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https://github.com/UberGames/lilium-voyager.git
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OpenGL2: Reimplement MD3 tangent space calculation.
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parent
347b429fdb
commit
318d45cff5
4 changed files with 56 additions and 70 deletions
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@ -143,7 +143,6 @@ cvar_t *r_baseNormalY;
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cvar_t *r_baseParallax;
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cvar_t *r_baseSpecular;
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cvar_t *r_baseGloss;
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cvar_t *r_recalcMD3Normals;
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cvar_t *r_mergeLightmaps;
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cvar_t *r_dlightMode;
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cvar_t *r_pshadowDist;
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@ -1204,7 +1203,6 @@ void R_Register( void )
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r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
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r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_pshadowDist = ri.Cvar_Get( "r_pshadowDist", "128", CVAR_ARCHIVE );
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r_recalcMD3Normals = ri.Cvar_Get( "r_recalcMD3Normals", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_mergeLightmaps = ri.Cvar_Get( "r_mergeLightmaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_imageUpsample = ri.Cvar_Get( "r_imageUpsample", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
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@ -1804,7 +1804,6 @@ extern cvar_t *r_baseSpecular;
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extern cvar_t *r_baseGloss;
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extern cvar_t *r_dlightMode;
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extern cvar_t *r_pshadowDist;
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extern cvar_t *r_recalcMD3Normals;
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extern cvar_t *r_mergeLightmaps;
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extern cvar_t *r_imageUpsample;
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extern cvar_t *r_imageUpsampleMaxSize;
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@ -1865,8 +1864,9 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
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int fogIndex, int dlightMap, int pshadowMap, int cubemap );
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void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
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void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir);
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qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
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#define CULL_IN 0 // completely unclipped
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@ -294,13 +294,11 @@ void R_CalcTangentSpaceFast(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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/*
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http://www.terathon.com/code/tangent.html
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*/
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void R_CalcTBN(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v1, const vec3_t v2, const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
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{
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vec3_t u, v;
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float x1, x2, y1, y2, z1, z2;
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float s1, s2, t1, t2;
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float r, dot;
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float s1, s2, t1, t2, r;
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x1 = v2[0] - v1[0];
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x2 = v3[0] - v1[0];
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@ -316,24 +314,27 @@ void R_CalcTBN(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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r = 1.0f / (s1 * t2 - s2 * t1);
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VectorSet(tangent, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
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VectorSet(bitangent, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
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VectorSet(sdir, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
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VectorSet(tdir, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
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}
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// compute the face normal based on vertex points
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VectorSubtract(v3, v1, u);
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VectorSubtract(v2, v1, v);
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CrossProduct(u, v, normal);
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VectorNormalize(normal);
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void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir)
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{
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vec3_t n_cross_t;
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vec_t n_dot_t, handedness;
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// Gram-Schmidt orthogonalize
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//tangent[a] = (t - n * Dot(n, t)).Normalize();
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dot = DotProduct(normal, tangent);
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VectorMA(tangent, -dot, normal, tangent);
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n_dot_t = DotProduct(normal, sdir);
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VectorMA(sdir, -n_dot_t, normal, tangent);
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VectorNormalize(tangent);
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// B=NxT
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//CrossProduct(normal, tangent, bitangent);
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// Calculate handedness
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CrossProduct(normal, sdir, n_cross_t);
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handedness = (DotProduct(n_cross_t, tdir) < 0.0f) ? -1.0f : 1.0f;
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// Calculate bitangent
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CrossProduct(normal, tangent, bitangent);
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VectorScale(bitangent, handedness, bitangent);
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}
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void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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@ -372,7 +372,7 @@ R_LoadMD3
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*/
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static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize, const char *modName)
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{
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int f, i, j, k;
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int f, i, j;
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md3Header_t *md3Model;
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md3Frame_t *md3Frame;
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@ -598,71 +598,58 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
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#ifdef USE_VERT_TANGENT_SPACE
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// calc tangent spaces
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{
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// Valgrind complaints: Conditional jump or move depends on uninitialised value(s)
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// So lets Initialize them.
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const float *v0 = NULL, *v1 = NULL, *v2 = NULL;
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const float *t0 = NULL, *t1 = NULL, *t2 = NULL;
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vec3_t tangent = { 0, 0, 0 };
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vec3_t bitangent = { 0, 0, 0 };
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vec3_t normal = { 0, 0, 0 };
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vec3_t *sdirs, *tdirs;
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for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
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sdirs = ri.Malloc(sizeof(*sdirs) * surf->numVerts * mdvModel->numFrames);
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tdirs = ri.Malloc(sizeof(*tdirs) * surf->numVerts * mdvModel->numFrames);
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for (j = 0; j < (surf->numVerts * mdvModel->numFrames); j++)
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{
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VectorClear(v->tangent);
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VectorClear(v->bitangent);
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if (r_recalcMD3Normals->integer)
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VectorClear(v->normal);
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VectorSet(sdirs[j], 0.0f, 0.0f, 0.0f);
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VectorSet(tdirs[j], 0.0f, 0.0f, 0.0f);
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}
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for(f = 0; f < mdvModel->numFrames; f++)
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{
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for(j = 0, tri = surf->indexes; j < surf->numIndexes; j += 3, tri += 3)
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{
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v0 = surf->verts[surf->numVerts * f + tri[0]].xyz;
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v1 = surf->verts[surf->numVerts * f + tri[1]].xyz;
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v2 = surf->verts[surf->numVerts * f + tri[2]].xyz;
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vec3_t sdir, tdir;
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const float *v0, *v1, *v2, *t0, *t1, *t2;
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glIndex_t index0, index1, index2;
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index0 = surf->numVerts * f + tri[0];
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index1 = surf->numVerts * f + tri[1];
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index2 = surf->numVerts * f + tri[2];
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v0 = surf->verts[index0].xyz;
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v1 = surf->verts[index1].xyz;
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v2 = surf->verts[index2].xyz;
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t0 = surf->st[tri[0]].st;
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t1 = surf->st[tri[1]].st;
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t2 = surf->st[tri[2]].st;
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if (!r_recalcMD3Normals->integer)
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VectorCopy(v->normal, normal);
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else
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VectorClear(normal);
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#if 1
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R_CalcTangentSpace(tangent, bitangent, normal, v0, v1, v2, t0, t1, t2);
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#else
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R_CalcNormalForTriangle(normal, v0, v1, v2);
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R_CalcTangentsForTriangle(tangent, bitangent, v0, v1, v2, t0, t1, t2);
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#endif
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for(k = 0; k < 3; k++)
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{
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float *v;
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v = surf->verts[surf->numVerts * f + tri[k]].tangent;
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VectorAdd(v, tangent, v);
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v = surf->verts[surf->numVerts * f + tri[k]].bitangent;
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VectorAdd(v, bitangent, v);
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if (r_recalcMD3Normals->integer)
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{
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v = surf->verts[surf->numVerts * f + tri[k]].normal;
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VectorAdd(v, normal, v);
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}
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}
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R_CalcTexDirs(sdir, tdir, v0, v1, v2, t0, t1, t2);
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VectorAdd(sdir, sdirs[index0], sdirs[index0]);
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VectorAdd(sdir, sdirs[index1], sdirs[index1]);
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VectorAdd(sdir, sdirs[index2], sdirs[index2]);
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VectorAdd(tdir, tdirs[index0], tdirs[index0]);
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VectorAdd(tdir, tdirs[index1], tdirs[index1]);
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VectorAdd(tdir, tdirs[index2], tdirs[index2]);
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}
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}
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for(j = 0, v = surf->verts; j < (surf->numVerts * mdvModel->numFrames); j++, v++)
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{
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VectorNormalize(v->tangent);
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VectorNormalize(v->bitangent);
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VectorNormalize(v->normal);
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VectorNormalize(sdirs[j]);
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VectorNormalize(tdirs[j]);
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R_CalcTbnFromNormalAndTexDirs(v->tangent, v->bitangent, v->normal, sdirs[j], tdirs[j]);
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}
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ri.Free(sdirs);
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ri.Free(tdirs);
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}
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#endif
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