Team Fortress 2 Source Code as on 22/4/2020
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//========= 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