[692] | 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 __Quake3Level_H__
|
---|
| 26 | #define __Quake3Level_H__
|
---|
| 27 |
|
---|
| 28 | #include "OgreBspPrerequisites.h"
|
---|
| 29 | #include "OgreQuake3Types.h"
|
---|
| 30 | #include "OgreDataStream.h"
|
---|
| 31 |
|
---|
| 32 |
|
---|
| 33 | namespace Ogre {
|
---|
| 34 |
|
---|
| 35 | /** Support for loading and extracting data from a Quake3 level file.
|
---|
| 36 | This class implements the required methods for opening Quake3 level files
|
---|
| 37 | and extracting the pertinent data within. Ogre supports BSP based levels
|
---|
| 38 | through it's own BspLevel class, which is not specific to any file format,
|
---|
| 39 | so this class is here to source that data from the Quake3 format.</p>
|
---|
| 40 | Quake3 levels include far more than just data for rendering - typically the
|
---|
| 41 | <strong>leaves</strong> of the tree are used for rendering, and <strong>brushes,</strong>
|
---|
| 42 | are used to define convex hulls made of planes for collision detection. There are also
|
---|
| 43 | <strong>entities</strong> which define non-visual elements like player start
|
---|
| 44 | points, triggers etc and <strong>models</strong> which are used for movable
|
---|
| 45 | scenery like doors and platforms. <strong>Shaders</strong> meanwhile are textures
|
---|
| 46 | with extra effects and 'content flags' indicating special properties like
|
---|
| 47 | water or lava.</p>
|
---|
| 48 | I will try to support as much of this as I can in Ogre, but I won't duplicate
|
---|
| 49 | the structure or necesarily use the same terminology. Quake3 is designed for a very specific
|
---|
| 50 | purpose and code structure, whereas Ogre is designed to be more flexible,
|
---|
| 51 | so for example I'm likely to separate game-related properties like surface flags
|
---|
| 52 | from the generics of materials in my implementation.</p>
|
---|
| 53 | This is a utility class only - a single call to loadFromChunk should be
|
---|
| 54 | enough. You should not expect the state of this object to be consistent
|
---|
| 55 | between calls, since it uses pointers to memory which may no longer
|
---|
| 56 | be valid after the original call. This is why it has no accessor methods
|
---|
| 57 | for reading it's internal state.
|
---|
| 58 | */
|
---|
| 59 | class Quake3Level
|
---|
| 60 | {
|
---|
| 61 | public:
|
---|
| 62 | Quake3Level();
|
---|
| 63 |
|
---|
| 64 | /** Load just the header information from a Quake3 file.
|
---|
| 65 | @remarks
|
---|
| 66 | This method loads just the header information from the
|
---|
| 67 | Quake3 file, in order to estimate the loading time.
|
---|
| 68 | */
|
---|
| 69 | void loadHeaderFromStream(DataStreamPtr& inStream);
|
---|
| 70 |
|
---|
| 71 | /** Reads Quake3 bsp data from a stream as read from the file.
|
---|
| 72 | Since ResourceManagers generally locate data in a variety of
|
---|
| 73 | places they typically manipulate them as a chunk of data, rather than
|
---|
| 74 | a file pointer since this is unsupported through compressed archives.</p>
|
---|
| 75 | Quake3 files are made up of a header (which contains version info and
|
---|
| 76 | a table of the contents) and 17 'lumps' i.e. sections of data,
|
---|
| 77 | the offsets to which are kept in the table of contents. The 17 types
|
---|
| 78 | are predefined (You can find them in OgreQuake3Types.h)
|
---|
| 79 |
|
---|
| 80 | @param inStream Stream containing Quake3 data
|
---|
| 81 | */
|
---|
| 82 | void loadFromStream(DataStreamPtr& inStream);
|
---|
| 83 |
|
---|
| 84 | /* Extracts the embedded lightmap texture data and loads them as textures.
|
---|
| 85 | Calling this method makes the lightmap texture data embedded in
|
---|
| 86 | the .bsp file available to the renderer. Lightmaps are extracted
|
---|
| 87 | and loaded as Texture objects (subclass specific to RenderSystem
|
---|
| 88 | subclass) and are named "@lightmap1", "@lightmap2" etc.
|
---|
| 89 | */
|
---|
| 90 | void extractLightmaps(void) const;
|
---|
| 91 |
|
---|
| 92 | /** Utility function read the header and set up pointers. */
|
---|
| 93 | void initialise(bool headerOnly = false);
|
---|
| 94 | /** Utility function read the header and set up counters. */
|
---|
| 95 | void initialiseCounts(void);
|
---|
| 96 | /** Utility function read the header and set up pointers. */
|
---|
| 97 | void initialisePointers(void);
|
---|
| 98 |
|
---|
| 99 | /** Utility function to return a pointer to a lump. */
|
---|
| 100 | void* getLump(int lumpType);
|
---|
| 101 | int getLumpSize(int lumpType);
|
---|
| 102 |
|
---|
| 103 | /** Debug method. */
|
---|
| 104 | void dumpContents(void);
|
---|
| 105 |
|
---|
| 106 | // Internal storage
|
---|
| 107 | // This is ALL temporary. Don't rely on it being static
|
---|
| 108 | MemoryDataStreamPtr mChunk;
|
---|
| 109 |
|
---|
| 110 | // NB no brushes, fog or local lightvolumes yet
|
---|
| 111 | bsp_header_t* mHeader;
|
---|
| 112 | unsigned char* mLumpStart;
|
---|
| 113 |
|
---|
| 114 | int* mElements; // vertex indexes for faces
|
---|
| 115 | int mNumElements;
|
---|
| 116 |
|
---|
| 117 | void* mEntities;
|
---|
| 118 | int mNumEntities;
|
---|
| 119 |
|
---|
| 120 | bsp_model_t* mModels;
|
---|
| 121 | int mNumModels;
|
---|
| 122 |
|
---|
| 123 | bsp_node_t* mNodes;
|
---|
| 124 | int mNumNodes;
|
---|
| 125 |
|
---|
| 126 | bsp_leaf_t* mLeaves;
|
---|
| 127 | int mNumLeaves;
|
---|
| 128 |
|
---|
| 129 | int* mLeafFaces; // Indexes to face groups by leaf
|
---|
| 130 | int mNumLeafFaces;
|
---|
| 131 |
|
---|
| 132 | bsp_plane_t* mPlanes;
|
---|
| 133 | int mNumPlanes;
|
---|
| 134 |
|
---|
| 135 | bsp_face_t* mFaces; // Groups of faces
|
---|
| 136 | int mNumFaces;
|
---|
| 137 |
|
---|
| 138 | bsp_vertex_t* mVertices;
|
---|
| 139 | int mNumVertices;
|
---|
| 140 |
|
---|
| 141 | bsp_shader_t* mShaders;
|
---|
| 142 | int mNumShaders;
|
---|
| 143 |
|
---|
| 144 | unsigned char* mLightmaps;
|
---|
| 145 | int mNumLightmaps;
|
---|
| 146 |
|
---|
| 147 | bsp_vis_t* mVis;
|
---|
| 148 |
|
---|
| 149 | bsp_brush_t* mBrushes;
|
---|
| 150 | int mNumBrushes;
|
---|
| 151 |
|
---|
| 152 | bsp_brushside_t* mBrushSides;
|
---|
| 153 | int mNumBrushSides;
|
---|
| 154 |
|
---|
| 155 | int* mLeafBrushes; // Groups of indexes to brushes by leaf
|
---|
| 156 | int mNumLeafBrushes;
|
---|
| 157 |
|
---|
| 158 |
|
---|
| 159 |
|
---|
| 160 | };
|
---|
| 161 | }
|
---|
| 162 |
|
---|
| 163 |
|
---|
| 164 | #endif
|
---|