irrlicht/source/Irrlicht/COCTLoader.cpp

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// Copyright (C) 2002-2007 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 "ISceneManager.h"
#include "os.h"
#include "SAnimatedMesh.h"
#include "SMeshBufferLightMap.h"
#include "irrString.h"
namespace irr
{
namespace scene
{
//! constructor
COCTLoader::COCTLoader(video::IVideoDriver* driver)
: Driver(driver)
{
#ifdef _DEBUG
IReferenceCounted::setDebugName("COCTLoader");
#endif
if (Driver)
Driver->grab();
}
//! destructor
COCTLoader::~COCTLoader()
{
if (Driver)
Driver->drop();
}
// Doesn't really belong here, but it's jammed in for now.
void COCTLoader::OCTLoadLights(irr::io::IReadFile* file, irr::scene::ISceneManager * scene, irr::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
u32 i;
for (i = 0; i < header.numLights; i++)
{
f32 intensity;
intensity = lights[i].intensity * intensityScale;
//irr::scene::ISceneNode* node = scene->addCubeSceneNode(30,parent,-1, core::vector3df(lights[i].pos[0], lights[i].pos[2], lights[i].pos[1]));
//node->getMaterial(0).AmbientColor = video::SColorf(lights[i].color[0] * intensity, lights[i].color[1] * intensity, lights[i].color[2] * intensity).toSColor();
scene->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);
}
}
//! given three points representing a face, return a face normal
void COCTLoader::GetFaceNormal(f32 a[3], f32 b[3], f32 c[3], f32 out[3]) {
f32 v1[3], v2[3];
v1[0] = a[0] - b[0];
v1[1] = a[1] - b[1];
v1[2] = a[2] - b[2];
v2[0] = b[0] - c[0];
v2[1] = b[1] - c[1];
v2[2] = b[2] - c[2];
out[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
out[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
out[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
f32 dist = (f32)sqrt((out[0] * out[0]) + (out[1] * out[1]) + (out[2] * out[2]));
if (dist == 0.0f) dist = 0.001f;
out[0] /= dist;
out[1] /= dist;
out[2] /= dist;
}
//! 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(irr::io::IReadFile* file)
{
if (!file)
return 0;
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);
//TODO: Make sure id is in the legal range for Textures and Lightmaps
u32 i;
for (i = 0; i < header.numTextures; i++) {
octTexture t;
file->read(&t, sizeof(octTexture));
textures[t.id] = t;
}
for (i = 0; i < header.numLightmaps; i++) {
octLightmap t;
file->read(&t, sizeof(octLightmap));
lightmaps[t.id] = t;
}
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.Wireframe = false;
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;
f32 normal[3];
GetFaceNormal(verts[faces[i].firstVert].pos,verts[faces[i].firstVert+1].pos,verts[faces[i].firstVert+2].pos, normal);
u32 textureID = core::min_(s32(faces[i].textureID), s32(header.numTextures - 1)) + 1;
u32 lightmapID = core::min_(s32(faces[i].lightmapID),s32(header.numLightmaps - 1)) + 1;
SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(lightmapID * (header.numTextures + 1) + textureID);
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 = video::S3DVertex2TCoords();
vert.Pos.set(vv->pos[0], vv->pos[1], vv->pos[2]);
vert.Color = irr::video::SColor(0,255,255,255);
vert.Normal.set(normal[0], normal[1], normal[2]);
if (textureID == 0)
{
// No texure -- 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.
u32 h = faces[i].numVerts - 1, l = 0, c; // High, Low, Center
for (v = 0; v < faces[i].numVerts - 2; v++)
{
if (v & 1) c = h - 1; else c = l + 1;
meshBuffer->Indices.push_back(base + h);
meshBuffer->Indices.push_back(base + l);
meshBuffer->Indices.push_back(base + c);
if (v & 1) h--; else l++;
}
}
// load textures
core::array<video::ITexture*> tex;
tex.set_used(header.numTextures + 1);
tex[0] = 0;
for (i = 1; i < (header.numTextures + 1); i++)
{
tex[i] = Driver->getTexture(textures[i-1].fileName);
}
// prepare lightmaps
core::array<video::ITexture*> lig;
lig.set_used(header.numLightmaps + 1);
u32 lightmapWidth = 128, lightmapHeight = 128;
lig[0] = 0;
core::dimension2d<s32> lmapsize(lightmapWidth, lightmapHeight);
bool oldMipMapState = Driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
for (i = 1; i < (header.numLightmaps + 1); i++)
{
core::stringc lightmapname = file->getFileName();
lightmapname += ".lightmap.";
lightmapname += (int)i;
lig[i] = Driver->addTexture(lmapsize, lightmapname.c_str());
if (lig[i]->getSize() != lmapsize)
os::Printer::log("OCTLoader: Created lightmap is not of the requested size", ELL_ERROR);
if (lig[i])
{
void* pp = lig[i]->lock();
if (pp)
{
video::ECOLOR_FORMAT format = lig[i]->getColorFormat();
if (format == video::ECF_A1R5G5B5)
{
s16* p = (s16*)pp;
octLightmap * lm;
lm = &lightmaps[i-1];
for (u32 x=0; x<lightmapWidth; ++x)
for (u32 y=0; y<lightmapHeight; ++y)
{
p[x*128 + y] = video::RGB16(
lm->data[x][y][2],
lm->data[x][y][1],
lm->data[x][y][0]);
}
}
else
if (format == video::ECF_A8R8G8B8)
{
s32* p = (s32*)pp;
octLightmap* lm;
lm = &lightmaps[i-1];
for (u32 x=0; x<lightmapWidth; ++x)
for (u32 y=0; y<lightmapHeight; ++y)
{
p[x*128 + y] = video::SColor(255,
lm->data[x][y][2],
lm->data[x][y][1],
lm->data[x][y][0]).color;
}
}
else
os::Printer::log(
"OCTLoader: Could not create lightmap, unsupported texture format.", ELL_ERROR);
}
lig[i]->unlock();
}
else
os::Printer::log("OCTLoader: Could not create lightmap, driver created no texture.", ELL_ERROR);
}
Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
// Free stuff
delete [] verts;
delete [] faces;
delete [] textures;
delete [] lightmaps;
delete [] lights;
// attach materials
u32 j;
for (i = 0; i < header.numLightmaps + 1; i++)
{
for (j = 0; j < header.numTextures + 1; j++)
{
u32 mb = i * (header.numTextures + 1) + j;
SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(mb);
meshBuffer->Material.Textures[0] = tex[j];
meshBuffer->Material.Textures[1] = lig[i];
if (meshBuffer->Material.Textures[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.Textures[0] = meshBuffer->Material.Textures[1];
meshBuffer->Material.Textures[1] = 0;
}
if (meshBuffer->Material.Textures[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().Textures[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++) {
((SMeshBufferLightMap*)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 c8* filename)
{
return strstr(filename, ".oct")!=0;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_OCT_LOADER_