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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/vbsp/faces.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/vbsp/faces.cpp')
-rw-r--r--mp/src/utils/vbsp/faces.cpp1810
1 files changed, 1810 insertions, 0 deletions
diff --git a/mp/src/utils/vbsp/faces.cpp b/mp/src/utils/vbsp/faces.cpp
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+++ b/mp/src/utils/vbsp/faces.cpp
@@ -0,0 +1,1810 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+// faces.c
+
+#include "vbsp.h"
+#include "utlvector.h"
+#include "utilmatlib.h"
+#include <float.h>
+#include "mstristrip.h"
+#include "tier1/strtools.h"
+#include "materialpatch.h"
+/*
+
+ some faces will be removed before saving, but still form nodes:
+
+ the insides of sky volumes
+ meeting planes of different water current volumes
+
+*/
+
+// undefine for dumb linear searches
+#define USE_HASHING
+
+#define INTEGRAL_EPSILON 0.01
+#define POINT_EPSILON 0.1
+#define OFF_EPSILON 0.25
+
+int c_merge;
+int c_subdivide;
+
+int c_totalverts;
+int c_uniqueverts;
+int c_degenerate;
+int c_tjunctions;
+int c_faceoverflows;
+int c_facecollapse;
+int c_badstartverts;
+
+#define MAX_SUPERVERTS 512
+int superverts[MAX_SUPERVERTS];
+int numsuperverts;
+
+face_t *edgefaces[MAX_MAP_EDGES][2];
+int firstmodeledge = 1;
+int firstmodelface;
+
+int c_tryedges;
+
+Vector edge_dir;
+Vector edge_start;
+vec_t edge_len;
+
+int num_edge_verts;
+int edge_verts[MAX_MAP_VERTS];
+
+
+float g_maxLightmapDimension = 32;
+
+
+face_t *NewFaceFromFace (face_t *f);
+
+// Used to speed up GetEdge2(). Holds a list of edges connected to each vert.
+CUtlVector<int> g_VertEdgeList[MAX_MAP_VERTS];
+
+
+//===========================================================================
+
+typedef struct hashvert_s
+{
+ struct hashvert_s *next;
+ int num;
+} hashvert_t;
+
+#define HASH_BITS 7
+#define HASH_SIZE (COORD_EXTENT>>HASH_BITS)
+
+
+int vertexchain[MAX_MAP_VERTS]; // the next vertex in a hash chain
+int hashverts[HASH_SIZE*HASH_SIZE]; // a vertex number, or 0 for no verts
+
+//face_t *edgefaces[MAX_MAP_EDGES][2];
+
+//============================================================================
+
+
+unsigned HashVec (Vector& vec)
+{
+ int x, y;
+
+ x = (MAX_COORD_INTEGER + (int)(vec[0]+0.5)) >> HASH_BITS;
+ y = (MAX_COORD_INTEGER + (int)(vec[1]+0.5)) >> HASH_BITS;
+
+ if ( x < 0 || x >= HASH_SIZE || y < 0 || y >= HASH_SIZE )
+ Error ("HashVec: point outside valid range");
+
+ return y*HASH_SIZE + x;
+}
+
+#ifdef USE_HASHING
+/*
+=============
+GetVertex
+
+Uses hashing
+=============
+*/
+int GetVertexnum (Vector& in)
+{
+ int h;
+ int i;
+ Vector vert;
+ int vnum;
+
+ c_totalverts++;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if ( fabs(in[i] - (int)(in[i]+0.5)) < INTEGRAL_EPSILON)
+ vert[i] = (int)(in[i]+0.5);
+ else
+ vert[i] = in[i];
+ }
+
+ h = HashVec (vert);
+
+ for (vnum=hashverts[h] ; vnum ; vnum=vertexchain[vnum])
+ {
+ Vector& p = dvertexes[vnum].point;
+ if ( fabs(p[0]-vert[0])<POINT_EPSILON
+ && fabs(p[1]-vert[1])<POINT_EPSILON
+ && fabs(p[2]-vert[2])<POINT_EPSILON )
+ return vnum;
+ }
+
+// emit a vertex
+ if (numvertexes == MAX_MAP_VERTS)
+ Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
+
+ dvertexes[numvertexes].point[0] = vert[0];
+ dvertexes[numvertexes].point[1] = vert[1];
+ dvertexes[numvertexes].point[2] = vert[2];
+
+ vertexchain[numvertexes] = hashverts[h];
+ hashverts[h] = numvertexes;
+
+ c_uniqueverts++;
+
+ numvertexes++;
+
+ return numvertexes-1;
+}
+#else
+/*
+==================
+GetVertexnum
+
+Dumb linear search
+==================
+*/
+int GetVertexnum (Vector& v)
+{
+ int i, j;
+ dvertex_t *dv;
+ vec_t d;
+
+ c_totalverts++;
+
+ // make really close values exactly integral
+ for (i=0 ; i<3 ; i++)
+ {
+ if ( fabs(v[i] - (int)(v[i]+0.5)) < INTEGRAL_EPSILON )
+ v[i] = (int)(v[i]+0.5);
+ if (v[i] < MIN_COORD_INTEGER || v[i] > MAX_COORD_INTEGER)
+ Error ("GetVertexnum: outside world, vertex %.1f %.1f %.1f", v.x, v.y, v.z);
+ }
+
+ // search for an existing vertex match
+ for (i=0, dv=dvertexes ; i<numvertexes ; i++, dv++)
+ {
+ for (j=0 ; j<3 ; j++)
+ {
+ d = v[j] - dv->point[j];
+ if ( d > POINT_EPSILON || d < -POINT_EPSILON)
+ break;
+ }
+ if (j == 3)
+ return i; // a match
+ }
+
+ // new point
+ if (numvertexes == MAX_MAP_VERTS)
+ Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
+ VectorCopy (v, dv->point);
+ numvertexes++;
+ c_uniqueverts++;
+
+ return numvertexes-1;
+}
+#endif
+
+
+/*
+==================
+FaceFromSuperverts
+
+The faces vertexes have beeb added to the superverts[] array,
+and there may be more there than can be held in a face (MAXEDGES).
+
+If less, the faces vertexnums[] will be filled in, otherwise
+face will reference a tree of split[] faces until all of the
+vertexnums can be added.
+
+superverts[base] will become face->vertexnums[0], and the others
+will be circularly filled in.
+==================
+*/
+void FaceFromSuperverts (face_t **pListHead, face_t *f, int base)
+{
+ face_t *newf;
+ int remaining;
+ int i;
+
+ remaining = numsuperverts;
+ while (remaining > MAXEDGES)
+ { // must split into two faces, because of vertex overload
+ c_faceoverflows++;
+
+ newf = NewFaceFromFace (f);
+ f->split[0] = newf;
+
+ newf->next = *pListHead;
+ *pListHead = newf;
+
+ newf->numpoints = MAXEDGES;
+ for (i=0 ; i<MAXEDGES ; i++)
+ newf->vertexnums[i] = superverts[(i+base)%numsuperverts];
+
+ f->split[1] = NewFaceFromFace (f);
+ f = f->split[1];
+
+ f->next = *pListHead;
+ *pListHead = f;
+
+ remaining -= (MAXEDGES-2);
+ base = (base+MAXEDGES-1)%numsuperverts;
+ }
+
+ // copy the vertexes back to the face
+ f->numpoints = remaining;
+ for (i=0 ; i<remaining ; i++)
+ f->vertexnums[i] = superverts[(i+base)%numsuperverts];
+}
+
+
+/*
+==================
+EmitFaceVertexes
+==================
+*/
+void EmitFaceVertexes (face_t **pListHead, face_t *f)
+{
+ winding_t *w;
+ int i;
+
+ if (f->merged || f->split[0] || f->split[1])
+ return;
+
+ w = f->w;
+ for (i=0 ; i<w->numpoints ; i++)
+ {
+ if (noweld)
+ { // make every point unique
+ if (numvertexes == MAX_MAP_VERTS)
+ Error ("Too many unique verts, max = %d (map has too much brush geometry)\n", MAX_MAP_VERTS);
+ superverts[i] = numvertexes;
+ VectorCopy (w->p[i], dvertexes[numvertexes].point);
+ numvertexes++;
+ c_uniqueverts++;
+ c_totalverts++;
+ }
+ else
+ superverts[i] = GetVertexnum (w->p[i]);
+ }
+ numsuperverts = w->numpoints;
+
+ // this may fragment the face if > MAXEDGES
+ FaceFromSuperverts (pListHead, f, 0);
+}
+
+/*
+==================
+EmitNodeFaceVertexes_r
+==================
+*/
+void EmitNodeFaceVertexes_r (node_t *node)
+{
+ int i;
+ face_t *f;
+
+ if (node->planenum == PLANENUM_LEAF)
+ {
+ // leaf faces are emitted in second pass
+ return;
+ }
+
+ for (f=node->faces ; f ; f=f->next)
+ {
+ EmitFaceVertexes (&node->faces, f);
+ }
+
+ for (i=0 ; i<2 ; i++)
+ {
+ EmitNodeFaceVertexes_r (node->children[i]);
+ }
+}
+
+void EmitLeafFaceVertexes( face_t **ppLeafFaceList )
+{
+ face_t *f = *ppLeafFaceList;
+
+ while ( f )
+ {
+ EmitFaceVertexes( ppLeafFaceList, f );
+ f = f->next;
+ }
+}
+
+
+#ifdef USE_HASHING
+/*
+==========
+FindEdgeVerts
+
+Uses the hash tables to cut down to a small number
+==========
+*/
+void FindEdgeVerts (Vector& v1, Vector& v2)
+{
+ int x1, x2, y1, y2, t;
+ int x, y;
+ int vnum;
+
+#if 0
+{
+ int i;
+ num_edge_verts = numvertexes-1;
+ for (i=0 ; i<numvertexes-1 ; i++)
+ edge_verts[i] = i+1;
+}
+#endif
+
+ x1 = (MAX_COORD_INTEGER + (int)(v1[0]+0.5)) >> HASH_BITS;
+ y1 = (MAX_COORD_INTEGER + (int)(v1[1]+0.5)) >> HASH_BITS;
+ x2 = (MAX_COORD_INTEGER + (int)(v2[0]+0.5)) >> HASH_BITS;
+ y2 = (MAX_COORD_INTEGER + (int)(v2[1]+0.5)) >> HASH_BITS;
+
+ if (x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if (y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+#if 0
+ x1--;
+ x2++;
+ y1--;
+ y2++;
+ if (x1 < 0)
+ x1 = 0;
+ if (x2 >= HASH_SIZE)
+ x2 = HASH_SIZE;
+ if (y1 < 0)
+ y1 = 0;
+ if (y2 >= HASH_SIZE)
+ y2 = HASH_SIZE;
+#endif
+ num_edge_verts = 0;
+ for (x=x1 ; x <= x2 ; x++)
+ {
+ for (y=y1 ; y <= y2 ; y++)
+ {
+ for (vnum=hashverts[y*HASH_SIZE+x] ; vnum ; vnum=vertexchain[vnum])
+ {
+ edge_verts[num_edge_verts++] = vnum;
+ }
+ }
+ }
+}
+
+#else
+/*
+==========
+FindEdgeVerts
+
+Forced a dumb check of everything
+==========
+*/
+void FindEdgeVerts (Vector& v1, Vector& v2)
+{
+ int i;
+
+ num_edge_verts = numvertexes-1;
+ for (i=0 ; i<num_edge_verts ; i++)
+ edge_verts[i] = i+1;
+}
+#endif
+
+/*
+==========
+TestEdge
+
+Can be recursively reentered
+==========
+*/
+void TestEdge (vec_t start, vec_t end, int p1, int p2, int startvert)
+{
+ int j, k;
+ vec_t dist;
+ Vector delta;
+ Vector exact;
+ Vector off;
+ vec_t error;
+ Vector p;
+
+ if (p1 == p2)
+ {
+ c_degenerate++;
+ return; // degenerate edge
+ }
+
+ for (k=startvert ; k<num_edge_verts ; k++)
+ {
+ j = edge_verts[k];
+ if (j==p1 || j == p2)
+ continue;
+
+ VectorCopy (dvertexes[j].point, p);
+
+ VectorSubtract (p, edge_start, delta);
+ dist = DotProduct (delta, edge_dir);
+ if (dist <=start || dist >= end)
+ continue; // off an end
+ VectorMA (edge_start, dist, edge_dir, exact);
+ VectorSubtract (p, exact, off);
+ error = off.Length();
+
+ if (error > OFF_EPSILON)
+ continue; // not on the edge
+
+ // break the edge
+ c_tjunctions++;
+ TestEdge (start, dist, p1, j, k+1);
+ TestEdge (dist, end, j, p2, k+1);
+ return;
+ }
+
+ // the edge p1 to p2 is now free of tjunctions
+ if (numsuperverts >= MAX_SUPERVERTS)
+ Error ("Edge with too many vertices due to t-junctions. Max %d verts along an edge!\n", MAX_SUPERVERTS);
+ superverts[numsuperverts] = p1;
+ numsuperverts++;
+}
+
+
+// stores the edges that each vert is part of
+struct face_vert_table_t
+{
+ face_vert_table_t()
+ {
+ edge0 = -1;
+ edge1 = -1;
+ }
+
+ void AddEdge( int edge )
+ {
+ if ( edge0 == -1 )
+ {
+ edge0 = edge;
+ }
+ else
+ {
+ // can only have two edges
+ Assert(edge1==-1);
+ edge1 = edge;
+ }
+ }
+
+ bool HasEdge( int edge ) const
+ {
+ if ( edge >= 0 )
+ {
+ if ( edge0 == edge || edge1 == edge )
+ return true;
+ }
+ return false;
+ }
+
+ int edge0;
+ int edge1;
+};
+
+// if these two verts share an edge, they must be collinear
+bool IsDiagonal( const face_vert_table_t &v0, const face_vert_table_t &v1 )
+{
+ if ( v1.HasEdge(v0.edge0) || v1.HasEdge(v0.edge1) )
+ return false;
+
+ return true;
+}
+
+
+void Triangulate_r( CUtlVector<int> &out, const CUtlVector<int> &inIndices, const CUtlVector<face_vert_table_t> &poly )
+{
+ Assert( inIndices.Count() > 2 );
+
+ // one triangle left, return
+ if ( inIndices.Count() == 3 )
+ {
+ for ( int i = 0; i < inIndices.Count(); i++ )
+ {
+ out.AddToTail( inIndices[i] );
+ }
+ return;
+ }
+
+ // check each pair of verts and see if they are diagonal (not on a shared edge)
+ // if so, split & recurse
+ for ( int i = 0; i < inIndices.Count(); i++ )
+ {
+ int count = inIndices.Count();
+
+ // i + count is myself, i + count-1 is previous, so we need to stop at i+count-2
+ for ( int j = 2; j < count-1; j++ )
+ {
+ // if these two form a diagonal, split the poly along
+ // the diagonal and triangulate the two sub-polys
+ int index = inIndices[i];
+ int nextArray = (i+j)%count;
+ int nextIndex = inIndices[nextArray];
+ if ( IsDiagonal(poly[index], poly[nextIndex]) )
+ {
+ // add the poly up to the diagonal
+ CUtlVector<int> in1;
+ for ( int k = i; k != nextArray; k = (k+1)%count )
+ {
+ in1.AddToTail(inIndices[k]);
+ }
+ in1.AddToTail(nextIndex);
+
+ // add the rest of the poly starting with the diagonal
+ CUtlVector<int> in2;
+ in2.AddToTail(index);
+ for ( int l = nextArray; l != i; l = (l+1)%count )
+ {
+ in2.AddToTail(inIndices[l]);
+ }
+
+ // triangulate the sub-polys
+ Triangulate_r( out, in1, poly );
+ Triangulate_r( out, in2, poly );
+ return;
+ }
+ }
+ }
+
+ // didn't find a diagonal
+ Assert(0);
+}
+
+/*
+==================
+FixFaceEdges
+
+==================
+*/
+void FixFaceEdges (face_t **pList, face_t *f)
+{
+ int p1, p2;
+ int i;
+ Vector e2;
+ vec_t len;
+ int count[MAX_SUPERVERTS], start[MAX_SUPERVERTS];
+ int base;
+
+ if (f->merged || f->split[0] || f->split[1])
+ return;
+
+ numsuperverts = 0;
+
+ int originalPoints = f->numpoints;
+ for (i=0 ; i<f->numpoints ; i++)
+ {
+ p1 = f->vertexnums[i];
+ p2 = f->vertexnums[(i+1)%f->numpoints];
+
+ VectorCopy (dvertexes[p1].point, edge_start);
+ VectorCopy (dvertexes[p2].point, e2);
+
+ FindEdgeVerts (edge_start, e2);
+
+ VectorSubtract (e2, edge_start, edge_dir);
+ len = VectorNormalize (edge_dir);
+
+ start[i] = numsuperverts;
+ TestEdge (0, len, p1, p2, 0);
+
+ count[i] = numsuperverts - start[i];
+ }
+
+ if (numsuperverts < 3)
+ { // entire face collapsed
+ f->numpoints = 0;
+ c_facecollapse++;
+ return;
+ }
+
+ // we want to pick a vertex that doesn't have tjunctions
+ // on either side, which can cause artifacts on trifans,
+ // especially underwater
+ for (i=0 ; i<f->numpoints ; i++)
+ {
+ if (count[i] == 1 && count[(i+f->numpoints-1)%f->numpoints] == 1)
+ break;
+ }
+ if (i == f->numpoints)
+ {
+ f->badstartvert = true;
+ c_badstartverts++;
+ base = 0;
+
+ }
+ else
+ { // rotate the vertex order
+ base = start[i];
+ }
+
+ // this may fragment the face if > MAXEDGES
+ FaceFromSuperverts (pList, f, base);
+
+ // if this is the world, then re-triangulate to sew cracks
+ if ( f->badstartvert && entity_num == 0 )
+ {
+ CUtlVector<face_vert_table_t> poly;
+ CUtlVector<int> inIndices;
+ CUtlVector<int> outIndices;
+ poly.AddMultipleToTail( numsuperverts );
+ for ( i = 0; i < originalPoints; i++ )
+ {
+ // edge may not have output any points. Don't mark
+ if ( !count[i] )
+ continue;
+ // mark each edge the point is a member of
+ // we'll use this as a fast "is collinear" test
+ for ( int j = 0; j <= count[i]; j++ )
+ {
+ int polyIndex = (start[i] + j) % numsuperverts;
+ poly[polyIndex].AddEdge( i );
+ }
+ }
+ for ( i = 0; i < numsuperverts; i++ )
+ {
+ inIndices.AddToTail( i );
+ }
+ Triangulate_r( outIndices, inIndices, poly );
+ dprimitive_t &newPrim = g_primitives[g_numprimitives];
+ f->firstPrimID = g_numprimitives;
+ g_numprimitives++;
+ f->numPrims = 1;
+ newPrim.firstIndex = g_numprimindices;
+ newPrim.firstVert = g_numprimverts;
+ newPrim.indexCount = outIndices.Count();
+ newPrim.vertCount = 0;
+ newPrim.type = PRIM_TRILIST;
+ g_numprimindices += newPrim.indexCount;
+ if ( g_numprimitives > MAX_MAP_PRIMITIVES || g_numprimindices > MAX_MAP_PRIMINDICES )
+ {
+ Error("Too many t-junctions to fix up! (%d prims, max %d :: %d indices, max %d)\n", g_numprimitives, MAX_MAP_PRIMITIVES, g_numprimindices, MAX_MAP_PRIMINDICES );
+ }
+ for ( i = 0; i < outIndices.Count(); i++ )
+ {
+ g_primindices[newPrim.firstIndex + i] = outIndices[i];
+ }
+ }
+}
+
+/*
+==================
+FixEdges_r
+==================
+*/
+void FixEdges_r (node_t *node)
+{
+ int i;
+ face_t *f;
+
+ if (node->planenum == PLANENUM_LEAF)
+ {
+ return;
+ }
+
+ for (f=node->faces ; f ; f=f->next)
+ FixFaceEdges (&node->faces, f);
+
+ for (i=0 ; i<2 ; i++)
+ FixEdges_r (node->children[i]);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Fix the t-junctions on detail faces
+//-----------------------------------------------------------------------------
+void FixLeafFaceEdges( face_t **ppLeafFaceList )
+{
+ face_t *f;
+
+ for ( f = *ppLeafFaceList; f; f = f->next )
+ {
+ FixFaceEdges( ppLeafFaceList, f );
+ }
+}
+
+/*
+===========
+FixTjuncs
+
+===========
+*/
+
+face_t *FixTjuncs (node_t *headnode, face_t *pLeafFaceList)
+{
+ // snap and merge all vertexes
+ qprintf ("---- snap verts ----\n");
+ memset (hashverts, 0, sizeof(hashverts));
+ memset (vertexchain, 0, sizeof(vertexchain));
+ c_totalverts = 0;
+ c_uniqueverts = 0;
+ c_faceoverflows = 0;
+ EmitNodeFaceVertexes_r (headnode);
+
+ // UNDONE: This count is wrong with tjuncs off on details - since
+
+ // break edges on tjunctions
+ qprintf ("---- tjunc ----\n");
+ c_tryedges = 0;
+ c_degenerate = 0;
+ c_facecollapse = 0;
+ c_tjunctions = 0;
+
+ if ( g_bAllowDetailCracks )
+ {
+ FixEdges_r (headnode);
+ EmitLeafFaceVertexes( &pLeafFaceList );
+ FixLeafFaceEdges( &pLeafFaceList );
+ }
+ else
+ {
+ EmitLeafFaceVertexes( &pLeafFaceList );
+ if (!notjunc)
+ {
+ FixEdges_r (headnode);
+ FixLeafFaceEdges( &pLeafFaceList );
+ }
+ }
+
+
+ qprintf ("%i unique from %i\n", c_uniqueverts, c_totalverts);
+ qprintf ("%5i edges degenerated\n", c_degenerate);
+ qprintf ("%5i faces degenerated\n", c_facecollapse);
+ qprintf ("%5i edges added by tjunctions\n", c_tjunctions);
+ qprintf ("%5i faces added by tjunctions\n", c_faceoverflows);
+ qprintf ("%5i bad start verts\n", c_badstartverts);
+
+ return pLeafFaceList;
+}
+
+
+//========================================================
+
+int c_faces;
+
+face_t *AllocFace (void)
+{
+ static int s_FaceId = 0;
+
+ face_t *f;
+
+ f = (face_t*)malloc(sizeof(*f));
+ memset (f, 0, sizeof(*f));
+ f->id = s_FaceId;
+ ++s_FaceId;
+
+ c_faces++;
+
+ return f;
+}
+
+face_t *NewFaceFromFace (face_t *f)
+{
+ face_t *newf;
+
+ newf = AllocFace ();
+ *newf = *f;
+ newf->merged = NULL;
+ newf->split[0] = newf->split[1] = NULL;
+ newf->w = NULL;
+ return newf;
+}
+
+void FreeFace (face_t *f)
+{
+ if (f->w)
+ FreeWinding (f->w);
+ free (f);
+ c_faces--;
+}
+
+
+void FreeFaceList( face_t *pFaces )
+{
+ while ( pFaces )
+ {
+ face_t *next = pFaces->next;
+
+ FreeFace( pFaces );
+ pFaces = next;
+ }
+}
+
+//========================================================
+
+void GetEdge2_InitOptimizedList()
+{
+ for( int i=0; i < MAX_MAP_VERTS; i++ )
+ g_VertEdgeList[i].RemoveAll();
+}
+
+
+void IntSort( CUtlVector<int> &theList )
+{
+ for( int i=0; i < theList.Size()-1; i++ )
+ {
+ if( theList[i] > theList[i+1] )
+ {
+ int temp = theList[i];
+ theList[i] = theList[i+1];
+ theList[i+1] = temp;
+ if( i > 0 )
+ i -= 2;
+ else
+ i = -1;
+ }
+ }
+}
+
+
+int AddEdge( int v1, int v2, face_t *f )
+{
+ if (numedges >= MAX_MAP_EDGES)
+ Error ("Too many edges in map, max == %d", MAX_MAP_EDGES);
+
+ g_VertEdgeList[v1].AddToTail( numedges );
+ g_VertEdgeList[v2].AddToTail( numedges );
+ IntSort( g_VertEdgeList[v1] );
+ IntSort( g_VertEdgeList[v2] );
+
+ dedge_t *edge = &dedges[numedges];
+ numedges++;
+
+ edge->v[0] = v1;
+ edge->v[1] = v2;
+ edgefaces[numedges-1][0] = f;
+ return numedges - 1;
+}
+
+
+/*
+==================
+GetEdge
+
+Called by writebsp.
+Don't allow four way edges
+==================
+*/
+int GetEdge2 (int v1, int v2, face_t *f)
+{
+ dedge_t *edge;
+
+ c_tryedges++;
+
+ if (!noshare)
+ {
+ // Check all edges connected to v1.
+ CUtlVector<int> &theList = g_VertEdgeList[v1];
+ for( int i=0; i < theList.Size(); i++ )
+ {
+ int iEdge = theList[i];
+ edge = &dedges[iEdge];
+ if (v1 == edge->v[1] && v2 == edge->v[0] && edgefaces[iEdge][0]->contents == f->contents)
+ {
+ if (edgefaces[iEdge][1])
+ continue;
+
+ edgefaces[iEdge][1] = f;
+ return -iEdge;
+ }
+ }
+ }
+
+ return AddEdge( v1, v2, f );
+}
+
+/*
+===========================================================================
+
+FACE MERGING
+
+===========================================================================
+*/
+
+#define CONTINUOUS_EPSILON 0.001
+
+/*
+=============
+TryMergeWinding
+
+If two polygons share a common edge and the edges that meet at the
+common points are both inside the other polygons, merge them
+
+Returns NULL if the faces couldn't be merged, or the new face.
+The originals will NOT be freed.
+=============
+*/
+winding_t *TryMergeWinding (winding_t *f1, winding_t *f2, Vector& planenormal)
+{
+ Vector *p1, *p2, *p3, *p4, *back;
+ winding_t *newf;
+ int i, j, k, l;
+ Vector normal, delta;
+ vec_t dot;
+ qboolean keep1, keep2;
+
+
+ //
+ // find a common edge
+ //
+ p1 = p2 = NULL; // stop compiler warning
+ j = 0; //
+
+ for (i=0 ; i<f1->numpoints ; i++)
+ {
+ p1 = &f1->p[i];
+ p2 = &f1->p[(i+1)%f1->numpoints];
+ for (j=0 ; j<f2->numpoints ; j++)
+ {
+ p3 = &f2->p[j];
+ p4 = &f2->p[(j+1)%f2->numpoints];
+ for (k=0 ; k<3 ; k++)
+ {
+ if (fabs((*p1)[k] - (*p4)[k]) > EQUAL_EPSILON)
+ break;
+ if (fabs((*p2)[k] - (*p3)[k]) > EQUAL_EPSILON)
+ break;
+ }
+ if (k==3)
+ break;
+ }
+ if (j < f2->numpoints)
+ break;
+ }
+
+ if (i == f1->numpoints)
+ return NULL; // no matching edges
+
+ //
+ // check slope of connected lines
+ // if the slopes are colinear, the point can be removed
+ //
+ back = &f1->p[(i+f1->numpoints-1)%f1->numpoints];
+ VectorSubtract (*p1, *back, delta);
+ CrossProduct (planenormal, delta, normal);
+ VectorNormalize (normal);
+
+ back = &f2->p[(j+2)%f2->numpoints];
+ VectorSubtract (*back, *p1, delta);
+ dot = DotProduct (delta, normal);
+ if (dot > CONTINUOUS_EPSILON)
+ return NULL; // not a convex polygon
+ keep1 = (qboolean)(dot < -CONTINUOUS_EPSILON);
+
+ back = &f1->p[(i+2)%f1->numpoints];
+ VectorSubtract (*back, *p2, delta);
+ CrossProduct (planenormal, delta, normal);
+ VectorNormalize (normal);
+
+ back = &f2->p[(j+f2->numpoints-1)%f2->numpoints];
+ VectorSubtract (*back, *p2, delta);
+ dot = DotProduct (delta, normal);
+ if (dot > CONTINUOUS_EPSILON)
+ return NULL; // not a convex polygon
+ keep2 = (qboolean)(dot < -CONTINUOUS_EPSILON);
+
+ //
+ // build the new polygon
+ //
+ newf = AllocWinding (f1->numpoints + f2->numpoints);
+
+ // copy first polygon
+ for (k=(i+1)%f1->numpoints ; k != i ; k=(k+1)%f1->numpoints)
+ {
+ if (k==(i+1)%f1->numpoints && !keep2)
+ continue;
+
+ VectorCopy (f1->p[k], newf->p[newf->numpoints]);
+ newf->numpoints++;
+ }
+
+ // copy second polygon
+ for (l= (j+1)%f2->numpoints ; l != j ; l=(l+1)%f2->numpoints)
+ {
+ if (l==(j+1)%f2->numpoints && !keep1)
+ continue;
+ VectorCopy (f2->p[l], newf->p[newf->numpoints]);
+ newf->numpoints++;
+ }
+
+ return newf;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool OverlaysAreEqual( face_t *f1, face_t *f2 )
+{
+ // Check the overlay ids - see if they are the same.
+ if ( f1->originalface->aOverlayIds.Count() != f2->originalface->aOverlayIds.Count() )
+ return false;
+
+ int nOverlayCount = f1->originalface->aOverlayIds.Count();
+ for ( int iOverlay = 0; iOverlay < nOverlayCount; ++iOverlay )
+ {
+ int nOverlayId = f1->originalface->aOverlayIds[iOverlay];
+ if ( f2->originalface->aOverlayIds.Find( nOverlayId ) == -1 )
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool FaceOnWaterBrush( face_t *face )
+{
+ side_t *pSide = face->originalface;
+ if ( !pSide )
+ return false;
+
+ if ( pSide->contents & ( CONTENTS_WATER | CONTENTS_SLIME ) )
+ return true;
+
+ return false;
+}
+
+/*
+=============
+TryMerge
+
+If two polygons share a common edge and the edges that meet at the
+common points are both inside the other polygons, merge them
+
+Returns NULL if the faces couldn't be merged, or the new face.
+The originals will NOT be freed.
+=============
+*/
+face_t *TryMerge (face_t *f1, face_t *f2, Vector& planenormal)
+{
+ face_t *newf;
+ winding_t *nw;
+
+ if (!f1->w || !f2->w)
+ return NULL;
+ if (f1->texinfo != f2->texinfo)
+ return NULL;
+ if (f1->planenum != f2->planenum) // on front and back sides
+ return NULL;
+ if (f1->contents != f2->contents)
+ return NULL;
+ if ( f1->originalface->smoothingGroups != f2->originalface->smoothingGroups )
+ return NULL;
+ if ( !OverlaysAreEqual( f1, f2 ) )
+ return NULL;
+ if ( nomergewater && ( FaceOnWaterBrush( f1 ) || FaceOnWaterBrush( f2 ) ) )
+ return NULL;
+
+ nw = TryMergeWinding (f1->w, f2->w, planenormal);
+ if (!nw)
+ return NULL;
+
+ c_merge++;
+ newf = NewFaceFromFace (f1);
+ newf->w = nw;
+
+ f1->merged = newf;
+ f2->merged = newf;
+
+ return newf;
+}
+
+/*
+===============
+MergeFaceList
+===============
+*/
+void MergeFaceList(face_t **pList)
+{
+ face_t *f1, *f2, *end;
+ face_t *merged;
+ plane_t *plane;
+
+ merged = NULL;
+
+ for (f1 = *pList; f1 ; f1 = f1->next)
+ {
+ if (f1->merged || f1->split[0] || f1->split[1])
+ continue;
+ for (f2 = *pList; f2 != f1 ; f2=f2->next)
+ {
+ if (f2->merged || f2->split[0] || f2->split[1])
+ continue;
+
+ plane = &g_MainMap->mapplanes[f1->planenum];
+ merged = TryMerge (f1, f2, plane->normal);
+ if (!merged)
+ continue;
+
+ // add merged to the end of the face list
+ // so it will be checked against all the faces again
+ for (end = *pList; end->next ; end = end->next)
+ ;
+ merged->next = NULL;
+ end->next = merged;
+ break;
+ }
+ }
+}
+
+//=====================================================================
+
+/*
+===============
+SubdivideFace
+
+Chop up faces that are larger than we want in the surface cache
+===============
+*/
+void SubdivideFace (face_t **pFaceList, face_t *f)
+{
+ float mins, maxs;
+ vec_t v;
+ vec_t luxelsPerWorldUnit;
+ int axis, i;
+ texinfo_t *tex;
+ Vector temp;
+ vec_t dist;
+ winding_t *w, *frontw, *backw;
+
+ if ( f->merged || f->split[0] || f->split[1] )
+ return;
+
+// special (non-surface cached) faces don't need subdivision
+ tex = &texinfo[f->texinfo];
+
+ if( tex->flags & SURF_NOLIGHT )
+ {
+ return;
+ }
+
+ for (axis = 0 ; axis < 2 ; axis++)
+ {
+ while (1)
+ {
+ mins = 999999;
+ maxs = -999999;
+
+ VECTOR_COPY (tex->lightmapVecsLuxelsPerWorldUnits[axis], temp);
+ w = f->w;
+ for (i=0 ; i<w->numpoints ; i++)
+ {
+ v = DotProduct (w->p[i], temp);
+ if (v < mins)
+ mins = v;
+ if (v > maxs)
+ maxs = v;
+ }
+#if 0
+ if (maxs - mins <= 0)
+ Error ("zero extents");
+#endif
+ if (maxs - mins <= g_maxLightmapDimension)
+ break;
+
+ // split it
+ c_subdivide++;
+
+ luxelsPerWorldUnit = VectorNormalize (temp);
+
+ dist = ( mins + g_maxLightmapDimension - 1 ) / luxelsPerWorldUnit;
+
+ ClipWindingEpsilon (w, temp, dist, ON_EPSILON, &frontw, &backw);
+ if (!frontw || !backw)
+ Error ("SubdivideFace: didn't split the polygon");
+
+ f->split[0] = NewFaceFromFace (f);
+ f->split[0]->w = frontw;
+ f->split[0]->next = *pFaceList;
+ *pFaceList = f->split[0];
+
+ f->split[1] = NewFaceFromFace (f);
+ f->split[1]->w = backw;
+ f->split[1]->next = *pFaceList;
+ *pFaceList = f->split[1];
+
+ SubdivideFace (pFaceList, f->split[0]);
+ SubdivideFace (pFaceList, f->split[1]);
+ return;
+ }
+ }
+}
+
+void SubdivideFaceList(face_t **pFaceList)
+{
+ face_t *f;
+
+ for (f = *pFaceList ; f ; f=f->next)
+ {
+ SubdivideFace (pFaceList, f);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Assigns the bottom material to the bottom face
+//-----------------------------------------------------------------------------
+static bool AssignBottomWaterMaterialToFace( face_t *f )
+{
+ // NOTE: This happens *after* cubemap fixup occurs, so we need to get the
+ // fixed-up bottom material for this
+ texinfo_t *pTexInfo = &texinfo[f->texinfo];
+ dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
+ const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
+
+ char pBottomMatName[512];
+ if ( !GetValueFromPatchedMaterial( pMaterialName, "$bottommaterial", pBottomMatName, 512 ) )
+ {
+ if( !Q_stristr( pMaterialName, "nodraw" ) && !Q_stristr( pMaterialName, "toolsskip" ) )
+ {
+ Warning("error: material %s doesn't have a $bottommaterial\n", pMaterialName );
+ }
+ return false;
+ }
+
+ //Assert( mapplanes[f->planenum].normal.z < 0 );
+ texinfo_t newTexInfo;
+ newTexInfo.flags = pTexInfo->flags;
+ int j, k;
+ for (j=0 ; j<2 ; j++)
+ {
+ for (k=0 ; k<4 ; k++)
+ {
+ newTexInfo.textureVecsTexelsPerWorldUnits[j][k] = pTexInfo->textureVecsTexelsPerWorldUnits[j][k];
+ newTexInfo.lightmapVecsLuxelsPerWorldUnits[j][k] = pTexInfo->lightmapVecsLuxelsPerWorldUnits[j][k];
+ }
+ }
+ newTexInfo.texdata = FindOrCreateTexData( pBottomMatName );
+ f->texinfo = FindOrCreateTexInfo( newTexInfo );
+
+ return true;
+}
+
+
+//===========================================================================
+
+int c_nodefaces;
+
+static void SubdivideFaceBySubdivSize( face_t *f, float subdivsize );
+void SubdivideFaceBySubdivSize( face_t *f );
+
+/*
+============
+FaceFromPortal
+
+============
+*/
+extern int FindOrCreateTexInfo( const texinfo_t &searchTexInfo );
+
+face_t *FaceFromPortal (portal_t *p, int pside)
+{
+ face_t *f;
+ side_t *side;
+ int deltaContents;
+
+ // portal does not bridge different visible contents
+ side = p->side;
+ if (!side)
+ return NULL;
+
+ // allocate a new face
+ f = AllocFace();
+
+ // save the original "side" from the map brush -- portal->side
+ // see FindPortalSide(...)
+ f->originalface = side;
+
+ //
+ // save material info
+ //
+ f->texinfo = side->texinfo;
+ f->dispinfo = -1; // all faces with displacement info are created elsewhere
+ f->smoothingGroups = side->smoothingGroups;
+
+ // save plane info
+ f->planenum = (side->planenum & ~1) | pside;
+ if ( entity_num != 0 )
+ {
+ // the brush model renderer doesn't use PLANEBACK, so write the real plane
+ // inside water faces can be flipped because they are generated on the inside of the brush
+ if ( p->nodes[pside]->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
+ {
+ f->planenum = (side->planenum & ~1) | pside;
+ }
+ else
+ {
+ f->planenum = side->planenum;
+ }
+ }
+
+ // save portal info
+ f->portal = p;
+ f->fogVolumeLeaf = NULL;
+
+ deltaContents = VisibleContents(p->nodes[!pside]->contents^p->nodes[pside]->contents);
+
+ // don't show insides of windows or grates
+ if ( ((p->nodes[pside]->contents & CONTENTS_WINDOW) && deltaContents == CONTENTS_WINDOW) ||
+ ((p->nodes[pside]->contents & CONTENTS_GRATE) && deltaContents == CONTENTS_GRATE) )
+ {
+ FreeFace( f );
+ return NULL;
+ }
+
+ if ( p->nodes[pside]->contents & MASK_WATER )
+ {
+ f->fogVolumeLeaf = p->nodes[pside];
+ }
+ else if ( p->nodes[!pside]->contents & MASK_WATER )
+ {
+ f->fogVolumeLeaf = p->nodes[!pside];
+ }
+
+ // If it's the underside of water, we need to figure out what material to use, etc.
+ if( ( p->nodes[pside]->contents & CONTENTS_WATER ) && deltaContents == CONTENTS_WATER )
+ {
+ if ( !AssignBottomWaterMaterialToFace( f ) )
+ {
+ FreeFace( f );
+ return NULL;
+ }
+ }
+
+ //
+ // generate the winding for the face and save face contents
+ //
+ if( pside )
+ {
+ f->w = ReverseWinding(p->winding);
+ f->contents = p->nodes[1]->contents;
+ }
+ else
+ {
+ f->w = CopyWinding(p->winding);
+ f->contents = p->nodes[0]->contents;
+ }
+
+ f->numPrims = 0;
+ f->firstPrimID = 0;
+
+ // return the created face
+ return f;
+}
+
+/*
+===============
+MakeFaces_r
+
+If a portal will make a visible face,
+mark the side that originally created it
+
+ solid / empty : solid
+ solid / water : solid
+ water / empty : water
+ water / water : none
+===============
+*/
+void MakeFaces_r (node_t *node)
+{
+ portal_t *p;
+ int s;
+
+ // recurse down to leafs
+ if (node->planenum != PLANENUM_LEAF)
+ {
+ MakeFaces_r (node->children[0]);
+ MakeFaces_r (node->children[1]);
+
+ // merge together all visible faces on the node
+ if (!nomerge)
+ MergeFaceList(&node->faces);
+ if (!nosubdiv)
+ SubdivideFaceList(&node->faces);
+
+ return;
+ }
+
+ // solid leafs never have visible faces
+ if (node->contents & CONTENTS_SOLID)
+ return;
+
+ // see which portals are valid
+ for (p=node->portals ; p ; p = p->next[s])
+ {
+ s = (p->nodes[1] == node);
+
+ p->face[s] = FaceFromPortal (p, s);
+ if (p->face[s])
+ {
+ c_nodefaces++;
+ p->face[s]->next = p->onnode->faces;
+ p->onnode->faces = p->face[s];
+ }
+ }
+}
+
+typedef winding_t *pwinding_t;
+
+static void PrintWinding( winding_t *w )
+{
+ int i;
+ Msg( "\t---\n" );
+ for( i = 0; i < w->numpoints; i++ )
+ {
+ Msg( "\t%f %f %f\n", w->p[i].x, w->p[i].y, w->p[i].z );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Adds a winding to the current list of primverts
+// Input : *w - the winding
+// *pIndices - The output indices
+// vertStart - the starting vert index
+// vertCount - current count
+// Output : int - output count including new verts from this winding
+//-----------------------------------------------------------------------------
+int AddWindingToPrimverts( const winding_t *w, unsigned short *pIndices, int vertStart, int vertCount )
+{
+ for( int i = 0; i < w->numpoints; i++ )
+ {
+ int j;
+ for( j = vertStart; j < vertStart + vertCount; j++ )
+ {
+ Vector tmp = g_primverts[j].pos - w->p[i];
+
+ if( tmp.LengthSqr() < POINT_EPSILON*POINT_EPSILON )
+ {
+ pIndices[i] = j;
+ break;
+ }
+ }
+ if ( j >= vertStart + vertCount )
+ {
+ pIndices[i] = j;
+ g_primverts[j].pos = w->p[i];
+ vertCount++;
+ g_numprimverts++;
+ if ( g_numprimverts > MAX_MAP_PRIMVERTS )
+ {
+ Error( "Exceeded max water verts.\nIncrease surface subdivision size or lower your subdivision size in vmt files! (%d>%d)\n",
+ ( int )g_numprimverts, ( int )MAX_MAP_PRIMVERTS );
+ }
+ }
+ }
+
+ return vertCount;
+}
+
+
+
+#pragma optimize( "g", off )
+#define USE_TRISTRIPS
+
+// UNDONE: Should split this function into subdivide and primitive building parts
+// UNDONE: We should try building strips of shared verts for all water faces in a leaf
+// since those will be drawn concurrently anyway. It should be more efficient.
+static void SubdivideFaceBySubdivSize( face_t *f, float subdivsize )
+{
+ // garymcthack - REFACTOR ME!!!
+
+ vec_t dummy;
+ Vector hackNormal;
+ WindingPlane( f->w, hackNormal, &dummy );
+
+ // HACK - only subdivide stuff that is facing up or down (for water)
+ if( fabs(hackNormal[2]) < .9f )
+ {
+ return;
+ }
+
+ // Get the extents of the surface.
+ // garymcthack - this assumes a surface of constant z for now (for water). . can generalize later.
+ subdivsize = ( int )subdivsize;
+ winding_t *w;
+ w = CopyWinding( f->w );
+
+ Vector min, max;
+ WindingBounds( w, min, max );
+
+#if 0
+ Msg( "START WINDING: \n" );
+ PrintWinding( w );
+#endif
+ int xStart, yStart, xEnd, yEnd, xSteps, ySteps;
+ xStart = ( int )subdivsize * ( int )( ( min[0] - subdivsize ) / subdivsize );
+ xEnd = ( int )subdivsize * ( int )( ( max[0] + subdivsize ) / subdivsize );
+ yStart = ( int )subdivsize * ( int )( ( min[1] - subdivsize ) / subdivsize );
+ yEnd = ( int )subdivsize * ( int )( ( max[1] + subdivsize ) / subdivsize );
+ xSteps = ( xEnd - xStart ) / subdivsize;
+ ySteps = ( yEnd - yStart ) / subdivsize;
+ int x, y;
+ int xi, yi;
+ winding_t **windings = ( winding_t ** )new pwinding_t[xSteps * ySteps];
+ memset( windings, 0, sizeof( winding_t * ) * xSteps * ySteps );
+
+ for( yi = 0, y = yStart; y < yEnd; y += ( int )subdivsize, yi++ )
+ {
+ for( xi = 0, x = xStart; x < xEnd; x += ( int )subdivsize, xi++ )
+ {
+ winding_t *tempWinding, *frontWinding, *backWinding;
+ float planeDist;
+ Vector normal;
+ normal.Init( 1.0f, 0.0f, 0.0f );
+ planeDist = ( float )x;
+ tempWinding = CopyWinding( w );
+ ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
+ &frontWinding, &backWinding );
+ if( tempWinding )
+ {
+ FreeWinding( tempWinding );
+ }
+ if( backWinding )
+ {
+ FreeWinding( backWinding );
+ }
+ if( !frontWinding )
+ {
+ continue;
+ }
+ tempWinding = frontWinding;
+
+ normal.Init( -1.0f, 0.0f, 0.0f );
+ planeDist = -( float )( x + subdivsize );
+ ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
+ &frontWinding, &backWinding );
+ if( tempWinding )
+ {
+ FreeWinding( tempWinding );
+ }
+ if( backWinding )
+ {
+ FreeWinding( backWinding );
+ }
+ if( !frontWinding )
+ {
+ continue;
+ }
+ tempWinding = frontWinding;
+
+ normal.Init( 0.0f, 1.0f, 0.0f );
+ planeDist = ( float )y;
+ ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
+ &frontWinding, &backWinding );
+ if( tempWinding )
+ {
+ FreeWinding( tempWinding );
+ }
+ if( backWinding )
+ {
+ FreeWinding( backWinding );
+ }
+ if( !frontWinding )
+ {
+ continue;
+ }
+ tempWinding = frontWinding;
+
+ normal.Init( 0.0f, -1.0f, 0.0f );
+ planeDist = -( float )( y + subdivsize );
+ ClipWindingEpsilon( tempWinding, normal, planeDist, ON_EPSILON,
+ &frontWinding, &backWinding );
+ if( tempWinding )
+ {
+ FreeWinding( tempWinding );
+ }
+ if( backWinding )
+ {
+ FreeWinding( backWinding );
+ }
+ if( !frontWinding )
+ {
+ continue;
+ }
+
+#if 0
+ Msg( "output winding:\n" );
+ PrintWinding( frontWinding );
+#endif
+
+ if( frontWinding )
+ {
+ windings[xi + yi * xSteps] = frontWinding;
+ }
+ }
+ }
+ FreeWinding( w );
+ dprimitive_t &newPrim = g_primitives[g_numprimitives];
+ f->firstPrimID = g_numprimitives;
+ f->numPrims = 1;
+ newPrim.firstIndex = g_numprimindices;
+ newPrim.firstVert = g_numprimverts;
+ newPrim.indexCount = 0;
+ newPrim.vertCount = 0;
+#ifdef USE_TRISTRIPS
+ newPrim.type = PRIM_TRISTRIP;
+#else
+ newPrim.type = PRIM_TRILIST;
+#endif
+
+ CUtlVector<WORD> triListIndices;
+ int i;
+ for( i = 0; i < xSteps * ySteps; i++ )
+ {
+ if( !windings[i] )
+ {
+ continue;
+ }
+ unsigned short *pIndices =
+ ( unsigned short * )_alloca( windings[i]->numpoints * sizeof( unsigned short ) );
+ // find indices for the verts.
+ newPrim.vertCount = AddWindingToPrimverts( windings[i], pIndices, newPrim.firstVert, newPrim.vertCount );
+
+ // Now that we have indices for the verts, fan-tesselate the polygon and spit out tris.
+ for( int j = 0; j < windings[i]->numpoints - 2; j++ )
+ {
+ triListIndices.AddToTail( pIndices[0] );
+ triListIndices.AddToTail( pIndices[j+1] );
+ triListIndices.AddToTail( pIndices[j+2] );
+ }
+ }
+
+ delete [] windings;
+ // We've already updated the verts and have a trilist. . let's strip it!
+ if( !triListIndices.Size() )
+ {
+ return;
+ }
+
+#ifdef USE_TRISTRIPS
+ int numTristripIndices;
+ WORD *pStripIndices = NULL;
+ Stripify( triListIndices.Size() / 3, triListIndices.Base(), &numTristripIndices,
+ &pStripIndices );
+ Assert( pStripIndices );
+
+ // FIXME: Should also call ComputeVertexPermutation and reorder the verts.
+
+ for( i = 0; i < numTristripIndices; i++ )
+ {
+ Assert( pStripIndices[i] >= newPrim.firstVert &&
+ pStripIndices[i] < newPrim.firstVert + newPrim.vertCount );
+ g_primindices[newPrim.firstIndex + newPrim.indexCount] = pStripIndices[i];
+ newPrim.indexCount++;
+ g_numprimindices++;
+ if( g_numprimindices > MAX_MAP_PRIMINDICES )
+ {
+ Error( "Exceeded max water indicies.\nIncrease surface subdivision size! (%d>%d)\n", g_numprimindices, MAX_MAP_PRIMINDICES );
+ }
+ }
+ delete [] pStripIndices;
+#else
+ for( i = 0; i < triListIndices.Size(); i++ )
+ {
+ g_primindices[newPrim.firstIndex + newPrim.indexCount] = triListIndices[i];
+ newPrim.indexCount++;
+ g_numprimindices++;
+ if( g_numprimindices > MAX_MAP_PRIMINDICES )
+ {
+ Error( "Exceeded max water indicies.\nIncrease surface subdivision size! (%d>%d)\n", g_numprimindices, MAX_MAP_PRIMINDICES );
+ }
+ }
+#endif
+ g_numprimitives++; // don't increment until we get here and are sure that we have a primitive.
+ if( g_numprimitives > MAX_MAP_PRIMITIVES )
+ {
+ Error( "Exceeded max water primitives.\nIncrease surface subdivision size! (%d>%d)\n", ( int )g_numprimitives, ( int )MAX_MAP_PRIMITIVES );
+ }
+}
+
+void SubdivideFaceBySubdivSize( face_t *f )
+{
+ if( f->numpoints == 0 || f->split[0] || f->split[1] || f->merged || !f->w )
+ {
+ return;
+ }
+ // see if the face needs to be subdivided.
+ texinfo_t *pTexInfo = &texinfo[f->texinfo];
+ dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
+ bool bFound;
+ const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
+ MaterialSystemMaterial_t matID =
+ FindOriginalMaterial( pMaterialName, &bFound, false );
+
+ if( !bFound )
+ {
+ return;
+ }
+ const char *subdivsizeString = GetMaterialVar( matID, "$subdivsize" );
+ if( subdivsizeString )
+ {
+ float subdivSize = atof( subdivsizeString );
+ if( subdivSize > 0.0f )
+ {
+ // NOTE: Subdivision is unsupported and should be phased out
+ Warning("Using subdivision on %s\n", pMaterialName );
+ SubdivideFaceBySubdivSize( f, subdivSize );
+ }
+ }
+}
+
+void SplitSubdividedFaces_Node_r( node_t *node )
+{
+ if (node->planenum == PLANENUM_LEAF)
+ {
+ return;
+ }
+ face_t *f;
+ for( f = node->faces; f ;f = f->next )
+ {
+ SubdivideFaceBySubdivSize( f );
+ }
+
+ //
+ // recursively output the other nodes
+ //
+ SplitSubdividedFaces_Node_r( node->children[0] );
+ SplitSubdividedFaces_Node_r( node->children[1] );
+}
+
+void SplitSubdividedFaces( face_t *pLeafFaceList, node_t *headnode )
+{
+ // deal with leaf faces.
+ face_t *f = pLeafFaceList;
+ while ( f )
+ {
+ SubdivideFaceBySubdivSize( f );
+ f = f->next;
+ }
+
+ // deal with node faces.
+ SplitSubdividedFaces_Node_r( headnode );
+}
+
+#pragma optimize( "", on )
+
+/*
+============
+MakeFaces
+============
+*/
+void MakeFaces (node_t *node)
+{
+ qprintf ("--- MakeFaces ---\n");
+ c_merge = 0;
+ c_subdivide = 0;
+ c_nodefaces = 0;
+
+ MakeFaces_r (node);
+
+ qprintf ("%5i makefaces\n", c_nodefaces);
+ qprintf ("%5i merged\n", c_merge);
+ qprintf ("%5i subdivided\n", c_subdivide);
+} \ No newline at end of file