| [6819] | 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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| [6820] | 131 | } | 
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