//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "vbsp.h" #include "disp_vbsp.h" #include "builddisp.h" #include "mathlib/vmatrix.h" void Overlay_BuildBasisOrigin( doverlay_t *pOverlay ); // Overlay list. CUtlVector g_aMapOverlays; CUtlVector g_aMapWaterOverlays; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- int Overlay_GetFromEntity( entity_t *pMapEnt ) { int iAccessorID = -1; // Allocate the new overlay. int iOverlay = g_aMapOverlays.AddToTail(); mapoverlay_t *pMapOverlay = &g_aMapOverlays[iOverlay]; // Get the overlay data. pMapOverlay->nId = g_aMapOverlays.Count() - 1; if ( ValueForKey( pMapEnt, "targetname" )[ 0 ] != '\0' ) { // Overlay has a name, remember it's ID for accessing iAccessorID = pMapOverlay->nId; } pMapOverlay->flU[0] = FloatForKey( pMapEnt, "StartU" ); pMapOverlay->flU[1] = FloatForKey( pMapEnt, "EndU" ); pMapOverlay->flV[0] = FloatForKey( pMapEnt, "StartV" ); pMapOverlay->flV[1] = FloatForKey( pMapEnt, "EndV" ); pMapOverlay->flFadeDistMinSq = FloatForKey( pMapEnt, "fademindist" ); if ( pMapOverlay->flFadeDistMinSq > 0 ) { pMapOverlay->flFadeDistMinSq *= pMapOverlay->flFadeDistMinSq; } pMapOverlay->flFadeDistMaxSq = FloatForKey( pMapEnt, "fademaxdist" ); if ( pMapOverlay->flFadeDistMaxSq > 0 ) { pMapOverlay->flFadeDistMaxSq *= pMapOverlay->flFadeDistMaxSq; } pMapOverlay->nMinCPULevel = IntForKey( pMapEnt, "mincpulevel" ); pMapOverlay->nMaxCPULevel = IntForKey( pMapEnt, "maxcpulevel" ); pMapOverlay->nMinGPULevel = IntForKey( pMapEnt, "mingpulevel" ); pMapOverlay->nMaxGPULevel = IntForKey( pMapEnt, "maxgpulevel" ); GetVectorForKey( pMapEnt, "BasisOrigin", pMapOverlay->vecOrigin ); pMapOverlay->m_nRenderOrder = IntForKey( pMapEnt, "RenderOrder" ); if ( pMapOverlay->m_nRenderOrder < 0 || pMapOverlay->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS ) Error( "Overlay (%s) at %f %f %f has invalid render order (%d).\n", ValueForKey( pMapEnt, "material" ), pMapOverlay->vecOrigin ); GetVectorForKey( pMapEnt, "uv0", pMapOverlay->vecUVPoints[0] ); GetVectorForKey( pMapEnt, "uv1", pMapOverlay->vecUVPoints[1] ); GetVectorForKey( pMapEnt, "uv2", pMapOverlay->vecUVPoints[2] ); GetVectorForKey( pMapEnt, "uv3", pMapOverlay->vecUVPoints[3] ); GetVectorForKey( pMapEnt, "BasisU", pMapOverlay->vecBasis[0] ); GetVectorForKey( pMapEnt, "BasisV", pMapOverlay->vecBasis[1] ); GetVectorForKey( pMapEnt, "BasisNormal", pMapOverlay->vecBasis[2] ); const char *pMaterialName = ValueForKey( pMapEnt, "material" ); Assert( strlen( pMaterialName ) < OVERLAY_MAP_STRLEN ); if ( strlen( pMaterialName ) >= OVERLAY_MAP_STRLEN ) { Error( "Overlay Material Name (%s) too long! > OVERLAY_MAP_STRLEN (%d)", pMaterialName, OVERLAY_MAP_STRLEN ); return -1; } strcpy( pMapOverlay->szMaterialName, pMaterialName ); // Convert the sidelist to side id(s). const char *pSideList = ValueForKey( pMapEnt, "sides" ); char *pTmpList = ( char* )_alloca( strlen( pSideList ) + 1 ); strcpy( pTmpList, pSideList ); const char *pScan = strtok( pTmpList, " " ); if ( !pScan ) return iAccessorID; pMapOverlay->aSideList.Purge(); pMapOverlay->aFaceList.Purge(); do { int nSideId; if ( sscanf( pScan, "%d", &nSideId ) == 1 ) { pMapOverlay->aSideList.AddToTail( nSideId ); } } while ( ( pScan = strtok( NULL, " " ) ) ); return iAccessorID; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- side_t *GetSide( int nSideId ) { for( int iSide = 0; iSide < g_LoadingMap->nummapbrushsides; ++iSide ) { if ( g_LoadingMap->brushsides[iSide].id == nSideId ) return &g_LoadingMap->brushsides[iSide]; } return NULL; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void Overlay_UpdateSideLists( int StartIndex ) { int nMapOverlayCount = g_aMapOverlays.Count(); for( int iMapOverlay = StartIndex; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( iMapOverlay ); if ( pMapOverlay ) { int nSideCount = pMapOverlay->aSideList.Count(); for( int iSide = 0; iSide < nSideCount; ++iSide ) { side_t *pSide = GetSide( pMapOverlay->aSideList[iSide] ); if ( pSide ) { if ( pSide->aOverlayIds.Find( pMapOverlay->nId ) == -1 ) { pSide->aOverlayIds.AddToTail( pMapOverlay->nId ); } } } } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void OverlayTransition_UpdateSideLists( int StartIndex ) { int nOverlayCount = g_aMapWaterOverlays.Count(); for( int iOverlay = StartIndex; iOverlay < nOverlayCount; ++iOverlay ) { mapoverlay_t *pOverlay = &g_aMapWaterOverlays.Element( iOverlay ); if ( pOverlay ) { int nSideCount = pOverlay->aSideList.Count(); for( int iSide = 0; iSide < nSideCount; ++iSide ) { side_t *pSide = GetSide( pOverlay->aSideList[iSide] ); if ( pSide ) { if ( pSide->aWaterOverlayIds.Find( pOverlay->nId ) == -1 ) { pSide->aWaterOverlayIds.AddToTail( pOverlay->nId ); } } } } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void Overlay_AddFaceToLists( int iFace, side_t *pSide ) { int nOverlayIdCount = pSide->aOverlayIds.Count(); for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId ) { mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( pSide->aOverlayIds[iOverlayId] ); if ( pMapOverlay ) { if( pMapOverlay->aFaceList.Find( iFace ) == -1 ) { pMapOverlay->aFaceList.AddToTail( iFace ); } } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void OverlayTransition_AddFaceToLists( int iFace, side_t *pSide ) { int nOverlayIdCount = pSide->aWaterOverlayIds.Count(); for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId ) { mapoverlay_t *pMapOverlay = &g_aMapWaterOverlays.Element( pSide->aWaterOverlayIds[iOverlayId] - ( MAX_MAP_OVERLAYS + 1 ) ); if ( pMapOverlay ) { if( pMapOverlay->aFaceList.Find( iFace ) == -1 ) { pMapOverlay->aFaceList.AddToTail( iFace ); } } } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void Overlay_EmitOverlayFace( mapoverlay_t *pMapOverlay ) { Assert( g_nOverlayCount < MAX_MAP_OVERLAYS ); if ( g_nOverlayCount >= MAX_MAP_OVERLAYS ) { Error ( "Too Many Overlays!\nMAX_MAP_OVERLAYS = %d", MAX_MAP_OVERLAYS ); return; } doverlay_t *pOverlay = &g_Overlays[g_nOverlayCount]; doverlayfade_t *pOverlayFade = &g_OverlayFades[g_nOverlayCount]; doverlaysystemlevel_t *pOverlaySystemLevel = &g_OverlaySystemLevels[g_nOverlayCount]; g_nOverlayCount++; // Conver the map overlay into a .bsp overlay (doverlay_t). if ( pOverlay ) { pOverlay->nId = pMapOverlay->nId; pOverlay->flU[0] = pMapOverlay->flU[0]; pOverlay->flU[1] = pMapOverlay->flU[1]; pOverlay->flV[0] = pMapOverlay->flV[0]; pOverlay->flV[1] = pMapOverlay->flV[1]; VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] ); VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] ); VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] ); VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] ); VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin ); VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal ); pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder ); // Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2 pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x; pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y; pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z; // Encode whether or not the v axis should be flipped. Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] ); if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f ) { pOverlay->vecUVPoints[3].z = 1.0f; } // Texinfo. texinfo_t texInfo; texInfo.flags = 0; texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName ); for( int iVec = 0; iVec < 2; ++iVec ) { for( int iAxis = 0; iAxis < 3; ++iAxis ) { texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f; } texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f; } pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo ); // Face List int nFaceCount = pMapOverlay->aFaceList.Count(); Assert( nFaceCount < OVERLAY_BSP_FACE_COUNT ); if ( nFaceCount >= OVERLAY_BSP_FACE_COUNT ) { Error( "Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z ); return; } pOverlay->SetFaceCount( nFaceCount ); for( int iFace = 0; iFace < nFaceCount; ++iFace ) { pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace ); } } // Convert the map overlay fade data into a .bsp overlay fade (doverlayfade_t). if ( pOverlayFade ) { pOverlayFade->flFadeDistMinSq = pMapOverlay->flFadeDistMinSq; pOverlayFade->flFadeDistMaxSq = pMapOverlay->flFadeDistMaxSq; } if ( pOverlaySystemLevel ) { pOverlaySystemLevel->nMinCPULevel = pMapOverlay->nMinCPULevel; pOverlaySystemLevel->nMaxCPULevel = pMapOverlay->nMaxCPULevel; pOverlaySystemLevel->nMinGPULevel = pMapOverlay->nMinGPULevel; pOverlaySystemLevel->nMaxGPULevel = pMapOverlay->nMaxGPULevel; } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void OverlayTransition_EmitOverlayFace( mapoverlay_t *pMapOverlay ) { Assert( g_nWaterOverlayCount < MAX_MAP_WATEROVERLAYS ); if ( g_nWaterOverlayCount >= MAX_MAP_WATEROVERLAYS ) { Error ( "Too many water overlays!\nMAX_MAP_WATEROVERLAYS = %d", MAX_MAP_WATEROVERLAYS ); return; } dwateroverlay_t *pOverlay = &g_WaterOverlays[g_nWaterOverlayCount]; g_nWaterOverlayCount++; // Conver the map overlay into a .bsp overlay (doverlay_t). if ( pOverlay ) { pOverlay->nId = pMapOverlay->nId; pOverlay->flU[0] = pMapOverlay->flU[0]; pOverlay->flU[1] = pMapOverlay->flU[1]; pOverlay->flV[0] = pMapOverlay->flV[0]; pOverlay->flV[1] = pMapOverlay->flV[1]; VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] ); VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] ); VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] ); VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] ); VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin ); VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal ); pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder ); // Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2 pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x; pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y; pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z; // Encode whether or not the v axis should be flipped. Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] ); if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f ) { pOverlay->vecUVPoints[3].z = 1.0f; } // Texinfo. texinfo_t texInfo; texInfo.flags = 0; texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName ); for( int iVec = 0; iVec < 2; ++iVec ) { for( int iAxis = 0; iAxis < 3; ++iAxis ) { texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f; } texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f; texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f; } pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo ); // Face List int nFaceCount = pMapOverlay->aFaceList.Count(); Assert( nFaceCount < WATEROVERLAY_BSP_FACE_COUNT ); if ( nFaceCount >= WATEROVERLAY_BSP_FACE_COUNT ) { Error( "Water Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z ); return; } pOverlay->SetFaceCount( nFaceCount ); for( int iFace = 0; iFace < nFaceCount; ++iFace ) { pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void Overlay_EmitOverlayFaces( void ) { int nMapOverlayCount = g_aMapOverlays.Count(); for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { Overlay_EmitOverlayFace( &g_aMapOverlays.Element( iMapOverlay ) ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void OverlayTransition_EmitOverlayFaces( void ) { int nMapOverlayCount = g_aMapWaterOverlays.Count(); for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay ) { OverlayTransition_EmitOverlayFace( &g_aMapWaterOverlays.Element( iMapOverlay ) ); } } //----------------------------------------------------------------------------- // These routines were mostly stolen from MapOverlay.cpp in Hammer //----------------------------------------------------------------------------- #define OVERLAY_BASIS_U 0 #define OVERLAY_BASIS_V 1 #define OVERLAY_BASIS_NORMAL 2 #define OVERLAY_HANDLES_COUNT 4 inline void TransformPoint( const VMatrix& matrix, Vector &point ) { Vector orgVector = point; matrix.V3Mul( orgVector, point ); } inline bool fequal( float value, float target, float delta) { return ( (value<(target+delta))&&(value>(target-delta)) ); } //----------------------------------------------------------------------------- // Purpose: this function translate / rotate an overlay. // Input : pOverlay - the overlay to be translated // OriginOffset - the translation // AngleOffset - the rotation // Matrix - the translation / rotation matrix // Output : none //----------------------------------------------------------------------------- void Overlay_Translate( mapoverlay_t *pOverlay, Vector &OriginOffset, QAngle &AngleOffset, matrix3x4_t &Matrix ) { VMatrix tmpMatrix( Matrix ); Vector temp = pOverlay->vecOrigin; VectorTransform( temp, Matrix, pOverlay->vecOrigin ); // erase move component tmpMatrix.SetTranslation( vec3_origin ); // check if matrix would still change something if ( !tmpMatrix.IsIdentity() ) { // make sure axes are normalized (they should be anyways) pOverlay->vecBasis[OVERLAY_BASIS_U].NormalizeInPlace(); pOverlay->vecBasis[OVERLAY_BASIS_V].NormalizeInPlace(); Vector vecU = pOverlay->vecBasis[OVERLAY_BASIS_U]; Vector vecV = pOverlay->vecBasis[OVERLAY_BASIS_V]; Vector vecNormal = pOverlay->vecBasis[OVERLAY_BASIS_NORMAL]; TransformPoint( tmpMatrix, vecU ); TransformPoint( tmpMatrix, vecV ); TransformPoint( tmpMatrix, vecNormal ); float fScaleU = vecU.Length(); float fScaleV = vecV.Length(); float flScaleNormal = vecNormal.Length(); bool bIsUnit = ( fequal( fScaleU, 1.0f, 0.0001 ) && fequal( fScaleV, 1.0f, 0.0001 ) && fequal( flScaleNormal, 1.0f, 0.0001 ) ); bool bIsPerp = ( fequal( DotProduct( vecU, vecV ), 0.0f, 0.0025 ) && fequal( DotProduct( vecU, vecNormal ), 0.0f, 0.0025 ) && fequal( DotProduct( vecV, vecNormal ), 0.0f, 0.0025 ) ); // if ( fequal(fScaleU,1,0.0001) && fequal(fScaleV,1,0.0001) && fequal(DotProduct( vecU, vecV ),0,0.0025) ) if ( bIsUnit && bIsPerp ) { // transformation doesnt scale or shear anything, so just update base axes pOverlay->vecBasis[OVERLAY_BASIS_U] = vecU; pOverlay->vecBasis[OVERLAY_BASIS_V] = vecV; pOverlay->vecBasis[OVERLAY_BASIS_NORMAL] = vecNormal; } else { // more complex transformation, move UV coordinates, but leave base axes for ( int iHandle=0; iHandlevecUVPoints[iHandle]; Vector vecPos = ( vecUV.x * pOverlay->vecBasis[OVERLAY_BASIS_U] + vecUV.y * pOverlay->vecBasis[OVERLAY_BASIS_V] ); // to transform in world space TransformPoint( tmpMatrix, vecPos ); vecUV.x = pOverlay->vecBasis[OVERLAY_BASIS_U].Dot( vecPos ); vecUV.y = pOverlay->vecBasis[OVERLAY_BASIS_V].Dot( vecPos ); pOverlay->vecUVPoints[iHandle] = vecUV; } } } }