dhewm3/neo/tools/compilers/dmap/tritjunction.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

664 lines
17 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "tools/compilers/dmap/dmap.h"
/*
T junction fixing never creates more xyz points, but
new vertexes will be created when different surfaces
cause a fix
The vertex cleaning accomplishes two goals: removing extranious low order
bits to avoid numbers like 1.000001233, and grouping nearby vertexes
together. Straight truncation accomplishes the first foal, but two vertexes
only a tiny epsilon apart could still be spread to different snap points.
To avoid this, we allow the merge test to group points together that
snapped to neighboring integer coordinates.
Snaping verts can drag some triangles backwards or collapse them to points,
which will cause them to be removed.
When snapping to ints, a point can move a maximum of sqrt(3)/2 distance
Two points that were an epsilon apart can then become sqrt(3) apart
A case that causes recursive overflow with point to triangle fixing:
A
C D
B
Triangle ABC tests against point D and splits into triangles ADC and DBC
Triangle DBC then tests against point A again and splits into ABC and ADB
infinite recursive loop
For a given source triangle
init the no-check list to hold the three triangle hashVerts
recursiveFixTriAgainstHash
recursiveFixTriAgainstHashVert_r
if hashVert is on the no-check list
exit
if the hashVert should split the triangle
add to the no-check list
recursiveFixTriAgainstHash(a)
recursiveFixTriAgainstHash(b)
*/
#define SNAP_FRACTIONS 32
//#define SNAP_FRACTIONS 8
//#define SNAP_FRACTIONS 1
#define VERTEX_EPSILON ( 1.0 / SNAP_FRACTIONS )
#define COLINEAR_EPSILON ( 1.8 * VERTEX_EPSILON )
#define HASH_BINS 16
typedef struct hashVert_s {
struct hashVert_s *next;
idVec3 v;
int iv[3];
} hashVert_t;
static idBounds hashBounds;
static idVec3 hashScale;
static hashVert_t *hashVerts[HASH_BINS][HASH_BINS][HASH_BINS];
static int numHashVerts, numTotalVerts;
static int hashIntMins[3], hashIntScale[3];
/*
===============
GetHashVert
Also modifies the original vert to the snapped value
===============
*/
struct hashVert_s *GetHashVert( idVec3 &v ) {
int iv[3];
int block[3];
int i;
hashVert_t *hv;
numTotalVerts++;
// snap the vert to integral values
for ( i = 0 ; i < 3 ; i++ ) {
iv[i] = floor( ( v[i] + 0.5/SNAP_FRACTIONS ) * SNAP_FRACTIONS );
block[i] = ( iv[i] - hashIntMins[i] ) / hashIntScale[i];
if ( block[i] < 0 ) {
block[i] = 0;
} else if ( block[i] >= HASH_BINS ) {
block[i] = HASH_BINS - 1;
}
}
// see if a vertex near enough already exists
// this could still fail to find a near neighbor right at the hash block boundary
for ( hv = hashVerts[block[0]][block[1]][block[2]] ; hv ; hv = hv->next ) {
#if 0
if ( hv->iv[0] == iv[0] && hv->iv[1] == iv[1] && hv->iv[2] == iv[2] ) {
VectorCopy( hv->v, v );
return hv;
}
#else
for ( i = 0 ; i < 3 ; i++ ) {
int d;
d = hv->iv[i] - iv[i];
if ( d < -1 || d > 1 ) {
break;
}
}
if ( i == 3 ) {
VectorCopy( hv->v, v );
return hv;
}
#endif
}
// create a new one
hv = (hashVert_t *)Mem_Alloc( sizeof( *hv ) );
hv->next = hashVerts[block[0]][block[1]][block[2]];
hashVerts[block[0]][block[1]][block[2]] = hv;
hv->iv[0] = iv[0];
hv->iv[1] = iv[1];
hv->iv[2] = iv[2];
hv->v[0] = (float)iv[0] / SNAP_FRACTIONS;
hv->v[1] = (float)iv[1] / SNAP_FRACTIONS;
hv->v[2] = (float)iv[2] / SNAP_FRACTIONS;
VectorCopy( hv->v, v );
numHashVerts++;
return hv;
}
/*
==================
HashBlocksForTri
Returns an inclusive bounding box of hash
bins that should hold the triangle
==================
*/
static void HashBlocksForTri( const mapTri_t *tri, int blocks[2][3] ) {
idBounds bounds;
int i;
bounds.Clear();
bounds.AddPoint( tri->v[0].xyz );
bounds.AddPoint( tri->v[1].xyz );
bounds.AddPoint( tri->v[2].xyz );
// add a 1.0 slop margin on each side
for ( i = 0 ; i < 3 ; i++ ) {
blocks[0][i] = ( bounds[0][i] - 1.0 - hashBounds[0][i] ) / hashScale[i];
if ( blocks[0][i] < 0 ) {
blocks[0][i] = 0;
} else if ( blocks[0][i] >= HASH_BINS ) {
blocks[0][i] = HASH_BINS - 1;
}
blocks[1][i] = ( bounds[1][i] + 1.0 - hashBounds[0][i] ) / hashScale[i];
if ( blocks[1][i] < 0 ) {
blocks[1][i] = 0;
} else if ( blocks[1][i] >= HASH_BINS ) {
blocks[1][i] = HASH_BINS - 1;
}
}
}
/*
=================
HashTriangles
Removes triangles that are degenerated or flipped backwards
=================
*/
void HashTriangles( optimizeGroup_t *groupList ) {
mapTri_t *a;
int vert;
int i;
optimizeGroup_t *group;
// clear the hash tables
memset( hashVerts, 0, sizeof( hashVerts ) );
numHashVerts = 0;
numTotalVerts = 0;
// bound all the triangles to determine the bucket size
hashBounds.Clear();
for ( group = groupList ; group ; group = group->nextGroup ) {
for ( a = group->triList ; a ; a = a->next ) {
hashBounds.AddPoint( a->v[0].xyz );
hashBounds.AddPoint( a->v[1].xyz );
hashBounds.AddPoint( a->v[2].xyz );
}
}
// spread the bounds so it will never have a zero size
for ( i = 0 ; i < 3 ; i++ ) {
hashBounds[0][i] = floor( hashBounds[0][i] - 1 );
hashBounds[1][i] = ceil( hashBounds[1][i] + 1 );
hashIntMins[i] = hashBounds[0][i] * SNAP_FRACTIONS;
hashScale[i] = ( hashBounds[1][i] - hashBounds[0][i] ) / HASH_BINS;
hashIntScale[i] = hashScale[i] * SNAP_FRACTIONS;
if ( hashIntScale[i] < 1 ) {
hashIntScale[i] = 1;
}
}
// add all the points to the hash buckets
for ( group = groupList ; group ; group = group->nextGroup ) {
// don't create tjunctions against discrete surfaces (blood decals, etc)
if ( group->material != NULL && group->material->IsDiscrete() ) {
continue;
}
for ( a = group->triList ; a ; a = a->next ) {
for ( vert = 0 ; vert < 3 ; vert++ ) {
a->hashVert[vert] = GetHashVert( a->v[vert].xyz );
}
}
}
}
/*
=================
FreeTJunctionHash
The optimizer may add some more crossing verts
after t junction processing
=================
*/
void FreeTJunctionHash( void ) {
int i, j, k;
hashVert_t *hv, *next;
for ( i = 0 ; i < HASH_BINS ; i++ ) {
for ( j = 0 ; j < HASH_BINS ; j++ ) {
for ( k = 0 ; k < HASH_BINS ; k++ ) {
for ( hv = hashVerts[i][j][k] ; hv ; hv = next ) {
next = hv->next;
Mem_Free( hv );
}
}
}
}
memset( hashVerts, 0, sizeof( hashVerts ) );
}
/*
==================
FixTriangleAgainstHashVert
Returns a list of two new mapTri if the hashVert is
on an edge of the given mapTri, otherwise returns NULL.
==================
*/
static mapTri_t *FixTriangleAgainstHashVert( const mapTri_t *a, const hashVert_t *hv ) {
int i;
const idDrawVert *v1, *v2;
idDrawVert split;
idVec3 dir;
float len;
float frac;
mapTri_t *new1, *new2;
idVec3 temp;
float d, off;
const idVec3 *v;
idPlane plane1, plane2;
v = &hv->v;
// if the triangle already has this hashVert as a vert,
// it can't be split by it
if ( a->hashVert[0] == hv || a->hashVert[1] == hv || a->hashVert[2] == hv ) {
return NULL;
}
split.Clear();
// we probably should find the edge that the vertex is closest to.
// it is possible to be < 1 unit away from multiple
// edges, but we only want to split by one of them
for ( i = 0 ; i < 3 ; i++ ) {
v1 = &a->v[i];
v2 = &a->v[(i+1)%3];
VectorSubtract( v2->xyz, v1->xyz, dir );
len = dir.Normalize();
// if it is close to one of the edge vertexes, skip it
VectorSubtract( *v, v1->xyz, temp );
d = DotProduct( temp, dir );
if ( d <= 0 || d >= len ) {
continue;
}
// make sure it is on the line
VectorMA( v1->xyz, d, dir, temp );
VectorSubtract( temp, *v, temp );
off = temp.Length();
if ( off <= -COLINEAR_EPSILON || off >= COLINEAR_EPSILON ) {
continue;
}
// take the x/y/z from the splitter,
// but interpolate everything else from the original tri
VectorCopy( *v, split.xyz );
frac = d / len;
split.st[0] = v1->st[0] + frac * ( v2->st[0] - v1->st[0] );
split.st[1] = v1->st[1] + frac * ( v2->st[1] - v1->st[1] );
split.normal[0] = v1->normal[0] + frac * ( v2->normal[0] - v1->normal[0] );
split.normal[1] = v1->normal[1] + frac * ( v2->normal[1] - v1->normal[1] );
split.normal[2] = v1->normal[2] + frac * ( v2->normal[2] - v1->normal[2] );
split.normal.Normalize();
// split the tri
new1 = CopyMapTri( a );
new1->v[(i+1)%3] = split;
new1->hashVert[(i+1)%3] = hv;
new1->next = NULL;
new2 = CopyMapTri( a );
new2->v[i] = split;
new2->hashVert[i] = hv;
new2->next = new1;
plane1.FromPoints( new1->hashVert[0]->v, new1->hashVert[1]->v, new1->hashVert[2]->v );
plane2.FromPoints( new2->hashVert[0]->v, new2->hashVert[1]->v, new2->hashVert[2]->v );
d = DotProduct( plane1, plane2 );
// if the two split triangle's normals don't face the same way,
// it should not be split
if ( d <= 0 ) {
FreeTriList( new2 );
continue;
}
return new2;
}
return NULL;
}
/*
==================
FixTriangleAgainstHash
Potentially splits a triangle into a list of triangles based on tjunctions
==================
*/
static mapTri_t *FixTriangleAgainstHash( const mapTri_t *tri ) {
mapTri_t *fixed;
mapTri_t *a;
mapTri_t *test, *next;
int blocks[2][3];
int i, j, k;
hashVert_t *hv;
// if this triangle is degenerate after point snapping,
// do nothing (this shouldn't happen, because they should
// be removed as they are hashed)
if ( tri->hashVert[0] == tri->hashVert[1]
|| tri->hashVert[0] == tri->hashVert[2]
|| tri->hashVert[1] == tri->hashVert[2] ) {
return NULL;
}
fixed = CopyMapTri( tri );
fixed->next = NULL;
HashBlocksForTri( tri, blocks );
for ( i = blocks[0][0] ; i <= blocks[1][0] ; i++ ) {
for ( j = blocks[0][1] ; j <= blocks[1][1] ; j++ ) {
for ( k = blocks[0][2] ; k <= blocks[1][2] ; k++ ) {
for ( hv = hashVerts[i][j][k] ; hv ; hv = hv->next ) {
// fix all triangles in the list against this point
test = fixed;
fixed = NULL;
for ( ; test ; test = next ) {
next = test->next;
a = FixTriangleAgainstHashVert( test, hv );
if ( a ) {
// cut into two triangles
a->next->next = fixed;
fixed = a;
FreeTri( test );
} else {
test->next = fixed;
fixed = test;
}
}
}
}
}
}
return fixed;
}
/*
==================
CountGroupListTris
==================
*/
int CountGroupListTris( const optimizeGroup_t *groupList ) {
int c;
c = 0;
for ( ; groupList ; groupList = groupList->nextGroup ) {
c += CountTriList( groupList->triList );
}
return c;
}
/*
==================
FixAreaGroupsTjunctions
==================
*/
void FixAreaGroupsTjunctions( optimizeGroup_t *groupList ) {
const mapTri_t *tri;
mapTri_t *newList;
mapTri_t *fixed;
int startCount, endCount;
optimizeGroup_t *group;
if ( dmapGlobals.noTJunc ) {
return;
}
if ( !groupList ) {
return;
}
startCount = CountGroupListTris( groupList );
if ( dmapGlobals.verbose ) {
common->Printf( "----- FixAreaGroupsTjunctions -----\n" );
common->Printf( "%6i triangles in\n", startCount );
}
HashTriangles( groupList );
for ( group = groupList ; group ; group = group->nextGroup ) {
// don't touch discrete surfaces
if ( group->material != NULL && group->material->IsDiscrete() ) {
continue;
}
newList = NULL;
for ( tri = group->triList ; tri ; tri = tri->next ) {
fixed = FixTriangleAgainstHash( tri );
newList = MergeTriLists( newList, fixed );
}
FreeTriList( group->triList );
group->triList = newList;
}
endCount = CountGroupListTris( groupList );
if ( dmapGlobals.verbose ) {
common->Printf( "%6i triangles out\n", endCount );
}
}
/*
==================
FixEntityTjunctions
==================
*/
void FixEntityTjunctions( uEntity_t *e ) {
int i;
for ( i = 0 ; i < e->numAreas ; i++ ) {
FixAreaGroupsTjunctions( e->areas[i].groups );
FreeTJunctionHash();
}
}
/*
==================
FixGlobalTjunctions
==================
*/
void FixGlobalTjunctions( uEntity_t *e ) {
mapTri_t *a;
int vert;
int i;
optimizeGroup_t *group;
int areaNum;
common->Printf( "----- FixGlobalTjunctions -----\n" );
// clear the hash tables
memset( hashVerts, 0, sizeof( hashVerts ) );
numHashVerts = 0;
numTotalVerts = 0;
// bound all the triangles to determine the bucket size
hashBounds.Clear();
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
for ( a = group->triList ; a ; a = a->next ) {
hashBounds.AddPoint( a->v[0].xyz );
hashBounds.AddPoint( a->v[1].xyz );
hashBounds.AddPoint( a->v[2].xyz );
}
}
}
// spread the bounds so it will never have a zero size
for ( i = 0 ; i < 3 ; i++ ) {
hashBounds[0][i] = floor( hashBounds[0][i] - 1 );
hashBounds[1][i] = ceil( hashBounds[1][i] + 1 );
hashIntMins[i] = hashBounds[0][i] * SNAP_FRACTIONS;
hashScale[i] = ( hashBounds[1][i] - hashBounds[0][i] ) / HASH_BINS;
hashIntScale[i] = hashScale[i] * SNAP_FRACTIONS;
if ( hashIntScale[i] < 1 ) {
hashIntScale[i] = 1;
}
}
// add all the points to the hash buckets
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
// don't touch discrete surfaces
if ( group->material != NULL && group->material->IsDiscrete() ) {
continue;
}
for ( a = group->triList ; a ; a = a->next ) {
for ( vert = 0 ; vert < 3 ; vert++ ) {
a->hashVert[vert] = GetHashVert( a->v[vert].xyz );
}
}
}
}
// add all the func_static model vertexes to the hash buckets
// optionally inline some of the func_static models
if ( dmapGlobals.entityNum == 0 ) {
for ( int eNum = 1 ; eNum < dmapGlobals.num_entities ; eNum++ ) {
uEntity_t *entity = &dmapGlobals.uEntities[eNum];
const char *className = entity->mapEntity->epairs.GetString( "classname" );
if ( idStr::Icmp( className, "func_static" ) ) {
continue;
}
const char *modelName = entity->mapEntity->epairs.GetString( "model" );
if ( !modelName ) {
continue;
}
if ( !strstr( modelName, ".lwo" ) && !strstr( modelName, ".ase" ) && !strstr( modelName, ".ma" ) ) {
continue;
}
idRenderModel *model = renderModelManager->FindModel( modelName );
// common->Printf( "adding T junction verts for %s.\n", entity->mapEntity->epairs.GetString( "name" ) );
idMat3 axis;
// get the rotation matrix in either full form, or single angle form
if ( !entity->mapEntity->epairs.GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", axis ) ) {
float angle = entity->mapEntity->epairs.GetFloat( "angle" );
if ( angle != 0.0f ) {
axis = idAngles( 0.0f, angle, 0.0f ).ToMat3();
} else {
axis.Identity();
}
}
idVec3 origin = entity->mapEntity->epairs.GetVector( "origin" );
for ( i = 0 ; i < model->NumSurfaces() ; i++ ) {
const modelSurface_t *surface = model->Surface( i );
const srfTriangles_t *tri = surface->geometry;
mapTri_t mapTri;
memset( &mapTri, 0, sizeof( mapTri ) );
mapTri.material = surface->shader;
// don't let discretes (autosprites, etc) merge together
if ( mapTri.material->IsDiscrete() ) {
mapTri.mergeGroup = (void *)surface;
}
for ( int j = 0 ; j < tri->numVerts ; j += 3 ) {
idVec3 v = tri->verts[j].xyz * axis + origin;
GetHashVert( v );
}
}
}
}
// now fix each area
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
// don't touch discrete surfaces
if ( group->material != NULL && group->material->IsDiscrete() ) {
continue;
}
mapTri_t *newList = NULL;
for ( mapTri_t *tri = group->triList ; tri ; tri = tri->next ) {
mapTri_t *fixed = FixTriangleAgainstHash( tri );
newList = MergeTriLists( newList, fixed );
}
FreeTriList( group->triList );
group->triList = newList;
}
}
// done
FreeTJunctionHash();
}