Counter Strike : Global Offensive Source Code
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//========= 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<mapoverlay_t> g_aMapOverlays;
CUtlVector<mapoverlay_t> 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; iHandle<OVERLAY_HANDLES_COUNT;iHandle++)
{
Vector vecUV = pOverlay->vecUVPoints[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;
}
}
}
}