Example #1
0
/*
 =======================================================================================================================
 =======================================================================================================================
 */
void Face_ScaleTexture_BrushPrimit(face_t *face, float sS, float sT) {
	if (!g_qeglobals.m_bBrushPrimitMode) {
		Sys_Status("BP mode required\n");
		return;
	}

	brushprimit_texdef_t	*pBP = &face->brushprimit_texdef;
	BPMatScale(pBP->coords, sS, sT);

	// now emit the coordinates on the winding
	EmitBrushPrimitTextureCoordinates(face, face->face_winding);
}
Example #2
0
// experimental stuff, work directly on BP
static void OnTest( GtkWidget *widget, gpointer data ){
	if ( !g_qeglobals.m_bBrushPrimitMode ) {
		Sys_FPrintf( SYS_WRN, "BP mode required\n" );
		return;
	}
	if ( g_ptrSelectedFaces.GetSize() != 1 ) {
		Sys_FPrintf( SYS_WRN, "Expected single face selection\n" );
		return;
	}
	brush_t *b = reinterpret_cast<brush_t*>( g_ptrSelectedFaceBrushes.GetAt( 0 ) );
	face_t *selFace = reinterpret_cast<face_t*>( g_ptrSelectedFaces.GetAt( 0 ) );
	// get the ST axis base for the face
	vec3_t texS,texT;
	ComputeAxisBase( selFace->plane.normal, texS, texT );
	// find ST coordinates for the center of the face
	float Os = 0,Ot = 0;
	int i;
	for ( i = 0; i < selFace->face_winding->numpoints; i++ )
	{
		Os += DotProduct( selFace->face_winding->points[i],texS );
		Ot += DotProduct( selFace->face_winding->points[i],texT );
	}
	Os /= selFace->face_winding->numpoints;
	Ot /= selFace->face_winding->numpoints;
	brushprimit_texdef_t *pBP = &selFace->brushprimit_texdef;

	// (FIXME: initial version, before axis base change optimize)

	// we need to compute our BP matrix in this new axis base (O,texS,texT)
	// the general case if BPO = M * BP * M^-1
	//   where BPO is transformation expressed in (O,texS,texT)
	//         M is the axis base change from (origin,texS,texT) to (O,texS,texT)
	// here we have a special case, M is a translation and it's inverse is easy
	vec_t BPO[2][3];
	vec_t aux[2][3];
	vec_t m[2][3];
	memset( &m, 0, sizeof( vec_t ) * 6 );
	m[0][0] = 1; m[1][1] = 1; m[0][2] = -Os; m[1][2] = -Ot;
	BPMatMul( m, pBP->coords, aux );
	m[0][2] = Os; m[1][2] = Ot; // now M^-1
	BPMatMul( aux, m, BPO );

#if 0
	// apply a scaling
	// scale factors against S and T axis, we apply on top of the existing matrix
	// <1 will decrease the texel/world resolution, >1 will increase
	float sS = 1.025,sT = 1.025;
	BPMatScale( BPO,sS,sT );
#endif
#if 0
	// apply a rotation
	float theta = 5;
	BPMatRotate( BPO,theta );
#endif
#if 0
	// read the scale
	ConvertTexMatWithQTexture( BPO, selFace->d_texture, aux, NULL );
	// reset the scale (normalize the matrix)
	vec_t v1,v2;
	v1 = sqrt( aux[0][0] * aux[0][0] + aux[1][0] * aux[1][0] );
	v2 = sqrt( aux[0][1] * aux[0][1] + aux[1][1] * aux[1][1] );
	// if reading the scale values, we have them here:
	Sys_Printf( "Current Scale: S: %g T: %g\n", v1, v2 );
	return;
#endif
#if 1
	// apply a given scale (on S and T)
	ConvertTexMatWithQTexture( BPO, selFace->d_texture, aux, NULL );
	// reset the scale (normalize the matrix)
	vec_t v1,v2;
	v1 = sqrt( aux[0][0] * aux[0][0] + aux[1][0] * aux[1][0] );
	v2 = sqrt( aux[0][1] * aux[0][1] + aux[1][1] * aux[1][1] );
	vec_t sS,sT;
	// put the values for scale on S and T here:
	sS = 1.2 / v1;
	sT = 0.8 / v2;
	aux[0][0] *= sS; aux[1][0] *= sS;
	aux[0][1] *= sT; aux[1][1] *= sT;
	ConvertTexMatWithQTexture( aux, NULL, BPO, selFace->d_texture );
#endif

	// now BPO must be expressed back in (origin,texS,texT) axis base BP = M^-1 * BPO * M
	BPMatMul( m, BPO, aux ); // m is M^-1
	m[0][2] = -Os; m[1][2] = -Ot;
	BPMatMul( aux, m, pBP->coords );

	// now emit the coordinates on the winding
	EmitBrushPrimitTextureCoordinates( selFace, selFace->face_winding );
	Sys_UpdateWindows( W_CAMERA );
}