OpenGL2: Reimplement MD3 tangent space calculation.

This commit is contained in:
SmileTheory 2014-05-27 18:20:12 -07:00
parent 347b429fdb
commit 318d45cff5
4 changed files with 56 additions and 70 deletions

View file

@ -372,7 +372,7 @@ R_LoadMD3
*/
static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize, const char *modName)
{
int f, i, j, k;
int f, i, j;
md3Header_t *md3Model;
md3Frame_t *md3Frame;
@ -598,71 +598,58 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
#ifdef USE_VERT_TANGENT_SPACE
// calc tangent spaces
{
// Valgrind complaints: Conditional jump or move depends on uninitialised value(s)
// So lets Initialize them.
const float *v0 = NULL, *v1 = NULL, *v2 = NULL;
const float *t0 = NULL, *t1 = NULL, *t2 = NULL;
vec3_t tangent = { 0, 0, 0 };
vec3_t bitangent = { 0, 0, 0 };
vec3_t normal = { 0, 0, 0 };
vec3_t *sdirs, *tdirs;
for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
sdirs = ri.Malloc(sizeof(*sdirs) * surf->numVerts * mdvModel->numFrames);
tdirs = ri.Malloc(sizeof(*tdirs) * surf->numVerts * mdvModel->numFrames);
for (j = 0; j < (surf->numVerts * mdvModel->numFrames); j++)
{
VectorClear(v->tangent);
VectorClear(v->bitangent);
if (r_recalcMD3Normals->integer)
VectorClear(v->normal);
VectorSet(sdirs[j], 0.0f, 0.0f, 0.0f);
VectorSet(tdirs[j], 0.0f, 0.0f, 0.0f);
}
for(f = 0; f < mdvModel->numFrames; f++)
{
for(j = 0, tri = surf->indexes; j < surf->numIndexes; j += 3, tri += 3)
{
v0 = surf->verts[surf->numVerts * f + tri[0]].xyz;
v1 = surf->verts[surf->numVerts * f + tri[1]].xyz;
v2 = surf->verts[surf->numVerts * f + tri[2]].xyz;
vec3_t sdir, tdir;
const float *v0, *v1, *v2, *t0, *t1, *t2;
glIndex_t index0, index1, index2;
index0 = surf->numVerts * f + tri[0];
index1 = surf->numVerts * f + tri[1];
index2 = surf->numVerts * f + tri[2];
v0 = surf->verts[index0].xyz;
v1 = surf->verts[index1].xyz;
v2 = surf->verts[index2].xyz;
t0 = surf->st[tri[0]].st;
t1 = surf->st[tri[1]].st;
t2 = surf->st[tri[2]].st;
if (!r_recalcMD3Normals->integer)
VectorCopy(v->normal, normal);
else
VectorClear(normal);
#if 1
R_CalcTangentSpace(tangent, bitangent, normal, v0, v1, v2, t0, t1, t2);
#else
R_CalcNormalForTriangle(normal, v0, v1, v2);
R_CalcTangentsForTriangle(tangent, bitangent, v0, v1, v2, t0, t1, t2);
#endif
for(k = 0; k < 3; k++)
{
float *v;
v = surf->verts[surf->numVerts * f + tri[k]].tangent;
VectorAdd(v, tangent, v);
v = surf->verts[surf->numVerts * f + tri[k]].bitangent;
VectorAdd(v, bitangent, v);
if (r_recalcMD3Normals->integer)
{
v = surf->verts[surf->numVerts * f + tri[k]].normal;
VectorAdd(v, normal, v);
}
}
R_CalcTexDirs(sdir, tdir, v0, v1, v2, t0, t1, t2);
VectorAdd(sdir, sdirs[index0], sdirs[index0]);
VectorAdd(sdir, sdirs[index1], sdirs[index1]);
VectorAdd(sdir, sdirs[index2], sdirs[index2]);
VectorAdd(tdir, tdirs[index0], tdirs[index0]);
VectorAdd(tdir, tdirs[index1], tdirs[index1]);
VectorAdd(tdir, tdirs[index2], tdirs[index2]);
}
}
for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
{
VectorNormalize(v->tangent);
VectorNormalize(v->bitangent);
VectorNormalize(v->normal);
VectorNormalize(sdirs[j]);
VectorNormalize(tdirs[j]);
R_CalcTbnFromNormalAndTexDirs(v->tangent, v->bitangent, v->normal, sdirs[j], tdirs[j]);
}
ri.Free(sdirs);
ri.Free(tdirs);
}
#endif