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Xash3DArchive/common/bsplib/patches.c

502 lines
9.9 KiB
C

#include "bsplib.h"
vec3_t texture_reflectivity[MAX_MAP_TEXINFO];
/*
===================================================================
TEXTURE LIGHT VALUES
===================================================================
*/
/*
======================
CalcTextureReflectivity
======================
*/
void CalcTextureReflectivity (void)
{
int j, i, texels;
vec3_t color;
float r, scale;
shader_t *si;
rgbdata_t *tex;
// allways set index 0 even if no textures
texture_reflectivity[0][0] = 0.5;
texture_reflectivity[0][1] = 0.5;
texture_reflectivity[0][2] = 0.5;
for (i = 0; i < numtexinfo; i++)
{
// see if an earlier texinfo allready got the value
for (j=0 ; j<i ; j++)
{
if (!strcmp (texinfo[i].texture, texinfo[j].texture))
{
VectorCopy (texture_reflectivity[j], texture_reflectivity[i]);
break;
}
}
if (j != i) continue;
color[0] = color[1] = color[2] = 0;
// loading tga, jpg or png texture
tex = FS_LoadImage(texinfo[i].texture, NULL, 0);
if(tex)
{
texels = tex->width * tex->height;
switch(tex->type)
{
case PF_RGBA_32:
case PF_ABGR_64:
for (j = 0; j < texels; j++, tex->buffer += 4)
{
color[0] += tex->buffer[0];
color[1] += tex->buffer[1];
color[2] += tex->buffer[2];
}
break;
case PF_RGB_24:
for (j = 0; j < texels; j++, tex->buffer += 3)
{
color[0] += tex->buffer[0];
color[1] += tex->buffer[1];
color[2] += tex->buffer[2];
}
break;
default:
MsgWarn("Can't calculate reflectivity for %s\n", texinfo[i].texture);
break;
}
}
else MsgWarn("Couldn't load %s\n", texinfo[i].texture);
//try also get direct values from shader
if(si = FindShader( texinfo[i].texture ))
{
if(!VectorIsNull(si->color))
{
TransformRGB(si->color, texture_reflectivity[i]);
texinfo[i].value = si->intensity;
continue;
}
}
if(texels == 0 || VectorIsNull(color))
{
//no texture, no shader...
VectorSet(texture_reflectivity[i], 0.5, 0.5, 0.5 );
continue;
}
for (j = 0; j < 3; j++)
{
r = color[j]/texels/255.0;
texture_reflectivity[i][j] = r;
}
// scale the reflectivity up, because the textures are
// so dim
scale = ColorNormalize (texture_reflectivity[i], texture_reflectivity[i]);
if (scale < 0.5)
{
scale *= 2;
VectorScale (texture_reflectivity[i], scale, texture_reflectivity[i]);
}
}
}
/*
=======================================================================
MAKE FACES
=======================================================================
*/
/*
=============
WindingFromFace
=============
*/
winding_t *WindingFromFace (dface_t *f)
{
int i;
int se;
dvertex_t *dv;
int v;
winding_t *w;
w = AllocWinding (f->numedges);
w->numpoints = f->numedges;
for (i=0 ; i<f->numedges ; i++)
{
se = dsurfedges[f->firstedge + i];
if (se < 0)
v = dedges[-se].v[1];
else
v = dedges[se].v[0];
dv = &dvertexes[v];
VectorCopy (dv->point, w->p[i]);
}
RemoveColinearPoints (w);
return w;
}
/*
=============
BaseLightForFace
=============
*/
void BaseLightForFace (dface_t *f, vec3_t color)
{
texinfo_t *tx;
//
// check for light emited by texture
//
tx = &texinfo[f->texinfo];
if (!(tx->flags & SURF_LIGHT) || tx->value == 0)
{
VectorClear (color);
return;
}
VectorScale (texture_reflectivity[f->texinfo], tx->value, color);
}
bool IsSky (dface_t *f)
{
texinfo_t *tx;
tx = &texinfo[f->texinfo];
if (tx->flags & SURF_SKY)
return true;
return false;
}
/*
=============
MakePatchForFace
=============
*/
float totalarea;
void MakePatchForFace (int fn, winding_t *w)
{
dface_t *f;
float area;
patch_t *patch;
dplane_t *pl;
int i;
vec3_t color;
dleaf_t *leaf;
f = &dfaces[fn];
area = WindingArea (w);
totalarea += area;
patch = &patches[num_patches];
if (num_patches == MAX_PATCHES)
Sys_Error ("num_patches == MAX_PATCHES");
patch->next = face_patches[fn];
face_patches[fn] = patch;
patch->winding = w;
if (f->side)
patch->plane = &backplanes[f->planenum];
else
patch->plane = &dplanes[f->planenum];
if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] )
{ // origin offset faces must create new planes
if (numplanes + fakeplanes >= MAX_MAP_PLANES)
Sys_Error ("numplanes + fakeplanes >= MAX_MAP_PLANES");
pl = &dplanes[numplanes + fakeplanes];
fakeplanes++;
*pl = *(patch->plane);
pl->dist += DotProduct (face_offset[fn], pl->normal);
patch->plane = pl;
}
WindingCenter (w, patch->origin);
VectorAdd (patch->origin, patch->plane->normal, patch->origin);
leaf = RadPointInLeaf(patch->origin);
patch->cluster = leaf->cluster;
patch->area = area;
if (patch->area <= 1)
patch->area = 1;
patch->sky = IsSky (f);
VectorCopy (texture_reflectivity[f->texinfo], patch->reflectivity);
// non-bmodel patches can emit light
if (fn < dmodels[0].numfaces)
{
BaseLightForFace (f, patch->baselight);
ColorNormalize (patch->reflectivity, color);
for (i=0 ; i<3 ; i++)
patch->baselight[i] *= color[i];
VectorCopy (patch->baselight, patch->totallight);
}
num_patches++;
}
bsp_entity_t *EntityForModel (int modnum)
{
int i;
char *s;
char name[16];
sprintf (name, "*%i", modnum);
// search the entities for one using modnum
for (i=0 ; i<num_entities ; i++)
{
s = ValueForKey (&entities[i], "model");
if (!strcmp (s, name))
return &entities[i];
}
return &entities[0];
}
/*
=============
MakePatches
=============
*/
void MakePatches (void)
{
int i, j, k;
dface_t *f;
int fn;
winding_t *w;
dmodel_t *mod;
vec3_t origin;
bsp_entity_t *ent;
Msg("%i faces\n", numfaces);
for (i=0 ; i<nummodels ; i++)
{
mod = &dmodels[i];
ent = EntityForModel (i);
// bmodels with origin brushes need to be offset into their
// in-use position
GetVectorForKey (ent, "origin", origin);
//VectorCopy (vec3_origin, origin);
for (j=0 ; j<mod->numfaces ; j++)
{
fn = mod->firstface + j;
face_entity[fn] = ent;
VectorCopy (origin, face_offset[fn]);
f = &dfaces[fn];
w = WindingFromFace (f);
for (k=0 ; k<w->numpoints ; k++)
{
VectorAdd (w->p[k], origin, w->p[k]);
}
MakePatchForFace (fn, w);
}
}
Msg("%i sqaure feet\n", (int)(totalarea/64));
}
/*
=======================================================================
SUBDIVIDE
=======================================================================
*/
void FinishSplit (patch_t *patch, patch_t *newp)
{
dleaf_t *leaf;
VectorCopy (patch->baselight, newp->baselight);
VectorCopy (patch->totallight, newp->totallight);
VectorCopy (patch->reflectivity, newp->reflectivity);
newp->plane = patch->plane;
newp->sky = patch->sky;
patch->area = WindingArea (patch->winding);
newp->area = WindingArea (newp->winding);
if (patch->area <= 1)
patch->area = 1;
if (newp->area <= 1)
newp->area = 1;
WindingCenter (patch->winding, patch->origin);
VectorAdd (patch->origin, patch->plane->normal, patch->origin);
leaf = RadPointInLeaf(patch->origin);
patch->cluster = leaf->cluster;
WindingCenter (newp->winding, newp->origin);
VectorAdd (newp->origin, newp->plane->normal, newp->origin);
leaf = RadPointInLeaf(newp->origin);
newp->cluster = leaf->cluster;
}
/*
=============
SubdividePatch
Chops the patch only if its local bounds exceed the max size
=============
*/
void SubdividePatch (patch_t *patch)
{
winding_t *w, *o1, *o2;
vec3_t mins, maxs, total;
vec3_t split;
vec_t dist;
int i, j;
vec_t v;
patch_t *newp;
w = patch->winding;
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
for (i=0 ; i<w->numpoints ; i++)
{
for (j=0 ; j<3 ; j++)
{
v = w->p[i][j];
if (v < mins[j])
mins[j] = v;
if (v > maxs[j])
maxs[j] = v;
}
}
VectorSubtract (maxs, mins, total);
for (i=0 ; i<3 ; i++)
if (total[i] > (subdiv+1) )
break;
if (i == 3)
{
// no splitting needed
return;
}
//
// split the winding
//
VectorCopy (vec3_origin, split);
split[i] = 1;
dist = (mins[i] + maxs[i])*0.5;
ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
//
// create a new patch
//
if (num_patches == MAX_PATCHES)
Sys_Error ("MAX_PATCHES");
newp = &patches[num_patches];
num_patches++;
newp->next = patch->next;
patch->next = newp;
patch->winding = o1;
newp->winding = o2;
FinishSplit (patch, newp);
SubdividePatch (patch);
SubdividePatch (newp);
}
/*
=============
DicePatch
Chops the patch by a global grid
=============
*/
void DicePatch (patch_t *patch)
{
winding_t *w, *o1, *o2;
vec3_t mins, maxs;
vec3_t split;
vec_t dist;
int i;
patch_t *newp;
w = patch->winding;
WindingBounds (w, mins, maxs);
for (i=0 ; i<3 ; i++)
if (floor((mins[i]+1)/subdiv) < floor((maxs[i]-1)/subdiv))
break;
if (i == 3)
{
// no splitting needed
return;
}
//
// split the winding
//
VectorCopy (vec3_origin, split);
split[i] = 1;
dist = subdiv*(1+floor((mins[i]+1)/subdiv));
ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
//
// create a new patch
//
if (num_patches == MAX_PATCHES)
Sys_Error ("MAX_PATCHES");
newp = &patches[num_patches];
num_patches++;
newp->next = patch->next;
patch->next = newp;
patch->winding = o1;
newp->winding = o2;
FinishSplit (patch, newp);
DicePatch (patch);
DicePatch (newp);
}
/*
=============
SubdividePatches
=============
*/
void SubdividePatches (void)
{
int i, num;
if (subdiv < 1)
return;
num = num_patches; // because the list will grow
for (i=0 ; i<num ; i++)
{
// SubdividePatch (&patches[i]);
DicePatch (&patches[i]);
}
}