562 lines
16 KiB
C++
562 lines
16 KiB
C++
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1997 Greg Lewis
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <qbsp/brush.hh>
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#include <common/log.hh>
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#include <qbsp/portals.hh>
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#include <qbsp/csg.hh>
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#include <qbsp/map.hh>
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#include <qbsp/merge.hh>
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#include <qbsp/qbsp.hh>
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#include <qbsp/writebsp.hh>
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#include <list>
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struct makefaces_stats_t : logging::stat_tracker_t
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{
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stat &c_nodefaces = register_stat("makefaces"); // FIXME: what is "makefaces" exactly
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stat &c_merge = register_stat("merged");
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stat &c_subdivide = register_stat("subdivided");
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};
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static bool ShouldOmitFace(face_t *f)
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{
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if (!qbsp_options.includeskip.value() && f->get_texinfo().flags.is_nodraw) {
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// TODO: move to game specific
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// always include LIGHT
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if (qbsp_options.target_game->id == GAME_QUAKE_II && (f->get_texinfo().flags.native & Q2_SURF_LIGHT))
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return false;
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return true;
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}
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if (map.mtexinfos.at(f->texinfo).flags.is_hint)
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return true;
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// HACK: to save a few faces, don't output the interior faces of sky brushes
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if (f->contents.front.is_sky(qbsp_options.target_game)) {
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return true;
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}
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// omit faces fully covered by detail wall
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if (!f->markleafs.empty() && std::all_of(f->markleafs.begin(), f->markleafs.end(),
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[](auto *l) { return l->contents.is_detail_wall(qbsp_options.target_game); })) {
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return true;
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}
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return false;
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}
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static void MergeNodeFaces(node_t *node, makefaces_stats_t &stats)
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{
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node->facelist = MergeFaceList(std::move(node->facelist), stats.c_merge);
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}
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/*
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=============
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EmitVertex
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=============
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*/
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inline void EmitVertex(const qvec3d &vert, size_t &vert_id)
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{
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// already added
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if (auto v = map.find_emitted_hash_vector(vert)) {
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vert_id = *v;
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return;
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}
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// add new vertex!
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map.add_hash_vector(vert, vert_id = map.bsp.dvertexes.size());
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map.bsp.dvertexes.emplace_back(vert);
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}
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// output final vertices
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static void EmitFaceVertices(face_t *f)
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{
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if (ShouldOmitFace(f)) {
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return;
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}
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f->original_vertices.resize(f->w.size());
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for (size_t i = 0; i < f->w.size(); i++) {
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EmitVertex(f->w[i], f->original_vertices[i]);
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}
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}
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static void EmitVertices_R(node_t *node)
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{
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if (node->is_leaf) {
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return;
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}
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for (auto &f : node->facelist) {
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EmitFaceVertices(f.get());
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}
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EmitVertices_R(node->children[0]);
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EmitVertices_R(node->children[1]);
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}
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void EmitVertices(node_t *headnode)
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{
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EmitVertices_R(headnode);
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}
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//===========================================================================
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struct emit_faces_stats_t : logging::stat_tracker_t
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{
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stat &unique_edges = register_stat("edges");
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stat &unique_faces = register_stat("faces");
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};
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/*
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==================
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GetEdge
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Returns a global edge number, possibly negative to indicate a backwards edge.
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==================
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*/
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inline int64_t GetEdge(const size_t &v1, const size_t &v2, const face_t *face, emit_faces_stats_t &stats)
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{
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if (!face->contents.front.is_valid(qbsp_options.target_game, false))
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FError("Face with invalid contents");
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if (!qbsp_options.noedgereuse.value()) {
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// search for existing edges
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if (auto it = map.hashedges.find(std::make_pair(v2, v1)); it != map.hashedges.end()) {
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const hashedge_t &existing = it->second;
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// this content check is required for software renderers
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// (see q1_liquid_software test case)
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if (existing.face->contents.front.equals(qbsp_options.target_game, face->contents.front)) {
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return -existing.edge_index;
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}
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}
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}
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/* emit an edge */
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int64_t i = map.bsp.dedges.size();
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map.bsp.dedges.emplace_back(bsp2_dedge_t{static_cast<uint32_t>(v1), static_cast<uint32_t>(v2)});
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map.add_hash_edge(v1, v2, i, face);
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stats.unique_edges++;
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return i;
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}
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static void EmitEdges(face_t *face, face_fragment_t *fragment, emit_faces_stats_t &stats)
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{
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Q_assert(fragment->outputnumber == std::nullopt);
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if (qbsp_options.maxedges.value() && fragment->output_vertices.size() > qbsp_options.maxedges.value()) {
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FError("Internal error: face->numpoints > max edges ({})", qbsp_options.maxedges.value());
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}
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fragment->edges.resize(fragment->output_vertices.size());
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for (size_t i = 0; i < fragment->output_vertices.size(); i++) {
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auto &p1 = fragment->output_vertices[i];
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auto &p2 = fragment->output_vertices[(i + 1) % fragment->output_vertices.size()];
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fragment->edges[i] = GetEdge(p1, p2, face, stats);
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}
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}
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/*
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==============
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EmitFaceFragment
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==============
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*/
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static void EmitFaceFragment(face_t *face, face_fragment_t *fragment, emit_faces_stats_t &stats)
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{
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// this can't really happen, but just in case it ever does..
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// (I use this in testing to find faces of interest)
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if (!fragment->output_vertices.size()) {
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logging::print("WARNING: zero-point triangle attempted to be emitted\n");
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return;
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}
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int i;
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// emit a region
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Q_assert(!fragment->outputnumber.has_value());
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fragment->outputnumber = map.bsp.dfaces.size();
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mface_t &out = map.bsp.dfaces.emplace_back();
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// emit lmshift
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map.exported_lmshifts.push_back(face->original_side->lmshift);
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Q_assert(map.bsp.dfaces.size() == map.exported_lmshifts.size());
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out.planenum = ExportMapPlane(face->planenum & ~1);
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out.side = face->planenum & 1;
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out.texinfo = ExportMapTexinfo(face->texinfo);
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for (i = 0; i < MAXLIGHTMAPS; i++)
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out.styles[i] = 255;
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out.lightofs = -1;
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// emit surfedges
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out.firstedge = static_cast<int32_t>(map.bsp.dsurfedges.size());
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std::copy(fragment->edges.cbegin(), fragment->edges.cbegin() + fragment->output_vertices.size(),
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std::back_inserter(map.bsp.dsurfedges));
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fragment->edges.clear();
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out.numedges = static_cast<int32_t>(map.bsp.dsurfedges.size()) - out.firstedge;
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stats.unique_faces++;
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}
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/*
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================
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MakeFaceEdges_r
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================
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*/
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static void EmitFaces_R(node_t *node, emit_faces_stats_t &stats)
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{
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if (node->is_leaf) {
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return;
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}
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node->firstface = static_cast<int>(map.bsp.dfaces.size());
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for (auto &face : node->facelist) {
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// emit a region
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for (auto &fragment : face->fragments) {
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EmitEdges(face.get(), &fragment, stats);
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EmitFaceFragment(face.get(), &fragment, stats);
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}
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}
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node->numfaces = static_cast<int>(map.bsp.dfaces.size()) - node->firstface;
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EmitFaces_R(node->children[0], stats);
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EmitFaces_R(node->children[1], stats);
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}
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/*
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================
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MakeFaceEdges
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================
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*/
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size_t EmitFaces(node_t *headnode)
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{
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logging::funcheader();
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Q_assert(map.hashedges.empty());
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emit_faces_stats_t stats;
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size_t firstface = map.bsp.dfaces.size();
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EmitFaces_R(headnode, stats);
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map.hashedges.clear();
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return firstface;
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}
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//===========================================================================
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/*
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================
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AddMarksurfaces_r
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Adds the given face to the markfaces lists of all descendant leafs of `node`.
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================
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*/
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static void AddMarksurfaces_r(face_t *face, std::unique_ptr<face_t> face_copy, node_t *node)
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{
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if (node->is_leaf) {
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node->markfaces.push_back(face);
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face->markleafs.push_back(node);
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return;
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}
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const qplane3d &splitplane = node->get_plane();
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auto [frontFragment, backFragment] = SplitFace(std::move(face_copy), splitplane);
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if (frontFragment) {
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AddMarksurfaces_r(face, std::move(frontFragment), node->children[0]);
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}
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if (backFragment) {
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AddMarksurfaces_r(face, std::move(backFragment), node->children[1]);
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}
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}
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/*
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================
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MakeMarkFaces
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Populates the `markfaces` vectors of all leafs
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================
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*/
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void MakeMarkFaces(node_t *node)
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{
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if (node->is_leaf) {
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return;
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}
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// for the faces on this splitting node..
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for (auto &face : node->facelist) {
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// add this face to all descendant leafs it touches
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// make a copy we can clip
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AddMarksurfaces_r(face.get(), CopyFace(face.get()), node->children[face->planenum & 1]);
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}
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// process child nodes recursively
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MakeMarkFaces(node->children[0]);
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MakeMarkFaces(node->children[1]);
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}
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/*
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===============
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SubdivideFace
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If the face is >256 in either texture direction, carve a valid sized
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piece off and insert the remainder in the next link
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===============
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*/
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static std::list<std::unique_ptr<face_t>> SubdivideFace(std::unique_ptr<face_t> f, makefaces_stats_t &stats)
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{
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vec_t mins, maxs;
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vec_t v;
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int axis;
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qplane3d plane;
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vec_t subdiv;
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vec_t extent;
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int lmshift;
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/* special (non-surface cached) faces don't need subdivision */
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const maptexinfo_t &tex = f->get_texinfo();
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if (tex.flags.is_nodraw || tex.flags.is_hint || !qbsp_options.target_game->surf_is_subdivided(tex.flags)) {
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std::list<std::unique_ptr<face_t>> result;
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result.push_back(std::move(f));
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return result;
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}
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// subdivision is pretty much pointless other than because of lightmap block limits
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// one lightmap block will always be added at the end, for smooth interpolation
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// engines that do support scaling will support 256*256 blocks (at whatever scale).
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lmshift = f->original_side->lmshift;
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if (lmshift > 4)
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lmshift = 4; // no bugging out with legacy lighting
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// legacy engines support 18*18 max blocks (at 1:16 scale).
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// the 18*18 limit can be relaxed in certain engines, and doing so will generally give a performance boost.
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subdiv = std::min(qbsp_options.subdivide.value(), 255 << lmshift);
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// subdiv += 8;
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// floating point precision from clipping means we should err on the low side
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// the bsp is possibly going to be used in both engines that support scaling and those that do not. this means we
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// always over-estimate by 16 rather than 1<<lmscale
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std::list<std::unique_ptr<face_t>> surfaces;
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surfaces.push_back(std::move(f));
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for (axis = 0; axis < 2; axis++) {
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// we'll transfer faces that are chopped down to size to this list
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std::list<std::unique_ptr<face_t>> chopped;
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while (!surfaces.empty()) {
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f = std::move(surfaces.front());
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surfaces.pop_front();
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mins = VECT_MAX;
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maxs = -VECT_MAX;
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qvec3d tmp = tex.vecs.row(axis).xyz();
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for (int32_t i = 0; i < f->w.size(); i++) {
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v = qv::dot(f->w[i], tmp);
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if (v < mins)
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mins = v;
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if (v > maxs)
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maxs = v;
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}
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extent = ceil(maxs) - floor(mins);
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// extent = maxs - mins;
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if (extent <= subdiv) {
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// this face is already good
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chopped.push_back(std::move(f));
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continue;
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}
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// split it
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plane.normal = tmp;
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v = qv::normalizeInPlace(plane.normal);
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// ericw -- reverted this, was causing https://github.com/ericwa/ericw-tools/issues/160
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// if (subdiv > extent/2) /* if we're near a boundary, just split the difference, this
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// should balance the load slightly */
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// plane.dist = (mins + subdiv/2) / v;
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// else
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// plane.dist = (mins + subdiv) / v;
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plane.dist = (mins + subdiv - 16) / v;
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std::unique_ptr<face_t> front;
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std::unique_ptr<face_t> back;
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std::tie(front, back) = SplitFace(std::move(f), plane);
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if (!front || !back) {
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// logging::print("didn't split\n");
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// FError("Didn't split the polygon");
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}
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if (front) {
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surfaces.push_back(std::move(front));
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}
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if (back) {
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chopped.push_front(std::move(back));
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}
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}
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// we've finished chopping on this axis, but we may need to chop on other axes
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Q_assert(surfaces.empty());
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surfaces = std::move(chopped);
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}
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stats.c_subdivide += surfaces.size() - 1;
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return surfaces;
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}
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static void SubdivideNodeFaces(node_t *node, makefaces_stats_t &stats)
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{
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std::list<std::unique_ptr<face_t>> result;
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// subdivide each face and push the results onto subdivided
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for (auto &face : node->facelist) {
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result.splice(result.end(), SubdivideFace(std::move(face), stats));
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}
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node->facelist = std::move(result);
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}
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/*
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============
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FaceFromPortal
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pside is which side of portal (equivalently, which side of the node) we're in.
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Typically, we're in an empty leaf and the other side of the portal is a solid wall.
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see also FindPortalSide which populates p->side
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============
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*/
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static std::unique_ptr<face_t> FaceFromPortal(portal_t *p, bool pside)
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{
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side_t *side = p->sides[pside];
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if (!side)
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return nullptr; // portal does not bridge different visible contents
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Q_assert(side->source);
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auto f = std::make_unique<face_t>();
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f->texinfo = side->texinfo;
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f->planenum = (side->planenum & ~1) | (pside ? 1 : 0);
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f->portal = p;
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f->original_side = side->source;
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if (pside) {
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f->w = p->winding.flip();
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} else {
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f->w = p->winding.clone();
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}
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f->contents = {.front = p->nodes[pside]->contents, .back = p->nodes[!pside]->contents};
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UpdateFaceSphere(f.get());
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return f;
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}
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/*
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===============
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MakeFaces_r
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If a portal will make a visible face,
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mark the side that originally created it
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solid / empty : solid
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solid / water : solid
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water / empty : water
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water / water : none
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===============
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*/
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static void MakeFaces_r(node_t *node, makefaces_stats_t &stats)
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{
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// recurse down to leafs
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if (!node->is_leaf) {
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MakeFaces_r(node->children[0], stats);
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MakeFaces_r(node->children[1], stats);
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// merge together all visible faces on the node
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if (!qbsp_options.nomerge.value())
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MergeNodeFaces(node, stats);
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if (qbsp_options.subdivide.boolValue())
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SubdivideNodeFaces(node, stats);
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return;
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}
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// solid leafs never have visible faces
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if (node->contents.is_any_solid(qbsp_options.target_game))
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return;
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// see which portals are valid
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// (Note, this is happening per leaf, so we can potentially generate faces
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|
// for the same portal once from one leaf, and once from the neighbouring one)
|
|
bool is_on_back;
|
|
|
|
for (portal_t *p = node->portals; p; p = p->next[is_on_back]) {
|
|
is_on_back = (p->nodes.back == node);
|
|
|
|
std::unique_ptr<face_t> f = FaceFromPortal(p, is_on_back);
|
|
|
|
if (f) {
|
|
stats.c_nodefaces++;
|
|
p->onnode->facelist.push_back(std::move(f));
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
MakeFaces
|
|
============
|
|
*/
|
|
void MakeFaces(node_t *node)
|
|
{
|
|
logging::funcheader();
|
|
|
|
makefaces_stats_t stats{};
|
|
|
|
MakeFaces_r(node, stats);
|
|
}
|