X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=curves.c;h=910201ad791444b8ce77e503df6026a39e193be2;hp=ea18cf47fed03d8aee60a5f3a1f93e15a3b34178;hb=9e10334c3d85c0ff3630fe015f40b5c5a227668a;hpb=d5a75020f55315a6b3abd3d218e61398e4708b8e diff --git a/curves.c b/curves.c index ea18cf47..910201ad 100644 --- a/curves.c +++ b/curves.c @@ -136,11 +136,11 @@ void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputver #endif } -static int Q3PatchTesselation(float largestsquared2xcurvearea, float tolerance) +static int Q3PatchTesselation(float largestsquared3xcurvearea, float tolerance) { float f; // f is actually a squared 2x curve area... so the formula had to be adjusted to give roughly the same subdivisions - f = pow(largestsquared2xcurvearea / 64.0, 0.25) / tolerance; + f = pow(largestsquared3xcurvearea / 64.0, 0.25) / tolerance; //if(f < 0.25) // VERY flat patches if(f < 0.0001) // TOTALLY flat patches return 0; @@ -156,7 +156,7 @@ static int Q3PatchTesselation(float largestsquared2xcurvearea, float tolerance) // maps [4..8[ to 4 } -float Squared2xCurveArea(const float *a, const float *control, const float *b, int components) +float Squared3xCurveArea(const float *a, const float *control, const float *b, int components) { #if 0 // mimicing the old behaviour with the new code... @@ -178,6 +178,13 @@ float Squared2xCurveArea(const float *a, const float *control, const float *b, i // but as this is hard to calculate, let's calculate an upper bound of it: // the area of the triangle a->control->b->a. // + // one can prove that the area of a quadratic spline = 2/3 * the area of + // the triangle of its control points! + // to do it, first prove it for the spline through (0,0), (1,1), (2,0) + // (which is a parabola) and then note that moving the control point + // left/right is just shearing and keeps the area of both the spline and + // the triangle invariant. + // // why are we going for the spline area anyway? // we know that: // @@ -186,6 +193,8 @@ float Squared2xCurveArea(const float *a, const float *control, const float *b, i // // also, on circle-like or parabola-like curves, you easily get that the // double amount of line approximation segments reduces the error to its quarter + // (also, easy to prove for splines by doing it for one specific one, and using + // affine transforms to get all other splines) // // so... // @@ -214,7 +223,8 @@ float Squared2xCurveArea(const float *a, const float *control, const float *b, i bb += xb * xb; } // area is 0.5 * sqrt(aa*bb - ab*ab) - // 2x area is sqrt(aa*bb - ab*ab) + // 2x TRIANGLE area is sqrt(aa*bb - ab*ab) + // 3x CURVE area is sqrt(aa*bb - ab*ab) return aa * bb - ab * ab; #endif } @@ -224,19 +234,19 @@ int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const { int x, y; const float *patch; - float squared2xcurvearea, largestsquared2xcurvearea; - largestsquared2xcurvearea = 0; + float squared3xcurvearea, largestsquared3xcurvearea; + largestsquared3xcurvearea = 0; for (y = 0;y < patchheight;y++) { for (x = 0;x < patchwidth-1;x += 2) { patch = in + ((y * patchwidth) + x) * components; - squared2xcurvearea = Squared2xCurveArea(&patch[0], &patch[components], &patch[2*components], components); - if (largestsquared2xcurvearea < squared2xcurvearea) - largestsquared2xcurvearea = squared2xcurvearea; + squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[components], &patch[2*components], components); + if (largestsquared3xcurvearea < squared3xcurvearea) + largestsquared3xcurvearea = squared3xcurvearea; } } - return Q3PatchTesselation(largestsquared2xcurvearea, tolerance); + return Q3PatchTesselation(largestsquared3xcurvearea, tolerance); } // returns how much tesselation of each segment is needed to remain under tolerance @@ -244,19 +254,19 @@ int Q3PatchTesselationOnY(int patchwidth, int patchheight, int components, const { int x, y; const float *patch; - float squared2xcurvearea, largestsquared2xcurvearea; - largestsquared2xcurvearea = 0; + float squared3xcurvearea, largestsquared3xcurvearea; + largestsquared3xcurvearea = 0; for (y = 0;y < patchheight-1;y += 2) { for (x = 0;x < patchwidth;x++) { patch = in + ((y * patchwidth) + x) * components; - squared2xcurvearea = Squared2xCurveArea(&patch[0], &patch[patchwidth*components], &patch[2*patchwidth*components], components); - if (largestsquared2xcurvearea < squared2xcurvearea) - largestsquared2xcurvearea = squared2xcurvearea; + squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[patchwidth*components], &patch[2*patchwidth*components], components); + if (largestsquared3xcurvearea < squared3xcurvearea) + largestsquared3xcurvearea = squared3xcurvearea; } } - return Q3PatchTesselation(largestsquared2xcurvearea, tolerance); + return Q3PatchTesselation(largestsquared3xcurvearea, tolerance); } // Find an equal vertex in array. Check only vertices with odd X and Y