quadrilateralcowboy/renderer/tr_trisurf.cpp

2275 lines
61 KiB
C++

/*
===========================================================================
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;
int c_totalSilEdges;
void R_IdentifySilEdges( srfTriangles_t *tri, bool omitCoplanarEdges ) {
int i;
int numTris;
int shared, single;
omitCoplanarEdges = false; // optimization doesn't work for some reason
numTris = tri->numIndexes / 3;
numSilEdges = 0;
silEdgeHash.Clear();
numPlanes = numTris;
c_duplicatedEdges = 0;
c_tripledEdges = 0;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
i1 = tri->silIndexes[ i*3 + 0 ];
i2 = tri->silIndexes[ i*3 + 1 ];
i3 = tri->silIndexes[ i*3 + 2 ];
// create the edges
R_DefineEdge( i1, i2, i );
R_DefineEdge( i2, i3, i );
R_DefineEdge( i3, i1, i );
}
if ( c_duplicatedEdges || c_tripledEdges ) {
common->DWarning( "%i duplicated edge directions, %i tripled edges", c_duplicatedEdges, c_tripledEdges );
}
// if we know that the vertexes aren't going
// to deform, we can remove interior triangulation edges
// on otherwise planar polygons.
// I earlier believed that I could also remove concave
// edges, because they are never silhouettes in the conventional sense,
// but they are still needed to balance out all the true sil edges
// for the shadow algorithm to function
int c_coplanarCulled;
c_coplanarCulled = 0;
if ( omitCoplanarEdges ) {
for ( i = 0 ; i < numSilEdges ; i++ ) {
int i1, i2, i3;
idPlane plane;
int base;
int j;
float d;
if ( silEdges[i].p2 == numPlanes ) { // the fake dangling edge
continue;
}
base = silEdges[i].p1 * 3;
i1 = tri->silIndexes[ base + 0 ];
i2 = tri->silIndexes[ base + 1 ];
i3 = tri->silIndexes[ base + 2 ];
plane.FromPoints( tri->verts[i1].xyz, tri->verts[i2].xyz, tri->verts[i3].xyz );
// check to see if points of second triangle are not coplanar
base = silEdges[i].p2 * 3;
for ( j = 0 ; j < 3 ; j++ ) {
i1 = tri->silIndexes[ base + j ];
d = plane.Distance( tri->verts[i1].xyz );
if ( d != 0 ) { // even a small epsilon causes problems
break;
}
}
if ( j == 3 ) {
// we can cull this sil edge
memmove( &silEdges[i], &silEdges[i+1], (numSilEdges-i-1) * sizeof( silEdges[i] ) );
c_coplanarCulled++;
numSilEdges--;
i--;
}
}
if ( c_coplanarCulled ) {
c_coplanarSilEdges += c_coplanarCulled;
// common->Printf( "%i of %i sil edges coplanar culled\n", c_coplanarCulled,
// c_coplanarCulled + numSilEdges );
}
}
c_totalSilEdges += numSilEdges;
// sort the sil edges based on plane number
qsort( silEdges, numSilEdges, sizeof( silEdges[0] ), SilEdgeSort );
// count up the distribution.
// a perfectly built model should only have shared
// edges, but most models will have some interpenetration
// and dangling edges
shared = 0;
single = 0;
for ( i = 0 ; i < numSilEdges ; i++ ) {
if ( silEdges[i].p2 == numPlanes ) {
single++;
} else {
shared++;
}
}
if ( !single ) {
tri->perfectHull = true;
} else {
tri->perfectHull = false;
}
tri->numSilEdges = numSilEdges;
tri->silEdges = triSilEdgeAllocator.Alloc( numSilEdges );
memcpy( tri->silEdges, silEdges, numSilEdges * sizeof( tri->silEdges[0] ) );
}
/*
===============
R_FaceNegativePolarity
Returns true if the texture polarity of the face is negative, false if it is positive or zero
===============
*/
static bool R_FaceNegativePolarity( const srfTriangles_t *tri, int firstIndex ) {
idDrawVert *a, *b, *c;
float area;
float d0[5], d1[5];
a = tri->verts + tri->indexes[firstIndex + 0];
b = tri->verts + tri->indexes[firstIndex + 1];
c = tri->verts + tri->indexes[firstIndex + 2];
d0[3] = b->st[0] - a->st[0];
d0[4] = b->st[1] - a->st[1];
d1[3] = c->st[0] - a->st[0];
d1[4] = c->st[1] - a->st[1];
area = d0[3] * d1[4] - d0[4] * d1[3];
if ( area >= 0 ) {
return false;
}
return true;
}
/*
==================
R_DeriveFaceTangents
==================
*/
typedef struct {
idVec3 tangents[2];
bool negativePolarity;
bool degenerate;
} faceTangents_t;
static void R_DeriveFaceTangents( const srfTriangles_t *tri, faceTangents_t *faceTangents ) {
int i;
int c_textureDegenerateFaces;
int c_positive, c_negative;
faceTangents_t *ft;
idDrawVert *a, *b, *c;
//
// calculate tangent vectors for each face in isolation
//
c_positive = 0;
c_negative = 0;
c_textureDegenerateFaces = 0;
for ( i = 0 ; i < tri->numIndexes ; i+=3 ) {
float area;
idVec3 temp;
float d0[5], d1[5];
ft = &faceTangents[i/3];
a = tri->verts + tri->indexes[i + 0];
b = tri->verts + tri->indexes[i + 1];
c = tri->verts + tri->indexes[i + 2];
d0[0] = b->xyz[0] - a->xyz[0];
d0[1] = b->xyz[1] - a->xyz[1];
d0[2] = b->xyz[2] - a->xyz[2];
d0[3] = b->st[0] - a->st[0];
d0[4] = b->st[1] - a->st[1];
d1[0] = c->xyz[0] - a->xyz[0];
d1[1] = c->xyz[1] - a->xyz[1];
d1[2] = c->xyz[2] - a->xyz[2];
d1[3] = c->st[0] - a->st[0];
d1[4] = c->st[1] - a->st[1];
area = d0[3] * d1[4] - d0[4] * d1[3];
if ( fabs( area ) < 1e-20f ) {
ft->negativePolarity = false;
ft->degenerate = true;
ft->tangents[0].Zero();
ft->tangents[1].Zero();
c_textureDegenerateFaces++;
continue;
}
if ( area > 0.0f ) {
ft->negativePolarity = false;
c_positive++;
} else {
ft->negativePolarity = true;
c_negative++;
}
ft->degenerate = false;
#ifdef USE_INVA
float inva = area < 0.0f ? -1 : 1; // was = 1.0f / area;
temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
temp.Normalize();
ft->tangents[0] = temp;
temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
temp.Normalize();
ft->tangents[1] = temp;
#else
temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]);
temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]);
temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]);
temp.Normalize();
ft->tangents[0] = temp;
temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]);
temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]);
temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]);
temp.Normalize();
ft->tangents[1] = temp;
#endif
}
}
/*
===================
R_DuplicateMirroredVertexes
Modifies the surface to bust apart any verts that are shared by both positive and
negative texture polarities, so tangent space smoothing at the vertex doesn't
degenerate.
This will create some identical vertexes (which will eventually get different tangent
vectors), so never optimize the resulting mesh, or it will get the mirrored edges back.
Reallocates tri->verts and changes tri->indexes in place
Silindexes are unchanged by this.
sets mirroredVerts and mirroredVerts[]
===================
*/
typedef struct {
bool polarityUsed[2];
int negativeRemap;
} tangentVert_t;
static void R_DuplicateMirroredVertexes( srfTriangles_t *tri ) {
tangentVert_t *tverts, *vert;
int i, j;
int totalVerts;
int numMirror;
tverts = (tangentVert_t *)_alloca16( tri->numVerts * sizeof( *tverts ) );
memset( tverts, 0, tri->numVerts * sizeof( *tverts ) );
// determine texture polarity of each surface
// mark each vert with the polarities it uses
for ( i = 0 ; i < tri->numIndexes ; i+=3 ) {
int polarity;
polarity = R_FaceNegativePolarity( tri, i );
for ( j = 0 ; j < 3 ; j++ ) {
tverts[tri->indexes[i+j]].polarityUsed[ polarity ] = true;
}
}
// now create new verts as needed
totalVerts = tri->numVerts;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
vert = &tverts[i];
if ( vert->polarityUsed[0] && vert->polarityUsed[1] ) {
vert->negativeRemap = totalVerts;
totalVerts++;
}
}
tri->numMirroredVerts = totalVerts - tri->numVerts;
// now create the new list
if ( totalVerts == tri->numVerts ) {
tri->mirroredVerts = NULL;
return;
}
tri->mirroredVerts = triMirroredVertAllocator.Alloc( tri->numMirroredVerts );
#ifdef USE_TRI_DATA_ALLOCATOR
tri->verts = triVertexAllocator.Resize( tri->verts, totalVerts );
#else
idDrawVert *oldVerts = tri->verts;
R_AllocStaticTriSurfVerts( tri, totalVerts );
memcpy( tri->verts, oldVerts, tri->numVerts * sizeof( tri->verts[0] ) );
triVertexAllocator.Free( oldVerts );
#endif
// create the duplicates
numMirror = 0;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
j = tverts[i].negativeRemap;
if ( j ) {
tri->verts[j] = tri->verts[i];
tri->mirroredVerts[numMirror] = i;
numMirror++;
}
}
tri->numVerts = totalVerts;
// change the indexes
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
if ( tverts[tri->indexes[i]].negativeRemap &&
R_FaceNegativePolarity( tri, 3*(i/3) ) ) {
tri->indexes[i] = tverts[tri->indexes[i]].negativeRemap;
}
}
tri->numVerts = totalVerts;
}
/*
=================
R_DeriveTangentsWithoutNormals
Build texture space tangents for bump mapping
If a surface is deformed, this must be recalculated
This assumes that any mirrored vertexes have already been duplicated, so
any shared vertexes will have the tangent spaces smoothed across.
Texture wrapping slightly complicates this, but as long as the normals
are shared, and the tangent vectors are projected onto the normals, the
separate vertexes should wind up with identical tangent spaces.
mirroring a normalmap WILL cause a slightly visible seam unless the normals
are completely flat around the edge's full bilerp support.
Vertexes which are smooth shaded must have their tangent vectors
in the same plane, which will allow a seamless
rendering as long as the normal map is even on both sides of the
seam.
A smooth shaded surface may have multiple tangent vectors at a vertex
due to texture seams or mirroring, but it should only have a single
normal vector.
Each triangle has a pair of tangent vectors in it's plane
Should we consider having vertexes point at shared tangent spaces
to save space or speed transforms?
this version only handles bilateral symetry
=================
*/
void R_DeriveTangentsWithoutNormals( srfTriangles_t *tri ) {
int i, j;
faceTangents_t *faceTangents;
faceTangents_t *ft;
idDrawVert *vert;
faceTangents = (faceTangents_t *)_alloca16( sizeof(faceTangents[0]) * tri->numIndexes/3 );
R_DeriveFaceTangents( tri, faceTangents );
// clear the tangents
for ( i = 0 ; i < tri->numVerts ; i++ ) {
tri->verts[i].tangents[0].Zero();
tri->verts[i].tangents[1].Zero();
}
// sum up the neighbors
for ( i = 0 ; i < tri->numIndexes ; i+=3 ) {
ft = &faceTangents[i/3];
// for each vertex on this face
for ( j = 0 ; j < 3 ; j++ ) {
vert = &tri->verts[tri->indexes[i+j]];
vert->tangents[0] += ft->tangents[0];
vert->tangents[1] += ft->tangents[1];
}
}
#if 0
// sum up both sides of the mirrored verts
// so the S vectors exactly mirror, and the T vectors are equal
for ( i = 0 ; i < tri->numMirroredVerts ; i++ ) {
idDrawVert *v1, *v2;
v1 = &tri->verts[ tri->numVerts - tri->numMirroredVerts + i ];
v2 = &tri->verts[ tri->mirroredVerts[i] ];
v1->tangents[0] -= v2->tangents[0];
v1->tangents[1] += v2->tangents[1];
v2->tangents[0] = vec3_origin - v1->tangents[0];
v2->tangents[1] = v1->tangents[1];
}
#endif
// project the summed vectors onto the normal plane
// and normalize. The tangent vectors will not necessarily
// be orthogonal to each other, but they will be orthogonal
// to the surface normal.
for ( i = 0 ; i < tri->numVerts ; i++ ) {
vert = &tri->verts[i];
for ( j = 0 ; j < 2 ; j++ ) {
float d;
d = vert->tangents[j] * vert->normal;
vert->tangents[j] = vert->tangents[j] - d * vert->normal;
vert->tangents[j].Normalize();
}
}
tri->tangentsCalculated = true;
}
static ID_INLINE void VectorNormalizeFast2( const idVec3 &v, idVec3 &out) {
float ilength;
ilength = idMath::RSqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
out[0] = v[0] * ilength;
out[1] = v[1] * ilength;
out[2] = v[2] * ilength;
}
/*
===================
R_BuildDominantTris
Find the largest triangle that uses each vertex
===================
*/
typedef struct {
int vertexNum;
int faceNum;
} indexSort_t;
static int IndexSort( const void *a, const void *b ) {
if ( ((indexSort_t *)a)->vertexNum < ((indexSort_t *)b)->vertexNum ) {
return -1;
}
if ( ((indexSort_t *)a)->vertexNum > ((indexSort_t *)b)->vertexNum ) {
return 1;
}
return 0;
}
void R_BuildDominantTris( srfTriangles_t *tri ) {
int i, j;
dominantTri_t *dt;
indexSort_t *ind = (indexSort_t *)R_StaticAlloc( tri->numIndexes * sizeof( *ind ) );
for ( i = 0; i < tri->numIndexes; i++ ) {
ind[i].vertexNum = tri->indexes[i];
ind[i].faceNum = i / 3;
}
qsort( ind, tri->numIndexes, sizeof( *ind ), IndexSort );
tri->dominantTris = dt = triDominantTrisAllocator.Alloc( tri->numVerts );
memset( dt, 0, tri->numVerts * sizeof( dt[0] ) );
for ( i = 0; i < tri->numIndexes; i += j ) {
float maxArea = 0;
int vertNum = ind[i].vertexNum;
for ( j = 0; i + j < tri->numIndexes && ind[i+j].vertexNum == vertNum; j++ ) {
float d0[5], d1[5];
idDrawVert *a, *b, *c;
idVec3 normal, tangent, bitangent;
int i1 = tri->indexes[ind[i+j].faceNum * 3 + 0];
int i2 = tri->indexes[ind[i+j].faceNum * 3 + 1];
int i3 = tri->indexes[ind[i+j].faceNum * 3 + 2];
a = tri->verts + i1;
b = tri->verts + i2;
c = tri->verts + i3;
d0[0] = b->xyz[0] - a->xyz[0];
d0[1] = b->xyz[1] - a->xyz[1];
d0[2] = b->xyz[2] - a->xyz[2];
d0[3] = b->st[0] - a->st[0];
d0[4] = b->st[1] - a->st[1];
d1[0] = c->xyz[0] - a->xyz[0];
d1[1] = c->xyz[1] - a->xyz[1];
d1[2] = c->xyz[2] - a->xyz[2];
d1[3] = c->st[0] - a->st[0];
d1[4] = c->st[1] - a->st[1];
normal[0] = ( d1[1] * d0[2] - d1[2] * d0[1] );
normal[1] = ( d1[2] * d0[0] - d1[0] * d0[2] );
normal[2] = ( d1[0] * d0[1] - d1[1] * d0[0] );
float area = normal.Length();
// if this is smaller than what we already have, skip it
if ( area < maxArea ) {
continue;
}
maxArea = area;
if ( i1 == vertNum ) {
dt[vertNum].v2 = i2;
dt[vertNum].v3 = i3;
} else if ( i2 == vertNum ) {
dt[vertNum].v2 = i3;
dt[vertNum].v3 = i1;
} else {
dt[vertNum].v2 = i1;
dt[vertNum].v3 = i2;
}
float len = area;
if ( len < 0.001f ) {
len = 0.001f;
}
dt[vertNum].normalizationScale[2] = 1.0f / len; // normal
// texture area
area = d0[3] * d1[4] - d0[4] * d1[3];
tangent[0] = ( d0[0] * d1[4] - d0[4] * d1[0] );
tangent[1] = ( d0[1] * d1[4] - d0[4] * d1[1] );
tangent[2] = ( d0[2] * d1[4] - d0[4] * d1[2] );
len = tangent.Length();
if ( len < 0.001f ) {
len = 0.001f;
}
dt[vertNum].normalizationScale[0] = ( area > 0 ? 1 : -1 ) / len; // tangents[0]
bitangent[0] = ( d0[3] * d1[0] - d0[0] * d1[3] );
bitangent[1] = ( d0[3] * d1[1] - d0[1] * d1[3] );
bitangent[2] = ( d0[3] * d1[2] - d0[2] * d1[3] );
len = bitangent.Length();
if ( len < 0.001f ) {
len = 0.001f;
}
#ifdef DERIVE_UNSMOOTHED_BITANGENT
dt[vertNum].normalizationScale[1] = ( area > 0 ? 1 : -1 );
#else
dt[vertNum].normalizationScale[1] = ( area > 0 ? 1 : -1 ) / len; // tangents[1]
#endif
}
}
R_StaticFree( ind );
}
/*
====================
R_DeriveUnsmoothedTangents
Uses the single largest area triangle for each vertex, instead of smoothing over all
====================
*/
void R_DeriveUnsmoothedTangents( srfTriangles_t *tri ) {
if ( tri->tangentsCalculated ) {
return;
}
#if 1
SIMDProcessor->DeriveUnsmoothedTangents( tri->verts, tri->dominantTris, tri->numVerts );
#else
for ( int i = 0 ; i < tri->numVerts ; i++ ) {
idVec3 temp;
float d0[5], d1[5];
idDrawVert *a, *b, *c;
dominantTri_t *dt = &tri->dominantTris[i];
a = tri->verts + i;
b = tri->verts + dt->v2;
c = tri->verts + dt->v3;
d0[0] = b->xyz[0] - a->xyz[0];
d0[1] = b->xyz[1] - a->xyz[1];
d0[2] = b->xyz[2] - a->xyz[2];
d0[3] = b->st[0] - a->st[0];
d0[4] = b->st[1] - a->st[1];
d1[0] = c->xyz[0] - a->xyz[0];
d1[1] = c->xyz[1] - a->xyz[1];
d1[2] = c->xyz[2] - a->xyz[2];
d1[3] = c->st[0] - a->st[0];
d1[4] = c->st[1] - a->st[1];
a->normal[0] = dt->normalizationScale[2] * ( d1[1] * d0[2] - d1[2] * d0[1] );
a->normal[1] = dt->normalizationScale[2] * ( d1[2] * d0[0] - d1[0] * d0[2] );
a->normal[2] = dt->normalizationScale[2] * ( d1[0] * d0[1] - d1[1] * d0[0] );
a->tangents[0][0] = dt->normalizationScale[0] * ( d0[0] * d1[4] - d0[4] * d1[0] );
a->tangents[0][1] = dt->normalizationScale[0] * ( d0[1] * d1[4] - d0[4] * d1[1] );
a->tangents[0][2] = dt->normalizationScale[0] * ( d0[2] * d1[4] - d0[4] * d1[2] );
#ifdef DERIVE_UNSMOOTHED_BITANGENT
// derive the bitangent for a completely orthogonal axis,
// instead of using the texture T vector
a->tangents[1][0] = dt->normalizationScale[1] * ( a->normal[2] * a->tangents[0][1] - a->normal[1] * a->tangents[0][2] );
a->tangents[1][1] = dt->normalizationScale[1] * ( a->normal[0] * a->tangents[0][2] - a->normal[2] * a->tangents[0][0] );
a->tangents[1][2] = dt->normalizationScale[1] * ( a->normal[1] * a->tangents[0][0] - a->normal[0] * a->tangents[0][1] );
#else
// calculate the bitangent from the texture T vector
a->tangents[1][0] = dt->normalizationScale[1] * ( d0[3] * d1[0] - d0[0] * d1[3] );
a->tangents[1][1] = dt->normalizationScale[1] * ( d0[3] * d1[1] - d0[1] * d1[3] );
a->tangents[1][2] = dt->normalizationScale[1] * ( d0[3] * d1[2] - d0[2] * d1[3] );
#endif
}
#endif
tri->tangentsCalculated = true;
}
/*
==================
R_DeriveTangents
This is called once for static surfaces, and every frame for deforming surfaces
Builds tangents, normals, and face planes
==================
*/
void R_DeriveTangents( srfTriangles_t *tri, bool allocFacePlanes ) {
int i;
idPlane *planes;
if ( tri->dominantTris != NULL ) {
R_DeriveUnsmoothedTangents( tri );
return;
}
if ( tri->tangentsCalculated ) {
return;
}
tr.pc.c_tangentIndexes += tri->numIndexes;
if ( !tri->facePlanes && allocFacePlanes ) {
R_AllocStaticTriSurfPlanes( tri, tri->numIndexes );
}
planes = tri->facePlanes;
#if 1
if ( !planes ) {
planes = (idPlane *)_alloca16( ( tri->numIndexes / 3 ) * sizeof( planes[0] ) );
}
SIMDProcessor->DeriveTangents( planes, tri->verts, tri->numVerts, tri->indexes, tri->numIndexes );
#else
for ( i = 0; i < tri->numVerts; i++ ) {
tri->verts[i].normal.Zero();
tri->verts[i].tangents[0].Zero();
tri->verts[i].tangents[1].Zero();
}
for ( i = 0; i < tri->numIndexes; i += 3 ) {
// make face tangents
float d0[5], d1[5];
idDrawVert *a, *b, *c;
idVec3 temp, normal, tangents[2];
a = tri->verts + tri->indexes[i + 0];
b = tri->verts + tri->indexes[i + 1];
c = tri->verts + tri->indexes[i + 2];
d0[0] = b->xyz[0] - a->xyz[0];
d0[1] = b->xyz[1] - a->xyz[1];
d0[2] = b->xyz[2] - a->xyz[2];
d0[3] = b->st[0] - a->st[0];
d0[4] = b->st[1] - a->st[1];
d1[0] = c->xyz[0] - a->xyz[0];
d1[1] = c->xyz[1] - a->xyz[1];
d1[2] = c->xyz[2] - a->xyz[2];
d1[3] = c->st[0] - a->st[0];
d1[4] = c->st[1] - a->st[1];
// normal
temp[0] = d1[1] * d0[2] - d1[2] * d0[1];
temp[1] = d1[2] * d0[0] - d1[0] * d0[2];
temp[2] = d1[0] * d0[1] - d1[1] * d0[0];
VectorNormalizeFast2( temp, normal );
#ifdef USE_INVA
float area = d0[3] * d1[4] - d0[4] * d1[3];
float inva = area < 0.0f ? -1 : 1; // was = 1.0f / area;
temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
VectorNormalizeFast2( temp, tangents[0] );
temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
VectorNormalizeFast2( temp, tangents[1] );
#else
temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]);
temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]);
temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]);
VectorNormalizeFast2( temp, tangents[0] );
temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]);
temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]);
temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]);
VectorNormalizeFast2( temp, tangents[1] );
#endif
// sum up the tangents and normals for each vertex on this face
for ( int j = 0 ; j < 3 ; j++ ) {
vert = &tri->verts[tri->indexes[i+j]];
vert->normal += normal;
vert->tangents[0] += tangents[0];
vert->tangents[1] += tangents[1];
}
if ( planes ) {
planes->Normal() = normal;
planes->FitThroughPoint( a->xyz );
planes++;
}
}
#endif
#if 0
if ( tri->silIndexes != NULL ) {
for ( i = 0; i < tri->numVerts; i++ ) {
tri->verts[i].normal.Zero();
}
for ( i = 0; i < tri->numIndexes; i++ ) {
tri->verts[tri->silIndexes[i]].normal += planes[i/3].Normal();
}
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
tri->verts[tri->indexes[i]].normal = tri->verts[tri->silIndexes[i]].normal;
}
}
#else
int *dupVerts = tri->dupVerts;
idDrawVert *verts = tri->verts;
// add the normal of a duplicated vertex to the normal of the first vertex with the same XYZ
for ( i = 0; i < tri->numDupVerts; i++ ) {
verts[dupVerts[i*2+0]].normal += verts[dupVerts[i*2+1]].normal;
}
// copy vertex normals to duplicated vertices
for ( i = 0; i < tri->numDupVerts; i++ ) {
verts[dupVerts[i*2+1]].normal = verts[dupVerts[i*2+0]].normal;
}
#endif
#if 0
// sum up both sides of the mirrored verts
// so the S vectors exactly mirror, and the T vectors are equal
for ( i = 0 ; i < tri->numMirroredVerts ; i++ ) {
idDrawVert *v1, *v2;
v1 = &tri->verts[ tri->numVerts - tri->numMirroredVerts + i ];
v2 = &tri->verts[ tri->mirroredVerts[i] ];
v1->tangents[0] -= v2->tangents[0];
v1->tangents[1] += v2->tangents[1];
v2->tangents[0] = vec3_origin - v1->tangents[0];
v2->tangents[1] = v1->tangents[1];
}
#endif
// project the summed vectors onto the normal plane
// and normalize. The tangent vectors will not necessarily
// be orthogonal to each other, but they will be orthogonal
// to the surface normal.
#if 1
SIMDProcessor->NormalizeTangents( tri->verts, tri->numVerts );
#else
for ( i = 0 ; i < tri->numVerts ; i++ ) {
idDrawVert *vert = &tri->verts[i];
VectorNormalizeFast2( vert->normal, vert->normal );
// project the tangent vectors
for ( int j = 0 ; j < 2 ; j++ ) {
float d;
d = vert->tangents[j] * vert->normal;
vert->tangents[j] = vert->tangents[j] - d * vert->normal;
VectorNormalizeFast2( vert->tangents[j], vert->tangents[j] );
}
}
#endif
tri->tangentsCalculated = true;
tri->facePlanesCalculated = true;
}
/*
=================
R_RemoveDuplicatedTriangles
silIndexes must have already been calculated
silIndexes are used instead of indexes, because duplicated
triangles could have different texture coordinates.
=================
*/
void R_RemoveDuplicatedTriangles( srfTriangles_t *tri ) {
int c_removed;
int i, j, r;
int a, b, c;
c_removed = 0;
// check for completely duplicated triangles
// any rotation of the triangle is still the same, but a mirroring
// is considered different
for ( i = 0 ; i < tri->numIndexes ; i+=3 ) {
for ( r = 0 ; r < 3 ; r++ ) {
a = tri->silIndexes[i+r];
b = tri->silIndexes[i+(r+1)%3];
c = tri->silIndexes[i+(r+2)%3];
for ( j = i + 3 ; j < tri->numIndexes ; j+=3 ) {
if ( tri->silIndexes[j] == a && tri->silIndexes[j+1] == b && tri->silIndexes[j+2] == c ) {
c_removed++;
memmove( tri->indexes + j, tri->indexes + j + 3, ( tri->numIndexes - j - 3 ) * sizeof( tri->indexes[0] ) );
memmove( tri->silIndexes + j, tri->silIndexes + j + 3, ( tri->numIndexes - j - 3 ) * sizeof( tri->silIndexes[0] ) );
tri->numIndexes -= 3;
j -= 3;
}
}
}
}
if ( c_removed ) {
common->Printf( "removed %i duplicated triangles\n", c_removed );
}
}
/*
=================
R_RemoveDegenerateTriangles
silIndexes must have already been calculated
=================
*/
void R_RemoveDegenerateTriangles( srfTriangles_t *tri ) {
int c_removed;
int i;
int a, b, c;
// check for completely degenerate triangles
c_removed = 0;
for ( i = 0; i < tri->numIndexes; i += 3 ) {
a = tri->silIndexes[i];
b = tri->silIndexes[i+1];
c = tri->silIndexes[i+2];
if ( a == b || a == c || b == c ) {
c_removed++;
memmove( tri->indexes + i, tri->indexes + i + 3, ( tri->numIndexes - i - 3 ) * sizeof( tri->indexes[0] ) );
if ( tri->silIndexes ) {
memmove( tri->silIndexes + i, tri->silIndexes + i + 3, ( tri->numIndexes - i - 3 ) * sizeof( tri->silIndexes[0] ) );
}
tri->numIndexes -= 3;
i -= 3;
}
}
// this doesn't free the memory used by the unused verts
if ( c_removed ) {
common->Printf( "removed %i degenerate triangles\n", c_removed );
}
}
/*
=================
R_TestDegenerateTextureSpace
=================
*/
void R_TestDegenerateTextureSpace( srfTriangles_t *tri ) {
int c_degenerate;
int i;
// check for triangles with a degenerate texture space
c_degenerate = 0;
for ( i = 0; i < tri->numIndexes; i += 3 ) {
const idDrawVert &a = tri->verts[tri->indexes[i+0]];
const idDrawVert &b = tri->verts[tri->indexes[i+1]];
const idDrawVert &c = tri->verts[tri->indexes[i+2]];
if ( a.st == b.st || b.st == c.st || c.st == a.st ) {
c_degenerate++;
}
}
if ( c_degenerate ) {
// common->Printf( "%d triangles with a degenerate texture space\n", c_degenerate );
}
}
/*
=================
R_RemoveUnusedVerts
=================
*/
void R_RemoveUnusedVerts( srfTriangles_t *tri ) {
int i;
int *mark;
int index;
int used;
mark = (int *)R_ClearedStaticAlloc( tri->numVerts * sizeof( *mark ) );
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
index = tri->indexes[i];
if ( index < 0 || index >= tri->numVerts ) {
common->Error( "R_RemoveUnusedVerts: bad index" );
}
mark[ index ] = 1;
if ( tri->silIndexes ) {
index = tri->silIndexes[i];
if ( index < 0 || index >= tri->numVerts ) {
common->Error( "R_RemoveUnusedVerts: bad index" );
}
mark[ index ] = 1;
}
}
used = 0;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
if ( !mark[i] ) {
continue;
}
mark[i] = used + 1;
used++;
}
if ( used != tri->numVerts ) {
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
tri->indexes[i] = mark[ tri->indexes[i] ] - 1;
if ( tri->silIndexes ) {
tri->silIndexes[i] = mark[ tri->silIndexes[i] ] - 1;
}
}
tri->numVerts = used;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
index = mark[ i ];
if ( !index ) {
continue;
}
tri->verts[ index - 1 ] = tri->verts[i];
}
// this doesn't realloc the arrays to save the memory used by the unused verts
}
R_StaticFree( mark );
}
/*
=================
R_MergeSurfaceList
Only deals with vertexes and indexes, not silhouettes, planes, etc.
Does NOT perform a cleanup triangles, so there may be duplicated verts in the result.
=================
*/
srfTriangles_t *R_MergeSurfaceList( const srfTriangles_t **surfaces, int numSurfaces ) {
srfTriangles_t *newTri;
const srfTriangles_t *tri;
int i, j;
int totalVerts;
int totalIndexes;
totalVerts = 0;
totalIndexes = 0;
for ( i = 0 ; i < numSurfaces ; i++ ) {
totalVerts += surfaces[i]->numVerts;
totalIndexes += surfaces[i]->numIndexes;
}
newTri = R_AllocStaticTriSurf();
newTri->numVerts = totalVerts;
newTri->numIndexes = totalIndexes;
R_AllocStaticTriSurfVerts( newTri, newTri->numVerts );
R_AllocStaticTriSurfIndexes( newTri, newTri->numIndexes );
totalVerts = 0;
totalIndexes = 0;
for ( i = 0 ; i < numSurfaces ; i++ ) {
tri = surfaces[i];
memcpy( newTri->verts + totalVerts, tri->verts, tri->numVerts * sizeof( *tri->verts ) );
for ( j = 0 ; j < tri->numIndexes ; j++ ) {
newTri->indexes[ totalIndexes + j ] = totalVerts + tri->indexes[j];
}
totalVerts += tri->numVerts;
totalIndexes += tri->numIndexes;
}
return newTri;
}
/*
=================
R_MergeTriangles
Only deals with vertexes and indexes, not silhouettes, planes, etc.
Does NOT perform a cleanup triangles, so there may be duplicated verts in the result.
=================
*/
srfTriangles_t *R_MergeTriangles( const srfTriangles_t *tri1, const srfTriangles_t *tri2 ) {
const srfTriangles_t *tris[2];
tris[0] = tri1;
tris[1] = tri2;
return R_MergeSurfaceList( tris, 2 );
}
/*
=================
R_ReverseTriangles
Lit two sided surfaces need to have the triangles actually duplicated,
they can't just turn on two sided lighting, because the normal and tangents
are wrong on the other sides.
This should be called before R_CleanupTriangles
=================
*/
void R_ReverseTriangles( srfTriangles_t *tri ) {
int i;
// flip the normal on each vertex
// If the surface is going to have generated normals, this won't matter,
// but if it has explicit normals, this will keep it on the correct side
for ( i = 0 ; i < tri->numVerts ; i++ ) {
tri->verts[i].normal = vec3_origin - tri->verts[i].normal;
}
// flip the index order to make them back sided
for ( i = 0 ; i < tri->numIndexes ; i+= 3 ) {
glIndex_t temp;
temp = tri->indexes[ i + 0 ];
tri->indexes[ i + 0 ] = tri->indexes[ i + 1 ];
tri->indexes[ i + 1 ] = temp;
}
}
/*
=================
R_CleanupTriangles
FIXME: allow createFlat and createSmooth normals, as well as explicit
=================
*/
void R_CleanupTriangles( srfTriangles_t *tri, bool createNormals, bool identifySilEdges, bool useUnsmoothedTangents ) {
R_RangeCheckIndexes( tri );
R_CreateSilIndexes( tri );
// R_RemoveDuplicatedTriangles( tri ); // this may remove valid overlapped transparent triangles
R_RemoveDegenerateTriangles( tri );
R_TestDegenerateTextureSpace( tri );
// R_RemoveUnusedVerts( tri );
if ( identifySilEdges ) {
R_IdentifySilEdges( tri, true ); // assume it is non-deformable, and omit coplanar edges
}
// bust vertexes that share a mirrored edge into separate vertexes
R_DuplicateMirroredVertexes( tri );
// optimize the index order (not working?)
// R_OrderIndexes( tri->numIndexes, tri->indexes );
R_CreateDupVerts( tri );
R_BoundTriSurf( tri );
if ( useUnsmoothedTangents ) {
R_BuildDominantTris( tri );
R_DeriveUnsmoothedTangents( tri );
} else if ( !createNormals ) {
R_DeriveFacePlanes( tri );
R_DeriveTangentsWithoutNormals( tri );
} else {
R_DeriveTangents( tri );
}
}
/*
===================================================================================
DEFORMED SURFACES
===================================================================================
*/
/*
===================
R_BuildDeformInfo
===================
*/
deformInfo_t *R_BuildDeformInfo( int numVerts, const idDrawVert *verts, int numIndexes, const int *indexes, bool useUnsmoothedTangents ) {
deformInfo_t *deform;
srfTriangles_t tri;
int i;
memset( &tri, 0, sizeof( tri ) );
tri.numVerts = numVerts;
R_AllocStaticTriSurfVerts( &tri, tri.numVerts );
SIMDProcessor->Memcpy( tri.verts, verts, tri.numVerts * sizeof( tri.verts[0] ) );
tri.numIndexes = numIndexes;
R_AllocStaticTriSurfIndexes( &tri, tri.numIndexes );
// don't memcpy, so we can change the index type from int to short without changing the interface
for ( i = 0 ; i < tri.numIndexes ; i++ ) {
tri.indexes[i] = indexes[i];
}
R_RangeCheckIndexes( &tri );
R_CreateSilIndexes( &tri );
// should we order the indexes here?
// R_RemoveDuplicatedTriangles( &tri );
// R_RemoveDegenerateTriangles( &tri );
// R_RemoveUnusedVerts( &tri );
R_IdentifySilEdges( &tri, false ); // we cannot remove coplanar edges, because
// they can deform to silhouettes
R_DuplicateMirroredVertexes( &tri ); // split mirror points into multiple points
R_CreateDupVerts( &tri );
if ( useUnsmoothedTangents ) {
R_BuildDominantTris( &tri );
}
deform = (deformInfo_t *)R_ClearedStaticAlloc( sizeof( *deform ) );
deform->numSourceVerts = numVerts;
deform->numOutputVerts = tri.numVerts;
deform->numIndexes = numIndexes;
deform->indexes = tri.indexes;
deform->silIndexes = tri.silIndexes;
deform->numSilEdges = tri.numSilEdges;
deform->silEdges = tri.silEdges;
deform->dominantTris = tri.dominantTris;
deform->numMirroredVerts = tri.numMirroredVerts;
deform->mirroredVerts = tri.mirroredVerts;
deform->numDupVerts = tri.numDupVerts;
deform->dupVerts = tri.dupVerts;
if ( tri.verts ) {
triVertexAllocator.Free( tri.verts );
}
if ( tri.facePlanes ) {
triPlaneAllocator.Free( tri.facePlanes );
}
return deform;
}
/*
===================
R_FreeDeformInfo
===================
*/
void R_FreeDeformInfo( deformInfo_t *deformInfo ) {
if ( deformInfo->indexes != NULL ) {
triIndexAllocator.Free( deformInfo->indexes );
}
if ( deformInfo->silIndexes != NULL ) {
triSilIndexAllocator.Free( deformInfo->silIndexes );
}
if ( deformInfo->silEdges != NULL ) {
triSilEdgeAllocator.Free( deformInfo->silEdges );
}
if ( deformInfo->dominantTris != NULL ) {
triDominantTrisAllocator.Free( deformInfo->dominantTris );
}
if ( deformInfo->mirroredVerts != NULL ) {
triMirroredVertAllocator.Free( deformInfo->mirroredVerts );
}
if ( deformInfo->dupVerts != NULL ) {
triDupVertAllocator.Free( deformInfo->dupVerts );
}
R_StaticFree( deformInfo );
}
/*
===================
R_DeformInfoMemoryUsed
===================
*/
int R_DeformInfoMemoryUsed( deformInfo_t *deformInfo ) {
int total = 0;
if ( deformInfo->indexes != NULL ) {
total += deformInfo->numIndexes * sizeof( deformInfo->indexes[0] );
}
if ( deformInfo->silIndexes != NULL ) {
total += deformInfo->numIndexes * sizeof( deformInfo->silIndexes[0] );
}
if ( deformInfo->silEdges != NULL ) {
total += deformInfo->numSilEdges * sizeof( deformInfo->silEdges[0] );
}
if ( deformInfo->dominantTris != NULL ) {
total += deformInfo->numSourceVerts * sizeof( deformInfo->dominantTris[0] );
}
if ( deformInfo->mirroredVerts != NULL ) {
total += deformInfo->numMirroredVerts * sizeof( deformInfo->mirroredVerts[0] );
}
if ( deformInfo->dupVerts != NULL ) {
total += deformInfo->numDupVerts * sizeof( deformInfo->dupVerts[0] );
}
total += sizeof( *deformInfo );
return total;
}