]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - curves.c
optimized Mod_BuildBumpVectors slightly
[xonotic/darkplaces.git] / curves.c
index 5b19243497d372126880f6aa5e062c545757d5c5..3fdb26c5d46649c173db1cf1f64722990cecaecb 100644 (file)
--- a/curves.c
+++ b/curves.c
@@ -2,11 +2,15 @@
 // this code written by Forest Hale, on 2003-08-23, and placed into public domain
 // this code deals with quadratic splines (minimum of 3 points), the same kind used in Quake3 maps.
 
-// LordHavoc's rant on misuse of the name 'bezier': many people seem to think that bezier is a generic term for splines, but it is not, it is a term for a specific type of spline (minimum of 4 control points, cubic spline).
+// LordHavoc's rant on misuse of the name 'bezier': many people seem to think that bezier is a generic term for splines, but it is not, it is a term for a specific type of bspline (4 control points, cubic bspline), bsplines are the generalization of the bezier spline to support dimensions other than just cubic.
+// this implements Quadratic BSpline surfaces
 
+#include <math.h>
 #include "curves.h"
+#include "zone.h"
 
-void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride)
+#if 0
+void QuadraticBSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride)
 {
        int s;
        // the input (control points) is read as a stream of points, and buffered
@@ -55,7 +59,7 @@ void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in
                {
                        // more components can be handled, but slowly, by calling self multiple times...
                        for (c = 0;c < components;c++, in++, out++)
-                               QuadraticSplineSubdivideFloat(inpoints, 1, in, instride, out, outstride);
+                               QuadraticBSplineSubdivideFloat(inpoints, 1, in, instride, out, outstride);
                        return;
                }
                for (c = 0;c < components;c++)
@@ -100,7 +104,7 @@ void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in
 
 // note: out must have enough room!
 // (see finalwidth/finalheight calcs below)
-void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
 {
        int finalwidth, finalheight, xstep, ystep, x, y, c;
        float *o;
@@ -122,13 +126,13 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
        if (xlevel == 1 && ylevel == 0)
        {
                for (y = 0;y < finalheight;y++)
-                       QuadraticSplineSubdivideFloat(cpwidth, components, in + y * cpwidth * components, sizeof(float) * components, out + y * finalwidth * components, sizeof(float) * components);
+                       QuadraticBSplineSubdivideFloat(cpwidth, components, in + y * cpwidth * components, sizeof(float) * components, out + y * finalwidth * components, sizeof(float) * components);
                return;
        }
        if (xlevel == 0 && ylevel == 1)
        {
                for (x = 0;x < finalwidth;x++)
-                       QuadraticSplineSubdivideFloat(cpheight, components, in + x * components, sizeof(float) * cpwidth * components, out + x * components, sizeof(float) * finalwidth * components);
+                       QuadraticBSplineSubdivideFloat(cpheight, components, in + x * components, sizeof(float) * cpwidth * components, out + x * components, sizeof(float) * finalwidth * components);
                return;
        }
 
@@ -145,17 +149,272 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
                {
                        xstep >>= 1;
                        for (y = 0;y < finalheight;y += ystep)
-                               QuadraticSplineSubdivideFloat(cpwidth, components, out + y * finalwidth * components, sizeof(float) * xstep * 2 * components, out + y * finalwidth * components, sizeof(float) * xstep * components);
+                               QuadraticBSplineSubdivideFloat(cpwidth, components, out + y * finalwidth * components, sizeof(float) * xstep * 2 * components, out + y * finalwidth * components, sizeof(float) * xstep * components);
                        cpwidth = (cpwidth - 1) * 2 + 1;
                }
                if (ystep > 1)
                {
                        ystep >>= 1;
                        for (x = 0;x < finalwidth;x += xstep)
-                               QuadraticSplineSubdivideFloat(cpheight, components, out + x * components, sizeof(float) * ystep * 2 * finalwidth * components, out + x * components, sizeof(float) * ystep * finalwidth * components);
+                               QuadraticBSplineSubdivideFloat(cpheight, components, out + x * components, sizeof(float) * ystep * 2 * finalwidth * components, out + x * components, sizeof(float) * ystep * finalwidth * components);
                        cpheight = (cpheight - 1) * 2 + 1;
                }
        }
 }
+#elif 1
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+{
+       int c, x, y, outwidth, outheight, halfstep, xstep, ystep;
+       float prev, curr, next;
+       xstep = 1 << xlevel;
+       ystep = 1 << ylevel;
+       outwidth = ((cpwidth - 1) * xstep) + 1;
+       outheight = ((cpheight - 1) * ystep) + 1;
+       for (y = 0;y < cpheight;y++)
+               for (x = 0;x < cpwidth;x++)
+                       for (c = 0;c < components;c++)
+                               out[(y * ystep * outwidth + x * xstep) * components + c] = in[(y * cpwidth + x) * components + c];
+       while (xstep > 1 || ystep > 1)
+       {
+               if (xstep >= ystep)
+               {
+                       // subdivide on X
+                       halfstep = xstep >> 1;
+                       for (y = 0;y < outheight;y += ystep)
+                       {
+                               for (c = 0;c < components;c++)
+                               {
+                                       x = xstep;
+                                       // fetch first two control points 
+                                       prev = out[(y * outwidth + (x - xstep)) * components + c];
+                                       curr = out[(y * outwidth + x) * components + c];
+                                       // create first midpoint
+                                       out[(y * outwidth + (x - halfstep)) * components + c] = (curr + prev) * 0.5f;
+                                       for (;x < outwidth - xstep;x += xstep, prev = curr, curr = next)
+                                       {
+                                               // fetch next control point
+                                               next = out[(y * outwidth + (x + xstep)) * components + c];
+                                               // flatten central control point 
+                                               out[(y * outwidth + x) * components + c] = (curr + (prev + next) * 0.5f) * 0.5f;
+                                               // create following midpoint
+                                               out[(y * outwidth + (x + halfstep)) * components + c] = (curr + next) * 0.5f;
+                                       }
+                               }
+                       }
+                       xstep >>= 1;
+               }
+               else
+               {
+                       // subdivide on Y
+                       halfstep = ystep >> 1;
+                       for (x = 0;x < outwidth;x += xstep)
+                       {
+                               for (c = 0;c < components;c++)
+                               {
+                                       y = ystep;
+                                       // fetch first two control points 
+                                       prev = out[((y - ystep) * outwidth + x) * components + c];
+                                       curr = out[(y * outwidth + x) * components + c];
+                                       // create first midpoint
+                                       out[((y - halfstep) * outwidth + x) * components + c] = (curr + prev) * 0.5f;
+                                       for (;y < outheight - ystep;y += ystep, prev = curr, curr = next)
+                                       {
+                                               // fetch next control point
+                                               next = out[((y + ystep) * outwidth + x) * components + c];
+                                               // flatten central control point 
+                                               out[(y * outwidth + x) * components + c] = (curr + (prev + next) * 0.5f) * 0.5f;
+                                               // create following midpoint
+                                               out[((y + halfstep) * outwidth + x) * components + c] = (curr + next) * 0.5f;
+                                       }
+                               }
+                       }
+                       ystep >>= 1;
+               }
+       }
+       // flatten control points on X
+       for (y = 0;y < outheight;y += ystep)
+       {
+               for (c = 0;c < components;c++)
+               {
+                       x = xstep;
+                       // fetch first two control points 
+                       prev = out[(y * outwidth + (x - xstep)) * components + c];
+                       curr = out[(y * outwidth + x) * components + c];
+                       for (;x < outwidth - xstep;x += xstep, prev = curr, curr = next)
+                       {
+                               // fetch next control point 
+                               next = out[(y * outwidth + (x + xstep)) * components + c];
+                               // flatten central control point 
+                               out[(y * outwidth + x) * components + c] = (curr + (prev + next) * 0.5f) * 0.5f;
+                       }
+               }
+       }
+       // flatten control points on Y
+       for (x = 0;x < outwidth;x += xstep)
+       {
+               for (c = 0;c < components;c++)
+               {
+                       y = ystep;
+                       // fetch first two control points 
+                       prev = out[((y - ystep) * outwidth + x) * components + c];
+                       curr = out[(y * outwidth + x) * components + c];
+                       for (;y < outheight - ystep;y += ystep, prev = curr, curr = next)
+                       {
+                               // fetch next control point 
+                               next = out[((y + ystep) * outwidth + x) * components + c];
+                               // flatten central control point 
+                               out[(y * outwidth + x) * components + c] = (curr + (prev + next) * 0.5f) * 0.5f;
+                       }
+               }
+       }
+
+       /*
+       for (y = ystep;y < outheight - ystep;y += ystep)
+       {
+               for (c = 0;c < components;c++)
+               {
+                       for (x = xstep, outp = out + (y * outwidth + x) * components + c, prev = outp[-xstep * components], curr = outp[0], next = outp[xstep * components];x < outwidth;x += xstep, outp += ystep * outwidth * components, prev = curr, curr = next, next = outp[xstep * components])
+                       {
+                               // midpoint
+                               outp[-halfstep * components] = (prev + curr) * 0.5f;
+                               // flatten control point
+                               outp[0] = (curr + (prev + next) * 0.5f) * 0.5f;
+                               // next midpoint (only needed for end segment)
+                               outp[halfstep * components] = (next + curr) * 0.5f;
+                       }
+               }
+       }
+       */
+}
+#else
+// unfinished code
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+{
+       int outwidth, outheight;
+       outwidth = ((cpwidth - 1) << xlevel) + 1;
+       outheight = ((cpheight - 1) << ylevel) + 1;
+       for (y = 0;y < cpheight;y++)
+       {
+               for (x = 0;x < cpwidth;x++)
+               {
+                       for (c = 0;c < components;c++)
+                       {
+                               inp = in + (y * cpwidth + x) * components + c;
+                               outp = out + ((y<<ylevel) * outwidth + (x<<xlevel)) * components + c;
+                               for (sy = 0;sy < expandy;sy++)
+                               {
+                                       for (sx = 0;sx < expandx;sx++)
+                                       {
+                                               d = a + (b - a) * 2 * t + (a - b + c - b) * t * t;
+                                       }
+                               }
+                       }
+               }
+       }
+}
+#endif
+
+/*
+0.00000 ?.????? ?.????? ?.????? ?.????? ?.????? ?.????? ?.????? 1.00000 ?.????? ?.????? ?.????? ?.????? ?.????? ?.????? ?.????? 0.00000 deviation: 0.5
+0.00000 ?.????? ?.????? ?.????? 0.50000 ?.????? ?.????? ?.????? 0.50000 ?.????? ?.????? ?.????? 0.50000 ?.????? ?.????? ?.????? 0.00000 deviation: 0.125
+0.00000 ?.????? 0.25000 ?.????? 0.37500 ?.????? 0.50000 ?.????? 0.50000 ?.????? 0.50000 ?.????? 0.37500 ?.????? 0.25000 ?.????? 0.00000 deviation: 0.03125
+0.00000 0.12500 0.21875 0.31250 0.37500 0.43750 0.46875 0.50000 0.50000 0.50000 0.46875 0.43750 0.37500 0.31250 0.21875 0.12500 0.00000 deviation: not available
+*/
+
+float QuadraticBSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int components, const float *in)
+{
+       int c, x, y;
+       const float *cp;
+       float deviation, squareddeviation, bestsquareddeviation;
+       bestsquareddeviation = 0;
+       for (y = 0;y < cpheight;y++)
+       {
+               for (x = 1;x < cpwidth-1;x++)
+               {
+                       squareddeviation = 0;
+                       for (c = 0, cp = in + ((y * cpwidth) + x) * components;c < components;c++, cp++)
+                       {
+                               deviation = cp[0] * 0.5f - cp[-components] * 0.25f - cp[components] * 0.25f;
+                               squareddeviation += deviation*deviation;
+                       }
+                       if (bestsquareddeviation < squareddeviation)
+                               bestsquareddeviation = squareddeviation;
+               }
+       }
+       return (float)sqrt(bestsquareddeviation);
+}
+
+float QuadraticBSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int components, const float *in)
+{
+       int c, x, y;
+       const float *cp;
+       float deviation, squareddeviation, bestsquareddeviation;
+       bestsquareddeviation = 0;
+       for (y = 1;y < cpheight-1;y++)
+       {
+               for (x = 0;x < cpwidth;x++)
+               {
+                       squareddeviation = 0;
+                       for (c = 0, cp = in + ((y * cpwidth) + x) * components;c < components;c++, cp++)
+                       {
+                               deviation = cp[0] * 0.5f - cp[-cpwidth * components] * 0.25f - cp[cpwidth * components] * 0.25f;
+                               squareddeviation += deviation*deviation;
+                       }
+                       if (bestsquareddeviation < squareddeviation)
+                               bestsquareddeviation = squareddeviation;
+               }
+       }
+       return (float)sqrt(bestsquareddeviation);
+}
 
+int QuadraticBSplinePatchSubdivisionLevelForDeviation(float deviation, float level1tolerance, int levellimit)
+{
+       int level;
+       // count the automatic flatten step which reduces deviation by 50%
+       deviation *= 0.5f;
+       // count the levels to subdivide to come under the tolerance
+       for (level = 0;level < levellimit && deviation > level1tolerance;level++)
+               deviation *= 0.25f;
+       return level;
+}
+
+int QuadraticBSplinePatchSubdivisionLevelOnX(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
+{
+       return QuadraticBSplinePatchSubdivisionLevelForDeviation(QuadraticBSplinePatchLargestDeviationOnX(cpwidth, cpheight, components, in), level1tolerance, levellimit);
+}
+
+int QuadraticBSplinePatchSubdivisionLevelOnY(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
+{
+       return QuadraticBSplinePatchSubdivisionLevelForDeviation(QuadraticBSplinePatchLargestDeviationOnY(cpwidth, cpheight, components, in), level1tolerance, levellimit);
+}
+
+/*
+       // 1: flat (0th dimension)
+       o = a
+       // 2: linear (1st dimension)
+       o = a * (1 - t) + b * t
+       // 3: quadratic bspline (2nd dimension)
+       o = a * (1 - t) * (1 - t) + 2 * b * (1 - t) * t + c * t * t
+       // 4: cubic (bezier) bspline (3rd dimension)
+       o = a * (1 - t) * (1 - t) * (1 - t) + 3 * b * (1 - t) * (1 - t) * t + 3 * c * (1 - t) * t * t + d * t * t * t
+       // 5: quartic bspline (4th dimension)
+       o = a * (1 - t) * (1 - t) * (1 - t) * (1 - t) + 4 * b * (1 - t) * (1 - t) * (1 - t) * t + 6 * c * (1 - t) * (1 - t) * t * t + 4 * d * (1 - t) * t * t * t + e * t * t * t * t
+
+       // n: arbitrary dimension bspline
+double factorial(int n)
+{
+       int i;
+       double f;
+       f = 1;
+       for (i = 1;i < n;i++)
+               f = f * i;
+       return f;
+}
+double bsplinesample(int dimensions, double t, double *param)
+{
+       double o = 0;
+       for (i = 0;i < dimensions + 1;i++)
+               o += param[i] * factorial(dimensions)/(factorial(i)*factorial(dimensions-i)) * pow(t, i) * pow(1 - t, dimensions - i);
+}
+*/