mirror of
https://github.com/dhewm/dhewm3.git
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1046 lines
27 KiB
C++
1046 lines
27 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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#define TEXTURE_OFFSET_EQUAL_EPSILON 0.005
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#define TEXTURE_VECTOR_EQUAL_EPSILON 0.001
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/*
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===============
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AddTriListToArea
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The triList is appended to the apropriate optimzeGroup_t,
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creating a new one if needed.
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The entire list is assumed to come from the same planar primitive
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===============
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*/
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static void AddTriListToArea( uEntity_t *e, mapTri_t *triList, int planeNum, int areaNum, textureVectors_t *texVec ) {
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uArea_t *area;
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optimizeGroup_t *group;
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int i, j;
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if ( !triList ) {
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return;
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}
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area = &e->areas[areaNum];
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for ( group = area->groups ; group ; group = group->nextGroup ) {
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if ( group->material == triList->material
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&& group->planeNum == planeNum
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&& group->mergeGroup == triList->mergeGroup ) {
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// check the texture vectors
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for ( i = 0 ; i < 2 ; i++ ) {
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( idMath::Fabs( texVec->v[i][j] - group->texVec.v[i][j] ) > TEXTURE_VECTOR_EQUAL_EPSILON ) {
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break;
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}
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}
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if ( j != 3 ) {
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break;
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}
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if ( idMath::Fabs( texVec->v[i][3] - group->texVec.v[i][3] ) > TEXTURE_OFFSET_EQUAL_EPSILON ) {
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break;
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}
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}
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if ( i == 2 ) {
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break; // exact match
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} else {
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// different texture offsets
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i = 1; // just for debugger breakpoint
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}
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}
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}
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if ( !group ) {
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group = (optimizeGroup_t *)Mem_Alloc( sizeof( *group ) );
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memset( group, 0, sizeof( *group ) );
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group->planeNum = planeNum;
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group->mergeGroup = triList->mergeGroup;
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group->material = triList->material;
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group->nextGroup = area->groups;
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group->texVec = *texVec;
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area->groups = group;
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}
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group->triList = MergeTriLists( group->triList, triList );
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}
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/*
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===================
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TexVecForTri
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===================
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*/
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static void TexVecForTri( textureVectors_t *texVec, mapTri_t *tri ) {
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float area, inva;
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idVec3 temp;
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idVec5 d0, d1;
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idDrawVert *a, *b, *c;
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a = &tri->v[0];
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b = &tri->v[1];
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c = &tri->v[2];
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d0[0] = b->xyz[0] - a->xyz[0];
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d0[1] = b->xyz[1] - a->xyz[1];
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d0[2] = b->xyz[2] - a->xyz[2];
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d0[3] = b->st[0] - a->st[0];
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d0[4] = b->st[1] - a->st[1];
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d1[0] = c->xyz[0] - a->xyz[0];
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d1[1] = c->xyz[1] - a->xyz[1];
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d1[2] = c->xyz[2] - a->xyz[2];
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d1[3] = c->st[0] - a->st[0];
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d1[4] = c->st[1] - a->st[1];
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area = d0[3] * d1[4] - d0[4] * d1[3];
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inva = 1.0 / area;
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temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva;
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temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva;
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temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva;
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temp.Normalize();
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texVec->v[0].ToVec3() = temp;
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texVec->v[0][3] = tri->v[0].xyz * texVec->v[0].ToVec3() - tri->v[0].st[0];
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temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva;
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temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva;
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temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva;
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temp.Normalize();
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texVec->v[1].ToVec3() = temp;
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texVec->v[1][3] = tri->v[0].xyz * texVec->v[0].ToVec3() - tri->v[0].st[1];
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}
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/*
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=================
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TriListForSide
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=================
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*/
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//#define SNAP_FLOAT_TO_INT 8
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#define SNAP_FLOAT_TO_INT 256
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#define SNAP_INT_TO_FLOAT (1.0/SNAP_FLOAT_TO_INT)
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mapTri_t *TriListForSide( const side_t *s, const idWinding *w ) {
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int i, j;
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idDrawVert *dv;
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mapTri_t *tri, *triList;
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const idVec3 *vec;
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const idMaterial *si;
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si = s->material;
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// skip any generated faces
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if ( !si ) {
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return NULL;
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}
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// don't create faces for non-visible sides
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if ( !si->SurfaceCastsShadow() && !si->IsDrawn() ) {
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return NULL;
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}
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if ( 1 ) {
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// triangle fan using only the outer verts
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// this gives the minimum triangle count,
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// but may have some very distended triangles
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triList = NULL;
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for ( i = 2 ; i < w->GetNumPoints() ; i++ ) {
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tri = AllocTri();
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tri->material = si;
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tri->next = triList;
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triList = tri;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( j == 0 ) {
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vec = &((*w)[0]).ToVec3();
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} else if ( j == 1 ) {
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vec = &((*w)[i-1]).ToVec3();
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} else {
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vec = &((*w)[i]).ToVec3();
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}
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dv = tri->v + j;
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#if 0
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// round the xyz to a given precision
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for ( k = 0 ; k < 3 ; k++ ) {
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dv->xyz[k] = SNAP_INT_TO_FLOAT * floor( vec[k] * SNAP_FLOAT_TO_INT + 0.5 );
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}
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#else
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VectorCopy( *vec, dv->xyz );
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#endif
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// calculate texture s/t from brush primitive texture matrix
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dv->st[0] = DotProduct( dv->xyz, s->texVec.v[0] ) + s->texVec.v[0][3];
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dv->st[1] = DotProduct( dv->xyz, s->texVec.v[1] ) + s->texVec.v[1][3];
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// copy normal
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dv->normal = dmapGlobals.mapPlanes[s->planenum].Normal();
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if ( dv->normal.Length() < 0.9 || dv->normal.Length() > 1.1 ) {
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common->Error( "Bad normal in TriListForSide" );
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}
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}
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}
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} else {
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// triangle fan from central point, more verts and tris, but less distended
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// I use this when debugging some tjunction problems
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triList = NULL;
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for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
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idVec3 midPoint;
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tri = AllocTri();
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tri->material = si;
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tri->next = triList;
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triList = tri;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( j == 0 ) {
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vec = &midPoint;
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midPoint = w->GetCenter();
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} else if ( j == 1 ) {
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vec = &((*w)[i]).ToVec3();
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} else {
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vec = &((*w)[(i+1)%w->GetNumPoints()]).ToVec3();
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}
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dv = tri->v + j;
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VectorCopy( *vec, dv->xyz );
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// calculate texture s/t from brush primitive texture matrix
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dv->st[0] = DotProduct( dv->xyz, s->texVec.v[0] ) + s->texVec.v[0][3];
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dv->st[1] = DotProduct( dv->xyz, s->texVec.v[1] ) + s->texVec.v[1][3];
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// copy normal
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dv->normal = dmapGlobals.mapPlanes[s->planenum].Normal();
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if ( dv->normal.Length() < 0.9f || dv->normal.Length() > 1.1f ) {
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common->Error( "Bad normal in TriListForSide" );
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}
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}
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}
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}
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// set merge groups if needed, to prevent multiple sides from being
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// merged into a single surface in the case of gui shaders, mirrors, and autosprites
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if ( s->material->IsDiscrete() ) {
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for ( tri = triList ; tri ; tri = tri->next ) {
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tri->mergeGroup = (void *)s;
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}
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}
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return triList;
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}
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//=================================================================================
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/*
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====================
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ClipSideByTree_r
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Adds non-opaque leaf fragments to the convex hull
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====================
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*/
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static void ClipSideByTree_r( idWinding *w, side_t *side, node_t *node ) {
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idWinding *front, *back;
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if ( !w ) {
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return;
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}
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if ( node->planenum != PLANENUM_LEAF ) {
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if ( side->planenum == node->planenum ) {
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ClipSideByTree_r( w, side, node->children[0] );
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return;
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}
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if ( side->planenum == ( node->planenum ^ 1) ) {
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ClipSideByTree_r( w, side, node->children[1] );
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return;
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}
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w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back );
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delete w;
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ClipSideByTree_r( front, side, node->children[0] );
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ClipSideByTree_r( back, side, node->children[1] );
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return;
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}
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// if opaque leaf, don't add
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if ( !node->opaque ) {
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if ( !side->visibleHull ) {
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side->visibleHull = w->Copy();
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}
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else {
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side->visibleHull->AddToConvexHull( w, dmapGlobals.mapPlanes[ side->planenum ].Normal() );
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}
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}
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delete w;
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return;
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}
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/*
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=====================
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ClipSidesByTree
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Creates side->visibleHull for all visible sides
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The visible hull for a side will consist of the convex hull of
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all points in non-opaque clusters, which allows overlaps
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to be trimmed off automatically.
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=====================
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*/
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void ClipSidesByTree( uEntity_t *e ) {
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uBrush_t *b;
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int i;
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idWinding *w;
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side_t *side;
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primitive_t *prim;
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common->Printf( "----- ClipSidesByTree -----\n");
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for ( prim = e->primitives ; prim ; prim = prim->next ) {
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b = prim->brush;
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if ( !b ) {
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// FIXME: other primitives!
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continue;
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}
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for ( i = 0 ; i < b->numsides ; i++ ) {
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side = &b->sides[i];
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if ( !side->winding) {
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continue;
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}
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w = side->winding->Copy();
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side->visibleHull = NULL;
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ClipSideByTree_r( w, side, e->tree->headnode );
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// for debugging, we can choose to use the entire original side
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// but we skip this if the side was completely clipped away
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if ( side->visibleHull && dmapGlobals.noClipSides ) {
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delete side->visibleHull;
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side->visibleHull = side->winding->Copy();
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}
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}
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}
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}
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//=================================================================================
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/*
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====================
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ClipTriIntoTree_r
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This is used for adding curve triangles
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The winding will be freed before it returns
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====================
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*/
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void ClipTriIntoTree_r( idWinding *w, mapTri_t *originalTri, uEntity_t *e, node_t *node ) {
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idWinding *front, *back;
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if ( !w ) {
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return;
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}
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if ( node->planenum != PLANENUM_LEAF ) {
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w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back );
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delete w;
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ClipTriIntoTree_r( front, originalTri, e, node->children[0] );
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ClipTriIntoTree_r( back, originalTri, e, node->children[1] );
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return;
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}
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// if opaque leaf, don't add
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if ( !node->opaque && node->area >= 0 ) {
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mapTri_t *list;
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int planeNum;
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idPlane plane;
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textureVectors_t texVec;
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list = WindingToTriList( w, originalTri );
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PlaneForTri( originalTri, plane );
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planeNum = FindFloatPlane( plane );
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TexVecForTri( &texVec, originalTri );
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AddTriListToArea( e, list, planeNum, node->area, &texVec );
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}
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delete w;
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return;
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}
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//=============================================================
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/*
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====================
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CheckWindingInAreas_r
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Returns the area number that the winding is in, or
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-2 if it crosses multiple areas.
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====================
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*/
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static int CheckWindingInAreas_r( const idWinding *w, node_t *node ) {
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idWinding *front, *back;
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if ( !w ) {
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return -1;
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}
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if ( node->planenum != PLANENUM_LEAF ) {
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int a1, a2;
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#if 0
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if ( side->planenum == node->planenum ) {
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return CheckWindingInAreas_r( w, node->children[0] );
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}
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if ( side->planenum == ( node->planenum ^ 1) ) {
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return CheckWindingInAreas_r( w, node->children[1] );
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}
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#endif
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w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back );
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a1 = CheckWindingInAreas_r( front, node->children[0] );
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delete front;
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a2 = CheckWindingInAreas_r( back, node->children[1] );
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delete back;
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if ( a1 == -2 || a2 == -2 ) {
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return -2; // different
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}
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if ( a1 == -1 ) {
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return a2; // one solid
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}
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if ( a2 == -1 ) {
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return a1; // one solid
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}
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if ( a1 != a2 ) {
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return -2; // cross areas
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}
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return a1;
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}
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return node->area;
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}
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/*
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====================
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PutWindingIntoAreas_r
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Clips a winding down into the bsp tree, then converts
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the fragments to triangles and adds them to the area lists
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====================
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*/
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static void PutWindingIntoAreas_r( uEntity_t *e, const idWinding *w, side_t *side, node_t *node ) {
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idWinding *front, *back;
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int area;
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if ( !w ) {
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return;
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}
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if ( node->planenum != PLANENUM_LEAF ) {
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if ( side->planenum == node->planenum ) {
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PutWindingIntoAreas_r( e, w, side, node->children[0] );
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return;
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}
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if ( side->planenum == ( node->planenum ^ 1) ) {
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PutWindingIntoAreas_r( e, w, side, node->children[1] );
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return;
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}
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// see if we need to split it
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// adding the "noFragment" flag to big surfaces like sky boxes
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// will avoid potentially dicing them up into tons of triangles
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// that take forever to optimize back together
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if ( !dmapGlobals.fullCarve || side->material->NoFragment() ) {
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area = CheckWindingInAreas_r( w, node );
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if ( area >= 0 ) {
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mapTri_t *tri;
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// put in single area
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tri = TriListForSide( side, w );
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AddTriListToArea( e, tri, side->planenum, area, &side->texVec );
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return;
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}
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}
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w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back );
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PutWindingIntoAreas_r( e, front, side, node->children[0] );
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if ( front ) {
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delete front;
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}
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PutWindingIntoAreas_r( e, back, side, node->children[1] );
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if ( back ) {
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delete back;
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}
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return;
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}
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|
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// if opaque leaf, don't add
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|
if ( node->area >= 0 && !node->opaque ) {
|
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mapTri_t *tri;
|
|
|
|
tri = TriListForSide( side, w );
|
|
AddTriListToArea( e, tri, side->planenum, node->area, &side->texVec );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AddMapTriToAreas
|
|
|
|
Used for curves and inlined models
|
|
==================
|
|
*/
|
|
void AddMapTriToAreas( mapTri_t *tri, uEntity_t *e ) {
|
|
int area;
|
|
idWinding *w;
|
|
|
|
// skip degenerate triangles from pinched curves
|
|
if ( MapTriArea( tri ) <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( dmapGlobals.fullCarve ) {
|
|
// always fragment into areas
|
|
w = WindingForTri( tri );
|
|
ClipTriIntoTree_r( w, tri, e, e->tree->headnode );
|
|
return;
|
|
}
|
|
|
|
w = WindingForTri( tri );
|
|
area = CheckWindingInAreas_r( w, e->tree->headnode );
|
|
delete w;
|
|
if ( area == -1 ) {
|
|
return;
|
|
}
|
|
if ( area >= 0 ) {
|
|
mapTri_t *newTri;
|
|
idPlane plane;
|
|
int planeNum;
|
|
textureVectors_t texVec;
|
|
|
|
// put in single area
|
|
newTri = CopyMapTri( tri );
|
|
newTri->next = NULL;
|
|
|
|
PlaneForTri( tri, plane );
|
|
planeNum = FindFloatPlane( plane );
|
|
|
|
TexVecForTri( &texVec, newTri );
|
|
|
|
AddTriListToArea( e, newTri, planeNum, area, &texVec );
|
|
} else {
|
|
// fragment into areas
|
|
w = WindingForTri( tri );
|
|
ClipTriIntoTree_r( w, tri, e, e->tree->headnode );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
PutPrimitivesInAreas
|
|
|
|
=====================
|
|
*/
|
|
void PutPrimitivesInAreas( uEntity_t *e ) {
|
|
uBrush_t *b;
|
|
int i;
|
|
side_t *side;
|
|
primitive_t *prim;
|
|
mapTri_t *tri;
|
|
|
|
common->Printf( "----- PutPrimitivesInAreas -----\n");
|
|
|
|
// allocate space for surface chains for each area
|
|
e->areas = (uArea_t *)Mem_Alloc( e->numAreas * sizeof( e->areas[0] ) );
|
|
memset( e->areas, 0, e->numAreas * sizeof( e->areas[0] ) );
|
|
|
|
// for each primitive, clip it to the non-solid leafs
|
|
// and divide it into different areas
|
|
for ( prim = e->primitives ; prim ; prim = prim->next ) {
|
|
b = prim->brush;
|
|
|
|
if ( !b ) {
|
|
// add curve triangles
|
|
for ( tri = prim->tris ; tri ; tri = tri->next ) {
|
|
AddMapTriToAreas( tri, e );
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// clip in brush sides
|
|
for ( i = 0 ; i < b->numsides ; i++ ) {
|
|
side = &b->sides[i];
|
|
if ( !side->visibleHull ) {
|
|
continue;
|
|
}
|
|
PutWindingIntoAreas_r( e, side->visibleHull, side, e->tree->headnode );
|
|
}
|
|
}
|
|
|
|
|
|
// optionally inline some of the func_static models
|
|
if ( dmapGlobals.entityNum == 0 ) {
|
|
bool inlineAll = dmapGlobals.uEntities[0].mapEntity->epairs.GetBool( "inlineAllStatics" );
|
|
|
|
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;
|
|
}
|
|
if ( !entity->mapEntity->epairs.GetBool( "inline" ) && !inlineAll ) {
|
|
continue;
|
|
}
|
|
const char *modelName = entity->mapEntity->epairs.GetString( "model" );
|
|
if ( !modelName ) {
|
|
continue;
|
|
}
|
|
idRenderModel *model = renderModelManager->FindModel( modelName );
|
|
|
|
common->Printf( "inlining %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->numIndexes ; j += 3 ) {
|
|
for ( int k = 0 ; k < 3 ; k++ ) {
|
|
idVec3 v = tri->verts[tri->indexes[j+k]].xyz;
|
|
|
|
mapTri.v[k].xyz = v * axis + origin;
|
|
|
|
mapTri.v[k].normal = tri->verts[tri->indexes[j+k]].normal * axis;
|
|
mapTri.v[k].st = tri->verts[tri->indexes[j+k]].st;
|
|
}
|
|
AddMapTriToAreas( &mapTri, e );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=================
|
|
ClipTriByLight
|
|
|
|
Carves a triangle by the frustom planes of a light, producing
|
|
a (possibly empty) list of triangles on the inside and outside.
|
|
|
|
The original triangle is not modified.
|
|
|
|
If no clipping is required, the result will be a copy of the original.
|
|
|
|
If clipping was required, the outside fragments will be planar clips, which
|
|
will benefit from re-optimization.
|
|
=================
|
|
*/
|
|
static void ClipTriByLight( const mapLight_t *light, const mapTri_t *tri,
|
|
mapTri_t **in, mapTri_t **out ) {
|
|
idWinding *inside, *oldInside;
|
|
idWinding *outside[6];
|
|
bool hasOutside;
|
|
int i;
|
|
|
|
*in = NULL;
|
|
*out = NULL;
|
|
|
|
// clip this winding to the light
|
|
inside = WindingForTri( tri );
|
|
hasOutside = false;
|
|
for ( i = 0 ; i < 6 ; i++ ) {
|
|
oldInside = inside;
|
|
if ( oldInside ) {
|
|
oldInside->Split( light->def.frustum[i], 0, &outside[i], &inside );
|
|
delete oldInside;
|
|
}
|
|
else {
|
|
outside[i] = NULL;
|
|
}
|
|
if ( outside[i] ) {
|
|
hasOutside = true;
|
|
}
|
|
}
|
|
|
|
if ( !inside ) {
|
|
// the entire winding is outside this light
|
|
|
|
// free the clipped fragments
|
|
for ( i = 0 ; i < 6 ; i++ ) {
|
|
if ( outside[i] ) {
|
|
delete outside[i];
|
|
}
|
|
}
|
|
|
|
*out = CopyMapTri( tri );
|
|
(*out)->next = NULL;
|
|
|
|
return;
|
|
}
|
|
|
|
if ( !hasOutside ) {
|
|
// the entire winding is inside this light
|
|
|
|
// free the inside copy
|
|
delete inside;
|
|
|
|
*in = CopyMapTri( tri );
|
|
(*in)->next = NULL;
|
|
|
|
return;
|
|
}
|
|
|
|
// the winding is split
|
|
*in = WindingToTriList( inside, tri );
|
|
delete inside;
|
|
|
|
// combine all the outside fragments
|
|
for ( i = 0 ; i < 6 ; i++ ) {
|
|
if ( outside[i] ) {
|
|
mapTri_t *list;
|
|
|
|
list = WindingToTriList( outside[i], tri );
|
|
delete outside[i];
|
|
*out = MergeTriLists( *out, list );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
BoundOptimizeGroup
|
|
=================
|
|
*/
|
|
static void BoundOptimizeGroup( optimizeGroup_t *group ) {
|
|
group->bounds.Clear();
|
|
for ( mapTri_t *tri = group->triList ; tri ; tri = tri->next ) {
|
|
group->bounds.AddPoint( tri->v[0].xyz );
|
|
group->bounds.AddPoint( tri->v[1].xyz );
|
|
group->bounds.AddPoint( tri->v[2].xyz );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
BuildLightShadows
|
|
|
|
Build the beam tree and shadow volume surface for a light
|
|
====================
|
|
*/
|
|
static void BuildLightShadows( uEntity_t *e, mapLight_t *light ) {
|
|
int i;
|
|
optimizeGroup_t *group;
|
|
mapTri_t *tri;
|
|
mapTri_t *shadowers;
|
|
optimizeGroup_t *shadowerGroups;
|
|
idVec3 lightOrigin;
|
|
bool hasPerforatedSurface = false;
|
|
|
|
//
|
|
// build a group list of all the triangles that will contribute to
|
|
// the optimized shadow volume, leaving the original triangles alone
|
|
//
|
|
|
|
|
|
// shadowers will contain all the triangles that will contribute to the
|
|
// shadow volume
|
|
shadowerGroups = NULL;
|
|
lightOrigin = light->def.globalLightOrigin;
|
|
|
|
// if the light is no-shadows, don't add any surfaces
|
|
// to the beam tree at all
|
|
if ( !light->def.parms.noShadows
|
|
&& light->def.lightShader->LightCastsShadows() ) {
|
|
for ( i = 0 ; i < e->numAreas ; i++ ) {
|
|
for ( group = e->areas[i].groups ; group ; group = group->nextGroup ) {
|
|
// if the surface doesn't cast shadows, skip it
|
|
if ( !group->material->SurfaceCastsShadow() ) {
|
|
continue;
|
|
}
|
|
|
|
// if the group doesn't face away from the light, it
|
|
// won't contribute to the shadow volume
|
|
if ( dmapGlobals.mapPlanes[ group->planeNum ].Distance( lightOrigin ) > 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// if the group bounds doesn't intersect the light bounds,
|
|
// skip it
|
|
if ( !group->bounds.IntersectsBounds( light->def.frustumTris->bounds ) ) {
|
|
continue;
|
|
}
|
|
|
|
// build up a list of the triangle fragments inside the
|
|
// light frustum
|
|
shadowers = NULL;
|
|
for ( tri = group->triList ; tri ; tri = tri->next ) {
|
|
mapTri_t *in, *out;
|
|
|
|
// clip it to the light frustum
|
|
ClipTriByLight( light, tri, &in, &out );
|
|
FreeTriList( out );
|
|
shadowers = MergeTriLists( shadowers, in );
|
|
}
|
|
|
|
// if we didn't get any out of this group, we don't
|
|
// need to create a new group in the shadower list
|
|
if ( !shadowers ) {
|
|
continue;
|
|
}
|
|
|
|
// find a group in shadowerGroups to add these to
|
|
// we will ignore everything but planenum, and we
|
|
// can merge across areas
|
|
optimizeGroup_t *check;
|
|
|
|
for ( check = shadowerGroups ; check ; check = check->nextGroup ) {
|
|
if ( check->planeNum == group->planeNum ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( !check ) {
|
|
check = (optimizeGroup_t *)Mem_Alloc( sizeof( *check ) );
|
|
*check = *group;
|
|
check->triList = NULL;
|
|
check->nextGroup = shadowerGroups;
|
|
shadowerGroups = check;
|
|
}
|
|
|
|
// if any surface is a shadow-casting perforated or translucent surface, we
|
|
// can't use the face removal optimizations because we can see through
|
|
// some of the faces
|
|
if ( group->material->Coverage() != MC_OPAQUE ) {
|
|
hasPerforatedSurface = true;
|
|
}
|
|
|
|
check->triList = MergeTriLists( check->triList, shadowers );
|
|
}
|
|
}
|
|
}
|
|
|
|
// take the shadower group list and create a beam tree and shadow volume
|
|
light->shadowTris = CreateLightShadow( shadowerGroups, light );
|
|
|
|
if ( light->shadowTris && hasPerforatedSurface ) {
|
|
// can't ever remove front faces, because we can see through some of them
|
|
light->shadowTris->numShadowIndexesNoCaps = light->shadowTris->numShadowIndexesNoFrontCaps =
|
|
light->shadowTris->numIndexes;
|
|
}
|
|
|
|
// we don't need the original shadower triangles for anything else
|
|
FreeOptimizeGroupList( shadowerGroups );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CarveGroupsByLight
|
|
|
|
Divide each group into an inside group and an outside group, based
|
|
on which fragments are illuminated by the light's beam tree
|
|
====================
|
|
*/
|
|
static void CarveGroupsByLight( uEntity_t *e, mapLight_t *light ) {
|
|
int i;
|
|
optimizeGroup_t *group, *newGroup, *carvedGroups, *nextGroup;
|
|
mapTri_t *tri, *inside, *outside;
|
|
uArea_t *area;
|
|
|
|
for ( i = 0 ; i < e->numAreas ; i++ ) {
|
|
area = &e->areas[i];
|
|
carvedGroups = NULL;
|
|
|
|
// we will be either freeing or reassigning the groups as we go
|
|
for ( group = area->groups ; group ; group = nextGroup ) {
|
|
nextGroup = group->nextGroup;
|
|
// if the surface doesn't get lit, don't carve it up
|
|
if ( ( light->def.lightShader->IsFogLight() && !group->material->ReceivesFog() )
|
|
|| ( !light->def.lightShader->IsFogLight() && !group->material->ReceivesLighting() )
|
|
|| !group->bounds.IntersectsBounds( light->def.frustumTris->bounds ) ) {
|
|
|
|
group->nextGroup = carvedGroups;
|
|
carvedGroups = group;
|
|
continue;
|
|
}
|
|
|
|
if ( group->numGroupLights == MAX_GROUP_LIGHTS ) {
|
|
common->Error( "MAX_GROUP_LIGHTS around %f %f %f",
|
|
group->triList->v[0].xyz[0], group->triList->v[0].xyz[1], group->triList->v[0].xyz[2] );
|
|
}
|
|
|
|
// if the group doesn't face the light,
|
|
// it won't get carved at all
|
|
if ( !light->def.lightShader->LightEffectsBackSides() &&
|
|
!group->material->ReceivesLightingOnBackSides() &&
|
|
dmapGlobals.mapPlanes[ group->planeNum ].Distance( light->def.parms.origin ) <= 0 ) {
|
|
|
|
group->nextGroup = carvedGroups;
|
|
carvedGroups = group;
|
|
continue;
|
|
}
|
|
|
|
// split into lists for hit-by-light, and not-hit-by-light
|
|
inside = NULL;
|
|
outside = NULL;
|
|
|
|
for ( tri = group->triList ; tri ; tri = tri->next ) {
|
|
mapTri_t *in, *out;
|
|
|
|
ClipTriByLight( light, tri, &in, &out );
|
|
inside = MergeTriLists( inside, in );
|
|
outside = MergeTriLists( outside, out );
|
|
}
|
|
|
|
if ( inside ) {
|
|
newGroup = (optimizeGroup_t *)Mem_Alloc( sizeof( *newGroup ) );
|
|
*newGroup = *group;
|
|
newGroup->groupLights[newGroup->numGroupLights] = light;
|
|
newGroup->numGroupLights++;
|
|
newGroup->triList = inside;
|
|
newGroup->nextGroup = carvedGroups;
|
|
carvedGroups = newGroup;
|
|
}
|
|
|
|
if ( outside ) {
|
|
newGroup = (optimizeGroup_t *)Mem_Alloc( sizeof( *newGroup ) );
|
|
*newGroup = *group;
|
|
newGroup->triList = outside;
|
|
newGroup->nextGroup = carvedGroups;
|
|
carvedGroups = newGroup;
|
|
}
|
|
|
|
// free the original
|
|
group->nextGroup = NULL;
|
|
FreeOptimizeGroupList( group );
|
|
}
|
|
|
|
// replace this area's group list with the new one
|
|
area->groups = carvedGroups;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
Prelight
|
|
|
|
Break optimize groups up into additional groups at light boundaries, so
|
|
optimization won't cross light bounds
|
|
=====================
|
|
*/
|
|
void Prelight( uEntity_t *e ) {
|
|
int i;
|
|
int start, end;
|
|
mapLight_t *light;
|
|
|
|
// don't prelight anything but the world entity
|
|
if ( dmapGlobals.entityNum != 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( dmapGlobals.shadowOptLevel > 0 ) {
|
|
common->Printf( "----- BuildLightShadows -----\n" );
|
|
start = Sys_Milliseconds();
|
|
|
|
// calc bounds for all the groups to speed things up
|
|
for ( i = 0 ; i < e->numAreas ; i++ ) {
|
|
uArea_t *area = &e->areas[i];
|
|
|
|
for ( optimizeGroup_t *group = area->groups ; group ; group = group->nextGroup ) {
|
|
BoundOptimizeGroup( group );
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) {
|
|
light = dmapGlobals.mapLights[i];
|
|
BuildLightShadows( e, light );
|
|
}
|
|
|
|
end = Sys_Milliseconds();
|
|
common->Printf( "%5.1f seconds for BuildLightShadows\n", ( end - start ) / 1000.0 );
|
|
}
|
|
|
|
|
|
if ( !dmapGlobals.noLightCarve ) {
|
|
common->Printf( "----- CarveGroupsByLight -----\n" );
|
|
start = Sys_Milliseconds();
|
|
// now subdivide the optimize groups into additional groups for
|
|
// each light that illuminates them
|
|
for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) {
|
|
light = dmapGlobals.mapLights[i];
|
|
CarveGroupsByLight( e, light );
|
|
}
|
|
|
|
end = Sys_Milliseconds();
|
|
common->Printf( "%5.1f seconds for CarveGroupsByLight\n", ( end - start ) / 1000.0 );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|