X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=05e7edd3adf7f14c495ad50a93c122d0fff0937b;hb=c1bd2ffa056ccb144254a29313a98688e85e43f1;hp=5bec6c2283f1385395a5a4f83177ca5cc16a55cc;hpb=aee09d1c9af512a6dd365ae572464a4df0223207;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 5bec6c22..05e7edd3 100644 --- a/model_shared.c +++ b/model_shared.c @@ -199,7 +199,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, { if (checkdisk) { - buf = COM_LoadFile (mod->name, false); + buf = FS_LoadFile (mod->name, false); if (!buf) { if (crash) @@ -207,7 +207,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, return NULL; } - crc = CRC_Block(buf, com_filesize); + crc = CRC_Block(buf, fs_filesize); } else crc = mod->crc; @@ -224,14 +224,14 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, if (!buf) { - buf = COM_LoadFile (mod->name, false); + buf = FS_LoadFile (mod->name, false); if (!buf) { if (crash) Host_Error ("Mod_LoadModel: %s not found", mod->name); return NULL; } - crc = CRC_Block(buf, com_filesize); + crc = CRC_Block(buf, fs_filesize); } // allocate a new model @@ -486,35 +486,35 @@ 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) +void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f) { 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])); + memset(svector3f, 0, numverts * sizeof(float[3])); + memset(tvector3f, 0, numverts * sizeof(float[3])); + memset(normal3f, 0, numverts * sizeof(float[3])); // 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 // 20 assignments - 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]; + voffset = e[0]; + vert[0][0] = vertex3f[voffset*3+0]; + vert[0][1] = vertex3f[voffset*3+1]; + vert[0][2] = vertex3f[voffset*3+2]; + vert[0][3] = texcoord2f[voffset*2]; + voffset = e[1]; + vert[1][0] = vertex3f[voffset*3+0]; + vert[1][1] = vertex3f[voffset*3+1]; + vert[1][2] = vertex3f[voffset*3+2]; + vert[1][3] = texcoord2f[voffset*2]; + voffset = e[2]; + vert[2][0] = vertex3f[voffset*3+0]; + vert[2][1] = vertex3f[voffset*3+1]; + vert[2][2] = vertex3f[voffset*3+2]; + vert[2][3] = texcoord2f[voffset*2]; // 3 assignments, 3 subtracts VectorSubtract(vert[1], vert[0], vec[0]); // 3 assignments, 3 subtracts @@ -526,48 +526,50 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo { // 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]); + tdir[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])); + tdir[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])); + tdir[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); + VectorNormalize(tdir); // 1 assignments, 1 negates, 2 adds, 3 multiplies - f = -DotProduct(sdir, normal); + f = -DotProduct(tdir, normal); // 3 assignments, 3 adds, 3 multiplies - VectorMA(sdir, f, normal, sdir); + VectorMA(tdir, f, normal, tdir); // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies - VectorNormalize(sdir); + VectorNormalize(tdir); // 3 assignments, 3 subtracts, 6 multiplies - CrossProduct(sdir, normal, tdir); + CrossProduct(tdir, normal, sdir); // this is probably not necessary // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies - VectorNormalize(tdir); + VectorNormalize(sdir); + // + VectorNegate(sdir, sdir); // accumulate matrix onto verts used by triangle // 30 assignments, 27 adds 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]; + voffset = e[i]; + svector3f[voffset*3 ] += sdir[0]; + svector3f[voffset*3+1] += sdir[1]; + svector3f[voffset*3+2] += sdir[2]; + tvector3f[voffset*3 ] += tdir[0]; + tvector3f[voffset*3+1] += tdir[1]; + tvector3f[voffset*3+2] += tdir[2]; + normal3f[voffset*3 ] += normal[0]; + normal3f[voffset*3+1] += normal[1]; + normal3f[voffset*3+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) + for (i = 0, v = svector3f;i < numverts;i++, v += 3) // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies VectorNormalize(v); - for (i = 0, v = tvectors;i < numverts;i++, v += 4) + for (i = 0, v = tvector3f;i < numverts;i++, v += 3) // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies VectorNormalize(v); - for (i = 0, v = normals;i < numverts;i++, v += 4) + for (i = 0, v = normal3f;i < numverts;i++, v += 3) // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies VectorNormalize(v); } @@ -575,15 +577,15 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) { shadowmesh_t *mesh; - mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t)); + mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t)); mesh->maxverts = maxverts; mesh->maxtriangles = maxverts; mesh->numverts = 0; mesh->numtriangles = 0; - mesh->verts = (float *)(mesh + 1); - mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4); - mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3); - mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3); + mesh->vertex3f = (float *)(mesh + 1); + mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3); + mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3); + mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3); mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH); return mesh; } @@ -591,15 +593,15 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh) { shadowmesh_t *newmesh; - newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); + newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); newmesh->maxverts = newmesh->numverts = oldmesh->numverts; newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles; - newmesh->verts = (float *)(newmesh + 1); - newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4); - newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3); - 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])); + newmesh->vertex3f = (float *)(newmesh + 1); + newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3); + newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3); + memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3])); + memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3])); + memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3])); return newmesh; } @@ -612,14 +614,14 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v) hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH; for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) { - m = mesh->verts + (hash - mesh->vertexhashentries) * 4; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2]) return hash - mesh->vertexhashentries; } hash = mesh->vertexhashentries + mesh->numverts; hash->next = mesh->vertexhashtable[hashindex]; mesh->vertexhashtable[hashindex] = hash; - m = mesh->verts + (hash - mesh->vertexhashentries) * 4; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; VectorCopy(v, m); mesh->numverts++; return mesh->numverts - 1; @@ -633,9 +635,9 @@ void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *v 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->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0); + mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1); + mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2); mesh->numtriangles++; } @@ -673,7 +675,7 @@ void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts { 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); + Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3); } shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles) @@ -698,8 +700,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) //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_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles); + Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles); } Mem_Free(mesh); } @@ -725,10 +727,10 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, { if (mesh == firstmesh) { - VectorCopy(mesh->verts, nmins); - VectorCopy(mesh->verts, nmaxs); + VectorCopy(mesh->vertex3f, nmins); + VectorCopy(mesh->vertex3f, nmaxs); } - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0]; if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1]; @@ -742,7 +744,7 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, nradius2 = 0; for (mesh = firstmesh;mesh;mesh = mesh->next) { - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { VectorSubtract(v, ncenter, temp); dist2 = DotProduct(temp, temp);