Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
//=============================================================================//
#ifndef MAPFACE_H
#define MAPFACE_H
#ifdef _WIN32
#pragma once
#endif
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include "hammer_mathlib.h"
#include "MapAtom.h"
#include "DispManager.h"
#include "mathlib/Vector4d.h"
#include "UtlVector.h"
#include "Color.h"
#include "smoothinggroupmgr.h"
#include "detailobjects.h"
class CCheckFaceInfo;
class IEditorTexture;
class CRender;
class CRender3D;
class CChunkFile;
class CSaveInfo;
class IMaterial;
class CMapWorld;
struct MapFaceRender_t;
class CMeshBuilder;
class IMesh;
struct LoadFace_t;
enum EditorRenderMode_t;
enum ChunkFileResult_t;
#define DEFAULT_TEXTURE_SCALE 0.25
#define DEFAULT_LIGHTMAP_SCALE 16
#define SMOOTHING_GROUP_MAX_COUNT 32
#define SMOOTHING_GROUP_DEFAULT 0
//
// Flags for CMapFace::CopyFrom.
//
#define COPY_FACE_PLANE 0x00000001 // Copies only the face's plane. Used for carving.
#define COPY_FACE_POINTS 0x00000002 // Copies the face's points and plane.
//
// Used for storing the extrema of a face. Each element of the Extents_t array
// contains a point that represents a local extreme along a particular dimension.
//
enum
{
EXTENTS_XMIN = 0,
EXTENTS_XMAX,
EXTENTS_YMIN,
EXTENTS_YMAX,
EXTENTS_ZMIN,
EXTENTS_ZMAX,
NUM_EXTENTS_DIMS,
};
typedef Vector Extents_t[NUM_EXTENTS_DIMS];
struct PLANE
{
Vector normal;
float dist;
Vector planepts[3];
};
typedef struct
{
int numpoints;
Vector *p; // variable sized
} winding_t;
enum FaceOrientation_t
{
FACE_ORIENTATION_FLOOR = 0,
FACE_ORIENTATION_CEILING,
FACE_ORIENTATION_NORTH_WALL,
FACE_ORIENTATION_SOUTH_WALL,
FACE_ORIENTATION_EAST_WALL,
FACE_ORIENTATION_WEST_WALL,
FACE_ORIENTATION_INVALID
};
//
// Both an enumeration and bitflags. Used as bitflags when querying a face for its texture
// alignment because it could be world aligned and face aligned at the same time.
//
enum TextureAlignment_t
{
TEXTURE_ALIGN_NONE = 0x0000,
TEXTURE_ALIGN_WORLD = 0x0001,
TEXTURE_ALIGN_FACE = 0x0002,
TEXTURE_ALIGN_QUAKE = 0x0004
};
enum TextureJustification_t
{
TEXTURE_JUSTIFY_NONE = 0,
TEXTURE_JUSTIFY_TOP,
TEXTURE_JUSTIFY_BOTTOM,
TEXTURE_JUSTIFY_LEFT,
TEXTURE_JUSTIFY_CENTER,
TEXTURE_JUSTIFY_RIGHT,
TEXTURE_JUSTIFY_FIT,
TEXTURE_JUSTIFY_MAX
};
#define INIT_TEXTURE_FORCE 0x0001
#define INIT_TEXTURE_AXES 0x0002
#define INIT_TEXTURE_ROTATION 0x0004
#define INIT_TEXTURE_SHIFT 0x0008
#define INIT_TEXTURE_SCALE 0x0010
#define INIT_TEXTURE_ALL (INIT_TEXTURE_AXES | INIT_TEXTURE_ROTATION | INIT_TEXTURE_SHIFT | INIT_TEXTURE_SCALE)
//
// Flags for CreateFace.
//
#define CREATE_FACE_PRESERVE_PLANE 0x0001 // Hack to prevent plane from being recalculated while building a solid from its planes.
#define CREATE_FACE_CLIPPING 0x0002
//
// Serialized data structure. Do not modify!
//
struct TEXTURE_21
{
char texture[MAX_PATH];
float rotate;
float shift[2];
float scale[2];
BYTE smooth;
BYTE material;
DWORD q2surface;
DWORD q2contents;
DWORD q2value;
};
//
// Post 2.1 explicit texture U/V axes were added.
//
// Serialized data structure. Do not modify!
//
struct TEXTURE_33
{
char texture[MAX_PATH];
float UAxis[4]; // Must remain float[4] for RMF serialization.
float VAxis[4]; // Must remain float[4] for RMF serialization.
float rotate;
float scale[2];
BYTE smooth;
BYTE material;
DWORD q2surface;
DWORD q2contents;
int nLightmapScale;
};
struct TEXTURE
{
char texture[MAX_PATH];
Vector4D UAxis;
Vector4D VAxis;
float rotate;
float scale[2];
BYTE smooth;
BYTE material;
DWORD q2surface;
DWORD q2contents;
int nLightmapScale;
TEXTURE& operator=( TEXTURE const& src )
{
// necessary since operator= is private for UAxis
memcpy( this, &src, sizeof(TEXTURE) );
return *this;
}
};
#define FACE_FLAGS_NOSHADOW 1
#define FACE_FLAGS_NODRAW_IN_LPREVIEW 2
class CMapFace : public CMapAtom
{
public:
CMapFace(void);
~CMapFace(void);
// If bRescaleTextureCoordinates is true, then it will rescale and reoffset the texture coordinates
// so that the texture is in the same apparent spot as the old texture (if they are different sizes).
void SetTexture(const char *pszNewTex, bool bRescaleTextureCoordinates = false);
void SetTexture(IEditorTexture *pTexture, bool bRescaleTextureCoordinates = false);
void GetTextureName(char *pszName) const;
inline IEditorTexture *GetTexture(void) const;
// Renders opaque faces
static void AddFaceToQueue( CMapFace* pMapFace, IEditorTexture* pTexture, EditorRenderMode_t renderMode, bool selected, SelectionState_t faceSelectionState );
static void PushFaceQueue( void );
static void PopFaceQueue( void );
static void RenderOpaqueFaces( CRender3D* pRender );
//
// Serialization.
//
ChunkFileResult_t LoadVMF(CChunkFile *pFile);
ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
int SerializeRMF(std::fstream&, BOOL);
int SerializeMAP(std::fstream&, BOOL);
BOOL CheckFace(CCheckFaceInfo* = NULL);
BOOL Fix(void);
float GetNormalDistance(Vector& fPoint);
inline int GetPointCount(void);
inline void GetPoint(Vector& Point, int nPoint);
inline void GetLightmapCoord( Vector2D & LightmapCoord, int nIndex );
inline void SetLightmapCoord( const Vector2D &LightmapCoord, int nIndex );
inline void GetTexCoord( Vector2D & TexCoord, int nTexCoord );
// Texture alignment.
void GetCenter(Vector& Center);
FaceOrientation_t GetOrientation(void) const;
void RotateTextureAxes(float fDegrees);
void InitializeTextureAxes(TextureAlignment_t eAlignment, DWORD dwFlags);
void JustifyTexture(TextureJustification_t eJustification);
void JustifyTextureUsingExtents(TextureJustification_t eJustification, Extents_t Extents);
void GetFaceBounds(Vector& pfMins, Vector& pfMaxs) const;
void GetFaceExtents(Extents_t Extents) const;
void GetTextureExtents(Extents_t Extents, Vector2D & TopLeft, Vector2D & BottomRight) const;
int GetTextureAlignment(void) const;
void GetFaceTextureExtents(Vector2D & TopLeft, Vector2D & BottomRight) const;
void CalcTextureCoordAtPoint( const Vector& pt, Vector2D & texCoord );
void CalcLightmapCoordAtPoint( const Vector& pt, Vector2D & lightCoord );
// Returns the max lightmap size for this face
int MaxLightmapSize() const;
void NormalizeTextureShifts(void);
BOOL IsTextureAxisValid(void) const;
inline void SetCordonFace( bool bCordonFace );
inline bool IsCordonFace() const;
// Old code for setting up texture axes. Needed for backwards compatibility.
void InitializeQuakeStyleTextureAxes(Vector4D& UAxis, Vector4D& VAxis);
void CreateFace(Vector *pPoints, int nPoints, bool bIsCordonFace = false);
void CreateFace(winding_t *w, int nFlags = 0);
CMapFace *CopyFrom(const CMapFace *pFrom, DWORD dwFlags = COPY_FACE_POINTS, bool bUpdateDependencies = true );
size_t AllocatePoints(int nPoints);
void OnUndoRedo();
void CalcPlane(void);
void CalcPlaneFromFacePoints(void);
void CalcTextureCoords();
void OffsetTexture(const Vector &Delta);
void SetTextureCoords(int nPoint, float u, float v);
struct TangentSpaceAxes_t
{
Vector tangent;
Vector binormal;
};
void CalcTangentSpaceAxes( void );
bool AllocTangentSpaceAxes( int count );
void FreeTangentSpaceAxes( void );
void Render2D(CRender2D *pRender);
void Render3D(CRender3D *pRender);
void Render3DGrid(CRender3D *pRender);
void RenderVertices(CRender *pRender);
void OnAddToWorld(CMapWorld *pWorld);
void OnRemoveFromWorld(void);
static void SetShowSelection(bool bShowSelection);
inline void SetRenderAlpha(unsigned char uchAlpha) { m_uchAlpha = uchAlpha; } // HACK: should be in CMapAtom
inline void GetFaceNormal( Vector& normal );
bool TraceLine(Vector &HitPos, Vector &HitNormal, Vector const &Start, Vector const &End);
bool TraceLineInside( Vector &HitPos, Vector &HitNormal, Vector const &Start, Vector const &End, bool bNoDisp = false );
inline void SetDisp( EditDispHandle_t handle, bool bDestroyPrevious = true );
inline EditDispHandle_t GetDisp( void );
inline bool HasDisp( void ) const;
bool ShouldRenderLast();
void GetDownVector( int index, Vector& downVect );
bool GetRender2DBox( Vector& boundMin, Vector& boundMax );
bool GetCullBox( Vector& boundMin, Vector& boundMax );
size_t GetDataSize( void );
inline int GetFaceID(void);
inline void SetFaceID(int nFaceID);
// Smoothing group.
int SmoothingGroupCount( void );
void AddSmoothingGroup( int iGroup );
void RemoveSmoothingGroup( int iGroup );
bool InSmoothingGroup( int iGroup );
// Indicates this guy should be unlit
void RenderUnlit( bool enable );
// (begin serialized information
TEXTURE texture; // Texture info.
Vector *Points; // Array of face points, dynamically allocated.
int nPoints; // The number of points in the array.
// end serialized information)
PLANE plane;
int m_nFaceFlags; // FACE_FLAGS_xx
void DoTransform(const VMatrix &matrix);
virtual void AddShadowingTriangles( CUtlVector<Vector> &tri_list );
DetailObjects *m_pDetailObjects;
protected:
void ComputeColor( CRender3D* pRender, bool bRenderAsSelected, SelectionState_t faceSelectionState,
bool ignoreLighting, Color &pColor );
void DrawFace( Color &pColor, EditorRenderMode_t mode );
void RenderGridIfCloseEnough( CRender3D* pRender );
void RenderTextureAxes( CRender3D* pRender );
// Adds a face's vertices to the meshbuilder
void AddFaceVertices( CMeshBuilder &builder, CRender3D* pRender, bool bRenderSelected, SelectionState_t faceSelectionState );
// render texture axes
static void RenderTextureAxes( CRender3D* pRender, int nCount, CMapFace **ppFaces );
static void RenderGridsIfCloseEnough( CRender3D* pRender, int nCount, CMapFace **ppFaces );
static void Render3DGrids( CRender3D* pRender, int nCount, CMapFace **ppFaces );
static void RenderWireframeFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces );
static void RenderFacesBatch( CMeshBuilder &MeshBuilder, IMesh* pMesh, CRender3D* pRender, MapFaceRender_t **ppFaces, int nFaceCount, int nVertexCount, int nIndexCount, bool bWireframe );
static void RenderFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces );
void RenderFace3D( CRender3D* pRender, EditorRenderMode_t renderMode, bool renderSelected, SelectionState_t faceSelectionState );
//
// Serialization (chunk handlers).
//
static ChunkFileResult_t LoadDispInfoCallback(CChunkFile *pFile, CMapFace *pFace);
static ChunkFileResult_t LoadKeyCallback(const char *szKey, const char *szValue, LoadFace_t *pLoadFace);
unsigned char m_uchAlpha; // HACK: should be in CMapAtom
int m_nFaceID; // The unique ID of this face in the world.
IEditorTexture *m_pTexture; // Texture that is applied to this face.
static IEditorTexture *m_pLightmapGrid; // Lightmap grid texture for use in viewing lightmap scales.
EditDispHandle_t m_DispHandle; // Displacement map applied to this face, NULL if none.
static bool m_bShowFaceSelection; // Whether to render faces with a special color when they are selected.
Vector2D *m_pTextureCoords; // An array of texture coordinates, one per face point.
Vector2D *m_pLightmapCoords; // An array of lightmap coordinates, one per face point.
bool m_bIsCordonFace : 1;
// should this be affected by lighting?
bool m_bIgnoreLighting : 1;
TangentSpaceAxes_t *m_pTangentAxes;
unsigned int m_fSmoothingGroups; // 32-bits representing 32 smoothing groups
void UpdateFaceFlags( void ); // sniff face flags from texture
};
//-----------------------------------------------------------------------------
// Purpose: Returns the unique ID of this face.
//-----------------------------------------------------------------------------
inline int CMapFace::GetFaceID(void)
{
return(m_nFaceID);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : TexCoord -
// nTexCoord -
//-----------------------------------------------------------------------------
inline void CMapFace::GetLightmapCoord( Vector2D& LightmapCoord, int nIndex )
{
Assert( nIndex < nPoints );
LightmapCoord[0] = m_pLightmapCoords[nIndex][0];
LightmapCoord[1] = m_pLightmapCoords[nIndex][1];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &LightmapCoord -
// nIndex -
// Output : inline void
//-----------------------------------------------------------------------------
inline void CMapFace::SetLightmapCoord( const Vector2D &LightmapCoord, int nIndex )
{
Assert( nIndex < nPoints );
m_pLightmapCoords[nIndex][0] = LightmapCoord[0];
m_pLightmapCoords[nIndex][1] = LightmapCoord[1];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : TexCoord -
// nTexCoord -
//-----------------------------------------------------------------------------
inline void CMapFace::GetTexCoord( Vector2D& TexCoord, int nTexCoord )
{
Assert( nTexCoord < nPoints );
TexCoord[0] = m_pTextureCoords[nTexCoord][0];
TexCoord[1] = m_pTextureCoords[nTexCoord][1];
}
//-----------------------------------------------------------------------------
// Purpose: Returns a pointer to the texture that is applied to this face, NULL if none.
//-----------------------------------------------------------------------------
inline IEditorTexture *CMapFace::GetTexture(void) const
{
return(m_pTexture);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of vertices that define this face.
//-----------------------------------------------------------------------------
inline int CMapFace::GetPointCount(void)
{
return(nPoints);
}
//-----------------------------------------------------------------------------
// Purpose: Retrieves a point on this face by its index.
// Input : Point - Receives point coordinates.
// nPoint - Index of point to retrieve.
//-----------------------------------------------------------------------------
inline void CMapFace::GetPoint(Vector& Point, int nPoint)
{
Assert(nPoint < nPoints);
Point = Points[nPoint];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CMapFace::GetFaceNormal( Vector& normal )
{
normal = plane.normal;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the unique ID of this face.
//-----------------------------------------------------------------------------
inline void CMapFace::SetFaceID(int nID)
{
m_nFaceID = nID;
}
//-----------------------------------------------------------------------------
// Purpose: Attaches a displacement surface to this face.
// Input : handle - Displacement surface handle of surface attached to this face
//-----------------------------------------------------------------------------
inline void CMapFace::SetDisp( EditDispHandle_t handle, bool bDestroyPrevious )
{
if ( ( m_DispHandle != EDITDISPHANDLE_INVALID ) && bDestroyPrevious )
{
// destroy old handle
EditDispMgr()->Destroy( m_DispHandle );
}
Assert( ( handle == EDITDISPHANDLE_INVALID ) || ( EditDispMgr()->GetDisp( handle ) != NULL ) );
m_DispHandle = handle;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the displacement surface applied to this face,
// DISPHANDLE_INVALID if none.
//-----------------------------------------------------------------------------
inline EditDispHandle_t CMapFace::GetDisp( void )
{
return m_DispHandle;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this face has a displacement surface, false if not.
//-----------------------------------------------------------------------------
inline bool CMapFace::HasDisp( void ) const
{
return ( m_DispHandle != EDITDISPHANDLE_INVALID );
}
//-----------------------------------------------------------------------------
// Whether this face belongs to a cordon brush.
//-----------------------------------------------------------------------------
inline void CMapFace::SetCordonFace( bool bCordonFace )
{
m_bIsCordonFace = bCordonFace;
}
inline bool CMapFace::IsCordonFace() const
{
return m_bIsCordonFace;
}
//-----------------------------------------------------------------------------
// Defines a container class for a list of face pointers.
//-----------------------------------------------------------------------------
class CMapFaceList : public CUtlVector<CMapFace *>
{
public:
inline CMapFaceList(void) {}
inline CMapFaceList(CMapFaceList const &other);
inline CMapFaceList &CMapFaceList::operator =(CMapFaceList const &other);
inline int FindFaceID(int nFaceID);
void Intersect(CMapFaceList &IntersectWith, CMapFaceList &In, CMapFaceList &Out);
};
//-----------------------------------------------------------------------------
// Purpose: Copy constructor.
//-----------------------------------------------------------------------------
CMapFaceList::CMapFaceList(CMapFaceList const &other)
{
*this = other;
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator for copying face lists.
// Input : other -
//-----------------------------------------------------------------------------
CMapFaceList &CMapFaceList::operator =(CMapFaceList const &other)
{
AddVectorToTail(other);
return *this;
}
//-----------------------------------------------------------------------------
// Purpose: Searches the list for a face with the given ID.
// Input : nFaceID - Numeric face ID to search for.
// Output : Index of found element, -1 if none.
//-----------------------------------------------------------------------------
int CMapFaceList::FindFaceID(int nFaceID)
{
for (int i = 0; i < Count(); i++)
{
if ((Element(i) != NULL) && (Element(i)->GetFaceID() == nFaceID))
{
return(i);
}
}
return(-1);
}
//-----------------------------------------------------------------------------
// Defines a container class for a list of face IDs.
//-----------------------------------------------------------------------------
class CMapFaceIDList : public CUtlVector<int>
{
public:
inline CMapFaceIDList(void) {}
inline CMapFaceIDList(CMapFaceIDList const &other);
inline CMapFaceIDList &CMapFaceIDList::operator =(CMapFaceIDList const &other);
void Intersect(CMapFaceIDList &IntersectWith, CMapFaceIDList &In, CMapFaceIDList &Out);
};
//-----------------------------------------------------------------------------
// Purpose: Copy constructor.
//-----------------------------------------------------------------------------
CMapFaceIDList::CMapFaceIDList(CMapFaceIDList const &other)
{
*this = other;
}
//-----------------------------------------------------------------------------
// Purpose: Assignment operator for copying face ID lists.
// Input : other -
//-----------------------------------------------------------------------------
CMapFaceIDList &CMapFaceIDList::operator =(CMapFaceIDList const &other)
{
AddVectorToTail(other);
return *this;
}
#endif // MAPFACE_H