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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/vbsp.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/vbsp.cpp')
-rw-r--r--mp/src/utils/vbsp/vbsp.cpp1404
1 files changed, 1404 insertions, 0 deletions
diff --git a/mp/src/utils/vbsp/vbsp.cpp b/mp/src/utils/vbsp/vbsp.cpp
new file mode 100644
index 00000000..1c7b7ec9
--- /dev/null
+++ b/mp/src/utils/vbsp/vbsp.cpp
@@ -0,0 +1,1404 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: BSP Building tool
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "vbsp.h"
+#include "detail.h"
+#include "physdll.h"
+#include "utilmatlib.h"
+#include "disp_vbsp.h"
+#include "writebsp.h"
+#include "tier0/icommandline.h"
+#include "materialsystem/imaterialsystem.h"
+#include "map.h"
+#include "tools_minidump.h"
+#include "materialsub.h"
+#include "loadcmdline.h"
+#include "byteswap.h"
+#include "worldvertextransitionfixup.h"
+
+extern float g_maxLightmapDimension;
+
+char source[1024];
+char mapbase[ 64 ];
+char name[1024];
+char materialPath[1024];
+
+vec_t microvolume = 1.0;
+qboolean noprune;
+qboolean glview;
+qboolean nodetail;
+qboolean fulldetail;
+qboolean onlyents;
+bool onlyprops;
+qboolean nomerge;
+qboolean nomergewater = false;
+qboolean nowater;
+qboolean nocsg;
+qboolean noweld;
+qboolean noshare;
+qboolean nosubdiv;
+qboolean notjunc;
+qboolean noopt;
+qboolean leaktest;
+qboolean verboseentities;
+qboolean dumpcollide = false;
+qboolean g_bLowPriority = false;
+qboolean g_DumpStaticProps = false;
+qboolean g_bSkyVis = false; // skybox vis is off by default, toggle this to enable it
+bool g_bLightIfMissing = false;
+bool g_snapAxialPlanes = false;
+bool g_bKeepStaleZip = false;
+bool g_NodrawTriggers = false;
+bool g_DisableWaterLighting = false;
+bool g_bAllowDetailCracks = false;
+bool g_bNoVirtualMesh = false;
+
+float g_defaultLuxelSize = DEFAULT_LUXEL_SIZE;
+float g_luxelScale = 1.0f;
+float g_minLuxelScale = 1.0f;
+bool g_BumpAll = false;
+
+int g_nDXLevel = 0; // default dxlevel if you don't specify it on the command-line.
+CUtlVector<int> g_SkyAreas;
+char outbase[32];
+
+// HLTOOLS: Introduce these calcs to make the block algorithm proportional to the proper
+// world coordinate extents. Assumes square spatial constraints.
+#define BLOCKS_SIZE 1024
+#define BLOCKS_SPACE (COORD_EXTENT/BLOCKS_SIZE)
+#define BLOCKX_OFFSET ((BLOCKS_SPACE/2)+1)
+#define BLOCKY_OFFSET ((BLOCKS_SPACE/2)+1)
+#define BLOCKS_MIN (-(BLOCKS_SPACE/2))
+#define BLOCKS_MAX ((BLOCKS_SPACE/2)-1)
+
+int block_xl = BLOCKS_MIN, block_xh = BLOCKS_MAX, block_yl = BLOCKS_MIN, block_yh = BLOCKS_MAX;
+
+int entity_num;
+
+
+node_t *block_nodes[BLOCKS_SPACE+2][BLOCKS_SPACE+2];
+
+//-----------------------------------------------------------------------------
+// Assign occluder areas (must happen *after* the world model is processed)
+//-----------------------------------------------------------------------------
+void AssignOccluderAreas( tree_t *pTree );
+static void Compute3DSkyboxAreas( node_t *headnode, CUtlVector<int>& areas );
+
+
+/*
+============
+BlockTree
+
+============
+*/
+node_t *BlockTree (int xl, int yl, int xh, int yh)
+{
+ node_t *node;
+ Vector normal;
+ float dist;
+ int mid;
+
+ if (xl == xh && yl == yh)
+ {
+ node = block_nodes[xl+BLOCKX_OFFSET][yl+BLOCKY_OFFSET];
+ if (!node)
+ { // return an empty leaf
+ node = AllocNode ();
+ node->planenum = PLANENUM_LEAF;
+ node->contents = 0; //CONTENTS_SOLID;
+ return node;
+ }
+ return node;
+ }
+
+ // create a seperator along the largest axis
+ node = AllocNode ();
+
+ if (xh - xl > yh - yl)
+ { // split x axis
+ mid = xl + (xh-xl)/2 + 1;
+ normal[0] = 1;
+ normal[1] = 0;
+ normal[2] = 0;
+ dist = mid*BLOCKS_SIZE;
+ node->planenum = g_MainMap->FindFloatPlane (normal, dist);
+ node->children[0] = BlockTree ( mid, yl, xh, yh);
+ node->children[1] = BlockTree ( xl, yl, mid-1, yh);
+ }
+ else
+ {
+ mid = yl + (yh-yl)/2 + 1;
+ normal[0] = 0;
+ normal[1] = 1;
+ normal[2] = 0;
+ dist = mid*BLOCKS_SIZE;
+ node->planenum = g_MainMap->FindFloatPlane (normal, dist);
+ node->children[0] = BlockTree ( xl, mid, xh, yh);
+ node->children[1] = BlockTree ( xl, yl, xh, mid-1);
+ }
+
+ return node;
+}
+
+/*
+============
+ProcessBlock_Thread
+
+============
+*/
+int brush_start, brush_end;
+void ProcessBlock_Thread (int threadnum, int blocknum)
+{
+ int xblock, yblock;
+ Vector mins, maxs;
+ bspbrush_t *brushes;
+ tree_t *tree;
+ node_t *node;
+
+ yblock = block_yl + blocknum / (block_xh-block_xl+1);
+ xblock = block_xl + blocknum % (block_xh-block_xl+1);
+
+ qprintf ("############### block %2i,%2i ###############\n", xblock, yblock);
+
+ mins[0] = xblock*BLOCKS_SIZE;
+ mins[1] = yblock*BLOCKS_SIZE;
+ mins[2] = MIN_COORD_INTEGER;
+ maxs[0] = (xblock+1)*BLOCKS_SIZE;
+ maxs[1] = (yblock+1)*BLOCKS_SIZE;
+ maxs[2] = MAX_COORD_INTEGER;
+
+ // the makelist and chopbrushes could be cached between the passes...
+ brushes = MakeBspBrushList (brush_start, brush_end, mins, maxs, NO_DETAIL);
+ if (!brushes)
+ {
+ node = AllocNode ();
+ node->planenum = PLANENUM_LEAF;
+ node->contents = CONTENTS_SOLID;
+ block_nodes[xblock+BLOCKX_OFFSET][yblock+BLOCKY_OFFSET] = node;
+ return;
+ }
+
+ FixupAreaportalWaterBrushes( brushes );
+ if (!nocsg)
+ brushes = ChopBrushes (brushes);
+
+ tree = BrushBSP (brushes, mins, maxs);
+
+ block_nodes[xblock+BLOCKX_OFFSET][yblock+BLOCKY_OFFSET] = tree->headnode;
+}
+
+
+/*
+============
+ProcessWorldModel
+
+============
+*/
+void SplitSubdividedFaces( node_t *headnode ); // garymcthack
+void ProcessWorldModel (void)
+{
+ entity_t *e;
+ tree_t *tree = NULL;
+ qboolean leaked;
+ int optimize;
+ int start;
+
+ e = &entities[entity_num];
+
+ brush_start = e->firstbrush;
+ brush_end = brush_start + e->numbrushes;
+ leaked = false;
+
+ //
+ // perform per-block operations
+ //
+ if (block_xh * BLOCKS_SIZE > g_MainMap->map_maxs[0])
+ {
+ block_xh = floor(g_MainMap->map_maxs[0]/BLOCKS_SIZE);
+ }
+ if ( (block_xl+1) * BLOCKS_SIZE < g_MainMap->map_mins[0])
+ {
+ block_xl = floor(g_MainMap->map_mins[0]/BLOCKS_SIZE);
+ }
+ if (block_yh * BLOCKS_SIZE > g_MainMap->map_maxs[1])
+ {
+ block_yh = floor(g_MainMap->map_maxs[1]/BLOCKS_SIZE);
+ }
+ if ( (block_yl+1) * BLOCKS_SIZE < g_MainMap->map_mins[1])
+ {
+ block_yl = floor(g_MainMap->map_mins[1]/BLOCKS_SIZE);
+ }
+
+ // HLTOOLS: updated to +/- MAX_COORD_INTEGER ( new world size limits / worldsize.h )
+ if (block_xl < BLOCKS_MIN)
+ {
+ block_xl = BLOCKS_MIN;
+ }
+ if (block_yl < BLOCKS_MIN)
+ {
+ block_yl = BLOCKS_MIN;
+ }
+ if (block_xh > BLOCKS_MAX)
+ {
+ block_xh = BLOCKS_MAX;
+ }
+ if (block_yh > BLOCKS_MAX)
+ {
+ block_yh = BLOCKS_MAX;
+ }
+
+ for (optimize = 0 ; optimize <= 1 ; optimize++)
+ {
+ qprintf ("--------------------------------------------\n");
+
+ RunThreadsOnIndividual ((block_xh-block_xl+1)*(block_yh-block_yl+1),
+ !verbose, ProcessBlock_Thread);
+
+ //
+ // build the division tree
+ // oversizing the blocks guarantees that all the boundaries
+ // will also get nodes.
+ //
+
+ qprintf ("--------------------------------------------\n");
+
+ tree = AllocTree ();
+ tree->headnode = BlockTree (block_xl-1, block_yl-1, block_xh+1, block_yh+1);
+
+ tree->mins[0] = (block_xl)*BLOCKS_SIZE;
+ tree->mins[1] = (block_yl)*BLOCKS_SIZE;
+ tree->mins[2] = g_MainMap->map_mins[2] - 8;
+
+ tree->maxs[0] = (block_xh+1)*BLOCKS_SIZE;
+ tree->maxs[1] = (block_yh+1)*BLOCKS_SIZE;
+ tree->maxs[2] = g_MainMap->map_maxs[2] + 8;
+
+ //
+ // perform the global operations
+ //
+
+ // make the portals/faces by traversing down to each empty leaf
+ MakeTreePortals (tree);
+
+ if (FloodEntities (tree))
+ {
+ // turns everthing outside into solid
+ FillOutside (tree->headnode);
+ }
+ else
+ {
+ Warning( ("**** leaked ****\n") );
+ leaked = true;
+ LeakFile (tree);
+ if (leaktest)
+ {
+ Warning( ("--- MAP LEAKED ---\n") );
+ exit (0);
+ }
+ }
+
+ // mark the brush sides that actually turned into faces
+ MarkVisibleSides (tree, brush_start, brush_end, NO_DETAIL);
+ if (noopt || leaked)
+ break;
+ if (!optimize)
+ {
+ // If we are optimizing, free the tree. Next time we will construct it again, but
+ // we'll use the information in MarkVisibleSides() so we'll only split with planes that
+ // actually contribute renderable geometry
+ FreeTree (tree);
+ }
+ }
+
+ FloodAreas (tree);
+
+ RemoveAreaPortalBrushes_R( tree->headnode );
+
+ start = Plat_FloatTime();
+ Msg("Building Faces...");
+ // this turns portals with one solid side into faces
+ // it also subdivides each face if necessary to fit max lightmap dimensions
+ MakeFaces (tree->headnode);
+ Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
+
+ if (glview)
+ {
+ WriteGLView (tree, source);
+ }
+
+ AssignOccluderAreas( tree );
+ Compute3DSkyboxAreas( tree->headnode, g_SkyAreas );
+ face_t *pLeafFaceList = NULL;
+ if ( !nodetail )
+ {
+ pLeafFaceList = MergeDetailTree( tree, brush_start, brush_end );
+ }
+
+ start = Plat_FloatTime();
+
+ Msg("FixTjuncs...\n");
+
+ // This unifies the vertex list for all edges (splits collinear edges to remove t-junctions)
+ // It also welds the list of vertices out of each winding/portal and rounds nearly integer verts to integer
+ pLeafFaceList = FixTjuncs (tree->headnode, pLeafFaceList);
+
+ // this merges all of the solid nodes that have separating planes
+ if (!noprune)
+ {
+ Msg("PruneNodes...\n");
+ PruneNodes (tree->headnode);
+ }
+
+// Msg( "SplitSubdividedFaces...\n" );
+// SplitSubdividedFaces( tree->headnode );
+
+ Msg("WriteBSP...\n");
+ WriteBSP (tree->headnode, pLeafFaceList);
+ Msg("done (%d)\n", (int)(Plat_FloatTime() - start) );
+
+ if (!leaked)
+ {
+ WritePortalFile (tree);
+ }
+
+ FreeTree( tree );
+ FreeLeafFaces( pLeafFaceList );
+}
+
+/*
+============
+ProcessSubModel
+
+============
+*/
+void ProcessSubModel( )
+{
+ entity_t *e;
+ int start, end;
+ tree_t *tree;
+ bspbrush_t *list;
+ Vector mins, maxs;
+
+ e = &entities[entity_num];
+
+ start = e->firstbrush;
+ end = start + e->numbrushes;
+
+ mins[0] = mins[1] = mins[2] = MIN_COORD_INTEGER;
+ maxs[0] = maxs[1] = maxs[2] = MAX_COORD_INTEGER;
+ list = MakeBspBrushList (start, end, mins, maxs, FULL_DETAIL);
+
+ if (!nocsg)
+ list = ChopBrushes (list);
+ tree = BrushBSP (list, mins, maxs);
+
+ // This would wind up crashing the engine because we'd have a negative leaf index in dmodel_t::headnode.
+ if ( tree->headnode->planenum == PLANENUM_LEAF )
+ {
+ const char *pClassName = ValueForKey( e, "classname" );
+ const char *pTargetName = ValueForKey( e, "targetname" );
+ Error( "bmodel %d has no head node (class '%s', targetname '%s')", entity_num, pClassName, pTargetName );
+ }
+
+ MakeTreePortals (tree);
+
+#if DEBUG_BRUSHMODEL
+ if ( entity_num == DEBUG_BRUSHMODEL )
+ WriteGLView( tree, "tree_all" );
+#endif
+
+ MarkVisibleSides (tree, start, end, FULL_DETAIL);
+ MakeFaces (tree->headnode);
+
+ FixTjuncs( tree->headnode, NULL );
+ WriteBSP( tree->headnode, NULL );
+
+#if DEBUG_BRUSHMODEL
+ if ( entity_num == DEBUG_BRUSHMODEL )
+ {
+ WriteGLView( tree, "tree_vis" );
+ WriteGLViewFaces( tree, "tree_faces" );
+ }
+#endif
+
+ FreeTree (tree);
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns true if the entity is a func_occluder
+//-----------------------------------------------------------------------------
+bool IsFuncOccluder( int entity_num )
+{
+ entity_t *mapent = &entities[entity_num];
+ const char *pClassName = ValueForKey( mapent, "classname" );
+ return (strcmp("func_occluder", pClassName) == 0);
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes the area of a brush's occluders
+//-----------------------------------------------------------------------------
+float ComputeOccluderBrushArea( mapbrush_t *pBrush )
+{
+ float flArea = 0.0f;
+ for ( int j = 0; j < pBrush->numsides; ++j )
+ {
+ side_t *pSide = &(pBrush->original_sides[j]);
+
+ // Skip nodraw surfaces
+ if ( texinfo[pSide->texinfo].flags & SURF_NODRAW )
+ continue;
+
+ if ( !pSide->winding )
+ continue;
+
+ flArea += WindingArea( pSide->winding );
+ }
+
+ return flArea;
+}
+
+
+//-----------------------------------------------------------------------------
+// Clips all occluder brushes against each other
+//-----------------------------------------------------------------------------
+static tree_t *ClipOccluderBrushes( )
+{
+ // Create a list of all occluder brushes in the level
+ CUtlVector< mapbrush_t * > mapBrushes( 1024, 1024 );
+ for ( entity_num=0; entity_num < g_MainMap->num_entities; ++entity_num )
+ {
+ if (!IsFuncOccluder(entity_num))
+ continue;
+
+ entity_t *e = &entities[entity_num];
+ int end = e->firstbrush + e->numbrushes;
+ int i;
+ for ( i = e->firstbrush; i < end; ++i )
+ {
+ mapBrushes.AddToTail( &g_MainMap->mapbrushes[i] );
+ }
+ }
+
+ int nBrushCount = mapBrushes.Count();
+ if ( nBrushCount == 0 )
+ return NULL;
+
+ Vector mins, maxs;
+ mins[0] = mins[1] = mins[2] = MIN_COORD_INTEGER;
+ maxs[0] = maxs[1] = maxs[2] = MAX_COORD_INTEGER;
+
+ bspbrush_t *list = MakeBspBrushList( mapBrushes.Base(), nBrushCount, mins, maxs );
+
+ if (!nocsg)
+ list = ChopBrushes (list);
+ tree_t *tree = BrushBSP (list, mins, maxs);
+ MakeTreePortals (tree);
+ MarkVisibleSides (tree, mapBrushes.Base(), nBrushCount);
+ MakeFaces( tree->headnode );
+
+ // NOTE: This will output the occluder face vertices + planes
+ FixTjuncs( tree->headnode, NULL );
+
+ return tree;
+}
+
+
+//-----------------------------------------------------------------------------
+// Generate a list of unique sides in the occluder tree
+//-----------------------------------------------------------------------------
+static void GenerateOccluderSideList( int nEntity, CUtlVector<side_t*> &occluderSides )
+{
+ entity_t *e = &entities[nEntity];
+ int end = e->firstbrush + e->numbrushes;
+ int i, j;
+ for ( i = e->firstbrush; i < end; ++i )
+ {
+ mapbrush_t *mb = &g_MainMap->mapbrushes[i];
+ for ( j = 0; j < mb->numsides; ++j )
+ {
+ occluderSides.AddToTail( &(mb->original_sides[j]) );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Generate a list of unique faces in the occluder tree
+//-----------------------------------------------------------------------------
+static void GenerateOccluderFaceList( node_t *pOccluderNode, CUtlVector<face_t*> &occluderFaces )
+{
+ if (pOccluderNode->planenum == PLANENUM_LEAF)
+ return;
+
+ for ( face_t *f=pOccluderNode->faces ; f ; f = f->next )
+ {
+ occluderFaces.AddToTail( f );
+ }
+
+ GenerateOccluderFaceList( pOccluderNode->children[0], occluderFaces );
+ GenerateOccluderFaceList( pOccluderNode->children[1], occluderFaces );
+}
+
+
+//-----------------------------------------------------------------------------
+// For occluder area assignment
+//-----------------------------------------------------------------------------
+struct OccluderInfo_t
+{
+ int m_nOccluderEntityIndex;
+};
+
+static CUtlVector< OccluderInfo_t > g_OccluderInfo;
+
+
+//-----------------------------------------------------------------------------
+// Emits occluder brushes
+//-----------------------------------------------------------------------------
+static void EmitOccluderBrushes()
+{
+ char str[64];
+
+ g_OccluderData.RemoveAll();
+ g_OccluderPolyData.RemoveAll();
+ g_OccluderVertexIndices.RemoveAll();
+
+ tree_t *pOccluderTree = ClipOccluderBrushes();
+ if (!pOccluderTree)
+ return;
+
+ CUtlVector<face_t*> faceList( 1024, 1024 );
+ CUtlVector<side_t*> sideList( 1024, 1024 );
+ GenerateOccluderFaceList( pOccluderTree->headnode, faceList );
+
+#ifdef _DEBUG
+ int *pEmitted = (int*)stackalloc( faceList.Count() * sizeof(int) );
+ memset( pEmitted, 0, faceList.Count() * sizeof(int) );
+#endif
+
+ for ( entity_num=1; entity_num < num_entities; ++entity_num )
+ {
+ if (!IsFuncOccluder(entity_num))
+ continue;
+
+ // Output only those parts of the occluder tree which are a part of the brush
+ int nOccluder = g_OccluderData.AddToTail();
+ doccluderdata_t &occluderData = g_OccluderData[ nOccluder ];
+ occluderData.firstpoly = g_OccluderPolyData.Count();
+ occluderData.mins.Init( FLT_MAX, FLT_MAX, FLT_MAX );
+ occluderData.maxs.Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
+ occluderData.flags = 0;
+ occluderData.area = -1;
+
+ // NOTE: If you change the algorithm by which occluder numbers are allocated,
+ // then you must also change FixupOnlyEntsOccluderEntities() below
+ sprintf (str, "%i", nOccluder);
+ SetKeyValue (&entities[entity_num], "occludernumber", str);
+
+ int nIndex = g_OccluderInfo.AddToTail();
+ g_OccluderInfo[nIndex].m_nOccluderEntityIndex = entity_num;
+
+ sideList.RemoveAll();
+ GenerateOccluderSideList( entity_num, sideList );
+ for ( int i = faceList.Count(); --i >= 0; )
+ {
+ // Skip nodraw surfaces, but not triggers that have been marked as nodraw
+ face_t *f = faceList[i];
+ if ( ( texinfo[f->texinfo].flags & SURF_NODRAW ) &&
+ (( texinfo[f->texinfo].flags & SURF_TRIGGER ) == 0 ) )
+ continue;
+
+ // Only emit faces that appear in the side list of the occluder
+ for ( int j = sideList.Count(); --j >= 0; )
+ {
+ if ( sideList[j] != f->originalface )
+ continue;
+
+ if ( f->numpoints < 3 )
+ continue;
+
+ // not a final face
+ Assert ( !f->merged && !f->split[0] && !f->split[1] );
+
+#ifdef _DEBUG
+ Assert( !pEmitted[i] );
+ pEmitted[i] = entity_num;
+#endif
+
+ int k = g_OccluderPolyData.AddToTail();
+ doccluderpolydata_t *pOccluderPoly = &g_OccluderPolyData[k];
+
+ pOccluderPoly->planenum = f->planenum;
+ pOccluderPoly->vertexcount = f->numpoints;
+ pOccluderPoly->firstvertexindex = g_OccluderVertexIndices.Count();
+ for( k = 0; k < f->numpoints; ++k )
+ {
+ g_OccluderVertexIndices.AddToTail( f->vertexnums[k] );
+
+ const Vector &p = dvertexes[f->vertexnums[k]].point;
+ VectorMin( occluderData.mins, p, occluderData.mins );
+ VectorMax( occluderData.maxs, p, occluderData.maxs );
+ }
+
+ break;
+ }
+ }
+
+ occluderData.polycount = g_OccluderPolyData.Count() - occluderData.firstpoly;
+
+ // Mark this brush as not having brush geometry so it won't be re-emitted with a brush model
+ entities[entity_num].numbrushes = 0;
+ }
+
+ FreeTree( pOccluderTree );
+}
+
+
+//-----------------------------------------------------------------------------
+// Set occluder area
+//-----------------------------------------------------------------------------
+void SetOccluderArea( int nOccluder, int nArea, int nEntityNum )
+{
+ if ( g_OccluderData[nOccluder].area <= 0 )
+ {
+ g_OccluderData[nOccluder].area = nArea;
+ }
+ else if ( (nArea != 0) && (g_OccluderData[nOccluder].area != nArea) )
+ {
+ const char *pTargetName = ValueForKey( &entities[nEntityNum], "targetname" );
+ if (!pTargetName)
+ {
+ pTargetName = "<no name>";
+ }
+ Warning("Occluder \"%s\" straddles multiple areas. This is invalid!\n", pTargetName );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Assign occluder areas (must happen *after* the world model is processed)
+//-----------------------------------------------------------------------------
+void AssignAreaToOccluder( int nOccluder, tree_t *pTree, bool bCrossAreaPortals )
+{
+ int nFirstPoly = g_OccluderData[nOccluder].firstpoly;
+ int nEntityNum = g_OccluderInfo[nOccluder].m_nOccluderEntityIndex;
+ for ( int j = 0; j < g_OccluderData[nOccluder].polycount; ++j )
+ {
+ doccluderpolydata_t *pOccluderPoly = &g_OccluderPolyData[nFirstPoly + j];
+ int nFirstVertex = pOccluderPoly->firstvertexindex;
+ for ( int k = 0; k < pOccluderPoly->vertexcount; ++k )
+ {
+ int nVertexIndex = g_OccluderVertexIndices[nFirstVertex + k];
+ node_t *pNode = NodeForPoint( pTree->headnode, dvertexes[ nVertexIndex ].point );
+
+ SetOccluderArea( nOccluder, pNode->area, nEntityNum );
+
+ int nOtherSideIndex;
+ portal_t *pPortal;
+ for ( pPortal = pNode->portals; pPortal; pPortal = pPortal->next[!nOtherSideIndex] )
+ {
+ nOtherSideIndex = (pPortal->nodes[0] == pNode) ? 1 : 0;
+ if (!pPortal->onnode)
+ continue; // edge of world
+
+ // Don't cross over area portals for the area check
+ if ((!bCrossAreaPortals) && pPortal->nodes[nOtherSideIndex]->contents & CONTENTS_AREAPORTAL)
+ continue;
+
+ int nAdjacentArea = pPortal->nodes[nOtherSideIndex] ? pPortal->nodes[nOtherSideIndex]->area : 0;
+ SetOccluderArea( nOccluder, nAdjacentArea, nEntityNum );
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Assign occluder areas (must happen *after* the world model is processed)
+//-----------------------------------------------------------------------------
+void AssignOccluderAreas( tree_t *pTree )
+{
+ for ( int i = 0; i < g_OccluderData.Count(); ++i )
+ {
+ AssignAreaToOccluder( i, pTree, false );
+
+ // This can only have happened if the only valid portal out leads into an areaportal
+ if ( g_OccluderData[i].area <= 0 )
+ {
+ AssignAreaToOccluder( i, pTree, true );
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Make sure the func_occluders have the appropriate data set
+//-----------------------------------------------------------------------------
+void FixupOnlyEntsOccluderEntities()
+{
+ char str[64];
+ int nOccluder = 0;
+ for ( entity_num=1; entity_num < num_entities; ++entity_num )
+ {
+ if (!IsFuncOccluder(entity_num))
+ continue;
+
+ // NOTE: If you change the algorithm by which occluder numbers are allocated above,
+ // then you must also change this
+ sprintf (str, "%i", nOccluder);
+ SetKeyValue (&entities[entity_num], "occludernumber", str);
+ ++nOccluder;
+ }
+}
+
+
+void MarkNoDynamicShadowSides()
+{
+ for ( int iSide=0; iSide < g_MainMap->nummapbrushsides; iSide++ )
+ {
+ g_MainMap->brushsides[iSide].m_bDynamicShadowsEnabled = true;
+ }
+
+ for ( int i=0; i < g_NoDynamicShadowSides.Count(); i++ )
+ {
+ int brushSideID = g_NoDynamicShadowSides[i];
+
+ // Find the side with this ID.
+ for ( int iSide=0; iSide < g_MainMap->nummapbrushsides; iSide++ )
+ {
+ if ( g_MainMap->brushsides[iSide].id == brushSideID )
+ g_MainMap->brushsides[iSide].m_bDynamicShadowsEnabled = false;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Compute the 3D skybox areas
+//-----------------------------------------------------------------------------
+static void Compute3DSkyboxAreas( node_t *headnode, CUtlVector<int>& areas )
+{
+ for (int i = 0; i < g_MainMap->num_entities; ++i)
+ {
+ char* pEntity = ValueForKey(&entities[i], "classname");
+ if (!strcmp(pEntity, "sky_camera"))
+ {
+ // Found a 3D skybox camera, get a leaf that lies in it
+ node_t *pLeaf = PointInLeaf( headnode, entities[i].origin );
+ if (pLeaf->contents & CONTENTS_SOLID)
+ {
+ Error ("Error! Entity sky_camera in solid volume! at %.1f %.1f %.1f\n", entities[i].origin.x, entities[i].origin.y, entities[i].origin.z);
+ }
+ areas.AddToTail( pLeaf->area );
+ }
+ }
+}
+
+bool Is3DSkyboxArea( int area )
+{
+ for ( int i = g_SkyAreas.Count(); --i >=0; )
+ {
+ if ( g_SkyAreas[i] == area )
+ return true;
+ }
+ return false;
+}
+
+
+/*
+============
+ProcessModels
+============
+*/
+void ProcessModels (void)
+{
+ BeginBSPFile ();
+
+ // Mark sides that have no dynamic shadows.
+ MarkNoDynamicShadowSides();
+
+ // emit the displacement surfaces
+ EmitInitialDispInfos();
+
+ // Clip occluder brushes against each other,
+ // Remove them from the list of models to process below
+ EmitOccluderBrushes( );
+
+ for ( entity_num=0; entity_num < num_entities; ++entity_num )
+ {
+ entity_t *pEntity = &entities[entity_num];
+ if ( !pEntity->numbrushes )
+ continue;
+
+ qprintf ("############### model %i ###############\n", nummodels);
+
+ BeginModel ();
+
+ if (entity_num == 0)
+ {
+ ProcessWorldModel();
+ }
+ else
+ {
+ ProcessSubModel( );
+ }
+
+ EndModel ();
+
+ if (!verboseentities)
+ {
+ verbose = false; // don't bother printing submodels
+ }
+ }
+
+ // Turn the skybox into a cubemap in case we don't build env_cubemap textures.
+ Cubemap_CreateDefaultCubemaps();
+ EndBSPFile ();
+}
+
+
+void LoadPhysicsDLL( void )
+{
+ PhysicsDLLPath( "vphysics.dll" );
+}
+
+
+void PrintCommandLine( int argc, char **argv )
+{
+ Warning( "Command line: " );
+ for ( int z=0; z < argc; z++ )
+ {
+ Warning( "\"%s\" ", argv[z] );
+ }
+ Warning( "\n\n" );
+}
+
+
+int RunVBSP( int argc, char **argv )
+{
+ int i;
+ double start, end;
+ char path[1024];
+
+ CommandLine()->CreateCmdLine( argc, argv );
+ MathLib_Init( 2.2f, 2.2f, 0.0f, OVERBRIGHT, false, false, false, false );
+ InstallSpewFunction();
+ SpewActivate( "developer", 1 );
+
+ CmdLib_InitFileSystem( argv[ argc-1 ] );
+
+ Q_StripExtension( ExpandArg( argv[ argc-1 ] ), source, sizeof( source ) );
+ Q_FileBase( source, mapbase, sizeof( mapbase ) );
+ strlwr( mapbase );
+
+ LoadCmdLineFromFile( argc, argv, mapbase, "vbsp" );
+
+ Msg( "Valve Software - vbsp.exe (%s)\n", __DATE__ );
+
+ for (i=1 ; i<argc ; i++)
+ {
+ if (!stricmp(argv[i],"-threads"))
+ {
+ numthreads = atoi (argv[i+1]);
+ i++;
+ }
+ else if (!Q_stricmp(argv[i],"-glview"))
+ {
+ glview = true;
+ }
+ else if ( !Q_stricmp(argv[i], "-v") || !Q_stricmp(argv[i], "-verbose") )
+ {
+ Msg("verbose = true\n");
+ verbose = true;
+ }
+ else if (!Q_stricmp(argv[i], "-noweld"))
+ {
+ Msg ("noweld = true\n");
+ noweld = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nocsg"))
+ {
+ Msg ("nocsg = true\n");
+ nocsg = true;
+ }
+ else if (!Q_stricmp(argv[i], "-noshare"))
+ {
+ Msg ("noshare = true\n");
+ noshare = true;
+ }
+ else if (!Q_stricmp(argv[i], "-notjunc"))
+ {
+ Msg ("notjunc = true\n");
+ notjunc = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nowater"))
+ {
+ Msg ("nowater = true\n");
+ nowater = true;
+ }
+ else if (!Q_stricmp(argv[i], "-noopt"))
+ {
+ Msg ("noopt = true\n");
+ noopt = true;
+ }
+ else if (!Q_stricmp(argv[i], "-noprune"))
+ {
+ Msg ("noprune = true\n");
+ noprune = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nomerge"))
+ {
+ Msg ("nomerge = true\n");
+ nomerge = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nomergewater"))
+ {
+ Msg ("nomergewater = true\n");
+ nomergewater = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nosubdiv"))
+ {
+ Msg ("nosubdiv = true\n");
+ nosubdiv = true;
+ }
+ else if (!Q_stricmp(argv[i], "-nodetail"))
+ {
+ Msg ("nodetail = true\n");
+ nodetail = true;
+ }
+ else if (!Q_stricmp(argv[i], "-fulldetail"))
+ {
+ Msg ("fulldetail = true\n");
+ fulldetail = true;
+ }
+ else if (!Q_stricmp(argv[i], "-onlyents"))
+ {
+ Msg ("onlyents = true\n");
+ onlyents = true;
+ }
+ else if (!Q_stricmp(argv[i], "-onlyprops"))
+ {
+ Msg ("onlyprops = true\n");
+ onlyprops = true;
+ }
+ else if (!Q_stricmp(argv[i], "-micro"))
+ {
+ microvolume = atof(argv[i+1]);
+ Msg ("microvolume = %f\n", microvolume);
+ i++;
+ }
+ else if (!Q_stricmp(argv[i], "-leaktest"))
+ {
+ Msg ("leaktest = true\n");
+ leaktest = true;
+ }
+ else if (!Q_stricmp(argv[i], "-verboseentities"))
+ {
+ Msg ("verboseentities = true\n");
+ verboseentities = true;
+ }
+ else if (!Q_stricmp(argv[i], "-snapaxial"))
+ {
+ Msg ("snap axial = true\n");
+ g_snapAxialPlanes = true;
+ }
+#if 0
+ else if (!Q_stricmp(argv[i], "-maxlightmapdim"))
+ {
+ g_maxLightmapDimension = atof(argv[i+1]);
+ Msg ("g_maxLightmapDimension = %f\n", g_maxLightmapDimension);
+ i++;
+ }
+#endif
+ else if (!Q_stricmp(argv[i], "-block"))
+ {
+ block_xl = block_xh = atoi(argv[i+1]);
+ block_yl = block_yh = atoi(argv[i+2]);
+ Msg ("block: %i,%i\n", block_xl, block_yl);
+ i+=2;
+ }
+ else if (!Q_stricmp(argv[i], "-blocks"))
+ {
+ block_xl = atoi(argv[i+1]);
+ block_yl = atoi(argv[i+2]);
+ block_xh = atoi(argv[i+3]);
+ block_yh = atoi(argv[i+4]);
+ Msg ("blocks: %i,%i to %i,%i\n",
+ block_xl, block_yl, block_xh, block_yh);
+ i+=4;
+ }
+ else if ( !Q_stricmp( argv[i], "-dumpcollide" ) )
+ {
+ Msg("Dumping collision models to collideXXX.txt\n" );
+ dumpcollide = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-dumpstaticprop" ) )
+ {
+ Msg("Dumping static props to staticpropXXX.txt\n" );
+ g_DumpStaticProps = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-forceskyvis" ) )
+ {
+ Msg("Enabled vis in 3d skybox\n" );
+ g_bSkyVis = true;
+ }
+ else if (!Q_stricmp (argv[i],"-tmpout"))
+ {
+ strcpy (outbase, "/tmp");
+ }
+#if 0
+ else if( !Q_stricmp( argv[i], "-defaultluxelsize" ) )
+ {
+ g_defaultLuxelSize = atof( argv[i+1] );
+ i++;
+ }
+#endif
+ else if( !Q_stricmp( argv[i], "-luxelscale" ) )
+ {
+ g_luxelScale = atof( argv[i+1] );
+ i++;
+ }
+ else if( !strcmp( argv[i], "-minluxelscale" ) )
+ {
+ g_minLuxelScale = atof( argv[i+1] );
+ if (g_minLuxelScale < 1)
+ g_minLuxelScale = 1;
+ i++;
+ }
+ else if( !Q_stricmp( argv[i], "-dxlevel" ) )
+ {
+ g_nDXLevel = atoi( argv[i+1] );
+ Msg( "DXLevel = %d\n", g_nDXLevel );
+ i++;
+ }
+ else if( !Q_stricmp( argv[i], "-bumpall" ) )
+ {
+ g_BumpAll = true;
+ }
+ else if( !Q_stricmp( argv[i], "-low" ) )
+ {
+ g_bLowPriority = true;
+ }
+ else if( !Q_stricmp( argv[i], "-lightifmissing" ) )
+ {
+ g_bLightIfMissing = true;
+ }
+ else if ( !Q_stricmp( argv[i], CMDLINEOPTION_NOVCONFIG ) )
+ {
+ }
+ else if ( !Q_stricmp( argv[i], "-allowdebug" ) || !Q_stricmp( argv[i], "-steam" ) )
+ {
+ // nothing to do here, but don't bail on this option
+ }
+ else if ( !Q_stricmp( argv[i], "-vproject" ) || !Q_stricmp( argv[i], "-game" ) )
+ {
+ ++i;
+ }
+ else if ( !Q_stricmp( argv[i], "-keepstalezip" ) )
+ {
+ g_bKeepStaleZip = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-xbox" ) )
+ {
+ // enable mandatory xbox extensions
+ g_NodrawTriggers = true;
+ g_DisableWaterLighting = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-allowdetailcracks"))
+ {
+ g_bAllowDetailCracks = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-novirtualmesh"))
+ {
+ g_bNoVirtualMesh = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-replacematerials" ) )
+ {
+ g_ReplaceMaterials = true;
+ }
+ else if ( !Q_stricmp(argv[i], "-nodrawtriggers") )
+ {
+ g_NodrawTriggers = true;
+ }
+ else if ( !Q_stricmp( argv[i], "-FullMinidumps" ) )
+ {
+ EnableFullMinidumps( true );
+ }
+ else if (argv[i][0] == '-')
+ {
+ Warning("VBSP: Unknown option \"%s\"\n\n", argv[i]);
+ i = 100000; // force it to print the usage
+ break;
+ }
+ else
+ break;
+ }
+
+ if (i != argc - 1)
+ {
+ PrintCommandLine( argc, argv );
+
+ Warning(
+ "usage : vbsp [options...] mapfile\n"
+ "example: vbsp -onlyents c:\\hl2\\hl2\\maps\\test\n"
+ "\n"
+ "Common options (use -v to see all options):\n"
+ "\n"
+ " -v (or -verbose): Turn on verbose output (also shows more command\n"
+ " line options).\n"
+ "\n"
+ " -onlyents : This option causes vbsp only import the entities from the .vmf\n"
+ " file. -onlyents won't reimport brush models.\n"
+ " -onlyprops : Only update the static props and detail props.\n"
+ " -glview : Writes .gl files in the current directory that can be viewed\n"
+ " with glview.exe. If you use -tmpout, it will write the files\n"
+ " into the \\tmp folder.\n"
+ " -nodetail : Get rid of all detail geometry. The geometry left over is\n"
+ " what affects visibility.\n"
+ " -nowater : Get rid of water brushes.\n"
+ " -low : Run as an idle-priority process.\n"
+ "\n"
+ " -vproject <directory> : Override the VPROJECT environment variable.\n"
+ " -game <directory> : Same as -vproject.\n"
+ "\n" );
+
+ if ( verbose )
+ {
+ Warning(
+ "Other options :\n"
+ " -novconfig : Don't bring up graphical UI on vproject errors.\n"
+ " -threads : Control the number of threads vbsp uses (defaults to the # of\n"
+ " processors on your machine).\n"
+ " -verboseentities: If -v is on, this disables verbose output for submodels.\n"
+ " -noweld : Don't join face vertices together.\n"
+ " -nocsg : Don't chop out intersecting brush areas.\n"
+ " -noshare : Emit unique face edges instead of sharing them.\n"
+ " -notjunc : Don't fixup t-junctions.\n"
+ " -noopt : By default, vbsp removes the 'outer shell' of the map, which\n"
+ " are all the faces you can't see because you can never get\n"
+ " outside the map. -noopt disables this behaviour.\n"
+ " -noprune : Don't prune neighboring solid nodes.\n"
+ " -nomerge : Don't merge together chopped faces on nodes.\n"
+ " -nomergewater: Don't merge together chopped faces on water.\n"
+ " -nosubdiv : Don't subdivide faces for lightmapping.\n"
+ " -micro <#> : vbsp will warn when brushes are output with a volume less\n"
+ " than this number (default: 1.0).\n"
+ " -fulldetail : Mark all detail geometry as normal geometry (so all detail\n"
+ " geometry will affect visibility).\n"
+ " -leaktest : Stop processing the map if a leak is detected. Whether or not\n"
+ " this flag is set, a leak file will be written out at\n"
+ " <vmf filename>.lin, and it can be imported into Hammer.\n"
+ " -bumpall : Force all surfaces to be bump mapped.\n"
+ " -snapaxial : Snap axial planes to integer coordinates.\n"
+ " -block # # : Control the grid size mins that vbsp chops the level on.\n"
+ " -blocks # # # # : Enter the mins and maxs for the grid size vbsp uses.\n"
+ " -dumpstaticprops: Dump static props to staticprop*.txt\n"
+ " -dumpcollide : Write files with collision info.\n"
+ " -forceskyvis : Enable vis calculations in 3d skybox leaves\n"
+ " -luxelscale # : Scale all lightmaps by this amount (default: 1.0).\n"
+ " -minluxelscale #: No luxel scale will be lower than this amount (default: 1.0).\n"
+ " -lightifmissing : Force lightmaps to be generated for all surfaces even if\n"
+ " they don't need lightmaps.\n"
+ " -keepstalezip : Keep the BSP's zip files intact but regenerate everything\n"
+ " else.\n"
+ " -virtualdispphysics : Use virtual (not precomputed) displacement collision models\n"
+ " -xbox : Enable mandatory xbox options\n"
+ " -x360 : Generate Xbox360 version of vsp\n"
+ " -nox360 : Disable generation Xbox360 version of vsp (default)\n"
+ " -replacematerials : Substitute materials according to materialsub.txt in content\\maps\n"
+ " -FullMinidumps : Write large minidumps on crash.\n"
+ );
+ }
+
+ DeleteCmdLine( argc, argv );
+ CmdLib_Cleanup();
+ CmdLib_Exit( 1 );
+ }
+
+ start = Plat_FloatTime();
+
+ // Run in the background?
+ if( g_bLowPriority )
+ {
+ SetLowPriority();
+ }
+
+ if( ( g_nDXLevel != 0 ) && ( g_nDXLevel < 80 ) )
+ {
+ g_BumpAll = false;
+ }
+
+ if( g_luxelScale == 1.0f )
+ {
+ if ( g_nDXLevel == 70 )
+ {
+ g_luxelScale = 4.0f;
+ }
+ }
+
+ ThreadSetDefault ();
+ numthreads = 1; // multiple threads aren't helping...
+
+ // Setup the logfile.
+ char logFile[512];
+ _snprintf( logFile, sizeof(logFile), "%s.log", source );
+ SetSpewFunctionLogFile( logFile );
+
+ LoadPhysicsDLL();
+ LoadSurfaceProperties();
+
+#if 0
+ Msg( "qdir: %s This is the the path of the initial source file \n", qdir );
+ Msg( "gamedir: %s This is the base engine + mod-specific game dir (e.g. d:/tf2/mytfmod/) \n", gamedir );
+ Msg( "basegamedir: %s This is the base engine + base game directory (e.g. e:/hl2/hl2/, or d:/tf2/tf2/ )\n", basegamedir );
+#endif
+
+ sprintf( materialPath, "%smaterials", gamedir );
+ InitMaterialSystem( materialPath, CmdLib_GetFileSystemFactory() );
+ Msg( "materialPath: %s\n", materialPath );
+
+ // delete portal and line files
+ sprintf (path, "%s.prt", source);
+ remove (path);
+ sprintf (path, "%s.lin", source);
+ remove (path);
+
+ strcpy (name, ExpandArg (argv[i]));
+
+ const char *pszExtension = V_GetFileExtension( name );
+ if ( !pszExtension )
+ {
+ V_SetExtension( name, ".vmm", sizeof( name ) );
+ if ( !FileExists( name ) )
+ {
+ V_SetExtension( name, ".vmf", sizeof( name ) );
+ }
+ }
+
+ char platformBSPFileName[1024];
+ GetPlatformMapPath( source, platformBSPFileName, g_nDXLevel, 1024 );
+
+ // if we're combining materials, load the script file
+ if ( g_ReplaceMaterials )
+ {
+ LoadMaterialReplacementKeys( gamedir, mapbase );
+ }
+
+ //
+ // if onlyents, just grab the entites and resave
+ //
+ if (onlyents)
+ {
+ LoadBSPFile (platformBSPFileName);
+ num_entities = 0;
+ // Clear out the cubemap samples since they will be reparsed even with -onlyents
+ g_nCubemapSamples = 0;
+
+ // Mark as stale since the lighting could be screwed with new ents.
+ AddBufferToPak( GetPakFile(), "stale.txt", "stale", strlen( "stale" ) + 1, false );
+
+ LoadMapFile (name);
+ SetModelNumbers ();
+ SetLightStyles ();
+
+ // NOTE: If we ever precompute lighting for static props in
+ // vrad, EmitStaticProps should be removed here
+
+ // Emit static props found in the .vmf file
+ EmitStaticProps();
+
+ // NOTE: Don't deal with detail props here, it blows away lighting
+
+ // Recompute the skybox
+ ComputeBoundsNoSkybox();
+
+ // Make sure that we have a water lod control eneity if we have water in the map.
+ EnsurePresenceOfWaterLODControlEntity();
+
+ // Make sure the func_occluders have the appropriate data set
+ FixupOnlyEntsOccluderEntities();
+
+ // Doing this here because stuff abov may filter out entities
+ UnparseEntities ();
+
+ WriteBSPFile (platformBSPFileName);
+ }
+ else if (onlyprops)
+ {
+ // In the only props case, deal with static + detail props only
+ LoadBSPFile (platformBSPFileName);
+
+ LoadMapFile(name);
+ SetModelNumbers();
+ SetLightStyles();
+
+ // Emit static props found in the .vmf file
+ EmitStaticProps();
+
+ // Place detail props found in .vmf and based on material properties
+ LoadEmitDetailObjectDictionary( gamedir );
+ EmitDetailObjects();
+
+ WriteBSPFile (platformBSPFileName);
+ }
+ else
+ {
+ //
+ // start from scratch
+ //
+
+ // Load just the file system from the bsp
+ if( g_bKeepStaleZip && FileExists( platformBSPFileName ) )
+ {
+ LoadBSPFile_FileSystemOnly (platformBSPFileName);
+ // Mark as stale since the lighting could be screwed with new ents.
+ AddBufferToPak( GetPakFile(), "stale.txt", "stale", strlen( "stale" ) + 1, false );
+ }
+
+ LoadMapFile (name);
+ WorldVertexTransitionFixup();
+ if( ( g_nDXLevel == 0 ) || ( g_nDXLevel >= 70 ) )
+ {
+ Cubemap_FixupBrushSidesMaterials();
+ Cubemap_AttachDefaultCubemapToSpecularSides();
+ Cubemap_AddUnreferencedCubemaps();
+ }
+ SetModelNumbers ();
+ SetLightStyles ();
+ LoadEmitDetailObjectDictionary( gamedir );
+ ProcessModels ();
+ }
+
+ end = Plat_FloatTime();
+
+ char str[512];
+ GetHourMinuteSecondsString( (int)( end - start ), str, sizeof( str ) );
+ Msg( "%s elapsed\n", str );
+
+ DeleteCmdLine( argc, argv );
+ ReleasePakFileLumps();
+ DeleteMaterialReplacementKeys();
+ ShutdownMaterialSystem();
+ CmdLib_Cleanup();
+ return 0;
+}
+
+
+/*
+=============
+main
+============
+*/
+int main (int argc, char **argv)
+{
+ // Install an exception handler.
+ SetupDefaultToolsMinidumpHandler();
+ return RunVBSP( argc, argv );
+}
+
+