec );
VectorSubtract( vEnd, vStart, vec );
VectorNormalize(vec);
// project onto the directional vector for this segment
VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );
}
/**
* Removes colinear rows and colums, this reduces the triangle count if you have
* lots of nice and flat curves.
*/
mmvertex_t *RemoveLinearMeshColumnsRows(curve_t *inc, mmvertex_t *inverts) {
int i, j, k;
float len, maxLength;
vec3_t proj, dir;
static mmvertex_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
mmvertex_t *verts;
int width, height;
width = inc->width;
height = inc->height;
for (i=0; i<inc->width; i++) {
for (j=0; j<inc->height; j++) {
expand[j][i] = inverts[i+j*width];
}
}
//columns
for (j=1; j<width - 1; j++) {
maxLength = 0;
for (i=0; i<height; i++) {
ProjectPointOntoVector(expand[i][j].position, expand[i][j-1].position, expand[i][j+1].position, proj);
VectorSubtract(expand[i][j].position, proj, dir);
len = Length(dir);
if (len > maxLength) {
maxLength = len;
}
}
if (maxLength < 0.1)
{
width--;
for (i=0; i<height; i++) {
for (k=j; k<width; k++) {
expand[i][k] = expand[i][k+1];
}
}
for (k=j; k<width; k++) {
originalWidths[k] = originalWidths[k+1];
}
j--;
}
}
//rows
for (j=1; j<height - 1; j++) {
maxLength = 0;
for (i=0; i<width ; i++) {
ProjectPointOntoVector(expand[j][i].position, expand[j-1][i].position, expand[j+1][i].position, proj);
VectorSubtract(expand[j][i].position, proj, dir);
len = Length(dir);
if (len > maxLength) {
maxLength = len;
}
}
if (maxLength < 0.1)
{
height--;
for (i=0; i<width; i++) {
for (k = j; k < height; k++) {
expand[k][i] = expand[k+1][i];
}
}
for (k=j; k<height; k++) {
originalHeights[k] = originalHeights[k+1];
}
j--;
}
}
//verts are still in 128*128 array, convert to a with*height array
verts = &expand[0][0];
for (i=1; i<height; i++) {
memmove( &verts[i*width], expand[i], width * sizeof(mmvertex_t) );
}
inc->width = width;
inc->height = height;
return verts;
}
/**
* Evaluate the mesh, subdivide the control grid amount times.
* Copies the resulting vertices to the out mesh.
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*/
void SubdivideCurve(curve_t *in, mesh_t *out, mmvertex_t *verts, int amount) {
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int i, j, l, w, h, newwidth, newheight;
float prev, next;
float du, dv, u ,v;
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mmvertex_t *expand;
mmvertex_t *clean;
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newwidth = in->controlwidth*amount;
newheight = in->controlheight*amount;
//only a temporaly buffer
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expand = malloc(sizeof(mmvertex_t)*newwidth*newheight);
if (!expand) Sys_Error("No more memory\n");
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du = 1.0f/(newwidth-1);
dv = 1.0f/(newheight-1);
for (i=0, u=0; i<newwidth; i++, u+=du) {
for (j=0, v=0; j<newheight; j++, v+=dv) {
EvaluateBiquadraticBeziers(verts,in->controlwidth,in->controlheight,u,v,&expand[i+j*newwidth]);
}
}
in->width = newwidth;
in->height = newheight;
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clean = RemoveLinearMeshColumnsRows(in, expand);
out->numvertices = in->width*in->height;
for (i=0; i<in->width*in->height; i++) {
//put the vertices in the global vertex table
if (i==0)
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out->firstvertex = R_AllocateVertexInTemp(clean[i].position, clean[i].texture, clean[i].lightmap, clean[i].color);
else
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R_AllocateVertexInTemp(clean[i].position, clean[i].texture, clean[i].lightmap, clean[i].color);
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}
free(expand);
}
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/**
* If this returns true consider the points "degenerate" producing a zero area traingle.
*/
qboolean degenerateDist(vec3_t v1, vec3_t v2) {
vec3_t s;
float d;
VectorSubtract(v1,v2,s);
d = DotProduct(s,s);
return (d < 0.01);
}
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/**
* Setup de index table (vertices are already calculated we just setup the indexes here)
*/
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void CreateCurveIndecies(curve_t *curve, mesh_t *mesh)
{
int i,j, i1, i2, li1, li2;
int w,h, index;
qboolean sharedDeg;
int degRemove = 0;
vec3_t norm;
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h = curve->width;
w = curve->height;
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mesh->numtriangles = (curve->width-1)*(curve->height-1)*2;
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mesh->numindecies = mesh->numtriangles*3;
mesh->indecies = (int *)Hunk_Alloc(sizeof(int)*mesh->numindecies);
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li1 = h;
li2 = 0;
index = 0;
for (i=0; i<w-1; i++) {
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li1 = (i+1)*h;
li2 = i*h;
for (j=1; j<h; j++) {
i1 = j+(i+1)*h;
i2 = j+i*h;
sharedDeg = degenerateDist(globalVertexTable[mesh->firstvertex+li1].position,globalVertexTable[mesh->firstvertex+i2].position);
if (!sharedDeg &&
!degenerateDist(globalVertexTable[mesh->firstvertex+li2].position,globalVertexTable[mesh->firstvertex+i2].position) &&
!degenerateDist(globalVertexTable[mesh->firstvertex+li1].position,globalVertexTable[mesh->firstvertex+li2].position))
{
mesh->indecies[index++] = li2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i2;
} else
degRemove++;
if (!sharedDeg &&
!degenerateDist(globalVertexTable[mesh->firstvertex+li1].position,globalVertexTable[mesh->firstvertex+i1].position) &&
!degenerateDist(globalVertexTable[mesh->firstvertex+i2].position,globalVertexTable[mesh->firstvertex+i1].position))
{
mesh->indecies[index++] = i2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i1;
} else
degRemove++;
li1 = i1;
li2 = i2;
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}
}
mesh->numtriangles-=degRemove;
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/*if (degRemove) {
Con_Printf("Removed %i degenerate triangles\n",degRemove);
}*/
}
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/**
* Setup the tangentspace for the mesh
* (also sets up the per triangle plane eq's for the shadow volume calculations)
*/
void CreateTangentSpace(mesh_t *mesh) {
int i,j;
int *num = malloc(sizeof(int)*mesh->numvertices);
int *addIndecies;
vec3_t tang, bin, v1, v2, norm;
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addIndecies = (mesh->isExploded) ? mesh->unexplodedIndecies : mesh->indecies;
Q_memset(num,0,sizeof(int)*mesh->numvertices);
mesh->tangents = Hunk_Alloc(sizeof(vec3_t)*mesh->numvertices);
mesh->binormals = Hunk_Alloc(sizeof(vec3_t)*mesh->numvertices);
mesh->normals = Hunk_Alloc(sizeof(vec3_t)*mesh->numvertices);
mesh->triplanes = Hunk_Alloc(sizeof(plane_t)*mesh->numtriangles);
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for (i=0; i<mesh->numtriangles; i++) {
TangentForPoly(&mesh->indecies[i*3],&tempVertices[mesh->firstvertex],tang,bin);
NormalForPoly(&mesh->indecies[i*3],&tempVertices[mesh->firstvertex],norm);
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//per triangle normal for shadow volume
VectorCopy(norm,mesh->triplanes[i].normal);
mesh->triplanes[i].dist = DotProduct(tempVertices[mesh->firstvertex+mesh->indecies[i*3]].position,norm);
//smooth tangent space basis
for (j=0; j<3; j++) {
VectorAdd(mesh->tangents[addIndecies[i*3+j]],tang,mesh->tangents[addIndecies[i*3+j]]);
VectorAdd(mesh->binormals[addIndecies[i*3+j]],bin,mesh->binormals[addIndecies[i*3+j]]);
VectorAdd(mesh->normals[addIndecies[i*3+j]],norm,mesh->normals[addIndecies[i*3+j]]);
num[addIndecies[i*3+j]]++;
}
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}
for (i=0; i<mesh->numvertices; i++) {
if (num[i] != 0) {
VectorScale(mesh->tangents[i],1.0f/num[i],mesh->tangents[i]);
VectorNormalize(mesh->tangents[i]);
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VectorScale(mesh->binormals[i],1.0f/num[i],mesh->binormals[i]);
VectorNormalize(mesh->binormals[i]);
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VectorScale(mesh->normals[i],1.0f/num[i],mesh->normals[i]);
VectorNormalize(mesh->normals[i]);
//CrossProduct(mesh->binormals[i], mesh->tangents[i], mesh->normals[i]);
} /*else Con_Printf("num == 0\n");*/
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}
free(num);
}
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/**
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* Setup neighbour pointers for the given triangle
* triangles points to a listf of numTris*3 indecies;
*/
int FindNeighbourMesh(int triIndex, int edgeIndex, int numTris, int *triangles, int *neighbours) {
int i, j, v1, v0, found,foundj = 0;
int *current = &triangles[triIndex*3];
int *t;
qboolean dup;
v0 = current[edgeIndex];
v1 = current[(edgeIndex+1)%3];
//XYZ
found = -1;
dup = false;
for (i=0; i<numTris*3; i+=3) {
if (i == triIndex*3) continue;
t = &triangles[i];
for (j=0; j<3; j++) {
if (((current[edgeIndex] == triangles[i+j])
&& (current[(edgeIndex+1)%3] == triangles[i+(j+1)%3]))
||
((current[edgeIndex] == triangles[i+(j+1)%3])
&& (current[(edgeIndex+1)%3] == triangles[i+j])))
{
//no edge for this model found yet?
if (found == -1) {
found = i;
foundj = j;
}
//the three edges story
else
dup = true;
}
}
}
//normal edge, setup neighbour pointers
if (!dup) {
if (found != -1)
neighbours[found+foundj] = triIndex;
if (found >= 0)
return found/3;
return found;
}
//naughty egde let no-one have the neighbour
//Con_Printf("%s: warning: open edge added\n",loadname);
return -1;
}
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/**
* Setup neghbour pointers for all triangles (needed by shadow volumes)
*/
void SetupMeshConnectivity(mesh_t *m) {
int i, j;
int *indecies;
m->neighbours = Hunk_Alloc(sizeof(int)*m->numtriangles*3);
for (i=0; i<m->numtriangles*3; i++) {
m->neighbours[i] = -1;
}
indecies = (m->isExploded) ? m->unexplodedIndecies : m->indecies;
//Setup connectivity
for (i=0; i<m->numtriangles; i++)
for (j=0 ; j<3 ; j++) {
//none found yet
if (m->neighbours[i*3+j] == -1) {
m->neighbours[i*3+j] = FindNeighbourMesh(i, j, m->numtriangles, indecies, m->neighbours);
}
}
}
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/**
* Check if 2 vertices are equal
* This just checks the position currently, it's used by the smooth normal calculations so we
* may want to consider angle between the tris or texture coords in the future.
*/
qboolean compareVert(mmvertex_t *v1, mmvertex_t *v2) {
return (v1->position[0] == v2->position[0]) &&
(v1->position[1] == v2->position[1]) &&
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(v1->position[2] == v2->position[2]) &&
(v1->texture[0] == v2->texture[0]) &&
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(v1->texture[1] == v2->texture[1]);
}
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/**
* Sometimes q3map produces unique vertices for every triangle (if they have lightmap coords)
* so the smooth normal calculations will always produce per triangle normals.
* To solve this we create an extra index table unexplodedIndecies that points to the shared vertices
* for every triangle (so it will have wrong texture coords for some of the tris)
*/
void SetupUnexplodedIndecies(mesh_t *mesh) {
int i, j;
for (i=0; i<mesh->numindecies; i++) {
mmvertex_t vert = tempVertices[mesh->firstvertex+mesh->indecies[i]];
mesh->unexplodedIndecies[i] = -1;
for (j=0; j<mesh->numvertices; j++) {
if (compareVert(&vert,&tempVertices[mesh->firstvertex+j])) {
mesh->unexplodedIndecies[i] = j;
break;
}
}
//
if (mesh->unexplodedIndecies[i] == -1) {
mesh->unexplodedIndecies[i] = mesh->indecies[i];
}
}
}
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/**
* Smooth ormals are calculated for the unexplodedVertices, copy the smooth ones ove to the individual
* vertices of the triangles.
*/
void DistribueUnexplodedNormals(mesh_t *mesh) {
int i, j;
for (i=0; i<mesh->numindecies; i++) {
VectorCopy(mesh->normals[mesh->unexplodedIndecies[i]],mesh->normals[mesh->indecies[i]]);
VectorCopy(mesh->tangents[mesh->unexplodedIndecies[i]],mesh->tangents[mesh->indecies[i]]);
VectorCopy(mesh->binormals[mesh->unexplodedIndecies[i]],mesh->binormals[mesh->indecies[i]]);
}
}
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/**
* Setup this mesh's bounding box
*/
void SetupMeshBox(mesh_t *m) {
int i;
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m->mins[0] = 10e10f;
m->mins[1] = 10e10f;
m->mins[2] = 10e10f;
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m->maxs[0] = -10e10f;
m->maxs[1] = -10e10f;
m->maxs[2] = -10e10f;
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for (i=0; i<m->numvertices; i++) {
VectorMax(m->maxs, tempVertices[m->firstvertex+i].position ,m->maxs);
VectorMin(m->mins, tempVertices[m->firstvertex+i].position ,m->mins);
}
}
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/*
=================
CurveCreate
Creates a curve from the given surface
=================
*/
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void MESH_CreateCurve(dq3face_t *in, mesh_t *mesh, mapshader_t *shader)
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{
curve_t curve;
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curve.controlwidth = LittleLong(in->patchOrder[0]);
curve.controlheight = LittleLong(in->patchOrder[1]);
curve.firstcontrol = LittleLong(in->firstvertex);
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//just use the control points as vertices
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curve.firstvertex = LittleLong(in->firstmeshvertex);
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mesh->isExploded = false;
//evaluate the mesh vertices
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if (gl_mesherror.value > 0)
SubdivideCurve(&curve, mesh, &tempVertices[curve.firstcontrol], gl_mesherror.value);
//setup rest of the mesh
mesh->shader = shader;
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mesh->lightmapIndex = LittleLong(in->lightofs);
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CreateCurveIndecies(&curve, mesh);
CreateTangentSpace(mesh);
SetupMeshConnectivity(mesh);
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SetupMeshBox(mesh);
mesh->trans.origin[0] = mesh->trans.origin[1] = mesh->trans.origin[2] = 0.0f;
mesh->trans.angles[0] = mesh->trans.angles[1] = mesh->trans.angles[2] = 0.0f;
mesh->trans.scale[0] = mesh->trans.scale[1] = mesh->trans.scale[2] = 1.0f;
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//PutMeshOnCurve(*curve,&tempVertices[curve->firstcontrol]);
//SubdivideMesh(curve,gl_mesherror.value,1000,&tempVertices[curve->firstcontrol]);
// Con_Printf("MeshCurve %i %i %i\n",curve->firstcontrol,curve->controlwidth,curve->controlheight);
}
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void MESH_CreateInlineModel(dq3face_t *in, mesh_t *mesh, int *indecies, mapshader_t *shader)
{
int i;
Con_Printf("Inline model\n");
//setup stuff of mesh that was stored in the bsp file
//note: endiannes is important here as it's from the file!
mesh->firstvertex = LittleLong(in->firstvertex);
mesh->numvertices = LittleLong(in->numvertices);
mesh->numindecies = LittleLong(in->nummeshvertices);
mesh->numtriangles = mesh->numindecies/3;
Con_Printf("Triangles(%i) Vertices(%i) Indecies(%i)\n",mesh->numtriangles,mesh->numvertices,mesh->numindecies);
mesh->isExploded = (mesh->numindecies == mesh->numvertices);
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mesh->indecies = (int *)Hunk_Alloc(sizeof(int)*mesh->numindecies);
mesh->unexplodedIndecies = malloc(sizeof(int)*mesh->numindecies);
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for (i=0; i<mesh->numindecies; i++) {
mesh->indecies[i] = LittleLong(indecies[i]);
}
SetupUnexplodedIndecies(mesh);
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//setup rest of the mesh
mesh->shader = shader;
mesh->lightmapIndex = in->lightofs;
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CreateTangentSpace(mesh);
SetupMeshConnectivity(mesh);
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SetupMeshBox(mesh);
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DistribueUnexplodedNormals(mesh);
free(mesh->unexplodedIndecies);
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mesh->trans.origin[0] = mesh->trans.origin[1] = mesh->trans.origin[2] = 0.0f;
mesh->trans.angles[0] = mesh->trans.angles[1] = mesh->trans.angles[2] = 0.0f;
mesh->trans.scale[0] = mesh->trans.scale[1] = mesh->trans.scale[2] = 1.0f;
}
/**
* Multiplies the curve's color with the current lightmap brightness.
*/
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void MESH_SetupMeshColors(mesh_t *mesh)
{
int i;
for (i=0; i<mesh->numvertices; i++) {
globalVertexTable[i+mesh->firstvertex].color[0] = (int)(globalVertexTable[i+mesh->firstvertex].color[0]*sh_lightmapbright.value);
globalVertexTable[i+mesh->firstvertex].color[1] = (int)(globalVertexTable[i+mesh->firstvertex].color[1]*sh_lightmapbright.value);
globalVertexTable[i+mesh->firstvertex].color[2] = (int)(globalVertexTable[i+mesh->firstvertex].color[2]*sh_lightmapbright.value);
}
}
/*
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void CS_DrawAmbient(mcurve_t *curve)
{
int i,j, i1, i2;
int w,h;
//GL_Bind(curve->texture->gl_texturenum);
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glShadeModel (GL_SMOOTH);
//Con_Printf("Drawcurve %i %i %i\n",curve->firstvertex,curve->width,curve->height);
h = curve->width;
w = curve->height;
for (i=0; i<w-1; i++) {
c_brush_polys+= 2*(h-1);
glBegin(GL_TRIANGLE_STRIP);
for (j=0; j<h; j++) {
i1 = curve->firstvertex+j+(i+1)*h;
i2 = curve->firstvertex+j+i*h;
glColor3ubv((byte *)&((float *)&globalVertexTable[i2])[7]);
glTexCoord2fv(&((float *)&globalVertexTable[i2])[3]);
glVertex3fv((float *)&globalVertexTable[i2]);
glColor3ubv((byte *)&((float *)&globalVertexTable[i1])[7]);
glTexCoord2fv(&((float *)&globalVertexTable[i1])[3]);
glVertex3fv((float *)&globalVertexTable[i1]);
}
glEnd();
}
}
*/