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https://github.com/UberGames/GtkRadiant.git
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9998050654
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
327 lines
8.1 KiB
C
327 lines
8.1 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
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------------------------------------------------------------------------------- */
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/* marker */
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#define SURFACE_FOLIAGE_C
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/* dependencies */
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#include "q3map2.h"
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#define MAX_FOLIAGE_INSTANCES 8192
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static int numFoliageInstances;
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static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
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/*
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SubdivideFoliageTriangle_r()
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recursively subdivides a triangle until the triangle is smaller than
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the desired density, then pseudo-randomly sets a point
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*/
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static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )
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{
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bspDrawVert_t mid, *tri2[ 3 ];
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int max;
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/* limit test */
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if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )
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return;
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/* plane test */
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{
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vec4_t plane;
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/* make a plane */
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if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )
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return;
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/* if normal is too far off vertical, then don't place an instance */
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if( plane[ 2 ] < 0.5f )
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return;
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}
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/* subdivide calc */
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{
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int i;
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float *a, *b, dx, dy, dz, dist, maxDist;
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foliageInstance_t *fi;
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/* get instance */
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fi = &foliageInstances[ numFoliageInstances ];
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/* find the longest edge and split it */
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max = -1;
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maxDist = 0.0f;
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VectorClear( fi->xyz );
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VectorClear( fi->normal );
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for( i = 0; i < 3; i++ )
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{
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/* get verts */
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a = tri[ i ]->xyz;
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b = tri[ (i + 1) % 3 ]->xyz;
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/* get dists */
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dx = a[ 0 ] - b[ 0 ];
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dy = a[ 1 ] - b[ 1 ];
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dz = a[ 2 ] - b[ 2 ];
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dist = (dx * dx) + (dy * dy) + (dz * dz);
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/* longer? */
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if( dist > maxDist )
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{
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maxDist = dist;
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max = i;
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}
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/* add to centroid */
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VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );
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VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );
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}
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/* is the triangle small enough? */
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if( maxDist <= (foliage->density * foliage->density) )
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{
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float alpha, odds, r;
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/* get average alpha */
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if( foliage->inverseAlpha == 2 )
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alpha = 1.0f;
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else
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{
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alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;
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if( foliage->inverseAlpha == 1 )
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alpha = 1.0f - alpha;
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if( alpha < 0.75f )
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return;
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}
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/* roll the dice */
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odds = foliage->odds * alpha;
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r = Random();
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if( r > odds )
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return;
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/* scale centroid */
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VectorScale( fi->xyz, 0.33333333f, fi->xyz );
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if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )
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return;
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/* add to count and return */
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numFoliageInstances++;
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return;
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}
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}
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/* split the longest edge and map it */
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LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
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/* recurse to first triangle */
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VectorCopy( tri, tri2 );
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tri2[ max ] = ∣
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SubdivideFoliageTriangle_r( ds, foliage, tri2 );
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/* recurse to second triangle */
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VectorCopy( tri, tri2 );
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tri2[ (max + 1) % 3 ] = ∣
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SubdivideFoliageTriangle_r( ds, foliage, tri2 );
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}
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/*
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GenFoliage()
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generates a foliage file for a bsp
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*/
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void Foliage( mapDrawSurface_t *src )
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{
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int i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
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mapDrawSurface_t *ds;
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shaderInfo_t *si;
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foliage_t *foliage;
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mesh_t srcMesh, *subdivided, *mesh;
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bspDrawVert_t *verts, *dv[ 3 ], *fi;
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vec3_t scale;
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m4x4_t transform;
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/* get shader */
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si = src->shaderInfo;
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if( si == NULL || si->foliage == NULL )
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return;
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/* do every foliage */
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for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
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{
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/* zero out */
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numFoliageInstances = 0;
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/* map the surface onto the lightmap origin/cluster/normal buffers */
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switch( src->type )
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{
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case SURFACE_META:
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case SURFACE_FORCED_META:
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case SURFACE_TRIANGLES:
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/* get verts */
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verts = src->verts;
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/* map the triangles */
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for( i = 0; i < src->numIndexes; i += 3 )
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{
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dv[ 0 ] = &verts[ src->indexes[ i ] ];
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dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
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dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
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SubdivideFoliageTriangle_r( src, foliage, dv );
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}
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break;
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case SURFACE_PATCH:
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/* make a mesh from the drawsurf */
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srcMesh.width = src->patchWidth;
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srcMesh.height = src->patchHeight;
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srcMesh.verts = src->verts;
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subdivided = SubdivideMesh( srcMesh, 8, 512 );
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/* fit it to the curve and remove colinear verts on rows/columns */
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PutMeshOnCurve( *subdivided );
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mesh = RemoveLinearMeshColumnsRows( subdivided );
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FreeMesh( subdivided );
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/* get verts */
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verts = mesh->verts;
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/* map the mesh quads */
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for( y = 0; y < (mesh->height - 1); y++ )
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{
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for( x = 0; x < (mesh->width - 1); x++ )
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{
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/* set indexes */
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pw[ 0 ] = x + (y * mesh->width);
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pw[ 1 ] = x + ((y + 1) * mesh->width);
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pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
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pw[ 3 ] = x + 1 + (y * mesh->width);
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pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
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/* set radix */
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r = (x + y) & 1;
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/* get drawverts and map first triangle */
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dv[ 0 ] = &verts[ pw[ r + 0 ] ];
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dv[ 1 ] = &verts[ pw[ r + 1 ] ];
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dv[ 2 ] = &verts[ pw[ r + 2 ] ];
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SubdivideFoliageTriangle_r( src, foliage, dv );
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/* get drawverts and map second triangle */
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dv[ 0 ] = &verts[ pw[ r + 0 ] ];
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dv[ 1 ] = &verts[ pw[ r + 2 ] ];
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dv[ 2 ] = &verts[ pw[ r + 3 ] ];
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SubdivideFoliageTriangle_r( src, foliage, dv );
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}
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}
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/* free the mesh */
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FreeMesh( mesh );
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break;
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default:
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break;
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}
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/* any origins? */
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if( numFoliageInstances < 1 )
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continue;
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/* remember surface count */
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oldNumMapDrawSurfs = numMapDrawSurfs;
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/* set transform matrix */
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VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );
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m4x4_scale_for_vec3( transform, scale );
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/* add the model to the bsp */
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InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );
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/* walk each new surface */
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for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
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{
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/* get surface */
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ds = &mapDrawSurfs[ i ];
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/* set up */
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ds->type = SURFACE_FOLIAGE;
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ds->numFoliageInstances = numFoliageInstances;
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/* a wee hack */
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ds->patchWidth = ds->numFoliageInstances;
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ds->patchHeight = ds->numVerts;
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/* set fog to be same as source surface */
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ds->fogNum = src->fogNum;
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/* add a drawvert for every instance */
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verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
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memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
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memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
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free( ds->verts );
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ds->verts = verts;
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/* copy the verts */
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for( j = 0; j < ds->numFoliageInstances; j++ )
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{
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/* get vert (foliage instance) */
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fi = &ds->verts[ ds->numVerts + j ];
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/* copy xyz and normal */
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VectorCopy( foliageInstances[ j ].xyz, fi->xyz );
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VectorCopy( foliageInstances[ j ].normal, fi->normal );
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/* ydnar: set color */
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for( k = 0; k < MAX_LIGHTMAPS; k++ )
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{
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fi->color[ k ][ 0 ] = 255;
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fi->color[ k ][ 1 ] = 255;
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fi->color[ k ][ 2 ] = 255;
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fi->color[ k ][ 3 ] = 255;
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}
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}
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/* increment */
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ds->numVerts += ds->numFoliageInstances;
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}
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}
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}
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