]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
-Increased MAX_LIGHTSTYLES to 256.
[xonotic/darkplaces.git] / model_shared.c
index 18f5ae07a6e8091191c6f46de61d2ec636d27a93..fe81e7ffcb13760cfe4219975acda2955294ba60 100644 (file)
@@ -488,33 +488,51 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c
 // warning: this is an expensive function!
 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
 {
-       int i, tnum;
-       float normal[3], *v;
-       const int *e;
+       int i;
+       const int *element;
+       float *vectorNormal;
        // clear the vectors
        memset(normal3f + 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)
+       // use area-averaging, to make triangles with a big area have a bigger
+       // weighting on the vertex normal than triangles with a small area
+       // to do so, just add the 'normals' together (the bigger the area
+       // the greater the length of the normal is 
+       element = elements;
+       for (i = 0; i < numtriangles; i++)
        {
-               TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
-               VectorNormalize(normal);
-               v = normal3f + e[0] * 3;
-               v[0] += normal[0];
-               v[1] += normal[1];
-               v[2] += normal[2];
-               v = normal3f + e[1] * 3;
-               v[0] += normal[0];
-               v[1] += normal[1];
-               v[2] += normal[2];
-               v = normal3f + e[2] * 3;
-               v[0] += normal[0];
-               v[1] += normal[1];
-               v[2] += normal[2];
+               float areaNormal[3];
+
+               TriangleNormal(
+                       vertex3f + element[0] * 3, 
+                       vertex3f + element[1] * 3, 
+                       vertex3f + element[2] * 3, 
+                       areaNormal
+                       );
+       
+               vectorNormal = normal3f + element[0] * 3;
+               vectorNormal[0] += areaNormal[0];
+               vectorNormal[1] += areaNormal[1];
+               vectorNormal[2] += areaNormal[2];
+
+               vectorNormal = normal3f + element[1] * 3;
+               vectorNormal[0] += areaNormal[0];
+               vectorNormal[1] += areaNormal[1];
+               vectorNormal[2] += areaNormal[2];
+
+               vectorNormal = normal3f + element[2] * 3;
+               vectorNormal[0] += areaNormal[0];
+               vectorNormal[1] += areaNormal[1];
+               vectorNormal[2] += areaNormal[2];
+
+               element += 3;
+       }
+       // and just normalize the accumulated vertex normal in the end
+       vectorNormal = normal3f + 3 * firstvertex;
+       for (i = 0; i < numvertices; i++) {
+               VectorNormalize(vectorNormal);
+               vectorNormal += 3;
        }
-       // now we could divide the vectors by the number of averaged values on
-       // each vertex...  but instead normalize them
-       for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
-               VectorNormalize(v);
 }
 
 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)