1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #ifndef _BspLevel_H__
|
---|
26 | #define _BspLevel_H__
|
---|
27 |
|
---|
28 | #include "OgreBspPrerequisites.h"
|
---|
29 | #include "OgreResource.h"
|
---|
30 | #include "OgreStaticFaceGroup.h"
|
---|
31 | #include "OgreSceneManager.h"
|
---|
32 | #include "OgreBspNode.h"
|
---|
33 | #include "OgreHardwareBufferManager.h"
|
---|
34 | #include "OgreDefaultHardwareBufferManager.h"
|
---|
35 | #include "OgreQuake3Level.h"
|
---|
36 |
|
---|
37 |
|
---|
38 | namespace Ogre {
|
---|
39 |
|
---|
40 | /** Holds all the data associated with a Binary Space Parition
|
---|
41 | (BSP) based indoor level.
|
---|
42 | The data used here is populated by loading level files via
|
---|
43 | the BspLevelManager::load method, although application users
|
---|
44 | are more likely to call SceneManager::setWorldGeometry which will
|
---|
45 | automatically arrange the loading of the level. Note that this assumes
|
---|
46 | that you have asked for an indoor-specialised SceneManager (specify
|
---|
47 | ST_INDOOR when calling Root::getSceneManager).</p>
|
---|
48 | Ogre currently only supports loading from Quake3 Arena level files,
|
---|
49 | although any source that can be converted into this classes structure
|
---|
50 | could also be used. The Quake3 level load process is in a different
|
---|
51 | class called Quake3Level to keep the specifics separate.</p>
|
---|
52 | */
|
---|
53 | class BspLevel : public Resource
|
---|
54 | {
|
---|
55 | friend class BspSceneManager;
|
---|
56 | public:
|
---|
57 | /** Default constructor - used by BspResourceManager (do not call directly) */
|
---|
58 | BspLevel(ResourceManager* creator, const String& name, ResourceHandle handle,
|
---|
59 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
|
---|
60 | ~BspLevel();
|
---|
61 |
|
---|
62 | /** Determines if one leaf node is visible from another. */
|
---|
63 | bool isLeafVisible(const BspNode* from, const BspNode* to) const;
|
---|
64 |
|
---|
65 | /** Returns a pointer to the root node (BspNode) of the BSP tree. */
|
---|
66 | const BspNode* getRootNode(void);
|
---|
67 |
|
---|
68 | /** Walks the entire BSP tree and returns the leaf
|
---|
69 | which contains the given point.
|
---|
70 | */
|
---|
71 | BspNode* findLeaf(const Vector3& point) const;
|
---|
72 |
|
---|
73 | /** Ensures that the MovableObject is attached to the right leaves of the
|
---|
74 | BSP tree.
|
---|
75 | */
|
---|
76 | void _notifyObjectMoved(const MovableObject* mov,
|
---|
77 | const Vector3& pos);
|
---|
78 | /** Internal method, makes sure an object is removed from the leaves when detached from a node. */
|
---|
79 | void _notifyObjectDetached(const MovableObject* mov);
|
---|
80 | /** Gets a pointer to the start of the leaf nodes. */
|
---|
81 | BspNode* getLeafStart(void) {return &mRootNode[mLeafStart]; }
|
---|
82 | /** Gets the number of leaf nodes */
|
---|
83 | int getNumLeaves(void) const { return mNumLeaves; }
|
---|
84 |
|
---|
85 | /** Calculate the number of loading stages required for a given level */
|
---|
86 | static size_t calculateLoadingStages(const String& levelName);
|
---|
87 | /** Calculate the number of loading stages required for a given level */
|
---|
88 | static size_t calculateLoadingStages(DataStreamPtr& stream);
|
---|
89 |
|
---|
90 | /** Load direct from stream */
|
---|
91 | void load(DataStreamPtr& stream);
|
---|
92 |
|
---|
93 | /** Is sky enabled? */
|
---|
94 | bool isSkyEnabled(void) const;
|
---|
95 | /** Get Sky material name */
|
---|
96 | const String& getSkyMaterialName(void) const;
|
---|
97 | /** Get sky curvature */
|
---|
98 | Real getSkyCurvature(void) const;
|
---|
99 |
|
---|
100 | /** Utility class just to enable queueing of patches */
|
---|
101 | protected:
|
---|
102 | /** @copydoc Resource::loadImpl. */
|
---|
103 | void loadImpl(void);
|
---|
104 | /** @copydoc Resource::unloadImpl. */
|
---|
105 | void unloadImpl(void);
|
---|
106 | /** @copydoc Resource::calculateSize. */
|
---|
107 | size_t calculateSize(void) const;
|
---|
108 | /** Pointer to the root node of the BSP tree;
|
---|
109 | This pointer actually has a dual purpose; to avoid allocating lots of small chunks of
|
---|
110 | memory, the BspLevel actually allocates all nodes required through this pointer. So this
|
---|
111 | pointer is the handle for the allocation of memory for all nodes. It also happens to point
|
---|
112 | to the root node, since the first one in the memory chunk is the root node.
|
---|
113 | */
|
---|
114 | BspNode* mRootNode;
|
---|
115 | int mNumNodes;
|
---|
116 | int mNumLeaves;
|
---|
117 | int mLeafStart; // the index at which leaf nodes begin
|
---|
118 |
|
---|
119 | /** Vertex format for fixed geometry.
|
---|
120 | Note that in this case vertex components (position, normal, texture coords etc)
|
---|
121 | are held interleaved in the same buffer. However, the format here is different from
|
---|
122 | the format used by Quake because older Direct3d drivers like the vertex elements
|
---|
123 | to be in a particular order within the buffer. See VertexDeclaration for full
|
---|
124 | details of this marvellous(not) feature.
|
---|
125 | */
|
---|
126 | struct BspVertex
|
---|
127 | {
|
---|
128 | float position[3];
|
---|
129 | float normal[3];
|
---|
130 | int colour;
|
---|
131 | float texcoords[2];
|
---|
132 | float lightmap[2];
|
---|
133 | };
|
---|
134 | /*
|
---|
135 | /// Array of vertices for whole level.
|
---|
136 | BspVertex* mVertices;
|
---|
137 | int mNumVertices;
|
---|
138 | */
|
---|
139 | /// Vertex data holding all the data for the level, but able to render parts of it
|
---|
140 | VertexData* mVertexData;
|
---|
141 |
|
---|
142 | /** Array of indexes into the mFaceGroups array. This buffer is organised
|
---|
143 | by leaf node so leaves can just use contiguous chunks of it and
|
---|
144 | get repointed to the actual entries in mFaceGroups. */
|
---|
145 | int* mLeafFaceGroups;
|
---|
146 | int mNumLeafFaceGroups;
|
---|
147 |
|
---|
148 | /** Array of face groups, indexed into by contents of mLeafFaceGroups. */
|
---|
149 | StaticFaceGroup* mFaceGroups;
|
---|
150 | int mNumFaceGroups;
|
---|
151 |
|
---|
152 |
|
---|
153 | /*
|
---|
154 | /// Array of elements i.e. vertex indexes as used by face groups.
|
---|
155 | int* mElements;
|
---|
156 | int mNumElements;
|
---|
157 | */
|
---|
158 |
|
---|
159 | /// indexes for the whole level, will be copied to the real indexdata per frame
|
---|
160 | size_t mNumIndexes;
|
---|
161 | // system-memory buffer
|
---|
162 | HardwareIndexBufferSharedPtr mIndexes;
|
---|
163 |
|
---|
164 | /// Brushes as used for collision, main memory is here
|
---|
165 | BspNode::Brush *mBrushes;
|
---|
166 |
|
---|
167 | /** Vector of player start points */
|
---|
168 | std::vector<ViewPoint> mPlayerStarts;
|
---|
169 |
|
---|
170 | /** Internal utility function for loading data from Quake3. */
|
---|
171 | void loadQuake3Level(const Quake3Level& q3lvl);
|
---|
172 | /** Internal lookup table to determine visibility between leaves.
|
---|
173 | Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
|
---|
174 | visibility testing. This data holds a lookup table which is used to determine if one cluster of leaves
|
---|
175 | is visible from another cluster. Whilst it would be possible to expand all this out so that
|
---|
176 | each node had a list of pointers to other visible nodes, this would be very expensive in terms
|
---|
177 | of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
|
---|
178 | up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
|
---|
179 | node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
|
---|
180 | rather than just following a list, but since this is only done once per frame this is not such a big
|
---|
181 | overhead.</p>
|
---|
182 | Each row in the table is a 'from' cluster, with each bit in the row corresponding to a 'to' cluster,
|
---|
183 | both ordered based on cluster index. A 0 in the bit indicates the 'to' cluster is not visible from the
|
---|
184 | 'from' cluster, whilst a 1 indicates it is.</p>
|
---|
185 | As many will notice, this is lifted directly from the Quake implementation of PVS.
|
---|
186 | */
|
---|
187 | struct VisData
|
---|
188 | {
|
---|
189 | unsigned char *tableData;
|
---|
190 | int numClusters; // Number of clusters, therefore number of rows
|
---|
191 | int rowLength; // Length in bytes of each row (num clusters / 8 rounded up)
|
---|
192 | };
|
---|
193 |
|
---|
194 | VisData mVisData;
|
---|
195 |
|
---|
196 |
|
---|
197 | /** Internal method for parsing chosen entities. */
|
---|
198 | void loadEntities(const Quake3Level& q3lvl);
|
---|
199 |
|
---|
200 | typedef std::map<const MovableObject*, std::list<BspNode*> > MovableToNodeMap;
|
---|
201 | /// Map for locating the nodes a movable is currently a member of
|
---|
202 | MovableToNodeMap mMovableToNodeMap;
|
---|
203 |
|
---|
204 | void tagNodesWithMovable(BspNode* node, const MovableObject* mov, const Vector3& pos);
|
---|
205 |
|
---|
206 | // Storage of patches
|
---|
207 | typedef std::map<int, PatchSurface*> PatchMap;
|
---|
208 | PatchMap mPatches;
|
---|
209 | // Total number of vertices required for all patches
|
---|
210 | size_t mPatchVertexCount;
|
---|
211 | // Total number of indexes required for all patches
|
---|
212 | size_t mPatchIndexCount;
|
---|
213 | // Sky enabled?
|
---|
214 | bool mSkyEnabled;
|
---|
215 | // Sky material
|
---|
216 | String mSkyMaterial;
|
---|
217 | // Sky details
|
---|
218 | Real mSkyCurvature;
|
---|
219 |
|
---|
220 |
|
---|
221 | void initQuake3Patches(const Quake3Level & q3lvl, VertexDeclaration* decl);
|
---|
222 | void buildQuake3Patches(size_t vertOffset, size_t indexOffset);
|
---|
223 |
|
---|
224 | void quakeVertexToBspVertex(const bsp_vertex_t* src, BspVertex* dest);
|
---|
225 |
|
---|
226 |
|
---|
227 | };
|
---|
228 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to BspLevelPtr
|
---|
229 | @note Has to be a subclass since we need operator=.
|
---|
230 | We could templatise this instead of repeating per Resource subclass,
|
---|
231 | except to do so requires a form VC6 does not support i.e.
|
---|
232 | ResourceSubclassPtr<T> : public SharedPtr<T>
|
---|
233 | */
|
---|
234 | class BspLevelPtr : public SharedPtr<BspLevel>
|
---|
235 | {
|
---|
236 | public:
|
---|
237 | BspLevelPtr() : SharedPtr<BspLevel>() {}
|
---|
238 | explicit BspLevelPtr(BspLevel* rep) : SharedPtr<BspLevel>(rep) {}
|
---|
239 | BspLevelPtr(const BspLevelPtr& r) : SharedPtr<BspLevel>(r) {}
|
---|
240 | BspLevelPtr(const ResourcePtr& r) : SharedPtr<BspLevel>()
|
---|
241 | {
|
---|
242 | // lock & copy other mutex pointer
|
---|
243 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
244 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
245 | pRep = static_cast<BspLevel*>(r.getPointer());
|
---|
246 | pUseCount = r.useCountPointer();
|
---|
247 | if (pUseCount)
|
---|
248 | {
|
---|
249 | ++(*pUseCount);
|
---|
250 | }
|
---|
251 | }
|
---|
252 |
|
---|
253 | /// Operator used to convert a ResourcePtr to a BspLevelPtr
|
---|
254 | BspLevelPtr& operator=(const ResourcePtr& r)
|
---|
255 | {
|
---|
256 | if (pRep == static_cast<BspLevel*>(r.getPointer()))
|
---|
257 | return *this;
|
---|
258 | release();
|
---|
259 | // lock & copy other mutex pointer
|
---|
260 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
261 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
262 | pRep = static_cast<BspLevel*>(r.getPointer());
|
---|
263 | pUseCount = r.useCountPointer();
|
---|
264 | if (pUseCount)
|
---|
265 | {
|
---|
266 | ++(*pUseCount);
|
---|
267 | }
|
---|
268 | return *this;
|
---|
269 | }
|
---|
270 | };
|
---|
271 |
|
---|
272 | }
|
---|
273 |
|
---|
274 | #endif
|
---|