mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-14 06:31:38 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
441 lines
9.1 KiB
C
441 lines
9.1 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program 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 2 of the License, or
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(at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#include <stdlib.h>
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#include "QF/sys.h"
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#include "tools/qfbsp/include/bsp5.h"
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#include "tools/qfbsp/include/csg4.h"
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#include "tools/qfbsp/include/options.h"
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#include "tools/qfbsp/include/region.h"
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#include "tools/qfbsp/include/surfaces.h"
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/** \addtogroup qfbsp_surface
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*/
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//@{
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/*
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a surface has all of the faces that could be drawn on a given plane
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the outside filling stage can remove some of them so a better bsp can be
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generated
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*/
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surface_t newcopy_t;
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int subdivides;
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int c_activefaces, c_peakfaces;
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int c_activesurfaces, c_peaksurfaces;
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face_t *
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AllocFace (void)
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{
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face_t *f;
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c_activefaces++;
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if (c_activefaces > c_peakfaces)
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c_peakfaces = c_activefaces;
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f = malloc (sizeof (face_t));
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memset (f, 0, sizeof (face_t));
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f->planenum = -1;
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return f;
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}
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void
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FreeFace (face_t *f)
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{
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c_activefaces--;
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free (f);
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}
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surface_t *
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AllocSurface (void)
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{
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surface_t *s;
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s = malloc (sizeof (surface_t));
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memset (s, 0, sizeof (surface_t));
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c_activesurfaces++;
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if (c_activesurfaces > c_peaksurfaces)
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c_peaksurfaces = c_activesurfaces;
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return s;
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}
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void
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FreeSurface (surface_t *s)
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{
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c_activesurfaces--;
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free (s);
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}
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void
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SubdivideFace (face_t *f, face_t **prevptr)
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{
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face_t *front, *back, *next;
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float mins, maxs;
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int axis, i;
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plane_t plane;
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texinfo_t *tex;
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vec_t v;
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if (f->texturenum < 0) // don't subdivide HINT or SKIP
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return;
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// special (non-surface cached) faces don't need subdivision
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tex = &bsp->texinfo[f->texturenum];
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if (tex->flags & TEX_SPECIAL)
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return;
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for (axis = 0; axis < 2; axis++) {
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while (1) {
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mins = BOGUS_RANGE;
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maxs = -BOGUS_RANGE;
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for (i = 0; i < f->points->numpoints; i++) {
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v = DotProduct (f->points->points[i], tex->vecs[axis]);
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if (v < mins)
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mins = v;
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if (v > maxs)
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maxs = v;
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}
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if (maxs - mins <= options.subdivide_size)
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break;
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// split it
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subdivides++;
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VectorCopy (tex->vecs[axis], plane.normal);
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v = VectorLength (plane.normal);
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_VectorNormalize (plane.normal);
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plane.dist = (mins + options.subdivide_size - 16) / v;
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next = f->next;
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SplitFace (f, &plane, &front, &back);
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if (!front || !back)
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Sys_Error ("SubdivideFace: didn't split the polygon");
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*prevptr = back;
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back->next = front;
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front->next = next;
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f = back;
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}
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}
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}
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static void
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GatherNodeFaces_r (node_t *node)
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{
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face_t *next, *f;
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if (node->planenum != PLANENUM_LEAF) {
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// decision node
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for (f = node->faces; f; f = next) {
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next = f->next;
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if (!f->points) { // face was removed outside
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FreeFace (f);
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} else {
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f->next = validfaces[f->planenum];
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validfaces[f->planenum] = f;
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}
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}
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GatherNodeFaces_r (node->children[0]);
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GatherNodeFaces_r (node->children[1]);
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free (node);
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} else {
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// leaf node
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free (node);
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}
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}
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surface_t *
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GatherNodeFaces (node_t *headnode)
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{
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memset (validfaces, 0, sizeof (validfaces));
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GatherNodeFaces_r (headnode);
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return BuildSurfaces ();
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}
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typedef struct hashvert_s {
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struct hashvert_s *next;
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vec3_t point;
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int num;
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int numplanes; // for corner determination
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int planenums[2];
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int numedges;
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} hashvert_t;
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#define POINT_EPSILON 0.01
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int c_cornerverts;
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hashvert_t hvertex[MAX_MAP_VERTS];
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hashvert_t *hvert_p;
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#define EDGEFACE_CHUNK 4096
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int numedgefaces = 0;
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edgeface_t *edgefaces = 0;
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int firstmodeledge = 1;
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int firstmodelface;
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#define NUM_HASH 4096
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hashvert_t *hashverts[NUM_HASH];
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static vec3_t hash_min, hash_scale;
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/** Initialize the vertex hash table.
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*/
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static void
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InitHash (void)
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{
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int i;
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int newsize[2];
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vec3_t size;
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vec_t scale, volume;
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memset (hashverts, 0, sizeof (hashverts));
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for (i = 0; i < 3; i++) {
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hash_min[i] = -8000;
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size[i] = 16000;
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}
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volume = size[0] * size[1];
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scale = sqrt (volume / NUM_HASH);
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newsize[0] = size[0] / scale;
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newsize[1] = size[1] / scale;
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hash_scale[0] = newsize[0] / size[0];
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hash_scale[1] = newsize[1] / size[1];
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hash_scale[2] = newsize[1];
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hvert_p = hvertex;
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}
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/** Calulate the hash value of a vector.
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\param vec The vector for which to calculate the hash value.
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\return The hash value of the vector.
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*/
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static unsigned
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HashVec (const vec3_t vec)
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{
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unsigned h;
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h = hash_scale[0] * (vec[0] - hash_min[0]) * hash_scale[2]
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+ hash_scale[1] * (vec[1] - hash_min[1]);
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if (h >= NUM_HASH)
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return NUM_HASH - 1;
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return h;
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}
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/** Get the vertex number for the vertex.
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\param in The vertex for which to get the number.
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\param planenum The plane on which this vertex is.
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*/
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static int
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GetVertex (const vec3_t in, int planenum)
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{
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hashvert_t *hv;
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int h, i;
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vec3_t vert;
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dvertex_t v;
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for (i = 0; i < 3; i++) {
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if (fabs (in[i] - RINT (in[i])) < 0.001)
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vert[i] = RINT (in[i]);
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else
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vert[i] = in[i];
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}
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h = HashVec (vert);
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for (hv = hashverts[h]; hv; hv = hv->next) {
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if (fabs (hv->point[0] - vert[0]) < POINT_EPSILON
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&& fabs (hv->point[1] - vert[1]) < POINT_EPSILON
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&& fabs (hv->point[2] - vert[2]) < POINT_EPSILON) {
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hv->numedges++;
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if (hv->numplanes == 3)
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return hv->num; // already known to be a corner
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for (i = 0; i < hv->numplanes; i++)
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if (hv->planenums[i] == planenum)
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return hv->num; // already know this plane
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if (hv->numplanes == 2)
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c_cornerverts++;
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else
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hv->planenums[hv->numplanes] = planenum;
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hv->numplanes++;
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return hv->num;
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}
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}
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hv = hvert_p;
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hv->numedges = 1;
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hv->numplanes = 1;
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hv->planenums[0] = planenum;
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hv->next = hashverts[h];
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hashverts[h] = hv;
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VectorCopy (vert, hv->point);
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hv->num = bsp->numvertexes;
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if (hv->num == MAX_MAP_VERTS)
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Sys_Error ("GetVertex: MAX_MAP_VERTS");
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hvert_p++;
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// emit a vertex
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if (bsp->numvertexes == MAX_MAP_VERTS)
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Sys_Error ("numvertexes == MAX_MAP_VERTS");
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v.point[0] = vert[0];
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v.point[1] = vert[1];
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v.point[2] = vert[2];
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BSP_AddVertex (bsp, &v);
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return hv->num;
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}
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int c_tryedges;
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/** Find an edge for the two vertices.
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If an edge can not be found, create a new one. Will not create a three
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(or more) face edge.
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\param p1 The first vertex.
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\param p2 The second vertex.
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\param f The face of which the two vertices form an edge.
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\return The edge number. For a re-used edge, the edge number will
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be negative, indicating the ends of the edge are reversed.
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*/
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static int
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GetEdge (const vec3_t p1, const vec3_t p2, face_t *f)
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{
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dedge_t edge;
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unsigned v1, v2;
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int i;
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if (!f->contents[0])
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Sys_Error ("GetEdge: 0 contents");
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c_tryedges++;
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// get the vertex numbers for the two vertices
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v1 = GetVertex (p1, f->planenum);
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v2 = GetVertex (p2, f->planenum);
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// search for an edge that uses the two vertices in the opposite direction
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// but does not yet have a second face.
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for (i = firstmodeledge; i < bsp->numedges; i++) {
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if (v1 == bsp->edges[i].v[1] && v2 == bsp->edges[i].v[0]
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&& !edgefaces[i].f[1]
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&& edgefaces[i].f[0]->contents[0] == f->contents[0]) {
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edgefaces[i].f[1] = f;
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return -i;
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}
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}
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// Create a new edge.
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while (bsp->numedges >= numedgefaces) {
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numedgefaces += EDGEFACE_CHUNK;
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edgefaces = realloc (edgefaces, numedgefaces * sizeof (edgeface_t));
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}
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edge.v[0] = v1;
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edge.v[1] = v2;
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BSP_AddEdge (bsp, &edge);
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edgefaces[i].f[0] = f;
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edgefaces[i].f[1] = 0;
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return i;
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}
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/** Give the face edges.
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\param face The face to which edges will be given.
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*/
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static void
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FindFaceEdges (face_t *face)
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{
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int i;
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winding_t *facep = face->points;
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face->outputnumber = -1;
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face->edges = malloc (sizeof (int) * facep->numpoints);
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for (i = 0; i < facep->numpoints; i++)
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face->edges[i] = GetEdge (facep->points[i],
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facep->points[(i + 1) % facep->numpoints],
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face);
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}
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/** Recurse through the bsp tree, adding edges to the faces.
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\param node bsp tree node.
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*/
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static void
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MakeFaceEdges_r (node_t *node)
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{
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face_t *f;
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if (node->planenum == PLANENUM_LEAF)
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return;
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for (f = node->faces; f; f = f->next)
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if (f->texturenum >= 0)
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FindFaceEdges (f);
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MakeFaceEdges_r (node->children[0]);
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MakeFaceEdges_r (node->children[1]);
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}
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void
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MakeFaceEdges (node_t *headnode)
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{
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qprintf ("----- MakeFaceEdges -----\n");
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InitHash ();
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c_tryedges = 0;
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c_cornerverts = 0;
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MakeFaceEdges_r (headnode);
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// CheckEdges ();
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GrowNodeRegions (headnode);
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firstmodeledge = bsp->numedges;
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firstmodelface = bsp->numfaces;
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}
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//@}
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