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