mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-27 06:13:05 +00:00
485 lines
14 KiB
C
485 lines
14 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../renderer/tr_local.h"
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typedef struct primitive_s {
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struct primitive_s *next;
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// only one of these will be non-NULL
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struct bspbrush_s * brush;
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struct mapTri_s * tris;
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} primitive_t;
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typedef struct {
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struct optimizeGroup_s *groups;
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// we might want to add other fields later
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} uArea_t;
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typedef struct {
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idMapEntity * mapEntity; // points into mapFile_t data
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idVec3 origin;
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primitive_t * primitives;
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struct tree_s * tree;
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int numAreas;
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uArea_t * areas;
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} uEntity_t;
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// chains of mapTri_t are the general unit of processing
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typedef struct mapTri_s {
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struct mapTri_s * next;
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const idMaterial * material;
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void * mergeGroup; // we want to avoid merging triangles
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// from different fixed groups, like guiSurfs and mirrors
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int planeNum; // not set universally, just in some areas
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idDrawVert v[3];
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const struct hashVert_s *hashVert[3];
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struct optVertex_s *optVert[3];
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} mapTri_t;
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typedef struct {
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int width, height;
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idDrawVert * verts;
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} mesh_t;
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#define MAX_PATCH_SIZE 32
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#define PLANENUM_LEAF -1
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typedef struct parseMesh_s {
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struct parseMesh_s *next;
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mesh_t mesh;
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const idMaterial * material;
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} parseMesh_t;
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typedef struct bspface_s {
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struct bspface_s * next;
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int planenum;
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bool portal; // all portals will be selected before
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// any non-portals
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bool checked; // used by SelectSplitPlaneNum()
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idWinding * w;
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} bspface_t;
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typedef struct {
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idVec4 v[2]; // the offset value will always be in the 0.0 to 1.0 range
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} textureVectors_t;
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typedef struct side_s {
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int planenum;
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const idMaterial * material;
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textureVectors_t texVec;
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idWinding * winding; // only clipped to the other sides of the brush
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idWinding * visibleHull; // also clipped to the solid parts of the world
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} side_t;
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typedef struct bspbrush_s {
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struct bspbrush_s * next;
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struct bspbrush_s * original; // chopped up brushes will reference the originals
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int entitynum; // editor numbering for messages
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int brushnum; // editor numbering for messages
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const idMaterial * contentShader; // one face's shader will determine the volume attributes
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int contents;
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bool opaque;
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int outputNumber; // set when the brush is written to the file list
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idBounds bounds;
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int numsides;
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side_t sides[6]; // variably sized
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} uBrush_t;
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typedef struct drawSurfRef_s {
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struct drawSurfRef_s * nextRef;
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int outputNumber;
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} drawSurfRef_t;
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typedef struct node_s {
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// both leafs and nodes
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int planenum; // -1 = leaf node
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struct node_s * parent;
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idBounds bounds; // valid after portalization
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// nodes only
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side_t * side; // the side that created the node
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struct node_s * children[2];
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int nodeNumber; // set after pruning
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// leafs only
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bool opaque; // view can never be inside
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uBrush_t * brushlist; // fragments of all brushes in this leaf
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// needed for FindSideForPortal
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int area; // determined by flood filling up to areaportals
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int occupied; // 1 or greater can reach entity
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uEntity_t * occupant; // for leak file testing
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struct uPortal_s * portals; // also on nodes during construction
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} node_t;
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typedef struct uPortal_s {
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idPlane plane;
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node_t *onnode; // NULL = outside box
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node_t *nodes[2]; // [0] = front side of plane
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struct uPortal_s *next[2];
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idWinding *winding;
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} uPortal_t;
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// a tree_t is created by FaceBSP()
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typedef struct tree_s {
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node_t *headnode;
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node_t outside_node;
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idBounds bounds;
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} tree_t;
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#define MAX_QPATH 256 // max length of a game pathname
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typedef struct {
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idRenderLightLocal def;
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char name[MAX_QPATH]; // for naming the shadow volume surface and interactions
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srfTriangles_t *shadowTris;
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} mapLight_t;
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#define MAX_GROUP_LIGHTS 16
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typedef struct optimizeGroup_s {
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struct optimizeGroup_s *nextGroup;
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idBounds bounds; // set in CarveGroupsByLight
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// all of these must match to add a triangle to the triList
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bool smoothed; // curves will never merge with brushes
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int planeNum;
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int areaNum;
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const idMaterial * material;
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int numGroupLights;
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mapLight_t * groupLights[MAX_GROUP_LIGHTS]; // lights effecting this list
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void * mergeGroup; // if this differs (guiSurfs, mirrors, etc), the
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// groups will not be combined into model surfaces
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// after optimization
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textureVectors_t texVec;
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bool surfaceEmited;
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mapTri_t * triList;
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mapTri_t * regeneratedTris; // after each island optimization
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idVec3 axis[2]; // orthogonal to the plane, so optimization can be 2D
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} optimizeGroup_t;
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// all primitives from the map are added to optimzeGroups, creating new ones as needed
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// each optimizeGroup is then split into the map areas, creating groups in each area
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// each optimizeGroup is then divided by each light, creating more groups
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// the final list of groups is then tjunction fixed against all groups, then optimized internally
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// multiple optimizeGroups will be merged together into .proc surfaces, but no further optimization
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// is done on them
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//=============================================================================
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// dmap.cpp
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typedef enum {
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SO_NONE, // 0
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SO_MERGE_SURFACES, // 1
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SO_CULL_OCCLUDED, // 2
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SO_CLIP_OCCLUDERS, // 3
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SO_CLIP_SILS, // 4
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SO_SIL_OPTIMIZE // 5
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} shadowOptLevel_t;
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typedef struct {
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// mapFileBase will contain the qpath without any extension: "maps/test_box"
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char mapFileBase[1024];
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idMapFile *dmapFile;
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idPlaneSet mapPlanes;
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int num_entities;
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uEntity_t *uEntities;
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int entityNum;
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idList<mapLight_t*> mapLights;
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bool verbose;
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bool glview;
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bool noOptimize;
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bool verboseentities;
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bool noCurves;
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bool fullCarve;
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bool noModelBrushes;
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bool noTJunc;
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bool nomerge;
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bool noFlood;
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bool noClipSides; // don't cut sides by solid leafs, use the entire thing
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bool noLightCarve; // extra triangle subdivision by light frustums
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shadowOptLevel_t shadowOptLevel;
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bool noShadow; // don't create optimized shadow volumes
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idBounds drawBounds;
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bool drawflag;
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int totalShadowTriangles;
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int totalShadowVerts;
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} dmapGlobals_t;
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extern dmapGlobals_t dmapGlobals;
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int FindFloatPlane( const idPlane &plane, bool *fixedDegeneracies = NULL );
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//=============================================================================
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// brush.cpp
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#ifndef CLIP_EPSILON
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#define CLIP_EPSILON 0.1f
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#endif
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#define PSIDE_FRONT 1
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#define PSIDE_BACK 2
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#define PSIDE_BOTH (PSIDE_FRONT|PSIDE_BACK)
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#define PSIDE_FACING 4
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int CountBrushList (uBrush_t *brushes);
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uBrush_t *AllocBrush (int numsides);
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void FreeBrush (uBrush_t *brushes);
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void FreeBrushList (uBrush_t *brushes);
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uBrush_t *CopyBrush (uBrush_t *brush);
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void DrawBrushList (uBrush_t *brush);
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void PrintBrush (uBrush_t *brush);
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bool BoundBrush (uBrush_t *brush);
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bool CreateBrushWindings (uBrush_t *brush);
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uBrush_t *BrushFromBounds( const idBounds &bounds );
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float BrushVolume (uBrush_t *brush);
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void WriteBspBrushMap( const char *name, uBrush_t *list );
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void FilterBrushesIntoTree( uEntity_t *e );
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void SplitBrush( uBrush_t *brush, int planenum, uBrush_t **front, uBrush_t **back);
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node_t *AllocNode( void );
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//=============================================================================
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// map.cpp
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bool LoadDMapFile( const char *filename );
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void FreeOptimizeGroupList( optimizeGroup_t *groups );
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void FreeDMapFile( void );
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//=============================================================================
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// draw.cpp -- draw debug views either directly, or through glserv.exe
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void Draw_ClearWindow( void );
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void DrawWinding( const idWinding *w );
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void DrawAuxWinding( const idWinding *w );
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void DrawLine( idVec3 v1, idVec3 v2, int color );
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void GLS_BeginScene( void );
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void GLS_Winding( const idWinding *w, int code );
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void GLS_Triangle( const mapTri_t *tri, int code );
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void GLS_EndScene( void );
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//=============================================================================
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// portals.cpp
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#define MAX_INTER_AREA_PORTALS 1024
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typedef struct {
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int area0, area1;
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side_t *side;
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} interAreaPortal_t;
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extern interAreaPortal_t interAreaPortals[MAX_INTER_AREA_PORTALS];
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extern int numInterAreaPortals;
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bool FloodEntities( tree_t *tree );
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void FillOutside( uEntity_t *e );
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void FloodAreas( uEntity_t *e );
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void MakeTreePortals( tree_t *tree );
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void FreePortal( uPortal_t *p );
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//=============================================================================
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// glfile.cpp -- write a debug file to be viewd with glview.exe
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void OutputWinding( idWinding *w, idFile *glview );
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void WriteGLView( tree_t *tree, char *source );
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//=============================================================================
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// leakfile.cpp
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void LeakFile( tree_t *tree );
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//=============================================================================
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// facebsp.cpp
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tree_t *AllocTree( void );
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void FreeTree( tree_t *tree );
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void FreeTree_r( node_t *node );
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void FreeTreePortals_r( node_t *node );
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bspface_t *MakeStructuralBspFaceList( primitive_t *list );
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bspface_t *MakeVisibleBspFaceList( primitive_t *list );
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tree_t *FaceBSP( bspface_t *list );
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//=============================================================================
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// surface.cpp
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mapTri_t *CullTrisInOpaqueLeafs( mapTri_t *triList, tree_t *tree );
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void ClipSidesByTree( uEntity_t *e );
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void SplitTrisToSurfaces( mapTri_t *triList, tree_t *tree );
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void PutPrimitivesInAreas( uEntity_t *e );
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void Prelight( uEntity_t *e );
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//=============================================================================
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// tritjunction.cpp
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struct hashVert_s *GetHashVert( idVec3 &v );
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void HashTriangles( optimizeGroup_t *groupList );
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void FreeTJunctionHash( void );
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int CountGroupListTris( const optimizeGroup_t *groupList );
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void FixEntityTjunctions( uEntity_t *e );
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void FixAreaGroupsTjunctions( optimizeGroup_t *groupList );
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void FixGlobalTjunctions( uEntity_t *e );
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//=============================================================================
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// optimize.cpp -- trianlge mesh reoptimization
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// the shadow volume optimizer call internal optimizer routines, normal triangles
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// will just be done by OptimizeEntity()
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typedef struct optVertex_s {
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idDrawVert v;
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idVec3 pv; // projected against planar axis, third value is 0
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struct optEdge_s *edges;
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struct optVertex_s *islandLink;
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bool addedToIsland;
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bool emited; // when regenerating triangles
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} optVertex_t;
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typedef struct optEdge_s {
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optVertex_t *v1, *v2;
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struct optEdge_s *islandLink;
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bool addedToIsland;
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bool created; // not one of the original edges
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bool combined; // combined from two or more colinear edges
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struct optTri_s *frontTri, *backTri;
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struct optEdge_s *v1link, *v2link;
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} optEdge_t;
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typedef struct optTri_s {
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struct optTri_s *next;
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idVec3 midpoint;
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optVertex_t *v[3];
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bool filled;
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} optTri_t;
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typedef struct {
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optimizeGroup_t *group;
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optVertex_t *verts;
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optEdge_t *edges;
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optTri_t *tris;
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} optIsland_t;
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void OptimizeEntity( uEntity_t *e );
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void OptimizeGroupList( optimizeGroup_t *groupList );
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//=============================================================================
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// tritools.cpp
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mapTri_t *AllocTri( void );
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void FreeTri( mapTri_t *tri );
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int CountTriList( const mapTri_t *list );
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mapTri_t *MergeTriLists( mapTri_t *a, mapTri_t *b );
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mapTri_t *CopyTriList( const mapTri_t *a );
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void FreeTriList( mapTri_t *a );
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mapTri_t *CopyMapTri( const mapTri_t *tri );
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float MapTriArea( const mapTri_t *tri );
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mapTri_t *RemoveBadTris( const mapTri_t *tri );
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void BoundTriList( const mapTri_t *list, idBounds &b );
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void DrawTri( const mapTri_t *tri );
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void FlipTriList( mapTri_t *tris );
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void TriVertsFromOriginal( mapTri_t *tri, const mapTri_t *original );
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void PlaneForTri( const mapTri_t *tri, idPlane &plane );
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idWinding *WindingForTri( const mapTri_t *tri );
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mapTri_t *WindingToTriList( const idWinding *w, const mapTri_t *originalTri );
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void ClipTriList( const mapTri_t *list, const idPlane &plane, float epsilon, mapTri_t **front, mapTri_t **back );
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//=============================================================================
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// output.cpp
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srfTriangles_t *ShareMapTriVerts( const mapTri_t *tris );
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void WriteOutputFile( void );
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//=============================================================================
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// shadowopt.cpp
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srfTriangles_t *CreateLightShadow( optimizeGroup_t *shadowerGroups, const mapLight_t *light );
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void FreeBeamTree( struct beamTree_s *beamTree );
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void CarveTriByBeamTree( const struct beamTree_s *beamTree, const mapTri_t *tri, mapTri_t **lit, mapTri_t **unLit );
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