added r_smoothnormals_areaweighting cvar (default 1, suggested by Black as a better...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 18 Aug 2005 18:48:30 +0000 (18:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 18 Aug 2005 18:48:30 +0000 (18:48 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5596 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
gl_rsurf.c
model_alias.c
model_brush.c
model_shared.c
model_shared.h
render.h

index 276a645..05dc0da 100644 (file)
@@ -105,6 +105,8 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
 
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
+
 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
@@ -513,6 +515,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
@@ -1527,7 +1530,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_svector3f = varray_svector3f;
                        rsurface_tvector3f = varray_tvector3f;
                        rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                // a single autosprite surface can contain multiple sprites...
                VectorClear(forward);
@@ -1564,7 +1567,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_svector3f = varray_svector3f;
                        rsurface_tvector3f = varray_tvector3f;
                        rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
                Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
@@ -1609,7 +1612,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
                        if (rsurface_normal3f == NULL)
                        {
                                rsurface_normal3f = varray_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f);
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
                        R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
                        r = 1;
index 27f6d6d..898da1f 100644 (file)
@@ -785,7 +785,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces,
                                rsurface_svector3f = varray_svector3f;
                                rsurface_tvector3f = varray_tvector3f;
                                rsurface_normal3f = varray_normal3f;
-                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
                        if (ent->colormap >= 0)
                        {
index e0b3fa3..ca95999 100644 (file)
@@ -177,7 +177,7 @@ static void Mod_Alias_Mesh_CompileFrameZero(surfmesh_t *mesh)
        mesh->data_tvector3f = mesh->data_vertex3f + mesh->num_vertices * 6;
        mesh->data_normal3f = mesh->data_vertex3f + mesh->num_vertices * 9;
        Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_vertex3f);
-       Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f);
+       Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f, true);
 }
 
 static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
index a19020c..0be4c0d 100644 (file)
@@ -1895,7 +1895,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                }
 
                // compile additional data about the surface geometry
-               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);
+               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, true);
                BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
 
                // generate surface extents information
@@ -4427,7 +4427,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                Con_Print("\n");
                        }
                        // for per pixel lighting
-                       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);
+                       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, true);
                        // calculate a bounding box
                        VectorClear(out->mins);
                        VectorClear(out->maxs);
index fe81e7f..4e77c52 100644 (file)
@@ -486,60 +486,51 @@ 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)
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
 {
-       int i;
+       int i, j;
        const int *element;
        float *vectorNormal;
+       float areaNormal[3];
        // clear the vectors
        memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
        // process each vertex of each triangle and accumulate the results
        // 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 
+       // the greater the length of the normal is
        element = elements;
-       for (i = 0; i < numtriangles; i++)
+       for (i = 0; i < numtriangles; i++, element += 3)
        {
-               float areaNormal[3];
-
                TriangleNormal(
-                       vertex3f + element[0] * 3, 
-                       vertex3f + element[1] * 3, 
-                       vertex3f + element[2] * 3, 
+                       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;
+
+               if (!areaweighting)
+                       VectorNormalize(areaNormal);
+
+               for (j = 0;j < 3;j++)
+               {
+                       vectorNormal = normal3f + element[j] * 3;
+                       vectorNormal[0] += areaNormal[0];
+                       vectorNormal[1] += areaNormal[1];
+                       vectorNormal[2] += areaNormal[2];
+               }
        }
        // and just normalize the accumulated vertex normal in the end
        vectorNormal = normal3f + 3 * firstvertex;
-       for (i = 0; i < numvertices; i++) {
+       for (i = 0; i < numvertices; i++, vectorNormal += 3)
                VectorNormalize(vectorNormal);
-               vectorNormal += 3;
-       }
 }
 
 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)
 {
        float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
-       // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
-       // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+       // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+       // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
 
        // 6 multiply, 9 subtract
        VectorSubtract(v1, v0, v10);
@@ -547,8 +538,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
        normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
        normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
        normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
-       // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
-       VectorNormalize(normal3f);
        // 12 multiply, 10 subtract
        tc10[1] = tc1[1] - tc0[1];
        tc20[1] = tc2[1] - tc0[1];
@@ -569,9 +558,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
        tvector3f[0] -= f * normal3f[0];
        tvector3f[1] -= f * normal3f[1];
        tvector3f[2] -= f * normal3f[2];
-       // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
-       VectorNormalize(svector3f);
-       VectorNormalize(tvector3f);
        // 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
@@ -585,7 +571,7 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
 }
 
 // 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)
+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)
 {
        int i, tnum;
        float sdir[3], tdir[3], normal[3], *v;
@@ -601,33 +587,21 @@ void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int num
        for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
        {
                Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
-               if (svector3f)
+               if (!areaweighting)
                {
-                       for (i = 0;i < 3;i++)
-                       {
-                               svector3f[e[i]*3  ] += sdir[0];
-                               svector3f[e[i]*3+1] += sdir[1];
-                               svector3f[e[i]*3+2] += sdir[2];
-                       }
+                       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++)
-                       {
-                               tvector3f[e[i]*3  ] += tdir[0];
-                               tvector3f[e[i]*3+1] += tdir[1];
-                               tvector3f[e[i]*3+2] += tdir[2];
-                       }
-               }
+                               VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
                if (normal3f)
-               {
                        for (i = 0;i < 3;i++)
-                       {
-                               normal3f[e[i]*3  ] += normal[0];
-                               normal3f[e[i]*3+1] += normal[1];
-                               normal3f[e[i]*3+2] += normal[2];
-                       }
-               }
+                               VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
        }
        // now we could divide the vectors by the number of averaged values on
        // each vertex...  but instead normalize them
index 0bc4993..eaed415 100644 (file)
@@ -560,8 +560,8 @@ extern char loadname[32];   // for hunk tags
 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline);
-void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f);
-void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals);
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
 
 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
 
index 0973f84..689ba43 100644 (file)
--- a/render.h
+++ b/render.h
@@ -196,6 +196,8 @@ extern cvar_t r_textureunits;
 extern cvar_t gl_polyblend;
 extern cvar_t gl_dither;
 
+extern cvar_t r_smoothnormals_areaweighting;
+
 #include "gl_backend.h"
 
 #include "r_light.h"