/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1997 Greg Lewis This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ // portals.c #include #include #include #include #include #include #include #include #include "tbb/task_group.h" contentflags_t ClusterContents(const node_t *node) { /* Pass the leaf contents up the stack */ if (node->planenum == PLANENUM_LEAF) return node->contents; return qbsp_options.target_game->cluster_contents( ClusterContents(node->children[0].get()), ClusterContents(node->children[1].get())); } /* ============= Portal_VisFlood Returns true if the portal is empty or translucent, allowing the PVS calculation to see through it. The nodes on either side of the portal may actually be clusters, not leafs, so all contents should be ored together ============= */ bool Portal_VisFlood(const portal_t *p) { if (!p->onnode) { return false; // to global outsideleaf } contentflags_t contents0 = ClusterContents(p->nodes[0]); contentflags_t contents1 = ClusterContents(p->nodes[1]); /* Can't see through func_illusionary_visblocker */ if (contents0.illusionary_visblocker || contents1.illusionary_visblocker) return false; // Check per-game visibility return qbsp_options.target_game->portal_can_see_through(contents0, contents1, qbsp_options.transwater.value(), qbsp_options.transsky.value()); } /* =============== Portal_EntityFlood The entity flood determines which areas are "outside" on the map, which are then filled in. Flowing from side s to side !s =============== */ bool Portal_EntityFlood(const portal_t *p, int32_t s) { if (p->nodes[0]->planenum != PLANENUM_LEAF || p->nodes[1]->planenum != PLANENUM_LEAF) { FError("Portal_EntityFlood: not a leaf"); } // can never cross to a solid if (p->nodes[0]->contents.is_any_solid(qbsp_options.target_game) || p->nodes[1]->contents.is_any_solid(qbsp_options.target_game)) { return false; } // can flood through everything else return true; } /* ============= AddPortalToNodes ============= */ static void AddPortalToNodes(portal_t *p, node_t *front, node_t *back) { if (p->nodes[0] || p->nodes[1]) FError("portal already included"); p->nodes[0] = front; p->next[0] = front->portals; front->portals = p; p->nodes[1] = back; p->next[1] = back->portals; back->portals = p; } /* ============= RemovePortalFromNode ============= */ static void RemovePortalFromNode(portal_t *portal, node_t *l) { portal_t **pp, *t; // remove reference to the current portal pp = &l->portals; while (1) { t = *pp; if (!t) FError("Portal not in leaf"); if (t == portal) break; if (t->nodes[0] == l) pp = &t->next[0]; else if (t->nodes[1] == l) pp = &t->next[1]; else FError("Portal not bounding leaf"); } if (portal->nodes[0] == l) { *pp = portal->next[0]; portal->nodes[0] = NULL; } else if (portal->nodes[1] == l) { *pp = portal->next[1]; portal->nodes[1] = NULL; } } /* ================ MakeHeadnodePortals The created portals will face the global outside_node ================ */ void MakeHeadnodePortals(tree_t *tree) { int i, j, n; portal_t *p, *portals[6]; qbsp_plane_t bplanes[6]; planeside_t side; // pad with some space so there will never be null volume leafs aabb3d bounds = tree->bounds.grow(SIDESPACE); tree->outside_node.planenum = PLANENUM_LEAF; tree->outside_node.contents = qbsp_options.target_game->create_solid_contents(); tree->outside_node.portals = NULL; // create 6 portals forming a cube around the bounds of the map. // these portals will have `outside_node` on one side, and headnode on the other. for (i = 0; i < 3; i++) for (j = 0; j < 2; j++) { n = j * 3 + i; p = tree->create_portal(); portals[n] = p; qplane3d &pl = bplanes[n] = {}; if (j) { pl.normal[i] = -1; pl.dist = -bounds[j][i]; } else { pl.normal[i] = 1; pl.dist = bounds[j][i]; } p->planenum = FindPlane(pl, &side); p->winding = BaseWindingForPlane(pl); if (side) AddPortalToNodes(p, &tree->outside_node, tree->headnode.get()); else AddPortalToNodes(p, tree->headnode.get(), &tree->outside_node); } // clip the basewindings by all the other planes for (i = 0; i < 6; i++) { for (j = 0; j < 6; j++) { if (j == i) continue; portals[i]->winding = portals[i]->winding->clip(bplanes[j], qbsp_options.epsilon.value(), true)[SIDE_FRONT]; } } } //============================================================================ /* ================ BaseWindingForNode Creates a winding from the given node plane, clipped by all parent nodes. ================ */ #define BASE_WINDING_EPSILON 0.001 #define SPLIT_WINDING_EPSILON 0.001 std::optional BaseWindingForNode(node_t *node) { const auto lock = std::lock_guard(map_planes_lock); auto plane = map.planes.at(node->planenum); std::optional w = BaseWindingForPlane(plane); // clip by all the parents for (node_t *np = node->parent; np && w; ) { plane = map.planes.at(np->planenum); const planeside_t keep = (np->children[0].get() == node) ? SIDE_FRONT : SIDE_BACK; w = w->clip(plane, BASE_WINDING_EPSILON, false)[keep]; node = np; np = np->parent; } return w; } /* ================== MakeNodePortal create the new portal by taking the full plane winding for the cutting plane and clipping it by all of parents of this node, as well as all the other portals in the node. ================== */ void MakeNodePortal(tree_t *tree, node_t *node, portalstats_t &stats) { const auto lock = std::lock_guard(map_planes_lock); auto w = BaseWindingForNode(node); // clip the portal by all the other portals in the node int side = -1; for (auto *p = node->portals; p && w; p = p->next[side]) { qbsp_plane_t plane; if (p->nodes[0] == node) { side = 0; plane = map.planes.at(p->planenum); } else if (p->nodes[1] == node) { side = 1; plane = -map.planes.at(p->planenum); } else Error("CutNodePortals_r: mislinked portal"); w = w->clip(plane, 0.1, false)[SIDE_FRONT]; } if (!w) { return; } if (WindingIsTiny(*w)) { stats.c_tinyportals++; return; } portal_t *new_portal = tree->create_portal(); new_portal->planenum = node->planenum; new_portal->onnode = node; new_portal->winding = w; AddPortalToNodes(new_portal, node->children[0].get(), node->children[1].get()); } /* ============== SplitNodePortals Move or split the portals that bound node so that the node's children have portals instead of node. ============== */ void SplitNodePortals(tree_t *tree, node_t *node, portalstats_t &stats) { const auto lock = std::lock_guard(map_planes_lock); const auto plane = map.planes.at(node->planenum); node_t *f = node->children[0].get(); node_t *b = node->children[1].get(); portal_t *next_portal = nullptr; for (portal_t *p = node->portals; p ; p = next_portal) { planeside_t side; if (p->nodes[SIDE_FRONT] == node) side = SIDE_FRONT; else if (p->nodes[SIDE_BACK] == node) side = SIDE_BACK; else FError("CutNodePortals_r: mislinked portal"); next_portal = p->next[side]; node_t *other_node = p->nodes[!side]; RemovePortalFromNode(p, p->nodes[0]); RemovePortalFromNode(p, p->nodes[1]); // // cut the portal into two portals, one on each side of the cut plane // auto [frontwinding, backwinding] = p->winding->clip(plane, SPLIT_WINDING_EPSILON, true); if (frontwinding && WindingIsTiny(*frontwinding)) { frontwinding = {}; stats.c_tinyportals++; } if (backwinding && WindingIsTiny(*backwinding)) { backwinding = {}; stats.c_tinyportals++; } if (!frontwinding && !backwinding) { // tiny windings on both sides continue; } if (!frontwinding) { if (side == SIDE_FRONT) AddPortalToNodes(p, b, other_node); else AddPortalToNodes(p, other_node, b); continue; } if (!backwinding) { if (side == SIDE_FRONT) AddPortalToNodes(p, f, other_node); else AddPortalToNodes(p, other_node, f); continue; } // the winding is split portal_t *new_portal = tree->create_portal(); *new_portal = *p; new_portal->winding = backwinding; p->winding = frontwinding; if (side == SIDE_FRONT) { AddPortalToNodes(p, f, other_node); AddPortalToNodes(new_portal, b, other_node); } else { AddPortalToNodes(p, other_node, f); AddPortalToNodes(new_portal, other_node, b); } } node->portals = nullptr; } /* ================ CalcNodeBounds ================ */ void CalcNodeBounds(node_t *node) { // calc mins/maxs for both leafs and nodes node->bounds = aabb3d{}; for (portal_t *p = node->portals; p ;) { int s = (p->nodes[1] == node); for (auto &point : *p->winding) { node->bounds += point; } p = p->next[s]; } } /* ================== MakeTreePortals_r ================== */ void MakeTreePortals_r(tree_t *tree, node_t *node, portalstats_t &stats) { CalcNodeBounds(node); if (node->bounds.mins()[0] >= node->bounds.maxs()[0]) { logging::print("WARNING: node without a volume\n"); // fixme-brushbsp: added this to work around leafs with no portals showing up in "qbspfeatures.map" among other // test maps. Not sure if correct or there's another underlying problem. node->bounds = { node->parent->bounds.mins(), node->parent->bounds.mins() }; } for (int i = 0; i < 3; i++) { if (fabs(node->bounds.mins()[i]) > qbsp_options.worldextent.value()) { logging::print("WARNING: node with unbounded volume\n"); break; } } if (node->planenum == PLANENUM_LEAF) return; MakeNodePortal(tree, node, stats); SplitNodePortals(tree, node, stats); MakeTreePortals_r(tree, node->children[0].get(), stats); MakeTreePortals_r(tree, node->children[1].get(), stats); } /* ================== MakeTreePortals ================== */ void MakeTreePortals(tree_t *tree) { FreeTreePortals(tree); AssertNoPortals(tree); portalstats_t stats{}; MakeHeadnodePortals(tree); MakeTreePortals_r(tree, tree->headnode.get(), stats); } static void AssertNoPortals_r(node_t *node) { Q_assert(!node->portals); if (node->planenum != PLANENUM_LEAF) { AssertNoPortals_r(node->children[0].get()); AssertNoPortals_r(node->children[1].get()); } } void AssertNoPortals(tree_t *tree) { AssertNoPortals_r(tree->headnode.get()); Q_assert(!tree->outside_node.portals); Q_assert(tree->portals.empty()); } /* ========================================================= FLOOD AREAS ========================================================= */ static void ApplyArea_r(node_t *node) { node->area = map.c_areas; if (node->planenum != PLANENUM_LEAF) { ApplyArea_r(node->children[0].get()); ApplyArea_r(node->children[1].get()); } } static mapentity_t *AreanodeEntityForLeaf(node_t *node) { // if detail cluster, search the children recursively if (node->planenum != PLANENUM_LEAF) { if (auto *child0result = AreanodeEntityForLeaf(node->children[0].get()); child0result) { return child0result; } return AreanodeEntityForLeaf(node->children[1].get()); } for (auto &brush : node->original_brushes) { if (brush->func_areaportal) { return brush->func_areaportal; } } return nullptr; } /* ============= FloodAreas_r ============= */ static void FloodAreas_r(node_t *node) { if ((node->planenum == PLANENUM_LEAF || node->detail_separator) && (ClusterContents(node).native & Q2_CONTENTS_AREAPORTAL)) { // grab the func_areanode entity mapentity_t *entity = AreanodeEntityForLeaf(node); if (entity == nullptr) { logging::print("WARNING: areaportal contents in node, but no entity found {} -> {}\n", node->bounds.mins(), node->bounds.maxs()); return; } // this node is part of an area portal; // if the current area has allready touched this // portal, we are done if (entity->portalareas[0] == map.c_areas || entity->portalareas[1] == map.c_areas) return; // note the current area as bounding the portal if (entity->portalareas[1]) { logging::print("WARNING: areaportal entity {} touches > 2 areas\n Entity Bounds: {} -> {}\n", entity - map.entities.data(), entity->bounds.mins(), entity->bounds.maxs()); return; } if (entity->portalareas[0]) entity->portalareas[1] = map.c_areas; else entity->portalareas[0] = map.c_areas; return; } if (node->area) return; // already got it node->area = map.c_areas; // propagate area assignment to descendants if we're a cluster if (!(node->planenum == PLANENUM_LEAF)) { ApplyArea_r(node); } int32_t s; for (portal_t *p = node->portals; p; p = p->next[s]) { s = (p->nodes[1] == node); #if 0 if (p->nodes[!s]->occupied) continue; #endif if (!Portal_EntityFlood(p, s)) continue; FloodAreas_r(p->nodes[!s]); } } /* ============= FindAreas_r Just decend the tree, and for each node that hasn't had an area set, flood fill out from there ============= */ static void FindAreas(node_t *node) { auto leafs = FindOccupiedClusters(node); for (auto *leaf : leafs) { if (leaf->area) continue; // area portals are always only flooded into, never // out of if (ClusterContents(leaf).native & Q2_CONTENTS_AREAPORTAL) continue; map.c_areas++; FloodAreas_r(leaf); } } /* ============= SetAreaPortalAreas_r Just decend the tree, and for each node that hasn't had an area set, flood fill out from there ============= */ static void SetAreaPortalAreas_r(node_t *node) { if (node->planenum != PLANENUM_LEAF) { SetAreaPortalAreas_r(node->children[0].get()); SetAreaPortalAreas_r(node->children[1].get()); return; } if (node->contents.native != Q2_CONTENTS_AREAPORTAL) return; if (node->area) return; // already set // grab the func_areanode entity mapentity_t *entity = AreanodeEntityForLeaf(node); if (!entity) { logging::print("WARNING: areaportal missing for node: {} -> {}\n", node->bounds.mins(), node->bounds.maxs()); return; } node->area = entity->portalareas[0]; if (!entity->portalareas[1]) { logging::print("WARNING: areaportal entity {} doesn't touch two areas\n Entity Bounds: {} -> {}\n", entity - map.entities.data(), entity->bounds.mins(), entity->bounds.maxs()); return; } } /* ============= EmitAreaPortals ============= */ void EmitAreaPortals(node_t *headnode) { logging::print(logging::flag::PROGRESS, "---- {} ----\n", __func__); map.bsp.dareaportals.emplace_back(); map.bsp.dareas.emplace_back(); for (size_t i = 1; i <= map.c_areas; i++) { darea_t &area = map.bsp.dareas.emplace_back(); area.firstareaportal = map.bsp.dareaportals.size(); for (auto &e : map.entities) { if (!e.areaportalnum) continue; dareaportal_t dp = {}; if (e.portalareas[0] == i) { dp.portalnum = e.areaportalnum; dp.otherarea = e.portalareas[1]; } else if (e.portalareas[1] == i) { dp.portalnum = e.areaportalnum; dp.otherarea = e.portalareas[0]; } size_t j = 0; for (; j < map.bsp.dareaportals.size(); j++) { if (map.bsp.dareaportals[j] == dp) break; } if (j == map.bsp.dareaportals.size()) map.bsp.dareaportals.push_back(dp); } area.numareaportals = map.bsp.dareaportals.size() - area.firstareaportal; } logging::print(logging::flag::STAT, "{:5} numareas\n", map.bsp.dareas.size()); logging::print(logging::flag::STAT, "{:5} numareaportals\n", map.bsp.dareaportals.size()); } /* ============= FloodAreas Mark each leaf with an area, bounded by CONTENTS_AREAPORTAL ============= */ void FloodAreas(mapentity_t *entity, node_t *headnode) { logging::print(logging::flag::PROGRESS, "---- {} ----\n", __func__); FindAreas(headnode); SetAreaPortalAreas_r(headnode); logging::print(logging::flag::STAT, "{:5} areas\n", map.c_areas); } //============================================================== /* ============ FindPortalSide Finds a brush side to use for texturing the given portal ============ */ static void FindPortalSide(portal_t *p) { const auto lock = std::lock_guard(map_planes_lock); // decide which content change is strongest // solid > lava > water, etc contentflags_t viscontents = qbsp_options.target_game->visible_contents(p->nodes[0]->contents, p->nodes[1]->contents); if (viscontents.is_empty(qbsp_options.target_game)) return; int planenum = p->onnode->planenum; side_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 (!qbsp_options.target_game->contents_contains(brush->contents, viscontents)) continue; for (auto &side : brush->sides) { // 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].get()); MarkVisibleSides_r(node->children[1].get()); return; } // empty leafs are never boundary leafs if (node->contents.is_empty(qbsp_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(logging::flag::PROGRESS, "--- {} ---\n", __func__); // clear all the visible flags for (auto &brush : entity->brushes) { for (auto &face : brush->sides) { face.visible = false; } } // set visible flags on the sides that are used by portals MarkVisibleSides_r(tree->headnode.get()); }