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