00001
00002
00003 #include "shared.h"
00004 #include "listnode.h"
00005 #include "bsp.h"
00006 #include "locmath.h"
00007 #include "polygon.h"
00008 #include "camera.h"
00009 #include "collision.h"
00010 #include "lightmap.h"
00011 #include "tll.h"
00012 #include "mmgr.h"
00013
00014 extern CAMERA* camera;
00015 extern int currentCamera;
00016 extern LinkedList<ListNode> LeafList;
00017 extern LinkedList<ListNode> PartitionList;
00018 extern ListNode* listnode;
00019 extern int numcurrentportals;
00020 extern int numleaves;
00021 extern int numpartitions;
00022 extern int showportals;
00023 extern int currentleaf;
00024
00025 int FindCurrentLeaf(VECTOR Position, BSP_node* node)
00026 {
00027 if (node->leaf == true)
00028 {
00029 numcurrentportals = node->numportals;
00030 return node->nodeid;
00031 }
00032
00033 VECTOR edge1, edge2, planeNormal, temp;
00034
00035 edge1.x = node->partition.Vertex[1].x - node->partition.Vertex[0].x;
00036 edge1.y = node->partition.Vertex[1].y - node->partition.Vertex[0].y;
00037 edge1.z = node->partition.Vertex[1].z - node->partition.Vertex[0].z;
00038 edge2.x = node->partition.Vertex[2].x - node->partition.Vertex[0].x;
00039 edge2.y = node->partition.Vertex[2].y - node->partition.Vertex[0].y;
00040 edge2.z = node->partition.Vertex[2].z - node->partition.Vertex[0].z;
00041 planeNormal = CrossVector(edge1, edge2);
00042 temp.x = node->partition.Vertex[0].x;
00043 temp.y = node->partition.Vertex[0].y;
00044 temp.z = node->partition.Vertex[0].z;
00045
00046 int side = ClassifyPoint(Position, temp, planeNormal);
00047
00048 if (side == 1 || side == 0)
00049 {
00050 return FindCurrentLeaf(Position, node->frontnode);
00051 }
00052 else
00053 {
00054 return FindCurrentLeaf(Position, node->backnode);
00055 }
00056 }
00057
00058 int SelectPartitionfromList(POLYGON* nodepolylist, int numpolys, int* bestfront, int* bestback)
00059 {
00060 int count = 0, result, absdifference = 1000000000, bestplane = 0, front, back, potentialplane, polytoclassify;
00061 VECTOR temp;
00062
00063
00064 for(potentialplane = 0; potentialplane < numpolys; potentialplane++)
00065 {
00066 front = back = 0;
00067 for (polytoclassify = 0; polytoclassify < numpolys; polytoclassify++)
00068 {
00069 result = SplitPolygon(nodepolylist[polytoclassify], nodepolylist[potentialplane], NULL);
00070 switch (result)
00071 {
00072 case Front:
00073 front++;
00074 break;
00075
00076 case Back:
00077 back++;
00078 break;
00079
00080 case TwoFrontOneBack:
00081 front += 2;
00082 back++;
00083 break;
00084
00085 case OneFrontTwoBack:
00086 front++;
00087 back += 2;
00088 break;
00089
00090 case OneFrontOneBack:
00091 front++;
00092 back++;
00093 break;
00094 }
00095 }
00096 if (abs(front - back) < absdifference)
00097 {
00098 absdifference = abs(front - back);
00099 bestplane = potentialplane;
00100 *bestfront = front;
00101 *bestback = back;
00102 }
00103 if (front == 0 || back == 0)
00104 count++;
00105 }
00106 if (count == numpolys)
00107 return -1;
00108 else
00109 return bestplane;
00110 }
00111
00112 void BuildBSP(BSP_node *node)
00113 {
00114 int result, front, back, polytoclassify, partplane;
00115 POLYGON output[3];
00116
00117 partplane = SelectPartitionfromList(node->nodepolylist, node->numpolys, &front, &back);
00118
00119 if (partplane == -1)
00120 {
00121 node->nodeid = ++numleaves;
00122 node->leaf = true;
00123 return;
00124 }
00125
00126 node->nodeid = ++numpartitions;
00127 node->partition = node->nodepolylist[partplane];
00128
00129
00130 node->frontnode = new BSP_node;
00131 node->frontnode->visible = 0;
00132 node->frontnode->leaf = 0;
00133 node->frontnode->numpolys = front;
00134 node->frontnode->nodepolylist = new POLYGON[front];
00135 node->frontnode->numportals = 0;
00136
00137 node->backnode = new BSP_node;
00138 node->backnode->visible = 0;
00139 node->backnode->leaf = 0;
00140 node->backnode->numpolys = back;
00141 node->backnode->nodepolylist = new POLYGON[back];
00142 node->backnode->numportals = 0;
00143
00144 front = back = 0;
00145 for (polytoclassify = 0; polytoclassify < node->numpolys; polytoclassify++)
00146 {
00147 output[0] = node->nodepolylist[polytoclassify];
00148 output[1] = node->nodepolylist[polytoclassify];
00149 output[2] = node->nodepolylist[polytoclassify];
00150
00151 result = SplitPolygon(node->nodepolylist[polytoclassify], node->partition, output);
00152 switch (result)
00153 {
00154 case Front:
00155 node->frontnode->nodepolylist[front] = node->nodepolylist[polytoclassify];
00156 front++;
00157 break;
00158
00159 case Back:
00160 node->backnode->nodepolylist[back] = node->nodepolylist[polytoclassify];
00161 back++;
00162 break;
00163
00164 case TwoFrontOneBack:
00165 node->frontnode->nodepolylist[front] = output[0];
00166 node->frontnode->nodepolylist[front + 1] = output[1];
00167 front += 2;
00168 node->backnode->nodepolylist[back] = output[2];
00169 back++;
00170 break;
00171
00172 case OneFrontTwoBack:
00173 node->frontnode->nodepolylist[front] = output[0];
00174 front++;
00175 node->backnode->nodepolylist[back] = output[1];
00176 node->backnode->nodepolylist[back + 1] = output[2];
00177 back += 2;
00178 break;
00179
00180 case OneFrontOneBack:
00181 node->frontnode->nodepolylist[front] = output[0];
00182 front++;
00183 node->backnode->nodepolylist[back] = output[1];
00184 back++;
00185 break;
00186 }
00187 }
00188
00189 node->numpolys = 0;
00190 delete[] node->nodepolylist;
00191 node->nodepolylist = 0;
00192
00193
00194 BuildBSP(node->frontnode);
00195 BuildBSP(node->backnode);
00196 }
00197
00198 int RenderBSP(BSP_node *node)
00199 {
00200 int Side;
00201 VECTOR Position, edge1, edge2, planeNormal, temp;
00202
00203
00204 Position.x = camera[currentCamera].Position.x;
00205 Position.y = camera[currentCamera].Position.y;
00206 Position.z = camera[currentCamera].Position.z;
00207
00208 if (!node->leaf)
00209 {
00210
00211 edge1.x = node->partition.Vertex[1].x - node->partition.Vertex[0].x;
00212 edge1.y = node->partition.Vertex[1].y - node->partition.Vertex[0].y;
00213 edge1.z = node->partition.Vertex[1].z - node->partition.Vertex[0].z;
00214 edge2.x = node->partition.Vertex[2].x - node->partition.Vertex[0].x;
00215 edge2.y = node->partition.Vertex[2].y - node->partition.Vertex[0].y;
00216 edge2.z = node->partition.Vertex[2].z - node->partition.Vertex[0].z;
00217 planeNormal = CrossVector(edge1, edge2);
00218 temp.x = node->partition.Vertex[0].x;
00219 temp.y = node->partition.Vertex[0].y;
00220 temp.z = node->partition.Vertex[0].z;
00221 Side = ClassifyPoint(Position, temp, planeNormal);
00222
00223 if (Side == -1)
00224 {
00225 RenderBSP(node->frontnode);
00226 RenderBSP(node->backnode);
00227 }
00228 else
00229 {
00230 RenderBSP(node->backnode);
00231 RenderBSP(node->frontnode);
00232 }
00233 }
00234
00235 if (node->leaf)
00236 {
00237
00238 for (int loop = 0; loop < node->numpolys; loop++)
00239 {
00240 glMatrixMode(GL_TEXTURE);
00241 glPushMatrix();
00242
00243 glScalef(node->nodepolylist[loop].Scale[0], node->nodepolylist[loop].Scale[1], 1.0f);
00244 glTranslatef(node->nodepolylist[loop].Shift[0], node->nodepolylist[loop].Shift[1], 0.0f);
00245 glRotatef(node->nodepolylist[loop].Rotate, 0.0f, 0.0f, 1.0f);
00246 glBindTexture(GL_TEXTURE_2D, node->nodepolylist[loop].Texture);
00247 glBegin(GL_TRIANGLES);
00248 glNormal3fv(&node->nodepolylist[loop].Vertex[0].nx);
00249 glTexCoord2f(node->nodepolylist[loop].Vertex[0].u, node->nodepolylist[loop].Vertex[0].v);
00250 glVertex3fv(&node->nodepolylist[loop].Vertex[0].x);
00251 glTexCoord2f(node->nodepolylist[loop].Vertex[1].u, node->nodepolylist[loop].Vertex[1].v);
00252 glVertex3fv(&node->nodepolylist[loop].Vertex[1].x);
00253 glTexCoord2f(node->nodepolylist[loop].Vertex[2].u, node->nodepolylist[loop].Vertex[2].v);
00254 glVertex3fv(&node->nodepolylist[loop].Vertex[2].x);
00255 glEnd();
00256 glPopMatrix();
00257 glMatrixMode(GL_MODELVIEW);
00258
00259 glEnable(GL_BLEND);
00260 glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
00261
00262 glBindTexture(GL_TEXTURE_2D, node->nodelightmaplist[loop].Texture.TexID);
00263 glBegin(GL_TRIANGLES);
00264 glNormal3fv(&node->nodepolylist[loop].Vertex[0].nx);
00265 glTexCoord2f(node->nodelightmaplist[loop].vertex_u[0], node->nodelightmaplist[loop].vertex_v[0]);
00266 glVertex3fv(&node->nodepolylist[loop].Vertex[0].x);
00267 glTexCoord2f(node->nodelightmaplist[loop].vertex_u[1], node->nodelightmaplist[loop].vertex_v[1]);
00268 glVertex3fv(&node->nodepolylist[loop].Vertex[1].x);
00269 glTexCoord2f(node->nodelightmaplist[loop].vertex_u[2], node->nodelightmaplist[loop].vertex_v[2]);
00270 glVertex3fv(&node->nodepolylist[loop].Vertex[2].x);
00271 glEnd();
00272 glDisable(GL_BLEND);
00273 }
00274
00275 if (showportals)
00276 {
00277
00278 glDisable(GL_TEXTURE_2D);
00279 glDisable(GL_LIGHTING);
00280 glEnable(GL_BLEND);
00281 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00282 glEnable(GL_ALPHA_TEST);
00283 glAlphaFunc(GL_GREATER, 0);
00284 glColor4f(1.0, 1.0, 0.0, 0.2);
00285
00286 if (currentleaf == node->nodeid)
00287 {
00288 for (int loop = 1; loop <= node->numportals; loop++)
00289 {
00290 PORTAL* tempportal = node->portallist.Get(loop);
00291 glBegin(GL_POLYGON);
00292 glNormal3fv(&tempportal->Vertex[0].nx);
00293 for (int innerloop = 0; innerloop < tempportal->numVertices; innerloop++)
00294 glVertex3f(tempportal->Vertex[innerloop].x, tempportal->Vertex[innerloop].y, tempportal->Vertex[innerloop].z);
00295 glEnd();
00296 }
00297 }
00298 glDisable(GL_BLEND);
00299 glDisable(GL_ALPHA_TEST);
00300 glEnable(GL_TEXTURE_2D);
00301 glEnable(GL_LIGHTING);
00302 }
00303 }
00304 return 1;
00305 }
00306
00307 void DeleteBSP(BSP_node *node)
00308 {
00309 if (node->leaf == true)
00310 {
00311 delete[] node->nodepolylist;
00312 delete[] node->nodelightmaplist;
00313 for (int i = node->numportals; i > 0 ; i--)
00314 {
00315 PORTAL* temp = node->portallist.Get(i);
00316 delete[] temp->Vertex;
00317 node->portallist.Delete(i);
00318 delete temp;
00319 }
00320 node->numportals = 0;
00321 return;
00322 }
00323
00324 DeleteBSP(node->frontnode);
00325 delete node->frontnode;
00326 DeleteBSP(node->backnode);
00327 delete node->backnode;
00328 }
00329
00330 void DrawIntersectionSphere(VECTOR coordinates)
00331 {
00332 float mat_ambient[] = { 0.2, 1.0, 0.1, 1.0 };
00333 float mat_diffuse[] = { 0.2, 1.0, 0.1, 1.0 };
00334 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00335 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00336 glDisable(GL_TEXTURE_2D);
00337 glPushMatrix();
00338 glTranslatef(coordinates.x, coordinates.y, coordinates.z);
00339 GLUquadricObj * sphere = gluNewQuadric();
00340 gluQuadricOrientation(sphere, GLU_OUTSIDE);
00341 gluSphere(sphere,0.3,20,20);
00342 glPopMatrix();
00343 glEnable(GL_TEXTURE_2D);
00344 }