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https://github.com/dhewm/dhewm3.git
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79ad905e05
Excluding 3rd party files.
404 lines
11 KiB
C++
404 lines
11 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 "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "dmap.h"
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dmapGlobals_t dmapGlobals;
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/*
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============
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ProcessModel
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============
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*/
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bool ProcessModel( uEntity_t *e, bool floodFill ) {
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bspface_t *faces;
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// build a bsp tree using all of the sides
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// of all of the structural brushes
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faces = MakeStructuralBspFaceList ( e->primitives );
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e->tree = FaceBSP( faces );
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// create portals at every leaf intersection
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// to allow flood filling
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MakeTreePortals( e->tree );
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// classify the leafs as opaque or areaportal
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FilterBrushesIntoTree( e );
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// see if the bsp is completely enclosed
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if ( floodFill && !dmapGlobals.noFlood ) {
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if ( FloodEntities( e->tree ) ) {
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// set the outside leafs to opaque
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FillOutside( e );
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} else {
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common->Printf ( "**********************\n" );
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common->Warning( "******* leaked *******" );
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common->Printf ( "**********************\n" );
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LeakFile( e->tree );
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// bail out here. If someone really wants to
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// process a map that leaks, they should use
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// -noFlood
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return false;
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}
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}
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// get minimum convex hulls for each visible side
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// this must be done before creating area portals,
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// because the visible hull is used as the portal
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ClipSidesByTree( e );
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// determine areas before clipping tris into the
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// tree, so tris will never cross area boundaries
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FloodAreas( e );
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// we now have a BSP tree with solid and non-solid leafs marked with areas
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// all primitives will now be clipped into this, throwing away
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// fragments in the solid areas
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PutPrimitivesInAreas( e );
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// now build shadow volumes for the lights and split
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// the optimize lists by the light beam trees
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// so there won't be unneeded overdraw in the static
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// case
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Prelight( e );
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// optimizing is a superset of fixing tjunctions
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if ( !dmapGlobals.noOptimize ) {
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OptimizeEntity( e );
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} else if ( !dmapGlobals.noTJunc ) {
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FixEntityTjunctions( e );
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}
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// now fix t junctions across areas
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FixGlobalTjunctions( e );
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return true;
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}
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/*
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============
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ProcessModels
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============
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*/
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bool ProcessModels( void ) {
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bool oldVerbose;
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uEntity_t *entity;
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oldVerbose = dmapGlobals.verbose;
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for ( dmapGlobals.entityNum = 0 ; dmapGlobals.entityNum < dmapGlobals.num_entities ; dmapGlobals.entityNum++ ) {
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entity = &dmapGlobals.uEntities[dmapGlobals.entityNum];
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if ( !entity->primitives ) {
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continue;
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}
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common->Printf( "############### entity %i ###############\n", dmapGlobals.entityNum );
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// if we leaked, stop without any more processing
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if ( !ProcessModel( entity, (bool)(dmapGlobals.entityNum == 0 ) ) ) {
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return false;
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}
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// we usually don't want to see output for submodels unless
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// something strange is going on
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if ( !dmapGlobals.verboseentities ) {
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dmapGlobals.verbose = false;
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}
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}
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dmapGlobals.verbose = oldVerbose;
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return true;
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}
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/*
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============
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DmapHelp
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============
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*/
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void DmapHelp( void ) {
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common->Printf(
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"Usage: dmap [options] mapfile\n"
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"Options:\n"
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"noCurves = don't process curves\n"
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"noCM = don't create collision map\n"
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"noAAS = don't create AAS files\n"
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);
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}
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/*
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============
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ResetDmapGlobals
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============
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*/
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void ResetDmapGlobals( void ) {
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dmapGlobals.mapFileBase[0] = '\0';
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dmapGlobals.dmapFile = NULL;
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dmapGlobals.mapPlanes.Clear();
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dmapGlobals.num_entities = 0;
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dmapGlobals.uEntities = NULL;
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dmapGlobals.entityNum = 0;
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dmapGlobals.mapLights.Clear();
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dmapGlobals.verbose = false;
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dmapGlobals.glview = false;
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dmapGlobals.noOptimize = false;
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dmapGlobals.verboseentities = false;
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dmapGlobals.noCurves = false;
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dmapGlobals.fullCarve = false;
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dmapGlobals.noModelBrushes = false;
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dmapGlobals.noTJunc = false;
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dmapGlobals.nomerge = false;
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dmapGlobals.noFlood = false;
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dmapGlobals.noClipSides = false;
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dmapGlobals.noLightCarve = false;
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dmapGlobals.noShadow = false;
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dmapGlobals.shadowOptLevel = SO_NONE;
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dmapGlobals.drawBounds.Clear();
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dmapGlobals.drawflag = false;
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dmapGlobals.totalShadowTriangles = 0;
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dmapGlobals.totalShadowVerts = 0;
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}
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/*
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============
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Dmap
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============
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*/
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void Dmap( const idCmdArgs &args ) {
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int i;
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int start, end;
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char path[1024];
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idStr passedName;
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bool leaked = false;
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bool noCM = false;
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bool noAAS = false;
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ResetDmapGlobals();
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if ( args.Argc() < 2 ) {
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DmapHelp();
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return;
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}
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common->Printf("---- dmap ----\n");
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dmapGlobals.fullCarve = true;
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dmapGlobals.shadowOptLevel = SO_MERGE_SURFACES; // create shadows by merging all surfaces, but no super optimization
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// dmapGlobals.shadowOptLevel = SO_CLIP_OCCLUDERS; // remove occluders that are completely covered
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// dmapGlobals.shadowOptLevel = SO_SIL_OPTIMIZE;
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// dmapGlobals.shadowOptLevel = SO_CULL_OCCLUDED;
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dmapGlobals.noLightCarve = true;
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for ( i = 1 ; i < args.Argc() ; i++ ) {
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const char *s;
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s = args.Argv(i);
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if ( s[0] == '-' ) {
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s++;
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if ( s[0] == '\0' ) {
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continue;
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}
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}
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if ( !idStr::Icmp( s,"glview" ) ) {
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dmapGlobals.glview = true;
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} else if ( !idStr::Icmp( s, "v" ) ) {
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common->Printf( "verbose = true\n" );
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dmapGlobals.verbose = true;
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} else if ( !idStr::Icmp( s, "draw" ) ) {
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common->Printf( "drawflag = true\n" );
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dmapGlobals.drawflag = true;
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} else if ( !idStr::Icmp( s, "noFlood" ) ) {
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common->Printf( "noFlood = true\n" );
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dmapGlobals.noFlood = true;
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} else if ( !idStr::Icmp( s, "noLightCarve" ) ) {
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common->Printf( "noLightCarve = true\n" );
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dmapGlobals.noLightCarve = true;
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} else if ( !idStr::Icmp( s, "lightCarve" ) ) {
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common->Printf( "noLightCarve = false\n" );
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dmapGlobals.noLightCarve = false;
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} else if ( !idStr::Icmp( s, "noOpt" ) ) {
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common->Printf( "noOptimize = true\n" );
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dmapGlobals.noOptimize = true;
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} else if ( !idStr::Icmp( s, "verboseentities" ) ) {
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common->Printf( "verboseentities = true\n");
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dmapGlobals.verboseentities = true;
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} else if ( !idStr::Icmp( s, "noCurves" ) ) {
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common->Printf( "noCurves = true\n");
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dmapGlobals.noCurves = true;
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} else if ( !idStr::Icmp( s, "noModels" ) ) {
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common->Printf( "noModels = true\n" );
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dmapGlobals.noModelBrushes = true;
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} else if ( !idStr::Icmp( s, "noClipSides" ) ) {
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common->Printf( "noClipSides = true\n" );
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dmapGlobals.noClipSides = true;
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} else if ( !idStr::Icmp( s, "noCarve" ) ) {
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common->Printf( "noCarve = true\n" );
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dmapGlobals.fullCarve = false;
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} else if ( !idStr::Icmp( s, "shadowOpt" ) ) {
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dmapGlobals.shadowOptLevel = (shadowOptLevel_t)atoi( args.Argv( i+1 ) );
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common->Printf( "shadowOpt = %i\n",dmapGlobals.shadowOptLevel );
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i += 1;
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} else if ( !idStr::Icmp( s, "noTjunc" ) ) {
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// triangle optimization won't work properly without tjunction fixing
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common->Printf ("noTJunc = true\n" );
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dmapGlobals.noTJunc = true;
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dmapGlobals.noOptimize = true;
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common->Printf ("forcing noOptimize = true\n" );
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} else if ( !idStr::Icmp( s, "noCM" ) ) {
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noCM = true;
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common->Printf( "noCM = true\n" );
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} else if ( !idStr::Icmp( s, "noAAS" ) ) {
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noAAS = true;
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common->Printf( "noAAS = true\n" );
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} else if ( !idStr::Icmp( s, "editorOutput" ) ) {
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#ifdef _WIN32
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com_outputMsg = true;
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#endif
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} else {
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break;
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}
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}
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if ( i >= args.Argc() ) {
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common->Error( "usage: dmap [options] mapfile" );
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}
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passedName = args.Argv(i); // may have an extension
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passedName.BackSlashesToSlashes();
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if ( passedName.Icmpn( "maps/", 4 ) != 0 ) {
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passedName = "maps/" + passedName;
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}
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idStr stripped = passedName;
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stripped.StripFileExtension();
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idStr::Copynz( dmapGlobals.mapFileBase, stripped, sizeof(dmapGlobals.mapFileBase) );
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bool region = false;
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// if this isn't a regioned map, delete the last saved region map
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if ( passedName.Right( 4 ) != ".reg" ) {
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sprintf( path, "%s.reg", dmapGlobals.mapFileBase );
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fileSystem->RemoveFile( path );
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} else {
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region = true;
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}
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passedName = stripped;
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// delete any old line leak files
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sprintf( path, "%s.lin", dmapGlobals.mapFileBase );
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fileSystem->RemoveFile( path );
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//
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// start from scratch
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//
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start = Sys_Milliseconds();
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if ( !LoadDMapFile( passedName ) ) {
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return;
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}
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if ( ProcessModels() ) {
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WriteOutputFile();
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} else {
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leaked = true;
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}
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FreeDMapFile();
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common->Printf( "%i total shadow triangles\n", dmapGlobals.totalShadowTriangles );
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common->Printf( "%i total shadow verts\n", dmapGlobals.totalShadowVerts );
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end = Sys_Milliseconds();
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common->Printf( "-----------------------\n" );
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common->Printf( "%5.0f seconds for dmap\n", ( end - start ) * 0.001f );
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if ( !leaked ) {
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if ( !noCM ) {
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// make sure the collision model manager is not used by the game
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cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
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// create the collision map
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start = Sys_Milliseconds();
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collisionModelManager->LoadMap( dmapGlobals.dmapFile );
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collisionModelManager->FreeMap();
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end = Sys_Milliseconds();
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common->Printf( "-------------------------------------\n" );
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common->Printf( "%5.0f seconds to create collision map\n", ( end - start ) * 0.001f );
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}
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if ( !noAAS && !region ) {
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// create AAS files
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RunAAS_f( args );
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}
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}
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// free the common .map representation
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delete dmapGlobals.dmapFile;
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// clear the map plane list
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dmapGlobals.mapPlanes.Clear();
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#ifdef _WIN32
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if ( com_outputMsg && com_hwndMsg != NULL ) {
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unsigned int msg = ::RegisterWindowMessage( DMAP_DONE );
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::PostMessage( com_hwndMsg, msg, 0, 0 );
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}
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#endif
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}
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/*
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============
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Dmap_f
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============
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*/
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void Dmap_f( const idCmdArgs &args ) {
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common->ClearWarnings( "running dmap" );
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// refresh the screen each time we print so it doesn't look
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// like it is hung
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common->SetRefreshOnPrint( true );
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Dmap( args );
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common->SetRefreshOnPrint( false );
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common->PrintWarnings();
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}
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