forked from Mirrorlandia_minetest/irrlicht
336 lines
9.9 KiB
C++
336 lines
9.9 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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//
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// originally written by Murphy McCauley, see COCTLoader.h for details.
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//
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// COCTLoader by Murphy McCauley (February 2005)
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// An Irrlicht loader for OCT files
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//
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// See the header file for additional information including use and distribution rights.
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
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#include "COCTLoader.h"
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#include "CMeshTextureLoader.h"
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "os.h"
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#include "SAnimatedMesh.h"
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#include "SMeshBufferLightMap.h"
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#include "irrString.h"
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#include "ISceneManager.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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COCTLoader::COCTLoader(ISceneManager* smgr, io::IFileSystem* fs)
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: SceneManager(smgr), FileSystem(fs)
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{
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#ifdef _DEBUG
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setDebugName("COCTLoader");
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#endif
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if (FileSystem)
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FileSystem->grab();
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TextureLoader = new CMeshTextureLoader( FileSystem, SceneManager->getVideoDriver() );
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}
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//! destructor
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COCTLoader::~COCTLoader()
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{
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if (FileSystem)
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FileSystem->drop();
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}
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// Doesn't really belong here, but it's jammed in for now.
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void COCTLoader::OCTLoadLights(io::IReadFile* file, scene::ISceneNode * parent, f32 radius, f32 intensityScale, bool rewind)
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{
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if (rewind)
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file->seek(0);
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octHeader header;
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file->read(&header, sizeof(octHeader));
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file->seek(sizeof(octVert)*header.numVerts, true);
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file->seek(sizeof(octFace)*header.numFaces, true);
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file->seek(sizeof(octTexture)*header.numTextures, true);
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file->seek(sizeof(octLightmap)*header.numLightmaps, true);
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octLight * lights = new octLight[header.numLights];
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file->read(lights, header.numLights * sizeof(octLight));
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//TODO: Skip past my extended data just for good form
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for (u32 i = 0; i < header.numLights; i++)
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{
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const f32 intensity = lights[i].intensity * intensityScale;
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SceneManager->addLightSceneNode(parent, core::vector3df(lights[i].pos[0], lights[i].pos[2], lights[i].pos[1]),
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video::SColorf(lights[i].color[0] * intensity, lights[i].color[1] * intensity, lights[i].color[2] * intensity, 1.0f),
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radius);
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}
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* COCTLoader::createMesh(io::IReadFile* file)
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{
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if (!file)
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return 0;
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if ( getMeshTextureLoader() )
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getMeshTextureLoader()->setMeshFile(file);
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octHeader header;
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file->read(&header, sizeof(octHeader));
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octVert * verts = new octVert[header.numVerts];
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octFace * faces = new octFace[header.numFaces];
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octTexture * textures = new octTexture[header.numTextures];
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octLightmap * lightmaps = new octLightmap[header.numLightmaps];
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octLight * lights = new octLight[header.numLights];
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file->read(verts, sizeof(octVert) * header.numVerts);
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file->read(faces, sizeof(octFace) * header.numFaces);
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//TODO: Make sure id is in the legal range for Textures and Lightmaps
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u32 i;
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for (i = 0; i < header.numTextures; i++) {
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octTexture t;
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file->read(&t, sizeof(octTexture));
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textures[t.id] = t;
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}
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for (i = 0; i < header.numLightmaps; i++) {
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octLightmap t;
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file->read(&t, sizeof(octLightmap));
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lightmaps[t.id] = t;
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}
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file->read(lights, sizeof(octLight) * header.numLights);
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//TODO: Now read in my extended OCT header (flexible lightmaps and vertex normals)
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// This is the method Nikolaus Gebhardt used in the Q3 loader -- create a
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// meshbuffer for every possible combination of lightmap and texture including
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// a "null" texture and "null" lightmap. Ones that end up with nothing in them
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// will be removed later.
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SMesh * Mesh = new SMesh();
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for (i=0; i<(header.numTextures+1) * (header.numLightmaps+1); ++i)
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{
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scene::SMeshBufferLightMap* buffer = new scene::SMeshBufferLightMap();
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buffer->Material.MaterialType = video::EMT_LIGHTMAP;
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buffer->Material.Lighting = false;
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Mesh->addMeshBuffer(buffer);
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buffer->drop();
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}
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// Build the mesh buffers
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for (i = 0; i < header.numFaces; i++)
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{
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if (faces[i].numVerts < 3)
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continue;
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const f32* const a = verts[faces[i].firstVert].pos;
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const f32* const b = verts[faces[i].firstVert+1].pos;
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const f32* const c = verts[faces[i].firstVert+2].pos;
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const core::vector3df normal =
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core::plane3df(core::vector3df(a[0],a[1],a[2]), core::vector3df(b[0],c[1],c[2]), core::vector3df(c[0],c[1],c[2])).Normal;
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const u32 textureID = core::min_(s32(faces[i].textureID), s32(header.numTextures - 1)) + 1;
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const u32 lightmapID = core::min_(s32(faces[i].lightmapID),s32(header.numLightmaps - 1)) + 1;
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SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(lightmapID * (header.numTextures + 1) + textureID);
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const u32 base = meshBuffer->Vertices.size();
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// Add this face's verts
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u32 v;
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for (v = 0; v < faces[i].numVerts; ++v)
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{
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octVert * vv = &verts[faces[i].firstVert + v];
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video::S3DVertex2TCoords vert;
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vert.Pos.set(vv->pos[0], vv->pos[1], vv->pos[2]);
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vert.Color = video::SColor(0,255,255,255);
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vert.Normal.set(normal);
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if (textureID == 0)
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{
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// No texture -- just a lightmap. Thus, use lightmap coords for texture 1.
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// (the actual texture will be swapped later)
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vert.TCoords.set(vv->lc[0], vv->lc[1]);
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}
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else
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{
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vert.TCoords.set(vv->tc[0], vv->tc[1]);
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vert.TCoords2.set(vv->lc[0], vv->lc[1]);
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}
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meshBuffer->Vertices.push_back(vert);
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}
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// Now add the indices
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// This weird loop turns convex polygons into triangle strips.
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// I do it this way instead of a simple fan because it usually looks a lot better in wireframe, for example.
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// High, Low
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u32 h = faces[i].numVerts - 1;
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u32 l = 0;
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for (v = 0; v < faces[i].numVerts - 2; ++v)
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{
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const u32 center = (v & 1)? h - 1: l + 1;
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meshBuffer->Indices.push_back(base + h);
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meshBuffer->Indices.push_back(base + l);
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meshBuffer->Indices.push_back(base + center);
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if (v & 1)
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--h;
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else
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++l;
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}
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}
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// load textures
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core::array<video::ITexture*> tex;
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tex.reallocate(header.numTextures + 1);
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tex.push_back(0);
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for (i = 1; i < (header.numTextures + 1); i++)
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{
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tex.push_back( getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(textures[i-1].fileName) : NULL );
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}
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// prepare lightmaps
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core::array<video::ITexture*> lig;
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lig.set_used(header.numLightmaps + 1);
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lig[0] = 0;
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const u32 lightmapWidth = 128;
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const u32 lightmapHeight = 128;
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const core::dimension2d<u32> lmapsize(lightmapWidth, lightmapHeight);
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bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
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SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
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video::IImage* tmpImage = SceneManager->getVideoDriver()->createImage(video::ECF_R8G8B8, lmapsize);
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for (i = 1; i < (header.numLightmaps + 1); ++i)
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{
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core::stringc lightmapname = file->getFileName();
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lightmapname += ".lightmap.";
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lightmapname += (int)i;
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const octLightmap* lm = &lightmaps[i-1];
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for (u32 x=0; x<lightmapWidth; ++x)
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{
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for (u32 y=0; y<lightmapHeight; ++y)
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{
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tmpImage->setPixel(x, y,
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video::SColor(255,
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lm->data[x][y][2],
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lm->data[x][y][1],
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lm->data[x][y][0]));
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}
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}
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lig[i] = SceneManager->getVideoDriver()->addTexture(lightmapname.c_str(), tmpImage);
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}
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tmpImage->drop();
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SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
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// Free stuff
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delete [] verts;
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delete [] faces;
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delete [] textures;
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delete [] lightmaps;
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delete [] lights;
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// attach materials
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for (i = 0; i < header.numLightmaps + 1; i++)
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{
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for (u32 j = 0; j < header.numTextures + 1; j++)
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{
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u32 mb = i * (header.numTextures + 1) + j;
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SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(mb);
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meshBuffer->Material.setTexture(0, tex[j]);
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meshBuffer->Material.setTexture(1, lig[i]);
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if (meshBuffer->Material.getTexture(0) == 0)
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{
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// This material has no texture, so we'll just show the lightmap if there is one.
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// We swapped the texture coordinates earlier.
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meshBuffer->Material.setTexture(0, meshBuffer->Material.getTexture(1));
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meshBuffer->Material.setTexture(1, 0);
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}
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if (meshBuffer->Material.getTexture(1) == 0)
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{
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// If there is only one texture, it should be solid and lit.
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// Among other things, this way you can preview OCT lights.
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meshBuffer->Material.MaterialType = video::EMT_SOLID;
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meshBuffer->Material.Lighting = true;
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}
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}
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}
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// delete all buffers without geometry in it.
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i = 0;
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while(i < Mesh->MeshBuffers.size())
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{
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if (Mesh->MeshBuffers[i]->getVertexCount() == 0 ||
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Mesh->MeshBuffers[i]->getIndexCount() == 0 ||
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Mesh->MeshBuffers[i]->getMaterial().getTexture(0) == 0)
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{
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// Meshbuffer is empty -- drop it
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Mesh->MeshBuffers[i]->drop();
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Mesh->MeshBuffers.erase(i);
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}
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else
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{
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++i;
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}
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}
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// create bounding box
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for (i = 0; i < Mesh->MeshBuffers.size(); ++i)
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{
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Mesh->MeshBuffers[i]->recalculateBoundingBox();
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}
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Mesh->recalculateBoundingBox();
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// Set up an animated mesh to hold the mesh
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SAnimatedMesh* AMesh = new SAnimatedMesh();
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AMesh->Type = EAMT_OCT;
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AMesh->addMesh(Mesh);
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AMesh->recalculateBoundingBox();
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Mesh->drop();
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return AMesh;
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool COCTLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "oct" );
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}
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_OCT_LOADER_
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