/* Copyright (C) 1999-2006 Id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #pragma once #include "math/vector.h" #include "itexdef.h" #include "debugging/debugging.h" // Timo // new brush primitive texdef struct brushprimit_texdef_t { brushprimit_texdef_t(){ coords[0][0] = 2.0f; coords[0][1] = 0.f; coords[0][2] = 0.f; coords[1][0] = 0.f; coords[1][1] = 2.0f; coords[1][2] = 0.f; } void removeScale( std::size_t width, std::size_t height ){ /* values in texture size scale for certain operations */ #if 1 coords[0][0] *= width; coords[0][1] *= width; coords[0][2] *= width; coords[1][0] *= height; coords[1][1] *= height; coords[1][2] *= height; #endif } void addScale( std::size_t width, std::size_t height ){ /* addScaled in .map; offsets in range -1..1; texture size irrelevant */ #if 1 ASSERT_MESSAGE( width > 0, "shader-width is 0" ); ASSERT_MESSAGE( height > 0, "shader-height is 0" ); coords[0][0] /= width; coords[0][1] /= width; coords[0][2] /= width; coords[1][0] /= height; coords[1][1] /= height; coords[1][2] /= height; #endif } float coords[2][3]; }; class TextureProjection { public: texdef_t m_texdef; brushprimit_texdef_t m_brushprimit_texdef; Vector3 m_basis_s; Vector3 m_basis_t; TextureProjection(){ } TextureProjection( const texdef_t& texdef, const brushprimit_texdef_t& brushprimit_texdef, const Vector3& basis_s, const Vector3& basis_t ) : m_texdef( texdef ), m_brushprimit_texdef( brushprimit_texdef ), m_basis_s( basis_s ), m_basis_t( basis_t ){ } }; float Texdef_getDefaultTextureScale(); struct Winding; class Matrix4; template class Plane3___; typedef Plane3___ Plane3; void Normal_GetTransform( const Vector3& normal, Matrix4& transform ); void TexDef_Construct_Default( TextureProjection& projection ); void Texdef_Assign( TextureProjection& projection, const TextureProjection& other, bool setBasis = true ); void Texdef_Assign( TextureProjection& projection, const float* hShift, const float* vShift, const float* hScale, const float* vScale, const float* rotation ); void Texdef_Shift( TextureProjection& projection, float s, float t ); void Texdef_Scale( TextureProjection& projection, float s, float t ); void Texdef_Rotate( TextureProjection& projection, float angle ); void Texdef_ProjectTexture( TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const texdef_t& texdef, const Vector3* direction ); void Texdef_ProjectTexture( TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, TextureProjection other_proj, const Vector3& other_normal ); void Texdef_FitTexture( TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat, bool only_dimension ); void Texdef_Construct_local2tex( const TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, Matrix4& local2tex ); void Texdef_Construct_local2tex4projection( const texdef_t& texdef, std::size_t width, std::size_t height, const Vector3& normal, const Vector3* direction, Matrix4& local2tex ); void Texdef_Construct_local2tex_from_ST( const DoubleVector3 points[3], const DoubleVector3 st[3], Matrix4& local2tex ); void BP_Construct_local2tex( const brushprimit_texdef_t& bp, const Plane3& plane, Matrix4& local2tex ); void Texdef_EmitTextureCoordinates( const TextureProjection& projection, std::size_t width, std::size_t height, Winding& w, const Vector3& normal, const Matrix4& localToWorld ); void ShiftScaleRotate_fromFace( texdef_t& shiftScaleRotate, const TextureProjection& projection ); void ShiftScaleRotate_toFace( const texdef_t& shiftScaleRotate, TextureProjection& projection ); void ShiftScaleRotate_fromPatch( texdef_t& shiftScaleRotate, const TextureProjection& projection ); void Texdef_transformLocked( TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const Matrix4& transform, const Vector3& invariant = g_vector3_identity ); void Texdef_transform( TextureProjection& projection, std::size_t width, std::size_t height, const Plane3& plane, const Matrix4& transform, const Vector3& invariant = g_vector3_identity ); void Texdef_normalise( TextureProjection& projection, float width, float height ); enum TexdefTypeId { TEXDEFTYPEID_QUAKE, TEXDEFTYPEID_BRUSHPRIMITIVES, TEXDEFTYPEID_VALVE, }; struct bp_globals_t { TexdefTypeId m_texdefTypeId; }; extern bp_globals_t g_bp_globals; extern float g_texdef_default_scale; void Texdef_Convert( TexdefTypeId in, TexdefTypeId out, const Plane3& plane, TextureProjection& projection, std::size_t width, std::size_t height ); void Texdef_from_ST( TextureProjection& projection, const DoubleVector3 points[3], const DoubleVector3 st[3], std::size_t width, std::size_t height ); void BP_from_ST( brushprimit_texdef_t& bp, const DoubleVector3 points[3], const DoubleVector3 st[3], const DoubleVector3& normal, const bool normalize = true ); void BPTexdef_Assign( brushprimit_texdef_t& bp_td, const float* hShift, const float* vShift, const float* hScale, const float* vScale, const float* rotation ); //++timo replace everywhere texX by texS etc. ( ----> and in q3map !) // NOTE : ComputeAxisBase here and in q3map code must always BE THE SAME ! // WARNING : special case behaviour of atan2(y,x) <-> atan(y/x) might not be the same everywhere when x == 0 // rotation by (0,RotY,RotZ) assigns X to normal template inline void ComputeAxisBase( const BasicVector3& normal, BasicVector3& texS, BasicVector3& texT ){ #if 1 const BasicVector3 up( 0, 0, 1 ); const BasicVector3 down( 0, 0, -1 ); if ( vector3_equal_epsilon( normal, up, Element(1e-6) ) ) { texS = BasicVector3( 0, 1, 0 ); texT = BasicVector3( 1, 0, 0 ); } else if ( vector3_equal_epsilon( normal, down, Element(1e-6) ) ) { texS = BasicVector3( 0, 1, 0 ); texT = BasicVector3( -1, 0, 0 ); } else { texS = vector3_normalised( vector3_cross( normal, up ) ); texT = vector3_normalised( vector3_cross( normal, texS ) ); vector3_negate( texS ); } #else float RotY,RotZ; // do some cleaning /* if (fabs(normal[0])<1e-6) normal[0]=0.0f; if (fabs(normal[1])<1e-6) normal[1]=0.0f; if (fabs(normal[2])<1e-6) normal[2]=0.0f; */ RotY = -atan2( normal[2],sqrt( normal[1] * normal[1] + normal[0] * normal[0] ) ); RotZ = atan2( normal[1],normal[0] ); // rotate (0,1,0) and (0,0,1) to compute texS and texT texS[0] = -sin( RotZ ); texS[1] = cos( RotZ ); texS[2] = 0; // the texT vector is along -Z ( T texture coorinates axis ) texT[0] = -sin( RotY ) * cos( RotZ ); texT[1] = -sin( RotY ) * sin( RotZ ); texT[2] = -cos( RotY ); #endif }