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-rw-r--r--src/renderergl2/tr_init.c2
-rw-r--r--src/renderergl2/tr_local.h6
-rw-r--r--src/renderergl2/tr_main.c37
-rw-r--r--src/renderergl2/tr_model.c81
4 files changed, 56 insertions, 70 deletions
diff --git a/src/renderergl2/tr_init.c b/src/renderergl2/tr_init.c
index 43ede98f..f0f56616 100644
--- a/src/renderergl2/tr_init.c
+++ b/src/renderergl2/tr_init.c
@@ -144,7 +144,6 @@ cvar_t *r_baseNormalY;
cvar_t *r_baseParallax;
cvar_t *r_baseSpecular;
cvar_t *r_baseGloss;
-cvar_t *r_recalcMD3Normals;
cvar_t *r_mergeLightmaps;
cvar_t *r_dlightMode;
cvar_t *r_pshadowDist;
@@ -1134,7 +1133,6 @@ void R_Register( void )
r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_pshadowDist = ri.Cvar_Get( "r_pshadowDist", "128", CVAR_ARCHIVE );
- r_recalcMD3Normals = ri.Cvar_Get( "r_recalcMD3Normals", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_mergeLightmaps = ri.Cvar_Get( "r_mergeLightmaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_imageUpsample = ri.Cvar_Get( "r_imageUpsample", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index d375c552..bc3a28ed 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -1807,7 +1807,6 @@ extern cvar_t *r_baseSpecular;
extern cvar_t *r_baseGloss;
extern cvar_t *r_dlightMode;
extern cvar_t *r_pshadowDist;
-extern cvar_t *r_recalcMD3Normals;
extern cvar_t *r_mergeLightmaps;
extern cvar_t *r_imageUpsample;
extern cvar_t *r_imageUpsampleMaxSize;
@@ -1868,8 +1867,9 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap, int pshadowMap, int cubemap );
-void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
- const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
+void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
+ const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
+void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);
#define CULL_IN 0 // completely unclipped
diff --git a/src/renderergl2/tr_main.c b/src/renderergl2/tr_main.c
index b03054fb..9f58866c 100644
--- a/src/renderergl2/tr_main.c
+++ b/src/renderergl2/tr_main.c
@@ -295,13 +295,11 @@ void R_CalcTangentSpaceFast(vec3_t tangent, vec3_t bitangent, vec3_t normal,
/*
http://www.terathon.com/code/tangent.html
*/
-void R_CalcTBN(vec3_t tangent, vec3_t bitangent, vec3_t normal,
- const vec3_t v1, const vec3_t v2, const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
+void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
+ const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
{
- vec3_t u, v;
float x1, x2, y1, y2, z1, z2;
- float s1, s2, t1, t2;
- float r, dot;
+ float s1, s2, t1, t2, r;
x1 = v2[0] - v1[0];
x2 = v3[0] - v1[0];
@@ -317,24 +315,27 @@ void R_CalcTBN(vec3_t tangent, vec3_t bitangent, vec3_t normal,
r = 1.0f / (s1 * t2 - s2 * t1);
- VectorSet(tangent, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
- VectorSet(bitangent, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
-
- // compute the face normal based on vertex points
- VectorSubtract(v3, v1, u);
- VectorSubtract(v2, v1, v);
- CrossProduct(u, v, normal);
+ VectorSet(sdir, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
+ VectorSet(tdir, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
+}
- VectorNormalize(normal);
+void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir)
+{
+ vec3_t n_cross_t;
+ vec_t n_dot_t, handedness;
// Gram-Schmidt orthogonalize
- //tangent[a] = (t - n * Dot(n, t)).Normalize();
- dot = DotProduct(normal, tangent);
- VectorMA(tangent, -dot, normal, tangent);
+ n_dot_t = DotProduct(normal, sdir);
+ VectorMA(sdir, -n_dot_t, normal, tangent);
VectorNormalize(tangent);
- // B=NxT
- //CrossProduct(normal, tangent, bitangent);
+ // Calculate handedness
+ CrossProduct(normal, sdir, n_cross_t);
+ handedness = (DotProduct(n_cross_t, tdir) < 0.0f) ? -1.0f : 1.0f;
+
+ // Calculate bitangent
+ CrossProduct(normal, tangent, bitangent);
+ VectorScale(bitangent, handedness, bitangent);
}
void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
diff --git a/src/renderergl2/tr_model.c b/src/renderergl2/tr_model.c
index 6b840260..d4f66282 100644
--- a/src/renderergl2/tr_model.c
+++ b/src/renderergl2/tr_model.c
@@ -373,7 +373,7 @@ 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;
@@ -599,71 +599,58 @@ 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