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Optimize UE1 vertex normal computation.
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parent
70de6ff165
commit
b6ee4151ee
2 changed files with 22 additions and 14 deletions
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@ -83,7 +83,6 @@ void FUE1Model::LoadGeometry()
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averts = (uint32_t*)(buffer2+sizeof(a3dhead));
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dxverts = NULL;
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}
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weaponPoly = -1;
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// set counters
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numVerts = dhead->numverts;
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numFrames = ahead->numframes;
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@ -109,6 +108,9 @@ void FUE1Model::LoadGeometry()
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unpackuvert(averts[j+i*numVerts],2),
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-unpackuvert(averts[j+i*numVerts],1));
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}
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// refs will be set later
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Vert.P.Reset();
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Vert.nP = 0;
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// push vertex (without normals, will be calculated later)
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verts.Push(Vert);
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}
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@ -130,23 +132,26 @@ void FUE1Model::LoadGeometry()
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dir[0] = verts[Poly.V[1]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
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dir[1] = verts[Poly.V[2]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
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Poly.Normals.Push((dir[0]^dir[1]).Unit());
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// since we're iterating frames, also set references for later
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for ( int k=0; k<3; k++ )
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{
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verts[Poly.V[k]+numVerts*j].P.Push(i);
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verts[Poly.V[k]+numVerts*j].nP++;
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}
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}
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// push
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polys.Push(Poly);
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}
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// compute normals for vertex arrays
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// iterates through all polys and compute the average of all facet normals
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// from those who use this vertex. not pretty, but does the job
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// compute normals for vertex arrays (average of all referenced poly normals)
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// since we have references listed from before, this saves a lot of time
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// without having to loop through the entire model each vertex (especially true for very complex models)
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for ( int i=0; i<numFrames; i++ )
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{
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for ( int j=0; j<numVerts; j++ )
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{
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FVector3 nsum = FVector3(0,0,0);
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for ( int k=0; k<numPolys; k++ )
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{
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if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
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nsum += polys[k].Normals[i];
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}
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for ( int k=0; k<verts[j+numVerts*i].nP; k++ )
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nsum += polys[verts[j+numVerts*i].P[k]].Normals[i];
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verts[j+numVerts*i].Normal = nsum.Unit();
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}
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}
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@ -157,8 +162,9 @@ void FUE1Model::LoadGeometry()
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UE1Group Group;
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for ( int i=0; i<numPolys; i++ )
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{
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// while we're at it, look for the weapon triangle
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if ( dpolys[i].type&PT_WeaponTriangle ) weaponPoly = i;
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// while we're at it, look for attachment triangles
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// technically only one should exist, but we ain't following the specs 100% here
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if ( dpolys[i].type&PT_WeaponTriangle ) specialPolys.Push(i);
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if ( curgroup == -1 )
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{
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// no group, create it
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@ -195,7 +201,7 @@ void FUE1Model::LoadGeometry()
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void FUE1Model::UnloadGeometry()
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{
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mDataLoaded = false;
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weaponPoly = -1;
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specialPolys.Reset();
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numVerts = 0;
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numFrames = 0;
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numPolys = 0;
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@ -11,7 +11,7 @@ public:
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PT_TwoSided = 1, // like normal, but don't cull backfaces
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PT_Translucent = 2, // additive blending
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PT_Masked = 3, // draw with alpha testing
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PT_Modulated = 4, // overlay-like blending (rgb values below 128 darken, 128 is unchanged, and above 128 lighten)
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PT_Modulated = 4, // modulated blending (src*dest*2)
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// types mask
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PT_Type = 7,
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// flags
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@ -84,6 +84,8 @@ private:
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struct UE1Vertex
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{
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FVector3 Pos, Normal;
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TArray<int> P; // polys that reference this vertex, used in normal computation to save time
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int nP; // count of those polys
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};
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struct UE1Poly
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{
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@ -101,7 +103,7 @@ private:
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int numFrames;
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int numPolys;
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int numGroups;
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int weaponPoly; // for future model attachment support, unused for now
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TArray<int> specialPolys; // for future model attachment support, unused for now
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TArray<UE1Vertex> verts;
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TArray<UE1Poly> polys;
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