diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/vbsp/writebsp.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/vbsp/writebsp.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/writebsp.cpp | 1552 |
1 files changed, 1552 insertions, 0 deletions
diff --git a/mp/src/utils/vbsp/writebsp.cpp b/mp/src/utils/vbsp/writebsp.cpp new file mode 100644 index 00000000..c776bede --- /dev/null +++ b/mp/src/utils/vbsp/writebsp.cpp @@ -0,0 +1,1552 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#include "vbsp.h"
+#include "disp_vbsp.h"
+#include "utlvector.h"
+#include "faces.h"
+#include "builddisp.h"
+#include "tier1/strtools.h"
+#include "utilmatlib.h"
+#include "utldict.h"
+#include "map.h"
+
+int c_nofaces;
+int c_facenodes;
+
+// NOTE: This is a global used to link faces back to the tree node/portals they came from
+// it's used when filling water volumes
+node_t *dfacenodes[MAX_MAP_FACES];
+
+
+/*
+=========================================================
+
+ONLY SAVE OUT PLANES THAT ARE ACTUALLY USED AS NODES
+
+=========================================================
+*/
+
+void EmitFaceVertexes (face_t **list, face_t *f);
+void AssignOccluderAreas();
+
+/*
+============
+EmitPlanes
+
+There is no oportunity to discard planes, because all of the original
+brushes will be saved in the map.
+============
+*/
+void EmitPlanes (void)
+{
+ int i;
+ dplane_t *dp;
+ plane_t *mp;
+ int planetranslate[MAX_MAP_PLANES];
+
+ mp = g_MainMap->mapplanes;
+ for (i=0 ; i<g_MainMap->nummapplanes ; i++, mp++)
+ {
+ dp = &dplanes[numplanes];
+ planetranslate[i] = numplanes;
+ VectorCopy ( mp->normal, dp->normal);
+ dp->dist = mp->dist;
+ dp->type = mp->type;
+ numplanes++;
+ }
+}
+
+
+//========================================================
+
+void EmitMarkFace (dleaf_t *leaf_p, face_t *f)
+{
+ int i;
+ int facenum;
+
+ while (f->merged)
+ f = f->merged;
+
+ if (f->split[0])
+ {
+ EmitMarkFace (leaf_p, f->split[0]);
+ EmitMarkFace (leaf_p, f->split[1]);
+ return;
+ }
+
+ facenum = f->outputnumber;
+ if (facenum == -1)
+ return; // degenerate face
+
+ if (facenum < 0 || facenum >= numfaces)
+ Error ("Bad leafface");
+ for (i=leaf_p->firstleafface ; i<numleaffaces ; i++)
+ if (dleaffaces[i] == facenum)
+ break; // merged out face
+ if (i == numleaffaces)
+ {
+ if (numleaffaces >= MAX_MAP_LEAFFACES)
+ Error ("Too many detail brush faces, max = %d\n", MAX_MAP_LEAFFACES);
+
+ dleaffaces[numleaffaces] = facenum;
+ numleaffaces++;
+ }
+
+}
+
+
+/*
+==================
+EmitLeaf
+==================
+*/
+void EmitLeaf (node_t *node)
+{
+ dleaf_t *leaf_p;
+ portal_t *p;
+ int s;
+ face_t *f;
+ bspbrush_t *b;
+ int i;
+ int brushnum;
+ leafface_t *pList;
+
+ // emit a leaf
+ if (numleafs >= MAX_MAP_LEAFS)
+ Error ("Too many BSP leaves, max = %d", MAX_MAP_LEAFS);
+
+ node->diskId = numleafs;
+ leaf_p = &dleafs[numleafs];
+ numleafs++;
+
+ if( nummodels == 0 )
+ {
+ leaf_p->cluster = node->cluster;
+ }
+ else
+ {
+ // Submodels don't have clusters. If this isn't set to -1 here, then there
+ // will be multiple leaves (albeit from different models) that reference
+ // the same cluster and parts of the code like ivp.cpp's ConvertWaterModelToPhysCollide
+ // won't work.
+ leaf_p->cluster = -1;
+ }
+
+ leaf_p->contents = node->contents;
+ leaf_p->area = node->area;
+
+ // By default, assume the leaf can see the skybox.
+ // VRAD will do the actual computation to see if it really can see the skybox
+ leaf_p->flags = LEAF_FLAGS_SKY;
+
+ //
+ // write bounding box info
+ //
+ VECTOR_COPY (node->mins, leaf_p->mins);
+ VECTOR_COPY (node->maxs, leaf_p->maxs);
+
+ //
+ // write the leafbrushes
+ //
+ leaf_p->firstleafbrush = numleafbrushes;
+ for (b=node->brushlist ; b ; b=b->next)
+ {
+ if (numleafbrushes >= MAX_MAP_LEAFBRUSHES)
+ Error ("Too many brushes in one leaf, max = %d", MAX_MAP_LEAFBRUSHES);
+
+ brushnum = b->original - g_MainMap->mapbrushes;
+ for (i=leaf_p->firstleafbrush ; i<numleafbrushes ; i++)
+ {
+ if (dleafbrushes[i] == brushnum)
+ break;
+ }
+
+ if (i == numleafbrushes)
+ {
+ dleafbrushes[numleafbrushes] = brushnum;
+ numleafbrushes++;
+ }
+ }
+ leaf_p->numleafbrushes = numleafbrushes - leaf_p->firstleafbrush;
+
+ //
+ // write the leaffaces
+ //
+ if (leaf_p->contents & CONTENTS_SOLID)
+ return; // no leaffaces in solids
+
+ leaf_p->firstleafface = numleaffaces;
+
+ for (p = node->portals ; p ; p = p->next[s])
+ {
+ s = (p->nodes[1] == node);
+ f = p->face[s];
+ if (!f)
+ continue; // not a visible portal
+
+ EmitMarkFace (leaf_p, f);
+ }
+
+ // emit the detail faces
+ for ( pList = node->leaffacelist; pList; pList = pList->pNext )
+ {
+ EmitMarkFace( leaf_p, pList->pFace );
+ }
+
+
+ leaf_p->numleaffaces = numleaffaces - leaf_p->firstleafface;
+}
+
+// per face plane - original face "side" list
+side_t *pOrigFaceSideList[MAX_MAP_PLANES];
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int CreateOrigFace( face_t *f )
+{
+ int i, j;
+ dface_t *of;
+ side_t *side;
+ int vIndices[128];
+ int eIndex[2];
+ winding_t *pWinding;
+
+ // not a real face!
+ if( !f->w )
+ return -1;
+
+ // get the original face -- the "side"
+ side = f->originalface;
+
+ // get the original face winding
+ if( !side->winding )
+ {
+ return -1;
+ }
+
+ //
+ // get the next original face
+ //
+ if( numorigfaces >= MAX_MAP_FACES )
+ Error( "Too many faces in map, max = %d", MAX_MAP_FACES );
+ of = &dorigfaces[numorigfaces];
+ numorigfaces++;
+
+ // set original face to -1 -- it is an origianl face!
+ of->origFace = -1;
+
+ //
+ // add side to plane list
+ //
+ side->next = pOrigFaceSideList[f->planenum];
+ pOrigFaceSideList[f->planenum] = side;
+ side->origIndex = numorigfaces - 1;
+
+ pWinding = CopyWinding( side->winding );
+
+ //
+ // plane info
+ //
+ of->planenum = side->planenum;
+ if ( side->contents & CONTENTS_DETAIL )
+ of->onNode = 0;
+ else
+ of->onNode = 1;
+ of->side = side->planenum & 1;
+
+ //
+ // edge info
+ //
+ of->firstedge = numsurfedges;
+ of->numedges = side->winding->numpoints;
+
+ //
+ // material info
+ //
+ of->texinfo = side->texinfo;
+ of->dispinfo = f->dispinfo;
+
+ //
+ // save the vertices
+ //
+ for( i = 0; i < pWinding->numpoints; i++ )
+ {
+ //
+ // compare vertices
+ //
+ vIndices[i] = GetVertexnum( pWinding->p[i] );
+ }
+
+ //
+ // save off points -- as edges
+ //
+ for( i = 0; i < pWinding->numpoints; i++ )
+ {
+ //
+ // look for matching edges first
+ //
+ eIndex[0] = vIndices[i];
+ eIndex[1] = vIndices[(i+1)%pWinding->numpoints];
+
+ for( j = firstmodeledge; j < numedges; j++ )
+ {
+ if( ( eIndex[0] == dedges[j].v[1] ) &&
+ ( eIndex[1] == dedges[j].v[0] ) &&
+ ( edgefaces[j][0]->contents == f->contents ) )
+ {
+ // check for multiple backward edges!! -- shouldn't have
+ if( edgefaces[j][1] )
+ continue;
+
+ // set back edge
+ edgefaces[j][1] = f;
+
+ //
+ // get next surface edge
+ //
+ if( numsurfedges >= MAX_MAP_SURFEDGES )
+ Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" );
+ dsurfedges[numsurfedges] = -j;
+ numsurfedges++;
+ break;
+ }
+ }
+
+ if( j == numedges )
+ {
+ //
+ // get next edge
+ //
+ AddEdge( eIndex[0], eIndex[1], f );
+
+ //
+ // get next surface edge
+ //
+ if( numsurfedges >= MAX_MAP_SURFEDGES )
+ Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" );
+ dsurfedges[numsurfedges] = ( numedges - 1 );
+ numsurfedges++;
+ }
+ }
+
+ // return the index
+ return ( numorigfaces - 1 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: search for a face within the origface list and return the index if
+// found
+// Input: f - the face to compare
+// Output: the index of the face it found, -1 if not found
+//-----------------------------------------------------------------------------
+int FindOrigFace( face_t *f )
+{
+ int i;
+ static int bClear = 0;
+ side_t *pSide;
+
+ //
+ // initially clear the face side lists (per face plane)
+ //
+ if( !bClear )
+ {
+ for( i = 0; i < MAX_MAP_PLANES; i++ )
+ {
+ pOrigFaceSideList[i] = NULL;
+ }
+ bClear = 1;
+ }
+
+ //
+ // compare the sides
+ //
+ for( pSide = pOrigFaceSideList[f->planenum]; pSide; pSide = pSide->next )
+ {
+ if( pSide == f->originalface )
+ return pSide->origIndex;
+ }
+
+ // original face not found in list
+ return -1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: to find an the original face within the list of original faces, if
+// a match is not found then create a new origFace -- either way pass
+// back the index of the origface in the list
+// Input: f - face containing the original face information
+// Output: the index of the origface in the origface list
+//-----------------------------------------------------------------------------
+int FindOrCreateOrigFace( face_t *f )
+{
+ int index;
+
+ // check for an original face
+ if( !f->originalface )
+ return -1;
+
+ //
+ // find or create a orig face and return the index
+ //
+ index = FindOrigFace( f );
+
+ if( index == -1 )
+ return CreateOrigFace( f );
+ else if( index == -2 )
+ return -1;
+
+ return index;
+}
+
+/*
+==================
+EmitFace
+==================
+*/
+void EmitFace( face_t *f, qboolean onNode )
+{
+ dface_t *df;
+ int i;
+ int e;
+
+// void SubdivideFaceBySubdivSize( face_t *f ); // garymcthack
+// SubdivideFaceBySubdivSize( f );
+
+ // set initial output number
+ f->outputnumber = -1;
+
+ // degenerated
+ if( f->numpoints < 3 )
+ return;
+
+ // not a final face
+ if( f->merged || f->split[0] || f->split[1] )
+ return;
+
+ // don't emit NODRAW faces for runtime
+ if ( texinfo[f->texinfo].flags & SURF_NODRAW )
+ {
+ // keep NODRAW terrain surfaces though
+ if ( f->dispinfo == -1 )
+ return;
+ Warning("NODRAW on terrain surface!\n");
+ }
+
+ // save output number so leaffaces can use
+ f->outputnumber = numfaces;
+
+ //
+ // get the next available .bsp face slot
+ //
+ if (numfaces >= MAX_MAP_FACES)
+ Error( "Too many faces in map, max = %d", MAX_MAP_FACES );
+ df = &dfaces[numfaces];
+
+ // Save the correlation between dfaces and faces -- since dfaces doesnt have worldcraft face id
+ dfaceids.AddToTail();
+ dfaceids[numfaces].hammerfaceid = f->originalface->id;
+
+ numfaces++;
+
+ //
+ // plane info - planenum is used by qlight, but not quake
+ //
+ df->planenum = f->planenum;
+ df->onNode = onNode;
+ df->side = f->planenum & 1;
+
+ //
+ // material info
+ //
+ df->texinfo = f->texinfo;
+ df->dispinfo = f->dispinfo;
+ df->smoothingGroups = f->smoothingGroups;
+
+ // save the original "side"/face data
+ df->origFace = FindOrCreateOrigFace( f );
+ df->surfaceFogVolumeID = -1;
+ dfacenodes[numfaces-1] = f->fogVolumeLeaf;
+ if ( f->fogVolumeLeaf )
+ {
+ Assert( f->fogVolumeLeaf->planenum == PLANENUM_LEAF );
+ }
+
+ //
+ // edge info
+ //
+ df->firstedge = numsurfedges;
+ df->numedges = f->numpoints;
+
+ // UNDONE: Nodraw faces have no winding - revisit to see if this is necessary
+ if ( f->w )
+ {
+ df->area = WindingArea( f->w );
+ }
+ else
+ {
+ df->area = 0;
+ }
+
+ df->firstPrimID = f->firstPrimID;
+ df->SetNumPrims( f->numPrims );
+ df->SetDynamicShadowsEnabled( f->originalface->m_bDynamicShadowsEnabled );
+
+ //
+ // save off points -- as edges
+ //
+ for( i = 0; i < f->numpoints; i++ )
+ {
+ //e = GetEdge (f->pts[i], f->pts[(i+1)%f->numpoints], f);
+ e = GetEdge2 (f->vertexnums[i], f->vertexnums[(i+1)%f->numpoints], f);
+
+ if (numsurfedges >= MAX_MAP_SURFEDGES)
+ Error( "Too much brush geometry in bsp, numsurfedges == MAX_MAP_SURFEDGES" );
+ dsurfedges[numsurfedges] = e;
+ numsurfedges++;
+ }
+
+ // Create overlay face lists.
+ side_t *pSide = f->originalface;
+ if ( pSide )
+ {
+ int nOverlayCount = pSide->aOverlayIds.Count();
+ if ( nOverlayCount > 0 )
+ {
+ Overlay_AddFaceToLists( ( numfaces - 1 ), pSide );
+ }
+
+ nOverlayCount = pSide->aWaterOverlayIds.Count();
+ if ( nOverlayCount > 0 )
+ {
+ OverlayTransition_AddFaceToLists( ( numfaces - 1 ), pSide );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Emit all of the faces stored at the leaves (faces from detail brushes)
+//-----------------------------------------------------------------------------
+void EmitLeafFaces( face_t *pLeafFaceList )
+{
+ face_t *f = pLeafFaceList;
+ while ( f )
+ {
+ EmitFace( f, false );
+ f = f->next;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Free the list of faces stored at the leaves
+//-----------------------------------------------------------------------------
+void FreeLeafFaces( face_t *pLeafFaceList )
+{
+ int count = 0;
+ face_t *f, *next;
+
+ f = pLeafFaceList;
+
+ while ( f )
+ {
+ next = f->next;
+ FreeFace( f );
+ f = next;
+ count++;
+ }
+}
+
+/*
+============
+EmitDrawingNode_r
+============
+*/
+int EmitDrawNode_r (node_t *node)
+{
+ dnode_t *n;
+ face_t *f;
+ int i;
+
+ if (node->planenum == PLANENUM_LEAF)
+ {
+ EmitLeaf (node);
+ return -numleafs;
+ }
+
+ // emit a node
+ if (numnodes == MAX_MAP_NODES)
+ Error ("MAX_MAP_NODES");
+ node->diskId = numnodes;
+
+ n = &dnodes[numnodes];
+ numnodes++;
+
+ VECTOR_COPY (node->mins, n->mins);
+ VECTOR_COPY (node->maxs, n->maxs);
+
+ if (node->planenum & 1)
+ Error ("WriteDrawNodes_r: odd planenum");
+ n->planenum = node->planenum;
+ n->firstface = numfaces;
+ n->area = node->area;
+
+ if (!node->faces)
+ c_nofaces++;
+ else
+ c_facenodes++;
+
+ for (f=node->faces ; f ; f=f->next)
+ EmitFace (f, true);
+
+ n->numfaces = numfaces - n->firstface;
+
+
+ //
+ // recursively output the other nodes
+ //
+ for (i=0 ; i<2 ; i++)
+ {
+ if (node->children[i]->planenum == PLANENUM_LEAF)
+ {
+ n->children[i] = -(numleafs + 1);
+ EmitLeaf (node->children[i]);
+ }
+ else
+ {
+ n->children[i] = numnodes;
+ EmitDrawNode_r (node->children[i]);
+ }
+ }
+
+ return n - dnodes;
+}
+
+
+//=========================================================
+
+// This will generate a scratchpad file with the level's geometry in it and the noshadow faces drawn red.
+// #define SCRATCHPAD_NO_SHADOW_FACES
+#if defined( SCRATCHPAD_NO_SHADOW_FACES )
+ #include "scratchpad_helpers.h"
+ IScratchPad3D *g_pPad;
+#endif
+
+
+void MarkNoShadowFaces()
+{
+#if defined( SCRATCHPAD_NO_SHADOW_FACES )
+ g_pPad = ScratchPad3D_Create();
+ ScratchPad_DrawWorld( g_pPad, false, CSPColor(1,1,1,0.3) );
+
+ for ( int iFace=0; iFace < numfaces; iFace++ )
+ {
+ dface_t *pFace = &dfaces[iFace];
+
+ if ( !pFace->AreDynamicShadowsEnabled() )
+ {
+ ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(1,0,0) );
+ ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(-1,0,0) );
+ ScratchPad_DrawFace( g_pPad, pFace, iFace, CSPColor(1,0,0,1), Vector(0,1,0) );
+ }
+ }
+ g_pPad->Release();
+#endif
+}
+
+struct texinfomap_t
+{
+ int refCount;
+ int outputIndex;
+};
+struct texdatamap_t
+{
+ int refCount;
+ int outputIndex;
+};
+
+// Find the best used texinfo to remap this brush side
+int FindMatchingBrushSideTexinfo( int sideIndex, const texinfomap_t *pMap )
+{
+ dbrushside_t &side = dbrushsides[sideIndex];
+ // find one with the same flags & surfaceprops (even if the texture name is different)
+ int sideTexFlags = texinfo[side.texinfo].flags;
+ int sideTexData = texinfo[side.texinfo].texdata;
+ int sideSurfaceProp = g_SurfaceProperties[sideTexData];
+ for ( int j = 0; j < texinfo.Count(); j++ )
+ {
+ if ( pMap[j].refCount > 0 &&
+ texinfo[j].flags == sideTexFlags &&
+ g_SurfaceProperties[texinfo[j].texdata] == sideSurfaceProp )
+ {
+ // found one
+ return j;
+ }
+ }
+
+ // can't find a better match
+ return side.texinfo;
+}
+
+// Remove all unused texinfos and rebuild array
+void ComapctTexinfoArray( texinfomap_t *pMap )
+{
+ CUtlVector<texinfo_t> old;
+ old.CopyArray( texinfo.Base(), texinfo.Count() );
+ texinfo.RemoveAll();
+ int firstSky = -1;
+ int first2DSky = -1;
+ for ( int i = 0; i < old.Count(); i++ )
+ {
+ if ( !pMap[i].refCount )
+ {
+ pMap[i].outputIndex = -1;
+ continue;
+ }
+ // only add one sky texinfo + one 2D sky texinfo
+ if ( old[i].flags & SURF_SKY2D )
+ {
+ if ( first2DSky < 0 )
+ {
+ first2DSky = texinfo.AddToTail( old[i] );
+ }
+ pMap[i].outputIndex = first2DSky;
+ continue;
+ }
+ if ( old[i].flags & SURF_SKY )
+ {
+ if ( firstSky < 0 )
+ {
+ firstSky = texinfo.AddToTail( old[i] );
+ }
+ pMap[i].outputIndex = firstSky;
+ continue;
+ }
+ pMap[i].outputIndex = texinfo.AddToTail( old[i] );
+ }
+}
+
+void CompactTexdataArray( texdatamap_t *pMap )
+{
+ CUtlVector<char> oldStringData;
+ oldStringData.CopyArray( g_TexDataStringData.Base(), g_TexDataStringData.Count() );
+ g_TexDataStringData.RemoveAll();
+ CUtlVector<int> oldStringTable;
+ oldStringTable.CopyArray( g_TexDataStringTable.Base(), g_TexDataStringTable.Count() );
+ g_TexDataStringTable.RemoveAll();
+ CUtlVector<dtexdata_t> oldTexData;
+ oldTexData.CopyArray( dtexdata, numtexdata );
+ // clear current table and rebuild
+ numtexdata = 0;
+ for ( int i = 0; i < oldTexData.Count(); i++ )
+ {
+ // unreferenced, note in map and skip
+ if ( !pMap[i].refCount )
+ {
+ pMap[i].outputIndex = -1;
+ continue;
+ }
+ pMap[i].outputIndex = numtexdata;
+
+ // get old string and re-add to table
+ const char *pString = &oldStringData[oldStringTable[oldTexData[i].nameStringTableID]];
+ int nameIndex = TexDataStringTable_AddOrFindString( pString );
+ // copy old texdata and fixup with new name in compacted table
+ dtexdata[numtexdata] = oldTexData[i];
+ dtexdata[numtexdata].nameStringTableID = nameIndex;
+ numtexdata++;
+ }
+}
+
+void CompactTexinfos()
+{
+ Msg("Compacting texture/material tables...\n");
+ texinfomap_t *texinfoMap = new texinfomap_t[texinfo.Count()];
+ texdatamap_t *texdataMap = new texdatamap_t[numtexdata];
+ memset( texinfoMap, 0, sizeof(texinfoMap[0])*texinfo.Count() );
+ memset( texdataMap, 0, sizeof(texdataMap[0])*numtexdata );
+ int i;
+ // get texinfos referenced by faces
+ for ( i = 0; i < numfaces; i++ )
+ {
+ texinfoMap[dfaces[i].texinfo].refCount++;
+ }
+ // get texinfos referenced by brush sides
+ for ( i = 0; i < numbrushsides; i++ )
+ {
+ // not referenced by any visible geometry
+ Assert( dbrushsides[i].texinfo >= 0 );
+ if ( !texinfoMap[dbrushsides[i].texinfo].refCount )
+ {
+ dbrushsides[i].texinfo = FindMatchingBrushSideTexinfo( i, texinfoMap );
+ // didn't find anything suitable, go ahead and reference it
+ if ( !texinfoMap[dbrushsides[i].texinfo].refCount )
+ {
+ texinfoMap[dbrushsides[i].texinfo].refCount++;
+ }
+ }
+ }
+ // get texinfos referenced by overlays
+ for ( i = 0; i < g_nOverlayCount; i++ )
+ {
+ texinfoMap[g_Overlays[i].nTexInfo].refCount++;
+ }
+ for ( i = 0; i < numleafwaterdata; i++ )
+ {
+ if ( dleafwaterdata[i].surfaceTexInfoID >= 0 )
+ {
+ texinfoMap[dleafwaterdata[i].surfaceTexInfoID].refCount++;
+ }
+ }
+ for ( i = 0; i < *pNumworldlights; i++ )
+ {
+ if ( dworldlights[i].texinfo >= 0 )
+ {
+ texinfoMap[dworldlights[i].texinfo].refCount++;
+ }
+ }
+ for ( i = 0; i < g_nWaterOverlayCount; i++ )
+ {
+ if ( g_WaterOverlays[i].nTexInfo >= 0 )
+ {
+ texinfoMap[g_WaterOverlays[i].nTexInfo].refCount++;
+ }
+ }
+ // reference all used texdatas
+ for ( i = 0; i < texinfo.Count(); i++ )
+ {
+ if ( texinfoMap[i].refCount > 0 )
+ {
+ texdataMap[texinfo[i].texdata].refCount++;
+ }
+ }
+
+ int oldCount = texinfo.Count();
+ int oldTexdataCount = numtexdata;
+ int oldTexdataString = g_TexDataStringData.Count();
+ ComapctTexinfoArray( texinfoMap );
+ CompactTexdataArray( texdataMap );
+ for ( i = 0; i < texinfo.Count(); i++ )
+ {
+ int mapIndex = texdataMap[texinfo[i].texdata].outputIndex;
+ Assert( mapIndex >= 0 );
+ texinfo[i].texdata = mapIndex;
+ //const char *pName = TexDataStringTable_GetString( dtexdata[texinfo[i].texdata].nameStringTableID );
+ }
+ // remap texinfos on faces
+ for ( i = 0; i < numfaces; i++ )
+ {
+ Assert( texinfoMap[dfaces[i].texinfo].outputIndex >= 0 );
+ dfaces[i].texinfo = texinfoMap[dfaces[i].texinfo].outputIndex;
+ }
+ // remap texinfos on brushsides
+ for ( i = 0; i < numbrushsides; i++ )
+ {
+ Assert( texinfoMap[dbrushsides[i].texinfo].outputIndex >= 0 );
+ dbrushsides[i].texinfo = texinfoMap[dbrushsides[i].texinfo].outputIndex;
+ }
+ // remap texinfos on overlays
+ for ( i = 0; i < g_nOverlayCount; i++ )
+ {
+ g_Overlays[i].nTexInfo = texinfoMap[g_Overlays[i].nTexInfo].outputIndex;
+ }
+ // remap leaf water data
+ for ( i = 0; i < numleafwaterdata; i++ )
+ {
+ if ( dleafwaterdata[i].surfaceTexInfoID >= 0 )
+ {
+ dleafwaterdata[i].surfaceTexInfoID = texinfoMap[dleafwaterdata[i].surfaceTexInfoID].outputIndex;
+ }
+ }
+ // remap world lights
+ for ( i = 0; i < *pNumworldlights; i++ )
+ {
+ if ( dworldlights[i].texinfo >= 0 )
+ {
+ dworldlights[i].texinfo = texinfoMap[dworldlights[i].texinfo].outputIndex;
+ }
+ }
+ // remap water overlays
+ for ( i = 0; i < g_nWaterOverlayCount; i++ )
+ {
+ if ( g_WaterOverlays[i].nTexInfo >= 0 )
+ {
+ g_WaterOverlays[i].nTexInfo = texinfoMap[g_WaterOverlays[i].nTexInfo].outputIndex;
+ }
+ }
+
+ Msg("Reduced %d texinfos to %d\n", oldCount, texinfo.Count() );
+ Msg("Reduced %d texdatas to %d (%d bytes to %d)\n", oldTexdataCount, numtexdata, oldTexdataString, g_TexDataStringData.Count() );
+
+ delete[] texinfoMap;
+ delete[] texdataMap;
+}
+
+/*
+============
+WriteBSP
+============
+*/
+void WriteBSP (node_t *headnode, face_t *pLeafFaceList )
+{
+ int i;
+ int oldfaces;
+ int oldorigfaces;
+
+ c_nofaces = 0;
+ c_facenodes = 0;
+
+ qprintf ("--- WriteBSP ---\n");
+
+ oldfaces = numfaces;
+ oldorigfaces = numorigfaces;
+
+ GetEdge2_InitOptimizedList();
+ EmitLeafFaces( pLeafFaceList );
+ dmodels[nummodels].headnode = EmitDrawNode_r (headnode);
+
+ // Only emit area portals for the main world.
+ if( nummodels == 0 )
+ {
+ EmitAreaPortals (headnode);
+ }
+
+ //
+ // add all displacement faces for the particular model
+ //
+ for( i = 0; i < nummapdispinfo; i++ )
+ {
+ int entityIndex = GetDispInfoEntityNum( &mapdispinfo[i] );
+ if( entityIndex == entity_num )
+ {
+ EmitFaceVertexes( NULL, &mapdispinfo[i].face );
+ EmitFace( &mapdispinfo[i].face, FALSE );
+ }
+ }
+
+ EmitWaterVolumesForBSP( &dmodels[nummodels], headnode );
+ qprintf ("%5i nodes with faces\n", c_facenodes);
+ qprintf ("%5i nodes without faces\n", c_nofaces);
+ qprintf ("%5i faces\n", numfaces-oldfaces);
+ qprintf( "%5i original faces\n", numorigfaces-oldorigfaces );
+}
+
+
+
+//===========================================================
+
+/*
+============
+SetModelNumbers
+============
+*/
+void SetModelNumbers (void)
+{
+ int i;
+ int models;
+ char value[10];
+
+ models = 1;
+ for (i=1 ; i<num_entities ; i++)
+ {
+ if (!entities[i].numbrushes)
+ continue;
+
+ if ( !IsFuncOccluder(i) )
+ {
+ sprintf (value, "*%i", models);
+ models++;
+ }
+ else
+ {
+ sprintf (value, "");
+ }
+ SetKeyValue (&entities[i], "model", value);
+ }
+}
+
+
+/*
+============
+SetLightStyles
+============
+*/
+#define MAX_SWITCHED_LIGHTS 32
+void SetLightStyles (void)
+{
+ int stylenum;
+ char *t;
+ entity_t *e;
+ int i, j;
+ char value[10];
+ char lighttargets[MAX_SWITCHED_LIGHTS][64];
+
+
+ // any light that is controlled (has a targetname)
+ // must have a unique style number generated for it
+
+ stylenum = 0;
+ for (i=1 ; i<num_entities ; i++)
+ {
+ e = &entities[i];
+
+ t = ValueForKey (e, "classname");
+ if (Q_strncasecmp (t, "light", 5))
+ continue;
+
+ // This is not true for dynamic lights
+ if (!Q_strcasecmp (t, "light_dynamic"))
+ continue;
+
+ t = ValueForKey (e, "targetname");
+ if (!t[0])
+ continue;
+
+ // find this targetname
+ for (j=0 ; j<stylenum ; j++)
+ if (!strcmp (lighttargets[j], t))
+ break;
+ if (j == stylenum)
+ {
+ if (stylenum == MAX_SWITCHED_LIGHTS)
+ Error ("Too many switched lights (error at light %s), max = %d", t, MAX_SWITCHED_LIGHTS);
+ strcpy (lighttargets[j], t);
+ stylenum++;
+ }
+ sprintf (value, "%i", 32 + j);
+ char *pCurrentStyle = ValueForKey( e, "style" );
+ // the designer has set a default lightstyle as well as making the light switchable
+ if ( pCurrentStyle )
+ {
+ int oldStyle = atoi(pCurrentStyle);
+ if ( oldStyle != 0 )
+ {
+ // save off the default style so the game code can make a switchable copy of it
+ SetKeyValue( e, "defaultstyle", pCurrentStyle );
+ }
+ }
+ SetKeyValue (e, "style", value);
+ }
+
+}
+
+/*
+============
+EmitBrushes
+============
+*/
+void EmitBrushes (void)
+{
+ int i, j, bnum, s, x;
+ dbrush_t *db;
+ mapbrush_t *b;
+ dbrushside_t *cp;
+ Vector normal;
+ vec_t dist;
+ int planenum;
+
+ numbrushsides = 0;
+ numbrushes = g_MainMap->nummapbrushes;
+
+ for (bnum=0 ; bnum<g_MainMap->nummapbrushes ; bnum++)
+ {
+ b = &g_MainMap->mapbrushes[bnum];
+ db = &dbrushes[bnum];
+
+ db->contents = b->contents;
+ db->firstside = numbrushsides;
+ db->numsides = b->numsides;
+ for (j=0 ; j<b->numsides ; j++)
+ {
+ if (numbrushsides == MAX_MAP_BRUSHSIDES)
+ Error ("MAX_MAP_BRUSHSIDES");
+ cp = &dbrushsides[numbrushsides];
+ numbrushsides++;
+ cp->planenum = b->original_sides[j].planenum;
+ cp->texinfo = b->original_sides[j].texinfo;
+ if ( cp->texinfo == -1 )
+ {
+ cp->texinfo = g_MainMap->g_ClipTexinfo;
+ }
+ cp->bevel = b->original_sides[j].bevel;
+ }
+
+ // add any axis planes not contained in the brush to bevel off corners
+ for (x=0 ; x<3 ; x++)
+ for (s=-1 ; s<=1 ; s+=2)
+ {
+ // add the plane
+ VectorCopy (vec3_origin, normal);
+ normal[x] = s;
+ if (s == -1)
+ dist = -b->mins[x];
+ else
+ dist = b->maxs[x];
+ planenum = g_MainMap->FindFloatPlane (normal, dist);
+ for (i=0 ; i<b->numsides ; i++)
+ if (b->original_sides[i].planenum == planenum)
+ break;
+ if (i == b->numsides)
+ {
+ if (numbrushsides >= MAX_MAP_BRUSHSIDES)
+ Error ("MAX_MAP_BRUSHSIDES");
+
+ dbrushsides[numbrushsides].planenum = planenum;
+ dbrushsides[numbrushsides].texinfo =
+ dbrushsides[numbrushsides-1].texinfo;
+ numbrushsides++;
+ db->numsides++;
+ }
+ }
+ }
+}
+
+
+
+/*
+==================
+BeginBSPFile
+==================
+*/
+void BeginBSPFile (void)
+{
+ // these values may actually be initialized
+ // if the file existed when loaded, so clear them explicitly
+ nummodels = 0;
+ numfaces = 0;
+ numnodes = 0;
+ numbrushsides = 0;
+ numvertexes = 0;
+ numleaffaces = 0;
+ numleafbrushes = 0;
+ numsurfedges = 0;
+
+ // edge 0 is not used, because 0 can't be negated
+ numedges = 1;
+
+ // leave vertex 0 as an error
+ numvertexes = 1;
+
+ // leave leaf 0 as an error
+ numleafs = 1;
+ dleafs[0].contents = CONTENTS_SOLID;
+
+ // BUGBUG: This doesn't work!
+#if 0
+ // make a default empty leaf for the tracing code
+ memset( &dleafs[1], 0, sizeof(dleafs[1]) );
+ dleafs[1].contents = CONTENTS_EMPTY;
+#endif
+}
+
+// We can't calculate this properly until vvis (since we need vis to do this), so we set
+// to zero everywhere by default.
+static void ClearDistToClosestWater( void )
+{
+ int i;
+ for( i = 0; i < numleafs; i++ )
+ {
+ g_LeafMinDistToWater[i] = 0;
+ }
+}
+
+
+void DiscoverMacroTextures()
+{
+ CUtlDict<int,int> tempDict;
+
+ g_FaceMacroTextureInfos.SetSize( numfaces );
+ for ( int iFace=0; iFace < numfaces; iFace++ )
+ {
+ texinfo_t *pTexInfo = &texinfo[dfaces[iFace].texinfo];
+ if ( pTexInfo->texdata < 0 )
+ continue;
+
+ dtexdata_t *pTexData = &dtexdata[pTexInfo->texdata];
+ const char *pMaterialName = &g_TexDataStringData[ g_TexDataStringTable[pTexData->nameStringTableID] ];
+
+ MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, NULL, false );
+
+ const char *pMacroTextureName = GetMaterialVar( hMaterial, "$macro_texture" );
+ if ( pMacroTextureName )
+ {
+ if ( tempDict.Find( pMacroTextureName ) == tempDict.InvalidIndex() )
+ {
+ Msg( "-- DiscoverMacroTextures: %s\n", pMacroTextureName );
+ tempDict.Insert( pMacroTextureName, 0 );
+ }
+
+ int stringID = TexDataStringTable_AddOrFindString( pMacroTextureName );
+ g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID = (unsigned short)stringID;
+ }
+ else
+ {
+ g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID = 0xFFFF;
+ }
+ }
+}
+
+
+// Make sure that we have a water lod control entity if we have water in the map.
+void EnsurePresenceOfWaterLODControlEntity( void )
+{
+ extern bool g_bHasWater;
+ if( !g_bHasWater )
+ {
+ // Don't bother if there isn't any water in the map.
+ return;
+ }
+ for( int i=0; i < num_entities; i++ )
+ {
+ entity_t *e = &entities[i];
+
+ const char *pClassName = ValueForKey( e, "classname" );
+ if( !Q_stricmp( pClassName, "water_lod_control" ) )
+ {
+ // Found one!!!!
+ return;
+ }
+ }
+
+ // None found, add one.
+ Warning( "Water found with no water_lod_control entity, creating a default one.\n" );
+
+ entity_t *mapent = &entities[num_entities];
+ num_entities++;
+ memset(mapent, 0, sizeof(*mapent));
+ mapent->firstbrush = g_MainMap->nummapbrushes;
+ mapent->numbrushes = 0;
+
+ SetKeyValue( mapent, "classname", "water_lod_control" );
+ SetKeyValue( mapent, "cheapwaterstartdistance", "1000" );
+ SetKeyValue( mapent, "cheapwaterenddistance", "2000" );
+}
+
+
+/*
+============
+EndBSPFile
+============
+*/
+void EndBSPFile (void)
+{
+ // Mark noshadow faces.
+ MarkNoShadowFaces();
+
+ EmitBrushes ();
+ EmitPlanes ();
+
+ // stick flat normals at the verts
+ SaveVertexNormals();
+
+ // Figure out lightmap extents for all faces.
+ UpdateAllFaceLightmapExtents();
+
+ // Generate geometry and lightmap alpha for displacements.
+ EmitDispLMAlphaAndNeighbors();
+
+ // Emit overlay data.
+ Overlay_EmitOverlayFaces();
+ OverlayTransition_EmitOverlayFaces();
+
+ // phys collision needs dispinfo to operate (needs to generate phys collision for displacement surfs)
+ EmitPhysCollision();
+
+ // We can't calculate this properly until vvis (since we need vis to do this), so we set
+ // to zero everywhere by default.
+ ClearDistToClosestWater();
+
+ // Emit static props found in the .vmf file
+ EmitStaticProps();
+
+ // Place detail props found in .vmf and based on material properties
+ EmitDetailObjects();
+
+ // Compute bounds after creating disp info because we need to reference it
+ ComputeBoundsNoSkybox();
+
+ // Make sure that we have a water lod control eneity if we have water in the map.
+ EnsurePresenceOfWaterLODControlEntity();
+
+ // Doing this here because stuff about may filter out entities
+ UnparseEntities ();
+
+ // remove unused texinfos
+ CompactTexinfos();
+
+ // Figure out which faces want macro textures.
+ DiscoverMacroTextures();
+
+ char targetPath[1024];
+ GetPlatformMapPath( source, targetPath, g_nDXLevel, 1024 );
+ Msg ("Writing %s\n", targetPath);
+ WriteBSPFile (targetPath);
+}
+
+
+/*
+==================
+BeginModel
+==================
+*/
+int firstmodleaf;
+void BeginModel (void)
+{
+ dmodel_t *mod;
+ int start, end;
+ mapbrush_t *b;
+ int j;
+ entity_t *e;
+ Vector mins, maxs;
+
+ if (nummodels == MAX_MAP_MODELS)
+ Error ("Too many brush models in map, max = %d", MAX_MAP_MODELS);
+ mod = &dmodels[nummodels];
+
+ mod->firstface = numfaces;
+
+ firstmodleaf = numleafs;
+ firstmodeledge = numedges;
+ firstmodelface = numfaces;
+
+ //
+ // bound the brushes
+ //
+ e = &entities[entity_num];
+
+ start = e->firstbrush;
+ end = start + e->numbrushes;
+ ClearBounds (mins, maxs);
+
+ for (j=start ; j<end ; j++)
+ {
+ b = &g_MainMap->mapbrushes[j];
+ if (!b->numsides)
+ continue; // not a real brush (origin brush)
+ AddPointToBounds (b->mins, mins, maxs);
+ AddPointToBounds (b->maxs, mins, maxs);
+ }
+
+ VectorCopy (mins, mod->mins);
+ VectorCopy (maxs, mod->maxs);
+}
+
+
+/*
+==================
+EndModel
+==================
+*/
+void EndModel (void)
+{
+ dmodel_t *mod;
+
+ mod = &dmodels[nummodels];
+
+ mod->numfaces = numfaces - mod->firstface;
+
+ nummodels++;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// figure out which leaf a point is in
+//-----------------------------------------------------------------------------
+static int PointLeafnum_r (const Vector& p, int num)
+{
+ float d;
+ while (num >= 0)
+ {
+ dnode_t* node = dnodes + num;
+ dplane_t* plane = dplanes + node->planenum;
+
+ if (plane->type < 3)
+ d = p[plane->type] - plane->dist;
+ else
+ d = DotProduct (plane->normal, p) - plane->dist;
+ if (d < 0)
+ num = node->children[1];
+ else
+ num = node->children[0];
+ }
+
+ return -1 - num;
+}
+
+int PointLeafnum ( dmodel_t* pModel, const Vector& p )
+{
+ return PointLeafnum_r (p, pModel->headnode);
+}
+
+
+//-----------------------------------------------------------------------------
+// Adds a noew to the bounding box
+//-----------------------------------------------------------------------------
+static void AddNodeToBounds(int node, CUtlVector<int>& skipAreas, Vector& mins, Vector& maxs)
+{
+ // not a leaf
+ if (node >= 0)
+ {
+ AddNodeToBounds( dnodes[node].children[0], skipAreas, mins, maxs );
+ AddNodeToBounds( dnodes[node].children[1], skipAreas, mins, maxs );
+ }
+ else
+ {
+ int leaf = - 1 - node;
+
+ // Don't bother with solid leaves
+ if (dleafs[leaf].contents & CONTENTS_SOLID)
+ return;
+
+ // Skip 3D skybox
+ int i;
+ for ( i = skipAreas.Count(); --i >= 0; )
+ {
+ if (dleafs[leaf].area == skipAreas[i])
+ return;
+ }
+
+ unsigned int firstface = dleafs[leaf].firstleafface;
+ for ( i = 0; i < dleafs[leaf].numleaffaces; ++i )
+ {
+ unsigned int face = dleaffaces[ firstface + i ];
+
+ // Skip skyboxes + nodraw
+ texinfo_t& tex = texinfo[dfaces[face].texinfo];
+ if (tex.flags & (SURF_SKY | SURF_NODRAW))
+ continue;
+
+ unsigned int firstedge = dfaces[face].firstedge;
+ Assert( firstedge >= 0 );
+
+ for (int j = 0; j < dfaces[face].numedges; ++j)
+ {
+ Assert( firstedge+j < numsurfedges );
+ int edge = abs(dsurfedges[firstedge+j]);
+ dedge_t* pEdge = &dedges[edge];
+ Assert( pEdge->v[0] >= 0 );
+ Assert( pEdge->v[1] >= 0 );
+ AddPointToBounds (dvertexes[pEdge->v[0]].point, mins, maxs);
+ AddPointToBounds (dvertexes[pEdge->v[1]].point, mins, maxs);
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Check to see if a displacement lives in any leaves that are not
+// in the 3d skybox
+//-----------------------------------------------------------------------------
+bool IsBoxInsideWorld( int node, CUtlVector<int> &skipAreas, const Vector &vecMins, const Vector &vecMaxs )
+{
+ while( 1 )
+ {
+ // leaf
+ if (node < 0)
+ {
+ // get the leaf
+ int leaf = - 1 - node;
+
+ // Don't bother with solid leaves
+ if (dleafs[leaf].contents & CONTENTS_SOLID)
+ return false;
+
+ // Skip 3D skybox
+ int i;
+ for ( i = skipAreas.Count(); --i >= 0; )
+ {
+ if ( dleafs[leaf].area == skipAreas[i] )
+ return false;
+ }
+
+ return true;
+ }
+
+ //
+ // get displacement bounding box position relative to the node plane
+ //
+ dnode_t *pNode = &dnodes[ node ];
+ dplane_t *pPlane = &dplanes[ pNode->planenum ];
+
+ int sideResult = BrushBspBoxOnPlaneSide( vecMins, vecMaxs, pPlane );
+
+ // front side
+ if( sideResult == 1 )
+ {
+ node = pNode->children[0];
+ }
+ // back side
+ else if( sideResult == 2 )
+ {
+ node = pNode->children[1];
+ }
+ //split
+ else
+ {
+ if ( IsBoxInsideWorld( pNode->children[0], skipAreas, vecMins, vecMaxs ) )
+ return true;
+
+ node = pNode->children[1];
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Adds the displacement surfaces in the world to the bounds
+//-----------------------------------------------------------------------------
+void AddDispsToBounds( int nHeadNode, CUtlVector<int>& skipAreas, Vector &vecMins, Vector &vecMaxs )
+{
+ Vector vecDispMins, vecDispMaxs;
+
+ // first determine how many displacement surfaces there will be per leaf
+ int i;
+ for ( i = 0; i < g_dispinfo.Count(); ++i )
+ {
+ ComputeDispInfoBounds( i, vecDispMins, vecDispMaxs );
+ if ( IsBoxInsideWorld( nHeadNode, skipAreas, vecDispMins, vecDispMaxs ) )
+ {
+ AddPointToBounds( vecDispMins, vecMins, vecMaxs );
+ AddPointToBounds( vecDispMaxs, vecMins, vecMaxs );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute the bounding box, excluding 3D skybox + skybox, add it to keyvalues
+//-----------------------------------------------------------------------------
+void ComputeBoundsNoSkybox( )
+{
+ // Iterate over all world leaves, skip those which are part of skybox
+ Vector mins, maxs;
+ ClearBounds (mins, maxs);
+ AddNodeToBounds( dmodels[0].headnode, g_SkyAreas, mins, maxs );
+ AddDispsToBounds( dmodels[0].headnode, g_SkyAreas, mins, maxs );
+
+ // Add the bounds to the worldspawn data
+ for (int i = 0; i < num_entities; ++i)
+ {
+ char* pEntity = ValueForKey(&entities[i], "classname");
+ if (!strcmp(pEntity, "worldspawn"))
+ {
+ char string[32];
+ sprintf (string, "%i %i %i", (int)mins[0], (int)mins[1], (int)mins[2]);
+ SetKeyValue (&entities[i], "world_mins", string);
+ sprintf (string, "%i %i %i", (int)maxs[0], (int)maxs[1], (int)maxs[2]);
+ SetKeyValue (&entities[i], "world_maxs", string);
+ break;
+ }
+ }
+}
+
+
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