1891 lines
49 KiB
C++
1891 lines
49 KiB
C++
// Copyright (C) 2002-2007 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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#include "CQ3LevelMesh.h"
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#include "ISceneManager.h"
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#include "os.h"
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#include "SMeshBufferLightMap.h"
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#include "irrString.h"
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#include "ILightSceneNode.h"
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#include "IQ3Shader.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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CQ3LevelMesh::CQ3LevelMesh(io::IFileSystem* fs, video::IVideoDriver* driver, scene::ISceneManager* smgr)
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: Textures(0), LightMaps(0),
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Vertices(0), Faces(0), Planes(0), Nodes(0), Leafs(0), LeafFaces(0),
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MeshVerts(0), Brushes(0), Driver(driver), FileSystem(fs), SceneManager ( smgr )
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{
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#ifdef _DEBUG
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IUnknown::setDebugName("CQ3LevelMesh");
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#endif
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s32 i;
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for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
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{
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Mesh[i] = 0;
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}
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if (Driver)
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Driver->grab();
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if (FileSystem)
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FileSystem->grab();
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// load default shaders
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InitShader ();
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}
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//! destructor
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CQ3LevelMesh::~CQ3LevelMesh()
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{
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if (Textures)
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delete [] Textures;
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if (LightMaps)
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delete [] LightMaps;
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if (Vertices)
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delete [] Vertices;
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if (Faces)
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delete [] Faces;
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if (Planes)
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delete [] Planes;
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if (Nodes)
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delete [] Nodes;
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if (Leafs)
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delete [] Leafs;
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if (LeafFaces)
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delete [] LeafFaces;
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if (MeshVerts)
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delete [] MeshVerts;
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if (Brushes)
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delete [] Brushes;
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if (Driver)
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Driver->drop();
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if (FileSystem)
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FileSystem->drop();
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s32 i;
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for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
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{
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if (Mesh[i])
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Mesh[i]->drop();
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}
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ReleaseShader ();
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ReleaseEntity ();
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}
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//! loads a level from a .bsp-File. Also tries to load all needed textures. Returns true if successful.
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bool CQ3LevelMesh::loadFile(io::IReadFile* file)
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{
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if (!file)
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return false;
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LevelName = file->getFileName();
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tBSPHeader header;
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file->read(&header, sizeof(tBSPHeader));
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#ifdef __BIG_ENDIAN__
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header.strID = os::Byteswap::byteswap(header.strID);
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header.version = os::Byteswap::byteswap(header.version);
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#endif
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if (header.strID != 0x50534249 || header.version != 0x2e)
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{
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os::Printer::log("Could not load .bsp file, unknown header.", file->getFileName(), ELL_ERROR);
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return false;
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}
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// now read lumps
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file->read(&Lumps[0], sizeof(tBSPLump)*kMaxLumps);
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#ifdef __BIG_ENDIAN__
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for (int i=0;i<kMaxLumps;++i)
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{
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Lumps[i].offset = os::Byteswap::byteswap(Lumps[i].offset);
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Lumps[i].length = os::Byteswap::byteswap(Lumps[i].length);
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}
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#endif
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s32 i;
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for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
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{
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Mesh[i] = new SMesh();
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}
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ReleaseEntity ();
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// load everything
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loadTextures(&Lumps[kTextures], file); // Load the textures
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loadLightmaps(&Lumps[kLightmaps], file); // Load the lightmaps
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loadVerts(&Lumps[kVertices], file); // Load the vertices
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loadFaces(&Lumps[kFaces], file); // Load the faces
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loadPlanes(&Lumps[kPlanes], file); // Load the Planes of the BSP
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loadNodes(&Lumps[kNodes], file); // load the Nodes of the BSP
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loadLeafs(&Lumps[kLeafs], file); // load the Leafs of the BSP
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loadLeafFaces(&Lumps[kLeafFaces], file); // load the Faces of the Leafs of the BSP
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loadVisData(&Lumps[kVisData], file); // load the visibility data of the clusters
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loadEntities(&Lumps[kEntities], file); // load the entities
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loadModels(&Lumps[kModels], file); // load the models
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loadMeshVerts(&Lumps[kMeshVerts], file); // load the mesh vertices
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loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
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loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
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loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
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loadShaders(&Lumps[kShaders], file ); // load the shaderes
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PatchTesselation = 8;
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//constructMesh();
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//loadTextures();
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loadTextures2();
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constructMesh2();
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cleanMeshes ();
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calcBoundingBoxes ();
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return true;
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}
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//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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s32 CQ3LevelMesh::getFrameCount()
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{
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return 1;
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}
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void CQ3LevelMesh::releaseMesh ( s32 index )
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{
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if ( Mesh [ index ] )
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{
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Mesh [index]->drop ();
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Mesh [index] = 0;
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}
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}
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//! 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.
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IMesh* CQ3LevelMesh::getMesh(s32 frameInMs, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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return Mesh[ frameInMs ];
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}
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void CQ3LevelMesh::loadTextures(tBSPLump* l, io::IReadFile* file)
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{
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NumTextures = l->length / sizeof(tBSPTexture);
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Textures = new tBSPTexture[NumTextures];
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file->seek(l->offset);
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file->read(Textures, l->length);
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#ifdef __BIG_ENDIAN__
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for (int i=0;i<NumTextures;i++)
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{
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Textures[i].flags = os::Byteswap::byteswap(Textures[i].flags);
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Textures[i].contents = os::Byteswap::byteswap(Textures[i].contents);
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}
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#endif
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}
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void CQ3LevelMesh::loadLightmaps(tBSPLump* l, io::IReadFile* file)
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{
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NumLightMaps = l->length / sizeof(tBSPLightmap);
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LightMaps = new tBSPLightmap[NumLightMaps];
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file->seek(l->offset);
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file->read(LightMaps, l->length);
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}
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void CQ3LevelMesh::loadVerts(tBSPLump* l, io::IReadFile* file)
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{
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NumVertices = l->length / sizeof(tBSPVertex);
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Vertices = new tBSPVertex[NumVertices];
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file->seek(l->offset);
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file->read(Vertices, l->length);
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#ifdef __BIG_ENDIAN__
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for (int i=0;i<NumVertices;i++)
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{
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Vertices[i].vPosition[0] = os::Byteswap::byteswap(Vertices[i].vPosition[0]);
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Vertices[i].vPosition[1] = os::Byteswap::byteswap(Vertices[i].vPosition[1]);
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Vertices[i].vPosition[2] = os::Byteswap::byteswap(Vertices[i].vPosition[2]);
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Vertices[i].vTextureCoord[0] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[0]);
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Vertices[i].vTextureCoord[1] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[1]);
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Vertices[i].vLightmapCoord[0] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[0]);
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Vertices[i].vLightmapCoord[1] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[1]);
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Vertices[i].vNormal[0] = os::Byteswap::byteswap(Vertices[i].vNormal[0]);
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Vertices[i].vNormal[1] = os::Byteswap::byteswap(Vertices[i].vNormal[1]);
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Vertices[i].vNormal[2] = os::Byteswap::byteswap(Vertices[i].vNormal[2]);
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}
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#endif
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}
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void CQ3LevelMesh::loadFaces(tBSPLump* l, io::IReadFile* file)
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{
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NumFaces = l->length / sizeof(tBSPFace);
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Faces = new tBSPFace[NumFaces];
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file->seek(l->offset);
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file->read(Faces, l->length);
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#ifdef __BIG_ENDIAN__
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for ( u32 i=0;i<NumFaces;i++)
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{
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Faces[i].textureID = os::Byteswap::byteswap(Faces[i].textureID);
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Faces[i].effect = os::Byteswap::byteswap(Faces[i].effect);
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Faces[i].type = os::Byteswap::byteswap(Faces[i].type);
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Faces[i].vertexIndex = os::Byteswap::byteswap(Faces[i].vertexIndex);
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Faces[i].numOfVerts = os::Byteswap::byteswap(Faces[i].numOfVerts);
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Faces[i].meshVertIndex = os::Byteswap::byteswap(Faces[i].meshVertIndex);
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Faces[i].numMeshVerts = os::Byteswap::byteswap(Faces[i].numMeshVerts);
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Faces[i].lightmapID = os::Byteswap::byteswap(Faces[i].lightmapID);
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Faces[i].lMapCorner[0] = os::Byteswap::byteswap(Faces[i].lMapCorner[0]);
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Faces[i].lMapCorner[1] = os::Byteswap::byteswap(Faces[i].lMapCorner[1]);
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Faces[i].lMapSize[0] = os::Byteswap::byteswap(Faces[i].lMapSize[0]);
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Faces[i].lMapSize[1] = os::Byteswap::byteswap(Faces[i].lMapSize[1]);
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Faces[i].lMapPos[0] = os::Byteswap::byteswap(Faces[i].lMapPos[0]);
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Faces[i].lMapPos[1] = os::Byteswap::byteswap(Faces[i].lMapPos[1]);
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Faces[i].lMapPos[2] = os::Byteswap::byteswap(Faces[i].lMapPos[2]);
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Faces[i].lMapBitsets[0][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][0]);
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Faces[i].lMapBitsets[0][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][1]);
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Faces[i].lMapBitsets[0][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][2]);
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Faces[i].lMapBitsets[1][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][0]);
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Faces[i].lMapBitsets[1][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][1]);
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Faces[i].lMapBitsets[1][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][2]);
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Faces[i].vNormal[0] = os::Byteswap::byteswap(Faces[i].vNormal[0]);
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Faces[i].vNormal[1] = os::Byteswap::byteswap(Faces[i].vNormal[1]);
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Faces[i].vNormal[2] = os::Byteswap::byteswap(Faces[i].vNormal[2]);
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Faces[i].size[0] = os::Byteswap::byteswap(Faces[i].size[0]);
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Faces[i].size[1] = os::Byteswap::byteswap(Faces[i].size[1]);
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}
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#endif
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}
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void CQ3LevelMesh::loadPlanes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadNodes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadLeafs(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadLeafFaces(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadVisData(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadEntities(tBSPLump* l, io::IReadFile* file)
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{
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core::array<u8> entity;
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entity.set_used ( l->length + 2 );
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entity[l->length + 1 ] = 0;
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file->seek(l->offset);
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file->read ( entity.pointer(), l->length);
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parser_parse ( entity.pointer(), l->length, &CQ3LevelMesh::scriptcallback_entity );
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}
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// load shaders named in bsp
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void CQ3LevelMesh::loadShaders(tBSPLump* l, io::IReadFile* file)
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{
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u32 files = l->length / sizeof(tBSPShader);
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file->seek ( l->offset );
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tBSPShader def;
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for ( u32 i = 0; i!= files; ++i )
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{
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file->read ( &def, sizeof ( def ) );
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getShader ( def.strName, 1 );
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}
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}
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void CQ3LevelMesh::loadModels(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadMeshVerts(tBSPLump* l, io::IReadFile* file)
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{
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NumMeshVerts = l->length / sizeof(s32);
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MeshVerts = new s32[NumMeshVerts];
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file->seek(l->offset);
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file->read(MeshVerts, l->length);
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#ifdef __BIG_ENDIAN__
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for (int i=0;i<NumMeshVerts;i++)
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MeshVerts[i] = os::Byteswap::byteswap(MeshVerts[i]);
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#endif
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}
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void CQ3LevelMesh::loadBrushes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadBrushSides(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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void CQ3LevelMesh::loadLeafBrushes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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inline bool isQ3WhiteSpace ( const u8 symbol )
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{
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return symbol == ' ' || symbol == '\t' || symbol == '\r';
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}
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void CQ3LevelMesh::parser_nextToken ()
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{
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u8 symbol;
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Parser.token = "";
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Parser.tokenresult = Q3_TOKEN_UNRESOLVED;
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// skip white space
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do
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{
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if ( Parser.index >= Parser.sourcesize )
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{
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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}
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symbol = Parser.source [ Parser.index ];
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Parser.index += 1;
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} while ( isQ3WhiteSpace ( symbol ) );
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// first symbol, one symbol
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switch ( symbol )
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{
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case 0:
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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case '/':
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// comment or divide
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if ( Parser.index >= Parser.sourcesize )
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{
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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}
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symbol = Parser.source [ Parser.index ];
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Parser.index += 1;
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if ( isQ3WhiteSpace ( symbol ) )
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{
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Parser.tokenresult = Q3_TOKEN_MATH_DIVIDE;
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return;
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}
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else
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if ( symbol == '*' )
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{
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// C-style comment in quake?
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}
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else
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if ( symbol == '/' )
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{
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// skip to eol
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do
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{
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if ( Parser.index >= Parser.sourcesize )
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{
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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}
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symbol = Parser.source [ Parser.index ];
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Parser.index += 1;
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} while ( symbol != '\n' );
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Parser.tokenresult = Q3_TOKEN_COMMENT;
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return;
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}
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// take /[name] as valid token..?!?!?. mhmm, maybe
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break;
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case '\n':
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Parser.tokenresult = Q3_TOKEN_EOL;
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return;
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case '{':
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Parser.tokenresult = Q3_TOKEN_START_LIST;
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return;
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case '}':
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Parser.tokenresult = Q3_TOKEN_END_LIST;
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return;
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case '"':
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// string literal
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do
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{
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if ( Parser.index >= Parser.sourcesize )
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{
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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}
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symbol = Parser.source [ Parser.index ];
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Parser.index += 1;
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if ( symbol != '"' )
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Parser.token.append ( symbol );
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} while ( symbol != '"' );
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Parser.tokenresult = Q3_TOKEN_ENTITY;
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return;
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}
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// user identity
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Parser.token.append ( symbol );
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// continue till whitespace
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bool notisWhite = true;
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do
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{
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if ( Parser.index >= Parser.sourcesize )
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{
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Parser.tokenresult = Q3_TOKEN_EOF;
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return;
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}
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symbol = Parser.source [ Parser.index ];
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notisWhite = ! isQ3WhiteSpace ( symbol );
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if ( notisWhite )
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{
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Parser.token.append ( symbol );
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}
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Parser.index += 1;
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} while ( notisWhite );
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Parser.tokenresult = Q3_TOKEN_TOKEN;
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return;
|
|
}
|
|
|
|
/*
|
|
parse entity & shader
|
|
calls callback on content in {}
|
|
*/
|
|
void CQ3LevelMesh::parser_parse ( const void * data, const u32 size, CQ3LevelMesh::tParserCallback callback )
|
|
{
|
|
Parser.source = (const c8*) data;
|
|
Parser.sourcesize = size;
|
|
Parser.index = 0;
|
|
|
|
quake3::SVarGroupList *groupList;
|
|
|
|
s32 active;
|
|
s32 last;
|
|
|
|
quake3::SVariable entity;
|
|
|
|
groupList = new quake3::SVarGroupList ();
|
|
|
|
groupList->VariableGroup.push_back ( quake3::SVarGroup () );
|
|
active = last = 0;
|
|
|
|
do
|
|
{
|
|
parser_nextToken ();
|
|
|
|
switch ( Parser.tokenresult )
|
|
{
|
|
case Q3_TOKEN_START_LIST:
|
|
{
|
|
//stack = core::min_ ( stack + 1, 7 );
|
|
|
|
groupList->VariableGroup.push_back ( quake3::SVarGroup () );
|
|
last = active;
|
|
active = groupList->VariableGroup.size() - 1;
|
|
entity.clear ();
|
|
} break;
|
|
|
|
// a unregisterd variable is finished
|
|
case Q3_TOKEN_EOL:
|
|
{
|
|
if ( entity.isValid() )
|
|
{
|
|
groupList->VariableGroup[active].Variable.push_back ( entity );
|
|
entity.clear ();
|
|
}
|
|
} break;
|
|
|
|
case Q3_TOKEN_TOKEN:
|
|
case Q3_TOKEN_ENTITY:
|
|
{
|
|
Parser.token.make_lower();
|
|
|
|
// store content based on line-delemiter
|
|
if ( 0 == entity.isValid() )
|
|
{
|
|
entity.name = Parser.token;
|
|
entity.content = "";
|
|
|
|
}
|
|
else
|
|
{
|
|
if ( entity.content.size() )
|
|
{
|
|
entity.content += " ";
|
|
}
|
|
entity.content += Parser.token;
|
|
}
|
|
} break;
|
|
|
|
case Q3_TOKEN_END_LIST:
|
|
{
|
|
//stack = core::max_ ( stack - 1, 0 );
|
|
|
|
// close tag for first
|
|
if ( active == 1 )
|
|
{
|
|
(this->*callback) ( groupList );
|
|
|
|
// new group
|
|
groupList->drop ();
|
|
groupList = new quake3::SVarGroupList ();
|
|
groupList->VariableGroup.push_back ( quake3::SVarGroup () );
|
|
last = 0;
|
|
}
|
|
|
|
active = last;
|
|
entity.clear();
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
} while ( Parser.tokenresult != Q3_TOKEN_EOF );
|
|
|
|
groupList->drop ();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
this loader applies only textures for stage 1 & 2
|
|
*/
|
|
s32 CQ3LevelMesh::setShaderMaterial ( video::SMaterial &material, const tBSPFace * face ) const
|
|
{
|
|
material.MaterialType = video::EMT_SOLID;
|
|
material.Wireframe = false;
|
|
material.Lighting = false;
|
|
material.BilinearFilter = true;
|
|
material.BackfaceCulling = true;
|
|
material.Textures[0] = 0;
|
|
material.Textures[1] = 0;
|
|
material.Textures[2] = 0;
|
|
material.Textures[3] = 0;
|
|
material.ZBuffer = true;
|
|
material.ZWriteEnable = true;
|
|
material.MaterialTypeParam = 0.f;
|
|
|
|
s32 shaderState = -1;
|
|
|
|
if ( face->textureID >= 0 )
|
|
{
|
|
material.Textures[0] = Tex [ face->textureID ].Texture;
|
|
shaderState = Tex [ face->textureID ].ShaderID;
|
|
}
|
|
|
|
if ( face->lightmapID >= 0 )
|
|
{
|
|
material.Textures[1] = Lightmap [ face->lightmapID ];
|
|
material.MaterialType = quake3::defaultLightMap;
|
|
}
|
|
|
|
// store shader ID
|
|
material.MaterialTypeParam2 = (f32) shaderState;
|
|
|
|
const quake3::SShader *shader = getShader ( shaderState );
|
|
if ( 0 == shader )
|
|
return shaderState;
|
|
|
|
|
|
const quake3::SVarGroup *group;
|
|
|
|
s32 index;
|
|
|
|
// generic
|
|
group = shader->getGroup ( 1 );
|
|
if ( group )
|
|
{
|
|
material.BackfaceCulling = quake3::getBackfaceCulling ( group->get ( "cull" ) );
|
|
|
|
if ( group->isDefined ( "surfaceparm", "nolightmap" ) )
|
|
{
|
|
material.MaterialType = video::EMT_SOLID;
|
|
material.Textures[1] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
// try to get the best of the 8 texture stages..
|
|
|
|
// texture 1, texture 2
|
|
u32 startPos;
|
|
for ( s32 g = 2; g <= 3; ++g )
|
|
{
|
|
group = shader->getGroup ( g );
|
|
if ( 0 == group )
|
|
continue;
|
|
|
|
startPos = 0;
|
|
|
|
|
|
index = group->getIndex ( "depthwrite" );
|
|
if ( index >= 0 )
|
|
{
|
|
material.ZBuffer = true;
|
|
}
|
|
|
|
quake3::SBlendFunc blendfunc;
|
|
quake3::getBlendFunc ( group->get ( "blendfunc" ), blendfunc );
|
|
quake3::getBlendFunc ( group->get ( "alphafunc" ), blendfunc );
|
|
|
|
material.MaterialType = blendfunc.type;
|
|
material.MaterialTypeParam = blendfunc.param;
|
|
|
|
// try if we can match better
|
|
shaderState |= (material.MaterialType == video::EMT_SOLID ) ? 0x00020000 : 0;
|
|
|
|
}
|
|
|
|
|
|
//material.BackfaceCulling = false;
|
|
|
|
if ( shader->VarGroup->VariableGroup.size () <= 4 )
|
|
{
|
|
shaderState |= 0x00010000;
|
|
}
|
|
|
|
material.MaterialTypeParam2 = (f32) shaderState;
|
|
return shaderState;
|
|
}
|
|
|
|
//! constructs a mesh from the quake 3 level file.
|
|
void CQ3LevelMesh::constructMesh2()
|
|
{
|
|
s32 i, j, k;
|
|
|
|
s32 *index;
|
|
|
|
video::S3DVertex2TCoords temp[3];
|
|
|
|
video::SMaterial material;
|
|
|
|
SToBuffer item;
|
|
|
|
core::array < SToBuffer > toBuffer;
|
|
|
|
const s32 mesh0size = (NumTextures+1) * (NumLightMaps+1);
|
|
for ( i=0; i < mesh0size; ++i)
|
|
{
|
|
scene::SMeshBufferLightMap* buffer = new scene::SMeshBufferLightMap();
|
|
|
|
Mesh[quake3::E_Q3_MESH_GEOMETRY]->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
|
|
for ( i=0; i<NumFaces; ++i)
|
|
{
|
|
const tBSPFace * face = &Faces [i];
|
|
|
|
s32 shaderState = setShaderMaterial ( material, face );
|
|
toBuffer.clear ();
|
|
|
|
const quake3::SShader *shader = getShader ( shaderState );
|
|
|
|
switch( Faces[i].type )
|
|
{
|
|
case 1: // normal polygons
|
|
case 2: // patches
|
|
case 3: // meshes
|
|
{
|
|
if ( 0 == shader )
|
|
{
|
|
item.takeVertexColor = material.Textures[0] == 0 || material.Textures[1] == 0;
|
|
item.index = quake3::E_Q3_MESH_GEOMETRY;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
else
|
|
{
|
|
item.takeVertexColor = 1;
|
|
item.index = quake3::E_Q3_MESH_ITEMS;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
|
|
} break;
|
|
|
|
|
|
/*
|
|
case 1: // normal polygons
|
|
case 2: // patches
|
|
if ( material.Textures[0] && 0 == shader )
|
|
{
|
|
item.takeVertexColor = material.Textures[1] == 0;
|
|
item.index = quake3::E_Q3_MESH_GEOMETRY;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
else
|
|
if ( material.Textures[0] )
|
|
{
|
|
item.takeVertexColor = material.Textures[1] == 0;
|
|
item.index = quake3::E_Q3_MESH_GEOMETRY;
|
|
toBuffer.push_back ( item );
|
|
if ( 0 == (shaderState & 0xFFFF0000 ) )
|
|
{
|
|
item.takeVertexColor = 1;
|
|
item.index = quake3::E_Q3_MESH_ITEMS;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item.takeVertexColor = 1;
|
|
item.index = quake3::E_Q3_MESH_ITEMS;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
break;
|
|
|
|
case 3: // mesh vertices
|
|
if ( material.Textures[0] && ( shaderState & 0xFFFF0000 ) == 0x00030000 )
|
|
{
|
|
item.takeVertexColor = material.Textures[1] == 0;
|
|
item.index = quake3::E_Q3_MESH_GEOMETRY;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
else
|
|
{
|
|
item.takeVertexColor = 1;
|
|
item.index = quake3::E_Q3_MESH_ITEMS;
|
|
toBuffer.push_back ( item );
|
|
}
|
|
break;
|
|
*/
|
|
case 4: // billboards
|
|
item.takeVertexColor = 1;
|
|
item.index = quake3::E_Q3_MESH_ITEMS;
|
|
toBuffer.push_back ( item );
|
|
break;
|
|
}
|
|
|
|
for ( u32 g = 0; g!= toBuffer.size(); ++g )
|
|
{
|
|
scene::SMeshBufferLightMap* buffer;
|
|
|
|
if ( toBuffer[g].index == quake3::E_Q3_MESH_GEOMETRY )
|
|
{
|
|
if ( 0 == toBuffer[g].takeVertexColor )
|
|
{
|
|
toBuffer[g].takeVertexColor = material.Textures[0] == 0 || material.Textures[1];
|
|
}
|
|
if (Faces[i].lightmapID < -1 || Faces[i].lightmapID > NumLightMaps-1)
|
|
{
|
|
Faces[i].lightmapID = -1;
|
|
}
|
|
|
|
// there are lightmapsids and textureid with -1
|
|
s32 index = ((Faces[i].lightmapID+1) * (NumTextures+1)) + (Faces[i].textureID+1);
|
|
buffer = (SMeshBufferLightMap*) Mesh[quake3::E_Q3_MESH_GEOMETRY]->getMeshBuffer(index);
|
|
buffer->getMaterial() = material;
|
|
}
|
|
else
|
|
{
|
|
buffer = (SMeshBufferLightMap*) Mesh[ toBuffer[g].index ]->getMeshBuffer ( material );
|
|
//buffer = 0;
|
|
if ( 0 == buffer )
|
|
{
|
|
buffer = new scene::SMeshBufferLightMap();
|
|
Mesh[ toBuffer[g].index ]->addMeshBuffer ( buffer );
|
|
buffer->drop ();
|
|
buffer->getMaterial() = material;
|
|
}
|
|
}
|
|
|
|
|
|
switch(Faces[i].type)
|
|
{
|
|
case 4: // billboards
|
|
break;
|
|
case 2: // patches
|
|
createCurvedSurface2(buffer, i, PatchTesselation,toBuffer[g].takeVertexColor);
|
|
break;
|
|
|
|
case 1: // normal polygons
|
|
case 3: // mesh vertices
|
|
|
|
index = MeshVerts + face->meshVertIndex;
|
|
k = buffer->getVertexCount();
|
|
|
|
for ( j = 0; j < face->numMeshVerts; j += 1 )
|
|
{
|
|
buffer->Indices.push_back( k + index [j] );
|
|
}
|
|
|
|
for ( j = 0; j != face->numOfVerts; ++j )
|
|
{
|
|
copy ( &temp[0], &Vertices[ j + face->vertexIndex ], toBuffer[g].takeVertexColor );
|
|
buffer->Vertices.push_back( temp[0] );
|
|
}
|
|
break;
|
|
|
|
} // end switch
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//! constructs a mesh from the quake 3 level file.
|
|
void CQ3LevelMesh::constructMesh()
|
|
{
|
|
// reserve buffer.
|
|
s32 i; // new ISO for scoping problem with some compilers
|
|
|
|
for (i=0; i<(NumTextures+1) * (NumLightMaps+1); ++i)
|
|
{
|
|
scene::SMeshBufferLightMap* buffer = new scene::SMeshBufferLightMap();
|
|
|
|
buffer->Material.MaterialType = video::EMT_LIGHTMAP_M4;
|
|
buffer->Material.Wireframe = false;
|
|
buffer->Material.Lighting = false;
|
|
buffer->Material.BilinearFilter = true;
|
|
|
|
Mesh[0]->addMeshBuffer(buffer);
|
|
|
|
buffer->drop();
|
|
}
|
|
|
|
// go through all faces and add them to the buffer.
|
|
|
|
video::S3DVertex2TCoords temp[3];
|
|
|
|
for (i=0; i<NumFaces; ++i)
|
|
{
|
|
if (Faces[i].lightmapID < -1)
|
|
Faces[i].lightmapID = -1;
|
|
|
|
if (Faces[i].lightmapID > NumLightMaps-1)
|
|
Faces[i].lightmapID = -1;
|
|
|
|
// there are lightmapsids and textureid with -1
|
|
s32 meshBufferIndex = ((Faces[i].lightmapID+1) * (NumTextures+1)) + (Faces[i].textureID+1);
|
|
SMeshBufferLightMap* meshBuffer = ((SMeshBufferLightMap*)Mesh[0]->getMeshBuffer(meshBufferIndex));
|
|
|
|
switch(Faces[i].type)
|
|
{
|
|
//case 3: // mesh vertices
|
|
case 1: // normal polygons
|
|
{
|
|
for (s32 tf=0; tf<Faces[i].numMeshVerts; tf+=3)
|
|
{
|
|
s32 idx = meshBuffer->getVertexCount();
|
|
s32 vidxes[3];
|
|
|
|
vidxes[0] = MeshVerts[Faces[i].meshVertIndex + tf +0]
|
|
+ Faces[i].vertexIndex;
|
|
vidxes[1] = MeshVerts[Faces[i].meshVertIndex + tf +1]
|
|
+ Faces[i].vertexIndex;
|
|
vidxes[2] = MeshVerts[Faces[i].meshVertIndex + tf +2]
|
|
+ Faces[i].vertexIndex;
|
|
|
|
// add all three vertices
|
|
copy ( &temp[0], &Vertices[ vidxes[0] ], 0 );
|
|
copy ( &temp[1], &Vertices[ vidxes[1] ], 0 );
|
|
copy ( &temp[2], &Vertices[ vidxes[2] ], 0 );
|
|
|
|
meshBuffer->Vertices.push_back( temp[0] );
|
|
meshBuffer->Vertices.push_back( temp[1] );
|
|
meshBuffer->Vertices.push_back( temp[2] );
|
|
|
|
// add indexes
|
|
|
|
meshBuffer->Indices.push_back(idx);
|
|
meshBuffer->Indices.push_back(idx+1);
|
|
meshBuffer->Indices.push_back(idx+2);
|
|
}
|
|
}
|
|
break;
|
|
case 2: // curved surfaces
|
|
createCurvedSurface(meshBuffer, i);
|
|
break;
|
|
|
|
case 4: // billboards
|
|
break;
|
|
} // end switch
|
|
}
|
|
|
|
}
|
|
|
|
// helper method for creating curved surfaces, sent in by Dean P. Macri.
|
|
inline f32 CQ3LevelMesh::Blend( const f64 s[3], const f64 t[3], const tBSPVertex *v[9], int offset)
|
|
{
|
|
f64 res = 0.0;
|
|
f32 *ptr;
|
|
|
|
for( int i=0; i<3; i++ )
|
|
for( int j=0; j<3; j++ )
|
|
{
|
|
ptr = (f32 *)( (char*)v[i*3+j] + offset );
|
|
res += s[i] * t[j] * (*ptr);
|
|
}
|
|
|
|
return (f32) res;
|
|
}
|
|
|
|
//!helper function
|
|
inline s32 s32_min ( s32 a, s32 b)
|
|
{
|
|
s32 mask = (a - b) >> 31;
|
|
return (a & mask) | (b & ~mask);
|
|
}
|
|
|
|
void CQ3LevelMesh::S3DVertex2TCoords_64::copyto ( video::S3DVertex2TCoords &dest ) const
|
|
{
|
|
dest.Pos.X = core::round ( (f32) Pos.X );
|
|
dest.Pos.Y = core::round ( (f32) Pos.Y );
|
|
dest.Pos.Z = core::round ( (f32) Pos.Z );
|
|
//dest.Pos.X = (f32) Pos.X;
|
|
//dest.Pos.Y = (f32) Pos.Y;
|
|
//dest.Pos.Z = (f32) Pos.Z;
|
|
|
|
dest.Normal.X = (f32) Normal.X;
|
|
dest.Normal.Y = (f32) Normal.Y;
|
|
dest.Normal.Z = (f32) Normal.Z;
|
|
dest.Normal.normalize();
|
|
|
|
dest.Color = Color.toSColor();
|
|
|
|
dest.TCoords.X = (f32) TCoords.X;
|
|
dest.TCoords.Y = (f32) TCoords.Y;
|
|
|
|
dest.TCoords2.X = (f32) TCoords2.X;
|
|
dest.TCoords2.Y = (f32) TCoords2.Y;
|
|
}
|
|
|
|
|
|
void CQ3LevelMesh::copy ( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const
|
|
{
|
|
//dest->Pos.X = core::round ( source->vPosition[0] );
|
|
//dest->Pos.Y = core::round ( source->vPosition[2] );
|
|
//dest->Pos.Z = core::round ( source->vPosition[1] );
|
|
dest->Pos.X = source->vPosition[0];
|
|
dest->Pos.Y = source->vPosition[2];
|
|
dest->Pos.Z = source->vPosition[1];
|
|
|
|
dest->Normal.X = source->vNormal[0];
|
|
dest->Normal.Y = source->vNormal[2];
|
|
dest->Normal.Z = source->vNormal[1];
|
|
dest->Normal.normalize ();
|
|
|
|
dest->TCoords.X = source->vTextureCoord[0];
|
|
dest->TCoords.Y = source->vTextureCoord[1];
|
|
dest->TCoords2.X = source->vLightmapCoord[0];
|
|
dest->TCoords2.Y = source->vLightmapCoord[1];
|
|
|
|
if ( vertexcolor )
|
|
{
|
|
u32 a = s32_min ( source->color[3] * quake3::defaultModulate, 255 );
|
|
u32 r = s32_min ( source->color[0] * quake3::defaultModulate, 255 );
|
|
u32 g = s32_min ( source->color[1] * quake3::defaultModulate, 255 );
|
|
u32 b = s32_min ( source->color[2] * quake3::defaultModulate, 255 );
|
|
|
|
dest->Color.set ( a * 1.f/255.f,
|
|
r * 1.f/255.f,
|
|
g * 1.f/255.f,
|
|
b * 1.f/255.f
|
|
);
|
|
}
|
|
else
|
|
{
|
|
dest->Color.set ( 1.f, 1.f, 1.f, 1.f );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
inline void CQ3LevelMesh::copy ( video::S3DVertex2TCoords * dest, const tBSPVertex * source, s32 vertexcolor ) const
|
|
{
|
|
dest->Pos.X = core::round ( source->vPosition[0] );
|
|
dest->Pos.Y = core::round ( source->vPosition[2] );
|
|
dest->Pos.Z = core::round ( source->vPosition[1] );
|
|
|
|
//dest->Pos.X = source->vPosition[0];
|
|
//dest->Pos.Y = source->vPosition[2];
|
|
//dest->Pos.Z = source->vPosition[1];
|
|
|
|
dest->Normal.X = source->vNormal[0];
|
|
dest->Normal.Y = source->vNormal[2];
|
|
dest->Normal.Z = source->vNormal[1];
|
|
dest->Normal.normalize();
|
|
|
|
dest->TCoords.X = source->vTextureCoord[0];
|
|
dest->TCoords.Y = source->vTextureCoord[1];
|
|
dest->TCoords2.X = source->vLightmapCoord[0];
|
|
dest->TCoords2.Y = source->vLightmapCoord[1];
|
|
|
|
if ( vertexcolor )
|
|
{
|
|
u32 a = s32_min ( source->color[3] * quake3::defaultModulate, 255 );
|
|
u32 r = s32_min ( source->color[0] * quake3::defaultModulate, 255 );
|
|
u32 g = s32_min ( source->color[1] * quake3::defaultModulate, 255 );
|
|
u32 b = s32_min ( source->color[2] * quake3::defaultModulate, 255 );
|
|
|
|
dest->Color.color = a << 24 | r << 16 | g << 8 | b;
|
|
}
|
|
else
|
|
{
|
|
dest->Color.color = 0xFFFFFFFF;
|
|
}
|
|
}
|
|
|
|
void CQ3LevelMesh::SBezier::tesselate ( s32 level )
|
|
{
|
|
//Calculate how many vertices across/down there are
|
|
s32 j, k;
|
|
|
|
u32 idx = Patch->Vertices.size();
|
|
|
|
column[0].set_used ( level + 1 );
|
|
column[1].set_used ( level + 1 );
|
|
column[2].set_used ( level + 1 );
|
|
|
|
const f64 w = 0.0 + core::reciprocal ( (f32) level );
|
|
|
|
//Tesselate along the columns
|
|
for( j = 0; j <= level; ++j)
|
|
{
|
|
const f64 f = w * (f64) j;
|
|
|
|
column[0][j] = control[0].getInterpolated_quadratic(control[3], control[6], f );
|
|
column[1][j] = control[1].getInterpolated_quadratic(control[4], control[7], f );
|
|
column[2][j] = control[2].getInterpolated_quadratic(control[5], control[8], f );
|
|
}
|
|
|
|
//Tesselate across the rows to get final vertices
|
|
video::S3DVertex2TCoords v;
|
|
S3DVertex2TCoords_64 f;
|
|
for( j = 0; j <= level; ++j)
|
|
{
|
|
for( k = 0; k <= level; ++k)
|
|
{
|
|
f = column[0][j].getInterpolated_quadratic( column[1][j], column[2][j], w * (f64) k );
|
|
f.copyto ( v );
|
|
Patch->Vertices.push_back ( v );
|
|
}
|
|
}
|
|
|
|
// connect
|
|
for( j = 0; j < level; ++j)
|
|
{
|
|
for( k = 0; k < level; ++k)
|
|
{
|
|
const s32 inx = idx + ( k * ( level + 1 ) ) + j;
|
|
|
|
Patch->Indices.push_back ( inx + 0 );
|
|
Patch->Indices.push_back ( inx + (level + 1 ) + 0 );
|
|
Patch->Indices.push_back ( inx + (level + 1 ) + 1 );
|
|
|
|
Patch->Indices.push_back ( inx + 0 );
|
|
Patch->Indices.push_back ( inx + (level + 1 ) + 1 );
|
|
Patch->Indices.push_back ( inx + 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
no subdivision
|
|
*/
|
|
void CQ3LevelMesh::createCurvedSurface3 ( SMeshBufferLightMap* meshBuffer,
|
|
s32 faceIndex,
|
|
s32 patchTesselation,
|
|
s32 storevertexcolor
|
|
)
|
|
{
|
|
tBSPFace * face = &Faces[faceIndex];
|
|
u32 j,k,m;
|
|
|
|
// number of control points across & up
|
|
const u32 controlWidth = face->size[0];
|
|
const u32 controlHeight = face->size[1];
|
|
|
|
video::S3DVertex2TCoords v;
|
|
|
|
m = meshBuffer->Vertices.size ();
|
|
for ( j = 0; j!= controlHeight * controlWidth; ++j )
|
|
{
|
|
copy ( &v, &Vertices [ face->vertexIndex + j ], storevertexcolor );
|
|
meshBuffer->Vertices.push_back ( v );
|
|
}
|
|
|
|
for ( j = 0; j!= controlHeight - 1; ++j )
|
|
{
|
|
for ( k = 0; k!= controlWidth - 1; ++k )
|
|
{
|
|
meshBuffer->Indices.push_back ( m + k + 0 );
|
|
meshBuffer->Indices.push_back ( m + k + controlWidth + 0 );
|
|
meshBuffer->Indices.push_back ( m + k + controlWidth + 1 );
|
|
|
|
meshBuffer->Indices.push_back ( m + k + 0 );
|
|
meshBuffer->Indices.push_back ( m + k + controlWidth + 1 );
|
|
meshBuffer->Indices.push_back ( m + k + 1 );
|
|
}
|
|
m += controlWidth;
|
|
}
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CQ3LevelMesh::createCurvedSurface2 ( SMeshBufferLightMap* meshBuffer,
|
|
s32 faceIndex,
|
|
s32 patchTesselation,
|
|
s32 storevertexcolor
|
|
)
|
|
{
|
|
tBSPFace * face = &Faces[faceIndex];
|
|
u32 j,k;
|
|
|
|
// number of control points across & up
|
|
const u32 controlWidth = face->size[0];
|
|
const u32 controlHeight = face->size[1];
|
|
|
|
|
|
// number of biquadratic patches
|
|
const u32 biquadWidth = (controlWidth - 1)/2;
|
|
const u32 biquadHeight = (controlHeight -1)/2;
|
|
|
|
|
|
// Create space for a temporary array of the patch's control points
|
|
core::array<S3DVertex2TCoords_64> controlPoint;
|
|
controlPoint.set_used ( controlWidth * controlHeight );
|
|
|
|
for( j = 0; j < controlPoint.size(); ++j)
|
|
{
|
|
copy ( &controlPoint[j], &Vertices [ face->vertexIndex + j ], storevertexcolor );
|
|
}
|
|
|
|
// create a temporary patch
|
|
Bezier.Patch = new scene::SMeshBufferLightMap();
|
|
|
|
//Loop through the biquadratic patches
|
|
for( j = 0; j < biquadHeight; ++j)
|
|
{
|
|
for( k = 0; k < biquadWidth; ++k)
|
|
{
|
|
// set up this patch
|
|
const s32 inx = j*controlWidth*2 + k*2;
|
|
|
|
// setup bezier control points for this patch
|
|
Bezier.control[0] = controlPoint[ inx + 0];
|
|
Bezier.control[1] = controlPoint[ inx + 1];
|
|
Bezier.control[2] = controlPoint[ inx + 2];
|
|
Bezier.control[3] = controlPoint[ inx + controlWidth + 0 ];
|
|
Bezier.control[4] = controlPoint[ inx + controlWidth + 1 ];
|
|
Bezier.control[5] = controlPoint[ inx + controlWidth + 2 ];
|
|
Bezier.control[6] = controlPoint[ inx + controlWidth * 2 + 0];
|
|
Bezier.control[7] = controlPoint[ inx + controlWidth * 2 + 1];
|
|
Bezier.control[8] = controlPoint[ inx + controlWidth * 2 + 2];
|
|
|
|
Bezier.tesselate ( patchTesselation );
|
|
}
|
|
}
|
|
|
|
|
|
// stitch together with existing geometry
|
|
// TODO: only border needs to be checked
|
|
const u32 bsize = Bezier.Patch->getVertexCount();
|
|
const u32 msize = meshBuffer->getVertexCount();
|
|
/*
|
|
for ( j = 0; j!= bsize; ++j )
|
|
{
|
|
const core::vector3df &v = Bezier.Patch->Vertices[j].Pos;
|
|
|
|
for ( k = 0; k!= msize; ++k )
|
|
{
|
|
const core::vector3df &m = meshBuffer->Vertices[k].Pos;
|
|
|
|
if ( !v.equals ( m, tolerance ) )
|
|
continue;
|
|
|
|
meshBuffer->Vertices[k].Pos = v;
|
|
//Bezier.Patch->Vertices[j].Pos = m;
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
// add Patch to meshbuffer
|
|
for ( j = 0; j!= bsize; ++j )
|
|
{
|
|
meshBuffer->Vertices.push_back ( Bezier.Patch->Vertices[j] );
|
|
}
|
|
|
|
// add indices to meshbuffer
|
|
for ( j = 0; j!= Bezier.Patch->getIndexCount(); ++j )
|
|
{
|
|
meshBuffer->Indices.push_back ( msize + Bezier.Patch->Indices[j] );
|
|
}
|
|
|
|
delete Bezier.Patch;
|
|
|
|
}
|
|
|
|
void CQ3LevelMesh::createCurvedSurface(SMeshBufferLightMap* meshBuffer, s32 i)
|
|
{
|
|
// this implementation for loading curved surfaces was
|
|
// sent in by Dean P. Macri. It was a little bit modified
|
|
// by me afterwards.
|
|
s32 idx;
|
|
s32 cpidx[9];
|
|
|
|
const tBSPVertex *v[9];
|
|
video::S3DVertex2TCoords currentVertex[4];
|
|
|
|
for( s32 row=0; row<Faces[i].size[1]-2; row+=2 )
|
|
{
|
|
for( s32 col=0; col<Faces[i].size[0]-2; col+=2 )
|
|
{
|
|
cpidx[0] = (row * Faces[i].size[0] + col) + Faces[i].vertexIndex;
|
|
cpidx[1] = (row * Faces[i].size[0] + col + 1) + Faces[i].vertexIndex;
|
|
cpidx[2] = (row * Faces[i].size[0] + col + 2) + Faces[i].vertexIndex;
|
|
cpidx[3] = ((row+1) * Faces[i].size[0] + col) + Faces[i].vertexIndex;
|
|
cpidx[4] = ((row+1) * Faces[i].size[0] + col + 1) + Faces[i].vertexIndex;
|
|
cpidx[5] = ((row+1) * Faces[i].size[0] + col + 2) + Faces[i].vertexIndex;
|
|
cpidx[6] = ((row+2) * Faces[i].size[0] + col) + Faces[i].vertexIndex;
|
|
cpidx[7] = ((row+2) * Faces[i].size[0] + col + 1) + Faces[i].vertexIndex;
|
|
cpidx[8] = ((row+2) * Faces[i].size[0] + col + 2) + Faces[i].vertexIndex;
|
|
|
|
// For some reason if we tesselate more than this (3x3),
|
|
// some of the patches don't show up!
|
|
|
|
f64 s;
|
|
f64 t;
|
|
f64 cs[3], ct[3], nxs[3], nxt[3];
|
|
|
|
s32 srun = 3;
|
|
s32 trun = 3;
|
|
const f64 sstep = 1.0 / (f64) srun;
|
|
const f64 tstep = 1.0 / (f64) trun;
|
|
|
|
v[0] = &Vertices[cpidx[0]];
|
|
v[1] = &Vertices[cpidx[1]];
|
|
v[2] = &Vertices[cpidx[2]];
|
|
v[3] = &Vertices[cpidx[3]];
|
|
v[4] = &Vertices[cpidx[4]];
|
|
v[5] = &Vertices[cpidx[5]];
|
|
v[6] = &Vertices[cpidx[6]];
|
|
v[7] = &Vertices[cpidx[7]];
|
|
v[8] = &Vertices[cpidx[8]];
|
|
|
|
|
|
s32 dos;
|
|
s32 dot;
|
|
for( dos = 0, s = 0; dos != srun; dos +=1, s+= sstep )
|
|
{
|
|
cs[0] = (1.0-s)*(1.0-s);
|
|
cs[1] = 2.0 * (1.0 - s) * s;
|
|
cs[2] = s * s;
|
|
nxs[0] = (1.0-s-sstep)*(1.0-s-sstep);
|
|
nxs[1] = 2.0 * (1.0 - s -sstep) * (s+sstep);
|
|
nxs[2] = (s+sstep) * (s+sstep);
|
|
|
|
for( dot = 0, t = 0; dot != trun; dot += 1, t += tstep )
|
|
{
|
|
idx = meshBuffer->getVertexCount();
|
|
ct[0] = (1.0-t)*(1.0-t);
|
|
ct[1] = 2.0 * (1.0 - t) * t;
|
|
ct[2] = t * t;
|
|
nxt[0] = (1.0-t-tstep)*(1.0-t-tstep);
|
|
nxt[1] = 2.0 * (1.0 - t - tstep) * (t+tstep);
|
|
nxt[2] = (t+tstep) * (t+tstep);
|
|
|
|
// Vert 1
|
|
currentVertex[0].Color.set(255,255,255,255);
|
|
currentVertex[0].Pos.X = floorf( Blend( cs, ct, v, (char*)&v[0]->vPosition[0] - (char*)v[0])+ 0.5f);
|
|
currentVertex[0].Pos.Y = floorf( Blend( cs, ct, v, (char*)&v[0]->vPosition[2] - (char*)v[0])+ 0.5f);
|
|
currentVertex[0].Pos.Z = floorf( Blend( cs, ct, v, (char*)&v[0]->vPosition[1] - (char*)v[0])+ 0.5f);
|
|
currentVertex[0].Normal.X = Blend( cs, ct, v, (char*)&v[0]->vNormal[0] - (char*)v[0]);
|
|
currentVertex[0].Normal.Y = Blend( cs, ct, v, (char*)&v[0]->vNormal[2] - (char*)v[0]);
|
|
currentVertex[0].Normal.Z = Blend( cs, ct, v, (char*)&v[0]->vNormal[1] - (char*)v[0]);
|
|
currentVertex[0].TCoords.X = Blend( cs, ct, v, (char*)&v[0]->vTextureCoord[0] - (char*)v[0]);
|
|
currentVertex[0].TCoords.Y = Blend( cs, ct, v, (char*)&v[0]->vTextureCoord[1] - (char*)v[0]);
|
|
currentVertex[0].TCoords2.X = Blend( cs, ct, v, (char*)&v[0]->vLightmapCoord[0] - (char*)v[0]);
|
|
currentVertex[0].TCoords2.Y = Blend( cs, ct, v, (char*)&v[0]->vLightmapCoord[1] - (char*)v[0]);
|
|
// Vert 2
|
|
currentVertex[1].Color.set(255,255,255,255);
|
|
currentVertex[1].Pos.X = floorf( Blend( cs, nxt, v, (char*)&v[0]->vPosition[0] - (char*)v[0])+ 0.5f);
|
|
currentVertex[1].Pos.Y = floorf( Blend( cs, nxt, v, (char*)&v[0]->vPosition[2] - (char*)v[0])+ 0.5f);
|
|
currentVertex[1].Pos.Z = floorf( Blend( cs, nxt, v, (char*)&v[0]->vPosition[1] - (char*)v[0])+ 0.5f);
|
|
currentVertex[1].Normal.X = Blend( cs, nxt, v, (char*)&v[0]->vNormal[0] - (char*)v[0]);
|
|
currentVertex[1].Normal.Y = Blend( cs, nxt, v, (char*)&v[0]->vNormal[2] - (char*)v[0]);
|
|
currentVertex[1].Normal.Z = Blend( cs, nxt, v, (char*)&v[0]->vNormal[1] - (char*)v[0]);
|
|
currentVertex[1].TCoords.X = Blend( cs, nxt, v, (char*)&v[0]->vTextureCoord[0] - (char*)v[0]);
|
|
currentVertex[1].TCoords.Y = Blend( cs, nxt, v, (char*)&v[0]->vTextureCoord[1] - (char*)v[0]);
|
|
currentVertex[1].TCoords2.X = Blend( cs, nxt, v, (char*)&v[0]->vLightmapCoord[0] - (char*)v[0]);
|
|
currentVertex[1].TCoords2.Y = Blend( cs, nxt, v, (char*)&v[0]->vLightmapCoord[1] - (char*)v[0]);
|
|
// Vert 3
|
|
currentVertex[2].Color.set(255,255,255,255);
|
|
currentVertex[2].Pos.X = floorf( Blend( nxs, ct, v, (char*)&v[0]->vPosition[0] - (char*)v[0])+ 0.5f);
|
|
currentVertex[2].Pos.Y = floorf( Blend( nxs, ct, v, (char*)&v[0]->vPosition[2] - (char*)v[0])+ 0.5f);
|
|
currentVertex[2].Pos.Z = floorf( Blend( nxs, ct, v, (char*)&v[0]->vPosition[1] - (char*)v[0])+ 0.5f);
|
|
currentVertex[2].Normal.X = Blend( nxs, ct, v, (char*)&v[0]->vNormal[0] - (char*)v[0]);
|
|
currentVertex[2].Normal.Y = Blend( nxs, ct, v, (char*)&v[0]->vNormal[2] - (char*)v[0]);
|
|
currentVertex[2].Normal.Z = Blend( nxs, ct, v, (char*)&v[0]->vNormal[1] - (char*)v[0]);
|
|
currentVertex[2].TCoords.X = Blend( nxs, ct, v, (char*)&v[0]->vTextureCoord[0] - (char*)v[0]);
|
|
currentVertex[2].TCoords.Y = Blend( nxs, ct, v, (char*)&v[0]->vTextureCoord[1] - (char*)v[0]);
|
|
currentVertex[2].TCoords2.X = Blend( nxs, ct, v, (char*)&v[0]->vLightmapCoord[0] - (char*)v[0]);
|
|
currentVertex[2].TCoords2.Y = Blend( nxs, ct, v, (char*)&v[0]->vLightmapCoord[1] - (char*)v[0]);
|
|
// Vert 4
|
|
currentVertex[3].Color.set(255,255,255,255);
|
|
currentVertex[3].Pos.X = floorf(Blend( nxs, nxt, v, (char*)&v[0]->vPosition[0] - (char*)v[0])+ 0.5f);
|
|
currentVertex[3].Pos.Y = floorf(Blend( nxs, nxt, v, (char*)&v[0]->vPosition[2] - (char*)v[0])+ 0.5f);
|
|
currentVertex[3].Pos.Z = floorf(Blend( nxs, nxt, v, (char*)&v[0]->vPosition[1] - (char*)v[0])+ 0.5f);
|
|
currentVertex[3].Normal.X = Blend( nxs, nxt, v, (char*)&v[0]->vNormal[0] - (char*)v[0]);
|
|
currentVertex[3].Normal.Y = Blend( nxs, nxt, v, (char*)&v[0]->vNormal[2] - (char*)v[0]);
|
|
currentVertex[3].Normal.Z = Blend( nxs, nxt, v, (char*)&v[0]->vNormal[1] - (char*)v[0]);
|
|
currentVertex[3].TCoords.X = Blend( nxs, nxt, v, (char*)&v[0]->vTextureCoord[0] - (char*)v[0]);
|
|
currentVertex[3].TCoords.Y = Blend( nxs, nxt, v, (char*)&v[0]->vTextureCoord[1] - (char*)v[0]);
|
|
currentVertex[3].TCoords2.X = Blend( nxs, nxt, v, (char*)&v[0]->vLightmapCoord[0] - (char*)v[0]);
|
|
currentVertex[3].TCoords2.Y = Blend( nxs, nxt, v, (char*)&v[0]->vLightmapCoord[1] - (char*)v[0]);
|
|
// Put the vertices in the mesh buffer
|
|
meshBuffer->Vertices.push_back(currentVertex[0]);
|
|
meshBuffer->Vertices.push_back(currentVertex[2]);
|
|
meshBuffer->Vertices.push_back(currentVertex[1]);
|
|
|
|
meshBuffer->Vertices.push_back(currentVertex[1]);
|
|
meshBuffer->Vertices.push_back(currentVertex[2]);
|
|
meshBuffer->Vertices.push_back(currentVertex[3]);
|
|
|
|
// add indexes
|
|
meshBuffer->Indices.push_back(idx);
|
|
meshBuffer->Indices.push_back(idx+1);
|
|
meshBuffer->Indices.push_back(idx+2);
|
|
// add indexes
|
|
meshBuffer->Indices.push_back(idx+3);
|
|
meshBuffer->Indices.push_back(idx+4);
|
|
meshBuffer->Indices.push_back(idx+5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//! get's an interface to the entities
|
|
const quake3::tQ3EntityList & CQ3LevelMesh::getEntityList ()
|
|
{
|
|
Entity.sort();
|
|
return Entity;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
const quake3::SShader * CQ3LevelMesh::getShader ( u32 index ) const
|
|
{
|
|
index &= 0xFFFF;
|
|
|
|
if ( index < Shader.size () )
|
|
{
|
|
return &Shader[index];
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//! loads the shader definition
|
|
// either from file ( we assume /scripts on fileNameIsValid == 0 )
|
|
const quake3::SShader * CQ3LevelMesh::getShader ( const c8 * filename, s32 fileNameIsValid )
|
|
{
|
|
quake3::SShader search;
|
|
search.name = filename;
|
|
|
|
s32 index;
|
|
|
|
//! is Shader already in cache?
|
|
index = Shader.linear_search ( search );
|
|
if ( index >= 0 )
|
|
{
|
|
return &Shader[index];
|
|
}
|
|
|
|
core::stringc loadFile;
|
|
|
|
if ( 0 == fileNameIsValid )
|
|
{
|
|
// extract the shader name from the last path component in filename
|
|
// "scripts/[name].shader"
|
|
core::stringc cut ( filename );
|
|
|
|
s32 end = cut.findLast ( '/' );
|
|
s32 start = cut.findLast ( '/', end - 1 );
|
|
|
|
loadFile = "scripts";
|
|
loadFile.append ( cut.subString ( start, end - start ) );
|
|
loadFile.append ( ".shader" );
|
|
}
|
|
else
|
|
{
|
|
loadFile = filename;
|
|
}
|
|
|
|
// already loaded the file ?
|
|
index = ShaderFile.binary_search ( loadFile );
|
|
if ( index >= 0 )
|
|
return 0;
|
|
|
|
#if 0
|
|
core::stringc message;
|
|
message = loadFile + " for " + core::stringc ( filename );
|
|
os::Printer::log("Q3: Loading shader file ", message.c_str(), ELL_INFORMATION);
|
|
io::IReadFile *file = FileSystem->createAndOpenFile ( loadFile.c_str () );
|
|
if ( 0 == file )
|
|
{
|
|
os::Printer::log("Q3: could not load shader ", loadFile.c_str(), ELL_INFORMATION);
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
if ( !FileSystem->existFile ( loadFile.c_str () ) )
|
|
return 0;
|
|
|
|
io::IReadFile *file = FileSystem->createAndOpenFile ( loadFile.c_str () );
|
|
if ( 0 == file )
|
|
return 0;
|
|
|
|
core::stringc message;
|
|
message = loadFile + " for " + core::stringc ( filename );
|
|
os::Printer::log("Loaded shader", message.c_str(), ELL_INFORMATION);
|
|
|
|
// add file to loaded files
|
|
ShaderFile.push_back ( loadFile );
|
|
|
|
// load script
|
|
core::array<u8> script;
|
|
u32 len = file->getSize ();
|
|
|
|
script.set_used ( len + 2 );
|
|
script[ len + 1 ] = 0;
|
|
|
|
file->seek( 0 );
|
|
file->read ( script.pointer(), len );
|
|
file->drop ();
|
|
|
|
// start a parser instance
|
|
parser_parse ( script.pointer(), len, &CQ3LevelMesh::scriptcallback_shader );
|
|
|
|
// search again
|
|
index = Shader.linear_search ( search );
|
|
if ( index >= 0 )
|
|
return &Shader[index];
|
|
|
|
return 0;
|
|
}
|
|
|
|
//! adding default shaders
|
|
void CQ3LevelMesh::InitShader ()
|
|
{
|
|
ReleaseShader ();
|
|
|
|
quake3::SShader element;
|
|
|
|
quake3::SVarGroup group;
|
|
quake3::SVariable variable;
|
|
|
|
variable.name = "noshader";
|
|
group.Variable.push_back ( variable );
|
|
|
|
element.VarGroup = new quake3::SVarGroupList ();
|
|
element.VarGroup->VariableGroup.push_back ( group );
|
|
element.name = element.VarGroup->VariableGroup[0].Variable[0].name.c_str ();
|
|
Shader.push_back ( element );
|
|
|
|
// load common named shader
|
|
getShader ( "scripts/common.shader", 1 );
|
|
}
|
|
|
|
//!. script callback for shaders
|
|
//! i'm having troubles with the reference counting, during callback.. resorting..
|
|
void CQ3LevelMesh::ReleaseShader ()
|
|
{
|
|
for ( u32 i = 0; i!= Shader.size(); ++i )
|
|
{
|
|
Shader[i].VarGroup->drop ();
|
|
}
|
|
Shader.clear ();
|
|
ShaderFile.clear();
|
|
}
|
|
|
|
void CQ3LevelMesh::ReleaseEntity ()
|
|
{
|
|
for ( u32 i = 0; i!= Entity.size(); ++i )
|
|
{
|
|
Entity[i].VarGroup->drop ();
|
|
}
|
|
Entity.clear ();
|
|
|
|
}
|
|
|
|
|
|
// entity only has only one valid level.. and no assoziative name..
|
|
void CQ3LevelMesh::scriptcallback_entity ( quake3::SVarGroupList *& grouplist )
|
|
{
|
|
quake3::SEntity element;
|
|
|
|
if ( grouplist->VariableGroup.size () != 2 )
|
|
return;
|
|
|
|
|
|
element.name = grouplist->VariableGroup[1].get ( "classname" );
|
|
|
|
grouplist->grab ();
|
|
element.VarGroup = grouplist;
|
|
element.id = Shader.size();
|
|
|
|
Entity.push_back ( element );
|
|
}
|
|
|
|
|
|
//!. script callback for shaders
|
|
void CQ3LevelMesh::scriptcallback_shader ( quake3::SVarGroupList *& grouplist )
|
|
{
|
|
quake3::SShader element;
|
|
|
|
// TODO: There might be something wrong with this fix, but it avoids a core dump...
|
|
if (grouplist->VariableGroup[0].Variable.size()==0)
|
|
return;
|
|
// end fix
|
|
|
|
grouplist->grab ();
|
|
|
|
element.VarGroup = grouplist;
|
|
element.name = element.VarGroup->VariableGroup[0].Variable[0].name.c_str ();
|
|
element.id = Shader.size();
|
|
|
|
Shader.push_back ( element );
|
|
}
|
|
|
|
|
|
//! loads the textures
|
|
void CQ3LevelMesh::loadTextures()
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
core::stringc s;
|
|
core::stringc extensions[2];
|
|
extensions[0] = ".jpg";
|
|
extensions[1] = ".tga";
|
|
|
|
// load textures
|
|
|
|
core::array<video::ITexture*> tex;
|
|
tex.set_used(NumTextures+1);
|
|
|
|
tex[0] = 0;
|
|
|
|
s32 t;// new ISO for scoping problem with some compilers
|
|
|
|
for (t=1; t<(NumTextures+1); ++t)
|
|
{
|
|
tex[t] = 0;
|
|
|
|
if ( !tex[t] )
|
|
{
|
|
for (s32 e=0; e<2; ++e)
|
|
{
|
|
s = Textures[t-1].strName;
|
|
s.append(extensions[e]);
|
|
if (FileSystem->existFile(s.c_str()))
|
|
{
|
|
tex[t] = Driver->getTexture(s.c_str());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!tex[t])
|
|
{
|
|
os::Printer::log("Q3: no texmap for texturename ", Textures[t-1].strName, ELL_WARNING);
|
|
}
|
|
}
|
|
|
|
// load lightmaps.
|
|
core::array<video::ITexture*> lig;
|
|
lig.set_used(NumLightMaps+1);
|
|
|
|
lig[0] = 0;
|
|
c8 lightmapname[255];
|
|
core::dimension2d<s32> lmapsize(128,128);
|
|
|
|
//bool oldMipMapState = Driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
|
//Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
video::IImage* lmapImg;
|
|
for (t=1; t<(NumLightMaps+1); ++t)
|
|
{
|
|
sprintf(lightmapname, "%s.lightmap.%d", LevelName.c_str(), t);
|
|
|
|
// lightmap is a CTexture::R8G8B8 format
|
|
lmapImg = Driver->createImageFromData(
|
|
video::ECF_R8G8B8,
|
|
lmapsize,
|
|
LightMaps[t-1].imageBits, true, false );
|
|
|
|
lig[t] = Driver->addTexture ( lightmapname, lmapImg );
|
|
lmapImg->drop ();
|
|
|
|
}
|
|
//Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
|
|
|
|
|
|
// attach textures to materials.
|
|
for (s32 l=0; l<NumLightMaps+1; ++l)
|
|
for (t=0; t<NumTextures+1; ++t)
|
|
{
|
|
SMeshBufferLightMap* b = (SMeshBufferLightMap*)Mesh[0]->getMeshBuffer(l*(NumTextures+1) + t);
|
|
b->Material.Textures[1] = lig[l];
|
|
b->Material.Textures[0] = tex[t];
|
|
|
|
if (!b->Material.Textures[1])
|
|
b->Material.MaterialType = video::EMT_SOLID;
|
|
|
|
if ( !b->Material.Textures[0] )
|
|
b->Material.MaterialType = video::EMT_SOLID;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// delete all buffers without geometry in it.
|
|
void CQ3LevelMesh::cleanMeshes ()
|
|
{
|
|
// delete all buffers without geometry in it.
|
|
for ( u32 g = 0; g < quake3::E_Q3_MESH_SIZE; ++g )
|
|
{
|
|
u32 i = 0;
|
|
bool texture0important = ( g == 0 );
|
|
while(i < Mesh[g]->MeshBuffers.size())
|
|
{
|
|
if (Mesh[g]->MeshBuffers[i]->getVertexCount() == 0 ||
|
|
Mesh[g]->MeshBuffers[i]->getIndexCount() == 0 ||
|
|
( texture0important && Mesh[g]->MeshBuffers[i]->getMaterial().Textures[0] == 0 )
|
|
)
|
|
{
|
|
// delete Meshbuffer
|
|
Mesh[g]->MeshBuffers[i]->drop();
|
|
Mesh[g]->MeshBuffers.erase(i);
|
|
}
|
|
else
|
|
++i;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// recalculate bounding boxes
|
|
void CQ3LevelMesh::calcBoundingBoxes ()
|
|
{
|
|
// create bounding box
|
|
for ( u32 g = 0; g != quake3::E_Q3_MESH_SIZE; ++g )
|
|
{
|
|
for ( u32 j=0; j < Mesh[g]->MeshBuffers.size(); ++j)
|
|
{
|
|
((SMeshBufferLightMap*)Mesh[g]->MeshBuffers[j])->recalculateBoundingBox();
|
|
}
|
|
|
|
Mesh[g]->recalculateBoundingBox();
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
//! loads a texture
|
|
video::ITexture* CQ3LevelMesh::loadTexture ( const tStringList &stringList )
|
|
{
|
|
static const char * extension[2] =
|
|
{
|
|
".jpg",
|
|
".tga"
|
|
};
|
|
|
|
core::stringc loadFile;
|
|
for ( u32 i = 0; i!= stringList.size (); ++i )
|
|
{
|
|
for ( u32 g = 0; g != 2 ; ++g )
|
|
{
|
|
cutFilenameExtension ( loadFile, stringList[i] ).append ( extension[g] );
|
|
|
|
if ( FileSystem->existFile ( loadFile.c_str() ) )
|
|
{
|
|
video::ITexture* t = Driver->getTexture( loadFile.c_str() );
|
|
if ( t )
|
|
return t;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
*/
|
|
|
|
//! loads the textures
|
|
void CQ3LevelMesh::loadTextures2()
|
|
{
|
|
if (!Driver)
|
|
return;
|
|
|
|
s32 t;
|
|
|
|
// load lightmaps.
|
|
Lightmap.set_used(NumLightMaps+1);
|
|
|
|
c8 lightmapname[255];
|
|
core::dimension2d<s32> lmapsize(128,128);
|
|
|
|
video::IImage* lmapImg;
|
|
for ( t = 0; t < NumLightMaps ; ++t)
|
|
{
|
|
sprintf(lightmapname, "%s.lightmap.%d", LevelName.c_str(), t);
|
|
|
|
// lightmap is a CTexture::R8G8B8 format
|
|
lmapImg = Driver->createImageFromData(
|
|
video::ECF_R8G8B8,
|
|
lmapsize,
|
|
LightMaps[t].imageBits, true, false );
|
|
|
|
Lightmap[t] = Driver->addTexture ( lightmapname, lmapImg );
|
|
lmapImg->drop ();
|
|
|
|
}
|
|
|
|
// load textures
|
|
Tex.set_used( NumTextures+1 );
|
|
|
|
const quake3::SShader * shader;
|
|
|
|
core::stringc list;
|
|
core::stringc check;
|
|
quake3::tTexArray textureArray;
|
|
|
|
for ( t=0; t< NumTextures; ++t)
|
|
{
|
|
Tex[t].ShaderID = -1;
|
|
Tex[t].Texture = 0;
|
|
|
|
list = "";
|
|
|
|
// get a shader ( if one exists )
|
|
shader = getShader ( Textures[t].strName, 0 );
|
|
if ( shader )
|
|
{
|
|
Tex[t].ShaderID = shader->id;
|
|
|
|
// if texture name == stage1 Texture map
|
|
const quake3::SVarGroup * group;
|
|
|
|
group = shader->getGroup ( 2 );
|
|
if ( group )
|
|
{
|
|
if ( core::cutFilenameExtension ( check, group->get ( "map" ) ) == Textures[t].strName )
|
|
{
|
|
list += check;
|
|
}
|
|
else
|
|
if ( check == "$lightmap" )
|
|
{
|
|
// we check if lightmap is in stage 1 and texture in stage 2
|
|
group = shader->getGroup ( 3 );
|
|
if ( group )
|
|
list += group->get ( "map" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no shader, take it
|
|
list += Textures[t].strName;
|
|
}
|
|
|
|
u32 pos = 0;
|
|
quake3::getTextures ( textureArray, list, pos, FileSystem, Driver );
|
|
|
|
Tex[t].Texture = textureArray[0];
|
|
}
|
|
}
|
|
|
|
|
|
//! Returns an axis aligned bounding box of the mesh.
|
|
//! \return A bounding box of this mesh is returned.
|
|
const core::aabbox3d<f32>& CQ3LevelMesh::getBoundingBox() const
|
|
{
|
|
return Mesh[0]->getBoundingBox();
|
|
}
|
|
|
|
|
|
//! Returns the type of the animated mesh.
|
|
E_ANIMATED_MESH_TYPE CQ3LevelMesh::getMeshType() const
|
|
{
|
|
return scene::EAMT_BSP;
|
|
}
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|