Esempio n. 1
0
/*
==================
CleanupUTriangles
==================
*/
static void CleanupUTriangles( srfTriangles_t *tri ) {
	// perform cleanup operations

	R_RangeCheckIndexes( tri );
	R_CreateSilIndexes( tri );
//	R_RemoveDuplicatedTriangles( tri );	// this may remove valid overlapped transparent triangles
	R_RemoveDegenerateTriangles( tri );
//	R_RemoveUnusedVerts( tri );

	R_FreeStaticTriSurfSilIndexes( tri );
}
Esempio n. 2
0
/*
==============
RenderBumpTriangles

==============
*/
static void RenderBumpTriangles( srfTriangles_t *lowMesh, renderBump_t *rb ) {
	int		i, j;

	RB_SetGL2D();

	qglDisable( GL_CULL_FACE );

	qglColor3f( 1, 1, 1 );

	qglMatrixMode( GL_PROJECTION );
	qglLoadIdentity();
	qglOrtho( 0, 1, 1, 0, -1, 1 );
	qglDisable( GL_BLEND );
	qglMatrixMode( GL_MODELVIEW );
	qglLoadIdentity();

	qglDisable( GL_DEPTH_TEST );

	qglClearColor(1,0,0,1);
	qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	qglColor3f( 1, 1, 1 );

	// create smoothed normals for the surface, which might be
	// different than the normals at the vertexes if the
	// surface uses unsmoothedNormals, which only takes the
	// normal from a single triangle.  We need properly smoothed
	// normals to make sure that the traces always go off normal
	// to the true surface.
	idVec3	*lowMeshNormals = (idVec3 *)Mem_ClearedAlloc( lowMesh->numVerts * sizeof( *lowMeshNormals ) );
	R_DeriveFacePlanes( lowMesh );
	R_CreateSilIndexes( lowMesh );	// recreate, merging the mirrored verts back together
	const idPlane *planes = lowMesh->facePlanes;
	for ( i = 0 ; i < lowMesh->numIndexes ; i += 3, planes++ ) {
		for ( j = 0 ; j < 3 ; j++ ) {
			int		index;

			index = lowMesh->silIndexes[i+j];
			lowMeshNormals[index] += (*planes).Normal();
		}
	}
	// normalize and replicate from silIndexes to all indexes
	for ( i = 0 ; i < lowMesh->numIndexes ; i++ ) {
		lowMeshNormals[lowMesh->indexes[i]] = lowMeshNormals[lowMesh->silIndexes[i]];
		lowMeshNormals[lowMesh->indexes[i]].Normalize();
	}


	// rasterize each low poly face
	for ( j = 0 ; j < lowMesh->numIndexes ; j+=3 ) {
		// pump the event loop so the window can be dragged around
		Sys_GenerateEvents();

		RasterizeTriangle( lowMesh, lowMeshNormals, j/3, rb );

		qglClearColor(1,0,0,1);
		qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
		qglRasterPos2f( 0, 1 );
		qglPixelZoom( glConfig.vidWidth / (float)rb->width, glConfig.vidHeight / (float)rb->height );
		qglDrawPixels( rb->width, rb->height, GL_RGBA, GL_UNSIGNED_BYTE, rb->localPic );
		qglPixelZoom( 1, 1 );
		qglFlush();
		GLimp_SwapBuffers();
	}

	Mem_Free( lowMeshNormals );
}