Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
}
-/*
-a note on the cost of executing this function:
-per triangle: 188 (83 42 13 45 4 1)
-assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
-adds: 42 (2 2 2 2 3 2 2 27)
-subtracts: 13 (3 3 3 1 3)
-multiplies: 45 (6 3 6 6 3 3 6 6 6)
-rsqrts: 4 (1 1 1 1)
-compares: 1 (1)
-per vertex: 39 (12 6 18 3)
-assignments: 12 (4 4 4)
-adds: 6 (2 2 2)
-multiplies: 18 (6 6 6)
-rsqrts: 3 (1 1 1)
-*/
-
+// warning: this is an expensive function!
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
- int i, tnum, voffset;
- float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
+ int i, tnum;
+ float sdir[3], tdir[3], normal[3], f, *v;
const int *e;
// clear the vectors
- memset(svector3f, 0, numverts * sizeof(float[3]));
- memset(tvector3f, 0, numverts * sizeof(float[3]));
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ if (svector3f)
+ memset(svector3f, 0, numverts * sizeof(float[3]));
+ if (tvector3f)
+ memset(tvector3f, 0, numverts * sizeof(float[3]));
+ if (normal3f)
+ memset(normal3f, 0, numverts * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
- // 20 assignments
- voffset = e[0];
- vert[0][0] = vertex3f[voffset*3+0];
- vert[0][1] = vertex3f[voffset*3+1];
- vert[0][2] = vertex3f[voffset*3+2];
- vert[0][3] = texcoord2f[voffset*2];
- voffset = e[1];
- vert[1][0] = vertex3f[voffset*3+0];
- vert[1][1] = vertex3f[voffset*3+1];
- vert[1][2] = vertex3f[voffset*3+2];
- vert[1][3] = texcoord2f[voffset*2];
- voffset = e[2];
- vert[2][0] = vertex3f[voffset*3+0];
- vert[2][1] = vertex3f[voffset*3+1];
- vert[2][2] = vertex3f[voffset*3+2];
- vert[2][3] = texcoord2f[voffset*2];
+ // and then accumulate matrix onto verts used by triangle
+#if 0
// 3 assignments, 3 subtracts
- VectorSubtract(vert[1], vert[0], vec[0]);
+ VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1);
// 3 assignments, 3 subtracts
- VectorSubtract(vert[2], vert[0], vec[1]);
+ VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2);
// 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(vec[0], vec[1], normal);
+ CrossProduct(edgedir1, edgedir2, normal);
+#else
+ // 3 assignments, 15 subtracts, 6 multiplies
+ normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]);
+ normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]);
+ normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]);
+#endif
+
// 1 assignment, 2 adds, 3 multiplies, 1 compare
- if (DotProduct(normal, normal) >= 0.001)
+ f = DotProduct(normal, normal);
+ if (f >= 0.001)
{
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(normal);
- tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
- tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
- tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // 1 assignments, 1 negates, 2 adds, 3 multiplies
- f = -DotProduct(tdir, normal);
- // 3 assignments, 3 adds, 3 multiplies
- VectorMA(tdir, f, normal, tdir);
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(tdir, normal, sdir);
- // this is probably not necessary
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
- //
- VectorNegate(sdir, sdir);
- // accumulate matrix onto verts used by triangle
- // 30 assignments, 27 adds
- for (i = 0;i < 3;i++)
+ // 4 assignments, 1 divide, 1 sqrt, 3 multiplies
+ f = 1.0f / f;
+ VectorScale(normal, f, normal);
+ if (normal3f)
+ {
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ normal3f[e[i]*3 ] += normal[0];
+ normal3f[e[i]*3+1] += normal[1];
+ normal3f[e[i]*3+2] += normal[2];
+ }
+ }
+ if (tvector3f || svector3f)
{
- voffset = e[i];
- svector3f[voffset*3 ] += sdir[0];
- svector3f[voffset*3+1] += sdir[1];
- svector3f[voffset*3+2] += sdir[2];
- tvector3f[voffset*3 ] += tdir[0];
- tvector3f[voffset*3+1] += tdir[1];
- tvector3f[voffset*3+2] += tdir[2];
- normal3f[voffset*3 ] += normal[0];
- normal3f[voffset*3+1] += normal[1];
- normal3f[voffset*3+2] += normal[2];
+ // 3 assignments, 15 subtracts, 6 multiplies
+ tdir[0] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0]));
+ tdir[1] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1]));
+ tdir[2] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2]));
+ // 1 assignments, 1 negates, 2 adds, 3 multiplies
+ f = -DotProduct(tdir, normal);
+ // 3 assignments, 3 adds, 3 multiplies
+ VectorMA(tdir, f, normal, tdir);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ VectorNormalize(tdir);
+ if (tvector3f)
+ {
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ tvector3f[e[i]*3 ] += tdir[0];
+ tvector3f[e[i]*3+1] += tdir[1];
+ tvector3f[e[i]*3+2] += tdir[2];
+ }
+ }
+ if (svector3f)
+ {
+ // 3 assignments, 3 subtracts, 6 multiplies
+ CrossProduct(normal, tdir, sdir);
+ // 9 assignments, 9 adds
+ for (i = 0;i < 3;i++)
+ {
+ svector3f[e[i]*3 ] += sdir[0];
+ svector3f[e[i]*3+1] += sdir[1];
+ svector3f[e[i]*3+2] += sdir[2];
+ }
+ }
}
}
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = svector3f;i < numverts;i++, v += 3)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (svector3f)
+ for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (tvector3f)
+ for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (normal3f)
+ for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)