| 1 | /* | 
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| 2 | =========================================================================== | 
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| 3 | Copyright (C) 2008 Daniel Örstadius | 
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| 4 |  | 
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| 5 | This file is part of bsp-renderer source code. | 
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| 6 |  | 
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| 7 | bsp-renderer is free software: you can redistribute it and/or modify | 
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| 8 | it under the terms of the GNU General Public License as published by | 
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| 9 | the Free Software Foundation, either version 3 of the License, or | 
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| 10 | (at your option) any later version. | 
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| 11 |  | 
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| 12 | bsp-renderer is distributed in the hope that it will be useful, | 
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| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 15 | GNU General Public License for more details. | 
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| 16 |  | 
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| 17 | You should have received a copy of the GNU General Public License | 
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| 18 | along with bsp-renderer.  If not, see <http://www.gnu.org/licenses/>. | 
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| 19 |  | 
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| 20 | */ | 
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| 21 |  | 
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| 22 | // Bezier.cpp -- tessellates the Bezier patches | 
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| 23 |  | 
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| 24 | /* The tessellation code is taken from the document  | 
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| 25 | "Rendering Quake 3 Maps" at  | 
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| 26 | http://graphics.cs.brown.edu/games/quake/quake3.html | 
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| 27 | The author states that it is based on code from  | 
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| 28 | Paul Baker's Octagon project, | 
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| 29 | http://www.paulsprojects.net/opengl/octagon/octagon.html | 
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| 30 | which is released under the New BSD license. | 
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| 31 | Please see the licenses folder. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "Q3Map_Bezier.h" | 
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| 35 | #include "Q3Map_misc.h" | 
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| 36 |  | 
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| 37 |  | 
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| 38 | Bezier::Bezier() | 
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| 39 | {        | 
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| 40 |   mVertex = 0; | 
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| 41 |   mIndex = 0; | 
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| 42 |   mTrianglesPerRow = 0; | 
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| 43 |   mRowIndex = 0; | 
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| 44 | } | 
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| 45 |  | 
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| 46 | Bezier::~Bezier() | 
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| 47 | { | 
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| 48 |   DELETE_ARRAY(mVertex); | 
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| 49 |   DELETE_ARRAY(mIndex); | 
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| 50 |   DELETE_ARRAY(mTrianglesPerRow); | 
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| 51 |   DELETE_ARRAY(mRowIndex); | 
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| 52 | } | 
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| 53 |  | 
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| 54 |  | 
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| 55 |  | 
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| 56 |  | 
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| 57 |  | 
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| 58 | void Bezier::tessellate(int L)  | 
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| 59 | { | 
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| 60 |   // The number of vertices along a side is 1 + num edges | 
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| 61 |   const int L1 = L + 1; | 
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| 62 |  | 
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| 63 |   mVertex = new BspVertex[L1*L1]; | 
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| 64 |   mNumVertex = L1*L1; | 
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| 65 |  | 
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| 66 |   // Compute the vertices     | 
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| 67 |   for (int i = 0; i <= L; ++i) | 
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| 68 |   { | 
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| 69 |     float a = (float)i / L; | 
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| 70 |     float b = 1.0f - a; | 
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| 71 |  | 
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| 72 |     mVertex[i] = | 
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| 73 |       mControls[0] * (b * b) +  | 
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| 74 |       mControls[3] * (2 * b * a) + | 
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| 75 |       mControls[6] * (a * a); | 
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| 76 |   } | 
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| 77 |  | 
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| 78 |   for (int i = 1; i <= L; i++)  | 
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| 79 |   { | 
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| 80 |     float a = (float)i / L; | 
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| 81 |     float b = 1.0f - a; | 
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| 82 |  | 
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| 83 |     BspVertex temp[3]; | 
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| 84 |  | 
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| 85 |     for (int j = 0; j < 3; j++) | 
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| 86 |     { | 
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| 87 |       int k = 3 * j; | 
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| 88 |       temp[j] = | 
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| 89 |         mControls[k + 0] * (b * b) +  | 
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| 90 |         mControls[k + 1] * (2 * b * a) + | 
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| 91 |         mControls[k + 2] * (a * a); | 
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| 92 |     } | 
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| 93 |  | 
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| 94 |     for(int j = 0; j <= L; ++j)  | 
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| 95 |     { | 
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| 96 |       float a = (float)j / L; | 
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| 97 |       float b = 1.0f - a; | 
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| 98 |  | 
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| 99 |       mVertex[i * L1 + j]= | 
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| 100 |         temp[0] * (b * b) +  | 
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| 101 |         temp[1] * (2 * b * a) + | 
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| 102 |         temp[2] * (a * a); | 
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| 103 |     } | 
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| 104 |   } | 
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| 105 |  | 
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| 106 |   // Compute the indices      | 
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| 107 |   mIndex = new unsigned int[L * (L + 1) * 2]; | 
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| 108 |   mNumIndex = L * (L + 1) * 2; | 
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| 109 |  | 
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| 110 |   for (int row = 0; row < L; ++row)  | 
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| 111 |   { | 
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| 112 |     for(int col = 0; col <= L; ++col)    | 
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| 113 |     { | 
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| 114 |       mIndex[(row * (L + 1) + col) * 2 + 1] = row       * L1 + col; | 
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| 115 |       mIndex[(row * (L + 1) + col) * 2]     = (row + 1) * L1 + col; | 
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| 116 |     } | 
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| 117 |   } | 
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| 118 |  | 
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| 119 |   mTrianglesPerRow = new unsigned int[L]; | 
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| 120 |   mRowIndex = new unsigned int[L]; | 
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| 121 |  | 
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| 122 |   for (int row = 0; row < L; ++row)  | 
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| 123 |   { | 
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| 124 |     mTrianglesPerRow[row] = 2 * L1; | 
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| 125 |     //rowIndexes[row]      = &indexes[row * 2 * L1]; | 
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| 126 |     mRowIndex[row]      = row * 2 * L1; | 
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| 127 |   } | 
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| 128 |  | 
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| 129 |   for (int i=0; i < L1*L1; i++) | 
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| 130 |     mVertex[i].normalise(); | 
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| 131 | } | 
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