From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../irrlicht-1.8/source/Irrlicht/COCTLoader.cpp | 336 --------------------- 1 file changed, 336 deletions(-) delete mode 100644 libraries/irrlicht-1.8/source/Irrlicht/COCTLoader.cpp (limited to 'libraries/irrlicht-1.8/source/Irrlicht/COCTLoader.cpp') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/COCTLoader.cpp b/libraries/irrlicht-1.8/source/Irrlicht/COCTLoader.cpp deleted file mode 100644 index d9447b0..0000000 --- a/libraries/irrlicht-1.8/source/Irrlicht/COCTLoader.cpp +++ /dev/null @@ -1,336 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h -// -// originally written by Murphy McCauley, see COCTLoader.h for details. -// -// COCTLoader by Murphy McCauley (February 2005) -// An Irrlicht loader for OCT files -// -// See the header file for additional information including use and distribution rights. - -#include "IrrCompileConfig.h" -#ifdef _IRR_COMPILE_WITH_OCT_LOADER_ - -#include "COCTLoader.h" -#include "IVideoDriver.h" -#include "IFileSystem.h" -#include "os.h" -#include "SAnimatedMesh.h" -#include "SMeshBufferLightMap.h" -#include "irrString.h" -#include "ISceneManager.h" - -namespace irr -{ -namespace scene -{ - -//! constructor -COCTLoader::COCTLoader(ISceneManager* smgr, io::IFileSystem* fs) - : SceneManager(smgr), FileSystem(fs) -{ - #ifdef _DEBUG - setDebugName("COCTLoader"); - #endif - if (FileSystem) - FileSystem->grab(); -} - - -//! destructor -COCTLoader::~COCTLoader() -{ - if (FileSystem) - FileSystem->drop(); -} - - -// Doesn't really belong here, but it's jammed in for now. -void COCTLoader::OCTLoadLights(io::IReadFile* file, scene::ISceneNode * parent, f32 radius, f32 intensityScale, bool rewind) -{ - if (rewind) - file->seek(0); - - octHeader header; - file->read(&header, sizeof(octHeader)); - - file->seek(sizeof(octVert)*header.numVerts, true); - file->seek(sizeof(octFace)*header.numFaces, true); - file->seek(sizeof(octTexture)*header.numTextures, true); - file->seek(sizeof(octLightmap)*header.numLightmaps, true); - - octLight * lights = new octLight[header.numLights]; - file->read(lights, header.numLights * sizeof(octLight)); - - //TODO: Skip past my extended data just for good form - - for (u32 i = 0; i < header.numLights; i++) - { - const f32 intensity = lights[i].intensity * intensityScale; - - SceneManager->addLightSceneNode(parent, core::vector3df(lights[i].pos[0], lights[i].pos[2], lights[i].pos[1]), - video::SColorf(lights[i].color[0] * intensity, lights[i].color[1] * intensity, lights[i].color[2] * intensity, 1.0f), - radius); - } -} - - -//! creates/loads an animated mesh from the file. -//! \return Pointer to the created mesh. Returns 0 if loading failed. -//! If you no longer need the mesh, you should call IAnimatedMesh::drop(). -//! See IReferenceCounted::drop() for more information. -IAnimatedMesh* COCTLoader::createMesh(io::IReadFile* file) -{ - if (!file) - return 0; - - octHeader header; - file->read(&header, sizeof(octHeader)); - - octVert * verts = new octVert[header.numVerts]; - octFace * faces = new octFace[header.numFaces]; - octTexture * textures = new octTexture[header.numTextures]; - octLightmap * lightmaps = new octLightmap[header.numLightmaps]; - octLight * lights = new octLight[header.numLights]; - - file->read(verts, sizeof(octVert) * header.numVerts); - file->read(faces, sizeof(octFace) * header.numFaces); - //TODO: Make sure id is in the legal range for Textures and Lightmaps - - u32 i; - for (i = 0; i < header.numTextures; i++) { - octTexture t; - file->read(&t, sizeof(octTexture)); - textures[t.id] = t; - } - for (i = 0; i < header.numLightmaps; i++) { - octLightmap t; - file->read(&t, sizeof(octLightmap)); - lightmaps[t.id] = t; - } - file->read(lights, sizeof(octLight) * header.numLights); - - //TODO: Now read in my extended OCT header (flexible lightmaps and vertex normals) - - - // This is the method Nikolaus Gebhardt used in the Q3 loader -- create a - // meshbuffer for every possible combination of lightmap and texture including - // a "null" texture and "null" lightmap. Ones that end up with nothing in them - // will be removed later. - - SMesh * Mesh = new SMesh(); - for (i=0; i<(header.numTextures+1) * (header.numLightmaps+1); ++i) - { - scene::SMeshBufferLightMap* buffer = new scene::SMeshBufferLightMap(); - - buffer->Material.MaterialType = video::EMT_LIGHTMAP; - buffer->Material.Lighting = false; - Mesh->addMeshBuffer(buffer); - buffer->drop(); - } - - - // Build the mesh buffers - for (i = 0; i < header.numFaces; i++) - { - if (faces[i].numVerts < 3) - continue; - - const f32* const a = verts[faces[i].firstVert].pos; - const f32* const b = verts[faces[i].firstVert+1].pos; - const f32* const c = verts[faces[i].firstVert+2].pos; - const core::vector3df normal = - core::plane3df(core::vector3df(a[0],a[1],a[2]), core::vector3df(b[0],c[1],c[2]), core::vector3df(c[0],c[1],c[2])).Normal; - - const u32 textureID = core::min_(s32(faces[i].textureID), s32(header.numTextures - 1)) + 1; - const u32 lightmapID = core::min_(s32(faces[i].lightmapID),s32(header.numLightmaps - 1)) + 1; - SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(lightmapID * (header.numTextures + 1) + textureID); - const u32 base = meshBuffer->Vertices.size(); - - // Add this face's verts - u32 v; - for (v = 0; v < faces[i].numVerts; ++v) - { - octVert * vv = &verts[faces[i].firstVert + v]; - video::S3DVertex2TCoords vert; - vert.Pos.set(vv->pos[0], vv->pos[1], vv->pos[2]); - vert.Color = video::SColor(0,255,255,255); - vert.Normal.set(normal); - - if (textureID == 0) - { - // No texture -- just a lightmap. Thus, use lightmap coords for texture 1. - // (the actual texture will be swapped later) - vert.TCoords.set(vv->lc[0], vv->lc[1]); - } - else - { - vert.TCoords.set(vv->tc[0], vv->tc[1]); - vert.TCoords2.set(vv->lc[0], vv->lc[1]); - } - - meshBuffer->Vertices.push_back(vert); - } - - // Now add the indices - // This weird loop turns convex polygons into triangle strips. - // I do it this way instead of a simple fan because it usually looks a lot better in wireframe, for example. - // High, Low - u32 h = faces[i].numVerts - 1; - u32 l = 0; - for (v = 0; v < faces[i].numVerts - 2; ++v) - { - const u32 center = (v & 1)? h - 1: l + 1; - - meshBuffer->Indices.push_back(base + h); - meshBuffer->Indices.push_back(base + l); - meshBuffer->Indices.push_back(base + center); - - if (v & 1) - --h; - else - ++l; - } - } - - // load textures - core::array tex; - tex.reallocate(header.numTextures + 1); - tex.push_back(0); - - const core::stringc relpath = FileSystem->getFileDir(file->getFileName())+"/"; - for (i = 1; i < (header.numTextures + 1); i++) - { - core::stringc path(textures[i-1].fileName); - path.replace('\\','/'); - if (FileSystem->existFile(path)) - tex.push_back(SceneManager->getVideoDriver()->getTexture(path)); - else - // try to read in the relative path of the OCT file - tex.push_back(SceneManager->getVideoDriver()->getTexture( (relpath + path) )); - } - - // prepare lightmaps - core::array lig; - lig.set_used(header.numLightmaps + 1); - lig[0] = 0; - - const u32 lightmapWidth = 128; - const u32 lightmapHeight = 128; - const core::dimension2d lmapsize(lightmapWidth, lightmapHeight); - - bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS); - SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); - - video::IImage* tmpImage = SceneManager->getVideoDriver()->createImage(video::ECF_R8G8B8, lmapsize); - for (i = 1; i < (header.numLightmaps + 1); ++i) - { - core::stringc lightmapname = file->getFileName(); - lightmapname += ".lightmap."; - lightmapname += (int)i; - - const octLightmap* lm = &lightmaps[i-1]; - - for (u32 x=0; xsetPixel(x, y, - video::SColor(255, - lm->data[x][y][2], - lm->data[x][y][1], - lm->data[x][y][0])); - } - } - - lig[i] = SceneManager->getVideoDriver()->addTexture(lightmapname.c_str(), tmpImage); - } - tmpImage->drop(); - SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState); - - // Free stuff - delete [] verts; - delete [] faces; - delete [] textures; - delete [] lightmaps; - delete [] lights; - - // attach materials - for (i = 0; i < header.numLightmaps + 1; i++) - { - for (u32 j = 0; j < header.numTextures + 1; j++) - { - u32 mb = i * (header.numTextures + 1) + j; - SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(mb); - meshBuffer->Material.setTexture(0, tex[j]); - meshBuffer->Material.setTexture(1, lig[i]); - - if (meshBuffer->Material.getTexture(0) == 0) - { - // This material has no texture, so we'll just show the lightmap if there is one. - // We swapped the texture coordinates earlier. - meshBuffer->Material.setTexture(0, meshBuffer->Material.getTexture(1)); - meshBuffer->Material.setTexture(1, 0); - } - if (meshBuffer->Material.getTexture(1) == 0) - { - // If there is only one texture, it should be solid and lit. - // Among other things, this way you can preview OCT lights. - meshBuffer->Material.MaterialType = video::EMT_SOLID; - meshBuffer->Material.Lighting = true; - } - } - } - - // delete all buffers without geometry in it. - i = 0; - while(i < Mesh->MeshBuffers.size()) - { - if (Mesh->MeshBuffers[i]->getVertexCount() == 0 || - Mesh->MeshBuffers[i]->getIndexCount() == 0 || - Mesh->MeshBuffers[i]->getMaterial().getTexture(0) == 0) - { - // Meshbuffer is empty -- drop it - Mesh->MeshBuffers[i]->drop(); - Mesh->MeshBuffers.erase(i); - } - else - { - ++i; - } - } - - - // create bounding box - for (i = 0; i < Mesh->MeshBuffers.size(); ++i) - { - Mesh->MeshBuffers[i]->recalculateBoundingBox(); - } - Mesh->recalculateBoundingBox(); - - - // Set up an animated mesh to hold the mesh - SAnimatedMesh* AMesh = new SAnimatedMesh(); - AMesh->Type = EAMT_OCT; - AMesh->addMesh(Mesh); - AMesh->recalculateBoundingBox(); - Mesh->drop(); - - return AMesh; -} - - -//! returns true if the file maybe is able to be loaded by this class -//! based on the file extension (e.g. ".bsp") -bool COCTLoader::isALoadableFileExtension(const io::path& filename) const -{ - return core::hasFileExtension ( filename, "oct" ); -} - - -} // end namespace scene -} // end namespace irr - -#endif // _IRR_COMPILE_WITH_OCT_LOADER_ - -- cgit v1.1