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BSPParser.cpp
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#include "BSPParser.h"
#include "FileFormat/Structs.h"
#include "Displacements/Displacements.h"
#include "Errors/ParseError.hpp"
#include "Errors/TriangulationError.hpp"
#include <cstdlib>
#include <cstring>
#include <stdexcept>
#include <limits>
using namespace BSPStructs;
using namespace BSPEnums;
using namespace BSPErrors;
void CalcNormal(
const Vector* p0, const Vector* p1, const Vector* p2,
Vector* n
)
{
Vector edge0 = { p1->x - p0->x, p1->y - p0->y, p1->z - p0->z };
Vector edge1 = { p2->x - p0->x, p2->y - p0->y, p2->z - p0->z };
*n = edge1.Cross(edge0);
n->Normalise();
}
void CalcTangentBinormal(
const TexInfo* pTexInfo, const Plane* pPlane,
const Vector* n, Vector* t, Vector* b
)
{
Vector sAxis{ pTexInfo->textureVecs[0][0], pTexInfo->textureVecs[0][1], pTexInfo->textureVecs[0][2] };
Vector tAxis{ pTexInfo->textureVecs[1][0], pTexInfo->textureVecs[1][1], pTexInfo->textureVecs[1][2] };
*b = tAxis;
b->Normalise();
*t = n->Cross(*b);
t->Normalise();
*b = t->Cross(*n);
b->Normalise();
if (pPlane->normal.Dot(sAxis.Cross(tAxis)) > 0.0f) {
*t *= -1;
}
}
void BSPMap::ParseGameLumps()
{
const int32_t* pGameLumpHeader;
BSPParser::GetLumpPtr(
mpData, mDataSize,
mpHeader, LUMP::GAME_LUMP,
reinterpret_cast<const uint8_t**>(&pGameLumpHeader)
);
if (
*pGameLumpHeader < 0 ||
*pGameLumpHeader * sizeof(GameLump) + sizeof(int32_t) > mpHeader->lumps[static_cast<size_t>(LUMP::GAME_LUMP)].length
) {
throw ParseError("Number of game lumps exceeds the total size of the lump", LUMP::GAME_LUMP);
}
mNumGameLumps = *pGameLumpHeader;
mpGameLumps = reinterpret_cast<const GameLump*>(pGameLumpHeader + 1);
for (int i = 0; i < mNumGameLumps; i++) {
switch (mpGameLumps[i].id) {
case GameLumpID::DETAIL_PROPS:
break;
case GameLumpID::STATIC_PROPS: {
switch (mpGameLumps[i].version) {
case 4:
ParseStaticPropLump(mpGameLumps[i], &mpStaticPropsV4);
break;
case 5:
ParseStaticPropLump(mpGameLumps[i], &mpStaticPropsV5);
break;
case 6:
ParseStaticPropLump(mpGameLumps[i], &mpStaticPropsV6);
break;
// A non-standard version 7 static prop lump exists in the 2013 multiplayer SDK exclusively
// This may appear as either version 7 or 10, but is not compatible with other engine versions' v7 or v10 (thank you Valve)
case 7:
case 10:
ParseStaticPropLump(mpGameLumps[i], &mpStaticPropsV7Multiplayer2013);
break;
default:
throw ParseError((std::string("Unsupported static prop lump version ") + std::to_string(mpGameLumps[i].version)).c_str(), LUMP::GAME_LUMP);
}
break;
} default:
break;
}
}
}
bool BSPMap::IsFaceNodraw(const Face* pFace) const
{
return (
pFace->texInfo < 0 ||
(
mpTexInfos[pFace->texInfo].flags &
(
SURF::NODRAW |
SURF::SKIP |
SURF::TRIGGER
)
) != SURF::NONE
);
}
void BSPMap::FreeAll()
{
if (mpData != nullptr) {
free(mpData);
mpData = nullptr;
}
if (mpPositions != nullptr) {
free(mpPositions);
mpPositions = nullptr;
}
if (mpNormals != nullptr) {
free(mpNormals);
mpNormals = nullptr;
}
if (mpTangents != nullptr) {
free(mpTangents);
mpTangents = nullptr;
}
if (mpBinormals != nullptr) {
free(mpBinormals);
mpBinormals = nullptr;
}
if (mpUVs != nullptr) {
free(mpUVs);
mpUVs = nullptr;
}
if (mpAlphas != nullptr) {
free(mpAlphas);
mpAlphas = nullptr;
}
if (mpTexIndices != nullptr) {
free(mpTexIndices);
mpTexIndices = nullptr;
}
}
bool BSPMap::CalcUVs(
const int16_t texInfoIdx,
const Vector* const pos,
float* const pUVs
) const
{
if (texInfoIdx < 0 || texInfoIdx > mNumTexInfos) return false;
const TexInfo* pTexInfo = mpTexInfos + texInfoIdx;
if (pTexInfo->texData < 0 || pTexInfo->texData >= mNumTexDatas) return false;
const TexData* pTexData = mpTexDatas + pTexInfo->texData;
const float* s = pTexInfo->textureVecs[0];
const float* t = pTexInfo->textureVecs[1];
pUVs[0] = s[0] * pos->x + s[1] * pos->y + s[2] * pos->z + s[3];
pUVs[1] = t[0] * pos->x + t[1] * pos->y + t[2] * pos->z + t[3];
pUVs[0] /= static_cast<float>(pTexData->width);
pUVs[1] /= static_cast<float>(pTexData->height);
return true;
}
bool BSPMap::GetSurfEdgeVerts(const int32_t index, Vector* pVertA, Vector* pVertB) const
{
if (index < 0 || index >= mNumSurfEdges) return false;
int32_t edgeIdx = mpSurfEdges[index];
if (abs(edgeIdx) > mNumEdges) return false;
uint16_t iA = mpEdges[abs(edgeIdx)].vertices[0];
uint16_t iB = mpEdges[abs(edgeIdx)].vertices[1];
if (iA >= mNumVertices || iB >= mNumVertices) return false;
if (edgeIdx < 0) std::swap(iA, iB);
memcpy(pVertA, mpVertices + iA, sizeof(Vector));
if (pVertB != nullptr)
memcpy(pVertB, mpVertices + iB, sizeof(Vector));
return true;
}
void BSPMap::Triangulate()
{
using Displacement = Displacements::Displacement;
// Get worldspawn faces
const Face* firstFace = mpFaces + mpModels[0].firstFace;
int32_t numFaces = mpModels[0].numFaces;
// Calculate number of tris in the map
mNumTris = 0U;
for (const Face* pFace = firstFace; pFace < firstFace + numFaces; pFace++) {
if (IsFaceNodraw(pFace) || pFace->numEdges < 3) continue;
int16_t texIdx = pFace->texInfo;
if (texIdx < 0 || texIdx >= mNumTexInfos) continue;
int16_t dispIdx = pFace->dispInfo;
if (dispIdx < 0) { // Not a displacement
mNumTris += pFace->numEdges - 2;
} else {
if (dispIdx >= mNumDispInfos) {
throw TriangulationError("Displacement index is greater than the number of displacements");
}
int32_t size = 1 << mpDispInfos[dispIdx].power;
mNumTris += size * size * 2;
}
}
if (mNumTris == 0U) {
throw TriangulationError("Map has no triangles");
}
// malloc buffers
mpPositions = reinterpret_cast<Vector*>(malloc(sizeof(Vector) * 3U * mNumTris));
mpNormals = reinterpret_cast<Vector*>(malloc(sizeof(Vector) * 3U * mNumTris));
mpTangents = reinterpret_cast<Vector*>(malloc(sizeof(Vector) * 3U * mNumTris));
mpBinormals = reinterpret_cast<Vector*>(malloc(sizeof(Vector) * 3U * mNumTris));
mpUVs = reinterpret_cast<float*>(malloc(sizeof(float) * 2U * 3U * mNumTris));
mpAlphas = reinterpret_cast<float*>(malloc(sizeof(float) * 3U * mNumTris));
mpTexIndices = reinterpret_cast<int16_t*>(malloc(sizeof(int16_t) * mNumTris));
if (
mpPositions == nullptr ||
mpNormals == nullptr ||
mpTangents == nullptr ||
mpBinormals == nullptr ||
mpUVs == nullptr ||
mpAlphas == nullptr ||
mpTexIndices == nullptr
) {
FreeAll();
throw TriangulationError("Failed to allocate memory for triangle data");
}
// Generate vertices from displacements and smooth normals
std::vector<Displacement> displacements(mNumDispInfos);
for (int dispIdx = 0; dispIdx < mNumDispInfos; dispIdx++) {
const DispInfo* pDispInfo = mpDispInfos + dispIdx;
const Face* pFace = mpFaces + pDispInfo->mapFace;
Vector corners[4];
int32_t firstCorner = 0;
float firstCornerDist2 = std::numeric_limits<float>::max();
for (
int32_t surfEdgeIdx = pFace->firstEdge;
surfEdgeIdx < pFace->firstEdge + pFace->numEdges;
surfEdgeIdx++
) {
Vector vert;
if (!GetSurfEdgeVerts(surfEdgeIdx, &vert)) {
FreeAll();
throw TriangulationError("Failed to get surface edge vertices");
}
corners[surfEdgeIdx - pFace->firstEdge] = vert;
Vector distVec = pDispInfo->startPosition - vert;
float dist2 = distVec.Dot(distVec);
if (dist2 < firstCornerDist2) {
firstCorner = surfEdgeIdx - pFace->firstEdge;
firstCornerDist2 = dist2;
}
}
// Reorder corners
{
Vector tmpPoints[4];
for (int i = 0; i < 4; i++) {
tmpPoints[i] = corners[i];
}
for (int i = 0; i < 4; i++) {
corners[i] = tmpPoints[(i + firstCorner) % 4];
}
}
Displacement& disp = displacements[dispIdx];
disp.Init(pDispInfo);
Displacements::GenerateDispSurf(pDispInfo, mpDispVerts + pDispInfo->dispVertStart, corners, disp);
Displacements::GenerateDispSurfNormals(pDispInfo, disp);
Displacements::GenerateDispSurfTangentSpaces(
pDispInfo, mpPlanes + pFace->planeNum,
mpTexInfos + pFace->texInfo,
disp
);
float faceUVs[4][2];
for (int i = 0; i < 4; i++) {
CalcUVs(pFace->texInfo, corners + i, faceUVs[i]);
}
Displacements::GenerateDispSurfUVs(pDispInfo, faceUVs, disp);
}
try {
Displacements::SmoothNeighbouringDispSurfNormals(displacements);
} catch (const std::out_of_range& e) {
FreeAll();
throw TriangulationError(e.what());
}
// Offsets
size_t triIdx = 0U;
Vector* p0 = mpPositions;
Vector* p1 = mpPositions + 1U;
Vector* p2 = mpPositions + 2U;
Vector* n0 = mpNormals;
Vector* n1 = mpNormals + 1U;
Vector* n2 = mpNormals + 2U;
Vector* t0 = mpTangents;
Vector* t1 = mpTangents + 1U;
Vector* t2 = mpTangents + 2U;
Vector* b0 = mpBinormals;
Vector* b1 = mpBinormals + 1U;
Vector* b2 = mpBinormals + 2U;
float* uv0 = mpUVs;
float* uv1 = mpUVs + 2U;
float* uv2 = mpUVs + 4U;
float* a0 = mpAlphas;
float* a1 = mpAlphas + 1U;
float* a2 = mpAlphas + 2U;
// Read data into buffers
for (const Face* pFace = firstFace; pFace < firstFace + numFaces; pFace++) {
if (IsFaceNodraw(pFace) || pFace->numEdges < 3) continue;
// Get texture index
int16_t texIdx = pFace->texInfo;
if (texIdx < 0 || texIdx >= mNumTexInfos) continue;
// Get displacement index
int16_t dispIdx = pFace->dispInfo;
if (dispIdx < 0) { // Triangulate face
// Get root vertex
Vector root;
float rootUV[2];
GetSurfEdgeVerts(pFace->firstEdge, &root);
if (!CalcUVs(pFace->texInfo, &root, rootUV)) {
FreeAll();
throw TriangulationError("Failed to calculate root face UVs");
}
// For each edge (ignoring first and last)
for (
int32_t surfEdgeIdx = pFace->firstEdge + 1;
surfEdgeIdx < pFace->firstEdge + pFace->numEdges - 1;
surfEdgeIdx++
) {
// Add vertices to positions
*p0 = root;
if (
(mClockwise && !GetSurfEdgeVerts(surfEdgeIdx, p1, p2)) ||
(!mClockwise && !GetSurfEdgeVerts(surfEdgeIdx, p2, p1))
) {
FreeAll();
throw TriangulationError("Failed to get surface edge vertices");
}
// Calculate UVs
memcpy(uv0, rootUV, 2U * sizeof(float));
if (
!CalcUVs(texIdx, p1, uv1) ||
!CalcUVs(texIdx, p2, uv2)
) {
FreeAll();
throw TriangulationError("Failed to calculate face vertex UVs");
}
// Compute normal/tangent/bitangent
CalcNormal(p0, p1, p2, n0);
CalcTangentBinormal(
mpTexInfos + texIdx, mpPlanes + pFace->planeNum,
n0, t0, b0
);
*n1 = *n0;
*n2 = *n0;
*t1 = *t0;
*t2 = *t0;
*b1 = *b0;
*b2 = *b0;
*a0 = 1.f;
*a1 = 1.f;
*a2 = 1.f;
// Add texture index
mpTexIndices[triIdx] = texIdx;
// Increment
triIdx++;
p0 += 3U;
p1 += 3U;
p2 += 3U;
n0 += 3U;
n1 += 3U;
n2 += 3U;
t0 += 3U;
t1 += 3U;
t2 += 3U;
b0 += 3U;
b1 += 3U;
b2 += 3U;
uv0 += 3U * 2U;
uv1 += 3U * 2U;
uv2 += 3U * 2U;
a0 += 3U;
a1 += 3U;
a2 += 3U;
}
} else { // Triangulate displacement
const Displacement& disp = displacements[dispIdx];
int32_t size = 1 << disp.pInfo->power;
// Write tris
for (int32_t x = 0; x < size; x++) {
for (int32_t y = 0; y < size; y++) {
int32_t a = y * (size + 1) + x;
int32_t b = (y + 1) * (size + 1) + x;
int32_t c = (y + 1) * (size + 1) + (x + 1);
int32_t d = y * (size + 1) + (x + 1);
for (int tri = 0; tri < 2; tri++) {
int32_t i0 = a, i1 = tri == 0 ? b : c, i2 = tri == 0 ? c : d;
if (!mClockwise) std::swap(i1, i2);
*p0 = disp.verts[i0];
*p1 = disp.verts[i1];
*p2 = disp.verts[i2];
*n0 = disp.normals[i0];
*n1 = disp.normals[i1];
*n2 = disp.normals[i2];
*t0 = disp.tangents[i0];
*t1 = disp.tangents[i1];
*t2 = disp.tangents[i2];
*b0 = disp.binormals[i0];
*b1 = disp.binormals[i1];
*b2 = disp.binormals[i2];
memcpy(uv0, disp.uvs + i0 * 2, sizeof(float) * 2);
memcpy(uv1, disp.uvs + i1 * 2, sizeof(float) * 2);
memcpy(uv2, disp.uvs + i2 * 2, sizeof(float) * 2);
*a0 = disp.alphas[i0];
*a1 = disp.alphas[i1];
*a2 = disp.alphas[i2];
// Add texture index
mpTexIndices[triIdx] = texIdx;
// Increment
triIdx++;
p0 += 3U;
p1 += 3U;
p2 += 3U;
n0 += 3U;
n1 += 3U;
n2 += 3U;
t0 += 3U;
t1 += 3U;
t2 += 3U;
b0 += 3U;
b1 += 3U;
b2 += 3U;
uv0 += 3U * 2U;
uv1 += 3U * 2U;
uv2 += 3U * 2U;
a0 += 3U;
a1 += 3U;
a2 += 3U;
}
}
}
}
}
}
BSPMap::BSPMap(
const uint8_t* const pFileData, const size_t dataSize, const bool clockwise
) : mDataSize(dataSize), mClockwise(clockwise)
{
try {
if (pFileData == nullptr || dataSize == 0U) {
throw ParseError("File data is null or empty", BSPEnums::LUMP::NONE);
}
mpData = reinterpret_cast<uint8_t*>(malloc(dataSize));
if (mpData == nullptr) {
throw ParseError("Failed to allocate memory for file data copy", BSPEnums::LUMP::NONE);
}
memcpy(mpData, pFileData, dataSize);
BSPParser::ParseHeader(mpData, dataSize, &mpHeader);
if (mpHeader->version < 19 || mpHeader->version > 21) {
throw ParseError("Unsupported BSP version", BSPEnums::LUMP::NONE);
}
BSPParser::ParseArray(
mpData, dataSize,
mpHeader,
&mpVertices, &mNumVertices,
LUMP::VERTICES, MAX_MAP_VERTS
);
ParseLump(&mpPlanes, &mNumPlanes);
ParseLump(&mpEdges, &mNumEdges);
BSPParser::ParseArray(
mpData, dataSize,
mpHeader,
&mpSurfEdges, &mNumSurfEdges,
LUMP::SURFEDGES, MAX_MAP_SURFEDGES
);
ParseLump(&mpFaces, &mNumFaces);
ParseLump(&mpTexInfos, &mNumTexInfos);
ParseLump(&mpTexDatas, &mNumTexDatas);
BSPParser::ParseArray(
mpData, dataSize,
mpHeader,
&mpTexDataStringTable, &mNumTexDataStringTableEntries,
LUMP::TEXDATA_STRING_TABLE, MAX_MAP_TEXDATA_STRING_TABLE
);
BSPParser::ParseArray(
mpData, dataSize,
mpHeader,
&mpTexDataStringData, &mNumTexDataStringDatas,
LUMP::TEXDATA_STRING_DATA, MAX_MAP_TEXDATA_STRING_DATA
);
ParseLump(&mpModels, &mNumModels);
ParseLump(&mpDispInfos, &mNumDispInfos);
ParseLump(&mpDispVerts, &mNumDispVerts);
ParseGameLumps();
} catch (const ParseError& error) {
errorReason = error.what();
errorLump = error.lump;
free(mpData);
mpData = nullptr;
return;
}
try {
Triangulate();
} catch (const TriangulationError& error) {
errorReason = error.what();
return;
}
mIsValid = true;
}
BSPMap::~BSPMap()
{
FreeAll();
}
bool BSPMap::IsValid() const { return mIsValid; }
size_t BSPMap::GetNumTextures() const {
return mNumTexInfos;
}
BSPTexture BSPMap::GetTexture(const int16_t index) const
{
if (index < 0 || index >= mNumTexInfos)
throw std::out_of_range("Texture index out of bounds");
const TexInfo* pTexInfo = mpTexInfos + index;
if (pTexInfo->texData < 0 || pTexInfo->texData >= mNumTexDatas)
throw std::out_of_range("TexData index out of bounds");
const TexData* pTexData = mpTexDatas + pTexInfo->texData;
if (
pTexData->nameStringTableId < 0 ||
pTexData->nameStringTableId >= mNumTexDataStringTableEntries
) throw std::out_of_range("TexData string table index out of bounds");
BSPTexture ret{};
ret.flags = pTexInfo->flags;
ret.reflectivity = pTexData->reflectivity;
ret.path = mpTexDataStringData + mpTexDataStringTable[pTexData->nameStringTableId];
ret.width = pTexData->width;
ret.height = pTexData->height;
return ret;
}
size_t BSPMap::GetNumTris() const { return mNumTris; }
size_t BSPMap::GetNumVertices() const { return mNumTris * 3; }
const Vector* BSPMap::GetVertices() const { return mpPositions; }
const Vector* BSPMap::GetNormals() const { return mpNormals; }
const Vector* BSPMap::GetTangents() const { return mpTangents; }
const Vector* BSPMap::GetBinormals() const { return mpBinormals; }
const float* BSPMap::GetUVs() const { return mpUVs; }
const float* BSPMap::GetAlphas() const { return mpAlphas; }
const int16_t* BSPMap::GetTriTextures() const { return mpTexIndices; }
int32_t BSPMap::GetNumStaticProps() const { return mNumStaticProps; }
BSPStaticProp BSPMap::GetStaticProp(const int32_t index) const
{
switch (mStaticPropsVersion) {
case 4:
return GetStaticPropInternal(index, mpStaticPropsV4);
case 5:
return GetStaticPropInternal(index, mpStaticPropsV5);
case 6:
return GetStaticPropInternal(index, mpStaticPropsV6);
case 7:
return GetStaticPropInternal(index, mpStaticPropsV7Multiplayer2013);
default:
throw std::runtime_error("Unsupported static prop version");
}
}