mirror of
https://github.com/UberGames/ioef.git
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455 lines
12 KiB
C
Executable file
455 lines
12 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "scriplib.h"
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#include "polylib.h"
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#include "imagelib.h"
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#include "threads.h"
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#include "bspfile.h"
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#include "shaders.h"
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#include "mesh.h"
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#define MAX_PATCH_SIZE 32
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#define CLIP_EPSILON 0.1
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#define PLANENUM_LEAF -1
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#define HINT_PRIORITY 1000
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typedef struct parseMesh_s {
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struct parseMesh_s *next;
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mesh_t mesh;
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shaderInfo_t *shaderInfo;
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qboolean grouped; // used during shared edge grouping
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struct parseMesh_s *groupChain;
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} parseMesh_t;
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typedef struct bspface_s {
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struct bspface_s *next;
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int planenum;
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int priority; // added to value calculation
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qboolean checked;
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qboolean hint;
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winding_t *w;
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} bspface_t;
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typedef struct plane_s {
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vec3_t normal;
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vec_t dist;
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int type;
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struct plane_s *hash_chain;
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} plane_t;
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typedef struct side_s {
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int planenum;
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float texMat[2][3]; // brush primitive texture matrix
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// for old brush coordinates mode
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float vecs[2][4]; // texture coordinate mapping
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winding_t *winding;
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winding_t *visibleHull; // convex hull of all visible fragments
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struct shaderInfo_s *shaderInfo;
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int contents; // from shaderInfo
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int surfaceFlags; // from shaderInfo
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int value; // from shaderInfo
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qboolean visible; // choose visble planes first
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qboolean bevel; // don't ever use for bsp splitting, and don't bother
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// making windings for it
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qboolean backSide; // generated side for a q3map_backShader
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} side_t;
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#define MAX_BRUSH_SIDES 1024
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typedef struct bspbrush_s {
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struct bspbrush_s *next;
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int entitynum; // editor numbering
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int brushnum; // editor numbering
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struct shaderInfo_s *contentShader;
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int contents;
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qboolean detail;
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qboolean opaque;
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int outputNumber; // set when the brush is written to the file list
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int portalareas[2];
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struct bspbrush_s *original; // chopped up brushes will reference the originals
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vec3_t mins, maxs;
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int numsides;
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side_t sides[6]; // variably sized
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} bspbrush_t;
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typedef struct drawsurf_s {
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shaderInfo_t *shaderInfo;
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bspbrush_t *mapBrush; // not valid for patches
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side_t *side; // not valid for patches
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struct drawsurf_s *nextOnShader; // when sorting by shader for lightmaps
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int fogNum; // set by FogDrawSurfs
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int lightmapNum; // -1 = no lightmap
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int lightmapX, lightmapY;
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int lightmapWidth, lightmapHeight;
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int numVerts;
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drawVert_t *verts;
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int numIndexes;
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int *indexes;
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// for faces only
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int planeNum;
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vec3_t lightmapOrigin; // also used for flares
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vec3_t lightmapVecs[3]; // also used for flares
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// for patches only
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qboolean patch;
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int patchWidth;
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int patchHeight;
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// for misc_models only
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qboolean miscModel;
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qboolean flareSurface;
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} mapDrawSurface_t;
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typedef struct drawSurfRef_s {
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struct drawSurfRef_s *nextRef;
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int outputNumber;
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} drawSurfRef_t;
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typedef struct node_s {
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// both leafs and nodes
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int planenum; // -1 = leaf node
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struct node_s *parent;
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vec3_t mins, maxs; // valid after portalization
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bspbrush_t *volume; // one for each leaf/node
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// nodes only
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side_t *side; // the side that created the node
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struct node_s *children[2];
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qboolean hint;
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int tinyportals;
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vec3_t referencepoint;
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// leafs only
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qboolean opaque; // view can never be inside
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qboolean areaportal;
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int cluster; // for portalfile writing
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int area; // for areaportals
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bspbrush_t *brushlist; // fragments of all brushes in this leaf
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drawSurfRef_t *drawSurfReferences; // references to patches pushed down
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int occupied; // 1 or greater can reach entity
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entity_t *occupant; // for leak file testing
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struct portal_s *portals; // also on nodes during construction
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} node_t;
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typedef struct portal_s {
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plane_t plane;
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node_t *onnode; // NULL = outside box
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node_t *nodes[2]; // [0] = front side of plane
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struct portal_s *next[2];
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winding_t *winding;
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qboolean sidefound; // false if ->side hasn't been checked
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qboolean hint;
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side_t *side; // NULL = non-visible
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} portal_t;
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typedef struct {
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node_t *headnode;
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node_t outside_node;
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vec3_t mins, maxs;
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} tree_t;
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extern int entity_num;
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extern qboolean noprune;
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extern qboolean nodetail;
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extern qboolean fulldetail;
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extern qboolean nowater;
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extern qboolean noCurveBrushes;
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extern qboolean fakemap;
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extern qboolean coplanar;
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extern qboolean nofog;
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extern qboolean testExpand;
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extern qboolean showseams;
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extern vec_t microvolume;
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extern char outbase[32];
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extern char source[1024];
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extern int samplesize; //sample size in units
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extern int novertexlighting;
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extern int nogridlighting;
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//=============================================================================
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// brush.c
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int CountBrushList (bspbrush_t *brushes);
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bspbrush_t *AllocBrush (int numsides);
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void FreeBrush (bspbrush_t *brushes);
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void FreeBrushList (bspbrush_t *brushes);
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bspbrush_t *CopyBrush (bspbrush_t *brush);
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void DrawBrushList (bspbrush_t *brush);
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void WriteBrushList (char *name, bspbrush_t *brush, qboolean onlyvis);
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void PrintBrush (bspbrush_t *brush);
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qboolean BoundBrush (bspbrush_t *brush);
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qboolean CreateBrushWindings (bspbrush_t *brush);
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bspbrush_t *BrushFromBounds (vec3_t mins, vec3_t maxs);
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vec_t BrushVolume (bspbrush_t *brush);
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void WriteBspBrushMap (char *name, bspbrush_t *list);
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void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );
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void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );
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//=============================================================================
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// map.c
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extern int entitySourceBrushes;
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// mapplanes[ num^1 ] will always be the mirror or mapplanes[ num ]
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// nummapplanes will always be even
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extern plane_t mapplanes[MAX_MAP_PLANES];
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extern int nummapplanes;
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extern vec3_t map_mins, map_maxs;
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extern char mapIndexedShaders[MAX_MAP_BRUSHSIDES][MAX_QPATH];
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extern int numMapIndexedShaders;
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extern entity_t *mapent;
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#define MAX_BUILD_SIDES 300
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extern bspbrush_t *buildBrush;
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void LoadMapFile (char *filename);
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int FindFloatPlane (vec3_t normal, vec_t dist);
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int PlaneTypeForNormal (vec3_t normal);
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bspbrush_t *FinishBrush( void );
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mapDrawSurface_t *AllocDrawSurf( void );
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mapDrawSurface_t *DrawSurfaceForSide( bspbrush_t *b, side_t *s, winding_t *w );
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//=============================================================================
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//=============================================================================
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// draw.c
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extern vec3_t draw_mins, draw_maxs;
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extern qboolean drawflag;
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void Draw_ClearWindow (void);
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void DrawWinding (winding_t *w);
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void GLS_BeginScene (void);
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void GLS_Winding (winding_t *w, int code);
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void GLS_EndScene (void);
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//=============================================================================
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// csg
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bspbrush_t *MakeBspBrushList ( bspbrush_t *brushes, vec3_t clipmins, vec3_t clipmaxs);
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//=============================================================================
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// brushbsp
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#define PSIDE_FRONT 1
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#define PSIDE_BACK 2
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#define PSIDE_BOTH (PSIDE_FRONT|PSIDE_BACK)
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#define PSIDE_FACING 4
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int BoxOnPlaneSide (vec3_t mins, vec3_t maxs, plane_t *plane);
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qboolean WindingIsTiny (winding_t *w);
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void SplitBrush (bspbrush_t *brush, int planenum,
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bspbrush_t **front, bspbrush_t **back);
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tree_t *AllocTree (void);
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node_t *AllocNode (void);
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tree_t *BrushBSP (bspbrush_t *brushlist, vec3_t mins, vec3_t maxs);
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//=============================================================================
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// portals.c
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void MakeHeadnodePortals (tree_t *tree);
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void MakeNodePortal (node_t *node);
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void SplitNodePortals (node_t *node);
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qboolean Portal_Passable(portal_t *p);
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qboolean FloodEntities (tree_t *tree);
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void FillOutside (node_t *headnode);
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void FloodAreas (tree_t *tree);
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bspface_t *VisibleFaces(entity_t *e, tree_t *tree);
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void FreePortal (portal_t *p);
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void MakeTreePortals (tree_t *tree);
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//=============================================================================
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// glfile.c
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void OutputWinding( winding_t *w, FILE *glview );
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void WriteGLView( tree_t *tree, char *source );
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//=============================================================================
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// leakfile.c
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void LeakFile( tree_t *tree );
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//=============================================================================
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// prtfile.c
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void NumberClusters( tree_t *tree );
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void WritePortalFile( tree_t *tree );
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//=============================================================================
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// writebsp.c
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void SetModelNumbers (void);
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void SetLightStyles (void);
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int EmitShader( const char *shader );
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void BeginBSPFile (void);
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void EndBSPFile (void);
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void BeginModel (void);
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void EndModel( node_t *headnode );
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//=============================================================================
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// tree.c
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void FreeTree (tree_t *tree);
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void FreeTree_r (node_t *node);
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void PrintTree_r (node_t *node, int depth);
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void FreeTreePortals_r (node_t *node);
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//=============================================================================
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// patch.c
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extern int numMapPatches;
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mapDrawSurface_t *DrawSurfaceForMesh( mesh_t *m );
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void ParsePatch( void );
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mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );
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void PatchMapDrawSurfs( entity_t *e );
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//=============================================================================
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// lightmap.c
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void AllocateLightmaps( entity_t *e );
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//=============================================================================
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// tjunction.c
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void FixTJunctions( entity_t *e );
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//=============================================================================
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// fog.c
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void FogDrawSurfs( void );
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winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds );
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//=============================================================================
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// facebsp.c
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bspface_t *BspFaceForPortal( portal_t *p );
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bspface_t *MakeStructuralBspFaceList( bspbrush_t *list );
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bspface_t *MakeVisibleBspFaceList( bspbrush_t *list );
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tree_t *FaceBSP( bspface_t *list );
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//=============================================================================
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// misc_model.c
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extern int c_triangleModels;
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extern int c_triangleSurfaces;
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extern int c_triangleVertexes;
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extern int c_triangleIndexes;
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void AddTriangleModels( tree_t *tree );
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//=============================================================================
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// surface.c
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extern mapDrawSurface_t mapDrawSurfs[MAX_MAP_DRAW_SURFS];
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extern int numMapDrawSurfs;
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mapDrawSurface_t *AllocDrawSurf( void );
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void MergeSides( entity_t *e, tree_t *tree );
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void SubdivideDrawSurfs( entity_t *e, tree_t *tree );
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void MakeDrawSurfaces( bspbrush_t *b );
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void ClipSidesIntoTree( entity_t *e, tree_t *tree );
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void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );
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//==============================================================================
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// brush_primit.c
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#define BPRIMIT_UNDEFINED 0
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#define BPRIMIT_OLDBRUSHES 1
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#define BPRIMIT_NEWBRUSHES 2
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extern int g_bBrushPrimit;
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void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);
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