mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
489 lines
16 KiB
C
489 lines
16 KiB
C
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#ifndef __C_Q3_LEVEL_MESH_H_INCLUDED__
|
||
|
#define __C_Q3_LEVEL_MESH_H_INCLUDED__
|
||
|
|
||
|
#include "IQ3LevelMesh.h"
|
||
|
#include "IReadFile.h"
|
||
|
#include "IFileSystem.h"
|
||
|
#include "SMesh.h"
|
||
|
#include "SMeshBufferLightMap.h"
|
||
|
#include "IVideoDriver.h"
|
||
|
#include "irrString.h"
|
||
|
#include "ISceneManager.h"
|
||
|
#include "os.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
class CQ3LevelMesh : public IQ3LevelMesh
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! constructor
|
||
|
CQ3LevelMesh(io::IFileSystem* fs, scene::ISceneManager* smgr,
|
||
|
const quake3::Q3LevelLoadParameter &loadParam);
|
||
|
|
||
|
//! destructor
|
||
|
virtual ~CQ3LevelMesh();
|
||
|
|
||
|
//! loads a level from a .bsp-File. Also tries to load all
|
||
|
//! needed textures. Returns true if successful.
|
||
|
bool loadFile(io::IReadFile* file);
|
||
|
|
||
|
//! returns the amount of frames in milliseconds. If the amount
|
||
|
//! is 1, it is a static (=non animated) mesh.
|
||
|
virtual u32 getFrameCount() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Gets the default animation speed of the animated mesh.
|
||
|
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
||
|
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return FramesPerSecond;
|
||
|
}
|
||
|
|
||
|
//! Gets the frame count of the animated mesh.
|
||
|
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
||
|
The actual speed is set in the scene node the mesh is instantiated in.*/
|
||
|
virtual void setAnimationSpeed(f32 fps) _IRR_OVERRIDE_
|
||
|
{
|
||
|
FramesPerSecond=fps;
|
||
|
}
|
||
|
|
||
|
//! returns the animated mesh based on a detail level. 0 is the
|
||
|
//! lowest, 255 the highest detail. Note, that some Meshes will
|
||
|
//! ignore the detail level.
|
||
|
virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255,
|
||
|
s32 startFrameLoop=-1, s32 endFrameLoop=-1) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns an axis aligned bounding box of the mesh.
|
||
|
//! \return A bounding box of this mesh is returned.
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
|
||
|
|
||
|
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns the type of the animated mesh.
|
||
|
virtual E_ANIMATED_MESH_TYPE getMeshType() const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! loads the shader definition
|
||
|
void getShader( io::IReadFile* file );
|
||
|
|
||
|
//! loads the shader definition
|
||
|
virtual const quake3::IShader * getShader( const c8 * filename, bool fileNameIsValid=true ) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns a already loaded Shader
|
||
|
virtual const quake3::IShader * getShader( u32 index ) const _IRR_OVERRIDE_;
|
||
|
|
||
|
|
||
|
//! loads a configuration file
|
||
|
void getConfiguration( io::IReadFile* file );
|
||
|
//! get's an interface to the entities
|
||
|
virtual quake3::tQ3EntityList & getEntityList() _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns the requested brush entity
|
||
|
virtual IMesh* getBrushEntityMesh(s32 num) const _IRR_OVERRIDE_;
|
||
|
|
||
|
//! returns the requested brush entity
|
||
|
virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const _IRR_OVERRIDE_;
|
||
|
|
||
|
//Link to held meshes? ...
|
||
|
|
||
|
|
||
|
//! returns amount of mesh buffers.
|
||
|
virtual u32 getMeshBufferCount() const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//! returns pointer to a mesh buffer
|
||
|
virtual IMeshBuffer* getMeshBuffer(u32 nr) const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//! Returns pointer to a mesh buffer which fits a material
|
||
|
/** \param material: material to search for
|
||
|
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
|
||
|
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) _IRR_OVERRIDE_
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//! set the hardware mapping hint, for driver
|
||
|
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
||
|
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
|
||
|
|
||
|
void constructMesh();
|
||
|
void solveTJunction();
|
||
|
void loadTextures();
|
||
|
scene::SMesh** buildMesh(s32 num);
|
||
|
|
||
|
struct STexShader
|
||
|
{
|
||
|
video::ITexture* Texture;
|
||
|
s32 ShaderID;
|
||
|
};
|
||
|
|
||
|
core::array< STexShader > Tex;
|
||
|
core::array<video::ITexture*> Lightmap;
|
||
|
|
||
|
enum eLumps
|
||
|
{
|
||
|
kEntities = 0, // Stores player/object positions, etc...
|
||
|
kShaders = 1, // Stores texture information
|
||
|
kPlanes = 2, // Stores the splitting planes
|
||
|
kNodes = 3, // Stores the BSP nodes
|
||
|
kLeafs = 4, // Stores the leafs of the nodes
|
||
|
kLeafFaces = 5, // Stores the leaf's indices into the faces
|
||
|
kLeafBrushes = 6, // Stores the leaf's indices into the brushes
|
||
|
kModels = 7, // Stores the info of world models
|
||
|
kBrushes = 8, // Stores the brushes info (for collision)
|
||
|
kBrushSides = 9, // Stores the brush surfaces info
|
||
|
kVertices = 10, // Stores the level vertices
|
||
|
kMeshVerts = 11, // Stores the model vertices offsets
|
||
|
kFogs = 12, // Stores the shader files (blending, anims..)
|
||
|
kFaces = 13, // Stores the faces for the level
|
||
|
kLightmaps = 14, // Stores the lightmaps for the level
|
||
|
kLightGrid = 15, // Stores extra world lighting information
|
||
|
kVisData = 16, // Stores PVS and cluster info (visibility)
|
||
|
kLightArray = 17, // RBSP
|
||
|
kMaxLumps // A constant to store the number of lumps
|
||
|
};
|
||
|
|
||
|
enum eBspSurfaceType
|
||
|
{
|
||
|
BSP_MST_BAD,
|
||
|
BSP_MST_PLANAR,
|
||
|
BSP_MST_PATCH,
|
||
|
BSP_MST_TRIANGLE_SOUP,
|
||
|
BSP_MST_FLARE,
|
||
|
BSP_MST_FOLIAGE
|
||
|
|
||
|
};
|
||
|
|
||
|
struct tBSPHeader
|
||
|
{
|
||
|
s32 strID; // This should always be 'IBSP'
|
||
|
s32 version; // This should be 0x2e for Quake 3 files
|
||
|
};
|
||
|
tBSPHeader header;
|
||
|
|
||
|
struct tBSPLump
|
||
|
{
|
||
|
s32 offset;
|
||
|
s32 length;
|
||
|
};
|
||
|
|
||
|
|
||
|
struct tBSPVertex
|
||
|
{
|
||
|
f32 vPosition[3]; // (x, y, z) position.
|
||
|
f32 vTextureCoord[2]; // (u, v) texture coordinate
|
||
|
f32 vLightmapCoord[2]; // (u, v) lightmap coordinate
|
||
|
f32 vNormal[3]; // (x, y, z) normal vector
|
||
|
u8 color[4]; // RGBA color for the vertex
|
||
|
};
|
||
|
|
||
|
struct tBSPFace
|
||
|
{
|
||
|
s32 textureID; // The index into the texture array
|
||
|
s32 fogNum; // The index for the effects (or -1 = n/a)
|
||
|
s32 type; // 1=polygon, 2=patch, 3=mesh, 4=billboard
|
||
|
s32 vertexIndex; // The index into this face's first vertex
|
||
|
s32 numOfVerts; // The number of vertices for this face
|
||
|
s32 meshVertIndex; // The index into the first meshvertex
|
||
|
s32 numMeshVerts; // The number of mesh vertices
|
||
|
s32 lightmapID; // The texture index for the lightmap
|
||
|
s32 lMapCorner[2]; // The face's lightmap corner in the image
|
||
|
s32 lMapSize[2]; // The size of the lightmap section
|
||
|
f32 lMapPos[3]; // The 3D origin of lightmap.
|
||
|
f32 lMapBitsets[2][3]; // The 3D space for s and t unit vectors.
|
||
|
f32 vNormal[3]; // The face normal.
|
||
|
s32 size[2]; // The bezier patch dimensions.
|
||
|
};
|
||
|
|
||
|
struct tBSPTexture
|
||
|
{
|
||
|
c8 strName[64]; // The name of the texture w/o the extension
|
||
|
u32 flags; // The surface flags (unknown)
|
||
|
u32 contents; // The content flags (unknown)
|
||
|
};
|
||
|
|
||
|
struct tBSPLightmap
|
||
|
{
|
||
|
u8 imageBits[128][128][3]; // The RGB data in a 128x128 image
|
||
|
};
|
||
|
|
||
|
struct tBSPNode
|
||
|
{
|
||
|
s32 plane; // The index into the planes array
|
||
|
s32 front; // The child index for the front node
|
||
|
s32 back; // The child index for the back node
|
||
|
s32 mins[3]; // The bounding box min position.
|
||
|
s32 maxs[3]; // The bounding box max position.
|
||
|
};
|
||
|
|
||
|
struct tBSPLeaf
|
||
|
{
|
||
|
s32 cluster; // The visibility cluster
|
||
|
s32 area; // The area portal
|
||
|
s32 mins[3]; // The bounding box min position
|
||
|
s32 maxs[3]; // The bounding box max position
|
||
|
s32 leafface; // The first index into the face array
|
||
|
s32 numOfLeafFaces; // The number of faces for this leaf
|
||
|
s32 leafBrush; // The first index for into the brushes
|
||
|
s32 numOfLeafBrushes; // The number of brushes for this leaf
|
||
|
};
|
||
|
|
||
|
struct tBSPPlane
|
||
|
{
|
||
|
f32 vNormal[3]; // Plane normal.
|
||
|
f32 d; // The plane distance from origin
|
||
|
};
|
||
|
|
||
|
struct tBSPVisData
|
||
|
{
|
||
|
s32 numOfClusters; // The number of clusters
|
||
|
s32 bytesPerCluster; // Bytes (8 bits) in the cluster's bitset
|
||
|
c8 *pBitsets; // Array of bytes holding the cluster vis.
|
||
|
};
|
||
|
|
||
|
struct tBSPBrush
|
||
|
{
|
||
|
s32 brushSide; // The starting brush side for the brush
|
||
|
s32 numOfBrushSides; // Number of brush sides for the brush
|
||
|
s32 textureID; // The texture index for the brush
|
||
|
};
|
||
|
|
||
|
struct tBSPBrushSide
|
||
|
{
|
||
|
s32 plane; // The plane index
|
||
|
s32 textureID; // The texture index
|
||
|
};
|
||
|
|
||
|
struct tBSPModel
|
||
|
{
|
||
|
f32 min[3]; // The min position for the bounding box
|
||
|
f32 max[3]; // The max position for the bounding box.
|
||
|
s32 faceIndex; // The first face index in the model
|
||
|
s32 numOfFaces; // The number of faces in the model
|
||
|
s32 brushIndex; // The first brush index in the model
|
||
|
s32 numOfBrushes; // The number brushes for the model
|
||
|
};
|
||
|
|
||
|
struct tBSPFog
|
||
|
{
|
||
|
c8 shader[64]; // The name of the shader file
|
||
|
s32 brushIndex; // The brush index for this shader
|
||
|
s32 visibleSide; // the brush side that ray tests need to clip against (-1 == none
|
||
|
};
|
||
|
core::array < STexShader > FogMap;
|
||
|
|
||
|
struct tBSPLights
|
||
|
{
|
||
|
u8 ambient[3]; // This is the ambient color in RGB
|
||
|
u8 directional[3]; // This is the directional color in RGB
|
||
|
u8 direction[2]; // The direction of the light: [phi,theta]
|
||
|
};
|
||
|
|
||
|
void loadTextures (tBSPLump* l, io::IReadFile* file); // Load the textures
|
||
|
void loadLightmaps (tBSPLump* l, io::IReadFile* file); // Load the lightmaps
|
||
|
void loadVerts (tBSPLump* l, io::IReadFile* file); // Load the vertices
|
||
|
void loadFaces (tBSPLump* l, io::IReadFile* file); // Load the faces
|
||
|
void loadPlanes (tBSPLump* l, io::IReadFile* file); // Load the Planes of the BSP
|
||
|
void loadNodes (tBSPLump* l, io::IReadFile* file); // load the Nodes of the BSP
|
||
|
void loadLeafs (tBSPLump* l, io::IReadFile* file); // load the Leafs of the BSP
|
||
|
void loadLeafFaces (tBSPLump* l, io::IReadFile* file); // load the Faces of the Leafs of the BSP
|
||
|
void loadVisData (tBSPLump* l, io::IReadFile* file); // load the visibility data of the clusters
|
||
|
void loadEntities (tBSPLump* l, io::IReadFile* file); // load the entities
|
||
|
void loadModels (tBSPLump* l, io::IReadFile* file); // load the models
|
||
|
void loadMeshVerts (tBSPLump* l, io::IReadFile* file); // load the mesh vertices
|
||
|
void loadBrushes (tBSPLump* l, io::IReadFile* file); // load the brushes of the BSP
|
||
|
void loadBrushSides (tBSPLump* l, io::IReadFile* file); // load the brushsides of the BSP
|
||
|
void loadLeafBrushes(tBSPLump* l, io::IReadFile* file); // load the brushes of the leaf
|
||
|
void loadFogs (tBSPLump* l, io::IReadFile* file); // load the shaders
|
||
|
|
||
|
//bi-quadratic bezier patches
|
||
|
void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
|
||
|
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
|
||
|
|
||
|
void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
|
||
|
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
|
||
|
|
||
|
struct S3DVertex2TCoords_64
|
||
|
{
|
||
|
core::vector3d<f64> Pos;
|
||
|
core::vector3d<f64> Normal;
|
||
|
video::SColorf Color;
|
||
|
core::vector2d<f64> TCoords;
|
||
|
core::vector2d<f64> TCoords2;
|
||
|
|
||
|
void copy( video::S3DVertex2TCoords &dest ) const;
|
||
|
|
||
|
S3DVertex2TCoords_64() {}
|
||
|
S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color,
|
||
|
const core::vector2d<f64>& tcoords, const core::vector2d<f64>& tcoords2)
|
||
|
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords), TCoords2(tcoords2) {}
|
||
|
|
||
|
S3DVertex2TCoords_64 getInterpolated_quadratic(const S3DVertex2TCoords_64& v2,
|
||
|
const S3DVertex2TCoords_64& v3, const f64 d) const
|
||
|
{
|
||
|
return S3DVertex2TCoords_64 (
|
||
|
Pos.getInterpolated_quadratic ( v2.Pos, v3.Pos, d ),
|
||
|
Normal.getInterpolated_quadratic ( v2.Normal, v3.Normal, d ),
|
||
|
Color.getInterpolated_quadratic ( v2.Color, v3.Color, (f32) d ),
|
||
|
TCoords.getInterpolated_quadratic ( v2.TCoords, v3.TCoords, d ),
|
||
|
TCoords2.getInterpolated_quadratic ( v2.TCoords2, v3.TCoords2, d ));
|
||
|
}
|
||
|
};
|
||
|
|
||
|
inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
|
||
|
s32 vertexcolor ) const;
|
||
|
void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
|
||
|
|
||
|
|
||
|
struct SBezier
|
||
|
{
|
||
|
SMeshBufferLightMap *Patch;
|
||
|
S3DVertex2TCoords_64 control[9];
|
||
|
|
||
|
void tesselate(s32 level);
|
||
|
|
||
|
private:
|
||
|
core::array<S3DVertex2TCoords_64> column[3];
|
||
|
};
|
||
|
SBezier Bezier;
|
||
|
|
||
|
quake3::Q3LevelLoadParameter LoadParam;
|
||
|
|
||
|
tBSPLump Lumps[kMaxLumps];
|
||
|
|
||
|
tBSPTexture* Textures;
|
||
|
s32 NumTextures;
|
||
|
|
||
|
tBSPLightmap* LightMaps;
|
||
|
s32 NumLightMaps;
|
||
|
|
||
|
tBSPVertex* Vertices;
|
||
|
s32 NumVertices;
|
||
|
|
||
|
tBSPFace* Faces;
|
||
|
s32 NumFaces;
|
||
|
|
||
|
tBSPModel* Models;
|
||
|
s32 NumModels;
|
||
|
|
||
|
tBSPPlane* Planes;
|
||
|
s32 NumPlanes;
|
||
|
|
||
|
tBSPNode* Nodes;
|
||
|
s32 NumNodes;
|
||
|
|
||
|
tBSPLeaf* Leafs;
|
||
|
s32 NumLeafs;
|
||
|
|
||
|
s32 *LeafFaces;
|
||
|
s32 NumLeafFaces;
|
||
|
|
||
|
s32 *MeshVerts; // The vertex offsets for a mesh
|
||
|
s32 NumMeshVerts;
|
||
|
|
||
|
tBSPBrush* Brushes;
|
||
|
s32 NumBrushes;
|
||
|
|
||
|
scene::SMesh** BrushEntities;
|
||
|
|
||
|
scene::SMesh* Mesh[quake3::E_Q3_MESH_SIZE];
|
||
|
video::IVideoDriver* Driver;
|
||
|
core::stringc LevelName;
|
||
|
io::IFileSystem* FileSystem; // needs because there are no file extenstions stored in .bsp files.
|
||
|
|
||
|
// Additional content
|
||
|
scene::ISceneManager* SceneManager;
|
||
|
enum eToken
|
||
|
{
|
||
|
Q3_TOKEN_UNRESOLVED = 0,
|
||
|
Q3_TOKEN_EOF = 1,
|
||
|
Q3_TOKEN_START_LIST,
|
||
|
Q3_TOKEN_END_LIST,
|
||
|
Q3_TOKEN_ENTITY,
|
||
|
Q3_TOKEN_TOKEN,
|
||
|
Q3_TOKEN_EOL,
|
||
|
Q3_TOKEN_COMMENT,
|
||
|
Q3_TOKEN_MATH_DIVIDE,
|
||
|
Q3_TOKEN_MATH_ADD,
|
||
|
Q3_TOKEN_MATH_MULTIPY
|
||
|
};
|
||
|
struct SQ3Parser
|
||
|
{
|
||
|
const c8 *source;
|
||
|
u32 sourcesize;
|
||
|
u32 index;
|
||
|
core::stringc token;
|
||
|
eToken tokenresult;
|
||
|
};
|
||
|
SQ3Parser Parser;
|
||
|
|
||
|
|
||
|
typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList, eToken token );
|
||
|
void parser_parse( const void * data, u32 size, tParserCallback callback );
|
||
|
void parser_nextToken();
|
||
|
|
||
|
void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const;
|
||
|
|
||
|
void scriptcallback_entity( quake3::SVarGroupList *& grouplist, eToken token );
|
||
|
void scriptcallback_shader( quake3::SVarGroupList *& grouplist, eToken token );
|
||
|
void scriptcallback_config( quake3::SVarGroupList *& grouplist, eToken token );
|
||
|
|
||
|
core::array < quake3::IShader > Shader;
|
||
|
core::array < quake3::IShader > Entity; //quake3::tQ3EntityList Entity;
|
||
|
|
||
|
|
||
|
quake3::tStringList ShaderFile;
|
||
|
void InitShader();
|
||
|
void ReleaseShader();
|
||
|
void ReleaseEntity();
|
||
|
|
||
|
|
||
|
s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const;
|
||
|
s32 setShaderFogMaterial( video::SMaterial &material, const tBSPFace * face ) const;
|
||
|
|
||
|
struct SToBuffer
|
||
|
{
|
||
|
s32 takeVertexColor;
|
||
|
u32 index;
|
||
|
};
|
||
|
|
||
|
void cleanMeshes();
|
||
|
void cleanMesh(SMesh *m, const bool texture0important = false);
|
||
|
void cleanLoader ();
|
||
|
void calcBoundingBoxes();
|
||
|
c8 buf[128];
|
||
|
f32 FramesPerSecond;
|
||
|
};
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
|