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 __Quake3Level_H__ |
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30 | #define __Quake3Level_H__ |
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31 | |
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32 | #include "OgreBspPrerequisites.h" |
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33 | #include "OgreQuake3Types.h" |
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34 | #include "OgreDataStream.h" |
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35 | |
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36 | |
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37 | namespace Ogre { |
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38 | |
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39 | /** Support for loading and extracting data from a Quake3 level file. |
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40 | This class implements the required methods for opening Quake3 level files |
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41 | and extracting the pertinent data within. Ogre supports BSP based levels |
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42 | through it's own BspLevel class, which is not specific to any file format, |
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43 | so this class is here to source that data from the Quake3 format.</p> |
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44 | Quake3 levels include far more than just data for rendering - typically the |
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45 | <strong>leaves</strong> of the tree are used for rendering, and <strong>brushes,</strong> |
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46 | are used to define convex hulls made of planes for collision detection. There are also |
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47 | <strong>entities</strong> which define non-visual elements like player start |
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48 | points, triggers etc and <strong>models</strong> which are used for movable |
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49 | scenery like doors and platforms. <strong>Shaders</strong> meanwhile are textures |
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50 | with extra effects and 'content flags' indicating special properties like |
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51 | water or lava.</p> |
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52 | I will try to support as much of this as I can in Ogre, but I won't duplicate |
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53 | the structure or necesarily use the same terminology. Quake3 is designed for a very specific |
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54 | purpose and code structure, whereas Ogre is designed to be more flexible, |
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55 | so for example I'm likely to separate game-related properties like surface flags |
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56 | from the generics of materials in my implementation.</p> |
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57 | This is a utility class only - a single call to loadFromChunk should be |
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58 | enough. You should not expect the state of this object to be consistent |
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59 | between calls, since it uses pointers to memory which may no longer |
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60 | be valid after the original call. This is why it has no accessor methods |
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61 | for reading it's internal state. |
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62 | */ |
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63 | class Quake3Level |
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64 | { |
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65 | public: |
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66 | Quake3Level(); |
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67 | |
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68 | /** Load just the header information from a Quake3 file. |
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69 | @remarks |
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70 | This method loads just the header information from the |
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71 | Quake3 file, in order to estimate the loading time. |
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72 | */ |
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73 | void loadHeaderFromStream(DataStreamPtr& inStream); |
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74 | |
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75 | /** Reads Quake3 bsp data from a stream as read from the file. |
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76 | Since ResourceManagers generally locate data in a variety of |
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77 | places they typically manipulate them as a chunk of data, rather than |
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78 | a file pointer since this is unsupported through compressed archives.</p> |
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79 | Quake3 files are made up of a header (which contains version info and |
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80 | a table of the contents) and 17 'lumps' i.e. sections of data, |
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81 | the offsets to which are kept in the table of contents. The 17 types |
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82 | are predefined (You can find them in OgreQuake3Types.h) |
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83 | |
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84 | @param inStream Stream containing Quake3 data |
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85 | */ |
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86 | void loadFromStream(DataStreamPtr& inStream); |
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87 | |
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88 | /* Extracts the embedded lightmap texture data and loads them as textures. |
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89 | Calling this method makes the lightmap texture data embedded in |
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90 | the .bsp file available to the renderer. Lightmaps are extracted |
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91 | and loaded as Texture objects (subclass specific to RenderSystem |
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92 | subclass) and are named "@lightmap1", "@lightmap2" etc. |
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93 | */ |
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94 | void extractLightmaps(void) const; |
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95 | |
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96 | /** Utility function read the header and set up pointers. */ |
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97 | void initialise(bool headerOnly = false); |
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98 | /** Utility function read the header and set up counters. */ |
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99 | void initialiseCounts(void); |
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100 | /** Utility function read the header and set up pointers. */ |
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101 | void initialisePointers(void); |
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102 | |
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103 | /** Utility function to return a pointer to a lump. */ |
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104 | void* getLump(int lumpType); |
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105 | int getLumpSize(int lumpType); |
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106 | |
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107 | /** Debug method. */ |
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108 | void dumpContents(void); |
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109 | |
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110 | // Internal storage |
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111 | // This is ALL temporary. Don't rely on it being static |
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112 | MemoryDataStreamPtr mChunk; |
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113 | |
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114 | // NB no brushes, fog or local lightvolumes yet |
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115 | bsp_header_t* mHeader; |
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116 | unsigned char* mLumpStart; |
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117 | |
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118 | int* mElements; // vertex indexes for faces |
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119 | int mNumElements; |
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120 | |
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121 | void* mEntities; |
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122 | int mNumEntities; |
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123 | |
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124 | bsp_model_t* mModels; |
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125 | int mNumModels; |
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126 | |
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127 | bsp_node_t* mNodes; |
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128 | int mNumNodes; |
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129 | |
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130 | bsp_leaf_t* mLeaves; |
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131 | int mNumLeaves; |
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132 | |
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133 | int* mLeafFaces; // Indexes to face groups by leaf |
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134 | int mNumLeafFaces; |
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135 | |
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136 | bsp_plane_t* mPlanes; |
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137 | int mNumPlanes; |
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138 | |
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139 | bsp_face_t* mFaces; // Groups of faces |
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140 | int mNumFaces; |
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141 | |
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142 | bsp_vertex_t* mVertices; |
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143 | int mNumVertices; |
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144 | |
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145 | bsp_shader_t* mShaders; |
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146 | int mNumShaders; |
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147 | |
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148 | unsigned char* mLightmaps; |
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149 | int mNumLightmaps; |
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150 | |
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151 | bsp_vis_t* mVis; |
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152 | |
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153 | bsp_brush_t* mBrushes; |
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154 | int mNumBrushes; |
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155 | |
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156 | bsp_brushside_t* mBrushSides; |
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157 | int mNumBrushSides; |
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158 | |
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159 | int* mLeafBrushes; // Groups of indexes to brushes by leaf |
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160 | int mNumLeafBrushes; |
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161 | |
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162 | |
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163 | |
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164 | }; |
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165 | } |
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166 | |
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167 | |
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168 | #endif |
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