Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// faces.c
#include "vbsp.h"
#include "utlvector.h"
#include "utilmatlib.h"
#include <float.h>
#include "mstristrip.h"
#include "tier1/strtools.h"
#include "materialpatch.h"
/*
some faces will be removed before saving, but still form nodes:
the insides of sky volumes
meeting planes of different water current volumes
*/
// undefine for dumb linear searches
#define USE_HASHING
#define INTEGRAL_EPSILON 0.01
#define POINT_EPSILON 0.1
#define OFF_EPSILON 0.25
int c_merge;
int c_subdivide;
int c_totalverts;
int c_uniqueverts;
int c_degenerate;
int c_tjunctions;
int c_faceoverflows;
int c_facecollapse;
int c_badstartverts;
#define MAX_SUPERVERTS 512
int superverts[MAX_SUPERVERTS];
int numsuperverts;
face_t *edgefaces[MAX_MAP_EDGES][2];
int firstmodeledge = 1;
int firstmodelface;
int c_tryedges;
Vector edge_dir;
Vector edge_start;
vec_t edge_len;
int num_edge_verts;
int edge_verts[MAX_MAP_VERTS];
float g_maxLightmapDimension = MAX_BRUSH_LIGHTMAP_DIM_WITHOUT_BORDER;
face_t *NewFaceFromFace (face_t *f);
// Used to speed up GetEdge2(). Holds a list of edges connected to each vert.
CUtlVector<int> g_VertEdgeList[MAX_MAP_VERTS];
//===========================================================================
typedef struct hashvert_s
{
struct hashvert_s *next;
int num;
} hashvert_t;
#define HASH_BITS 7
#define HASH_SIZE (COORD_EXTENT>>HASH_BITS)
int vertexchain[MAX_MAP_VERTS]; // the next vertex in a hash chain
int hashverts[HASH_SIZE*HASH_SIZE]; // a vertex number, or 0 for no verts
//face_t *edgefaces[MAX_MAP_EDGES][2];
//============================================================================
unsigned HashVec (Vector& vec)
{
int x, y;
x = (MAX_COORD_INTEGER + (int)(vec[0]+0.5)) >> HASH_BITS;
y = (MAX_COORD_INTEGER + (int)(vec[1]+0.5)) >> HASH_BITS;
if ( x < 0 || x >= HASH_SIZE || y < 0 || y >= HASH_SIZE )
Error ("HashVec: point outside valid range");
return y*HASH_SIZE + x;
}
#ifdef USE_HASHING
/*
=============
GetVertex
Uses hashing
=============
*/
int GetVertexnum (Vector& in)
{
int h;
int i;
Vector vert;
int vnum;
c_totalverts++;
for (i=0 ; i<3 ; i++)
{
if ( fabs(in[i] - (int)(in[i]+0.5)) < INTEGRAL_EPSILON)
vert[i] = (int)(in[i]+0.5);
else
vert[i] = in[i];
}
h = HashVec (vert);
for (vnum=hashverts[h] ; vnum ; vnum=vertexchain[vnum])
{
Vector& p = dvertexes[vnum].point;
if ( fabs(p[0]-vert[0])<POINT_EPSILON
&& fabs(p[1]-vert[1])<POINT_EPSILON
&& fabs(p[2]-vert[2])<POINT_EPSILON )
return vnum;
}
// emit a vertex
if (numvertexes == MAX_MAP_VERTS)
Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
dvertexes[numvertexes].point[0] = vert[0];
dvertexes[numvertexes].point[1] = vert[1];
dvertexes[numvertexes].point[2] = vert[2];
vertexchain[numvertexes] = hashverts[h];
hashverts[h] = numvertexes;
c_uniqueverts++;
numvertexes++;
return numvertexes-1;
}
#else
/*
==================
GetVertexnum
Dumb linear search
==================
*/
int GetVertexnum (Vector& v)
{
int i, j;
dvertex_t *dv;
vec_t d;
c_totalverts++;
// make really close values exactly integral
for (i=0 ; i<3 ; i++)
{
if ( fabs(v[i] - (int)(v[i]+0.5)) < INTEGRAL_EPSILON )
v[i] = (int)(v[i]+0.5);
if (v[i] < MIN_COORD_INTEGER || v[i] > MAX_COORD_INTEGER)
Error ("GetVertexnum: outside world, vertex %.1f %.1f %.1f", v.x, v.y, v.z);
}
// search for an existing vertex match
for (i=0, dv=dvertexes ; i<numvertexes ; i++, dv++)
{
for (j=0 ; j<3 ; j++)
{
d = v[j] - dv->point[j];
if ( d > POINT_EPSILON || d < -POINT_EPSILON)
break;
}
if (j == 3)
return i; // a match
}
// new point
if (numvertexes == MAX_MAP_VERTS)
Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
VectorCopy (v, dv->point);
numvertexes++;
c_uniqueverts++;
return numvertexes-1;
}
#endif
/*
==================
FaceFromSuperverts
The faces vertexes have beeb added to the superverts[] array,
and there may be more there than can be held in a face (MAXEDGES).
If less, the faces vertexnums[] will be filled in, otherwise
face will reference a tree of split[] faces until all of the
vertexnums can be added.
superverts[base] will become face->vertexnums[0], and the others
will be circularly filled in.
==================
*/
void FaceFromSuperverts (face_t **pListHead, face_t *f, int base)
{
face_t *newf;
int remaining;
int i;
remaining = numsuperverts;
while (remaining > MAXEDGES)
{ // must split into two faces, because of vertex overload
c_faceoverflows++;
newf = NewFaceFromFace (f);
f->split[0] = newf;
newf->next = *pListHead;
*pListHead = newf;
newf->numpoints = MAXEDGES;
for (i=0 ; i<MAXEDGES ; i++)
newf->vertexnums[i] = superverts[(i+base)%numsuperverts];
f->split[1] = NewFaceFromFace (f);
f = f->split[1];
f->next = *pListHead;
*pListHead = f;
remaining -= (MAXEDGES-2);
base = (base+MAXEDGES-1)%numsuperverts;
}
// copy the vertexes back to the face
f->numpoints = remaining;
for (i=0 ; i<remaining ; i++)
f->vertexnums[i] = superverts[(i+base)%numsuperverts];
}
/*
==================
EmitFaceVertexes
==================
*/
void EmitFaceVertexes (face_t **pListHead, face_t *f)
{
winding_t *w;
int i;
if (f->merged || f->split[0] || f->split[1])
return;
w = f->w;
for (i=0 ; i<w->numpoints ; i++)
{
if (noweld)
{ // make every point unique
if (numvertexes == MAX_MAP_VERTS)
Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
superverts[i] = numvertexes;
VectorCopy (w->p[i], dvertexes[numvertexes].point);
numvertexes++;
c_uniqueverts++;
c_totalverts++;
}
else
superverts[i] = GetVertexnum (w->p[i]);
}
numsuperverts = w->numpoints;
// this may fragment the face if > MAXEDGES
FaceFromSuperverts (pListHead, f, 0);
}
/*
==================
EmitNodeFaceVertexes_r
==================
*/
void EmitNodeFaceVertexes_r (node_t *node)
{
int i;
face_t *f;
if (node->planenum == PLANENUM_LEAF)
{
// leaf faces are emitted in second pass
return;
}
for (f=node->faces ; f ; f=f->next)
{
EmitFaceVertexes (&node->faces, f);
}
for (i=0 ; i<2 ; i++)
{
EmitNodeFaceVertexes_r (node->children[i]);
}
}
void EmitLeafFaceVertexes( face_t **ppLeafFaceList )
{
face_t *f = *ppLeafFaceList;
while ( f )
{
EmitFaceVertexes( ppLeafFaceList, f );
f = f->next;
}
}
#ifdef USE_HASHING
/*
==========
FindEdgeVerts
Uses the hash tables to cut down to a small number
==========
*/
void FindEdgeVerts (Vector& v1, Vector& v2)
{
int x1, x2, y1, y2, t;
int x, y;
int vnum;
#if 0
{
int i;
num_edge_verts = numvertexes-1;
for (i=0 ; i<numvertexes-1 ; i++)
edge_verts[i] = i+1;
}
#endif
x1 = (MAX_COORD_INTEGER + (int)(v1[0]+0.5)) >> HASH_BITS;
y1 = (MAX_COORD_INTEGER + (int)(v1[1]+0.5)) >> HASH_BITS;
x2 = (MAX_COORD_INTEGER + (int)(v2[0]+0.5)) >> HASH_BITS;
y2 = (MAX_COORD_INTEGER + (int)(v2[1]+0.5)) >> HASH_BITS;
if (x1 > x2)
{
t = x1;
x1 = x2;
x2 = t;
}
if (y1 > y2)
{
t = y1;
y1 = y2;
y2 = t;
}
#if 0
x1--;
x2++;
y1--;
y2++;
if (x1 < 0)
x1 = 0;
if (x2 >= HASH_SIZE)
x2 = HASH_SIZE;
if (y1 < 0)
y1 = 0;
if (y2 >= HASH_SIZE)
y2 = HASH_SIZE;
#endif
num_edge_verts = 0;
for (x=x1 ; x <= x2 ; x++)
{
for (y=y1 ; y <= y2 ; y++)
{
for (vnum=hashverts[y*HASH_SIZE+x] ; vnum ; vnum=vertexchain[vnum])
{
edge_verts[num_edge_verts++] = vnum;
}
}
}
}
#else
/*
==========
FindEdgeVerts
Forced a dumb check of everything
==========
*/
void FindEdgeVerts (Vector& v1, Vector& v2)
{
int i;
num_edge_verts = numvertexes-1;
for (i=0 ; i<num_edge_verts ; i++)
edge_verts[i] = i+1;
}
#endif
/*
==========
TestEdge
Can be recursively reentered
==========
*/
void TestEdge (vec_t start, vec_t end, int p1, int p2, int startvert)
{
int j, k;
vec_t dist;
Vector delta;
Vector exact;
Vector off;
vec_t error;
Vector p;
if (p1 == p2)
{
c_degenerate++;
return; // degenerate edge
}
for (k=startvert ; k<num_edge_verts ; k++)
{
j = edge_verts[k];
if (j==p1 || j == p2)
continue;
VectorCopy (dvertexes[j].point, p);
VectorSubtract (p, edge_start, delta);
dist = DotProduct (delta, edge_dir);
if (dist <=start || dist >= end)
continue; // off an end
VectorMA (edge_start, dist, edge_dir, exact);
VectorSubtract (p, exact, off);
error = off.Length();
if (error > OFF_EPSILON)
continue; // not on the edge
// break the edge
c_tjunctions++;
TestEdge (start, dist, p1, j, k+1);
TestEdge (dist, end, j, p2, k+1);
return;
}
// the edge p1 to p2 is now free of tjunctions
if (numsuperverts >= MAX_SUPERVERTS)
Error ("Edge with too many vertices due to t-junctions. Max %d verts along an edge!\n", MAX_SUPERVERTS);
superverts[numsuperverts] = p1;
numsuperverts++;
}
// stores the edges that each vert is part of
struct face_vert_table_t
{
face_vert_table_t()
{
edge0 = -1;
edge1 = -1;
}
void AddEdge( int edge )
{
if ( edge0 == -1 )
{
edge0 = edge;
}
else
{
// can only have two edges
Assert(edge1==-1);
edge1 = edge;
}
}
bool HasEdge( int edge ) const
{
if ( edge >= 0 )
{
if ( edge0 == edge || edge1 == edge )
return true;
}
return false;
}
int edge0;
int edge1;
};
// if these two verts share an edge, they must be collinear
bool IsDiagonal( const face_vert_table_t &v0, const face_vert_table_t &v1 )
{
if ( v1.HasEdge(v0.edge0) || v1.HasEdge(v0.edge1) )
return false;
return true;
}
void Triangulate_r( CUtlVector<int> &out, const CUtlVector<int> &inIndices, const CUtlVector<face_vert_table_t> &poly )
{
Assert( inIndices.Count() > 2 );
// one triangle left, return
if ( inIndices.Count() == 3 )
{
for ( int i = 0; i < inIndices.Count(); i++ )
{
out.AddToTail( inIndices[i] );
}
return;
}
// check each pair of verts and see if they are diagonal (not on a shared edge)
// if so, split & recurse
for ( int i = 0; i < inIndices.Count(); i++ )
{
int count = inIndices.Count();
// i + count is myself, i + count-1 is previous, so we need to stop at i+count-2
for ( int j = 2; j < count-1; j++ )
{
// if these two form a diagonal, split the poly along
// the diagonal and triangulate the two sub-polys
int index = inIndices[i];
int nextArray = (i+j)%count;
int nextIndex = inIndices[nextArray];
if ( IsDiagonal(poly[index], poly[nextIndex]) )
{
// add the poly up to the diagonal
CUtlVector<int> in1;
for ( int k = i; k != nextArray; k = (k+1)%count )
{
in1.AddToTail(inIndices[k]);
}
in1.AddToTail(nextIndex);
// add the rest of the poly starting with the diagonal
CUtlVector<int> in2;
in2.AddToTail(index);
for ( int l = nextArray; l != i; l = (l+1)%count )
{
in2.AddToTail(inIndices[l]);
}
// triangulate the sub-polys
Triangulate_r( out, in1, poly );
Triangulate_r( out, in2, poly );
return;
}
}
}
// didn't find a diagonal
Assert(0);
}
/*
==================
FixFaceEdges
==================
*/
void FixFaceEdges (face_t **pList, face_t *f)
{
int p1, p2;
int i;
Vector e2;
vec_t len;
int count[MAX_SUPERVERTS], start[MAX_SUPERVERTS];
int base;
if (f->merged || f->split[0] || f->split[1])
return;
numsuperverts = 0;
int originalPoints = f->numpoints;
for (i=0 ; i<f->numpoints ; i++)
{
p1 = f->vertexnums[i];
p2 = f->vertexnums[(i+1)%f->numpoints];
VectorCopy (dvertexes[p1].point, edge_start);
VectorCopy (dvertexes[p2].point, e2);
FindEdgeVerts (edge_start, e2);
VectorSubtract (e2, edge_start, edge_dir);
len = VectorNormalize (edge_dir);
start[i] = numsuperverts;
TestEdge (0, len, p1, p2, 0);
count[i] = numsuperverts - start[i];
}
if (numsuperverts < 3)
{ // entire face collapsed
f->numpoints = 0;
c_facecollapse++;
return;
}
// we want to pick a vertex that doesn't have tjunctions
// on either side, which can cause artifacts on trifans,
// especially underwater
for (i=0 ; i<f->numpoints ; i++)
{
if (count[i] == 1 && count[(i+f->numpoints-1)%f->numpoints] == 1)
break;
}
if (i == f->numpoints)
{
f->badstartvert = true;
c_badstartverts++;
base = 0;
}
else
{ // rotate the vertex order
base = start[i];
}
// this may fragment the face if > MAXEDGES
FaceFromSuperverts (pList, f, base);
// if this is the world, then re-triangulate to sew cracks
if ( f->badstartvert && entity_num == 0 )
{
CUtlVector<face_vert_table_t> poly;
CUtlVector<int> inIndices;
CUtlVector<int> outIndices;
poly.AddMultipleToTail( numsuperverts );
for ( i = 0; i < originalPoints; i++ )
{
// edge may not have output any points. Don't mark
if ( !count[i] )
continue;
// mark each edge the point is a member of
// we'll use this as a fast "is collinear" test
for ( int j = 0; j <= count[i]; j++ )
{
int polyIndex = (start[i] + j) % numsuperverts;
poly[polyIndex].AddEdge( i );
}
}
for ( i = 0; i < numsuperverts; i++ )
{
inIndices.AddToTail( i );
}
Triangulate_r( outIndices, inIndices, poly );
dprimitive_t &newPrim = g_primitives[g_numprimitives];
f->firstPrimID = g_numprimitives;
g_numprimitives++;
f->numPrims = 1;
newPrim.firstIndex = g_numprimindices;
newPrim.firstVert = g_numprimverts;
newPrim.indexCount = outIndices.Count();
newPrim.vertCount = 0;
newPrim.type = PRIM_TRILIST;
g_numprimindices += newPrim.indexCount;
if ( g_numprimitives > MAX_MAP_PRIMITIVES || g_numprimindices > MAX_MAP_PRIMINDICES )
{
Error("Too many t-junctions to fix up! (%d prims, max %d :: %d indices, max %d)\n", g_numprimitives, MAX_MAP_PRIMITIVES, g_numprimindices, MAX_MAP_PRIMINDICES );
}
for ( i = 0; i < outIndices.Count(); i++ )
{
g_primindices[newPrim.firstIndex + i] = outIndices[i];
}
}
}
/*
==================
FixEdges_r
==================
*/
void FixEdges_r (node_t *node)
{
int i;
face_t *f;
if (node->planenum == PLANENUM_LEAF)
{
return;
}
for (f=node->faces ; f ; f=f->next)
FixFaceEdges (&node->faces, f);
for (i=0 ; i<2 ; i++)
FixEdges_r (node->children[i]);
}
//-----------------------------------------------------------------------------
// Purpose: Fix the t-junctions on detail faces
//-----------------------------------------------------------------------------
void FixLeafFaceEdges( face_t **ppLeafFaceList )
{
face_t *f;
for ( f = *ppLeafFaceList; f; f = f->next )
{
FixFaceEdges( ppLeafFaceList, f );
}
}
/*
===========
FixTjuncs
===========
*/
face_t *FixTjuncs (node_t *headnode, face_t *pLeafFaceList)
{
// snap and merge all vertexes
qprintf ("---- snap verts ----\n");
memset (hashverts, 0, sizeof(hashverts));
memset (vertexchain, 0, sizeof(vertexchain));
c_totalverts = 0;
c_uniqueverts = 0;
c_faceoverflows = 0;
EmitNodeFaceVertexes_r (headnode);
// UNDONE: This count is wrong with tjuncs off on details - since
// break edges on tjunctions
qprintf ("---- tjunc ----\n");
c_tryedges = 0;
c_degenerate = 0;
c_facecollapse = 0;
c_tjunctions = 0;
if ( g_bAllowDetailCracks )
{
FixEdges_r (headnode);
EmitLeafFaceVertexes( &pLeafFaceList );
FixLeafFaceEdges( &pLeafFaceList );
}
else
{
EmitLeafFaceVertexes( &pLeafFaceList );
if (!notjunc)
{
FixEdges_r (headnode);
FixLeafFaceEdges( &pLeafFaceList );
}
}
qprintf ("%i unique from %i\n", c_uniqueverts, c_totalverts);
qprintf ("%5i edges degenerated\n", c_degenerate);
qprintf ("%5i faces degenerated\n", c_facecollapse);
qprintf ("%5i edges added by tjunctions\n", c_tjunctions);
qprintf ("%5i faces added by tjunctions\n", c_faceoverflows);
qprintf ("%5i bad start verts\n", c_badstartverts);
return pLeafFaceList;
}
//========================================================
int c_faces;
face_t *AllocFace (void)
{
static int s_FaceId = 0;
face_t *f;
f = (face_t*)malloc(sizeof(*f));
memset (f, 0, sizeof(*f));
f->id = s_FaceId;
++s_FaceId;
c_faces++;
return f;
}
face_t *NewFaceFromFace (face_t *f)
{
face_t *newf;
newf = AllocFace ();
*newf = *f;
newf->merged = NULL;
newf->split[0] = newf->split[1] = NULL;
newf->w = NULL;
return newf;
}
void FreeFace (face_t *f)
{
if (f->w)
FreeWinding (f->w);
free (f);
c_faces--;
}
void FreeFaceList( face_t *pFaces )
{
while ( pFaces )
{
face_t *next = pFaces->next;
FreeFace( pFaces );
pFaces = next;
}
}
//========================================================
void GetEdge2_InitOptimizedList()
{
for( int i=0; i < MAX_MAP_VERTS; i++ )
g_VertEdgeList[i].RemoveAll();
}
void IntSort( CUtlVector<int> &theList )
{
for( int i=0; i < theList.Count()-1; i++ )
{
if( theList[i] > theList[i+1] )
{
int temp = theList[i];
theList[i] = theList[i+1];
theList[i+1] = temp;
if( i > 0 )
i -= 2;
else
i = -1;
}
}
}
int AddEdge( int v1, int v2, face_t *f )
{
if (numedges >= MAX_MAP_EDGES)
Error ("Too many edges in map, max == %d", MAX_MAP_EDGES);
g_VertEdgeList[v1].AddToTail( numedges );
g_VertEdgeList[v2].AddToTail( numedges );
IntSort( g_VertEdgeList[v1] );
IntSort( g_VertEdgeList[v2] );
dedge_t *edge = &dedges[numedges];
numedges++;
edge->v[0] = v1;
edge->v[1] = v2;
edgefaces[numedges-1][0] = f;
return numedges - 1;
}
/*
==================
GetEdge
Called by writebsp.
Don't allow four way edges
==================
*/
int GetEdge2 (int v1, int v2, face_t *f)
{
dedge_t *edge;
c_tryedges++;
if (!noshare)
{
// Check all edges connected to v1.
CUtlVector<int> &theList = g_VertEdgeList[v1];
for( int i=0; i < theList.Count(); i++ )
{
int iEdge = theList[i];
edge = &dedges[iEdge];
if (v1 == edge->v[1] && v2 == edge->v[0] && edgefaces[iEdge][0]->contents == f->contents)
{
if (edgefaces[iEdge][1])
continue;
edgefaces[iEdge][1] = f;
return -iEdge;
}
}
}
return AddEdge( v1, v2, f );
}
/*
===========================================================================
FACE MERGING
===========================================================================
*/
#define CONTINUOUS_EPSILON 0.001
/*
=============
TryMergeWinding
If two polygons share a common edge and the edges that meet at the
common points are both inside the other polygons, merge them
Returns NULL if the faces couldn't be merged, or the new face.
The originals will NOT be freed.
=============
*/
winding_t *TryMergeWinding (winding_t *f1, winding_t *f2, Vector& planenormal)
{
Vector *p1, *p2, *p3, *p4, *back;
winding_t *newf;
int i, j, k, l;
Vector normal, delta;
vec_t dot;
qboolean keep1, keep2;
//
// find a common edge
//
p1 = p2 = NULL; // stop compiler warning
j = 0; //
for (i=0 ; i<f1->numpoints ; i++)
{
p1 = &f1->p[i];
p2 = &f1->p[(i+1)%f1->numpoints];
for (j=0 ; j<f2->numpoints ; j++)
{
p3 = &f2->p[j];
p4 = &f2->p[(j+1)%f2->numpoints];
for (k=0 ; k<3 ; k++)
{
if (fabs((*p1)[k] - (*p4)[k]) > EQUAL_EPSILON)
break;
if (fabs((*p2)[k] - (*p3)[k]) > EQUAL_EPSILON)
break;
}
if (k==3)
break;
}
if (j < f2->numpoints)
break;
}
if (i == f1->numpoints)
return NULL; // no matching edges
//
// check slope of connected lines
// if the slopes are colinear, the point can be removed
//
back = &f1->p[(i+f1->numpoints-1)%f1->numpoints];
VectorSubtract (*p1, *back, delta);
CrossProduct (planenormal, delta, normal);
VectorNormalize (normal);
back = &f2->p[(j+2)%f2->numpoints];
VectorSubtract (*back, *p1, delta);
dot = DotProduct (delta, normal);
if (dot > CONTINUOUS_EPSILON)
return NULL; // not a convex polygon
keep1 = (qboolean)(dot < -CONTINUOUS_EPSILON);
back = &f1->p[(i+2)%f1->numpoints];
VectorSubtract (*back, *p2, delta);
CrossProduct (planenormal, delta, normal);
VectorNormalize (normal);
back = &f2->p[(j+f2->numpoints-1)%f2->numpoints];
VectorSubtract (*back, *p2, delta);
dot = DotProduct (delta, normal);
if (dot > CONTINUOUS_EPSILON)
return NULL; // not a convex polygon
keep2 = (qboolean)(dot < -CONTINUOUS_EPSILON);
//
// build the new polygon
//
newf = AllocWinding (f1->numpoints + f2->numpoints);
// copy first polygon
for (k=(i+1)%f1->numpoints ; k != i ; k=(k+1)%f1->numpoints)
{
if (k==(i+1)%f1->numpoints && !keep2)
continue;
VectorCopy (f1->p[k], newf->p[newf->numpoints]);
newf->numpoints++;
}
// copy second polygon
for (l= (j+1)%f2->numpoints ; l != j ; l=(l+1)%f2->numpoints)
{
if (l==(j+1)%f2->numpoints && !keep1)
continue;
VectorCopy (f2->p[l], newf->p[newf->numpoints]);
newf->numpoints++;
}
return newf;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool OverlaysAreEqual( face_t *f1, face_t *f2 )
{
// Check the overlay ids - see if they are the same.
if ( f1->originalface->aOverlayIds.Count() != f2->originalface->aOverlayIds.Count() )
return false;
int nOverlayCount = f1->originalface->aOverlayIds.Count();
for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
{
int nOverlayId = f1->originalface->aOverlayIds[iOverlay];
if ( f2->originalface->aOverlayIds.Find( nOverlayId ) == -1 )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool FaceOnWaterBrush( face_t *face )
{
side_t *pSide = face->originalface;
if ( !pSide )
return false;
if ( pSide->contents & ( CONTENTS_WATER | CONTENTS_SLIME ) )
return true;
return false;
}
/*
=============
TryMerge
If two polygons share a common edge and the edges that meet at the
common points are both inside the other polygons, merge them
Returns NULL if the faces couldn't be merged, or the new face.
The originals will NOT be freed.
=============
*/
face_t *TryMerge (face_t *f1, face_t *f2, Vector& planenormal)
{
face_t *newf;
winding_t *nw;
if (!f1->w || !f2->w)
return NULL;
if (f1->texinfo != f2->texinfo)
return NULL;
if (f1->planenum != f2->planenum) // on front and back sides
return NULL;
if (f1->contents != f2->contents)
return NULL;
if ( f1->originalface->smoothingGroups != f2->originalface->smoothingGroups )
return NULL;
if ( !OverlaysAreEqual( f1, f2 ) )
return NULL;
if ( nomergewater && ( FaceOnWaterBrush( f1 ) || FaceOnWaterBrush( f2 ) ) )
return NULL;
nw = TryMergeWinding (f1->w, f2->w, planenormal);
if (!nw)
return NULL;
c_merge++;
newf = NewFaceFromFace (f1);
newf->w = nw;
// ----------------------------------------------------------------------------
// NOTE: Keep this list so we can build the face->brush map for portal2
// this lets us know every brush that contributed a chunk of this merged face
newf->pMergedList = new CUtlVector<side_t *>;
newf->pMergedList->AddToTail( f1->originalface );
newf->pMergedList->AddToTail( f2->originalface );
if ( f1->pMergedList )
{
newf->pMergedList->AddVectorToTail( *f1->pMergedList );
delete f1->pMergedList;
f1->pMergedList = NULL;
}
if ( f2->pMergedList )
{
newf->pMergedList->AddVectorToTail( *f2->pMergedList );
delete f2->pMergedList;
f2->pMergedList = NULL;
}
// ----------------------------------------------------------------------------
f1->merged = newf;
f2->merged = newf;
return newf;
}
/*
===============
MergeFaceList
===============
*/
void MergeFaceList(face_t **pList)
{
face_t *f1, *f2, *end;
face_t *merged;
plane_t *plane;
merged = NULL;
for (f1 = *pList; f1 ; f1 = f1->next)
{
if (f1->merged || f1->split[0] || f1->split[1])
continue;
for (f2 = *pList; f2 != f1 ; f2=f2->next)
{
if (f2->merged || f2->split[0] || f2->split[1])
continue;
plane = &g_MainMap->mapplanes[f1->planenum];
merged = TryMerge (f1, f2, plane->normal);
if (!merged)
continue;
// add merged to the end of the face list
// so it will be checked against all the faces again
for (end = *pList; end->next ; end = end->next)
;
merged->next = NULL;
end->next = merged;
break;
}
}
}
//=====================================================================
/*
===============
SubdivideFace
Chop up faces that are larger than we want in the surface cache
===============
*/
void SubdivideFace (face_t **pFaceList, face_t *f)
{
float mins, maxs;
vec_t v;
vec_t luxelsPerWorldUnit;
int axis, i;
texinfo_t *tex;
Vector temp;
vec_t dist;
winding_t *w, *frontw, *backw;
if ( f->merged || f->split[0] || f->split[1] )
return;
// special (non-surface cached) faces don't need subdivision
tex = &texinfo[f->texinfo];
if( tex->flags & SURF_NOLIGHT )
{
return;
}
for (axis = 0 ; axis < 2 ; axis++)
{
while (1)
{
mins = 999999;
maxs = -999999;
VECTOR_COPY (tex->lightmapVecsLuxelsPerWorldUnits[axis], temp);
w = f->w;
for (i=0 ; i<w->numpoints ; i++)
{
v = DotProduct (w->p[i], temp);
if (v < mins)
mins = v;
if (v > maxs)
maxs = v;
}
#if 0
if (maxs - mins <= 0)
Error ("zero extents");
#endif
if (maxs - mins <= g_maxLightmapDimension)
break;
// split it
c_subdivide++;
luxelsPerWorldUnit = VectorNormalize (temp);
dist = ( mins + g_maxLightmapDimension - 1 ) / luxelsPerWorldUnit;
ClipWindingEpsilon (w, temp, dist, ON_EPSILON, &frontw, &backw);
if (!frontw || !backw)
Error ("SubdivideFace: didn't split the polygon");
f->split[0] = NewFaceFromFace (f);
f->split[0]->w = frontw;
f->split[0]->next = *pFaceList;
*pFaceList = f->split[0];
f->split[1] = NewFaceFromFace (f);
f->split[1]->w = backw;
f->split[1]->next = *pFaceList;
*pFaceList = f->split[1];
SubdivideFace (pFaceList, f->split[0]);
SubdivideFace (pFaceList, f->split[1]);
return;
}
}
}
void SubdivideFaceList(face_t **pFaceList)
{
face_t *f;
for (f = *pFaceList ; f ; f=f->next)
{
SubdivideFace (pFaceList, f);
}
}
//-----------------------------------------------------------------------------
// Assigns the bottom material to the bottom face
//-----------------------------------------------------------------------------
static bool AssignBottomWaterMaterialToFace( face_t *f )
{
// NOTE: This happens *after* cubemap fixup occurs, so we need to get the
// fixed-up bottom material for this
texinfo_t *pTexInfo = &texinfo[f->texinfo];
dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
char pBottomMatName[512];
if ( !GetValueFromPatchedMaterial( pMaterialName, "$bottommaterial", pBottomMatName, 512 ) )
{
if( !Q_stristr( pMaterialName, "nodraw" ) && !Q_stristr( pMaterialName, "toolsskip" ) )
{
Warning("error: material %s doesn't have a $bottommaterial\n", pMaterialName );
}
return false;
}
//Assert( mapplanes[f->planenum].normal.z < 0 );
texinfo_t newTexInfo;
newTexInfo.flags = pTexInfo->flags;
int j, k;
for (j=0 ; j<2 ; j++)
{
for (k=0 ; k<4 ; k++)
{
newTexInfo.textureVecsTexelsPerWorldUnits[j][k] = pTexInfo->textureVecsTexelsPerWorldUnits[j][k];
newTexInfo.lightmapVecsLuxelsPerWorldUnits[j][k] = pTexInfo->lightmapVecsLuxelsPerWorldUnits[j][k];
}
}
newTexInfo.texdata = FindOrCreateTexData( pBottomMatName );
f->texinfo = FindOrCreateTexInfo( newTexInfo );
return true;
}
//===========================================================================
int c_nodefaces;
static void SubdivideFaceBySubdivSize( face_t *f, float subdivsize );
void SubdivideFaceBySubdivSize( face_t *f );
/*
============
FaceFromPortal
============
*/
extern int FindOrCreateTexInfo( const texinfo_t &searchTexInfo );
face_t *FaceFromPortal (portal_t *p, int pside)
{
face_t *f;
side_t *side;
int deltaContents;
// portal does not bridge different visible contents
side = p->side;
if (!side)
return NULL;
// allocate a new face
f = AllocFace();
// save the original "side" from the map brush -- portal->side
// see FindPortalSide(...)
f->originalface = side;
//
// save material info
//
f->texinfo = side->texinfo;
f->dispinfo = -1; // all faces with displacement info are created elsewhere
f->smoothingGroups = side->smoothingGroups;
// save plane info
f->planenum = (side->planenum & ~1) | pside;
if ( entity_num != 0 )
{
// the brush model renderer doesn't use PLANEBACK, so write the real plane
// inside water faces can be flipped because they are generated on the inside of the brush
if ( p->nodes[pside]->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
{
f->planenum = (side->planenum & ~1) | pside;
}
else
{
f->planenum = side->planenum;
}
}
// save portal info
f->portal = p;
f->fogVolumeLeaf = NULL;
deltaContents = VisibleContents(p->nodes[!pside]->contents^p->nodes[pside]->contents);
// don't show insides of windows or grates
if ( ((p->nodes[pside]->contents & CONTENTS_WINDOW) && deltaContents == CONTENTS_WINDOW) ||
((p->nodes[pside]->contents & CONTENTS_GRATE) && deltaContents == CONTENTS_GRATE) )
{
FreeFace( f );
return NULL;
}
if ( p->nodes[pside]->contents & MASK_WATER )
{
f->fogVolumeLeaf = p->nodes[pside];
}
else if ( p->nodes[!pside]->contents & MASK_WATER )
{
f->fogVolumeLeaf = p->nodes[!pside];
}
// If it's the underside of water, we need to figure out what material to use, etc.
if( ( p->nodes[pside]->contents & CONTENTS_WATER ) && deltaContents == CONTENTS_WATER )
{
if ( !AssignBottomWaterMaterialToFace( f ) )
{
FreeFace( f );
return NULL;
}
}
//
// generate the winding for the face and save face contents
//
if( pside )
{
f->w = ReverseWinding(p->winding);
f->contents = p->nodes[1]->contents;
}
else
{
f->w = CopyWinding(p->winding);
f->contents = p->nodes[0]->contents;
}
f->numPrims = 0;
f->firstPrimID = 0;
// return the created face
return f;
}
/*
===============
MakeFaces_r
If a portal will make a visible face,
mark the side that originally created it
solid / empty : solid
solid / water : solid
water / empty : water
water / water : none
===============
*/
void MakeFaces_r (node_t *node)
{
portal_t *p;
int s;
// recurse down to leafs
if (node->planenum != PLANENUM_LEAF)
{
MakeFaces_r (node->children[0]);
MakeFaces_r (node->children[1]);
// merge together all visible faces on the node
if (!nomerge)
MergeFaceList(&node->faces);
if (!nosubdiv)
SubdivideFaceList(&node->faces);
return;
}
// solid leafs never have visible faces
if (node->contents & CONTENTS_SOLID)
return;
// see which portals are valid
for (p=node->portals ; p ; p = p->next[s])
{
s = (p->nodes[1] == node);
p->face[s] = FaceFromPortal (p, s);
if (p->face[s])
{
c_nodefaces++;
p->face[s]->next = p->onnode->faces;
p->onnode->faces = p->face[s];
}
}
}
typedef winding_t *pwinding_t;
static void PrintWinding( winding_t *w )
{
int i;
Msg( "\t---\n" );
for( i = 0; i < w->numpoints; i++ )
{
Msg( "\t%f %f %f\n", w->p[i].x, w->p[i].y, w->p[i].z );
}
}
//-----------------------------------------------------------------------------
// Purpose: Adds a winding to the current list of primverts
// Input : *w - the winding
// *pIndices - The output indices
// vertStart - the starting vert index
// vertCount - current count
// Output : int - output count including new verts from this winding
//-----------------------------------------------------------------------------
int AddWindingToPrimverts( const winding_t *w, unsigned short *pIndices, int vertStart, int vertCount )
{
for( int i = 0; i < w->numpoints; i++ )
{
int j;
for( j = vertStart; j < vertStart + vertCount; j++ )
{
Vector tmp = g_primverts[j].pos - w->p[i];
if( tmp.LengthSqr() < POINT_EPSILON*POINT_EPSILON )
{
pIndices[i] = j;
break;
}
}
if ( j >= vertStart + vertCount )
{
pIndices[i] = j;
g_primverts[j].pos = w->p[i];
vertCount++;
g_numprimverts++;
if ( g_numprimverts > MAX_MAP_PRIMVERTS )
{
Error( "Exceeded max water verts.\nIncrease surface subdivision size or lower your subdivision size in vmt files! (%d>%d)\n",
( int )g_numprimverts, ( int )MAX_MAP_PRIMVERTS );
}
}
}
return vertCount;
}
#pragma optimize( "g", off )
#define USE_TRISTRIPS
// UNDONE: Should split this function into subdivide and primitive building parts
// UNDONE: We should try building strips of shared verts for all water faces in a leaf
// since those will be drawn concurrently anyway. It should be more efficient.
static void SubdivideFaceBySubdivSize( face_t *f, float subdivsize )
{
// garymcthack - REFACTOR ME!!!
vec_t dummy;
Vector hackNormal;
WindingPlane( f->w, hackNormal, &dummy );
// HACK - only subdivide stuff that is facing up or down (for water)
if( fabs(hackNormal[2]) < .9f )
{
return;
}
// Get the extents of the surface.
// garymcthack - this assumes a surface of constant z for now (for water). . can generalize later.
subdivsize = ( int )subdivsize;
winding_t *w;
w = CopyWinding( f->w );
Vector min, max;
WindingBounds( w, min, max );
#if 0
Msg( "START WINDING: \n" );
PrintWinding( w );
#endif
int xStart, yStart, xEnd, yEnd, xSteps, ySteps;
xStart = ( int )subdivsize * ( int )( ( min[0] - subdivsize ) / subdivsize );
xEnd = ( int )subdivsize * ( int )( ( max[0] + subdivsize ) / subdivsize );
yStart = ( int )subdivsize * ( int )( ( min[1] - subdivsize ) / subdivsize );
yEnd = ( int )subdivsize * ( int )( ( max[1] + subdivsize ) / subdivsize );
xSteps = ( xEnd - xStart ) / subdivsize;
ySteps = ( yEnd - yStart ) / subdivsize;
int x, y;
int xi, yi;
winding_t **windings = ( winding_t ** )new pwinding_t[xSteps * ySteps];
memset( windings, 0, sizeof( winding_t * ) * xSteps * ySteps );
for( yi = 0, y = yStart; y < yEnd; y += ( int )subdivsize, yi++ )
{
for( xi = 0, x = xStart; x < xEnd; x += ( int )subdivsize, xi++ )
{
winding_t *tempWinding, *frontWinding, *backWinding;
float planeDist;
Vector normal;
normal.Init( 1.0f, 0.0f, 0.0f );
planeDist = ( float )x;
tempWinding = CopyWinding( w );
ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
&frontWinding, &backWinding );
if( tempWinding )
{
FreeWinding( tempWinding );
}
if( backWinding )
{
FreeWinding( backWinding );
}
if( !frontWinding )
{
continue;
}
tempWinding = frontWinding;
normal.Init( -1.0f, 0.0f, 0.0f );
planeDist = -( float )( x + subdivsize );
ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
&frontWinding, &backWinding );
if( tempWinding )
{
FreeWinding( tempWinding );
}
if( backWinding )
{
FreeWinding( backWinding );
}
if( !frontWinding )
{
continue;
}
tempWinding = frontWinding;
normal.Init( 0.0f, 1.0f, 0.0f );
planeDist = ( float )y;
ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
&frontWinding, &backWinding );
if( tempWinding )
{
FreeWinding( tempWinding );
}
if( backWinding )
{
FreeWinding( backWinding );
}
if( !frontWinding )
{
continue;
}
tempWinding = frontWinding;
normal.Init( 0.0f, -1.0f, 0.0f );
planeDist = -( float )( y + subdivsize );
ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
&frontWinding, &backWinding );
if( tempWinding )
{
FreeWinding( tempWinding );
}
if( backWinding )
{
FreeWinding( backWinding );
}
if( !frontWinding )
{
continue;
}
#if 0
Msg( "output winding:\n" );
PrintWinding( frontWinding );
#endif
if( frontWinding )
{
windings[xi + yi * xSteps] = frontWinding;
}
}
}
FreeWinding( w );
dprimitive_t &newPrim = g_primitives[g_numprimitives];
f->firstPrimID = g_numprimitives;
f->numPrims = 1;
newPrim.firstIndex = g_numprimindices;
newPrim.firstVert = g_numprimverts;
newPrim.indexCount = 0;
newPrim.vertCount = 0;
#ifdef USE_TRISTRIPS
newPrim.type = PRIM_TRISTRIP;
#else
newPrim.type = PRIM_TRILIST;
#endif
CUtlVector<WORD> triListIndices;
int i;
for( i = 0; i < xSteps * ySteps; i++ )
{
if( !windings[i] )
{
continue;
}
unsigned short *pIndices =
( unsigned short * )_alloca( windings[i]->numpoints * sizeof( unsigned short ) );
// find indices for the verts.
newPrim.vertCount = AddWindingToPrimverts( windings[i], pIndices, newPrim.firstVert, newPrim.vertCount );
// Now that we have indices for the verts, fan-tesselate the polygon and spit out tris.
for( int j = 0; j < windings[i]->numpoints - 2; j++ )
{
triListIndices.AddToTail( pIndices[0] );
triListIndices.AddToTail( pIndices[j+1] );
triListIndices.AddToTail( pIndices[j+2] );
}
}
delete [] windings;
// We've already updated the verts and have a trilist. . let's strip it!
if( !triListIndices.Count() )
{
return;
}
#ifdef USE_TRISTRIPS
int numTristripIndices;
WORD *pStripIndices = NULL;
Stripify( triListIndices.Count() / 3, triListIndices.Base(), &numTristripIndices,
&pStripIndices );
Assert( pStripIndices );
// FIXME: Should also call ComputeVertexPermutation and reorder the verts.
for( i = 0; i < numTristripIndices; i++ )
{
Assert( pStripIndices[i] >= newPrim.firstVert &&
pStripIndices[i] < newPrim.firstVert + newPrim.vertCount );
g_primindices[newPrim.firstIndex + newPrim.indexCount] = pStripIndices[i];
newPrim.indexCount++;
g_numprimindices++;
if( g_numprimindices > MAX_MAP_PRIMINDICES )
{
Error( "Exceeded max water indicies.\nIncrease surface subdivision size! (%d>%d)\n", g_numprimindices, MAX_MAP_PRIMINDICES );
}
}
delete [] pStripIndices;
#else
for( i = 0; i < triListIndices.Size(); i++ )
{
g_primindices[newPrim.firstIndex + newPrim.indexCount] = triListIndices[i];
newPrim.indexCount++;
g_numprimindices++;
if( g_numprimindices > MAX_MAP_PRIMINDICES )
{
Error( "Exceeded max water indicies.\nIncrease surface subdivision size! (%d>%d)\n", g_numprimindices, MAX_MAP_PRIMINDICES );
}
}
#endif
g_numprimitives++; // don't increment until we get here and are sure that we have a primitive.
if( g_numprimitives > MAX_MAP_PRIMITIVES )
{
Error( "Exceeded max water primitives.\nIncrease surface subdivision size! (%d>%d)\n", ( int )g_numprimitives, ( int )MAX_MAP_PRIMITIVES );
}
}
void SubdivideFaceBySubdivSize( face_t *f )
{
if( f->numpoints == 0 || f->split[0] || f->split[1] || f->merged || !f->w )
{
return;
}
// see if the face needs to be subdivided.
texinfo_t *pTexInfo = &texinfo[f->texinfo];
dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
bool bFound;
const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
MaterialSystemMaterial_t matID =
FindOriginalMaterial( pMaterialName, &bFound, false );
if( !bFound )
{
return;
}
const char *subdivsizeString = GetMaterialVar( matID, "$subdivsize" );
if( subdivsizeString )
{
float subdivSize = atof( subdivsizeString );
if( subdivSize > 0.0f )
{
// NOTE: Subdivision is unsupported and should be phased out
Warning("Using subdivision on %s\n", pMaterialName );
SubdivideFaceBySubdivSize( f, subdivSize );
}
}
}
void SplitSubdividedFaces_Node_r( node_t *node )
{
if (node->planenum == PLANENUM_LEAF)
{
return;
}
face_t *f;
for( f = node->faces; f ;f = f->next )
{
SubdivideFaceBySubdivSize( f );
}
//
// recursively output the other nodes
//
SplitSubdividedFaces_Node_r( node->children[0] );
SplitSubdividedFaces_Node_r( node->children[1] );
}
void SplitSubdividedFaces( face_t *pLeafFaceList, node_t *headnode )
{
// deal with leaf faces.
face_t *f = pLeafFaceList;
while ( f )
{
SubdivideFaceBySubdivSize( f );
f = f->next;
}
// deal with node faces.
SplitSubdividedFaces_Node_r( headnode );
}
#pragma optimize( "", on )
/*
============
MakeFaces
============
*/
void MakeFaces (node_t *node)
{
qprintf ("--- MakeFaces ---\n");
c_merge = 0;
c_subdivide = 0;
c_nodefaces = 0;
MakeFaces_r (node);
qprintf ("%5i makefaces\n", c_nodefaces);
qprintf ("%5i merged\n", c_merge);
qprintf ("%5i subdivided\n", c_subdivide);
}