]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
optimized surface rendering to surface->groupmesh->data_* array pointers directly...
[xonotic/darkplaces.git] / model_brush.c
index 315c20309d1ea680537268322422deb9d781514b..ce9dcd3ceface4db6391af9a17821943f19155dd 100644 (file)
@@ -223,9 +223,9 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                        for (k = 0;k < surface->num_triangles;k++)
                        {
                                tri = (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle) + k * 3;
-                               VectorCopy(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + tri[0] * 3), vert[0]);
-                               VectorCopy(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + tri[1] * 3), vert[1]);
-                               VectorCopy(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + tri[2] * 3), vert[2]);
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[0] * 3), vert[0]);
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[1] * 3), vert[1]);
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[2] * 3), vert[2]);
                                VectorSubtract(vert[1], vert[0], edge[0]);
                                VectorSubtract(vert[2], vert[1], edge[1]);
                                CrossProduct(edge[1], edge[0], facenormal);
@@ -1007,6 +1007,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->width = 16;
                tx->height = 16;
                tx->skin.base = r_texture_notexture;
+               tx->basematerialflags = 0;
                if (i == loadmodel->brush.num_textures - 1)
                {
                        tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
@@ -1017,7 +1018,6 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->basematerialflags |= MATERIALFLAG_WALL;
                        tx->supercontents = SUPERCONTENTS_SOLID;
                }
-               tx->basematerialflags = 0;
                tx->currentframe = tx;
        }
 
@@ -1847,13 +1847,13 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
 
                for (i = 0;i < surface->num_triangles;i++)
                {
-                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 0] = 0;
-                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 1] = i + 1;
-                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 2] = i + 2;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 0] = 0 + surface->num_firstvertex;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 1] = i + 1 + surface->num_firstvertex;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 2] = i + 2 + surface->num_firstvertex;
                }
 
                // compile additional data about the surface geometry
-               Mod_BuildTextureVectorsAndNormals(surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex), (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex));
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_vertex3f, surface->groupmesh->data_texcoordtexture2f, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f);
                BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
 
                // generate surface extents information
@@ -2650,69 +2650,69 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                Con_Print("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal has too many points\n");
                nodeportal->numpoints = 0;
        }
-       else
-       {
-               AddPortalToNodes(nodeportal, front, back);
 
-               // split the portals of this node along this node's plane and assign them to the children of this node
-               // (migrating the portals downward through the tree)
-               for (portal = (portal_t *)node->portals;portal;portal = nextportal)
-               {
-                       if (portal->nodes[0] == portal->nodes[1])
-                               Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)");
-                       if (portal->nodes[0] == node)
-                               side = 0;
-                       else if (portal->nodes[1] == node)
-                               side = 1;
-                       else
-                               Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
-                       nextportal = portal->next[side];
+       AddPortalToNodes(nodeportal, front, back);
 
-                       other_node = portal->nodes[!side];
-                       RemovePortalFromNodes(portal);
+       // split the portals of this node along this node's plane and assign them to the children of this node
+       // (migrating the portals downward through the tree)
+       for (portal = (portal_t *)node->portals;portal;portal = nextportal)
+       {
+               if (portal->nodes[0] == portal->nodes[1])
+                       Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)");
+               if (portal->nodes[0] == node)
+                       side = 0;
+               else if (portal->nodes[1] == node)
+                       side = 1;
+               else
+                       Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
+               nextportal = portal->next[side];
+               if (!portal->numpoints)
+                       continue;
 
-                       // cut the portal into two portals, one on each side of the node plane
-                       PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, 1.0/32.0, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints);
+               other_node = portal->nodes[!side];
+               RemovePortalFromNodes(portal);
 
-                       if (!numfrontpoints)
-                       {
-                               if (side == 0)
-                                       AddPortalToNodes(portal, back, other_node);
-                               else
-                                       AddPortalToNodes(portal, other_node, back);
-                               continue;
-                       }
-                       if (!numbackpoints)
-                       {
-                               if (side == 0)
-                                       AddPortalToNodes(portal, front, other_node);
-                               else
-                                       AddPortalToNodes(portal, other_node, front);
-                               continue;
-                       }
-
-                       // the portal is split
-                       splitportal = AllocPortal();
-                       temp = splitportal->chain;
-                       *splitportal = *portal;
-                       splitportal->chain = temp;
-                       for (i = 0;i < numbackpoints*3;i++)
-                               splitportal->points[i] = backpoints[i];
-                       splitportal->numpoints = numbackpoints;
-                       for (i = 0;i < numfrontpoints*3;i++)
-                               portal->points[i] = frontpoints[i];
-                       portal->numpoints = numfrontpoints;
+               // cut the portal into two portals, one on each side of the node plane
+               PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, 1.0/32.0, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints);
 
+               if (!numfrontpoints)
+               {
+                       if (side == 0)
+                               AddPortalToNodes(portal, back, other_node);
+                       else
+                               AddPortalToNodes(portal, other_node, back);
+                       continue;
+               }
+               if (!numbackpoints)
+               {
                        if (side == 0)
-                       {
                                AddPortalToNodes(portal, front, other_node);
-                               AddPortalToNodes(splitportal, back, other_node);
-                       }
                        else
-                       {
                                AddPortalToNodes(portal, other_node, front);
-                               AddPortalToNodes(splitportal, other_node, back);
-                       }
+                       continue;
+               }
+
+               // the portal is split
+               splitportal = AllocPortal();
+               temp = splitportal->chain;
+               *splitportal = *portal;
+               splitportal->chain = temp;
+               for (i = 0;i < numbackpoints*3;i++)
+                       splitportal->points[i] = backpoints[i];
+               splitportal->numpoints = numbackpoints;
+               for (i = 0;i < numfrontpoints*3;i++)
+                       portal->points[i] = frontpoints[i];
+               portal->numpoints = numfrontpoints;
+
+               if (side == 0)
+               {
+                       AddPortalToNodes(portal, front, other_node);
+                       AddPortalToNodes(splitportal, back, other_node);
+               }
+               else
+               {
+                       AddPortalToNodes(portal, other_node, front);
+                       AddPortalToNodes(splitportal, other_node, back);
                }
        }
 
@@ -2970,7 +2970,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        }
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
-               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
 
@@ -4276,7 +4276,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                        (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex)[j * 4 + 3] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 3];
                                }
                                for (j = 0;j < out->num_triangles*3;j++)
-                                       (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = loadmodel->brushq3.data_element3i[firstelement + j];
+                                       (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = loadmodel->brushq3.data_element3i[firstelement + j] + out->num_firstvertex;
                                break;
                        case Q3FACETYPE_PATCH:
                                patchsize[0] = LittleLong(in->specific.patch.patchsize[0]);
@@ -4313,8 +4313,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                Q3PatchTesselateFloat(2, sizeof(float[2]), (out->groupmesh->data_texcoordtexture2f + 2 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordtexture2f, xtess, ytess);
                                Q3PatchTesselateFloat(2, sizeof(float[2]), (out->groupmesh->data_texcoordlightmap2f + 2 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordlightmap2f, xtess, ytess);
                                Q3PatchTesselateFloat(4, sizeof(float[4]), (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[4]), originalcolor4f, xtess, ytess);
-                               Q3PatchTriangleElements((out->groupmesh->data_element3i + 3 * out->num_firsttriangle), finalwidth, finalheight);
-                               out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex));
+                               Q3PatchTriangleElements((out->groupmesh->data_element3i + 3 * out->num_firsttriangle), finalwidth, finalheight, out->num_firstvertex);
+                               out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), out->groupmesh->data_vertex3f);
                                if (developer.integer >= 2)
                                {
                                        if (out->num_triangles < finaltriangles)
@@ -4350,7 +4350,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                out->num_collisionvertices = finalvertices;
                                out->num_collisiontriangles = finaltriangles;
                                Q3PatchTesselateFloat(3, sizeof(float[3]), out->data_collisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, xtess, ytess);
-                               Q3PatchTriangleElements(out->data_collisionelement3i, finalwidth, finalheight);
+                               Q3PatchTriangleElements(out->data_collisionelement3i, finalwidth, finalheight, 0);
 
                                //Mod_SnapVertices(3, out->num_vertices, (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), 0.25);
                                Mod_SnapVertices(3, out->num_collisionvertices, out->data_collisionvertex3f, 1);
@@ -4367,21 +4367,21 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        meshvertices += out->num_vertices;
                        meshtriangles += out->num_triangles;
                        for (j = 0, invalidelements = 0;j < out->num_triangles * 3;j++)
-                               if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < 0 || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_vertices)
+                               if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < out->num_firstvertex || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_firstvertex + out->num_vertices)
                                        invalidelements++;
                        if (invalidelements)
                        {
                                Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, firstvertex, out->num_vertices, firstelement, out->num_triangles * 3);
                                for (j = 0;j < out->num_triangles * 3;j++)
                                {
-                                       Con_Printf(" %i", (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j]);
-                                       if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < 0 || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_vertices)
-                                               (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = 0;
+                                       Con_Printf(" %i", (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] - out->num_firstvertex);
+                                       if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < out->num_firstvertex || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_firstvertex + out->num_vertices)
+                                               (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = out->num_firstvertex;
                                }
                                Con_Print("\n");
                        }
                        // for per pixel lighting
-                       Mod_BuildTextureVectorsAndNormals(out->num_vertices, out->num_triangles, (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), (out->groupmesh->data_texcoordtexture2f + 2 * out->num_firstvertex), (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), (out->groupmesh->data_svector3f + 3 * out->num_firstvertex), (out->groupmesh->data_tvector3f + 3 * out->num_firstvertex), (out->groupmesh->data_normal3f + 3 * out->num_firstvertex));
+                       Mod_BuildTextureVectorsAndNormals(out->num_firstvertex, out->num_vertices, out->num_triangles, out->groupmesh->data_vertex3f, out->groupmesh->data_texcoordtexture2f, (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), out->groupmesh->data_svector3f, out->groupmesh->data_tvector3f, out->groupmesh->data_normal3f);
                        // calculate a bounding box
                        VectorClear(out->mins);
                        VectorClear(out->maxs);
@@ -5446,7 +5446,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
        }
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
-               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);