doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/RenderWorld_load.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

701 lines
17 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "sys/platform.h"
#include "framework/Session.h"
#include "renderer/ModelManager.h"
#include "renderer/RenderWorld_local.h"
#include "renderer/tr_local.h"
/*
================
idRenderWorldLocal::FreeWorld
================
*/
void idRenderWorldLocal::FreeWorld() {
int i;
// this will free all the lightDefs and entityDefs
FreeDefs();
// free all the portals and check light/model references
for ( i = 0 ; i < numPortalAreas ; i++ ) {
portalArea_t *area;
portal_t *portal, *nextPortal;
area = &portalAreas[i];
for ( portal = area->portals ; portal ; portal = nextPortal ) {
nextPortal = portal->next;
delete portal->w;
R_StaticFree( portal );
}
// there shouldn't be any remaining lightRefs or entityRefs
if ( area->lightRefs.areaNext != &area->lightRefs ) {
common->Error( "FreeWorld: unexpected remaining lightRefs" );
}
if ( area->entityRefs.areaNext != &area->entityRefs ) {
common->Error( "FreeWorld: unexpected remaining entityRefs" );
}
}
if ( portalAreas ) {
R_StaticFree( portalAreas );
portalAreas = NULL;
numPortalAreas = 0;
R_StaticFree( areaScreenRect );
areaScreenRect = NULL;
}
if ( doublePortals ) {
R_StaticFree( doublePortals );
doublePortals = NULL;
numInterAreaPortals = 0;
}
if ( areaNodes ) {
R_StaticFree( areaNodes );
areaNodes = NULL;
}
// free all the inline idRenderModels
for ( i = 0 ; i < localModels.Num() ; i++ ) {
renderModelManager->RemoveModel( localModels[i] );
delete localModels[i];
}
localModels.Clear();
areaReferenceAllocator.Shutdown();
interactionAllocator.Shutdown();
areaNumRefAllocator.Shutdown();
mapName = "<FREED>";
}
/*
================
idRenderWorldLocal::TouchWorldModels
================
*/
void idRenderWorldLocal::TouchWorldModels( void ) {
int i;
for ( i = 0 ; i < localModels.Num() ; i++ ) {
renderModelManager->CheckModel( localModels[i]->Name() );
}
}
/*
================
idRenderWorldLocal::ParseModel
================
*/
idRenderModel *idRenderWorldLocal::ParseModel( idLexer *src ) {
idRenderModel *model;
idToken token;
int i, j;
srfTriangles_t *tri;
modelSurface_t surf;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
model = renderModelManager->AllocModel();
model->InitEmpty( token );
int numSurfaces = src->ParseInt();
if ( numSurfaces < 0 ) {
src->Error( "R_ParseModel: bad numSurfaces" );
}
for ( i = 0 ; i < numSurfaces ; i++ ) {
src->ExpectTokenString( "{" );
src->ExpectAnyToken( &token );
surf.shader = declManager->FindMaterial( token );
((idMaterial*)surf.shader)->AddReference();
tri = R_AllocStaticTriSurf();
surf.geometry = tri;
tri->numVerts = src->ParseInt();
tri->numIndexes = src->ParseInt();
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
for ( j = 0 ; j < tri->numVerts ; j++ ) {
float vec[8];
src->Parse1DMatrix( 8, vec );
tri->verts[j].xyz[0] = vec[0];
tri->verts[j].xyz[1] = vec[1];
tri->verts[j].xyz[2] = vec[2];
tri->verts[j].st[0] = vec[3];
tri->verts[j].st[1] = vec[4];
tri->verts[j].normal[0] = vec[5];
tri->verts[j].normal[1] = vec[6];
tri->verts[j].normal[2] = vec[7];
}
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( j = 0 ; j < tri->numIndexes ; j++ ) {
tri->indexes[j] = src->ParseInt();
}
src->ExpectTokenString( "}" );
// add the completed surface to the model
model->AddSurface( surf );
}
src->ExpectTokenString( "}" );
model->FinishSurfaces();
return model;
}
/*
================
idRenderWorldLocal::ParseShadowModel
================
*/
idRenderModel *idRenderWorldLocal::ParseShadowModel( idLexer *src ) {
idRenderModel *model;
idToken token;
int j;
srfTriangles_t *tri;
modelSurface_t surf;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
model = renderModelManager->AllocModel();
model->InitEmpty( token );
surf.shader = tr.defaultMaterial;
tri = R_AllocStaticTriSurf();
surf.geometry = tri;
tri->numVerts = src->ParseInt();
tri->numShadowIndexesNoCaps = src->ParseInt();
tri->numShadowIndexesNoFrontCaps = src->ParseInt();
tri->numIndexes = src->ParseInt();
tri->shadowCapPlaneBits = src->ParseInt();
R_AllocStaticTriSurfShadowVerts( tri, tri->numVerts );
tri->bounds.Clear();
for ( j = 0 ; j < tri->numVerts ; j++ ) {
float vec[8];
src->Parse1DMatrix( 3, vec );
tri->shadowVertexes[j].xyz[0] = vec[0];
tri->shadowVertexes[j].xyz[1] = vec[1];
tri->shadowVertexes[j].xyz[2] = vec[2];
tri->shadowVertexes[j].xyz[3] = 1; // no homogenous value
tri->bounds.AddPoint( tri->shadowVertexes[j].xyz.ToVec3() );
}
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( j = 0 ; j < tri->numIndexes ; j++ ) {
tri->indexes[j] = src->ParseInt();
}
// add the completed surface to the model
model->AddSurface( surf );
src->ExpectTokenString( "}" );
// we do NOT do a model->FinishSurfaceces, because we don't need sil edges, planes, tangents, etc.
// model->FinishSurfaces();
return model;
}
/*
================
idRenderWorldLocal::SetupAreaRefs
================
*/
void idRenderWorldLocal::SetupAreaRefs() {
int i;
connectedAreaNum = 0;
for ( i = 0 ; i < numPortalAreas ; i++ ) {
portalAreas[i].areaNum = i;
portalAreas[i].lightRefs.areaNext =
portalAreas[i].lightRefs.areaPrev =
&portalAreas[i].lightRefs;
portalAreas[i].entityRefs.areaNext =
portalAreas[i].entityRefs.areaPrev =
&portalAreas[i].entityRefs;
}
}
/*
================
idRenderWorldLocal::ParseInterAreaPortals
================
*/
void idRenderWorldLocal::ParseInterAreaPortals( idLexer *src ) {
int i, j;
src->ExpectTokenString( "{" );
numPortalAreas = src->ParseInt();
if ( numPortalAreas < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numPortalAreas" );
return;
}
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( numPortalAreas * sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( numPortalAreas * sizeof( idScreenRect ) );
// set the doubly linked lists
SetupAreaRefs();
numInterAreaPortals = src->ParseInt();
if ( numInterAreaPortals < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numInterAreaPortals" );
return;
}
doublePortals = (doublePortal_t *)R_ClearedStaticAlloc( numInterAreaPortals *
sizeof( doublePortals [0] ) );
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
int numPoints, a1, a2;
idWinding *w;
portal_t *p;
numPoints = src->ParseInt();
a1 = src->ParseInt();
a2 = src->ParseInt();
w = new idWinding( numPoints );
w->SetNumPoints( numPoints );
for ( j = 0 ; j < numPoints ; j++ ) {
src->Parse1DMatrix( 3, (*w)[j].ToFloatPtr() );
// no texture coordinates
(*w)[j][3] = 0;
(*w)[j][4] = 0;
}
// add the portal to a1
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a2;
p->doublePortal = &doublePortals[i];
p->w = w;
p->w->GetPlane( p->plane );
p->next = portalAreas[a1].portals;
portalAreas[a1].portals = p;
doublePortals[i].portals[0] = p;
// reverse it for a2
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a1;
p->doublePortal = &doublePortals[i];
p->w = w->Reverse();
p->w->GetPlane( p->plane );
p->next = portalAreas[a2].portals;
portalAreas[a2].portals = p;
doublePortals[i].portals[1] = p;
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::ParseNodes
================
*/
void idRenderWorldLocal::ParseNodes( idLexer *src ) {
int i;
src->ExpectTokenString( "{" );
numAreaNodes = src->ParseInt();
if ( numAreaNodes < 0 ) {
src->Error( "R_ParseNodes: bad numAreaNodes" );
}
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( numAreaNodes * sizeof( areaNodes[0] ) );
for ( i = 0 ; i < numAreaNodes ; i++ ) {
areaNode_t *node;
node = &areaNodes[i];
src->Parse1DMatrix( 4, node->plane.ToFloatPtr() );
node->children[0] = src->ParseInt();
node->children[1] = src->ParseInt();
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::CommonChildrenArea_r
================
*/
int idRenderWorldLocal::CommonChildrenArea_r( areaNode_t *node ) {
int nums[2];
for ( int i = 0 ; i < 2 ; i++ ) {
if ( node->children[i] <= 0 ) {
nums[i] = -1 - node->children[i];
} else {
nums[i] = CommonChildrenArea_r( &areaNodes[ node->children[i] ] );
}
}
// solid nodes will match any area
if ( nums[0] == AREANUM_SOLID ) {
nums[0] = nums[1];
}
if ( nums[1] == AREANUM_SOLID ) {
nums[1] = nums[0];
}
int common;
if ( nums[0] == nums[1] ) {
common = nums[0];
} else {
common = CHILDREN_HAVE_MULTIPLE_AREAS;
}
node->commonChildrenArea = common;
return common;
}
/*
=================
idRenderWorldLocal::ClearWorld
Sets up for a single area world
=================
*/
void idRenderWorldLocal::ClearWorld() {
numPortalAreas = 1;
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( sizeof( idScreenRect ) );
SetupAreaRefs();
// even though we only have a single area, create a node
// that has both children pointing at it so we don't need to
//
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( sizeof( areaNodes[0] ) );
areaNodes[0].plane[3] = 1;
areaNodes[0].children[0] = -1;
areaNodes[0].children[1] = -1;
}
/*
=================
idRenderWorldLocal::FreeDefs
dump all the interactions
=================
*/
void idRenderWorldLocal::FreeDefs() {
int i;
generateAllInteractionsCalled = false;
if ( interactionTable ) {
R_StaticFree( interactionTable );
interactionTable = NULL;
}
// free all lightDefs
for ( i = 0 ; i < lightDefs.Num() ; i++ ) {
idRenderLightLocal *light;
light = lightDefs[i];
if ( light && light->world == this ) {
FreeLightDef( i );
lightDefs[i] = NULL;
}
}
// free all entityDefs
for ( i = 0 ; i < entityDefs.Num() ; i++ ) {
idRenderEntityLocal *mod;
mod = entityDefs[i];
if ( mod && mod->world == this ) {
FreeEntityDef( i );
entityDefs[i] = NULL;
}
}
}
/*
=================
idRenderWorldLocal::InitFromMap
A NULL or empty name will make a world without a map model, which
is still useful for displaying a bare model
=================
*/
bool idRenderWorldLocal::InitFromMap( const char *name ) {
idLexer * src;
idToken token;
idStr filename;
idRenderModel * lastModel;
// if this is an empty world, initialize manually
if ( !name || !name[0] ) {
FreeWorld();
mapName.Clear();
ClearWorld();
return true;
}
// load it
filename = name;
filename.SetFileExtension( PROC_FILE_EXT );
// if we are reloading the same map, check the timestamp
// and try to skip all the work
ID_TIME_T currentTimeStamp;
fileSystem->ReadFile( filename, NULL, &currentTimeStamp );
if ( name == mapName ) {
if ( currentTimeStamp != FILE_NOT_FOUND_TIMESTAMP && currentTimeStamp == mapTimeStamp ) {
common->Printf( "idRenderWorldLocal::InitFromMap: retaining existing map\n" );
FreeDefs();
TouchWorldModels();
AddWorldModelEntities();
ClearPortalStates();
return true;
}
common->Printf( "idRenderWorldLocal::InitFromMap: timestamp has changed, reloading.\n" );
}
FreeWorld();
src = new idLexer( filename, LEXFL_NOSTRINGCONCAT | LEXFL_NODOLLARPRECOMPILE );
if ( !src->IsLoaded() ) {
common->Printf( "idRenderWorldLocal::InitFromMap: %s not found\n", filename.c_str() );
ClearWorld();
return false;
}
mapName = name;
mapTimeStamp = currentTimeStamp;
// if we are writing a demo, archive the load command
if ( session->writeDemo ) {
WriteLoadMap();
}
if ( !src->ReadToken( &token ) || token.Icmp( PROC_FILE_ID ) ) {
common->Printf( "idRenderWorldLocal::InitFromMap: bad id '%s' instead of '%s'\n", token.c_str(), PROC_FILE_ID );
delete src;
return false;
}
// parse the file
while ( 1 ) {
if ( !src->ReadToken( &token ) ) {
break;
}
if ( token == "model" ) {
lastModel = ParseModel( src );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
continue;
}
if ( token == "shadowModel" ) {
lastModel = ParseShadowModel( src );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
continue;
}
if ( token == "interAreaPortals" ) {
ParseInterAreaPortals( src );
continue;
}
if ( token == "nodes" ) {
ParseNodes( src );
continue;
}
src->Error( "idRenderWorldLocal::InitFromMap: bad token \"%s\"", token.c_str() );
}
delete src;
// if it was a trivial map without any areas, create a single area
if ( !numPortalAreas ) {
ClearWorld();
}
// find the points where we can early-our of reference pushing into the BSP tree
CommonChildrenArea_r( &areaNodes[0] );
AddWorldModelEntities();
ClearPortalStates();
// done!
return true;
}
/*
=====================
idRenderWorldLocal::ClearPortalStates
=====================
*/
void idRenderWorldLocal::ClearPortalStates() {
int i, j;
// all portals start off open
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
doublePortals[i].blockingBits = PS_BLOCK_NONE;
}
// flood fill all area connections
for ( i = 0 ; i < numPortalAreas ; i++ ) {
for ( j = 0 ; j < NUM_PORTAL_ATTRIBUTES ; j++ ) {
connectedAreaNum++;
FloodConnectedAreas( &portalAreas[i], j );
}
}
}
/*
=====================
idRenderWorldLocal::AddWorldModelEntities
=====================
*/
void idRenderWorldLocal::AddWorldModelEntities() {
int i;
// add the world model for each portal area
// we can't just call AddEntityDef, because that would place the references
// based on the bounding box, rather than explicitly into the correct area
for ( i = 0 ; i < numPortalAreas ; i++ ) {
idRenderEntityLocal *def;
int index;
def = new idRenderEntityLocal;
// try and reuse a free spot
index = entityDefs.FindNull();
if ( index == -1 ) {
index = entityDefs.Append(def);
} else {
entityDefs[index] = def;
}
def->index = index;
def->world = this;
def->parms.hModel = renderModelManager->FindModel( va("_area%i", i ) );
if ( def->parms.hModel->IsDefaultModel() || !def->parms.hModel->IsStaticWorldModel() ) {
common->Error( "idRenderWorldLocal::InitFromMap: bad area model lookup" );
}
idRenderModel *hModel = def->parms.hModel;
for ( int j = 0; j < hModel->NumSurfaces(); j++ ) {
const modelSurface_t *surf = hModel->Surface( j );
if ( surf->shader->GetName() == idStr( "textures/smf/portal_sky" ) ) {
def->needsPortalSky = true;
}
}
def->referenceBounds = def->parms.hModel->Bounds();
def->parms.axis[0][0] = 1;
def->parms.axis[1][1] = 1;
def->parms.axis[2][2] = 1;
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, def->modelMatrix );
// in case an explicit shader is used on the world, we don't
// want it to have a 0 alpha or color
def->parms.shaderParms[0] =
def->parms.shaderParms[1] =
def->parms.shaderParms[2] =
def->parms.shaderParms[3] = 1;
AddEntityRefToArea( def, &portalAreas[i] );
}
}
/*
=====================
CheckAreaForPortalSky
=====================
*/
bool idRenderWorldLocal::CheckAreaForPortalSky( int areaNum ) {
areaReference_t *ref;
assert( areaNum >= 0 && areaNum < numPortalAreas );
for ( ref = portalAreas[areaNum].entityRefs.areaNext; ref->entity; ref = ref->areaNext ) {
assert( ref->area == &portalAreas[areaNum] );
if ( ref->entity && ref->entity->needsPortalSky ) {
return true;
}
}
return false;
}