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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-22 21:02:07 +00:00

Refactored GFX world loading

This commit is contained in:
LJW-Dev
2025-10-27 20:00:32 +08:00
parent fc88b9af80
commit 9268342ca1
4 changed files with 202 additions and 269 deletions

View File

@@ -155,7 +155,7 @@ namespace BSP
}
// BSPEditableConstants:
// These values are BSP constants that can be edited and won't break the linker/game if changed
// These values are BSP constants that can be edited and may not break the linker/game if changed
namespace BSPEditableConstants
{
// Default xmodel values

View File

@@ -32,10 +32,8 @@ namespace BSP
std::vector<CollisionAabbTree> AABBTreeVec;
int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
void populateBSPTree(clipMap_t* clipMap, BSPTree* tree);
bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
};
}

View File

@@ -11,150 +11,122 @@ namespace BSP
{
}
// TODO vd1:
// used for UVs of sub-textures, when it is set to empty all of them turn a blank colour
// could fix by removing sub textures or figure out how they are created and redo that
// its not an important issue though
void GfxWorldLinker::overwriteDrawData(BSPData* projInfo, GfxWorld* gfxWorld)
void GfxWorldLinker::loadDrawData(BSPData* bsp, GfxWorld* gfxWorld)
{
int vertexCount = projInfo->gfxWorld.vertices.size();
gfxWorld->draw.vertexCount = vertexCount;
gfxWorld->draw.vertexDataSize0 = vertexCount * sizeof(GfxPackedWorldVertex);
size_t vertexCount = bsp->gfxWorld.vertices.size();
gfxWorld->draw.vertexCount = static_cast<unsigned int>(vertexCount);
gfxWorld->draw.vertexDataSize0 = static_cast<unsigned int>(vertexCount * sizeof(GfxPackedWorldVertex));
GfxPackedWorldVertex* vertexBuffer = m_memory.Alloc<GfxPackedWorldVertex>(vertexCount);
for (int i = 0; i < vertexCount; i++)
for (size_t vertIdx = 0; vertIdx < vertexCount; vertIdx++)
{
BSPVertex* WorldVertex = &projInfo->gfxWorld.vertices[i];
GfxPackedWorldVertex* GfxVertex = &vertexBuffer[i];
BSPVertex& bspVertex = bsp->gfxWorld.vertices.at(vertIdx);
GfxPackedWorldVertex* gfxVertex = &vertexBuffer[vertIdx];
GfxVertex->xyz = BSPUtil::convertToBO2Coords(WorldVertex->pos);
//GfxVertex->xyz = WorldVertex->pos;
gfxVertex->xyz = BSPUtil::convertToBO2Coords(bspVertex.pos);
gfxVertex->color.packed = pack32::Vec4PackGfxColor(bspVertex.color.v);
gfxVertex->texCoord.packed = pack32::Vec2PackTexCoordsUV(bspVertex.texCoord.v);
gfxVertex->normal.packed = pack32::Vec3PackUnitVecThirdBased(bspVertex.normal.v);
gfxVertex->tangent.packed = pack32::Vec3PackUnitVecThirdBased(bspVertex.tangent.v);
GfxVertex->color.packed = pack32::Vec4PackGfxColor(WorldVertex->color.v);
GfxVertex->texCoord.packed = pack32::Vec2PackTexCoordsUV(WorldVertex->texCoord.v);
GfxVertex->normal.packed = pack32::Vec3PackUnitVecThirdBased(BSPUtil::convertToBO2Coords(WorldVertex->normal).v);
//GfxVertex->normal.packed = pack32::Vec3PackUnitVecThirdBased(WorldVertex->normal.v);
GfxVertex->tangent.packed = pack32::Vec3PackUnitVecThirdBased(BSPUtil::convertToBO2Coords(WorldVertex->tangent).v);
//GfxVertex->tangent.packed = pack32::Vec3PackUnitVecThirdBased(WorldVertex->tangent.v);
// unknown use variables
// binormalSign may be bitangent of the vertex
// lmapCoord may be the lightmap coordinate of the vertex
GfxVertex->binormalSign = 0.0f;
GfxVertex->lmapCoord.packed = 0;
// unimplemented variables
gfxVertex->binormalSign = 0.0f;
gfxVertex->lmapCoord.packed = 0;
}
gfxWorld->draw.vd0.data = (char*)vertexBuffer;
gfxWorld->draw.vd0.data = reinterpret_cast<char*>(vertexBuffer);
// we don't use vd1 but still needs to be initialised
// vd1 is unused but still needs to be initialised
// the data type varies and 0x20 is enough for all types
gfxWorld->draw.vertexDataSize1 = 0x20;
gfxWorld->draw.vd1.data = m_memory.Alloc<char>(gfxWorld->draw.vertexDataSize1);
memset(gfxWorld->draw.vd1.data, 0, gfxWorld->draw.vertexDataSize1);
int indexCount = projInfo->gfxWorld.indices.size();
size_t indexCount = bsp->gfxWorld.indices.size();
assert(indexCount % 3 == 0);
gfxWorld->draw.indexCount = indexCount;
gfxWorld->draw.indexCount = static_cast<int>(indexCount);
gfxWorld->draw.indices = m_memory.Alloc<uint16_t>(indexCount);
for (int i = 0; i < indexCount; i += 3)
for (size_t indexIdx = 0; indexIdx < indexCount; indexIdx += 3)
{
// the editor orders their vertices opposite to bo2, so its converted here
gfxWorld->draw.indices[i + 2] = projInfo->gfxWorld.indices[i + 0];
gfxWorld->draw.indices[i + 1] = projInfo->gfxWorld.indices[i + 1];
gfxWorld->draw.indices[i + 0] = projInfo->gfxWorld.indices[i + 2];
gfxWorld->draw.indices[indexIdx + 2] = bsp->gfxWorld.indices.at(indexIdx + 0);
gfxWorld->draw.indices[indexIdx + 1] = bsp->gfxWorld.indices.at(indexIdx + 1);
gfxWorld->draw.indices[indexIdx + 0] = bsp->gfxWorld.indices.at(indexIdx + 2);
}
}
bool GfxWorldLinker::overwriteMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld)
bool GfxWorldLinker::loadMapSurfaces(BSPData* bsp, GfxWorld* gfxWorld)
{
overwriteDrawData(projInfo, gfxWorld);
loadDrawData(bsp, gfxWorld);
unsigned int surfaceCount = projInfo->gfxWorld.surfaces.size();
gfxWorld->surfaceCount = surfaceCount;
gfxWorld->dpvs.staticSurfaceCount = surfaceCount;
size_t surfaceCount = bsp->gfxWorld.surfaces.size();
gfxWorld->surfaceCount = static_cast<int>(surfaceCount);
gfxWorld->dpvs.staticSurfaceCount = static_cast<unsigned int>(surfaceCount);
gfxWorld->dpvs.surfaces = m_memory.Alloc<GfxSurface>(surfaceCount);
for (unsigned int i = 0; i < surfaceCount; i++)
for (size_t surfIdx = 0; surfIdx < surfaceCount; surfIdx++)
{
auto currSurface = &gfxWorld->dpvs.surfaces[i];
auto objSurface = &projInfo->gfxWorld.surfaces[i];
BSPSurface& bspSurface = bsp->gfxWorld.surfaces.at(surfIdx);
GfxSurface* gfxSurface = &gfxWorld->dpvs.surfaces[surfIdx];
currSurface->primaryLightIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHT;
currSurface->lightmapIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHTMAP;
currSurface->reflectionProbeIndex = BSPEditableConstants::DEFAULT_SURFACE_REFLECTION_PROBE;
currSurface->flags = BSPEditableConstants::DEFAULT_SURFACE_FLAGS;
gfxSurface->primaryLightIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHT;
gfxSurface->lightmapIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHTMAP;
gfxSurface->reflectionProbeIndex = BSPEditableConstants::DEFAULT_SURFACE_REFLECTION_PROBE;
gfxSurface->flags = BSPEditableConstants::DEFAULT_SURFACE_FLAGS;
currSurface->tris.triCount = objSurface->triCount;
currSurface->tris.baseIndex = objSurface->indexOfFirstIndex;
gfxSurface->tris.triCount = static_cast<uint16_t>(bspSurface.triCount);
gfxSurface->tris.baseIndex = bspSurface.indexOfFirstIndex;
currSurface->tris.vertexDataOffset0 = objSurface->indexOfFirstVertex * sizeof(GfxPackedWorldVertex);
currSurface->tris.vertexDataOffset1 = 0;
gfxSurface->tris.vertexDataOffset0 = bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex);
gfxSurface->tris.vertexDataOffset1 = 0;
std::string surfMaterialName;
switch (objSurface->material.materialType)
{
case MATERIAL_TYPE_TEXTURE:
surfMaterialName = objSurface->material.materialName;
break;
case MATERIAL_TYPE_COLOUR:
case MATERIAL_TYPE_EMPTY:
if (bspSurface.material.materialType == MATERIAL_TYPE_TEXTURE)
surfMaterialName = bspSurface.material.materialName;
else // MATERIAL_TYPE_COLOUR || MATERIAL_TYPE_EMPTY
surfMaterialName = BSPLinkingConstants::COLOR_ONLY_IMAGE_NAME;
break;
default:
assert(false);
}
auto surfMaterialAsset = m_context.LoadDependency<AssetMaterial>(surfMaterialName);
if (surfMaterialAsset == NULL)
if (surfMaterialAsset == nullptr)
{
std::string missingImageName = BSPLinkingConstants::MISSING_IMAGE_NAME;
surfMaterialAsset = m_context.LoadDependency<AssetMaterial>(missingImageName);
if (surfMaterialAsset == NULL)
if (surfMaterialAsset == nullptr)
{
con::error("unable to find the missing image texture!");
return false;
}
}
currSurface->material = surfMaterialAsset->Asset();
gfxSurface->material = surfMaterialAsset->Asset();
GfxPackedWorldVertex* firstVert = (GfxPackedWorldVertex*)&gfxWorld->draw.vd0.data[currSurface->tris.vertexDataOffset0];
currSurface->bounds[0].x = firstVert[0].xyz.x;
currSurface->bounds[0].y = firstVert[0].xyz.y;
currSurface->bounds[0].z = firstVert[0].xyz.z;
currSurface->bounds[1].x = firstVert[0].xyz.x;
currSurface->bounds[1].y = firstVert[0].xyz.y;
currSurface->bounds[1].z = firstVert[0].xyz.z;
for (int k = 0; k < currSurface->tris.triCount * 3; k++)
GfxPackedWorldVertex* firstVert = reinterpret_cast<GfxPackedWorldVertex*>(&gfxWorld->draw.vd0.data[gfxSurface->tris.vertexDataOffset0]);
gfxSurface->bounds[0].x = firstVert[0].xyz.x;
gfxSurface->bounds[0].y = firstVert[0].xyz.y;
gfxSurface->bounds[0].z = firstVert[0].xyz.z;
gfxSurface->bounds[1].x = firstVert[0].xyz.x;
gfxSurface->bounds[1].y = firstVert[0].xyz.y;
gfxSurface->bounds[1].z = firstVert[0].xyz.z;
for (size_t indexIdx = 0; indexIdx < static_cast<size_t>(gfxSurface->tris.triCount * 3); indexIdx++)
{
uint16_t vertIndex = gfxWorld->draw.indices[currSurface->tris.baseIndex + k];
BSPUtil::updateAABBWithPoint(firstVert[vertIndex].xyz, currSurface->bounds[0], currSurface->bounds[1]);
uint16_t vertIndex = gfxWorld->draw.indices[gfxSurface->tris.baseIndex + indexIdx];
BSPUtil::updateAABBWithPoint(firstVert[vertIndex].xyz, gfxSurface->bounds[0], gfxSurface->bounds[1]);
}
// unused values
currSurface->tris.mins.x = 0.0f;
currSurface->tris.mins.y = 0.0f;
currSurface->tris.mins.z = 0.0f;
currSurface->tris.maxs.x = 0.0f;
currSurface->tris.maxs.y = 0.0f;
currSurface->tris.maxs.z = 0.0f;
currSurface->tris.himipRadiusInvSq = 0.0f;
currSurface->tris.vertexCount = 0;
currSurface->tris.firstVertex = 0;
gfxSurface->tris.mins.x = 0.0f;
gfxSurface->tris.mins.y = 0.0f;
gfxSurface->tris.mins.z = 0.0f;
gfxSurface->tris.maxs.x = 0.0f;
gfxSurface->tris.maxs.y = 0.0f;
gfxSurface->tris.maxs.z = 0.0f;
gfxSurface->tris.himipRadiusInvSq = 0.0f;
gfxSurface->tris.vertexCount = 0;
gfxSurface->tris.firstVertex = 0;
}
// doesn't seem to matter what order the sorted surfs go in
gfxWorld->dpvs.sortedSurfIndex = m_memory.Alloc<uint16_t>(surfaceCount);
for (unsigned int i = 0; i < surfaceCount; i++)
{
gfxWorld->dpvs.sortedSurfIndex[i] = i;
}
for (size_t surfIdx = 0; surfIdx < surfaceCount; surfIdx++)
gfxWorld->dpvs.sortedSurfIndex[surfIdx] = static_cast<uint16_t>(surfIdx);
// surface materials are written to by the game
gfxWorld->dpvs.surfaceMaterials = m_memory.Alloc<GfxDrawSurf_align4>(surfaceCount);
memset(gfxWorld->dpvs.surfaceMaterials, 0, sizeof(GfxDrawSurf_align4) * surfaceCount);
// set all surface types to lit opaque
gfxWorld->dpvs.litSurfsBegin = 0;
@@ -176,17 +148,11 @@ namespace BSP
gfxWorld->dpvs.surfaceVisDataCameraSaved = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceVisData[0], 0, allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceVisData[1], 0, allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceVisData[2], 0, allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceVisDataCameraSaved, 0, allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceCastsShadow, 0, allignedSurfaceCount);
memset(gfxWorld->dpvs.surfaceCastsSunShadow, 0, allignedSurfaceCount);
return true;
}
void GfxWorldLinker::overwriteMapSModels(BSPData* projInfo, GfxWorld* gfxWorld)
void GfxWorldLinker::loadXModels(BSPData* bsp, GfxWorld* gfxWorld)
{
/*
Models are unsupported right now
@@ -204,10 +170,10 @@ namespace BSP
customMapModel* inModel = &projInfo->models[i];
auto xModelAsset = m_context.LoadDependency<AssetXModel>(inModel->name);
if (xModelAsset == NULL)
if (xModelAsset == nullptr)
{
printf("XModel %s not found!\n", inModel->name.c_str());
currModel->model = NULL;
currModel->model = nullptr;
}
else
currModel->model = (XModel*)xModelAsset->Asset();
@@ -242,16 +208,16 @@ namespace BSP
currModel->colorsIndex = 0;
currModel->visibility = 0;
// setting these to NULL makes any static/baked lighting go black when not rendered by real-time lighting or in a shadow
// setting these to nullptr makes any static/baked lighting go black when not rendered by real-time lighting or in a shadow
// TODO: calculate lighting and store it here
currModel->lmapVertexInfo[0].numLmapVertexColors = 0;
currModel->lmapVertexInfo[0].lmapVertexColors = NULL;
currModel->lmapVertexInfo[0].lmapVertexColors = nullptr;
currModel->lmapVertexInfo[1].numLmapVertexColors = 0;
currModel->lmapVertexInfo[1].lmapVertexColors = NULL;
currModel->lmapVertexInfo[1].lmapVertexColors = nullptr;
currModel->lmapVertexInfo[2].numLmapVertexColors = 0;
currModel->lmapVertexInfo[2].lmapVertexColors = NULL;
currModel->lmapVertexInfo[2].lmapVertexColors = nullptr;
currModel->lmapVertexInfo[3].numLmapVertexColors = 0;
currModel->lmapVertexInfo[3].lmapVertexColors = NULL;
currModel->lmapVertexInfo[3].lmapVertexColors = nullptr;
}
*/
@@ -269,11 +235,6 @@ namespace BSP
gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelVisDataCameraSaved = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelCastsShadow = m_memory.Alloc<char>(allignedModelCount);
memset(gfxWorld->dpvs.smodelVisData[0], 0, allignedModelCount);
memset(gfxWorld->dpvs.smodelVisData[1], 0, allignedModelCount);
memset(gfxWorld->dpvs.smodelVisData[2], 0, allignedModelCount);
memset(gfxWorld->dpvs.smodelVisDataCameraSaved, 0, allignedModelCount);
memset(gfxWorld->dpvs.smodelCastsShadow, 0, allignedModelCount);
for (unsigned int i = 0; i < modelCount; i++)
{
if ((gfxWorld->dpvs.smodelDrawInsts[i].flags & STATIC_MODEL_FLAG_NO_SHADOW) == 0)
@@ -293,55 +254,55 @@ namespace BSP
// Remove Coronas
gfxWorld->coronaCount = 0;
gfxWorld->coronas = NULL;
gfxWorld->coronas = nullptr;
// Remove exposure volumes
gfxWorld->exposureVolumeCount = 0;
gfxWorld->exposureVolumes = NULL;
gfxWorld->exposureVolumes = nullptr;
gfxWorld->exposureVolumePlaneCount = 0;
gfxWorld->exposureVolumePlanes = NULL;
gfxWorld->exposureVolumePlanes = nullptr;
// Remove hero lights
gfxWorld->heroLightCount = 0;
gfxWorld->heroLights = NULL;
gfxWorld->heroLights = nullptr;
gfxWorld->heroLightTreeCount = 0;
gfxWorld->heroLightTree = NULL;
gfxWorld->heroLightTree = nullptr;
// remove LUT data
gfxWorld->lutVolumeCount = 0;
gfxWorld->lutVolumes = NULL;
gfxWorld->lutVolumes = nullptr;
gfxWorld->lutVolumePlaneCount = 0;
gfxWorld->lutVolumePlanes = NULL;
gfxWorld->lutVolumePlanes = nullptr;
// remove occluders
gfxWorld->numOccluders = 0;
gfxWorld->occluders = NULL;
gfxWorld->occluders = nullptr;
// remove Siege Skins
gfxWorld->numSiegeSkinInsts = 0;
gfxWorld->siegeSkinInsts = NULL;
gfxWorld->siegeSkinInsts = nullptr;
// remove outdoor bounds
gfxWorld->numOutdoorBounds = 0;
gfxWorld->outdoorBounds = NULL;
gfxWorld->outdoorBounds = nullptr;
// remove materials
gfxWorld->ropeMaterial = NULL;
gfxWorld->lutMaterial = NULL;
gfxWorld->waterMaterial = NULL;
gfxWorld->coronaMaterial = NULL;
gfxWorld->ropeMaterial = nullptr;
gfxWorld->lutMaterial = nullptr;
gfxWorld->waterMaterial = nullptr;
gfxWorld->coronaMaterial = nullptr;
// remove shadow maps
gfxWorld->shadowMapVolumeCount = 0;
gfxWorld->shadowMapVolumes = NULL;
gfxWorld->shadowMapVolumes = nullptr;
gfxWorld->shadowMapVolumePlaneCount = 0;
gfxWorld->shadowMapVolumePlanes = NULL;
gfxWorld->shadowMapVolumePlanes = nullptr;
// remove stream info
gfxWorld->streamInfo.aabbTreeCount = 0;
gfxWorld->streamInfo.aabbTrees = NULL;
gfxWorld->streamInfo.aabbTrees = nullptr;
gfxWorld->streamInfo.leafRefCount = 0;
gfxWorld->streamInfo.leafRefs = NULL;
gfxWorld->streamInfo.leafRefs = nullptr;
// remove sun data
memset(&gfxWorld->sun, 0, sizeof(sunflare_t));
@@ -349,72 +310,64 @@ namespace BSP
// Remove Water
gfxWorld->waterDirection = 0.0f;
gfxWorld->waterBuffers[0].buffer = NULL;
gfxWorld->waterBuffers[0].bufferSize = NULL;
gfxWorld->waterBuffers[1].buffer = NULL;
gfxWorld->waterBuffers[1].bufferSize = NULL;
gfxWorld->waterBuffers[0].bufferSize = 0;
gfxWorld->waterBuffers[0].buffer = nullptr;
gfxWorld->waterBuffers[1].bufferSize = 0;
gfxWorld->waterBuffers[1].buffer = nullptr;
// Remove Fog
gfxWorld->worldFogModifierVolumeCount = 0;
gfxWorld->worldFogModifierVolumes = NULL;
gfxWorld->worldFogModifierVolumes = nullptr;
gfxWorld->worldFogModifierVolumePlaneCount = 0;
gfxWorld->worldFogModifierVolumePlanes = NULL;
gfxWorld->worldFogModifierVolumePlanes = nullptr;
gfxWorld->worldFogVolumeCount = 0;
gfxWorld->worldFogVolumes = NULL;
gfxWorld->worldFogVolumes = nullptr;
gfxWorld->worldFogVolumePlaneCount = 0;
gfxWorld->worldFogVolumePlanes = NULL;
gfxWorld->worldFogVolumePlanes = nullptr;
// materialMemory is unused
gfxWorld->materialMemoryCount = 0;
gfxWorld->materialMemory = NULL;
gfxWorld->materialMemory = nullptr;
// sunLight is overwritten by the game, just needs to be a valid pointer
gfxWorld->sunLight = m_memory.Alloc<GfxLight>();
memset(gfxWorld->sunLight, 0, sizeof(GfxLight));
}
void GfxWorldLinker::overwriteGfxLights(GfxWorld* gfxWorld)
void GfxWorldLinker::loadGfxLights(GfxWorld* gfxWorld)
{
// there must be 2 or more lights, first is the default light and second is the sun
gfxWorld->primaryLightCount = 2;
// there must be 2 or more lights, first is the static light and second is the sun light
gfxWorld->primaryLightCount = BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
gfxWorld->sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
gfxWorld->shadowGeom = m_memory.Alloc<GfxShadowGeometry>(gfxWorld->primaryLightCount);
for (unsigned int i = 0; i < gfxWorld->primaryLightCount; i++)
for (unsigned int lightIdx = 0; lightIdx < gfxWorld->primaryLightCount; lightIdx++)
{
gfxWorld->shadowGeom[i].smodelCount = 0;
gfxWorld->shadowGeom[i].surfaceCount = 0;
gfxWorld->shadowGeom[i].smodelIndex = NULL;
gfxWorld->shadowGeom[i].sortedSurfIndex = NULL;
gfxWorld->shadowGeom[lightIdx].smodelCount = 0;
gfxWorld->shadowGeom[lightIdx].surfaceCount = 0;
gfxWorld->shadowGeom[lightIdx].smodelIndex = nullptr;
gfxWorld->shadowGeom[lightIdx].sortedSurfIndex = nullptr;
}
gfxWorld->lightRegion = m_memory.Alloc<GfxLightRegion>(gfxWorld->primaryLightCount);
for (unsigned int i = 0; i < gfxWorld->primaryLightCount; i++)
for (unsigned int lightIdx = 0; lightIdx < gfxWorld->primaryLightCount; lightIdx++)
{
gfxWorld->lightRegion[i].hullCount = 0;
gfxWorld->lightRegion[i].hulls = NULL;
gfxWorld->lightRegion[lightIdx].hullCount = 0;
gfxWorld->lightRegion[lightIdx].hulls = nullptr;
}
int lightEntShadowVisSize = (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1) * 8192;
unsigned int lightEntShadowVisSize = (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1) * 8192;
if (lightEntShadowVisSize != 0)
{
gfxWorld->primaryLightEntityShadowVis = m_memory.Alloc<unsigned int>(lightEntShadowVisSize);
memset(gfxWorld->primaryLightEntityShadowVis, 0, lightEntShadowVisSize * sizeof(unsigned int));
}
else
{
gfxWorld->primaryLightEntityShadowVis = NULL;
}
gfxWorld->primaryLightEntityShadowVis = nullptr;
}
// the lightgrid is used to light models in a dynamic way and is precomputed
void GfxWorldLinker::overwriteLightGrid(GfxWorld* gfxWorld)
void GfxWorldLinker::loadLightGrid(GfxWorld* gfxWorld)
{
// there is almost no basis for the values in this code, i chose them based on what feels right and what i could see when RE.
// it works and that is all thats needed :)
// there is almost no basis for the values in this code, they were chosen based on what looks correct when reverse engineering.
// mins and maxs define the range that the lightgrid will work in
// idk how these values are calculated, but the below values are larger
// mins and maxs define the range that the lightgrid will work in.
// unknown how these values are calculated, but the below values are larger
// than official map values
gfxWorld->lightGrid.mins[0] = 0;
gfxWorld->lightGrid.mins[1] = 0;
@@ -428,26 +381,24 @@ namespace BSP
gfxWorld->lightGrid.sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
gfxWorld->lightGrid.offset = 0.0f; // default value
// this will make the lookup into rawRowData always return the first row
// setting all rowDataStart indexes to 0 will always index the first row in rawRowData
int rowDataStartSize = gfxWorld->lightGrid.maxs[gfxWorld->lightGrid.rowAxis] - gfxWorld->lightGrid.mins[gfxWorld->lightGrid.rowAxis] + 1;
gfxWorld->lightGrid.rowDataStart = m_memory.Alloc<uint16_t>(rowDataStartSize);
memset(gfxWorld->lightGrid.rowDataStart, 0, rowDataStartSize * sizeof(uint16_t));
gfxWorld->lightGrid.rawRowDataSize = sizeof(GfxLightGridRow) + 0x10;
GfxLightGridRow* row = (GfxLightGridRow*)m_memory.AllocRaw(sizeof(GfxLightGridRow) + 0x10);
// Adding 0x0F so the lookup table will be 0x10 bytes in size
gfxWorld->lightGrid.rawRowDataSize = static_cast<unsigned int>(sizeof(GfxLightGridRow) + 0x0F);
GfxLightGridRow* row = static_cast<GfxLightGridRow*>(m_memory.AllocRaw(gfxWorld->lightGrid.rawRowDataSize));
row->colStart = 0;
row->colCount = 0x1000; // 0x1000 as this is large enough for all checks done by the game
row->zStart = 0;
row->zCount = 0xFF; // 0xFF as this is large enough for all checks done by the game, but small enough not to mess with other checks
row->firstEntry = 0;
for (int i = 0; i < 0x11; i++) // set the lookup table to all 0
{
for (int i = 0; i < 0x10; i++) // set the lookup table to all 0
row->lookupTable[i] = 0;
}
gfxWorld->lightGrid.rawRowData = (aligned_byte_pointer*)row;
gfxWorld->lightGrid.rawRowData = reinterpret_cast<aligned_byte_pointer*>(row);
// entries are looked up based on the lightgrid sample pos (given ingame) and the lightgrid lookup table
gfxWorld->lightGrid.entryCount = 60000; // 60000 as it should be enough entries to be indexed by all lightgrid data
gfxWorld->lightGrid.entryCount = 60000; // 60000 as it should be enough entries to be indexed by all lightgrid sample positions
GfxLightGridEntry* entryArray = m_memory.Alloc<GfxLightGridEntry>(gfxWorld->lightGrid.entryCount);
for (unsigned int i = 0; i < gfxWorld->lightGrid.entryCount; i++)
{
@@ -457,33 +408,36 @@ namespace BSP
}
gfxWorld->lightGrid.entries = entryArray;
// colours are looked up by an entries colourindex
// colours are looked up with a lightgrid entries colorsIndex
gfxWorld->lightGrid.colorCount = 0x1000; //0x1000 as it should be enough to hold every index
gfxWorld->lightGrid.colors = m_memory.Alloc<GfxCompressedLightGridColors>(gfxWorld->lightGrid.colorCount);
memset(gfxWorld->lightGrid.colors, BSPEditableConstants::LIGHTGRID_COLOUR, rowDataStartSize * sizeof(uint16_t));
// we use the colours array instead of coeffs array
gfxWorld->lightGrid.coeffCount = 0;
gfxWorld->lightGrid.coeffs = NULL;
gfxWorld->lightGrid.coeffs = nullptr;
gfxWorld->lightGrid.skyGridVolumeCount = 0;
gfxWorld->lightGrid.skyGridVolumes = NULL;
gfxWorld->lightGrid.skyGridVolumes = nullptr;
}
void GfxWorldLinker::updateGfxCells(GfxWorld* gfxWorld)
void GfxWorldLinker::loadGfxCells(GfxWorld* gfxWorld)
{
// Cells are basically data used to determine what can be seen and what cant be seen
// Right now custom maps have no optimisation so there is only 1 cell
int cellCount = 1;
gfxWorld->dpvsPlanes.cellCount = cellCount;
gfxWorld->cellBitsCount = ((cellCount + 127) >> 3) & 0x1FFFFFF0;
int cellCasterBitsCount = cellCount * ((cellCount + 31) / 32);
gfxWorld->cellCasterBits = m_memory.Alloc<unsigned int>(cellCasterBitsCount);
memset(gfxWorld->cellCasterBits, 0x00, cellCasterBitsCount * sizeof(unsigned int));
int sceneEntCellBitsCount = cellCount * 512;
gfxWorld->dpvsPlanes.sceneEntCellBits = m_memory.Alloc<unsigned int>(sceneEntCellBitsCount);
gfxWorld->cells = m_memory.Alloc<GfxCell>(cellCount);
gfxWorld->cells[0].portalCount = 0;
gfxWorld->cells[0].portals = NULL;
gfxWorld->cells[0].portals = nullptr;
gfxWorld->cells[0].mins.x = gfxWorld->mins.x;
gfxWorld->cells[0].mins.y = gfxWorld->mins.y;
gfxWorld->cells[0].mins.z = gfxWorld->mins.z;
@@ -493,9 +447,8 @@ namespace BSP
// there is only 1 reflection probe
gfxWorld->cells[0].reflectionProbeCount = 1;
char* reflectionProbeIndexes = m_memory.Alloc<char>(gfxWorld->cells[0].reflectionProbeCount);
reflectionProbeIndexes[0] = BSPEditableConstants::DEFAULT_SURFACE_REFLECTION_PROBE;
gfxWorld->cells[0].reflectionProbes = reflectionProbeIndexes;
gfxWorld->cells[0].reflectionProbes = m_memory.Alloc<char>(gfxWorld->cells[0].reflectionProbeCount);
gfxWorld->cells[0].reflectionProbes[0] = BSPEditableConstants::DEFAULT_SURFACE_REFLECTION_PROBE;
// AABB trees are used to detect what should be rendered and what shouldn't
// Just use the first AABB node to hold all models, no optimisation but all models/surfaces wil lbe drawn
@@ -504,12 +457,12 @@ namespace BSP
gfxWorld->cells[0].aabbTree[0].childCount = 0;
gfxWorld->cells[0].aabbTree[0].childrenOffset = 0;
gfxWorld->cells[0].aabbTree[0].startSurfIndex = 0;
gfxWorld->cells[0].aabbTree[0].surfaceCount = gfxWorld->surfaceCount;
gfxWorld->cells[0].aabbTree[0].smodelIndexCount = gfxWorld->dpvs.smodelCount;
gfxWorld->cells[0].aabbTree[0].surfaceCount = static_cast<uint16_t>(gfxWorld->surfaceCount);
gfxWorld->cells[0].aabbTree[0].smodelIndexCount = static_cast<uint16_t>(gfxWorld->dpvs.smodelCount);
gfxWorld->cells[0].aabbTree[0].smodelIndexes = m_memory.Alloc<unsigned short>(gfxWorld->dpvs.smodelCount);
for (unsigned short i = 0; i < gfxWorld->dpvs.smodelCount; i++)
for (unsigned short smodelIdx = 0; smodelIdx < gfxWorld->dpvs.smodelCount; smodelIdx++)
{
gfxWorld->cells[0].aabbTree[0].smodelIndexes[i] = i;
gfxWorld->cells[0].aabbTree[0].smodelIndexes[smodelIdx] = smodelIdx;
}
gfxWorld->cells[0].aabbTree[0].mins.x = gfxWorld->mins.x;
gfxWorld->cells[0].aabbTree[0].mins.y = gfxWorld->mins.y;
@@ -518,25 +471,20 @@ namespace BSP
gfxWorld->cells[0].aabbTree[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].aabbTree[0].maxs.z = gfxWorld->maxs.z;
gfxWorld->dpvsPlanes.cellCount = cellCount;
int sceneEntCellBitsCount = cellCount * 512;
gfxWorld->dpvsPlanes.sceneEntCellBits = m_memory.Alloc<unsigned int>(sceneEntCellBitsCount);
memset(gfxWorld->dpvsPlanes.sceneEntCellBits, 0x00, sceneEntCellBitsCount * sizeof(unsigned int));
// nodes have the struct mnode_t, and there must be at least 1 node
// nodes have the struct mnode_t, and there must be at least 1 node (similar to BSP nodes)
// Nodes mnode_t.cellIndex indexes gfxWorld->cells
// and (mnode_t.cellIndex - (world->dpvsPlanes.cellCount + 1) indexes world->dpvsPlanes.planes
// Use only one node as there is no optimisation in custom maps
gfxWorld->nodeCount = 1;
gfxWorld->dpvsPlanes.nodes = m_memory.Alloc<uint16_t>(gfxWorld->nodeCount);
gfxWorld->dpvsPlanes.nodes[0] = 1; // nodes reference cells by index + 1
// planes are overwritten by the clipmap loading code ingame
gfxWorld->planeCount = 0;
gfxWorld->dpvsPlanes.planes = NULL;
gfxWorld->dpvsPlanes.planes = nullptr;
}
void updateWorldBounds(GfxWorld* gfxWorld)
void GfxWorldLinker::loadWorldBounds(GfxWorld* gfxWorld)
{
gfxWorld->mins.x = 0.0f;
gfxWorld->mins.y = 0.0f;
@@ -545,13 +493,13 @@ namespace BSP
gfxWorld->maxs.y = 0.0f;
gfxWorld->maxs.z = 0.0f;
for (int i = 0; i < gfxWorld->surfaceCount; i++)
for (int surfIdx = 0; surfIdx < gfxWorld->surfaceCount; surfIdx++)
{
BSPUtil::updateAABB(gfxWorld->dpvs.surfaces[i].bounds[0], gfxWorld->dpvs.surfaces[i].bounds[1], gfxWorld->mins, gfxWorld->maxs);
BSPUtil::updateAABB(gfxWorld->dpvs.surfaces[surfIdx].bounds[0], gfxWorld->dpvs.surfaces[surfIdx].bounds[1], gfxWorld->mins, gfxWorld->maxs);
}
}
void GfxWorldLinker::overwriteModels(GfxWorld* gfxWorld)
void GfxWorldLinker::loadModels(GfxWorld* gfxWorld)
{
// Models (Submodels in the clipmap code) are used for the world and map ent collision (triggers, bomb zones, etc)
// Right now there is only one submodel, the world sub model
@@ -560,7 +508,7 @@ namespace BSP
// first model is always the world model
gfxWorld->models[0].startSurfIndex = 0;
gfxWorld->models[0].surfaceCount = gfxWorld->surfaceCount;
gfxWorld->models[0].surfaceCount = static_cast<unsigned int>(gfxWorld->surfaceCount);
gfxWorld->models[0].bounds[0].x = gfxWorld->mins.x;
gfxWorld->models[0].bounds[0].y = gfxWorld->mins.y;
gfxWorld->models[0].bounds[0].z = gfxWorld->mins.z;
@@ -588,10 +536,10 @@ namespace BSP
//}
}
void updateSunData(GfxWorld* gfxWorld)
void GfxWorldLinker::loadSunData(GfxWorld* gfxWorld)
{
// default values taken from mp_dig
gfxWorld->sunParse.fogTransitionTime = (float)0.001;
gfxWorld->sunParse.fogTransitionTime = 0.001f;
gfxWorld->sunParse.name[0] = 0x00;
gfxWorld->sunParse.initWorldSun->control = 0;
@@ -634,22 +582,18 @@ namespace BSP
gfxWorld->sunParse.initWorldFog->sunFogYaw = 254.0f;
}
bool GfxWorldLinker::updateReflectionProbeData(GfxWorld* gfxWorld)
bool GfxWorldLinker::loadReflectionProbeData(GfxWorld* gfxWorld)
{
gfxWorld->draw.reflectionProbeCount = 1;
gfxWorld->draw.reflectionProbeTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.reflectionProbeCount);
memset(gfxWorld->draw.reflectionProbeTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.reflectionProbeCount);
gfxWorld->draw.reflectionProbes = m_memory.Alloc<GfxReflectionProbe>(gfxWorld->draw.reflectionProbeCount);
// default values taken from mp_dig
gfxWorld->draw.reflectionProbes = m_memory.Alloc<GfxReflectionProbe>(gfxWorld->draw.reflectionProbeCount);
gfxWorld->draw.reflectionProbes[0].mipLodBias = -8.0;
gfxWorld->draw.reflectionProbes[0].origin.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].origin.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].origin.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.z = 0.0f;
@@ -664,11 +608,11 @@ namespace BSP
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
gfxWorld->draw.reflectionProbes[0].probeVolumes = NULL;
gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr;
std::string probeImageName = "reflection_probe0";
auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
if (probeImageAsset == NULL)
if (probeImageAsset == nullptr)
{
con::error("ERROR! unable to find reflection probe image {}!", probeImageName);
return false;
@@ -678,37 +622,33 @@ namespace BSP
return true;
}
bool GfxWorldLinker::overwriteLightmapData(GfxWorld* gfxWorld)
bool GfxWorldLinker::loadLightmapData(GfxWorld* gfxWorld)
{
gfxWorld->draw.lightmapCount = 1;
gfxWorld->draw.lightmapPrimaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
gfxWorld->draw.lightmapSecondaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
gfxWorld->draw.lightmaps = m_memory.Alloc<GfxLightmapArray>(gfxWorld->draw.lightmapCount);
// always set to 0
memset(gfxWorld->draw.lightmapPrimaryTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.lightmapCount);
memset(gfxWorld->draw.lightmapSecondaryTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.lightmapCount);
std::string secondaryTexture = "lightmap0_secondary";
auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
if (secondaryTextureAsset == NULL)
if (secondaryTextureAsset == nullptr)
{
con::error("ERROR! unable to find lightmap image {}!", secondaryTexture);
return false;
}
gfxWorld->draw.lightmaps[0].primary = NULL; // always NULL
gfxWorld->draw.lightmaps = m_memory.Alloc<GfxLightmapArray>(gfxWorld->draw.lightmapCount);
gfxWorld->draw.lightmaps[0].primary = nullptr; // always nullptr
gfxWorld->draw.lightmaps[0].secondary = secondaryTextureAsset->Asset();
return true;
}
void GfxWorldLinker::overwriteSkyBox(BSPData* projInfo, GfxWorld* gfxWorld)
void GfxWorldLinker::loadSkyBox(BSPData* projInfo, GfxWorld* gfxWorld)
{
std::string skyBoxName = "skybox_" + projInfo->name;
gfxWorld->skyBoxModel = m_memory.Dup(skyBoxName.c_str());
if (m_context.LoadDependency<AssetXModel>(skyBoxName) == NULL)
if (m_context.LoadDependency<AssetXModel>(skyBoxName) == nullptr)
{
con::warn("WARN: Unable to load the skybox xmodel {}!", skyBoxName);
}
@@ -720,45 +660,39 @@ namespace BSP
gfxWorld->skyDynIntensity.factor1 = 1.0f;
}
void GfxWorldLinker::updateDynEntData(GfxWorld* gfxWorld)
void GfxWorldLinker::loadDynEntData(GfxWorld* gfxWorld)
{
int dynEntCount = 0;
gfxWorld->dpvsDyn.dynEntClientCount[0] = dynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
gfxWorld->dpvsDyn.dynEntClientCount[1] = 0;
// +100: there is a crash that happens when regdolls are created, and dynEntClientWordCount[0] is the issue.
// Making the value much larger than required fixes it, but idk what the root cause is
// Making the value much larger than required fixes it, but unsure what the root cause is
gfxWorld->dpvsDyn.dynEntClientWordCount[0] = ((gfxWorld->dpvsDyn.dynEntClientCount[0] + 31) >> 5) + 100;
gfxWorld->dpvsDyn.dynEntClientWordCount[1] = 0;
gfxWorld->dpvsDyn.usageCount = 0;
int dynEntCellBitsSize = gfxWorld->dpvsDyn.dynEntClientWordCount[0] * gfxWorld->dpvsPlanes.cellCount;
gfxWorld->dpvsDyn.dynEntCellBits[0] = m_memory.Alloc<unsigned int>(dynEntCellBitsSize);
gfxWorld->dpvsDyn.dynEntCellBits[1] = NULL;
memset(gfxWorld->dpvsDyn.dynEntCellBits[0], 0, sizeof(unsigned int) * dynEntCellBitsSize);
gfxWorld->dpvsDyn.dynEntCellBits[1] = nullptr;
int dynEntVisData0Size = gfxWorld->dpvsDyn.dynEntClientWordCount[0] * 32;
gfxWorld->dpvsDyn.dynEntVisData[0][0] = m_memory.Alloc<char>(dynEntVisData0Size);
gfxWorld->dpvsDyn.dynEntVisData[0][1] = m_memory.Alloc<char>(dynEntVisData0Size);
gfxWorld->dpvsDyn.dynEntVisData[0][2] = m_memory.Alloc<char>(dynEntVisData0Size);
gfxWorld->dpvsDyn.dynEntVisData[1][0] = NULL;
gfxWorld->dpvsDyn.dynEntVisData[1][1] = NULL;
gfxWorld->dpvsDyn.dynEntVisData[1][2] = NULL;
memset(gfxWorld->dpvsDyn.dynEntVisData[0][0], 0, dynEntVisData0Size);
memset(gfxWorld->dpvsDyn.dynEntVisData[0][1], 0, dynEntVisData0Size);
memset(gfxWorld->dpvsDyn.dynEntVisData[0][2], 0, dynEntVisData0Size);
gfxWorld->dpvsDyn.dynEntVisData[1][0] = nullptr;
gfxWorld->dpvsDyn.dynEntVisData[1][1] = nullptr;
gfxWorld->dpvsDyn.dynEntVisData[1][2] = nullptr;
int dynEntShadowVisCount = gfxWorld->dpvsDyn.dynEntClientCount[0] * (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1);
unsigned int dynEntShadowVisCount = gfxWorld->dpvsDyn.dynEntClientCount[0] * (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1);
gfxWorld->primaryLightDynEntShadowVis[0] = m_memory.Alloc<unsigned int>(dynEntShadowVisCount);
gfxWorld->primaryLightDynEntShadowVis[1] = NULL;
memset(gfxWorld->primaryLightDynEntShadowVis[0], 0, sizeof(unsigned int) * dynEntShadowVisCount);
gfxWorld->primaryLightDynEntShadowVis[1] = nullptr;
gfxWorld->sceneDynModel = m_memory.Alloc<GfxSceneDynModel>(gfxWorld->dpvsDyn.dynEntClientCount[0]);
gfxWorld->sceneDynBrush = NULL;
memset(gfxWorld->sceneDynModel, 0, sizeof(GfxSceneDynModel) * gfxWorld->dpvsDyn.dynEntClientCount[0]);
gfxWorld->sceneDynBrush = nullptr;
}
bool GfxWorldLinker::updateOutdoors(GfxWorld* gfxWorld)
bool GfxWorldLinker::loadOutdoors(GfxWorld* gfxWorld)
{
float xRecip = 1.0f / (gfxWorld->maxs.x - gfxWorld->mins.x);
float xScale = -(xRecip * gfxWorld->mins.x);
@@ -781,7 +715,7 @@ namespace BSP
std::string outdoorImageName = std::string("$outdoor");
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
if (outdoorImageAsset == NULL)
if (outdoorImageAsset == nullptr)
{
con::error("ERROR! unable to find outdoor image $outdoor!");
return false;
@@ -803,38 +737,37 @@ namespace BSP
cleanGfxWorld(gfxWorld);
if (!overwriteMapSurfaces(bsp, gfxWorld))
if (!loadMapSurfaces(bsp, gfxWorld))
return AssetCreationResult::Failure();
overwriteMapSModels(bsp, gfxWorld);
loadXModels(bsp, gfxWorld);
if (!overwriteLightmapData(gfxWorld))
if (!loadLightmapData(gfxWorld))
return AssetCreationResult::Failure();
overwriteSkyBox(bsp, gfxWorld);
loadSkyBox(bsp, gfxWorld);
if (!updateReflectionProbeData(gfxWorld))
if (!loadReflectionProbeData(gfxWorld))
return AssetCreationResult::Failure();
// world bounds are based on surface mins/maxs
// Other update functions depend on the bounds being set first
updateWorldBounds(gfxWorld);
// world bounds are based on loaded surface mins/maxs
loadWorldBounds(gfxWorld);
if (!updateOutdoors(gfxWorld))
if (!loadOutdoors(gfxWorld))
return AssetCreationResult::Failure();
// gfx cells depend on surface/smodel count
updateGfxCells(gfxWorld);
loadGfxCells(gfxWorld);
overwriteLightGrid(gfxWorld);
loadLightGrid(gfxWorld);
overwriteGfxLights(gfxWorld);
loadGfxLights(gfxWorld);
overwriteModels(gfxWorld);
loadModels(gfxWorld);
updateSunData(gfxWorld);
loadSunData(gfxWorld);
updateDynEntData(gfxWorld);
loadDynEntData(gfxWorld);
auto gfxWorldAsset = m_context.AddAsset<AssetGfxWorld>(gfxWorld->name, gfxWorld);
return AssetCreationResult::Success(gfxWorldAsset);

View File

@@ -18,18 +18,20 @@ namespace BSP
ISearchPath& m_search_path;
AssetCreationContext& m_context;
void overwriteDrawData(BSPData* projInfo, GfxWorld* gfxWorld);
bool overwriteMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
void overwriteMapSModels(BSPData* projInfo, GfxWorld* gfxWorld);
void loadDrawData(BSPData* projInfo, GfxWorld* gfxWorld);
bool loadMapSurfaces(BSPData* projInfo, GfxWorld* gfxWorld);
void loadXModels(BSPData* projInfo, GfxWorld* gfxWorld);
void cleanGfxWorld(GfxWorld* gfxWorld);
void overwriteGfxLights(GfxWorld* gfxWorld);
void overwriteLightGrid(GfxWorld* gfxWorld);
void updateGfxCells(GfxWorld* gfxWorld);
void overwriteModels(GfxWorld* gfxWorld);
bool updateReflectionProbeData(GfxWorld* gfxWorld);
bool overwriteLightmapData(GfxWorld* gfxWorld);
void overwriteSkyBox(BSPData* projInfo, GfxWorld* gfxWorld);
void updateDynEntData(GfxWorld* gfxWorld);
bool updateOutdoors(GfxWorld* gfxWorld);
void loadGfxLights(GfxWorld* gfxWorld);
void loadLightGrid(GfxWorld* gfxWorld);
void loadGfxCells(GfxWorld* gfxWorld);
void loadModels(GfxWorld* gfxWorld);
bool loadReflectionProbeData(GfxWorld* gfxWorld);
bool loadLightmapData(GfxWorld* gfxWorld);
void loadSkyBox(BSPData* projInfo, GfxWorld* gfxWorld);
void loadDynEntData(GfxWorld* gfxWorld);
bool loadOutdoors(GfxWorld* gfxWorld);
void loadSunData(GfxWorld* gfxWorld);
void loadWorldBounds(GfxWorld* gfxWorld);
};
}