ericw-tools/qbsp/portals.cc

548 lines
14 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.
*/
// portals.c
#include <qbsp/brush.hh>
#include <qbsp/portals.hh>
#include <qbsp/map.hh>
#include <qbsp/brushbsp.hh>
#include <qbsp/qbsp.hh>
#include <atomic>
#include "tbb/task_group.h"
/*
=============
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 = 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 = new portal_t{};
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);
else
AddPortalToNodes(p, tree->headnode, &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], 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<winding_t> BaseWindingForNode(node_t *node)
{
auto plane = map.planes.at(node->planenum);
std::optional<winding_t> 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] == 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(node_t *node, portalstats_t &stats)
{
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;
}
auto *new_portal = new portal_t{};
new_portal->planenum = node->planenum;
new_portal->onnode = node;
new_portal->winding = w;
AddPortalToNodes(new_portal, node->children[0], node->children[1]);
}
/*
==============
SplitNodePortals
Move or split the portals that bound node so that the node's
children have portals instead of node.
==============
*/
void SplitNodePortals(node_t *node, portalstats_t &stats)
{
const auto plane = map.planes.at(node->planenum);
node_t *f = node->children[0];
node_t *b = node->children[1];
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
auto *new_portal = new portal_t{*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(node_t *node, portalstats_t &stats)
{
CalcNodeBounds(node);
if (node->bounds.mins()[0] >= node->bounds.maxs()[0])
{
printf ("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]) > options.worldextent.value())
{
printf ("WARNING: node with unbounded volume\n");
break;
}
}
if (node->planenum == PLANENUM_LEAF)
return;
MakeNodePortal(node, stats);
SplitNodePortals(node, stats);
MakeTreePortals_r(node->children[0], stats);
MakeTreePortals_r(node->children[1], stats);
}
/*
==================
MakeTreePortals
==================
*/
void MakeTreePortals(tree_t *tree)
{
FreeTreePortals_r(tree->headnode);
AssertNoPortals(tree->headnode);
portalstats_t stats{};
MakeHeadnodePortals(tree);
MakeTreePortals_r(tree->headnode, stats);
}
void AssertNoPortals(node_t *node)
{
Q_assert(!node->portals);
if (node->planenum != PLANENUM_LEAF) {
AssertNoPortals(node->children[0]);
AssertNoPortals(node->children[1]);
}
}
/*
==================
FreeTreePortals_r
==================
*/
void FreeTreePortals_r(node_t *node)
{
portal_t *p, *nextp;
if (node->planenum != PLANENUM_LEAF) {
FreeTreePortals_r(node->children[0]);
FreeTreePortals_r(node->children[1]);
}
for (p = node->portals; p; p = nextp) {
if (p->nodes[0] == node)
nextp = p->next[0];
else
nextp = p->next[1];
RemovePortalFromNode(p, p->nodes[0]);
RemovePortalFromNode(p, p->nodes[1]);
delete p;
}
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;
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 (!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]);
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->sides) {
face.visible = false;
}
}
// set visible flags on the sides that are used by portals
MarkVisibleSides_r (tree->headnode);
}