]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Simplify Mod_ShadowMesh_* functions - removed support for every unused feature of...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 4 May 2018 04:37:14 +0000 (04:37 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 4 May 2018 04:37:14 +0000 (04:37 +0000)
Add back Mod_CreateCollisionMesh which was mistakenly removed.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12417 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
model_shared.c
model_shared.h
r_shadow.c

index b66fafdd557e5adfb9b082b7f69480c6eb25e905..06badd70f45197c4b27d5edc862d61ef4b3dd103 100644 (file)
@@ -1306,7 +1306,7 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
        // exceeding the number of triangles in a single mesh) we have to make sure
        // that we make only a single mesh - so over-estimate the size of the mesh
        // to match the model.
-       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, model->surfmesh.num_vertices, model->surfmesh.num_triangles, NULL, NULL, NULL, false, true);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, model->surfmesh.num_vertices, model->surfmesh.num_triangles);
        R_Shadow_PrepareShadowSides(model->surfmesh.num_triangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
@@ -1314,7 +1314,7 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
                sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_vertex3f, model->surfmesh.data_element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
        }
        R_Shadow_ShadowMapFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, model->surfmesh.data_vertex3f, model->surfmesh.data_element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
-       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, true);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, true);
        r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
        for(i = 0;i<6;i++)
                if(!sidetotals[i])
index ab44ba1edb65f389af6051b4fb03b873f08145cb..05c6fe57326ddf3615712181b9c5c0371f8a3334 100644 (file)
@@ -963,25 +963,11 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
        }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable)
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
 {
        shadowmesh_t *newmesh;
-       unsigned char *data;
-       int size;
-       size = sizeof(shadowmesh_t);
-       size += maxverts * sizeof(float[3]);
-       if (light)
-               size += maxverts * sizeof(float[11]);
-       size += maxtriangles * sizeof(int[3]);
-       if (maxverts <= 65536)
-               size += maxtriangles * sizeof(unsigned short[3]);
-       if (expandable)
-               size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
-       data = (unsigned char *)Mem_Alloc(mempool, size);
-       newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
-       newmesh->map_diffuse = map_diffuse;
-       newmesh->map_specular = map_specular;
-       newmesh->map_normal = map_normal;
+       newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
+       newmesh->mempool = mempool;
        newmesh->maxverts = maxverts;
        newmesh->maxtriangles = maxtriangles;
        newmesh->numverts = 0;
@@ -989,152 +975,60 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
        memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
 
-       newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
-       if (light)
-       {
-               newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
-               newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
-               newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
-               newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
-       }
-       newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
-       if (expandable)
-       {
-               newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
-               newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
-       }
-       if (maxverts <= 65536)
-               newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
-       return newmesh;
-}
-
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light)
-{
-       shadowmesh_t *newmesh;
-       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, false);
-       newmesh->numverts = oldmesh->numverts;
-       newmesh->numtriangles = oldmesh->numtriangles;
-       memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
-       memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
-
-       memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
-       if (newmesh->svector3f && oldmesh->svector3f)
-       {
-               memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
-               memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
-               memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
-               memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
-       }
-       memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+       newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
+       newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
+       newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
+       newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t));
        return newmesh;
 }
 
-static int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
 {
        int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
                vnum = (hash - mesh->vertexhashentries);
-               if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
-                && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
-                && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
-                && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
-                && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
+               if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
                        return hash - mesh->vertexhashentries;
        }
        vnum = mesh->numverts++;
        hash = mesh->vertexhashentries + vnum;
        hash->next = mesh->vertexhashtable[hashindex];
        mesh->vertexhashtable[hashindex] = hash;
-       if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
-       if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
-       if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
-       if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
-       if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+       mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
+       mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
+       mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
        return vnum;
 }
 
-static void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
+void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
 {
-       if (mesh->numtriangles == 0)
-       {
-               // set the properties on this empty mesh to be more favorable...
-               // (note: this case only occurs for the first triangle added to a new mesh chain)
-               mesh->map_diffuse = map_diffuse;
-               mesh->map_specular = map_specular;
-               mesh->map_normal = map_normal;
-       }
-       while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
-       {
-               if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, true);
-               mesh = mesh->next;
-       }
-       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
-       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
-       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
-       mesh->numtriangles++;
-}
+       int i;
 
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
-{
-       int i, j, e;
-       float vbuf[3*14], *v;
-       memset(vbuf, 0, sizeof(vbuf));
        for (i = 0;i < numtris;i++)
        {
-               for (j = 0, v = vbuf;j < 3;j++, v += 14)
-               {
-                       e = *element3i++;
-                       if (vertex3f)
-                       {
-                               v[0] = vertex3f[e * 3 + 0];
-                               v[1] = vertex3f[e * 3 + 1];
-                               v[2] = vertex3f[e * 3 + 2];
-                       }
-                       if (svector3f)
-                       {
-                               v[3] = svector3f[e * 3 + 0];
-                               v[4] = svector3f[e * 3 + 1];
-                               v[5] = svector3f[e * 3 + 2];
-                       }
-                       if (tvector3f)
-                       {
-                               v[6] = tvector3f[e * 3 + 0];
-                               v[7] = tvector3f[e * 3 + 1];
-                               v[8] = tvector3f[e * 3 + 2];
-                       }
-                       if (normal3f)
-                       {
-                               v[9] = normal3f[e * 3 + 0];
-                               v[10] = normal3f[e * 3 + 1];
-                               v[11] = normal3f[e * 3 + 2];
-                       }
-                       if (texcoord2f)
-                       {
-                               v[12] = texcoord2f[e * 2 + 0];
-                               v[13] = texcoord2f[e * 2 + 1];
-                       }
-               }
-               Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
+               mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
+               mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
+               mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
+               mesh->numtriangles++;
        }
 
        // the triangle calculation can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
 {
        // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 
-       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, expandable);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
 }
 
-static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
        if (!mesh->numverts)
                return;
@@ -1142,24 +1036,6 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
        // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
        Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
 
-       // build r_vertexmesh_t array
-       // (compressed interleaved array for D3D)
-       if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
-       {
-               int vertexindex;
-               int numvertices = mesh->numverts;
-               r_vertexmesh_t *vertexmesh;
-               mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
-               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
-               {
-                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
-                       VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
-                       VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
-                       VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
-                       Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
-               }
-       }
-
        // upload short indices as a buffer
        if (mesh->element3s && !mesh->element3s_indexbuffer)
                mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
@@ -1173,96 +1049,77 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
+       if (!mesh->vbo_vertexbuffer)
        {
-               int size;
-               unsigned char *mem;
-               size = 0;
-               mesh->vbooffset_vertexmesh         = size;if (mesh->vertexmesh        ) size += mesh->numverts * sizeof(r_vertexmesh_t);
-               mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
-               mem = (unsigned char *)Mem_Alloc(tempmempool, size);
-               if (mesh->vertexmesh        ) memcpy(mem + mesh->vbooffset_vertexmesh        , mesh->vertexmesh        , mesh->numverts * sizeof(r_vertexmesh_t));
-               if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
-               if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
-               if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
-               if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
-               if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
-               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
-               Mem_Free(mem);
+               mesh->vbooffset_vertex3f = 0;
+               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
        }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo)
+shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qboolean createvbo)
 {
-       shadowmesh_t *mesh, *newmesh, *nextmesh;
-       // reallocate meshs to conserve space
-       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
        {
-               nextmesh = mesh->next;
-               if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+               if (mesh->vertexhashentries)
+                       Mem_Free(mesh->vertexhashentries);
+               mesh->vertexhashentries = NULL;
+               if (mesh->vertexhashtable)
+                       Mem_Free(mesh->vertexhashtable);
+               mesh->vertexhashtable = NULL;
+               if (mesh->maxverts > mesh->numverts)
                {
-                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light);
-                       newmesh->next = firstmesh;
-                       firstmesh = newmesh;
-                       if (newmesh->element3s)
-                       {
-                               int i;
-                               for (i = 0;i < newmesh->numtriangles*3;i++)
-                                       newmesh->element3s[i] = newmesh->element3i[i];
-                       }
-                       if (createvbo)
-                               Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
+                       mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
+                       mesh->maxverts = mesh->numverts;
+               }
+               if (mesh->maxtriangles > mesh->numtriangles)
+               {
+                       mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
+                       mesh->maxtriangles = mesh->numtriangles;
                }
-               Mem_Free(mesh);
+               if (mesh->numverts <= 65536)
+               {
+                       int i;
+                       mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
+                       for (i = 0;i < mesh->numtriangles*3;i++)
+                               mesh->element3s[i] = mesh->element3i[i];
+               }
+               if (createvbo)
+                       Mod_ShadowMesh_CreateVBOs(mesh);
        }
 
        // this can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 
-       return firstmesh;
+       return mesh;
 }
 
-void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
+void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
 {
        int i;
-       shadowmesh_t *mesh;
        vec3_t nmins, nmaxs, ncenter, temp;
        float nradius2, dist2, *v;
        VectorClear(nmins);
        VectorClear(nmaxs);
        // calculate bbox
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       VectorCopy(mesh->vertex3f, nmins);
+       VectorCopy(mesh->vertex3f, nmaxs);
+       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
        {
-               if (mesh == firstmesh)
-               {
-                       VectorCopy(mesh->vertex3f, nmins);
-                       VectorCopy(mesh->vertex3f, nmaxs);
-               }
-               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
-               {
-                       if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
-                       if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
-                       if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
-               }
+               if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
+               if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
+               if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
        }
        // calculate center and radius
        ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
        ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
        ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
        nradius2 = 0;
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
        {
-               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
-               {
-                       VectorSubtract(v, ncenter, temp);
-                       dist2 = DotProduct(temp, temp);
-                       if (nradius2 < dist2)
-                               nradius2 = dist2;
-               }
+               VectorSubtract(v, ncenter, temp);
+               dist2 = DotProduct(temp, temp);
+               if (nradius2 < dist2)
+                       nradius2 = dist2;
        }
        // return data
        if (mins)
@@ -1277,18 +1134,64 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs,
 
 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
 {
-       shadowmesh_t *nextmesh;
-       for (;mesh;mesh = nextmesh)
+       if (mesh->element3i_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
+       if (mesh->element3s_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
+       if (mesh->vbo_vertexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
+       if (mesh->vertex3f)
+               Mem_Free(mesh->vertex3f);
+       if (mesh->element3i)
+               Mem_Free(mesh->element3i);
+       if (mesh->element3s)
+               Mem_Free(mesh->element3s);
+       if (mesh->vertexhashentries)
+               Mem_Free(mesh->vertexhashentries);
+       if (mesh->vertexhashtable)
+               Mem_Free(mesh->vertexhashtable);
+       Mem_Free(mesh);
+}
+
+void Mod_CreateCollisionMesh(dp_model_t *mod)
+{
+       int k, numcollisionmeshtriangles;
+       qboolean usesinglecollisionmesh = false;
+       const msurface_t *surface = NULL;
+
+       mempool_t *mempool = mod->mempool;
+       if (!mempool && mod->brush.parentmodel)
+               mempool = mod->brush.parentmodel->mempool;
+       // make a single combined collision mesh for physics engine use
+       // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
+       numcollisionmeshtriangles = 0;
+       for (k = 0;k < mod->nummodelsurfaces;k++)
+       {
+               surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
+               {
+                       usesinglecollisionmesh = true;
+                       numcollisionmeshtriangles = surface->num_triangles;
+                       break;
+               }
+               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                       continue;
+               numcollisionmeshtriangles += surface->num_triangles;
+       }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
+       if (usesinglecollisionmesh)
+               Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       else
        {
-               if (mesh->element3i_indexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
-               if (mesh->element3s_indexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
-               if (mesh->vbo_vertexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
-               nextmesh = mesh->next;
-               Mem_Free(mesh);
+               for (k = 0;k < mod->nummodelsurfaces;k++)
+               {
+                       surface = mod->data_surfaces + mod->firstmodelsurface + k;
+                       if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                               continue;
+                       Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               }
        }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
 }
 
 #if 0
index 1253607599778567a9282b69a7dc4d44a3a70e15..5977d18006c9b3f88263a783557fbfb57ba4f516 100644 (file)
@@ -210,44 +210,29 @@ shadowmeshvertexhash_t;
 
 typedef struct shadowmesh_s
 {
-       // next mesh in chain
-       struct shadowmesh_s *next;
-       // used for light mesh (NULL on shadow mesh)
-       rtexture_t *map_diffuse;
-       rtexture_t *map_specular;
-       rtexture_t *map_normal;
-       // buffer sizes
-       int numverts, maxverts;
-       int numtriangles, maxtriangles;
-       // used always
+       mempool_t *mempool;
+
+       int numverts;
+       int maxverts;
        float *vertex3f;
-       // used for light mesh (NULL on shadow mesh)
-       float *svector3f;
-       float *tvector3f;
-       float *normal3f;
-       float *texcoord2f;
-       // used always
+       r_meshbuffer_t *vbo_vertexbuffer;
+       int vbooffset_vertex3f;
+
+       int numtriangles;
+       int maxtriangles;
        int *element3i;
        r_meshbuffer_t *element3i_indexbuffer;
        int element3i_bufferoffset;
        unsigned short *element3s;
        r_meshbuffer_t *element3s_indexbuffer;
        int element3s_bufferoffset;
-       // vertex/index buffers for rendering
-       // (created by Mod_ShadowMesh_Finish if possible)
-       r_vertexmesh_t *vertexmesh; // usually NULL
+
        // used for shadow mapping cubemap side partitioning
        int sideoffsets[6], sidetotals[6];
+
        // these are NULL after Mod_ShadowMesh_Finish is performed, only used
        // while building meshes
        shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
-       r_meshbuffer_t *vbo_vertexbuffer;
-       int vbooffset_vertex3f;
-       int vbooffset_svector3f;
-       int vbooffset_tvector3f;
-       int vbooffset_normal3f;
-       int vbooffset_texcoord2f;
-       int vbooffset_vertexmesh;
 }
 shadowmesh_t;
 
@@ -1156,14 +1141,16 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod);
 // automatically called after model loader returns
 void Mod_BuildVBOs(void);
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable);
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light);
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable);
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo);
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles);
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f);
+void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i);
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles);
+shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qboolean createvbo);
 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
 
+void Mod_CreateCollisionMesh(dp_model_t *mod);
+
 void Mod_FreeQ3Shaders(void);
 void Mod_LoadQ3Shaders(void);
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name);
index ac97241c8ed472731ea6f947ced0aed26aea215b..398659b9aca1c71c0fd680189354bf1e0e4449dd 100644 (file)
@@ -1190,8 +1190,8 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f
                        }
                }
        }
-                       
-       Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
+
+       Mod_ShadowMesh_AddMesh(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, vertex3f, outtriangles, shadowelements);
 }
 
 static void R_Shadow_MakeTextures_MakeCorona(void)
@@ -3348,24 +3348,20 @@ static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 
 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
 {
-       shadowmesh_t *mesh;
-
        RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               CHECKGLERROR
-               GL_CullFace(GL_NONE);
-               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-               for (;mesh;mesh = mesh->next)
+               shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               if (mesh->sidetotals[r_shadow_shadowmapside])
                {
-                       if (!mesh->sidetotals[r_shadow_shadowmapside])
-                               continue;
+                       CHECKGLERROR
+                       GL_CullFace(GL_NONE);
                        r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
                        R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
                        R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                       CHECKGLERROR
                }
-               CHECKGLERROR
        }
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);