]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Renamed QuadraticSpline code in curves.c to QuadraticBSpline.
authortomaz <tomaz@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Aug 2004 14:47:35 +0000 (14:47 +0000)
committertomaz <tomaz@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Aug 2004 14:47:35 +0000 (14:47 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4408 d7cf8633-e32d-0410-b094-e92efae38249

curves.c
curves.h
model_brush.c

index 5713197a9e9a58f56296b51091fcdabb7f21dbdb..3fdb26c5d46649c173db1cf1f64722990cecaecb 100644 (file)
--- a/curves.c
+++ b/curves.c
@@ -10,7 +10,7 @@
 #include "zone.h"
 
 #if 0
-void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride)
+void QuadraticBSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride)
 {
        int s;
        // the input (control points) is read as a stream of points, and buffered
@@ -59,7 +59,7 @@ void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in
                {
                        // more components can be handled, but slowly, by calling self multiple times...
                        for (c = 0;c < components;c++, in++, out++)
-                               QuadraticSplineSubdivideFloat(inpoints, 1, in, instride, out, outstride);
+                               QuadraticBSplineSubdivideFloat(inpoints, 1, in, instride, out, outstride);
                        return;
                }
                for (c = 0;c < components;c++)
@@ -104,7 +104,7 @@ void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in
 
 // note: out must have enough room!
 // (see finalwidth/finalheight calcs below)
-void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
 {
        int finalwidth, finalheight, xstep, ystep, x, y, c;
        float *o;
@@ -126,13 +126,13 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
        if (xlevel == 1 && ylevel == 0)
        {
                for (y = 0;y < finalheight;y++)
-                       QuadraticSplineSubdivideFloat(cpwidth, components, in + y * cpwidth * components, sizeof(float) * components, out + y * finalwidth * components, sizeof(float) * components);
+                       QuadraticBSplineSubdivideFloat(cpwidth, components, in + y * cpwidth * components, sizeof(float) * components, out + y * finalwidth * components, sizeof(float) * components);
                return;
        }
        if (xlevel == 0 && ylevel == 1)
        {
                for (x = 0;x < finalwidth;x++)
-                       QuadraticSplineSubdivideFloat(cpheight, components, in + x * components, sizeof(float) * cpwidth * components, out + x * components, sizeof(float) * finalwidth * components);
+                       QuadraticBSplineSubdivideFloat(cpheight, components, in + x * components, sizeof(float) * cpwidth * components, out + x * components, sizeof(float) * finalwidth * components);
                return;
        }
 
@@ -149,20 +149,20 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
                {
                        xstep >>= 1;
                        for (y = 0;y < finalheight;y += ystep)
-                               QuadraticSplineSubdivideFloat(cpwidth, components, out + y * finalwidth * components, sizeof(float) * xstep * 2 * components, out + y * finalwidth * components, sizeof(float) * xstep * components);
+                               QuadraticBSplineSubdivideFloat(cpwidth, components, out + y * finalwidth * components, sizeof(float) * xstep * 2 * components, out + y * finalwidth * components, sizeof(float) * xstep * components);
                        cpwidth = (cpwidth - 1) * 2 + 1;
                }
                if (ystep > 1)
                {
                        ystep >>= 1;
                        for (x = 0;x < finalwidth;x += xstep)
-                               QuadraticSplineSubdivideFloat(cpheight, components, out + x * components, sizeof(float) * ystep * 2 * finalwidth * components, out + x * components, sizeof(float) * ystep * finalwidth * components);
+                               QuadraticBSplineSubdivideFloat(cpheight, components, out + x * components, sizeof(float) * ystep * 2 * finalwidth * components, out + x * components, sizeof(float) * ystep * finalwidth * components);
                        cpheight = (cpheight - 1) * 2 + 1;
                }
        }
 }
 #elif 1
-void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
 {
        int c, x, y, outwidth, outheight, halfstep, xstep, ystep;
        float prev, curr, next;
@@ -288,7 +288,7 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
 }
 #else
 // unfinished code
-void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out)
 {
        int outwidth, outheight;
        outwidth = ((cpwidth - 1) << xlevel) + 1;
@@ -321,7 +321,7 @@ void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xle
 0.00000 0.12500 0.21875 0.31250 0.37500 0.43750 0.46875 0.50000 0.50000 0.50000 0.46875 0.43750 0.37500 0.31250 0.21875 0.12500 0.00000 deviation: not available
 */
 
-float QuadraticSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int components, const float *in)
+float QuadraticBSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int components, const float *in)
 {
        int c, x, y;
        const float *cp;
@@ -344,7 +344,7 @@ float QuadraticSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int com
        return (float)sqrt(bestsquareddeviation);
 }
 
-float QuadraticSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int components, const float *in)
+float QuadraticBSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int components, const float *in)
 {
        int c, x, y;
        const float *cp;
@@ -367,7 +367,7 @@ float QuadraticSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int com
        return (float)sqrt(bestsquareddeviation);
 }
 
-int QuadraticSplinePatchSubdivisionLevelForDeviation(float deviation, float level1tolerance, int levellimit)
+int QuadraticBSplinePatchSubdivisionLevelForDeviation(float deviation, float level1tolerance, int levellimit)
 {
        int level;
        // count the automatic flatten step which reduces deviation by 50%
@@ -378,14 +378,14 @@ int QuadraticSplinePatchSubdivisionLevelForDeviation(float deviation, float leve
        return level;
 }
 
-int QuadraticSplinePatchSubdivisionLevelOnX(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
+int QuadraticBSplinePatchSubdivisionLevelOnX(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
 {
-       return QuadraticSplinePatchSubdivisionLevelForDeviation(QuadraticSplinePatchLargestDeviationOnX(cpwidth, cpheight, components, in), level1tolerance, levellimit);
+       return QuadraticBSplinePatchSubdivisionLevelForDeviation(QuadraticBSplinePatchLargestDeviationOnX(cpwidth, cpheight, components, in), level1tolerance, levellimit);
 }
 
-int QuadraticSplinePatchSubdivisionLevelOnY(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
+int QuadraticBSplinePatchSubdivisionLevelOnY(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit)
 {
-       return QuadraticSplinePatchSubdivisionLevelForDeviation(QuadraticSplinePatchLargestDeviationOnY(cpwidth, cpheight, components, in), level1tolerance, levellimit);
+       return QuadraticBSplinePatchSubdivisionLevelForDeviation(QuadraticBSplinePatchLargestDeviationOnY(cpwidth, cpheight, components, in), level1tolerance, levellimit);
 }
 
 /*
index 0b4610372e3d0f3a53dc9cf1d8bcd81fae4ba544..8924c4a5fda9956734b38a4019784d0f4ede44c3 100644 (file)
--- a/curves.h
+++ b/curves.h
@@ -2,13 +2,13 @@
 #ifndef CURVES_H
 #define CURVES_H
 
-void QuadraticSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride);
-void QuadraticSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out);
-float QuadraticSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int components, const float *in);
-float QuadraticSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int components, const float *in);
-int QuadraticSplinePatchSubdivisionLevelForDeviation(float deviation, float level1tolerance, int levellimit);
-int QuadraticSplinePatchSubdivisionLevelOnX(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit);
-int QuadraticSplinePatchSubdivisionLevelOnY(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit);
+void QuadraticBSplineSubdivideFloat(int inpoints, int components, const float *in, int instride, float *out, int outstride);
+void QuadraticBSplinePatchSubdivideFloatBuffer(int cpwidth, int cpheight, int xlevel, int ylevel, int components, const float *in, float *out);
+float QuadraticBSplinePatchLargestDeviationOnX(int cpwidth, int cpheight, int components, const float *in);
+float QuadraticBSplinePatchLargestDeviationOnY(int cpwidth, int cpheight, int components, const float *in);
+int QuadraticBSplinePatchSubdivisionLevelForDeviation(float deviation, float level1tolerance, int levellimit);
+int QuadraticBSplinePatchSubdivisionLevelOnX(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit);
+int QuadraticBSplinePatchSubdivisionLevelOnY(int cpwidth, int cpheight, int components, const float *in, float level1tolerance, int levellimit);
 
 #endif
 
index c0a7345e266359fb9a111e1d442b5099c6d445f9..cc011c4ca2b51fe98bb479dfc2f6518f07335a54 100644 (file)
@@ -4142,8 +4142,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        //originalneighbor3i = out->data_neighbor3i;
                        */
                        // convert patch to Q3FACETYPE_MESH
-                       xlevel = QuadraticSplinePatchSubdivisionLevelOnX(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_tolerance.value, 10);
-                       ylevel = QuadraticSplinePatchSubdivisionLevelOnY(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_tolerance.value, 10);
+                       xlevel = QuadraticBSplinePatchSubdivisionLevelOnX(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_tolerance.value, 10);
+                       ylevel = QuadraticBSplinePatchSubdivisionLevelOnY(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_tolerance.value, 10);
                        // bound to user settings
                        xlevel = bound(r_subdivisions_minlevel.integer, xlevel, r_subdivisions_maxlevel.integer);
                        ylevel = bound(r_subdivisions_minlevel.integer, ylevel, r_subdivisions_maxlevel.integer);
@@ -4178,10 +4178,10 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        out->num_triangles = finaltriangles;
                        // generate geometry
                        // (note: normals are skipped because they get recalculated)
-                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_vertex3f);
-                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordtexture2f, out->data_texcoordtexture2f);
-                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordlightmap2f, out->data_texcoordlightmap2f);
-                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 4, originalcolor4f, out->data_color4f);
+                       QuadraticBSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_vertex3f);
+                       QuadraticBSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordtexture2f, out->data_texcoordtexture2f);
+                       QuadraticBSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordlightmap2f, out->data_texcoordlightmap2f);
+                       QuadraticBSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 4, originalcolor4f, out->data_color4f);
                        // generate elements
                        e = out->data_element3i;
                        for (y = 0;y < finalheight - 1;y++)
@@ -4211,8 +4211,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        // q3map does not put in collision brushes for curves... ugh
                        // build the lower quality collision geometry
                        out->collisions = true;
-                       xlevel = QuadraticSplinePatchSubdivisionLevelOnX(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
-                       ylevel = QuadraticSplinePatchSubdivisionLevelOnY(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
+                       xlevel = QuadraticBSplinePatchSubdivisionLevelOnX(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
+                       ylevel = QuadraticBSplinePatchSubdivisionLevelOnY(patchsize[0], patchsize[1], 3, originalvertex3f, r_subdivisions_collision_tolerance.value, 10);
                        // bound to user settings
                        xlevel = bound(r_subdivisions_collision_minlevel.integer, xlevel, r_subdivisions_collision_maxlevel.integer);
                        ylevel = bound(r_subdivisions_collision_minlevel.integer, ylevel, r_subdivisions_collision_maxlevel.integer);
@@ -4235,7 +4235,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        out->data_collisionelement3i = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * finaltriangles);
                        out->num_collisionvertices = finalvertices;
                        out->num_collisiontriangles = finaltriangles;
-                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_collisionvertex3f);
+                       QuadraticBSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_collisionvertex3f);
                        // generate elements
                        e = out->data_collisionelement3i;
                        for (y = 0;y < finalheight - 1;y++)