예제 #1
0
파일: inout.c 프로젝트: clbr/netradiant
void xml_Select (char *msg, int entitynum, int brushnum, qboolean bError)
{
  xmlNodePtr node, select;
  char buf[1024];
  char level[2];

  // now build a proper "select" XML node
  sprintf (buf, "Entity %i, Brush %i: %s", entitynum, brushnum, msg);
  node = xmlNewNode (NULL, (xmlChar*)"select");
  xmlNodeSetContent (node, (xmlChar*)buf);
  level[0] = (int)'0' + (bError ? SYS_ERR : SYS_WRN)  ;
  level[1] = 0;
  xmlSetProp (node, (xmlChar*)"level", (xmlChar *)&level);
  // a 'select' information
  sprintf (buf, "%i %i", entitynum, brushnum);
  select = xmlNewNode (NULL, (xmlChar*)"brush");
  xmlNodeSetContent (select, (xmlChar*)buf);
  xmlAddChild (node, select);
  xml_SendNode (node);

  sprintf (buf, "Entity %i, Brush %i: %s", entitynum, brushnum, msg);
  if (bError)
    Error(buf);
  else
    Sys_FPrintf (SYS_NOXML, "%s\n", buf);

}
예제 #2
0
// all output ends up through here
void FPrintf (int flag, char *buf)
{
  xmlNodePtr node;
  static qboolean bGotXML = false;
  char level[2];

  printf(buf);

  // the following part is XML stuff only.. but maybe we don't want that message to go down the XML pipe?
  if (flag == SYS_NOXML)
    return;

  // ouput an XML file of the run
  // use the DOM interface to build a tree
  /*
  <message level='flag'>
    message string
    .. various nodes to describe corresponding geometry ..
  </message>
  */
  if (!bGotXML)
  {
    // initialize
    doc = xmlNewDoc("1.0");
    doc->children = xmlNewDocRawNode(doc, NULL, "q3map_feedback", NULL);
    bGotXML = true;
  }
  node = xmlNewNode (NULL, "message");
  xmlNodeSetContent (node, buf);
  level[0] = (int)'0' + flag;
  level[1] = 0;
  xmlSetProp (node, "level", (char *)&level );
  
  xml_SendNode (node);
}
예제 #3
0
void xml_Winding(char *msg, vec3_t p[], int numpoints, qboolean die)
{
	xmlNodePtr      node, winding;
	char            buf[WINDING_BUFSIZE];
	char            smlbuf[128];
	char            level[2];
	int             i;

	node = xmlNewNode(NULL, "windingmsg");
	xmlNodeSetContent(node, msg);
	level[0] = (int)'0' + SYS_ERR;
	level[1] = 0;
	xmlSetProp(node, "level", (char *)&level);
	// a 'winding' node
	sprintf(buf, "%i ", numpoints);
	for(i = 0; i < numpoints; i++)
	{
		sprintf(smlbuf, "(%g %g %g)", p[i][0], p[i][1], p[i][2]);
		// don't overflow
		if(strlen(buf) + strlen(smlbuf) > WINDING_BUFSIZE)
			break;
		strcat(buf, smlbuf);
	}

	winding = xmlNewNode(NULL, "winding");
	xmlNodeSetContent(winding, buf);
	xmlAddChild(node, winding);
	xml_SendNode(node);

	if(die)
		Error(msg);
	else
		Sys_Printf("%s\n", msg);
}
예제 #4
0
파일: inout.c 프로젝트: paulvortex/BloodMap
void xml_Point (char *msg, vec3_t pt, qboolean bError )
{
	xmlNodePtr node, point;
	char buf[1024];
	char level[2];

	node = xmlNewNode( NULL, (xmlChar *)"pointmsg" );
	xmlNodeSetContent( node, (xmlChar *)msg );
	level[0] = (int)'0' + (bError ? SYS_ERR : SYS_WRN);
	level[1] = 0;
	xmlSetProp( node, (xmlChar *)"level", (xmlChar *)&level );

	/* a 'point' node */
	if( pt )
		sprintf( buf, "%g %g %g", pt[0], pt[1], pt[2] );
	else
		sprintf( buf, "%g %g %g", 0, 0, 0 );
	point = xmlNewNode( NULL, (xmlChar *)"point" );
	xmlNodeSetContent( point, (xmlChar *)buf );
	xmlAddChild( node, point );
	xml_SendNode( node );

	/* print */
	if( pt )
		sprintf( buf, "%s (%g %g %g)", msg, pt[0], pt[1], pt[2] );
	else
		sprintf( buf, "%s", msg );
	if( bError )
		Error( buf );
	else
		Sys_FPrintf( SYS_NOXML, "%s\n", buf );
}
예제 #5
0
void xml_Point( char *msg, vec3_t pt ){
	xmlNodePtr node, point;
	char buf[1024];
	char level[2];

	node = xmlNewNode( NULL, (xmlChar*)"pointmsg" );
	xmlNodeSetContent( node, (xmlChar*)msg );
	level[0] = (int)'0' + SYS_ERR;
	level[1] = 0;
	xmlSetProp( node, (xmlChar*)"level", (xmlChar *)&level );
	// a 'point' node
	sprintf( buf, "%g %g %g", pt[0], pt[1], pt[2] );
	point = xmlNewNode( NULL, (xmlChar*)"point" );
	xmlNodeSetContent( point, (xmlChar*)buf );
	xmlAddChild( node, point );
	xml_SendNode( node );

	sprintf( buf, "%s (%g %g %g)", msg, pt[0], pt[1], pt[2] );
	Error( buf );
}
예제 #6
0
파일: bsp.c 프로젝트: Teivaz/nebula2
void ProcessWorldModel( void )
{
    int            i, s;
    entity_t    *e;
    tree_t        *tree;
    face_t        *faces;
    qboolean    ignoreLeaks, leaked;
    xmlNodePtr    polyline, leaknode;
    char        level[ 2 ], shader[ 1024 ];
    const char    *value;
    
    
    /* sets integer blockSize from worldspawn "_blocksize" key if it exists */
    value = ValueForKey( &entities[ 0 ], "_blocksize" );
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "blocksize" );
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "chopsize" );    /* sof2 */
    if( value[ 0 ] != '\0' )
    {
        /* scan 3 numbers */
        s = sscanf( value, "%d %d %d", &blockSize[ 0 ], &blockSize[ 1 ], &blockSize[ 2 ] );
        
        /* handle legacy case */
        if( s == 1 )
        {
            blockSize[ 1 ] = blockSize[ 0 ];
            blockSize[ 2 ] = blockSize[ 0 ];
        }
    }
    Sys_Printf( "block size = { %d %d %d }\n", blockSize[ 0 ], blockSize[ 1 ], blockSize[ 2 ] );
    
    /* sof2: ignore leaks? */
    value = ValueForKey( &entities[ 0 ], "_ignoreleaks" );    /* ydnar */
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "ignoreleaks" );
    if( value[ 0 ] == '1' )
        ignoreLeaks = qtrue;
    else
        ignoreLeaks = qfalse;
    
    /* begin worldspawn model */
    BeginModel();
    e = &entities[ 0 ];
    e->firstDrawSurf = 0;
    
    /* ydnar: gs mods */
    ClearMetaTriangles();

    /* check for patches with adjacent edges that need to lod together */
    PatchMapDrawSurfs( e );

    /* build an initial bsp tree using all of the sides of all of the structural brushes */
    faces = MakeStructuralBSPFaceList( entities[ 0 ].brushes );
    tree = FaceBSP( faces );
    MakeTreePortals( tree );
    FilterStructuralBrushesIntoTree( e, tree );
    
    /* see if the bsp is completely enclosed */
    if( FloodEntities( tree ) || ignoreLeaks )
    {
        /* rebuild a better bsp tree using only the sides that are visible from the inside */
        FillOutside( tree->headnode );

        /* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
        ClipSidesIntoTree( e, tree );
        
        /* build a visible face tree */
        faces = MakeVisibleBSPFaceList( entities[ 0 ].brushes );
        FreeTree( tree );
        tree = FaceBSP( faces );
        MakeTreePortals( tree );
        FilterStructuralBrushesIntoTree( e, tree );
        leaked = qfalse;
        
        /* ydnar: flood again for skybox */
        if( skyboxPresent )
            FloodEntities( tree );
    }
    else
    {
        Sys_FPrintf( SYS_NOXML, "**********************\n" );
        Sys_FPrintf( SYS_NOXML, "******* leaked *******\n" );
        Sys_FPrintf( SYS_NOXML, "**********************\n" );
        polyline = LeakFile( tree );
        leaknode = xmlNewNode( NULL, "message" );
        xmlNodeSetContent( leaknode, "MAP LEAKED\n" );
        xmlAddChild( leaknode, polyline );
        level[0] = (int) '0' + SYS_ERR;
        level[1] = 0;
        xmlSetProp( leaknode, "level", (char*) &level );
        xml_SendNode( leaknode );
        if( leaktest )
        {
            Sys_Printf ("--- MAP LEAKED, ABORTING LEAKTEST ---\n");
            exit( 0 );
        }
        leaked = qtrue;
        
        /* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
        ClipSidesIntoTree( e, tree );
    }
    
    /* save out information for visibility processing */
    NumberClusters( tree );
    if( !leaked )
        WritePortalFile( tree );
    
    /* flood from entities */
    FloodAreas( tree );
    
    /* create drawsurfs for triangle models */
    AddTriangleModels( e );
    
    /* create drawsurfs for surface models */
    AddEntitySurfaceModels( e );
    
    /* generate bsp brushes from map brushes */
    EmitBrushes( e->brushes, &e->firstBrush, &e->numBrushes );
    
    /* add references to the detail brushes */
    FilterDetailBrushesIntoTree( e, tree );
    
    /* drawsurfs that cross fog boundaries will need to be split along the fog boundary */
    if( !nofog )
        FogDrawSurfaces( e );
    
    /* subdivide each drawsurf as required by shader tesselation */
    if( !nosubdivide )
        SubdivideFaceSurfaces( e, tree );
    
    /* add in any vertexes required to fix t-junctions */
    if( !notjunc )
        FixTJunctions( e );
    
    /* ydnar: classify the surfaces */
    ClassifyEntitySurfaces( e );
    
    /* ydnar: project decals */
    MakeEntityDecals( e );
    
    /* ydnar: meta surfaces */
    MakeEntityMetaTriangles( e );
    SmoothMetaTriangles();
    FixMetaTJunctions();
    MergeMetaTriangles();
    
    /* ydnar: debug portals */
    if( debugPortals )
        MakeDebugPortalSurfs( tree );
    
    /* ydnar: fog hull */
    value = ValueForKey( &entities[ 0 ], "_foghull" );
    if( value[ 0 ] != '\0' )
    {
        sprintf( shader, "textures/%s", value );
        MakeFogHullSurfs( e, tree, shader );
    }
    
    /* ydnar: bug 645: do flares for lights */
    for( i = 0; i < numEntities && emitFlares; i++ )
    {
        entity_t    *light, *target;
        const char    *value, *flareShader;
        vec3_t        origin, targetOrigin, normal, color;
        int            lightStyle;
        
        
        /* get light */
        light = &entities[ i ];
        value = ValueForKey( light, "classname" );
        if( !strcmp( value, "light" ) )
        {
            /* get flare shader */
            flareShader = ValueForKey( light, "_flareshader" );
            value = ValueForKey( light, "_flare" );
            if( flareShader[ 0 ] != '\0' || value[ 0 ] != '\0' )
            {
                /* get specifics */
                GetVectorForKey( light, "origin", origin );
                GetVectorForKey( light, "_color", color );
                lightStyle = IntForKey( light, "_style" );
                if( lightStyle == 0 )
                    lightStyle = IntForKey( light, "style" );
                
                /* handle directional spotlights */
                value = ValueForKey( light, "target" );
                if( value[ 0 ] != '\0' )
                {
                    /* get target light */
                    target = FindTargetEntity( value );
                    if( target != NULL )
                    {
                        GetVectorForKey( target, "origin", targetOrigin );
                        VectorSubtract( targetOrigin, origin, normal );
                        VectorNormalize( normal, normal );
                    }
                }
                else
                    //%    VectorClear( normal );
                    VectorSet( normal, 0, 0, -1 );
                
                /* create the flare surface (note shader defaults automatically) */
                DrawSurfaceForFlare( mapEntityNum, origin, normal, color, (char*) flareShader, lightStyle );
            }
        }
    }
    
    /* add references to the final drawsurfs in the apropriate clusters */
    FilterDrawsurfsIntoTree( e, tree );
    
    /* match drawsurfaces back to original brushsides (sof2) */
    FixBrushSides( e );
    
    /* finish */
    EndModel( e, tree->headnode );
    FreeTree( tree );
}
예제 #7
0
파일: bsp.c 프로젝트: otty/cake3
/*
============
ProcessWorldModel
============
*/
void ProcessWorldModel(void)
{
	int             s;
	entity_t       *e;
	tree_t         *tree;
	bspFace_t      *faces;
	qboolean        leaked;
	xmlNodePtr      polyline, leaknode;
	char            level[2];
	const char     *value;

	e = &entities[0];
	e->firstDrawSurf = 0;		//numMapDrawSurfs;

	// sets integer blockSize from worldspawn "_blocksize" key if it exists
	value = ValueForKey(e, "_blocksize");
	if(value[0] == '\0')
		value = ValueForKey(e, "blocksize");
	if(value[0] == '\0')
		value = ValueForKey(e, "chopsize");	// sof2
	if(value[0] != '\0')
	{
		// scan 3 numbers
		s = sscanf(value, "%d %d %d", &blockSize[0], &blockSize[1], &blockSize[2]);

		// handle legacy case
		if(s == 1)
		{
			blockSize[1] = blockSize[0];
			blockSize[2] = blockSize[0];
		}
	}
	Sys_Printf("block size = { %d %d %d }\n", blockSize[0], blockSize[1], blockSize[2]);

	BeginModel(e);

	// check for patches with adjacent edges that need to LOD together
	PatchMapDrawSurfs(e);

	// build an initial bsp tree using all of the sides
	// of all of the structural brushes
	faces = MakeStructuralBspFaceList(entities[0].brushes);
	tree = FaceBSP(faces);
	MakeTreePortals(tree);
	FilterStructuralBrushesIntoTree(e, tree);

	if(drawFlag)
	{
		// draw unoptimized portals in new window
		drawTree = tree;
		Draw_Scene(DrawTree);
	}

	// see if the bsp is completely enclosed
	if(FloodEntities(tree))
	{
		// rebuild a better bsp tree using only the
		// sides that are visible from the inside
		FillOutside(tree->headnode);

		// chop the sides to the convex hull of
		// their visible fragments, giving us the smallest
		// polygons 
		ClipSidesIntoTree(e, tree);

		faces = MakeVisibleBspFaceList(entities[0].brushes);
		FreeTree(tree);
		tree = FaceBSP(faces);
		MakeTreePortals(tree);
		FilterStructuralBrushesIntoTree(e, tree);
		leaked = qfalse;
	}
	else
	{
		Sys_FPrintf(SYS_NOXML, "**********************\n");
		Sys_FPrintf(SYS_NOXML, "******* leaked *******\n");
		Sys_FPrintf(SYS_NOXML, "**********************\n");

		polyline = LeakFile(tree);
		leaknode = xmlNewNode(NULL, "message");
		xmlNodeSetContent(leaknode, "MAP LEAKED\n");
		xmlAddChild(leaknode, polyline);
		level[0] = (int)'0' + SYS_ERR;
		level[1] = 0;
		xmlSetProp(leaknode, "level", (char *)&level);
		xml_SendNode(leaknode);

		if(leaktest)
		{
			Sys_Printf("--- MAP LEAKED, ABORTING LEAKTEST ---\n");
			exit(0);
		}
		leaked = qtrue;

		// chop the sides to the convex hull of
		// their visible fragments, giving us the smallest
		// polygons 
		ClipSidesIntoTree(e, tree);
	}

	// save out information for visibility processing
	NumberClusters(tree);

	if(!leaked)
	{
		WritePortalFile(tree);
	}

	if(glview)
	{
		// dump the portals for debugging
		WriteGLView(tree, source);
	}

	FloodAreas(tree);

	if(drawFlag)
	{
		// draw optimized portals in new window
		drawTree = tree;
		Draw_Scene(DrawTree);
	}

	// add references to the detail brushes
	FilterDetailBrushesIntoTree(e, tree);

	// create drawsurfs for triangle models
	AddTriangleModels();

	// drawsurfs that cross fog boundaries will need to
	// be split along the bound
	if(!nofog)
	{
		FogDrawSurfs();			// may fragment drawsurfs
	}

	// subdivide each drawsurf as required by shader tesselation
	if(!nosubdivide)
	{
		SubdivideDrawSurfs(e, tree);
	}

	// merge together all common shaders on the same plane and remove 
	// all colinear points, so extra tjunctions won't be generated
	if(!nomerge)
	{
		MergeSides(e, tree);	// !@# testing
	}

	// add in any vertexes required to fix tjunctions
	if(!notjunc)
	{
		FixTJunctions(e);
	}

	// allocate lightmaps for faces and patches
	AllocateLightmaps(e);

	// add references to the final drawsurfs in the apropriate clusters
	FilterDrawsurfsIntoTree(e, tree);

	EndModel(e, tree->headnode);

	FreeTree(tree);
}