irrlicht/source/Irrlicht/CQ3LevelMesh.cpp

1889 lines
49 KiB
C++

// 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
#include "CQ3LevelMesh.h"
#include "ISceneManager.h"
#include "os.h"
#include "SMeshBufferLightMap.h"
#include "irrString.h"
#include "ILightSceneNode.h"
#include "IQ3Shader.h"
namespace irr
{
namespace scene
{
//! constructor
CQ3LevelMesh::CQ3LevelMesh(io::IFileSystem* fs, video::IVideoDriver* driver, scene::ISceneManager* smgr)
: Textures(0), LightMaps(0),
Vertices(0), Faces(0), Planes(0), Nodes(0), Leafs(0), LeafFaces(0),
MeshVerts(0), Brushes(0), Driver(driver), FileSystem(fs), SceneManager ( smgr )
{
#ifdef _DEBUG
IUnknown::setDebugName("CQ3LevelMesh");
#endif
s32 i;
for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
{
Mesh[i] = 0;
}
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
// load default shaders
InitShader ();
}
//! destructor
CQ3LevelMesh::~CQ3LevelMesh()
{
if (Textures)
delete [] Textures;
if (LightMaps)
delete [] LightMaps;
if (Vertices)
delete [] Vertices;
if (Faces)
delete [] Faces;
if (Planes)
delete [] Planes;
if (Nodes)
delete [] Nodes;
if (Leafs)
delete [] Leafs;
if (LeafFaces)
delete [] LeafFaces;
if (MeshVerts)
delete [] MeshVerts;
if (Brushes)
delete [] Brushes;
if (Driver)
Driver->drop();
if (FileSystem)
FileSystem->drop();
s32 i;
for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
{
if (Mesh[i])
Mesh[i]->drop();
}
ReleaseShader ();
ReleaseEntity ();
}
//! loads a level from a .bsp-File. Also tries to load all needed textures. Returns true if successful.
bool CQ3LevelMesh::loadFile(io::IReadFile* file)
{
if (!file)
return false;
LevelName = file->getFileName();
tBSPHeader header;
file->read(&header, sizeof(tBSPHeader));
#ifdef __BIG_ENDIAN__
header.strID = os::Byteswap::byteswap(header.strID);
header.version = os::Byteswap::byteswap(header.version);
#endif
if (header.strID != 0x50534249 || header.version != 0x2e)
{
os::Printer::log("Could not load .bsp file, unknown header.", file->getFileName(), ELL_ERROR);
return false;
}
// now read lumps
file->read(&Lumps[0], sizeof(tBSPLump)*kMaxLumps);
#ifdef __BIG_ENDIAN__
for (int i=0;i<kMaxLumps;++i)
{
Lumps[i].offset = os::Byteswap::byteswap(Lumps[i].offset);
Lumps[i].length = os::Byteswap::byteswap(Lumps[i].length);
}
#endif
s32 i;
for ( i = 0; i!= quake3::E_Q3_MESH_SIZE; ++i )
{
Mesh[i] = new SMesh();
}
ReleaseEntity ();
// load everything
loadTextures(&Lumps[kTextures], file); // Load the textures
loadLightmaps(&Lumps[kLightmaps], file); // Load the lightmaps
loadVerts(&Lumps[kVertices], file); // Load the vertices
loadFaces(&Lumps[kFaces], file); // Load the faces
loadPlanes(&Lumps[kPlanes], file); // Load the Planes of the BSP
loadNodes(&Lumps[kNodes], file); // load the Nodes of the BSP
loadLeafs(&Lumps[kLeafs], file); // load the Leafs of the BSP
loadLeafFaces(&Lumps[kLeafFaces], file); // load the Faces of the Leafs of the BSP
loadVisData(&Lumps[kVisData], file); // load the visibility data of the clusters
loadEntities(&Lumps[kEntities], file); // load the entities
loadModels(&Lumps[kModels], file); // load the models
loadMeshVerts(&Lumps[kMeshVerts], file); // load the mesh vertices
loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
loadShaders(&Lumps[kShaders], file ); // load the shaderes
PatchTesselation = 8;
//constructMesh();
//loadTextures();
loadTextures2();
constructMesh2();
cleanMeshes ();
calcBoundingBoxes ();
return true;
}
//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
s32 CQ3LevelMesh::getFrameCount()
{
return 1;
}
void CQ3LevelMesh::releaseMesh ( s32 index )
{
if ( Mesh [ index ] )
{
Mesh [index]->drop ();
Mesh [index] = 0;
}
}
//! 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.
IMesh* CQ3LevelMesh::getMesh(s32 frameInMs, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
return Mesh[ frameInMs ];
}
void CQ3LevelMesh::loadTextures(tBSPLump* l, io::IReadFile* file)
{
NumTextures = l->length / sizeof(tBSPTexture);
Textures = new tBSPTexture[NumTextures];
file->seek(l->offset);
file->read(Textures, l->length);
#ifdef __BIG_ENDIAN__
for (int i=0;i<NumTextures;i++)
{
Textures[i].flags = os::Byteswap::byteswap(Textures[i].flags);
Textures[i].contents = os::Byteswap::byteswap(Textures[i].contents);
}
#endif
}
void CQ3LevelMesh::loadLightmaps(tBSPLump* l, io::IReadFile* file)
{
NumLightMaps = l->length / sizeof(tBSPLightmap);
LightMaps = new tBSPLightmap[NumLightMaps];
file->seek(l->offset);
file->read(LightMaps, l->length);
}
void CQ3LevelMesh::loadVerts(tBSPLump* l, io::IReadFile* file)
{
NumVertices = l->length / sizeof(tBSPVertex);
Vertices = new tBSPVertex[NumVertices];
file->seek(l->offset);
file->read(Vertices, l->length);
#ifdef __BIG_ENDIAN__
for (int i=0;i<NumVertices;i++)
{
Vertices[i].vPosition[0] = os::Byteswap::byteswap(Vertices[i].vPosition[0]);
Vertices[i].vPosition[1] = os::Byteswap::byteswap(Vertices[i].vPosition[1]);
Vertices[i].vPosition[2] = os::Byteswap::byteswap(Vertices[i].vPosition[2]);
Vertices[i].vTextureCoord[0] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[0]);
Vertices[i].vTextureCoord[1] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[1]);
Vertices[i].vLightmapCoord[0] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[0]);
Vertices[i].vLightmapCoord[1] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[1]);
Vertices[i].vNormal[0] = os::Byteswap::byteswap(Vertices[i].vNormal[0]);
Vertices[i].vNormal[1] = os::Byteswap::byteswap(Vertices[i].vNormal[1]);
Vertices[i].vNormal[2] = os::Byteswap::byteswap(Vertices[i].vNormal[2]);
}
#endif
}
void CQ3LevelMesh::loadFaces(tBSPLump* l, io::IReadFile* file)
{
NumFaces = l->length / sizeof(tBSPFace);
Faces = new tBSPFace[NumFaces];
file->seek(l->offset);
file->read(Faces, l->length);
#ifdef __BIG_ENDIAN__
for ( s32 i=0;i<NumFaces;i++)
{
Faces[i].textureID = os::Byteswap::byteswap(Faces[i].textureID);
Faces[i].effect = os::Byteswap::byteswap(Faces[i].effect);
Faces[i].type = os::Byteswap::byteswap(Faces[i].type);
Faces[i].vertexIndex = os::Byteswap::byteswap(Faces[i].vertexIndex);
Faces[i].numOfVerts = os::Byteswap::byteswap(Faces[i].numOfVerts);
Faces[i].meshVertIndex = os::Byteswap::byteswap(Faces[i].meshVertIndex);
Faces[i].numMeshVerts = os::Byteswap::byteswap(Faces[i].numMeshVerts);
Faces[i].lightmapID = os::Byteswap::byteswap(Faces[i].lightmapID);
Faces[i].lMapCorner[0] = os::Byteswap::byteswap(Faces[i].lMapCorner[0]);
Faces[i].lMapCorner[1] = os::Byteswap::byteswap(Faces[i].lMapCorner[1]);
Faces[i].lMapSize[0] = os::Byteswap::byteswap(Faces[i].lMapSize[0]);
Faces[i].lMapSize[1] = os::Byteswap::byteswap(Faces[i].lMapSize[1]);
Faces[i].lMapPos[0] = os::Byteswap::byteswap(Faces[i].lMapPos[0]);
Faces[i].lMapPos[1] = os::Byteswap::byteswap(Faces[i].lMapPos[1]);
Faces[i].lMapPos[2] = os::Byteswap::byteswap(Faces[i].lMapPos[2]);
Faces[i].lMapBitsets[0][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][0]);
Faces[i].lMapBitsets[0][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][1]);
Faces[i].lMapBitsets[0][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][2]);
Faces[i].lMapBitsets[1][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][0]);
Faces[i].lMapBitsets[1][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][1]);
Faces[i].lMapBitsets[1][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][2]);
Faces[i].vNormal[0] = os::Byteswap::byteswap(Faces[i].vNormal[0]);
Faces[i].vNormal[1] = os::Byteswap::byteswap(Faces[i].vNormal[1]);
Faces[i].vNormal[2] = os::Byteswap::byteswap(Faces[i].vNormal[2]);
Faces[i].size[0] = os::Byteswap::byteswap(Faces[i].size[0]);
Faces[i].size[1] = os::Byteswap::byteswap(Faces[i].size[1]);
}
#endif
}
void CQ3LevelMesh::loadPlanes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadNodes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafs(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafFaces(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadVisData(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadEntities(tBSPLump* l, io::IReadFile* file)
{
core::array<u8> entity;
entity.set_used ( l->length + 2 );
entity[l->length + 1 ] = 0;
file->seek(l->offset);
file->read ( entity.pointer(), l->length);
parser_parse ( entity.pointer(), l->length, &CQ3LevelMesh::scriptcallback_entity );
}
// load shaders named in bsp
void CQ3LevelMesh::loadShaders(tBSPLump* l, io::IReadFile* file)
{
u32 files = l->length / sizeof(tBSPShader);
file->seek ( l->offset );
tBSPShader def;
for ( u32 i = 0; i!= files; ++i )
{
file->read ( &def, sizeof ( def ) );
getShader ( def.strName, 1 );
}
}
void CQ3LevelMesh::loadModels(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadMeshVerts(tBSPLump* l, io::IReadFile* file)
{
NumMeshVerts = l->length / sizeof(s32);
MeshVerts = new s32[NumMeshVerts];
file->seek(l->offset);
file->read(MeshVerts, l->length);
#ifdef __BIG_ENDIAN__
for (int i=0;i<NumMeshVerts;i++)
MeshVerts[i] = os::Byteswap::byteswap(MeshVerts[i]);
#endif
}
void CQ3LevelMesh::loadBrushes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadBrushSides(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafBrushes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
inline bool isQ3WhiteSpace ( const u8 symbol )
{
return symbol == ' ' || symbol == '\t' || symbol == '\r';
}
void CQ3LevelMesh::parser_nextToken ()
{
u8 symbol;
Parser.token = "";
Parser.tokenresult = Q3_TOKEN_UNRESOLVED;
// skip white space
do
{
if ( Parser.index >= Parser.sourcesize )
{
Parser.tokenresult = Q3_TOKEN_EOF;
return;
}
symbol = Parser.source [ Parser.index ];
Parser.index += 1;
} while ( isQ3WhiteSpace ( symbol ) );
// first symbol, one symbol
switch ( symbol )
{
case 0:
Parser.tokenresult = Q3_TOKEN_EOF;
return;
case '/':
// comment or divide
if ( Parser.index >= Parser.sourcesize )
{
Parser.tokenresult = Q3_TOKEN_EOF;
return;
}
symbol = Parser.source [ Parser.index ];
Parser.index += 1;
if ( isQ3WhiteSpace ( symbol ) )
{
Parser.tokenresult = Q3_TOKEN_MATH_DIVIDE;
return;
}
else
if ( symbol == '*' )
{
// C-style comment in quake?
}
else
if ( symbol == '/' )
{
// skip to eol
do
{
if ( Parser.index >= Parser.sourcesize )
{
Parser.tokenresult = Q3_TOKEN_EOF;
return;
}
symbol = Parser.source [ Parser.index ];
Parser.index += 1;
} while ( symbol != '\n' );
Parser.tokenresult = Q3_TOKEN_COMMENT;
return;
}
// take /[name] as valid token..?!?!?. mhmm, maybe
break;
case '\n':
Parser.tokenresult = Q3_TOKEN_EOL;
return;
case '{':
Parser.tokenresult = Q3_TOKEN_START_LIST;
return;
case '}':
Parser.tokenresult = Q3_TOKEN_END_LIST;
return;
case '"':
// string literal
do
{
if ( Parser.index >= Parser.sourcesize )
{
Parser.tokenresult = Q3_TOKEN_EOF;
return;
}
symbol = Parser.source [ Parser.index ];
Parser.index += 1;
if ( symbol != '"' )
Parser.token.append ( symbol );
} while ( symbol != '"' );
Parser.tokenresult = Q3_TOKEN_ENTITY;
return;
}
// user identity
Parser.token.append ( symbol );
// continue till whitespace
bool notisWhite = true;
do
{
if ( Parser.index >= Parser.sourcesize )
{
Parser.tokenresult = Q3_TOKEN_EOF;
return;
}
symbol = Parser.source [ Parser.index ];
notisWhite = ! isQ3WhiteSpace ( symbol );
if ( notisWhite )
{
Parser.token.append ( symbol );
}
Parser.index += 1;
} while ( notisWhite );
Parser.tokenresult = Q3_TOKEN_TOKEN;
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.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;
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