From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h | 491 +++++++++++++++++++++ 1 file changed, 491 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h b/src/others/irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h new file mode 100644 index 0000000..b7e9cf1 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CQ3LevelMesh.h @@ -0,0 +1,491 @@ +// 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 + +#ifndef __C_Q3_LEVEL_MESH_H_INCLUDED__ +#define __C_Q3_LEVEL_MESH_H_INCLUDED__ + +#include "IQ3LevelMesh.h" +#include "IReadFile.h" +#include "IFileSystem.h" +#include "SMesh.h" +#include "SMeshBufferLightMap.h" +#include "IVideoDriver.h" +#include "irrString.h" +#include "ISceneManager.h" +#include "os.h" + +namespace irr +{ +namespace scene +{ + class CQ3LevelMesh : public IQ3LevelMesh + { + public: + + //! constructor + CQ3LevelMesh(io::IFileSystem* fs, scene::ISceneManager* smgr, + const quake3::Q3LevelLoadParameter &loadParam); + + //! destructor + virtual ~CQ3LevelMesh(); + + //! loads a level from a .bsp-File. Also tries to load all + //! needed textures. Returns true if successful. + bool loadFile(io::IReadFile* file); + + //! returns the amount of frames in milliseconds. If the amount + //! is 1, it is a static (=non animated) mesh. + virtual u32 getFrameCount() const; + + //! Gets the default animation speed of the animated mesh. + /** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */ + virtual f32 getAnimationSpeed() const + { + return FramesPerSecond; + } + + //! Gets the frame count of the animated mesh. + /** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated. + The actual speed is set in the scene node the mesh is instantiated in.*/ + virtual void setAnimationSpeed(f32 fps) + { + FramesPerSecond=fps; + } + + //! 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. + virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255, + s32 startFrameLoop=-1, s32 endFrameLoop=-1); + + //! Returns an axis aligned bounding box of the mesh. + //! \return A bounding box of this mesh is returned. + virtual const core::aabbox3d& getBoundingBox() const; + + virtual void setBoundingBox( const core::aabbox3df& box); + + //! Returns the type of the animated mesh. + virtual E_ANIMATED_MESH_TYPE getMeshType() const; + + //! loads the shader definition + virtual void getShader( io::IReadFile* file ); + + //! loads the shader definition + virtual const quake3::IShader * getShader( const c8 * filename, bool fileNameIsValid=true ); + + //! returns a already loaded Shader + virtual const quake3::IShader * getShader( u32 index ) const; + + + //! loads a configuration file + virtual void getConfiguration( io::IReadFile* file ); + //! get's an interface to the entities + virtual quake3::tQ3EntityList & getEntityList(); + + //! returns the requested brush entity + virtual IMesh* getBrushEntityMesh(s32 num) const; + + //! returns the requested brush entity + virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const; + + //Link to held meshes? ... + + + //! returns amount of mesh buffers. + virtual u32 getMeshBufferCount() const + { + return 0; + } + + //! returns pointer to a mesh buffer + virtual IMeshBuffer* getMeshBuffer(u32 nr) const + { + return 0; + } + + //! Returns pointer to a mesh buffer which fits a material + /** \param material: material to search for + \return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */ + virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const + { + return 0; + } + + virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) + { + return; + } + + //! set the hardware mapping hint, for driver + virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) + { + return; + } + + //! flags the meshbuffer as changed, reloads hardware buffers + virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) + { + return; + } + + private: + + + void constructMesh(); + void solveTJunction(); + void loadTextures(); + scene::SMesh** buildMesh(s32 num); + + struct STexShader + { + video::ITexture* Texture; + s32 ShaderID; + }; + + core::array< STexShader > Tex; + core::array Lightmap; + + enum eLumps + { + kEntities = 0, // Stores player/object positions, etc... + kShaders = 1, // Stores texture information + kPlanes = 2, // Stores the splitting planes + kNodes = 3, // Stores the BSP nodes + kLeafs = 4, // Stores the leafs of the nodes + kLeafFaces = 5, // Stores the leaf's indices into the faces + kLeafBrushes = 6, // Stores the leaf's indices into the brushes + kModels = 7, // Stores the info of world models + kBrushes = 8, // Stores the brushes info (for collision) + kBrushSides = 9, // Stores the brush surfaces info + kVertices = 10, // Stores the level vertices + kMeshVerts = 11, // Stores the model vertices offsets + kFogs = 12, // Stores the shader files (blending, anims..) + kFaces = 13, // Stores the faces for the level + kLightmaps = 14, // Stores the lightmaps for the level + kLightGrid = 15, // Stores extra world lighting information + kVisData = 16, // Stores PVS and cluster info (visibility) + kLightArray = 17, // RBSP + kMaxLumps // A constant to store the number of lumps + }; + + enum eBspSurfaceType + { + BSP_MST_BAD, + BSP_MST_PLANAR, + BSP_MST_PATCH, + BSP_MST_TRIANGLE_SOUP, + BSP_MST_FLARE, + BSP_MST_FOLIAGE + + }; + + struct tBSPHeader + { + s32 strID; // This should always be 'IBSP' + s32 version; // This should be 0x2e for Quake 3 files + }; + tBSPHeader header; + + struct tBSPLump + { + s32 offset; + s32 length; + }; + + + struct tBSPVertex + { + f32 vPosition[3]; // (x, y, z) position. + f32 vTextureCoord[2]; // (u, v) texture coordinate + f32 vLightmapCoord[2]; // (u, v) lightmap coordinate + f32 vNormal[3]; // (x, y, z) normal vector + u8 color[4]; // RGBA color for the vertex + }; + + struct tBSPFace + { + s32 textureID; // The index into the texture array + s32 fogNum; // The index for the effects (or -1 = n/a) + s32 type; // 1=polygon, 2=patch, 3=mesh, 4=billboard + s32 vertexIndex; // The index into this face's first vertex + s32 numOfVerts; // The number of vertices for this face + s32 meshVertIndex; // The index into the first meshvertex + s32 numMeshVerts; // The number of mesh vertices + s32 lightmapID; // The texture index for the lightmap + s32 lMapCorner[2]; // The face's lightmap corner in the image + s32 lMapSize[2]; // The size of the lightmap section + f32 lMapPos[3]; // The 3D origin of lightmap. + f32 lMapBitsets[2][3]; // The 3D space for s and t unit vectors. + f32 vNormal[3]; // The face normal. + s32 size[2]; // The bezier patch dimensions. + }; + + struct tBSPTexture + { + c8 strName[64]; // The name of the texture w/o the extension + u32 flags; // The surface flags (unknown) + u32 contents; // The content flags (unknown) + }; + + struct tBSPLightmap + { + u8 imageBits[128][128][3]; // The RGB data in a 128x128 image + }; + + struct tBSPNode + { + s32 plane; // The index into the planes array + s32 front; // The child index for the front node + s32 back; // The child index for the back node + s32 mins[3]; // The bounding box min position. + s32 maxs[3]; // The bounding box max position. + }; + + struct tBSPLeaf + { + s32 cluster; // The visibility cluster + s32 area; // The area portal + s32 mins[3]; // The bounding box min position + s32 maxs[3]; // The bounding box max position + s32 leafface; // The first index into the face array + s32 numOfLeafFaces; // The number of faces for this leaf + s32 leafBrush; // The first index for into the brushes + s32 numOfLeafBrushes; // The number of brushes for this leaf + }; + + struct tBSPPlane + { + f32 vNormal[3]; // Plane normal. + f32 d; // The plane distance from origin + }; + + struct tBSPVisData + { + s32 numOfClusters; // The number of clusters + s32 bytesPerCluster; // Bytes (8 bits) in the cluster's bitset + c8 *pBitsets; // Array of bytes holding the cluster vis. + }; + + struct tBSPBrush + { + s32 brushSide; // The starting brush side for the brush + s32 numOfBrushSides; // Number of brush sides for the brush + s32 textureID; // The texture index for the brush + }; + + struct tBSPBrushSide + { + s32 plane; // The plane index + s32 textureID; // The texture index + }; + + struct tBSPModel + { + f32 min[3]; // The min position for the bounding box + f32 max[3]; // The max position for the bounding box. + s32 faceIndex; // The first face index in the model + s32 numOfFaces; // The number of faces in the model + s32 brushIndex; // The first brush index in the model + s32 numOfBrushes; // The number brushes for the model + }; + + struct tBSPFog + { + c8 shader[64]; // The name of the shader file + s32 brushIndex; // The brush index for this shader + s32 visibleSide; // the brush side that ray tests need to clip against (-1 == none + }; + core::array < STexShader > FogMap; + + struct tBSPLights + { + u8 ambient[3]; // This is the ambient color in RGB + u8 directional[3]; // This is the directional color in RGB + u8 direction[2]; // The direction of the light: [phi,theta] + }; + + void loadTextures (tBSPLump* l, io::IReadFile* file); // Load the textures + void loadLightmaps (tBSPLump* l, io::IReadFile* file); // Load the lightmaps + void loadVerts (tBSPLump* l, io::IReadFile* file); // Load the vertices + void loadFaces (tBSPLump* l, io::IReadFile* file); // Load the faces + void loadPlanes (tBSPLump* l, io::IReadFile* file); // Load the Planes of the BSP + void loadNodes (tBSPLump* l, io::IReadFile* file); // load the Nodes of the BSP + void loadLeafs (tBSPLump* l, io::IReadFile* file); // load the Leafs of the BSP + void loadLeafFaces (tBSPLump* l, io::IReadFile* file); // load the Faces of the Leafs of the BSP + void loadVisData (tBSPLump* l, io::IReadFile* file); // load the visibility data of the clusters + void loadEntities (tBSPLump* l, io::IReadFile* file); // load the entities + void loadModels (tBSPLump* l, io::IReadFile* file); // load the models + void loadMeshVerts (tBSPLump* l, io::IReadFile* file); // load the mesh vertices + void loadBrushes (tBSPLump* l, io::IReadFile* file); // load the brushes of the BSP + void loadBrushSides (tBSPLump* l, io::IReadFile* file); // load the brushsides of the BSP + void loadLeafBrushes(tBSPLump* l, io::IReadFile* file); // load the brushes of the leaf + void loadFogs (tBSPLump* l, io::IReadFile* file); // load the shaders + + //bi-quadratic bezier patches + void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer, + s32 faceIndex, s32 patchTesselation, s32 storevertexcolor); + + void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer, + s32 faceIndex, s32 patchTesselation, s32 storevertexcolor); + + struct S3DVertex2TCoords_64 + { + core::vector3d Pos; + core::vector3d Normal; + video::SColorf Color; + core::vector2d TCoords; + core::vector2d TCoords2; + + void copy( video::S3DVertex2TCoords &dest ) const; + + S3DVertex2TCoords_64() {} + S3DVertex2TCoords_64(const core::vector3d& pos, const core::vector3d& normal, const video::SColorf& color, + const core::vector2d& tcoords, const core::vector2d& tcoords2) + : Pos(pos), Normal(normal), Color(color), TCoords(tcoords), TCoords2(tcoords2) {} + + S3DVertex2TCoords_64 getInterpolated_quadratic(const S3DVertex2TCoords_64& v2, + const S3DVertex2TCoords_64& v3, const f64 d) const + { + return S3DVertex2TCoords_64 ( + Pos.getInterpolated_quadratic ( v2.Pos, v3.Pos, d ), + Normal.getInterpolated_quadratic ( v2.Normal, v3.Normal, d ), + Color.getInterpolated_quadratic ( v2.Color, v3.Color, (f32) d ), + TCoords.getInterpolated_quadratic ( v2.TCoords, v3.TCoords, d ), + TCoords2.getInterpolated_quadratic ( v2.TCoords2, v3.TCoords2, d )); + } + }; + + inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source, + s32 vertexcolor ) const; + void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const; + + + struct SBezier + { + SMeshBufferLightMap *Patch; + S3DVertex2TCoords_64 control[9]; + + void tesselate(s32 level); + + private: + s32 Level; + + core::array column[3]; + + }; + SBezier Bezier; + + quake3::Q3LevelLoadParameter LoadParam; + + tBSPLump Lumps[kMaxLumps]; + + tBSPTexture* Textures; + s32 NumTextures; + + tBSPLightmap* LightMaps; + s32 NumLightMaps; + + tBSPVertex* Vertices; + s32 NumVertices; + + tBSPFace* Faces; + s32 NumFaces; + + tBSPModel* Models; + s32 NumModels; + + tBSPPlane* Planes; + s32 NumPlanes; + + tBSPNode* Nodes; + s32 NumNodes; + + tBSPLeaf* Leafs; + s32 NumLeafs; + + s32 *LeafFaces; + s32 NumLeafFaces; + + s32 *MeshVerts; // The vertex offsets for a mesh + s32 NumMeshVerts; + + tBSPBrush* Brushes; + s32 NumBrushes; + + scene::SMesh** BrushEntities; + + scene::SMesh* Mesh[quake3::E_Q3_MESH_SIZE]; + video::IVideoDriver* Driver; + core::stringc LevelName; + io::IFileSystem* FileSystem; // needs because there are no file extenstions stored in .bsp files. + + // Additional content + scene::ISceneManager* SceneManager; + enum eToken + { + Q3_TOKEN_UNRESOLVED = 0, + Q3_TOKEN_EOF = 1, + Q3_TOKEN_START_LIST, + Q3_TOKEN_END_LIST, + Q3_TOKEN_ENTITY, + Q3_TOKEN_TOKEN, + Q3_TOKEN_EOL, + Q3_TOKEN_COMMENT, + Q3_TOKEN_MATH_DIVIDE, + Q3_TOKEN_MATH_ADD, + Q3_TOKEN_MATH_MULTIPY + }; + struct SQ3Parser + { + const c8 *source; + u32 sourcesize; + u32 index; + core::stringc token; + eToken tokenresult; + }; + SQ3Parser Parser; + + + typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList, eToken token ); + void parser_parse( const void * data, u32 size, tParserCallback callback ); + void parser_nextToken(); + + void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const; + + void scriptcallback_entity( quake3::SVarGroupList *& grouplist, eToken token ); + void scriptcallback_shader( quake3::SVarGroupList *& grouplist, eToken token ); + void scriptcallback_config( quake3::SVarGroupList *& grouplist, eToken token ); + + core::array < quake3::IShader > Shader; + core::array < quake3::IShader > Entity; //quake3::tQ3EntityList Entity; + + + quake3::tStringList ShaderFile; + void InitShader(); + void ReleaseShader(); + void ReleaseEntity(); + + + s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const; + s32 setShaderFogMaterial( video::SMaterial &material, const tBSPFace * face ) const; + + struct SToBuffer + { + s32 takeVertexColor; + u32 index; + }; + + void cleanMeshes(); + void cleanMesh(SMesh *m, const bool texture0important = false); + void cleanLoader (); + void calcBoundingBoxes(); + c8 buf[128]; + f32 FramesPerSecond; + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1