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OpenAssetTools/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp
T
2026-05-16 09:44:32 +02:00

772 lines
37 KiB
C++

#include "GfxWorldLinker.h"
#include "../BSPUtil.h"
#include "Utils/Pack.h"
namespace BSP
{
GfxWorldLinker::GfxWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
: m_memory(memory),
m_search_path(searchPath),
m_context(context)
{
}
void GfxWorldLinker::loadDrawData(BSPData* bsp, GfxWorld* gfxWorld)
{
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 (size_t vertIdx = 0; vertIdx < vertexCount; vertIdx++)
{
BSPVertex& bspVertex = bsp->gfxWorld.vertices.at(vertIdx);
GfxPackedWorldVertex* gfxVertex = &vertexBuffer[vertIdx];
gfxVertex->xyz = 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->binormalSign = bspVertex.binormal.v[0] > 0.0f ? 1.0f : -1.0f;
// lightmap isn't implemented currently
gfxVertex->lmapCoord.packed = 0;
}
gfxWorld->draw.vd0.data = reinterpret_cast<char*>(vertexBuffer);
// 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);
size_t indexCount = bsp->gfxWorld.indices.size();
assert(indexCount % 3 == 0);
gfxWorld->draw.indexCount = static_cast<int>(indexCount);
gfxWorld->draw.indices = m_memory.Alloc<uint16_t>(indexCount);
static_assert(sizeof(bsp->gfxWorld.indices.data()[0]) == sizeof(uint16_t));
memcpy(gfxWorld->draw.indices, bsp->gfxWorld.indices.data(), sizeof(uint16_t) * indexCount);
}
bool GfxWorldLinker::loadMapSurfaces(BSPData* bsp, GfxWorld* gfxWorld)
{
loadDrawData(bsp, gfxWorld);
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 (size_t surfIdx = 0; surfIdx < surfaceCount; surfIdx++)
{
BSPSurface& bspSurface = bsp->gfxWorld.surfaces.at(surfIdx);
GfxSurface* gfxSurface = &gfxWorld->dpvs.surfaces[surfIdx];
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;
gfxSurface->tris.triCount = bspSurface.triCount;
gfxSurface->tris.baseIndex = bspSurface.indexOfFirstIndex;
gfxSurface->tris.vertexCount = bspSurface.vertexCount;
gfxSurface->tris.firstVertex = bspSurface.indexOfFirstVertex;
gfxSurface->tris.vertexDataOffset0 = bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex);
gfxSurface->tris.vertexDataOffset1 = 0; // vd1 is unused
BSPMaterial bspMaterial = bsp->colWorld.materials.at(bspSurface.materialIndex);
std::string materialName;
if (bspMaterial.materialType == MATERIAL_TYPE_EMPTY)
materialName = BSPLinkingConstants::MISSING_IMAGE_NAME;
else if (bspMaterial.materialType == MATERIAL_TYPE_COLOUR)
materialName = BSPLinkingConstants::COLOR_ONLY_IMAGE_NAME;
else // MATERIAL_TYPE_TEXTURE
materialName = bspMaterial.materialName;
auto surfMaterialAsset = m_context.LoadDependency<AssetMaterial>(materialName);
if (surfMaterialAsset == nullptr)
{
surfMaterialAsset = m_context.LoadDependency<AssetMaterial>(BSPLinkingConstants::MISSING_IMAGE_NAME);
assert(surfMaterialAsset != nullptr);
}
gfxSurface->material = surfMaterialAsset->Asset();
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[gfxSurface->tris.baseIndex + indexIdx];
BSPUtil::updateAABBWithPoint(firstVert[vertIndex].xyz, gfxSurface->bounds[0], gfxSurface->bounds[1]);
}
gfxSurface->tris.mins.x = gfxSurface->bounds[0].x;
gfxSurface->tris.mins.y = gfxSurface->bounds[0].y;
gfxSurface->tris.mins.z = gfxSurface->bounds[0].z;
gfxSurface->tris.maxs.x = gfxSurface->bounds[1].x;
gfxSurface->tris.maxs.y = gfxSurface->bounds[1].y;
gfxSurface->tris.maxs.z = gfxSurface->bounds[1].z;
// unknown value
gfxSurface->tris.himipRadiusInvSq = 0.0f;
}
// Some code uses Sorted surfs to index surfaces, so for simplicity keep the indexes sequential and from 0
gfxWorld->dpvs.sortedSurfIndex = m_memory.Alloc<uint16_t>(surfaceCount);
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);
// set all surface types to lit opaque
gfxWorld->dpvs.litSurfsBegin = 0;
gfxWorld->dpvs.litSurfsEnd = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.emissiveOpaqueSurfsBegin = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.emissiveOpaqueSurfsEnd = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.emissiveTransSurfsBegin = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.emissiveTransSurfsEnd = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.litTransSurfsBegin = static_cast<unsigned int>(surfaceCount - 1);
gfxWorld->dpvs.litTransSurfsEnd = static_cast<unsigned int>(surfaceCount - 1);
// visdata is written to by the game
// all visdata is alligned by 128
size_t allignedSurfaceCount = BSPUtil::allignBy128(surfaceCount);
gfxWorld->dpvs.surfaceVisDataCount = static_cast<unsigned int>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisDataCameraSaved = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(allignedSurfaceCount);
return true;
}
void GfxWorldLinker::loadXModels(BSPData* bsp, GfxWorld* gfxWorld)
{
/*
Models are unsupported right now
Code is left in in case it is supported later on
unsigned int modelCount = projInfo->modelCount;
gfxWorld->dpvs.smodelCount = modelCount;
gfxWorld->dpvs.smodelInsts = new GfxStaticModelInst[modelCount];
gfxWorld->dpvs.smodelDrawInsts = new GfxStaticModelDrawInst[modelCount];
for (unsigned int i = 0; i < modelCount; i++)
{
auto currModel = &gfxWorld->dpvs.smodelDrawInsts[i];
auto currModelInst = &gfxWorld->dpvs.smodelInsts[i];
customMapModel* inModel = &projInfo->models[i];
auto xModelAsset = m_context.LoadDependency<AssetXModel>(inModel->name);
if (xModelAsset == nullptr)
{
printf("XModel %s not found!\n", inModel->name.c_str());
currModel->model = nullptr;
}
else
currModel->model = (XModel*)xModelAsset->Asset();
currModel->placement.origin.x = inModel->origin.x;
currModel->placement.origin.y = inModel->origin.y;
currModel->placement.origin.z = inModel->origin.z;
currModel->placement.origin = BSPUtil::convertToBO2Coords(currModel->placement.origin);
currModel->placement.scale = inModel->scale;
BSPUtil::convertAnglesToAxis(&inModel->rotation, currModel->placement.axis);
// mins and maxs are calculated in world space not local space
// TODO: this does not account for model rotation or scale
currModelInst->mins.x = currModel->model->mins.x + currModel->placement.origin.x;
currModelInst->mins.y = currModel->model->mins.y + currModel->placement.origin.y;
currModelInst->mins.z = currModel->model->mins.z + currModel->placement.origin.z;
currModelInst->maxs.x = currModel->model->maxs.x + currModel->placement.origin.x;
currModelInst->maxs.y = currModel->model->maxs.y + currModel->placement.origin.y;
currModelInst->maxs.z = currModel->model->maxs.z + currModel->placement.origin.z;
currModel->cullDist = DEFAULT_SMODEL_CULL_DIST;
currModel->flags = DEFAULT_SMODEL_FLAGS;
currModel->primaryLightIndex = DEFAULT_SMODEL_LIGHT;
currModel->reflectionProbeIndex = DEFAULT_SMODEL_REFLECTION_PROBE;
// unknown use / unused
currModel->smid = i;
memset(&currModel->lightingSH, 0, sizeof(GfxLightingSHQuantized));
currModel->invScaleSq = 0.0f;
currModel->lightingHandle = 0;
currModel->colorsIndex = 0;
currModel->visibility = 0;
// 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 = nullptr;
currModel->lmapVertexInfo[1].numLmapVertexColors = 0;
currModel->lmapVertexInfo[1].lmapVertexColors = nullptr;
currModel->lmapVertexInfo[2].numLmapVertexColors = 0;
currModel->lmapVertexInfo[2].lmapVertexColors = nullptr;
currModel->lmapVertexInfo[3].numLmapVertexColors = 0;
currModel->lmapVertexInfo[3].lmapVertexColors = nullptr;
}
*/
unsigned int modelCount = 0;
gfxWorld->dpvs.smodelCount = modelCount;
gfxWorld->dpvs.smodelInsts = m_memory.Alloc<GfxStaticModelInst>(modelCount);
gfxWorld->dpvs.smodelDrawInsts = m_memory.Alloc<GfxStaticModelDrawInst>(modelCount);
// visdata is written to by the game
// all visdata is alligned by 128
size_t allignedModelCount = BSPUtil::allignBy128(modelCount);
gfxWorld->dpvs.smodelVisDataCount = static_cast<unsigned int>(allignedModelCount);
gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(allignedModelCount);
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);
for (unsigned int i = 0; i < modelCount; i++)
{
if ((gfxWorld->dpvs.smodelDrawInsts[i].flags & STATIC_MODEL_FLAG_NO_SHADOW) == 0)
gfxWorld->dpvs.smodelCastsShadow[i] = 1;
else
gfxWorld->dpvs.smodelCastsShadow[i] = 0;
}
// official maps set this to 0
gfxWorld->dpvs.usageCount = 0;
}
void GfxWorldLinker::cleanGfxWorld(GfxWorld* gfxWorld)
{
// checksum is generated by the game
gfxWorld->checksum = 0;
// Remove Coronas
gfxWorld->coronaCount = 0;
gfxWorld->coronas = nullptr;
// Remove exposure volumes
gfxWorld->exposureVolumeCount = 0;
gfxWorld->exposureVolumes = nullptr;
gfxWorld->exposureVolumePlaneCount = 0;
gfxWorld->exposureVolumePlanes = nullptr;
// Remove hero lights
gfxWorld->heroLightCount = 0;
gfxWorld->heroLights = nullptr;
gfxWorld->heroLightTreeCount = 0;
gfxWorld->heroLightTree = nullptr;
// remove LUT data
gfxWorld->lutVolumeCount = 0;
gfxWorld->lutVolumes = nullptr;
gfxWorld->lutVolumePlaneCount = 0;
gfxWorld->lutVolumePlanes = nullptr;
// remove occluders
gfxWorld->numOccluders = 0;
gfxWorld->occluders = nullptr;
// remove Siege Skins
gfxWorld->numSiegeSkinInsts = 0;
gfxWorld->siegeSkinInsts = nullptr;
// remove outdoor bounds
gfxWorld->numOutdoorBounds = 0;
gfxWorld->outdoorBounds = nullptr;
// remove materials
gfxWorld->ropeMaterial = nullptr;
gfxWorld->lutMaterial = nullptr;
gfxWorld->waterMaterial = nullptr;
gfxWorld->coronaMaterial = nullptr;
// remove shadow maps
gfxWorld->shadowMapVolumeCount = 0;
gfxWorld->shadowMapVolumes = nullptr;
gfxWorld->shadowMapVolumePlaneCount = 0;
gfxWorld->shadowMapVolumePlanes = nullptr;
// remove stream info
gfxWorld->streamInfo.aabbTreeCount = 0;
gfxWorld->streamInfo.aabbTrees = nullptr;
gfxWorld->streamInfo.leafRefCount = 0;
gfxWorld->streamInfo.leafRefs = nullptr;
// remove sun data
memset(&gfxWorld->sun, 0, sizeof(sunflare_t));
gfxWorld->sun.hasValidData = false;
// Remove Water
gfxWorld->waterDirection = 0.0f;
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 = nullptr;
gfxWorld->worldFogModifierVolumePlaneCount = 0;
gfxWorld->worldFogModifierVolumePlanes = nullptr;
gfxWorld->worldFogVolumeCount = 0;
gfxWorld->worldFogVolumes = nullptr;
gfxWorld->worldFogVolumePlaneCount = 0;
gfxWorld->worldFogVolumePlanes = nullptr;
// materialMemory is unused
gfxWorld->materialMemoryCount = 0;
gfxWorld->materialMemory = nullptr;
// sunLight is overwritten by the game, just needs to be a valid pointer
gfxWorld->sunLight = m_memory.Alloc<GfxLight>();
}
void GfxWorldLinker::loadGfxLights(BSPData* bsp, GfxWorld* gfxWorld)
{
// 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 + static_cast<unsigned int>(bsp->lights.size());
gfxWorld->sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
gfxWorld->shadowGeom = m_memory.Alloc<GfxShadowGeometry>(gfxWorld->primaryLightCount);
for (unsigned int lightIdx = 0; lightIdx < gfxWorld->primaryLightCount; lightIdx++)
{
gfxWorld->shadowGeom[lightIdx].smodelCount = 0;
gfxWorld->shadowGeom[lightIdx].smodelIndex = nullptr;
// sorted surfs is written to by the game
gfxWorld->shadowGeom[lightIdx].surfaceCount = gfxWorld->dpvs.staticSurfaceCount;
gfxWorld->shadowGeom[lightIdx].sortedSurfIndex = m_memory.Alloc<uint16_t>(gfxWorld->dpvs.staticSurfaceCount);
}
gfxWorld->lightRegion = m_memory.Alloc<GfxLightRegion>(gfxWorld->primaryLightCount);
for (unsigned int lightIdx = 0; lightIdx < gfxWorld->primaryLightCount; lightIdx++)
{
gfxWorld->lightRegion[lightIdx].hullCount = 0;
gfxWorld->lightRegion[lightIdx].hulls = nullptr;
}
unsigned int lightEntShadowVisSize = (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1) * 8192;
if (lightEntShadowVisSize != 0)
gfxWorld->primaryLightEntityShadowVis = m_memory.Alloc<unsigned int>(lightEntShadowVisSize);
else
gfxWorld->primaryLightEntityShadowVis = nullptr;
}
void GfxWorldLinker::loadLightGrid(GfxWorld* gfxWorld)
{
// the values in this code were chosen based on what looked correct when reverse engineering.
// 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;
gfxWorld->lightGrid.mins[2] = 0;
gfxWorld->lightGrid.maxs[0] = 200;
gfxWorld->lightGrid.maxs[1] = 200;
gfxWorld->lightGrid.maxs[2] = 50;
gfxWorld->lightGrid.rowAxis = 0; // default value
gfxWorld->lightGrid.colAxis = 1; // default value
gfxWorld->lightGrid.sunPrimaryLightIndex = BSPGameConstants::SUN_LIGHT_INDEX;
gfxWorld->lightGrid.offset = 0.0f; // default value
// 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);
// 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 < 0x10; i++) // set the lookup table to all 0
row->lookupTable[i] = 0;
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 sample positions
GfxLightGridEntry* entryArray = m_memory.Alloc<GfxLightGridEntry>(gfxWorld->lightGrid.entryCount);
for (unsigned int i = 0; i < gfxWorld->lightGrid.entryCount; i++)
{
entryArray[i].colorsIndex = 0; // always index first colour
entryArray[i].primaryLightIndex = BSPEditableConstants::DEFAULT_SURFACE_LIGHT;
entryArray[i].visibility = 0;
}
gfxWorld->lightGrid.entries = entryArray;
// 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 = nullptr;
gfxWorld->lightGrid.skyGridVolumeCount = 0;
gfxWorld->lightGrid.skyGridVolumes = nullptr;
}
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);
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 = 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;
gfxWorld->cells[0].maxs.x = gfxWorld->maxs.x;
gfxWorld->cells[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].maxs.z = gfxWorld->maxs.z;
// there is only 1 reflection probe
gfxWorld->cells[0].reflectionProbeCount = 1;
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
gfxWorld->cells[0].aabbTreeCount = 1;
gfxWorld->cells[0].aabbTree = m_memory.Alloc<GfxAabbTree>(gfxWorld->cells[0].aabbTreeCount);
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 = 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 smodelIdx = 0; smodelIdx < gfxWorld->dpvs.smodelCount; smodelIdx++)
{
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;
gfxWorld->cells[0].aabbTree[0].mins.z = gfxWorld->mins.z;
gfxWorld->cells[0].aabbTree[0].maxs.x = gfxWorld->maxs.x;
gfxWorld->cells[0].aabbTree[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].aabbTree[0].maxs.z = gfxWorld->maxs.z;
// 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 = nullptr;
}
void GfxWorldLinker::loadWorldBounds(GfxWorld* gfxWorld)
{
gfxWorld->mins.x = gfxWorld->dpvs.surfaces[0].bounds[0].x;
gfxWorld->mins.y = gfxWorld->dpvs.surfaces[0].bounds[0].y;
gfxWorld->mins.z = gfxWorld->dpvs.surfaces[0].bounds[0].z;
gfxWorld->maxs.x = gfxWorld->dpvs.surfaces[0].bounds[1].x;
gfxWorld->maxs.y = gfxWorld->dpvs.surfaces[0].bounds[1].y;
gfxWorld->maxs.z = gfxWorld->dpvs.surfaces[0].bounds[1].z;
for (int surfIdx = 0; surfIdx < gfxWorld->surfaceCount; surfIdx++)
{
BSPUtil::updateAABB(gfxWorld->dpvs.surfaces[surfIdx].bounds[0], gfxWorld->dpvs.surfaces[surfIdx].bounds[1], gfxWorld->mins, gfxWorld->maxs);
}
}
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
gfxWorld->modelCount = 1;
gfxWorld->models = m_memory.Alloc<GfxBrushModel>(gfxWorld->modelCount);
// first model is always the world model
gfxWorld->models[0].startSurfIndex = 0;
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;
gfxWorld->models[0].bounds[1].x = gfxWorld->maxs.x;
gfxWorld->models[0].bounds[1].y = gfxWorld->maxs.y;
gfxWorld->models[0].bounds[1].z = gfxWorld->maxs.z;
memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
// Other models aren't implemented yet
// Code kept for future use
// for (size_t i = 0; i < entityModelList.size(); i++)
//{
// auto currEntModel = &gfxWorld->models[i + 1];
// entModelBounds currEntModelBounds = entityModelList[i];
//
// currEntModel->startSurfIndex = 0;
// currEntModel->surfaceCount = -1; // -1 when it doesn't use map surfaces
// currEntModel->bounds[0].x = currEntModelBounds.mins.x;
// currEntModel->bounds[0].y = currEntModelBounds.mins.y;
// currEntModel->bounds[0].z = currEntModelBounds.mins.z;
// currEntModel->bounds[1].x = currEntModelBounds.maxs.x;
// currEntModel->bounds[1].y = currEntModelBounds.maxs.y;
// currEntModel->bounds[1].z = currEntModelBounds.maxs.z;
// memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
//}
}
void GfxWorldLinker::loadSunData(GfxWorld* gfxWorld)
{
// default values taken from mp_dig
gfxWorld->sunParse.fogTransitionTime = 0.001f;
gfxWorld->sunParse.name[0] = 0x00;
gfxWorld->sunParse.initWorldSun->control = 0;
gfxWorld->sunParse.initWorldSun->exposure = 2.5f;
gfxWorld->sunParse.initWorldSun->angles.x = -29.0f;
gfxWorld->sunParse.initWorldSun->angles.y = 254.0f;
gfxWorld->sunParse.initWorldSun->angles.z = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCd.x = 1.0f;
gfxWorld->sunParse.initWorldSun->sunCd.y = 0.89f;
gfxWorld->sunParse.initWorldSun->sunCd.z = 0.69f;
gfxWorld->sunParse.initWorldSun->sunCd.w = 13.5f;
gfxWorld->sunParse.initWorldSun->ambientColor.x = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.y = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.z = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.w = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.x = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.y = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.z = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.w = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.x = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.y = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.z = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.w = 0.0f;
gfxWorld->sunParse.initWorldFog->baseDist = 150.0f;
gfxWorld->sunParse.initWorldFog->baseHeight = -100.0f;
gfxWorld->sunParse.initWorldFog->fogColor.x = 2.35f;
gfxWorld->sunParse.initWorldFog->fogColor.y = 3.10f;
gfxWorld->sunParse.initWorldFog->fogColor.z = 3.84f;
gfxWorld->sunParse.initWorldFog->fogOpacity = 0.52f;
gfxWorld->sunParse.initWorldFog->halfDist = 4450.f;
gfxWorld->sunParse.initWorldFog->halfHeight = 2000.f;
gfxWorld->sunParse.initWorldFog->sunFogColor.x = 5.27f;
gfxWorld->sunParse.initWorldFog->sunFogColor.y = 4.73f;
gfxWorld->sunParse.initWorldFog->sunFogColor.z = 3.88f;
gfxWorld->sunParse.initWorldFog->sunFogInner = 0.0f;
gfxWorld->sunParse.initWorldFog->sunFogOpacity = 0.67f;
gfxWorld->sunParse.initWorldFog->sunFogOuter = 80.84f;
gfxWorld->sunParse.initWorldFog->sunFogPitch = -29.0f;
gfxWorld->sunParse.initWorldFog->sunFogYaw = 254.0f;
}
bool GfxWorldLinker::loadReflectionProbeData(GfxWorld* gfxWorld)
{
gfxWorld->draw.reflectionProbeCount = 1;
gfxWorld->draw.reflectionProbeTextures = m_memory.Alloc<GfxTexture>(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;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr;
std::string probeImageName = "reflection_probe0";
auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
if (probeImageAsset == nullptr)
{
con::error("ERROR! unable to find reflection probe image {}!", probeImageName);
return false;
}
gfxWorld->draw.reflectionProbes[0].reflectionImage = probeImageAsset->Asset();
return true;
}
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);
std::string secondaryTexture = "lightmap0_secondary";
auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
if (secondaryTextureAsset == nullptr)
{
con::error("ERROR! unable to find lightmap image {}!", secondaryTexture);
return false;
}
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::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) == nullptr)
{
con::warn("WARN: Unable to load the skybox xmodel {}!", skyBoxName);
}
// default skybox values from mp_dig
gfxWorld->skyDynIntensity.angle0 = 0.0f;
gfxWorld->skyDynIntensity.angle1 = 0.0f;
gfxWorld->skyDynIntensity.factor0 = 1.0f;
gfxWorld->skyDynIntensity.factor1 = 1.0f;
}
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 ragdolls are created, and dynEntClientWordCount[0] is the issue.
// 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] = 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] = nullptr;
gfxWorld->dpvsDyn.dynEntVisData[1][1] = nullptr;
gfxWorld->dpvsDyn.dynEntVisData[1][2] = nullptr;
unsigned int dynEntShadowVisCount = gfxWorld->dpvsDyn.dynEntClientCount[0] * (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1);
gfxWorld->primaryLightDynEntShadowVis[0] = m_memory.Alloc<unsigned int>(dynEntShadowVisCount);
gfxWorld->primaryLightDynEntShadowVis[1] = nullptr;
gfxWorld->sceneDynModel = m_memory.Alloc<GfxSceneDynModel>(gfxWorld->dpvsDyn.dynEntClientCount[0]);
gfxWorld->sceneDynBrush = nullptr;
}
bool GfxWorldLinker::loadOutdoors(GfxWorld* gfxWorld)
{
float xRecip = 1.0f / (gfxWorld->maxs.x - gfxWorld->mins.x);
float xScale = -(xRecip * gfxWorld->mins.x);
float yRecip = 1.0f / (gfxWorld->maxs.y - gfxWorld->mins.y);
float yScale = -(yRecip * gfxWorld->mins.y);
float zRecip = 1.0f / (gfxWorld->maxs.z - gfxWorld->mins.z);
float zScale = -(zRecip * gfxWorld->mins.z);
memset(gfxWorld->outdoorLookupMatrix, 0, sizeof(gfxWorld->outdoorLookupMatrix));
gfxWorld->outdoorLookupMatrix[0].x = xRecip;
gfxWorld->outdoorLookupMatrix[1].y = yRecip;
gfxWorld->outdoorLookupMatrix[2].z = zRecip;
gfxWorld->outdoorLookupMatrix[3].x = xScale;
gfxWorld->outdoorLookupMatrix[3].y = yScale;
gfxWorld->outdoorLookupMatrix[3].z = zScale;
gfxWorld->outdoorLookupMatrix[3].w = 1.0f;
std::string outdoorImageName = std::string("$outdoor");
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
if (outdoorImageAsset == nullptr)
{
con::error("ERROR! unable to find outdoor image $outdoor!");
return false;
}
gfxWorld->outdoorImage = outdoorImageAsset->Asset();
return true;
}
GfxWorld* GfxWorldLinker::linkGfxWorld(BSPData* bsp)
{
GfxWorld* gfxWorld = m_memory.Alloc<GfxWorld>();
gfxWorld->baseName = m_memory.Dup(bsp->name.c_str());
gfxWorld->name = m_memory.Dup(bsp->bspName.c_str());
// Default values taken from official maps
gfxWorld->lightingFlags = 0;
gfxWorld->lightingQuality = 4096;
cleanGfxWorld(gfxWorld);
if (!loadMapSurfaces(bsp, gfxWorld))
return nullptr;
loadXModels(bsp, gfxWorld);
if (!loadLightmapData(gfxWorld))
return nullptr;
loadSkyBox(bsp, gfxWorld);
if (!loadReflectionProbeData(gfxWorld))
return nullptr;
// world bounds are based on loaded surface mins/maxs
loadWorldBounds(gfxWorld);
if (!loadOutdoors(gfxWorld))
return nullptr;
// gfx cells depend on surface/smodel count
loadGfxCells(gfxWorld);
loadLightGrid(gfxWorld);
loadGfxLights(bsp, gfxWorld);
loadModels(gfxWorld);
loadSunData(gfxWorld);
loadDynEntData(gfxWorld);
return gfxWorld;
}
} // namespace BSP