Merge branch 'master'

This commit is contained in:
SRSaunders 2025-01-31 08:14:27 -05:00
commit 037a000590
11 changed files with 149 additions and 75 deletions

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@ -1,26 +1,31 @@
// DOOM 3 BFG models definition file (.fgd) generated by RBDOOM 3 BFG 1.5.1
// DOOM 3 BFG models definition file (.fgd) generated by RBDOOM 3 BFG 1.6.0
@SolidClass color(0 0 0) = worldspawn : "Every map should have exactly one worldspawn."
[
spawnclass(string) : "" : "idWorldspawn"
spawnclass(string) : "" : "idWorldspawn"
]
@SolidClass color(0 127 204) = func_static : "A brush model that just sits there, doing nothing. Can be used for conditional walls and models. When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden."
[
spawnclass(string) : "" : "idStaticEntity"
solid(boolean) : "whether the object should be solid or not." : 1
noclipmodel(boolean) : "0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)" : 0
hide(boolean) : "whether the object should be visible when spawned. you need to set a value for triggering on/off to work"
gui_noninteractive(boolean) : "any gui attached will not be interactive"
inline(boolean) : "If true, turn the model into map geometry at dmap time"
angles(string) : "" : "0 0 0"
gui(string) : "gui attached to this static, gui2 and gui3 also work"
gui_demonic(string) : "demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work"
spawnclass(string) : "" : "idStaticEntity"
solid(boolean) : "whether the object should be solid or not." : 1
noclipmodel(boolean) : "0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)" : 0
hide(boolean) : "whether the object should be visible when spawned. you need to set a value for triggering on/off to work"
gui_noninteractive(boolean) : "any gui attached will not be interactive"
inline(boolean) : "If true, turn the model into map geometry at dmap time"
angles(string) : "" : "0 0 0"
gui(string) : "gui attached to this static, gui2 and gui3 also work"
gui_demonic(string) : "demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work"
]
@PointClass base(func_static) color(0 127 204) model({ "path" : proxymodel }) = misc_model : "Just a model"
@PointClass base(func_static) color(0 127 204) model({{
proxymodel -> { "path": proxymodel },
{ "path": model }
}}) = misc_model : "Just a model"
[
angles(string) : "" : "0 0 0"
model(string) : "Model Selection (ex mapobjects/model.obj)"
model(string) : " A proxy model in OBJ file format automatically set by RBDoom so it can be displayed in TrenchBroom"
]
@PointClass base(misc_model) = auto_generated_model : "Entity definition for a specific model" []

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@ -1,4 +1,4 @@
// DOOM 3 BFG models definition file (.def) generated by RBDOOM 3 BFG 1.5.1
// DOOM 3 BFG models definition file (.def) generated by RBDOOM 3 BFG 1.6.0
entityDef genmodel_characters_player_character_helmet_d3xp_cine_helmet_lo
{

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@ -3,7 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012-2014 Robert Beckebans
Copyright (C) 2012-2025 Robert Beckebans
Copyright (C) 2022 Stephen Pridham
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -97,12 +97,13 @@ idCVar net_inviteOnly( "net_inviteOnly", "1", CVAR_BOOL | CVAR_ARCHIVE, "whether
// DG: add cvar for pause
idCVar com_pause( "com_pause", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "set to 1 to pause game, to 0 to unpause again" );
// DG end
idCVar com_activeApp( "com_activeApp", "1", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "this is set to 0 if running in background" );
extern idCVar g_demoMode;
idCVar com_engineHz( "com_engineHz", "60", CVAR_FLOAT | CVAR_ARCHIVE, "Frames per second the engine runs at", 10.0f, 1024.0f );
float com_engineHz_latched = 60.0f; // Latched version of cvar, updated between map loads
int64 com_engineHz_numerator = 100LL * 1000LL;
const int64 com_engineHz_numerator = 100LL * 1000LL;
int64 com_engineHz_denominator = 100LL * 60LL;
// RB begin

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@ -3,7 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2025 Robert Beckebans
Copyright (C) 2014-2016 Kot in Action Creative Artel
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -41,7 +41,7 @@ If you have questions concerning this license or the applicable additional terms
extern idCVar com_engineHz;
extern float com_engineHz_latched;
extern int64 com_engineHz_numerator;
extern const int64 com_engineHz_numerator;
extern int64 com_engineHz_denominator;
// Returns the msec the frame starts on

View file

@ -718,7 +718,7 @@ CONSOLE_COMMAND_SHIP( convertMapToValve220, "Convert .map file to the Valve 220
// make sure we have access to all .bimage files for that map
fileSystem->BeginLevelLoad( filename, NULL, 0 );
map.ConvertToValve220Format();
map.ConvertToValve220Format( true );
fileSystem->EndLevelLoad();

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@ -3154,24 +3154,26 @@ void idDeclManagerLocal::ExportModelsToTrenchBroom_f( const idCmdArgs& args )
fgdFile->Printf( "// DOOM 3 BFG models definition file (.fgd) generated by %s\n\n", ENGINE_VERSION );
fgdFile->Printf( "@SolidClass color(0 0 0) = worldspawn : \"Every map should have exactly one worldspawn.\"\n[\n" );
fgdFile->Printf( "\t spawnclass(string) : \"\" : \"idWorldspawn\"\n" );
fgdFile->Printf( "\tspawnclass(string) : \"\" : \"idWorldspawn\"\n" );
fgdFile->Printf( "]\n\n" );
fgdFile->Printf( "@SolidClass color(0 127 204) = func_static : \"A brush model that just sits there, doing nothing. Can be used for conditional walls and models. When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.\"\n[\n" );
//fgdFile->Printf( "name(string) : \"\" : \"\"\n" );
fgdFile->Printf( "\t spawnclass(string) : \"\" : \"idStaticEntity\"\n" );
fgdFile->Printf( "\t solid(boolean) : \"whether the object should be solid or not.\" : 1\n" );
fgdFile->Printf( "\t noclipmodel(boolean) : \"0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)\" : 0\n" );
fgdFile->Printf( "\t hide(boolean) : \"whether the object should be visible when spawned. you need to set a value for triggering on/off to work\"\n" );
fgdFile->Printf( "\t gui_noninteractive(boolean) : \"any gui attached will not be interactive\"\n" );
fgdFile->Printf( "\t inline(boolean) : \"If true, turn the model into map geometry at dmap time\"\n" );
fgdFile->Printf( "\t angles(string) : \"\" : \"0 0 0\"\n" );
fgdFile->Printf( "\t gui(string) : \"gui attached to this static, gui2 and gui3 also work\"\n" );
fgdFile->Printf( "\t gui_demonic(string) : \"demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work\"\n]\n\n" );
fgdFile->Printf( "\tspawnclass(string) : \"\" : \"idStaticEntity\"\n" );
fgdFile->Printf( "\tsolid(boolean) : \"whether the object should be solid or not.\" : 1\n" );
fgdFile->Printf( "\tnoclipmodel(boolean) : \"0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)\" : 0\n" );
fgdFile->Printf( "\thide(boolean) : \"whether the object should be visible when spawned. you need to set a value for triggering on/off to work\"\n" );
fgdFile->Printf( "\tgui_noninteractive(boolean) : \"any gui attached will not be interactive\"\n" );
fgdFile->Printf( "\tinline(boolean) : \"If true, turn the model into map geometry at dmap time\"\n" );
fgdFile->Printf( "\tangles(string) : \"\" : \"0 0 0\"\n" );
fgdFile->Printf( "\tgui(string) : \"gui attached to this static, gui2 and gui3 also work\"\n" );
fgdFile->Printf( "\tgui_demonic(string) : \"demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work\"\n]\n\n" );
fgdFile->Printf( "@PointClass base(func_static) color(0 127 204) model({ \"path\" : proxymodel }) = misc_model : \"Just a model\"\n[\n" );
fgdFile->Printf( "@PointClass base(func_static) color(0 127 204) model({{\n\tproxymodel -> { \"path\": proxymodel },\n\t{ \"path\": model }\n}}) = misc_model : \"Just a model\"\n[\n" );
//fgdFile->Printf( "name(string) : \"\" : \"\"\n" );
fgdFile->Printf( "\t angles(string) : \"\" : \"0 0 0\"\n" );
fgdFile->Printf( "\tmodel(string) : \"Model Selection (ex mapobjects/model.obj)\"\n" );
fgdFile->Printf( "\tmodel(string) : \"\tA proxy model in OBJ file format automatically set by RBDoom so it can be displayed in TrenchBroom\"\n" );
fgdFile->Printf( "]\n\n" );
fgdFile->Printf( "@PointClass base(misc_model) = auto_generated_model : \"Entity definition for a specific model\" []\n\n" );
@ -3580,7 +3582,7 @@ void idDeclManagerLocal::MakeZooMapForModels_f( const idCmdArgs& args )
int totalModelsCount = 0;
int totalEntitiesCount = 0;
idFileList* files = fileSystem->ListFilesTree( "generated", ".blwo|.base|.bdae|.bobj|.bmd5mesh", true, true );
idFileList* files = fileSystem->ListFilesTree( "generated", ".blwo|.base|.bglb|.bobj|.bmd5mesh", true, true );
idStr mapName( "maps/zoomaps/zoo_models.map" );
idMapFile mapFile;
@ -3740,9 +3742,9 @@ void idDeclManagerLocal::MakeZooMapForModels_f( const idCmdArgs& args )
modelName.SetFileExtension( "ase" );
}
if( ext.Icmp( "bdae" ) == 0 )
if( ext.Icmp( "bglb" ) == 0 )
{
modelName.SetFileExtension( "dae" );
modelName.SetFileExtension( "glb" );
}
if( ext.Icmp( "bobj" ) == 0 )
@ -3837,18 +3839,24 @@ void idDeclManagerLocal::MakeZooMapForModels_f( const idCmdArgs& args )
idMapEntity* mapEnt = new( TAG_SYSTEM ) idMapEntity();
mapFile.AddEntity( mapEnt );
// build TB compatible model name
idStrStatic< MAX_OSPATH > exportedModelFileName;
exportedModelFileName = "_tb/";
exportedModelFileName.AppendPath( modelName );
exportedModelFileName.SetFileExtension( ".obj" );
idStrStatic< MAX_OSPATH > entityName;
entityName.Format( "misc_model_%d", mapFile.GetNumEntities() );
mapEnt->epairs.Set( "classname", "misc_model" );
mapEnt->epairs.Set( "name", entityName );
mapEnt->epairs.Set( "proxymodel", exportedModelFileName );
// .glb models are the fastest to load into TrenchBroom so skip proxymodel
if( ext.Icmp( "bglb" ) != 0 )
{
// build TB compatible model name
idStrStatic< MAX_OSPATH > exportedModelFileName;
exportedModelFileName = "_tb/";
exportedModelFileName.AppendPath( modelName );
exportedModelFileName.SetFileExtension( ".obj" );
mapEnt->epairs.Set( "proxymodel", exportedModelFileName );
}
mapEnt->epairs.Set( "model", modelName );
EntityInfo_t* entInfo = new( TAG_SYSTEM ) EntityInfo_t;
@ -4126,10 +4134,12 @@ void idDeclManagerLocal::MakeZooMapForModels_f( const idCmdArgs& args )
#endif
}
mapFile.ConvertToValve220Format();
mapFile.ConvertToValve220Format( false );
worldspawn->epairs.Set( "_tb_textures", "textures/common;textures/editor;textures/decals;textures/rock" );
worldspawn->epairs.Set( "_tb_def", "external:base/_tb/fgd/DOOM-3-models.fgd" );
worldspawn->epairs.Set( "_tb_def", "external:base/_tb/fgd/DOOM-3-slim.fgd" );
// TODO add fs_game if it is set like "_tb_mod" "mod_unittests"
mapFile.Write( mapName, ".map" );

View file

@ -520,6 +520,7 @@ void idCommonLocal::ProcessGameReturn( const gameReturn_t& ret )
extern idCVar com_forceGenericSIMD;
extern idCVar com_pause;
extern idCVar com_activeApp;
/*
=================
@ -641,6 +642,21 @@ void idCommonLocal::Frame()
}
frameTiming.finishSyncTime = Sys_Microseconds();
// RB: slow down engine in background so it does not eat up so many resources along other 3D tools
if( !com_activeApp.GetBool() /* and not VR */ )
{
const float backgroundEngineHz = 15.0f;
com_engineHz_denominator = 100LL * backgroundEngineHz;
com_engineHz_latched = backgroundEngineHz;
}
else
{
// allow com_engineHz to be changed between map loads
com_engineHz_denominator = 100LL * com_engineHz.GetFloat();
com_engineHz_latched = com_engineHz.GetFloat();
}
// RB end
//--------------------------------------------
// Determine how many game tics we are going to run,
// now that the previous frame is completely finished.
@ -688,12 +704,16 @@ void idCommonLocal::Frame()
gameTimeResidual += clampedDeltaMilliseconds * timescale.GetFloat();
// don't run any frames when paused
/*
RB moved down
if( pauseGame )
{
gameFrame++;
gameTimeResidual = 0;
break;
}
*/
// debug cvar to force multiple game tics
if( com_fixedTic.GetInteger() > 0 )
@ -753,6 +773,14 @@ void idCommonLocal::Frame()
}
}
// don't run any frames when paused
// RB: reset numGameFrames here so we use the sleep above
// and don't run as many frames as possible on the GPU
if( pauseGame )
{
numGameFrames = 0;
}
//--------------------------------------------
// It would be better to push as much of this as possible
// either before or after the renderSystem->SwapCommandBuffers(),

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@ -3,7 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2015-2023 Robert Beckebans
Copyright (C) 2015-2025 Robert Beckebans
Copyright (C) 2020 Admer (id Tech Fox)
Copyright (C) 2022 Harrie van Ginneken
@ -145,33 +145,6 @@ void idMapBrushSide::ConvertToValve220Format( const idMat4& entityTransform, idS
return;
}
#if 0
// create p1, p2, p3
idVec3 forward = plane.Normal();
idVec3 p1 = forward * plane.Dist();
// create tangents right,up similar as in Quake's MakeNormalVectors
idVec3 right = forward;
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
float d = right * forward;
right = right + ( -d * forward );
right.Normalize();
idVec3 up = right.Cross( forward );
// offset p1 by tangents to have 3 points in a plane
idVec3 p2 = p1 + right;
idVec3 p3 = p1 + up;
// move planepts from entity space to world space because TrenchBroom can only handle brushes in world space
planepts[0] = entityTransform * p1;
planepts[1] = entityTransform * p2;
planepts[2] = entityTransform * p3;
#else
// from DoomEdit's void BrushPrimit_Parse( brush_t* b, bool newFormat, const idVec3 origin )
idVec3 origin = entityTransform.GetTranslation();
@ -188,7 +161,6 @@ void idMapBrushSide::ConvertToValve220Format( const idMat4& entityTransform, idS
planepts[j].y = w[j].y + origin.y;
planepts[j].z = w[j].z + origin.z;
}
#endif
idVec3 texX, texY;
@ -2996,7 +2968,7 @@ bool idMapFile::ConvertToPolygonMeshFormat()
return true;
}
bool idMapFile::ConvertToValve220Format()
bool idMapFile::ConvertToValve220Format( bool recalcPlanePoints )
{
valve220Format = true;
@ -3237,9 +3209,12 @@ bool idMapFile::ConvertToValve220Format()
side->ConvertToValve220Format( transform, textureCollections );
}
// RB: this is not necessary but the initial plane definitions are at the border of the max world size
// RB: this shouldn't necessary but the initial plane definitions are at the border of the max world size
// so with this function we get sane values that are within the brush boundaries
brushPrim->SetPlanePointsFromWindings( transform.GetTranslation(), j, i );
if( recalcPlanePoints )
{
brushPrim->SetPlanePointsFromWindings( transform.GetTranslation(), j, i );
}
}
else if( mapPrim->GetType() == idMapPrimitive::TYPE_PATCH )
{

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@ -504,7 +504,7 @@ public:
// RB begin
bool WriteJSON( const char* fileName, const char* ext, bool fromBasePath = true );
bool ConvertToPolygonMeshFormat();
bool ConvertToValve220Format();
bool ConvertToValve220Format( bool recalcPlanePoints );
void ClassifyEntitiesForTrenchBroom( idDict& classTypeOverview );

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@ -452,6 +452,7 @@ sysEvent_t Sys_GetEvent()
// DG: un-pause the game when focus is gained, that also re-grabs the input
// disabling the cursor is now done once in GLimp_Init() because it should always be disabled
cvarSystem->SetCVarBool( "com_pause", false );
cvarSystem->SetCVarBool( "com_activeApp", true );
// DG end
break;
}
@ -459,6 +460,7 @@ sysEvent_t Sys_GetEvent()
case SDL_WINDOWEVENT_FOCUS_LOST:
// DG: pause the game when focus is lost, that also un-grabs the input
cvarSystem->SetCVarBool( "com_pause", true );
cvarSystem->SetCVarBool( "com_activeApp", false );
// DG end
break;
@ -694,22 +696,59 @@ sysEvent_t Sys_GetEvent()
// GameController
case SDL_JOYAXISMOTION:
case SDL_JOYBALLMOTION:
case SDL_JOYHATMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
case SDL_JOYBATTERYUPDATED:
// Avoid 'unknown event' spam
continue;
case SDL_CONTROLLERAXISMOTION:
{
extern idCVar joy_deadZone;
static int controllerAxisRemap[][2] =
{
{K_JOY_STICK1_LEFT, K_JOY_STICK1_RIGHT}, // Left Stick X Axis: SDL_CONTROLLER_AXIS_LEFTX
{K_JOY_STICK1_UP, K_JOY_STICK1_DOWN}, // Left Stick Y Axis: SDL_CONTROLLER_AXIS_LEFTY
{K_JOY_STICK2_LEFT, K_JOY_STICK2_RIGHT}, // Right Stick X Axis: SDL_CONTROLLER_AXIS_RIGHTX
{K_JOY_STICK2_UP, K_JOY_STICK2_DOWN}, // Right Stick Y Axis: SDL_CONTROLLER_AXIS_RIGHTY
{K_NONE, K_NONE}, // Null padding: SDL_CONTROLLER_AXIS_TRIGGERLEFT
{K_NONE, K_NONE}, // Null padding: SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
res.evType = SE_JOYSTICK;
res.evValue = J_AXIS_LEFT_X + ( ev.caxis.axis - SDL_CONTROLLER_AXIS_LEFTX );
res.evValue2 = ev.caxis.value;
joystick_polls.Append( joystick_poll_t( res.evValue, res.evValue2 ) );
return res;
// SRS - Synthesize joystick axis key presses to enable navigation in game menus and the PDA
if( ev.caxis.axis <= SDL_CONTROLLER_AXIS_RIGHTY )
{
int axisIndex = ( ev.caxis.axis - SDL_CONTROLLER_AXIS_LEFTX );
bool stickNeg = static_cast<float>( ev.caxis.value ) / 32767.0f < - joy_deadZone.GetFloat();
bool stickPos = static_cast<float>( ev.caxis.value ) / 32767.0f > joy_deadZone.GetFloat();
if( buttonStates[controllerAxisRemap[axisIndex][0]] != stickNeg )
{
buttonStates[controllerAxisRemap[axisIndex][0]] = stickNeg;
res.evType = SE_KEY;
res.evValue = controllerAxisRemap[axisIndex][0];
res.evValue2 = stickNeg ? 1 : 0;
}
else if( buttonStates[controllerAxisRemap[axisIndex][1]] != stickPos )
{
buttonStates[controllerAxisRemap[axisIndex][1]] = stickPos;
res.evType = SE_KEY;
res.evValue = controllerAxisRemap[axisIndex][1];
res.evValue2 = stickPos ? 1 : 0;
}
}
return res;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
static int controllerButtonRemap[][2] =
@ -738,6 +777,18 @@ sysEvent_t Sys_GetEvent()
joystick_polls.Append( joystick_poll_t( controllerButtonRemap[ev.cbutton.button][1], res.evValue2 ) );
return res;
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
case SDL_CONTROLLERDEVICEREMAPPED:
case SDL_CONTROLLERTOUCHPADDOWN:
case SDL_CONTROLLERTOUCHPADMOTION:
case SDL_CONTROLLERTOUCHPADUP:
case SDL_CONTROLLERSENSORUPDATE:
case SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3:
case SDL_CONTROLLERSTEAMHANDLEUPDATED:
// Avoid more 'unknown event' spam
continue;
case SDL_QUIT:
PushConsoleEvent( "quit" );
res = no_more_events; // don't handle next event, just quit.
@ -756,7 +807,10 @@ sysEvent_t Sys_GetEvent()
}
continue; // just handle next event
// Avoid 'unknown event' spam
case SDL_TEXTEDITING:
case SDL_KEYMAPCHANGED:
case SDL_CLIPBOARDUPDATE:
continue; // just handle next event
default:

View file

@ -296,6 +296,7 @@ LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
// DG: set com_pause so game pauses when focus is lost
// and continues when focus is regained
cvarSystem->SetCVarBool( "com_pause", !win32.activeApp );
cvarSystem->SetCVarBool( "com_activeApp", win32.activeApp );
// DG end
// we do not actually grab or release the mouse here,