netradiant-custom/radiant/brush_primit.h
2022-10-27 09:10:31 +03:00

188 lines
7.5 KiB
C++

/*
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<typename T> class Plane3___;
typedef Plane3___<double> 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 <typename Element, typename OtherElement>
inline void ComputeAxisBase( const BasicVector3<Element>& normal, BasicVector3<OtherElement>& texS, BasicVector3<OtherElement>& texT ){
#if 1
const BasicVector3<Element> up( 0, 0, 1 );
const BasicVector3<Element> down( 0, 0, -1 );
if ( vector3_equal_epsilon( normal, up, Element(1e-6) ) ) {
texS = BasicVector3<OtherElement>( 0, 1, 0 );
texT = BasicVector3<OtherElement>( 1, 0, 0 );
}
else if ( vector3_equal_epsilon( normal, down, Element(1e-6) ) ) {
texS = BasicVector3<OtherElement>( 0, 1, 0 );
texT = BasicVector3<OtherElement>( -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
}