dhewm3/neo/tools/compilers/dmap/dmap.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

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