mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-14 13:10:09 +01:00
190 lines
4.7 KiB
C
190 lines
4.7 KiB
C
#include "vk_common.h"
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#include "xash3d_types.h"
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#include "const.h"
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#include "com_model.h"
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#include "xash3d_mathlib.h"
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#include "mod_local.h"
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#define SUBDIVIDE_SIZE 64
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// FIXME this is defined dynamically based on if( FBitSet( ENGINE_GET_PARM( PARM_FEATURES ), ENGINE_LARGE_LIGHTMAPS ))
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// tr.block_size = BLOCK_SIZE_MAX; else tr.block_size = BLOCK_SIZE_DEFAULT;
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#define BLOCK_SIZE BLOCK_SIZE_DEFAULT
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#define BLOCK_SIZE_DEFAULT 128 // for keep backward compatibility
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#define BLOCK_SIZE_MAX 1024
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static void BoundPoly( int numverts, float *verts, vec3_t mins, vec3_t maxs )
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{
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int i, j;
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float *v;
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ClearBounds( mins, maxs );
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for( i = 0, v = verts; i < numverts; i++ )
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{
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for( j = 0; j < 3; j++, v++ )
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{
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if( *v < mins[j] ) mins[j] = *v;
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if( *v > maxs[j] ) maxs[j] = *v;
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}
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}
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}
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static void SubdividePolygon_r( msurface_t *warpface, int numverts, float *verts )
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{
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vec3_t front[SUBDIVIDE_SIZE], back[SUBDIVIDE_SIZE];
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mextrasurf_t *warpinfo = warpface->info;
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float dist[SUBDIVIDE_SIZE];
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float m, frac, s, t, *v;
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int i, j, k, f, b;
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float sample_size;
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vec3_t mins, maxs;
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glpoly_t *poly;
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model_t *loadmodel = gEngine.Mod_GetCurrentLoadingModel();
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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gEngine.Host_Error( "Mod_SubdividePolygon: too many vertexes on face ( %i )\n", numverts );
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sample_size = gEngine.Mod_SampleSizeForFace( warpface );
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BoundPoly( numverts, verts, mins, maxs );
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for( i = 0; i < 3; i++ )
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{
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m = ( mins[i] + maxs[i] ) * 0.5f;
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m = SUBDIVIDE_SIZE * floor( m / SUBDIVIDE_SIZE + 0.5f );
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if( maxs[i] - m < 8 ) continue;
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if( m - mins[i] < 8 ) continue;
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// cut it
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v = verts + i;
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for( j = 0; j < numverts; j++, v += 3 )
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v -= i;
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VectorCopy( verts, v );
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f = b = 0;
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v = verts;
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for( j = 0; j < numverts; j++, v += 3 )
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{
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if( dist[j] >= 0 )
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{
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VectorCopy( v, front[f] );
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f++;
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}
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if( dist[j] <= 0 )
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{
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VectorCopy (v, back[b]);
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b++;
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}
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if( dist[j] == 0 || dist[j+1] == 0 )
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continue;
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if(( dist[j] > 0 ) != ( dist[j+1] > 0 ))
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{
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// clip point
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frac = dist[j] / ( dist[j] - dist[j+1] );
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for( k = 0; k < 3; k++ )
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front[f][k] = back[b][k] = v[k] + frac * (v[3+k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon_r( warpface, f, front[0] );
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SubdividePolygon_r( warpface, b, back[0] );
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return;
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}
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if( numverts != 4 )
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ClearBits( warpface->flags, SURF_DRAWTURB_QUADS );
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// add a point in the center to help keep warp valid
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poly = Mem_Calloc( loadmodel->mempool, sizeof( glpoly_t ) + (numverts - 4) * VERTEXSIZE * sizeof( float ));
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poly->next = warpface->polys;
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poly->flags = warpface->flags;
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warpface->polys = poly;
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poly->numverts = numverts;
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for( i = 0; i < numverts; i++, verts += 3 )
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{
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VectorCopy( verts, poly->verts[i] );
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if( FBitSet( warpface->flags, SURF_DRAWTURB ))
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{
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s = DotProduct( verts, warpface->texinfo->vecs[0] );
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t = DotProduct( verts, warpface->texinfo->vecs[1] );
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}
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else
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{
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s = DotProduct( verts, warpface->texinfo->vecs[0] ) + warpface->texinfo->vecs[0][3];
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t = DotProduct( verts, warpface->texinfo->vecs[1] ) + warpface->texinfo->vecs[1][3];
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s /= warpface->texinfo->texture->width;
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t /= warpface->texinfo->texture->height;
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}
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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// for speed reasons
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if( !FBitSet( warpface->flags, SURF_DRAWTURB ))
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{
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// lightmap texture coordinates
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s = DotProduct( verts, warpinfo->lmvecs[0] ) + warpinfo->lmvecs[0][3];
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s -= warpinfo->lightmapmins[0];
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s += warpface->light_s * sample_size;
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s += sample_size * 0.5f;
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s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width;
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t = DotProduct( verts, warpinfo->lmvecs[1] ) + warpinfo->lmvecs[1][3];
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t -= warpinfo->lightmapmins[1];
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t += warpface->light_t * sample_size;
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t += sample_size * 0.5f;
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t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height;
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poly->verts[i][5] = s;
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poly->verts[i][6] = t;
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}
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}
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}
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/*
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================
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GL_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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================
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*/
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void GL_SubdivideSurface( msurface_t *fa )
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{
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vec3_t verts[SUBDIVIDE_SIZE];
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int numverts;
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int i, lindex;
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float *vec;
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model_t *loadmodel = gEngine.Mod_GetCurrentLoadingModel();
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// convert edges back to a normal polygon
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numverts = 0;
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for( i = 0; i < fa->numedges; i++ )
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{
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lindex = loadmodel->surfedges[fa->firstedge + i];
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if( lindex > 0 ) vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
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else vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
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VectorCopy( vec, verts[numverts] );
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numverts++;
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}
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SetBits( fa->flags, SURF_DRAWTURB_QUADS ); // predict state
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// do subdivide
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SubdividePolygon_r( fa, numverts, verts[0] );
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}
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