Пример #1
0
/*
============
ProcessSubModel

============
*/
void ProcessSubModel( void ) {
	entity_t	*e;
	tree_t		*tree;
	bspbrush_t	*b, *bc;
	node_t		*node;

	BeginModel ();

	e = &entities[entity_num];
	e->firstDrawSurf = numMapDrawSurfs;

	PatchMapDrawSurfs( e );

	// just put all the brushes in an empty leaf
	// FIXME: patches?
	node = AllocNode();
	node->planenum = PLANENUM_LEAF;
	for ( b = e->brushes ; b ; b = b->next ) {
		bc = CopyBrush( b );
		bc->next = node->brushlist;
		node->brushlist = bc;
	}

	tree = AllocTree();
	tree->headnode = node;

	ClipSidesIntoTree( e, tree );

	// subdivide each drawsurf as required by shader tesselation or fog
	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 ( node );

	FreeTree( tree );
}
Пример #2
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);
}
Пример #3
0
Файл: bsp.c Проект: 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);
}