/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* dependencies */ #include "q3map2.h" static bool g_autocaulk = false; static void autocaulk_write(){ Sys_FPrintf( SYS_VRB, "--- autocaulk_write ---\n" ); const auto filename = StringStream( source, ".caulk" ); Sys_Printf( "writing %s\n", filename.c_str() ); FILE* file = SafeOpenWrite( filename, "wt" ); int fslime = 0; ApplySurfaceParm( "slime", &fslime, NULL, NULL ); int flava = 0; ApplySurfaceParm( "lava", &flava, NULL, NULL ); // many setups have nodraw shader nonsolid, including vQ3; and nondrawnonsolid also... fall back to caulk in such case // it would be better to decide in Radiant, as it has configurable per game common shaders, but it has no solidity info const bool nodraw_is_solid = ShaderInfoForShader( "textures/common/nodraw" )->compileFlags & C_SOLID; for ( const brush_t& b : entities[0].brushes ) { fprintf( file, "%i ", b.brushNum ); const shaderInfo_t* contentShader = b.contentShader; const bool globalFog = ( contentShader->compileFlags & C_FOG ) && std::all_of( b.sides.cbegin(), b.sides.cend(), []( const side_t& side ){ return side.visibleHull.empty(); } ); for( const side_t& side : b.sides ){ if( !side.visibleHull.empty() || ( side.compileFlags & C_NODRAW ) || globalFog ){ fprintf( file, "-" ); } else if( contentShader->compileFlags & C_LIQUID ){ if( contentShader->contentFlags & flava ) fprintf( file, "l" ); else if( contentShader->contentFlags & fslime ) fprintf( file, "s" ); else fprintf( file, "w" ); } else if( b.compileFlags & C_TRANSLUCENT ){ if( contentShader->compileFlags & C_SOLID ) fprintf( file, nodraw_is_solid? "N" : "c" ); else fprintf( file, "n" ); } else{ fprintf( file, "c" ); } } fprintf( file, "\n" ); } fclose( file ); } /* ------------------------------------------------------------------------------- functions ------------------------------------------------------------------------------- */ /* ProcessAdvertisements() copies advertisement info into the BSP structures */ static void ProcessAdvertisements() { Sys_FPrintf( SYS_VRB, "--- ProcessAdvertisements ---\n" ); for ( const auto& e : entities ) { /* is an advertisement? */ if ( e.classname_is( "advertisement" ) ) { bspAdvertisement_t& ad = bspAds.emplace_back(); ad.cellId = e.intForKey( "cellId" ); // copy and clear the rest of memory // check for overflow by String64 const String64 modelKey( e.valueForKey( "model" ) ); strncpy( ad.model, modelKey, sizeof( ad.model ) ); const bspModel_t& adModel = bspModels[atoi( modelKey.c_str() + 1 )]; if ( adModel.numBSPSurfaces != 1 ) { Error( "Ad cell id %d has more than one surface.", ad.cellId ); } const bspDrawSurface_t& adSurface = bspDrawSurfaces[adModel.firstBSPSurface]; // store the normal for use at run time.. all ad verts are assumed to // have identical normals (because they should be a simple rectangle) // so just use the first vert's normal ad.normal = bspDrawVerts[adSurface.firstVert].normal; // store the ad quad for quick use at run time if ( adSurface.surfaceType == MST_PATCH ) { const int v0 = adSurface.firstVert + adSurface.patchHeight - 1; const int v1 = adSurface.firstVert + adSurface.numVerts - 1; const int v2 = adSurface.firstVert + adSurface.numVerts - adSurface.patchWidth; const int v3 = adSurface.firstVert; ad.rect[0] = bspDrawVerts[v0].xyz; ad.rect[1] = bspDrawVerts[v1].xyz; ad.rect[2] = bspDrawVerts[v2].xyz; ad.rect[3] = bspDrawVerts[v3].xyz; } else { Error( "Ad cell %d has an unsupported Ad Surface type.", ad.cellId ); } } } Sys_FPrintf( SYS_VRB, "%9zu in-game advertisements\n", bspAds.size() ); } /* SetCloneModelNumbers() - ydnar sets the model numbers for brush entities */ static void SetCloneModelNumbers(){ int models; char modelValue[ 16 ]; const char *value, *value2, *value3; /* start with 1 (worldspawn is model 0) */ models = 1; for ( std::size_t i = 1; i < entities.size(); ++i ) { /* only entities with brushes or patches get a model number */ if ( entities[ i ].brushes.empty() && entities[ i ].patches == NULL ) { continue; } /* is this a clone? */ if( entities[ i ].read_keyvalue( value, "_ins", "_instance", "_clone" ) ) continue; /* add the model key */ sprintf( modelValue, "*%d", models ); entities[ i ].setKeyValue( "model", modelValue ); /* increment model count */ models++; } /* fix up clones */ for ( std::size_t i = 1; i < entities.size(); ++i ) { /* only entities with brushes or patches get a model number */ if ( entities[ i ].brushes.empty() && entities[ i ].patches == NULL ) { continue; } /* isn't this a clone? */ if( !entities[ i ].read_keyvalue( value, "_ins", "_instance", "_clone" ) ) continue; /* find an entity with matching clone name */ for ( std::size_t j = 0; j < entities.size(); ++j ) { /* is this a clone parent? */ if ( !entities[ j ].read_keyvalue( value2, "_clonename" ) ) { continue; } /* do they match? */ if ( strEqual( value, value2 ) ) { /* get the model num */ if ( !entities[ j ].read_keyvalue( value3, "model" ) ) { Sys_Warning( "Cloned entity %s referenced entity without model\n", value2 ); continue; } models = atoi( &value3[ 1 ] ); /* add the model key */ sprintf( modelValue, "*%d", models ); entities[ i ].setKeyValue( "model", modelValue ); /* nuke the brushes/patches for this entity (fixme: leak!) */ brushlist_t *leak = new brushlist_t( std::move( entities[ i ].brushes ) ); // are brushes referenced elsewhere, so we do not nuke them really? entities[ i ].patches = NULL; } } } } /* FixBrushSides() - ydnar matches brushsides back to their appropriate drawsurface and shader */ static void FixBrushSides( const entity_t& e ){ /* note it */ Sys_FPrintf( SYS_VRB, "--- FixBrushSides ---\n" ); /* walk list of drawsurfaces */ for ( int i = e.firstDrawSurf; i < numMapDrawSurfs; ++i ) { /* get surface and try to early out */ const mapDrawSurface_t& ds = mapDrawSurfs[ i ]; if ( ds.outputNum < 0 ) { continue; } /* walk sideref list */ for ( const sideRef_t *sideRef = ds.sideRef; sideRef != NULL; sideRef = sideRef->next ) { /* get bsp brush side */ if ( sideRef->side == NULL || sideRef->side->outputNum < 0 ) { continue; } bspBrushSide_t& side = bspBrushSides[ sideRef->side->outputNum ]; /* set drawsurface */ side.surfaceNum = ds.outputNum; //% Sys_FPrintf( SYS_VRB, "DS: %7d Side: %7d ", ds.outputNum, sideRef->side->outputNum ); /* set shader */ if ( !strEqual( bspShaders[ side.shaderNum ].shader, ds.shaderInfo->shader ) ) { //% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", bspShaders[ side.shaderNum ].shader, ds.shaderInfo->shader ); side.shaderNum = EmitShader( ds.shaderInfo->shader, &ds.shaderInfo->contentFlags, &ds.shaderInfo->surfaceFlags ); } } } } /* ProcessWorldModel() creates a full bsp + surfaces for the worldspawn entity */ static void ProcessWorldModel( entity_t& e ){ const char *value; /* sets integer blockSize from worldspawn "_blocksize" key if it exists */ if( e.read_keyvalue( value, "_blocksize", "blocksize", "chopsize" ) ) { /* "chopsize" : sof2 */ /* scan 3 numbers */ const int s = sscanf( value, "%d %d %d", &blockSize[ 0 ], &blockSize[ 1 ], &blockSize[ 2 ] ); /* handle legacy case */ if ( s == 1 || s == 2 ) { blockSize[ 1 ] = blockSize[ 2 ] = blockSize[ 0 ]; } } Sys_Printf( "block size = { %d %d %d }\n", blockSize[ 0 ], blockSize[ 1 ], blockSize[ 2 ] ); /* sof2: ignore leaks? */ const bool ignoreLeaks = e.boolForKey( "_ignoreleaks", "ignoreleaks" ); /* begin worldspawn model */ BeginModel( e ); e.firstDrawSurf = 0; /* ydnar: gs mods */ ClearMetaTriangles(); /* check for patches with adjacent edges that need to lod together */ PatchMapDrawSurfs( e ); if ( debugClip ) { AddTriangleModels( e ); } /* build an initial bsp tree using all of the sides of all of the structural brushes */ facelist_t faces = MakeStructuralBSPFaceList( e.brushes ); tree_t tree = FaceBSP( faces ); MakeTreePortals( tree ); FilterStructuralBrushesIntoTree( e, tree ); /* see if the bsp is completely enclosed */ EFloodEntities leakStatus = FloodEntities( tree ); if ( ignoreLeaks && leakStatus == EFloodEntities::Leaked ) { leakStatus = EFloodEntities::Good; } const bool leaked = ( leakStatus != EFloodEntities::Good ); if( leaked ){ Leak_feedback( tree ); if ( leaktest ) { Sys_FPrintf( SYS_WRN, "--- MAP LEAKED, ABORTING LEAKTEST ---\n" ); exit( 0 ); } } if ( leakStatus != EFloodEntities::Empty ) { /* if no entities exist, this would accidentally the whole map, and that IS bad */ /* rebuild a better bsp tree using only the sides that are visible from the inside */ FillOutside( tree.headnode ); /* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */ ClipSidesIntoTree( e, tree ); /* build a visible face tree (same thing as the initial bsp tree but after reducing the faces) */ faces = MakeVisibleBSPFaceList( e.brushes ); FreeTree( tree ); tree = FaceBSP( faces ); MakeTreePortals( tree ); FilterStructuralBrushesIntoTree( e, tree ); if( g_autocaulk ){ autocaulk_write(); exit( 0 ); } /* flood again to discard portals in the void (also required for _skybox) */ FloodEntities( tree ); FillOutside( tree.headnode ); } /* save out information for visibility processing */ NumberClusters( tree ); if ( !leaked ) { WritePortalFile( tree ); } /* flood from entities */ FloodAreas( tree ); /* create drawsurfs for triangle models */ if ( !debugClip ) { AddTriangleModels( e ); } /* create drawsurfs for surface models */ AddEntitySurfaceModels( e ); /* generate bsp brushes from map brushes */ EmitBrushes( e.brushes, &e.firstBrush, &e.numBrushes ); /* add references to the detail brushes */ FilterDetailBrushesIntoTree( e, tree ); /* drawsurfs that cross fog boundaries will need to be split along the fog boundary */ if ( !nofog ) { FogDrawSurfaces( e ); } /* subdivide each drawsurf as required by shader tesselation */ if ( !nosubdivide ) { SubdivideFaceSurfaces( e ); } /* add in any vertexes required to fix t-junctions */ if ( !notjunc ) { FixTJunctions( e ); } /* ydnar: classify the surfaces */ ClassifyEntitySurfaces( e ); /* ydnar: project decals */ MakeEntityDecals( e ); /* ydnar: meta surfaces */ MakeEntityMetaTriangles( e ); SmoothMetaTriangles(); FixMetaTJunctions(); MergeMetaTriangles(); /* ydnar: debug portals */ if ( debugPortals ) { MakeDebugPortalSurfs( tree ); } /* ydnar: fog hull */ if ( e.read_keyvalue( value, "_foghull" ) ) { MakeFogHullSurfs( String64( "textures/", value ) ); } /* ydnar: bug 645: do flares for lights */ if( emitFlares ){ for ( const auto& light : entities ) { /* get light */ if ( light.classname_is( "light" ) ) { /* get flare shader */ const char *flareShader = NULL; if ( light.read_keyvalue( flareShader, "_flareshader" ) || light.boolForKey( "_flare" ) ) { /* get specifics */ const Vector3 origin( light.vectorForKey( "origin" ) ); Vector3 color( light.vectorForKey( "_color" ) ); const int lightStyle = light.intForKey( "_style", "style" ); Vector3 normal; /* handle directional spotlights */ if ( light.read_keyvalue( value, "target" ) ) { /* get target light */ const entity_t *target = FindTargetEntity( value ); if ( target != NULL ) { normal = VectorNormalized( target->vectorForKey( "origin" ) - origin ); } } else{ //% normal.set( 0 ); normal = -g_vector3_axis_z; } if ( colorsRGB ) { color[0] = Image_LinearFloatFromsRGBFloat( color[0] ); color[1] = Image_LinearFloatFromsRGBFloat( color[1] ); color[2] = Image_LinearFloatFromsRGBFloat( color[2] ); } /* create the flare surface (note shader defaults automatically) */ DrawSurfaceForFlare( e.mapEntityNum, origin, normal, color, flareShader, lightStyle ); } } } } /* add references to the final drawsurfs in the appropriate clusters */ FilterDrawsurfsIntoTree( e, tree ); /* match drawsurfaces back to original brushsides (sof2) */ FixBrushSides( e ); /* finish */ EndModel( e, tree.headnode ); FreeTree( tree ); } /* ProcessSubModel() creates bsp + surfaces for other brush models */ static void ProcessSubModel( entity_t& e ){ /* start a brush model */ BeginModel( e ); e.firstDrawSurf = numMapDrawSurfs; /* ydnar: gs mods */ ClearMetaTriangles(); /* check for patches with adjacent edges that need to lod together */ PatchMapDrawSurfs( e ); /* allocate a tree */ tree_t tree{}; tree.headnode = AllocNode(); tree.headnode->planenum = PLANENUM_LEAF; /* add the sides to the tree */ ClipSidesIntoTree( e, tree ); /* ydnar: create drawsurfs for triangle models */ AddTriangleModels( e ); /* create drawsurfs for surface models */ AddEntitySurfaceModels( e ); /* generate bsp brushes from map brushes */ EmitBrushes( e.brushes, &e.firstBrush, &e.numBrushes ); /* just put all the brushes in headnode */ tree.headnode->brushlist = e.brushes; /* subdivide each drawsurf as required by shader tesselation */ if ( !nosubdivide ) { SubdivideFaceSurfaces( e ); } /* add in any vertexes required to fix t-junctions */ if ( !notjunc ) { FixTJunctions( e ); } /* ydnar: classify the surfaces and project lightmaps */ ClassifyEntitySurfaces( e ); /* ydnar: project decals */ MakeEntityDecals( e ); /* ydnar: meta surfaces */ MakeEntityMetaTriangles( e ); SmoothMetaTriangles(); FixMetaTJunctions(); MergeMetaTriangles(); /* add references to the final drawsurfs in the appropriate clusters */ FilterDrawsurfsIntoTree( e, tree ); /* match drawsurfaces back to original brushsides (sof2) */ FixBrushSides( e ); /* finish */ EndModel( e, tree.headnode ); FreeTree( tree ); } /* ProcessModels() process world + other models into the bsp */ static void ProcessModels(){ /* preserve -v setting */ const bool oldVerbose = verbose; /* start a new bsp */ BeginBSPFile(); /* create map fogs */ CreateMapFogs(); /* walk entity list */ for ( size_t entityNum = 0; entityNum < entities.size(); ++entityNum ) { /* get entity */ entity_t& entity = entities[ entityNum ]; if ( entity.brushes.empty() && entity.patches == NULL ) { continue; } /* process the model */ Sys_FPrintf( SYS_VRB, "############### model %zu ###############\n", bspModels.size() ); if ( entityNum == 0 ) { ProcessWorldModel( entity ); } else{ ProcessSubModel( entity ); } /* potentially turn off the deluge of text */ verbose = verboseEntities; } /* restore -v setting */ verbose = oldVerbose; Sys_FPrintf( SYS_VRB, "%9zu bspModels in total\n", bspModels.size() ); /* write fogs */ EmitFogs(); /* vortex: emit meta stats */ EmitMetaStats(); } /* OnlyEnts() this is probably broken unless teamed with a radiant version that preserves entity order */ static void OnlyEnts( const char *filename ){ /* note it */ Sys_Printf( "--- OnlyEnts ---\n" ); const auto out = StringStream( source, ".bsp" ); LoadBSPFile( out ); ParseEntities(); const CopiedString save_cmdline( entities[ 0 ].valueForKey( "_q3map2_cmdline" ) ); const CopiedString save_version( entities[ 0 ].valueForKey( "_q3map2_version" ) ); const CopiedString save_gridsize( entities[ 0 ].valueForKey( "gridsize" ) ); entities.clear(); LoadShaderInfo(); LoadMapFile( filename, false, false ); SetModelNumbers(); SetLightStyles(); if ( !save_cmdline.empty() ) { entities[0].setKeyValue( "_q3map2_cmdline", save_cmdline.c_str() ); } if ( !save_version.empty() ) { entities[0].setKeyValue( "_q3map2_version", save_version.c_str() ); } if ( !save_gridsize.empty() ) { entities[0].setKeyValue( "gridsize", save_gridsize.c_str() ); } numBSPEntities = entities.size(); UnparseEntities(); WriteBSPFile( out ); } /* BSPMain() - ydnar handles creation of a bsp from a map file */ int BSPMain( Args& args ){ char tempSource[ 1024 ]; bool onlyents = false; if ( args.takeFront( "-bsp" ) ) { Sys_Printf( "-bsp argument unnecessary\n" ); } /* note it */ Sys_Printf( "--- BSP ---\n" ); doingBSP = true; mapDrawSurfs = safe_calloc( sizeof( mapDrawSurface_t ) * max_map_draw_surfs ); numMapDrawSurfs = 0; strClear( tempSource ); /* set standard game flags */ maxLMSurfaceVerts = g_game->maxLMSurfaceVerts; maxSurfaceVerts = g_game->maxSurfaceVerts; maxSurfaceIndexes = g_game->maxSurfaceIndexes; emitFlares = g_game->emitFlares; texturesRGB = g_game->texturesRGB; colorsRGB = g_game->colorsRGB; keepLights = g_game->keepLights; /* process arguments */ /* fixme: print more useful usage here */ if ( args.empty() ) { Error( "usage: q3map2 [options] mapfile" ); } const char *fileName = args.takeBack(); auto argsToInject = args.getVector(); { while ( args.takeArg( "-onlyents" ) ) { Sys_Printf( "Running entity-only compile\n" ); onlyents = true; } while ( args.takeArg( "-tempname" ) ) { strcpy( tempSource, args.takeNext() ); } while ( args.takeArg( "-nowater" ) ) { Sys_Printf( "Disabling water\n" ); nowater = true; } while ( args.takeArg( "-keeplights" ) ) { keepLights = true; Sys_Printf( "Leaving light entities on map after compile\n" ); } while ( args.takeArg( "-keepmodels" ) ) { keepModels = true; Sys_Printf( "Leaving misc_model entities on map after compile\n" ); } while ( args.takeArg( "-nodetail" ) ) { Sys_Printf( "Ignoring detail brushes\n" ); nodetail = true; } while ( args.takeArg( "-fulldetail" ) ) { Sys_Printf( "Turning detail brushes into structural brushes\n" ); fulldetail = true; } while ( args.takeArg( "-nofog" ) ) { Sys_Printf( "Fog volumes disabled\n" ); nofog = true; } while ( args.takeArg( "-nosubdivide" ) ) { Sys_Printf( "Disabling brush face subdivision\n" ); nosubdivide = true; } while ( args.takeArg( "-leaktest" ) ) { Sys_Printf( "Leaktest enabled\n" ); leaktest = true; } while ( args.takeArg( "-verboseentities" ) ) { Sys_Printf( "Verbose entities enabled\n" ); verboseEntities = true; } while ( args.takeArg( "-nocurves" ) ) { Sys_Printf( "Ignoring curved surfaces (patches)\n" ); noCurveBrushes = true; } while ( args.takeArg( "-notjunc" ) ) { Sys_Printf( "T-junction fixing disabled\n" ); notjunc = true; } while ( args.takeArg( "-fakemap" ) ) { Sys_Printf( "Generating fakemap.map\n" ); fakemap = true; } while ( args.takeArg( "-samplesize" ) ) { sampleSize = std::max( 1, atoi( args.takeNext() ) ); Sys_Printf( "Lightmap sample size set to %dx%d units\n", sampleSize, sampleSize ); } while ( args.takeArg( "-minsamplesize" ) ) { minSampleSize = std::max( 1, atoi( args.takeNext() ) ); Sys_Printf( "Minimum lightmap sample size set to %dx%d units\n", minSampleSize, minSampleSize ); } while ( args.takeArg( "-custinfoparms" ) ) { Sys_Printf( "Custom info parms enabled\n" ); useCustomInfoParms = true; } /* sof2 args */ while ( args.takeArg( "-rename" ) ) { Sys_Printf( "Appending _bsp suffix to misc_model shaders (SOF2)\n" ); renameModelShaders = true; } /* ydnar args */ while ( args.takeArg( "-ne" ) ) { normalEpsilon = atof( args.takeNext() ); Sys_Printf( "Normal epsilon set to %f\n", normalEpsilon ); } while ( args.takeArg( "-de" ) ) { distanceEpsilon = atof( args.takeNext() ); Sys_Printf( "Distance epsilon set to %f\n", distanceEpsilon ); } while ( args.takeArg( "-mv" ) ) { maxLMSurfaceVerts = std::max( 3, atoi( args.takeNext() ) ); value_maximize( maxSurfaceVerts, maxLMSurfaceVerts ); Sys_Printf( "Maximum lightmapped surface vertex count set to %d\n", maxLMSurfaceVerts ); } while ( args.takeArg( "-mi" ) ) { maxSurfaceIndexes = std::max( 3, atoi( args.takeNext() ) ); Sys_Printf( "Maximum per-surface index count set to %d\n", maxSurfaceIndexes ); } while ( args.takeArg( "-np" ) ) { npDegrees = std::max( 0.0, atof( args.takeNext() ) ); if ( npDegrees > 0.0f ) { Sys_Printf( "Forcing nonplanar surfaces with a breaking angle of %f degrees\n", npDegrees ); } } while ( args.takeArg( "-snap" ) ) { bevelSnap = std::max( 0, atoi( args.takeNext() ) ); if ( bevelSnap > 0 ) { Sys_Printf( "Snapping brush bevel planes to %d units\n", bevelSnap ); } } while ( args.takeArg( "-nohint" ) ) { Sys_Printf( "Hint brushes disabled\n" ); noHint = true; } while ( args.takeArg( "-flat" ) ) { Sys_Printf( "Flatshading enabled\n" ); flat = true; } while ( args.takeArg( "-celshader" ) ) { globalCelShader( "textures/", args.takeNext() ); Sys_Printf( "Global cel shader set to \"%s\"\n", globalCelShader.c_str() ); } while ( args.takeArg( "-meta" ) ) { Sys_Printf( "Creating meta surfaces from brush faces\n" ); meta = true; } while ( args.takeArg( "-metaadequatescore" ) ) { metaAdequateScore = std::max( -1, atoi( args.takeNext() ) ); if ( metaAdequateScore >= 0 ) { Sys_Printf( "Setting ADEQUATE meta score to %d (see surface_meta.c)\n", metaAdequateScore ); } } while ( args.takeArg( "-metagoodscore" ) ) { metaGoodScore = std::max( -1, atoi( args.takeNext() ) ); if ( metaGoodScore >= 0 ) { Sys_Printf( "Setting GOOD meta score to %d (see surface_meta.c)\n", metaGoodScore ); } } while ( args.takeArg( "-patchmeta" ) ) { Sys_Printf( "Creating meta surfaces from patches\n" ); patchMeta = true; } while ( args.takeArg( "-flares" ) ) { Sys_Printf( "Flare surfaces enabled\n" ); emitFlares = true; } while ( args.takeArg( "-noflares" ) ) { Sys_Printf( "Flare surfaces disabled\n" ); emitFlares = false; } while ( args.takeArg( "-skyfix" ) ) { Sys_Printf( "GL_CLAMP sky fix/hack/workaround enabled\n" ); skyFixHack = true; } while ( args.takeArg( "-debugsurfaces" ) ) { Sys_Printf( "emitting debug surfaces\n" ); debugSurfaces = true; } while ( args.takeArg( "-debuginset" ) ) { Sys_Printf( "Debug surface triangle insetting enabled\n" ); debugInset = true; } while ( args.takeArg( "-debugportals" ) ) { Sys_Printf( "Debug portal surfaces enabled\n" ); debugPortals = true; } while ( args.takeArg( "-debugclip" ) ) { Sys_Printf( "Debug model clip enabled\n" ); debugClip = true; } while ( args.takeArg( "-clipdepth" ) ) { clipDepthGlobal = atof( args.takeNext() ); Sys_Printf( "Model autoclip thickness set to %.3f\n", clipDepthGlobal ); } while ( args.takeArg( "-sRGBtex" ) ) { texturesRGB = true; Sys_Printf( "Textures are in sRGB\n" ); } while ( args.takeArg( "-nosRGBtex" ) ) { texturesRGB = false; Sys_Printf( "Textures are linear\n" ); } while ( args.takeArg( "-sRGBcolor" ) ) { colorsRGB = true; Sys_Printf( "Colors are in sRGB\n" ); } while ( args.takeArg( "-nosRGBcolor" ) ) { colorsRGB = false; Sys_Printf( "Colors are linear\n" ); } while ( args.takeArg( "-nosRGB" ) ) { texturesRGB = false; Sys_Printf( "Textures are linear\n" ); colorsRGB = false; Sys_Printf( "Colors are linear\n" ); } while ( args.takeArg( "-altsplit" ) ) { Sys_Printf( "Alternate BSP splitting (by 27) enabled\n" ); bspAlternateSplitWeights = true; } while ( args.takeArg( "-deep" ) ) { Sys_Printf( "Deep BSP tree generation enabled\n" ); deepBSP = true; } while ( args.takeArg( "-maxarea" ) ) { Sys_Printf( "Max Area face surface generation enabled\n" ); maxAreaFaceSurface = true; } while ( args.takeArg( "-noob" ) ) { Sys_Printf( "No oBs!\n" ); g_noob = true; } while ( args.takeArg( "-autocaulk" ) ) { Sys_Printf( "\trunning in autocaulk mode\n" ); g_autocaulk = true; } while( !args.empty() ) { Sys_Warning( "Unknown option \"%s\"\n", args.takeFront() ); } } /* copy source name */ strcpy( source, ExpandArg( fileName ) ); StripExtension( source ); /* ydnar: set default sample size */ SetDefaultSampleSize( sampleSize ); /* delete portal, line and surface files */ remove( StringStream( source, ".prt" ) ); remove( StringStream( source, ".lin" ) ); //% remove( StringStream( source, ".srf" ) ); /* ydnar */ /* if we are doing a full map, delete the last saved region map */ if ( !path_extension_is( fileName, "reg" ) ) remove( StringStream( source, ".reg" ) ); /* expand mapname */ StringOutputStream mapFileName( 256 ); if ( path_extension_is( fileName, "reg" ) || ( onlyents && path_extension_is( fileName, "ent" ) ) ) mapFileName << ExpandArg( fileName ); else mapFileName << PathExtensionless( ExpandArg( fileName ) ) << ".map"; /* if onlyents, just grab the entites and resave */ if ( onlyents ) { OnlyEnts( mapFileName ); return 0; } /* load shaders */ LoadShaderInfo(); /* load original file from temp spot in case it was renamed by the editor on the way in */ if ( !strEmpty( tempSource ) ) { LoadMapFile( tempSource, false, g_autocaulk ); } else{ LoadMapFile( mapFileName, false, g_autocaulk ); } /* div0: inject command line parameters */ InjectCommandLine( "-bsp", argsToInject ); /* ydnar: decal setup */ ProcessDecals(); /* ydnar: cloned brush model entities */ SetCloneModelNumbers(); /* process world and submodels */ ProcessModels(); /* set light styles from targetted light entities */ SetLightStyles(); /* process in game advertisements */ ProcessAdvertisements(); /* finish and write bsp */ EndBSPFile( true ); /* remove temp map source file if appropriate */ if ( !strEmpty( tempSource ) ) { remove( tempSource ); } /* return to sender */ return 0; }