X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=curves.c;h=cf7569dba482a202a641553ed5a31fa59dc220c0;hp=3a9e22a1f26ec4c38243e8967a4dd173a31aae24;hb=eb155f171d675b2c36f09f0bdf348776d2ec2fab;hpb=d1a66b1504773e5da10463fd15d524697b0c2ba2 diff --git a/curves.c b/curves.c index 3a9e22a1..cf7569db 100644 --- a/curves.c +++ b/curves.c @@ -40,17 +40,35 @@ double bsplinesample(int dimensions, double t, double *param) */ #include "quakedef.h" +#include "mathlib.h" #include #include "curves.h" +// Calculate number of resulting vertex rows/columns by given patch size and tesselation factor +// tess=0 means that we reduce detalization of base 3x3 patches by removing middle row and column of vertices +// "DimForTess" is "DIMension FOR TESSelation factor" +// NB: tess=0 actually means that tess must be 0.5, but obviously it can't because it is of int type. (so "a*tess"-like code is replaced by "a/2" if tess=0) +int Q3PatchDimForTess(int size, int tess) +{ + if (tess > 0) + return (size - 1) * tess + 1; + else if (tess == 0) + return (size - 1) / 2 + 1; + else + return 0; // Maybe warn about wrong tess here? +} + // usage: // to expand a 5x5 patch to 21x21 vertices (4x4 tesselation), one might use this call: // Q3PatchSubdivideFloat(3, sizeof(float[3]), outvertices, 5, 5, sizeof(float[3]), patchvertices, 4, 4); void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputvertices, int patchwidth, int patchheight, int inputstride, float *patchvertices, int tesselationwidth, int tesselationheight) { - int k, l, x, y, component, outputwidth = (patchwidth-1)*tesselationwidth+1; + int k, l, x, y, component, outputwidth = Q3PatchDimForTess(patchwidth, tesselationwidth); float px, py, *v, a, b, c, *cp[3][3], temp[3][64]; + int xmax = max(1, 2*tesselationwidth); + int ymax = max(1, 2*tesselationheight); + // iterate over the individual 3x3 quadratic spline surfaces one at a time // expanding them to fill the output array (with some overlap to ensure // the edges are filled) @@ -63,11 +81,11 @@ void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputver for (x = 0;x < 3;x++) cp[y][x] = (float *)((unsigned char *)patchvertices + ((k+y)*patchwidth+(l+x)) * inputstride); // for each row... - for (y = 0;y <= tesselationheight*2;y++) + for (y = 0;y <= ymax;y++) { // calculate control points for this row by collapsing the 3 // rows of control points to one row using py - py = (float)y / (float)(tesselationheight*2); + py = (float)y / (float)ymax; // calculate quadratic spline weights for py a = ((1.0f - py) * (1.0f - py)); b = ((1.0f - py) * (2.0f * py)); @@ -79,12 +97,12 @@ void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputver temp[2][component] = cp[0][2][component] * a + cp[1][2][component] * b + cp[2][2][component] * c; } // fetch a pointer to the beginning of the output vertex row - v = (float *)((unsigned char *)outputvertices + ((k * tesselationheight + y) * outputwidth + l * tesselationwidth) * outputstride); + v = (float *)((unsigned char *)outputvertices + ((k * ymax / 2 + y) * outputwidth + l * xmax / 2) * outputstride); // for each column of the row... - for (x = 0;x <= (tesselationwidth*2);x++) + for (x = 0;x <= xmax;x++) { // calculate point based on the row control points - px = (float)x / (float)(tesselationwidth*2); + px = (float)x / (float)xmax; // calculate quadratic spline weights for px // (could be precalculated) a = ((1.0f - px) * (1.0f - px)); @@ -118,75 +136,304 @@ void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputver #endif } +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(largestsquared3xcurvearea / 64.0f, 0.25f) / tolerance; + //if(f < 0.25) // VERY flat patches + if(f < 0.0001) // TOTALLY flat patches + return 0; + else if(f < 2) + return 1; + else + return (int) floor(log(f) / log(2.0f)) + 1; + // this is always at least 2 + // maps [0.25..0.5[ to -1 (actually, 1 is returned) + // maps [0.5..1[ to 0 (actually, 1 is returned) + // maps [1..2[ to 1 + // maps [2..4[ to 2 + // maps [4..8[ to 4 +} + +static float Squared3xCurveArea(const float *a, const float *control, const float *b, int components) +{ +#if 0 + // mimicing the old behaviour with the new code... + + float deviation; + float quartercurvearea = 0; + int c; + for (c = 0;c < components;c++) + { + deviation = control[c] * 0.5f - a[c] * 0.25f - b[c] * 0.25f; + quartercurvearea += deviation*deviation; + } + + // But as the new code now works on the squared 2x curve area, let's scale the value + return quartercurvearea * quartercurvearea * 64.0; + +#else + // ideally, we'd like the area between the spline a->control->b and the line a->b. + // 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: + // + // the area between the spline and the line a->b is a measure of the + // error of approximation of the spline by the line. + // + // 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... + // + // let's calculate the area! but we have to avoid the cross product, as + // components is not necessarily 3 + // + // the area of a triangle spanned by vectors a and b is + // + // 0.5 * |a| |b| sin gamma + // + // now, cos gamma is + // + // a.b / (|a| |b|) + // + // so the area is + // + // 0.5 * sqrt(|a|^2 |b|^2 - (a.b)^2) + int c; + float aa = 0, bb = 0, ab = 0; + for (c = 0;c < components;c++) + { + float xa = a[c] - control[c]; + float xb = b[c] - control[c]; + aa += xa * xa; + ab += xa * xb; + bb += xb * xb; + } + // area is 0.5 * 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 +} + // returns how much tesselation of each segment is needed to remain under tolerance int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const float *in, float tolerance) { - int c, x, y; + int x, y; const float *patch; - float deviation, squareddeviation, bestsquareddeviation; - bestsquareddeviation = 0; + float squared3xcurvearea, largestsquared3xcurvearea; + largestsquared3xcurvearea = 0; for (y = 0;y < patchheight;y++) { for (x = 0;x < patchwidth-1;x += 2) { - squareddeviation = 0; - for (c = 0, patch = in + ((y * patchwidth) + x) * components;c < components;c++, patch++) - { - deviation = patch[components] * 0.5f - patch[0] * 0.25f - patch[2*components] * 0.25f; - squareddeviation += deviation*deviation; - } - if (bestsquareddeviation < squareddeviation) - bestsquareddeviation = squareddeviation; + patch = in + ((y * patchwidth) + x) * components; + squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[components], &patch[2*components], components); + if (largestsquared3xcurvearea < squared3xcurvearea) + largestsquared3xcurvearea = squared3xcurvearea; } } - return (int)floor(log(sqrt(bestsquareddeviation) / tolerance) / log(2)) + 1; + return Q3PatchTesselation(largestsquared3xcurvearea, tolerance); } // returns how much tesselation of each segment is needed to remain under tolerance int Q3PatchTesselationOnY(int patchwidth, int patchheight, int components, const float *in, float tolerance) { - int c, x, y; + int x, y; const float *patch; - float deviation, squareddeviation, bestsquareddeviation; - bestsquareddeviation = 0; + float squared3xcurvearea, largestsquared3xcurvearea; + largestsquared3xcurvearea = 0; for (y = 0;y < patchheight-1;y += 2) { for (x = 0;x < patchwidth;x++) { - squareddeviation = 0; - for (c = 0, patch = in + ((y * patchwidth) + x) * components;c < components;c++, patch++) + patch = in + ((y * patchwidth) + x) * components; + squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[patchwidth*components], &patch[2*patchwidth*components], components); + if (largestsquared3xcurvearea < squared3xcurvearea) + largestsquared3xcurvearea = squared3xcurvearea; + } + } + return Q3PatchTesselation(largestsquared3xcurvearea, tolerance); +} + +// Find an equal vertex in array. Check only vertices with odd X and Y +static int FindEqualOddVertexInArray(int numcomponents, float *vertex, float *vertices, int width, int height) +{ + int x, y, j; + for (y=0; y 0.05) + // div0: this is notably smaller than the smallest radiant grid + // but large enough so we don't need to get scared of roundoff + // errors + { + found = false; + break; + } + if(found) + return y*width+x; + vertices += numcomponents*2; + } + vertices += numcomponents*(width-1); + } + return -1; +} + +#define SIDE_INVALID -1 +#define SIDE_X 0 +#define SIDE_Y 1 + +static int GetSide(int p1, int p2, int width, int height, int *pointdist) +{ + int x1 = p1 % width, y1 = p1 / width; + int x2 = p2 % width, y2 = p2 / width; + if (p1 < 0 || p2 < 0) + return SIDE_INVALID; + if (x1 == x2) + { + if (y1 != y2) + { + *pointdist = abs(y2 - y1); + return SIDE_Y; + } + else + return SIDE_INVALID; + } + else if (y1 == y2) + { + *pointdist = abs(x2 - x1); + return SIDE_X; + } + else + return SIDE_INVALID; +} + +// Increase tesselation of one of two touching patches to make a seamless connection between them +// Returns 0 in case if patches were not modified, otherwise 1 +int Q3PatchAdjustTesselation(int numcomponents, patchinfo_t *patch1, float *patchvertices1, patchinfo_t *patch2, float *patchvertices2) +{ + // what we are doing here is: + // we take for each corner of one patch + // and check if the other patch contains that corner + // once we have a pair of such matches + + struct {int id1,id2;} commonverts[8]; + int i, j, k, side1, side2, *tess1, *tess2; + int dist1 = 0, dist2 = 0; + qboolean modified = false; + + // Potential paired vertices (corners of the first patch) + commonverts[0].id1 = 0; + commonverts[1].id1 = patch1->xsize-1; + commonverts[2].id1 = patch1->xsize*(patch1->ysize-1); + commonverts[3].id1 = patch1->xsize*patch1->ysize-1; + for (i=0;i<4;++i) + commonverts[i].id2 = FindEqualOddVertexInArray(numcomponents, patchvertices1+numcomponents*commonverts[i].id1, patchvertices2, patch2->xsize, patch2->ysize); + + // Corners of the second patch + commonverts[4].id2 = 0; + commonverts[5].id2 = patch2->xsize-1; + commonverts[6].id2 = patch2->xsize*(patch2->ysize-1); + commonverts[7].id2 = patch2->xsize*patch2->ysize-1; + for (i=4;i<8;++i) + commonverts[i].id1 = FindEqualOddVertexInArray(numcomponents, patchvertices2+numcomponents*commonverts[i].id2, patchvertices1, patch1->xsize, patch1->ysize); + + for (i=0;i<8;++i) + for (j=i+1;j<8;++j) + { + side1 = GetSide(commonverts[i].id1,commonverts[j].id1,patch1->xsize,patch1->ysize,&dist1); + side2 = GetSide(commonverts[i].id2,commonverts[j].id2,patch2->xsize,patch2->ysize,&dist2); + + if (side1 == SIDE_INVALID || side2 == SIDE_INVALID) + continue; + + if(dist1 != dist2) + { + // no patch welding if the resolutions mismatch + continue; + } + + // Update every lod level + for (k=0;klods[k].xtess : &patch1->lods[k].ytess; + tess2 = side2 == SIDE_X ? &patch2->lods[k].xtess : &patch2->lods[k].ytess; + if (*tess1 != *tess2) + { + if (*tess1 < *tess2) + *tess1 = *tess2; + else + *tess2 = *tess1; + modified = true; + } } - if (bestsquareddeviation < squareddeviation) - bestsquareddeviation = squareddeviation; } - } - return (int)floor(log(sqrt(bestsquareddeviation) / tolerance) / log(2)) + 1; + + return modified; } +#undef SIDE_INVALID +#undef SIDE_X +#undef SIDE_Y + // calculates elements for a grid of vertices // (such as those produced by Q3PatchTesselate) // (note: width and height are the actual vertex size, this produces -// (width-1)*(height-1)*2 triangles, 3 elements each) +// (width-1)*(height-1)*2 triangles, 3 elements each) void Q3PatchTriangleElements(int *elements, int width, int height, int firstvertex) { int x, y, row0, row1; for (y = 0;y < height - 1;y++) { - row0 = firstvertex + (y + 0) * width; - row1 = firstvertex + (y + 1) * width; - for (x = 0;x < width - 1;x++) + if(y % 2) + { + // swap the triangle order in odd rows as optimization for collision stride + row0 = firstvertex + (y + 0) * width + width - 2; + row1 = firstvertex + (y + 1) * width + width - 2; + for (x = 0;x < width - 1;x++) + { + *elements++ = row1; + *elements++ = row1 + 1; + *elements++ = row0 + 1; + *elements++ = row0; + *elements++ = row1; + *elements++ = row0 + 1; + row0--; + row1--; + } + } + else { - *elements++ = row0; - *elements++ = row1; - *elements++ = row0 + 1; - *elements++ = row1; - *elements++ = row1 + 1; - *elements++ = row0 + 1; - row0++; - row1++; + row0 = firstvertex + (y + 0) * width; + row1 = firstvertex + (y + 1) * width; + for (x = 0;x < width - 1;x++) + { + *elements++ = row0; + *elements++ = row1; + *elements++ = row0 + 1; + *elements++ = row1; + *elements++ = row1 + 1; + *elements++ = row0 + 1; + row0++; + row1++; + } } } }