}
r_notexturepool = R_AllocTexturePool();
- r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP);
+ r_notexture = R_LoadTexture2D(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
}
extern void Mod_BrushStartup (void);
Mod_LoadModels();
}
-int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end)
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end)
{
int i;
for (i = 0;i < numtriangles;i++, elements += 3)
return -1;
}
-void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles)
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
{
- int i, *e, *n;
+ int i, *n;
+ const int *e;
for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
{
n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]);
}
}
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+{
+ int i, tnum, voffset;
+ float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
+ const int *e;
+ // clear the vectors
+ memset(svectors, 0, numverts * sizeof(float[4]));
+ memset(tvectors, 0, numverts * sizeof(float[4]));
+ memset(normals, 0, numverts * sizeof(float[4]));
+ // process each vertex of each triangle and accumulate the results
+ for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+ {
+ // calculate texture matrix for triangle
+ voffset = e[0] * 4;
+ vert[0][0] = vertex[voffset+0];
+ vert[0][1] = vertex[voffset+1];
+ vert[0][2] = vertex[voffset+2];
+ vert[0][3] = texcoord[voffset];
+ voffset = e[1] * 4;
+ vert[1][0] = vertex[voffset+0];
+ vert[1][1] = vertex[voffset+1];
+ vert[1][2] = vertex[voffset+2];
+ vert[1][3] = texcoord[voffset];
+ voffset = e[2] * 4;
+ vert[2][0] = vertex[voffset+0];
+ vert[2][1] = vertex[voffset+1];
+ vert[2][2] = vertex[voffset+2];
+ vert[2][3] = texcoord[voffset];
+ VectorSubtract(vert[1], vert[0], vec[0]);
+ VectorSubtract(vert[2], vert[0], vec[1]);
+ CrossProduct(vec[0], vec[1], normal);
+ if (DotProduct(normal, normal) >= 0.001)
+ {
+ VectorNormalize(normal);
+ sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
+ sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
+ sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
+ VectorNormalize(sdir);
+ f = -DotProduct(sdir, normal);
+ VectorMA(sdir, f, normal, sdir);
+ VectorNormalize(sdir);
+ CrossProduct(sdir, normal, tdir);
+ // this is probably not necessary
+ VectorNormalize(tdir);
+ // accumulate matrix onto verts used by triangle
+ for (i = 0;i < 3;i++)
+ {
+ voffset = e[i] * 4;
+ svectors[voffset ] += sdir[0];
+ svectors[voffset + 1] += sdir[1];
+ svectors[voffset + 2] += sdir[2];
+ tvectors[voffset ] += tdir[0];
+ tvectors[voffset + 1] += tdir[1];
+ tvectors[voffset + 2] += tdir[2];
+ normals[voffset ] += normal[0];
+ normals[voffset + 1] += normal[1];
+ normals[voffset + 2] += normal[2];
+ }
+ }
+ }
+ // now we could divide the vectors by the number of averaged values on
+ // each vertex... but instead normalize them
+ for (i = 0, v = svectors;i < numverts;i++, v += 4)
+ VectorNormalize(v);
+ for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ VectorNormalize(v);
+ for (i = 0, v = normals;i < numverts;i++, v += 4)
+ VectorNormalize(v);
+}
+
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(1000, numverts));
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts));
mesh = mesh->next;
}
i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool)
{
- return Mod_ShadowMesh_Alloc(mempool, 1000);
+ return Mod_ShadowMesh_Alloc(mempool, 4096);
}
shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
{
- int i;
+ //int i;
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
{
nextmesh = mesh->next;
- newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
- newmesh->next = firstmesh;
- firstmesh = newmesh;
+ if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+ {
+ newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+ newmesh->next = firstmesh;
+ firstmesh = newmesh;
+ //Con_Printf("mesh\n");
+ //for (i = 0;i < newmesh->numtriangles;i++)
+ // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
+ Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
+ }
Mem_Free(mesh);
- Con_Printf("mesh\n");
- for (i = 0;i < newmesh->numtriangles;i++)
- Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
- Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
}
return firstmesh;
}