q3cellshading/q3map/facebsp.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "qbsp.h"
int c_faceLeafs;
/*
================
AllocBspFace
================
*/
bspface_t *AllocBspFace( void ) {
bspface_t *f;
f = malloc(sizeof(*f));
memset( f, 0, sizeof(*f) );
return f;
}
/*
================
FreeBspFace
================
*/
void FreeBspFace( bspface_t *f ) {
if ( f->w ) {
FreeWinding( f->w );
}
free( f );
}
/*
================
SelectSplitPlaneNum
================
*/
int hintsplit;
#define BLOCK_SIZE 1024
int SelectSplitPlaneNum( node_t *node, bspface_t *list ) {
bspface_t *split;
bspface_t *check;
bspface_t *bestSplit;
int splits, facing, front, back;
int side;
plane_t *plane;
int value, bestValue;
int i;
vec3_t normal;
float dist;
int planenum;
hintsplit = qfalse;
// if it is crossing a 1k block boundary, force a split
for ( i = 0 ; i < 2 ; i++ ) {
dist = BLOCK_SIZE * ( floor( node->mins[i] / BLOCK_SIZE ) + 1 );
if ( node->maxs[i] > dist ) {
VectorClear( normal );
normal[i] = 1;
planenum = FindFloatPlane( normal, dist );
return planenum;
}
}
// pick one of the face planes
bestValue = -99999;
bestSplit = list;
for ( split = list ; split ; split = split->next ) {
split->checked = qfalse;
}
for ( split = list ; split ; split = split->next ) {
if ( split->checked ) {
continue;
}
plane = &mapplanes[ split->planenum ];
splits = 0;
facing = 0;
front = 0;
back = 0;
for ( check = list ; check ; check = check->next ) {
if ( check->planenum == split->planenum ) {
facing++;
check->checked = qtrue; // won't need to test this plane again
continue;
}
side = WindingOnPlaneSide( check->w, plane->normal, plane->dist );
if ( side == SIDE_CROSS ) {
splits++;
} else if ( side == SIDE_FRONT ) {
front++;
} else if ( side == SIDE_BACK ) {
back++;
}
}
value = 5*facing - 5*splits; // - abs(front-back);
if ( plane->type < 3 ) {
value+=5; // axial is better
}
value += split->priority; // prioritize hints higher
if ( value > bestValue ) {
bestValue = value;
bestSplit = split;
}
}
if ( bestValue == -99999 ) {
return -1;
}
if (bestSplit->hint)
hintsplit = qtrue;
return bestSplit->planenum;
}
int CountFaceList( bspface_t *list ) {
int c;
c = 0;
for ( ; list ; list = list->next ) {
c++;
}
return c;
}
/*
================
BuildFaceTree_r
================
*/
void BuildFaceTree_r( node_t *node, bspface_t *list ) {
bspface_t *split;
bspface_t *next;
int side;
plane_t *plane;
bspface_t *newFace;
bspface_t *childLists[2];
winding_t *frontWinding, *backWinding;
int i;
int splitPlaneNum;
i = CountFaceList( list );
splitPlaneNum = SelectSplitPlaneNum( node, list );
// if we don't have any more faces, this is a node
if ( splitPlaneNum == -1 ) {
node->planenum = PLANENUM_LEAF;
c_faceLeafs++;
return;
}
// partition the list
node->planenum = splitPlaneNum;
node->hint = hintsplit;
plane = &mapplanes[ splitPlaneNum ];
childLists[0] = NULL;
childLists[1] = NULL;
for ( split = list ; split ; split = next ) {
next = split->next;
if ( split->planenum == node->planenum ) {
FreeBspFace( split );
continue;
}
side = WindingOnPlaneSide( split->w, plane->normal, plane->dist );
if ( side == SIDE_CROSS ) {
ClipWindingEpsilon( split->w, plane->normal, plane->dist, CLIP_EPSILON * 2,
&frontWinding, &backWinding );
if ( frontWinding ) {
newFace = AllocBspFace();
newFace->w = frontWinding;
newFace->next = childLists[0];
newFace->planenum = split->planenum;
newFace->priority = split->priority;
newFace->hint = split->hint;
childLists[0] = newFace;
}
if ( backWinding ) {
newFace = AllocBspFace();
newFace->w = backWinding;
newFace->next = childLists[1];
newFace->planenum = split->planenum;
newFace->priority = split->priority;
newFace->hint = split->hint;
childLists[1] = newFace;
}
FreeBspFace( split );
} else if ( side == SIDE_FRONT ) {
split->next = childLists[0];
childLists[0] = split;
} else if ( side == SIDE_BACK ) {
split->next = childLists[1];
childLists[1] = split;
}
}
// recursively process children
for ( i = 0 ; i < 2 ; i++ ) {
node->children[i] = AllocNode();
node->children[i]->parent = node;
VectorCopy( node->mins, node->children[i]->mins );
VectorCopy( node->maxs, node->children[i]->maxs );
}
for ( i = 0 ; i < 3 ; i++ ) {
if ( plane->normal[i] == 1 ) {
node->children[0]->mins[i] = plane->dist;
node->children[1]->maxs[i] = plane->dist;
break;
}
}
for ( i = 0 ; i < 2 ; i++ ) {
BuildFaceTree_r ( node->children[i], childLists[i]);
}
}
/*
================
FaceBSP
List will be freed before returning
================
*/
tree_t *FaceBSP( bspface_t *list ) {
tree_t *tree;
bspface_t *face;
int i;
int count;
qprintf( "--- FaceBSP ---\n" );
tree = AllocTree ();
count = 0;
for ( face = list ; face ; face = face->next ) {
count++;
for ( i = 0 ; i < face->w->numpoints ; i++ ) {
AddPointToBounds( face->w->p[i], tree->mins, tree->maxs);
}
}
qprintf( "%5i faces\n", count );
tree->headnode = AllocNode();
VectorCopy( tree->mins, tree->headnode->mins );
VectorCopy( tree->maxs, tree->headnode->maxs );
c_faceLeafs = 0;
BuildFaceTree_r ( tree->headnode, list );
qprintf( "%5i leafs\n", c_faceLeafs );
return tree;
}
/*
=================
BspFaceForPortal
=================
*/
bspface_t *BspFaceForPortal( portal_t *p ) {
bspface_t *f;
f = AllocBspFace();
f->w = CopyWinding( p->winding );
f->planenum = p->onnode->planenum & ~1;
return f;
}
/*
=================
MakeStructuralBspFaceList
=================
*/
bspface_t *MakeStructuralBspFaceList( bspbrush_t *list ) {
bspbrush_t *b;
int i;
side_t *s;
winding_t *w;
bspface_t *f, *flist;
flist = NULL;
for ( b = list ; b ; b = b->next ) {
if ( b->detail ) {
continue;
}
for ( i = 0 ; i < b->numsides ; i++ ) {
s = &b->sides[i];
w = s->winding;
if ( !w ) {
continue;
}
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
f->next = flist;
if (s->surfaceFlags & SURF_HINT) {
//f->priority = HINT_PRIORITY;
f->hint = qtrue;
}
flist = f;
}
}
return flist;
}
/*
=================
MakeVisibleBspFaceList
=================
*/
bspface_t *MakeVisibleBspFaceList( bspbrush_t *list ) {
bspbrush_t *b;
int i;
side_t *s;
winding_t *w;
bspface_t *f, *flist;
flist = NULL;
for ( b = list ; b ; b = b->next ) {
if ( b->detail ) {
continue;
}
for ( i = 0 ; i < b->numsides ; i++ ) {
s = &b->sides[i];
w = s->visibleHull;
if ( !w ) {
continue;
}
f = AllocBspFace();
f->w = CopyWinding( w );
f->planenum = s->planenum & ~1;
f->next = flist;
if (s->surfaceFlags & SURF_HINT) {
//f->priority = HINT_PRIORITY;
f->hint = qtrue;
}
flist = f;
}
}
return flist;
}