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Should now calculate and animate vertex normals on skeletal models, and apply that for the q1-style lighting.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3231 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-06-30 22:05:18 +00:00
parent ca7a6224a4
commit 2f848fa7b0
4 changed files with 173 additions and 42 deletions

View file

@ -119,20 +119,143 @@ clampedmodel_t clampedmodel[] = {
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, float *xyzout)
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, float *xyzout, float *normout)
{
int i;
float *out, *matrix;
float *normo;
galisskeletaltransforms_t *v = weights;
for (i = 0;i < numweights;i++, v++)
#ifndef SERVERONLY
if (normout)
{
out = xyzout + v->vertexindex * 3;
matrix = bonepose+v->boneindex*12;
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
for (i = 0;i < numweights;i++, v++)
{
out = xyzout + v->vertexindex * 3;
normo = normout + v->vertexindex * 3;
matrix = bonepose+v->boneindex*12;
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
normo[0] += v->normal[0] * matrix[0] + v->normal[1] * matrix[1] + v->normal[2] * matrix[ 2];
normo[1] += v->normal[0] * matrix[4] + v->normal[1] * matrix[5] + v->normal[2] * matrix[ 6];
normo[2] += v->normal[0] * matrix[8] + v->normal[1] * matrix[9] + v->normal[2] * matrix[10];
}
}
else
#elif defined(_DEBUG)
if (normout)
Sys_Error("norms error");
#endif
{
for (i = 0;i < numweights;i++, v++)
{
out = xyzout + v->vertexindex * 3;
matrix = bonepose+v->boneindex*12;
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
}
}
}
static void Alias_CalculateSkeletalNormals(galiasinfo_t *model)
{
#define TriangleNormal(a,b,c,n) ( \
(n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \
(n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), \
(n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0]) \
)
int i;
vec3_t *xyz;
vec3_t *normals;
float *inversepose;
galiasinfo_t *next;
vec3_t tn;
index_t *idx;
float *bonepose = NULL;
while (model)
{
int numbones = model->numbones;
galisskeletaltransforms_t *v = (galisskeletaltransforms_t*)((char*)model+model->ofstransforms);
int numweights = model->numtransforms;
int numverts = model->numverts;
if (model->nextsurf)
next = (galiasinfo_t*)((char*)model + model->nextsurf);
else
next = NULL;
xyz = Z_Malloc(numverts*sizeof(vec3_t));
normals = Z_Malloc(numverts*sizeof(vec3_t));
inversepose = Z_Malloc(numbones*sizeof(float)*9);
if (!model->sharesbones || !bonepose)
{
galiasgroup_t *g;
if (!model->groups)
return;
g = (galiasgroup_t*)((char*)model+model->groupofs);
if (g->numposes < 1)
return;
bonepose = (float*)((char*)g+g->poseofs);
for (i = 0; i < numbones; i++)
Matrix3x4_InvertTo3x3(bonepose+i*12, inversepose+i*9);
}
//build the actual base pose positions
Alias_TransformVerticies(bonepose, v, numweights, (float*)xyz, NULL);
//use that base pose to calculate the normals
memset(normals, 0, numverts*sizeof(vec3_t));
for(;;)
{
idx = (index_t*)((char*)model + model->ofs_indexes);
//calculate the triangle normal and accumulate them
for (i = 0; i < model->numindexes; i+=3, idx+=3)
{
TriangleNormal(xyz[idx[0]], xyz[idx[1]], xyz[idx[2]], tn);
//note that tn is relative to the size of the triangle
VectorAdd(normals[idx[0]], tn, normals[idx[0]]);
VectorAdd(normals[idx[1]], tn, normals[idx[1]]);
VectorAdd(normals[idx[2]], tn, normals[idx[2]]);
}
if (next && next->sharesverts && next->sharesbones)
{
model = next;
if (model->nextsurf)
next = (galiasinfo_t*)((char*)model + model->nextsurf);
else
next = NULL;
}
else
break;
}
//the normals are not normalized yet.
for (i = 0; i < numverts; i++)
{
VectorNormalize(normals[i]);
}
for (i = 0; i < numweights; i++, v++)
{
v->normal[0] = DotProduct(normals[v->vertexindex], inversepose+12*v->boneindex+0) / v->org[3];
v->normal[1] = DotProduct(normals[v->vertexindex], inversepose+12*v->boneindex+3) / v->org[3];
v->normal[2] = DotProduct(normals[v->vertexindex], inversepose+12*v->boneindex+6) / v->org[3];
}
//FIXME: save off the xyz+normals for this base pose as an optimisation for world objects.
Z_Free(inversepose);
Z_Free(normals);
Z_Free(xyz);
model = next;
}
}
@ -614,32 +737,9 @@ static void Alias_BuildSkeletalMesh(mesh_t *mesh, float *bonepose, galisskeletal
{
int i;
// blend the vertex bone weights
// memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = 0;
mesh->normals_array[i][1] = 0;
mesh->normals_array[i][2] = 1;
/*
mesh->colors_array[i][0] = ambientlight[0];
mesh->colors_array[i][1] = ambientlight[1];
mesh->colors_array[i][2] = ambientlight[2];
mesh->colors_array[i][3] = 255;//alpha;
*/
/*
mesh->xyz_array[i][0] = 0;
mesh->xyz_array[i][1] = 0;
mesh->xyz_array[i][2] = 0;
mesh->xyz_array[i][3] = 1;
*/
}
mesh->colors_array = NULL;
memset(mesh->xyz_array, 0, mesh->numvertexes*sizeof(vec3_t));
Alias_TransformVerticies(bonepose, weights, numweights, (float*)mesh->xyz_array);
memset(mesh->normals_array, 0, mesh->numvertexes*sizeof(vec3_t));
Alias_TransformVerticies(bonepose, weights, numweights, (float*)mesh->xyz_array, (float*)mesh->normals_array);
@ -761,7 +861,10 @@ qboolean Alias_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf,
float *usebonepose;
usebonepose = Alias_GetBonePositions(inf, &e->framestate, (float*)bonepose, MAX_BONES);
Alias_BuildSkeletalMesh(mesh, usebonepose, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms);
return false;
if (mesh->colors_array)
R_LightArrays(mesh->colors_array, mesh->numvertexes, mesh->normals_array);
return true;
}
#endif
@ -869,7 +972,7 @@ qboolean Mod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, ve
while(mod)
{
indexes = (int*)((char*)mod + mod->ofs_indexes);
indexes = (index_t*)((char*)mod + mod->ofs_indexes);
group = (galiasgroup_t*)((char*)mod + mod->groupofs);
pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
posedata = (float*)((char*)pose + pose->ofsverts);
@ -883,10 +986,10 @@ qboolean Mod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, ve
{
if (!mod->sharesbones)
R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), mod->numbones, bonepose);
Alias_TransformVerticies((float*)bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
Alias_TransformVerticies((float*)bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata, NULL);
}
else
Alias_TransformVerticies((float*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
Alias_TransformVerticies((float*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata, NULL);
}
#endif
@ -1021,7 +1124,7 @@ static int R_FindTriangleWithEdge ( int *indexes, int numtris, int start, int en
return match;
}
static void Mod_BuildTriangleNeighbours ( int *neighbours, int *indexes, int numtris )
static void Mod_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int numtris )
{
int i, *n;
int *index;
@ -1044,7 +1147,7 @@ void Mod_CompileTriangleNeighbours(galiasinfo_t *galias)
int *neighbours;
neighbours = Hunk_Alloc(sizeof(int)*galias->numindexes/3*3);
galias->ofs_trineighbours = (qbyte *)neighbours - (qbyte *)galias;
Mod_BuildTriangleNeighbours(neighbours, (int*)((char*)galias + galias->ofs_indexes), galias->numindexes/3);
Mod_BuildTriangleNeighbours(neighbours, (index_t*)((char*)galias + galias->ofs_indexes), galias->numindexes/3);
}
#endif
}
@ -3401,6 +3504,8 @@ qboolean Mod_LoadZymoticModel(model_t *mod, void *buffer)
root[i-1].nextsurf = sizeof(*root);
}
Alias_CalculateSkeletalNormals(root);
//
// move the complete, relocatable alias model to the cache
//
@ -3759,7 +3864,7 @@ qboolean Mod_LoadDarkPlacesModel(model_t *mod, void *buffer)
root[0].sharesbones = false;
Alias_CalculateSkeletalNormals(root);
//
// move the complete, relocatable alias model to the cache
@ -4203,6 +4308,8 @@ galiasinfo_t *Mod_ParseMD5MeshModel(char *buffer)
if (!lastsurf)
MD5ERROR0PARAM("MD5MESH: No meshes");
Alias_CalculateSkeletalNormals(root);
return root;
#undef MD5ERROR0PARAM
#undef MD5ERROR1PARAM

View file

@ -82,6 +82,9 @@ typedef struct {
int vertexindex;
int boneindex;
vec4_t org;
#ifndef SERVERONLY
vec3_t normal;
#endif
} galisskeletaltransforms_t;
#endif
@ -122,7 +125,7 @@ typedef struct {
float *Alias_GetBonePositions(galiasinfo_t *inf, framestate_t *fstate, float *buffer, int buffersize);
#ifdef SKELETALMODELS
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, float *xyzout);
void Alias_TransformVerticies(float *bonepose, galisskeletaltransforms_t *weights, int numweights, float *xyzout, float *normals);
#endif
qboolean Alias_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf,
entity_t *e,

View file

@ -1295,6 +1295,25 @@ qboolean Matrix4_Invert(const float *m, float *out)
#undef SWAP_ROWS
}
void Matrix3x4_InvertTo3x3(float *in, float *result)
{
#define A(x,y) in[x+y*4]
#define result(x,y) result[x+y*3]
double determinant = +A(0,0)*(A(1,1)*A(2,2)-A(2,1)*A(1,2))
-A(0,1)*(A(1,0)*A(2,2)-A(1,2)*A(2,0))
+A(0,2)*(A(1,0)*A(2,1)-A(1,1)*A(2,0));
double invdet = 1/determinant;
result(0,0) = (A(1,1)*A(2,2)-A(2,1)*A(1,2))*invdet;
result(1,0) = -(A(0,1)*A(2,2)-A(0,2)*A(2,1))*invdet;
result(2,0) = (A(0,1)*A(1,2)-A(0,2)*A(1,1))*invdet;
result(0,1) = -(A(1,0)*A(2,2)-A(1,2)*A(2,0))*invdet;
result(1,1) = (A(0,0)*A(2,2)-A(0,2)*A(2,0))*invdet;
result(2,1) = -(A(0,0)*A(1,2)-A(1,0)*A(0,2))*invdet;
result(0,2) = (A(1,0)*A(2,1)-A(2,0)*A(1,1))*invdet;
result(1,2) = -(A(0,0)*A(2,1)-A(2,0)*A(0,1))*invdet;
result(2,2) = (A(0,0)*A(1,1)-A(1,0)*A(0,1))*invdet;
}
//screen->3d
void Matrix4_UnProject(vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy)

View file

@ -44,7 +44,7 @@ extern int nanmask;
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
@ -116,6 +116,8 @@ void Matrix4_Transform3 (float *matrix, float *vector, float *product);
void Matrix4_Transform4 (float *matrix, float *vector, float *product);
void Matrix4_UnProject (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
void Matrix3x4_InvertTo3x3(float *in, float *result);
fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
int Q_log2 (int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);