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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "tools/compilers/dmap/dmap.h"
#include "tools/compilers/compiler_public.h"
dmapGlobals_t dmapGlobals;
/*
============
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;
}
/*
============
ProcessModels
============
*/
bool ProcessModels( void ) {
bool oldVerbose;
uEntity_t *entity;
oldVerbose = dmapGlobals.verbose;
for ( dmapGlobals.entityNum = 0 ; dmapGlobals.entityNum < dmapGlobals.num_entities ; dmapGlobals.entityNum++ ) {
entity = &dmapGlobals.uEntities[dmapGlobals.entityNum];
if ( !entity->primitives ) {
continue;
}
common->Printf( "############### entity %i ###############\n", dmapGlobals.entityNum );
// if we leaked, stop without any more processing
if ( !ProcessModel( entity, (bool)(dmapGlobals.entityNum == 0 ) ) ) {
return false;
}
// we usually don't want to see output for submodels unless
// something strange is going on
if ( !dmapGlobals.verboseentities ) {
dmapGlobals.verbose = false;
}
}
dmapGlobals.verbose = oldVerbose;
return true;
}
/*
============
DmapHelp
============
*/
void DmapHelp( void ) {
common->Printf(
"Usage: dmap [options] mapfile\n"
"Options:\n"
"noCurves = don't process curves\n"
"noCM = don't create collision map\n"
"noAAS = don't create AAS files\n"
);
}
/*
============
ResetDmapGlobals
============
*/
void ResetDmapGlobals( void ) {
dmapGlobals.mapFileBase[0] = '\0';
dmapGlobals.dmapFile = NULL;
dmapGlobals.mapPlanes.Clear();
dmapGlobals.num_entities = 0;
dmapGlobals.uEntities = NULL;
dmapGlobals.entityNum = 0;
dmapGlobals.mapLights.Clear();
dmapGlobals.verbose = false;
dmapGlobals.glview = false;
dmapGlobals.noOptimize = false;
dmapGlobals.verboseentities = false;
dmapGlobals.noCurves = false;
dmapGlobals.fullCarve = false;
dmapGlobals.noModelBrushes = false;
dmapGlobals.noTJunc = false;
dmapGlobals.nomerge = false;
dmapGlobals.noFlood = false;
dmapGlobals.noClipSides = false;
dmapGlobals.noLightCarve = false;
dmapGlobals.noShadow = false;
dmapGlobals.shadowOptLevel = SO_NONE;
dmapGlobals.drawBounds.Clear();
dmapGlobals.drawflag = false;
dmapGlobals.totalShadowTriangles = 0;
dmapGlobals.totalShadowVerts = 0;
}
/*
============
Dmap
============
*/
void Dmap( const idCmdArgs &args ) {
int i;
int start, end;
char path[1024];
idStr passedName;
bool leaked = false;
bool noCM = false;
bool noAAS = false;
ResetDmapGlobals();
if ( args.Argc() < 2 ) {
DmapHelp();
return;
}
common->Printf("---- dmap ----\n");
dmapGlobals.fullCarve = true;
dmapGlobals.shadowOptLevel = SO_MERGE_SURFACES; // create shadows by merging all surfaces, but no super optimization
// dmapGlobals.shadowOptLevel = SO_CLIP_OCCLUDERS; // remove occluders that are completely covered
// dmapGlobals.shadowOptLevel = SO_SIL_OPTIMIZE;
// dmapGlobals.shadowOptLevel = SO_CULL_OCCLUDED;
dmapGlobals.noLightCarve = true;
for ( i = 1 ; i < args.Argc() ; i++ ) {
const char *s;
s = args.Argv(i);
if ( s[0] == '-' ) {
s++;
if ( s[0] == '\0' ) {
continue;
}
}
if ( !idStr::Icmp( s,"glview" ) ) {
dmapGlobals.glview = true;
} else if ( !idStr::Icmp( s, "v" ) ) {
common->Printf( "verbose = true\n" );
dmapGlobals.verbose = true;
} else if ( !idStr::Icmp( s, "draw" ) ) {
common->Printf( "drawflag = true\n" );
dmapGlobals.drawflag = true;
} else if ( !idStr::Icmp( s, "noFlood" ) ) {
common->Printf( "noFlood = true\n" );
dmapGlobals.noFlood = true;
} else if ( !idStr::Icmp( s, "noLightCarve" ) ) {
common->Printf( "noLightCarve = true\n" );
dmapGlobals.noLightCarve = true;
} else if ( !idStr::Icmp( s, "lightCarve" ) ) {
common->Printf( "noLightCarve = false\n" );
dmapGlobals.noLightCarve = false;
} else if ( !idStr::Icmp( s, "noOpt" ) ) {
common->Printf( "noOptimize = true\n" );
dmapGlobals.noOptimize = true;
} else if ( !idStr::Icmp( s, "verboseentities" ) ) {
common->Printf( "verboseentities = true\n");
dmapGlobals.verboseentities = true;
} else if ( !idStr::Icmp( s, "noCurves" ) ) {
common->Printf( "noCurves = true\n");
dmapGlobals.noCurves = true;
} else if ( !idStr::Icmp( s, "noModels" ) ) {
common->Printf( "noModels = true\n" );
dmapGlobals.noModelBrushes = true;
} else if ( !idStr::Icmp( s, "noClipSides" ) ) {
common->Printf( "noClipSides = true\n" );
dmapGlobals.noClipSides = true;
} else if ( !idStr::Icmp( s, "noCarve" ) ) {
common->Printf( "noCarve = true\n" );
dmapGlobals.fullCarve = false;
} else if ( !idStr::Icmp( s, "shadowOpt" ) ) {
dmapGlobals.shadowOptLevel = (shadowOptLevel_t)atoi( args.Argv( i+1 ) );
common->Printf( "shadowOpt = %i\n",dmapGlobals.shadowOptLevel );
i += 1;
} else if ( !idStr::Icmp( s, "noTjunc" ) ) {
// triangle optimization won't work properly without tjunction fixing
common->Printf ("noTJunc = true\n" );
dmapGlobals.noTJunc = true;
dmapGlobals.noOptimize = true;
common->Printf ("forcing noOptimize = true\n" );
} else if ( !idStr::Icmp( s, "noCM" ) ) {
noCM = true;
common->Printf( "noCM = true\n" );
} else if ( !idStr::Icmp( s, "noAAS" ) ) {
noAAS = true;
common->Printf( "noAAS = true\n" );
} else if ( !idStr::Icmp( s, "editorOutput" ) ) {
#ifdef _WIN32
com_outputMsg = true;
#endif
} else {
break;
}
}
if ( i >= args.Argc() ) {
common->Error( "usage: dmap [options] mapfile" );
}
passedName = args.Argv(i); // may have an extension
passedName.BackSlashesToSlashes();
if ( passedName.Icmpn( "maps/", 4 ) != 0 ) {
passedName = "maps/" + passedName;
}
idStr stripped = passedName;
stripped.StripFileExtension();
idStr::Copynz( dmapGlobals.mapFileBase, stripped, sizeof(dmapGlobals.mapFileBase) );
bool region = false;
// if this isn't a regioned map, delete the last saved region map
if ( passedName.Right( 4 ) != ".reg" ) {
sprintf( path, "%s.reg", dmapGlobals.mapFileBase );
fileSystem->RemoveFile( path );
} else {
region = true;
}
passedName = stripped;
// delete any old line leak files
sprintf( path, "%s.lin", dmapGlobals.mapFileBase );
fileSystem->RemoveFile( path );
//
// start from scratch
//
start = Sys_Milliseconds();
if ( !LoadDMapFile( passedName ) ) {
return;
}
if ( ProcessModels() ) {
WriteOutputFile();
} else {
leaked = true;
}
FreeDMapFile();
common->Printf( "%i total shadow triangles\n", dmapGlobals.totalShadowTriangles );
common->Printf( "%i total shadow verts\n", dmapGlobals.totalShadowVerts );
end = Sys_Milliseconds();
common->Printf( "-----------------------\n" );
common->Printf( "%5.0f seconds for dmap\n", ( end - start ) * 0.001f );
if ( !leaked ) {
if ( !noCM ) {
// make sure the collision model manager is not used by the game
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
// create the collision map
start = Sys_Milliseconds();
collisionModelManager->LoadMap( dmapGlobals.dmapFile );
collisionModelManager->FreeMap();
end = Sys_Milliseconds();
common->Printf( "-------------------------------------\n" );
common->Printf( "%5.0f seconds to create collision map\n", ( end - start ) * 0.001f );
}
if ( !noAAS && !region ) {
// create AAS files
RunAAS_f( args );
}
}
// free the common .map representation
delete dmapGlobals.dmapFile;
// clear the map plane list
dmapGlobals.mapPlanes.Clear();
#ifdef _WIN32
if ( com_outputMsg && com_hwndMsg != NULL ) {
unsigned int msg = ::RegisterWindowMessage( DMAP_DONE );
::PostMessage( com_hwndMsg, msg, 0, 0 );
}
#endif
}
/*
============
Dmap_f
============
*/
void Dmap_f( const idCmdArgs &args ) {
common->ClearWarnings( "running dmap" );
// refresh the screen each time we print so it doesn't look
// like it is hung
common->SetRefreshOnPrint( true );
Dmap( args );
common->SetRefreshOnPrint( false );
common->PrintWarnings();
}
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