Пример #1
0
/*
================
GL_SubdivideSurface

Breaks a polygon up along axial 64 unit
boundaries so that turbulent and sky warps
can be done reasonably.
================
*/
void GL_SubdivideSurface (msurface_t *fa)
{
	vec3_t		verts[64];
	int			numverts;
	int			i;
	int			lindex;
	float		*vec;

	warpface = fa;

	//
	// convert edges back to a normal polygon
	//
	numverts = 0;
	for (i=0 ; i<fa->numedges ; i++)
	{
		lindex = loadmodel->surfedges[fa->firstedge + i];

		if (lindex > 0)
			vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
		else
			vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
		VectorCopy (vec, verts[numverts]);
		numverts++;
	}

	SubdividePolygon (numverts, verts[0]);
}
Пример #2
0
/*
================
GL_SubdivideSurface
================
*/
void GL_SubdivideSurface (msurface_t *fa)
{
	vec3_t	verts[64];
	int		i;

	warpface = fa;

	//the first poly in the chain is the undivided poly for newwater rendering.
	//grab the verts from that.
	for (i=0; i<fa->polys->numverts; i++)
		VectorCopy (fa->polys->verts[i], verts[i]);

	SubdividePolygon (fa->polys->numverts, verts[0]);
}
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 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;
    }
}