From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/utils/vbsp/prtfile.cpp | 374 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 374 insertions(+) create mode 100644 mp/src/utils/vbsp/prtfile.cpp (limited to 'mp/src/utils/vbsp/prtfile.cpp') diff --git a/mp/src/utils/vbsp/prtfile.cpp b/mp/src/utils/vbsp/prtfile.cpp new file mode 100644 index 00000000..c192176b --- /dev/null +++ b/mp/src/utils/vbsp/prtfile.cpp @@ -0,0 +1,374 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "vbsp.h" +#include "collisionutils.h" +/* +============================================================================== + +PORTAL FILE GENERATION + +Save out name.prt for qvis to read +============================================================================== +*/ + + +#define PORTALFILE "PRT1" + +struct cluster_portals_t +{ + CUtlVector portals; +}; + +int num_visclusters; // clusters the player can be in +int num_visportals; + +int g_SkyCluster = -1; + +void WriteFloat (FILE *f, vec_t v) +{ + if ( fabs(v - RoundInt(v)) < 0.001 ) + fprintf (f,"%i ",(int)RoundInt(v)); + else + fprintf (f,"%f ",v); +} + + +/* +================= +WritePortalFile_r +================= +*/ +void WritePortalFile(FILE *pFile, const CUtlVector &list) +{ + portal_t *p; + winding_t *w; + Vector normal; + vec_t dist; + + for ( int clusterIndex = 0; clusterIndex < list.Count(); clusterIndex++ ) + { + for ( int j = 0; j < list[clusterIndex].portals.Count(); j++ ) + { + p = list[clusterIndex].portals[j]; + w = p->winding; + // write out to the file + + // sometimes planes get turned around when they are very near + // the changeover point between different axis. interpret the + // plane the same way vis will, and flip the side orders if needed + // FIXME: is this still relevent? + WindingPlane (w, normal, &dist); + if ( DotProduct (p->plane.normal, normal) < 0.99 ) + { // backwards... + fprintf (pFile,"%i %i %i ",w->numpoints, p->nodes[1]->cluster, p->nodes[0]->cluster); + } + else + { + fprintf (pFile,"%i %i %i ",w->numpoints, p->nodes[0]->cluster, p->nodes[1]->cluster); + } + + for (int i=0 ; inumpoints ; i++) + { + fprintf (pFile,"("); + WriteFloat (pFile, w->p[i][0]); + WriteFloat (pFile, w->p[i][1]); + WriteFloat (pFile, w->p[i][2]); + fprintf (pFile,") "); + } + fprintf (pFile,"\n"); + } + } +} + +struct viscluster_t +{ + bspbrush_t *pBrushes; + int clusterIndex; + int leafCount; + int leafStart; +}; + +static CUtlVector g_VisClusters; + +// add to the list of brushes the merge leaves into single vis clusters +void AddVisCluster( entity_t *pFuncVisCluster ) +{ + viscluster_t tmp; + Vector clipMins, clipMaxs; + clipMins[0] = clipMins[1] = clipMins[2] = MIN_COORD_INTEGER; + clipMaxs[0] = clipMaxs[1] = clipMaxs[2] = MAX_COORD_INTEGER; + + // build the map brushes out into the minimum non-overlapping set of brushes + bspbrush_t *pBSPBrush = MakeBspBrushList( pFuncVisCluster->firstbrush, pFuncVisCluster->firstbrush + pFuncVisCluster->numbrushes, + clipMins, clipMaxs, NO_DETAIL); + tmp.pBrushes = ChopBrushes( pBSPBrush ); + + // store the entry in the list + tmp.clusterIndex = -1; + tmp.leafCount = 0; + tmp.leafStart = 0; + +#if DEBUG_VISUALIZE_CLUSTERS + int debug = atoi(ValueForKey(pFuncVisCluster,"debug")); + if ( debug ) + { + Msg("Debug vis cluster %d\n", g_VisClusters.Count() ); + } +#endif + + g_VisClusters.AddToTail( tmp ); + + // clear out this entity so it won't get written to the bsp + pFuncVisCluster->epairs = NULL; + pFuncVisCluster->numbrushes = 0; +} + +// returns the total overlapping volume of intersection between the node and the brush list +float VolumeOfIntersection( bspbrush_t *pBrushList, node_t *pNode ) +{ + float volume = 0.0f; + for ( bspbrush_t *pBrush = pBrushList; pBrush; pBrush = pBrush->next ) + { + if ( IsBoxIntersectingBox( pNode->mins, pNode->maxs, pBrush->mins, pBrush->maxs ) ) + { + bspbrush_t *pIntersect = IntersectBrush( pNode->volume, pBrush ); + if ( pIntersect ) + { + volume += BrushVolume( pIntersect ); + FreeBrush( pIntersect ); + } + } + } + + return volume; +} + +// Search for a forced cluster that this node is within +// NOTE: Returns the first one found, these won't merge themselves together +int GetVisCluster( node_t *pNode ) +{ + float maxVolume = BrushVolume(pNode->volume) * 0.10f; // needs to cover at least 10% of the volume to overlap + int maxIndex = -1; + // UNDONE: This could get slow + for ( int i = g_VisClusters.Count(); --i >= 0; ) + { + float volume = VolumeOfIntersection( g_VisClusters[i].pBrushes, pNode ); + if ( volume > maxVolume ) + { + volume = maxVolume; + maxIndex = i; + } + } + return maxIndex; +} +/* +================ +NumberLeafs_r +================ +*/ +void BuildVisLeafList_r (node_t *node, CUtlVector &leaves) +{ + if (node->planenum != PLANENUM_LEAF) + { // decision node + node->cluster = -99; + BuildVisLeafList_r (node->children[0], leaves); + BuildVisLeafList_r (node->children[1], leaves); + return; + } + + if ( node->contents & CONTENTS_SOLID ) + { // solid block, viewpoint never inside + node->cluster = -1; + return; + } + leaves.AddToTail(node); +} + +// Give each leaf in the list of empty leaves a vis cluster number +// some are within func_viscluster volumes and will be merged together +// every other leaf gets its own unique number +void NumberLeafs( const CUtlVector &leaves ) +{ + for ( int i = 0; i < leaves.Count(); i++ ) + { + node_t *node = leaves[i]; + int visCluster = GetVisCluster( node ); + if ( visCluster >= 0 ) + { + if ( g_VisClusters[visCluster].clusterIndex < 0 ) + { + g_VisClusters[visCluster].clusterIndex = num_visclusters; + num_visclusters++; + } + g_VisClusters[visCluster].leafCount++; + node->cluster = g_VisClusters[visCluster].clusterIndex; + } + else + { + if ( !g_bSkyVis && Is3DSkyboxArea( node->area ) ) + { + if ( g_SkyCluster < 0 ) + { + // allocate a cluster for the sky + g_SkyCluster = num_visclusters; + num_visclusters++; + } + node->cluster = g_SkyCluster; + } + else + { + node->cluster = num_visclusters; + num_visclusters++; + } + } + } + +#if DEBUG_VISUALIZE_CLUSTERS + for ( int i = 0; i < g_VisClusters.Count(); i++ ) + { + char name[256]; + sprintf(name, "u:\\main\\game\\ep2\\maps\\vis_%02d.gl", i ); + FileHandle_t fp = g_pFileSystem->Open( name, "w" ); + Msg("Writing %s\n", name ); + for ( bspbrush_t *pBrush = g_VisClusters[i].pBrushes; pBrush; pBrush = pBrush->next ) + { + for (int i = 0; i < pBrush->numsides; i++ ) + OutputWindingColor( pBrush->sides[i].winding, fp, 0, 255, 0 ); + } + for ( int j = 0; j < leaves.Count(); j++ ) + { + if ( leaves[j]->cluster == g_VisClusters[i].clusterIndex ) + { + bspbrush_t *pBrush = leaves[j]->volume; + for (int k = 0; k < pBrush->numsides; k++ ) + OutputWindingColor( pBrush->sides[k].winding, fp, 64 + (j&31), 64, 64 - (j&31) ); + } + } + g_pFileSystem->Close(fp); + } +#endif +} + +// build a list of all vis portals that connect clusters +int BuildPortalList( CUtlVector &portalList, const CUtlVector &leaves ) +{ + int portalCount = 0; + for ( int i = 0; i < leaves.Count(); i++ ) + { + node_t *node = leaves[i]; + // count the portals + for (portal_t *p = node->portals ; p ; ) + { + if (p->nodes[0] == node) // only write out from first leaf + { + if ( p->nodes[0]->cluster != p->nodes[1]->cluster ) + { + if (Portal_VisFlood (p)) + { + portalCount++; + portalList[node->cluster].portals.AddToTail(p); + } + } + p = p->next[0]; + } + else + p = p->next[1]; + } + } + return portalCount; +} + + +/* +================ +CreateVisPortals_r +================ +*/ +void CreateVisPortals_r (node_t *node) +{ + // stop as soon as we get to a leaf + if (node->planenum == PLANENUM_LEAF ) + return; + + MakeNodePortal (node); + SplitNodePortals (node); + + CreateVisPortals_r (node->children[0]); + CreateVisPortals_r (node->children[1]); +} + +int clusterleaf; +void SaveClusters_r (node_t *node) +{ + if (node->planenum == PLANENUM_LEAF) + { + dleafs[clusterleaf++].cluster = node->cluster; + return; + } + SaveClusters_r (node->children[0]); + SaveClusters_r (node->children[1]); +} + +/* +================ +WritePortalFile +================ +*/ +void WritePortalFile (tree_t *tree) +{ + char filename[1024]; + node_t *headnode; + int start = Plat_FloatTime(); + + qprintf ("--- WritePortalFile ---\n"); + + sprintf (filename, "%s.prt", source); + Msg ("writing %s...", filename); + + headnode = tree->headnode; + + FreeTreePortals_r (headnode); + MakeHeadnodePortals (tree); + + CreateVisPortals_r (headnode); + +// set the cluster field in every leaf and count the total number of portals + num_visclusters = 0; + Msg("Building visibility clusters...\n"); + CUtlVector leaves; + BuildVisLeafList_r( headnode, leaves ); + + NumberLeafs (leaves); + CUtlVector portalList; + portalList.SetCount( num_visclusters ); + num_visportals = BuildPortalList( portalList, leaves ); +// write the file + FILE *pf = fopen (filename, "w"); + if (!pf) + Error ("Error opening %s", filename); + + fprintf (pf, "%s\n", PORTALFILE); + fprintf (pf, "%i\n", num_visclusters); + fprintf (pf, "%i\n", num_visportals); + + qprintf ("%5i visclusters\n", num_visclusters); + qprintf ("%5i visportals\n", num_visportals); + + WritePortalFile(pf, portalList); + + fclose (pf); + + // we need to store the clusters out now because ordering + // issues made us do this after writebsp... + clusterleaf = 1; + SaveClusters_r (headnode); + + Msg("done (%d)\n", (int)(Plat_FloatTime() - start) ); +} + -- cgit v1.2.3