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736ec20d4d
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.
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 "sys/platform.h"
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#include "tools/compilers/dmap/dmap.h"
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#include "tools/compilers/compiler_public.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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