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675 lines
20 KiB
675 lines
20 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "disp_vbsp.h"
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#include "tier0/dbg.h"
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#include "vbsp.h"
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#include "mstristrip.h"
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#include "writebsp.h"
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#include "pacifier.h"
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#include "disp_ivp.h"
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#include "builddisp.h"
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#include "mathlib/vector.h"
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// map displacement info -- runs parallel to the dispinfos struct
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int nummapdispinfo = 0;
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mapdispinfo_t mapdispinfo[MAX_MAP_DISPINFO];
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CUtlVector<CCoreDispInfo*> g_CoreDispInfos;
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//-----------------------------------------------------------------------------
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// Computes the bounds for a disp info
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//-----------------------------------------------------------------------------
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void ComputeDispInfoBounds( int dispinfo, Vector& mins, Vector& maxs )
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{
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CDispBox box;
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// Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates.
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mapdispinfo_t *pMapDisp = &mapdispinfo[dispinfo];
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CCoreDispInfo coreDispInfo;
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DispMapToCoreDispInfo( pMapDisp, &coreDispInfo, NULL, NULL );
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GetDispBox( &coreDispInfo, box );
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mins = box.m_Min;
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maxs = box.m_Max;
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}
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// Gets the barycentric coordinates of the position on the triangle where the lightmap
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// coordinates are equal to lmCoords. This always generates the coordinates but it
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// returns false if the point containing them does not lie inside the triangle.
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bool GetBarycentricCoordsFromLightmapCoords( Vector2D tri[3], Vector2D const &lmCoords, float bcCoords[3] )
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{
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GetBarycentricCoords2D( tri[0], tri[1], tri[2], lmCoords, bcCoords );
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return
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(bcCoords[0] >= 0.0f && bcCoords[0] <= 1.0f) &&
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(bcCoords[1] >= 0.0f && bcCoords[1] <= 1.0f) &&
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(bcCoords[2] >= 0.0f && bcCoords[2] <= 1.0f);
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}
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bool FindTriIndexMapByUV( CCoreDispInfo *pCoreDisp, Vector2D const &lmCoords,
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int &iTriangle, float flBarycentric[3] )
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{
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const CPowerInfo *pPowerInfo = GetPowerInfo( pCoreDisp->GetPower() );
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// Search all the triangles..
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int nTriCount= pCoreDisp->GetTriCount();
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for ( int iTri = 0; iTri < nTriCount; ++iTri )
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{
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unsigned short iVerts[3];
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// pCoreDisp->GetTriIndices( iTri, iVerts[0], iVerts[1], iVerts[2] );
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CTriInfo *pTri = &pPowerInfo->m_pTriInfos[iTri];
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iVerts[0] = pTri->m_Indices[0];
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iVerts[1] = pTri->m_Indices[1];
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iVerts[2] = pTri->m_Indices[2];
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// Get this triangle's UVs.
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Vector2D vecUV[3];
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for ( int iCoord = 0; iCoord < 3; ++iCoord )
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{
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pCoreDisp->GetLuxelCoord( 0, iVerts[iCoord], vecUV[iCoord] );
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}
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// See if the passed-in UVs are in this triangle's UVs.
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if( GetBarycentricCoordsFromLightmapCoords( vecUV, lmCoords, flBarycentric ) )
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{
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iTriangle = iTri;
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return true;
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}
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}
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return false;
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}
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void CalculateLightmapSamplePositions( CCoreDispInfo *pCoreDispInfo, const dface_t *pFace, CUtlVector<unsigned char> &out )
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{
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int width = pFace->m_LightmapTextureSizeInLuxels[0] + 1;
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int height = pFace->m_LightmapTextureSizeInLuxels[1] + 1;
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// For each lightmap sample, find the triangle it sits in.
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Vector2D lmCoords;
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for( int y=0; y < height; y++ )
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{
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lmCoords.y = y + 0.5f;
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for( int x=0; x < width; x++ )
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{
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lmCoords.x = x + 0.5f;
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float flBarycentric[3];
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int iTri;
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if( FindTriIndexMapByUV( pCoreDispInfo, lmCoords, iTri, flBarycentric ) )
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{
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if( iTri < 255 )
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{
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out.AddToTail( iTri );
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}
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else
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{
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out.AddToTail( 255 );
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out.AddToTail( iTri - 255 );
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}
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out.AddToTail( (unsigned char)( flBarycentric[0] * 255.9f ) );
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out.AddToTail( (unsigned char)( flBarycentric[1] * 255.9f ) );
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out.AddToTail( (unsigned char)( flBarycentric[2] * 255.9f ) );
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}
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else
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{
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out.AddToTail( 0 );
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out.AddToTail( 0 );
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out.AddToTail( 0 );
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out.AddToTail( 0 );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int GetDispInfoEntityNum( mapdispinfo_t *pDisp )
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{
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return pDisp->entitynum;
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}
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// Setup a CCoreDispInfo given a mapdispinfo_t.
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// If pFace is non-NULL, then lightmap texture coordinates will be generated.
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void DispMapToCoreDispInfo( mapdispinfo_t *pMapDisp, CCoreDispInfo *pCoreDispInfo, dface_t *pFace, int *pSwappedTexInfos )
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{
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winding_t *pWinding = pMapDisp->face.originalface->winding;
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Assert( pWinding->numpoints == 4 );
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//
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// set initial surface data
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//
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CCoreDispSurface *pSurf = pCoreDispInfo->GetSurface();
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texinfo_t *pTexInfo = &texinfo[ pMapDisp->face.texinfo ];
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Assert( pTexInfo != NULL );
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// init material contents
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pMapDisp->contents = pMapDisp->face.contents;
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if (!(pMapDisp->contents & (ALL_VISIBLE_CONTENTS | CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP) ) )
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{
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pMapDisp->contents |= CONTENTS_SOLID;
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}
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pSurf->SetContents( pMapDisp->contents );
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// Calculate the lightmap coordinates.
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Vector2D tCoords[4] = {Vector2D(0,0),Vector2D(0,1),Vector2D(1,0),Vector2D(1,1)};
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if( pFace )
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{
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Assert( pFace->numedges == 4 );
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Vector pt[4];
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for( int i=0; i < 4; i++ )
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pt[i] = pWinding->p[i];
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int zeroOffset[2] = {0,0};
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CalcTextureCoordsAtPoints(
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pTexInfo->textureVecsTexelsPerWorldUnits,
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zeroOffset,
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pt,
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4,
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tCoords );
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}
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//
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// set face point data ...
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//
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pSurf->SetPointCount( 4 );
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for( int i = 0; i < 4; i++ )
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{
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// position
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pSurf->SetPoint( i, pWinding->p[i] );
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pSurf->SetTexCoord( i, tCoords[i] );
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}
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// reset surface given start info
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pSurf->SetPointStart( pMapDisp->startPosition );
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pSurf->FindSurfPointStartIndex();
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pSurf->AdjustSurfPointData();
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// Set the luxel coordinates on the base displacement surface.
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Vector vecTmp( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
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int nLuxelsPerWorldUnit = static_cast<int>( 1.0f / VectorLength( vecTmp ) );
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Vector vecU( pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][0],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][1],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][2] );
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Vector vecV( pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][0],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][1],
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pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][2] );
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bool bSwap = pSurf->CalcLuxelCoords( nLuxelsPerWorldUnit, false, vecU, vecV );
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// Set the face m_LightmapExtents
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if ( pFace )
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{
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pFace->m_LightmapTextureSizeInLuxels[0] = pSurf->GetLuxelU();
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pFace->m_LightmapTextureSizeInLuxels[1] = pSurf->GetLuxelV();
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if ( bSwap )
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{
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if ( pSwappedTexInfos[ pMapDisp->face.texinfo ] < 0 )
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{
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// Create a new texinfo to hold the swapped data.
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// We must do this because other surfaces may want the non-swapped data
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// This fixes a lighting bug in d2_prison_08 where many non-displacement surfaces
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// were pitch black, in addition to bugs in other maps I bet.
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// NOTE: Copy here because adding a texinfo could realloc.
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texinfo_t temp = *pTexInfo;
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memcpy( temp.lightmapVecsLuxelsPerWorldUnits[0], pTexInfo->lightmapVecsLuxelsPerWorldUnits[1], 4 * sizeof(float) );
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memcpy( temp.lightmapVecsLuxelsPerWorldUnits[1], pTexInfo->lightmapVecsLuxelsPerWorldUnits[0], 4 * sizeof(float) );
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temp.lightmapVecsLuxelsPerWorldUnits[1][0] *= -1.0f;
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temp.lightmapVecsLuxelsPerWorldUnits[1][1] *= -1.0f;
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temp.lightmapVecsLuxelsPerWorldUnits[1][2] *= -1.0f;
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temp.lightmapVecsLuxelsPerWorldUnits[1][3] *= -1.0f;
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pSwappedTexInfos[ pMapDisp->face.texinfo ] = texinfo.AddToTail( temp );
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}
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pMapDisp->face.texinfo = pSwappedTexInfos[ pMapDisp->face.texinfo ];
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}
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// NOTE: This is here to help future-proof code, since there are codepaths where
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// pTexInfo can be made invalid (texinfo.AddToTail above).
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pTexInfo = NULL;
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}
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// Setup the displacement vectors and offsets.
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int size = ( ( ( 1 << pMapDisp->power ) + 1 ) * ( ( 1 << pMapDisp->power ) + 1 ) );
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Vector vectorDisps[2048];
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float dispDists[2048];
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Assert( size < sizeof(vectorDisps)/sizeof(vectorDisps[0]) );
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for( int j = 0; j < size; j++ )
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{
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Vector v;
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float dist;
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VectorScale( pMapDisp->vectorDisps[j], pMapDisp->dispDists[j], v );
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VectorAdd( v, pMapDisp->vectorOffsets[j], v );
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dist = VectorLength( v );
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VectorNormalize( v );
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vectorDisps[j] = v;
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dispDists[j] = dist;
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}
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// Use CCoreDispInfo to setup the actual vertex positions.
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pCoreDispInfo->InitDispInfo( pMapDisp->power, pMapDisp->minTess, pMapDisp->smoothingAngle,
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pMapDisp->alphaValues, vectorDisps, dispDists );
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pCoreDispInfo->Create();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void EmitInitialDispInfos( void )
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{
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int i;
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mapdispinfo_t *pMapDisp;
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ddispinfo_t *pDisp;
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Vector v;
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// Calculate the total number of verts.
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int nTotalVerts = 0;
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int nTotalTris = 0;
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for ( i=0; i < nummapdispinfo; i++ )
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{
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nTotalVerts += NUM_DISP_POWER_VERTS( mapdispinfo[i].power );
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nTotalTris += NUM_DISP_POWER_TRIS( mapdispinfo[i].power );
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}
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// Clear the output arrays..
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g_dispinfo.Purge();
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g_dispinfo.SetSize( nummapdispinfo );
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g_DispVerts.SetSize( nTotalVerts );
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g_DispTris.SetSize( nTotalTris );
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int iCurVert = 0;
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int iCurTri = 0;
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for( i = 0; i < nummapdispinfo; i++ )
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{
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pDisp = &g_dispinfo[i];
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pMapDisp = &mapdispinfo[i];
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CDispVert *pOutVerts = &g_DispVerts[iCurVert];
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CDispTri *pOutTris = &g_DispTris[iCurTri];
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// Setup the vert pointers.
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pDisp->m_iDispVertStart = iCurVert;
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pDisp->m_iDispTriStart = iCurTri;
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iCurVert += NUM_DISP_POWER_VERTS( pMapDisp->power );
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iCurTri += NUM_DISP_POWER_TRIS( pMapDisp->power );
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//
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// save power, minimum tesselation, and smoothing angle
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//
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pDisp->power = pMapDisp->power;
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// If the high bit is set - this is FLAGS!
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pDisp->minTess = pMapDisp->flags;
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pDisp->minTess |= 0x80000000;
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// pDisp->minTess = pMapDisp->minTess;
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pDisp->smoothingAngle = pMapDisp->smoothingAngle;
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pDisp->m_iMapFace = (unsigned short)-2;
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// get surface contents
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pDisp->contents = pMapDisp->face.contents;
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pDisp->startPosition = pMapDisp->startPosition;
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//
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// add up the vectorOffsets and displacements, save alphas (per vertex)
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//
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int size = ( ( ( 1 << pDisp->power ) + 1 ) * ( ( 1 << pDisp->power ) + 1 ) );
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for( int j = 0; j < size; j++ )
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{
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VectorScale( pMapDisp->vectorDisps[j], pMapDisp->dispDists[j], v );
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VectorAdd( v, pMapDisp->vectorOffsets[j], v );
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float dist = VectorLength( v );
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VectorNormalize( v );
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VectorCopy( v, pOutVerts[j].m_vVector );
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pOutVerts[j].m_flDist = dist;
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pOutVerts[j].m_flAlpha = pMapDisp->alphaValues[j];
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}
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int nTriCount = ( (1 << (pDisp->power)) * (1 << (pDisp->power)) * 2 );
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for ( int iTri = 0; iTri< nTriCount; ++iTri )
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{
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pOutTris[iTri].m_uiTags = pMapDisp->triTags[iTri];
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}
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//===================================================================
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//===================================================================
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// save the index for face data reference
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pMapDisp->face.dispinfo = i;
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}
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}
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void ExportCoreDispNeighborData( const CCoreDispInfo *pIn, ddispinfo_t *pOut )
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{
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for ( int i=0; i < 4; i++ )
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{
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pOut->m_EdgeNeighbors[i] = *pIn->GetEdgeNeighbor( i );
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pOut->m_CornerNeighbors[i] = *pIn->GetCornerNeighbors( i );
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}
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}
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void ExportNeighborData( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
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{
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FindNeighboringDispSurfs( ppListBase, listSize );
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// Export the neighbor data.
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for ( int i=0; i < nummapdispinfo; i++ )
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{
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ExportCoreDispNeighborData( g_CoreDispInfos[i], &pBSPDispInfos[i] );
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}
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}
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void ExportCoreDispAllowedVertList( const CCoreDispInfo *pIn, ddispinfo_t *pOut )
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{
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ErrorIfNot(
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pIn->GetAllowedVerts().GetNumDWords() == sizeof( pOut->m_AllowedVerts ) / 4,
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("ExportCoreDispAllowedVertList: size mismatch")
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);
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for ( int i=0; i < pIn->GetAllowedVerts().GetNumDWords(); i++ )
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pOut->m_AllowedVerts[i] = pIn->GetAllowedVerts().GetDWord( i );
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}
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void ExportAllowedVertLists( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
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{
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SetupAllowedVerts( ppListBase, listSize );
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for ( int i=0; i < listSize; i++ )
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{
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ExportCoreDispAllowedVertList( ppListBase[i], &pBSPDispInfos[i] );
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}
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}
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bool FindEnclosingTri(
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const Vector2D &vert,
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CUtlVector<Vector2D> &vertCoords,
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CUtlVector<unsigned short> &indices,
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int *pStartVert,
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float bcCoords[3] )
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{
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for ( int i=0; i < indices.Count(); i += 3 )
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{
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GetBarycentricCoords2D(
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vertCoords[indices[i+0]],
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vertCoords[indices[i+1]],
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vertCoords[indices[i+2]],
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vert,
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bcCoords );
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if ( bcCoords[0] >= 0 && bcCoords[0] <= 1 &&
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bcCoords[1] >= 0 && bcCoords[1] <= 1 &&
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bcCoords[2] >= 0 && bcCoords[2] <= 1 )
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{
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*pStartVert = i;
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return true;
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}
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}
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return false;
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}
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void SnapRemainingVertsToSurface( CCoreDispInfo *pCoreDisp, ddispinfo_t *pDispInfo )
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{
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// First, tesselate the displacement.
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CUtlVector<unsigned short> indices;
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CVBSPTesselateHelper helper;
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helper.m_pIndices = &indices;
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helper.m_pActiveVerts = pCoreDisp->GetAllowedVerts().Base();
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helper.m_pPowerInfo = pCoreDisp->GetPowerInfo();
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::TesselateDisplacement( &helper );
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// Figure out which verts are actually referenced in the tesselation.
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CUtlVector<bool> vertsTouched;
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vertsTouched.SetSize( pCoreDisp->GetSize() );
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memset( vertsTouched.Base(), 0, sizeof( bool ) * vertsTouched.Count() );
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for ( int i=0; i < indices.Count(); i++ )
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vertsTouched[ indices[i] ] = true;
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// Generate 2D floating point coordinates for each vertex. We use these to generate
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// barycentric coordinates, and the scale doesn't matter.
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CUtlVector<Vector2D> vertCoords;
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vertCoords.SetSize( pCoreDisp->GetSize() );
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for ( int y=0; y < pCoreDisp->GetHeight(); y++ )
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{
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for ( int x=0; x < pCoreDisp->GetWidth(); x++ )
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vertCoords[y*pCoreDisp->GetWidth()+x].Init( x, y );
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}
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// Now, for each vert not touched, snap its position to the main surface.
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for ( int y=0; y < pCoreDisp->GetHeight(); y++ )
|
|
{
|
|
for ( int x=0; x < pCoreDisp->GetWidth(); x++ )
|
|
{
|
|
int index = y * pCoreDisp->GetWidth() + x;
|
|
if ( !( vertsTouched[index] ) )
|
|
{
|
|
float bcCoords[3];
|
|
int iStartVert = -1;
|
|
if ( FindEnclosingTri( vertCoords[index], vertCoords, indices, &iStartVert, bcCoords ) )
|
|
{
|
|
const Vector &A = pCoreDisp->GetVert( indices[iStartVert+0] );
|
|
const Vector &B = pCoreDisp->GetVert( indices[iStartVert+1] );
|
|
const Vector &C = pCoreDisp->GetVert( indices[iStartVert+2] );
|
|
Vector vNewPos = A*bcCoords[0] + B*bcCoords[1] + C*bcCoords[2];
|
|
|
|
// This is kind of cheesy, but it gets the job done. Since the CDispVerts store the
|
|
// verts relative to some other offset, we'll just offset their position instead
|
|
// of setting it directly.
|
|
Vector vOffset = vNewPos - pCoreDisp->GetVert( index );
|
|
|
|
// Modify the mapfile vert.
|
|
CDispVert *pVert = &g_DispVerts[pDispInfo->m_iDispVertStart + index];
|
|
pVert->m_vVector = (pVert->m_vVector * pVert->m_flDist) + vOffset;
|
|
pVert->m_flDist = 1;
|
|
|
|
// Modify the CCoreDispInfo vert (although it probably won't be used later).
|
|
pCoreDisp->SetVert( index, vNewPos );
|
|
}
|
|
else
|
|
{
|
|
// This shouldn't happen because it would mean that the triangulation that
|
|
// disp_tesselation.h produced was missing a chunk of the space that the
|
|
// displacement covers.
|
|
// It also could indicate a floating-point epsilon error.. check to see if
|
|
// FindEnclosingTri finds a triangle that -almost- encloses the vert.
|
|
Assert( false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SnapRemainingVertsToSurface( CCoreDispInfo **ppListBase, ddispinfo_t *pBSPDispInfos, int listSize )
|
|
{
|
|
//g_pPad = ScratchPad3D_Create();
|
|
for ( int i=0; i < listSize; i++ )
|
|
{
|
|
SnapRemainingVertsToSurface( ppListBase[i], &pBSPDispInfos[i] );
|
|
}
|
|
}
|
|
|
|
void EmitDispLMAlphaAndNeighbors()
|
|
{
|
|
int i;
|
|
|
|
Msg( "Finding displacement neighbors...\n" );
|
|
|
|
// Build the CCoreDispInfos.
|
|
CUtlVector<dface_t*> faces;
|
|
|
|
// Create the core dispinfos and init them for use as CDispUtilsHelpers.
|
|
for ( int iDisp = 0; iDisp < nummapdispinfo; ++iDisp )
|
|
{
|
|
CCoreDispInfo *pDisp = new CCoreDispInfo;
|
|
if ( !pDisp )
|
|
{
|
|
g_CoreDispInfos.Purge();
|
|
return;
|
|
}
|
|
|
|
int nIndex = g_CoreDispInfos.AddToTail();
|
|
pDisp->SetListIndex( nIndex );
|
|
g_CoreDispInfos[nIndex] = pDisp;
|
|
}
|
|
|
|
for ( i=0; i < nummapdispinfo; i++ )
|
|
{
|
|
g_CoreDispInfos[i]->SetDispUtilsHelperInfo( g_CoreDispInfos.Base(), nummapdispinfo );
|
|
}
|
|
|
|
faces.SetSize( nummapdispinfo );
|
|
|
|
int nMemSize = texinfo.Count() * sizeof(int);
|
|
int *pSwappedTexInfos = (int*)stackalloc( nMemSize );
|
|
memset( pSwappedTexInfos, 0xFF, nMemSize );
|
|
for( i = 0; i < numfaces; i++ )
|
|
{
|
|
dface_t *pFace = &dfaces[i];
|
|
|
|
if( pFace->dispinfo == -1 )
|
|
continue;
|
|
|
|
mapdispinfo_t *pMapDisp = &mapdispinfo[pFace->dispinfo];
|
|
|
|
// Set the displacement's face index.
|
|
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
|
|
pDisp->m_iMapFace = i;
|
|
|
|
// Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates.
|
|
CCoreDispInfo *pCoreDispInfo = g_CoreDispInfos[pFace->dispinfo];
|
|
DispMapToCoreDispInfo( pMapDisp, pCoreDispInfo, pFace, pSwappedTexInfos );
|
|
|
|
faces[pFace->dispinfo] = pFace;
|
|
}
|
|
stackfree( pSwappedTexInfos );
|
|
|
|
// Generate and export neighbor data.
|
|
ExportNeighborData( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
|
|
|
|
// Generate and export the active vert lists.
|
|
ExportAllowedVertLists( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
|
|
|
|
|
|
// Now that we know which vertices are actually going to be around, snap the ones that won't
|
|
// be around onto the slightly-reduced mesh. This is so the engine's ray test code and
|
|
// overlay code works right.
|
|
SnapRemainingVertsToSurface( g_CoreDispInfos.Base(), g_dispinfo.Base(), nummapdispinfo );
|
|
|
|
Msg( "Finding lightmap sample positions...\n" );
|
|
for ( i=0; i < nummapdispinfo; i++ )
|
|
{
|
|
dface_t *pFace = faces[i];
|
|
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
|
|
CCoreDispInfo *pCoreDispInfo = g_CoreDispInfos[i];
|
|
|
|
pDisp->m_iLightmapSamplePositionStart = g_DispLightmapSamplePositions.Count();
|
|
|
|
CalculateLightmapSamplePositions( pCoreDispInfo, pFace, g_DispLightmapSamplePositions );
|
|
}
|
|
|
|
StartPacifier( "Displacement Alpha : ");
|
|
|
|
// Build lightmap alphas.
|
|
int dispCount = 0; // How many we've processed.
|
|
for( i = 0; i < nummapdispinfo; i++ )
|
|
{
|
|
dface_t *pFace = faces[i];
|
|
|
|
Assert( pFace->dispinfo == i );
|
|
ddispinfo_t *pDisp = &g_dispinfo[pFace->dispinfo];
|
|
|
|
// Allocate space for the alpha values.
|
|
pDisp->m_iLightmapAlphaStart = 0; // not used anymore
|
|
|
|
++dispCount;
|
|
}
|
|
|
|
EndPacifier();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void DispGetFaceInfo( mapbrush_t *pBrush )
|
|
{
|
|
int i;
|
|
side_t *pSide;
|
|
|
|
// we don't support displacement on entities at the moment!!
|
|
if( pBrush->entitynum != 0 )
|
|
{
|
|
char* pszEntityName = ValueForKey( &g_LoadingMap->entities[pBrush->entitynum], "classname" );
|
|
Error( "Error: displacement found on a(n) %s entity - not supported (entity %d, brush %d)\n", pszEntityName, pBrush->entitynum, pBrush->brushnum );
|
|
}
|
|
|
|
for( i = 0; i < pBrush->numsides; i++ )
|
|
{
|
|
pSide = &pBrush->original_sides[i];
|
|
if( pSide->pMapDisp )
|
|
{
|
|
// error checking!!
|
|
if( pSide->winding->numpoints != 4 )
|
|
Error( "Trying to create a non-quad displacement! (entity %d, brush %d)\n", pBrush->entitynum, pBrush->brushnum );
|
|
pSide->pMapDisp->face.originalface = pSide;
|
|
pSide->pMapDisp->face.texinfo = pSide->texinfo;
|
|
pSide->pMapDisp->face.dispinfo = -1;
|
|
pSide->pMapDisp->face.planenum = pSide->planenum;
|
|
pSide->pMapDisp->face.numpoints = pSide->winding->numpoints;
|
|
pSide->pMapDisp->face.w = CopyWinding( pSide->winding );
|
|
pSide->pMapDisp->face.contents = pBrush->contents;
|
|
|
|
pSide->pMapDisp->face.merged = FALSE;
|
|
pSide->pMapDisp->face.split[0] = FALSE;
|
|
pSide->pMapDisp->face.split[1] = FALSE;
|
|
|
|
pSide->pMapDisp->entitynum = pBrush->entitynum;
|
|
pSide->pMapDisp->brushSideID = pSide->id;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool HasDispInfo( mapbrush_t *pBrush )
|
|
{
|
|
int i;
|
|
side_t *pSide;
|
|
|
|
for( i = 0; i < pBrush->numsides; i++ )
|
|
{
|
|
pSide = &pBrush->original_sides[i];
|
|
if( pSide->pMapDisp )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|