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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