Exemplo n.º 1
0
/*
============
ProcessModel
============
*/
bool ProcessModel( uEntity_t *e, bool floodFill ) {
	bspface_t	*faces;

	// build a bsp tree using all of the sides
	// of all of the structural brushes
	faces = MakeStructuralBspFaceList ( e->primitives );
	e->tree = FaceBSP( faces );

	// create portals at every leaf intersection
	// to allow flood filling
	MakeTreePortals( e->tree );

	// classify the leafs as opaque or areaportal
	FilterBrushesIntoTree( e );

	// see if the bsp is completely enclosed
	if ( floodFill && !dmapGlobals.noFlood ) {
		if ( FloodEntities( e->tree ) ) {
			// set the outside leafs to opaque
			FillOutside( e );
		} else {
			common->Printf ( "**********************\n" );
			common->Warning( "******* leaked *******" );
			common->Printf ( "**********************\n" );
			LeakFile( e->tree );
			// bail out here.  If someone really wants to
			// process a map that leaks, they should use
			// -noFlood
			return false;
		}
	}

	// get minimum convex hulls for each visible side
	// this must be done before creating area portals,
	// because the visible hull is used as the portal
	ClipSidesByTree( e );

	// determine areas before clipping tris into the
	// tree, so tris will never cross area boundaries
	FloodAreas( e );

	// we now have a BSP tree with solid and non-solid leafs marked with areas
	// all primitives will now be clipped into this, throwing away
	// fragments in the solid areas
	PutPrimitivesInAreas( e );

	// now build shadow volumes for the lights and split
	// the optimize lists by the light beam trees
	// so there won't be unneeded overdraw in the static
	// case
	Prelight( e );

	// optimizing is a superset of fixing tjunctions
	if ( !dmapGlobals.noOptimize ) {
		OptimizeEntity( e );
	} else  if ( !dmapGlobals.noTJunc ) {
		FixEntityTjunctions( e );
	}

	// now fix t junctions across areas
	FixGlobalTjunctions( e );

	return true;
}
Exemplo n.º 2
0
Arquivo: bsp.c Projeto: 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 );
}
Exemplo n.º 3
0
Arquivo: bsp.c Projeto: 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);
}
Exemplo n.º 4
0
/*
============
ProcessWorldModel

============
*/
void ProcessWorldModel( void ) {
	entity_t	*e;
	tree_t		*tree;
	bspface_t	*faces;
	qboolean	leaked;

	BeginModel();

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

	// 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) ) {
		// 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 {
		_printf ("**********************\n");
		_printf ("******* leaked *******\n");
		_printf ("**********************\n");
		LeakFile (tree);
		if ( leaktest ) {
			_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);

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

	// create drawsurfs for triangle models
	AddTriangleModels( tree );

	// 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( tree->headnode );

	FreeTree (tree);
}
Exemplo n.º 5
0
/*
   PseudoCompileBSP()
   a stripped down ProcessModels
 */
void PseudoCompileBSP( qboolean need_tree, const char *BSPFilePath, const char *surfaceFilePath ){
	int models;
	char modelValue[10];
	entity_t *entity;
	face_t *faces;
	tree_t *tree;
	node_t *node;
	brush_t *brush;
	side_t *side;
	int i;

	SetDrawSurfacesBuffer();
	mapDrawSurfs = safe_malloc( sizeof( mapDrawSurface_t ) * MAX_MAP_DRAW_SURFS );
	memset( mapDrawSurfs, 0, sizeof( mapDrawSurface_t ) * MAX_MAP_DRAW_SURFS );
	numMapDrawSurfs = 0;

	BeginBSPFile();
	models = 1;
	for ( mapEntityNum = 0; mapEntityNum < numEntities; mapEntityNum++ )
	{
		/* get entity */
		entity = &entities[ mapEntityNum ];
		if ( entity->brushes == NULL && entity->patches == NULL ) {
			continue;
		}

		if ( mapEntityNum != 0 ) {
			sprintf( modelValue, "*%d", models++ );
			SetKeyValue( entity, "model", modelValue );
		}

		/* process the model */
		Sys_FPrintf( SYS_VRB, "############### model %i ###############\n", numBSPModels );
		BeginModel();

		entity->firstDrawSurf = numMapDrawSurfs;

		ClearMetaTriangles();
		PatchMapDrawSurfs( entity );

		if ( mapEntityNum == 0 && need_tree ) {
			faces = MakeStructuralBSPFaceList( entities[0].brushes );
			tree = FaceBSP( faces );
			node = tree->headnode;
		}
		else
		{
			node = AllocNode();
			node->planenum = PLANENUM_LEAF;
			tree = AllocTree();
			tree->headnode = node;
		}

		/* a minimized ClipSidesIntoTree */
		for ( brush = entity->brushes; brush; brush = brush->next )
		{
			/* walk the brush sides */
			for ( i = 0; i < brush->numsides; i++ )
			{
				/* get side */
				side = &brush->sides[ i ];
				if ( side->winding == NULL ) {
					continue;
				}
				/* shader? */
				if ( side->shaderInfo == NULL ) {
					continue;
				}
				/* save this winding as a visible surface */
				DrawSurfaceForSide( entity, brush, side, side->winding );
			}
		}

		if ( meta ) {
			ClassifyEntitySurfaces( entity );
			MakeEntityDecals( entity );
			MakeEntityMetaTriangles( entity );
			SmoothMetaTriangles();
			MergeMetaTriangles();
		}
		FilterDrawsurfsIntoTree( entity, tree );

		FilterStructuralBrushesIntoTree( entity, tree );
		FilterDetailBrushesIntoTree( entity, tree );

		EmitBrushes( entity->brushes, &entity->firstBrush, &entity->numBrushes );
		EndModel( entity, node );
	}
	EndBSPFile( qfalse, BSPFilePath, surfaceFilePath );
}