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