X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=10d37620e1338bf1eb6a5f5c6d6456711491aec4;hb=bb26389bfa23c722018724cb0a8fa9188afdc551;hp=a2ac48e6afda20853e9bb1e81e51b97da5784726;hpb=35b6b522b4b9300121a15f94c1065273bab3e9a5;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index a2ac48e6..10d37620 100644 --- a/model_shared.c +++ b/model_shared.c @@ -63,7 +63,7 @@ void Mod_SetupNoTexture(void) } r_notexturepool = R_AllocTexturePool(); - r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP); + r_notexture = R_LoadTexture2D(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); } extern void Mod_BrushStartup (void); @@ -383,7 +383,7 @@ static void Mod_Flush (void) Mod_LoadModels(); } -int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end) +int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end) { int i; for (i = 0;i < numtriangles;i++, elements += 3) @@ -398,9 +398,10 @@ int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end return -1; } -void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles) +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) { - int i, *e, *n; + int i, *n; + const int *e; for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) { n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]); @@ -408,3 +409,226 @@ void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles) n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]); } } + +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; + 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])); + // 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 + 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]; + VectorSubtract(vert[1], vert[0], vec[0]); + VectorSubtract(vert[2], vert[0], vec[1]); + CrossProduct(vec[0], vec[1], normal); + if (DotProduct(normal, normal) >= 0.001) + { + 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]); + VectorNormalize(sdir); + f = -DotProduct(sdir, normal); + VectorMA(sdir, f, normal, sdir); + VectorNormalize(sdir); + CrossProduct(sdir, normal, tdir); + // this is probably not necessary + VectorNormalize(tdir); + // accumulate matrix onto verts used by triangle + 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]; + } + } + } + // 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) + VectorNormalize(v); + for (i = 0, v = tvectors;i < numverts;i++, v += 4) + VectorNormalize(v); + for (i = 0, v = normals;i < numverts;i++, v += 4) + VectorNormalize(v); +} + +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])); + 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); + return mesh; +} + +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->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])); + return newmesh; +} + +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v) +{ + int j; + float *m, temp[3]; + for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4) + { + VectorSubtract(v, m, temp); + if (DotProduct(temp, temp) < 0.1) + return j; + } + mesh->numverts++; + VectorCopy(v, m); + return j; +} + +void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts) +{ + int i, i1, i2, i3; + float *v; + while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles) + { + if (mesh->next == NULL) + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts)); + mesh = mesh->next; + } + i1 = Mod_ShadowMesh_AddVertex(mesh, verts); + i2 = 0; + i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3); + for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3) + { + i2 = i3; + i3 = Mod_ShadowMesh_AddVertex(mesh, v); + mesh->elements[mesh->numtriangles * 3 + 0] = i1; + mesh->elements[mesh->numtriangles * 3 + 1] = i2; + mesh->elements[mesh->numtriangles * 3 + 2] = i3; + mesh->numtriangles++; + } +} + +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool) +{ + return Mod_ShadowMesh_Alloc(mempool, 4096); +} + +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) +{ + //int i; + shadowmesh_t *mesh, *newmesh, *nextmesh; + // reallocate meshs to conserve space + for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh) + { + nextmesh = mesh->next; + if (mesh->numverts >= 3 && mesh->numtriangles >= 1) + { + newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh); + newmesh->next = firstmesh; + firstmesh = newmesh; + //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_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles); + } + Mem_Free(mesh); + } + return firstmesh; +} + +void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius) +{ + int i; + shadowmesh_t *mesh; + vec3_t nmins, nmaxs, ncenter, temp; + float nradius2, dist2, *v; + // calculate bbox + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + if (mesh == firstmesh) + { + VectorCopy(mesh->verts, nmins); + VectorCopy(mesh->verts, nmaxs); + } + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + { + 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]; + if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2]; + } + } + // calculate center and radius + ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f; + ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f; + ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f; + nradius2 = 0; + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + { + VectorSubtract(v, ncenter, temp); + dist2 = DotProduct(temp, temp); + if (nradius2 < dist2) + nradius2 = dist2; + } + } + // return data + if (mins) + VectorCopy(nmins, mins); + if (maxs) + VectorCopy(nmaxs, maxs); + if (center) + VectorCopy(ncenter, center); + if (radius) + *radius = sqrt(nradius2); +} + +void Mod_ShadowMesh_Free(shadowmesh_t *mesh) +{ + shadowmesh_t *nextmesh; + for (;mesh;mesh = nextmesh) + { + nextmesh = mesh->next; + Mem_Free(mesh); + } +}