gtkradiant/tools/quake3/q3map2/surface_foliage.c
TTimo 9998050654 set eol-style
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-11-04 03:34:51 +00:00

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C

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
------------------------------------------------------------------------------- */
/* marker */
#define SURFACE_FOLIAGE_C
/* dependencies */
#include "q3map2.h"
#define MAX_FOLIAGE_INSTANCES 8192
static int numFoliageInstances;
static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
/*
SubdivideFoliageTriangle_r()
recursively subdivides a triangle until the triangle is smaller than
the desired density, then pseudo-randomly sets a point
*/
static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )
{
bspDrawVert_t mid, *tri2[ 3 ];
int max;
/* limit test */
if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )
return;
/* plane test */
{
vec4_t plane;
/* make a plane */
if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )
return;
/* if normal is too far off vertical, then don't place an instance */
if( plane[ 2 ] < 0.5f )
return;
}
/* subdivide calc */
{
int i;
float *a, *b, dx, dy, dz, dist, maxDist;
foliageInstance_t *fi;
/* get instance */
fi = &foliageInstances[ numFoliageInstances ];
/* find the longest edge and split it */
max = -1;
maxDist = 0.0f;
VectorClear( fi->xyz );
VectorClear( fi->normal );
for( i = 0; i < 3; i++ )
{
/* get verts */
a = tri[ i ]->xyz;
b = tri[ (i + 1) % 3 ]->xyz;
/* get dists */
dx = a[ 0 ] - b[ 0 ];
dy = a[ 1 ] - b[ 1 ];
dz = a[ 2 ] - b[ 2 ];
dist = (dx * dx) + (dy * dy) + (dz * dz);
/* longer? */
if( dist > maxDist )
{
maxDist = dist;
max = i;
}
/* add to centroid */
VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );
VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );
}
/* is the triangle small enough? */
if( maxDist <= (foliage->density * foliage->density) )
{
float alpha, odds, r;
/* get average alpha */
if( foliage->inverseAlpha == 2 )
alpha = 1.0f;
else
{
alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;
if( foliage->inverseAlpha == 1 )
alpha = 1.0f - alpha;
if( alpha < 0.75f )
return;
}
/* roll the dice */
odds = foliage->odds * alpha;
r = Random();
if( r > odds )
return;
/* scale centroid */
VectorScale( fi->xyz, 0.33333333f, fi->xyz );
if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )
return;
/* add to count and return */
numFoliageInstances++;
return;
}
}
/* split the longest edge and map it */
LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
/* recurse to first triangle */
VectorCopy( tri, tri2 );
tri2[ max ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
/* recurse to second triangle */
VectorCopy( tri, tri2 );
tri2[ (max + 1) % 3 ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
}
/*
GenFoliage()
generates a foliage file for a bsp
*/
void Foliage( mapDrawSurface_t *src )
{
int i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
mapDrawSurface_t *ds;
shaderInfo_t *si;
foliage_t *foliage;
mesh_t srcMesh, *subdivided, *mesh;
bspDrawVert_t *verts, *dv[ 3 ], *fi;
vec3_t scale;
m4x4_t transform;
/* get shader */
si = src->shaderInfo;
if( si == NULL || si->foliage == NULL )
return;
/* do every foliage */
for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
{
/* zero out */
numFoliageInstances = 0;
/* map the surface onto the lightmap origin/cluster/normal buffers */
switch( src->type )
{
case SURFACE_META:
case SURFACE_FORCED_META:
case SURFACE_TRIANGLES:
/* get verts */
verts = src->verts;
/* map the triangles */
for( i = 0; i < src->numIndexes; i += 3 )
{
dv[ 0 ] = &verts[ src->indexes[ i ] ];
dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
}
break;
case SURFACE_PATCH:
/* make a mesh from the drawsurf */
srcMesh.width = src->patchWidth;
srcMesh.height = src->patchHeight;
srcMesh.verts = src->verts;
subdivided = SubdivideMesh( srcMesh, 8, 512 );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
/* get verts */
verts = mesh->verts;
/* map the mesh quads */
for( y = 0; y < (mesh->height - 1); y++ )
{
for( x = 0; x < (mesh->width - 1); x++ )
{
/* set indexes */
pw[ 0 ] = x + (y * mesh->width);
pw[ 1 ] = x + ((y + 1) * mesh->width);
pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
pw[ 3 ] = x + 1 + (y * mesh->width);
pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
/* set radix */
r = (x + y) & 1;
/* get drawverts and map first triangle */
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
dv[ 1 ] = &verts[ pw[ r + 1 ] ];
dv[ 2 ] = &verts[ pw[ r + 2 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
/* get drawverts and map second triangle */
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
dv[ 1 ] = &verts[ pw[ r + 2 ] ];
dv[ 2 ] = &verts[ pw[ r + 3 ] ];
SubdivideFoliageTriangle_r( src, foliage, dv );
}
}
/* free the mesh */
FreeMesh( mesh );
break;
default:
break;
}
/* any origins? */
if( numFoliageInstances < 1 )
continue;
/* remember surface count */
oldNumMapDrawSurfs = numMapDrawSurfs;
/* set transform matrix */
VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );
m4x4_scale_for_vec3( transform, scale );
/* add the model to the bsp */
InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );
/* walk each new surface */
for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
{
/* get surface */
ds = &mapDrawSurfs[ i ];
/* set up */
ds->type = SURFACE_FOLIAGE;
ds->numFoliageInstances = numFoliageInstances;
/* a wee hack */
ds->patchWidth = ds->numFoliageInstances;
ds->patchHeight = ds->numVerts;
/* set fog to be same as source surface */
ds->fogNum = src->fogNum;
/* add a drawvert for every instance */
verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
free( ds->verts );
ds->verts = verts;
/* copy the verts */
for( j = 0; j < ds->numFoliageInstances; j++ )
{
/* get vert (foliage instance) */
fi = &ds->verts[ ds->numVerts + j ];
/* copy xyz and normal */
VectorCopy( foliageInstances[ j ].xyz, fi->xyz );
VectorCopy( foliageInstances[ j ].normal, fi->normal );
/* ydnar: set color */
for( k = 0; k < MAX_LIGHTMAPS; k++ )
{
fi->color[ k ][ 0 ] = 255;
fi->color[ k ][ 1 ] = 255;
fi->color[ k ][ 2 ] = 255;
fi->color[ k ][ 3 ] = 255;
}
}
/* increment */
ds->numVerts += ds->numFoliageInstances;
}
}
}