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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vbsp.h"
#include "disp_vbsp.h"
#include "UtlVector.h"
#include "faces.h"
#include "builddisp.h"
#include "tier1/strtools.h"
#include "utilmatlib.h"
#include "utldict.h"
#include "map.h"
int c_nofaces; int c_facenodes;
// NOTE: This is a global used to link faces back to the tree node/portals they came from
// it's used when filling water volumes
node_t *dfacenodes[MAX_MAP_FACES];
/*
=========================================================
ONLY SAVE OUT PLANES THAT ARE ACTUALLY USED AS NODES
========================================================= */ void EmitFaceVertexes (face_t **list, face_t *f); void AssignOccluderAreas();
/*
============ EmitPlanes
There is no oportunity to discard planes, because all of the original brushes will be saved in the map. ============ */ void EmitPlanes (void) { int i; dplane_t *dp; plane_t *mp; int planetranslate[MAX_MAP_PLANES];
mp = g_MainMap->mapplanes; for (i=0 ; i<g_MainMap->nummapplanes ; i++, mp++) { dp = &dplanes[numplanes]; planetranslate[i] = numplanes; VectorCopy ( mp->normal, dp->normal); dp->dist = mp->dist; dp->type = mp->type; numplanes++; } }
//========================================================
void EmitMarkFace (dleaf_t *leaf_p, face_t *f) { int i; int facenum;
while (f->merged) f = f->merged;
if (f->split[0]) { EmitMarkFace (leaf_p, f->split[0]); EmitMarkFace (leaf_p, f->split[1]); return; }
facenum = f->outputnumber; if (facenum == -1) return; // degenerate face
if (facenum < 0 || facenum >= numfaces) Error ("Bad leafface"); for (i=leaf_p->firstleafface ; i<numleaffaces ; i++) if (dleaffaces[i] == facenum) break; // merged out face
if (i == numleaffaces) { if (numleaffaces >= MAX_MAP_LEAFFACES) Error ("Too many detail brush faces, max = %d\n", MAX_MAP_LEAFFACES);
dleaffaces[numleaffaces] = facenum; numleaffaces++; }
}
/*
================== EmitLeaf ================== */ void EmitLeaf (node_t *node) { dleaf_t *leaf_p; portal_t *p; int s; face_t *f; bspbrush_t *b; int i; int brushnum; leafface_t *pList;
// emit a leaf
if (numleafs >= MAX_MAP_LEAFS) Error ("Too many BSP leaves, max = %d", MAX_MAP_LEAFS);
node->diskId = numleafs; leaf_p = &dleafs[numleafs]; numleafs++;
if( nummodels == 0 ) { leaf_p->cluster = node->cluster; } else { // Submodels don't have clusters. If this isn't set to -1 here, then there
// will be multiple leaves (albeit from different models) that reference
// the same cluster and parts of the code like ivp.cpp's ConvertWaterModelToPhysCollide
// won't work.
leaf_p->cluster = -1; }
leaf_p->contents = node->contents; leaf_p->area = node->area;
// By default, assume the leaf can see the skybox.
// VRAD will do the actual computation to see if it really can see the skybox
leaf_p->flags = LEAF_FLAGS_SKY;
//
// write bounding box info
//
VECTOR_COPY (node->mins, leaf_p->mins); VECTOR_COPY (node->maxs, leaf_p->maxs); //
// write the leafbrushes
//
leaf_p->firstleafbrush = numleafbrushes; for (b=node->brushlist ; b ; b=b->next) { if (numleafbrushes >= MAX_MAP_LEAFBRUSHES) Error ("Too many brushes in one leaf, max = %d", MAX_MAP_LEAFBRUSHES);
brushnum = b->original - g_MainMap->mapbrushes; for (i=leaf_p->firstleafbrush ; i<numleafbrushes ; i++) { if (dleafbrushes[i] == brushnum) break; }
if (i == numleafbrushes) { dleafbrushes[numleafbrushes] = brushnum; numleafbrushes++; } } leaf_p->numleafbrushes = numleafbrushes - leaf_p->firstleafbrush;
//
// write the leaffaces
//
if (leaf_p->contents & CONTENTS_SOLID) return; // no leaffaces in solids
leaf_p->firstleafface = numleaffaces;
for (p = node->portals ; p ; p = p->next[s]) { s = (p->nodes[1] == node); f = p->face[s]; if (!f) continue; // not a visible portal
EmitMarkFace (leaf_p, f); } // emit the detail faces
for ( pList = node->leaffacelist; pList; pList = pList->pNext ) { EmitMarkFace( leaf_p, pList->pFace ); }
leaf_p->numleaffaces = numleaffaces - leaf_p->firstleafface; }
// per face plane - original face "side" list
side_t *pOrigFaceSideList[MAX_MAP_PLANES];
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CreateOrigFace( face_t *f ) { int i, j; dface_t *of; side_t *side; int vIndices[128]; int eIndex[2]; winding_t *pWinding;
// not a real face!
if( !f->w ) return -1;
// get the original face -- the "side"
side = f->originalface;
// get the original face winding
if( !side->winding ) { return -1; }
//
// get the next original face
//
if( numorigfaces >= MAX_MAP_FACES ) Error( "Too many faces in map, max = %d", MAX_MAP_FACES ); of = &dorigfaces[numorigfaces]; numorigfaces++;
// set original face to -1 -- it is an origianl face!
of->origFace = -1;
//
// add side to plane list
//
side->next = pOrigFaceSideList[f->planenum]; pOrigFaceSideList[f->planenum] = side; side->origIndex = numorigfaces - 1;
pWinding = CopyWinding( side->winding );
//
// plane info
//
of->planenum = side->planenum; if ( side->contents & CONTENTS_DETAIL ) of->onNode = 0; else of->onNode = 1; of->side = side->planenum & 1;
//
// edge info
//
of->firstedge = numsurfedges; of->numedges = side->winding->numpoints;
//
// material info
//
of->texinfo = side->texinfo; of->dispinfo = f->dispinfo;
//
// save the vertices
//
for( i = 0; i < pWinding->numpoints; i++ ) { //
// compare vertices
//
vIndices[i] = GetVertexnum( pWinding->p[i] ); }
//
// save off points -- as edges
//
for( i = 0; i < pWinding->numpoints; i++ ) { //
// look for matching edges first
//
eIndex[0] = vIndices[i]; eIndex[1] = vIndices[(i+1)%pWinding->numpoints];
for( j = firstmodeledge; j < numedges; j++ ) { if( ( eIndex[0] == dedges[j].v[1] ) && ( eIndex[1] == dedges[j].v[0] ) && ( edgefaces[j][0]->contents == f->contents ) ) { // check for multiple backward edges!! -- shouldn't have
if( edgefaces[j][1] ) continue;
// set back edge
edgefaces[j][1] = f;
//
// get next surface edge
//
if( numsurfedges >= MAX_MAP_SURFEDGES ) Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" ); dsurfedges[numsurfedges] = -j; numsurfedges++; break; } } if( j == numedges ) { //
// get next edge
//
AddEdge( eIndex[0], eIndex[1], f ); //
// get next surface edge
//
if( numsurfedges >= MAX_MAP_SURFEDGES ) Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" ); dsurfedges[numsurfedges] = ( numedges - 1 ); numsurfedges++; } }
// return the index
return ( numorigfaces - 1 ); }
//-----------------------------------------------------------------------------
// Purpose: search for a face within the origface list and return the index if
// found
// Input: f - the face to compare
// Output: the index of the face it found, -1 if not found
//-----------------------------------------------------------------------------
int FindOrigFace( face_t *f ) { int i; static int bClear = 0; side_t *pSide;
//
// initially clear the face side lists (per face plane)
//
if( !bClear ) { for( i = 0; i < MAX_MAP_PLANES; i++ ) { pOrigFaceSideList[i] = NULL; } bClear = 1; }
//
// compare the sides
//
for( pSide = pOrigFaceSideList[f->planenum]; pSide; pSide = pSide->next ) { if( pSide == f->originalface ) return pSide->origIndex; }
// original face not found in list
return -1; }
//-----------------------------------------------------------------------------
// Purpose: to find an the original face within the list of original faces, if
// a match is not found then create a new origFace -- either way pass
// back the index of the origface in the list
// Input: f - face containing the original face information
// Output: the index of the origface in the origface list
//-----------------------------------------------------------------------------
int FindOrCreateOrigFace( face_t *f ) { int index;
// check for an original face
if( !f->originalface ) return -1;
//
// find or create a orig face and return the index
//
index = FindOrigFace( f );
if( index == -1 ) return CreateOrigFace( f ); else if( index == -2 ) return -1;
return index; }
// dumb linear search. Hopefully this is not too slow
uint16 BrushIndexFromSide( side_t *pSide ) { if ( pSide->original ) { pSide = pSide->original; } for ( int i = 0; i < g_MainMap->nummapbrushes; i++ ) { mapbrush_t *pBrush = &g_MainMap->mapbrushes[i]; const side_t *pFirstSide = pBrush->original_sides; const side_t *pLastSide = pFirstSide + pBrush->numsides; if ( pSide >= pFirstSide && pSide < pLastSide ) { return uint16(i); } } return uint16(-1); }
void BuildBrushListForFace( CUtlVectorFixedGrowable<int, 64> &brushList, face_t *pFace ) { int nFaceBrush = BrushIndexFromSide( pFace->originalface ); brushList.AddToTail( nFaceBrush ); if ( pFace->pMergedList ) { for ( int i = 0; i < pFace->pMergedList->Count(); i++ ) { int nAddBrush = BrushIndexFromSide( pFace->pMergedList->Element(i) ); if ( nAddBrush == uint16(-1) ) continue;
bool bFound = false; for ( int j = 0; j < brushList.Count(); j++ ) { if ( nAddBrush == brushList[j] ) { bFound = true; break; } } if ( !bFound ) { brushList.AddToTail( nAddBrush ); } } } } /*
================== EmitFace ================== */ void EmitFace( face_t *f, qboolean onNode ) { dface_t *df; int i; int e;
// void SubdivideFaceBySubdivSize( face_t *f ); // garymcthack
// SubdivideFaceBySubdivSize( f );
// set initial output number
f->outputnumber = -1;
// degenerated
if( f->numpoints < 3 ) return; // not a final face
if( f->merged || f->split[0] || f->split[1] ) return;
// don't emit NODRAW faces for runtime
if ( texinfo[f->texinfo].flags & SURF_NODRAW ) { // keep NODRAW terrain surfaces though
if ( f->dispinfo == -1 ) return; Warning("NODRAW on terrain surface!\n"); }
// save output number so leaffaces can use
f->outputnumber = numfaces;
//
// get the next available .bsp face slot
//
if (numfaces >= MAX_MAP_FACES) Error( "Too many faces in map, max = %d", MAX_MAP_FACES ); df = &dfaces[numfaces];
// Save the correlation between dfaces and faces -- since dfaces doesnt have worldcraft face id
dfaceids.AddToTail(); dfaceids[numfaces].hammerfaceid = f->originalface->id;
// save the brush this face came from
int nOut = dfacebrushlists.AddToTail(); Assert( nOut == numfaces ); CUtlVectorFixedGrowable<int, 64> brushList; BuildBrushListForFace( brushList, f ); if ( brushList.Count() == 1 ) { dfacebrushlists[nOut].m_nFaceBrushCount = 1; dfacebrushlists[nOut].m_nFaceBrushStart = brushList[0]; } else { dfacebrushlists[nOut].m_nFaceBrushCount = brushList.Count(); int nStart = dfacebrushes.Count(); dfacebrushlists[nOut].m_nFaceBrushStart = nStart; dfacebrushes.AddMultipleToTail( brushList.Count() ); for ( int i = 0; i < brushList.Count(); i++ ) { dfacebrushes[nStart+i] = brushList[i]; } }
numfaces++; //
// plane info - planenum is used by qlight, but not quake
//
df->planenum = f->planenum; df->onNode = onNode; df->side = f->planenum & 1; //
// material info
//
df->texinfo = f->texinfo; df->dispinfo = f->dispinfo; df->smoothingGroups = f->smoothingGroups;
// save the original "side"/face data
df->origFace = FindOrCreateOrigFace( f ); df->surfaceFogVolumeID = -1; dfacenodes[numfaces-1] = f->fogVolumeLeaf; if ( f->fogVolumeLeaf ) { Assert( f->fogVolumeLeaf->planenum == PLANENUM_LEAF ); }
//
// edge info
//
df->firstedge = numsurfedges; df->numedges = f->numpoints;
// UNDONE: Nodraw faces have no winding - revisit to see if this is necessary
if ( f->w ) { df->area = WindingArea( f->w ); } else { df->area = 0; }
df->firstPrimID = f->firstPrimID; df->SetNumPrims( f->numPrims ); df->SetDynamicShadowsEnabled( f->originalface->m_bDynamicShadowsEnabled );
//
// save off points -- as edges
//
for( i = 0; i < f->numpoints; i++ ) { //e = GetEdge (f->pts[i], f->pts[(i+1)%f->numpoints], f);
e = GetEdge2 (f->vertexnums[i], f->vertexnums[(i+1)%f->numpoints], f);
if (numsurfedges >= MAX_MAP_SURFEDGES) Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" ); dsurfedges[numsurfedges] = e; numsurfedges++; }
// Create overlay face lists.
side_t *pSide = f->originalface; if ( pSide ) { int nOverlayCount = pSide->aOverlayIds.Count(); if ( nOverlayCount > 0 ) { Overlay_AddFaceToLists( ( numfaces - 1 ), pSide ); }
nOverlayCount = pSide->aWaterOverlayIds.Count(); if ( nOverlayCount > 0 ) { OverlayTransition_AddFaceToLists( ( numfaces - 1 ), pSide ); } } }
//-----------------------------------------------------------------------------
// Purpose: Emit all of the faces stored at the leaves (faces from detail brushes)
//-----------------------------------------------------------------------------
void EmitLeafFaces( face_t *pLeafFaceList ) { face_t *f = pLeafFaceList; while ( f ) { EmitFace( f, false ); f = f->next; } }
//-----------------------------------------------------------------------------
// Purpose: Free the list of faces stored at the leaves
//-----------------------------------------------------------------------------
void FreeLeafFaces( face_t *pLeafFaceList ) { int count = 0; face_t *f, *next; f = pLeafFaceList;
while ( f ) { next = f->next; FreeFace( f ); f = next; count++; } }
/*
============ EmitDrawingNode_r ============ */ int EmitDrawNode_r (node_t *node) { dnode_t *n; face_t *f; int i;
if (node->planenum == PLANENUM_LEAF) { EmitLeaf (node); return -numleafs; }
// emit a node
if (numnodes == MAX_MAP_NODES) Error ("MAX_MAP_NODES"); node->diskId = numnodes;
n = &dnodes[numnodes]; numnodes++;
VECTOR_COPY (node->mins, n->mins); VECTOR_COPY (node->maxs, n->maxs);
if (node->planenum & 1) Error ("WriteDrawNodes_r: odd planenum"); n->planenum = node->planenum; n->firstface = numfaces; n->area = node->area;
if (!node->faces) c_nofaces++; else c_facenodes++;
for (f=node->faces ; f ; f=f->next) EmitFace (f, true);
n->numfaces = numfaces - n->firstface;
//
// recursively output the other nodes
//
for (i=0 ; i<2 ; i++) { if (node->children[i]->planenum == PLANENUM_LEAF) { n->children[i] = -(numleafs + 1); EmitLeaf (node->children[i]); } else { n->children[i] = numnodes; EmitDrawNode_r (node->children[i]); } }
return n - dnodes; }
//=========================================================
// This will generate a scratchpad file with the level's geometry in it and the noshadow faces drawn red.
// #define SCRATCHPAD_NO_SHADOW_FACES
#if defined( SCRATCHPAD_NO_SHADOW_FACES )
#include "scratchpad_helpers.h"
IScratchPad3D *g_pPad; #endif
void MarkNoShadowFaces() { #if defined( SCRATCHPAD_NO_SHADOW_FACES )
g_pPad = ScratchPad3D_Create(); ScratchPad_DrawWorld( g_pPad, false, CSPColor(1,1,1,0.3) );
for ( int iFace=0; iFace < numfaces; iFace++ ) { dface_t *pFace = &dfaces[iFace];
if ( !pFace->AreDynamicShadowsEnabled() ) { ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(1,0,0) ); ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(-1,0,0) ); ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(0,1,0) ); } } g_pPad->Release(); #endif
}
struct texinfomap_t { int refCount; int outputIndex; }; struct texdatamap_t { int refCount; int outputIndex; };
// Find the best used texinfo to remap this brush side
int FindMatchingBrushSideTexinfo( int sideIndex, const texinfomap_t *pMap ) { dbrushside_t &side = dbrushsides[sideIndex]; // find one with the same flags & surfaceprops (even if the texture name is different)
int sideTexFlags = texinfo[side.texinfo].flags; int sideTexData = texinfo[side.texinfo].texdata; int sideSurfaceProp = g_SurfaceProperties[sideTexData]; for ( int j = 0; j < texinfo.Count(); j++ ) { if ( pMap[j].refCount > 0 && texinfo[j].flags == sideTexFlags && g_SurfaceProperties[texinfo[j].texdata] == sideSurfaceProp ) { // found one
return j; } }
// can't find a better match
return side.texinfo; }
// Remove all unused texinfos and rebuild array
void ComapctTexinfoArray( texinfomap_t *pMap ) { CUtlVector<texinfo_t> old; old.CopyArray( texinfo.Base(), texinfo.Count() ); texinfo.RemoveAll(); int firstSky = -1; int first2DSky = -1; for ( int i = 0; i < old.Count(); i++ ) { if ( !pMap[i].refCount ) { pMap[i].outputIndex = -1; continue; } // only add one sky texinfo + one 2D sky texinfo
if ( old[i].flags & SURF_SKY2D ) { if ( first2DSky < 0 ) { first2DSky = texinfo.AddToTail( old[i] ); } pMap[i].outputIndex = first2DSky; continue; } if ( old[i].flags & SURF_SKY ) { if ( firstSky < 0 ) { firstSky = texinfo.AddToTail( old[i] ); } pMap[i].outputIndex = firstSky; continue; } pMap[i].outputIndex = texinfo.AddToTail( old[i] ); } }
void CompactTexdataArray( texdatamap_t *pMap ) { CUtlVector<char> oldStringData; oldStringData.CopyArray( g_TexDataStringData.Base(), g_TexDataStringData.Count() ); g_TexDataStringData.RemoveAll(); CUtlVector<int> oldStringTable; oldStringTable.CopyArray( g_TexDataStringTable.Base(), g_TexDataStringTable.Count() ); g_TexDataStringTable.RemoveAll(); CUtlVector<dtexdata_t> oldTexData; oldTexData.CopyArray( dtexdata, numtexdata ); // clear current table and rebuild
numtexdata = 0; for ( int i = 0; i < oldTexData.Count(); i++ ) { const char *pString = &oldStringData[oldStringTable[oldTexData[i].nameStringTableID]];
if ( !pMap[i].refCount && V_stristr( pString, "tools/tools" ) ) pMap[i].refCount = 1; // special case for tools textures, artificially bump refcount
// unreferenced, note in map and skip
if ( !pMap[i].refCount ) { pMap[i].outputIndex = -1; continue; } pMap[i].outputIndex = numtexdata;
// get old string and re-add to table
int nameIndex = TexDataStringTable_AddOrFindString( pString ); // copy old texdata and fixup with new name in compacted table
dtexdata[numtexdata] = oldTexData[i]; dtexdata[numtexdata].nameStringTableID = nameIndex; numtexdata++; } }
void CompactTexinfos() { Msg("Compacting texture/material tables...\n"); texinfomap_t *texinfoMap = new texinfomap_t[texinfo.Count()]; texdatamap_t *texdataMap = new texdatamap_t[numtexdata]; memset( texinfoMap, 0, sizeof(texinfoMap[0])*texinfo.Count() ); memset( texdataMap, 0, sizeof(texdataMap[0])*numtexdata ); int i; // get texinfos referenced by faces
for ( i = 0; i < numfaces; i++ ) { texinfoMap[dfaces[i].texinfo].refCount++; } // get texinfos referenced by brush sides
for ( i = 0; i < numbrushsides; i++ ) { // not referenced by any visible geometry
Assert( dbrushsides[i].texinfo >= 0 ); if ( !texinfoMap[dbrushsides[i].texinfo].refCount ) { dbrushsides[i].texinfo = FindMatchingBrushSideTexinfo( i, texinfoMap ); // didn't find anything suitable, go ahead and reference it
if ( !texinfoMap[dbrushsides[i].texinfo].refCount ) { texinfoMap[dbrushsides[i].texinfo].refCount++; } } } // get texinfos referenced by overlays
for ( i = 0; i < g_nOverlayCount; i++ ) { texinfoMap[g_Overlays[i].nTexInfo].refCount++; } for ( i = 0; i < numleafwaterdata; i++ ) { if ( dleafwaterdata[i].surfaceTexInfoID >= 0 ) { texinfoMap[dleafwaterdata[i].surfaceTexInfoID].refCount++; } } for ( i = 0; i < *pNumworldlights; i++ ) { if ( dworldlights[i].texinfo >= 0 ) { texinfoMap[dworldlights[i].texinfo].refCount++; } } for ( i = 0; i < g_nWaterOverlayCount; i++ ) { if ( g_WaterOverlays[i].nTexInfo >= 0 ) { texinfoMap[g_WaterOverlays[i].nTexInfo].refCount++; } } // reference all used texdatas
for ( i = 0; i < texinfo.Count(); i++ ) { if ( texinfoMap[i].refCount > 0 ) { texdataMap[texinfo[i].texdata].refCount++; } }
int oldCount = texinfo.Count(); int oldTexdataCount = numtexdata; int oldTexdataString = g_TexDataStringData.Count(); ComapctTexinfoArray( texinfoMap ); CompactTexdataArray( texdataMap ); for ( i = 0; i < texinfo.Count(); i++ ) { int mapIndex = texdataMap[texinfo[i].texdata].outputIndex; Assert( mapIndex >= 0 ); texinfo[i].texdata = mapIndex; //const char *pName = TexDataStringTable_GetString( dtexdata[texinfo[i].texdata].nameStringTableID );
} // remap texinfos on faces
for ( i = 0; i < numfaces; i++ ) { Assert( texinfoMap[dfaces[i].texinfo].outputIndex >= 0 ); dfaces[i].texinfo = texinfoMap[dfaces[i].texinfo].outputIndex; } // remap texinfos on brushsides
for ( i = 0; i < numbrushsides; i++ ) { Assert( texinfoMap[dbrushsides[i].texinfo].outputIndex >= 0 ); dbrushsides[i].texinfo = texinfoMap[dbrushsides[i].texinfo].outputIndex; } // remap texinfos on overlays
for ( i = 0; i < g_nOverlayCount; i++ ) { g_Overlays[i].nTexInfo = texinfoMap[g_Overlays[i].nTexInfo].outputIndex; } // remap leaf water data
for ( i = 0; i < numleafwaterdata; i++ ) { if ( dleafwaterdata[i].surfaceTexInfoID >= 0 ) { dleafwaterdata[i].surfaceTexInfoID = texinfoMap[dleafwaterdata[i].surfaceTexInfoID].outputIndex; } } // remap world lights
for ( i = 0; i < *pNumworldlights; i++ ) { if ( dworldlights[i].texinfo >= 0 ) { dworldlights[i].texinfo = texinfoMap[dworldlights[i].texinfo].outputIndex; } } // remap water overlays
for ( i = 0; i < g_nWaterOverlayCount; i++ ) { if ( g_WaterOverlays[i].nTexInfo >= 0 ) { g_WaterOverlays[i].nTexInfo = texinfoMap[g_WaterOverlays[i].nTexInfo].outputIndex; } }
Msg("Reduced %d texinfos to %d\n", oldCount, texinfo.Count() ); Msg("Reduced %d texdatas to %d (%d bytes to %d)\n", oldTexdataCount, numtexdata, oldTexdataString, g_TexDataStringData.Count() );
delete[] texinfoMap; delete[] texdataMap; }
/*
============ WriteBSP ============ */ void WriteBSP (node_t *headnode, face_t *pLeafFaceList ) { int i; int oldfaces; int oldorigfaces;
c_nofaces = 0; c_facenodes = 0;
qprintf ("--- WriteBSP ---\n");
oldfaces = numfaces; oldorigfaces = numorigfaces;
GetEdge2_InitOptimizedList(); EmitLeafFaces( pLeafFaceList ); dmodels[nummodels].headnode = EmitDrawNode_r (headnode); // Only emit area portals for the main world.
if( nummodels == 0 ) { EmitAreaPortals (headnode); } //
// add all displacement faces for the particular model
//
for( i = 0; i < nummapdispinfo; i++ ) { int entityIndex = GetDispInfoEntityNum( &mapdispinfo[i] ); if( entityIndex == entity_num ) { EmitFaceVertexes( NULL, &mapdispinfo[i].face ); EmitFace( &mapdispinfo[i].face, FALSE ); } }
EmitWaterVolumesForBSP( &dmodels[nummodels], headnode ); qprintf ("%5i nodes with faces\n", c_facenodes); qprintf ("%5i nodes without faces\n", c_nofaces); qprintf ("%5i faces\n", numfaces-oldfaces); qprintf( "%5i original faces\n", numorigfaces-oldorigfaces ); }
//===========================================================
/*
============ SetModelNumbers ============ */ void SetModelNumbers (void) { int i; int models; char value[10];
models = 1; for (i=1 ; i<num_entities ; i++) { if (!entities[i].numbrushes) continue;
if ( !IsFuncOccluder(i) ) { sprintf (value, "*%i", models); models++; } else { sprintf (value, ""); } SetKeyValue (&entities[i], "model", value); } }
/*
============ SetLightStyles ============ */ #define MAX_SWITCHED_LIGHTS 32
void SetLightStyles (void) { int stylenum; char *t; entity_t *e; int i, j; char value[10]; char lighttargets[MAX_SWITCHED_LIGHTS][64];
// any light that is controlled (has a targetname)
// must have a unique style number generated for it
stylenum = 0; for (i=1 ; i<num_entities ; i++) { e = &entities[i];
t = ValueForKey (e, "classname"); if (Q_strncasecmp (t, "light", 5)) continue;
// This is not true for dynamic lights
if (!Q_strcasecmp (t, "light_dynamic")) continue;
t = ValueForKey (e, "targetname"); if (!t[0]) continue; // find this targetname
for (j=0 ; j<stylenum ; j++) if (!strcmp (lighttargets[j], t)) break; if (j == stylenum) { if (stylenum == MAX_SWITCHED_LIGHTS) Error ("Too many switched lights (error at light %s), max = %d", t, MAX_SWITCHED_LIGHTS); strcpy (lighttargets[j], t); stylenum++; } sprintf (value, "%i", 32 + j); char *pCurrentStyle = ValueForKey( e, "style" ); // the designer has set a default lightstyle as well as making the light switchable
if ( pCurrentStyle ) { int oldStyle = atoi(pCurrentStyle); if ( oldStyle != 0 ) { // save off the default style so the game code can make a switchable copy of it
SetKeyValue( e, "defaultstyle", pCurrentStyle ); } } SetKeyValue (e, "style", value); }
}
/*
============ EmitBrushes ============ */ void EmitBrushes (void) { int i, j, bnum, s, x; dbrush_t *db; mapbrush_t *b; dbrushside_t *cp; Vector normal; vec_t dist; int planenum;
numbrushsides = 0; numbrushes = g_MainMap->nummapbrushes;
for (bnum=0 ; bnum<g_MainMap->nummapbrushes ; bnum++) { b = &g_MainMap->mapbrushes[bnum]; db = &dbrushes[bnum];
db->contents = b->contents; db->firstside = numbrushsides; db->numsides = b->numsides; for (j=0 ; j<b->numsides ; j++) { if (numbrushsides == MAX_MAP_BRUSHSIDES) Error ("MAX_MAP_BRUSHSIDES"); cp = &dbrushsides[numbrushsides]; numbrushsides++; cp->planenum = b->original_sides[j].planenum; cp->texinfo = b->original_sides[j].texinfo; if ( cp->texinfo == -1 ) { cp->texinfo = g_MainMap->g_ClipTexinfo; } cp->bevel = b->original_sides[j].bevel; cp->thin = b->original_sides[j].thin; }
// add any axis planes not contained in the brush to bevel off corners
for (x=0 ; x<3 ; x++) { for (s=-1 ; s<=1 ; s+=2) { // add the plane
VectorCopy (vec3_origin, normal); normal[x] = s; if (s == -1) dist = -b->mins[x]; else dist = b->maxs[x]; planenum = g_MainMap->FindFloatPlane (normal, dist); for (i=0 ; i<b->numsides ; i++) { if (b->original_sides[i].planenum == planenum) break; }
if (i == b->numsides) { if (numbrushsides >= MAX_MAP_BRUSHSIDES) Error ("MAX_MAP_BRUSHSIDES");
dbrushsides[numbrushsides].planenum = planenum; dbrushsides[numbrushsides].texinfo = dbrushsides[numbrushsides-1].texinfo; numbrushsides++; db->numsides++; } } } } }
/*
================== BeginBSPFile ================== */ void BeginBSPFile (void) { // these values may actually be initialized
// if the file existed when loaded, so clear them explicitly
nummodels = 0; numfaces = 0; numnodes = 0; numbrushsides = 0; numvertexes = 0; numleaffaces = 0; numleafbrushes = 0; numsurfedges = 0;
// edge 0 is not used, because 0 can't be negated
numedges = 1;
// leave vertex 0 as an error
numvertexes = 1;
// leave leaf 0 as an error
numleafs = 1; dleafs[0].contents = CONTENTS_SOLID;
// BUGBUG: This doesn't work!
#if 0
// make a default empty leaf for the tracing code
memset( &dleafs[1], 0, sizeof(dleafs[1]) ); dleafs[1].contents = CONTENTS_EMPTY; #endif
}
// We can't calculate this properly until vvis (since we need vis to do this), so we set
// to zero everywhere by default.
static void ClearDistToClosestWater( void ) { int i; for( i = 0; i < numleafs; i++ ) { g_LeafMinDistToWater[i] = 0; } }
void DiscoverMacroTextures() { CUtlDict<int,int> tempDict; g_FaceMacroTextureInfos.SetSize( numfaces ); for ( int iFace=0; iFace < numfaces; iFace++ ) { texinfo_t *pTexInfo = &texinfo[dfaces[iFace].texinfo]; if ( pTexInfo->texdata < 0 ) continue;
dtexdata_t *pTexData = &dtexdata[pTexInfo->texdata]; const char *pMaterialName = &g_TexDataStringData[ g_TexDataStringTable[pTexData->nameStringTableID] ]; MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, NULL, false );
const char *pMacroTextureName = GetMaterialVar( hMaterial, "$macro_texture" ); if ( pMacroTextureName ) { if ( tempDict.Find( pMacroTextureName ) == tempDict.InvalidIndex() ) { Msg( "-- DiscoverMacroTextures: %s\n", pMacroTextureName ); tempDict.Insert( pMacroTextureName, 0 ); }
int stringID = TexDataStringTable_AddOrFindString( pMacroTextureName ); g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID = (unsigned short)stringID; } else { g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID = 0xFFFF; } } }
// Make sure that we have a water lod control entity if we have water in the map.
void EnsurePresenceOfWaterLODControlEntity( void ) { extern bool g_bHasWater; if( !g_bHasWater ) { // Don't bother if there isn't any water in the map.
return; } for( int i=0; i < num_entities; i++ ) { entity_t *e = &entities[i];
const char *pClassName = ValueForKey( e, "classname" ); if( !Q_stricmp( pClassName, "water_lod_control" ) ) { // Found one!!!!
return; } }
// None found, add one.
Warning( "Water found with no water_lod_control entity, creating a default one.\n" );
entity_t *mapent = &entities[num_entities]; num_entities++; memset(mapent, 0, sizeof(*mapent)); mapent->firstbrush = g_MainMap->nummapbrushes; mapent->numbrushes = 0;
SetKeyValue( mapent, "classname", "water_lod_control" ); SetKeyValue( mapent, "cheapwaterstartdistance", "1000" ); SetKeyValue( mapent, "cheapwaterenddistance", "2000" ); }
/*
============ EndBSPFile ============ */ void EndBSPFile (void) { // Mark noshadow faces.
MarkNoShadowFaces();
EmitBrushes (); EmitPlanes ();
// stick flat normals at the verts
SaveVertexNormals();
// Figure out lightmap extents for all faces.
UpdateAllFaceLightmapExtents();
// Generate geometry and lightmap alpha for displacements.
EmitDispLMAlphaAndNeighbors();
// Emit overlay data.
Overlay_EmitOverlayFaces(); OverlayTransition_EmitOverlayFaces();
// phys collision needs dispinfo to operate (needs to generate phys collision for displacement surfs)
EmitPhysCollision();
// We can't calculate this properly until vvis (since we need vis to do this), so we set
// to zero everywhere by default.
ClearDistToClosestWater();
// Emit static props found in the .vmf file
EmitStaticProps();
// Place detail props found in .vmf and based on material properties
EmitDetailObjects();
// Compute bounds after creating disp info because we need to reference it
ComputeBoundsNoSkybox(); // Make sure that we have a water lod control eneity if we have water in the map.
EnsurePresenceOfWaterLODControlEntity();
// Doing this here because stuff about may filter out entities
UnparseEntities (); // remove unused texinfos
CompactTexinfos();
// Figure out which faces want macro textures.
DiscoverMacroTextures(); char targetPath[1024]; GetPlatformMapPath( source, targetPath, 0, 1024 ); Msg ("Writing %s\n", targetPath); WriteBSPFile (targetPath); }
/*
================== BeginModel ================== */ int firstmodleaf; void BeginModel (void) { dmodel_t *mod; int start, end; mapbrush_t *b; int j; entity_t *e; Vector mins, maxs;
if (nummodels == MAX_MAP_MODELS) Error ("Too many brush models in map, max = %d", MAX_MAP_MODELS); mod = &dmodels[nummodels];
mod->firstface = numfaces;
firstmodleaf = numleafs; firstmodeledge = numedges; firstmodelface = numfaces;
//
// bound the brushes
//
e = &entities[entity_num];
start = e->firstbrush; end = start + e->numbrushes; ClearBounds (mins, maxs);
for (j=start ; j<end ; j++) { b = &g_MainMap->mapbrushes[j]; if (!b->numsides) continue; // not a real brush (origin brush)
AddPointToBounds (b->mins, mins, maxs); AddPointToBounds (b->maxs, mins, maxs); }
VectorCopy (mins, mod->mins); VectorCopy (maxs, mod->maxs); }
/*
================== EndModel ================== */ void EndModel (void) { dmodel_t *mod;
mod = &dmodels[nummodels];
mod->numfaces = numfaces - mod->firstface;
nummodels++; }
//-----------------------------------------------------------------------------
// figure out which leaf a point is in
//-----------------------------------------------------------------------------
static int PointLeafnum_r (const Vector& p, int num) { float d; while (num >= 0) { dnode_t* node = dnodes + num; dplane_t* plane = dplanes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; }
return -1 - num; }
int PointLeafnum ( dmodel_t* pModel, const Vector& p ) { return PointLeafnum_r (p, pModel->headnode); }
//-----------------------------------------------------------------------------
// Adds a noew to the bounding box
//-----------------------------------------------------------------------------
static void AddNodeToBounds(int node, CUtlVector<int>& skipAreas, Vector& mins, Vector& maxs) { // not a leaf
if (node >= 0) { AddNodeToBounds( dnodes[node].children[0], skipAreas, mins, maxs ); AddNodeToBounds( dnodes[node].children[1], skipAreas, mins, maxs ); } else { int leaf = - 1 - node;
// Don't bother with solid leaves
if (dleafs[leaf].contents & CONTENTS_SOLID) return;
// Skip 3D skybox
int i; for ( i = skipAreas.Count(); --i >= 0; ) { if (dleafs[leaf].area == skipAreas[i]) return; }
unsigned int firstface = dleafs[leaf].firstleafface; for ( i = 0; i < dleafs[leaf].numleaffaces; ++i ) { unsigned int face = dleaffaces[ firstface + i ];
// Skip skyboxes + nodraw
texinfo_t& tex = texinfo[dfaces[face].texinfo]; if (tex.flags & (SURF_SKY | SURF_NODRAW)) continue;
unsigned int firstedge = dfaces[face].firstedge; Assert( firstedge >= 0 );
for (int j = 0; j < dfaces[face].numedges; ++j) { Assert( firstedge+j < numsurfedges ); int edge = abs(dsurfedges[firstedge+j]); dedge_t* pEdge = &dedges[edge]; Assert( pEdge->v[0] >= 0 ); Assert( pEdge->v[1] >= 0 ); AddPointToBounds (dvertexes[pEdge->v[0]].point, mins, maxs); AddPointToBounds (dvertexes[pEdge->v[1]].point, mins, maxs); } } } }
//-----------------------------------------------------------------------------
// Check to see if a displacement lives in any leaves that are not
// in the 3d skybox
//-----------------------------------------------------------------------------
bool IsBoxInsideWorld( int node, CUtlVector<int> &skipAreas, const Vector &vecMins, const Vector &vecMaxs ) { while( 1 ) { // leaf
if (node < 0) { // get the leaf
int leaf = - 1 - node;
// Don't bother with solid leaves
if (dleafs[leaf].contents & CONTENTS_SOLID) return false;
// Skip 3D skybox
int i; for ( i = skipAreas.Count(); --i >= 0; ) { if ( dleafs[leaf].area == skipAreas[i] ) return false; } return true; }
//
// get displacement bounding box position relative to the node plane
//
dnode_t *pNode = &dnodes[ node ]; dplane_t *pPlane = &dplanes[ pNode->planenum ];
int sideResult = BrushBspBoxOnPlaneSide( vecMins, vecMaxs, pPlane );
// front side
if( sideResult == 1 ) { node = pNode->children[0]; } // back side
else if( sideResult == 2 ) { node = pNode->children[1]; } //split
else { if ( IsBoxInsideWorld( pNode->children[0], skipAreas, vecMins, vecMaxs ) ) return true;
node = pNode->children[1]; } } }
//-----------------------------------------------------------------------------
// Adds the displacement surfaces in the world to the bounds
//-----------------------------------------------------------------------------
void AddDispsToBounds( int nHeadNode, CUtlVector<int>& skipAreas, Vector &vecMins, Vector &vecMaxs ) { Vector vecDispMins, vecDispMaxs;
// first determine how many displacement surfaces there will be per leaf
int i; for ( i = 0; i < g_dispinfo.Count(); ++i ) { ComputeDispInfoBounds( i, vecDispMins, vecDispMaxs ); if ( IsBoxInsideWorld( nHeadNode, skipAreas, vecDispMins, vecDispMaxs ) ) { AddPointToBounds( vecDispMins, vecMins, vecMaxs ); AddPointToBounds( vecDispMaxs, vecMins, vecMaxs ); } } }
//-----------------------------------------------------------------------------
// Compute the bounding box, excluding 3D skybox + skybox, add it to keyvalues
//-----------------------------------------------------------------------------
void ComputeBoundsNoSkybox( ) { // Check to make sure we actually have anything in the tree. otherwise we'll
// recurse indefinitely
if ( numnodes == 0 ) return;
// Iterate over all world leaves, skip those which are part of skybox
Vector mins, maxs; ClearBounds (mins, maxs); AddNodeToBounds( dmodels[0].headnode, g_SkyAreas, mins, maxs ); AddDispsToBounds( dmodels[0].headnode, g_SkyAreas, mins, maxs );
// Add the bounds to the worldspawn data
for (int i = 0; i < num_entities; ++i) { char* pEntity = ValueForKey(&entities[i], "classname"); if (!strcmp(pEntity, "worldspawn")) { char string[ 128 ]; sprintf (string, "%i %i %i", (int)mins[0], (int)mins[1], (int)mins[2]); SetKeyValue (&entities[i], "world_mins", string); sprintf (string, "%i %i %i", (int)maxs[0], (int)maxs[1], (int)maxs[2]); SetKeyValue (&entities[i], "world_maxs", string); break; } } }
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