mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-03 00:40:41 +01:00
336 lines
9.9 KiB
C++
336 lines
9.9 KiB
C++
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
//
|
||
|
// originally written by Murphy McCauley, see COCTLoader.h for details.
|
||
|
//
|
||
|
// COCTLoader by Murphy McCauley (February 2005)
|
||
|
// An Irrlicht loader for OCT files
|
||
|
//
|
||
|
// See the header file for additional information including use and distribution rights.
|
||
|
|
||
|
#include "IrrCompileConfig.h"
|
||
|
#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
|
||
|
|
||
|
#include "COCTLoader.h"
|
||
|
#include "CMeshTextureLoader.h"
|
||
|
#include "IVideoDriver.h"
|
||
|
#include "IFileSystem.h"
|
||
|
#include "os.h"
|
||
|
#include "SAnimatedMesh.h"
|
||
|
#include "SMeshBufferLightMap.h"
|
||
|
#include "irrString.h"
|
||
|
#include "ISceneManager.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
//! constructor
|
||
|
COCTLoader::COCTLoader(ISceneManager* smgr, io::IFileSystem* fs)
|
||
|
: SceneManager(smgr), FileSystem(fs)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("COCTLoader");
|
||
|
#endif
|
||
|
if (FileSystem)
|
||
|
FileSystem->grab();
|
||
|
|
||
|
TextureLoader = new CMeshTextureLoader( FileSystem, SceneManager->getVideoDriver() );
|
||
|
}
|
||
|
|
||
|
|
||
|
//! destructor
|
||
|
COCTLoader::~COCTLoader()
|
||
|
{
|
||
|
if (FileSystem)
|
||
|
FileSystem->drop();
|
||
|
}
|
||
|
|
||
|
|
||
|
// Doesn't really belong here, but it's jammed in for now.
|
||
|
void COCTLoader::OCTLoadLights(io::IReadFile* file, scene::ISceneNode * parent, f32 radius, f32 intensityScale, bool rewind)
|
||
|
{
|
||
|
if (rewind)
|
||
|
file->seek(0);
|
||
|
|
||
|
octHeader header;
|
||
|
file->read(&header, sizeof(octHeader));
|
||
|
|
||
|
file->seek(sizeof(octVert)*header.numVerts, true);
|
||
|
file->seek(sizeof(octFace)*header.numFaces, true);
|
||
|
file->seek(sizeof(octTexture)*header.numTextures, true);
|
||
|
file->seek(sizeof(octLightmap)*header.numLightmaps, true);
|
||
|
|
||
|
octLight * lights = new octLight[header.numLights];
|
||
|
file->read(lights, header.numLights * sizeof(octLight));
|
||
|
|
||
|
//TODO: Skip past my extended data just for good form
|
||
|
|
||
|
for (u32 i = 0; i < header.numLights; i++)
|
||
|
{
|
||
|
const f32 intensity = lights[i].intensity * intensityScale;
|
||
|
|
||
|
SceneManager->addLightSceneNode(parent, core::vector3df(lights[i].pos[0], lights[i].pos[2], lights[i].pos[1]),
|
||
|
video::SColorf(lights[i].color[0] * intensity, lights[i].color[1] * intensity, lights[i].color[2] * intensity, 1.0f),
|
||
|
radius);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! creates/loads an animated mesh from the file.
|
||
|
//! \return Pointer to the created mesh. Returns 0 if loading failed.
|
||
|
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
|
||
|
//! See IReferenceCounted::drop() for more information.
|
||
|
IAnimatedMesh* COCTLoader::createMesh(io::IReadFile* file)
|
||
|
{
|
||
|
if (!file)
|
||
|
return 0;
|
||
|
|
||
|
if ( getMeshTextureLoader() )
|
||
|
getMeshTextureLoader()->setMeshFile(file);
|
||
|
|
||
|
octHeader header;
|
||
|
file->read(&header, sizeof(octHeader));
|
||
|
|
||
|
octVert * verts = new octVert[header.numVerts];
|
||
|
octFace * faces = new octFace[header.numFaces];
|
||
|
octTexture * textures = new octTexture[header.numTextures];
|
||
|
octLightmap * lightmaps = new octLightmap[header.numLightmaps];
|
||
|
octLight * lights = new octLight[header.numLights];
|
||
|
|
||
|
file->read(verts, sizeof(octVert) * header.numVerts);
|
||
|
file->read(faces, sizeof(octFace) * header.numFaces);
|
||
|
//TODO: Make sure id is in the legal range for Textures and Lightmaps
|
||
|
|
||
|
u32 i;
|
||
|
for (i = 0; i < header.numTextures; i++) {
|
||
|
octTexture t;
|
||
|
file->read(&t, sizeof(octTexture));
|
||
|
textures[t.id] = t;
|
||
|
}
|
||
|
for (i = 0; i < header.numLightmaps; i++) {
|
||
|
octLightmap t;
|
||
|
file->read(&t, sizeof(octLightmap));
|
||
|
lightmaps[t.id] = t;
|
||
|
}
|
||
|
file->read(lights, sizeof(octLight) * header.numLights);
|
||
|
|
||
|
//TODO: Now read in my extended OCT header (flexible lightmaps and vertex normals)
|
||
|
|
||
|
|
||
|
// This is the method Nikolaus Gebhardt used in the Q3 loader -- create a
|
||
|
// meshbuffer for every possible combination of lightmap and texture including
|
||
|
// a "null" texture and "null" lightmap. Ones that end up with nothing in them
|
||
|
// will be removed later.
|
||
|
|
||
|
SMesh * Mesh = new SMesh();
|
||
|
for (i=0; i<(header.numTextures+1) * (header.numLightmaps+1); ++i)
|
||
|
{
|
||
|
scene::SMeshBufferLightMap* buffer = new scene::SMeshBufferLightMap();
|
||
|
|
||
|
buffer->Material.MaterialType = video::EMT_LIGHTMAP;
|
||
|
buffer->Material.Lighting = false;
|
||
|
Mesh->addMeshBuffer(buffer);
|
||
|
buffer->drop();
|
||
|
}
|
||
|
|
||
|
|
||
|
// Build the mesh buffers
|
||
|
for (i = 0; i < header.numFaces; i++)
|
||
|
{
|
||
|
if (faces[i].numVerts < 3)
|
||
|
continue;
|
||
|
|
||
|
const f32* const a = verts[faces[i].firstVert].pos;
|
||
|
const f32* const b = verts[faces[i].firstVert+1].pos;
|
||
|
const f32* const c = verts[faces[i].firstVert+2].pos;
|
||
|
const core::vector3df normal =
|
||
|
core::plane3df(core::vector3df(a[0],a[1],a[2]), core::vector3df(b[0],c[1],c[2]), core::vector3df(c[0],c[1],c[2])).Normal;
|
||
|
|
||
|
const u32 textureID = core::min_(s32(faces[i].textureID), s32(header.numTextures - 1)) + 1;
|
||
|
const u32 lightmapID = core::min_(s32(faces[i].lightmapID),s32(header.numLightmaps - 1)) + 1;
|
||
|
SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(lightmapID * (header.numTextures + 1) + textureID);
|
||
|
const u32 base = meshBuffer->Vertices.size();
|
||
|
|
||
|
// Add this face's verts
|
||
|
u32 v;
|
||
|
for (v = 0; v < faces[i].numVerts; ++v)
|
||
|
{
|
||
|
octVert * vv = &verts[faces[i].firstVert + v];
|
||
|
video::S3DVertex2TCoords vert;
|
||
|
vert.Pos.set(vv->pos[0], vv->pos[1], vv->pos[2]);
|
||
|
vert.Color = video::SColor(0,255,255,255);
|
||
|
vert.Normal.set(normal);
|
||
|
|
||
|
if (textureID == 0)
|
||
|
{
|
||
|
// No texture -- just a lightmap. Thus, use lightmap coords for texture 1.
|
||
|
// (the actual texture will be swapped later)
|
||
|
vert.TCoords.set(vv->lc[0], vv->lc[1]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vert.TCoords.set(vv->tc[0], vv->tc[1]);
|
||
|
vert.TCoords2.set(vv->lc[0], vv->lc[1]);
|
||
|
}
|
||
|
|
||
|
meshBuffer->Vertices.push_back(vert);
|
||
|
}
|
||
|
|
||
|
// Now add the indices
|
||
|
// This weird loop turns convex polygons into triangle strips.
|
||
|
// I do it this way instead of a simple fan because it usually looks a lot better in wireframe, for example.
|
||
|
// High, Low
|
||
|
u32 h = faces[i].numVerts - 1;
|
||
|
u32 l = 0;
|
||
|
for (v = 0; v < faces[i].numVerts - 2; ++v)
|
||
|
{
|
||
|
const u32 center = (v & 1)? h - 1: l + 1;
|
||
|
|
||
|
meshBuffer->Indices.push_back(base + h);
|
||
|
meshBuffer->Indices.push_back(base + l);
|
||
|
meshBuffer->Indices.push_back(base + center);
|
||
|
|
||
|
if (v & 1)
|
||
|
--h;
|
||
|
else
|
||
|
++l;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// load textures
|
||
|
core::array<video::ITexture*> tex;
|
||
|
tex.reallocate(header.numTextures + 1);
|
||
|
tex.push_back(0);
|
||
|
|
||
|
for (i = 1; i < (header.numTextures + 1); i++)
|
||
|
{
|
||
|
tex.push_back( getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(textures[i-1].fileName) : NULL );
|
||
|
}
|
||
|
|
||
|
// prepare lightmaps
|
||
|
core::array<video::ITexture*> lig;
|
||
|
lig.set_used(header.numLightmaps + 1);
|
||
|
lig[0] = 0;
|
||
|
|
||
|
const u32 lightmapWidth = 128;
|
||
|
const u32 lightmapHeight = 128;
|
||
|
const core::dimension2d<u32> lmapsize(lightmapWidth, lightmapHeight);
|
||
|
|
||
|
bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
|
||
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
|
||
|
|
||
|
video::IImage* tmpImage = SceneManager->getVideoDriver()->createImage(video::ECF_R8G8B8, lmapsize);
|
||
|
for (i = 1; i < (header.numLightmaps + 1); ++i)
|
||
|
{
|
||
|
core::stringc lightmapname = file->getFileName();
|
||
|
lightmapname += ".lightmap.";
|
||
|
lightmapname += (int)i;
|
||
|
|
||
|
const octLightmap* lm = &lightmaps[i-1];
|
||
|
|
||
|
for (u32 x=0; x<lightmapWidth; ++x)
|
||
|
{
|
||
|
for (u32 y=0; y<lightmapHeight; ++y)
|
||
|
{
|
||
|
tmpImage->setPixel(x, y,
|
||
|
video::SColor(255,
|
||
|
lm->data[x][y][2],
|
||
|
lm->data[x][y][1],
|
||
|
lm->data[x][y][0]));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lig[i] = SceneManager->getVideoDriver()->addTexture(lightmapname.c_str(), tmpImage);
|
||
|
}
|
||
|
tmpImage->drop();
|
||
|
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
|
||
|
|
||
|
// Free stuff
|
||
|
delete [] verts;
|
||
|
delete [] faces;
|
||
|
delete [] textures;
|
||
|
delete [] lightmaps;
|
||
|
delete [] lights;
|
||
|
|
||
|
// attach materials
|
||
|
for (i = 0; i < header.numLightmaps + 1; i++)
|
||
|
{
|
||
|
for (u32 j = 0; j < header.numTextures + 1; j++)
|
||
|
{
|
||
|
u32 mb = i * (header.numTextures + 1) + j;
|
||
|
SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(mb);
|
||
|
meshBuffer->Material.setTexture(0, tex[j]);
|
||
|
meshBuffer->Material.setTexture(1, lig[i]);
|
||
|
|
||
|
if (meshBuffer->Material.getTexture(0) == 0)
|
||
|
{
|
||
|
// This material has no texture, so we'll just show the lightmap if there is one.
|
||
|
// We swapped the texture coordinates earlier.
|
||
|
meshBuffer->Material.setTexture(0, meshBuffer->Material.getTexture(1));
|
||
|
meshBuffer->Material.setTexture(1, 0);
|
||
|
}
|
||
|
if (meshBuffer->Material.getTexture(1) == 0)
|
||
|
{
|
||
|
// If there is only one texture, it should be solid and lit.
|
||
|
// Among other things, this way you can preview OCT lights.
|
||
|
meshBuffer->Material.MaterialType = video::EMT_SOLID;
|
||
|
meshBuffer->Material.Lighting = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// delete all buffers without geometry in it.
|
||
|
i = 0;
|
||
|
while(i < Mesh->MeshBuffers.size())
|
||
|
{
|
||
|
if (Mesh->MeshBuffers[i]->getVertexCount() == 0 ||
|
||
|
Mesh->MeshBuffers[i]->getIndexCount() == 0 ||
|
||
|
Mesh->MeshBuffers[i]->getMaterial().getTexture(0) == 0)
|
||
|
{
|
||
|
// Meshbuffer is empty -- drop it
|
||
|
Mesh->MeshBuffers[i]->drop();
|
||
|
Mesh->MeshBuffers.erase(i);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// create bounding box
|
||
|
for (i = 0; i < Mesh->MeshBuffers.size(); ++i)
|
||
|
{
|
||
|
Mesh->MeshBuffers[i]->recalculateBoundingBox();
|
||
|
}
|
||
|
Mesh->recalculateBoundingBox();
|
||
|
|
||
|
|
||
|
// Set up an animated mesh to hold the mesh
|
||
|
SAnimatedMesh* AMesh = new SAnimatedMesh();
|
||
|
AMesh->Type = EAMT_OCT;
|
||
|
AMesh->addMesh(Mesh);
|
||
|
AMesh->recalculateBoundingBox();
|
||
|
Mesh->drop();
|
||
|
|
||
|
return AMesh;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns true if the file maybe is able to be loaded by this class
|
||
|
//! based on the file extension (e.g. ".bsp")
|
||
|
bool COCTLoader::isALoadableFileExtension(const io::path& filename) const
|
||
|
{
|
||
|
return core::hasFileExtension ( filename, "oct" );
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // _IRR_COMPILE_WITH_OCT_LOADER_
|
||
|
|