Added material assignment in model view, citybuilder, and transalte scale and offset window to model view.

This commit is contained in:
Justin Marshall
2026-05-28 04:14:22 -07:00
parent a7e7e8edbc
commit 05d547a27b
20 changed files with 29018 additions and 17225 deletions
+197 -63
View File
@@ -14,6 +14,7 @@ This file is part of the IceTech GPL Source Code.
#include "qe3.h"
#include "CityBuilder.h"
#include "../../framework/DeclEntityDef.h"
extern int mapModified;
@@ -31,22 +32,26 @@ struct cityBounds_t {
idVec3 maxs;
};
static const float CITY_DEFAULT_HALF_SIZE = 4096.0f;
static const float CITY_MIN_SIZE = 3072.0f;
struct cityMesh_t {
idStr model;
idBounds bounds;
idVec3 size;
};
static const float CITY_DEFAULT_HALF_SIZE = 6144.0f;
static const float CITY_MIN_SIZE = 4096.0f;
static const float CITY_MAX_SIZE = 65536.0f;
static const float CITY_ROAD_PITCH = 1152.0f;
static const float CITY_ROAD_WIDTH = 256.0f;
static const float CITY_SIDEWALK_WIDTH = 80.0f;
static const float CITY_CURB_WIDTH = 12.0f;
static const float CITY_ROAD_PITCH = 1408.0f;
static const float CITY_ROAD_WIDTH = 384.0f;
static const float CITY_SIDEWALK_WIDTH = 128.0f;
static const float CITY_CURB_WIDTH = 16.0f;
static const float CITY_CEILING_HEIGHT = 1536.0f;
static const float CITY_TEXTURE_SIZE = 1024.0f;
static const float CITY_ROAD_TEXTURE_LENGTH = 512.0f;
static const float CITY_SIDEWALK_TEXTURE_LENGTH = 256.0f;
static const float CITY_BUILDING_TEXTURE_WIDTH = 256.0f;
static const float CITY_BUILDING_TEXTURE_HEIGHT = 384.0f;
static const float CITY_BUILDING_EDGE_SETBACK = 96.0f;
static const float CITY_BUILDING_LOT_SIZE = 640.0f;
static const float CITY_BUILDING_ALLEY = 56.0f;
static const float CITY_BUILDING_EDGE_SETBACK = 0.0f;
static const float CITY_BUILDING_ALLEY = 0.0f;
static const float CITY_MODEL_LOT_EXTRA = 64.0f;
static const float CITY_POINT_LIGHT_RADIUS = 300000.0f;
static const char* CITY_MAT_MARS_DIRT = "textures/mars_citybuilder/mars_dirt";
@@ -54,8 +59,8 @@ static const char* CITY_MAT_MARS_ROAD = "textures/mars_citybuilder/mars_road_dus
static const char* CITY_MAT_MARS_ROAD_EAST_WEST = "textures/mars_citybuilder/mars_road_dusty_center_east_west";
static const char* CITY_MAT_MARS_ROAD_INTERSECTION = "textures/mars_citybuilder/mars_road_dusty_intersection";
static const char* CITY_MAT_MARS_SIDEWALK = "textures/mars_citybuilder/mars_sidewalk_dusty";
static const char* CITY_MAT_MARS_BUILDING_01 = "textures/mars_citybuilder/mars_building_dark_01";
static const char* CITY_MAT_MARS_BUILDING_02 = "textures/mars_citybuilder/mars_building_dark_02";
static const char* CITY_MESH_DEF = "citybuilder_meshes";
static const char* CITY_FALLBACK_MESH = "models/offices/office.md5static";
static const idVec3 CITY_POINT_LIGHT_ORIGIN(-3200.0f, 3336.0f, 0.0f);
static const idVec3 CITY_POINT_LIGHT_COLOR(242.0f / 255.0f, 160.0f / 255.0f, 130.0f / 255.0f);
@@ -107,6 +112,30 @@ static float City_TexShift(float worldCoord, float scale) {
return shift;
}
static float City_TexShiftFloorXCenter(float worldCenter, float scale) {
if (scale == 0.0f) {
return 0.0f;
}
float shift = fmod(CITY_TEXTURE_SIZE * 0.5f - worldCenter / scale, CITY_TEXTURE_SIZE);
if (shift < 0.0f) {
shift += CITY_TEXTURE_SIZE;
}
return shift;
}
static float City_TexShiftFloorYCenter(float worldCenter, float scale) {
if (scale == 0.0f) {
return 0.0f;
}
float shift = fmod(CITY_TEXTURE_SIZE * 0.5f + worldCenter / scale, CITY_TEXTURE_SIZE);
if (shift < 0.0f) {
shift += CITY_TEXTURE_SIZE;
}
return shift;
}
static void City_SetTexdef(texdef_t& td, const char* material, float scale0 = 0.5f, float scale1 = 0.5f, float rotate = 0.0f, float shift0 = 0.0f, float shift1 = 0.0f) {
td.SetName(material);
td.shift[0] = shift0;
@@ -147,7 +176,7 @@ static idEditorBrush* City_AddVerticalRoadBrush(float x, float y0, float y1, con
const float scale1 = City_TexScale(CITY_ROAD_TEXTURE_LENGTH);
const idVec3 mins(x - roadHalf, y0, bounds.mins.z);
const idVec3 maxs(x + roadHalf, y1, bounds.mins.z + 8.0f);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD_EAST_WEST, scale0, scale1, 0.0f, City_TexShift(mins.x, scale0), City_TexShift(mins.y, scale1), stats);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD_EAST_WEST, scale0, scale1, 0.0f, City_TexShiftFloorXCenter(x, scale0), City_TexShift(maxs.y, scale1), stats);
}
static idEditorBrush* City_AddHorizontalRoadBrush(float x0, float x1, float y, const cityBounds_t& bounds, cityStats_t& stats) {
@@ -156,7 +185,7 @@ static idEditorBrush* City_AddHorizontalRoadBrush(float x0, float x1, float y, c
const float scale1 = City_TexScale(CITY_ROAD_WIDTH);
const idVec3 mins(x0, y - roadHalf, bounds.mins.z);
const idVec3 maxs(x1, y + roadHalf, bounds.mins.z + 8.0f);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD, scale0, scale1, 0.0f, City_TexShift(mins.x, scale0), City_TexShift(mins.y, scale1), stats);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD, scale0, scale1, 0.0f, City_TexShift(mins.x, scale0), City_TexShiftFloorYCenter(y, scale1), stats);
}
static idEditorBrush* City_AddIntersectionRoadBrush(float x, float y, const cityBounds_t& bounds, cityStats_t& stats) {
@@ -164,7 +193,7 @@ static idEditorBrush* City_AddIntersectionRoadBrush(float x, float y, const city
const float scale = City_TexScale(CITY_ROAD_WIDTH);
const idVec3 mins(x - roadHalf, y - roadHalf, bounds.mins.z);
const idVec3 maxs(x + roadHalf, y + roadHalf, bounds.mins.z + 8.0f);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD_INTERSECTION, scale, scale, 0.0f, City_TexShift(mins.x, scale), City_TexShift(mins.y, scale), stats);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_ROAD_INTERSECTION, scale, scale, 0.0f, City_TexShiftFloorXCenter(x, scale), City_TexShiftFloorYCenter(y, scale), stats);
}
static idEditorBrush* City_AddVerticalSidewalkBrush(float x0, float x1, float y0, float y1, const cityBounds_t& bounds, cityStats_t& stats) {
@@ -183,10 +212,11 @@ static idEditorBrush* City_AddHorizontalSidewalkBrush(float x0, float x1, float
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_SIDEWALK, scale0, scale1, 0.0f, City_TexShift(mins.x, scale0), City_TexShift(mins.y, scale1), stats);
}
static idEditorBrush* City_AddBuildingBrush(const idVec3& mins, const idVec3& maxs, const char* material, cityStats_t& stats) {
const float scale0 = City_TexScale(CITY_BUILDING_TEXTURE_WIDTH);
const float scale1 = City_TexScale(CITY_BUILDING_TEXTURE_HEIGHT);
return City_AddWorldBrushUV(mins, maxs, material, scale0, scale1, 0.0f, 0.0f, City_TexShift(mins.z, scale1), stats);
static idEditorBrush* City_AddSidewalkCornerBrush(float x0, float x1, float y0, float y1, const cityBounds_t& bounds, cityStats_t& stats) {
const float scale = City_TexScale(CITY_SIDEWALK_WIDTH);
const idVec3 mins(x0, y0, bounds.mins.z);
const idVec3 maxs(x1, y1, bounds.mins.z + 8.0f);
return City_AddWorldBrushUV(mins, maxs, CITY_MAT_MARS_SIDEWALK, scale, scale, 0.0f, City_TexShift(mins.x, scale), City_TexShift(maxs.y, scale), stats);
}
static void City_SetVecKey(idEditorEntity* ent, const char* key, const idVec3& value) {
@@ -219,6 +249,108 @@ static idEditorEntity* City_AddFixedEntity(const char* classname, const idVec3&
return ent;
}
static idEditorEntity* City_AddModelEntity(const cityMesh_t& mesh, const idVec3& origin, cityStats_t& stats) {
idEditorEntity* ent = idEditorEntity::Entity_New();
if (ent == NULL) {
return NULL;
}
ent->brushes.onext = ent->brushes.oprev = &ent->brushes;
ent->origin = origin;
ent->SetKeyValue("classname", "func_static");
ent->SetKeyValue("model", mesh.model.c_str());
City_SetVecKey(ent, "origin", origin);
ent->Entity_Name(false);
ent->Entity_PostParse(&active_brushes);
ent->Entity_AddToList(&entities);
g_qeglobals.d_num_entities++;
Undo_EndEntity(ent);
for (idEditorBrush* b = ent->brushes.onext; b != &ent->brushes; b = b->onext) {
b->Brush_Build();
Undo_EndBrush(b);
stats.brushes++;
}
stats.entities++;
stats.buildings++;
return ent;
}
static bool City_AddMeshToCatalog(const char* modelName, idList<cityMesh_t>& meshes) {
if (modelName == NULL || modelName[0] == '\0') {
return false;
}
idRenderModel* model = renderModelManager->FindModel(modelName);
if (model == NULL || model->IsDefaultModel()) {
common->Printf("Automatic City Builder: could not load mesh '%s'\n", modelName);
return false;
}
cityMesh_t& mesh = meshes.Alloc();
mesh.model = modelName;
mesh.bounds = model->Bounds(NULL);
mesh.size = mesh.bounds[1] - mesh.bounds[0];
if (mesh.size.x <= 0.0f) {
mesh.size.x = 1.0f;
}
if (mesh.size.y <= 0.0f) {
mesh.size.y = 1.0f;
}
if (mesh.size.z <= 0.0f) {
mesh.size.z = 1.0f;
}
return true;
}
static void City_LoadMeshCatalog(idList<cityMesh_t>& meshes) {
meshes.Clear();
const idDeclEntityDef* decl = static_cast<const idDeclEntityDef*>(declManager->FindType(DECL_ENTITYDEF, CITY_MESH_DEF, false));
if (decl != NULL) {
const idKeyValue* kv = decl->dict.MatchPrefix("mesh", NULL);
while (kv != NULL) {
City_AddMeshToCatalog(kv->GetValue().c_str(), meshes);
kv = decl->dict.MatchPrefix("mesh", kv);
}
}
if (meshes.Num() == 0) {
City_AddMeshToCatalog(CITY_FALLBACK_MESH, meshes);
}
}
static const cityMesh_t* City_ChooseMesh(const idList<cityMesh_t>& meshes, int blockX, int blockY, int lotX, int lotY) {
if (meshes.Num() == 0) {
return NULL;
}
return &meshes[City_Hash(blockX * 41 + lotX, blockY * 43 + lotY, 97) % meshes.Num()];
}
static float City_ModelLotSize(const idList<cityMesh_t>& meshes) {
float lotSize = 0.0f;
for (int i = 0; i < meshes.Num(); i++) {
float required = meshes[i].size.x;
if (meshes[i].size.y > required) {
required = meshes[i].size.y;
}
required += CITY_MODEL_LOT_EXTRA;
if (required > lotSize) {
lotSize = required;
}
}
if (lotSize <= 0.0f) {
lotSize = CITY_ROAD_PITCH;
}
return lotSize;
}
static float City_RequiredRoadPitch(const idList<cityMesh_t>& meshes) {
const float clearHalf = CITY_ROAD_WIDTH * 0.5f + CITY_SIDEWALK_WIDTH;
return City_ModelLotSize(meshes) + 2.0f * (CITY_BUILDING_EDGE_SETBACK + CITY_BUILDING_ALLEY + clearHalf);
}
static cityBounds_t City_GetTargetBounds() {
cityBounds_t bounds;
bounds.mins.Set(-CITY_DEFAULT_HALF_SIZE, -CITY_DEFAULT_HALF_SIZE, 0.0f);
@@ -335,6 +467,16 @@ static void City_AddHorizontalStreetEdges(float y, const cityBounds_t& bounds, c
City_AddHorizontalStreetEdges(y, x0, bounds.maxs.x, bounds, stats);
}
static void City_AddIntersectionSidewalkCorners(float x, float y, const cityBounds_t& bounds, cityStats_t& stats) {
const float roadHalf = CITY_ROAD_WIDTH * 0.5f;
const float sideHalf = roadHalf + CITY_SIDEWALK_WIDTH;
City_AddSidewalkCornerBrush(x - sideHalf, x - roadHalf, y - sideHalf, y - roadHalf, bounds, stats);
City_AddSidewalkCornerBrush(x + roadHalf, x + sideHalf, y - sideHalf, y - roadHalf, bounds, stats);
City_AddSidewalkCornerBrush(x - sideHalf, x - roadHalf, y + roadHalf, y + sideHalf, bounds, stats);
City_AddSidewalkCornerBrush(x + roadHalf, x + sideHalf, y + roadHalf, y + sideHalf, bounds, stats);
}
static void City_AddStreetSign(float x, float y, int avenue, int street, const cityBounds_t& bounds, cityStats_t& stats) {
const float z0 = bounds.mins.z;
const float poleX = x + CITY_ROAD_WIDTH * 0.5f + 44.0f;
@@ -346,10 +488,14 @@ static void City_AddStreetSign(float x, float y, int avenue, int street, const c
common->Printf("Automatic City Builder: street node A%i / S%i at %.0f %.0f\n", avenue + 1, street + 1, x, y);
}
static void City_AddRoads(const cityBounds_t& bounds, idList<float>& roadX, idList<float>& roadY, cityStats_t& stats) {
static void City_AddRoads(const cityBounds_t& bounds, const idList<cityMesh_t>& meshes, idList<float>& roadX, idList<float>& roadY, cityStats_t& stats) {
const float roadHalf = CITY_ROAD_WIDTH * 0.5f;
const int xRoads = City_ClampInt((int)((bounds.maxs.x - bounds.mins.x) / CITY_ROAD_PITCH), 2, 64);
const int yRoads = City_ClampInt((int)((bounds.maxs.y - bounds.mins.y) / CITY_ROAD_PITCH), 2, 64);
float roadPitch = City_RequiredRoadPitch(meshes);
if (roadPitch <= 0.0f) {
roadPitch = CITY_ROAD_PITCH;
}
const int xRoads = City_ClampInt((int)((bounds.maxs.x - bounds.mins.x) / roadPitch), 2, 64);
const int yRoads = City_ClampInt((int)((bounds.maxs.y - bounds.mins.y) / roadPitch), 2, 64);
const float xStep = (bounds.maxs.x - bounds.mins.x) / (float)xRoads;
const float yStep = (bounds.maxs.y - bounds.mins.y) / (float)yRoads;
@@ -386,6 +532,7 @@ static void City_AddRoads(const cityBounds_t& bounds, idList<float>& roadX, idLi
for (int x = 0; x < roadX.Num(); x++) {
for (int y = 0; y < roadY.Num(); y++) {
City_AddIntersectionRoadBrush(roadX[x], roadY[y], bounds, stats);
City_AddIntersectionSidewalkCorners(roadX[x], roadY[y], bounds, stats);
if (((x + y) & 1) == 0) {
City_AddStreetSign(roadX[x], roadY[y], x, y, bounds, stats);
}
@@ -428,27 +575,7 @@ static void City_AddDirtLots(const cityBounds_t& bounds, const idList<float>& ro
}
}
static const char* City_BuildingMaterial(int x, int y) {
static const char* materials[] = {
CITY_MAT_MARS_BUILDING_01,
CITY_MAT_MARS_BUILDING_02
};
return materials[City_Hash(x, y, 17) % (sizeof(materials) / sizeof(materials[0]))];
}
static void City_AddBuilding(float minX, float minY, float maxX, float maxY, float baseZ, int gx, int gy, cityStats_t& stats) {
const int floors = 2 + (City_Hash(gx, gy, 31) % 8);
const float z0 = baseZ + 8.0f;
const float z1 = z0 + 96.0f * floors + City_Random01(gx, gy, 23) * 64.0f;
idVec3 mins(minX, minY, z0);
idVec3 maxs(maxX, maxY, z1);
City_AddBuildingBrush(mins, maxs, City_BuildingMaterial(gx, gy), stats);
City_AddWorldBrush(idVec3(minX - 8.0f, minY - 8.0f, z1), idVec3(maxX + 8.0f, maxY + 8.0f, z1 + 16.0f), CITY_MAT_MARS_DIRT, stats);
stats.buildings++;
}
static void City_AddBlockBuildings(const cityBounds_t& bounds, float minX, float minY, float maxX, float maxY, int blockX, int blockY, cityStats_t& stats) {
static void City_AddBlockBuildings(const cityBounds_t& bounds, const idList<cityMesh_t>& meshes, float minX, float minY, float maxX, float maxY, int blockX, int blockY, cityStats_t& stats) {
minX += CITY_BUILDING_EDGE_SETBACK;
minY += CITY_BUILDING_EDGE_SETBACK;
maxX -= CITY_BUILDING_EDGE_SETBACK;
@@ -457,14 +584,20 @@ static void City_AddBlockBuildings(const cityBounds_t& bounds, float minX, float
return;
}
const int lotsX = City_ClampInt((int)((maxX - minX) / CITY_BUILDING_LOT_SIZE), 1, 2);
const int lotsY = City_ClampInt((int)((maxY - minY) / CITY_BUILDING_LOT_SIZE), 1, 2);
const float modelLotSize = City_ModelLotSize(meshes);
const int lotsX = City_ClampInt((int)((maxX - minX) / modelLotSize), 1, 2);
const int lotsY = City_ClampInt((int)((maxY - minY) / modelLotSize), 1, 2);
const float stepX = (maxX - minX) / (float)lotsX;
const float stepY = (maxY - minY) / (float)lotsY;
for (int y = 0; y < lotsY; y++) {
for (int x = 0; x < lotsX; x++) {
if ((City_Hash(blockX * 17 + x, blockY * 19 + y, 7) % 100) < 22) {
if ((City_Hash(blockX * 17 + x, blockY * 19 + y, 7) % 100) < 8) {
continue;
}
const cityMesh_t* mesh = City_ChooseMesh(meshes, blockX, blockY, x, y);
if (mesh == NULL) {
continue;
}
@@ -472,26 +605,25 @@ static void City_AddBlockBuildings(const cityBounds_t& bounds, float minX, float
float cellMinY = minY + y * stepY + CITY_BUILDING_ALLEY;
float cellMaxX = minX + (x + 1) * stepX - CITY_BUILDING_ALLEY;
float cellMaxY = minY + (y + 1) * stepY - CITY_BUILDING_ALLEY;
if (cellMaxX - cellMinX < 96.0f || cellMaxY - cellMinY < 96.0f) {
const float roomX = cellMaxX - cellMinX;
const float roomY = cellMaxY - cellMinY;
if (roomX < mesh->size.x + CITY_MODEL_LOT_EXTRA || roomY < mesh->size.y + CITY_MODEL_LOT_EXTRA) {
continue;
}
const float shrinkX = City_Random01(blockX * 31 + x, blockY * 37 + y, 11) * 24.0f;
const float shrinkY = City_Random01(blockX * 31 + x, blockY * 37 + y, 13) * 24.0f;
City_AddBuilding(
cellMinX + shrinkX,
cellMinY + shrinkY,
cellMaxX - shrinkX,
cellMaxY - shrinkY,
bounds.mins.z,
blockX * 10 + x,
blockY * 10 + y,
stats);
const float centerX = (cellMinX + cellMaxX) * 0.5f;
const float centerY = (cellMinY + cellMaxY) * 0.5f;
const idVec3 modelCenter = (mesh->bounds[0] + mesh->bounds[1]) * 0.5f;
idVec3 origin;
origin.x = centerX - modelCenter.x;
origin.y = centerY - modelCenter.y;
origin.z = bounds.mins.z + 8.0f - mesh->bounds[0].z;
City_AddModelEntity(*mesh, origin, stats);
}
}
}
static void City_AddBuildings(const cityBounds_t& bounds, const idList<float>& roadX, const idList<float>& roadY, cityStats_t& stats) {
static void City_AddBuildings(const cityBounds_t& bounds, const idList<float>& roadX, const idList<float>& roadY, const idList<cityMesh_t>& meshes, cityStats_t& stats) {
const float clearHalf = CITY_ROAD_WIDTH * 0.5f + CITY_SIDEWALK_WIDTH;
float y0 = bounds.mins.y;
@@ -501,7 +633,7 @@ static void City_AddBuildings(const cityBounds_t& bounds, const idList<float>& r
for (int x = 0; x <= roadX.Num(); x++) {
const float x1 = (x == roadX.Num()) ? bounds.maxs.x : roadX[x] - clearHalf;
City_AddBlockBuildings(bounds, x0, y0, x1, y1, x, y, stats);
City_AddBlockBuildings(bounds, meshes, x0, y0, x1, y1, x, y, stats);
if (x < roadX.Num()) {
x0 = roadX[x] + clearHalf;
@@ -548,12 +680,14 @@ void Radiant_GenerateAutomaticCity() {
idList<float> roadX;
idList<float> roadY;
idList<cityMesh_t> meshes;
const cityBounds_t bounds = City_GetTargetBounds();
City_LoadMeshCatalog(meshes);
Select_Deselect();
City_AddRoads(bounds, roadX, roadY, stats);
City_AddRoads(bounds, meshes, roadX, roadY, stats);
City_AddDirtLots(bounds, roadX, roadY, stats);
City_AddBuildings(bounds, roadX, roadY, stats);
City_AddBuildings(bounds, roadX, roadY, meshes, stats);
City_AddPlayerStart(bounds, stats);
City_AddPointLight(stats);