tenebrae2/gl_curves.c
2004-02-08 09:45:29 +00:00

1400 lines
40 KiB
C

/*
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;
#define MAX_BIN 10
int binomials[MAX_BIN][MAX_BIN];
/**
* 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);
}
/*
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
=================
*/
void EvaluateBezier(mmvertex_t *controlpoints,int ofsw, int ofsh, int width, int height, float u, float v,mmvertex_t *result) {
int i,j;
float scale;
float color[4];
int n=3;
int m=3;
mmvertex_t *controlpoint, *controlpoint2;
vec3_t temp;
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
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);
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
*/
void EvaluateBiquadraticBeziers(mmvertex_t *controlpoints, int width, int height, float u, float v,mmvertex_t *result) {
// 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);
}
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 );
}
/*********************
Quad tree subdivision
**********************/
void InterpolateMemVertex(mmvertex_t *v1, mmvertex_t *v2, float i, mmvertex_t *result) {
float ii = 1.0f-i;
result->position[0] = v1->position[0]*ii + v2->position[0]*i;
result->position[1] = v1->position[1]*ii + v2->position[1]*i;
result->position[2] = v1->position[2]*ii + v2->position[2]*i;
result->texture[0] = v1->texture[0]*ii + v2->texture[0]*i;
result->texture[1] = v1->texture[1]*ii + v2->texture[1]*i;
result->lightmap[0] = v1->lightmap[0]*ii + v2->lightmap[0]*i;
result->lightmap[1] = v1->lightmap[1]*ii + v2->lightmap[1]*i;
result->color[0] = (byte)(v1->color[0]*ii + v2->color[0]*i);
result->color[1] = (byte)(v1->color[1]*ii + v2->color[1]*i);
result->color[2] = (byte)(v1->color[2]*ii + v2->color[2]*i);
result->color[3] = (byte)(v1->color[3]*ii + v2->color[3]*i);
}
//curve vertex
typedef struct {
mmvertex_t p;
float u;
float v;
} cvertex_t;
void AverageCurveVertexParams(cvertex_t *v1, cvertex_t *v2, cvertex_t *result) {
result->u = (v1->u + v2->u)*0.5f;
result->v = (v1->v + v2->v)*0.5f;
}
void InterpolateCurveVertex(cvertex_t *v1, cvertex_t *v2, float i, cvertex_t *result) {
float ii = 1.0f-i;
InterpolateMemVertex(&v1->p, &v2->p, i, &result->p);
result->u = v1->u*ii + v2->u*i;
result->v = v1->v*ii + v2->v*i;
}
qboolean UnderThresholdSimple(mmvertex_t *v1, mmvertex_t *v2) {
vec3_t temp;
VectorSubtract(v1->position, v2->position, temp);
return (Length(temp) < gl_mesherror.value);
}
qboolean UnderThreshold(mmvertex_t *p1, mmvertex_t *p2, mmvertex_t *t) {
vec3_t proj, dir;
float len;
ProjectPointOntoVector(t->position, p1->position, p2->position, proj);
VectorSubtract(t->position, proj, dir);
len = Length(dir);
return (len < gl_mesherror.value);
}
/**
The first three are vertices, the third is the center point
*/
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
qboolean UnderThresholdTri(mmvertex_t *v1, mmvertex_t *v2, mmvertex_t *v3, mmvertex_t *m) {
vec3_t proj, normal, t1, t2, dir;
float len, dist, d;
VectorSubtract(v1->position, v2->position, t1);
VectorSubtract(v3->position, v2->position, t2);
CrossProduct(t2,t1, normal);
VectorNormalize(normal);
dist = DotProduct(normal, v1->position);
d = DotProduct(normal, m->position) - dist;
return (d < gl_mesherror.value);
/*ProjectPointOnPlane(proj, v1->position, normal);
VectorSubtract(m->position, proj, dir);
len = Length(dir);
return (len < gl_mesherror.value);
*/
// return true;
}
void EvaluateCurve(curve_t *in, mmvertex_t *control, float u, float v, mmvertex_t *result) {
EvaluateBiquadraticBeziers(control, in->controlwidth, in->controlheight, u, v, result);
}
/**
Evaluates the curve for the parameters stored in the vertex
*/
void EvaluateCurveVertex(cvertex_t *v1, curve_t *in, mmvertex_t *control) {
//clamp all u/v's to 65k boundaries to avoid sparklies where 2 curves meet
//in one curve this is not really a problem due to vertex sharing.
int u = (int)(((double)(v1->u))*65535.0);
int v = (int)(((double)(v1->v))*65535.0);
EvaluateCurve(in, control, u/65535.0f, v/65535.f, &v1->p);
}
static int * subdivIndices = NULL;
static unsigned int * subdivVertHash = NULL;
static mmvertex_t *subdivVerts = NULL;
static int subdivNumIndices = 0;
static int subdivNumVerts = 0;
static int subdivMaxIndices = 0;
static int subdivMaxVerts = 0;
static void ClearEmit(void) {
if (subdivIndices) free(subdivIndices);
if (subdivVerts) free(subdivVerts);
if (subdivVertHash) free(subdivVertHash);
subdivIndices = NULL;
subdivVerts = NULL;
subdivVertHash = NULL;
subdivNumIndices = 0;
subdivNumVerts = 0;
subdivMaxIndices = 0;
subdivMaxVerts = 0;
}
static unsigned int HashCurveVertex(cvertex_t *v) {
return (((unsigned int)(((double)(v->u))*65535.0))<<16) + ((unsigned int)(((double)(v->v))*65535.0));
}
static int AllocateCurveVertex(cvertex_t *v) {
unsigned int hash;
int i;
if (subdivNumVerts+1 >= subdivMaxVerts) {
subdivMaxVerts += 64;
subdivVerts = realloc(subdivVerts, subdivMaxVerts*sizeof(mmvertex_t));
subdivVertHash = realloc(subdivVertHash, subdivMaxVerts*sizeof(int));
}
hash = HashCurveVertex(v);
//Con_Printf("Hash %i\n", hash);
for (i=0; i<subdivNumVerts; i++) {
if (hash == subdivVertHash[i])
return i;
}
subdivVerts[subdivNumVerts] = v->p;
subdivVertHash[subdivNumVerts] = hash;
subdivNumVerts ++;
return subdivNumVerts-1;
}
static void EmitQuad(cvertex_t *corners) {
int vertInds[4];
int i;
//enough space for indices
if (subdivNumIndices+6 >= subdivMaxIndices) {
subdivMaxIndices += 64;
subdivIndices = realloc(subdivIndices, subdivMaxIndices*sizeof(int));
}
//emit it
for (i=0; i<4; i++) {
vertInds[i] = AllocateCurveVertex(&corners[i]);
}
subdivIndices[subdivNumIndices+0] = vertInds[2];
subdivIndices[subdivNumIndices+1] = vertInds[1];
subdivIndices[subdivNumIndices+2] = vertInds[0];
subdivIndices[subdivNumIndices+3] = vertInds[0];
subdivIndices[subdivNumIndices+4] = vertInds[3];
subdivIndices[subdivNumIndices+5] = vertInds[2];
subdivNumIndices += 6;
}
static qboolean DegenerateEdge(cvertex_t *v1, cvertex_t *v2) {
return (degenerateDist(v1->p.position, v2->p.position));
}
/**
Returns the index of the degenerate edge, or -1 if none
*/
static int DegenerateQuad(cvertex_t *corners) {
int i;
for (i=0; i<4; i++) {
int ii = (i+1)%4;
if (DegenerateEdge(&corners[i], &corners[ii])) {
return i;
}
}
return -1;
}
/**
Returns true if the triangle is degenerate
(simple degenerate 3 verts identical it does not detect the 3 linear verts case)
*/
static int DegenerateTri(cvertex_t *p, cvertex_t *q, cvertex_t *r) {
return (DegenerateEdge(p,q) || DegenerateEdge(q,r) || DegenerateEdge(r,p));
}
static void EmitTri(cvertex_t *p1, cvertex_t *p2 ,cvertex_t *p3) {
//Degenerate triangle? return immediately
if (DegenerateTri(p1,p2,p3)) {
return;
}
//enough space for indices
if (subdivNumIndices+3 >= subdivMaxIndices) {
subdivMaxIndices += 64;
subdivIndices = realloc(subdivIndices, subdivMaxIndices*sizeof(int));
}
//emit it
subdivIndices[subdivNumIndices+2] = AllocateCurveVertex(p1);
subdivIndices[subdivNumIndices+1] = AllocateCurveVertex(p2);
subdivIndices[subdivNumIndices+0] = AllocateCurveVertex(p3);
subdivNumIndices += 3;
}
#define MAX_SUBDIV_DEPTH 10
static void AdaptiveSubdivideTri(cvertex_t *p, cvertex_t *q, cvertex_t *r,
int e1t, int e2t, int e3t,
curve_t *in, mmvertex_t *control, int depth);
static void SubdivideQuad(cvertex_t *corners, qboolean *parentLock, curve_t *in, mmvertex_t *control, int depth) {
qboolean lock[4];
qboolean allLock = true;
cvertex_t midp[4], evalp[4], arg[4], center;
float centeru, centerv;
int i, degInd;
//Degenerate quads continue as triangles
//Don't degenerate depth 0 quads as they can be legitimately degenerate
//as is the case with a bezier where to eges touch (a droplet like shape)
if (depth > 0) {
degInd = DegenerateQuad(corners);
if (degInd >= 0) {
int indexes[3];
int numInd = 0;
for (i=0; i<4; i++) {
if (i!= degInd)
indexes[numInd++] = i;
}
AdaptiveSubdivideTri(&corners[indexes[0]], &corners[indexes[1]], &corners[indexes[2]], 0, 0, 0, in, control, depth+1);
}
}
if (depth >= MAX_SUBDIV_DEPTH) {
EmitQuad(corners);
return;
}
for (i=0; i<4; i++) {
int ni = (i+1)%4;
InterpolateCurveVertex(&corners[i],&corners[ni],0.5, &midp[i]);
AverageCurveVertexParams(&corners[i],&corners[ni], &evalp[i]);
EvaluateCurveVertex(&evalp[i], in, control);
lock[i] = parentLock[i] || UnderThreshold(&corners[i].p,&corners[ni].p,&evalp[i].p);
if (!lock[i]) allLock = false;
//lock[i] = false;
//allLock = false;
}
if (allLock) {
EmitQuad(corners);
return;
}
//InterpolateMemVertex(&midp[0],&midp[2],0.5, &center);
center.u = (corners[0].u+corners[1].u+corners[2].u+corners[3].u)*0.25;
center.v = (corners[0].v+corners[1].v+corners[2].v+corners[3].v)*0.25;
EvaluateCurveVertex(&center, in, control);
//create 4 subquads
/*arg[0] = corners[0];
arg[1] = (lock[0]) ? midp[0] : evalp[0];
arg[2] = center;
arg[3] = (lock[3]) ? midp[3] : evalp[3];
argu[0] = cornu[0];
argv[0] = cornv[0];
argu[1] = (cornu[0]+cornu[1])*0.5;
argv[1] = (cornv[0]+cornv[1])*0.5;
argu[2] = centeru;
argv[2] = centerv;
argu[3] = (cornu[3]+cornu[0])*0.5;
argv[3] = (cornv[3]+cornv[0])*0.5;
SubdivideQuad(arg, argu, argv, lock, in, control);*/
/*
//only one edge remains unlocked split in two triangles
if ((lock[0] && lock[1] && lock[2] && !lock[3]) ||
(lock[1] && lock[2] && lock[3] && !lock[0]) ||
(lock[0] && lock[2] && lock[3] && !lock[1]) ||
(lock[0] && lock[1] && lock[3] && !lock[2]))
{
cvertex_t ccorners[4];
for (i=0; i<4; i++) {
ccorners[i].u = cornu[i];
ccorners[i].v = cornv[i];
ccorners[i].p = corners[i];
}
AdaptiveSubdivideTri(&ccorners[0], &ccorners[1], &ccorners[2], in, control, depth+1);
AdaptiveSubdivideTri(&ccorners[0], &ccorners[2], &ccorners[3], in, control, depth+1);
return;
}
*/
//only split in two horizontal quads
if (lock[1] && lock[3] && !lock[0] && !lock[2]) {
arg[0] = corners[0];
arg[1] = (lock[0]) ? midp[0] : evalp[0];
arg[2] = (lock[2]) ? midp[2] : evalp[2];
arg[3] = corners[3];
SubdivideQuad(arg, lock, in, control, depth+1);
arg[0] = (lock[0]) ? midp[0] : evalp[0];
arg[1] = corners[1];
arg[2] = corners[2];
arg[3] = (lock[2]) ? midp[2] : evalp[2];
SubdivideQuad(arg, lock, in, control, depth+1);
return;
}
//only split in two horizontal quads
if (lock[0] && lock[2] && !lock[1] && !lock[3]) {
arg[0] = corners[0];
arg[1] = corners[1];
arg[2] = (lock[1]) ? midp[1] : evalp[1];
arg[3] = (lock[3]) ? midp[3] : evalp[3];
SubdivideQuad(arg, lock, in, control, depth+1);
arg[0] = (lock[3]) ? midp[3] : evalp[3];
arg[1] = (lock[1]) ? midp[1] : evalp[1];
arg[2] = corners[2];
arg[3] = corners[3];
SubdivideQuad(arg, lock, in, control, depth+1);
return;
}
//All unlocked make 4 quads
if (!lock[0] && !lock[2] && !lock[1] && !lock[3]) {
for (i=0; i<4; i++) {
int i1 = (i+1)%4;
int i2 = (i+2)%4;
int i3 = (i+3)%4;
arg[i] = corners[i];
arg[i1] = (lock[i]) ? midp[i] : evalp[i];
arg[i2] = center;
arg[i3] = (lock[i3]) ? midp[i3] : evalp[i3];
SubdivideQuad(arg, lock, in, control, depth+1);
}
//three edges locked or corner locks, make 2 triangles
} else {
AdaptiveSubdivideTri(&corners[0], &corners[1], &corners[2], 0, 0, 1, in, control, depth+1);
AdaptiveSubdivideTri(&corners[0], &corners[2], &corners[3], 1, 0, 0, in, control, depth+1);
}
//edges sharing a corner are locked, also split in tris
/*if ((lock[0] && lock[1]) ||
(lock[1] && lock[2]) ||
(lock[2] && lock[3]) ||
(lock[3] && lock[0]))
{*/
}
void Curve2MeshQuadTree(curve_t *in, mmvertex_t *verts, mesh_t *out) {
int i, j, k, l, w, h;
float prev, next;
float du, dv, u ,v;
qboolean lock[4] = {false, false, false, false};
cvertex_t args[4];
du = 1.0f/(in->controlwidth-1);
dv = 1.0f/(in->controlheight-1);
ClearEmit();
args[0].u = 0.0f;
args[0].v = 0.0f;
args[1].u = 1.0f;
args[1].v = 0.0f;
args[2].u = 1.0f;
args[2].v = 1.0f;
args[3].u = 0.0f;
args[3].v = 1.0f;
for (k=0; k<4; k++) {
EvaluateCurveVertex(&args[k], in, verts);
}
SubdivideQuad(args, lock, in, verts, 0);
/*
for (i=0, u=0; i<in->controlwidth-1; i++, u+=du) {
for (j=0, v=0; j<in->controlheight-1; j++, v+=dv) {
//controle punten evalueeren!!
//args[0] = verts[i+j*in->controlwidth];
//args[1] = verts[i+1+j*in->controlwidth];
//args[2] = verts[i+1+(j+1)*in->controlwidth];
//args[3] = verts[i+(j+1)*in->controlwidth];
argsu[0] = u;
argsu[1] = u+du;
argsu[2] = u+du;
argsu[3] = u;
argsv[0] = v;
argsv[1] = v;
argsv[2] = v+dv;
argsv[3] = v+dv;
for (k=0; k<4; k++) {
EvaluateCurve(in, verts, argsu[k], argsv[k], &args[k]);
}
SubdivideQuad(args, argsu, argsv, lock, in, verts, 0);
}
}
*/
if (!subdivNumVerts) {
out->numvertices = 0;
out->numindecies = 0;
out->indecies = NULL;
out->numtriangles = 0;
return;
}
//allocate vertices
out->numvertices = subdivNumVerts;
out->vertices = GL_StaticAlloc(subdivNumVerts*sizeof(mmvertex_t), subdivVerts);
out->userVerts = Hunk_Alloc(subdivNumVerts*sizeof(vec3_t));
for (i=0; i<subdivNumVerts; i++) {
VectorCopy(subdivVerts[i].position,out->userVerts[i]);
}
/*
out->firstvertex = R_AllocateVertexInTemp(subdivVerts[0].position, subdivVerts[0].texture, subdivVerts[0].lightmap, subdivVerts[0].color);
for (i=1; i<subdivNumVerts; i++) {
R_AllocateVertexInTemp(subdivVerts[i].position, subdivVerts[i].texture, subdivVerts[i].lightmap, subdivVerts[i].color);
}*/
//allocate indices
out->numindecies = subdivNumIndices;
out->indecies = Hunk_Alloc(subdivNumIndices*sizeof(int));
out->numtriangles = out->numindecies/3;
memcpy(out->indecies, subdivIndices, subdivNumIndices*sizeof(int));
ClearEmit();
}
static void AdaptiveSubdivideTri(cvertex_t *p, cvertex_t *q, cvertex_t *r,
int e1t, int e2t, int e3t,
curve_t *in, mmvertex_t *control, int depth) {
qboolean tessPQ, tessQR, tessRP;
cvertex_t tPQ, tQR, tPR, tPQR;
//Terminate prematurely?
if (depth >= MAX_SUBDIV_DEPTH) {
EmitTri(p,q,r);
return;
}
//Calculate midpoints in parameter space, and evaluate the curve
AverageCurveVertexParams(p, q, &tPQ);
AverageCurveVertexParams(q, r, &tQR);
AverageCurveVertexParams(p, r, &tPR);
EvaluateCurveVertex(&tPQ, in, control);
EvaluateCurveVertex(&tQR, in, control);
EvaluateCurveVertex(&tPR, in, control);
//optimize, not always needed
tPQR.u = (p->u + q->u + r->u) / 3.0f;
tPQR.v = (p->v + q->v + r->v) / 3.0f;
EvaluateCurveVertex(&tPQR, in, control);
tessPQ = !((e1t) ? UnderThresholdTri(&p->p,&q->p, &r->p, &tPQ.p) : UnderThreshold(&p->p,&q->p, &tPQ.p));
tessQR = !((e2t) ? UnderThresholdTri(&p->p,&q->p, &r->p, &tQR.p) : UnderThreshold(&q->p,&r->p, &tQR.p));
tessRP = !((e3t) ? UnderThresholdTri(&p->p,&q->p, &r->p, &tPR.p) : UnderThreshold(&r->p,&p->p, &tPR.p));
/*
tessPQ = !UnderThreshold(&p->p,&q->p, &tPQ.p);
tessQR = !UnderThreshold(&q->p,&r->p, &tQR.p);
tessRP = !UnderThreshold(&r->p,&p->p, &tPR.p);
*/
//Subdivide all edges
if (tessPQ && tessQR && tessRP) {
//Subdivide into 4 triangles
AdaptiveSubdivideTri(p , &tPQ, &tPR, e1t, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(q , &tQR, &tPQ, e2t, 1, e1t, in, control, depth+1);
AdaptiveSubdivideTri(r , &tPR, &tQR, e3t, 1, e2t, in, control, depth+1);;
AdaptiveSubdivideTri(&tPQ, &tQR, &tPR, 1, 1, 1, in, control, depth+1);;
//Two edge cases
} else if (tessPQ && tessQR) {
AdaptiveSubdivideTri(p , &tPQ, r , e1t, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(&tPQ, &tQR, r , 1, e2t, 1, in, control, depth+1);
AdaptiveSubdivideTri(&tPQ, q , &tQR, e1t, e2t, 1, in, control, depth+1);
} else if (tessPQ && tessRP) {
AdaptiveSubdivideTri(p , &tPQ, &tPR, e1t, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(&tPQ, q , &tPR, e1t, 1, 1, in, control, depth+1);
AdaptiveSubdivideTri(&tPR, q , r , 1, e2t, e3t, in, control, depth+1);
} else if (tessQR && tessRP) {
AdaptiveSubdivideTri(p , q , &tQR, e1t, e2t, 1, in, control, depth+1);
AdaptiveSubdivideTri(p , &tQR, &tPR, 1, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(&tPR, &tQR, r , 1, e2t, e3t, in, control, depth+1);
//One edge cases
} else if (tessPQ) {
AdaptiveSubdivideTri(p , &tPQ, r , e1t, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(q , r , &tPQ, e2t, 1, e1t, in, control, depth+1);
} else if (tessQR) {
AdaptiveSubdivideTri(p , q , &tQR, e1t, e2t, 1, in, control, depth+1);
AdaptiveSubdivideTri(p , &tQR, r , 1, e2t, e3t, in, control, depth+1);
} else if (tessRP) {
AdaptiveSubdivideTri(p , q , &tPR, e1t, 1, e3t, in, control, depth+1);
AdaptiveSubdivideTri(&tPR, q , r , 1, e2t, e3t, in, control, depth+1);
//Center point case
/* } else if (!UnderThresholdTri(&p->p, &q->p, &r->p, &tPQR.p)) {
AdaptiveSubdivideTri(&tPQR, p, q, in, control, depth+1);
AdaptiveSubdivideTri(&tPQR, q, r, in, control, depth+1);
AdaptiveSubdivideTri(&tPQR, r, p, in, control, depth+1);*/
//Terminating case
} else {
EmitTri(p, q, r);
}
}
void Curve2MeshTriSubdiv(curve_t *in, mmvertex_t *verts, mesh_t *out) {
int i;
cvertex_t corners[4];
ClearEmit();
//Evaluate at the 4 bezier corners
corners[0].u = 0.0f;
corners[0].v = 0.0f;
corners[1].u = 1.0f;
corners[1].v = 0.0f;
corners[2].u = 1.0f;
corners[2].v = 1.0f;
corners[3].u = 0.0f;
corners[3].v = 1.0f;
EvaluateCurveVertex(&corners[0], in, verts);
EvaluateCurveVertex(&corners[1], in, verts);
EvaluateCurveVertex(&corners[2], in, verts);
EvaluateCurveVertex(&corners[3], in, verts);
//Subdivide two triangles
AdaptiveSubdivideTri(&corners[0], &corners[1], &corners[2], 0, 0, 0, in, verts, 0);
AdaptiveSubdivideTri(&corners[0], &corners[2], &corners[3], 0, 0, 0, in, verts, 0);
//allocate vertices
out->numvertices = subdivNumVerts;
out->vertices = GL_StaticAlloc(subdivNumVerts*sizeof(mmvertex_t), subdivVerts);
out->userVerts = Hunk_Alloc(subdivNumVerts*sizeof(vec3_t));
for (i=0; i<subdivNumVerts; i++) {
VectorCopy(subdivVerts[i].position,out->userVerts[i]);
}
/*
out->firstvertex = R_AllocateVertexInTemp(subdivVerts[0].position, subdivVerts[0].texture, subdivVerts[0].lightmap, subdivVerts[0].color);
for (i=1; i<subdivNumVerts; i++) {
R_AllocateVertexInTemp(subdivVerts[i].position, subdivVerts[i].texture, subdivVerts[i].lightmap, subdivVerts[i].color);
}
*/
//allocate indices
out->numindecies = subdivNumIndices;
out->indecies = Hunk_Alloc(subdivNumIndices*sizeof(int));
out->numtriangles = out->numindecies/3;
memcpy(out->indecies, subdivIndices, subdivNumIndices*sizeof(int));
ClearEmit();
}
/**
* "Evaluates the controlpoints"
*/
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];
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);
}
}
#define MAX_EXPANDED_AXIS 128
int originalWidths[MAX_EXPANDED_AXIS];
int originalHeights[MAX_EXPANDED_AXIS];
/**
* 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.
*/
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;
mmvertex_t *clean;
newwidth = in->controlwidth*amount;
newheight = in->controlheight*amount;
//only a temporaly buffer
expand = malloc(sizeof(mmvertex_t)*newwidth*newheight);
if (!expand) Sys_Error("No more memory\n");
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;
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)
out->firstvertex = R_AllocateVertexInTemp(clean[i].position, clean[i].texture, clean[i].lightmap, clean[i].color);
else
R_AllocateVertexInTemp(clean[i].position, clean[i].texture, clean[i].lightmap, clean[i].color);
}*/
out->vertices = GL_StaticAlloc(out->numvertices*sizeof(mmvertex_t), clean);
out->userVerts = Hunk_Alloc(out->numvertices*sizeof(vec3_t));
for (i=0; i<out->numvertices; i++) {
VectorCopy(clean[i].position,out->userVerts[i]);
}
free(expand);
}
/**
* Setup de index table (vertices are already calculated we just setup the indexes here)
*/
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;
h = curve->width;
w = curve->height;
mesh->numtriangles = (curve->width-1)*(curve->height-1)*2;
mesh->numindecies = mesh->numtriangles*3;
mesh->indecies = (int *)Hunk_Alloc(sizeof(int)*mesh->numindecies);
li1 = h;
li2 = 0;
index = 0;
for (i=0; i<w-1; i++) {
li1 = (i+1)*h;
li2 = i*h;
for (j=1; j<h; j++) {
i1 = j+(i+1)*h;
i2 = j+i*h;
sharedDeg = degenerateDist(mesh->userVerts[li1],mesh->userVerts[i2]);
if (!sharedDeg &&
!degenerateDist(mesh->userVerts[li2],mesh->userVerts[i2]) &&
!degenerateDist(mesh->userVerts[li1],mesh->userVerts[li2]))
{
mesh->indecies[index++] = li2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i2;
} else
degRemove++;
if (!sharedDeg &&
!degenerateDist(mesh->userVerts[li1],mesh->userVerts[i1]) &&
!degenerateDist(mesh->userVerts[i2],mesh->userVerts[i1]))
{
mesh->indecies[index++] = i2;
mesh->indecies[index++] = li1;
mesh->indecies[index++] = i1;
} else
degRemove++;
li1 = i1;
li2 = i2;
}
}
mesh->numtriangles-=degRemove;
/*if (degRemove) {
Con_Printf("Removed %i degenerate triangles\n",degRemove);
}*/
}
/**
* 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;
vec3_t *tangents, *binormals, *normals;
mmvertex_t *vertices;
addIndecies = (mesh->isExploded) ? mesh->unexplodedIndecies : mesh->indecies;
Q_memset(num,0,sizeof(int)*mesh->numvertices);
tangents = malloc(sizeof(vec3_t)*mesh->numvertices);
Q_memset(tangents,0,sizeof(vec3_t)*mesh->numvertices);
binormals = malloc(sizeof(vec3_t)*mesh->numvertices);
Q_memset(binormals,0,sizeof(vec3_t)*mesh->numvertices);
normals = malloc(sizeof(vec3_t)*mesh->numvertices);
Q_memset(normals,0,sizeof(vec3_t)*mesh->numvertices);
mesh->triplanes = Hunk_Alloc(sizeof(plane_t)*mesh->numtriangles);
vertices = GL_MapToUserSpace(mesh->vertices);
for (i=0; i<mesh->numtriangles; i++) {
//FIXME: This needs texture coords so we read them from the vbo mem
TangentForPoly(&mesh->indecies[i*3],vertices,tang,bin);
NormalForPoly(&mesh->indecies[i*3],vertices,norm);
//per triangle normal for shadow volume
VectorCopy(norm,mesh->triplanes[i].normal);
mesh->triplanes[i].dist = DotProduct(mesh->userVerts[mesh->indecies[i*3]],norm);
//smooth tangent space basis
for (j=0; j<3; j++) {
VectorAdd(tangents[addIndecies[i*3+j]],tang,tangents[addIndecies[i*3+j]]);
VectorAdd(binormals[addIndecies[i*3+j]],bin,binormals[addIndecies[i*3+j]]);
VectorAdd(normals[addIndecies[i*3+j]],norm,normals[addIndecies[i*3+j]]);
num[addIndecies[i*3+j]]++;
}
}
GL_UnmapFromUserSpace(mesh->vertices);
//Scale and normalize tangents
for (i=0; i<mesh->numvertices; i++) {
if (num[i] != 0) {
VectorScale(tangents[i],1.0f/num[i],tangents[i]);
VectorNormalize(tangents[i]);
VectorScale(binormals[i],1.0f/num[i],binormals[i]);
VectorNormalize(binormals[i]);
VectorScale(normals[i],1.0f/num[i],normals[i]);
VectorNormalize(normals[i]);
//CrossProduct(mesh->binormals[i], mesh->tangents[i], mesh->normals[i]);
} /*else Con_Printf("num == 0\n");*/
}
mesh->tangents = GL_StaticAlloc(sizeof(vec3_t)*mesh->numvertices, tangents);
mesh->binormals = GL_StaticAlloc(sizeof(vec3_t)*mesh->numvertices, binormals);
mesh->normals = GL_StaticAlloc(sizeof(vec3_t)*mesh->numvertices, normals);
free(tangents);
free(binormals);
free(normals);
free(num);
}
/**
* 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;
}
/**
* 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);
}
}
}
/**
* 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]) &&
(v1->position[2] == v2->position[2]) &&
(v1->texture[0] == v2->texture[0]) &&
(v1->texture[1] == v2->texture[1]);
}
/**
* 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) {
mmvertex_t *vertices;
int i, j;
vertices = GL_MapToUserSpace(mesh->vertices);
for (i=0; i<mesh->numindecies; i++) {
mmvertex_t vert = vertices[mesh->indecies[i]];
mesh->unexplodedIndecies[i] = -1;
for (j=0; j<mesh->numvertices; j++) {
if (compareVert(&vert,&vertices[j])) {
mesh->unexplodedIndecies[i] = j;
break;
}
}
//
if (mesh->unexplodedIndecies[i] == -1) {
mesh->unexplodedIndecies[i] = mesh->indecies[i];
}
}
GL_UnmapFromUserSpace(mesh->vertices);
}
/**
* Smooth ormals are calculated for the unexplodedVertices, copy the smooth ones ove to the individual
* vertices of the triangles.
*/
void DistributeUnexplodedNormals(mesh_t *mesh) {
int i, j;
vec3_t *tangents;
vec3_t *normals;
vec3_t *binormals;
tangents = GL_MapToUserSpace(mesh->tangents);
binormals = GL_MapToUserSpace(mesh->binormals);
normals = GL_MapToUserSpace(mesh->normals);
for (i=0; i<mesh->numindecies; i++) {
VectorCopy(normals[mesh->unexplodedIndecies[i]],normals[mesh->indecies[i]]);
VectorCopy(tangents[mesh->unexplodedIndecies[i]],tangents[mesh->indecies[i]]);
VectorCopy(binormals[mesh->unexplodedIndecies[i]],binormals[mesh->indecies[i]]);
}
GL_UnmapFromUserSpace(mesh->tangents);
GL_UnmapFromUserSpace(mesh->binormals);
GL_UnmapFromUserSpace(mesh->normals);
}
/**
* Setup this mesh's bounding box
*/
void SetupMeshBox(mesh_t *m) {
int i;
m->mins[0] = 10e10f;
m->mins[1] = 10e10f;
m->mins[2] = 10e10f;
m->maxs[0] = -10e10f;
m->maxs[1] = -10e10f;
m->maxs[2] = -10e10f;
for (i=0; i<m->numvertices; i++) {
VectorMax(m->maxs, m->userVerts[i], m->maxs);
VectorMin(m->mins, m->userVerts[i], m->mins);
}
}
/*
=================
CurveCreate
Creates a curve from the given surface
=================
*/
void MESH_CreateCurve(dq3face_t *in, mesh_t *mesh, mapshader_t *shader)
{
curve_t curve;
memset(mesh,0,sizeof(mesh_t));
curve.controlwidth = LittleLong(in->patchOrder[0]);
curve.controlheight = LittleLong(in->patchOrder[1]);
curve.firstcontrol = LittleLong(in->firstvertex);
//just use the control points as vertices
curve.firstvertex = LittleLong(in->firstmeshvertex);
mesh->isExploded = false;
//evaluate the mesh vertices
//if (gl_mesherror.value > 0)
// SubdivideCurve(&curve, mesh, &tempVertices[curve.firstcontrol], gl_mesherror.value);
//Curve2MeshTriSubdiv(&curve, &tempVertices[curve.firstcontrol], mesh);
Curve2MeshQuadTree(&curve, &tempVertices[curve.firstcontrol], mesh);
//Con_Printf("%i vertices\n", mesh->numvertices);
//setup rest of the mesh
mesh->shader = shader;
mesh->lightmapIndex = ((LittleLong(in->lightofs)/2)/PACKED_LIGHTMAP_COUNT)*2;
//CreateCurveIndecies(&curve, mesh);
CreateTangentSpace(mesh);
SetupMeshConnectivity(mesh);
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;
//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);
}
void MESH_CreateInlineModel(dq3face_t *in, mesh_t *mesh, int *indecies, mapshader_t *shader)
{
int i, firstVert = LittleLong(in->firstvertex);
memset(mesh,0,sizeof(mesh_t));
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->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);
mesh->indecies = (int *)Hunk_Alloc(sizeof(int)*mesh->numindecies);
mesh->unexplodedIndecies = malloc(sizeof(int)*mesh->numindecies);
for (i=0; i<mesh->numindecies; i++) {
mesh->indecies[i] = LittleLong(indecies[i]);
}
mesh->vertices = GL_StaticAlloc(mesh->numvertices*sizeof(mmvertex_t),&tempVertices[firstVert]);
mesh->userVerts = Hunk_Alloc(mesh->numvertices*sizeof(vec3_t));
for (i=0; i<mesh->numvertices; i++) {
VectorCopy(tempVertices[firstVert+i].position,mesh->userVerts[i]);
}
SetupUnexplodedIndecies(mesh);
//setup rest of the mesh
mesh->shader = shader;
mesh->lightmapIndex = ((LittleLong(in->lightofs)/2)/PACKED_LIGHTMAP_COUNT)*2;
CreateTangentSpace(mesh);
SetupMeshConnectivity(mesh);
SetupMeshBox(mesh);
DistributeUnexplodedNormals(mesh);
free(mesh->unexplodedIndecies);
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.
*/
void MESH_SetupMeshColors(mesh_t *mesh)
{
int i;
mmvertex_t *vertices = GL_MapToUserSpace(mesh->vertices);
for (i=0; i<mesh->numvertices; i++) {
vertices[i].color[0] = (int)(vertices[i].color[0]*sh_lightmapbright.value);
vertices[i].color[1] = (int)(vertices[i].color[1]*sh_lightmapbright.value);
vertices[i].color[2] = (int)(vertices[i].color[2]*sh_lightmapbright.value);
}
GL_UnmapFromUserSpace(mesh->vertices);
}
/*
void CS_DrawAmbient(mcurve_t *curve)
{
int i,j, i1, i2;
int w,h;
//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;
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();
}
}
*/