1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __Quake3Level_H__
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26 | #define __Quake3Level_H__
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27 |
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28 | #include "OgreBspPrerequisites.h"
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29 | #include "OgreQuake3Types.h"
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30 | #include "OgreDataStream.h"
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31 |
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32 |
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33 | namespace Ogre {
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34 |
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35 | /** Support for loading and extracting data from a Quake3 level file.
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36 | This class implements the required methods for opening Quake3 level files
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37 | and extracting the pertinent data within. Ogre supports BSP based levels
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38 | through it's own BspLevel class, which is not specific to any file format,
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39 | so this class is here to source that data from the Quake3 format.</p>
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40 | Quake3 levels include far more than just data for rendering - typically the
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41 | <strong>leaves</strong> of the tree are used for rendering, and <strong>brushes,</strong>
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42 | are used to define convex hulls made of planes for collision detection. There are also
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43 | <strong>entities</strong> which define non-visual elements like player start
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44 | points, triggers etc and <strong>models</strong> which are used for movable
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45 | scenery like doors and platforms. <strong>Shaders</strong> meanwhile are textures
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46 | with extra effects and 'content flags' indicating special properties like
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47 | water or lava.</p>
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48 | I will try to support as much of this as I can in Ogre, but I won't duplicate
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49 | the structure or necesarily use the same terminology. Quake3 is designed for a very specific
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50 | purpose and code structure, whereas Ogre is designed to be more flexible,
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51 | so for example I'm likely to separate game-related properties like surface flags
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52 | from the generics of materials in my implementation.</p>
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53 | This is a utility class only - a single call to loadFromChunk should be
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54 | enough. You should not expect the state of this object to be consistent
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55 | between calls, since it uses pointers to memory which may no longer
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56 | be valid after the original call. This is why it has no accessor methods
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57 | for reading it's internal state.
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58 | */
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59 | class Quake3Level
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60 | {
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61 | public:
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62 | Quake3Level();
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63 |
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64 | /** Load just the header information from a Quake3 file.
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65 | @remarks
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66 | This method loads just the header information from the
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67 | Quake3 file, in order to estimate the loading time.
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68 | */
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69 | void loadHeaderFromStream(DataStreamPtr& inStream);
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70 |
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71 | /** Reads Quake3 bsp data from a stream as read from the file.
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72 | Since ResourceManagers generally locate data in a variety of
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73 | places they typically manipulate them as a chunk of data, rather than
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74 | a file pointer since this is unsupported through compressed archives.</p>
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75 | Quake3 files are made up of a header (which contains version info and
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76 | a table of the contents) and 17 'lumps' i.e. sections of data,
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77 | the offsets to which are kept in the table of contents. The 17 types
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78 | are predefined (You can find them in OgreQuake3Types.h)
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79 |
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80 | @param inStream Stream containing Quake3 data
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81 | */
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82 | void loadFromStream(DataStreamPtr& inStream);
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83 |
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84 | /* Extracts the embedded lightmap texture data and loads them as textures.
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85 | Calling this method makes the lightmap texture data embedded in
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86 | the .bsp file available to the renderer. Lightmaps are extracted
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87 | and loaded as Texture objects (subclass specific to RenderSystem
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88 | subclass) and are named "@lightmap1", "@lightmap2" etc.
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89 | */
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90 | void extractLightmaps(void) const;
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91 |
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92 | /** Utility function read the header and set up pointers. */
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93 | void initialise(bool headerOnly = false);
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94 | /** Utility function read the header and set up counters. */
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95 | void initialiseCounts(void);
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96 | /** Utility function read the header and set up pointers. */
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97 | void initialisePointers(void);
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98 |
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99 | /** Utility function to return a pointer to a lump. */
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100 | void* getLump(int lumpType);
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101 | int getLumpSize(int lumpType);
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102 |
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103 | /** Debug method. */
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104 | void dumpContents(void);
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105 |
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106 | // Internal storage
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107 | // This is ALL temporary. Don't rely on it being static
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108 | MemoryDataStreamPtr mChunk;
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109 |
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110 | // NB no brushes, fog or local lightvolumes yet
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111 | bsp_header_t* mHeader;
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112 | unsigned char* mLumpStart;
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113 |
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114 | int* mElements; // vertex indexes for faces
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115 | int mNumElements;
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116 |
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117 | void* mEntities;
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118 | int mNumEntities;
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119 |
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120 | bsp_model_t* mModels;
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121 | int mNumModels;
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122 |
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123 | bsp_node_t* mNodes;
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124 | int mNumNodes;
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125 |
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126 | bsp_leaf_t* mLeaves;
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127 | int mNumLeaves;
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128 |
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129 | int* mLeafFaces; // Indexes to face groups by leaf
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130 | int mNumLeafFaces;
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131 |
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132 | bsp_plane_t* mPlanes;
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133 | int mNumPlanes;
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134 |
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135 | bsp_face_t* mFaces; // Groups of faces
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136 | int mNumFaces;
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137 |
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138 | bsp_vertex_t* mVertices;
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139 | int mNumVertices;
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140 |
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141 | bsp_shader_t* mShaders;
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142 | int mNumShaders;
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143 |
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144 | unsigned char* mLightmaps;
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145 | int mNumLightmaps;
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146 |
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147 | bsp_vis_t* mVis;
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148 |
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149 | bsp_brush_t* mBrushes;
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150 | int mNumBrushes;
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151 |
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152 | bsp_brushside_t* mBrushSides;
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153 | int mNumBrushSides;
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154 |
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155 | int* mLeafBrushes; // Groups of indexes to brushes by leaf
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156 | int mNumLeafBrushes;
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157 |
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158 |
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159 |
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160 | };
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161 | }
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162 |
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163 |
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164 | #endif
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