}
// warning: this is a very expensive function!
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
{
int i, tnum;
- float sdir[3], tdir[3], normal[3], *v;
- const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
+ float sdir[3], tdir[3], normal[3], *sv, *tv;
+ const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// clear the vectors
- if (svector3f)
- memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (tvector3f)
- memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (normal3f)
- memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
- // make the tangents completely perpendicular to the surface normal
- // 12 multiply, 4 add, 6 subtract
- f = DotProduct(sdir, normal);
- sdir[0] -= f * normal[0];
- sdir[1] -= f * normal[1];
- sdir[2] -= f * normal[2];
- f = DotProduct(tdir, normal);
- tdir[0] -= f * normal[0];
- tdir[1] -= f * normal[1];
- tdir[2] -= f * normal[2];
-
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
{
VectorNormalize(sdir);
VectorNormalize(tdir);
- VectorNormalize(normal);
}
- if (svector3f)
- for (i = 0;i < 3;i++)
- VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
- if (tvector3f)
- for (i = 0;i < 3;i++)
- VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
- if (normal3f)
- for (i = 0;i < 3;i++)
- VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
+ for (i = 0;i < 3;i++)
+ {
+ VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
+ VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
+ }
+ }
+ // make the tangents completely perpendicular to the surface normal, and
+ // then normalize them
+ // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
+ for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+ {
+ f = -DotProduct(sv, n);
+ VectorMA(sv, f, n, sv);
+ VectorNormalize(sv);
+ f = -DotProduct(tv, n);
+ VectorMA(tv, f, n, tv);
+ VectorNormalize(tv);
}
- // now we could divide the vectors by the number of averaged values on
- // each vertex... but instead normalize them
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (svector3f)
- for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (tvector3f)
- for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
- // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
- if (normal3f)
- for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
}
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
- surfmesh_t *mesh;
unsigned char *data;
- mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
- mesh->num_vertices = numvertices;
- mesh->num_triangles = numtriangles;
- data = (unsigned char *)(mesh + 1);
- if (mesh->num_vertices)
+ data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+ loadmodel->surfmesh.num_vertices = numvertices;
+ loadmodel->surfmesh.num_triangles = numtriangles;
+ if (loadmodel->surfmesh.num_vertices)
{
- mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
- mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
- mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
if (vertexcolors)
- mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
if (lightmapoffsets)
- mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
}
- if (mesh->num_triangles)
+ if (loadmodel->surfmesh.num_triangles)
{
- mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
if (neighbors)
- mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
}
- return mesh;
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
break;
if (i < width * height * 4)
{
- unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
memcpy(fogpixels, skindata, width * height * 4);
for (i = 0;i < width * height * 4;i += 4)
fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;