Curves now also have per pixel lighting

This commit is contained in:
cholleme 2003-02-15 18:50:23 +00:00
parent 8cf8037241
commit bbaff82de2

View file

@ -26,7 +26,24 @@ No dynamic lod...
int numleafbrushes;
mcurve_t *curvechain = NULL;
//these are just utility structures
typedef struct {
int firstcontrol;
int firstvertex;
int controlwidth, controlheight;
int width, height;
} curve_t;
typedef struct {
vec3_t position;
float texture[2];
float lightmap[2];
byte color[4];
vec3_t tangent;
vec3_t binormal;
vec3_t normal;
} meshvertex_t;
#define MAX_BIN 10
int binomials[MAX_BIN][MAX_BIN];
@ -72,14 +89,15 @@ EvaluateBezier
Evaluates the bezier surface with given control points at the u,v parameters
=================
*/
void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int height, float u, float v,mmvertex_t *result) {
void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int height, float u, float v,meshvertex_t *result) {
int i,j;
float scale;
float color[4];
int n=3;
int m=3;
mmvertex_t *controlpoint;
mmvertex_t *controlpoint, *controlpoint2;
vec3_t temp;
for (i=0; i<4; i++) {
color[i] = 0.0f;
@ -87,6 +105,9 @@ void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int
for (i=0; i<3; i++) {
result->position[i] = 0.0;
result->tangent[i] = 0.0;
result->normal[i] = 0.0;
result->binormal[i] = 0.0;
}
for (i=0; i<2; i++) {
@ -94,6 +115,7 @@ void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int
result->lightmap[i] = 0.0;
}
//Calculate vertices & texture coords
for (i=0; i<n; i++) {
for (j=0; j<m; j++) {
scale = Bernstein(i,n-1,u)*Bernstein(j,m-1,v);
@ -116,12 +138,60 @@ void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int
}
}
//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);
for (i=0; i<4; i++) {
result->color[i] = (byte)color[i];
}
}
void EvaluateBiquadraticBeziers(mmvertex_t *controlpoints, int width, int height, float u, float v,mmvertex_t *result) {
/**
* Quake3 beziers, are made up out of one or more 3x3 bezier patches
*/
void EvaluateBiquadraticBeziers(mmvertex_t *controlpoints, int width, int height, float u, float v,meshvertex_t *result) {
// EvaluateBezier(controlpoints,0,0,width,height,u,v,result);
@ -147,38 +217,14 @@ void EvaluateBiquadraticBeziers(mmvertex_t *controlpoints, int width, int height
EvaluateBezier(controlpoints,ofsx,ofsy,width,height,u,v,result);
}
void MeanVert( mmvertex_t *a, mmvertex_t *b, mmvertex_t *out ) {
out->position[0] = 0.5 * (a->position[0] + b->position[0]);
out->position[1] = 0.5 * (a->position[1] + b->position[1]);
out->position[2] = 0.5 * (a->position[2] + b->position[2]);
out->texture[0] = 0.5 * (a->texture[0] + b->texture[0]);
out->texture[1] = 0.5 * (a->texture[1] + b->texture[1]);
out->lightmap[0] = 0.5 * (a->lightmap[0] + b->lightmap[0]);
out->lightmap[1] = 0.5 * (a->lightmap[1] + b->lightmap[1]);
out->color[0] = (a->color[0] + b->color[0]) >> 1;
out->color[1] = (a->color[1] + b->color[1]) >> 1;
out->color[2] = (a->color[2] + b->color[2]) >> 1;
out->color[3] = (a->color[3] + b->color[3]) >> 1;
}
/*
=================
PutMeshOnCurve
Drops the aproximating points onto the curve
=================
/**
* "Evaluates the controlpoints"
*/
void PutMeshOnCurve(mcurve_t in, mmvertex_t *verts) {
void PutMeshOnCurve(curve_t in, mmvertex_t *verts) {
int i, j, l, w, h;
float prev, next;
float du, dv, u ,v;
mmvertex_t results[128*128];
meshvertex_t results[128*128];
du = 1.0f/(in.width-1);
dv = 1.0f/(in.height-1);
@ -189,41 +235,29 @@ void PutMeshOnCurve(mcurve_t in, mmvertex_t *verts) {
}
for (i=0; i<in.width*in.height; i++) {
verts[i] = results[i];
VectorCopy(results[i].position,verts[i].position);
}
/*
// put all the aproximating points on the curve
for (i=0; i<w; i++) {
for (j=1; j<h; j+=2) {
for (l=0; l<3; l++) {
prev = ( verts[j*in.width+i].position[l] + verts[(j+1)*in.width+i].position[l] ) * 0.5;
next = ( verts[j*in.width+i].position[l] + verts[(j-1)*in.width+i].position[l] ) * 0.5;
verts[j*in.width+i].position[l] = ( prev + next ) * 0.5;
}
}
}
for (j=0; j<h; j++) {
for (i=1; i<w; i+=2) {
for (l=0; l<3; l++) {
prev = ( verts[j*in.width+i].position[l] + verts[j*in.width+i+1].position[l] ) * 0.5;
next = ( verts[j*in.width+i].position[l] + verts[j*in.width+i-1].position[l] ) * 0.5;
verts[j*in.width+i].position[l] = ( prev + next ) * 0.5;
}
}
}
*/
}
void SubdivideCurve(mcurve_t *in, mmvertex_t *verts, int amount) {
#define MAX_EXPANDED_AXIS 128
/**
* Evaluate the mesh, subdivide the control grid amount times.
* Copies the resulting vertices to the out mesh.
*/
void SubdivideCurve(curve_t *in, mesh_t *out, mmvertex_t *verts, int amount) {
int i, j, l, w, h, newwidth, newheight;
float prev, next;
float du, dv, u ,v;
mmvertex_t expand[128*128];
meshvertex_t *expand;
newwidth = in->controlwidth*amount;
newheight = in->controlheight*amount;
//only a temporaly buffer
expand = malloc(sizeof(meshvertex_t)*newwidth*newheight);
if (!expand) Sys_Error("No more memory\n");
du = 1.0f/(newwidth-1);
dv = 1.0f/(newheight-1);
@ -234,200 +268,113 @@ void SubdivideCurve(mcurve_t *in, mmvertex_t *verts, int amount) {
}
}
for (i=0; i<newwidth*newheight; i++) {
if (i==0)
in->firstvertex = R_AllocateVertexInTemp(expand[i].position,
expand[i].texture, expand[i].lightmap, expand[i].color);
else
R_AllocateVertexInTemp(expand[i].position,
expand[i].texture, expand[i].lightmap, expand[i].color);
}
out->numvertices = newwidth*newheight;
in->width = newwidth;
in->height = newheight;
/*
out->tangents = Hunk_Alloc(sizeof(vec3_t)*out->numvertices);
out->binormals = Hunk_Alloc(sizeof(vec3_t)*out->numvertices);
out->normals = Hunk_Alloc(sizeof(vec3_t)*out->numvertices);
*/
for (i=0; i<newwidth*newheight; i++) {
//put the vertices in the global vertex table
if (i==0)
out->firstvertex = R_AllocateVertexInTemp(expand[i].position, expand[i].texture, expand[i].lightmap, expand[i].color);
else
R_AllocateVertexInTemp(expand[i].position, expand[i].texture, expand[i].lightmap, expand[i].color);
/*
VectorCopy(expand[i].binormal, out->binormals[i]);
VectorCopy(expand[i].normal, out->normals[i]);
VectorCopy(expand[i].tangent, out->tangents[i]);
*/
}
free(expand);
}
#define MAX_EXPANDED_AXIS 128
void CreateIndecies(curve_t *curve, mesh_t *mesh)
{
int i,j, i1, i2, li1, li2;
int w,h, index;
int originalWidths[MAX_EXPANDED_AXIS];
int originalHeights[MAX_EXPANDED_AXIS];
h = curve->width;
w = curve->height;
/*
=================
SubdivideMesh
mesh->numtriangles = (curve->width-1)*(curve->height-1)*2;
mesh->numindecies = mesh->numtriangles*3;
mesh->indecies = (int *)Hunk_Alloc(sizeof(int)*mesh->numindecies);
=================
*/
/*
void SubdivideMesh(mcurve_t *in, float maxError, float minLength, mmvertex_t *verts) {
int i, j, k, l;
mmvertex_t prev, next, mid;
vec3_t prevposition, nextposition, midposition;
vec3_t delta;
float len;
mmvertex_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
li1 = h;
li2 = 0;
index = 0;
for (i=0; i<w-1; i++) {
for ( i = 0 ; i < in->width ; i++ ) {
for ( j = 0 ; j < in->height ; j++ ) {
expand[j][i] = verts[j*in->width+i];
li1 = (i+1)*h;
li2 = i*h;
for (j=1; j<h; j++) {
i1 = j+(i+1)*h;
i2 = j+i*h;
mesh->indecies[index++] = li2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i2;
mesh->indecies[index++] = i2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i1;
li1 = i1;
li2 = i2;
}
}
}
void TangentForPoly(int *index, mmvertex_t *vertices,vec3_t Tangent, vec3_t Binormal);
void NormalForPoly(int *index, mmvertex_t *vertices,vec3_t Normal);
void CreateTangentSpace(mesh_t *mesh) {
int i,j;
int *num = malloc(sizeof(int)*mesh->numvertices);
vec3_t tang, bin, v1, v2, norm;
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);
//average for every triangle
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);
for (j=0; j<3; j++) {
VectorAdd(mesh->tangents[mesh->indecies[i*3+j]],tang,mesh->tangents[mesh->indecies[i*3+j]]);
VectorAdd(mesh->binormals[mesh->indecies[i*3+j]],bin,mesh->binormals[mesh->indecies[i*3+j]]);
VectorAdd(mesh->normals[mesh->indecies[i*3+j]],norm,mesh->normals[mesh->indecies[i*3+j]]);
num[mesh->indecies[i*3+j]]++;
}
}
for ( i = 0 ; i < in->height ; i++ ) {
originalHeights[i] = i;
}
for ( i = 0 ; i < in->width ; i++ ) {
originalWidths[i] = i;
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]);
VectorScale(mesh->binormals[i],1.0f/num[i],mesh->binormals[i]);
VectorNormalize(mesh->binormals[i]);
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");
}
// horizontal subdivisions
for ( j = 0 ; j + 2 < in->width ; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0 ; i < in->height ; i++ ) {
for ( l = 0 ; l < 3 ; l++ ) {
prevposition[l] = expand[i][j+1].position[l] - expand[i][j].position[l];
nextposition[l] = expand[i][j+2].position[l] - expand[i][j+1].position[l];
midposition[l] = (expand[i][j].position[l] + expand[i][j+1].position[l] * 2
+ expand[i][j+2].position[l] ) * 0.25;
}
// if the span length is too long, force a subdivision
if ( Length( prevposition ) > minLength
|| Length( nextposition ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
VectorSubtract( expand[i][j+1].position, midposition, delta );
len = Length( delta );
if ( len > maxError ) {
break;
}
}
if ( in->width + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == in->height ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
in->width += 2;
for ( k = in->width - 1 ; k > j + 3 ; k-- ) {
originalWidths[k] = originalWidths[k-2];
}
originalWidths[j+3] = originalWidths[j+1];
originalWidths[j+2] = originalWidths[j+1];
originalWidths[j+1] = originalWidths[j];
for ( i = 0 ; i < in->height ; i++ ) {
MeanVert( &expand[i][j], &expand[i][j+1], &prev );
MeanVert( &expand[i][j+1], &expand[i][j+2], &next );
MeanVert( &prev, &next, &mid );
for ( k = in->width - 1 ; k > j + 3 ; k-- ) {
expand[i][k] = expand[i][k-2];
}
expand[i][j + 1] = prev;
expand[i][j + 2] = mid;
expand[i][j + 3] = next;
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// vertical subdivisions
for ( j = 0 ; j + 2 < in->height ; j += 2 ) {
// check subdivided midpoints against control points
for ( i = 0 ; i < in->width ; i++ ) {
for ( l = 0 ; l < 3 ; l++ ) {
prevposition[l] = expand[j+1][i].position[l] - expand[j][i].position[l];
nextposition[l] = expand[j+2][i].position[l] - expand[j+1][i].position[l];
midposition[l] = (expand[j][i].position[l] + expand[j+1][i].position[l] * 2
+ expand[j+2][i].position[l] ) * 0.25;
}
// if the span length is too long, force a subdivision
if ( Length( prevposition ) > minLength
|| Length( nextposition ) > minLength ) {
break;
}
// see if this midpoint is off far enough to subdivide
VectorSubtract( expand[j+1][i].position, midposition, delta );
len = Length( delta );
if ( len > maxError ) {
break;
}
}
if ( in->height + 2 >= MAX_EXPANDED_AXIS ) {
break; // can't subdivide any more
}
if ( i == in->width ) {
continue; // didn't need subdivision
}
// insert two columns and replace the peak
in->height += 2;
for ( k = in->height - 1 ; k > j + 3 ; k-- ) {
originalHeights[k] = originalHeights[k-2];
}
originalHeights[j+3] = originalHeights[j+1];
originalHeights[j+2] = originalHeights[j+1];
originalHeights[j+1] = originalHeights[j];
for ( i = 0 ; i < in->width ; i++ ) {
MeanVert( &expand[j][i], &expand[j+1][i], &prev );
MeanVert( &expand[j+1][i], &expand[j+2][i], &next );
MeanVert( &prev, &next, &mid );
for ( k = in->height - 1 ; k > j + 3 ; k-- ) {
expand[k][i] = expand[k-2][i];
}
expand[j+1][i] = prev;
expand[j+2][i] = mid;
expand[j+3][i] = next;
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
// collapse the verts
verts = &expand[0][0];
for ( i = 1 ; i < in->height ; i++ ) {
memmove( &verts[i*in->width], expand[i], in->width * sizeof(mmvertex_t) );
}
for (i=0; i<in->width; i++) {
for (j=0; j<in->height; j++) {
if ((i==0) && (j==0))
in->firstcontrol = R_AllocateVertexInTemp(expand[j][i].position,
expand[j][i].texture, expand[j][i].lightmap, expand[j][i].color);
else
R_AllocateVertexInTemp(expand[j][i].position,
expand[j][i].texture, expand[j][i].lightmap, expand[j][i].color);
}
}
*/
/*
out.verts = &expand[0][0];
for ( i = 1 ; i < out.height ; i++ ) {
memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(drawVert_t) );
}
return CopyMesh(&out);
*/
//}
free(num);
}
/*
=================
@ -437,34 +384,57 @@ Creates a curve from the given surface
=================
*/
void CS_Create(dq3face_t *in, mcurve_t *curve, texture_t *texture)
void CS_Create(dq3face_t *in, mesh_t *mesh, mapshader_t *shader)
{
curve->controlwidth = in->patchOrder[0];
curve->controlheight = in->patchOrder[1];
curve->firstcontrol = in->firstvertex;
curve_t curve;
curve.controlwidth = in->patchOrder[0];
curve.controlheight = in->patchOrder[1];
curve.firstcontrol = in->firstvertex;
//just use the control points as vertices
curve->firstvertex = in->firstmeshvertex;
curve->width = curve->controlwidth;
curve->height = curve->controlheight;
curve->next = NULL;
curve->texture = texture;
curve.firstvertex = in->firstmeshvertex;
//evaluate the mesh vertices
if (gl_mesherror.value > 0)
SubdivideCurve(curve,&tempVertices[curve->firstcontrol],gl_mesherror.value);
SubdivideCurve(&curve, mesh, &tempVertices[curve.firstcontrol], gl_mesherror.value);
//setup rest of the mesh
mesh->shader = shader;
CreateIndecies(&curve, mesh);
CreateTangentSpace(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;
//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);
}
/**
* Multiplies the curve's color with the current lightmap brightness.
*/
void CS_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);
}
}
/*
void CS_DrawAmbient(mcurve_t *curve)
{
int i,j, i1, i2;
int w,h;
GL_Bind(curve->texture->gl_texturenum);
//GL_Bind(curve->texture->gl_texturenum);
glShadeModel (GL_SMOOTH);
//Con_Printf("Drawcurve %i %i %i\n",curve->firstvertex,curve->width,curve->height);
h = curve->width;
@ -487,3 +457,4 @@ void CS_DrawAmbient(mcurve_t *curve)
glEnd();
}
}
*/