ericw-tools/qbsp/tree.cc

166 lines
4.8 KiB
C++

/*
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 <qbsp/tree.hh>
#include <qbsp/qbsp.hh>
#include <qbsp/brush.hh>
#include <qbsp/portals.hh>
#include <tbb/task_group.h>
#include <atomic>
//============================================================================
portal_t *tree_t::create_portal()
{
return portals.emplace_back(std::make_unique<portal_t>()).get();
}
node_t *tree_t::create_node()
{
auto it = nodes.grow_by(1);
return &(*it);
}
void tree_t::clear()
{
headnode = nullptr;
outside_node = {};
bounds = {};
FreeTreePortals(*this);
nodes.clear();
}
/*
==================
FreeTreePortals_r
==================
*/
static void ClearNodePortals_r(node_t *node)
{
if (!node->is_leaf) {
ClearNodePortals_r(node->children[0]);
ClearNodePortals_r(node->children[1]);
}
node->portals = nullptr;
}
#include <tbb/parallel_for_each.h>
void FreeTreePortals(tree_t &tree)
{
if (tree.headnode) {
ClearNodePortals_r(tree.headnode);
tree.outside_node.portals = nullptr;
}
tbb::parallel_for_each(tree.portals, [](std::unique_ptr<portal_t> &portal) { portal.reset(); });
tree.portals.clear();
}
//============================================================================
static void ConvertNodeToLeaf(node_t *node, const contentflags_t &contents)
{
// merge the children's brush lists
size_t base = node->children[0]->original_brushes.size() > node->children[1]->original_brushes.size() ? 0 : 1;
node->original_brushes = std::move(node->children[base]->original_brushes);
node->original_brushes.insert(node->original_brushes.end(), node->children[base ^ 1]->original_brushes.begin(),
node->children[base ^ 1]->original_brushes.end());
std::sort(node->original_brushes.begin(), node->original_brushes.end(),
[](const bspbrush_t *a, const bspbrush_t *b) { return a->mapbrush < b->mapbrush; });
auto unique = std::unique(node->original_brushes.begin(), node->original_brushes.end());
node->original_brushes.erase(unique, node->original_brushes.end());
node->is_leaf = true;
for (auto &child : node->children) {
*child = {}; // clear everything in the node
child = nullptr;
}
node->facelist.clear();
node->contents = contents;
Q_assert(node->markfaces.empty());
}
struct prune_stats_t : logging::stat_tracker_t
{
stat &nodes_pruned = register_stat("nodes pruned");
};
static bool IsAnySolidLeaf(const node_t *node)
{
return node->is_leaf && node->contents.is_any_solid(qbsp_options.target_game);
}
static void PruneNodes_R(node_t *node, prune_stats_t &stats)
{
if (node->is_leaf) {
// remap any contents
if (qbsp_options.target_game->id != GAME_QUAKE_II && node->contents.is_detail_wall(qbsp_options.target_game)) {
node->contents = qbsp_options.target_game->create_solid_contents();
}
return;
}
tbb::task_group g;
g.run([&]() { PruneNodes_R(node->children[0], stats); });
g.run([&]() { PruneNodes_R(node->children[1], stats); });
g.wait();
// fixme-brushbsp: is it correct to strip off detail flags here?
if (IsAnySolidLeaf(node->children[0]) && IsAnySolidLeaf(node->children[1])) {
// This discards any faces on-node. Should be safe (?)
ConvertNodeToLeaf(node, qbsp_options.target_game->create_solid_contents());
stats.nodes_pruned++;
}
// DarkPlaces has an assertion that fails if both children are
// solid.
/* 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).
*/
// fixme-brushbsp: corner case where two solid leafs shouldn't merge is two noclipfaces fence brushes touching
// fixme-brushbsp: also merge other content types
// fixme-brushbsp: maybe merge if same content type, and all faces on node are invisible?
}
void PruneNodes(node_t *node)
{
logging::funcheader();
prune_stats_t stats;
PruneNodes_R(node, stats);
}