|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "render_pch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Leaf visualization routines
struct leafvis_t { leafvis_t() { leafIndex = 0; CCollisionBSPData *pBSP = GetCollisionBSPData(); if ( pBSP ) { numbrushes = pBSP->numbrushes; numentitychars = pBSP->numentitychars; } }
bool IsValid() { CCollisionBSPData *pBSP = GetCollisionBSPData(); if ( !pBSP || numbrushes != pBSP->numbrushes || numentitychars != pBSP->numentitychars ) return false;
return true; }
CUtlVector<Vector> verts; CUtlVector<int> polyVertCount; Vector color; int numbrushes; int numentitychars; int leafIndex; }; const int MAX_LEAF_PVERTS = 128;
// Only allocate this after it is turned on
leafvis_t *g_LeafVis = NULL;
static void AddPlaneToList( CUtlVector<cplane_t> &list, const Vector& normal, float dist, int invert ) { cplane_t plane; plane.dist = invert ? -dist : dist; plane.normal = invert ? -normal : normal;
Vector point = plane.dist * plane.normal; for ( int i = 0; i < list.Count(); i++ ) { // same plane, remove or replace
if ( list[i].normal == plane.normal ) { float d = DotProduct(point, list[i].normal) - list[i].dist; if ( d > 0 ) { // new plane is in front of the old one
list[i].dist = plane.dist; } // new plane is behind the old one
return; }
} list.AddToTail( plane ); }
static void PlaneList( int leafIndex, model_t *model, CUtlVector<cplane_t> &planeList ) { if (!model || !model->brush.pShared || !model->brush.pShared->nodes) Sys_Error ("PlaneList: bad model");
mleaf_t *pLeaf = &model->brush.pShared->leafs[leafIndex]; mnode_t *pNode = pLeaf->parent; mnode_t *pChild = (mnode_t *)pLeaf; while (pNode) { // was the child on the front or back of the plane of this node?
bool front = (pNode->children[0] == pChild) ? true : false; AddPlaneToList( planeList, pNode->plane->normal, pNode->plane->dist, !front ); pChild = pNode; pNode = pNode->parent; } }
Vector CSGInsidePoint( cplane_t *pPlanes, int planeCount ) { Vector point = vec3_origin;
for ( int i = 0; i < planeCount; i++ ) { float d = DotProduct( pPlanes[i].normal, point ) - pPlanes[i].dist; if ( d < 0 ) { point -= d * pPlanes[i].normal; } } return point; }
void TranslatePlaneList( cplane_t *pPlanes, int planeCount, const Vector &offset ) { for ( int i = 0; i < planeCount; i++ ) { pPlanes[i].dist += DotProduct( offset, pPlanes[i].normal ); } }
void CSGPlaneList( leafvis_t *pVis, CUtlVector<cplane_t> &planeList) { int planeCount = planeList.Count(); Vector vertsIn[MAX_LEAF_PVERTS], vertsOut[MAX_LEAF_PVERTS];
// compute a point inside the volume defined by these planes
Vector insidePoint = CSGInsidePoint( planeList.Base(), planeList.Count() ); // move the planes so that the inside point is at the origin
// NOTE: This is to maximize precision for the CSG operations
TranslatePlaneList( planeList.Base(), planeList.Count(), -insidePoint );
// Build the CSG solid of this leaf given that the planes in the list define a convex solid
for ( int i = 0; i < planeCount; i++ ) { // Build a big-ass poly in this plane
int vertCount = PolyFromPlane( vertsIn, planeList[i].normal, planeList[i].dist ); // BaseWindingForPlane()
// Now chop it by every other plane
int j; for ( j = 0; j < planeCount; j++ ) { // don't clip planes with themselves
if ( i == j ) continue;
// Less than a poly left, something's wrong, don't bother with this polygon
if ( vertCount < 3 ) continue;
// Chop the polygon against this plane
vertCount = ClipPolyToPlane( vertsIn, vertCount, vertsOut, planeList[j].normal, planeList[j].dist ); // Just copy the verts each time, don't bother swapping pointers (efficiency is not a goal here)
for ( int k = 0; k < vertCount; k++ ) { VectorCopy( vertsOut[k], vertsIn[k] ); } }
// We've got a polygon here
if ( vertCount >= 3 ) { // Copy polygon out
pVis->polyVertCount.AddToTail( vertCount ); for ( j = 0; j < vertCount; j++ ) { // move the verts back by the initial translation
Vector vert = vertsIn[j] + insidePoint; pVis->verts.AddToTail( vert ); } } } }
void LeafvisChanged( IConVar *pLeafvisVar, const char *pOld, float flOldValue ) { if ( g_LeafVis ) { delete g_LeafVis; g_LeafVis = NULL; } }
void AddLeafPortals( leafvis_t *pLeafvis, int leafIndex ) { CUtlVector<cplane_t> planeList; Vector normal;
// Build a list of inward pointing planes of the tree descending to this
PlaneList( leafIndex, host_state.worldmodel, planeList ); VectorCopy( vec3_origin, normal ); // Add world bounding box planes in case the world isn't closed
// x-axis
normal[0] = 1; AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true ); AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false ); normal[0] = 0; // y-axis
normal[1] = 1; AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true ); AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false ); normal[1] = 0; // z-axis
normal[2] = 1; AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true ); AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false ); CSGPlaneList( pLeafvis, planeList ); }
ConVar mat_leafvis("mat_leafvis","0", FCVAR_CHEAT, "Draw wireframe of current leaf", LeafvisChanged ); ConVar r_visambient("r_visambient","0", 0, "Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work" );
//-----------------------------------------------------------------------------
// Purpose: Builds a convex polyhedron of the leaf boundary around p
// Input : p - point to classify determining the leaf
//-----------------------------------------------------------------------------
void LeafVisBuild( const Vector &p ) { if ( !mat_leafvis.GetInt() ) { Assert( !g_LeafVis ); return; } else { static int last_leaf = -1;
int leafIndex = CM_PointLeafnum( p ); if ( g_LeafVis && last_leaf == leafIndex ) return;
DevMsg( 1, "Leaf %d, Area %d, Cluster %d\n", leafIndex, CM_LeafArea( leafIndex ), CM_LeafCluster( leafIndex ) ); last_leaf = leafIndex;
delete g_LeafVis; g_LeafVis = new leafvis_t; g_LeafVis->color.Init( 1.0f, 0.0f, 0.0f ); g_LeafVis->leafIndex = leafIndex; switch( mat_leafvis.GetInt() ) { case 2: { const mleaf_t *pLeaf = host_state.worldmodel->brush.pShared->leafs; int leafCount = host_state.worldmodel->brush.pShared->numleafs; int visCluster = pLeaf[leafIndex].cluster; // do entire viscluster
for ( int i = 0; i < leafCount; i++ ) { if ( pLeaf[i].cluster == visCluster ) { AddLeafPortals( g_LeafVis, i ); } } } break; case 3: { // do entire pvs
byte pvs[ MAX_MAP_LEAFS/8 ]; const mleaf_t *pLeaf = host_state.worldmodel->brush.pShared->leafs; int leafCount = host_state.worldmodel->brush.pShared->numleafs; int visCluster = pLeaf[leafIndex].cluster; CM_Vis( pvs, sizeof( pvs ), visCluster, DVIS_PVS );
for ( int i = 0; i < leafCount; i++ ) { int cluster = pLeaf[i].cluster; if ( cluster >= 0 && (pvs[cluster>>3] & (1<<(cluster&7))) ) { AddLeafPortals( g_LeafVis, i ); } } } break; case 0: default: AddLeafPortals( g_LeafVis, leafIndex ); break; } } }
#ifndef SWDS
void DrawLeafvis( leafvis_t *pVis ) { CMatRenderContextPtr pRenderContext( materials );
int vert = 0; g_materialLeafVisWireframe->ColorModulate( pVis->color[0], pVis->color[1], pVis->color[2] ); pRenderContext->Bind( g_materialLeafVisWireframe ); for ( int i = 0; i < pVis->polyVertCount.Count(); i++ ) { if ( pVis->polyVertCount[i] >= 3 ) { IMesh *pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_LINES, pVis->polyVertCount[i] ); for ( int j = 0; j < pVis->polyVertCount[i]; j++ ) { meshBuilder.Position3fv( pVis->verts[ vert + j ].Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( pVis->verts[ vert + ( ( j + 1 ) % pVis->polyVertCount[i] ) ].Base() ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw(); } vert += pVis->polyVertCount[i]; } }
void DrawLeafvis_Solid( leafvis_t *pVis ) { CMatRenderContextPtr pRenderContext( materials );
int vert = 0; Vector lightNormal(1,1,1); VectorNormalize(lightNormal); pRenderContext->Bind( g_pMaterialDebugFlat ); for ( int i = 0; i < pVis->polyVertCount.Count(); i++ ) { int vertCount = pVis->polyVertCount[i]; if ( vertCount >= 3 ) { IMesh *pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder; int triangleCount = vertCount-2; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, triangleCount ); Vector e0 = pVis->verts[vert+1] - pVis->verts[vert]; Vector e1 = pVis->verts[vert+2] - pVis->verts[vert]; Vector normal = CrossProduct(e1,e0); VectorNormalize( normal ); float light = 0.5f + (DotProduct(normal, lightNormal)*0.5f); Vector color = pVis->color * light;
for ( int j = 0; j < vertCount; j++ ) { meshBuilder.Position3fv( pVis->verts[ vert + j ].Base() ); meshBuilder.Color3fv( color.Base() ); meshBuilder.AdvanceVertex(); } for ( int j = 0; j < triangleCount; j++ ) { meshBuilder.FastIndex(0); meshBuilder.FastIndex(j+2); meshBuilder.FastIndex(j+1); } meshBuilder.End(); pMesh->Draw(); } vert += vertCount; } }
leafvis_t *g_FrustumVis = NULL, *g_ClipVis[3] = {NULL,NULL,NULL};
int FindMinBrush( CCollisionBSPData *pBSPData, int nodenum, int brushIndex ) { while (1) { if (nodenum < 0) { int leafIndex = -1 - nodenum; cleaf_t &leaf = pBSPData->map_leafs[leafIndex]; int firstbrush = pBSPData->map_leafbrushes[ leaf.firstleafbrush ]; if ( firstbrush < brushIndex ) { brushIndex = firstbrush; } return brushIndex; }
cnode_t &node = pBSPData->map_rootnode[nodenum]; brushIndex = FindMinBrush( pBSPData, node.children[0], brushIndex ); nodenum = node.children[1]; }
return brushIndex; }
void RecomputeClipbrushes( bool bEnabled ) { for ( int v = 0; v < 3; v++ ) { delete g_ClipVis[v]; g_ClipVis[v] = NULL; }
if ( !bEnabled ) return;
for ( int v = 0; v < 3; v++ ) { int contents[3] = {CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP, CONTENTS_MONSTERCLIP, CONTENTS_PLAYERCLIP}; g_ClipVis[v] = new leafvis_t; g_ClipVis[v]->color.Init( v != 1 ? 1.0f : 0.5, 0.0f, v != 0 ? 1.0f : 0.0f ); CCollisionBSPData *pBSP = GetCollisionBSPData(); int lastBrush = pBSP->numbrushes; if ( pBSP->numcmodels > 1 ) { lastBrush = FindMinBrush( pBSP, pBSP->map_cmodels[1].headnode, lastBrush ); } for ( int i = 0; i < lastBrush; i++ ) { cbrush_t *pBrush = &pBSP->map_brushes[i]; if ( (pBrush->contents & (CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP)) == contents[v] ) { CUtlVector<cplane_t> planeList; if ( pBrush->IsBox() ) { cboxbrush_t *pBox = &pBSP->map_boxbrushes[pBrush->GetBox()]; for ( int idxSide = 0; idxSide < 3; idxSide++ ) { Vector normal = vec3_origin; normal[idxSide] = 1.0f; AddPlaneToList( planeList, normal, pBox->maxs[idxSide], true ); AddPlaneToList( planeList, -normal, -pBox->mins[idxSide], true ); } } else { for ( int j = 0; j < pBrush->numsides; j++ ) { cbrushside_t *pSide = &pBSP->map_brushsides[pBrush->firstbrushside + j]; if ( pSide->bBevel ) continue; AddPlaneToList( planeList, pSide->plane->normal, pSide->plane->dist, true ); } } CSGPlaneList( g_ClipVis[v], planeList ); } } } }
// NOTE: UNDONE: This doesn't work on brush models - only the world.
void ClipChanged( IConVar *pConVar, const char *pOld, float flOldValue ) { ConVarRef clipVar( pConVar ); RecomputeClipbrushes( clipVar.GetBool() ); }
static ConVar r_drawclipbrushes( "r_drawclipbrushes", "0", FCVAR_CHEAT, "Draw clip brushes (red=NPC+player, pink=player, purple=NPC)", ClipChanged );
static Vector LeafAmbientSamplePos( int leafIndex, const mleafambientlighting_t &sample ) { mleaf_t *pLeaf = &host_state.worldbrush->leafs[leafIndex]; Vector out = pLeaf->m_vecCenter - pLeaf->m_vecHalfDiagonal; out.x += float(sample.x) * pLeaf->m_vecHalfDiagonal.x * (2.0f / 255.0f); out.y += float(sample.y) * pLeaf->m_vecHalfDiagonal.y * (2.0f / 255.0f); out.z += float(sample.z) * pLeaf->m_vecHalfDiagonal.z * (2.0f / 255.0f); return out; }
// convert color formats
static void ColorRGBExp32ToColor32( const ColorRGBExp32 &color, color32 &out ) { Vector tmp; ColorRGBExp32ToVector( color, tmp ); out.r = LinearToScreenGamma(tmp.x); out.g = LinearToScreenGamma(tmp.y); out.b = LinearToScreenGamma(tmp.z); }
// some simple helpers to draw a cube in the special way the ambient visualization wants
static Vector CubeSide( const Vector &pos, float size, int vert ) { Vector side = pos; side.x += (vert & 1) ? -size : size; side.y += (vert & 2) ? -size : size; side.z += (vert & 4) ? -size : size; return side; }
static void CubeFace( CMeshBuilder &meshBuilder, const Vector org, int v0, int v1, int v2, int v3, float size, const color32 &color ) { meshBuilder.Position3fv( CubeSide(org,size,v0).Base() ); meshBuilder.Color4ubv( (byte *)&color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( CubeSide(org,size,v1).Base() ); meshBuilder.Color4ubv( (byte *)&color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( CubeSide(org,size,v2).Base() ); meshBuilder.Color4ubv( (byte *)&color ); meshBuilder.AdvanceVertex(); meshBuilder.Position3fv( CubeSide(org,size,v3).Base() ); meshBuilder.Color4ubv( (byte *)&color ); meshBuilder.AdvanceVertex(); }
//-----------------------------------------------------------------------------
// Purpose: Draw the leaf geometry that was computed by LeafVisBuild()
//-----------------------------------------------------------------------------
void LeafVisDraw( void ) { if ( g_FrustumVis ) { DrawLeafvis( g_FrustumVis ); } if ( g_LeafVis ) { DrawLeafvis( g_LeafVis ); } if ( g_ClipVis[0] ) { if ( !g_ClipVis[0]->IsValid() ) { RecomputeClipbrushes(true); } if ( r_drawclipbrushes.GetInt() == 2 ) { DrawLeafvis_Solid( g_ClipVis[0] ); DrawLeafvis_Solid( g_ClipVis[1] ); DrawLeafvis_Solid( g_ClipVis[2] ); } else { DrawLeafvis( g_ClipVis[0] ); DrawLeafvis( g_ClipVis[1] ); DrawLeafvis( g_ClipVis[2] ); } }
if ( g_LeafVis && r_visambient.GetBool() ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( g_pMaterialDebugFlat ); float cubesize = 12.0f; int leafIndex = g_LeafVis->leafIndex; mleafambientindex_t *pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex]; if ( !pAmbient->ambientSampleCount && pAmbient->firstAmbientSample ) { // this leaf references another leaf, move there (this leaf is a solid leaf so it borrows samples from a neighbor)
leafIndex = pAmbient->firstAmbientSample; pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex]; } for ( int i = 0; i < pAmbient->ambientSampleCount; i++ ) { IMesh *pMesh = pRenderContext->GetDynamicMesh( ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 6 ); const mleafambientlighting_t &sample = host_state.worldbrush->m_pAmbientSamples[pAmbient->firstAmbientSample+i]; Vector pos = LeafAmbientSamplePos( leafIndex, sample ); // x axis
color32 color; ColorRGBExp32ToColor32( sample.cube.m_Color[0], color ); // x
CubeFace( meshBuilder, pos, 4, 6, 2, 0, cubesize, color ); ColorRGBExp32ToColor32( sample.cube.m_Color[1], color ); // -x
CubeFace( meshBuilder, pos, 7, 5, 1, 3, cubesize, color ); ColorRGBExp32ToColor32( sample.cube.m_Color[2], color ); // y
CubeFace( meshBuilder, pos, 0, 1, 5, 4, cubesize, color ); ColorRGBExp32ToColor32( sample.cube.m_Color[3], color ); // -y
CubeFace( meshBuilder, pos, 3, 2, 6, 7, cubesize, color ); ColorRGBExp32ToColor32( sample.cube.m_Color[4], color ); // z
CubeFace( meshBuilder, pos, 2, 3, 1, 0, cubesize, color ); ColorRGBExp32ToColor32( sample.cube.m_Color[5], color ); // -z
CubeFace( meshBuilder, pos, 4, 5, 7, 6, cubesize, color ); meshBuilder.End(); pMesh->Draw(); } } }
void CSGFrustum( Frustum_t &frustum ) { delete g_FrustumVis; g_FrustumVis = new leafvis_t;
g_FrustumVis->color.Init(1.0f, 1.0f, 1.0f); CUtlVector<cplane_t> planeList; for ( int i = 0; i < 6; i++ ) { planeList.AddToTail( *frustum.GetPlane( i ) ); } CSGPlaneList( g_FrustumVis, planeList ); } #endif
|