dhewm3/neo/tools/compilers/dmap/output.cpp
dhewg 79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00

682 lines
16 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 "../../../idlib/precompiled.h"
#pragma hdrstop
#include "dmap.h"
//=================================================================================
#if 0
should we try and snap values very close to 0.5, 0.25, 0.125, etc?
do we write out normals, or just a "smooth shade" flag?
resolved: normals. otherwise adjacent facet shaded surfaces get their
vertexes merged, and they would have to be split apart before drawing
do we save out "wings" for shadow silhouette info?
#endif
static idFile *procFile;
#define AREANUM_DIFFERENT -2
/*
=============
PruneNodes_r
Any nodes that have all children with the same
area can be combined into a single leaf node
Returns the area number of all children, or
AREANUM_DIFFERENT if not the same.
=============
*/
int PruneNodes_r( node_t *node ) {
int a1, a2;
if ( node->planenum == PLANENUM_LEAF ) {
return node->area;
}
a1 = PruneNodes_r( node->children[0] );
a2 = PruneNodes_r( node->children[1] );
if ( a1 != a2 || a1 == AREANUM_DIFFERENT ) {
return AREANUM_DIFFERENT;
}
// free all the nodes below this point
FreeTreePortals_r( node->children[0] );
FreeTreePortals_r( node->children[1] );
FreeTree_r( node->children[0] );
FreeTree_r( node->children[1] );
// change this node to a leaf
node->planenum = PLANENUM_LEAF;
node->area = a1;
return a1;
}
static void WriteFloat( idFile *f, float v )
{
if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) {
f->WriteFloatString( "%i ", (int)idMath::Rint(v) );
}
else {
f->WriteFloatString( "%f ", v );
}
}
void Write1DMatrix( idFile *f, int x, float *m ) {
int i;
f->WriteFloatString( "( " );
for ( i = 0; i < x; i++ ) {
WriteFloat( f, m[i] );
}
f->WriteFloatString( ") " );
}
static int CountUniqueShaders( optimizeGroup_t *groups ) {
optimizeGroup_t *a, *b;
int count;
count = 0;
for ( a = groups ; a ; a = a->nextGroup ) {
if ( !a->triList ) { // ignore groups with no tris
continue;
}
for ( b = groups ; b != a ; b = b->nextGroup ) {
if ( !b->triList ) {
continue;
}
if ( a->material != b->material ) {
continue;
}
if ( a->mergeGroup != b->mergeGroup ) {
continue;
}
break;
}
if ( a == b ) {
count++;
}
}
return count;
}
/*
==============
MatchVert
==============
*/
#define XYZ_EPSILON 0.01
#define ST_EPSILON 0.001
#define COSINE_EPSILON 0.999
static bool MatchVert( const idDrawVert *a, const idDrawVert *b ) {
if ( idMath::Fabs( a->xyz[0] - b->xyz[0] ) > XYZ_EPSILON ) {
return false;
}
if ( idMath::Fabs( a->xyz[1] - b->xyz[1] ) > XYZ_EPSILON ) {
return false;
}
if ( idMath::Fabs( a->xyz[2] - b->xyz[2] ) > XYZ_EPSILON ) {
return false;
}
if ( idMath::Fabs( a->st[0] - b->st[0] ) > ST_EPSILON ) {
return false;
}
if ( idMath::Fabs( a->st[1] - b->st[1] ) > ST_EPSILON ) {
return false;
}
// if the normal is 0 (smoothed normals), consider it a match
if ( a->normal[0] == 0 && a->normal[1] == 0 && a->normal[2] == 0
&& b->normal[0] == 0 && b->normal[1] == 0 && b->normal[2] == 0 ) {
return true;
}
// otherwise do a dot-product cosine check
if ( DotProduct( a->normal, b->normal ) < COSINE_EPSILON ) {
return false;
}
return true;
}
/*
====================
ShareMapTriVerts
Converts independent triangles to shared vertex triangles
====================
*/
srfTriangles_t *ShareMapTriVerts( const mapTri_t *tris ) {
const mapTri_t *step;
int count;
int i, j;
int numVerts;
int numIndexes;
srfTriangles_t *uTri;
// unique the vertexes
count = CountTriList( tris );
uTri = R_AllocStaticTriSurf();
R_AllocStaticTriSurfVerts( uTri, count * 3 );
R_AllocStaticTriSurfIndexes( uTri, count * 3 );
numVerts = 0;
numIndexes = 0;
for ( step = tris ; step ; step = step->next ) {
for ( i = 0 ; i < 3 ; i++ ) {
const idDrawVert *dv;
dv = &step->v[i];
// search for a match
for ( j = 0 ; j < numVerts ; j++ ) {
if ( MatchVert( &uTri->verts[j], dv ) ) {
break;
}
}
if ( j == numVerts ) {
numVerts++;
uTri->verts[j].xyz = dv->xyz;
uTri->verts[j].normal = dv->normal;
uTri->verts[j].st[0] = dv->st[0];
uTri->verts[j].st[1] = dv->st[1];
}
uTri->indexes[numIndexes++] = j;
}
}
uTri->numVerts = numVerts;
uTri->numIndexes = numIndexes;
return uTri;
}
/*
==================
CleanupUTriangles
==================
*/
static void CleanupUTriangles( srfTriangles_t *tri ) {
// perform cleanup operations
R_RangeCheckIndexes( tri );
R_CreateSilIndexes( tri );
// R_RemoveDuplicatedTriangles( tri ); // this may remove valid overlapped transparent triangles
R_RemoveDegenerateTriangles( tri );
// R_RemoveUnusedVerts( tri );
R_FreeStaticTriSurfSilIndexes( tri );
}
/*
====================
WriteUTriangles
Writes text verts and indexes to procfile
====================
*/
static void WriteUTriangles( const srfTriangles_t *uTris ) {
int col;
int i;
// emit this chain
procFile->WriteFloatString( "/* numVerts = */ %i /* numIndexes = */ %i\n",
uTris->numVerts, uTris->numIndexes );
// verts
col = 0;
for ( i = 0 ; i < uTris->numVerts ; i++ ) {
float vec[8];
const idDrawVert *dv;
dv = &uTris->verts[i];
vec[0] = dv->xyz[0];
vec[1] = dv->xyz[1];
vec[2] = dv->xyz[2];
vec[3] = dv->st[0];
vec[4] = dv->st[1];
vec[5] = dv->normal[0];
vec[6] = dv->normal[1];
vec[7] = dv->normal[2];
Write1DMatrix( procFile, 8, vec );
if ( ++col == 3 ) {
col = 0;
procFile->WriteFloatString( "\n" );
}
}
if ( col != 0 ) {
procFile->WriteFloatString( "\n" );
}
// indexes
col = 0;
for ( i = 0 ; i < uTris->numIndexes ; i++ ) {
procFile->WriteFloatString( "%i ", uTris->indexes[i] );
if ( ++col == 18 ) {
col = 0;
procFile->WriteFloatString( "\n" );
}
}
if ( col != 0 ) {
procFile->WriteFloatString( "\n" );
}
}
/*
====================
WriteShadowTriangles
Writes text verts and indexes to procfile
====================
*/
static void WriteShadowTriangles( const srfTriangles_t *tri ) {
int col;
int i;
// emit this chain
procFile->WriteFloatString( "/* numVerts = */ %i /* noCaps = */ %i /* noFrontCaps = */ %i /* numIndexes = */ %i /* planeBits = */ %i\n",
tri->numVerts, tri->numShadowIndexesNoCaps, tri->numShadowIndexesNoFrontCaps, tri->numIndexes, tri->shadowCapPlaneBits );
// verts
col = 0;
for ( i = 0 ; i < tri->numVerts ; i++ ) {
Write1DMatrix( procFile, 3, &tri->shadowVertexes[i].xyz[0] );
if ( ++col == 5 ) {
col = 0;
procFile->WriteFloatString( "\n" );
}
}
if ( col != 0 ) {
procFile->WriteFloatString( "\n" );
}
// indexes
col = 0;
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
procFile->WriteFloatString( "%i ", tri->indexes[i] );
if ( ++col == 18 ) {
col = 0;
procFile->WriteFloatString( "\n" );
}
}
if ( col != 0 ) {
procFile->WriteFloatString( "\n" );
}
}
/*
=======================
GroupsAreSurfaceCompatible
Planes, texcoords, and groupLights can differ,
but the material and mergegroup must match
=======================
*/
static bool GroupsAreSurfaceCompatible( const optimizeGroup_t *a, const optimizeGroup_t *b ) {
if ( a->material != b->material ) {
return false;
}
if ( a->mergeGroup != b->mergeGroup ) {
return false;
}
return true;
}
/*
====================
WriteOutputSurfaces
====================
*/
static void WriteOutputSurfaces( int entityNum, int areaNum ) {
mapTri_t *ambient, *copy;
int surfaceNum;
int numSurfaces;
idMapEntity *entity;
uArea_t *area;
optimizeGroup_t *group, *groupStep;
int i; // , j;
// int col;
srfTriangles_t *uTri;
// mapTri_t *tri;
typedef struct interactionTris_s {
struct interactionTris_s *next;
mapTri_t *triList;
mapLight_t *light;
} interactionTris_t;
interactionTris_t *interactions, *checkInter; //, *nextInter;
area = &dmapGlobals.uEntities[entityNum].areas[areaNum];
entity = dmapGlobals.uEntities[entityNum].mapEntity;
numSurfaces = CountUniqueShaders( area->groups );
if ( entityNum == 0 ) {
procFile->WriteFloatString( "model { /* name = */ \"_area%i\" /* numSurfaces = */ %i\n\n",
areaNum, numSurfaces );
} else {
const char *name;
entity->epairs.GetString( "name", "", &name );
if ( !name[0] ) {
common->Error( "Entity %i has surfaces, but no name key", entityNum );
}
procFile->WriteFloatString( "model { /* name = */ \"%s\" /* numSurfaces = */ %i\n\n",
name, numSurfaces );
}
surfaceNum = 0;
for ( group = area->groups ; group ; group = group->nextGroup ) {
if ( group->surfaceEmited ) {
continue;
}
// combine all groups compatible with this one
// usually several optimizeGroup_t can be combined into a single
// surface, even though they couldn't be merged together to save
// vertexes because they had different planes, texture coordinates, or lights.
// Different mergeGroups will stay in separate surfaces.
ambient = NULL;
// each light that illuminates any of the groups in the surface will
// get its own list of indexes out of the original surface
interactions = NULL;
for ( groupStep = group ; groupStep ; groupStep = groupStep->nextGroup ) {
if ( groupStep->surfaceEmited ) {
continue;
}
if ( !GroupsAreSurfaceCompatible( group, groupStep ) ) {
continue;
}
// copy it out to the ambient list
copy = CopyTriList( groupStep->triList );
ambient = MergeTriLists( ambient, copy );
groupStep->surfaceEmited = true;
// duplicate it into an interaction for each groupLight
for ( i = 0 ; i < groupStep->numGroupLights ; i++ ) {
for ( checkInter = interactions ; checkInter ; checkInter = checkInter->next ) {
if ( checkInter->light == groupStep->groupLights[i] ) {
break;
}
}
if ( !checkInter ) {
// create a new interaction
checkInter = (interactionTris_t *)Mem_ClearedAlloc( sizeof( *checkInter ) );
checkInter->light = groupStep->groupLights[i];
checkInter->next = interactions;
interactions = checkInter;
}
copy = CopyTriList( groupStep->triList );
checkInter->triList = MergeTriLists( checkInter->triList, copy );
}
}
if ( !ambient ) {
continue;
}
if ( surfaceNum >= numSurfaces ) {
common->Error( "WriteOutputSurfaces: surfaceNum >= numSurfaces" );
}
procFile->WriteFloatString( "/* surface %i */ { ", surfaceNum );
surfaceNum++;
procFile->WriteFloatString( "\"%s\" ", ambient->material->GetName() );
uTri = ShareMapTriVerts( ambient );
FreeTriList( ambient );
CleanupUTriangles( uTri );
WriteUTriangles( uTri );
R_FreeStaticTriSurf( uTri );
procFile->WriteFloatString( "}\n\n" );
}
procFile->WriteFloatString( "}\n\n" );
}
/*
===============
WriteNode_r
===============
*/
static void WriteNode_r( node_t *node ) {
int child[2];
int i;
idPlane *plane;
if ( node->planenum == PLANENUM_LEAF ) {
// we shouldn't get here unless the entire world
// was a single leaf
procFile->WriteFloatString( "/* node 0 */ ( 0 0 0 0 ) -1 -1\n" );
return;
}
for ( i = 0 ; i < 2 ; i++ ) {
if ( node->children[i]->planenum == PLANENUM_LEAF ) {
child[i] = -1 - node->children[i]->area;
} else {
child[i] = node->children[i]->nodeNumber;
}
}
plane = &dmapGlobals.mapPlanes[node->planenum];
procFile->WriteFloatString( "/* node %i */ ", node->nodeNumber );
Write1DMatrix( procFile, 4, plane->ToFloatPtr() );
procFile->WriteFloatString( "%i %i\n", child[0], child[1] );
if ( child[0] > 0 ) {
WriteNode_r( node->children[0] );
}
if ( child[1] > 0 ) {
WriteNode_r( node->children[1] );
}
}
static int NumberNodes_r( node_t *node, int nextNumber ) {
if ( node->planenum == PLANENUM_LEAF ) {
return nextNumber;
}
node->nodeNumber = nextNumber;
nextNumber++;
nextNumber = NumberNodes_r( node->children[0], nextNumber );
nextNumber = NumberNodes_r( node->children[1], nextNumber );
return nextNumber;
}
/*
====================
WriteOutputNodes
====================
*/
static void WriteOutputNodes( node_t *node ) {
int numNodes;
// prune unneeded nodes and count
PruneNodes_r( node );
numNodes = NumberNodes_r( node, 0 );
// output
procFile->WriteFloatString( "nodes { /* numNodes = */ %i\n\n", numNodes );
procFile->WriteFloatString( "/* node format is: ( planeVector ) positiveChild negativeChild */\n" );
procFile->WriteFloatString( "/* a child number of 0 is an opaque, solid area */\n" );
procFile->WriteFloatString( "/* negative child numbers are areas: (-1-child) */\n" );
WriteNode_r( node );
procFile->WriteFloatString( "}\n\n" );
}
/*
====================
WriteOutputPortals
====================
*/
static void WriteOutputPortals( uEntity_t *e ) {
int i, j;
interAreaPortal_t *iap;
idWinding *w;
procFile->WriteFloatString( "interAreaPortals { /* numAreas = */ %i /* numIAP = */ %i\n\n",
e->numAreas, numInterAreaPortals );
procFile->WriteFloatString( "/* interAreaPortal format is: numPoints positiveSideArea negativeSideArea ( point) ... */\n" );
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
iap = &interAreaPortals[i];
w = iap->side->winding;
procFile->WriteFloatString("/* iap %i */ %i %i %i ", i, w->GetNumPoints(), iap->area0, iap->area1 );
for ( j = 0 ; j < w->GetNumPoints() ; j++ ) {
Write1DMatrix( procFile, 3, (*w)[j].ToFloatPtr() );
}
procFile->WriteFloatString("\n" );
}
procFile->WriteFloatString( "}\n\n" );
}
/*
====================
WriteOutputEntity
====================
*/
static void WriteOutputEntity( int entityNum ) {
int i;
uEntity_t *e;
e = &dmapGlobals.uEntities[entityNum];
if ( entityNum != 0 ) {
// entities may have enclosed, empty areas that we don't need to write out
if ( e->numAreas > 1 ) {
e->numAreas = 1;
}
}
for ( i = 0 ; i < e->numAreas ; i++ ) {
WriteOutputSurfaces( entityNum, i );
}
// we will completely skip the portals and nodes if it is a single area
if ( entityNum == 0 && e->numAreas > 1 ) {
// output the area portals
WriteOutputPortals( e );
// output the nodes
WriteOutputNodes( e->tree->headnode );
}
}
/*
====================
WriteOutputFile
====================
*/
void WriteOutputFile( void ) {
int i;
uEntity_t *entity;
idStr qpath;
// write the file
common->Printf( "----- WriteOutputFile -----\n" );
sprintf( qpath, "%s." PROC_FILE_EXT, dmapGlobals.mapFileBase );
common->Printf( "writing %s\n", qpath.c_str() );
// _D3XP used fs_cdpath
procFile = fileSystem->OpenFileWrite( qpath, "fs_devpath" );
if ( !procFile ) {
common->Error( "Error opening %s", qpath.c_str() );
}
procFile->WriteFloatString( "%s\n\n", PROC_FILE_ID );
// write the entity models and information, writing entities first
for ( i=dmapGlobals.num_entities - 1 ; i >= 0 ; i-- ) {
entity = &dmapGlobals.uEntities[i];
if ( !entity->primitives ) {
continue;
}
WriteOutputEntity( i );
}
// write the shadow volumes
for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) {
mapLight_t *light = dmapGlobals.mapLights[i];
if ( !light->shadowTris ) {
continue;
}
procFile->WriteFloatString( "shadowModel { /* name = */ \"_prelight_%s\"\n\n", light->name );
WriteShadowTriangles( light->shadowTris );
procFile->WriteFloatString( "}\n\n" );
R_FreeStaticTriSurf( light->shadowTris );
light->shadowTris = NULL;
}
fileSystem->CloseFile( procFile );
}