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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cmdlib.h"
#include "mathlib.h"
#include "scriplib.h"
#include "polylib.h"
#include "imagelib.h"
#include "threads.h"
#include "bspfile.h"
#include "shaders.h"
#include "mesh.h"
#define MAX_PATCH_SIZE 32
#define CLIP_EPSILON 0.1
#define PLANENUM_LEAF -1
#define HINT_PRIORITY 1000
typedef struct parseMesh_s {
struct parseMesh_s *next;
mesh_t mesh;
shaderInfo_t *shaderInfo;
qboolean grouped; // used during shared edge grouping
struct parseMesh_s *groupChain;
} parseMesh_t;
typedef struct bspface_s {
struct bspface_s *next;
int planenum;
int priority; // added to value calculation
qboolean checked;
qboolean hint;
winding_t *w;
} bspface_t;
typedef struct plane_s {
vec3_t normal;
vec_t dist;
int type;
struct plane_s *hash_chain;
} plane_t;
typedef struct side_s {
int planenum;
float texMat[2][3]; // brush primitive texture matrix
// for old brush coordinates mode
float vecs[2][4]; // texture coordinate mapping
winding_t *winding;
winding_t *visibleHull; // convex hull of all visible fragments
struct shaderInfo_s *shaderInfo;
int contents; // from shaderInfo
int surfaceFlags; // from shaderInfo
int value; // from shaderInfo
qboolean visible; // choose visble planes first
qboolean bevel; // don't ever use for bsp splitting, and don't bother
// making windings for it
qboolean backSide; // generated side for a q3map_backShader
} side_t;
#define MAX_BRUSH_SIDES 1024
typedef struct bspbrush_s {
struct bspbrush_s *next;
int entitynum; // editor numbering
int brushnum; // editor numbering
struct shaderInfo_s *contentShader;
int contents;
qboolean detail;
qboolean opaque;
int outputNumber; // set when the brush is written to the file list
int portalareas[2];
struct bspbrush_s *original; // chopped up brushes will reference the originals
vec3_t mins, maxs;
int numsides;
side_t sides[6]; // variably sized
} bspbrush_t;
typedef struct drawsurf_s {
shaderInfo_t *shaderInfo;
bspbrush_t *mapBrush; // not valid for patches
side_t *side; // not valid for patches
struct drawsurf_s *nextOnShader; // when sorting by shader for lightmaps
int fogNum; // set by FogDrawSurfs
int lightmapNum; // -1 = no lightmap
int lightmapX, lightmapY;
int lightmapWidth, lightmapHeight;
int numVerts;
drawVert_t *verts;
int numIndexes;
int *indexes;
// for faces only
int planeNum;
vec3_t lightmapOrigin; // also used for flares
vec3_t lightmapVecs[3]; // also used for flares
// for patches only
qboolean patch;
int patchWidth;
int patchHeight;
// for misc_models only
qboolean miscModel;
qboolean flareSurface;
} mapDrawSurface_t;
typedef struct drawSurfRef_s {
struct drawSurfRef_s *nextRef;
int outputNumber;
} drawSurfRef_t;
typedef struct node_s {
// both leafs and nodes
int planenum; // -1 = leaf node
struct node_s *parent;
vec3_t mins, maxs; // valid after portalization
bspbrush_t *volume; // one for each leaf/node
// nodes only
side_t *side; // the side that created the node
struct node_s *children[2];
qboolean hint;
int tinyportals;
vec3_t referencepoint;
// leafs only
qboolean opaque; // view can never be inside
qboolean areaportal;
int cluster; // for portalfile writing
int area; // for areaportals
bspbrush_t *brushlist; // fragments of all brushes in this leaf
drawSurfRef_t *drawSurfReferences; // references to patches pushed down
int occupied; // 1 or greater can reach entity
entity_t *occupant; // for leak file testing
struct portal_s *portals; // also on nodes during construction
} node_t;
typedef struct portal_s {
plane_t plane;
node_t *onnode; // NULL = outside box
node_t *nodes[2]; // [0] = front side of plane
struct portal_s *next[2];
winding_t *winding;
qboolean sidefound; // false if ->side hasn't been checked
qboolean hint;
side_t *side; // NULL = non-visible
} portal_t;
typedef struct {
node_t *headnode;
node_t outside_node;
vec3_t mins, maxs;
} tree_t;
extern int entity_num;
extern qboolean noprune;
extern qboolean nodetail;
extern qboolean fulldetail;
extern qboolean nowater;
extern qboolean noCurveBrushes;
extern qboolean fakemap;
extern qboolean coplanar;
extern qboolean nofog;
extern qboolean testExpand;
extern qboolean showseams;
extern vec_t microvolume;
extern char outbase[32];
extern char source[1024];
extern int samplesize; //sample size in units
extern int novertexlighting;
extern int nogridlighting;
//=============================================================================
// brush.c
int CountBrushList (bspbrush_t *brushes);
bspbrush_t *AllocBrush (int numsides);
void FreeBrush (bspbrush_t *brushes);
void FreeBrushList (bspbrush_t *brushes);
bspbrush_t *CopyBrush (bspbrush_t *brush);
void DrawBrushList (bspbrush_t *brush);
void WriteBrushList (char *name, bspbrush_t *brush, qboolean onlyvis);
void PrintBrush (bspbrush_t *brush);
qboolean BoundBrush (bspbrush_t *brush);
qboolean CreateBrushWindings (bspbrush_t *brush);
bspbrush_t *BrushFromBounds (vec3_t mins, vec3_t maxs);
vec_t BrushVolume (bspbrush_t *brush);
void WriteBspBrushMap (char *name, bspbrush_t *list);
void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );
void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );
//=============================================================================
// map.c
extern int entitySourceBrushes;
// mapplanes[ num^1 ] will always be the mirror or mapplanes[ num ]
// nummapplanes will always be even
extern plane_t mapplanes[MAX_MAP_PLANES];
extern int nummapplanes;
extern vec3_t map_mins, map_maxs;
extern char mapIndexedShaders[MAX_MAP_BRUSHSIDES][MAX_QPATH];
extern int numMapIndexedShaders;
extern entity_t *mapent;
#define MAX_BUILD_SIDES 300
extern bspbrush_t *buildBrush;
void LoadMapFile (char *filename);
int FindFloatPlane (vec3_t normal, vec_t dist);
int PlaneTypeForNormal (vec3_t normal);
bspbrush_t *FinishBrush( void );
mapDrawSurface_t *AllocDrawSurf( void );
mapDrawSurface_t *DrawSurfaceForSide( bspbrush_t *b, side_t *s, winding_t *w );
//=============================================================================
//=============================================================================
// draw.c
extern vec3_t draw_mins, draw_maxs;
extern qboolean drawflag;
void Draw_ClearWindow (void);
void DrawWinding (winding_t *w);
void GLS_BeginScene (void);
void GLS_Winding (winding_t *w, int code);
void GLS_EndScene (void);
//=============================================================================
// csg
bspbrush_t *MakeBspBrushList ( bspbrush_t *brushes, vec3_t clipmins, vec3_t clipmaxs);
//=============================================================================
// brushbsp
#define PSIDE_FRONT 1
#define PSIDE_BACK 2
#define PSIDE_BOTH (PSIDE_FRONT|PSIDE_BACK)
#define PSIDE_FACING 4
int BoxOnPlaneSide (vec3_t mins, vec3_t maxs, plane_t *plane);
qboolean WindingIsTiny (winding_t *w);
void SplitBrush (bspbrush_t *brush, int planenum,
bspbrush_t **front, bspbrush_t **back);
tree_t *AllocTree (void);
node_t *AllocNode (void);
tree_t *BrushBSP (bspbrush_t *brushlist, vec3_t mins, vec3_t maxs);
//=============================================================================
// portals.c
void MakeHeadnodePortals (tree_t *tree);
void MakeNodePortal (node_t *node);
void SplitNodePortals (node_t *node);
qboolean Portal_Passable(portal_t *p);
qboolean FloodEntities (tree_t *tree);
void FillOutside (node_t *headnode);
void FloodAreas (tree_t *tree);
bspface_t *VisibleFaces(entity_t *e, tree_t *tree);
void FreePortal (portal_t *p);
void MakeTreePortals (tree_t *tree);
//=============================================================================
// glfile.c
void OutputWinding( winding_t *w, FILE *glview );
void WriteGLView( tree_t *tree, char *source );
//=============================================================================
// leakfile.c
void LeakFile( tree_t *tree );
//=============================================================================
// prtfile.c
void NumberClusters( tree_t *tree );
void WritePortalFile( tree_t *tree );
//=============================================================================
// writebsp.c
void SetModelNumbers (void);
void SetLightStyles (void);
int EmitShader( const char *shader );
void BeginBSPFile (void);
void EndBSPFile (void);
void BeginModel (void);
void EndModel( node_t *headnode );
//=============================================================================
// tree.c
void FreeTree (tree_t *tree);
void FreeTree_r (node_t *node);
void PrintTree_r (node_t *node, int depth);
void FreeTreePortals_r (node_t *node);
//=============================================================================
// patch.c
extern int numMapPatches;
mapDrawSurface_t *DrawSurfaceForMesh( mesh_t *m );
void ParsePatch( void );
mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );
void PatchMapDrawSurfs( entity_t *e );
//=============================================================================
// lightmap.c
void AllocateLightmaps( entity_t *e );
//=============================================================================
// tjunction.c
void FixTJunctions( entity_t *e );
//=============================================================================
// fog.c
void FogDrawSurfs( void );
winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds );
//=============================================================================
// facebsp.c
bspface_t *BspFaceForPortal( portal_t *p );
bspface_t *MakeStructuralBspFaceList( bspbrush_t *list );
bspface_t *MakeVisibleBspFaceList( bspbrush_t *list );
tree_t *FaceBSP( bspface_t *list );
//=============================================================================
// misc_model.c
extern int c_triangleModels;
extern int c_triangleSurfaces;
extern int c_triangleVertexes;
extern int c_triangleIndexes;
void AddTriangleModels( tree_t *tree );
//=============================================================================
// surface.c
extern mapDrawSurface_t mapDrawSurfs[MAX_MAP_DRAW_SURFS];
extern int numMapDrawSurfs;
mapDrawSurface_t *AllocDrawSurf( void );
void MergeSides( entity_t *e, tree_t *tree );
void SubdivideDrawSurfs( entity_t *e, tree_t *tree );
void MakeDrawSurfaces( bspbrush_t *b );
void ClipSidesIntoTree( entity_t *e, tree_t *tree );
void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );
//==============================================================================
// brush_primit.c
#define BPRIMIT_UNDEFINED 0
#define BPRIMIT_OLDBRUSHES 1
#define BPRIMIT_NEWBRUSHES 2
extern int g_bBrushPrimit;
void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);
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