Пример #1
0
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;
		}
	}
Пример #2
0
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;
    }
}
Пример #3
0
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]));
}
Пример #4
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]));
}