Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vbsp.h"
int c_glfaces;
int PortalVisibleSides (portal_t *p)
{
int fcon, bcon;
if (!p->onnode)
return 0; // outside
fcon = p->nodes[0]->contents;
bcon = p->nodes[1]->contents;
// same contents never create a face
if (fcon == bcon)
return 0;
// FIXME: is this correct now?
if (!fcon)
return 1;
if (!bcon)
return 2;
return 0;
}
void OutputWinding (winding_t *w, FileHandle_t glview)
{
static int level = 128;
vec_t light;
int i;
CmdLib_FPrintf( glview, "%i\n", w->numpoints);
level+=28;
light = (level&255)/255.0;
for (i=0 ; i<w->numpoints ; i++)
{
CmdLib_FPrintf(glview, "%6.3f %6.3f %6.3f %6.3f %6.3f %6.3f\n",
w->p[i][0],
w->p[i][1],
w->p[i][2],
light,
light,
light);
}
//CmdLib_FPrintf(glview, "\n");
}
void OutputWindingColor (winding_t *w, FileHandle_t glview, int r, int g, int b)
{
int i;
CmdLib_FPrintf( glview, "%i\n", w->numpoints);
float lr = r * (1.0f/255.0f);
float lg = g * (1.0f/255.0f);
float lb = b * (1.0f/255.0f);
for (i=0 ; i<w->numpoints ; i++)
{
CmdLib_FPrintf(glview, "%6.3f %6.3f %6.3f %6.3f %6.3f %6.3f\n",
w->p[i][0],
w->p[i][1],
w->p[i][2],
lr,
lg,
lb);
}
//CmdLib_FPrintf(glview, "\n");
}
/*
=============
OutputPortal
=============
*/
void OutputPortal (portal_t *p, FileHandle_t glview)
{
winding_t *w;
int sides;
sides = PortalVisibleSides (p);
if (!sides)
return;
c_glfaces++;
w = p->winding;
if (sides == 2) // back side
w = ReverseWinding (w);
OutputWinding (w, glview);
if (sides == 2)
FreeWinding(w);
}
/*
=============
WriteGLView_r
=============
*/
void WriteGLView_r (node_t *node, FileHandle_t glview)
{
portal_t *p, *nextp;
if (node->planenum != PLANENUM_LEAF)
{
WriteGLView_r (node->children[0], glview);
WriteGLView_r (node->children[1], glview);
return;
}
// write all the portals
for (p=node->portals ; p ; p=nextp)
{
if (p->nodes[0] == node)
{
OutputPortal (p, glview);
nextp = p->next[0];
}
else
nextp = p->next[1];
}
}
void WriteGLViewFaces_r( node_t *node, FileHandle_t glview )
{
portal_t *p, *nextp;
if (node->planenum != PLANENUM_LEAF)
{
WriteGLViewFaces_r (node->children[0], glview);
WriteGLViewFaces_r (node->children[1], glview);
return;
}
// write all the portals
for (p=node->portals ; p ; p=nextp)
{
int s = (p->nodes[1] == node);
if ( p->face[s] )
{
OutputWinding( p->face[s]->w, glview );
}
nextp = p->next[s];
}
}
/*
=============
WriteGLView
=============
*/
void WriteGLView (tree_t *tree, char *source)
{
char name[1024];
FileHandle_t glview;
c_glfaces = 0;
sprintf (name, "%s%s.gl",outbase, source);
Msg("Writing %s\n", name);
glview = g_pFileSystem->Open( name, "w" );
if (!glview)
Error ("Couldn't open %s", name);
WriteGLView_r (tree->headnode, glview);
g_pFileSystem->Close( glview );
Msg("%5i c_glfaces\n", c_glfaces);
}
void WriteGLViewFaces( tree_t *tree, const char *pName )
{
char name[1024];
FileHandle_t glview;
c_glfaces = 0;
sprintf (name, "%s%s.gl", outbase, pName);
Msg("Writing %s\n", name);
glview = g_pFileSystem->Open( name, "w" );
if (!glview)
Error ("Couldn't open %s", name);
WriteGLViewFaces_r (tree->headnode, glview);
g_pFileSystem->Close( glview );
Msg("%5i c_glfaces\n", c_glfaces);
}
void WriteGLViewBrushList( bspbrush_t *pList, const char *pName )
{
char name[1024];
FileHandle_t glview;
sprintf (name, "%s%s.gl", outbase, pName );
Msg("Writing %s\n", name);
glview = g_pFileSystem->Open( name, "w" );
if (!glview)
Error ("Couldn't open %s", name);
for ( bspbrush_t *pBrush = pList; pBrush; pBrush = pBrush->next )
{
for (int i = 0; i < pBrush->numsides; i++ )
OutputWinding( pBrush->sides[i].winding, glview );
}
g_pFileSystem->Close( glview );
}