From 72124a1e545e63afc14b3fd588a93c3f82b04b38 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 13 Jul 2003 17:54:42 +0000 Subject: [PATCH] added some (untested) terrain code for whomever cares git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3268 d7cf8633-e32d-0410-b094-e92efae38249 --- model_shared.c | 167 ++++++++++++++++++++++++++++++------------------- 1 file changed, 103 insertions(+), 64 deletions(-) diff --git a/model_shared.c b/model_shared.c index c715e95b..4497c893 100644 --- a/model_shared.c +++ b/model_shared.c @@ -479,11 +479,27 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline); } +void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) +{ + float f; + normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]); + normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]); + normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]); + VectorNormalize(normal3f); + tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0])); + tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1])); + tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2])); + f = -DotProduct(tvector3f, normal3f); + VectorMA(tvector3f, f, normal3f, tvector3f); + VectorNormalize(tvector3f); + CrossProduct(normal3f, tvector3f, svector3f); +} + // warning: this is an expensive function! void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f) { int i, tnum; - float sdir[3], tdir[3], normal[3], f, *v; + float sdir[3], tdir[3], normal[3], *v; const int *e; // clear the vectors if (svector3f) @@ -495,73 +511,32 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo // process each vertex of each triangle and accumulate the results for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { - // calculate texture matrix for triangle - // and then accumulate matrix onto verts used by triangle -#if 0 - // 3 assignments, 3 subtracts - VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1); - // 3 assignments, 3 subtracts - VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2); - // 3 assignments, 3 subtracts, 6 multiplies - CrossProduct(edgedir1, edgedir2, normal); -#else - // 3 assignments, 15 subtracts, 6 multiplies - normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]); - normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]); - normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]); -#endif - - // 1 assignment, 2 adds, 3 multiplies, 1 compare - f = DotProduct(normal, normal); - if (f >= 0.001) + Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal); + if (svector3f) { - // 4 assignments, 1 divide, 1 sqrt, 3 multiplies - f = 1.0f / f; - VectorScale(normal, f, normal); - if (normal3f) + for (i = 0;i < 3;i++) { - // 9 assignments, 9 adds - for (i = 0;i < 3;i++) - { - normal3f[e[i]*3 ] += normal[0]; - normal3f[e[i]*3+1] += normal[1]; - normal3f[e[i]*3+2] += normal[2]; - } + svector3f[e[i]*3 ] += sdir[0]; + svector3f[e[i]*3+1] += sdir[1]; + svector3f[e[i]*3+2] += sdir[2]; } - if (tvector3f || svector3f) + } + if (tvector3f) + { + for (i = 0;i < 3;i++) + { + tvector3f[e[i]*3 ] += tdir[0]; + tvector3f[e[i]*3+1] += tdir[1]; + tvector3f[e[i]*3+2] += tdir[2]; + } + } + if (normal3f) + { + for (i = 0;i < 3;i++) { - // 3 assignments, 15 subtracts, 6 multiplies - tdir[0] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0])); - tdir[1] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1])); - tdir[2] = ((texcoord2f[e[1] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 2] - texcoord2f[e[0] * 2]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2])); - // 1 assignments, 1 negates, 2 adds, 3 multiplies - f = -DotProduct(tdir, normal); - // 3 assignments, 3 adds, 3 multiplies - VectorMA(tdir, f, normal, tdir); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - VectorNormalize(tdir); - if (tvector3f) - { - // 9 assignments, 9 adds - for (i = 0;i < 3;i++) - { - tvector3f[e[i]*3 ] += tdir[0]; - tvector3f[e[i]*3+1] += tdir[1]; - tvector3f[e[i]*3+2] += tdir[2]; - } - } - if (svector3f) - { - // 3 assignments, 3 subtracts, 6 multiplies - CrossProduct(normal, tdir, sdir); - // 9 assignments, 9 adds - for (i = 0;i < 3;i++) - { - svector3f[e[i]*3 ] += sdir[0]; - svector3f[e[i]*3+1] += sdir[1]; - svector3f[e[i]*3+2] += sdir[2]; - } - } + normal3f[e[i]*3 ] += normal[0]; + normal3f[e[i]*3+1] += normal[1]; + normal3f[e[i]*3+2] += normal[2]; } } } @@ -860,3 +835,67 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textu } return true; } + +void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + float v[3], tc[3]; + v[0] = ix; + v[1] = iy; + if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight) + v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f); + else + v[2] = 0; + Matrix4x4_Transform(pixelstepmatrix, v, vertex3f); + Matrix4x4_Transform(pixeltexturestepmatrix, v, tc); + texcoord2f[0] = tc[0]; + texcoord2f[1] = tc[1]; +} + +void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + float v[3], vup[3], vdown[3], vleft[3], vright[3]; + float tc[3], tcup[3], tcdown[3], tcleft[3], tcright[3]; + float sv[3], tv[3], nl[3]; + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); + Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f); + Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); + Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); + Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); +} + +void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + int x, y, ix, iy, *e; + e = element3i; + for (y = 0;y < height;y++) + { + for (x = 0;x < width;x++) + { + e[0] = (y + 1) * (width + 1) + (x + 0); + e[1] = (y + 0) * (width + 1) + (x + 0); + e[2] = (y + 1) * (width + 1) + (x + 1); + e[3] = (y + 0) * (width + 1) + (x + 0); + e[4] = (y + 0) * (width + 1) + (x + 1); + e[5] = (y + 1) * (width + 1) + (x + 1); + e += 6; + } + } + Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2); + for (y = 0, iy = y1;y < height + 1;y++, iy++) + for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3) + Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); +} + -- 2.39.2