From 425decdf7e9284d15aa726e3ae96b9942fb0e3ea Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Sun, 16 Feb 2020 03:40:06 +0000 Subject: create tremded branch --- src/renderergl2/tr_curve.cpp | 741 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 741 insertions(+) create mode 100644 src/renderergl2/tr_curve.cpp (limited to 'src/renderergl2/tr_curve.cpp') diff --git a/src/renderergl2/tr_curve.cpp b/src/renderergl2/tr_curve.cpp new file mode 100644 index 0000000..20aef7f --- /dev/null +++ b/src/renderergl2/tr_curve.cpp @@ -0,0 +1,741 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 3 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see + +=========================================================================== +*/ + +#include "tr_local.h" + +/* + +This file does all of the processing necessary to turn a raw grid of points +read from the map file into a srfBspSurface_t ready for rendering. + +The level of detail solution is direction independent, based only on subdivided +distance from the true curve. + +Only a single entry point: + +srfBspSurface_t *R_SubdividePatchToGrid( int width, int height, + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) { + +*/ + + +/* +============ +LerpDrawVert +============ +*/ +static void LerpDrawVert( srfVert_t *a, srfVert_t *b, srfVert_t *out ) { + out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]); + out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]); + out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]); + + out->st[0] = 0.5f * (a->st[0] + b->st[0]); + out->st[1] = 0.5f * (a->st[1] + b->st[1]); + + out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]); + out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]); + + out->color[0] = ((int)a->color[0] + (int)b->color[0]) >> 1; + out->color[1] = ((int)a->color[1] + (int)b->color[1]) >> 1; + out->color[2] = ((int)a->color[2] + (int)b->color[2]) >> 1; + out->color[3] = ((int)a->color[3] + (int)b->color[3]) >> 1; +} + +/* +============ +Transpose +============ +*/ +static void Transpose( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j; + srfVert_t temp; + + if ( width > height ) { + for ( i = 0 ; i < height ; i++ ) { + for ( j = i + 1 ; j < width ; j++ ) { + if ( j < height ) { + // swap the value + temp = ctrl[j][i]; + ctrl[j][i] = ctrl[i][j]; + ctrl[i][j] = temp; + } else { + // just copy + ctrl[j][i] = ctrl[i][j]; + } + } + } + } else { + for ( i = 0 ; i < width ; i++ ) { + for ( j = i + 1 ; j < height ; j++ ) { + if ( j < width ) { + // swap the value + temp = ctrl[i][j]; + ctrl[i][j] = ctrl[j][i]; + ctrl[j][i] = temp; + } else { + // just copy + ctrl[i][j] = ctrl[j][i]; + } + } + } + } + +} + + +/* +================= +MakeMeshNormals + +Handles all the complicated wrapping and degenerate cases +================= +*/ +static void MakeMeshNormals( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j, k, dist; + vec3_t normal; + vec3_t sum; + int count = 0; + vec3_t base; + vec3_t delta; + int x, y; + srfVert_t *dv; + vec3_t around[8], temp; + bool good[8]; + bool wrapWidth, wrapHeight; + float len; +static int neighbors[8][2] = { + {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1} + }; + + wrapWidth = false; + for ( i = 0 ; i < height ; i++ ) { + VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta ); + len = VectorLengthSquared( delta ); + if ( len > 1.0 ) { + break; + } + } + if ( i == height ) { + wrapWidth = true; + } + + wrapHeight = false; + for ( i = 0 ; i < width ; i++ ) { + VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta ); + len = VectorLengthSquared( delta ); + if ( len > 1.0 ) { + break; + } + } + if ( i == width) { + wrapHeight = true; + } + + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + count = 0; + dv = &ctrl[j][i]; + VectorCopy( dv->xyz, base ); + for ( k = 0 ; k < 8 ; k++ ) { + VectorClear( around[k] ); + good[k] = false; + + for ( dist = 1 ; dist <= 3 ; dist++ ) { + x = i + neighbors[k][0] * dist; + y = j + neighbors[k][1] * dist; + if ( wrapWidth ) { + if ( x < 0 ) { + x = width - 1 + x; + } else if ( x >= width ) { + x = 1 + x - width; + } + } + if ( wrapHeight ) { + if ( y < 0 ) { + y = height - 1 + y; + } else if ( y >= height ) { + y = 1 + y - height; + } + } + + if ( x < 0 || x >= width || y < 0 || y >= height ) { + break; // edge of patch + } + VectorSubtract( ctrl[y][x].xyz, base, temp ); + if ( VectorNormalize2( temp, temp ) == 0 ) { + continue; // degenerate edge, get more dist + } else { + good[k] = true; + VectorCopy( temp, around[k] ); + break; // good edge + } + } + } + + VectorClear( sum ); + for ( k = 0 ; k < 8 ; k++ ) { + if ( !good[k] || !good[(k+1)&7] ) { + continue; // didn't get two points + } + CrossProduct( around[(k+1)&7], around[k], normal ); + if ( VectorNormalize2( normal, normal ) == 0 ) { + continue; + } + VectorAdd( normal, sum, sum ); + count++; + } + //if ( count == 0 ) { + // printf("bad normal\n"); + //} + { + vec3_t fNormal; + VectorNormalize2(sum, fNormal); + R_VaoPackNormal(dv->normal, fNormal); + } + } + } +} + +static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes, + glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) +{ + int i, j; + srfVert_t *dv[3]; + static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE]; + glIndex_t *tri; + + // FIXME: use more elegant way + for(i = 0; i < width; i++) + { + for(j = 0; j < height; j++) + { + dv[0] = &ctrl2[j * width + i]; + *dv[0] = ctrl[j][i]; + } + } + + for(i = 0, tri = indexes; i < numIndexes; i += 3, tri += 3) + { + dv[0] = &ctrl2[tri[0]]; + dv[1] = &ctrl2[tri[1]]; + dv[2] = &ctrl2[tri[2]]; + + R_CalcTangentVectors(dv); + } + + for(i = 0; i < width; i++) + { + for(j = 0; j < height; j++) + { + dv[0] = &ctrl2[j * width + i]; + dv[1] = &ctrl[j][i]; + + VectorCopy4(dv[0]->tangent, dv[1]->tangent); + } + } +} + + +static int MakeMeshIndexes(int width, int height, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) +{ + int i, j; + int numIndexes; + int w, h; + + h = height - 1; + w = width - 1; + numIndexes = 0; + for(i = 0; i < h; i++) + { + for(j = 0; j < w; j++) + { + int v1, v2, v3, v4; + + // vertex order to be reckognized as tristrips + v1 = i * width + j + 1; + v2 = v1 - 1; + v3 = v2 + width; + v4 = v3 + 1; + + indexes[numIndexes++] = v2; + indexes[numIndexes++] = v3; + indexes[numIndexes++] = v1; + + indexes[numIndexes++] = v1; + indexes[numIndexes++] = v3; + indexes[numIndexes++] = v4; + } + } + + return numIndexes; +} + + +/* +============ +InvertCtrl +============ +*/ +static void InvertCtrl( int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) { + int i, j; + srfVert_t temp; + + for ( i = 0 ; i < height ; i++ ) { + for ( j = 0 ; j < width/2 ; j++ ) { + temp = ctrl[i][j]; + ctrl[i][j] = ctrl[i][width-1-j]; + ctrl[i][width-1-j] = temp; + } + } +} + + +/* +================= +InvertErrorTable +================= +*/ +static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) { + int i; + float copy[2][MAX_GRID_SIZE]; + + Com_Memcpy( copy, errorTable, sizeof( copy ) ); + + for ( i = 0 ; i < width ; i++ ) { + errorTable[1][i] = copy[0][i]; //[width-1-i]; + } + + for ( i = 0 ; i < height ; i++ ) { + errorTable[0][i] = copy[1][height-1-i]; + } + +} + +/* +================== +PutPointsOnCurve +================== +*/ +static void PutPointsOnCurve( srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], + int width, int height ) { + int i, j; + srfVert_t prev, next; + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 1 ; j < height ; j += 2 ) { + LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev ); + LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next ); + LerpDrawVert( &prev, &next, &ctrl[j][i] ); + } + } + + + for ( j = 0 ; j < height ; j++ ) { + for ( i = 1 ; i < width ; i += 2 ) { + LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev ); + LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next ); + LerpDrawVert( &prev, &next, &ctrl[j][i] ); + } + } +} + +/* +================= +R_CreateSurfaceGridMesh +================= +*/ +void R_CreateSurfaceGridMesh(srfBspSurface_t *grid, int width, int height, + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE], + int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) { + int i, j; + srfVert_t *vert; + vec3_t tmpVec; + + // copy the results out to a grid + Com_Memset(grid, 0, sizeof(*grid)); + +#ifdef PATCH_STITCHING + grid->widthLodError = (float*)/*ri.Hunk_Alloc*/ ri.Malloc( width * 4 ); + Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 ); + + grid->heightLodError = (float*)/*ri.Hunk_Alloc*/ ri.Malloc( height * 4 ); + Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 ); + + grid->numIndexes = numIndexes; + grid->indexes = (glIndex_t*)ri.Malloc(grid->numIndexes * sizeof(glIndex_t)); + Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t)); + + grid->numVerts = (width * height); + grid->verts = (srfVert_t*)ri.Malloc(grid->numVerts * sizeof(srfVert_t)); +#else + grid->widthLodError = ri.Hunk_Alloc( width * 4 ); + Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 ); + + grid->heightLodError = ri.Hunk_Alloc( height * 4 ); + Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 ); + + grid->numIndexes = numIndexes; + grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low); + Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t)); + + grid->numVerts = (width * height); + grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low); +#endif + + grid->width = width; + grid->height = height; + grid->surfaceType = SF_GRID; + ClearBounds( grid->cullBounds[0], grid->cullBounds[1] ); + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + vert = &grid->verts[j*width+i]; + *vert = ctrl[j][i]; + AddPointToBounds( vert->xyz, grid->cullBounds[0], grid->cullBounds[1] ); + } + } + + // compute local origin and bounds + VectorAdd( grid->cullBounds[0], grid->cullBounds[1], grid->cullOrigin ); + VectorScale( grid->cullOrigin, 0.5f, grid->cullOrigin ); + VectorSubtract( grid->cullBounds[0], grid->cullOrigin, tmpVec ); + grid->cullRadius = VectorLength( tmpVec ); + + VectorCopy( grid->cullOrigin, grid->lodOrigin ); + grid->lodRadius = grid->cullRadius; + // +} + +/* +================= +R_FreeSurfaceGridMesh +================= +*/ +static void R_FreeSurfaceGridMeshData( srfBspSurface_t *grid ) { + ri.Free(grid->widthLodError); + ri.Free(grid->heightLodError); + ri.Free(grid->indexes); + ri.Free(grid->verts); +} + +/* +================= +R_SubdividePatchToGrid +================= +*/ +void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height, + srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) { + int i, j, k, l; + srfVert_t_cleared( prev ); + srfVert_t_cleared( next ); + srfVert_t_cleared( mid ); + float len, maxLen; + int dir; + int t; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + int consecutiveComplete; + + for ( i = 0 ; i < width ; i++ ) { + for ( j = 0 ; j < height ; j++ ) { + ctrl[j][i] = points[j*width+i]; + } + } + + for ( dir = 0 ; dir < 2 ; dir++ ) { + + for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) { + errorTable[dir][j] = 0; + } + + consecutiveComplete = 0; + + // horizontal subdivisions + for ( j = 0 ; ; j = (j + 2) % (width - 1) ) { + // check subdivided midpoints against control points + + // FIXME: also check midpoints of adjacent patches against the control points + // this would basically stitch all patches in the same LOD group together. + + maxLen = 0; + for ( i = 0 ; i < height ; i++ ) { + vec3_t midxyz; + vec3_t midxyz2; + vec3_t dir; + vec3_t projected; + float d; + + // calculate the point on the curve + for ( l = 0 ; l < 3 ; l++ ) { + midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2 + + ctrl[i][j+2].xyz[l] ) * 0.25f; + } + + // see how far off the line it is + // using dist-from-line will not account for internal + // texture warping, but it gives a lot less polygons than + // dist-from-midpoint + VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz ); + VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir ); + VectorNormalize( dir ); + + d = DotProduct( midxyz, dir ); + VectorScale( dir, d, projected ); + VectorSubtract( midxyz, projected, midxyz2); + len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later + if ( len > maxLen ) { + maxLen = len; + } + } + + maxLen = sqrt(maxLen); + + // if all the points are on the lines, remove the entire columns + if ( maxLen < 0.1f ) { + errorTable[dir][j+1] = 999; + // if we go over the whole grid twice without adding any columns, stop + if (++consecutiveComplete >= width) + break; + continue; + } + + // see if we want to insert subdivided columns + if ( width + 2 > MAX_GRID_SIZE ) { + errorTable[dir][j+1] = 1.0f/maxLen; + break; // can't subdivide any more + } + + if ( maxLen <= r_subdivisions->value ) { + errorTable[dir][j+1] = 1.0f/maxLen; + // if we go over the whole grid twice without adding any columns, stop + if (++consecutiveComplete >= width) + break; + continue; // didn't need subdivision + } + + errorTable[dir][j+2] = 1.0f/maxLen; + + consecutiveComplete = 0; + + // insert two columns and replace the peak + width += 2; + for ( i = 0 ; i < height ; i++ ) { + LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev ); + LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next ); + LerpDrawVert( &prev, &next, &mid ); + + for ( k = width - 1 ; k > j + 3 ; k-- ) { + ctrl[i][k] = ctrl[i][k-2]; + } + ctrl[i][j + 1] = prev; + ctrl[i][j + 2] = mid; + ctrl[i][j + 3] = next; + } + + // skip the new one, we'll get it on the next pass + j += 2; + } + + Transpose( width, height, ctrl ); + t = width; + width = height; + height = t; + } + + + // put all the aproximating points on the curve + PutPointsOnCurve( ctrl, width, height ); + + // cull out any rows or columns that are colinear + for ( i = 1 ; i < width-1 ; i++ ) { + if ( errorTable[0][i] != 999 ) { + continue; + } + for ( j = i+1 ; j < width ; j++ ) { + for ( k = 0 ; k < height ; k++ ) { + ctrl[k][j-1] = ctrl[k][j]; + } + errorTable[0][j-1] = errorTable[0][j]; + } + width--; + } + + for ( i = 1 ; i < height-1 ; i++ ) { + if ( errorTable[1][i] != 999 ) { + continue; + } + for ( j = i+1 ; j < height ; j++ ) { + for ( k = 0 ; k < width ; k++ ) { + ctrl[j-1][k] = ctrl[j][k]; + } + errorTable[1][j-1] = errorTable[1][j]; + } + height--; + } + +#if 1 + // flip for longest tristrips as an optimization + // the results should be visually identical with or + // without this step + if ( height > width ) { + Transpose( width, height, ctrl ); + InvertErrorTable( errorTable, width, height ); + t = width; + width = height; + height = t; + InvertCtrl( width, height, ctrl ); + } +#endif + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); +} + +/* +=============== +R_GridInsertColumn +=============== +*/ +void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror ) { + int i, j; + int width, height, oldwidth; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + float lodRadius; + vec3_t lodOrigin; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + + oldwidth = 0; + width = grid->width + 1; + if (width > MAX_GRID_SIZE) + return; + height = grid->height; + for (i = 0; i < width; i++) { + if (i == column) { + //insert new column + for (j = 0; j < grid->height; j++) { + LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] ); + if (j == row) + VectorCopy(point, ctrl[j][i].xyz); + } + errorTable[0][i] = loderror; + continue; + } + errorTable[0][i] = grid->widthLodError[oldwidth]; + for (j = 0; j < grid->height; j++) { + ctrl[j][i] = grid->verts[j * grid->width + oldwidth]; + } + oldwidth++; + } + for (j = 0; j < grid->height; j++) { + errorTable[1][j] = grid->heightLodError[j]; + } + // put all the aproximating points on the curve + //PutPointsOnCurve( ctrl, width, height ); + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + VectorCopy(grid->lodOrigin, lodOrigin); + lodRadius = grid->lodRadius; + // free the old grid + R_FreeSurfaceGridMeshData(grid); + // create a new grid + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); + grid->lodRadius = lodRadius; + VectorCopy(lodOrigin, grid->lodOrigin); +} + +/* +=============== +R_GridInsertRow +=============== +*/ +void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror ) { + int i, j; + int width, height, oldheight; + srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE]; + float errorTable[2][MAX_GRID_SIZE]; + float lodRadius; + vec3_t lodOrigin; + int numIndexes; + static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]; + + oldheight = 0; + width = grid->width; + height = grid->height + 1; + if (height > MAX_GRID_SIZE) + return; + for (i = 0; i < height; i++) { + if (i == row) { + //insert new row + for (j = 0; j < grid->width; j++) { + LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] ); + if (j == column) + VectorCopy(point, ctrl[i][j].xyz); + } + errorTable[1][i] = loderror; + continue; + } + errorTable[1][i] = grid->heightLodError[oldheight]; + for (j = 0; j < grid->width; j++) { + ctrl[i][j] = grid->verts[oldheight * grid->width + j]; + } + oldheight++; + } + for (j = 0; j < grid->width; j++) { + errorTable[0][j] = grid->widthLodError[j]; + } + // put all the aproximating points on the curve + //PutPointsOnCurve( ctrl, width, height ); + + // calculate indexes + numIndexes = MakeMeshIndexes(width, height, indexes); + + // calculate normals + MakeMeshNormals( width, height, ctrl ); + MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes); + + VectorCopy(grid->lodOrigin, lodOrigin); + lodRadius = grid->lodRadius; + // free the old grid + R_FreeSurfaceGridMeshData(grid); + // create a new grid + R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes); + grid->lodRadius = lodRadius; + VectorCopy(lodOrigin, grid->lodOrigin); +} -- cgit