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

@ -213,13 +213,13 @@ static int neighbors[8][2] = {
}
#ifdef USE_VERT_TANGENT_SPACE
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numTriangles,
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes,
glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
{
int i, j;
srfVert_t *dv[3];
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
srfTriangle_t *tri;
glIndex_t *tri;
// FIXME: use more elegant way
for(i = 0; i < width; i++)
@ -231,53 +231,15 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
}
}
for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &ctrl2[tri->indexes[0]];
dv[1] = &ctrl2[tri->indexes[1]];
dv[2] = &ctrl2[tri->indexes[2]];
dv[0] = &ctrl2[tri[0]];
dv[1] = &ctrl2[tri[1]];
dv[2] = &ctrl2[tri[2]];
R_CalcTangentVectors(dv);
}
#if 0
for(i = 0; i < (width * height); i++)
{
dv0 = &ctrl2[i];
VectorNormalize(dv0->normal);
#if 0
VectorNormalize(dv0->tangent);
VectorNormalize(dv0->bitangent);
#else
d = DotProduct(dv0->tangent, dv0->normal);
VectorMA(dv0->tangent, -d, dv0->normal, dv0->tangent);
VectorNormalize(dv0->tangent);
d = DotProduct(dv0->bitangent, dv0->normal);
VectorMA(dv0->bitangent, -d, dv0->normal, dv0->bitangent);
VectorNormalize(dv0->bitangent);
#endif
}
#endif
#if 0
// do another extra smoothing for normals to avoid flat shading
for(i = 0; i < (width * height); i++)
{
for(j = 0; j < (width * height); j++)
{
if(R_CompareVert(&ctrl2[i], &ctrl2[j], qfalse))
{
VectorAdd(ctrl2[i].normal, ctrl2[j].normal, ctrl2[i].normal);
}
}
VectorNormalize(ctrl2[i].normal);
}
#endif
for(i = 0; i < width; i++)
{
for(j = 0; j < height; j++)
@ -293,18 +255,18 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
#endif
static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
static int MakeMeshIndexes(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
{
int i, j;
int numTriangles;
int numIndexes;
int w, h;
srfVert_t *dv;
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
h = height - 1;
w = width - 1;
numTriangles = 0;
numIndexes = 0;
for(i = 0; i < h; i++)
{
for(j = 0; j < w; j++)
@ -317,15 +279,13 @@ static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE
v3 = v2 + width;
v4 = v3 + 1;
triangles[numTriangles].indexes[0] = v2;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v1;
numTriangles++;
indexes[numIndexes++] = v2;
indexes[numIndexes++] = v3;
indexes[numIndexes++] = v1;
triangles[numTriangles].indexes[0] = v1;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v4;
numTriangles++;
indexes[numIndexes++] = v1;
indexes[numIndexes++] = v3;
indexes[numIndexes++] = v4;
}
}
@ -339,7 +299,7 @@ static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE
}
}
return numTriangles;
return numIndexes;
}
@ -418,7 +378,7 @@ R_CreateSurfaceGridMesh
*/
srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
int numTriangles, srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2]) {
int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) {
int i, j, size;
srfVert_t *vert;
vec3_t tmpVec;
@ -437,9 +397,9 @@ srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Malloc(grid->numTriangles * sizeof(srfTriangle_t));
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numIndexes = numIndexes;
grid->indexes = ri.Malloc(grid->numIndexes * sizeof(glIndex_t));
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
grid->numVerts = (width * height);
grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
@ -453,9 +413,9 @@ srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
grid->heightLodError = ri.Hunk_Alloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numIndexes = numIndexes;
grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
grid->numVerts = (width * height);
grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
@ -493,7 +453,7 @@ R_FreeSurfaceGridMesh
void R_FreeSurfaceGridMesh( srfBspSurface_t *grid ) {
ri.Free(grid->widthLodError);
ri.Free(grid->heightLodError);
ri.Free(grid->triangles);
ri.Free(grid->indexes);
ri.Free(grid->verts);
ri.Free(grid);
}
@ -514,8 +474,8 @@ srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
int t;
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
int consecutiveComplete;
for ( i = 0 ; i < width ; i++ ) {
@ -669,16 +629,16 @@ srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
}
#endif
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
#ifdef USE_VERT_TANGENT_SPACE
MakeMeshTangentVectors(width, height, ctrl, numTriangles, triangles);
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
#endif
return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
}
/*
@ -693,8 +653,8 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
oldwidth = 0;
width = grid->width + 1;
@ -724,8 +684,8 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
@ -735,7 +695,7 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
@ -753,8 +713,8 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
oldheight = 0;
width = grid->width;
@ -784,8 +744,8 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
@ -795,7 +755,7 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;