diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/utils/vbsp/faces.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/utils/vbsp/faces.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/faces.cpp | 3618 |
1 files changed, 1809 insertions, 1809 deletions
diff --git a/mp/src/utils/vbsp/faces.cpp b/mp/src/utils/vbsp/faces.cpp index 13ed9d61..f6ec3ee3 100644 --- a/mp/src/utils/vbsp/faces.cpp +++ b/mp/src/utils/vbsp/faces.cpp @@ -1,1810 +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);
+//========= 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); }
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