1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef _BspLevel_H__ |
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30 | #define _BspLevel_H__ |
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31 | |
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32 | #include "OgreBspPrerequisites.h" |
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33 | #include "OgreResource.h" |
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34 | #include "OgreStaticFaceGroup.h" |
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35 | #include "OgreSceneManager.h" |
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36 | #include "OgreBspNode.h" |
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37 | #include "OgreHardwareBufferManager.h" |
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38 | #include "OgreDefaultHardwareBufferManager.h" |
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39 | #include "OgreQuake3Level.h" |
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40 | |
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41 | |
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42 | namespace Ogre { |
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43 | |
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44 | /** Holds all the data associated with a Binary Space Parition |
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45 | (BSP) based indoor level. |
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46 | The data used here is populated by loading level files via |
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47 | the BspLevelManager::load method, although application users |
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48 | are more likely to call SceneManager::setWorldGeometry which will |
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49 | automatically arrange the loading of the level. Note that this assumes |
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50 | that you have asked for an indoor-specialised SceneManager (specify |
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51 | ST_INDOOR when calling Root::getSceneManager).</p> |
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52 | Ogre currently only supports loading from Quake3 Arena level files, |
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53 | although any source that can be converted into this classes structure |
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54 | could also be used. The Quake3 level load process is in a different |
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55 | class called Quake3Level to keep the specifics separate.</p> |
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56 | */ |
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57 | class BspLevel : public Resource |
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58 | { |
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59 | friend class BspSceneManager; |
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60 | public: |
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61 | /** Default constructor - used by BspResourceManager (do not call directly) */ |
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62 | BspLevel(ResourceManager* creator, const String& name, ResourceHandle handle, |
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63 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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64 | ~BspLevel(); |
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65 | |
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66 | /** Determines if one leaf node is visible from another. */ |
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67 | bool isLeafVisible(const BspNode* from, const BspNode* to) const; |
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68 | |
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69 | /** Returns a pointer to the root node (BspNode) of the BSP tree. */ |
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70 | const BspNode* getRootNode(void); |
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71 | |
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72 | /** Walks the entire BSP tree and returns the leaf |
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73 | which contains the given point. |
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74 | */ |
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75 | BspNode* findLeaf(const Vector3& point) const; |
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76 | |
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77 | /** Ensures that the MovableObject is attached to the right leaves of the |
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78 | BSP tree. |
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79 | */ |
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80 | void _notifyObjectMoved(const MovableObject* mov, |
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81 | const Vector3& pos); |
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82 | /** Internal method, makes sure an object is removed from the leaves when detached from a node. */ |
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83 | void _notifyObjectDetached(const MovableObject* mov); |
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84 | /** Gets a pointer to the start of the leaf nodes. */ |
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85 | BspNode* getLeafStart(void) {return &mRootNode[mLeafStart]; } |
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86 | /** Gets the number of leaf nodes */ |
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87 | int getNumLeaves(void) const { return mNumLeaves; } |
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88 | |
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89 | /** Calculate the number of loading stages required for a given level */ |
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90 | static size_t calculateLoadingStages(const String& levelName); |
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91 | /** Calculate the number of loading stages required for a given level */ |
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92 | static size_t calculateLoadingStages(DataStreamPtr& stream); |
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93 | |
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94 | /** Load direct from stream */ |
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95 | void load(DataStreamPtr& stream); |
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96 | |
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97 | /** Is sky enabled? */ |
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98 | bool isSkyEnabled(void) const; |
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99 | /** Get Sky material name */ |
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100 | const String& getSkyMaterialName(void) const; |
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101 | /** Get sky curvature */ |
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102 | Real getSkyCurvature(void) const; |
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103 | |
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104 | /** Utility class just to enable queueing of patches */ |
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105 | protected: |
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106 | /** @copydoc Resource::loadImpl. */ |
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107 | void loadImpl(void); |
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108 | /** @copydoc Resource::unloadImpl. */ |
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109 | void unloadImpl(void); |
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110 | /** @copydoc Resource::calculateSize. */ |
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111 | size_t calculateSize(void) const; |
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112 | /** Pointer to the root node of the BSP tree; |
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113 | This pointer actually has a dual purpose; to avoid allocating lots of small chunks of |
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114 | memory, the BspLevel actually allocates all nodes required through this pointer. So this |
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115 | pointer is the handle for the allocation of memory for all nodes. It also happens to point |
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116 | to the root node, since the first one in the memory chunk is the root node. |
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117 | */ |
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118 | BspNode* mRootNode; |
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119 | int mNumNodes; |
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120 | int mNumLeaves; |
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121 | int mLeafStart; // the index at which leaf nodes begin |
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122 | |
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123 | /** Vertex format for fixed geometry. |
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124 | Note that in this case vertex components (position, normal, texture coords etc) |
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125 | are held interleaved in the same buffer. However, the format here is different from |
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126 | the format used by Quake because older Direct3d drivers like the vertex elements |
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127 | to be in a particular order within the buffer. See VertexDeclaration for full |
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128 | details of this marvellous(not) feature. |
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129 | */ |
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130 | struct BspVertex |
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131 | { |
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132 | float position[3]; |
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133 | float normal[3]; |
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134 | int colour; |
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135 | float texcoords[2]; |
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136 | float lightmap[2]; |
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137 | }; |
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138 | /* |
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139 | /// Array of vertices for whole level. |
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140 | BspVertex* mVertices; |
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141 | int mNumVertices; |
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142 | */ |
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143 | /// Vertex data holding all the data for the level, but able to render parts of it |
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144 | VertexData* mVertexData; |
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145 | |
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146 | /** Array of indexes into the mFaceGroups array. This buffer is organised |
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147 | by leaf node so leaves can just use contiguous chunks of it and |
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148 | get repointed to the actual entries in mFaceGroups. */ |
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149 | int* mLeafFaceGroups; |
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150 | int mNumLeafFaceGroups; |
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151 | |
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152 | /** Array of face groups, indexed into by contents of mLeafFaceGroups. */ |
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153 | StaticFaceGroup* mFaceGroups; |
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154 | int mNumFaceGroups; |
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155 | |
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156 | |
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157 | /* |
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158 | /// Array of elements i.e. vertex indexes as used by face groups. |
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159 | int* mElements; |
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160 | int mNumElements; |
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161 | */ |
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162 | |
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163 | /// indexes for the whole level, will be copied to the real indexdata per frame |
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164 | size_t mNumIndexes; |
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165 | // system-memory buffer |
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166 | HardwareIndexBufferSharedPtr mIndexes; |
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167 | |
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168 | /// Brushes as used for collision, main memory is here |
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169 | BspNode::Brush *mBrushes; |
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170 | |
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171 | /** Vector of player start points */ |
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172 | std::vector<ViewPoint> mPlayerStarts; |
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173 | |
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174 | /** Internal utility function for loading data from Quake3. */ |
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175 | void loadQuake3Level(const Quake3Level& q3lvl); |
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176 | /** Internal lookup table to determine visibility between leaves. |
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177 | Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for |
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178 | visibility testing. This data holds a lookup table which is used to determine if one cluster of leaves |
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179 | is visible from another cluster. Whilst it would be possible to expand all this out so that |
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180 | each node had a list of pointers to other visible nodes, this would be very expensive in terms |
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181 | of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded |
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182 | up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source |
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183 | node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible |
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184 | rather than just following a list, but since this is only done once per frame this is not such a big |
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185 | overhead.</p> |
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186 | Each row in the table is a 'from' cluster, with each bit in the row corresponding to a 'to' cluster, |
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187 | both ordered based on cluster index. A 0 in the bit indicates the 'to' cluster is not visible from the |
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188 | 'from' cluster, whilst a 1 indicates it is.</p> |
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189 | As many will notice, this is lifted directly from the Quake implementation of PVS. |
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190 | */ |
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191 | struct VisData |
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192 | { |
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193 | unsigned char *tableData; |
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194 | int numClusters; // Number of clusters, therefore number of rows |
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195 | int rowLength; // Length in bytes of each row (num clusters / 8 rounded up) |
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196 | }; |
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197 | |
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198 | VisData mVisData; |
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199 | |
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200 | |
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201 | /** Internal method for parsing chosen entities. */ |
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202 | void loadEntities(const Quake3Level& q3lvl); |
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203 | |
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204 | typedef std::map<const MovableObject*, std::list<BspNode*> > MovableToNodeMap; |
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205 | /// Map for locating the nodes a movable is currently a member of |
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206 | MovableToNodeMap mMovableToNodeMap; |
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207 | |
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208 | void tagNodesWithMovable(BspNode* node, const MovableObject* mov, const Vector3& pos); |
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209 | |
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210 | // Storage of patches |
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211 | typedef std::map<int, PatchSurface*> PatchMap; |
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212 | PatchMap mPatches; |
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213 | // Total number of vertices required for all patches |
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214 | size_t mPatchVertexCount; |
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215 | // Total number of indexes required for all patches |
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216 | size_t mPatchIndexCount; |
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217 | // Sky enabled? |
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218 | bool mSkyEnabled; |
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219 | // Sky material |
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220 | String mSkyMaterial; |
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221 | // Sky details |
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222 | Real mSkyCurvature; |
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223 | |
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224 | |
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225 | void initQuake3Patches(const Quake3Level & q3lvl, VertexDeclaration* decl); |
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226 | void buildQuake3Patches(size_t vertOffset, size_t indexOffset); |
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227 | |
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228 | void quakeVertexToBspVertex(const bsp_vertex_t* src, BspVertex* dest); |
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229 | |
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230 | |
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231 | }; |
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232 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to BspLevelPtr |
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233 | @note Has to be a subclass since we need operator=. |
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234 | We could templatise this instead of repeating per Resource subclass, |
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235 | except to do so requires a form VC6 does not support i.e. |
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236 | ResourceSubclassPtr<T> : public SharedPtr<T> |
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237 | */ |
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238 | class BspLevelPtr : public SharedPtr<BspLevel> |
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239 | { |
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240 | public: |
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241 | BspLevelPtr() : SharedPtr<BspLevel>() {} |
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242 | explicit BspLevelPtr(BspLevel* rep) : SharedPtr<BspLevel>(rep) {} |
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243 | BspLevelPtr(const BspLevelPtr& r) : SharedPtr<BspLevel>(r) {} |
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244 | BspLevelPtr(const ResourcePtr& r) : SharedPtr<BspLevel>() |
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245 | { |
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246 | // lock & copy other mutex pointer |
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247 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
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248 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
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249 | pRep = static_cast<BspLevel*>(r.getPointer()); |
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250 | pUseCount = r.useCountPointer(); |
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251 | if (pUseCount) |
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252 | { |
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253 | ++(*pUseCount); |
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254 | } |
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255 | } |
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256 | |
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257 | /// Operator used to convert a ResourcePtr to a BspLevelPtr |
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258 | BspLevelPtr& operator=(const ResourcePtr& r) |
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259 | { |
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260 | if (pRep == static_cast<BspLevel*>(r.getPointer())) |
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261 | return *this; |
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262 | release(); |
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263 | // lock & copy other mutex pointer |
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264 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
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265 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
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266 | pRep = static_cast<BspLevel*>(r.getPointer()); |
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267 | pUseCount = r.useCountPointer(); |
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268 | if (pUseCount) |
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269 | { |
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270 | ++(*pUseCount); |
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271 | } |
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272 | return *this; |
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273 | } |
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274 | }; |
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275 | |
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276 | } |
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277 | |
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278 | #endif |
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