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📄 tr_curve.c

📁 3D 游戏界的大牛人 John Carmack 终于放出了 Q3 的源代码
💻 C
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	Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );

	grid->heightLodError = ri.Hunk_Alloc( height * 4 );
	Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
#endif

	grid->width = width;
	grid->height = height;
	grid->surfaceType = SF_GRID;
	ClearBounds( grid->meshBounds[0], grid->meshBounds[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->meshBounds[0], grid->meshBounds[1] );
		}
	}

	// compute local origin and bounds
	VectorAdd( grid->meshBounds[0], grid->meshBounds[1], grid->localOrigin );
	VectorScale( grid->localOrigin, 0.5f, grid->localOrigin );
	VectorSubtract( grid->meshBounds[0], grid->localOrigin, tmpVec );
	grid->meshRadius = VectorLength( tmpVec );

	VectorCopy( grid->localOrigin, grid->lodOrigin );
	grid->lodRadius = grid->meshRadius;
	//
	return grid;
}

/*
=================
R_FreeSurfaceGridMesh
=================
*/
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid ) {
	ri.Free(grid->widthLodError);
	ri.Free(grid->heightLodError);
	ri.Free(grid);
}

/*
=================
R_SubdividePatchToGrid
=================
*/
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
								drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
	int			i, j, k, l;
	drawVert_t	prev, next, mid;
	float		len, maxLen;
	int			dir;
	int			t;
	MAC_STATIC drawVert_t	ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
	float		errorTable[2][MAX_GRID_SIZE];

	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;
		}

		// horizontal subdivisions
		for ( j = 0 ; j + 2 < width ; j += 2 ) {
			// 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;
				continue;
			}

			// see if we want to insert subdivided columns
			if ( width + 2 > MAX_GRID_SIZE ) {
				errorTable[dir][j+1] = 1.0f/maxLen;
				continue;	// can't subdivide any more
			}

			if ( maxLen <= r_subdivisions->value ) {
				errorTable[dir][j+1] = 1.0f/maxLen;
				continue;	// didn't need subdivision
			}

			errorTable[dir][j+2] = 1.0f/maxLen;

			// 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;
			}

			// back up and recheck this set again, it may need more subdivision
			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 normals
	MakeMeshNormals( width, height, ctrl );

	return R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
}

/*
===============
R_GridInsertColumn
===============
*/
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror ) {
	int i, j;
	int width, height, oldwidth;
	MAC_STATIC drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
	float errorTable[2][MAX_GRID_SIZE];
	float lodRadius;
	vec3_t lodOrigin;

	oldwidth = 0;
	width = grid->width + 1;
	if (width > MAX_GRID_SIZE)
		return NULL;
	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 normals
	MakeMeshNormals( width, height, ctrl );

	VectorCopy(grid->lodOrigin, lodOrigin);
	lodRadius = grid->lodRadius;
	// free the old grid
	R_FreeSurfaceGridMesh(grid);
	// create a new grid
	grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
	grid->lodRadius = lodRadius;
	VectorCopy(lodOrigin, grid->lodOrigin);
	return grid;
}

/*
===============
R_GridInsertRow
===============
*/
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror ) {
	int i, j;
	int width, height, oldheight;
	MAC_STATIC drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
	float errorTable[2][MAX_GRID_SIZE];
	float lodRadius;
	vec3_t lodOrigin;

	oldheight = 0;
	width = grid->width;
	height = grid->height + 1;
	if (height > MAX_GRID_SIZE)
		return NULL;
	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 normals
	MakeMeshNormals( width, height, ctrl );

	VectorCopy(grid->lodOrigin, lodOrigin);
	lodRadius = grid->lodRadius;
	// free the old grid
	R_FreeSurfaceGridMesh(grid);
	// create a new grid
	grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
	grid->lodRadius = lodRadius;
	VectorCopy(lodOrigin, grid->lodOrigin);
	return grid;
}

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