Merge branch 'portalfaces' into brushbsp

This commit is contained in:
Eric Wasylishen 2022-06-21 16:25:19 -06:00
commit 40f370dbd5
14 changed files with 534 additions and 532 deletions

View File

@ -358,6 +358,55 @@ public:
}
}
contentflags_t visible_contents(const contentflags_t &a, const contentflags_t &b) const override
{
if (a.equals(this, b)) {
if (contents_clip_same_type(a, b)) {
return create_empty_contents();
} else {
return a;
}
}
int32_t a_pri = contents_priority(a);
int32_t b_pri = contents_priority(b);
if (a_pri > b_pri) {
return a;
} else {
return b;
}
// fixme-brushbsp: support detail-illusionary intersecting liquids
}
bool directional_visible_contents(const contentflags_t &a, const contentflags_t &b) const override
{
if (contents_priority(b) > contents_priority(a)) {
return true;
}
if (a.is_empty(this)) {
// empty can always see whatever is in `b`
return true;
}
if (!a.will_clip_same_type(this) && contents_are_type_equal(a, b)) {
// _noclipfaces
return true;
}
if (!a.is_mirrored(this)) {
return false;
}
return true;
}
bool contents_contains(const contentflags_t &a, const contentflags_t &b) const override
{
return a.equals(this, b);
}
std::string get_contents_display(const contentflags_t &contents) const override
{
std::string base;
@ -850,6 +899,9 @@ struct gamedef_q2_t : public gamedef_t
return true;
}
/**
* Returns the single content bit of the strongest visible content present
*/
constexpr int32_t visible_contents(const int32_t &contents) const
{
for (int32_t i = 1; i <= Q2_LAST_VISIBLE_CONTENTS; i <<= 1) {
@ -861,6 +913,17 @@ struct gamedef_q2_t : public gamedef_t
return 0;
}
/**
* For a portal from `a` to `b`, should the viewer on side `a` see a face?
*/
bool directional_visible_contents(const contentflags_t &a, const contentflags_t &b) const override
{
if ((a.native & Q2_CONTENTS_WINDOW) && visible_contents(a, b).native == Q2_CONTENTS_WINDOW)
return false; // don't show insides of windows
return true;
}
bool portal_can_see_through(const contentflags_t &contents0, const contentflags_t &contents1, bool, bool) const override
{
int32_t c0 = contents0.native, c1 = contents1.native;
@ -907,6 +970,18 @@ struct gamedef_q2_t : public gamedef_t
return {a.native | b.native};
}
contentflags_t visible_contents(const contentflags_t &a, const contentflags_t &b) const override
{
int viscontents = visible_contents(a.native ^ b.native);
return {viscontents};
}
bool contents_contains(const contentflags_t &a, const contentflags_t &b) const override
{
return (a.native & b.native) != 0;
}
std::string get_contents_display(const contentflags_t &contents) const override
{
if (!contents.native) {
@ -1432,7 +1507,7 @@ std::string contentflags_t::to_string(const gamedef_t *game) const
std::string s = game->get_contents_display(*this);
if (contentflags_t{native}.is_mirrored(game) != is_mirrored(game)) {
s += fmt::format(" | MIRROR_INSIDE[{}]", mirror_inside.has_value() ? (clips_same_type.value() ? "true" : "false") : "nullopt");
s += fmt::format(" | MIRROR_INSIDE[{}]", mirror_inside.has_value() ? (mirror_inside.value() ? "true" : "false") : "nullopt");
}
if (contentflags_t{native}.will_clip_same_type(game) != will_clip_same_type(game)) {

View File

@ -292,6 +292,11 @@ struct gamedef_t
virtual bool contents_seals_map(const contentflags_t &contents) const = 0;
virtual contentflags_t contents_remap_for_export(const contentflags_t &contents) const = 0;
virtual contentflags_t combine_contents(const contentflags_t &a, const contentflags_t &b) const = 0;
virtual contentflags_t visible_contents(const contentflags_t &a, const contentflags_t &b) const = 0;
// counterpart to visible_contents. for a portal with contents from `a` to `b`, returns whether a viewer in `a`
// should see a face
virtual bool directional_visible_contents(const contentflags_t &a, const contentflags_t &b) const = 0;
virtual bool contents_contains(const contentflags_t &a, const contentflags_t &b) const = 0;
virtual std::string get_contents_display(const contentflags_t &contents) const = 0;
virtual void contents_make_valid(contentflags_t &contents) const = 0;
virtual const std::initializer_list<aabb3d> &get_hull_sizes() const = 0;

View File

@ -27,4 +27,5 @@ struct face_t;
struct node_t;
void MergeFaceToList(face_t *face, std::list<face_t *> &list);
std::list<face_t *> MergeFaceList(std::list<face_t *> input);
void MergeAll(node_t *headnode);

View File

@ -33,6 +33,10 @@ struct portal_t
node_t *nodes[2]; // [0] = front side of planenum
portal_t *next[2]; // [0] = next portal in nodes[0]'s list of portals
std::optional<winding_t> winding;
bool sidefound; // false if ->side hasn't been checked
face_t *side; // NULL = non-visible // fixme-brushbsp: change to side_t
face_t *face[2]; // output face in bsp file
};
struct tree_t
@ -53,3 +57,4 @@ void MakeTreePortals(tree_t *tree);
void FreeTreePortals_r(node_t *node);
void AssertNoPortals(node_t *node);
void MakeHeadnodePortals(tree_t *tree);
void MarkVisibleSides(tree_t *tree, mapentity_t* entity);

View File

@ -177,6 +177,7 @@ public:
setting_int32 subdivide{this, "subdivide", 240, &common_format_group,
"change the subdivide threshold, in luxels. 0 will disable subdivision entirely"};
setting_bool nofill{this, "nofill", false, &debugging_group, "don't perform outside filling"};
setting_bool nomerge{this, "nomerge", false, &debugging_group, "don't perform face merging"};
setting_bool noclip{this, "noclip", false, &common_format_group, "don't write clip nodes (Q1-like BSP formats)"};
setting_bool noskip{this, "noskip", false, &debugging_group, "don't remove faces with the 'skip' texture"};
setting_bool nodetail{this, "nodetail", false, &debugging_group, "treat all detail brushes to structural"};
@ -326,6 +327,8 @@ struct face_fragment_t
// write surfaces
};
struct portal_t;
struct face_t : face_fragment_t
{
int planenum;
@ -345,12 +348,12 @@ struct face_t : face_fragment_t
bool visible = true; // can any part of this side be seen from non-void parts of the level?
// non-visible means we can discard the brush side
// (avoiding generating a BSP spit, so expanding it outwards)
portal_t *portal;
};
// there is a node_t structure for every node and leaf in the bsp tree
struct brush_t;
struct portal_t;
struct node_t
{

View File

@ -31,3 +31,4 @@ std::list<face_t *> SubdivideFace(face_t *f);
void FreeNodes(node_t *node);
void MakeVisibleFaces(mapentity_t *entity, node_t *headnode);
void MakeMarkFaces(mapentity_t* entity, node_t* headnode);
void MakeFaces(node_t *node);

View File

@ -127,106 +127,6 @@ std::tuple<face_t *, face_t *> SplitFace(face_t *in, const qplane3d &split)
return {new_front, new_back};
}
/*
=================
RemoveOutsideFaces
Quick test before running ClipInside; move any faces that are completely
outside the brush to the outside list, without splitting them. This saves us
time in mergefaces later on (and sometimes a lot of memory)
Input is a list of faces in the param `inside`.
On return, the ones touching `brush` remain in `inside`, the rest are added to `outside`.
=================
*/
static void RemoveOutsideFaces(const brush_t &brush, std::list<face_t *> *inside, std::list<face_t *> *outside)
{
std::list<face_t *> oldinside;
// clear `inside`, transfer it to `oldinside`
std::swap(*inside, oldinside);
for (face_t *face : oldinside) {
std::optional<winding_t> w = face->w;
for (auto &clipface : brush.faces) {
w = w->clip(Face_Plane(&clipface), options.epsilon.value(), false)[SIDE_BACK];
if (!w)
break;
}
if (!w) {
/* The face is completely outside this brush */
outside->push_front(face);
} else {
inside->push_front(face);
}
}
}
/*
=================
ClipInside
Clips all of the faces in the inside list, possibly moving them to the
outside list or spliting it into a piece in each list.
Faces exactly on the plane will stay inside unless overdrawn by later brush
=================
*/
static void ClipInside(
const face_t *clipface, bool precedence, std::list<face_t *> *inside, std::list<face_t *> *outside)
{
std::list<face_t *> oldinside;
// effectively make a copy of `inside`, and clear it
std::swap(*inside, oldinside);
const qbsp_plane_t &splitplane = map.planes[clipface->planenum];
for (face_t *face : oldinside) {
/* HACK: Check for on-plane but not the same planenum
( https://github.com/ericwa/ericw-tools/issues/174 )
*/
bool spurious_onplane = false;
{
std::array<size_t, SIDE_TOTAL> counts = face->w.calc_sides(splitplane, nullptr, nullptr, options.epsilon.value());
if (counts[SIDE_ON] && !counts[SIDE_FRONT] && !counts[SIDE_BACK]) {
spurious_onplane = true;
}
}
std::array<face_t *, 2> frags;
/* Handle exactly on-plane faces */
if (face->planenum == clipface->planenum || spurious_onplane) {
const qplane3d faceplane = Face_Plane(face);
const qplane3d clipfaceplane = Face_Plane(clipface);
const vec_t dp = qv::dot(faceplane.normal, clipfaceplane.normal);
const bool opposite = (dp < 0);
if (opposite || precedence) {
/* always clip off opposite facing */
frags[clipface->planeside] = {};
frags[!clipface->planeside] = {face};
} else {
/* leave it on the outside */
frags[clipface->planeside] = {face};
frags[!clipface->planeside] = {};
}
} else {
/* proper split */
std::tie(frags[0], frags[1]) = SplitFace(face, splitplane);
}
if (frags[clipface->planeside]) {
outside->push_front(frags[clipface->planeside]);
}
if (frags[!clipface->planeside]) {
inside->push_front(frags[!clipface->planeside]);
}
}
}
face_t *MirrorFace(const face_t *face)
{
face_t *newface = NewFaceFromFace(face);
@ -237,296 +137,3 @@ face_t *MirrorFace(const face_t *face)
return newface;
}
static void FreeFaces(std::list<face_t *> &facelist)
{
for (face_t *face : facelist) {
delete face;
}
facelist.clear();
}
//==========================================================================
static std::vector<std::unique_ptr<brush_t>> SingleBrush(std::unique_ptr<brush_t> a)
{
std::vector<std::unique_ptr<brush_t>> res;
res.push_back(std::move(a));
return res;
}
static bool ShouldClipbrushEatBrush(const brush_t &brush, const brush_t &clipbrush)
{
if (clipbrush.contents.is_any_solid(options.target_game)) {
return true;
}
if (clipbrush.contents.types_equal(brush.contents, options.target_game)) {
return clipbrush.contents.will_clip_same_type(options.target_game);
}
return false;
}
static std::list<face_t *> CSGFace_ClipAgainstSingleBrush(std::list<face_t *> input, const mapentity_t *srcentity, const brush_t *srcbrush, const brush_t *clipbrush)
{
if (srcbrush == clipbrush) {
//logging::print(" ignoring self-clip\n");
return input;
}
const int srcindex = srcbrush->file_order;
const int clipindex = clipbrush->file_order;
if (!ShouldClipbrushEatBrush(*srcbrush, *clipbrush)) {
return {input};
}
std::list<face_t *> inside {input};
std::list<face_t *> outside;
RemoveOutsideFaces(*clipbrush, &inside, &outside);
// at this point, inside = the faces of `input` which are touching `clipbrush`
// outside = the other faces of `input`
const bool overwrite = (srcindex < clipindex);
for (auto &clipface : clipbrush->faces)
ClipInside(&clipface, overwrite, &inside, &outside);
// inside = parts of `brush` that are inside `clipbrush`
// outside = parts of `brush` that are outside `clipbrush`
return outside;
}
struct brush_ptr_less
{
constexpr bool operator()(const brush_t *a, const brush_t *b) const
{
return a->file_order < b->file_order;
}
};
using brush_result_set_t = std::set<const brush_t *, brush_ptr_less>;
// fixme-brushbsp: add bounds test
static void GatherPossibleClippingBrushes_R(const node_t *node, const face_t *srcface, brush_result_set_t &result)
{
if (node->planenum == PLANENUM_LEAF) {
for (auto *brush : node->original_brushes) {
result.insert(brush);
}
return;
}
GatherPossibleClippingBrushes_R(node->children[0], srcface, result);
GatherPossibleClippingBrushes_R(node->children[1], srcface, result);
}
/*
==================
GatherPossibleClippingBrushes
Starting a search at `node`, returns brushes that possibly intersect `srcface`.
==================
*/
static brush_result_set_t GatherPossibleClippingBrushes(const mapentity_t* srcentity, const node_t *node, const face_t *srcface)
{
brush_result_set_t result;
GatherPossibleClippingBrushes_R(node, srcface, result);
return result;
}
/*
==================
CSGFace
Given `srcface`, which was produced from `srcbrush` and lies on `srcnode`:
- search srcnode as well as its children for brushes which might clip
srcface.
- clip srcface against all such brushes
Frees srcface.
==================
*/
std::list<face_t *> CSGFace(face_t *srcface, const mapentity_t *srcentity, const brush_t *srcbrush, const node_t *srcnode)
{
const auto possible_clipbrushes = GatherPossibleClippingBrushes(srcentity, srcnode, srcface);
//logging::print("face {} has {} possible clipbrushes\n", (void *)srcface, possible_clipbrushes.size());
std::list<face_t *> result{srcface};
for (const brush_t *possible_clipbrush : possible_clipbrushes) {
result = CSGFace_ClipAgainstSingleBrush(std::move(result), srcentity, srcbrush, possible_clipbrush);
}
return result;
}
/*
==================
SubtractBrush
Returns the fragments from a - b
==================
*/
static std::vector<std::unique_ptr<brush_t>> SubtractBrush(std::unique_ptr<brush_t> a, const brush_t& b)
{
// first, check if `a` is fully in front of _any_ of b's planes
for (const auto &side : b.faces) {
// is `a` fully in front of `side`?
bool fully_infront = true;
// fixme-brushbsp: factor this out somewhere
for (const auto &a_face : a->faces) {
for (const auto &a_point : a_face.w) {
if (Face_Plane(&side).distance_to(a_point) < 0) {
fully_infront = false;
break;
}
}
if (!fully_infront) {
break;
}
}
if (fully_infront) {
// `a` is fully in front of this side of b, so they don't actually intersect
return SingleBrush(std::move(a));
}
}
std::vector<std::unique_ptr<brush_t>> frontlist;
std::vector<std::unique_ptr<brush_t>> unclassified = SingleBrush(std::move(a));
for (const auto &side : b.faces) {
std::vector<std::unique_ptr<brush_t>> new_unclassified;
for (auto &fragment : unclassified) {
// destructively processing `unclassified` here
auto [front, back] = SplitBrush(std::move(fragment), Face_Plane(&side));
if (front) {
frontlist.push_back(std::move(front));
}
if (back) {
new_unclassified.push_back(std::move(back));
}
}
unclassified = std::move(new_unclassified);
}
return frontlist;
}
/*
==================
BrushGE
Returns a >= b as far as brush clipping
==================
*/
bool BrushGE(const brush_t& a, const brush_t& b)
{
// same contents clip each other
if (a.contents.will_clip_same_type(options.target_game, b.contents)) {
// map file order
return a.file_order > b.file_order;
}
// only chop if at least one of the two contents is
// opaque (solid, sky, or detail)
if (!(a.contents.chops(options.target_game) || b.contents.chops(options.target_game))) {
return false;
}
int32_t a_pri = a.contents.priority(options.target_game);
int32_t b_pri = b.contents.priority(options.target_game);
if (a_pri == b_pri) {
// map file order
return a.file_order > b.file_order;
}
return a_pri >= b_pri;
}
/*
==================
ChopBrushes
Clips off any overlapping portions of brushes
==================
*/
std::vector<std::unique_ptr<brush_t>> ChopBrushes(const std::vector<std::unique_ptr<brush_t>>& input)
{
logging::print(logging::flag::PROGRESS, "---- {} ----\n", __func__);
// each inner vector corresponds to a brush in `input`
// (set up this way for thread safety)
std::vector<std::vector<std::unique_ptr<brush_t>>> brush_fragments;
brush_fragments.resize(input.size());
/*
* For each brush, clip away the parts that are inside other brushes.
* Solid brushes override non-solid brushes.
* brush => the brush to be clipped
* clipbrush => the brush we are clipping against
*
* The output of this is a face list for each brush called "outside"
*/
tbb::parallel_for(static_cast<size_t>(0), input.size(), [&](const size_t i) {
const auto& brush = input[i];
// the fragments `brush` is chopped into
std::vector<std::unique_ptr<brush_t>> brush_result = SingleBrush(
// start with a copy of brush
std::make_unique<brush_t>(*brush)
);
for (auto &clipbrush : input) {
if (brush == clipbrush) {
continue;
}
if (brush->bounds.disjoint_or_touching(clipbrush->bounds)) {
continue;
}
if (BrushGE(*clipbrush, *brush)) {
std::vector<std::unique_ptr<brush_t>> new_result;
// clipbrush is stronger.
// rebuild existing fragments in brush_result, cliping them to clipbrush
for (auto &current_fragment : brush_result) {
for (auto &new_fragment : SubtractBrush(std::move(current_fragment), *clipbrush)) {
new_result.push_back(std::move(new_fragment));
}
}
brush_result = std::move(new_result);
}
}
// save the result
brush_fragments[i] = std::move(brush_result);
});
// Non parallel part:
std::vector<std::unique_ptr<brush_t>> result;
for (auto &fragment_list : brush_fragments) {
for (auto &fragment : fragment_list) {
result.push_back(std::move(fragment));
}
}
logging::print(logging::flag::STAT, " {:8} brushes\n", input.size());
logging::print(logging::flag::STAT, " {:8} chopped brushes\n", result.size());
return result;
}

View File

@ -69,7 +69,7 @@ static face_t *TryMerge(face_t *f1, face_t *f2)
bool keep1, keep2;
if (!f1->w.size() || !f2->w.size() || f1->planeside != f2->planeside || f1->texinfo != f2->texinfo ||
!f1->contents[0].equals(options.target_game, f2->contents[0]) || !f1->contents[1].equals(options.target_game, f2->contents[1]) ||
/*!f1->contents[0].equals(options.target_game, f2->contents[0]) || !f1->contents[1].equals(options.target_game, f2->contents[1]) || */
f1->lmshift[0] != f2->lmshift[0] || f1->lmshift[1] != f2->lmshift[1])
return NULL;
@ -190,7 +190,7 @@ void MergeFaceToList(face_t *face, std::list<face_t *> &list)
MergeFaceList
===============
*/
inline std::list<face_t *> MergeFaceList(std::list<face_t *> input)
std::list<face_t *> MergeFaceList(std::list<face_t *> input)
{
std::list<face_t *> result;

View File

@ -426,3 +426,122 @@ void FreeTreePortals_r(node_t *node)
}
node->portals = nullptr;
}
//==============================================================
/*
============
FindPortalSide
Finds a brush side to use for texturing the given portal
============
*/
static void FindPortalSide(portal_t *p)
{
// decide which content change is strongest
// solid > lava > water, etc
contentflags_t viscontents = options.target_game->visible_contents(p->nodes[0]->contents, p->nodes[1]->contents);
if (viscontents.is_empty(options.target_game))
return;
int planenum = p->onnode->planenum;
face_t *bestside = nullptr;
float bestdot = 0;
for (int j = 0; j < 2; j++)
{
node_t *n = p->nodes[j];
auto p1 = map.planes.at(p->onnode->planenum);
// iterate the n->original_brushes vector in reverse order, so later brushes
// in the map file order are prioritized
for (auto it = n->original_brushes.rbegin(); it != n->original_brushes.rend(); ++it)
{
auto *brush = *it;
if (!options.target_game->contents_contains(brush->contents, viscontents))
continue;
for (face_t &side : brush->faces)
{
// fixme-brushbsp: port these
// if (side.bevel)
// continue;
// if (side.texinfo == TEXINFO_NODE)
// continue; // non-visible
if (side.planenum == planenum)
{ // exact match
bestside = &side;
goto gotit;
}
// see how close the match is
auto p2 = map.planes.at(side.planenum);
float dot = qv::dot(p1.normal, p2.normal);
if (dot > bestdot)
{
bestdot = dot;
bestside = &side;
}
}
}
}
gotit:
if (!bestside)
logging::print("WARNING: side not found for portal\n");
p->sidefound = true;
p->side = bestside;
}
/*
===============
MarkVisibleSides_r
===============
*/
static void MarkVisibleSides_r(node_t *node)
{
if (node->planenum != PLANENUM_LEAF)
{
MarkVisibleSides_r(node->children[0]);
MarkVisibleSides_r(node->children[1]);
return;
}
// empty leafs are never boundary leafs
if (node->contents.is_empty(options.target_game))
return;
// see if there is a visible face
int s;
for (portal_t *p=node->portals ; p ; p = p->next[!s])
{
s = (p->nodes[0] == node);
if (!p->onnode)
continue; // edge of world
if (!p->sidefound)
FindPortalSide(p);
if (p->side)
p->side->visible = true;
}
}
/*
=============
MarkVisibleSides
=============
*/
void MarkVisibleSides(tree_t *tree, mapentity_t* entity)
{
logging::print("--- {} ---\n", __func__);
// clear all the visible flags
for (auto &brush : entity->brushes) {
for (auto &face : brush->faces) {
face.visible = false;
}
}
// set visible flags on the sides that are used by portals
MarkVisibleSides_r (tree->headnode);
}

View File

@ -896,21 +896,18 @@ static void ProcessEntity(mapentity_t *entity, const int hullnum)
tree = BrushBSP(entity, false);
}
FreeTreePortals_r(tree->headnode);
PruneNodes(tree->headnode);
MakeTreePortals(tree);
MakeVisibleFaces(entity, tree->headnode);
MarkVisibleSides(tree, entity);
MakeFaces(tree->headnode);
FreeTreePortals_r(tree->headnode);
PruneNodes(tree->headnode);
if (hullnum <= 0 && entity == map.world_entity() && !map.leakfile) {
WritePortalFile(tree);
}
// merge polygons
MergeAll(tree->headnode);
// needs to come after any face creation
MakeMarkFaces(entity, tree->headnode);

View File

@ -23,6 +23,7 @@
#include <qbsp/portals.hh>
#include <qbsp/csg4.hh>
#include <qbsp/map.hh>
#include <qbsp/merge.hh>
#include <qbsp/solidbsp.hh>
#include <qbsp/qbsp.hh>
#include <qbsp/writebsp.hh>
@ -45,6 +46,11 @@ static bool ShouldOmitFace(face_t *f)
return false;
}
static void MergeNodeFaces (node_t *node)
{
node->facelist = MergeFaceList(node->facelist);
}
/*
===============
SubdivideFace
@ -155,6 +161,18 @@ std::list<face_t *> SubdivideFace(face_t *f)
return surfaces;
}
static void SubdivideNodeFaces(node_t *node)
{
std::list<face_t *> result;
// subdivide each face and push the results onto subdivided
for (face_t *face : node->facelist) {
result.splice(result.end(), SubdivideFace(face));
}
node->facelist = result;
}
static void FreeNode(node_t *node)
{
FreeTreePortals_r(node);
@ -423,7 +441,7 @@ static void GrowNodeRegion(mapentity_t *entity, node_t *node)
node->firstface = static_cast<int>(map.bsp.dfaces.size());
for (face_t *face : node->facelist) {
Q_assert(face->planenum == node->planenum);
//Q_assert(face->planenum == node->planenum);
// emit a region
EmitFace(entity, face);
@ -561,149 +579,143 @@ void MakeMarkFaces(mapentity_t* entity, node_t* node)
MakeMarkFaces(entity, node->children[1]);
}
// the fronts of `faces` are facing `node`, determine what gets clipped away
// (return the post-clipping result)
static std::list<face_t *> ClipFacesToTree_r(node_t *node, const brush_t *srcbrush, std::list<face_t *> faces)
struct makefaces_stats_t {
int c_nodefaces;
int c_merge;
int c_subdivide;
};
/*
============
FaceFromPortal
pside is which side of portal (equivalently, which side of the node) we're in.
Typically, we're in an empty leaf and the other side of the portal is a solid wall.
see also FindPortalSide which populates p->side
============
*/
static face_t *FaceFromPortal(portal_t *p, int pside)
{
if (node->planenum == PLANENUM_LEAF) {
// fixme-brushbsp: move to contentflags_t?
if (node->contents.is_solid(options.target_game)
|| node->contents.is_detail_solid(options.target_game)
|| node->contents.is_sky(options.target_game)) {
// solids eat any faces that reached this point
return {};
}
face_t *side = p->side;
if (!side)
return nullptr; // portal does not bridge different visible contents
// see what the game thinks about the clip
if (srcbrush->contents.will_clip_same_type(options.target_game, node->contents)) {
return {};
}
face_t *f = new face_t{};
// other content types let the faces thorugh
return faces;
f->texinfo = side->texinfo;
f->planenum = side->planenum;
f->planeside = static_cast<side_t>(pside);
f->portal = p;
f->lmshift = side->lmshift;
bool make_face = options.target_game->directional_visible_contents(p->nodes[pside]->contents, p->nodes[!pside]->contents);
if (!make_face) {
// content type / game rules requested to skip generating a face on this side
logging::print("skipped face for {} -> {} portal\n",
p->nodes[pside]->contents.to_string(options.target_game),
p->nodes[!pside]->contents.to_string(options.target_game));
return nullptr;
}
const qbsp_plane_t &splitplane = map.planes.at(node->planenum);
if (!p->nodes[pside]->contents.is_empty(options.target_game)) {
bool our_contents_mirrorinside = options.target_game->contents_are_mirrored(p->nodes[pside]->contents);
if (!our_contents_mirrorinside) {
if (side->planeside != pside) {
std::list<face_t *> front, back;
for (auto *face : faces) {
auto [frontFragment, backFragment] = SplitFace(face, splitplane);
if (frontFragment) {
front.push_back(frontFragment);
}
if (backFragment) {
back.push_back(backFragment);
}
}
front = ClipFacesToTree_r(node->children[0], srcbrush, front);
back = ClipFacesToTree_r(node->children[1], srcbrush, back);
// merge lists
front.splice(front.end(), back);
return front;
}
static std::list<face_t *> ClipFacesToTree(node_t *node, const brush_t *srcbrush, std::list<face_t *> faces)
{
// handles the first level - faces are all supposed to be lying exactly on `node`
for (auto *face : faces) {
Q_assert(face->planenum == node->planenum);
}
std::list<face_t *> front, back;
for (auto *face : faces) {
if (face->planeside == 0) {
front.push_back(face);
} else {
back.push_back(face);
}
}
front = ClipFacesToTree_r(node->children[0], srcbrush, front);
back = ClipFacesToTree_r(node->children[1], srcbrush, back);
// merge lists
front.splice(front.end(), back);
return front;
}
static void AddFaceToTree_r(mapentity_t* entity, face_t *face, brush_t *srcbrush, node_t* node)
{
if (node->planenum == PLANENUM_LEAF) {
//FError("couldn't find node for face");
// after outside filling, this is completely expected
return;
}
if (face->planenum == node->planenum) {
// found the correct plane - add the face to it.
++c_nodefaces;
// csg it
std::list<face_t *> faces = CSGFace(face, entity, srcbrush, node);
// clip them to the descendant parts of the BSP
// (otherwise we could have faces floating in the void on this node)
faces = ClipFacesToTree(node, srcbrush, faces);
for (face_t *part : faces) {
node->facelist.push_back(part);
if (srcbrush->contents.is_mirrored(options.target_game)) {
node->facelist.push_back(MirrorFace(part));
return nullptr;
}
}
return;
}
// fixme-brushbsp: we need to handle the case of the face being near enough that it gets clipped away,
// but not face->planenum == node->planenum
auto [frontWinding, backWinding] = face->w.clip(map.planes.at(node->planenum));
if (frontWinding) {
auto *newFace = new face_t{*face};
newFace->w = *frontWinding;
AddFaceToTree_r(entity, newFace, srcbrush, node->children[0]);
if (pside)
{
f->w = p->winding->flip();
// fixme-brushbsp: was just `f->contents` on qbsp3
f->contents[0] = p->nodes[1]->contents;
f->contents[1] = p->nodes[0]->contents;
}
if (backWinding) {
auto *newFace = new face_t{*face};
newFace->w = *backWinding;
AddFaceToTree_r(entity, newFace, srcbrush, node->children[1]);
else
{
f->w = *p->winding;
f->contents[0] = p->nodes[0]->contents;
f->contents[1] = p->nodes[1]->contents;
}
delete face;
UpdateFaceSphere(f);
return f;
}
/*
================
MakeVisibleFaces
===============
MakeFaces_r
Given a completed BSP tree and a list of the original brushes (in `entity`),
If a portal will make a visible face,
mark the side that originally created it
- filters the brush faces into the BSP, finding the correct nodes they end up on
- clips the faces by other brushes.
first iteration, we can just do an exhaustive check against all brushes
================
solid / empty : solid
solid / water : solid
water / empty : water
water / water : none
===============
*/
void MakeVisibleFaces(mapentity_t* entity, node_t* headnode)
static void MakeFaces_r(node_t *node, makefaces_stats_t& stats)
{
c_nodefaces = 0;
// recurse down to leafs
if (node->planenum != PLANENUM_LEAF)
{
MakeFaces_r(node->children[0], stats);
MakeFaces_r(node->children[1], stats);
for (auto &brush : entity->brushes) {
for (auto &face : brush->faces) {
if (!face.visible) {
continue;
}
face_t *temp = CopyFace(&face);
// merge together all visible faces on the node
if (!options.nomerge.value())
MergeNodeFaces(node);
if (options.subdivide.boolValue())
SubdivideNodeFaces(node);
AddFaceToTree_r(entity, temp, brush.get(), headnode);
}
return;
}
logging::print(logging::flag::STAT, "{} nodefaces\n", c_nodefaces);
// solid leafs never have visible faces
if (node->contents.is_any_solid(options.target_game))
return;
// see which portals are valid
// (Note, this is happening per leaf, so we can potentially generate faces
// for the same portal once from one leaf, and once from the neighbouring one)
int s;
for (portal_t *p = node->portals; p; p = p->next[s])
{
// 1 means node is on the back side of planenum
s = (p->nodes[1] == node);
face_t *f = FaceFromPortal(p, s);
if (f)
{
stats.c_nodefaces++;
p->face[s] = f;
p->onnode->facelist.push_back(f);
}
}
}
/*
============
MakeFaces
============
*/
void MakeFaces(node_t *node)
{
logging::print("--- {} ---\n", __func__);
makefaces_stats_t stats{};
MakeFaces_r(node, stats);
logging::print(logging::flag::STAT, "{} makefaces\n", stats.c_nodefaces);
logging::print(logging::flag::STAT, "{} merged\n", stats.c_merge);
logging::print(logging::flag::STAT, "{} subdivided\n", stats.c_subdivide);
}

View File

@ -677,7 +677,11 @@ TEST_CASE("simple_worldspawn_sky", "[testmaps_q1]")
TEST_CASE("water_detail_illusionary", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_water_detail_illusionary.map");
static const std::string basic_mapname = "qbsp_water_detail_illusionary.map";
static const std::string mirrorinside_mapname = "qbsp_water_detail_illusionary_mirrorinside.map";
auto mapname = GENERATE_REF(basic_mapname, mirrorinside_mapname);
const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname);
REQUIRE(prt.has_value());
@ -691,8 +695,28 @@ TEST_CASE("water_detail_illusionary", "[testmaps_q1]")
const qvec3d above_face_pos{-40, -52, 172};
// make sure the detail_illusionary face underwater isn't clipped away
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0}));
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0}));
auto* underwater_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0});
auto* underwater_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {1, 0, 0});
auto* above_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0});
auto* above_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {1, 0, 0});
REQUIRE(nullptr != underwater_face);
REQUIRE(nullptr != above_face);
CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face));
CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face));
if (mapname == mirrorinside_mapname) {
REQUIRE(underwater_face_inner != nullptr);
REQUIRE(above_face_inner != nullptr);
CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face_inner));
CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face_inner));
} else {
CHECK(underwater_face_inner == nullptr);
CHECK(above_face_inner == nullptr);
}
}
TEST_CASE("noclipfaces", "[testmaps_q1]")
@ -770,7 +794,10 @@ TEST_CASE("detail_illusionary_noclipfaces_intersecting", "[testmaps_q1]")
}
// top of cross has 2 faces Z-fighting, because we disabled clipping
CHECK(2 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size());
// (with qbsp3 method, there won't ever be z-fighting since we only ever generate 1 face per portal)
size_t faces_at_top = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size();
CHECK(faces_at_top >= 1);
CHECK(faces_at_top <= 2);
// interior face not clipped away
CHECK(1 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size());
@ -908,6 +935,40 @@ TEST_CASE("simple", "[testmaps_q1]")
}
/**
* Just a solid cuboid
*/
TEST_CASE("q1_cube", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cube.map");
REQUIRE_FALSE(prt.has_value());
const aabb3d cube_bounds {
{32, -240, 80},
{80, -144, 112}
};
REQUIRE(7 == bsp.dleafs.size());
// check the solid leaf
auto& solid_leaf = bsp.dleafs[0];
// fixme-brushbsp: restore these
// CHECK(solid_leaf.mins == cube_bounds.mins());
// CHECK(solid_leaf.maxs == cube_bounds.maxs());
// check the empty leafs
for (int i = 1; i < 7; ++i) {
auto& leaf = bsp.dleafs[i];
CHECK(CONTENTS_EMPTY == leaf.contents);
CHECK(1 == leaf.nummarksurfaces);
}
REQUIRE(6 == bsp.dfaces.size());
}
/**
* Lots of features in one map, more for testing in game than automated testing
*/
@ -1320,7 +1381,7 @@ TEST_CASE("qbsp_q2_bmodel_collision", "[testmaps_q2]") {
CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[1], in_bmodel)->contents);
}
TEST_CASE("q2_liquids", "[testmaps_q2][!mayfail]")
TEST_CASE("q2_liquids", "[testmaps_q2]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_liquids.map");

24
testmaps/qbsp_q1_cube.map Normal file
View File

@ -0,0 +1,24 @@
// Game: Quake
// Format: Valve
// entity 0
{
"mapversion" "220"
"classname" "worldspawn"
"wad" "deprecated/free_wad.wad;deprecated/fence.wad;deprecated/origin.wad;deprecated/hintskip.wad"
"_wateralpha" "0.5"
"_tb_def" "builtin:Quake.fgd"
// brush 0
{
( 32 -256 112 ) ( 32 -255 112 ) ( 32 -256 113 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 1 1
( 64 -240 96 ) ( 63 -240 96 ) ( 64 -240 97 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 1 1
( 64 -576 80 ) ( 64 -575 80 ) ( 63 -576 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 1 1
( -16 -256 112 ) ( -17 -256 112 ) ( -16 -255 112 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 1 1
( -16 -144 112 ) ( -16 -144 113 ) ( -17 -144 112 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 1 1
( 80 -576 96 ) ( 80 -576 97 ) ( 80 -575 96 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 1 1
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "56 -208 136"
}

View File

@ -0,0 +1,92 @@
// Game: Quake
// Format: Valve
// entity 0
{
"mapversion" "220"
"classname" "worldspawn"
"wad" "deprecated/free_wad.wad;deprecated/fence.wad;deprecated/origin.wad;deprecated/hintskip.wad"
"_wateralpha" "0.5"
"_tb_def" "builtin:Quake.fgd"
// brush 0
{
( -112 -112 96 ) ( -112 -111 96 ) ( -112 -112 97 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -80 -96 80 ) ( -81 -96 80 ) ( -80 -96 81 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -80 -432 80 ) ( -80 -431 80 ) ( -81 -432 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -112 96 ) ( -161 -112 96 ) ( -160 -111 96 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -160 0 96 ) ( -160 0 97 ) ( -161 0 96 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 64 -432 80 ) ( 64 -432 81 ) ( 64 -431 80 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 1
{
( -112 -96 96 ) ( -112 -95 96 ) ( -112 -96 97 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -80 0 80 ) ( -81 0 80 ) ( -80 0 81 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -80 -416 80 ) ( -80 -415 80 ) ( -81 -416 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -96 224 ) ( -161 -96 224 ) ( -160 -95 224 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -160 16 96 ) ( -160 16 97 ) ( -161 16 96 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 64 -416 80 ) ( 64 -416 81 ) ( 64 -415 80 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 2
{
( -112 -208 96 ) ( -112 -207 96 ) ( -112 -208 97 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -80 -112 80 ) ( -81 -112 80 ) ( -80 -112 81 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -80 -528 80 ) ( -80 -527 80 ) ( -81 -528 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -208 224 ) ( -161 -208 224 ) ( -160 -207 224 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -96 96 ) ( -160 -96 97 ) ( -161 -96 96 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 64 -528 80 ) ( 64 -528 81 ) ( 64 -527 80 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 3
{
( -128 -112 96 ) ( -128 -111 96 ) ( -128 -112 97 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -256 -96 80 ) ( -257 -96 80 ) ( -256 -96 81 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -256 -432 80 ) ( -256 -431 80 ) ( -257 -432 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -336 -112 224 ) ( -337 -112 224 ) ( -336 -111 224 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -336 0 96 ) ( -336 0 97 ) ( -337 0 96 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( -112 -432 80 ) ( -112 -432 81 ) ( -112 -431 80 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 4
{
( 64 -112 96 ) ( 64 -111 96 ) ( 64 -112 97 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -64 -96 80 ) ( -65 -96 80 ) ( -64 -96 81 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -64 -432 80 ) ( -64 -431 80 ) ( -65 -432 80 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -144 -112 224 ) ( -145 -112 224 ) ( -144 -111 224 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -144 0 96 ) ( -144 0 97 ) ( -145 0 96 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 80 -432 80 ) ( 80 -432 81 ) ( 80 -431 80 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 5
{
( -112 -112 240 ) ( -112 -111 240 ) ( -112 -112 241 ) orangestuff8 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -80 -96 224 ) ( -81 -96 224 ) ( -80 -96 225 ) orangestuff8 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -80 -432 224 ) ( -80 -431 224 ) ( -81 -432 224 ) orangestuff8 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -112 240 ) ( -161 -112 240 ) ( -160 -111 240 ) orangestuff8 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -160 0 240 ) ( -160 0 241 ) ( -161 0 240 ) orangestuff8 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 64 -432 224 ) ( 64 -432 225 ) ( 64 -431 224 ) orangestuff8 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
// brush 6
{
( -112 -112 108 ) ( -112 -111 108 ) ( -112 -112 109 ) *swater5 [ 0 1 0 -16 ] [ 0 0 -1 0 ] 0 2 2
( -80 -96 92 ) ( -81 -96 92 ) ( -80 -96 93 ) *swater5 [ -1 0 0 16 ] [ 0 0 -1 0 ] 180 2 2
( -80 -432 92 ) ( -80 -431 92 ) ( -81 -432 92 ) *swater5 [ 1 0 0 -16 ] [ 0 -1 0 16 ] 180 2 2
( -160 -112 148 ) ( -161 -112 148 ) ( -160 -111 148 ) *swater5 [ -1 0 0 16 ] [ 0 -1 0 16 ] 180 2 2
( -160 0 108 ) ( -160 0 109 ) ( -161 0 108 ) *swater5 [ 1 0 0 -16 ] [ 0 0 -1 0 ] 180 2 2
( 64 -432 92 ) ( 64 -432 93 ) ( 64 -431 92 ) *swater5 [ 0 -1 0 16 ] [ 0 0 -1 0 ] 0 2 2
}
}
// entity 1
{
"classname" "info_player_start"
"origin" "-88 -64 120"
}
// entity 2
{
"classname" "func_detail_illusionary"
"_mirrorinside" "1"
// brush 0
{
( -40 -76 96 ) ( -40 -75 96 ) ( -40 -76 97 ) {trigger [ 0 -1 0 -16 ] [ 0 0 -1 0 ] 0 1 1
( -8 -72 96 ) ( -8 -72 97 ) ( -7 -72 96 ) {trigger [ 1 0 0 16 ] [ 0 0 -1 0 ] 0 1 1
( -8 -76 96 ) ( -7 -76 96 ) ( -8 -75 96 ) {trigger [ -1 0 0 -16 ] [ 0 -1 0 -16 ] 0 1 1
( 56 -28 224 ) ( 56 -27 224 ) ( 57 -28 224 ) {trigger [ 1 0 0 16 ] [ 0 -1 0 -16 ] 0 1 1
( 56 -36 112 ) ( 57 -36 112 ) ( 56 -36 113 ) {trigger [ -1 0 0 -16 ] [ 0 0 -1 0 ] 0 1 1
( 24 -28 112 ) ( 24 -28 113 ) ( 24 -27 112 ) {trigger [ 0 1 0 16 ] [ 0 0 -1 0 ] 0 1 1
}
}