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https://github.com/minetest/irrlicht.git
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ee3579015b
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6255 dfc29bdd-3216-0410-991c-e03cc46cb475
488 lines
15 KiB
C++
488 lines
15 KiB
C++
// 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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#ifndef IRR_C_Q3_LEVEL_MESH_H_INCLUDED
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#define IRR_C_Q3_LEVEL_MESH_H_INCLUDED
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#include "IQ3LevelMesh.h"
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#include "IReadFile.h"
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#include "IFileSystem.h"
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#include "SMesh.h"
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#include "SMeshBufferLightMap.h"
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#include "IVideoDriver.h"
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#include "irrString.h"
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#include "ISceneManager.h"
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#include "os.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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class CQ3LevelMesh : public IQ3LevelMesh
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{
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public:
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//! constructor
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CQ3LevelMesh(io::IFileSystem* fs, scene::ISceneManager* smgr,
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const quake3::Q3LevelLoadParameter &loadParam);
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//! destructor
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virtual ~CQ3LevelMesh();
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//! loads a level from a .bsp-File. Also tries to load all
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//! needed textures. Returns true if successful.
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bool loadFile(io::IReadFile* file);
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//! returns the amount of frames in milliseconds. If the amount
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//! is 1, it is a static (=non animated) mesh.
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virtual u32 getFrameCount() const IRR_OVERRIDE;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const IRR_OVERRIDE
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{
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return FramesPerSecond;
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}
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE
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{
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FramesPerSecond=fps;
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}
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//! returns the animated mesh based on a detail level. 0 is the
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//! lowest, 255 the highest detail. Note, that some Meshes will
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//! ignore the detail level.
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virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255,
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s32 startFrameLoop=-1, s32 endFrameLoop=-1) IRR_OVERRIDE;
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//! Returns an axis aligned bounding box of the mesh.
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//! \return A bounding box of this mesh is returned.
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE;
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
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//! loads the shader definition
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void getShader( io::IReadFile* file );
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//! loads the shader definition
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virtual const quake3::IShader * getShader( const c8 * filename, bool fileNameIsValid=true ) IRR_OVERRIDE;
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//! returns a already loaded Shader
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virtual const quake3::IShader * getShader( u32 index ) const IRR_OVERRIDE;
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//! loads a configuration file
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void getConfiguration( io::IReadFile* file );
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//! get's an interface to the entities
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virtual quake3::tQ3EntityList & getEntityList() IRR_OVERRIDE;
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//! returns the requested brush entity
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virtual IMesh* getBrushEntityMesh(s32 num) const IRR_OVERRIDE;
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//! returns the requested brush entity
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virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const IRR_OVERRIDE;
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//Link to held meshes? ...
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const IRR_OVERRIDE
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{
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return 0;
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}
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE
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{
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return 0;
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}
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE
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{
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return 0;
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}
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE
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{
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return;
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}
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE
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{
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return;
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}
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE
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{
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return;
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}
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private:
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void constructMesh();
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void solveTJunction();
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void loadTextures();
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scene::SMesh** buildMesh(s32 num);
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struct STexShader
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{
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video::ITexture* Texture;
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s32 ShaderID;
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};
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core::array< STexShader > Tex;
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core::array<video::ITexture*> Lightmap;
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enum eLumps
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{
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kEntities = 0, // Stores player/object positions, etc...
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kShaders = 1, // Stores texture information
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kPlanes = 2, // Stores the splitting planes
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kNodes = 3, // Stores the BSP nodes
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kLeafs = 4, // Stores the leafs of the nodes
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kLeafFaces = 5, // Stores the leaf's indices into the faces
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kLeafBrushes = 6, // Stores the leaf's indices into the brushes
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kModels = 7, // Stores the info of world models
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kBrushes = 8, // Stores the brushes info (for collision)
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kBrushSides = 9, // Stores the brush surfaces info
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kVertices = 10, // Stores the level vertices
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kMeshVerts = 11, // Stores the model vertices offsets
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kFogs = 12, // Stores the shader files (blending, anims..)
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kFaces = 13, // Stores the faces for the level
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kLightmaps = 14, // Stores the lightmaps for the level
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kLightGrid = 15, // Stores extra world lighting information
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kVisData = 16, // Stores PVS and cluster info (visibility)
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kLightArray = 17, // RBSP
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kMaxLumps // A constant to store the number of lumps
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};
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enum eBspSurfaceType
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{
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BSP_MST_BAD,
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BSP_MST_PLANAR,
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BSP_MST_PATCH,
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BSP_MST_TRIANGLE_SOUP,
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BSP_MST_FLARE,
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BSP_MST_FOLIAGE
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};
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struct tBSPHeader
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{
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s32 strID; // This should always be 'IBSP'
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s32 version; // This should be 0x2e for Quake 3 files
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};
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tBSPHeader header;
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struct tBSPLump
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{
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s32 offset;
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s32 length;
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};
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struct tBSPVertex
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{
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f32 vPosition[3]; // (x, y, z) position.
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f32 vTextureCoord[2]; // (u, v) texture coordinate
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f32 vLightmapCoord[2]; // (u, v) lightmap coordinate
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f32 vNormal[3]; // (x, y, z) normal vector
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u8 color[4]; // RGBA color for the vertex
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};
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struct tBSPFace
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{
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s32 textureID; // The index into the texture array
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s32 fogNum; // The index for the effects (or -1 = n/a)
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s32 type; // 1=polygon, 2=patch, 3=mesh, 4=billboard
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s32 vertexIndex; // The index into this face's first vertex
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s32 numOfVerts; // The number of vertices for this face
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s32 meshVertIndex; // The index into the first meshvertex
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s32 numMeshVerts; // The number of mesh vertices
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s32 lightmapID; // The texture index for the lightmap
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s32 lMapCorner[2]; // The face's lightmap corner in the image
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s32 lMapSize[2]; // The size of the lightmap section
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f32 lMapPos[3]; // The 3D origin of lightmap.
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f32 lMapBitsets[2][3]; // The 3D space for s and t unit vectors.
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f32 vNormal[3]; // The face normal.
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s32 size[2]; // The bezier patch dimensions.
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};
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struct tBSPTexture
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{
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c8 strName[64]; // The name of the texture w/o the extension
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u32 flags; // The surface flags (unknown)
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u32 contents; // The content flags (unknown)
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};
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struct tBSPLightmap
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{
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u8 imageBits[128][128][3]; // The RGB data in a 128x128 image
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};
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struct tBSPNode
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{
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s32 plane; // The index into the planes array
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s32 front; // The child index for the front node
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s32 back; // The child index for the back node
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s32 mins[3]; // The bounding box min position.
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s32 maxs[3]; // The bounding box max position.
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};
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struct tBSPLeaf
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{
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s32 cluster; // The visibility cluster
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s32 area; // The area portal
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s32 mins[3]; // The bounding box min position
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s32 maxs[3]; // The bounding box max position
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s32 leafface; // The first index into the face array
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s32 numOfLeafFaces; // The number of faces for this leaf
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s32 leafBrush; // The first index for into the brushes
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s32 numOfLeafBrushes; // The number of brushes for this leaf
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};
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struct tBSPPlane
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{
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f32 vNormal[3]; // Plane normal.
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f32 d; // The plane distance from origin
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};
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struct tBSPVisData
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{
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s32 numOfClusters; // The number of clusters
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s32 bytesPerCluster; // Bytes (8 bits) in the cluster's bitset
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c8 *pBitsets; // Array of bytes holding the cluster vis.
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};
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struct tBSPBrush
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{
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s32 brushSide; // The starting brush side for the brush
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s32 numOfBrushSides; // Number of brush sides for the brush
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s32 textureID; // The texture index for the brush
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};
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struct tBSPBrushSide
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{
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s32 plane; // The plane index
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s32 textureID; // The texture index
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};
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struct tBSPModel
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{
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f32 min[3]; // The min position for the bounding box
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f32 max[3]; // The max position for the bounding box.
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s32 faceIndex; // The first face index in the model
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s32 numOfFaces; // The number of faces in the model
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s32 brushIndex; // The first brush index in the model
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s32 numOfBrushes; // The number brushes for the model
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};
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struct tBSPFog
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{
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c8 shader[64]; // The name of the shader file
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s32 brushIndex; // The brush index for this shader
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s32 visibleSide; // the brush side that ray tests need to clip against (-1 == none
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};
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core::array < STexShader > FogMap;
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struct tBSPLights
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{
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u8 ambient[3]; // This is the ambient color in RGB
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u8 directional[3]; // This is the directional color in RGB
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u8 direction[2]; // The direction of the light: [phi,theta]
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};
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void loadTextures (tBSPLump* l, io::IReadFile* file); // Load the textures
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void loadLightmaps (tBSPLump* l, io::IReadFile* file); // Load the lightmaps
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void loadVerts (tBSPLump* l, io::IReadFile* file); // Load the vertices
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void loadFaces (tBSPLump* l, io::IReadFile* file); // Load the faces
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void loadPlanes (tBSPLump* l, io::IReadFile* file); // Load the Planes of the BSP
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void loadNodes (tBSPLump* l, io::IReadFile* file); // load the Nodes of the BSP
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void loadLeafs (tBSPLump* l, io::IReadFile* file); // load the Leafs of the BSP
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void loadLeafFaces (tBSPLump* l, io::IReadFile* file); // load the Faces of the Leafs of the BSP
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void loadVisData (tBSPLump* l, io::IReadFile* file); // load the visibility data of the clusters
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void loadEntities (tBSPLump* l, io::IReadFile* file); // load the entities
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void loadModels (tBSPLump* l, io::IReadFile* file); // load the models
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void loadMeshVerts (tBSPLump* l, io::IReadFile* file); // load the mesh vertices
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void loadBrushes (tBSPLump* l, io::IReadFile* file); // load the brushes of the BSP
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void loadBrushSides (tBSPLump* l, io::IReadFile* file); // load the brushsides of the BSP
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void loadLeafBrushes(tBSPLump* l, io::IReadFile* file); // load the brushes of the leaf
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void loadFogs (tBSPLump* l, io::IReadFile* file); // load the shaders
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//bi-quadratic bezier patches
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void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
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s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
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void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
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s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
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struct S3DVertex2TCoords_64
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{
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core::vector3d<f64> Pos;
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core::vector3d<f64> Normal;
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video::SColorf Color;
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core::vector2d<f64> TCoords;
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core::vector2d<f64> TCoords2;
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void copy( video::S3DVertex2TCoords &dest ) const;
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S3DVertex2TCoords_64() {}
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S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color,
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const core::vector2d<f64>& tcoords, const core::vector2d<f64>& tcoords2)
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: Pos(pos), Normal(normal), Color(color), TCoords(tcoords), TCoords2(tcoords2) {}
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S3DVertex2TCoords_64 getInterpolated_quadratic(const S3DVertex2TCoords_64& v2,
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const S3DVertex2TCoords_64& v3, const f64 d) const
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{
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return S3DVertex2TCoords_64 (
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Pos.getInterpolated_quadratic ( v2.Pos, v3.Pos, d ),
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Normal.getInterpolated_quadratic ( v2.Normal, v3.Normal, d ),
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Color.getInterpolated_quadratic ( v2.Color, v3.Color, (f32) d ),
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TCoords.getInterpolated_quadratic ( v2.TCoords, v3.TCoords, d ),
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TCoords2.getInterpolated_quadratic ( v2.TCoords2, v3.TCoords2, d ));
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}
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};
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inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
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s32 vertexcolor ) const;
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void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
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struct SBezier
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{
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SMeshBufferLightMap *Patch;
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S3DVertex2TCoords_64 control[9];
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void tesselate(s32 level);
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private:
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core::array<S3DVertex2TCoords_64> column[3];
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};
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SBezier Bezier;
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quake3::Q3LevelLoadParameter LoadParam;
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tBSPLump Lumps[kMaxLumps];
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tBSPTexture* Textures;
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s32 NumTextures;
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tBSPLightmap* LightMaps;
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s32 NumLightMaps;
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tBSPVertex* Vertices;
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s32 NumVertices;
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tBSPFace* Faces;
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s32 NumFaces;
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tBSPModel* Models;
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s32 NumModels;
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tBSPPlane* Planes;
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s32 NumPlanes;
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tBSPNode* Nodes;
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s32 NumNodes;
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tBSPLeaf* Leafs;
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s32 NumLeafs;
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s32 *LeafFaces;
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s32 NumLeafFaces;
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s32 *MeshVerts; // The vertex offsets for a mesh
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s32 NumMeshVerts;
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tBSPBrush* Brushes;
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s32 NumBrushes;
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scene::SMesh** BrushEntities;
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scene::SMesh* Mesh[quake3::E_Q3_MESH_SIZE];
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video::IVideoDriver* Driver;
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core::stringc LevelName;
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io::IFileSystem* FileSystem; // needs because there are no file extenstions stored in .bsp files.
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// Additional content
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scene::ISceneManager* SceneManager;
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enum eToken
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{
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Q3_TOKEN_UNRESOLVED = 0,
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Q3_TOKEN_EOF = 1,
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Q3_TOKEN_START_LIST,
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Q3_TOKEN_END_LIST,
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Q3_TOKEN_ENTITY,
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Q3_TOKEN_TOKEN,
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Q3_TOKEN_EOL,
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Q3_TOKEN_COMMENT,
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Q3_TOKEN_MATH_DIVIDE,
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Q3_TOKEN_MATH_ADD,
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Q3_TOKEN_MATH_MULTIPY
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};
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struct SQ3Parser
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{
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const c8 *source;
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u32 sourcesize;
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u32 index;
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core::stringc token;
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eToken tokenresult;
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};
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SQ3Parser Parser;
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typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList, eToken token );
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void parser_parse( const void * data, u32 size, tParserCallback callback );
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void parser_nextToken();
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void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const;
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void scriptcallback_entity( quake3::SVarGroupList *& grouplist, eToken token );
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void scriptcallback_shader( quake3::SVarGroupList *& grouplist, eToken token );
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void scriptcallback_config( quake3::SVarGroupList *& grouplist, eToken token );
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core::array < quake3::IShader > Shader;
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core::array < quake3::IShader > Entity; //quake3::tQ3EntityList Entity;
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quake3::tStringList ShaderFile;
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void InitShader();
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void ReleaseShader();
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void ReleaseEntity();
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s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const;
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s32 setShaderFogMaterial( video::SMaterial &material, const tBSPFace * face ) const;
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struct SToBuffer
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{
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s32 takeVertexColor;
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u32 index;
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};
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void cleanMeshes();
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void cleanMesh(SMesh *m, const bool texture0important = false);
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void cleanLoader ();
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void calcBoundingBoxes();
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c8 buf[128];
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f32 FramesPerSecond;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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