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netradiant-custom/tools/quake3/q3map2/surface_foliage.cpp
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2025-09-23 02:45:24 +05:00

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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 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
----------------------------------------------------------------------------------
Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
#define MAX_FOLIAGE_INSTANCES 8192
static int numFoliageInstances;
static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
/*
SubdivideFoliageTriangle_r()
recursively subdivides a triangle until the triangle is smaller than
the desired density, then pseudo-randomly sets a point
*/
static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, const foliage_t& foliage, const TriRef& tri ){
int max;
/* limit test */
if ( numFoliageInstances >= MAX_FOLIAGE_INSTANCES ) {
return;
}
/* plane test */
{
Plane3f plane;
/* make a plane */
if ( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) ) {
return;
}
/* if normal is too far off vertical, then don't place an instance */
if ( plane.normal().z() < 0.5f ) {
return;
}
}
/* subdivide calc */
{
/* get instance */
foliageInstance_t *fi = &foliageInstances[ numFoliageInstances ];
/* find the longest edge and split it */
max = -1;
float maxDist = 0.0f;
fi->xyz.set( 0 );
fi->normal.set( 0 );
for ( int i = 0; i < 3; ++i )
{
const float dist = vector3_length_squared( tri[ i ]->xyz - tri[ ( i + 1 ) % 3 ]->xyz );
/* longer? */
if ( dist > maxDist ) {
maxDist = dist;
max = i;
}
/* add to centroid */
fi->xyz += tri[ i ]->xyz;
fi->normal += tri[ i ]->normal;
}
/* is the triangle small enough? */
if ( maxDist <= ( foliage.density * foliage.density ) ) {
float alpha, odds, r;
/* get average alpha */
if ( foliage.inverseAlpha == 2 ) {
alpha = 1.0f;
}
else
{
alpha = ( tri[ 0 ]->color[ 0 ].alpha() + tri[ 1 ]->color[ 0 ].alpha() + tri[ 2 ]->color[ 0 ].alpha() ) / 765.0f;
if ( foliage.inverseAlpha == 1 ) {
alpha = 1.0f - alpha;
}
if ( alpha < 0.75f ) {
return;
}
}
/* roll the dice */
odds = foliage.odds * alpha;
r = Random();
if ( r > odds ) {
return;
}
/* scale centroid */
fi->xyz *= 0.33333333f;
if ( VectorNormalize( fi->normal ) == 0.0f ) {
return;
}
/* add to count and return */
numFoliageInstances++;
return;
}
}
/* split the longest edge and map it */
const bspDrawVert_t mid = LerpDrawVert( *tri[ max ], *tri[ ( max + 1 ) % 3 ] );
/* recurse to first triangle */
TriRef tri2 = tri;
tri2[ max ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
/* recurse to second triangle */
tri2 = tri;
tri2[ ( max + 1 ) % 3 ] = &mid;
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
}
/*
GenFoliage()
generates a foliage file for a bsp
*/
void Foliage( mapDrawSurface_t *src, entity_t& entity ){
/* get shader */
shaderInfo_t *si = src->shaderInfo;
if ( si == NULL || si->foliage.empty() ) {
return;
}
/* do every foliage */
for ( const auto& foliage : si->foliage )
{
/* zero out */
numFoliageInstances = 0;
/* map the surface onto the lightmap origin/cluster/normal buffers */
switch ( src->type )
{
case ESurfaceType::Meta:
case ESurfaceType::ForcedMeta:
case ESurfaceType::Triangles:
{
/* get verts */
const bspDrawVert_t *verts = src->verts;
/* map the triangles */
for ( int i = 0; i < src->numIndexes; i += 3 )
SubdivideFoliageTriangle_r( src, foliage, TriRef{
&verts[ src->indexes[ i + 0 ] ],
&verts[ src->indexes[ i + 1 ] ],
&verts[ src->indexes[ i + 2 ] ]
} );
break;
}
case ESurfaceType::Patch:
{
/* make a mesh from the drawsurf */
mesh_t srcMesh;
srcMesh.width = src->patchWidth;
srcMesh.height = src->patchHeight;
srcMesh.verts = src->verts;
mesh_t *subdivided = SubdivideMesh( srcMesh, 8, 512 );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh_t *mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
/* get verts */
const bspDrawVert_t *verts = mesh->verts;
/* map the mesh quads */
for ( int y = 0; y < ( mesh->height - 1 ); ++y )
{
for ( int x = 0; x < ( mesh->width - 1 ); ++x )
{
/* set indexes */
const int pw[ 5 ] = {
x + ( y * mesh->width ),
x + ( ( y + 1 ) * mesh->width ),
x + 1 + ( ( y + 1 ) * mesh->width ),
x + 1 + ( y * mesh->width ),
x + ( y * mesh->width ) /* same as pw[ 0 ] */
};
/* set radix */
const int r = ( x + y ) & 1;
/* get drawverts and map first triangle */
SubdivideFoliageTriangle_r( src, foliage, TriRef{
&verts[ pw[ r + 0 ] ],
&verts[ pw[ r + 1 ] ],
&verts[ pw[ r + 2 ] ]
} );
/* get drawverts and map second triangle */
SubdivideFoliageTriangle_r( src, foliage, TriRef{
&verts[ pw[ r + 0 ] ],
&verts[ pw[ r + 2 ] ],
&verts[ pw[ r + 3 ] ]
} );
}
}
/* free the mesh */
FreeMesh( mesh );
break;
}
default:
break;
}
/* any origins? */
if ( numFoliageInstances < 1 ) {
continue;
}
/* remember surface count */
const int oldNumMapDrawSurfs = numMapDrawSurfs;
/* add the model to the bsp */
InsertModel( foliage.model.c_str(), NULL, 0, matrix4_scale_for_vec3( Vector3( foliage.scale ) ), NULL, NULL, entity, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0, clipDepthGlobal );
/* walk each new surface */
for ( int i = oldNumMapDrawSurfs; i < numMapDrawSurfs; ++i )
{
/* get surface */
mapDrawSurface_t& ds = mapDrawSurfs[ i ];
/* set up */
ds.type = ESurfaceType::Foliage;
ds.numFoliageInstances = numFoliageInstances;
/* a wee hack */
ds.patchWidth = ds.numFoliageInstances;
ds.patchHeight = ds.numVerts;
/* set fog to be same as source surface */
ds.fogNum = src->fogNum;
/* add a drawvert for every instance */
bspDrawVert_t *verts = safe_calloc( ( ds.numVerts + ds.numFoliageInstances ) * sizeof( *verts ) );
memcpy( verts, ds.verts, ds.numVerts * sizeof( *verts ) );
free( ds.verts );
ds.verts = verts;
/* copy the verts */
for ( int j = 0; j < ds.numFoliageInstances; ++j )
{
/* get vert (foliage instance) */
bspDrawVert_t& fi = ds.verts[ ds.numVerts + j ];
/* copy xyz and normal */
fi.xyz = foliageInstances[ j ].xyz;
fi.normal = foliageInstances[ j ].normal;
/* ydnar: set color */
for ( auto& color : fi.color )
{
color.set( 255 );
}
}
/* increment */
ds.numVerts += ds.numFoliageInstances;
}
}
}