/* 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. */ #include #include #include #include "tbb/task_group.h" std::atomic splitnodes; static std::atomic leaffaces; static std::atomic nodefaces; static std::atomic c_solid, c_empty, c_water, c_detail, c_detail_illusionary, c_detail_fence; static std::atomic c_illusionary_visblocker; static bool usemidsplit; /** * Total number of surfaces in the map */ static int mapsurfaces; //============================================================================ void ConvertNodeToLeaf(node_t *node, const contentflags_t &contents) { // backup the mins/maxs aabb3d bounds = node->bounds; // zero it memset(node, 0, sizeof(*node)); // restore relevant fields node->bounds = bounds; node->planenum = PLANENUM_LEAF; node->contents = contents; node->markfaces = new face_t *[1] {}; Q_assert(node->markfaces[0] == nullptr); } void DetailToSolid(node_t *node) { if (node->planenum == PLANENUM_LEAF) { if (options.target_game->id == GAME_QUAKE_II) { return; } // We need to remap CONTENTS_DETAIL to a standard quake content type if (node->contents.is_detail(CFLAGS_DETAIL)) { node->contents = options.target_game->create_solid_contents(); } else if (node->contents.is_detail(CFLAGS_DETAIL_ILLUSIONARY)) { node->contents = options.target_game->create_empty_contents(); } /* N.B.: CONTENTS_DETAIL_FENCE is not remapped to CONTENTS_SOLID until the very last moment, * because we want to generate a leaf (if we set it to CONTENTS_SOLID now it would use leaf 0). */ return; } else { DetailToSolid(node->children[0]); DetailToSolid(node->children[1]); // If both children are solid, we can merge the two leafs into one. // DarkPlaces has an assertion that fails if both children are // solid. if (node->children[0]->contents.is_solid(options.target_game) && node->children[1]->contents.is_solid(options.target_game)) { // This discards any faces on-node. Should be safe (?) ConvertNodeToLeaf(node, options.target_game->create_solid_contents()); } } } /* ================== FaceSide For BSP hueristic ================== */ static int FaceSide__(const face_t *in, const qbsp_plane_t *split) { bool have_front, have_back; int i; have_front = have_back = false; if (split->type < 3) { /* shortcut for axial planes */ const vec_t *p = &in->w[0][split->type]; for (i = 0; i < in->w.size(); i++, p += 3) { if (*p > split->dist + ON_EPSILON) { if (have_back) return SIDE_ON; have_front = true; } else if (*p < split->dist - ON_EPSILON) { if (have_front) return SIDE_ON; have_back = true; } } } else { /* sloping planes take longer */ const vec_t *p = &in->w[0][0]; for (i = 0; i < in->w.size(); i++, p += 3) { const vec_t dot = DotProduct(p, split->normal) - split->dist; if (dot > ON_EPSILON) { if (have_back) return SIDE_ON; have_front = true; } else if (dot < -ON_EPSILON) { if (have_front) return SIDE_ON; have_back = true; } } } if (!have_front) return SIDE_BACK; if (!have_back) return SIDE_FRONT; return SIDE_ON; } static int FaceSide(const face_t *in, const qbsp_plane_t *split) { vec_t dist; int ret; dist = DotProduct(in->origin, split->normal) - split->dist; if (dist > in->radius) ret = SIDE_FRONT; else if (dist < -in->radius) ret = SIDE_BACK; else ret = FaceSide__(in, split); return ret; } /* * Split a bounding box by a plane; The front and back bounds returned * are such that they completely contain the portion of the input box * on that side of the plane. Therefore, if the split plane is * non-axial, then the returned bounds will overlap. */ static void DivideBounds(const aabb3d &in_bounds, const qbsp_plane_t *split, aabb3d &front_bounds, aabb3d &back_bounds) { int a, b, c, i, j; vec_t dist1, dist2, mid, split_mins, split_maxs; vec3_t corner; front_bounds = back_bounds = in_bounds; if (split->type < 3) { // CHECK: this escapes the immutability "sandbox" of aabb3d, is this a good idea? // it'd take like 6 lines to otherwise reproduce this line. front_bounds[0][split->type] = back_bounds[1][split->type] = split->dist; return; } /* Make proper sloping cuts... */ for (a = 0; a < 3; ++a) { /* Check for parallel case... no intersection */ if (fabs(split->normal[a]) < NORMAL_EPSILON) continue; b = (a + 1) % 3; c = (a + 2) % 3; split_mins = in_bounds.maxs()[a]; split_maxs = in_bounds.mins()[a]; for (i = 0; i < 2; ++i) { corner[b] = in_bounds[i][b]; for (j = 0; j < 2; ++j) { corner[c] = in_bounds[j][c]; corner[a] = in_bounds[0][a]; dist1 = DotProduct(corner, split->normal) - split->dist; corner[a] = in_bounds[1][a]; dist2 = DotProduct(corner, split->normal) - split->dist; mid = in_bounds[1][a] - in_bounds[0][a]; mid *= (dist1 / (dist1 - dist2)); mid += in_bounds[0][a]; split_mins = max(min(mid, split_mins), in_bounds.mins()[a]); split_maxs = min(max(mid, split_maxs), in_bounds.maxs()[a]); } } if (split->normal[a] > 0) { front_bounds[0][a] = split_mins; back_bounds[1][a] = split_maxs; } else { back_bounds[0][a] = split_mins; front_bounds[1][a] = split_maxs; } } } /* * Calculate the split plane metric for axial planes */ static vec_t SplitPlaneMetric_Axial(const qbsp_plane_t *p, const aabb3d &bounds) { vec_t value = 0; for (int i = 0; i < 3; i++) { if (i == p->type) { const vec_t dist = p->dist * p->normal[i]; value += (bounds.maxs()[i] - dist) * (bounds.maxs()[i] - dist); value += (dist - bounds.mins()[i]) * (dist - bounds.mins()[i]); } else { value += 2 * (bounds.maxs()[i] - bounds.mins()[i]) * (bounds.maxs()[i] - bounds.mins()[i]); } } return value; } /* * Calculate the split plane metric for non-axial planes */ static vec_t SplitPlaneMetric_NonAxial(const qbsp_plane_t *p, const aabb3d &bounds) { aabb3d f, b; vec_t value = 0.0; DivideBounds(bounds, p, f, b); for (int i = 0; i < 3; i++) { value += (f.maxs()[i] - f.mins()[i]) * (f.maxs()[i] - f.mins()[i]); value += (b.maxs()[i] - b.mins()[i]) * (b.maxs()[i] - b.mins()[i]); } return value; } inline vec_t SplitPlaneMetric(const qbsp_plane_t *p, const aabb3d &bounds) { if (p->type < 3) return SplitPlaneMetric_Axial(p, bounds); else return SplitPlaneMetric_NonAxial(p, bounds); } /* ================== ChooseMidPlaneFromList The clipping hull BSP doesn't worry about avoiding splits ================== */ static surface_t *ChooseMidPlaneFromList(surface_t *surfaces, const aabb3d &bounds) { /* pick the plane that splits the least */ vec_t bestmetric = VECT_MAX; surface_t *bestsurface = nullptr; for (int pass = 0; pass < 2; pass++) { for (surface_t *surf = surfaces; surf; surf = surf->next) { if (surf->onnode) continue; if (surf->has_struct && pass) continue; if (!surf->has_struct && !pass) continue; /* check for axis aligned surfaces */ const qbsp_plane_t *plane = &map.planes[surf->planenum]; if (!(plane->type < 3)) continue; /* calculate the split metric, smaller values are better */ const vec_t metric = SplitPlaneMetric(plane, bounds); if (metric < bestmetric) { bestmetric = metric; bestsurface = surf; } } if (!bestsurface) { /* Choose based on spatial subdivision only */ for (surface_t *surf = surfaces; surf; surf = surf->next) { if (surf->onnode) continue; if (surf->has_struct && pass) continue; if (!surf->has_struct && !pass) continue; const qbsp_plane_t *plane = &map.planes[surf->planenum]; const vec_t metric = SplitPlaneMetric(plane, bounds); if (metric < bestmetric) { bestmetric = metric; bestsurface = surf; } } } if (bestsurface) break; } if (!bestsurface) FError("No valid planes in surface list"); // ericw -- (!usemidsplit) is true on the final SolidBSP phase for the world. // !bestsurface->has_struct means all surfaces in this node are detail, so // mark the surface as a detail separator. // // TODO: investigate dropping the maxNodeSize feature (dynamically choosing // between ChooseMidPlaneFromList and ChoosePlaneFromList) and use Q2's // chopping on a uniform grid? if (!usemidsplit && !bestsurface->has_struct) { bestsurface->detail_separator = true; } return bestsurface; } /* ================== ChoosePlaneFromList The real BSP hueristic ================== */ static surface_t *ChoosePlaneFromList(surface_t *surfaces, const aabb3d &bounds) { /* pick the plane that splits the least */ int minsplits = INT_MAX - 1; vec_t bestdistribution = VECT_MAX; surface_t *bestsurface = nullptr; /* Two passes - exhaust all non-detail faces before details */ for (int pass = 0; pass < 2; pass++) { for (surface_t *surf = surfaces; surf; surf = surf->next) { if (surf->onnode) continue; /* * Check that the surface has a suitable face for the current pass * and check whether this is a hint split. */ bool hintsplit = false; for (const face_t *face = surf->faces; face; face = face->next) { if (map.mtexinfos.at(face->texinfo).flags.extended & TEX_EXFLAG_HINT) hintsplit = true; } if (surf->has_struct && pass) continue; if (!surf->has_struct && !pass) continue; const qbsp_plane_t *plane = &map.planes[surf->planenum]; int splits = 0; for (surface_t *surf2 = surfaces; surf2; surf2 = surf2->next) { if (surf2 == surf || surf2->onnode) continue; const qbsp_plane_t *plane2 = &map.planes[surf2->planenum]; if (plane->type < 3 && plane->type == plane2->type) continue; for (const face_t *face = surf2->faces; face; face = face->next) { const surfflags_t &flags = map.mtexinfos.at(face->texinfo).flags; /* Don't penalize for splitting skip faces */ if (flags.extended & TEX_EXFLAG_SKIP) continue; if (FaceSide(face, plane) == SIDE_ON) { /* Never split a hint face except with a hint */ if (!hintsplit && (flags.extended & TEX_EXFLAG_HINT)) { splits = INT_MAX; break; } splits++; if (splits >= minsplits) break; } } if (splits > minsplits) break; } if (splits > minsplits) continue; /* * if equal numbers axial planes win, otherwise decide on spatial * subdivision */ if (splits < minsplits || (splits == minsplits && plane->type < 3)) { if (plane->type < 3) { const vec_t distribution = SplitPlaneMetric(plane, bounds); if (distribution > bestdistribution && splits == minsplits) continue; bestdistribution = distribution; } /* currently the best! */ minsplits = splits; bestsurface = surf; } } /* If we found a candidate on first pass, don't do a second pass */ if (bestsurface) { bestsurface->detail_separator = (pass > 0); break; } } return bestsurface; } /* ================== SelectPartition Selects a surface from a linked list of surfaces to split the group on returns NULL if the surface list can not be divided any more (a leaf) Called in parallel. ================== */ static surface_t *SelectPartition(surface_t *surfaces) { // count onnode surfaces int surfcount = 0; surface_t *bestsurface = nullptr; for (surface_t *surf = surfaces; surf; surf = surf->next) if (!surf->onnode) { surfcount++; bestsurface = surf; } if (surfcount == 0) return NULL; if (surfcount == 1) return bestsurface; // this is a final split // calculate a bounding box of the entire surfaceset aabb3d bounds; for (surface_t *surf = surfaces; surf; surf = surf->next) { bounds += surf->bounds; } // how much of the map are we partitioning? double fractionOfMap = surfcount / (double)mapsurfaces; bool largenode = false; // decide if we should switch to the midsplit method if (options.midsplitSurfFraction != 0.0) { // new way (opt-in) largenode = (fractionOfMap > options.midsplitSurfFraction); } else { // old way (ericw-tools 0.15.2+) if (options.maxNodeSize >= 64) { const vec_t maxnodesize = options.maxNodeSize - ON_EPSILON; largenode = (bounds.maxs()[0] - bounds.mins()[0]) > maxnodesize || (bounds.maxs()[1] - bounds.mins()[1]) > maxnodesize || (bounds.maxs()[2] - bounds.mins()[2]) > maxnodesize; } } if (usemidsplit || largenode) // do fast way for clipping hull return ChooseMidPlaneFromList(surfaces, bounds); // do slow way to save poly splits for drawing hull return ChoosePlaneFromList(surfaces, bounds); } //============================================================================ /* ================= CalcSurfaceInfo Calculates the bounding box ================= */ void CalcSurfaceInfo(surface_t *surf) { // calculate a bounding box surf->bounds = {}; surf->has_detail = false; surf->has_struct = false; for (const face_t *f = surf->faces; f; f = f->next) { for (auto &contents : f->contents) if (!contents.is_valid(options.target_game, false)) FError("Bad contents in face: {}", contents.to_string(options.target_game)); surf->lmshift = (f->lmshift[0] < f->lmshift[1]) ? f->lmshift[0] : f->lmshift[1]; bool faceIsDetail = false; if ((f->contents[0].extended | f->contents[1].extended) & (CFLAGS_DETAIL | CFLAGS_DETAIL_ILLUSIONARY | CFLAGS_DETAIL_FENCE | CFLAGS_WAS_ILLUSIONARY)) faceIsDetail = true; if (faceIsDetail) surf->has_detail = true; else surf->has_struct = true; for (int i = 0; i < f->w.size(); i++) { surf->bounds += f->w[i]; } } } /* ================== DividePlane ================== */ static void DividePlane(surface_t *in, const qbsp_plane_t *split, surface_t **front, surface_t **back) { const qbsp_plane_t *inplane = &map.planes[in->planenum]; *front = *back = NULL; // parallel case is easy if (VectorCompare(inplane->normal, split->normal, EQUAL_EPSILON)) { // check for exactly on node if (inplane->dist == split->dist) { face_t *facet = in->faces; in->faces = NULL; in->onnode = true; // divide the facets to the front and back sides surface_t *newsurf = new surface_t{}; *newsurf = *in; // Prepend each face in facet list to either in or newsurf lists face_t *next; for (; facet; facet = next) { next = facet->next; if (facet->planeside == 1) { facet->next = newsurf->faces; newsurf->faces = facet; } else { facet->next = in->faces; in->faces = facet; } } // ericw -- added these CalcSurfaceInfo to recalculate the surf bbox. // pretty sure their omission here was a bug. CalcSurfaceInfo(newsurf); CalcSurfaceInfo(in); if (in->faces) *front = in; else delete in; if (newsurf->faces) *back = newsurf; else delete newsurf; return; } if (inplane->dist > split->dist) *front = in; else *back = in; return; } // do a real split. may still end up entirely on one side // OPTIMIZE: use bounding box for fast test face_t *frontlist = NULL; face_t *backlist = NULL; face_t *next; for (face_t *facet = in->faces; facet; facet = next) { next = facet->next; face_t *frontfrag = NULL; face_t *backfrag = NULL; SplitFace(facet, split, &frontfrag, &backfrag); if (frontfrag) { frontfrag->next = frontlist; frontlist = frontfrag; } if (backfrag) { backfrag->next = backlist; backlist = backfrag; } } // if nothing actually got split, just move the in plane if (frontlist == NULL) { *back = in; in->faces = backlist; return; } if (backlist == NULL) { *front = in; in->faces = frontlist; return; } // stuff got split, so allocate one new plane and reuse in surface_t *newsurf = new surface_t(*in); newsurf->faces = backlist; *back = newsurf; in->faces = frontlist; *front = in; // recalc bboxes and flags CalcSurfaceInfo(newsurf); CalcSurfaceInfo(in); } /* ================== DivideNodeBounds ================== */ inline void DivideNodeBounds(node_t *node, const qbsp_plane_t *split) { DivideBounds(node->bounds, split, node->children[0]->bounds, node->children[1]->bounds); } /* ================== LinkConvexFaces Determines the contents of the leaf and creates the final list of original faces that have some fragment inside this leaf. Called in parallel. ================== */ static void LinkConvexFaces(surface_t *planelist, node_t *leafnode) { leafnode->faces = NULL; leafnode->planenum = PLANENUM_LEAF; int count = 0; std::optional contents; for (surface_t *surf = planelist; surf; surf = surf->next) { for (face_t *f = surf->faces; f; f = f->next) { count++; const int currentpri = contents.has_value() ? contents->priority(options.target_game) : -1; const int fpri = f->contents[0].priority(options.target_game); if (fpri > currentpri) { contents = f->contents[0]; } // HACK: Handle structural covered by detail. if (f->contents[0].extended & CFLAGS_STRUCTURAL_COVERED_BY_DETAIL) { Q_assert(f->contents[0].is_empty(options.target_game)); const contentflags_t solid_detail = options.target_game->create_extended_contents(CFLAGS_DETAIL); if (solid_detail.priority(options.target_game) > currentpri) { contents = solid_detail; } } } } // NOTE: This is crazy.. // Liquid leafs get assigned liquid content types because of the // "cosmetic" mirrored faces. leafnode->contents = contents.value_or( options.target_game->create_solid_contents()); // FIXME: Need to create CONTENTS_DETAIL sometimes? if (leafnode->contents.extended & CFLAGS_ILLUSIONARY_VISBLOCKER) { c_illusionary_visblocker++; } else if (leafnode->contents.extended & CFLAGS_DETAIL_FENCE) { c_detail_fence++; } else if (leafnode->contents.extended & CFLAGS_DETAIL_ILLUSIONARY) { c_detail_illusionary++; } else if (leafnode->contents.extended & CFLAGS_DETAIL) { c_detail++; } else if (leafnode->contents.is_empty(options.target_game)) { c_empty++; } else if (leafnode->contents.is_solid(options.target_game)) { c_solid++; } else if (leafnode->contents.is_liquid(options.target_game) || leafnode->contents.is_sky(options.target_game)) { c_water++; } else { // FIXME: what to call here? is_valid()? this hits in Q2 a lot // FError("Bad contents in face: {}", leafnode->contents.to_string(options.target_game)); } // write the list of the original faces to the leaf's markfaces // free surf and the surf->faces list. leaffaces += count; leafnode->markfaces = new face_t *[count + 1] {}; int i = 0; surface_t *pnext; for (surface_t *surf = planelist; surf; surf = pnext) { pnext = surf->next; face_t *next; for (face_t *f = surf->faces; f; f = next) { next = f->next; leafnode->markfaces[i] = f->original; i++; delete f; } delete surf; } leafnode->markfaces[i] = NULL; // sentinal } /* ================== LinkNodeFaces First subdivides surface->faces. Then, duplicates the list of subdivided faces and returns it. For each surface->faces, ->original is set to the respective duplicate that is returned here (why?). Called in parallel. ================== */ static face_t *LinkNodeFaces(surface_t *surface) { face_t *list = NULL; // subdivide large faces face_t **prevptr = &surface->faces; face_t *f = *prevptr; while (f) { SubdivideFace(f, prevptr); prevptr = &(*prevptr)->next; f = *prevptr; } // copy for (face_t *f = surface->faces; f; f = f->next) { nodefaces++; face_t *newf = new face_t(*f); f->original = newf; newf->next = list; list = newf; } return list; } /* ================== PartitionSurfaces Called in parallel. ================== */ static void PartitionSurfaces(surface_t *surfaces, node_t *node) { surface_t *split = SelectPartition(surfaces); if (!split) { // this is a leaf node node->planenum = PLANENUM_LEAF; // frees `surfaces` and the faces on it. // saves pointers to face->original in the leaf's markfaces list. LinkConvexFaces(surfaces, node); return; } splitnodes++; LogPercent(splitnodes.load(), csgmergefaces); node->faces = LinkNodeFaces(split); node->children[0] = new node_t{}; node->children[1] = new node_t{}; node->planenum = split->planenum; node->detail_separator = split->detail_separator; const qbsp_plane_t *splitplane = &map.planes[split->planenum]; DivideNodeBounds(node, splitplane); // multiple surfaces, so split all the polysurfaces into front and back lists surface_t *frontlist = NULL; surface_t *backlist = NULL; surface_t *next; for (surface_t *surf = surfaces; surf; surf = next) { next = surf->next; surface_t *frontfrag, *backfrag; DividePlane(surf, splitplane, &frontfrag, &backfrag); if (frontfrag && backfrag) { // the plane was split, which may expose oportunities to merge // adjacent faces into a single face // MergePlaneFaces (frontfrag); // MergePlaneFaces (backfrag); } if (frontfrag) { if (!frontfrag->faces) FError("Surface with no faces"); frontfrag->next = frontlist; frontlist = frontfrag; } if (backfrag) { if (!backfrag->faces) FError("Surface with no faces"); backfrag->next = backlist; backlist = backfrag; } } tbb::task_group g; g.run([&]() { PartitionSurfaces(frontlist, node->children[0]); }); g.run([&]() { PartitionSurfaces(backlist, node->children[1]); }); g.wait(); } /* ================== SolidBSP ================== */ node_t *SolidBSP(const mapentity_t *entity, surface_t *surfhead, bool midsplit) { if (!surfhead) { /* * We allow an entity to be constructed with no visible brushes * (i.e. all clip brushes), but need to construct a simple empty * collision hull for the engine. Probably could be done a little * smarter, but this works. */ node_t *headnode = new node_t{}; headnode->bounds = entity->bounds.grow(SIDESPACE); headnode->children[0] = new node_t{}; headnode->children[0]->planenum = PLANENUM_LEAF; headnode->children[0]->contents = options.target_game->create_empty_contents(); headnode->children[0]->markfaces = new face_t *[1] {}; headnode->children[1] = new node_t{}; headnode->children[1]->planenum = PLANENUM_LEAF; headnode->children[1]->contents = options.target_game->create_empty_contents(); headnode->children[1]->markfaces = new face_t *[1] {}; return headnode; } LogPrint(LOG_PROGRESS, "---- {} ----\n", __func__); node_t *headnode = new node_t{}; usemidsplit = midsplit; // calculate a bounding box for the entire model headnode->bounds = entity->bounds.grow(SIDESPACE); // recursively partition everything splitnodes = 0; leaffaces = 0; nodefaces = 0; c_solid = 0; c_empty = 0; c_water = 0; c_detail = 0; c_detail_illusionary = 0; c_detail_fence = 0; c_illusionary_visblocker = 0; // count map surfaces; this is used when deciding to switch between midsplit and the expensive partitioning mapsurfaces = 0; for (surface_t *surf = surfhead; surf; surf = surf->next) { mapsurfaces++; } PartitionSurfaces(surfhead, headnode); LogPrint(LOG_STAT, " {:8} split nodes\n", splitnodes.load()); LogPrint(LOG_STAT, " {:8} solid leafs\n", c_solid.load()); LogPrint(LOG_STAT, " {:8} empty leafs\n", c_empty.load()); LogPrint(LOG_STAT, " {:8} water leafs\n", c_water.load()); LogPrint(LOG_STAT, " {:8} detail leafs\n", c_detail.load()); LogPrint(LOG_STAT, " {:8} detail illusionary leafs\n", c_detail_illusionary.load()); LogPrint(LOG_STAT, " {:8} detail fence leafs\n", c_detail_fence.load()); LogPrint(LOG_STAT, " {:8} illusionary visblocker leafs\n", c_illusionary_visblocker.load()); LogPrint(LOG_STAT, " {:8} leaffaces\n", leaffaces.load()); LogPrint(LOG_STAT, " {:8} nodefaces\n", nodefaces.load()); return headnode; }