}
}
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+{
+ int i;
+ for (i = 0;i < numtriangles * 3;i++)
+ if ((unsigned int)elements[i] >= numverts)
+ Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+}
+
+/*
+a note on the cost of executing this function:
+per triangle: 188 (83 42 13 45 4 1)
+assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
+adds: 42 (2 2 2 2 3 2 2 27)
+subtracts: 13 (3 3 3 1 3)
+multiplies: 45 (6 3 6 6 3 3 6 6 6)
+rsqrts: 4 (1 1 1 1)
+compares: 1 (1)
+per vertex: 39 (12 6 18 3)
+assignments: 12 (4 4 4)
+adds: 6 (2 2 2)
+multiplies: 18 (6 6 6)
+rsqrts: 3 (1 1 1)
+*/
+
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;
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
+ // 20 assignments
voffset = e[0] * 4;
vert[0][0] = vertex[voffset+0];
vert[0][1] = vertex[voffset+1];
vert[2][1] = vertex[voffset+1];
vert[2][2] = vertex[voffset+2];
vert[2][3] = texcoord[voffset];
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[1], vert[0], vec[0]);
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[2], vert[0], vec[1]);
+ // 3 assignments, 3 subtracts, 6 multiplies
CrossProduct(vec[0], vec[1], normal);
+ // 1 assignment, 2 adds, 3 multiplies, 1 compare
if (DotProduct(normal, normal) >= 0.001)
{
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
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]);
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(sdir);
+ // 1 assignments, 1 negates, 2 adds, 3 multiplies
f = -DotProduct(sdir, normal);
+ // 3 assignments, 3 adds, 3 multiplies
VectorMA(sdir, f, normal, sdir);
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(sdir);
+ // 3 assignments, 3 subtracts, 6 multiplies
CrossProduct(sdir, normal, tdir);
// this is probably not necessary
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(tdir);
// accumulate matrix onto verts used by triangle
+ // 30 assignments, 27 adds
for (i = 0;i < 3;i++)
{
voffset = e[i] * 4;
// 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)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
for (i = 0, v = normals;i < numverts;i++, v += 4)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
+#define ALLOCMESHINPIECES 0
+#if ALLOCMESHINPIECES
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t));
+#else
mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]));
+#endif
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->numtriangles = 0;
+#if ALLOCMESHINPIECES
+ mesh->verts = Mem_Alloc(mempool, maxverts * sizeof(float[4]));
+ mesh->elements = Mem_Alloc(mempool, maxverts * sizeof(int[3]));
+ mesh->neighbors = Mem_Alloc(mempool, maxverts * sizeof(int[3]));
+#else
mesh->verts = (float *)(mesh + 1);
mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
+#endif
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
+#if ALLOCMESHINPIECES
+ newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t));
+#else
newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+#endif
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
+#if ALLOCMESHINPIECES
+ newmesh->verts = Mem_Alloc(mempool, newmesh->maxverts * sizeof(float[4]));
+ newmesh->elements = Mem_Alloc(mempool, newmesh->numtriangles * sizeof(int[3]));
+ newmesh->neighbors = Mem_Alloc(mempool, newmesh->numtriangles * sizeof(int[3]));
+#else
newmesh->verts = (float *)(newmesh + 1);
newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
+#endif
memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
return j;
}
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+{
+ while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+ {
+ if (mesh->next == NULL)
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+ mesh = mesh->next;
+ }
+ mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->numtriangles++;
+}
+
void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
{
+ int i;
+ float *v;
+ for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
+ /*
int i, i1, i2, i3;
float *v;
- while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+ while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts));
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
mesh = mesh->next;
}
i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
mesh->elements[mesh->numtriangles * 3 + 2] = i3;
mesh->numtriangles++;
}
+ */
}
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
{
- return Mod_ShadowMesh_Alloc(mempool, 4096);
+ int i;
+ for (i = 0;i < numtris;i++, elements += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
+}
+
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+{
+ return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
}
shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
{
+#if 1
//int i;
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
}
Mem_Free(mesh);
}
+#else
+ shadowmesh_t *mesh;
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
+#endif
return firstmesh;
}
for (;mesh;mesh = nextmesh)
{
nextmesh = mesh->next;
+#if ALLOCMESHINPIECES
+ Mem_Free(mesh->verts);
+ Mem_Free(mesh->elements);
+ Mem_Free(mesh->neighbors);
+#endif
Mem_Free(mesh);
}
}