2019-12-12 17:32:41 +01:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
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#include "CQ3LevelMesh.h"
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#include "ISceneManager.h"
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#include "os.h"
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#include "SMeshBufferLightMap.h"
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#include "irrString.h"
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#include "ILightSceneNode.h"
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#include "IQ3Shader.h"
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#include "IFileList.h"
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//#define TJUNCTION_SOLVER_ROUND
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//#define TJUNCTION_SOLVER_0125
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namespace irr
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{
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namespace scene
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{
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using namespace quake3;
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//! constructor
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CQ3LevelMesh::CQ3LevelMesh(io::IFileSystem* fs, scene::ISceneManager* smgr,
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const Q3LevelLoadParameter &loadParam)
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: LoadParam(loadParam), Textures(0), NumTextures(0), LightMaps(0), NumLightMaps(0),
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Vertices(0), NumVertices(0), Faces(0), NumFaces(0), Models(0), NumModels(0),
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Planes(0), NumPlanes(0), Nodes(0), NumNodes(0), Leafs(0), NumLeafs(0),
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LeafFaces(0), NumLeafFaces(0), MeshVerts(0), NumMeshVerts(0),
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Brushes(0), NumBrushes(0), BrushEntities(0), FileSystem(fs),
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SceneManager(smgr), FramesPerSecond(25.f)
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{
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#ifdef _DEBUG
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IReferenceCounted::setDebugName("CQ3LevelMesh");
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#endif
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for ( s32 i = 0; i!= E_Q3_MESH_SIZE; ++i )
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{
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Mesh[i] = 0;
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}
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Driver = smgr ? smgr->getVideoDriver() : 0;
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if (Driver)
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Driver->grab();
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if (FileSystem)
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FileSystem->grab();
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// load default shaders
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InitShader();
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}
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//! destructor
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CQ3LevelMesh::~CQ3LevelMesh()
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{
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cleanLoader ();
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if (Driver)
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Driver->drop();
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if (FileSystem)
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FileSystem->drop();
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s32 i;
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for ( i = 0; i!= E_Q3_MESH_SIZE; ++i )
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{
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if ( Mesh[i] )
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{
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Mesh[i]->drop();
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Mesh[i] = 0;
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}
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}
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for ( i = 1; i < NumModels; i++ )
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{
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BrushEntities[i]->drop();
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}
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delete [] BrushEntities; BrushEntities = 0;
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ReleaseShader();
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ReleaseEntity();
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}
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//! loads a level from a .bsp-File. Also tries to load all needed textures. Returns true if successful.
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bool CQ3LevelMesh::loadFile(io::IReadFile* file)
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{
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if (!file)
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return false;
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LevelName = file->getFileName();
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file->read(&header, sizeof(tBSPHeader));
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#ifdef __BIG_ENDIAN__
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header.strID = os::Byteswap::byteswap(header.strID);
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header.version = os::Byteswap::byteswap(header.version);
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#endif
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if ( (header.strID != 0x50534249 || // IBSP
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( header.version != 0x2e // quake3
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&& header.version != 0x2f // rtcw
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)
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)
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&&
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( header.strID != 0x50534252 || header.version != 1 ) // RBSP, starwars jedi, sof
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)
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{
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os::Printer::log("Could not load .bsp file, unknown header.", file->getFileName(), ELL_ERROR);
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return false;
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}
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#if 0
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if ( header.strID == 0x50534252 ) // RBSP Raven
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{
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LoadParam.swapHeader = 1;
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}
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#endif
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// now read lumps
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file->read(&Lumps[0], sizeof(tBSPLump)*kMaxLumps);
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s32 i;
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if ( LoadParam.swapHeader )
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{
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for ( i=0; i< kMaxLumps;++i)
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{
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Lumps[i].offset = os::Byteswap::byteswap(Lumps[i].offset);
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Lumps[i].length = os::Byteswap::byteswap(Lumps[i].length);
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}
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}
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ReleaseEntity();
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// load everything
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loadEntities(&Lumps[kEntities], file); // load the entities
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loadTextures(&Lumps[kShaders], file); // Load the textures
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loadLightmaps(&Lumps[kLightmaps], file); // Load the lightmaps
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loadVerts(&Lumps[kVertices], file); // Load the vertices
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loadFaces(&Lumps[kFaces], file); // Load the faces
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loadPlanes(&Lumps[kPlanes], file); // Load the Planes of the BSP
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loadNodes(&Lumps[kNodes], file); // load the Nodes of the BSP
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loadLeafs(&Lumps[kLeafs], file); // load the Leafs of the BSP
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loadLeafFaces(&Lumps[kLeafFaces], file); // load the Faces of the Leafs of the BSP
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loadVisData(&Lumps[kVisData], file); // load the visibility data of the clusters
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loadModels(&Lumps[kModels], file); // load the models
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loadMeshVerts(&Lumps[kMeshVerts], file); // load the mesh vertices
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loadBrushes(&Lumps[kBrushes], file); // load the brushes of the BSP
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loadBrushSides(&Lumps[kBrushSides], file); // load the brushsides of the BSP
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loadLeafBrushes(&Lumps[kLeafBrushes], file); // load the brushes of the leaf
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loadFogs(&Lumps[kFogs], file ); // load the fogs
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loadTextures();
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constructMesh();
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solveTJunction();
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cleanMeshes();
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calcBoundingBoxes();
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cleanLoader();
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return true;
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}
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/*!
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*/
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void CQ3LevelMesh::cleanLoader ()
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{
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delete [] Textures; Textures = 0;
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delete [] LightMaps; LightMaps = 0;
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delete [] Vertices; Vertices = 0;
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delete [] Faces; Faces = 0;
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delete [] Models; Models = 0;
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delete [] Planes; Planes = 0;
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delete [] Nodes; Nodes = 0;
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delete [] Leafs; Leafs = 0;
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delete [] LeafFaces; LeafFaces = 0;
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delete [] MeshVerts; MeshVerts = 0;
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delete [] Brushes; Brushes = 0;
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Lightmap.clear();
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Tex.clear();
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}
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//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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u32 CQ3LevelMesh::getFrameCount() const
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{
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return 1;
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}
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//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
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IMesh* CQ3LevelMesh::getMesh(s32 frameInMs, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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return Mesh[frameInMs];
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}
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void CQ3LevelMesh::loadTextures(tBSPLump* l, io::IReadFile* file)
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{
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NumTextures = l->length / sizeof(tBSPTexture);
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if ( !NumTextures )
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return;
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Textures = new tBSPTexture[NumTextures];
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file->seek(l->offset);
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file->read(Textures, l->length);
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if ( LoadParam.swapHeader )
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{
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for (s32 i=0;i<NumTextures;++i)
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{
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Textures[i].flags = os::Byteswap::byteswap(Textures[i].flags);
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Textures[i].contents = os::Byteswap::byteswap(Textures[i].contents);
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//os::Printer::log("Loaded texture", Textures[i].strName, ELL_INFORMATION);
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}
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}
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}
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void CQ3LevelMesh::loadLightmaps(tBSPLump* l, io::IReadFile* file)
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{
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NumLightMaps = l->length / sizeof(tBSPLightmap);
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if ( !NumLightMaps )
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return;
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LightMaps = new tBSPLightmap[NumLightMaps];
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file->seek(l->offset);
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file->read(LightMaps, l->length);
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}
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/*!
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*/
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void CQ3LevelMesh::loadVerts(tBSPLump* l, io::IReadFile* file)
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{
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NumVertices = l->length / sizeof(tBSPVertex);
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if ( !NumVertices )
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return;
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Vertices = new tBSPVertex[NumVertices];
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file->seek(l->offset);
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file->read(Vertices, l->length);
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if ( LoadParam.swapHeader )
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for (s32 i=0;i<NumVertices;i++)
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{
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Vertices[i].vPosition[0] = os::Byteswap::byteswap(Vertices[i].vPosition[0]);
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Vertices[i].vPosition[1] = os::Byteswap::byteswap(Vertices[i].vPosition[1]);
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Vertices[i].vPosition[2] = os::Byteswap::byteswap(Vertices[i].vPosition[2]);
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Vertices[i].vTextureCoord[0] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[0]);
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Vertices[i].vTextureCoord[1] = os::Byteswap::byteswap(Vertices[i].vTextureCoord[1]);
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Vertices[i].vLightmapCoord[0] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[0]);
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Vertices[i].vLightmapCoord[1] = os::Byteswap::byteswap(Vertices[i].vLightmapCoord[1]);
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Vertices[i].vNormal[0] = os::Byteswap::byteswap(Vertices[i].vNormal[0]);
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Vertices[i].vNormal[1] = os::Byteswap::byteswap(Vertices[i].vNormal[1]);
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Vertices[i].vNormal[2] = os::Byteswap::byteswap(Vertices[i].vNormal[2]);
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}
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}
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/*!
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*/
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void CQ3LevelMesh::loadFaces(tBSPLump* l, io::IReadFile* file)
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{
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NumFaces = l->length / sizeof(tBSPFace);
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if (!NumFaces)
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return;
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Faces = new tBSPFace[NumFaces];
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file->seek(l->offset);
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file->read(Faces, l->length);
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if ( LoadParam.swapHeader )
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{
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for ( s32 i=0;i<NumFaces;i++)
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{
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Faces[i].textureID = os::Byteswap::byteswap(Faces[i].textureID);
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Faces[i].fogNum = os::Byteswap::byteswap(Faces[i].fogNum);
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Faces[i].type = os::Byteswap::byteswap(Faces[i].type);
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Faces[i].vertexIndex = os::Byteswap::byteswap(Faces[i].vertexIndex);
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Faces[i].numOfVerts = os::Byteswap::byteswap(Faces[i].numOfVerts);
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Faces[i].meshVertIndex = os::Byteswap::byteswap(Faces[i].meshVertIndex);
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Faces[i].numMeshVerts = os::Byteswap::byteswap(Faces[i].numMeshVerts);
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Faces[i].lightmapID = os::Byteswap::byteswap(Faces[i].lightmapID);
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Faces[i].lMapCorner[0] = os::Byteswap::byteswap(Faces[i].lMapCorner[0]);
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Faces[i].lMapCorner[1] = os::Byteswap::byteswap(Faces[i].lMapCorner[1]);
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Faces[i].lMapSize[0] = os::Byteswap::byteswap(Faces[i].lMapSize[0]);
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Faces[i].lMapSize[1] = os::Byteswap::byteswap(Faces[i].lMapSize[1]);
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Faces[i].lMapPos[0] = os::Byteswap::byteswap(Faces[i].lMapPos[0]);
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Faces[i].lMapPos[1] = os::Byteswap::byteswap(Faces[i].lMapPos[1]);
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Faces[i].lMapPos[2] = os::Byteswap::byteswap(Faces[i].lMapPos[2]);
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Faces[i].lMapBitsets[0][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][0]);
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Faces[i].lMapBitsets[0][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][1]);
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Faces[i].lMapBitsets[0][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[0][2]);
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Faces[i].lMapBitsets[1][0] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][0]);
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Faces[i].lMapBitsets[1][1] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][1]);
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Faces[i].lMapBitsets[1][2] = os::Byteswap::byteswap(Faces[i].lMapBitsets[1][2]);
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Faces[i].vNormal[0] = os::Byteswap::byteswap(Faces[i].vNormal[0]);
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Faces[i].vNormal[1] = os::Byteswap::byteswap(Faces[i].vNormal[1]);
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Faces[i].vNormal[2] = os::Byteswap::byteswap(Faces[i].vNormal[2]);
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Faces[i].size[0] = os::Byteswap::byteswap(Faces[i].size[0]);
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Faces[i].size[1] = os::Byteswap::byteswap(Faces[i].size[1]);
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}
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}
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}
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/*!
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*/
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void CQ3LevelMesh::loadPlanes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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/*!
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*/
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void CQ3LevelMesh::loadNodes(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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/*!
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*/
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void CQ3LevelMesh::loadLeafs(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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/*!
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*/
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void CQ3LevelMesh::loadLeafFaces(tBSPLump* l, io::IReadFile* file)
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{
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// ignore
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}
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/*!
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*/
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void CQ3LevelMesh::loadVisData(tBSPLump* l, io::IReadFile* file)
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|
|
{
|
|
|
|
// ignore
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadEntities(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
core::array<u8> entity;
|
|
|
|
entity.set_used( l->length + 2 );
|
|
|
|
entity[l->length + 1 ] = 0;
|
|
|
|
|
|
|
|
file->seek(l->offset);
|
|
|
|
file->read( entity.pointer(), l->length);
|
|
|
|
|
|
|
|
parser_parse( entity.pointer(), l->length, &CQ3LevelMesh::scriptcallback_entity );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
load fog brushes
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadFogs(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
u32 files = l->length / sizeof(tBSPFog);
|
|
|
|
|
|
|
|
file->seek( l->offset );
|
|
|
|
tBSPFog fog;
|
|
|
|
const IShader *shader;
|
|
|
|
STexShader t;
|
|
|
|
for ( u32 i = 0; i!= files; ++i )
|
|
|
|
{
|
|
|
|
file->read( &fog, sizeof( fog ) );
|
|
|
|
|
|
|
|
shader = getShader( fog.shader );
|
|
|
|
t.Texture = 0;
|
|
|
|
t.ShaderID = shader ? shader->ID : -1;
|
|
|
|
|
|
|
|
FogMap.push_back ( t );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
load models named in bsp
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadModels(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
NumModels = l->length / sizeof(tBSPModel);
|
|
|
|
Models = new tBSPModel[NumModels];
|
|
|
|
|
|
|
|
file->seek( l->offset );
|
|
|
|
file->read(Models, l->length);
|
|
|
|
|
|
|
|
if ( LoadParam.swapHeader )
|
|
|
|
{
|
|
|
|
for ( s32 i = 0; i < NumModels; i++)
|
|
|
|
{
|
|
|
|
Models[i].min[0] = os::Byteswap::byteswap(Models[i].min[0]);
|
|
|
|
Models[i].min[1] = os::Byteswap::byteswap(Models[i].min[1]);
|
|
|
|
Models[i].min[2] = os::Byteswap::byteswap(Models[i].min[2]);
|
|
|
|
Models[i].max[0] = os::Byteswap::byteswap(Models[i].max[0]);
|
|
|
|
Models[i].max[1] = os::Byteswap::byteswap(Models[i].max[1]);
|
|
|
|
Models[i].max[2] = os::Byteswap::byteswap(Models[i].max[2]);
|
|
|
|
|
|
|
|
Models[i].faceIndex = os::Byteswap::byteswap(Models[i].faceIndex);
|
|
|
|
Models[i].numOfFaces = os::Byteswap::byteswap(Models[i].numOfFaces);
|
|
|
|
Models[i].brushIndex = os::Byteswap::byteswap(Models[i].brushIndex);
|
|
|
|
Models[i].numOfBrushes = os::Byteswap::byteswap(Models[i].numOfBrushes);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BrushEntities = new SMesh*[NumModels];
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadMeshVerts(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
NumMeshVerts = l->length / sizeof(s32);
|
|
|
|
if (!NumMeshVerts)
|
|
|
|
return;
|
|
|
|
MeshVerts = new s32[NumMeshVerts];
|
|
|
|
|
|
|
|
file->seek(l->offset);
|
|
|
|
file->read(MeshVerts, l->length);
|
|
|
|
|
|
|
|
if ( LoadParam.swapHeader )
|
|
|
|
{
|
|
|
|
for (int i=0;i<NumMeshVerts;i++)
|
|
|
|
MeshVerts[i] = os::Byteswap::byteswap(MeshVerts[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadBrushes(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
// ignore
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadBrushSides(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
// ignore
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::loadLeafBrushes(tBSPLump* l, io::IReadFile* file)
|
|
|
|
{
|
|
|
|
// ignore
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
inline bool isQ3WhiteSpace( const u8 symbol )
|
|
|
|
{
|
|
|
|
return symbol == ' ' || symbol == '\t' || symbol == '\r';
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
inline bool isQ3ValidName( const u8 symbol )
|
|
|
|
{
|
|
|
|
return (symbol >= 'a' && symbol <= 'z' ) ||
|
|
|
|
(symbol >= 'A' && symbol <= 'Z' ) ||
|
|
|
|
(symbol >= '0' && symbol <= '9' ) ||
|
|
|
|
(symbol == '/' || symbol == '_' || symbol == '.' );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::parser_nextToken()
|
|
|
|
{
|
|
|
|
u8 symbol;
|
|
|
|
|
|
|
|
Parser.token = "";
|
|
|
|
Parser.tokenresult = Q3_TOKEN_UNRESOLVED;
|
|
|
|
|
|
|
|
// skip white space
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if ( Parser.index >= Parser.sourcesize )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
symbol = Parser.source [ Parser.index ];
|
|
|
|
Parser.index += 1;
|
|
|
|
} while ( isQ3WhiteSpace( symbol ) );
|
|
|
|
|
|
|
|
// first symbol, one symbol
|
|
|
|
switch ( symbol )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
|
|
|
|
case '/':
|
|
|
|
// comment or divide
|
|
|
|
if ( Parser.index >= Parser.sourcesize )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
symbol = Parser.source [ Parser.index ];
|
|
|
|
Parser.index += 1;
|
|
|
|
if ( isQ3WhiteSpace( symbol ) )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_MATH_DIVIDE;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if ( symbol == '*' )
|
|
|
|
{
|
|
|
|
// C-style comment in quake?
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if ( symbol == '/' )
|
|
|
|
{
|
|
|
|
// skip to eol
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if ( Parser.index >= Parser.sourcesize )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
symbol = Parser.source [ Parser.index ];
|
|
|
|
Parser.index += 1;
|
|
|
|
} while ( symbol != '\n' );
|
|
|
|
Parser.tokenresult = Q3_TOKEN_COMMENT;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// take /[name] as valid token..?!?!?. mhmm, maybe
|
|
|
|
break;
|
|
|
|
|
|
|
|
case '\n':
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOL;
|
|
|
|
return;
|
|
|
|
case '{':
|
|
|
|
Parser.tokenresult = Q3_TOKEN_START_LIST;
|
|
|
|
return;
|
|
|
|
case '}':
|
|
|
|
Parser.tokenresult = Q3_TOKEN_END_LIST;
|
|
|
|
return;
|
|
|
|
|
|
|
|
case '"':
|
|
|
|
// string literal
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if ( Parser.index >= Parser.sourcesize )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
symbol = Parser.source [ Parser.index ];
|
|
|
|
Parser.index += 1;
|
|
|
|
if ( symbol != '"' )
|
|
|
|
Parser.token.append( symbol );
|
|
|
|
} while ( symbol != '"' );
|
|
|
|
Parser.tokenresult = Q3_TOKEN_ENTITY;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// user identity
|
|
|
|
Parser.token.append( symbol );
|
|
|
|
|
|
|
|
// continue till whitespace
|
|
|
|
bool validName = true;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if ( Parser.index >= Parser.sourcesize )
|
|
|
|
{
|
|
|
|
Parser.tokenresult = Q3_TOKEN_EOF;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
symbol = Parser.source [ Parser.index ];
|
|
|
|
|
|
|
|
validName = isQ3ValidName( symbol );
|
|
|
|
if ( validName )
|
|
|
|
{
|
|
|
|
Parser.token.append( symbol );
|
|
|
|
Parser.index += 1;
|
|
|
|
}
|
|
|
|
} while ( validName );
|
|
|
|
|
|
|
|
Parser.tokenresult = Q3_TOKEN_TOKEN;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
parse entity & shader
|
|
|
|
calls callback on content in {}
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::parser_parse( const void * data, const u32 size, CQ3LevelMesh::tParserCallback callback )
|
|
|
|
{
|
|
|
|
Parser.source = static_cast<const c8*>(data);
|
|
|
|
Parser.sourcesize = size;
|
|
|
|
Parser.index = 0;
|
|
|
|
|
|
|
|
SVarGroupList *groupList;
|
|
|
|
|
|
|
|
s32 active;
|
|
|
|
s32 last;
|
|
|
|
|
|
|
|
SVariable entity ( "" );
|
|
|
|
|
|
|
|
groupList = new SVarGroupList();
|
|
|
|
|
|
|
|
groupList->VariableGroup.push_back( SVarGroup() );
|
|
|
|
active = last = 0;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
parser_nextToken();
|
|
|
|
|
|
|
|
switch ( Parser.tokenresult )
|
|
|
|
{
|
|
|
|
case Q3_TOKEN_START_LIST:
|
|
|
|
{
|
|
|
|
//stack = core::min_( stack + 1, 7 );
|
|
|
|
|
|
|
|
groupList->VariableGroup.push_back( SVarGroup() );
|
|
|
|
last = active;
|
|
|
|
active = groupList->VariableGroup.size() - 1;
|
|
|
|
entity.clear();
|
|
|
|
} break;
|
|
|
|
|
|
|
|
// a unregisterd variable is finished
|
|
|
|
case Q3_TOKEN_EOL:
|
|
|
|
{
|
|
|
|
if ( entity.isValid() )
|
|
|
|
{
|
|
|
|
groupList->VariableGroup[active].Variable.push_back( entity );
|
|
|
|
entity.clear();
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case Q3_TOKEN_TOKEN:
|
|
|
|
case Q3_TOKEN_ENTITY:
|
|
|
|
{
|
|
|
|
Parser.token.make_lower();
|
|
|
|
|
|
|
|
// store content based on line-delemiter
|
|
|
|
if ( 0 == entity.isValid() )
|
|
|
|
{
|
|
|
|
entity.name = Parser.token;
|
|
|
|
entity.content = "";
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( entity.content.size() )
|
|
|
|
{
|
|
|
|
entity.content += " ";
|
|
|
|
}
|
|
|
|
entity.content += Parser.token;
|
|
|
|
}
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case Q3_TOKEN_END_LIST:
|
|
|
|
{
|
|
|
|
//stack = core::max_( stack - 1, 0 );
|
|
|
|
|
|
|
|
// close tag for first
|
|
|
|
if ( active == 1 )
|
|
|
|
{
|
|
|
|
(this->*callback)( groupList, Q3_TOKEN_END_LIST );
|
|
|
|
|
|
|
|
// new group
|
|
|
|
groupList->drop();
|
|
|
|
groupList = new SVarGroupList();
|
|
|
|
groupList->VariableGroup.push_back( SVarGroup() );
|
|
|
|
last = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
active = last;
|
|
|
|
entity.clear();
|
|
|
|
|
|
|
|
} break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
} while ( Parser.tokenresult != Q3_TOKEN_EOF );
|
|
|
|
|
|
|
|
(this->*callback)( groupList, Q3_TOKEN_EOF );
|
|
|
|
|
|
|
|
groupList->drop();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
this loader applies only textures for stage 1 & 2
|
|
|
|
*/
|
|
|
|
s32 CQ3LevelMesh::setShaderFogMaterial( video::SMaterial &material, const tBSPFace * face ) const
|
|
|
|
{
|
|
|
|
material.MaterialType = video::EMT_SOLID;
|
|
|
|
material.Wireframe = false;
|
|
|
|
material.Lighting = false;
|
|
|
|
material.BackfaceCulling = false;
|
|
|
|
material.setTexture(0, 0);
|
|
|
|
material.setTexture(1, 0);
|
|
|
|
material.setTexture(2, 0);
|
|
|
|
material.setTexture(3, 0);
|
|
|
|
material.ZBuffer = video::ECFN_LESSEQUAL;
|
2020-01-02 16:34:52 +01:00
|
|
|
material.ZWriteEnable = video::EZW_OFF;
|
2019-12-12 17:32:41 +01:00
|
|
|
material.MaterialTypeParam = 0.f;
|
|
|
|
|
|
|
|
s32 shaderState = -1;
|
|
|
|
|
|
|
|
if ( (u32) face->fogNum < FogMap.size() )
|
|
|
|
{
|
|
|
|
material.setTexture(0, FogMap [ face->fogNum ].Texture);
|
|
|
|
shaderState = FogMap [ face->fogNum ].ShaderID;
|
|
|
|
}
|
|
|
|
|
|
|
|
return shaderState;
|
|
|
|
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
this loader applies only textures for stage 1 & 2
|
|
|
|
*/
|
|
|
|
s32 CQ3LevelMesh::setShaderMaterial( video::SMaterial &material, const tBSPFace * face ) const
|
|
|
|
{
|
|
|
|
material.MaterialType = video::EMT_SOLID;
|
|
|
|
material.Wireframe = false;
|
|
|
|
material.Lighting = false;
|
|
|
|
material.BackfaceCulling = true;
|
|
|
|
material.setTexture(0, 0);
|
|
|
|
material.setTexture(1, 0);
|
|
|
|
material.setTexture(2, 0);
|
|
|
|
material.setTexture(3, 0);
|
|
|
|
material.ZBuffer = video::ECFN_LESSEQUAL;
|
2020-01-02 16:34:52 +01:00
|
|
|
material.ZWriteEnable = video::EZW_AUTO;
|
2019-12-12 17:32:41 +01:00
|
|
|
material.MaterialTypeParam = 0.f;
|
|
|
|
|
|
|
|
s32 shaderState = -1;
|
|
|
|
|
|
|
|
if ( face->textureID >= 0 && face->textureID < (s32)Tex.size() )
|
|
|
|
{
|
|
|
|
material.setTexture(0, Tex [ face->textureID ].Texture);
|
|
|
|
shaderState = Tex [ face->textureID ].ShaderID;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( face->lightmapID >= 0 && face->lightmapID < (s32)Lightmap.size() )
|
|
|
|
{
|
|
|
|
material.setTexture(1, Lightmap [ face->lightmapID ]);
|
|
|
|
material.MaterialType = LoadParam.defaultLightMapMaterial;
|
|
|
|
}
|
|
|
|
|
|
|
|
// store shader ID
|
|
|
|
material.MaterialTypeParam2 = (f32) shaderState;
|
|
|
|
|
|
|
|
const IShader *shader = getShader(shaderState);
|
|
|
|
if ( 0 == shader )
|
|
|
|
return shaderState;
|
|
|
|
|
|
|
|
return shaderState;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
const SVarGroup *group;
|
|
|
|
|
|
|
|
|
|
|
|
// generic
|
|
|
|
group = shader->getGroup( 1 );
|
|
|
|
if ( group )
|
|
|
|
{
|
|
|
|
material.BackfaceCulling = getCullingFunction( group->get( "cull" ) );
|
|
|
|
|
|
|
|
if ( group->isDefined( "surfaceparm", "nolightmap" ) )
|
|
|
|
{
|
|
|
|
material.MaterialType = video::EMT_SOLID;
|
|
|
|
material.setTexture(1, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// try to get the best of the 8 texture stages..
|
|
|
|
|
|
|
|
// texture 1, texture 2
|
|
|
|
u32 startPos;
|
|
|
|
for ( s32 g = 2; g <= 3; ++g )
|
|
|
|
{
|
|
|
|
group = shader->getGroup( g );
|
|
|
|
if ( 0 == group )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
startPos = 0;
|
|
|
|
|
|
|
|
if ( group->isDefined( "depthwrite" ) )
|
|
|
|
{
|
2020-01-02 16:34:52 +01:00
|
|
|
material.ZWriteEnable = video::EZW_ON;
|
2019-12-12 17:32:41 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
SBlendFunc blendfunc ( LoadParam.defaultModulate );
|
|
|
|
getBlendFunc( group->get( "blendfunc" ), blendfunc );
|
|
|
|
getBlendFunc( group->get( "alphafunc" ), blendfunc );
|
|
|
|
|
|
|
|
if ( 0 == LoadParam.alpharef &&
|
|
|
|
( blendfunc.type == video::EMT_TRANSPARENT_ALPHA_CHANNEL ||
|
|
|
|
blendfunc.type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF
|
|
|
|
)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
|
|
blendfunc.param0 = 0.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
material.MaterialType = blendfunc.type;
|
|
|
|
material.MaterialTypeParam = blendfunc.param0;
|
|
|
|
|
|
|
|
// try if we can match better
|
|
|
|
shaderState |= (material.MaterialType == video::EMT_SOLID ) ? 0x00020000 : 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//material.BackfaceCulling = false;
|
|
|
|
|
|
|
|
if ( shader->VarGroup->VariableGroup.size() <= 4 )
|
|
|
|
{
|
|
|
|
shaderState |= 0x00010000;
|
|
|
|
}
|
|
|
|
|
|
|
|
material.MaterialTypeParam2 = (f32) shaderState;
|
|
|
|
return shaderState;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
Internal function to build a mesh.
|
|
|
|
*/
|
|
|
|
scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
|
|
|
|
{
|
|
|
|
scene::SMesh** newmesh = new SMesh *[quake3::E_Q3_MESH_SIZE];
|
|
|
|
|
|
|
|
s32 i, j, k,s;
|
|
|
|
|
|
|
|
for (i = 0; i < E_Q3_MESH_SIZE; i++)
|
|
|
|
{
|
|
|
|
newmesh[i] = new SMesh();
|
|
|
|
}
|
|
|
|
|
|
|
|
s32 *index;
|
|
|
|
|
|
|
|
video::S3DVertex2TCoords temp[3];
|
|
|
|
video::SMaterial material;
|
|
|
|
video::SMaterial material2;
|
|
|
|
|
|
|
|
SToBuffer item [ E_Q3_MESH_SIZE ];
|
|
|
|
u32 itemSize;
|
|
|
|
|
|
|
|
for (i = Models[num].faceIndex; i < Models[num].numOfFaces + Models[num].faceIndex; ++i)
|
|
|
|
{
|
|
|
|
const tBSPFace * face = Faces + i;
|
|
|
|
|
|
|
|
s32 shaderState = setShaderMaterial( material, face );
|
|
|
|
itemSize = 0;
|
|
|
|
|
|
|
|
const IShader *shader = getShader(shaderState);
|
|
|
|
|
|
|
|
if ( face->fogNum >= 0 )
|
|
|
|
{
|
|
|
|
setShaderFogMaterial ( material2, face );
|
|
|
|
item[itemSize].index = E_Q3_MESH_FOG;
|
|
|
|
item[itemSize].takeVertexColor = 1;
|
|
|
|
itemSize += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( face->type )
|
|
|
|
{
|
|
|
|
case 1: // normal polygons
|
|
|
|
case 2: // patches
|
|
|
|
case 3: // meshes
|
|
|
|
if ( 0 == shader )
|
|
|
|
{
|
|
|
|
if ( LoadParam.cleanUnResolvedMeshes || material.getTexture(0) )
|
|
|
|
{
|
|
|
|
item[itemSize].takeVertexColor = 1;
|
|
|
|
item[itemSize].index = E_Q3_MESH_GEOMETRY;
|
|
|
|
itemSize += 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item[itemSize].takeVertexColor = 1;
|
|
|
|
item[itemSize].index = E_Q3_MESH_UNRESOLVED;
|
|
|
|
itemSize += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item[itemSize].takeVertexColor = 1;
|
|
|
|
item[itemSize].index = E_Q3_MESH_ITEMS;
|
|
|
|
itemSize += 1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4: // billboards
|
|
|
|
//item[itemSize].takeVertexColor = 1;
|
|
|
|
//item[itemSize].index = E_Q3_MESH_ITEMS;
|
|
|
|
//itemSize += 1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( u32 g = 0; g != itemSize; ++g )
|
|
|
|
{
|
|
|
|
scene::SMeshBufferLightMap* buffer = 0;
|
|
|
|
|
|
|
|
if ( item[g].index == E_Q3_MESH_GEOMETRY )
|
|
|
|
{
|
|
|
|
if ( 0 == item[g].takeVertexColor )
|
|
|
|
{
|
|
|
|
item[g].takeVertexColor = material.getTexture(0) == 0 || material.getTexture(1) == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Faces[i].lightmapID < -1 || Faces[i].lightmapID > NumLightMaps-1)
|
|
|
|
{
|
|
|
|
Faces[i].lightmapID = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// there are lightmapsids and textureid with -1
|
|
|
|
const s32 tmp_index = ((Faces[i].lightmapID+1) * (NumTextures+1)) + (Faces[i].textureID+1);
|
|
|
|
buffer = (SMeshBufferLightMap*) newmesh[E_Q3_MESH_GEOMETRY]->getMeshBuffer(tmp_index);
|
|
|
|
buffer->setHardwareMappingHint ( EHM_STATIC );
|
|
|
|
buffer->getMaterial() = material;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// Construct a unique mesh for each shader or combine meshbuffers for same shader
|
|
|
|
if ( 0 == buffer )
|
|
|
|
{
|
|
|
|
|
|
|
|
if ( LoadParam.mergeShaderBuffer == 1 )
|
|
|
|
{
|
|
|
|
// combine
|
|
|
|
buffer = (SMeshBufferLightMap*) newmesh[ item[g].index ]->getMeshBuffer(
|
|
|
|
item[g].index != E_Q3_MESH_FOG ? material : material2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a seperate mesh buffer
|
|
|
|
if ( 0 == buffer )
|
|
|
|
{
|
|
|
|
buffer = new scene::SMeshBufferLightMap();
|
|
|
|
newmesh[ item[g].index ]->addMeshBuffer( buffer );
|
|
|
|
buffer->drop();
|
|
|
|
buffer->getMaterial() = item[g].index != E_Q3_MESH_FOG ? material : material2;
|
|
|
|
if ( item[g].index == E_Q3_MESH_GEOMETRY )
|
|
|
|
buffer->setHardwareMappingHint ( EHM_STATIC );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
switch(Faces[i].type)
|
|
|
|
{
|
|
|
|
case 4: // billboards
|
|
|
|
break;
|
|
|
|
case 2: // patches
|
|
|
|
createCurvedSurface_bezier( buffer, i,
|
|
|
|
LoadParam.patchTesselation,
|
|
|
|
item[g].takeVertexColor
|
|
|
|
);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1: // normal polygons
|
|
|
|
case 3: // mesh vertices
|
|
|
|
index = MeshVerts + face->meshVertIndex;
|
|
|
|
k = buffer->getVertexCount();
|
|
|
|
|
|
|
|
// reallocate better if many small meshes are used
|
|
|
|
s = buffer->getIndexCount()+face->numMeshVerts;
|
|
|
|
if ( buffer->Indices.allocated_size () < (u32) s )
|
|
|
|
{
|
|
|
|
if ( buffer->Indices.allocated_size () > 0 &&
|
|
|
|
face->numMeshVerts < 20 && NumFaces > 1000
|
|
|
|
)
|
|
|
|
{
|
|
|
|
s = buffer->getIndexCount() + (NumFaces >> 3 * face->numMeshVerts );
|
|
|
|
}
|
|
|
|
buffer->Indices.reallocate( s);
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( j = 0; j < face->numMeshVerts; ++j )
|
|
|
|
{
|
|
|
|
buffer->Indices.push_back( k + index [j] );
|
|
|
|
}
|
|
|
|
|
|
|
|
s = k+face->numOfVerts;
|
|
|
|
if ( buffer->Vertices.allocated_size () < (u32) s )
|
|
|
|
{
|
|
|
|
if ( buffer->Indices.allocated_size () > 0 &&
|
|
|
|
face->numOfVerts < 20 && NumFaces > 1000
|
|
|
|
)
|
|
|
|
{
|
|
|
|
s = buffer->getIndexCount() + (NumFaces >> 3 * face->numOfVerts );
|
|
|
|
}
|
|
|
|
buffer->Vertices.reallocate( s);
|
|
|
|
}
|
|
|
|
for ( j = 0; j != face->numOfVerts; ++j )
|
|
|
|
{
|
|
|
|
copy( &temp[0], &Vertices[ j + face->vertexIndex ], item[g].takeVertexColor );
|
|
|
|
buffer->Vertices.push_back( temp[0] );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
} // end switch
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return newmesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::solveTJunction()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
constructs a mesh from the quake 3 level file.
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::constructMesh()
|
|
|
|
{
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.startTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::constructMesh start to create %d faces, %d vertices,%d mesh vertices",
|
|
|
|
NumFaces,
|
|
|
|
NumVertices,
|
|
|
|
NumMeshVerts
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
s32 i, j;
|
|
|
|
|
|
|
|
// First the main level
|
|
|
|
SMesh **tmp = buildMesh(0);
|
|
|
|
|
|
|
|
for (i = 0; i < E_Q3_MESH_SIZE; i++)
|
|
|
|
{
|
|
|
|
Mesh[i] = tmp[i];
|
|
|
|
}
|
|
|
|
delete [] tmp;
|
|
|
|
|
|
|
|
// Then the brush entities
|
|
|
|
|
|
|
|
for (i = 1; i < NumModels; i++)
|
|
|
|
{
|
|
|
|
tmp = buildMesh(i);
|
|
|
|
BrushEntities[i] = tmp[0];
|
|
|
|
|
|
|
|
// We only care about the main geometry here
|
|
|
|
for (j = 1; j < E_Q3_MESH_SIZE; j++)
|
|
|
|
{
|
|
|
|
tmp[j]->drop();
|
|
|
|
}
|
|
|
|
delete [] tmp;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.endTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::constructMesh needed %04u ms to create %d faces, %d vertices,%d mesh vertices",
|
|
|
|
LoadParam.endTime - LoadParam.startTime,
|
|
|
|
NumFaces,
|
|
|
|
NumVertices,
|
|
|
|
NumMeshVerts
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CQ3LevelMesh::S3DVertex2TCoords_64::copy( video::S3DVertex2TCoords &dest ) const
|
|
|
|
{
|
|
|
|
#if defined (TJUNCTION_SOLVER_ROUND)
|
|
|
|
dest.Pos.X = core::round_( (f32) Pos.X );
|
|
|
|
dest.Pos.Y = core::round_( (f32) Pos.Y );
|
|
|
|
dest.Pos.Z = core::round_( (f32) Pos.Z );
|
|
|
|
#elif defined (TJUNCTION_SOLVER_0125)
|
|
|
|
dest.Pos.X = (f32) ( floor ( Pos.X * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest.Pos.Y = (f32) ( floor ( Pos.Y * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest.Pos.Z = (f32) ( floor ( Pos.Z * 8.f + 0.5 ) * 0.125 );
|
|
|
|
#else
|
|
|
|
dest.Pos.X = (f32) Pos.X;
|
|
|
|
dest.Pos.Y = (f32) Pos.Y;
|
|
|
|
dest.Pos.Z = (f32) Pos.Z;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
dest.Normal.X = (f32) Normal.X;
|
|
|
|
dest.Normal.Y = (f32) Normal.Y;
|
|
|
|
dest.Normal.Z = (f32) Normal.Z;
|
|
|
|
dest.Normal.normalize();
|
|
|
|
|
|
|
|
dest.Color = Color.toSColor();
|
|
|
|
|
|
|
|
dest.TCoords.X = (f32) TCoords.X;
|
|
|
|
dest.TCoords.Y = (f32) TCoords.Y;
|
|
|
|
|
|
|
|
dest.TCoords2.X = (f32) TCoords2.X;
|
|
|
|
dest.TCoords2.Y = (f32) TCoords2.Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CQ3LevelMesh::copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const
|
|
|
|
{
|
|
|
|
#if defined (TJUNCTION_SOLVER_ROUND)
|
|
|
|
dest->Pos.X = core::round_( source->vPosition[0] );
|
|
|
|
dest->Pos.Y = core::round_( source->vPosition[2] );
|
|
|
|
dest->Pos.Z = core::round_( source->vPosition[1] );
|
|
|
|
#elif defined (TJUNCTION_SOLVER_0125)
|
|
|
|
dest->Pos.X = (f32) ( floor ( source->vPosition[0] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest->Pos.Y = (f32) ( floor ( source->vPosition[2] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest->Pos.Z = (f32) ( floor ( source->vPosition[1] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
#else
|
|
|
|
dest->Pos.X = source->vPosition[0];
|
|
|
|
dest->Pos.Y = source->vPosition[2];
|
|
|
|
dest->Pos.Z = source->vPosition[1];
|
|
|
|
#endif
|
|
|
|
|
|
|
|
dest->Normal.X = source->vNormal[0];
|
|
|
|
dest->Normal.Y = source->vNormal[2];
|
|
|
|
dest->Normal.Z = source->vNormal[1];
|
|
|
|
dest->Normal.normalize();
|
|
|
|
|
|
|
|
dest->TCoords.X = source->vTextureCoord[0];
|
|
|
|
dest->TCoords.Y = source->vTextureCoord[1];
|
|
|
|
dest->TCoords2.X = source->vLightmapCoord[0];
|
|
|
|
dest->TCoords2.Y = source->vLightmapCoord[1];
|
|
|
|
|
|
|
|
if ( vertexcolor )
|
|
|
|
{
|
|
|
|
//u32 a = core::s32_min( source->color[3] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 a = source->color[3];
|
|
|
|
u32 r = core::s32_min( source->color[0] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 g = core::s32_min( source->color[1] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 b = core::s32_min( source->color[2] * LoadParam.defaultModulate, 255 );
|
|
|
|
|
|
|
|
dest->Color.set(a * 1.f/255.f, r * 1.f/255.f,
|
|
|
|
g * 1.f/255.f, b * 1.f/255.f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dest->Color.set( 1.f, 1.f, 1.f, 1.f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void CQ3LevelMesh::copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source, s32 vertexcolor ) const
|
|
|
|
{
|
|
|
|
#if defined (TJUNCTION_SOLVER_ROUND)
|
|
|
|
dest->Pos.X = core::round_( source->vPosition[0] );
|
|
|
|
dest->Pos.Y = core::round_( source->vPosition[2] );
|
|
|
|
dest->Pos.Z = core::round_( source->vPosition[1] );
|
|
|
|
#elif defined (TJUNCTION_SOLVER_0125)
|
|
|
|
dest->Pos.X = (f32) ( floor ( source->vPosition[0] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest->Pos.Y = (f32) ( floor ( source->vPosition[2] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
dest->Pos.Z = (f32) ( floor ( source->vPosition[1] * 8.f + 0.5 ) * 0.125 );
|
|
|
|
#else
|
|
|
|
dest->Pos.X = source->vPosition[0];
|
|
|
|
dest->Pos.Y = source->vPosition[2];
|
|
|
|
dest->Pos.Z = source->vPosition[1];
|
|
|
|
#endif
|
|
|
|
|
|
|
|
dest->Normal.X = source->vNormal[0];
|
|
|
|
dest->Normal.Y = source->vNormal[2];
|
|
|
|
dest->Normal.Z = source->vNormal[1];
|
|
|
|
dest->Normal.normalize();
|
|
|
|
|
|
|
|
dest->TCoords.X = source->vTextureCoord[0];
|
|
|
|
dest->TCoords.Y = source->vTextureCoord[1];
|
|
|
|
dest->TCoords2.X = source->vLightmapCoord[0];
|
|
|
|
dest->TCoords2.Y = source->vLightmapCoord[1];
|
|
|
|
|
|
|
|
if ( vertexcolor )
|
|
|
|
{
|
|
|
|
//u32 a = core::s32_min( source->color[3] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 a = source->color[3];
|
|
|
|
u32 r = core::s32_min( source->color[0] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 g = core::s32_min( source->color[1] * LoadParam.defaultModulate, 255 );
|
|
|
|
u32 b = core::s32_min( source->color[2] * LoadParam.defaultModulate, 255 );
|
|
|
|
|
|
|
|
dest->Color.set(a << 24 | r << 16 | g << 8 | b);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dest->Color.set(0xFFFFFFFF);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CQ3LevelMesh::SBezier::tesselate( s32 level )
|
|
|
|
{
|
|
|
|
//Calculate how many vertices across/down there are
|
|
|
|
s32 j, k;
|
|
|
|
|
|
|
|
column[0].set_used( level + 1 );
|
|
|
|
column[1].set_used( level + 1 );
|
|
|
|
column[2].set_used( level + 1 );
|
|
|
|
|
|
|
|
const f64 w = 0.0 + (1.0 / (f64) level );
|
|
|
|
|
|
|
|
//Tesselate along the columns
|
|
|
|
for( j = 0; j <= level; ++j)
|
|
|
|
{
|
|
|
|
const f64 f = w * (f64) j;
|
|
|
|
|
|
|
|
column[0][j] = control[0].getInterpolated_quadratic(control[3], control[6], f );
|
|
|
|
column[1][j] = control[1].getInterpolated_quadratic(control[4], control[7], f );
|
|
|
|
column[2][j] = control[2].getInterpolated_quadratic(control[5], control[8], f );
|
|
|
|
}
|
|
|
|
|
|
|
|
const u32 idx = Patch->Vertices.size();
|
|
|
|
Patch->Vertices.reallocate(idx+level*level);
|
|
|
|
//Tesselate across the rows to get final vertices
|
|
|
|
video::S3DVertex2TCoords v;
|
|
|
|
S3DVertex2TCoords_64 f;
|
|
|
|
for( j = 0; j <= level; ++j)
|
|
|
|
{
|
|
|
|
for( k = 0; k <= level; ++k)
|
|
|
|
{
|
|
|
|
f = column[0][j].getInterpolated_quadratic(column[1][j], column[2][j], w * (f64) k);
|
|
|
|
f.copy( v );
|
|
|
|
Patch->Vertices.push_back( v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Patch->Indices.reallocate(Patch->Indices.size()+6*level*level);
|
|
|
|
// connect
|
|
|
|
for( j = 0; j < level; ++j)
|
|
|
|
{
|
|
|
|
for( k = 0; k < level; ++k)
|
|
|
|
{
|
|
|
|
const s32 inx = idx + ( k * ( level + 1 ) ) + j;
|
|
|
|
|
|
|
|
Patch->Indices.push_back( inx + 0 );
|
|
|
|
Patch->Indices.push_back( inx + (level + 1 ) + 0 );
|
|
|
|
Patch->Indices.push_back( inx + (level + 1 ) + 1 );
|
|
|
|
|
|
|
|
Patch->Indices.push_back( inx + 0 );
|
|
|
|
Patch->Indices.push_back( inx + (level + 1 ) + 1 );
|
|
|
|
Patch->Indices.push_back( inx + 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
no subdivision
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
|
|
|
|
s32 faceIndex,
|
|
|
|
s32 patchTesselation,
|
|
|
|
s32 storevertexcolor)
|
|
|
|
{
|
|
|
|
tBSPFace * face = &Faces[faceIndex];
|
|
|
|
u32 j,k,m;
|
|
|
|
|
|
|
|
// number of control points across & up
|
|
|
|
const u32 controlWidth = face->size[0];
|
|
|
|
const u32 controlHeight = face->size[1];
|
|
|
|
if ( 0 == controlWidth || 0 == controlHeight )
|
|
|
|
return;
|
|
|
|
|
|
|
|
video::S3DVertex2TCoords v;
|
|
|
|
|
|
|
|
m = meshBuffer->Vertices.size();
|
|
|
|
meshBuffer->Vertices.reallocate(m+controlHeight * controlWidth);
|
|
|
|
for ( j = 0; j!= controlHeight * controlWidth; ++j )
|
|
|
|
{
|
|
|
|
copy( &v, &Vertices [ face->vertexIndex + j ], storevertexcolor );
|
|
|
|
meshBuffer->Vertices.push_back( v );
|
|
|
|
}
|
|
|
|
|
|
|
|
meshBuffer->Indices.reallocate(meshBuffer->Indices.size()+6*(controlHeight-1) * (controlWidth-1));
|
|
|
|
for ( j = 0; j!= controlHeight - 1; ++j )
|
|
|
|
{
|
|
|
|
for ( k = 0; k!= controlWidth - 1; ++k )
|
|
|
|
{
|
|
|
|
meshBuffer->Indices.push_back( m + k + 0 );
|
|
|
|
meshBuffer->Indices.push_back( m + k + controlWidth + 0 );
|
|
|
|
meshBuffer->Indices.push_back( m + k + controlWidth + 1 );
|
|
|
|
|
|
|
|
meshBuffer->Indices.push_back( m + k + 0 );
|
|
|
|
meshBuffer->Indices.push_back( m + k + controlWidth + 1 );
|
|
|
|
meshBuffer->Indices.push_back( m + k + 1 );
|
|
|
|
}
|
|
|
|
m += controlWidth;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
|
|
|
|
s32 faceIndex,
|
|
|
|
s32 patchTesselation,
|
|
|
|
s32 storevertexcolor)
|
|
|
|
{
|
|
|
|
|
|
|
|
tBSPFace * face = &Faces[faceIndex];
|
|
|
|
u32 j,k;
|
|
|
|
|
|
|
|
// number of control points across & up
|
|
|
|
const u32 controlWidth = face->size[0];
|
|
|
|
const u32 controlHeight = face->size[1];
|
|
|
|
|
|
|
|
if ( 0 == controlWidth || 0 == controlHeight )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// number of biquadratic patches
|
|
|
|
const u32 biquadWidth = (controlWidth - 1)/2;
|
|
|
|
const u32 biquadHeight = (controlHeight -1)/2;
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
LoadParam.startTime = os::Timer::getRealTime();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create space for a temporary array of the patch's control points
|
|
|
|
core::array<S3DVertex2TCoords_64> controlPoint;
|
|
|
|
controlPoint.set_used( controlWidth * controlHeight );
|
|
|
|
|
|
|
|
for( j = 0; j < controlPoint.size(); ++j)
|
|
|
|
{
|
|
|
|
copy( &controlPoint[j], &Vertices [ face->vertexIndex + j ], storevertexcolor );
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a temporary patch
|
|
|
|
Bezier.Patch = new scene::SMeshBufferLightMap();
|
|
|
|
|
|
|
|
//Loop through the biquadratic patches
|
|
|
|
for( j = 0; j < biquadHeight; ++j)
|
|
|
|
{
|
|
|
|
for( k = 0; k < biquadWidth; ++k)
|
|
|
|
{
|
|
|
|
// set up this patch
|
|
|
|
const s32 inx = j*controlWidth*2 + k*2;
|
|
|
|
|
|
|
|
// setup bezier control points for this patch
|
|
|
|
Bezier.control[0] = controlPoint[ inx + 0];
|
|
|
|
Bezier.control[1] = controlPoint[ inx + 1];
|
|
|
|
Bezier.control[2] = controlPoint[ inx + 2];
|
|
|
|
Bezier.control[3] = controlPoint[ inx + controlWidth + 0 ];
|
|
|
|
Bezier.control[4] = controlPoint[ inx + controlWidth + 1 ];
|
|
|
|
Bezier.control[5] = controlPoint[ inx + controlWidth + 2 ];
|
|
|
|
Bezier.control[6] = controlPoint[ inx + controlWidth * 2 + 0];
|
|
|
|
Bezier.control[7] = controlPoint[ inx + controlWidth * 2 + 1];
|
|
|
|
Bezier.control[8] = controlPoint[ inx + controlWidth * 2 + 2];
|
|
|
|
|
|
|
|
Bezier.tesselate( patchTesselation );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// stitch together with existing geometry
|
|
|
|
// TODO: only border needs to be checked
|
|
|
|
const u32 bsize = Bezier.Patch->getVertexCount();
|
|
|
|
const u32 msize = meshBuffer->getVertexCount();
|
|
|
|
/*
|
|
|
|
for ( j = 0; j!= bsize; ++j )
|
|
|
|
{
|
|
|
|
const core::vector3df &v = Bezier.Patch->Vertices[j].Pos;
|
|
|
|
|
|
|
|
for ( k = 0; k!= msize; ++k )
|
|
|
|
{
|
|
|
|
const core::vector3df &m = meshBuffer->Vertices[k].Pos;
|
|
|
|
|
|
|
|
if ( !v.equals( m, tolerance ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
meshBuffer->Vertices[k].Pos = v;
|
|
|
|
//Bezier.Patch->Vertices[j].Pos = m;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
// add Patch to meshbuffer
|
|
|
|
meshBuffer->Vertices.reallocate(msize+bsize);
|
|
|
|
for ( j = 0; j!= bsize; ++j )
|
|
|
|
{
|
|
|
|
meshBuffer->Vertices.push_back( Bezier.Patch->Vertices[j] );
|
|
|
|
}
|
|
|
|
|
|
|
|
// add indices to meshbuffer
|
|
|
|
meshBuffer->Indices.reallocate(meshBuffer->getIndexCount()+Bezier.Patch->getIndexCount());
|
|
|
|
for ( j = 0; j!= Bezier.Patch->getIndexCount(); ++j )
|
|
|
|
{
|
|
|
|
meshBuffer->Indices.push_back( msize + Bezier.Patch->Indices[j] );
|
|
|
|
}
|
|
|
|
|
|
|
|
delete Bezier.Patch;
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
LoadParam.endTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::createCurvedSurface_bezier needed %04u ms to create bezier patch.(%ux%u)",
|
|
|
|
LoadParam.endTime - LoadParam.startTime,
|
|
|
|
biquadWidth,
|
|
|
|
biquadHeight
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
Loads entities from file
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::getConfiguration( io::IReadFile* file )
|
|
|
|
{
|
|
|
|
tBSPLump l;
|
|
|
|
l.offset = file->getPos();
|
|
|
|
l.length = file->getSize ();
|
|
|
|
|
|
|
|
core::array<u8> entity;
|
|
|
|
entity.set_used( l.length + 2 );
|
|
|
|
entity[l.length + 1 ] = 0;
|
|
|
|
|
|
|
|
file->seek(l.offset);
|
|
|
|
file->read( entity.pointer(), l.length);
|
|
|
|
|
|
|
|
parser_parse( entity.pointer(), l.length, &CQ3LevelMesh::scriptcallback_config );
|
|
|
|
|
|
|
|
if ( Entity.size () )
|
|
|
|
Entity.getLast().name = file->getFileName();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! get's an interface to the entities
|
|
|
|
tQ3EntityList & CQ3LevelMesh::getEntityList()
|
|
|
|
{
|
|
|
|
// Entity.sort();
|
|
|
|
return Entity;
|
|
|
|
}
|
|
|
|
|
|
|
|
//! returns the requested brush entity
|
|
|
|
IMesh* CQ3LevelMesh::getBrushEntityMesh(s32 num) const
|
|
|
|
{
|
|
|
|
if (num < 1 || num >= NumModels)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
return BrushEntities[num];
|
|
|
|
}
|
|
|
|
|
|
|
|
//! returns the requested brush entity
|
|
|
|
IMesh* CQ3LevelMesh::getBrushEntityMesh(quake3::IEntity &ent) const
|
|
|
|
{
|
|
|
|
// This is a helper function to parse the entity,
|
|
|
|
// so you don't have to.
|
|
|
|
|
|
|
|
s32 num;
|
|
|
|
|
|
|
|
const quake3::SVarGroup* group = ent.getGroup(1);
|
|
|
|
const core::stringc& modnum = group->get("model");
|
|
|
|
|
|
|
|
if (!group->isDefined("model"))
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
const char *temp = modnum.c_str() + 1; // We skip the first character.
|
|
|
|
num = core::strtol10(temp);
|
|
|
|
|
|
|
|
return getBrushEntityMesh(num);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
const IShader * CQ3LevelMesh::getShader(u32 index) const
|
|
|
|
{
|
|
|
|
index &= 0xFFFF;
|
|
|
|
|
|
|
|
if ( index < Shader.size() )
|
|
|
|
{
|
|
|
|
return &Shader[index];
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
loads the shader definition
|
|
|
|
*/
|
|
|
|
const IShader* CQ3LevelMesh::getShader( const c8 * filename, bool fileNameIsValid )
|
|
|
|
{
|
|
|
|
core::stringc searchName ( filename );
|
|
|
|
|
|
|
|
IShader search;
|
|
|
|
search.name = searchName;
|
|
|
|
search.name.replace( '\\', '/' );
|
|
|
|
search.name.make_lower();
|
|
|
|
|
|
|
|
|
|
|
|
core::stringc message;
|
|
|
|
s32 index;
|
|
|
|
|
|
|
|
//! is Shader already in cache?
|
|
|
|
index = Shader.linear_search( search );
|
|
|
|
if ( index >= 0 )
|
|
|
|
{
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
message = searchName + " found " + Shader[index].name;
|
|
|
|
os::Printer::log("quake3:getShader", message.c_str(), ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
return &Shader[index];
|
|
|
|
}
|
|
|
|
|
|
|
|
io::path loadFile;
|
|
|
|
|
|
|
|
if ( !fileNameIsValid )
|
|
|
|
{
|
|
|
|
// extract the shader name from the last path component in filename
|
|
|
|
// "scripts/[name].shader"
|
|
|
|
core::stringc cut( search.name );
|
|
|
|
|
|
|
|
s32 end = cut.findLast( '/' );
|
|
|
|
s32 start = cut.findLast( '/', end - 1 );
|
|
|
|
|
|
|
|
loadFile = LoadParam.scriptDir;
|
|
|
|
loadFile.append( cut.subString( start, end - start ) );
|
|
|
|
loadFile.append( ".shader" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
loadFile = search.name;
|
|
|
|
}
|
|
|
|
|
|
|
|
// already loaded the file ?
|
|
|
|
index = ShaderFile.binary_search( loadFile );
|
|
|
|
if ( index >= 0 )
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// add file to loaded files
|
|
|
|
ShaderFile.push_back( loadFile );
|
|
|
|
|
|
|
|
if ( !FileSystem->existFile( loadFile.c_str() ) )
|
|
|
|
{
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
message = loadFile + " for " + searchName + " failed ";
|
|
|
|
os::Printer::log("quake3:getShader", message.c_str(), ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( LoadParam.verbose )
|
|
|
|
{
|
|
|
|
message = loadFile + " for " + searchName;
|
|
|
|
os::Printer::log("quake3:getShader Load shader", message.c_str(), ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
io::IReadFile *file = FileSystem->createAndOpenFile( loadFile.c_str() );
|
|
|
|
if ( file )
|
|
|
|
{
|
|
|
|
getShader ( file );
|
|
|
|
file->drop ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// search again
|
|
|
|
index = Shader.linear_search( search );
|
|
|
|
return index >= 0 ? &Shader[index] : 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
loads the shader definition
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::getShader( io::IReadFile* file )
|
|
|
|
{
|
|
|
|
if ( 0 == file )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// load script
|
|
|
|
core::array<u8> script;
|
|
|
|
const long len = file->getSize();
|
|
|
|
|
|
|
|
script.set_used( len + 2 );
|
|
|
|
|
|
|
|
file->seek( 0 );
|
|
|
|
file->read( script.pointer(), len );
|
|
|
|
script[ len + 1 ] = 0;
|
|
|
|
|
|
|
|
// start a parser instance
|
|
|
|
parser_parse( script.pointer(), len, &CQ3LevelMesh::scriptcallback_shader );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! adding default shaders
|
|
|
|
void CQ3LevelMesh::InitShader()
|
|
|
|
{
|
|
|
|
ReleaseShader();
|
|
|
|
|
|
|
|
IShader element;
|
|
|
|
|
|
|
|
SVarGroup group;
|
|
|
|
SVariable variable ( "noshader" );
|
|
|
|
|
|
|
|
group.Variable.push_back( variable );
|
|
|
|
|
|
|
|
element.VarGroup = new SVarGroupList();
|
|
|
|
element.VarGroup->VariableGroup.push_back( group );
|
|
|
|
element.VarGroup->VariableGroup.push_back( SVarGroup() );
|
|
|
|
element.name = element.VarGroup->VariableGroup[0].Variable[0].name;
|
|
|
|
element.ID = Shader.size();
|
|
|
|
Shader.push_back( element );
|
|
|
|
|
|
|
|
if ( LoadParam.loadAllShaders )
|
|
|
|
{
|
|
|
|
io::EFileSystemType current = FileSystem->setFileListSystem ( io::FILESYSTEM_VIRTUAL );
|
|
|
|
io::path save = FileSystem->getWorkingDirectory();
|
|
|
|
|
|
|
|
io::path newDir;
|
|
|
|
newDir = "/";
|
|
|
|
newDir += LoadParam.scriptDir;
|
|
|
|
newDir += "/";
|
|
|
|
FileSystem->changeWorkingDirectoryTo ( newDir.c_str() );
|
|
|
|
|
|
|
|
core::stringc s;
|
|
|
|
io::IFileList *fileList = FileSystem->createFileList ();
|
|
|
|
for (u32 i=0; i< fileList->getFileCount(); ++i)
|
|
|
|
{
|
|
|
|
s = fileList->getFullFileName(i);
|
|
|
|
if ( s.find ( ".shader" ) >= 0 )
|
|
|
|
{
|
|
|
|
if ( 0 == LoadParam.loadSkyShader && s.find ( "sky.shader" ) >= 0 )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
getShader ( s.c_str () );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fileList->drop ();
|
|
|
|
|
|
|
|
FileSystem->changeWorkingDirectoryTo ( save );
|
|
|
|
FileSystem->setFileListSystem ( current );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! script callback for shaders
|
|
|
|
//! i'm having troubles with the reference counting, during callback.. resorting..
|
|
|
|
void CQ3LevelMesh::ReleaseShader()
|
|
|
|
{
|
|
|
|
for ( u32 i = 0; i!= Shader.size(); ++i )
|
|
|
|
{
|
|
|
|
Shader[i].VarGroup->drop();
|
|
|
|
}
|
|
|
|
Shader.clear();
|
|
|
|
ShaderFile.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::ReleaseEntity()
|
|
|
|
{
|
|
|
|
for ( u32 i = 0; i!= Entity.size(); ++i )
|
|
|
|
{
|
|
|
|
Entity[i].VarGroup->drop();
|
|
|
|
}
|
|
|
|
Entity.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// config in simple (quake3) and advanced style
|
|
|
|
void CQ3LevelMesh::scriptcallback_config( SVarGroupList *& grouplist, eToken token )
|
|
|
|
{
|
|
|
|
IShader element;
|
|
|
|
|
|
|
|
if ( token == Q3_TOKEN_END_LIST )
|
|
|
|
{
|
|
|
|
if ( 0 == grouplist->VariableGroup[0].Variable.size() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
element.name = grouplist->VariableGroup[0].Variable[0].name;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( grouplist->VariableGroup.size() != 2 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
element.name = "configuration";
|
|
|
|
}
|
|
|
|
|
|
|
|
grouplist->grab();
|
|
|
|
element.VarGroup = grouplist;
|
|
|
|
element.ID = Entity.size();
|
|
|
|
Entity.push_back( element );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// entity only has only one valid level.. and no assoziative name..
|
|
|
|
void CQ3LevelMesh::scriptcallback_entity( SVarGroupList *& grouplist, eToken token )
|
|
|
|
{
|
|
|
|
if ( token != Q3_TOKEN_END_LIST || grouplist->VariableGroup.size() != 2 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
grouplist->grab();
|
|
|
|
|
|
|
|
IEntity element;
|
|
|
|
element.VarGroup = grouplist;
|
|
|
|
element.ID = Entity.size();
|
|
|
|
element.name = grouplist->VariableGroup[1].get( "classname" );
|
|
|
|
|
|
|
|
|
|
|
|
Entity.push_back( element );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//!. script callback for shaders
|
|
|
|
void CQ3LevelMesh::scriptcallback_shader( SVarGroupList *& grouplist,eToken token )
|
|
|
|
{
|
|
|
|
if ( token != Q3_TOKEN_END_LIST || grouplist->VariableGroup[0].Variable.size()==0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
IShader element;
|
|
|
|
|
|
|
|
grouplist->grab();
|
|
|
|
element.VarGroup = grouplist;
|
|
|
|
element.name = element.VarGroup->VariableGroup[0].Variable[0].name;
|
|
|
|
element.ID = Shader.size();
|
|
|
|
/*
|
|
|
|
core::stringc s;
|
|
|
|
dumpShader ( s, &element );
|
|
|
|
printf ( s.c_str () );
|
|
|
|
*/
|
|
|
|
Shader.push_back( element );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
delete all buffers without geometry in it.
|
|
|
|
*/
|
|
|
|
void CQ3LevelMesh::cleanMeshes()
|
|
|
|
{
|
|
|
|
if ( 0 == LoadParam.cleanUnResolvedMeshes )
|
|
|
|
return;
|
|
|
|
|
|
|
|
s32 i;
|
|
|
|
|
|
|
|
// First the main level
|
|
|
|
for (i = 0; i < E_Q3_MESH_SIZE; i++)
|
|
|
|
{
|
|
|
|
bool texture0important = ( i == 0 );
|
|
|
|
|
|
|
|
cleanMesh(Mesh[i], texture0important);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Then the brush entities
|
|
|
|
for (i = 1; i < NumModels; i++)
|
|
|
|
{
|
|
|
|
cleanMesh(BrushEntities[i], true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CQ3LevelMesh::cleanMesh(SMesh *m, const bool texture0important)
|
|
|
|
{
|
|
|
|
// delete all buffers without geometry in it.
|
|
|
|
u32 run = 0;
|
|
|
|
u32 remove = 0;
|
|
|
|
|
|
|
|
IMeshBuffer *b;
|
|
|
|
|
|
|
|
run = 0;
|
|
|
|
remove = 0;
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.startTime = os::Timer::getRealTime();
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::cleanMeshes start for %u meshes",
|
|
|
|
m->MeshBuffers.size()
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
u32 i = 0;
|
|
|
|
s32 blockstart = -1;
|
|
|
|
s32 blockcount = 0;
|
|
|
|
|
|
|
|
while( i < m->MeshBuffers.size())
|
|
|
|
{
|
|
|
|
run += 1;
|
|
|
|
|
|
|
|
b = m->MeshBuffers[i];
|
|
|
|
|
|
|
|
if ( b->getVertexCount() == 0 || b->getIndexCount() == 0 ||
|
|
|
|
( texture0important && b->getMaterial().getTexture(0) == 0 )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if ( blockstart < 0 )
|
|
|
|
{
|
|
|
|
blockstart = i;
|
|
|
|
blockcount = 0;
|
|
|
|
}
|
|
|
|
blockcount += 1;
|
|
|
|
i += 1;
|
|
|
|
|
|
|
|
// delete Meshbuffer
|
|
|
|
i -= 1;
|
|
|
|
remove += 1;
|
|
|
|
b->drop();
|
|
|
|
m->MeshBuffers.erase(i);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// clean blockwise
|
|
|
|
if ( blockstart >= 0 )
|
|
|
|
{
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::cleanMeshes cleaning mesh %d %d size",
|
|
|
|
blockstart,
|
|
|
|
blockcount
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
blockstart = -1;
|
|
|
|
}
|
|
|
|
i += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.endTime = os::Timer::getRealTime();
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::cleanMeshes needed %04u ms to clean %u of %u meshes",
|
|
|
|
LoadParam.endTime - LoadParam.startTime,
|
|
|
|
remove,
|
|
|
|
run
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// recalculate bounding boxes
|
|
|
|
void CQ3LevelMesh::calcBoundingBoxes()
|
|
|
|
{
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.startTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::calcBoundingBoxes start create %d textures and %d lightmaps",
|
|
|
|
NumTextures,
|
|
|
|
NumLightMaps
|
|
|
|
);
|
|
|
|
os::Printer::log(buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
s32 g;
|
|
|
|
|
|
|
|
// create bounding box
|
|
|
|
for ( g = 0; g != E_Q3_MESH_SIZE; ++g )
|
|
|
|
{
|
|
|
|
for ( u32 j=0; j < Mesh[g]->MeshBuffers.size(); ++j)
|
|
|
|
{
|
|
|
|
((SMeshBufferLightMap*)Mesh[g]->MeshBuffers[j])->recalculateBoundingBox();
|
|
|
|
}
|
|
|
|
|
|
|
|
Mesh[g]->recalculateBoundingBox();
|
|
|
|
// Mesh[0] is the main bbox
|
|
|
|
if (g!=0)
|
|
|
|
Mesh[0]->BoundingBox.addInternalBox(Mesh[g]->getBoundingBox());
|
|
|
|
}
|
|
|
|
|
|
|
|
for (g = 1; g < NumModels; g++)
|
|
|
|
{
|
|
|
|
for ( u32 j=0; j < BrushEntities[g]->MeshBuffers.size(); ++j)
|
|
|
|
{
|
|
|
|
((SMeshBufferLightMap*)BrushEntities[g]->MeshBuffers[j])->
|
|
|
|
recalculateBoundingBox();
|
|
|
|
}
|
|
|
|
|
|
|
|
BrushEntities[g]->recalculateBoundingBox();
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.endTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::calcBoundingBoxes needed %04u ms to create %d textures and %d lightmaps",
|
|
|
|
LoadParam.endTime - LoadParam.startTime,
|
|
|
|
NumTextures,
|
|
|
|
NumLightMaps
|
|
|
|
);
|
|
|
|
os::Printer::log( buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! loads the textures
|
|
|
|
void CQ3LevelMesh::loadTextures()
|
|
|
|
{
|
|
|
|
if (!Driver)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.startTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 1 )
|
|
|
|
{
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::loadTextures start create %d textures and %d lightmaps",
|
|
|
|
NumTextures,
|
|
|
|
NumLightMaps
|
|
|
|
);
|
|
|
|
os::Printer::log( buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
c8 lightmapname[255];
|
|
|
|
s32 t;
|
|
|
|
|
|
|
|
// load lightmaps.
|
|
|
|
Lightmap.set_used(NumLightMaps);
|
|
|
|
|
|
|
|
/*
|
|
|
|
bool oldMipMapState = Driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
|
|
|
Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
*/
|
|
|
|
core::dimension2d<u32> lmapsize(128,128);
|
|
|
|
|
|
|
|
video::IImage* lmapImg;
|
|
|
|
for ( t = 0; t < NumLightMaps ; ++t)
|
|
|
|
{
|
|
|
|
sprintf(lightmapname, "%s.lightmap.%d", LevelName.c_str(), t);
|
|
|
|
|
|
|
|
// lightmap is a CTexture::R8G8B8 format
|
|
|
|
lmapImg = Driver->createImageFromData(
|
|
|
|
video::ECF_R8G8B8, lmapsize,
|
|
|
|
LightMaps[t].imageBits, false, true );
|
|
|
|
|
|
|
|
Lightmap[t] = Driver->addTexture( lightmapname, lmapImg );
|
|
|
|
lmapImg->drop();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
|
|
|
|
|
|
|
|
// load textures
|
|
|
|
Tex.set_used( NumTextures );
|
|
|
|
|
|
|
|
const IShader* shader;
|
|
|
|
|
|
|
|
core::stringc list;
|
|
|
|
io::path check;
|
|
|
|
tTexArray textureArray;
|
|
|
|
|
|
|
|
// pre-load shaders
|
|
|
|
for ( t=0; t< NumTextures; ++t)
|
|
|
|
{
|
|
|
|
shader = getShader(Textures[t].strName, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( t=0; t< NumTextures; ++t)
|
|
|
|
{
|
|
|
|
Tex[t].ShaderID = -1;
|
|
|
|
Tex[t].Texture = 0;
|
|
|
|
|
|
|
|
list = "";
|
|
|
|
|
|
|
|
// get a shader ( if one exists )
|
|
|
|
shader = getShader( Textures[t].strName, false);
|
|
|
|
if ( shader )
|
|
|
|
{
|
|
|
|
Tex[t].ShaderID = shader->ID;
|
|
|
|
|
|
|
|
// if texture name == stage1 Texture map
|
|
|
|
const SVarGroup * group;
|
|
|
|
|
|
|
|
group = shader->getGroup( 2 );
|
|
|
|
if ( group )
|
|
|
|
{
|
|
|
|
if ( core::cutFilenameExtension( check, group->get( "map" ) ) == Textures[t].strName )
|
|
|
|
{
|
|
|
|
list += check;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if ( check == "$lightmap" )
|
|
|
|
{
|
|
|
|
// we check if lightmap is in stage 1 and texture in stage 2
|
|
|
|
group = shader->getGroup( 3 );
|
|
|
|
if ( group )
|
|
|
|
list += group->get( "map" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no shader, take it
|
|
|
|
list += Textures[t].strName;
|
|
|
|
}
|
|
|
|
|
|
|
|
u32 pos = 0;
|
|
|
|
getTextures( textureArray, list, pos, FileSystem, Driver );
|
|
|
|
|
|
|
|
Tex[t].Texture = textureArray[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( LoadParam.verbose > 0 )
|
|
|
|
{
|
|
|
|
LoadParam.endTime = os::Timer::getRealTime();
|
|
|
|
|
|
|
|
snprintf_irr( buf, sizeof ( buf ),
|
|
|
|
"quake3::loadTextures needed %04u ms to create %d textures and %d lightmaps",
|
|
|
|
LoadParam.endTime - LoadParam.startTime,
|
|
|
|
NumTextures,
|
|
|
|
NumLightMaps
|
|
|
|
);
|
|
|
|
os::Printer::log( buf, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns an axis aligned bounding box of the mesh.
|
|
|
|
const core::aabbox3d<f32>& CQ3LevelMesh::getBoundingBox() const
|
|
|
|
{
|
|
|
|
return Mesh[0]->getBoundingBox();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CQ3LevelMesh::setBoundingBox(const core::aabbox3df& box)
|
|
|
|
{
|
|
|
|
Mesh[0]->setBoundingBox(box);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns the type of the animated mesh.
|
|
|
|
E_ANIMATED_MESH_TYPE CQ3LevelMesh::getMeshType() const
|
|
|
|
{
|
|
|
|
return scene::EAMT_BSP;
|
|
|
|
}
|
|
|
|
|
|
|
|
} // end namespace scene
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_BSP_LOADER_
|