Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: BSP Building tool
//
// $NoKeywords: $
//=============================================================================//
#include "vbsp.h"
#include "detail.h"
#include "physdll.h"
#include "utilmatlib.h"
#include "disp_vbsp.h"
#include "writebsp.h"
#include "tier0/icommandline.h"
#include "materialsystem/imaterialsystem.h"
#include "map.h"
#include "tools_minidump.h"
#include "materialsub.h"
#include "loadcmdline.h"
#include "byteswap.h"
#include "worldvertextransitionfixup.h"
extern float g_maxLightmapDimension;
char source[1024];
char mapbase[ 64 ];
char name[1024];
char materialPath[1024];
vec_t microvolume = 1.0;
qboolean noprune;
qboolean glview;
qboolean nodetail;
qboolean fulldetail;
qboolean onlyents;
bool onlyprops;
qboolean nomerge;
qboolean nomergewater = false;
qboolean nowater;
qboolean nocsg;
qboolean noweld;
qboolean noshare;
qboolean nosubdiv;
qboolean notjunc;
qboolean noopt;
qboolean leaktest;
qboolean verboseentities;
qboolean dumpcollide = false;
qboolean g_bLowPriority = false;
qboolean g_DumpStaticProps = false;
qboolean g_bSkyVis = false; // skybox vis is off by default, toggle this to enable it
bool g_bLightIfMissing = false;
bool g_snapAxialPlanes = false;
bool g_bKeepStaleZip = false;
bool g_NodrawTriggers = false;
bool g_DisableWaterLighting = false;
bool g_bAllowDetailCracks = false;
bool g_bNoVirtualMesh = false;
float g_defaultLuxelSize = DEFAULT_LUXEL_SIZE;
float g_luxelScale = 1.0f;
float g_minLuxelScale = 1.0f;
bool g_BumpAll = false;
int g_nDXLevel = 0; // default dxlevel if you don't specify it on the command-line.
CUtlVector<int> g_SkyAreas;
char outbase[32];
char g_szEmbedDir[MAX_PATH] = { 0 };
// HLTOOLS: Introduce these calcs to make the block algorithm proportional to the proper
// world coordinate extents. Assumes square spatial constraints.
#define BLOCKS_SIZE 1024
#define BLOCKS_SPACE (COORD_EXTENT/BLOCKS_SIZE)
#define BLOCKX_OFFSET ((BLOCKS_SPACE/2)+1)
#define BLOCKY_OFFSET ((BLOCKS_SPACE/2)+1)
#define BLOCKS_MIN (-(BLOCKS_SPACE/2))
#define BLOCKS_MAX ((BLOCKS_SPACE/2)-1)
int block_xl = BLOCKS_MIN, block_xh = BLOCKS_MAX, block_yl = BLOCKS_MIN, block_yh = BLOCKS_MAX;
int entity_num;
node_t *block_nodes[BLOCKS_SPACE+2][BLOCKS_SPACE+2];
//-----------------------------------------------------------------------------
// Assign occluder areas (must happen *after* the world model is processed)
//-----------------------------------------------------------------------------
void AssignOccluderAreas( tree_t *pTree );
static void Compute3DSkyboxAreas( node_t *headnode, CUtlVector<int>& areas );
/*
============
BlockTree
============
*/
node_t *BlockTree (int xl, int yl, int xh, int yh)
{
node_t *node;
Vector normal;
float dist;
int mid;
if (xl == xh && yl == yh)
{
node = block_nodes[xl+BLOCKX_OFFSET][yl+BLOCKY_OFFSET];
if (!node)
{ // return an empty leaf
node = AllocNode ();
node->planenum = PLANENUM_LEAF;
node->contents = 0; //CONTENTS_SOLID;
return node;
}
return node;
}
// create a seperator along the largest axis
node = AllocNode ();
if (xh - xl > yh - yl)
{ // split x axis
mid = xl + (xh-xl)/2 + 1;
normal[0] = 1;
normal[1] = 0;
normal[2] = 0;
dist = mid*BLOCKS_SIZE;
node->planenum = g_MainMap->FindFloatPlane (normal, dist);
node->children[0] = BlockTree ( mid, yl, xh, yh);
node->children[1] = BlockTree ( xl, yl, mid-1, yh);
}
else
{
mid = yl + (yh-yl)/2 + 1;
normal[0] = 0;
normal[1] = 1;
normal[2] = 0;
dist = mid*BLOCKS_SIZE;
node->planenum = g_MainMap->FindFloatPlane (normal, dist);
node->children[0] = BlockTree ( xl, mid, xh, yh);
node->children[1] = BlockTree ( xl, yl, xh, mid-1);
}
return node;
}
/*
============
ProcessBlock_Thread
============
*/
int brush_start, brush_end;
void ProcessBlock_Thread (int threadnum, int blocknum)
{
int xblock, yblock;
Vector mins, maxs;
bspbrush_t *brushes;
tree_t *tree;
node_t *node;
yblock = block_yl + blocknum / (block_xh-block_xl+1);
xblock = block_xl + blocknum % (block_xh-block_xl+1);
qprintf ("############### block %2i,%2i ###############\n", xblock, yblock);
mins[0] = xblock*BLOCKS_SIZE;
mins[1] = yblock*BLOCKS_SIZE;
mins[2] = MIN_COORD_INTEGER;
maxs[0] = (xblock+1)*BLOCKS_SIZE;
maxs[1] = (yblock+1)*BLOCKS_SIZE;
maxs[2] = MAX_COORD_INTEGER;
// the makelist and chopbrushes could be cached between the passes...
brushes = MakeBspBrushList (brush_start, brush_end, mins, maxs, NO_DETAIL);
if (!brushes)
{
node = AllocNode ();
node->planenum = PLANENUM_LEAF;
node->contents = CONTENTS_SOLID;
block_nodes[xblock+BLOCKX_OFFSET][yblock+BLOCKY_OFFSET] = node;
return;
}
FixupAreaportalWaterBrushes( brushes );
if (!nocsg)
brushes = ChopBrushes (brushes);
tree = BrushBSP (brushes, mins, maxs);
block_nodes[xblock+BLOCKX_OFFSET][yblock+BLOCKY_OFFSET] = tree->headnode;
}
/*
============
ProcessWorldModel
============
*/
void SplitSubdividedFaces( node_t *headnode ); // garymcthack
void ProcessWorldModel (void)
{
entity_t *e;
tree_t *tree = NULL;
qboolean leaked;
int optimize;
int start;
e = &entities[entity_num];
brush_start = e->firstbrush;
brush_end = brush_start + e->numbrushes;
leaked = false;
//
// perform per-block operations
//
if (block_xh * BLOCKS_SIZE > g_MainMap->map_maxs[0])
{
block_xh = floor(g_MainMap->map_maxs[0]/BLOCKS_SIZE);
}
if ( (block_xl+1) * BLOCKS_SIZE < g_MainMap->map_mins[0])
{
block_xl = floor(g_MainMap->map_mins[0]/BLOCKS_SIZE);
}
if (block_yh * BLOCKS_SIZE > g_MainMap->map_maxs[1])
{
block_yh = floor(g_MainMap->map_maxs[1]/BLOCKS_SIZE);
}
if ( (block_yl+1) * BLOCKS_SIZE < g_MainMap->map_mins[1])
{
block_yl = floor(g_MainMap->map_mins[1]/BLOCKS_SIZE);
}
// HLTOOLS: updated to +/- MAX_COORD_INTEGER ( new world size limits / worldsize.h )
if (block_xl < BLOCKS_MIN)
{
block_xl = BLOCKS_MIN;
}
if (block_yl < BLOCKS_MIN)
{
block_yl = BLOCKS_MIN;
}
if (block_xh > BLOCKS_MAX)
{
block_xh = BLOCKS_MAX;
}
if (block_yh > BLOCKS_MAX)
{
block_yh = BLOCKS_MAX;
}
for (optimize = 0 ; optimize <= 1 ; optimize++)
{
qprintf ("--------------------------------------------\n");
RunThreadsOnIndividual ((block_xh-block_xl+1)*(block_yh-block_yl+1),
!verbose, ProcessBlock_Thread);
//
// build the division tree
// oversizing the blocks guarantees that all the boundaries
// will also get nodes.
//
qprintf ("--------------------------------------------\n");
tree = AllocTree ();
tree->headnode = BlockTree (block_xl-1, block_yl-1, block_xh+1, block_yh+1);
tree->mins[0] = (block_xl)*BLOCKS_SIZE;
tree->mins[1] = (block_yl)*BLOCKS_SIZE;
tree->mins[2] = g_MainMap->map_mins[2] - 8;
tree->maxs[0] = (block_xh+1)*BLOCKS_SIZE;
tree->maxs[1] = (block_yh+1)*BLOCKS_SIZE;
tree->maxs[2] = g_MainMap->map_maxs[2] + 8;
//
// perform the global operations
//
// make the portals/faces by traversing down to each empty leaf
MakeTreePortals (tree);
if (FloodEntities (tree))
{
// turns everthing outside into solid
FillOutside (tree->headnode);
}
else
{
Warning( ("**** leaked ****\n") );
leaked = true;
LeakFile (tree);
if (leaktest)
{
Warning( ("--- MAP LEAKED ---\n") );
exit (0);
}
}
// mark the brush sides that actually turned into faces
MarkVisibleSides (tree, brush_start, brush_end, NO_DETAIL);
if (noopt || leaked)
break;
if (!optimize)
{
// If we are optimizing, free the tree. Next time we will construct it again, but
// we'll use the information in MarkVisibleSides() so we'll only split with planes that
// actually contribute renderable geometry
FreeTree (tree);
}
}
FloodAreas (tree);
RemoveAreaPortalBrushes_R( tree->headnode );
start = Plat_FloatTime();
Msg("Building Faces...");
// this turns portals with one solid side into faces
// it also subdivides each face if necessary to fit max lightmap dimensions
MakeFaces (tree->headnode);
Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
if (glview)
{
WriteGLView (tree, source);
}
AssignOccluderAreas( tree );
Compute3DSkyboxAreas( tree->headnode, g_SkyAreas );
face_t *pLeafFaceList = NULL;
if ( !nodetail )
{
pLeafFaceList = MergeDetailTree( tree, brush_start, brush_end );
}
start = Plat_FloatTime();
Msg("FixTjuncs...\n");
// This unifies the vertex list for all edges (splits collinear edges to remove t-junctions)
// It also welds the list of vertices out of each winding/portal and rounds nearly integer verts to integer
pLeafFaceList = FixTjuncs (tree->headnode, pLeafFaceList);
// this merges all of the solid nodes that have separating planes
if (!noprune)
{
Msg("PruneNodes...\n");
PruneNodes (tree->headnode);
}
// Msg( "SplitSubdividedFaces...\n" );
// SplitSubdividedFaces( tree->headnode );
Msg("WriteBSP...\n");
WriteBSP (tree->headnode, pLeafFaceList);
Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
if (!leaked)
{
WritePortalFile (tree);
}
FreeTree( tree );
FreeLeafFaces( pLeafFaceList );
}
/*
============
ProcessSubModel
============
*/
void ProcessSubModel( )
{
entity_t *e;
int start, end;
tree_t *tree;
bspbrush_t *list;
Vector mins, maxs;
e = &entities[entity_num];
start = e->firstbrush;
end = start + e->numbrushes;
mins[0] = mins[1] = mins[2] = MIN_COORD_INTEGER;
maxs[0] = maxs[1] = maxs[2] = MAX_COORD_INTEGER;
list = MakeBspBrushList (start, end, mins, maxs, FULL_DETAIL);
if (!nocsg)
list = ChopBrushes (list);
tree = BrushBSP (list, mins, maxs);
// This would wind up crashing the engine because we'd have a negative leaf index in dmodel_t::headnode.
if ( tree->headnode->planenum == PLANENUM_LEAF )
{
const char *pClassName = ValueForKey( e, "classname" );
const char *pTargetName = ValueForKey( e, "targetname" );
Error( "bmodel %d has no head node (class '%s', targetname '%s')", entity_num, pClassName, pTargetName );
}
MakeTreePortals (tree);
#if DEBUG_BRUSHMODEL
if ( entity_num == DEBUG_BRUSHMODEL )
WriteGLView( tree, "tree_all" );
#endif
MarkVisibleSides (tree, start, end, FULL_DETAIL);
MakeFaces (tree->headnode);
FixTjuncs( tree->headnode, NULL );
WriteBSP( tree->headnode, NULL );
#if DEBUG_BRUSHMODEL
if ( entity_num == DEBUG_BRUSHMODEL )
{
WriteGLView( tree, "tree_vis" );
WriteGLViewFaces( tree, "tree_faces" );
}
#endif
FreeTree (tree);
}
//-----------------------------------------------------------------------------
// Returns true if the entity is a func_occluder
//-----------------------------------------------------------------------------
bool IsFuncOccluder( int entity_num )
{
entity_t *mapent = &entities[entity_num];
const char *pClassName = ValueForKey( mapent, "classname" );
return (strcmp("func_occluder", pClassName) == 0);
}
//-----------------------------------------------------------------------------
// Computes the area of a brush's occluders
//-----------------------------------------------------------------------------
float ComputeOccluderBrushArea( mapbrush_t *pBrush )
{
float flArea = 0.0f;
for ( int j = 0; j < pBrush->numsides; ++j )
{
side_t *pSide = &(pBrush->original_sides[j]);
// Skip nodraw surfaces
if ( texinfo[pSide->texinfo].flags & SURF_NODRAW )
continue;
if ( !pSide->winding )
continue;
flArea += WindingArea( pSide->winding );
}
return flArea;
}
//-----------------------------------------------------------------------------
// Clips all occluder brushes against each other
//-----------------------------------------------------------------------------
static tree_t *ClipOccluderBrushes( )
{
// Create a list of all occluder brushes in the level
CUtlVector< mapbrush_t * > mapBrushes( 1024, 1024 );
for ( entity_num=0; entity_num < g_MainMap->num_entities; ++entity_num )
{
if (!IsFuncOccluder(entity_num))
continue;
entity_t *e = &entities[entity_num];
int end = e->firstbrush + e->numbrushes;
int i;
for ( i = e->firstbrush; i < end; ++i )
{
mapBrushes.AddToTail( &g_MainMap->mapbrushes[i] );
}
}
int nBrushCount = mapBrushes.Count();
if ( nBrushCount == 0 )
return NULL;
Vector mins, maxs;
mins[0] = mins[1] = mins[2] = MIN_COORD_INTEGER;
maxs[0] = maxs[1] = maxs[2] = MAX_COORD_INTEGER;
bspbrush_t *list = MakeBspBrushList( mapBrushes.Base(), nBrushCount, mins, maxs );
if (!nocsg)
list = ChopBrushes (list);
tree_t *tree = BrushBSP (list, mins, maxs);
MakeTreePortals (tree);
MarkVisibleSides (tree, mapBrushes.Base(), nBrushCount);
MakeFaces( tree->headnode );
// NOTE: This will output the occluder face vertices + planes
FixTjuncs( tree->headnode, NULL );
return tree;
}
//-----------------------------------------------------------------------------
// Generate a list of unique sides in the occluder tree
//-----------------------------------------------------------------------------
static void GenerateOccluderSideList( int nEntity, CUtlVector<side_t*> &occluderSides )
{
entity_t *e = &entities[nEntity];
int end = e->firstbrush + e->numbrushes;
int i, j;
for ( i = e->firstbrush; i < end; ++i )
{
mapbrush_t *mb = &g_MainMap->mapbrushes[i];
for ( j = 0; j < mb->numsides; ++j )
{
occluderSides.AddToTail( &(mb->original_sides[j]) );
}
}
}
//-----------------------------------------------------------------------------
// Generate a list of unique faces in the occluder tree
//-----------------------------------------------------------------------------
static void GenerateOccluderFaceList( node_t *pOccluderNode, CUtlVector<face_t*> &occluderFaces )
{
if (pOccluderNode->planenum == PLANENUM_LEAF)
return;
for ( face_t *f=pOccluderNode->faces ; f ; f = f->next )
{
occluderFaces.AddToTail( f );
}
GenerateOccluderFaceList( pOccluderNode->children[0], occluderFaces );
GenerateOccluderFaceList( pOccluderNode->children[1], occluderFaces );
}
//-----------------------------------------------------------------------------
// For occluder area assignment
//-----------------------------------------------------------------------------
struct OccluderInfo_t
{
int m_nOccluderEntityIndex;
};
static CUtlVector< OccluderInfo_t > g_OccluderInfo;
//-----------------------------------------------------------------------------
// Emits occluder brushes
//-----------------------------------------------------------------------------
static void EmitOccluderBrushes()
{
char str[64];
g_OccluderData.RemoveAll();
g_OccluderPolyData.RemoveAll();
g_OccluderVertexIndices.RemoveAll();
tree_t *pOccluderTree = ClipOccluderBrushes();
if (!pOccluderTree)
return;
CUtlVector<face_t*> faceList( 1024, 1024 );
CUtlVector<side_t*> sideList( 1024, 1024 );
GenerateOccluderFaceList( pOccluderTree->headnode, faceList );
#ifdef _DEBUG
int *pEmitted = (int*)stackalloc( faceList.Count() * sizeof(int) );
memset( pEmitted, 0, faceList.Count() * sizeof(int) );
#endif
for ( entity_num=1; entity_num < num_entities; ++entity_num )
{
if (!IsFuncOccluder(entity_num))
continue;
// Output only those parts of the occluder tree which are a part of the brush
int nOccluder = g_OccluderData.AddToTail();
doccluderdata_t &occluderData = g_OccluderData[ nOccluder ];
occluderData.firstpoly = g_OccluderPolyData.Count();
occluderData.mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
occluderData.maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
occluderData.flags = 0;
occluderData.area = -1;
// NOTE: If you change the algorithm by which occluder numbers are allocated,
// then you must also change FixupOnlyEntsOccluderEntities() below
sprintf (str, "%i", nOccluder);
SetKeyValue (&entities[entity_num], "occludernumber", str);
int nIndex = g_OccluderInfo.AddToTail();
g_OccluderInfo[nIndex].m_nOccluderEntityIndex = entity_num;
sideList.RemoveAll();
GenerateOccluderSideList( entity_num, sideList );
for ( int i = faceList.Count(); --i >= 0; )
{
// Skip nodraw surfaces, but not triggers that have been marked as nodraw
face_t *f = faceList[i];
if ( ( texinfo[f->texinfo].flags & SURF_NODRAW ) &&
(( texinfo[f->texinfo].flags & SURF_TRIGGER ) == 0 ) )
continue;
// Only emit faces that appear in the side list of the occluder
for ( int j = sideList.Count(); --j >= 0; )
{
if ( sideList[j] != f->originalface )
continue;
if ( f->numpoints < 3 )
continue;
// not a final face
Assert ( !f->merged && !f->split[0] && !f->split[1] );
#ifdef _DEBUG
Assert( !pEmitted[i] );
pEmitted[i] = entity_num;
#endif
int k = g_OccluderPolyData.AddToTail();
doccluderpolydata_t *pOccluderPoly = &g_OccluderPolyData[k];
pOccluderPoly->planenum = f->planenum;
pOccluderPoly->vertexcount = f->numpoints;
pOccluderPoly->firstvertexindex = g_OccluderVertexIndices.Count();
for( k = 0; k < f->numpoints; ++k )
{
g_OccluderVertexIndices.AddToTail( f->vertexnums[k] );
const Vector &p = dvertexes[f->vertexnums[k]].point;
VectorMin( occluderData.mins, p, occluderData.mins );
VectorMax( occluderData.maxs, p, occluderData.maxs );
}
break;
}
}
occluderData.polycount = g_OccluderPolyData.Count() - occluderData.firstpoly;
// Mark this brush as not having brush geometry so it won't be re-emitted with a brush model
entities[entity_num].numbrushes = 0;
}
FreeTree( pOccluderTree );
}
//-----------------------------------------------------------------------------
// Set occluder area
//-----------------------------------------------------------------------------
void SetOccluderArea( int nOccluder, int nArea, int nEntityNum )
{
if ( g_OccluderData[nOccluder].area <= 0 )
{
g_OccluderData[nOccluder].area = nArea;
}
else if ( (nArea != 0) && (g_OccluderData[nOccluder].area != nArea) )
{
const char *pTargetName = ValueForKey( &entities[nEntityNum], "targetname" );
if (!pTargetName)
{
pTargetName = "<no name>";
}
Warning("Occluder \"%s\" straddles multiple areas. This is invalid!\n", pTargetName );
}
}
//-----------------------------------------------------------------------------
// Assign occluder areas (must happen *after* the world model is processed)
//-----------------------------------------------------------------------------
void AssignAreaToOccluder( int nOccluder, tree_t *pTree, bool bCrossAreaPortals )
{
int nFirstPoly = g_OccluderData[nOccluder].firstpoly;
int nEntityNum = g_OccluderInfo[nOccluder].m_nOccluderEntityIndex;
for ( int j = 0; j < g_OccluderData[nOccluder].polycount; ++j )
{
doccluderpolydata_t *pOccluderPoly = &g_OccluderPolyData[nFirstPoly + j];
int nFirstVertex = pOccluderPoly->firstvertexindex;
for ( int k = 0; k < pOccluderPoly->vertexcount; ++k )
{
int nVertexIndex = g_OccluderVertexIndices[nFirstVertex + k];
node_t *pNode = NodeForPoint( pTree->headnode, dvertexes[ nVertexIndex ].point );
SetOccluderArea( nOccluder, pNode->area, nEntityNum );
int nOtherSideIndex;
portal_t *pPortal;
for ( pPortal = pNode->portals; pPortal; pPortal = pPortal->next[!nOtherSideIndex] )
{
nOtherSideIndex = (pPortal->nodes[0] == pNode) ? 1 : 0;
if (!pPortal->onnode)
continue; // edge of world
// Don't cross over area portals for the area check
if ((!bCrossAreaPortals) && pPortal->nodes[nOtherSideIndex]->contents & CONTENTS_AREAPORTAL)
continue;
int nAdjacentArea = pPortal->nodes[nOtherSideIndex] ? pPortal->nodes[nOtherSideIndex]->area : 0;
SetOccluderArea( nOccluder, nAdjacentArea, nEntityNum );
}
}
}
}
//-----------------------------------------------------------------------------
// Assign occluder areas (must happen *after* the world model is processed)
//-----------------------------------------------------------------------------
void AssignOccluderAreas( tree_t *pTree )
{
for ( int i = 0; i < g_OccluderData.Count(); ++i )
{
AssignAreaToOccluder( i, pTree, false );
// This can only have happened if the only valid portal out leads into an areaportal
if ( g_OccluderData[i].area <= 0 )
{
AssignAreaToOccluder( i, pTree, true );
}
}
}
//-----------------------------------------------------------------------------
// Make sure the func_occluders have the appropriate data set
//-----------------------------------------------------------------------------
void FixupOnlyEntsOccluderEntities()
{
char str[64];
int nOccluder = 0;
for ( entity_num=1; entity_num < num_entities; ++entity_num )
{
if (!IsFuncOccluder(entity_num))
continue;
// NOTE: If you change the algorithm by which occluder numbers are allocated above,
// then you must also change this
sprintf (str, "%i", nOccluder);
SetKeyValue (&entities[entity_num], "occludernumber", str);
++nOccluder;
}
}
void MarkNoDynamicShadowSides()
{
for ( int iSide=0; iSide < g_MainMap->nummapbrushsides; iSide++ )
{
g_MainMap->brushsides[iSide].m_bDynamicShadowsEnabled = true;
}
for ( int i=0; i < g_NoDynamicShadowSides.Count(); i++ )
{
int brushSideID = g_NoDynamicShadowSides[i];
// Find the side with this ID.
for ( int iSide=0; iSide < g_MainMap->nummapbrushsides; iSide++ )
{
if ( g_MainMap->brushsides[iSide].id == brushSideID )
g_MainMap->brushsides[iSide].m_bDynamicShadowsEnabled = false;
}
}
}
//-----------------------------------------------------------------------------
// Compute the 3D skybox areas
//-----------------------------------------------------------------------------
static void Compute3DSkyboxAreas( node_t *headnode, CUtlVector<int>& areas )
{
for (int i = 0; i < g_MainMap->num_entities; ++i)
{
char* pEntity = ValueForKey(&entities[i], "classname");
if (!strcmp(pEntity, "sky_camera"))
{
// Found a 3D skybox camera, get a leaf that lies in it
node_t *pLeaf = PointInLeaf( headnode, entities[i].origin );
if (pLeaf->contents & CONTENTS_SOLID)
{
Error ("Error! Entity sky_camera in solid volume! at %.1f %.1f %.1f\n", entities[i].origin.x, entities[i].origin.y, entities[i].origin.z);
}
areas.AddToTail( pLeaf->area );
}
}
}
bool Is3DSkyboxArea( int area )
{
for ( int i = g_SkyAreas.Count(); --i >=0; )
{
if ( g_SkyAreas[i] == area )
return true;
}
return false;
}
/*
============
ProcessModels
============
*/
void ProcessModels (void)
{
BeginBSPFile ();
// Mark sides that have no dynamic shadows.
MarkNoDynamicShadowSides();
// emit the displacement surfaces
EmitInitialDispInfos();
// Clip occluder brushes against each other,
// Remove them from the list of models to process below
EmitOccluderBrushes( );
for ( entity_num=0; entity_num < num_entities; ++entity_num )
{
entity_t *pEntity = &entities[entity_num];
if ( !pEntity->numbrushes )
continue;
qprintf ("############### model %i ###############\n", nummodels);
BeginModel ();
if (entity_num == 0)
{
ProcessWorldModel();
}
else
{
ProcessSubModel( );
}
EndModel ();
if (!verboseentities)
{
verbose = false; // don't bother printing submodels
}
}
// Turn the skybox into a cubemap in case we don't build env_cubemap textures.
Cubemap_CreateDefaultCubemaps();
EndBSPFile ();
}
void LoadPhysicsDLL( void )
{
PhysicsDLLPath( "vphysics.dll" );
}
void PrintCommandLine( int argc, char **argv )
{
Warning( "Command line: " );
for ( int z=0; z < argc; z++ )
{
Warning( "\"%s\" ", argv[z] );
}
Warning( "\n\n" );
}
int RunVBSP( int argc, char **argv )
{
int i;
double start, end;
char path[1024];
CommandLine()->CreateCmdLine( argc, argv );
MathLib_Init( 2.2f, 2.2f, 0.0f, OVERBRIGHT, false, false, false, false );
InstallSpewFunction();
SpewActivate( "developer", 1 );
CmdLib_InitFileSystem( argv[ argc-1 ] );
Q_StripExtension( ExpandArg( argv[ argc-1 ] ), source, sizeof( source ) );
Q_FileBase( source, mapbase, sizeof( mapbase ) );
strlwr( mapbase );
// Maintaining legacy behavior here to avoid breaking tools: regardless of the extension we are passed, we strip it
// to get the "source" name, and append extensions as desired...
char mapFile[1024];
V_strncpy( mapFile, source, sizeof( mapFile ) );
V_strncat( mapFile, ".bsp", sizeof( mapFile ) );
LoadCmdLineFromFile( argc, argv, mapbase, "vbsp" );
Msg( "Valve Software - vbsp.exe (%s)\n", __DATE__ );
for (i=1 ; i<argc ; i++)
{
if (!stricmp(argv[i],"-threads"))
{
numthreads = atoi (argv[i+1]);
i++;
}
else if (!Q_stricmp(argv[i],"-glview"))
{
glview = true;
}
else if ( !Q_stricmp(argv[i], "-v") || !Q_stricmp(argv[i], "-verbose") )
{
Msg("verbose = true\n");
verbose = true;
}
else if (!Q_stricmp(argv[i], "-noweld"))
{
Msg ("noweld = true\n");
noweld = true;
}
else if (!Q_stricmp(argv[i], "-nocsg"))
{
Msg ("nocsg = true\n");
nocsg = true;
}
else if (!Q_stricmp(argv[i], "-noshare"))
{
Msg ("noshare = true\n");
noshare = true;
}
else if (!Q_stricmp(argv[i], "-notjunc"))
{
Msg ("notjunc = true\n");
notjunc = true;
}
else if (!Q_stricmp(argv[i], "-nowater"))
{
Msg ("nowater = true\n");
nowater = true;
}
else if (!Q_stricmp(argv[i], "-noopt"))
{
Msg ("noopt = true\n");
noopt = true;
}
else if (!Q_stricmp(argv[i], "-noprune"))
{
Msg ("noprune = true\n");
noprune = true;
}
else if (!Q_stricmp(argv[i], "-nomerge"))
{
Msg ("nomerge = true\n");
nomerge = true;
}
else if (!Q_stricmp(argv[i], "-nomergewater"))
{
Msg ("nomergewater = true\n");
nomergewater = true;
}
else if (!Q_stricmp(argv[i], "-nosubdiv"))
{
Msg ("nosubdiv = true\n");
nosubdiv = true;
}
else if (!Q_stricmp(argv[i], "-nodetail"))
{
Msg ("nodetail = true\n");
nodetail = true;
}
else if (!Q_stricmp(argv[i], "-fulldetail"))
{
Msg ("fulldetail = true\n");
fulldetail = true;
}
else if (!Q_stricmp(argv[i], "-onlyents"))
{
Msg ("onlyents = true\n");
onlyents = true;
}
else if (!Q_stricmp(argv[i], "-onlyprops"))
{
Msg ("onlyprops = true\n");
onlyprops = true;
}
else if (!Q_stricmp(argv[i], "-micro"))
{
microvolume = atof(argv[i+1]);
Msg ("microvolume = %f\n", microvolume);
i++;
}
else if (!Q_stricmp(argv[i], "-leaktest"))
{
Msg ("leaktest = true\n");
leaktest = true;
}
else if (!Q_stricmp(argv[i], "-verboseentities"))
{
Msg ("verboseentities = true\n");
verboseentities = true;
}
else if (!Q_stricmp(argv[i], "-snapaxial"))
{
Msg ("snap axial = true\n");
g_snapAxialPlanes = true;
}
#if 0
else if (!Q_stricmp(argv[i], "-maxlightmapdim"))
{
g_maxLightmapDimension = atof(argv[i+1]);
Msg ("g_maxLightmapDimension = %f\n", g_maxLightmapDimension);
i++;
}
#endif
else if (!Q_stricmp(argv[i], "-block"))
{
block_xl = block_xh = atoi(argv[i+1]);
block_yl = block_yh = atoi(argv[i+2]);
Msg ("block: %i,%i\n", block_xl, block_yl);
i+=2;
}
else if (!Q_stricmp(argv[i], "-blocks"))
{
block_xl = atoi(argv[i+1]);
block_yl = atoi(argv[i+2]);
block_xh = atoi(argv[i+3]);
block_yh = atoi(argv[i+4]);
Msg ("blocks: %i,%i to %i,%i\n",
block_xl, block_yl, block_xh, block_yh);
i+=4;
}
else if ( !Q_stricmp( argv[i], "-dumpcollide" ) )
{
Msg("Dumping collision models to collideXXX.txt\n" );
dumpcollide = true;
}
else if ( !Q_stricmp( argv[i], "-dumpstaticprop" ) )
{
Msg("Dumping static props to staticpropXXX.txt\n" );
g_DumpStaticProps = true;
}
else if ( !Q_stricmp( argv[i], "-forceskyvis" ) )
{
Msg("Enabled vis in 3d skybox\n" );
g_bSkyVis = true;
}
else if (!Q_stricmp (argv[i],"-tmpout"))
{
strcpy (outbase, "/tmp");
}
#if 0
else if( !Q_stricmp( argv[i], "-defaultluxelsize" ) )
{
g_defaultLuxelSize = atof( argv[i+1] );
i++;
}
#endif
else if( !Q_stricmp( argv[i], "-luxelscale" ) )
{
g_luxelScale = atof( argv[i+1] );
i++;
}
else if( !strcmp( argv[i], "-minluxelscale" ) )
{
g_minLuxelScale = atof( argv[i+1] );
if (g_minLuxelScale < 1)
g_minLuxelScale = 1;
i++;
}
else if( !Q_stricmp( argv[i], "-dxlevel" ) )
{
g_nDXLevel = atoi( argv[i+1] );
Msg( "DXLevel = %d\n", g_nDXLevel );
i++;
}
else if( !Q_stricmp( argv[i], "-bumpall" ) )
{
g_BumpAll = true;
}
else if( !Q_stricmp( argv[i], "-low" ) )
{
g_bLowPriority = true;
}
else if( !Q_stricmp( argv[i], "-lightifmissing" ) )
{
g_bLightIfMissing = true;
}
else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) )
{
}
else if ( !Q_stricmp( argv[i], "-allowdebug" ) || !Q_stricmp( argv[i], "-steam" ) )
{
// nothing to do here, but don't bail on this option
}
else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) || !Q_stricmp( argv[i], "-insert_search_path" ) )
{
++i;
}
else if ( !Q_stricmp( argv[i], "-keepstalezip" ) )
{
g_bKeepStaleZip = true;
}
else if ( !Q_stricmp( argv[i], "-xbox" ) )
{
// enable mandatory xbox extensions
g_NodrawTriggers = true;
g_DisableWaterLighting = true;
}
else if ( !Q_stricmp( argv[i], "-allowdetailcracks"))
{
g_bAllowDetailCracks = true;
}
else if ( !Q_stricmp( argv[i], "-novirtualmesh"))
{
g_bNoVirtualMesh = true;
}
else if ( !Q_stricmp( argv[i], "-replacematerials" ) )
{
g_ReplaceMaterials = true;
}
else if ( !Q_stricmp(argv[i], "-nodrawtriggers") )
{
g_NodrawTriggers = true;
}
else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) )
{
EnableFullMinidumps( true );
}
else if ( !Q_stricmp( argv[i], "-embed" ) && i < argc - 1 )
{
V_MakeAbsolutePath( g_szEmbedDir, sizeof( g_szEmbedDir ), argv[++i], "." );
V_FixSlashes( g_szEmbedDir );
if ( !V_RemoveDotSlashes( g_szEmbedDir ) )
{
Error( "Bad -embed - Can't resolve pathname for '%s'", g_szEmbedDir );
break;
}
V_StripTrailingSlash( g_szEmbedDir );
g_pFullFileSystem->AddSearchPath( g_szEmbedDir, "GAME", PATH_ADD_TO_TAIL );
g_pFullFileSystem->AddSearchPath( g_szEmbedDir, "MOD", PATH_ADD_TO_TAIL );
}
else if (argv[i][0] == '-')
{
Warning("VBSP: Unknown option \"%s\"\n\n", argv[i]);
i = 100000; // force it to print the usage
break;
}
else
break;
}
if (i != argc - 1)
{
PrintCommandLine( argc, argv );
Warning(
"usage : vbsp [options...] mapfile\n"
"example: vbsp -onlyents c:\\hl2\\hl2\\maps\\test\n"
"\n"
"Common options (use -v to see all options):\n"
"\n"
" -v (or -verbose): Turn on verbose output (also shows more command\n"
" line options).\n"
"\n"
" -onlyents : This option causes vbsp only import the entities from the .vmf\n"
" file. -onlyents won't reimport brush models.\n"
" -onlyprops : Only update the static props and detail props.\n"
" -glview : Writes .gl files in the current directory that can be viewed\n"
" with glview.exe. If you use -tmpout, it will write the files\n"
" into the \\tmp folder.\n"
" -nodetail : Get rid of all detail geometry. The geometry left over is\n"
" what affects visibility.\n"
" -nowater : Get rid of water brushes.\n"
" -low : Run as an idle-priority process.\n"
" -embed <directory> : Use <directory> as an additional search path for assets\n"
" and embed all assets in this directory into the compiled\n"
" map\n"
"\n"
" -vproject <directory> : Override the VPROJECT environment variable.\n"
" -game <directory> : Same as -vproject.\n"
"\n" );
if ( verbose )
{
Warning(
"Other options :\n"
" -novconfig : Don't bring up graphical UI on vproject errors.\n"
" -threads : Control the number of threads vbsp uses (defaults to the # of\n"
" processors on your machine).\n"
" -verboseentities: If -v is on, this disables verbose output for submodels.\n"
" -noweld : Don't join face vertices together.\n"
" -nocsg : Don't chop out intersecting brush areas.\n"
" -noshare : Emit unique face edges instead of sharing them.\n"
" -notjunc : Don't fixup t-junctions.\n"
" -noopt : By default, vbsp removes the 'outer shell' of the map, which\n"
" are all the faces you can't see because you can never get\n"
" outside the map. -noopt disables this behaviour.\n"
" -noprune : Don't prune neighboring solid nodes.\n"
" -nomerge : Don't merge together chopped faces on nodes.\n"
" -nomergewater: Don't merge together chopped faces on water.\n"
" -nosubdiv : Don't subdivide faces for lightmapping.\n"
" -micro <#> : vbsp will warn when brushes are output with a volume less\n"
" than this number (default: 1.0).\n"
" -fulldetail : Mark all detail geometry as normal geometry (so all detail\n"
" geometry will affect visibility).\n"
" -leaktest : Stop processing the map if a leak is detected. Whether or not\n"
" this flag is set, a leak file will be written out at\n"
" <vmf filename>.lin, and it can be imported into Hammer.\n"
" -bumpall : Force all surfaces to be bump mapped.\n"
" -snapaxial : Snap axial planes to integer coordinates.\n"
" -block # # : Control the grid size mins that vbsp chops the level on.\n"
" -blocks # # # # : Enter the mins and maxs for the grid size vbsp uses.\n"
" -dumpstaticprops: Dump static props to staticprop*.txt\n"
" -dumpcollide : Write files with collision info.\n"
" -forceskyvis : Enable vis calculations in 3d skybox leaves\n"
" -luxelscale # : Scale all lightmaps by this amount (default: 1.0).\n"
" -minluxelscale #: No luxel scale will be lower than this amount (default: 1.0).\n"
" -lightifmissing : Force lightmaps to be generated for all surfaces even if\n"
" they don't need lightmaps.\n"
" -keepstalezip : Keep the BSP's zip files intact but regenerate everything\n"
" else.\n"
" -virtualdispphysics : Use virtual (not precomputed) displacement collision models\n"
" -xbox : Enable mandatory xbox options\n"
" -x360 : Generate Xbox360 version of vsp\n"
" -nox360 : Disable generation Xbox360 version of vsp (default)\n"
" -replacematerials : Substitute materials according to materialsub.txt in content\\maps\n"
" -FullMinidumps : Write large minidumps on crash.\n"
);
}
DeleteCmdLine( argc, argv );
CmdLib_Cleanup();
CmdLib_Exit( 1 );
}
// Sanity check
if ( *g_szEmbedDir && ( onlyents || onlyprops ) )
{
Warning( "-embed only makes sense alongside full BSP compiles.\n"
"\n"
"Use the bspzip utility to update embedded files.\n" );
DeleteCmdLine( argc, argv );
CmdLib_Cleanup();
CmdLib_Exit( 1 );
}
start = Plat_FloatTime();
// Run in the background?
if( g_bLowPriority )
{
SetLowPriority();
}
if( ( g_nDXLevel != 0 ) && ( g_nDXLevel < 80 ) )
{
g_BumpAll = false;
}
if( g_luxelScale == 1.0f )
{
if ( g_nDXLevel == 70 )
{
g_luxelScale = 4.0f;
}
}
ThreadSetDefault ();
numthreads = 1; // multiple threads aren't helping...
// Setup the logfile.
char logFile[512];
_snprintf( logFile, sizeof(logFile), "%s.log", source );
SetSpewFunctionLogFile( logFile );
LoadPhysicsDLL();
LoadSurfaceProperties();
#if 0
Msg( "qdir: %s This is the the path of the initial source file \n", qdir );
Msg( "gamedir: %s This is the base engine + mod-specific game dir (e.g. d:/tf2/mytfmod/) \n", gamedir );
Msg( "basegamedir: %s This is the base engine + base game directory (e.g. e:/hl2/hl2/, or d:/tf2/tf2/ )\n", basegamedir );
#endif
sprintf( materialPath, "%smaterials", gamedir );
InitMaterialSystem( materialPath, CmdLib_GetFileSystemFactory() );
Msg( "materialPath: %s\n", materialPath );
// delete portal and line files
sprintf (path, "%s.prt", source);
remove (path);
sprintf (path, "%s.lin", source);
remove (path);
strcpy (name, ExpandArg (argv[i]));
const char *pszExtension = V_GetFileExtension( name );
if ( !pszExtension )
{
V_SetExtension( name, ".vmm", sizeof( name ) );
if ( !FileExists( name ) )
{
V_SetExtension( name, ".vmf", sizeof( name ) );
}
}
// if we're combining materials, load the script file
if ( g_ReplaceMaterials )
{
LoadMaterialReplacementKeys( gamedir, mapbase );
}
//
// if onlyents, just grab the entites and resave
//
if (onlyents)
{
LoadBSPFile (mapFile);
num_entities = 0;
// Clear out the cubemap samples since they will be reparsed even with -onlyents
g_nCubemapSamples = 0;
// Mark as stale since the lighting could be screwed with new ents.
AddBufferToPak( GetPakFile(), "stale.txt", "stale", strlen( "stale" ) + 1, false );
LoadMapFile (name);
SetModelNumbers ();
SetLightStyles ();
// NOTE: If we ever precompute lighting for static props in
// vrad, EmitStaticProps should be removed here
// Emit static props found in the .vmf file
EmitStaticProps();
// NOTE: Don't deal with detail props here, it blows away lighting
// Recompute the skybox
ComputeBoundsNoSkybox();
// Make sure that we have a water lod control eneity if we have water in the map.
EnsurePresenceOfWaterLODControlEntity();
// Make sure the func_occluders have the appropriate data set
FixupOnlyEntsOccluderEntities();
// Doing this here because stuff abov may filter out entities
UnparseEntities ();
WriteBSPFile (mapFile);
}
else if (onlyprops)
{
// In the only props case, deal with static + detail props only
LoadBSPFile (mapFile);
LoadMapFile(name);
SetModelNumbers();
SetLightStyles();
// Emit static props found in the .vmf file
EmitStaticProps();
// Place detail props found in .vmf and based on material properties
LoadEmitDetailObjectDictionary( gamedir );
EmitDetailObjects();
WriteBSPFile (mapFile);
}
else
{
//
// start from scratch
//
// Load just the file system from the bsp
if( g_bKeepStaleZip && FileExists( mapFile ) )
{
LoadBSPFile_FileSystemOnly (mapFile);
// Mark as stale since the lighting could be screwed with new ents.
AddBufferToPak( GetPakFile(), "stale.txt", "stale", strlen( "stale" ) + 1, false );
}
LoadMapFile (name);
WorldVertexTransitionFixup();
if( ( g_nDXLevel == 0 ) || ( g_nDXLevel >= 70 ) )
{
Cubemap_FixupBrushSidesMaterials();
Cubemap_AttachDefaultCubemapToSpecularSides();
Cubemap_AddUnreferencedCubemaps();
}
SetModelNumbers ();
SetLightStyles ();
LoadEmitDetailObjectDictionary( gamedir );
ProcessModels ();
// Add embed dir if provided
if ( *g_szEmbedDir )
{
AddDirToPak( GetPakFile(), g_szEmbedDir );
WriteBSPFile( mapFile );
}
}
end = Plat_FloatTime();
char str[512];
GetHourMinuteSecondsString( (int)( end - start ), str, sizeof( str ) );
Msg( "%s elapsed\n", str );
DeleteCmdLine( argc, argv );
ReleasePakFileLumps();
DeleteMaterialReplacementKeys();
ShutdownMaterialSystem();
CmdLib_Cleanup();
return 0;
}
/*
=============
main
============
*/
int main (int argc, char **argv)
{
// Install an exception handler.
SetupDefaultToolsMinidumpHandler();
return RunVBSP( argc, argv );
}