OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.

This commit is contained in:
SmileTheory 2013-11-08 01:46:17 -08:00
parent d295db747c
commit ef9fe17dd5
8 changed files with 173 additions and 235 deletions

View file

@ -653,8 +653,8 @@ ParseFace
static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
int i, j;
srfBspSurface_t *cv;
srfTriangle_t *tri;
int numVerts, numTriangles, badTriangles;
glIndex_t *tri;
int numVerts, numIndexes, badTriangles;
int realLightmapNum;
realLightmapNum = LittleLong( ds->lightmapNum );
@ -675,14 +675,14 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
surf->shader = tr.defaultShader;
}
numTriangles = LittleLong(ds->numIndexes) / 3;
numIndexes = LittleLong(ds->numIndexes);
//cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
cv = (void *)surf->data;
cv->surfaceType = SF_FACE;
cv->numTriangles = numTriangles;
cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
cv->numIndexes = numIndexes;
cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low);
cv->numVerts = numVerts;
cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
@ -740,29 +740,29 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
// copy triangles
badTriangles = 0;
indexes += LittleLong(ds->firstIndex);
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
tri[j] = LittleLong(indexes[i + j]);
if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
if(tri[j] < 0 || tri[j] >= numVerts)
{
ri.Error(ERR_DROP, "Bad index in face surface");
}
}
if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2]))
{
tri--;
tri -= 3;
badTriangles++;
}
}
if (badTriangles)
{
ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
cv->numTriangles -= badTriangles;
ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles);
cv->numIndexes -= badTriangles * 3;
}
// take the plane information from the lightmap vector
@ -781,11 +781,11 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
{
srfVert_t *dv[3];
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &cv->verts[tri->indexes[0]];
dv[1] = &cv->verts[tri->indexes[1]];
dv[2] = &cv->verts[tri->indexes[2]];
dv[0] = &cv->verts[tri[0]];
dv[1] = &cv->verts[tri[1]];
dv[2] = &cv->verts[tri[2]];
R_CalcTangentVectors(dv);
}
@ -904,9 +904,9 @@ ParseTriSurf
*/
static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
srfBspSurface_t *cv;
srfTriangle_t *tri;
glIndex_t *tri;
int i, j;
int numVerts, numTriangles, badTriangles;
int numVerts, numIndexes, badTriangles;
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
@ -918,14 +918,14 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
}
numVerts = LittleLong(ds->numVerts);
numTriangles = LittleLong(ds->numIndexes) / 3;
numIndexes = LittleLong(ds->numIndexes);
//cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
cv = (void *)surf->data;
cv->surfaceType = SF_TRIANGLES;
cv->numTriangles = numTriangles;
cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
cv->numIndexes = numIndexes;
cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low);
cv->numVerts = numVerts;
cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
@ -984,29 +984,29 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
// copy triangles
badTriangles = 0;
indexes += LittleLong(ds->firstIndex);
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
tri[j] = LittleLong(indexes[i + j]);
if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
if(tri[j] < 0 || tri[j] >= numVerts)
{
ri.Error(ERR_DROP, "Bad index in face surface");
}
}
if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2]))
{
tri--;
tri -= 3;
badTriangles++;
}
}
if (badTriangles)
{
ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
cv->numTriangles -= badTriangles;
ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles);
cv->numIndexes -= badTriangles * 3;
}
#ifdef USE_VERT_TANGENT_SPACE
@ -1014,11 +1014,11 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
{
srfVert_t *dv[3];
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &cv->verts[tri->indexes[0]];
dv[1] = &cv->verts[tri->indexes[1]];
dv[2] = &cv->verts[tri->indexes[2]];
dv[0] = &cv->verts[tri[0]];
dv[1] = &cv->verts[tri[1]];
dv[2] = &cv->verts[tri[2]];
R_CalcTangentVectors(dv);
}
@ -1747,9 +1747,9 @@ void R_MovePatchSurfacesToHunk(void) {
hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );
hunkgrid->numTriangles = grid->numTriangles;
hunkgrid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
Com_Memcpy(hunkgrid->triangles, grid->triangles, grid->numTriangles * sizeof(srfTriangle_t));
hunkgrid->numIndexes = grid->numIndexes;
hunkgrid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
Com_Memcpy(hunkgrid->indexes, grid->indexes, grid->numIndexes * sizeof(glIndex_t));
hunkgrid->numVerts = grid->numVerts;
hunkgrid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
@ -1841,8 +1841,8 @@ static void R_CreateWorldVBOs(void)
int numVerts;
srfVert_t *verts;
int numTriangles;
srfTriangle_t *triangles;
int numIndexes;
glIndex_t *indexes;
int numSortedSurfaces, numSurfaces;
msurface_t *surface, **firstSurf, **lastSurf, **currSurf;
@ -1880,7 +1880,7 @@ static void R_CreateWorldVBOs(void)
bspSurf = (srfBspSurface_t *) surface->data;
if (!bspSurf->numTriangles || !bspSurf->numVerts)
if (!bspSurf->numIndexes || !bspSurf->numVerts)
continue;
numSortedSurfaces++;
@ -1910,7 +1910,7 @@ static void R_CreateWorldVBOs(void)
bspSurf = (srfBspSurface_t *) surface->data;
if (!bspSurf->numTriangles || !bspSurf->numVerts)
if (!bspSurf->numIndexes || !bspSurf->numVerts)
continue;
surfacesSorted[j++] = surface;
@ -1939,7 +1939,7 @@ static void R_CreateWorldVBOs(void)
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
addVboSize += bspSurf->numVerts * sizeof(srfVert_t);
addIboSize += bspSurf->numTriangles * 3 * sizeof(glIndex_t);
addIboSize += bspSurf->numIndexes * sizeof(glIndex_t);
}
if ((currVboSize != 0 && addVboSize + currVboSize > maxVboSize)
@ -1952,56 +1952,50 @@ static void R_CreateWorldVBOs(void)
currIboSize += addIboSize;
}
// count verts/triangles/surfaces
// count verts/indexes/surfaces
numVerts = 0;
numTriangles = 0;
numIndexes = 0;
numSurfaces = 0;
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
numVerts += bspSurf->numVerts;
numTriangles += bspSurf->numTriangles;
numIndexes += bspSurf->numIndexes;
numSurfaces++;
}
ri.Printf(PRINT_ALL, "...calculating world VBO %d ( %i verts %i tris )\n", k, numVerts, numTriangles);
ri.Printf(PRINT_ALL, "...calculating world VBO %d ( %i verts %i tris )\n", k, numVerts, numIndexes / 3);
// create arrays
verts = ri.Hunk_AllocateTempMemory(numVerts * sizeof(srfVert_t));
triangles = ri.Hunk_AllocateTempMemory(numTriangles * sizeof(srfTriangle_t));
indexes = ri.Hunk_AllocateTempMemory(numIndexes * sizeof(glIndex_t));
// set up triangle indices and copy vertices
// set up indices and copy vertices
numVerts = 0;
numTriangles = 0;
numIndexes = 0;
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
srfTriangle_t *tri;
glIndex_t *surfIndex;
bspSurf->firstIndex = numTriangles * 3;
bspSurf->minIndex = numVerts + bspSurf->triangles->indexes[0];
bspSurf->maxIndex = numVerts + bspSurf->triangles->indexes[0];
bspSurf->firstIndex = numIndexes;
bspSurf->minIndex = numVerts + bspSurf->indexes[0];
bspSurf->maxIndex = numVerts + bspSurf->indexes[0];
for(i = 0, tri = bspSurf->triangles; i < bspSurf->numTriangles; i++, tri++)
for(i = 0, surfIndex = bspSurf->indexes; i < bspSurf->numIndexes; i++, surfIndex++)
{
for(j = 0; j < 3; j++)
{
triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
bspSurf->minIndex = MIN(bspSurf->minIndex, numVerts + tri->indexes[j]);
bspSurf->maxIndex = MAX(bspSurf->maxIndex, numVerts + tri->indexes[j]);
}
indexes[numIndexes++] = numVerts + *surfIndex;
bspSurf->minIndex = MIN(bspSurf->minIndex, numVerts + *surfIndex);
bspSurf->maxIndex = MAX(bspSurf->maxIndex, numVerts + *surfIndex);
}
bspSurf->firstVert = numVerts;
for(i = 0; i < bspSurf->numVerts; i++)
{
CopyVert(&bspSurf->verts[i], &verts[numVerts + i]);
CopyVert(&bspSurf->verts[i], &verts[numVerts++]);
}
numTriangles += bspSurf->numTriangles;
numVerts += bspSurf->numVerts;
}
#ifdef USE_VERT_TANGENT_SPACE
@ -2014,9 +2008,9 @@ static void R_CreateWorldVBOs(void)
ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
#endif
ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", k), numTriangles, triangles, VBO_USAGE_STATIC);
ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", k), numIndexes, indexes, VBO_USAGE_STATIC);
// point triangle surfaces to VBO
// point bsp surfaces to VBO
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
@ -2025,7 +2019,7 @@ static void R_CreateWorldVBOs(void)
bspSurf->ibo = ibo;
}
ri.Hunk_FreeTempMemory(triangles);
ri.Hunk_FreeTempMemory(indexes);
ri.Hunk_FreeTempMemory(verts);
k++;
@ -2099,7 +2093,7 @@ static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
// Two passes, allocate surfaces first, then load them full of data
// This ensures surfaces are close together to reduce L2 cache misses when using VBOs,
// which don't actually use the verts and tris
// which don't actually use the verts and indexes
in = (void *)(fileBase + surfs->fileofs);
out = s_worldData.surfaces;
for ( i = 0 ; i < count ; i++, in++, out++ ) {
@ -3085,7 +3079,7 @@ void R_MergeLeafSurfaces(void)
vec3_t bounds[2];
int numSurfsToMerge;
int numTriangles;
int numIndexes;
int numVerts;
int firstIndex;
@ -3101,7 +3095,7 @@ void R_MergeLeafSurfaces(void)
// count verts, indexes, and surfaces
numSurfsToMerge = 0;
numTriangles = 0;
numIndexes = 0;
numVerts = 0;
for (j = i; j < numWorldSurfaces; j++)
{
@ -3114,12 +3108,12 @@ void R_MergeLeafSurfaces(void)
surf2 = s_worldData.surfaces + j;
bspSurf = (srfBspSurface_t *) surf2->data;
numTriangles += bspSurf->numTriangles;
numIndexes += bspSurf->numIndexes;
numVerts += bspSurf->numVerts;
numSurfsToMerge++;
}
if (numVerts == 0 || numTriangles == 0 || numSurfsToMerge < 2)
if (numVerts == 0 || numIndexes == 0 || numSurfsToMerge < 2)
{
continue;
}
@ -3131,7 +3125,7 @@ void R_MergeLeafSurfaces(void)
numIboIndexes = 0;
// allocate indexes
iboIndexes = outIboIndexes = ri.Malloc(numTriangles * 3 * sizeof(*outIboIndexes));
iboIndexes = outIboIndexes = ri.Malloc(numIndexes * sizeof(*outIboIndexes));
// Merge surfaces (indexes) and calculate bounds
ClearBounds(bounds[0], bounds[1]);
@ -3150,12 +3144,10 @@ void R_MergeLeafSurfaces(void)
AddPointToBounds(surf2->cullinfo.bounds[1], bounds[0], bounds[1]);
bspSurf = (srfBspSurface_t *) surf2->data;
for (k = 0; k < bspSurf->numTriangles; k++)
for (k = 0; k < bspSurf->numIndexes; k++)
{
*outIboIndexes++ = bspSurf->triangles[k].indexes[0] + bspSurf->firstVert;
*outIboIndexes++ = bspSurf->triangles[k].indexes[1] + bspSurf->firstVert;
*outIboIndexes++ = bspSurf->triangles[k].indexes[2] + bspSurf->firstVert;
numIboIndexes += 3;
*outIboIndexes++ = bspSurf->indexes[k] + bspSurf->firstVert;
numIboIndexes++;
}
break;
}
@ -3167,14 +3159,14 @@ void R_MergeLeafSurfaces(void)
vboSurf->vbo = vbo;
vboSurf->ibo = ibo;
vboSurf->numTriangles = numTriangles;
vboSurf->numIndexes = numIndexes;
vboSurf->numVerts = numVerts;
vboSurf->firstIndex = firstIndex;
vboSurf->minIndex = *(iboIndexes + firstIndex);
vboSurf->maxIndex = *(iboIndexes + firstIndex);
for (j = 0; j < numTriangles * 3; j++)
for (j = 0; j < numIndexes; j++)
{
vboSurf->minIndex = MIN(vboSurf->minIndex, *(iboIndexes + firstIndex + j));
vboSurf->maxIndex = MAX(vboSurf->maxIndex, *(iboIndexes + firstIndex + j));