static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts ) { int i, j, k, f, b; vec3_t mins, maxs; float m, frac, s, t, *v, vertsDiv; vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE], total; float dist[SUBDIVIDE_SIZE], total_s, total_t, total_ls, total_lt; glpoly_t *poly; if( numverts > ( SUBDIVIDE_SIZE - 4 )) Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts ); BoundPoly( numverts, verts, mins, maxs ); for( i = 0; i < 3; i++ ) { m = ( mins[i] + maxs[i] ) * 0.5f; m = SUBDIVIDE_SIZE * floor( m / SUBDIVIDE_SIZE + 0.5f ); if( maxs[i] - m < 8 ) continue; if( m - mins[i] < 8 ) continue; // cut it v = verts + i; for( j = 0; j < numverts; j++, v += 3 ) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v -= i; VectorCopy( verts, v ); f = b = 0; v = verts; for( j = 0; j < numverts; j++, v += 3 ) { if( dist[j] >= 0 ) { VectorCopy( v, front[f] ); f++; } if( dist[j] <= 0 ) { VectorCopy (v, back[b]); b++; } if( dist[j] == 0 || dist[j+1] == 0 ) continue; if(( dist[j] > 0 ) != ( dist[j+1] > 0 )) { // clip point frac = dist[j] / ( dist[j] - dist[j+1] ); for( k = 0; k < 3; k++ ) front[f][k] = back[b][k] = v[k] + frac * (v[3+k] - v[k]); f++; b++; } } SubdividePolygon_r( warpface, f, front[0] ); SubdividePolygon_r( warpface, b, back[0] ); return; } // add a point in the center to help keep warp valid poly = Mem_Alloc( loadmodel->mempool, sizeof( glpoly_t ) + ((numverts-4)+2) * VERTEXSIZE * sizeof( float )); poly->next = warpface->polys; poly->flags = warpface->flags; warpface->polys = poly; poly->numverts = numverts + 2; VectorClear( total ); total_s = total_ls = 0.0f; total_t = total_lt = 0.0f; for( i = 0; i < numverts; i++, verts += 3 ) { VectorCopy( verts, poly->verts[i+1] ); VectorAdd( total, verts, total ); if( warpface->flags & SURF_DRAWTURB ) { s = DotProduct( verts, warpface->texinfo->vecs[0] ); t = DotProduct( verts, warpface->texinfo->vecs[1] ); } else { s = DotProduct( verts, warpface->texinfo->vecs[0] ) + warpface->texinfo->vecs[0][3]; t = DotProduct( verts, warpface->texinfo->vecs[1] ) + warpface->texinfo->vecs[1][3]; s /= warpface->texinfo->texture->width; t /= warpface->texinfo->texture->height; } poly->verts[i+1][3] = s; poly->verts[i+1][4] = t; total_s += s; total_t += t; // for speed reasons if( !( warpface->flags & SURF_DRAWTURB )) { // lightmap texture coordinates s = DotProduct( verts, warpface->texinfo->vecs[0] ) + warpface->texinfo->vecs[0][3]; s -= warpface->texturemins[0]; s += warpface->light_s * LM_SAMPLE_SIZE; s += LM_SAMPLE_SIZE >> 1; s /= BLOCK_SIZE * LM_SAMPLE_SIZE; //fa->texinfo->texture->width; t = DotProduct( verts, warpface->texinfo->vecs[1] ) + warpface->texinfo->vecs[1][3]; t -= warpface->texturemins[1]; t += warpface->light_t * LM_SAMPLE_SIZE; t += LM_SAMPLE_SIZE >> 1; t /= BLOCK_SIZE * LM_SAMPLE_SIZE; //fa->texinfo->texture->height; poly->verts[i+1][5] = s; poly->verts[i+1][6] = t; total_ls += s; total_lt += t; } }
void SubdividePolygon (int numverts, float *verts) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; if (numverts > 60) Sys_Error ("numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0 ; j<numverts ; j++, v+= 3) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v-=i; VectorCopy (verts, v); f = b = 0; v = verts; for (j=0 ; j<numverts ; j++, v+= 3) { if (dist[j] >= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ( (dist[j] > 0) != (dist[j+1] > 0) ) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0 ; k<3 ; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdividePolygon (f, front[0]); SubdividePolygon (b, back[0]); return; } poly = (glpoly_t*) Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float)); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts; for (i=0 ; i<numverts ; i++, verts+= 3) { VectorCopy (verts, poly->verts[i]); s = DotProduct (verts, warpface->texinfo->vecs[0]); t = DotProduct (verts, warpface->texinfo->vecs[1]); poly->verts[i][3] = s; poly->verts[i][4] = t; } }
void SubdividePolygon (int numverts, float *verts) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; vec3_t total; float total_s, total_t; if (numverts > 60) ri.Sys_Error (ERR_DROP, "numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = SUBDIVIDE_SIZE * floor (m/SUBDIVIDE_SIZE + 0.5); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0 ; j<numverts ; j++, v+= 3) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v-=i; VectorCopy (verts, v); f = b = 0; v = verts; for (j=0 ; j<numverts ; j++, v+= 3) { if (dist[j] >= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ( (dist[j] > 0) != (dist[j+1] > 0) ) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0 ; k<3 ; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdividePolygon (f, front[0]); SubdividePolygon (b, back[0]); return; } // add a point in the center to help keep warp valid poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float)); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts+2; VectorClear (total); total_s = 0; total_t = 0; for (i=0 ; i<numverts ; i++, verts+= 3) { VectorCopy (verts, poly->verts[i+1]); s = DotProduct (verts, warpface->texinfo->vecs[0]); t = DotProduct (verts, warpface->texinfo->vecs[1]); total_s += s; total_t += t; VectorAdd (total, verts, total); poly->verts[i+1][3] = s; poly->verts[i+1][4] = t; } VectorScale (total, (1.0/numverts), poly->verts[0]); poly->verts[0][3] = total_s/numverts; poly->verts[0][4] = total_t/numverts; // copy first vertex to last memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0])); }
void SubdivideLightmappedPolygon (int numverts, float *verts, float subdivide_size) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; glpoly_t *poly; float s, t; vec3_t total; float total_s, total_t, total_u, total_v; if (numverts > 60) ri.Sys_Error (ERR_DROP, "numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0; i<3; i++) { m = (mins[i] + maxs[i]) * 0.5f; m = subdivide_size * floor (m/subdivide_size + 0.5f); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0; j<numverts; j++, v+= 3) dist[j] = *v - m; // wrap cases dist[j] = dist[0]; v-=i; VectorCopy (verts, v); f = b = 0; v = verts; for (j=0; j<numverts; j++, v+= 3) { if (dist[j] >= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ((dist[j] > 0) != (dist[j+1] > 0)) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0; k<3; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdivideLightmappedPolygon (f, front[0], subdivide_size); SubdivideLightmappedPolygon (b, back[0], subdivide_size); return; } // add a point in the center to help keep warp valid poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float)); poly->next = warpface->polys; warpface->polys = poly; poly->numverts = numverts+2; VectorClear (total); total_s = 0; total_t = 0; total_u = 0; total_v = 0; for (i=0; i<numverts; i++, verts+= 3) { VectorCopy (verts, poly->verts[i+1]); s = DotProduct (verts, warpface->texinfo->vecs[0]) + warpface->texinfo->vecs[0][3]; s /= warpface->texinfo->image->width; t = DotProduct (verts, warpface->texinfo->vecs[1]) + warpface->texinfo->vecs[1][3]; t /= warpface->texinfo->image->height; total_s += s; total_t += t; VectorAdd (total, verts, total); poly->verts[i+1][3] = s; poly->verts[i+1][4] = t; // // lightmap texture coordinates // s = DotProduct (verts, warpface->texinfo->vecs[0]) + warpface->texinfo->vecs[0][3]; s -= warpface->texturemins[0]; s += warpface->light_s*16; s += 8; s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width; t = DotProduct (verts, warpface->texinfo->vecs[1]) + warpface->texinfo->vecs[1][3]; t -= warpface->texturemins[1]; t += warpface->light_t*16; t += 8; t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height; total_u += s; total_v += t; poly->verts[i+1][5] = s; poly->verts[i+1][6] = t; } VectorScale (total, (1.0/numverts), poly->verts[0]); poly->verts[0][3] = total_s/numverts; poly->verts[0][4] = total_t/numverts; poly->verts[0][5] = total_u/numverts; poly->verts[0][6] = total_v/numverts; // copy first vertex to last memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0])); }