/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2007 Peter Mackay and Chris Swindle. This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // gl_mesh.c: triangle model functions #include extern "C" { #include "../quakedef.h" } /* ================================================================= ALIAS MODEL DISPLAY LIST GENERATION ================================================================= */ model_t *aliasmodel; aliashdr_t *paliashdr; int used[8192]; // the command list holds counts and s/t values that are valid for // every frame int commands[8192]; int numcommands; // all frames will have their vertexes rearranged and expanded // so they are in the order expected by the command list int vertexorder[8192]; int numorder; int allverts, alltris; int stripverts[128]; int striptris[128]; int stripcount; /* ================ StripLength ================ */ static int StripLength (int starttri, int startv) { int m1, m2; int j; mtriangle_t *last, *check; int k; used[starttri] = 2; last = &triangles[starttri]; stripverts[0] = last->vertindex[(startv)%3]; stripverts[1] = last->vertindex[(startv+1)%3]; stripverts[2] = last->vertindex[(startv+2)%3]; striptris[0] = starttri; stripcount = 1; m1 = last->vertindex[(startv+2)%3]; m2 = last->vertindex[(startv+1)%3]; // look for a matching triangle nexttri: for (j=starttri+1, check=&triangles[starttri+1]; jnumtris; j++, check++) { if(check->facesfront != last->facesfront) continue; for(k=0; k<3 ; k++) { if (check->vertindex[k] != m1) continue; if (check->vertindex[ (k+1)%3 ] != m2) continue; // this is the next part of the fan // if we can't use this triangle, this tristrip is done if (used[j]) goto done; // the new edge if (stripcount & 1) m2 = check->vertindex[ (k+2)%3 ]; else m1 = check->vertindex[ (k+2)%3 ]; stripverts[stripcount+2] = check->vertindex[ (k+2)%3 ]; striptris[stripcount] = j; stripcount++; used[j] = 2; goto nexttri; } } done: // clear the temp used flags for (j=starttri+1 ; jnumtris ; j++) if (used[j] == 2) used[j] = 0; return stripcount; } /* =========== FanLength =========== */ static int FanLength (int starttri, int startv) { int m1, m2; int j; mtriangle_t *last, *check; int k; used[starttri] = 2; last = &triangles[starttri]; stripverts[0] = last->vertindex[(startv)%3]; stripverts[1] = last->vertindex[(startv+1)%3]; stripverts[2] = last->vertindex[(startv+2)%3]; striptris[0] = starttri; stripcount = 1; m1 = last->vertindex[(startv+0)%3]; m2 = last->vertindex[(startv+2)%3]; // look for a matching triangle nexttri: for (j=starttri+1, check=&triangles[starttri+1] ; jnumtris ; j++, check++) { if (check->facesfront != last->facesfront) continue; for (k=0 ; k<3 ; k++) { if (check->vertindex[k] != m1) continue; if (check->vertindex[ (k+1)%3 ] != m2) continue; // this is the next part of the fan // if we can't use this triangle, this tristrip is done if (used[j]) goto done; // the new edge m2 = check->vertindex[ (k+2)%3 ]; stripverts[stripcount+2] = m2; striptris[stripcount] = j; stripcount++; used[j] = 2; goto nexttri; } } done: // clear the temp used flags for (j=starttri+1 ; jnumtris ; j++) if (used[j] == 2) used[j] = 0; return stripcount; } /* ================ BuildTrisSingleTriGroup by blubswillrule because though I do appreciate the ram saving abilities of generating tristrips and fans, I do not enjoy the increased amount of gpu rendering calls due to having to pass each tristrip or trifan inividually we're going to instead build one continuous array of triangles such that we can pass the entire model in one single draw call. After testing: rendering fps gains were negative (due to having more vertices), so let's not use this after all, hehe... ================ */ /* static void BuildTris (void) { int j, k; int startv; float s, t; int len; int bestverts[3072];//1024 int besttris[1024]; // // build tristrips // numorder = 0; numcommands = 0; memset (used, 0, sizeof(used)); startv = 0; mtriangle_t *check; check = &triangles[0]; for(j = 0; j < pheader -> numtris; j++,check++) { besttris[j] = j; for(k = 0; k < 3; k++) { //stripverts[stripcount+2] = check->vertindex[ (k+2)%3 ]; bestverts[(j * 3) + k] = check->vertindex[k]; } } len = pheader->numtris * 3; commands[numcommands++] = len; for (j=0 ; j< len; j++) { k = bestverts[j]; vertexorder[numorder++] = k; // emit s/t coords into the commands stream s = stverts[k].s; t = stverts[k].t; //if (!triangles[besttris[0]].facesfront && stverts[k].onseam) // s += pheader->skinwidth / 2; // on back side s = (s + 0.5) / pheader->skinwidth; t = (t + 0.5) / pheader->skinheight; *(float *)&commands[numcommands++] = s; *(float *)&commands[numcommands++] = t; } commands[numcommands++] = 0; // end of list marker allverts += len; alltris += pheader->numtris; } */ /* ================ BuildTris Generate a list of trifans or strips for the model, which holds for all frames ================ */ static void BuildTris (void) { int i, j, k; int startv; float s, t; int len, bestlen, besttype; int bestverts[1024]; int besttris[1024]; int type; // // build tristrips // numorder = 0; numcommands = 0; besttype = 0; memset (used, 0, sizeof(used)); for (i=0 ; inumtris ; i++) { // pick an unused triangle and start the trifan if (used[i]) continue; bestlen = 0; for (type = 0 ; type < 2 ; type++) // type = 1; { for (startv =0 ; startv < 3 ; startv++) { if (type == 1) len = StripLength (i, startv); else len = FanLength (i, startv); if (len > bestlen) { besttype = type; bestlen = len; for (j=0 ; jskinwidth / 2; // on back side s = (s + 0.5) / pheader->skinwidth; t = (t + 0.5) / pheader->skinheight; *(float *)&commands[numcommands++] = s; *(float *)&commands[numcommands++] = t; } } commands[numcommands++] = 0; // end of list marker Con_DPrintf ("%3i tri %3i vert %3i cmd\n", pheader->numtris, numorder, numcommands); allverts += numorder; alltris += pheader->numtris; } #if MS2WRITING /* ================ GL_MakeAliasModelDisplayLists ================ */ void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr) { aliasmodel = m; paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m); // // look for a cached version // char cache[MAX_QPATH]; sprintf(cache, "%s/glquake/", com_gamedir); COM_StripExtension (m->name+strlen("progs/"), cache+strlen(cache)); strcat (cache, ".ms2"); int f; Sys_FileOpenRead(cache, &f); if (f >= 0) { Sys_FileRead(f, &numcommands, 4); Sys_FileRead(f, &numorder, 4); Sys_FileRead(f, &commands, numcommands * sizeof(commands[0])); Sys_FileRead(f, &vertexorder, numorder * sizeof(vertexorder[0])); Sys_FileClose(f); } else { char dirName[MAX_OSPATH]; // // build it from scratch // BuildTris (); // trifans or lists // Create a dir to put the cache file in. memset(dirName, 0, MAX_OSPATH); sprintf(dirName, "%s/glquake", com_gamedir); Sys_mkdir(dirName); // // save out the cached version // f = Sys_FileOpenWrite(cache); if (f >= 0) { Sys_FileWrite(f, &numcommands, 4); Sys_FileWrite(f, &numorder, 4); Sys_FileWrite(f, &commands, numcommands * sizeof(commands[0])); Sys_FileWrite(f, &vertexorder, numorder * sizeof(vertexorder[0])); Sys_FileClose(f); } else { Sys_Error("Couldn't open %s for writing", cache); } } // save the data out paliashdr->poseverts = numorder; int* cmds = static_cast(Hunk_Alloc (numcommands * 4)); paliashdr->commands = (byte *)cmds - (byte *)paliashdr; memcpy (cmds, commands, numcommands * 4); trivertx_t* verts = static_cast(Hunk_Alloc (paliashdr->numposes * paliashdr->poseverts * sizeof(trivertx_t) )); paliashdr->posedata = (byte *)verts - (byte *)paliashdr; for (int i=0 ; inumposes ; i++) for (int j=0 ; jscale[0] + paliashdr->scale_origin[0]; scaled[1] = (float)original[1] * paliashdr->scale[1] + paliashdr->scale_origin[1]; scaled[2] = (float)original[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]; } /* ================ GL_MakeAliasModelDisplayLists ================ */ void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr) { int i, j; int *cmds; trivertx_t *verts; aliasmodel = m; paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m); // Tonik: don't cache anything, because it seems just as fast // (if not faster) to rebuild the tris instead of loading them from disk BuildTris(); // trifans or lists // save the data out paliashdr->poseverts = numorder; cmds = static_cast(Hunk_Alloc (numcommands * 4)); paliashdr->commands = (byte *)cmds - (byte *)paliashdr; memcpy (cmds, commands, numcommands * 4); verts = static_cast(Hunk_Alloc (paliashdr->numposes * paliashdr->poseverts * sizeof(trivertx_t))); paliashdr->posedata = (byte *)verts - (byte *)paliashdr; for (i=0 ; inumposes ; i++) for (j=0 ; jmodhint == MOD_WEAPON && qmb_initialized && r_part_muzzleflash.value) { vec3_t scaledf0, scaledf1; // scaled versions of the verts (need to prescale for comparison) float vdiff; // difference in front to back movement qboolean *nodraw; // true if the vert is a muzzleflash // get pointers to the verts trivertx_t *vertsf0 = (trivertx_t *)((byte *)hdr + hdr->posedata); trivertx_t *vertsfi = (trivertx_t *)((byte *)hdr + hdr->posedata); // set up the nodraw buffer nodraw = static_cast(malloc (numorder * sizeof(qboolean))); // setthese pointers to the 0th and 1st frames vertsf0 += hdr->frames[0].firstpose * hdr->poseverts; vertsfi += hdr->frames[1].firstpose * hdr->poseverts; // now go through them and compare. we expect that (a) the animation is sensible and there's no major // difference between the 2 frames to be expected, and (b) any verts that do exhibit a major difference // can be assumed to belong to the muzzleflash for (j = 0; j < numorder; j++) { ScaleVerts (vertsf0->v, scaledf0); ScaleVerts (vertsfi->v, scaledf1); // get difference in front to back movement vdiff = scaledf1[0] - scaledf0[0]; // if it's above a certain treshold, assume a muzzleflash and mark for nodraw // 10 is the approx lowest range of visible front to back in a view model, so that seems reasonable to work with if (vdiff > 10) nodraw[j] = qtrue; else nodraw[j] = qfalse; // next set of verts vertsf0++; vertsfi++; } // copy the relevant verts from the first frame to every other frame for (i = 1; i < paliashdr->numframes; i++) { // get pointers to the verts again vertsf0 = (trivertx_t *)((byte *) hdr + hdr->posedata); vertsfi = (trivertx_t *)((byte *) hdr + hdr->posedata); // set these pointers to the 0th and i'th frames vertsf0 += hdr->frames[0].firstpose * hdr->poseverts; vertsfi += hdr->frames[i].firstpose * hdr->poseverts; for (j = 0; j < numorder; j++) { // copy the verts from frame 0 if (nodraw[j]) { vertsfi->v[0] = vertsf0->v[0]; vertsfi->v[1] = vertsf0->v[1]; vertsfi->v[2] = vertsf0->v[2]; } // next set of verts vertsf0++; vertsfi++; } } // release the nodraw buffer free (nodraw); }*/ } #endif