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https://github.com/UberGames/lilium-voyager.git
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605 lines
12 KiB
C
605 lines
12 KiB
C
/*
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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 "qbsp.h"
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#ifdef _WIN32
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#ifdef _TTIMOBUILD
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#include "pakstuff.h"
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#else
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#include "../libs/pakstuff.h"
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#endif
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extern HWND hwndOut;
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#endif
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char source[1024];
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char tempsource[1024];
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char name[1024];
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vec_t microvolume = 1.0;
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qboolean glview;
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qboolean nodetail;
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qboolean fulldetail;
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qboolean onlyents;
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qboolean onlytextures;
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qboolean nowater;
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qboolean nofill;
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qboolean noopt;
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qboolean leaktest;
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qboolean verboseentities;
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qboolean noCurveBrushes;
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qboolean fakemap;
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qboolean notjunc;
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qboolean nomerge;
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qboolean nofog;
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qboolean nosubdivide;
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qboolean testExpand;
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qboolean showseams;
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char outbase[32];
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int entity_num;
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/*
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============
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ProcessWorldModel
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============
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*/
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void ProcessWorldModel( void ) {
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entity_t *e;
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tree_t *tree;
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bspface_t *faces;
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qboolean leaked;
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BeginModel();
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e = &entities[0];
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e->firstDrawSurf = 0;//numMapDrawSurfs;
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// check for patches with adjacent edges that need to LOD together
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PatchMapDrawSurfs( e );
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// build an initial bsp tree using all of the sides
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// of all of the structural brushes
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faces = MakeStructuralBspFaceList ( entities[0].brushes );
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tree = FaceBSP( faces );
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MakeTreePortals (tree);
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FilterStructuralBrushesIntoTree( e, tree );
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// see if the bsp is completely enclosed
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if ( FloodEntities (tree) ) {
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// rebuild a better bsp tree using only the
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// sides that are visible from the inside
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FillOutside (tree->headnode);
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// chop the sides to the convex hull of
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// their visible fragments, giving us the smallest
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// polygons
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ClipSidesIntoTree( e, tree );
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faces = MakeVisibleBspFaceList( entities[0].brushes );
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FreeTree (tree);
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tree = FaceBSP( faces );
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MakeTreePortals( tree );
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FilterStructuralBrushesIntoTree( e, tree );
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leaked = qfalse;
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} else {
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_printf ("**********************\n");
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_printf ("******* leaked *******\n");
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_printf ("**********************\n");
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LeakFile (tree);
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if ( leaktest ) {
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_printf ("--- MAP LEAKED, ABORTING LEAKTEST ---\n");
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exit (0);
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}
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leaked = qtrue;
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// chop the sides to the convex hull of
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// their visible fragments, giving us the smallest
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// polygons
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ClipSidesIntoTree( e, tree );
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}
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// save out information for visibility processing
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NumberClusters( tree );
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if ( !leaked ) {
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WritePortalFile( tree );
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}
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if ( glview ) {
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// dump the portals for debugging
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WriteGLView( tree, source );
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}
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FloodAreas (tree);
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// add references to the detail brushes
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FilterDetailBrushesIntoTree( e, tree );
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// create drawsurfs for triangle models
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AddTriangleModels( tree );
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// drawsurfs that cross fog boundaries will need to
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// be split along the bound
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if ( !nofog ) {
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FogDrawSurfs(); // may fragment drawsurfs
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}
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// subdivide each drawsurf as required by shader tesselation
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if ( !nosubdivide ) {
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SubdivideDrawSurfs( e, tree );
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}
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// merge together all common shaders on the same plane and remove
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// all colinear points, so extra tjunctions won't be generated
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if ( !nomerge ) {
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MergeSides( e, tree ); // !@# testing
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}
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// add in any vertexes required to fix tjunctions
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if ( !notjunc ) {
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FixTJunctions( e );
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}
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// allocate lightmaps for faces and patches
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AllocateLightmaps( e );
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// add references to the final drawsurfs in the apropriate clusters
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FilterDrawsurfsIntoTree( e, tree );
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EndModel( tree->headnode );
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FreeTree (tree);
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}
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/*
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============
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ProcessSubModel
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============
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*/
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void ProcessSubModel( void ) {
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entity_t *e;
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tree_t *tree;
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bspbrush_t *b, *bc;
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node_t *node;
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BeginModel ();
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e = &entities[entity_num];
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e->firstDrawSurf = numMapDrawSurfs;
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PatchMapDrawSurfs( e );
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// just put all the brushes in an empty leaf
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// FIXME: patches?
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node = AllocNode();
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node->planenum = PLANENUM_LEAF;
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for ( b = e->brushes ; b ; b = b->next ) {
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bc = CopyBrush( b );
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bc->next = node->brushlist;
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node->brushlist = bc;
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}
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tree = AllocTree();
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tree->headnode = node;
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ClipSidesIntoTree( e, tree );
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// subdivide each drawsurf as required by shader tesselation or fog
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if ( !nosubdivide ) {
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SubdivideDrawSurfs( e, tree );
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}
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// merge together all common shaders on the same plane and remove
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// all colinear points, so extra tjunctions won't be generated
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if ( !nomerge ) {
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MergeSides( e, tree ); // !@# testing
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}
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// add in any vertexes required to fix tjunctions
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if ( !notjunc ) {
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FixTJunctions( e );
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}
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// allocate lightmaps for faces and patches
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AllocateLightmaps( e );
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// add references to the final drawsurfs in the apropriate clusters
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FilterDrawsurfsIntoTree( e, tree );
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EndModel ( node );
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FreeTree( tree );
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}
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/*
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============
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ProcessModels
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============
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*/
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void ProcessModels (void)
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{
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qboolean oldVerbose;
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entity_t *entity;
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oldVerbose = verbose;
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BeginBSPFile ();
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for ( entity_num=0 ; entity_num< num_entities ; entity_num++ ) {
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entity = &entities[entity_num];
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if ( !entity->brushes && !entity->patches ) {
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continue;
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}
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qprintf ("############### model %i ###############\n", nummodels);
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if (entity_num == 0)
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ProcessWorldModel ();
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else
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ProcessSubModel ();
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if (!verboseentities)
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verbose = qfalse; // don't bother printing submodels
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}
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verbose = oldVerbose;
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}
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/*
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============
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Bspinfo
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============
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*/
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void Bspinfo( int count, char **fileNames ) {
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int i;
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char source[1024];
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int size;
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FILE *f;
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if ( count < 1 ) {
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_printf( "No files to dump info for.\n");
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return;
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}
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for ( i = 0 ; i < count ; i++ ) {
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_printf ("---------------------\n");
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strcpy (source, fileNames[ i ] );
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DefaultExtension (source, ".bsp");
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f = fopen (source, "rb");
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if (f)
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{
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size = Q_filelength (f);
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fclose (f);
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}
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else
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size = 0;
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_printf ("%s: %i\n", source, size);
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LoadBSPFile (source);
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PrintBSPFileSizes ();
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_printf ("---------------------\n");
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}
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}
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/*
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============
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OnlyEnts
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============
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*/
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void OnlyEnts( void ) {
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char out[1024];
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sprintf (out, "%s.bsp", source);
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LoadBSPFile (out);
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num_entities = 0;
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LoadMapFile (name);
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SetModelNumbers ();
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SetLightStyles ();
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UnparseEntities ();
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WriteBSPFile (out);
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}
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/*
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============
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OnlyTextures
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============
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*/
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void OnlyTextures( void ) { // FIXME!!!
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char out[1024];
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int i;
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Error( "-onlytextures isn't working now..." );
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sprintf (out, "%s.bsp", source);
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LoadMapFile (name);
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LoadBSPFile (out);
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// replace all the drawsurface shader names
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for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
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}
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WriteBSPFile (out);
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}
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/*
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============
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main
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============
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*/
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int LightMain( int argc, char **argv );
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int VLightMain (int argc, char **argv);
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int VSoundMain (int argc, char **argv);
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int VisMain( int argc, char **argv );
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int main (int argc, char **argv) {
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int i;
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double start, end;
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char path[1024];
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_printf ("Q3Map v1.0s (c) 1999 Id Software Inc.\n");
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if ( argc < 2 ) {
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Error ("usage: q3map [options] mapfile");
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}
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// check for general program options
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if (!strcmp(argv[1], "-info")) {
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Bspinfo( argc - 2, argv + 2 );
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return 0;
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}
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if (!strcmp(argv[1], "-light")) {
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LightMain( argc - 1, argv + 1 );
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return 0;
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}
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if (!strcmp(argv[1], "-vlight")) {
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VLightMain( argc - 1, argv + 1 );
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return 0;
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}
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if (!strcmp(argv[1], "-vsound")) {
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VSoundMain( argc - 1, argv + 1 );
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return 0;
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}
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if (!strcmp(argv[1], "-vis")) {
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VisMain( argc - 1, argv + 1 );
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return 0;
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}
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// do a bsp if nothing else was specified
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_printf ("---- q3map ----\n");
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tempsource[0] = '\0';
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for (i=1 ; i<argc ; i++)
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{
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if (!strcmp(argv[i],"-tempname"))
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{
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strcpy(tempsource, argv[++i]);
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}
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else if (!strcmp(argv[i],"-threads"))
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{
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numthreads = atoi (argv[i+1]);
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i++;
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}
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else if (!strcmp(argv[i],"-glview"))
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{
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glview = qtrue;
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}
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else if (!strcmp(argv[i], "-v"))
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{
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_printf ("verbose = true\n");
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verbose = qtrue;
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}
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else if (!strcmp(argv[i], "-draw"))
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{
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_printf ("drawflag = true\n");
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drawflag = qtrue;
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}
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else if (!strcmp(argv[i], "-nowater"))
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{
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_printf ("nowater = true\n");
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nowater = qtrue;
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}
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else if (!strcmp(argv[i], "-noopt"))
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{
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_printf ("noopt = true\n");
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noopt = qtrue;
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}
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else if (!strcmp(argv[i], "-nofill"))
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{
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_printf ("nofill = true\n");
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nofill = qtrue;
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}
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else if (!strcmp(argv[i], "-nodetail"))
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{
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_printf ("nodetail = true\n");
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nodetail = qtrue;
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}
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else if (!strcmp(argv[i], "-fulldetail"))
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{
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_printf ("fulldetail = true\n");
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fulldetail = qtrue;
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}
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else if (!strcmp(argv[i], "-onlyents"))
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{
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_printf ("onlyents = true\n");
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onlyents = qtrue;
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}
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else if (!strcmp(argv[i], "-onlytextures"))
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{
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_printf ("onlytextures = true\n"); // FIXME: make work again!
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onlytextures = qtrue;
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}
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else if (!strcmp(argv[i], "-micro"))
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{
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microvolume = atof(argv[i+1]);
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_printf ("microvolume = %f\n", microvolume);
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i++;
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}
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else if (!strcmp(argv[i], "-nofog"))
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{
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_printf ("nofog = true\n");
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nofog = qtrue;
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}
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else if (!strcmp(argv[i], "-nosubdivide"))
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{
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_printf ("nosubdivide = true\n");
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nosubdivide = qtrue;
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}
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else if (!strcmp(argv[i], "-leaktest"))
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{
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_printf ("leaktest = true\n");
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leaktest = qtrue;
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}
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else if (!strcmp(argv[i], "-verboseentities"))
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{
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_printf ("verboseentities = true\n");
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verboseentities = qtrue;
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}
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else if (!strcmp(argv[i], "-nocurves"))
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{
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noCurveBrushes = qtrue;
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_printf ("no curve brushes\n");
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}
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else if (!strcmp(argv[i], "-notjunc"))
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{
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notjunc = qtrue;
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_printf ("no tjunction fixing\n");
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}
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else if (!strcmp(argv[i], "-expand"))
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{
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testExpand = qtrue;
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_printf ("Writing expanded.map.\n");
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}
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else if (!strcmp(argv[i], "-showseams"))
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{
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showseams = qtrue;
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_printf ("Showing seams on terrain.\n");
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}
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else if (!strcmp (argv[i],"-tmpout"))
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{
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strcpy (outbase, "/tmp");
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}
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else if (!strcmp (argv[i],"-fakemap"))
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{
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fakemap = qtrue;
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_printf( "will generate fakemap.map\n");
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}
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else if (!strcmp(argv[i], "-samplesize"))
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{
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samplesize = atoi(argv[i+1]);
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if (samplesize < 1) samplesize = 1;
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i++;
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_printf("lightmap sample size is %dx%d units\n", samplesize, samplesize);
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}
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else if (argv[i][0] == '-')
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Error ("Unknown option \"%s\"", argv[i]);
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else
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break;
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}
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if (i != argc - 1)
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Error ("usage: q3map [options] mapfile");
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start = I_FloatTime ();
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ThreadSetDefault ();
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//numthreads = 1; // multiple threads aren't helping because of heavy malloc use
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SetQdirFromPath (argv[i]);
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#ifdef _WIN32
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InitPakFile(gamedir, NULL);
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#endif
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strcpy (source, ExpandArg (argv[i]));
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StripExtension (source);
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// delete portal and line files
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sprintf (path, "%s.prt", source);
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remove (path);
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sprintf (path, "%s.lin", source);
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remove (path);
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strcpy (name, ExpandArg (argv[i]));
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if ( strcmp(name + strlen(name) - 4, ".reg" ) ) {
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// if we are doing a full map, delete the last saved region map
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sprintf (path, "%s.reg", source);
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remove (path);
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DefaultExtension (name, ".map"); // might be .reg
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}
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//
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// if onlyents, just grab the entites and resave
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//
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if ( onlyents ) {
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OnlyEnts();
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return 0;
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}
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//
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// if onlytextures, just grab the textures and resave
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//
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if ( onlytextures ) {
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OnlyTextures();
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return 0;
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}
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//
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// start from scratch
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//
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LoadShaderInfo();
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// load original file from temp spot in case it was renamed by the editor on the way in
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if (strlen(tempsource) > 0) {
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LoadMapFile (tempsource);
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} else {
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LoadMapFile (name);
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}
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SetModelNumbers ();
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SetLightStyles ();
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ProcessModels ();
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EndBSPFile();
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end = I_FloatTime ();
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_printf ("%5.0f seconds elapsed\n", end-start);
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// remove temp name if appropriate
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if (strlen(tempsource) > 0) {
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remove(tempsource);
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}
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return 0;
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}
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