| [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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