/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __Quake3Level_H__ #define __Quake3Level_H__ #include "OgreBspPrerequisites.h" #include "OgreQuake3Types.h" #include "OgreDataStream.h" namespace Ogre { /** Support for loading and extracting data from a Quake3 level file. This class implements the required methods for opening Quake3 level files and extracting the pertinent data within. Ogre supports BSP based levels through it's own BspLevel class, which is not specific to any file format, so this class is here to source that data from the Quake3 format.
Quake3 levels include far more than just data for rendering - typically the leaves of the tree are used for rendering, and brushes, are used to define convex hulls made of planes for collision detection. There are also entities which define non-visual elements like player start points, triggers etc and models which are used for movable scenery like doors and platforms. Shaders meanwhile are textures with extra effects and 'content flags' indicating special properties like water or lava. I will try to support as much of this as I can in Ogre, but I won't duplicate the structure or necesarily use the same terminology. Quake3 is designed for a very specific purpose and code structure, whereas Ogre is designed to be more flexible, so for example I'm likely to separate game-related properties like surface flags from the generics of materials in my implementation. This is a utility class only - a single call to loadFromChunk should be enough. You should not expect the state of this object to be consistent between calls, since it uses pointers to memory which may no longer be valid after the original call. This is why it has no accessor methods for reading it's internal state. */ class Quake3Level { public: Quake3Level(); /** Load just the header information from a Quake3 file. @remarks This method loads just the header information from the Quake3 file, in order to estimate the loading time. */ void loadHeaderFromStream(DataStreamPtr& inStream); /** Reads Quake3 bsp data from a stream as read from the file. Since ResourceManagers generally locate data in a variety of places they typically manipulate them as a chunk of data, rather than a file pointer since this is unsupported through compressed archives. Quake3 files are made up of a header (which contains version info and a table of the contents) and 17 'lumps' i.e. sections of data, the offsets to which are kept in the table of contents. The 17 types are predefined (You can find them in OgreQuake3Types.h) @param inStream Stream containing Quake3 data */ void loadFromStream(DataStreamPtr& inStream); /* Extracts the embedded lightmap texture data and loads them as textures. Calling this method makes the lightmap texture data embedded in the .bsp file available to the renderer. Lightmaps are extracted and loaded as Texture objects (subclass specific to RenderSystem subclass) and are named "@lightmap1", "@lightmap2" etc. */ void extractLightmaps(void) const; /** Utility function read the header and set up pointers. */ void initialise(bool headerOnly = false); /** Utility function read the header and set up counters. */ void initialiseCounts(void); /** Utility function read the header and set up pointers. */ void initialisePointers(void); /** Utility function to return a pointer to a lump. */ void* getLump(int lumpType); int getLumpSize(int lumpType); /** Debug method. */ void dumpContents(void); // Internal storage // This is ALL temporary. Don't rely on it being static MemoryDataStreamPtr mChunk; // NB no brushes, fog or local lightvolumes yet bsp_header_t* mHeader; unsigned char* mLumpStart; int* mElements; // vertex indexes for faces int mNumElements; void* mEntities; int mNumEntities; bsp_model_t* mModels; int mNumModels; bsp_node_t* mNodes; int mNumNodes; bsp_leaf_t* mLeaves; int mNumLeaves; int* mLeafFaces; // Indexes to face groups by leaf int mNumLeafFaces; bsp_plane_t* mPlanes; int mNumPlanes; bsp_face_t* mFaces; // Groups of faces int mNumFaces; bsp_vertex_t* mVertices; int mNumVertices; bsp_shader_t* mShaders; int mNumShaders; unsigned char* mLightmaps; int mNumLightmaps; bsp_vis_t* mVis; bsp_brush_t* mBrushes; int mNumBrushes; bsp_brushside_t* mBrushSides; int mNumBrushSides; int* mLeafBrushes; // Groups of indexes to brushes by leaf int mNumLeafBrushes; }; } #endif