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tr_trisurf.cpp
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tr_trisurf.cpp
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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
/*
==============================================================================
TRIANGLE MESH PROCESSING
The functions in this file have no vertex / index count limits.
Truly identical vertexes that match in position, normal, and texcoord can
be merged away.
Vertexes that match in position and texcoord, but have distinct normals will
remain distinct for all purposes. This is usually a poor choice for models,
as adding a bevel face will not add any more vertexes, and will tend to
look better.
Match in position and normal, but differ in texcoords are referenced together
for calculating tangent vectors for bump mapping.
Artists should take care to have identical texels in all maps (bump/diffuse/specular)
in this case
Vertexes that only match in position are merged for shadow edge finding.
Degenerate triangles.
Overlapped triangles, even if normals or texcoords differ, must be removed.
for the silhoette based stencil shadow algorithm to function properly.
Is this true???
Is the overlapped triangle problem just an example of the trippled edge problem?
Interpenetrating triangles are not currently clipped to surfaces.
Do they effect the shadows?
if vertexes are intended to deform apart, make sure that no vertexes
are on top of each other in the base frame, or the sil edges may be
calculated incorrectly.
We might be able to identify this from topology.
Dangling edges are acceptable, but three way edges are not.
Are any combinations of two way edges unacceptable, like one facing
the backside of the other?
Topology is determined by a collection of triangle indexes.
The edge list can be built up from this, and stays valid even under
deformations.
Somewhat non-intuitively, concave edges cannot be optimized away, or the
stencil shadow algorithm miscounts.
Face normals are needed for generating shadow volumes and for calculating
the silhouette, but they will change with any deformation.
Vertex normals and vertex tangents will change with each deformation,
but they may be able to be transformed instead of recalculated.
bounding volume, both box and sphere will change with deformation.
silhouette indexes
shade indexes
texture indexes
shade indexes will only be > silhouette indexes if there is facet shading present
lookups from texture to sil and texture to shade?
The normal and tangent vector smoothing is simple averaging, no attempt is
made to better handle the cases where the distribution around the shared vertex
is highly uneven.
we may get degenerate triangles even with the uniquing and removal
if the vertexes have different texcoords.
==============================================================================
*/
// this shouldn't change anything, but previously renderbumped models seem to need it
#define USE_INVA
// instead of using the texture T vector, cross the normal and S vector for an orthogonal axis
#define DERIVE_UNSMOOTHED_BITANGENT
const int MAX_SIL_EDGES = 0x10000;
const int SILEDGE_HASH_SIZE = 1024;
static int numSilEdges;
static silEdge_t * silEdges;
static idHashIndex silEdgeHash( SILEDGE_HASH_SIZE, MAX_SIL_EDGES );
static int numPlanes;
static idBlockAlloc<srfTriangles_t, 1<<8> srfTrianglesAllocator;
#ifdef USE_TRI_DATA_ALLOCATOR
static idDynamicBlockAlloc<idDrawVert, 1<<20, 1<<10> triVertexAllocator;
static idDynamicBlockAlloc<glIndex_t, 1<<18, 1<<10> triIndexAllocator;
static idDynamicBlockAlloc<shadowCache_t, 1<<18, 1<<10> triShadowVertexAllocator;
static idDynamicBlockAlloc<idPlane, 1<<17, 1<<10> triPlaneAllocator;
static idDynamicBlockAlloc<glIndex_t, 1<<17, 1<<10> triSilIndexAllocator;
static idDynamicBlockAlloc<silEdge_t, 1<<17, 1<<10> triSilEdgeAllocator;
static idDynamicBlockAlloc<dominantTri_t, 1<<16, 1<<10> triDominantTrisAllocator;
static idDynamicBlockAlloc<int, 1<<16, 1<<10> triMirroredVertAllocator;
static idDynamicBlockAlloc<int, 1<<16, 1<<10> triDupVertAllocator;
#else
static idDynamicAlloc<idDrawVert, 1<<20, 1<<10> triVertexAllocator;
static idDynamicAlloc<glIndex_t, 1<<18, 1<<10> triIndexAllocator;
static idDynamicAlloc<shadowCache_t, 1<<18, 1<<10> triShadowVertexAllocator;
static idDynamicAlloc<idPlane, 1<<17, 1<<10> triPlaneAllocator;
static idDynamicAlloc<glIndex_t, 1<<17, 1<<10> triSilIndexAllocator;
static idDynamicAlloc<silEdge_t, 1<<17, 1<<10> triSilEdgeAllocator;
static idDynamicAlloc<dominantTri_t, 1<<16, 1<<10> triDominantTrisAllocator;
static idDynamicAlloc<int, 1<<16, 1<<10> triMirroredVertAllocator;
static idDynamicAlloc<int, 1<<16, 1<<10> triDupVertAllocator;
#endif
/*
===============
R_InitTriSurfData
===============
*/
void R_InitTriSurfData( void ) {
silEdges = (silEdge_t *)R_StaticAlloc( MAX_SIL_EDGES * sizeof( silEdges[0] ) );
// initialize allocators for triangle surfaces
triVertexAllocator.Init();
triIndexAllocator.Init();
triShadowVertexAllocator.Init();
triPlaneAllocator.Init();
triSilIndexAllocator.Init();
triSilEdgeAllocator.Init();
triDominantTrisAllocator.Init();
triMirroredVertAllocator.Init();
triDupVertAllocator.Init();
// never swap out triangle surfaces
triVertexAllocator.SetLockMemory( true );
triIndexAllocator.SetLockMemory( true );
triShadowVertexAllocator.SetLockMemory( true );
triPlaneAllocator.SetLockMemory( true );
triSilIndexAllocator.SetLockMemory( true );
triSilEdgeAllocator.SetLockMemory( true );
triDominantTrisAllocator.SetLockMemory( true );
triMirroredVertAllocator.SetLockMemory( true );
triDupVertAllocator.SetLockMemory( true );
}
/*
===============
R_ShutdownTriSurfData
===============
*/
void R_ShutdownTriSurfData( void ) {
R_StaticFree( silEdges );
silEdgeHash.Free();
srfTrianglesAllocator.Shutdown();
triVertexAllocator.Shutdown();
triIndexAllocator.Shutdown();
triShadowVertexAllocator.Shutdown();
triPlaneAllocator.Shutdown();
triSilIndexAllocator.Shutdown();
triSilEdgeAllocator.Shutdown();
triDominantTrisAllocator.Shutdown();
triMirroredVertAllocator.Shutdown();
triDupVertAllocator.Shutdown();
}
/*
===============
R_PurgeTriSurfData
===============
*/
void R_PurgeTriSurfData( frameData_t *frame ) {
// free deferred triangle surfaces
R_FreeDeferredTriSurfs( frame );
// free empty base blocks
triVertexAllocator.FreeEmptyBaseBlocks();
triIndexAllocator.FreeEmptyBaseBlocks();
triShadowVertexAllocator.FreeEmptyBaseBlocks();
triPlaneAllocator.FreeEmptyBaseBlocks();
triSilIndexAllocator.FreeEmptyBaseBlocks();
triSilEdgeAllocator.FreeEmptyBaseBlocks();
triDominantTrisAllocator.FreeEmptyBaseBlocks();
triMirroredVertAllocator.FreeEmptyBaseBlocks();
triDupVertAllocator.FreeEmptyBaseBlocks();
}
/*
===============
R_ShowTriMemory_f
===============
*/
void R_ShowTriSurfMemory_f( const idCmdArgs &args ) {
common->Printf( "%6d kB in %d triangle surfaces\n",
( srfTrianglesAllocator.GetAllocCount() * sizeof( srfTriangles_t ) ) >> 10,
srfTrianglesAllocator.GetAllocCount() );
common->Printf( "%6d kB vertex memory (%d kB free in %d blocks, %d empty base blocks)\n",
triVertexAllocator.GetBaseBlockMemory() >> 10, triVertexAllocator.GetFreeBlockMemory() >> 10,
triVertexAllocator.GetNumFreeBlocks(), triVertexAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB index memory (%d kB free in %d blocks, %d empty base blocks)\n",
triIndexAllocator.GetBaseBlockMemory() >> 10, triIndexAllocator.GetFreeBlockMemory() >> 10,
triIndexAllocator.GetNumFreeBlocks(), triIndexAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB shadow vert memory (%d kB free in %d blocks, %d empty base blocks)\n",
triShadowVertexAllocator.GetBaseBlockMemory() >> 10, triShadowVertexAllocator.GetFreeBlockMemory() >> 10,
triShadowVertexAllocator.GetNumFreeBlocks(), triShadowVertexAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB tri plane memory (%d kB free in %d blocks, %d empty base blocks)\n",
triPlaneAllocator.GetBaseBlockMemory() >> 10, triPlaneAllocator.GetFreeBlockMemory() >> 10,
triPlaneAllocator.GetNumFreeBlocks(), triPlaneAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB sil index memory (%d kB free in %d blocks, %d empty base blocks)\n",
triSilIndexAllocator.GetBaseBlockMemory() >> 10, triSilIndexAllocator.GetFreeBlockMemory() >> 10,
triSilIndexAllocator.GetNumFreeBlocks(), triSilIndexAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB sil edge memory (%d kB free in %d blocks, %d empty base blocks)\n",
triSilEdgeAllocator.GetBaseBlockMemory() >> 10, triSilEdgeAllocator.GetFreeBlockMemory() >> 10,
triSilEdgeAllocator.GetNumFreeBlocks(), triSilEdgeAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB dominant tri memory (%d kB free in %d blocks, %d empty base blocks)\n",
triDominantTrisAllocator.GetBaseBlockMemory() >> 10, triDominantTrisAllocator.GetFreeBlockMemory() >> 10,
triDominantTrisAllocator.GetNumFreeBlocks(), triDominantTrisAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB mirror vert memory (%d kB free in %d blocks, %d empty base blocks)\n",
triMirroredVertAllocator.GetBaseBlockMemory() >> 10, triMirroredVertAllocator.GetFreeBlockMemory() >> 10,
triMirroredVertAllocator.GetNumFreeBlocks(), triMirroredVertAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB dup vert memory (%d kB free in %d blocks, %d empty base blocks)\n",
triDupVertAllocator.GetBaseBlockMemory() >> 10, triDupVertAllocator.GetFreeBlockMemory() >> 10,
triDupVertAllocator.GetNumFreeBlocks(), triDupVertAllocator.GetNumEmptyBaseBlocks() );
common->Printf( "%6d kB total triangle memory\n",
( srfTrianglesAllocator.GetAllocCount() * sizeof( srfTriangles_t ) +
triVertexAllocator.GetBaseBlockMemory() +
triIndexAllocator.GetBaseBlockMemory() +
triShadowVertexAllocator.GetBaseBlockMemory() +
triPlaneAllocator.GetBaseBlockMemory() +
triSilIndexAllocator.GetBaseBlockMemory() +
triSilEdgeAllocator.GetBaseBlockMemory() +
triDominantTrisAllocator.GetBaseBlockMemory() +
triMirroredVertAllocator.GetBaseBlockMemory() +
triDupVertAllocator.GetBaseBlockMemory() ) >> 10 );
}
/*
=================
R_TriSurfMemory
For memory profiling
=================
*/
int R_TriSurfMemory( const srfTriangles_t *tri ) {
int total = 0;
if ( !tri ) {
return total;
}
// used as a flag in interations
if ( tri == LIGHT_TRIS_DEFERRED ) {
return total;
}
if ( tri->shadowVertexes != NULL ) {
total += tri->numVerts * sizeof( tri->shadowVertexes[0] );
} else if ( tri->verts != NULL ) {
if ( tri->ambientSurface == NULL || tri->verts != tri->ambientSurface->verts ) {
total += tri->numVerts * sizeof( tri->verts[0] );
}
}
if ( tri->facePlanes != NULL ) {
total += tri->numIndexes / 3 * sizeof( tri->facePlanes[0] );
}
if ( tri->indexes != NULL ) {
if ( tri->ambientSurface == NULL || tri->indexes != tri->ambientSurface->indexes ) {
total += tri->numIndexes * sizeof( tri->indexes[0] );
}
}
if ( tri->silIndexes != NULL ) {
total += tri->numIndexes * sizeof( tri->silIndexes[0] );
}
if ( tri->silEdges != NULL ) {
total += tri->numSilEdges * sizeof( tri->silEdges[0] );
}
if ( tri->dominantTris != NULL ) {
total += tri->numVerts * sizeof( tri->dominantTris[0] );
}
if ( tri->mirroredVerts != NULL ) {
total += tri->numMirroredVerts * sizeof( tri->mirroredVerts[0] );
}
if ( tri->dupVerts != NULL ) {
total += tri->numDupVerts * sizeof( tri->dupVerts[0] );
}
total += sizeof( *tri );
return total;
}
/*
==============
R_FreeStaticTriSurfVertexCaches
==============
*/
void R_FreeStaticTriSurfVertexCaches( srfTriangles_t *tri ) {
if ( tri->ambientSurface == NULL ) {
// this is a real model surface
vertexCache.Free( tri->ambientCache );
tri->ambientCache = NULL;
} else {
// this is a light interaction surface that references
// a different ambient model surface
vertexCache.Free( tri->lightingCache );
tri->lightingCache = NULL;
}
if ( tri->indexCache ) {
vertexCache.Free( tri->indexCache );
tri->indexCache = NULL;
}
if ( tri->shadowCache && ( tri->shadowVertexes != NULL || tri->verts != NULL ) ) {
// if we don't have tri->shadowVertexes, these are a reference to a
// shadowCache on the original surface, which a vertex program
// will take care of making unique for each light
vertexCache.Free( tri->shadowCache );
tri->shadowCache = NULL;
}
}
/*
==============
R_ReallyFreeStaticTriSurf
This does the actual free
==============
*/
void R_ReallyFreeStaticTriSurf( srfTriangles_t *tri ) {
if ( !tri ) {
return;
}
R_FreeStaticTriSurfVertexCaches( tri );
if ( tri->verts != NULL ) {
// R_CreateLightTris points tri->verts at the verts of the ambient surface
if ( tri->ambientSurface == NULL || tri->verts != tri->ambientSurface->verts ) {
triVertexAllocator.Free( tri->verts );
}
}
if ( !tri->deformedSurface ) {
if ( tri->indexes != NULL ) {
// if a surface is completely inside a light volume R_CreateLightTris points tri->indexes at the indexes of the ambient surface
if ( tri->ambientSurface == NULL || tri->indexes != tri->ambientSurface->indexes ) {
triIndexAllocator.Free( tri->indexes );
}
}
if ( tri->silIndexes != NULL ) {
triSilIndexAllocator.Free( tri->silIndexes );
}
if ( tri->silEdges != NULL ) {
triSilEdgeAllocator.Free( tri->silEdges );
}
if ( tri->dominantTris != NULL ) {
triDominantTrisAllocator.Free( tri->dominantTris );
}
if ( tri->mirroredVerts != NULL ) {
triMirroredVertAllocator.Free( tri->mirroredVerts );
}
if ( tri->dupVerts != NULL ) {
triDupVertAllocator.Free( tri->dupVerts );
}
}
if ( tri->facePlanes != NULL ) {
triPlaneAllocator.Free( tri->facePlanes );
}
if ( tri->shadowVertexes != NULL ) {
triShadowVertexAllocator.Free( tri->shadowVertexes );
}
#ifdef _DEBUG
memset( tri, 0, sizeof( srfTriangles_t ) );
#endif
srfTrianglesAllocator.Free( tri );
}
/*
==============
R_CheckStaticTriSurfMemory
==============
*/
void R_CheckStaticTriSurfMemory( const srfTriangles_t *tri ) {
if ( !tri ) {
return;
}
if ( tri->verts != NULL ) {
// R_CreateLightTris points tri->verts at the verts of the ambient surface
if ( tri->ambientSurface == NULL || tri->verts != tri->ambientSurface->verts ) {
const char *error = triVertexAllocator.CheckMemory( tri->verts );
assert( error == NULL );
}
}
if ( !tri->deformedSurface ) {
if ( tri->indexes != NULL ) {
// if a surface is completely inside a light volume R_CreateLightTris points tri->indexes at the indexes of the ambient surface
if ( tri->ambientSurface == NULL || tri->indexes != tri->ambientSurface->indexes ) {
const char *error = triIndexAllocator.CheckMemory( tri->indexes );
assert( error == NULL );
}
}
}
if ( tri->shadowVertexes != NULL ) {
const char *error = triShadowVertexAllocator.CheckMemory( tri->shadowVertexes );
assert( error == NULL );
}
}
/*
==================
R_FreeDeferredTriSurfs
==================
*/
void R_FreeDeferredTriSurfs( frameData_t *frame ) {
srfTriangles_t *tri, *next;
if ( !frame ) {
return;
}
for ( tri = frame->firstDeferredFreeTriSurf; tri; tri = next ) {
next = tri->nextDeferredFree;
R_ReallyFreeStaticTriSurf( tri );
}
frame->firstDeferredFreeTriSurf = NULL;
frame->lastDeferredFreeTriSurf = NULL;
}
/*
==============
R_FreeStaticTriSurf
This will defer the free until the current frame has run through the back end.
==============
*/
void R_FreeStaticTriSurf( srfTriangles_t *tri ) {
frameData_t *frame;
if ( !tri ) {
return;
}
if ( tri->nextDeferredFree ) {
common->Error( "R_FreeStaticTriSurf: freed a freed triangle" );
}
frame = frameData;
if ( !frame ) {
// command line utility, or rendering in editor preview mode ( force )
R_ReallyFreeStaticTriSurf( tri );
} else {
#ifdef ID_DEBUG_MEMORY
R_CheckStaticTriSurfMemory( tri );
#endif
tri->nextDeferredFree = NULL;
if ( frame->lastDeferredFreeTriSurf ) {
frame->lastDeferredFreeTriSurf->nextDeferredFree = tri;
} else {
frame->firstDeferredFreeTriSurf = tri;
}
frame->lastDeferredFreeTriSurf = tri;
}
}
/*
==============
R_AllocStaticTriSurf
==============
*/
srfTriangles_t *R_AllocStaticTriSurf( void ) {
srfTriangles_t *tris = srfTrianglesAllocator.Alloc();
memset( tris, 0, sizeof( srfTriangles_t ) );
return tris;
}
/*
=================
R_CopyStaticTriSurf
This only duplicates the indexes and verts, not any of the derived data.
=================
*/
srfTriangles_t *R_CopyStaticTriSurf( const srfTriangles_t *tri ) {
srfTriangles_t *newTri;
newTri = R_AllocStaticTriSurf();
R_AllocStaticTriSurfVerts( newTri, tri->numVerts );
R_AllocStaticTriSurfIndexes( newTri, tri->numIndexes );
newTri->numVerts = tri->numVerts;
newTri->numIndexes = tri->numIndexes;
memcpy( newTri->verts, tri->verts, tri->numVerts * sizeof( newTri->verts[0] ) );
memcpy( newTri->indexes, tri->indexes, tri->numIndexes * sizeof( newTri->indexes[0] ) );
return newTri;
}
/*
=================
R_AllocStaticTriSurfVerts
=================
*/
void R_AllocStaticTriSurfVerts( srfTriangles_t *tri, int numVerts ) {
assert( tri->verts == NULL );
tri->verts = triVertexAllocator.Alloc( numVerts );
}
/*
=================
R_AllocStaticTriSurfIndexes
=================
*/
void R_AllocStaticTriSurfIndexes( srfTriangles_t *tri, int numIndexes ) {
assert( tri->indexes == NULL );
tri->indexes = triIndexAllocator.Alloc( numIndexes );
}
/*
=================
R_AllocStaticTriSurfShadowVerts
=================
*/
void R_AllocStaticTriSurfShadowVerts( srfTriangles_t *tri, int numVerts ) {
assert( tri->shadowVertexes == NULL );
tri->shadowVertexes = triShadowVertexAllocator.Alloc( numVerts );
}
/*
=================
R_AllocStaticTriSurfPlanes
=================
*/
void R_AllocStaticTriSurfPlanes( srfTriangles_t *tri, int numIndexes ) {
if ( tri->facePlanes ) {
triPlaneAllocator.Free( tri->facePlanes );
}
tri->facePlanes = triPlaneAllocator.Alloc( numIndexes / 3 );
}
/*
=================
R_ResizeStaticTriSurfVerts
=================
*/
void R_ResizeStaticTriSurfVerts( srfTriangles_t *tri, int numVerts ) {
#ifdef USE_TRI_DATA_ALLOCATOR
tri->verts = triVertexAllocator.Resize( tri->verts, numVerts );
#else
assert( false );
#endif
}
/*
=================
R_ResizeStaticTriSurfIndexes
=================
*/
void R_ResizeStaticTriSurfIndexes( srfTriangles_t *tri, int numIndexes ) {
#ifdef USE_TRI_DATA_ALLOCATOR
tri->indexes = triIndexAllocator.Resize( tri->indexes, numIndexes );
#else
assert( false );
#endif
}
/*
=================
R_ResizeStaticTriSurfShadowVerts
=================
*/
void R_ResizeStaticTriSurfShadowVerts( srfTriangles_t *tri, int numVerts ) {
#ifdef USE_TRI_DATA_ALLOCATOR
tri->shadowVertexes = triShadowVertexAllocator.Resize( tri->shadowVertexes, numVerts );
#else
assert( false );
#endif
}
/*
=================
R_ReferenceStaticTriSurfVerts
=================
*/
void R_ReferenceStaticTriSurfVerts( srfTriangles_t *tri, const srfTriangles_t *reference ) {
tri->verts = reference->verts;
}
/*
=================
R_ReferenceStaticTriSurfIndexes
=================
*/
void R_ReferenceStaticTriSurfIndexes( srfTriangles_t *tri, const srfTriangles_t *reference ) {
tri->indexes = reference->indexes;
}
/*
=================
R_FreeStaticTriSurfSilIndexes
=================
*/
void R_FreeStaticTriSurfSilIndexes( srfTriangles_t *tri ) {
triSilIndexAllocator.Free( tri->silIndexes );
tri->silIndexes = NULL;
}
/*
===============
R_RangeCheckIndexes
Check for syntactically incorrect indexes, like out of range values.
Does not check for semantics, like degenerate triangles.
No vertexes is acceptable if no indexes.
No indexes is acceptable.
More vertexes than are referenced by indexes are acceptable.
===============
*/
void R_RangeCheckIndexes( const srfTriangles_t *tri ) {
int i;
if ( tri->numIndexes < 0 ) {
common->Error( "R_RangeCheckIndexes: numIndexes < 0" );
}
if ( tri->numVerts < 0 ) {
common->Error( "R_RangeCheckIndexes: numVerts < 0" );
}
// must specify an integral number of triangles
if ( tri->numIndexes % 3 != 0 ) {
common->Error( "R_RangeCheckIndexes: numIndexes %% 3" );
}
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
if ( tri->indexes[i] < 0 || tri->indexes[i] >= tri->numVerts ) {
common->Error( "R_RangeCheckIndexes: index out of range" );
}
}
// this should not be possible unless there are unused verts
if ( tri->numVerts > tri->numIndexes ) {
// FIXME: find the causes of these
// common->Printf( "R_RangeCheckIndexes: tri->numVerts > tri->numIndexes\n" );
}
}
/*
=================
R_BoundTriSurf
=================
*/
void R_BoundTriSurf( srfTriangles_t *tri ) {
SIMDProcessor->MinMax( tri->bounds[0], tri->bounds[1], tri->verts, tri->numVerts );
}
/*
=================
R_CreateSilRemap
=================
*/
static int *R_CreateSilRemap( const srfTriangles_t *tri ) {
int c_removed, c_unique;
int *remap;
int i, j, hashKey;
const idDrawVert *v1, *v2;
remap = (int *)R_ClearedStaticAlloc( tri->numVerts * sizeof( remap[0] ) );
if ( !r_useSilRemap.GetBool() ) {
for ( i = 0 ; i < tri->numVerts ; i++ ) {
remap[i] = i;
}
return remap;
}
idHashIndex hash( 1024, tri->numVerts );
c_removed = 0;
c_unique = 0;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
v1 = &tri->verts[i];
// see if there is an earlier vert that it can map to
hashKey = hash.GenerateKey( v1->xyz );
for ( j = hash.First( hashKey ); j >= 0; j = hash.Next( j ) ) {
v2 = &tri->verts[j];
if ( v2->xyz[0] == v1->xyz[0]
&& v2->xyz[1] == v1->xyz[1]
&& v2->xyz[2] == v1->xyz[2] ) {
c_removed++;
remap[i] = j;
break;
}
}
if ( j < 0 ) {
c_unique++;
remap[i] = i;
hash.Add( hashKey, i );
}
}
return remap;
}
/*
=================
R_CreateSilIndexes
Uniquing vertexes only on xyz before creating sil edges reduces
the edge count by about 20% on Q3 models
=================
*/
void R_CreateSilIndexes( srfTriangles_t *tri ) {
int i;
int *remap;
if ( tri->silIndexes ) {
triSilIndexAllocator.Free( tri->silIndexes );
tri->silIndexes = NULL;
}
remap = R_CreateSilRemap( tri );
// remap indexes to the first one
tri->silIndexes = triSilIndexAllocator.Alloc( tri->numIndexes );
for ( i = 0; i < tri->numIndexes; i++ ) {
tri->silIndexes[i] = remap[tri->indexes[i]];
}
R_StaticFree( remap );
}
/*
=====================
R_CreateDupVerts
=====================
*/
void R_CreateDupVerts( srfTriangles_t *tri ) {
int i;
int *remap = (int *) _alloca16( tri->numVerts * sizeof( remap[0] ) );
// initialize vertex remap in case there are unused verts
for ( i = 0; i < tri->numVerts; i++ ) {
remap[i] = i;
}
// set the remap based on how the silhouette indexes are remapped
for ( i = 0; i < tri->numIndexes; i++ ) {
remap[tri->indexes[i]] = tri->silIndexes[i];
}
// create duplicate vertex index based on the vertex remap
int * tempDupVerts = (int *) _alloca16( tri->numVerts * 2 * sizeof( tempDupVerts[0] ) );
tri->numDupVerts = 0;
for ( i = 0; i < tri->numVerts; i++ ) {
if ( remap[i] != i ) {
tempDupVerts[tri->numDupVerts*2+0] = i;
tempDupVerts[tri->numDupVerts*2+1] = remap[i];
tri->numDupVerts++;
}
}
tri->dupVerts = triDupVertAllocator.Alloc( tri->numDupVerts * 2 );
memcpy( tri->dupVerts, tempDupVerts, tri->numDupVerts * 2 * sizeof( tri->dupVerts[0] ) );
}
/*
=====================
R_DeriveFacePlanes
Writes the facePlanes values, overwriting existing ones if present
=====================
*/
void R_DeriveFacePlanes( srfTriangles_t *tri ) {
idPlane * planes;
if ( !tri->facePlanes ) {
R_AllocStaticTriSurfPlanes( tri, tri->numIndexes );
}
planes = tri->facePlanes;
#if 1
SIMDProcessor->DeriveTriPlanes( planes, tri->verts, tri->numVerts, tri->indexes, tri->numIndexes );
#else
for ( int i = 0; i < tri->numIndexes; i+= 3, planes++ ) {
int i1, i2, i3;
idVec3 d1, d2, normal;
idVec3 *v1, *v2, *v3;
i1 = tri->indexes[i + 0];
i2 = tri->indexes[i + 1];
i3 = tri->indexes[i + 2];
v1 = &tri->verts[i1].xyz;
v2 = &tri->verts[i2].xyz;
v3 = &tri->verts[i3].xyz;
d1[0] = v2->x - v1->x;
d1[1] = v2->y - v1->y;
d1[2] = v2->z - v1->z;
d2[0] = v3->x - v1->x;
d2[1] = v3->y - v1->y;
d2[2] = v3->z - v1->z;
normal[0] = d2.y * d1.z - d2.z * d1.y;
normal[1] = d2.z * d1.x - d2.x * d1.z;
normal[2] = d2.x * d1.y - d2.y * d1.x;
float sqrLength, invLength;
sqrLength = normal.x * normal.x + normal.y * normal.y + normal.z * normal.z;
invLength = idMath::RSqrt( sqrLength );
(*planes)[0] = normal[0] * invLength;
(*planes)[1] = normal[1] * invLength;
(*planes)[2] = normal[2] * invLength;
planes->FitThroughPoint( *v1 );
}
#endif
tri->facePlanesCalculated = true;
}
/*
=====================
R_CreateVertexNormals
Averages together the contributions of all faces that are
used by a vertex, creating drawVert->normal
=====================
*/
void R_CreateVertexNormals( srfTriangles_t *tri ) {
int i, j;
const idPlane *planes;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
tri->verts[i].normal.Zero();
}
if ( !tri->facePlanes || !tri->facePlanesCalculated ) {
R_DeriveFacePlanes( tri );
}
if ( !tri->silIndexes ) {
R_CreateSilIndexes( tri );
}
planes = tri->facePlanes;
for ( i = 0 ; i < tri->numIndexes ; i += 3, planes++ ) {
for ( j = 0 ; j < 3 ; j++ ) {
int index = tri->silIndexes[i+j];
tri->verts[index].normal += planes->Normal();
}
}
// normalize and replicate from silIndexes to all indexes
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
tri->verts[tri->indexes[i]].normal = tri->verts[tri->silIndexes[i]].normal;
tri->verts[tri->indexes[i]].normal.Normalize();
}
}
/*
===============
R_DefineEdge
===============
*/
static int c_duplicatedEdges, c_tripledEdges;
static void R_DefineEdge( int v1, int v2, int planeNum ) {
int i, hashKey;
// check for degenerate edge
if ( v1 == v2 ) {
return;
}
hashKey = silEdgeHash.GenerateKey( v1, v2 );
// search for a matching other side
for ( i = silEdgeHash.First( hashKey ); i >= 0 && i < MAX_SIL_EDGES; i = silEdgeHash.Next( i ) ) {
if ( silEdges[i].v1 == v1 && silEdges[i].v2 == v2 ) {
c_duplicatedEdges++;
// allow it to still create a new edge
continue;
}
if ( silEdges[i].v2 == v1 && silEdges[i].v1 == v2 ) {
if ( silEdges[i].p2 != numPlanes ) {
c_tripledEdges++;
// allow it to still create a new edge
continue;
}
// this is a matching back side
silEdges[i].p2 = planeNum;
return;
}
}
// define the new edge
if ( numSilEdges == MAX_SIL_EDGES ) {
common->DWarning( "MAX_SIL_EDGES" );
return;
}
silEdgeHash.Add( hashKey, numSilEdges );
silEdges[numSilEdges].p1 = planeNum;
silEdges[numSilEdges].p2 = numPlanes;
silEdges[numSilEdges].v1 = v1;
silEdges[numSilEdges].v2 = v2;
numSilEdges++;
}
/*
=================
SilEdgeSort
=================
*/
static int SilEdgeSort( const void *a, const void *b ) {
if ( ((silEdge_t *)a)->p1 < ((silEdge_t *)b)->p1 ) {
return -1;
}
if ( ((silEdge_t *)a)->p1 > ((silEdge_t *)b)->p1 ) {
return 1;
}
if ( ((silEdge_t *)a)->p2 < ((silEdge_t *)b)->p2 ) {
return -1;
}
if ( ((silEdge_t *)a)->p2 > ((silEdge_t *)b)->p2 ) {
return 1;
}
return 0;
}
/*
=================
R_IdentifySilEdges
If the surface will not deform, coplanar edges (polygon interiors)
can never create silhouette plains, and can be omited
=================
*/
int c_coplanarSilEdges;