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source: orxonox.OLD/trunk/src/lib/graphics/importer/bsp_file.cc @ 8896

Last change on this file since 8896 was 8894, checked in by patrick, 18 years ago

merged the branche single_player_map with the trunk

File size: 41.4 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: bottac@ee.ethz.ch
13
14   Inspired by:
15   Rendering Q3 Maps by Morgan McGuire                  http://graphics.cs.brown.edu/games/quake/quake3.html
16   Unofficial Quake 3 Map Specs by Kekoa Proudfoot      http://graphics.stanford.edu/~kekoa/q3/
17   Quake 3 Collision Detection by Nathan Ostgard        http://www.devmaster.net/articles/quake3collision/
18*/
19
20
21#include "bsp_file.h"
22#include "bsp_tree_node.h"
23#include <fstream>
24#include "util/loading/resource_manager.h"
25
26#include <sys/stat.h>
27#include <string.h>
28#include "debug.h"
29#include "material.h"
30#include "vertex_array_model.h"
31// Necessary ?
32#include "base_object.h"
33#include "vector.h"
34#include "movie_player.h"
35
36#include <SDL/SDL_endian.h>
37#include <SDL/SDL_image.h>
38
39// STL Containers
40#include <vector>
41
42using namespace std;
43
44
45// Constructor
46BspFile::BspFile()
47{}
48
49/**
50 *  Loads a quake3 level (*.bsp)
51 * @param name the Name of the *.bsp file
52 */
53int BspFile::read(const char* name)
54{
55  this->scale = 1.0;
56  int offset;
57  int size;
58  struct stat results;
59
60
61  if (stat( name , &results) == 0) {
62    PRINTF(0)("BSP FILE: Datei %s gefunden. \n", name);
63    ifstream bspFile (name, ios::in | ios::binary);
64    bspFile.read(this->header, 260);
65    PRINTF(0)("BSP FILE: BSPVersion: %i. \n", ((int *)(header) )[1]);
66    if(SDL_SwapLE32(((int *)(header) )[1]) == 46)    PRINTF(0)("BSP FILE: This is the good one! :-)  \n");
67    else  PRINTF(0)("BSP FILE: Wrong BSPVersion.\n");   //!< now, we should do some error handling
68
69    // Get the Nodes
70    offset = SDL_SwapLE32(((int *)(header) )[8]);
71    size    = SDL_SwapLE32(((int *)(header))[9]);
72    PRINTF(4)("BSP FILE: NodeSize: %i Bytes. \n", size);
73    PRINTF(4)("BSP FILE: NumNodes: %i. \n", size / sizeof(node));
74    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(node));
75    PRINTF(4)("BSP FILE: NodeOffset: %i. \n", offset);
76    this->numNodes = size/sizeof(node);
77    this->nodes = new node [this->numNodes];
78    bspFile.seekg(offset);
79    bspFile.read((char*)this->nodes, size);
80
81    // and their Planes
82    offset = SDL_SwapLE32(((int *)(header) )[6]);
83    size    = SDL_SwapLE32(((int *)(header))[7]);
84    PRINTF(4)("BSP FILE: PlanesSize: %i Bytes. \n", size);
85    PRINTF(4)("BSP FILE: NumPlanes: %i. \n", size / sizeof(plane));
86    PRINTF(4)("BSP FILE: Remainder: %i. \n", sizeof(plane));
87    PRINTF(4)("BSP FILE: PlanesOffset: %i. \n", offset);
88    this->numPlanes = size/sizeof(plane);
89    this->planes = new plane [this->numPlanes];
90    bspFile.seekg(offset);
91    bspFile.read((char*)this->planes, size);
92
93    // Get the Leafs
94    offset = SDL_SwapLE32(((int *)(header) )[10]);
95    size    = SDL_SwapLE32(((int *)(header))[11]);
96    PRINTF(4)("BSP FILE: LeaveSize: %i Bytes. \n", size);
97    PRINTF(4)("BSP FILE: NumLeaves: %i. \n", size / sizeof(leaf));
98    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(leaf));
99    PRINTF(4)("BSP FILE: LeaveOffset: %i. \n", offset);
100    this->numLeafs = size/sizeof(leaf);
101    this->leaves = new leaf [this->numLeafs];
102    bspFile.seekg(offset);
103    bspFile.read((char*)this->leaves, size);
104
105    // Get the Models
106    offset = SDL_SwapLE32(((int *)(header))[16]);
107    size    = SDL_SwapLE32(((int *)(header))[17]);
108    PRINTF(4)("BSP FILE: ModelsSize: %i Bytes. \n", size);
109    PRINTF(4)("BSP FILE: NumModels: %i. \n", size / sizeof(model));
110    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(model));
111    PRINTF(4)("BSP FILE: ModelsOffset: %i. \n", offset);
112    this->numBspModels = size/sizeof(model);
113    this->bspModels = new model [this->numBspModels];
114    bspFile.seekg(offset);
115    bspFile.read((char*)this->bspModels, size);
116
117    // Get the leafFaces
118    offset = SDL_SwapLE32(((int *)(header))[12]);
119    size    = SDL_SwapLE32(((int *)(header))[13]);
120    PRINTF(4)("BSP FILE: leafFacesSize: %i Bytes. \n", size);
121    PRINTF(4)("BSP FILE: NumleafFaces: %i. \n", size / 4);
122    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 4);
123    PRINTF(4)("BSP FILE: leafFacesOffset: %i. \n", offset);
124    this->numLeafFaces = size/4;
125    this->leafFaces = new char [size];
126    bspFile.seekg(offset);
127    bspFile.read(this->leafFaces, size);
128
129    // Get the leafBrushes
130    offset = SDL_SwapLE32(((int *)(header))[14]);
131    size    = SDL_SwapLE32(((int *)(header))[15]);
132    PRINTF(4)("BSP FILE: leafBrushesSize: %i Bytes. \n", size);
133    PRINTF(4)("BSP FILE: NumleafBrushes: %i. \n", size / 4);
134    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 4);
135    PRINTF(4)("BSP FILE: leafBrushesOffset: %i. \n", offset);
136    this->numLeafBrushes = size/4;
137    this->leafBrushes = new char [size];
138    bspFile.seekg(offset);
139    bspFile.read(this->leafBrushes, size);
140
141    // Get the brushes
142    offset = SDL_SwapLE32(((int *)(header))[18]);
143    size    = SDL_SwapLE32(((int *)(header))[19]);
144    PRINTF(4)("BSP FILE: BrushesSize: %i Bytes. \n", size);
145    PRINTF(4)("BSP FILE: NumBrushes: %i. \n", size / sizeof(brush));
146    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(brush));
147    PRINTF(4)("BSP FILE: BrushesOffset: %i. \n", offset);
148    this->brushes = new brush [size/sizeof(brush)];
149    bspFile.seekg(offset);
150    bspFile.read((char*)this->brushes, size);
151
152    // Get the brushSides
153    offset =   SDL_SwapLE32(((int *)(header))[20]);
154    size    = SDL_SwapLE32(((int *)(header))[21]);
155    PRINTF(4)("BSP FILE: BrushSidesSize: %i Bytes. \n", size);
156    PRINTF(4)("BSP FILE: NumBrushSides: %i. \n", size / 8);
157    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 8);
158    PRINTF(4)("BSP FILE: BrushSidesOffset: %i. \n", offset);
159    this->numBrushSides = size/sizeof(brushside);
160    this->brushSides = new brushside [this->numBrushSides];
161    bspFile.seekg(offset);
162    bspFile.read((char*)this->brushSides, size);
163
164    // Get the Vertice
165    offset = SDL_SwapLE32(((int *)(header))[22]);
166    size    = SDL_SwapLE32(((int *)(header))[23]);
167    PRINTF(4)("BSP FILE: VerticeSize: %i Bytes. \n", size);
168    PRINTF(4)("BSP FILE: NumVertice: %i. \n", size / 44);
169    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 44);
170    PRINTF(4)("BSP FILE: VerticeOffset: %i. \n", offset);
171    this->numVertex = size/44;
172    this->vertice = new char [size];
173    bspFile.seekg(offset);
174    bspFile.read(this->vertice, size);
175
176    // Get the MeshVerts
177    offset = SDL_SwapLE32(((int *)(header))[24]);
178    size    = SDL_SwapLE32(((int *)(header))[25]);
179    PRINTF(4)("BSP FILE: MeshVertsSize: %i Bytes. \n", size);
180    PRINTF(4)("BSP FILE: NumMeshVerts: %i. \n", size / sizeof(meshvert));
181    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(meshvert));
182    PRINTF(4)("BSP FILE: MeshVertsOffset: %i. \n", offset);
183    this->meshverts = new meshvert [size / sizeof(meshvert)];
184    bspFile.seekg(offset);
185    bspFile.read((char*)this->meshverts, size);
186
187    // Get the Faces
188    offset = SDL_SwapLE32(((int *)(header))[28]);
189    size    = SDL_SwapLE32(((int *)(header))[29]);
190    PRINTF(4)("BSP FILE: FacesSize: %i Bytes. \n", size);
191    PRINTF(4)("BSP FILE: NumFaces: %i. \n", size / sizeof(face));
192    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % sizeof(face));
193    PRINTF(4)("BSP FILE: FacesOffset: %i. \n", offset);
194    this->numFaces = size/sizeof(face);
195    this->faces = new face [this->numFaces];
196    bspFile.seekg(offset);
197    bspFile.read((char*)this->faces, size);
198
199    //Get the lightmaps
200    offset = SDL_SwapLE32(((int *)(header))[30]);
201    size    = SDL_SwapLE32(((int *)(header))[31]);
202    this->numLightMaps = size/ sizeof(lightmap);
203    this->lightMaps = new lightmap [this->numLightMaps];
204    bspFile.seekg(offset);
205    bspFile.read((char*)this->lightMaps, size);
206
207
208    // Get the Visdata
209    offset = SDL_SwapLE32(((int *)(header))[34]);
210    size    = SDL_SwapLE32(((int *)(header))[35]);
211
212    this->visData = new char [size];
213    bspFile.seekg(offset);
214    bspFile.read(this->visData, size);
215
216    PRINTF(4)("BSP FILE: VisDataSize: %i Bytes. \n", size);
217    PRINTF(4)("BSP FILE: NumVisData: %i. \n", size /1 - 8);
218    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 1);
219    PRINTF(4)("BSP FILE: VisDataOffset: %i. \n", offset);
220
221    // Get the Textures
222    offset = SDL_SwapLE32(((int *)(header))[4]);
223    size    = SDL_SwapLE32(((int *)(header))[5]);
224
225    this->textures= new char [size];
226    bspFile.seekg(offset);
227    bspFile.read(this->textures, size);
228
229    PRINTF(4)("BSP FILE: TextureSize: %i Bytes. \n", size);
230    PRINTF(4)("BSP FILE: NumTextures: %i. \n", size /72);
231    PRINTF(4)("BSP FILE: Remainder: %i. \n", size % 72);
232    PRINTF(4)("BSP FILE: TextureOffset: %i. \n", offset);
233    this->numTextures = size/72;
234
235    bspFile.close();
236
237    for(int i = 0 ; i < this->numTextures; i++)
238      PRINTF(4)("BSP FILE: Texture 0: %s. \n", &this->textures[8+ 72*i]);
239    this->load_textures();
240
241    // Load the lightMaps
242    this->glLightMapTextures = new GLuint[this->numLightMaps];
243    for(int i = 0; i < this->numLightMaps; i++)
244      this->glLightMapTextures[i] = this->loadLightMapToGL(this->lightMaps[i]);
245
246    //Create white texture for if no lightmap specified
247    glGenTextures(1, &this->whiteLightMap);
248    glBindTexture(GL_TEXTURE_2D, this->whiteLightMap);
249        //Create texture
250    this->whiteTexture[0]=255;
251    this->whiteTexture[1]=255;
252    this->whiteTexture[2]=255;
253
254    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
255    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
256    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
257    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
258
259    glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, 2);
260
261
262
263    /* control the mipmap levels */
264    glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MIN_LOD, 5);
265    glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MAX_LOD, 0);
266
267    /* build the Texture  OpenGL V >= 1.1 */
268    glTexImage2D(GL_TEXTURE_2D,
269                 0,
270                 GL_RGBA8,
271                 1,
272                 1,
273                 0,
274                 GL_RGB,
275                 GL_UNSIGNED_BYTE,
276                 (const GLvoid *)&(this->whiteTexture));
277
278   gluBuild2DMipmaps(   GL_TEXTURE_2D, GL_RGBA8, 1, 1,
279                      GL_RGB, GL_UNSIGNED_BYTE,(const GLvoid *) &(this->whiteTexture));
280
281
282
283    // Get the number of patches
284    this->numPatches = 0;
285    this->patchOffset   = 0;
286
287    for( int i = 0; i < this->numFaces; i++) {
288      face& cFace = ((face *)(this->faces))[i];
289      if (SDL_SwapLE32(cFace.type) == 2)
290        this->numPatches += (SDL_SwapLE32(cFace.size[0]) -1 ) / 2  * (SDL_SwapLE32(cFace.size[1]) -1) / 2;
291    }
292
293    // Allocate Memory
294    this->patchVertice = new char[8*8*44*(this->numPatches+10)];
295    this->patchIndexes = new char[7*8*2*4*(this->numPatches+10)];
296    this->patchRowIndexes = new int*[7*4*this->numPatches];
297    this->patchTrianglesPerRow = new char[7*4*this->numPatches];
298    this->VertexArrayModels  = new VertexArrayModel*[this->numPatches];
299
300    PRINTF(4)("BSP FILE:NumberOfPatches: %i . \n", numPatches);
301
302    this->swapAllBspCoordinates();
303
304    // Do tesselation for all Faces of type 2
305    for( int i = 0; i < this->numFaces; i++) {
306      if (SDL_SwapLE32((this->faces)[i].type) == 2)
307        this->tesselate(i);
308    }
309
310    PRINTF(4)("BSP FILE:PatchOffset: %i . \n", this->patchOffset);
311
312    return  1;
313  } else {
314    PRINTF(4)("BSP FILE: Datei nicht gefunden. \n");
315    return -1;
316  }
317
318
319
320}
321
322void BspFile::build_tree()
323{
324
325  PRINTF(4)("BSP FILE:\n");
326  PRINTF(4)("BSP FILE: Building Tree...\n");
327  root = this->build_tree_rec(0);
328  PRINTF(4)("BSP FILE: ...done. \n");
329  PRINTF(4)("BSP FILE:  \n");
330  PRINTF(4)("BSP FILE: Node #0: \n");
331  PRINTF(4)("BSP FILE:  x: %f \n",root->plane.x);
332  PRINTF(4)("BSP FILE:  y: %f\n",root->plane.y);
333  PRINTF(4)("BSP FILE:  z: %f\n",root->plane.z);
334}
335
336/**
337 *  Called by BspFile::build_tree() only.
338 */
339BspTreeNode*   BspFile::build_tree_rec(int i)
340{
341  // PRINTF(0)("BSP FILE: Node #%i\n", i);
342  BspTreeNode* thisNode = new BspTreeNode();
343  int left =(((node *) nodes) [i]).left;
344  int right =(((node *) nodes) [i]).right;
345  int planeIndex = (((node *) nodes) [i]).plane;
346  float x1 =(((plane *) this->planes) [planeIndex]).x;
347  float y1 =(((plane *) this->planes) [planeIndex]).y;
348  float z1 =(((plane *) this->planes) [planeIndex]).z;
349  thisNode->leafIndex = 0;
350  thisNode->d          = (((plane *) this->planes) [planeIndex]).d;
351
352  thisNode->plane = Vector(x1,y1,z1);
353  thisNode->isLeaf = false;
354
355  if(left >= 0) {
356    thisNode->left = this->build_tree_rec(left);
357  } else {
358    //BspTreeLeaf tmp =  BspTreeLeaf();
359    //tmp.isLeaf = true;
360    //tmp.leafIndex = -left -1;
361    //thisNode->left = (BspTreeNode*) (&tmp);
362    thisNode->left  = new BspTreeNode();
363    thisNode->left->isLeaf = true;
364    thisNode->left->leafIndex = - (left +1);
365    //PRINTF(0)("BSP FILE:  LeafIndex: %i\n",-left);
366  } // assign leav
367  if(right >= 0) {
368    thisNode->right =  this->build_tree_rec(right);
369  } else {
370    //BspTreeLeaf tmp =  BspTreeLeaf();
371    //tmp.isLeaf = true;
372    //tmp.leafIndex = -right -1;
373    //thisNode->right = (BspTreeNode*) (&tmp);
374    thisNode->right = new BspTreeNode();
375    thisNode->right->isLeaf = true;
376    thisNode->right->leafIndex = -(right +1);
377    //PRINTF(0)("BSP FILE:  LeafIndex: %i\n",-right);
378  } // assign leaf
379  return thisNode;
380}
381
382/**
383 *  returns the root node of the bsp-tree
384 */
385BspTreeNode* BspFile::get_root()
386{
387  return root;
388}
389
390void BspFile::load_textures()
391{
392  ::std::string absFileName;
393  char* baseName = "/worlds/bsp/";
394
395  char fileName [500];
396  char ext [500];
397  struct stat results;
398
399
400  this->Materials = new AMat[this->numTextures];
401  for(int i = 0 ; i < this->numTextures; i++) {
402    PRINTF(4)("BSP FILE: Texture : %s. \n", &this->textures[8+ 72*i]);
403
404
405    strcpy(fileName, &this->textures[8+ 72*i]);
406    if(strlen(fileName) == 0)
407    {
408
409     //         Default Material
410    this->Materials[i].mat = new Material();
411    this->Materials[i].mat->setDiffuse(0.1,0.1,1.0);
412    this->Materials[i].mat->setAmbient(0.1,0.1,1.0 );
413    this->Materials[i].mat->setSpecular(0.4,0.4,1.0);
414    //this->Materials[i]->setShininess(100.0);
415   // this->Materials[i].mat->setTransparency(1.0);
416    this->Materials[i].mat->setDiffuseMap("pictures/ground.tga");
417    this->Materials[i].mat->setAmbientMap("pictures/ground.tga");
418    this->Materials[i].mat->setSpecularMap("pictures/ground.tga");
419    this->Materials[i].alpha = false;
420    this->Materials[i].animated = false;
421     continue;
422    }
423
424      // Check for mov
425    strcpy(fileName, baseName);
426    strcpy(ext, &this->textures[8+ 72*i]);
427    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
428    strcpy(ext, ".mov");
429    strncat (fileName, ext, strlen(fileName) );
430
431    PRINTF(4)("BSP FILE: Name %s . \n", fileName);
432
433    absFileName = ResourceManager::getFullName(fileName);
434
435    if(File(absFileName).exists()) {
436      PRINTF(4)("BSP FILE: gefunden . \n");
437      this->Materials[i] = this->loadAVI(fileName);
438      continue;
439    }
440
441    // Check for avi
442    strcpy(fileName, baseName);
443    strcpy(ext, &this->textures[8+ 72*i]);
444    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
445    strcpy(ext, ".avi");
446    strncat (fileName, ext, strlen(fileName));
447
448    absFileName = ResourceManager::getFullName(fileName);
449
450    if(File(absFileName).exists()) {
451      PRINTF(4)("BSP FILE: gefunden . \n");
452      this->Materials[i] = this->loadAVI(fileName);
453      continue;
454    }
455
456       // Check for mpg
457    strcpy(fileName, baseName);
458    strcpy(ext, &this->textures[8+ 72*i]);
459    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
460    strcpy(ext, ".mpg");
461    strncat (fileName, ext, strlen(fileName));
462
463    absFileName = ResourceManager::getFullName(fileName);
464
465    if(File(absFileName).exists()) {
466      PRINTF(0)("BSP FILE: gefunden . \n");
467      this->Materials[i] = this->loadAVI(fileName);
468      continue;
469    }
470
471    // Check for tga
472    strcpy(fileName, baseName);
473    strcpy(ext, &this->textures[8+ 72*i]);
474    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
475    strcpy(ext, ".tga");
476    strncat (fileName, ext, strlen(fileName));
477
478    absFileName = ResourceManager::getFullName(fileName);
479
480    if(File(absFileName).exists()) {
481      PRINTF(4)("BSP FILE: gefunden . \n");
482      this->Materials[i] = this->loadMat(fileName);
483      continue;
484    }
485    // Check for TGA
486    strcpy(fileName, baseName);
487    strcpy(ext, &this->textures[8+ 72*i]);
488    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
489    strcpy(ext, ".TGA");
490    strncat (fileName, ext, strlen(fileName));
491    absFileName = ResourceManager::getFullName(fileName);
492
493    if(File(absFileName).exists()/*stat( absFileName.c_str() , &results) == 0*/) {
494      PRINTF(4)("BSP FILE: gefunden . \n");
495      this->Materials[i] = this->loadMat(fileName);
496      continue;
497    }
498    // Check for jpg
499    strcpy(fileName, baseName);
500    strcpy(ext, &this->textures[8+ 72*i]);
501    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
502    strcpy(ext, ".jpg");
503    strncat (fileName, ext, strlen(fileName));
504    absFileName = ResourceManager::getFullName(fileName);
505    if(File(absFileName).exists()) {
506      PRINTF(4)("BSP FILE: gefunden . \n");
507      this->Materials[i] =this->loadMat(fileName);
508      continue;
509    }
510
511
512    // Check for JPG
513    strcpy(fileName, baseName);
514    strcpy(ext, &this->textures[8+ 72*i]);
515    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
516    strcpy(ext, ".JPG");
517    strncat (fileName, ext, strlen(fileName));
518    absFileName = ResourceManager::getFullName(fileName);
519    if(File(absFileName).exists()) {
520      PRINTF(4)("BSP FILE: gefunden . \n");
521      this->Materials[i] =this->loadMat(fileName);
522      continue;
523    }
524
525
526
527    // Check for bmp
528    strcpy(fileName, baseName);
529    strcpy(ext, &this->textures[8+ 72*i]);
530    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
531    strcpy(ext, ".bmp");
532    strncat (fileName, ext, strlen(fileName));
533    absFileName = ResourceManager::getFullName(fileName);
534
535    if(File(absFileName).exists()) {
536      PRINTF(4)("BSP FILE: gefunden . \n");
537      this->Materials[i] =this->loadMat(fileName);
538      continue;
539    }
540
541    // Check for BMP
542    strcpy(fileName, baseName);
543    strcpy(ext, &this->textures[8+ 72*i]);
544    strncat(fileName, ext, strlen(fileName) + strlen(&this->textures[8+ 72*i]) );
545    strcpy(ext, ".BMP");
546    strncat (fileName, ext, strlen(fileName));
547    absFileName = ResourceManager::getFullName(fileName);
548
549    if(File(absFileName).exists()) {
550      PRINTF(4)("BSP FILE: gefunden . \n");
551      this->Materials[i] = this->loadMat(fileName);
552      continue;
553    }
554
555    PRINTF(0)("BSP FILE: Textur %s nicht  gefunden . \n", &this->textures[8+72*i]);
556    //  Default Material
557    this->Materials[i].mat = new Material();
558    this->Materials[i].mat->setDiffuse(0.1,0.1,0.1);
559    this->Materials[i].mat->setAmbient(0.1,0.1,0.1 );
560    this->Materials[i].mat->setSpecular(0.4,0.4,0.4);
561    //this->Materials[i]->setShininess(100.0);
562    //this->Materials[i].mat->setTransparency(1.0);
563    this->Materials[i].mat->setDiffuseMap("pictures/error_texture.png");
564    this->Materials[i].mat->setAmbientMap("pictures/error_texture.png");
565    this->Materials[i].mat->setSpecularMap("pictures/error_texture.png");
566    this->Materials[i].alpha = true;
567    this->Materials[i].animated = false;
568
569  }
570}
571
572
573AMat BspFile::loadMat(char* mat)
574{
575  AMat tmpAMat;
576  this->testSurf = NULL;
577
578  this->testSurf = IMG_Load(ResourceManager::getFullName(mat).c_str());
579  if(this->testSurf != NULL) {
580    if(this->testSurf->format->Amask != 0 ) tmpAMat.alpha = true;
581    else                                       tmpAMat.alpha = false;
582  } else   tmpAMat.alpha = false;
583
584  Material* tmp = new Material();
585   tmp->setDiffuse(1.0,1.0,1.0);
586   tmp->setAmbient(1.0,1.0,1.0 );
587  tmp->setSpecular(1.0,1.0,1.0);
588  //    tmp->setShininess(.5);
589  //    tmp->setTransparency(0.0);
590
591  tmp->setDiffuseMap(mat);
592
593  tmpAMat.mat = tmp;
594  tmpAMat.animated = false;
595  return tmpAMat;
596}
597
598AMat BspFile::loadAVI(char* mat)
599{
600  AMat tmpAMat;
601
602
603  MoviePlayer * testMC = new MoviePlayer(mat);
604  testMC->start(0);
605 
606  this->MovieMaterials.push_back(testMC);
607
608  //Material* tmp = new Material();
609 // tmp->setDiffuse(1.0,1.0,1.0);
610  //tmp->setAmbient(1.0,1.0,1.0 );
611  //tmp->setSpecular(1.0,1.0,1.0);
612  //    tmp->setShininess(.5);tmpAMat
613  //    tmp->setTransparency(0.0);
614
615  //tmp->setDiffuseMap(mat);
616
617  tmpAMat.aviMat = testMC;
618  tmpAMat.animated = true;
619  tmpAMat.alpha = true;
620  return tmpAMat;
621}
622
623unsigned int BspFile::loadLightMapToGL(lightmap& lightMapTexture)
624{
625  int      errorCode = 0;           //!< the error code for the texture loading functions
626  unsigned int   lightMap;          //!< the OpenGL texture handle
627  int      mipmapLevel = 0;         //!< the maximum mipmap level for this texture
628  int      mipmapWidth = 0;         //!< the width of the mipmap
629  int      mipmapHight = 0;         //!< the height of the mipmap3
630  float sc, scale, temp;
631  for(int i = 0; i < 128*128*3 ; i++)
632  {
633  sc =  ((unsigned char *)(&lightMapTexture))[i];
634  sc *= 1/255.0;
635
636  scale = 1.0f; // Adjust brightness here
637
638  if(sc > 1.0f && (temp = (1.0f/sc)) < scale) scale=temp;
639  scale*=255.0;
640  sc*=scale;
641  if(false)
642    ((unsigned char *)(&lightMapTexture))[i] = (unsigned char)sc + 75;
643  else
644    ((unsigned char *)(&lightMapTexture))[i] = (unsigned char)sc ;
645  }
646
647  glGenTextures(1, &lightMap);
648  glBindTexture(GL_TEXTURE_2D,  lightMap);
649  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
650  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
651  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
652  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
653
654  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, 2);
655
656
657  /* control the mipmap levels */
658  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MIN_LOD, 5);
659  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MAX_LOD, 0);
660
661  /* build the Texture  OpenGL V >= 1.1 */
662   glTexImage2D(GL_TEXTURE_2D,
663                   0,
664                   GL_RGBA8,
665                   128,
666                   128,
667                   0,
668                   GL_RGB,
669                   GL_UNSIGNED_BYTE,
670                   (const GLvoid *)&lightMapTexture);
671
672
673   // build the MipMaps automaticaly
674   errorCode = gluBuild2DMipmaps(GL_TEXTURE_2D,
675GL_RGBA8,
676                                 128,
677                                 128,
678                                 GL_RGB,
679                                 GL_UNSIGNED_BYTE,
680                                 (const GLvoid *)&lightMapTexture
681                                );
682
683
684
685
686  return lightMap;
687
688}
689
690/**
691 * Generates a vertex-array, a indice-array and a texture-coordinates-array for iface.
692 * @param iface integer index of face
693 * @todo cleanup this function, let the user choose the level of tesselation
694 */
695
696
697void BspFile::tesselate(int iface)
698{
699  face*  Face =  &((this->faces)[iface]);
700  BspVertex *  BspVrtx = (BspVertex*)this->vertice;
701  int level = 7;
702  int level1 = 8;
703  int size0 = (Face->size[0]);
704  int size1 = (Face->size[1]);
705  // For each patch...
706  for(int i = 0; i <  ( size0 - 1)    ; i+=2) {
707    for(int j = 0; j < ( size1 -1)    ; j+=2) {
708
709
710      // Make a patch...
711      // Get controls[9];
712      BspVec controls[9];
713      BspVec controlsTmp[9];
714      BspVertex VControls[9];
715      for(int k = 0; k < 3; k++) {
716        for(int l = 0; l < 3; l++) {
717          controls[k +3*l]. position[0] =   (    BspVrtx[Face->vertex + (j * size0)+ i + l+ size0*k].position[0]);
718          controls[k +3*l]. position[1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].position[1]);
719          controls[k +3*l]. position[2] =   (    BspVrtx[Face->vertex + (j * size0)+ i + l+ size0*k].position[2]); /*Face->n_vertexes*/
720
721          controlsTmp[2-k +6-3*l]. position[0] =   (    BspVrtx[Face->vertex +( j * size0)+ i + l+ size0*k].position[0]);
722          controlsTmp[2-k +6-3*l]. position[1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].position[1]);
723          controlsTmp[2-k +6-3*l]. position[2] =   (    BspVrtx[Face->vertex + (j * size0)+ i + l+ size0*k].position[2]); /*Face->n_vertexes*/
724
725          VControls[k +3*l]. position[0] =   (    BspVrtx[Face->vertex +( j * size0)+ i + l+ size0*k].position[0]);
726          VControls[k +3*l]. position[1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].position[1]);
727          VControls[k +3*l]. position[2] =   (    BspVrtx[Face->vertex + (j * size0)+ i + l+ size0*k].position[2]);
728
729          VControls[k +3*l]. normal[0] =   (    BspVrtx[Face->vertex +( j * size0)+ i + l+ size0*k].normal[0]);
730          VControls[k +3*l]. normal[1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].normal[1]);
731          VControls[k +3*l]. normal[2] =   (    BspVrtx[Face->vertex + (j * size0)+ i + l+ size0*k].normal[2]);
732
733          VControls[k +3*l]. texcoord[0][0]=    (    BspVrtx[Face->vertex +( j * size0)+ i + l+ size0*k].texcoord[0][0]);
734          VControls[k +3*l]. texcoord[0][1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].texcoord[0][1]);
735          VControls[k +3*l]. texcoord[1][0] =   (    BspVrtx[Face->vertex +( j * size0)+ i + l+ size0*k].texcoord[1][0]);
736          VControls[k +3*l]. texcoord[1][1] =   (    BspVrtx[Face->vertex + (j * size0)+ i +l+ size0*k].texcoord[1][1]);
737
738
739        }
740      }
741      //***********************************************************************************************************************
742      // Compute the vertice
743      //***********************************************************************************************************************
744      float px, py;
745      BspVertex temp[3];
746      BspVertex* Vertice = &(((BspVertex*)this->patchVertice)[level1*level1*this->patchOffset]);
747
748      for(int v=0; v<=level; ++v) {
749        px=(float)v/level;
750
751        Vertice[v].position[0]=VControls[0].position[0]*((1.0f-px)*(1.0f-px))+VControls[3].position[0]*((1.0f-px)*px*2)+VControls[6].position[0]*(px*px);
752        Vertice[v].position[1]=VControls[0].position[1]*((1.0f-px)*(1.0f-px))+VControls[3].position[1]*((1.0f-px)*px*2)+VControls[6].position[1]*(px*px);
753        Vertice[v].position[2]=VControls[0].position[2]*((1.0f-px)*(1.0f-px))+VControls[3].position[2]*((1.0f-px)*px*2)+VControls[6].position[2]*(px*px);
754
755        Vertice[v].normal[0]=VControls[0].normal[0]*((1.0f-px)*(1.0f-px))+VControls[3].normal[0]*((1.0f-px)*px*2)+VControls[6].normal[0]*(px*px);
756        Vertice[v].normal[1]=VControls[0].normal[1]*((1.0f-px)*(1.0f-px))+VControls[3].normal[1]*((1.0f-px)*px*2)+VControls[6].normal[1]*(px*px);
757        Vertice[v].normal[2]=VControls[0].normal[2]*((1.0f-px)*(1.0f-px))+VControls[3].normal[2]*((1.0f-px)*px*2)+VControls[6].normal[2]*(px*px);
758
759        Vertice[v].texcoord[0][0]=VControls[0].texcoord[0][0]*((1.0f-px)*(1.0f-px))+VControls[3].texcoord[0][0]*((1.0f-px)*px*2)+VControls[6].texcoord[0][0]*(px*px);
760        Vertice[v].texcoord[0][1]=VControls[0].texcoord[0][1]*((1.0f-px)*(1.0f-px))+VControls[3].texcoord[0][1]*((1.0f-px)*px*2)+VControls[6].texcoord[0][1]*(px*px);
761        Vertice[v].texcoord[1][0]=VControls[0].texcoord[1][0]*((1.0f-px)*(1.0f-px))+VControls[3].texcoord[1][0]*((1.0f-px)*px*2)+VControls[6].texcoord[1][0]*(px*px);
762        Vertice[v].texcoord[1][1]=VControls[0].texcoord[1][1]*((1.0f-px)*(1.0f-px))+VControls[3].texcoord[1][1]*((1.0f-px)*px*2)+VControls[6].texcoord[1][1]*(px*px);
763
764      }
765
766
767      for(int u=1; u<=level; ++u) {
768        py=(float)u/level;
769
770        // temp[0]=controlPoints[0]*((1.0f-py)*(1.0f-py))+ controlPoints[1]*((1.0f-py)*py*2)+ controlPoints[2]*(py*py);
771        temp[0].position[0]=VControls[0].position[0]*((1.0f-py)*(1.0f-py))+VControls[1].position[0]*((1.0f-py)*py*2)+VControls[2].position[0]*(py*py);
772        temp[0].position[1]=VControls[0].position[1]*((1.0f-py)*(1.0f-py))+VControls[1].position[1]*((1.0f-py)*py*2)+VControls[2].position[1]*(py*py);
773        temp[0].position[2]=VControls[0].position[2]*((1.0f-py)*(1.0f-py))+VControls[1].position[2]*((1.0f-py)*py*2)+VControls[2].position[2]*(py*py);
774
775        temp[0].normal[0]=VControls[0].normal[0]*((1.0f-py)*(1.0f-py))+VControls[1].normal[0]*((1.0f-py)*py*2)+VControls[2].normal[0]*(py*py);
776        temp[0].normal[1]=VControls[0].normal[1]*((1.0f-py)*(1.0f-py))+VControls[1].normal[1]*((1.0f-py)*py*2)+VControls[2].normal[1]*(py*py);
777        temp[0].normal[2]=VControls[0].normal[2]*((1.0f-py)*(1.0f-py))+VControls[1].normal[2]*((1.0f-py)*py*2)+VControls[2].normal[2]*(py*py);
778
779        temp[0].texcoord[0][0]=VControls[0].texcoord[0][0]*((1.0f-py)*(1.0f-py))+VControls[1].texcoord[0][0]*((1.0f-py)*py*2)+VControls[2].texcoord[0][0]*(py*py);
780        temp[0].texcoord[0][1]=VControls[0].texcoord[0][1]*((1.0f-py)*(1.0f-py))+VControls[1].texcoord[0][1]*((1.0f-py)*py*2)+VControls[2].texcoord[0][1]*(py*py);
781        temp[0].texcoord[1][0]=VControls[0].texcoord[1][0]*((1.0f-py)*(1.0f-py))+VControls[1].texcoord[1][0]*((1.0f-py)*py*2)+VControls[2].texcoord[1][0]*(py*py);
782        temp[0].texcoord[1][1]=VControls[0].texcoord[1][1]*((1.0f-py)*(1.0f-py))+VControls[1].texcoord[1][1]*((1.0f-py)*py*2)+VControls[2].texcoord[1][1]*(py*py);
783
784
785
786        // temp[1]=controlPoints[3]*((1.0f-py)*(1.0f-py))+ controlPoints[4]*((1.0f-py)*py*2)+ controlPoints[5]*(py*py);
787        temp[1].position[0]=VControls[3].position[0]*((1.0f-py)*(1.0f-py))+VControls[4].position[0]*((1.0f-py)*py*2)+VControls[5].position[0]*(py*py);
788        temp[1].position[1]=VControls[3].position[1]*((1.0f-py)*(1.0f-py))+VControls[4].position[1]*((1.0f-py)*py*2)+VControls[5].position[1]*(py*py);
789        temp[1].position[2]=VControls[3].position[2]*((1.0f-py)*(1.0f-py))+VControls[4].position[2]*((1.0f-py)*py*2)+VControls[5].position[2]*(py*py);
790
791        temp[1].normal[0]=VControls[3].normal[0]*((1.0f-py)*(1.0f-py))+VControls[4].normal[0]*((1.0f-py)*py*2)+VControls[5].normal[0]*(py*py);
792        temp[1].normal[1]=VControls[3].normal[1]*((1.0f-py)*(1.0f-py))+VControls[4].normal[1]*((1.0f-py)*py*2)+VControls[5].normal[1]*(py*py);
793        temp[1].normal[2]=VControls[3].normal[2]*((1.0f-py)*(1.0f-py))+VControls[4].normal[2]*((1.0f-py)*py*2)+VControls[5].normal[2]*(py*py);
794
795        temp[1].texcoord[0][0]=VControls[3].texcoord[0][0]*((1.0f-py)*(1.0f-py))+VControls[4].texcoord[0][0]*((1.0f-py)*py*2)+VControls[5].texcoord[0][0]*(py*py);
796        temp[1].texcoord[0][1]=VControls[3].texcoord[0][1]*((1.0f-py)*(1.0f-py))+VControls[4].texcoord[0][1]*((1.0f-py)*py*2)+VControls[5].texcoord[0][1]*(py*py);
797        temp[1].texcoord[1][0]=VControls[3].texcoord[1][0]*((1.0f-py)*(1.0f-py))+VControls[4].texcoord[1][0]*((1.0f-py)*py*2)+VControls[5].texcoord[1][0]*(py*py);
798        temp[1].texcoord[1][1]=VControls[3].texcoord[1][1]*((1.0f-py)*(1.0f-py))+VControls[4].texcoord[1][1]*((1.0f-py)*py*2)+VControls[5].texcoord[1][1]*(py*py);
799
800
801        // temp[2]=controlPoints[6]*((1.0f-py)*(1.0f-py))+controlPoints[7]*((1.0f-py)*py*2)+controlPoints[8]*(py*py);
802        temp[2].position[0]=VControls[6].position[0]*((1.0f-py)*(1.0f-py))+VControls[7].position[0]*((1.0f-py)*py*2)+VControls[8].position[0]*(py*py);
803        temp[2].position[1]=VControls[6].position[1]*((1.0f-py)*(1.0f-py))+VControls[7].position[1]*((1.0f-py)*py*2)+VControls[8].position[1]*(py*py);
804        temp[2].position[2]=VControls[6].position[2]*((1.0f-py)*(1.0f-py))+VControls[7].position[2]*((1.0f-py)*py*2)+VControls[8].position[2]*(py*py);
805
806        temp[2].normal[0]=VControls[6].normal[0]*((1.0f-py)*(1.0f-py))+VControls[7].normal[0]*((1.0f-py)*py*2)+VControls[8].normal[0]*(py*py);
807        temp[2].normal[1]=VControls[6].normal[1]*((1.0f-py)*(1.0f-py))+VControls[7].normal[1]*((1.0f-py)*py*2)+VControls[8].normal[1]*(py*py);
808        temp[2].normal[2]=VControls[6].normal[2]*((1.0f-py)*(1.0f-py))+VControls[7].normal[2]*((1.0f-py)*py*2)+VControls[8].normal[2]*(py*py);
809
810        temp[2].texcoord[0][0]=VControls[6].texcoord[0][0]*((1.0f-py)*(1.0f-py))+VControls[7].texcoord[0][0]*((1.0f-py)*py*2)+VControls[8].texcoord[0][0]*(py*py);
811        temp[2].texcoord[0][1]=VControls[6].texcoord[0][1]*((1.0f-py)*(1.0f-py))+VControls[7].texcoord[0][1]*((1.0f-py)*py*2)+VControls[8].texcoord[0][1]*(py*py);
812        temp[2].texcoord[1][0]=VControls[6].texcoord[1][0]*((1.0f-py)*(1.0f-py))+VControls[7].texcoord[1][0]*((1.0f-py)*py*2)+VControls[8].texcoord[1][0]*(py*py);
813        temp[2].texcoord[1][1]=VControls[6].texcoord[1][1]*((1.0f-py)*(1.0f-py))+VControls[7].texcoord[1][1]*((1.0f-py)*py*2)+VControls[8].texcoord[1][1]*(py*py);
814
815
816
817
818        for(int v=0; v<=level; ++v) {
819          px=(float)v/level;
820
821
822
823
824
825          //Vertice[u*(tesselation+1)+v]=       temp[0]*((1.0f-px)*(1.0f-px))+ temp[1]*((1.0f-px)*px*2)+ temp[2]*(px*px);
826          Vertice[u*(level1)+v].position[0]=temp[0].position[0]*((1.0f-px)*(1.0f-px))+temp[1].position[0]*((1.0f-px)*px*2)+temp[2].position[0]*(px*px);
827          Vertice[u*(level1)+v].position[1]=temp[0].position[1]*((1.0f-px)*(1.0f-px))+temp[1].position[1]*((1.0f-px)*px*2)+temp[2].position[1]*(px*px);
828          Vertice[u*(level1)+v].position[2]=temp[0].position[2]*((1.0f-px)*(1.0f-px))+temp[1].position[2]*((1.0f-px)*px*2)+temp[2].position[2]*(px*px);
829
830          Vertice[u*(level1)+v].normal[0]=temp[0].normal[0]*((1.0f-px)*(1.0f-px))+temp[1].normal[0]*((1.0f-px)*px*2)+temp[2].normal[0]*(px*px);
831          Vertice[u*(level1)+v].normal[1]=temp[0].normal[1]*((1.0f-px)*(1.0f-px))+temp[1].normal[1]*((1.0f-px)*px*2)+temp[2].normal[1]*(px*px);
832          Vertice[u*(level1)+v].normal[2]=temp[0].normal[2]*((1.0f-px)*(1.0f-px))+temp[1].normal[2]*((1.0f-px)*px*2)+temp[2].normal[2]*(px*px);
833
834          Vertice[u*(level1)+v].texcoord[0][0]=temp[0].texcoord[0][0]*((1.0f-px)*(1.0f-px))+temp[1].texcoord[0][0]*((1.0f-px)*px*2)+temp[2].texcoord[0][0]*(px*px);
835          Vertice[u*(level1)+v].texcoord[0][1]=temp[0].texcoord[0][1]*((1.0f-px)*(1.0f-px))+temp[1].texcoord[0][1]*((1.0f-px)*px*2)+temp[2].texcoord[0][1]*(px*px);
836          Vertice[u*(level1)+v].texcoord[1][0]=temp[0].texcoord[1][0]*((1.0f-px)*(1.0f-px))+temp[1].texcoord[1][0]*((1.0f-px)*px*2)+temp[2].texcoord[1][0]*(px*px);
837          Vertice[u*(level1)+v].texcoord[1][1]=temp[0].texcoord[1][1]*((1.0f-px)*(1.0f-px))+temp[1].texcoord[1][1]*((1.0f-px)*px*2)+temp[2].texcoord[1][1]*(px*px);
838
839
840
841        }
842      }
843
844      //Create indices
845      GLuint* indices= & ((GLuint*)(this->patchIndexes))[level*level1*2*this->patchOffset];
846
847      for(int row=0; row<level; ++row) {
848        for(int point=0; point<=level; ++point) {
849          //calculate indices
850          //reverse them to reverse winding
851          indices[(row*(level1)+point)*2+1]=row*(level1)+point;
852          indices[(row*(level1)+point)*2]=(row+1)*(level1)+point;
853        }
854      }
855
856
857      //***********************************************************************************************************************
858      // Debug Model
859      //***********************************************************************************************************************
860
861      this->VertexArrayModels[this->patchOffset] = new VertexArrayModel();
862      VertexArrayModel*  tmp = this->VertexArrayModels[this->patchOffset];
863      tmp->newStripe();
864      int a = 0;
865      int b = -1;
866      tmp->addVertex(controlsTmp[0].position[0],controlsTmp[0].position[1], controlsTmp[0].position[2]);
867      tmp->addNormal(1,0,0);
868      tmp->addTexCoor(0.0,0.0);
869      tmp->addColor(0.3,0.0,0.0);
870      tmp->addIndice(1+b);
871      tmp->addIndice(4+a);
872      tmp->addVertex(controlsTmp[1].position[0],controlsTmp[1].position[1], controlsTmp[1].position[2]);
873      tmp->addNormal(1,0,0);
874      tmp->addTexCoor(0.0,0.4);
875      tmp->addColor(0.3,0.0,0.0);
876      tmp->addIndice(2+b);
877      tmp->addIndice(5+a);
878      tmp->addVertex(controlsTmp[2].position[0],controlsTmp[2].position[1], controlsTmp[2].position[2]);
879      tmp->addNormal(1,0,0);
880      tmp->addTexCoor(0.0,1.0);
881      tmp->addColor(0.1,0.0,0.0);
882      tmp->addIndice(3+b);
883      tmp->addIndice(6+a);
884
885      tmp->addVertex(controlsTmp[2].position[0],controlsTmp[2].position[1], controlsTmp[2].position[2]);
886      tmp->addNormal(1,0,0);
887      tmp->addTexCoor(0.0,1.0);
888      tmp->addColor(0.1,0.0,0.0);
889      tmp->addIndice(7+a);
890      //tmp->addIndice(6);
891
892      tmp->newStripe();
893
894      tmp->addVertex(controlsTmp[0].position[0],controlsTmp[0].position[1], controlsTmp[0].position[2]);
895      tmp->addNormal(1,0,0);
896      tmp->addTexCoor(0.0,0.0);
897      tmp->addColor(0.1,0.1,0.1);
898      tmp->addIndice(5+b);
899      tmp->addIndice(8+a);
900      tmp->addVertex(controlsTmp[1].position[0],controlsTmp[1].position[1], controlsTmp[1].position[2]);
901      tmp->addNormal(1,0,0);
902      tmp->addTexCoor(0.0,0.4);
903      tmp->addColor(0.1,0.1,0.1);
904      tmp->addIndice(6+b);
905      tmp->addIndice(9+a);
906      tmp->addVertex(controlsTmp[2].position[0],controlsTmp[2].position[1], controlsTmp[2].position[2]);
907      tmp->addNormal(1,0,0);
908      tmp->addTexCoor(0.0,1.0);
909      tmp->addColor(0.1,0.1,0.1);
910      tmp->addIndice(7+b);
911      tmp->addIndice(10+a);
912      tmp->addVertex(controlsTmp[2].position[0],controlsTmp[2].position[1], controlsTmp[2].position[2]+0.01);
913      tmp->addNormal(1,0,0);
914      tmp->addTexCoor(0.0,1.0);
915      tmp->addColor(0.1,0.1,0.1);
916      //tmp->addIndice(5);
917      tmp->addIndice(11+a);
918
919      tmp->newStripe();
920
921
922
923      tmp->addVertex(controlsTmp[3].position[0],controlsTmp[3].position[1], controlsTmp[3].position[2]);
924      tmp->addNormal(0,1,0);
925      tmp->addTexCoor(0.5,0.0);
926      tmp->addColor(0.1,0.1,0.1);
927      tmp->addIndice(9+b);
928      tmp->addIndice(12+a);
929      tmp->addVertex(controlsTmp[4].position[0],controlsTmp[4].position[1], controlsTmp[4].position[2]);
930      tmp->addNormal(1,0,0);
931      tmp->addTexCoor(0.5,0.5);
932      tmp->addColor(0.1,0.1,0.1);
933      tmp->addIndice(10+b);
934      tmp->addIndice(13+a);
935      tmp->addVertex(controlsTmp[5].position[0],controlsTmp[5].position[1], controlsTmp[5].position[2]);
936      tmp->addNormal(1,0,0);
937      tmp->addTexCoor(0.5,1.0);
938      tmp->addColor(0.1,0.1,0.1);
939      tmp->addIndice(11+b);
940      tmp->addIndice(14+a);
941      tmp->addVertex(controlsTmp[5].position[0],controlsTmp[5].position[1], controlsTmp[5].position[2]+0.01);
942      tmp->addNormal(1,0,0);
943      tmp->addTexCoor(0.5,1.0);
944      tmp->addColor(0.1,0.1,0.1);
945
946      tmp->addIndice(15+a);
947      //tmp->addIndice(9);
948      tmp->newStripe();
949
950      tmp->addVertex(controlsTmp[6].position[0],controlsTmp[6].position[1], controlsTmp[6].position[2]);
951      tmp->addNormal(1,0,0);
952      tmp->addTexCoor(1.0,0.0);
953      tmp->addColor(0.1,0.1,0.1);
954      tmp->addIndice(13+b);
955      tmp->addIndice(16+a);
956
957      tmp->addVertex(controlsTmp[7].position[0],controlsTmp[7].position[1], controlsTmp[7].position[2]);
958      tmp->addNormal(0,1,0);
959      tmp->addTexCoor(1.0,0.5);
960      tmp->addColor(0.1,0.1,0.1);
961      tmp->addIndice(14+b);
962      tmp->addIndice(17+a);
963      tmp->addVertex(controlsTmp[8].position[0],controlsTmp[8].position[1], controlsTmp[8].position[2]);
964      tmp->addNormal(1,0,0);
965      tmp->addTexCoor(1.0,1.0);
966      tmp->addColor(0.1,0.1,0.1);
967      tmp->addIndice(15+b);
968      tmp->addIndice(18+a);
969      tmp->addVertex(controlsTmp[8].position[0],controlsTmp[8].position[1], controlsTmp[8].position[2]);
970      tmp->addNormal(1,0,0);
971      tmp->addTexCoor(1.0,1.0);
972      tmp->addColor(0.1,0.1,0.1);
973      tmp->addIndice(19+a);
974      //tmp->addIndice(13);
975
976      tmp->newStripe();
977      tmp->addVertex(controlsTmp[6].position[0],controlsTmp[6].position[1], controlsTmp[6].position[2]);
978      tmp->addNormal(1,0,0);
979      tmp->addTexCoor(1.0,0.0);
980      tmp->addColor(0.1,0.1,0.1);
981      tmp->addIndice(17+b);
982
983      tmp->addVertex(controlsTmp[7].position[0],controlsTmp[7].position[1], controlsTmp[7].position[2]);
984      tmp->addNormal(0,1,0);
985      tmp->addTexCoor(1.0,0.5);
986      tmp->addColor(0.1,0.1,0.1);
987      tmp->addIndice(18+b);
988
989      tmp->addVertex(controlsTmp[8].position[0],controlsTmp[8].position[1], controlsTmp[8].position[2]);
990      tmp->addNormal(1,0,0);
991      tmp->addTexCoor(1.0,1.0);
992      tmp->addColor(0.1,0.1,0.1);
993      tmp->addIndice(19+b);
994
995      tmp->addVertex(controlsTmp[8].position[0],controlsTmp[8].position[1], controlsTmp[8].position[2]);
996      tmp->addNormal(1,0,0);
997      tmp->addTexCoor(1.0,1.0);
998      tmp->addColor(0.1,0.1,0.1);
999
1000      tmp->newStripe();
1001
1002      tmp->finalize();
1003      // End of DebugModel
1004
1005      this->patchOffset++;
1006    }// For
1007  } // For
1008
1009  // Overwrite Face->meshvert;
1010  // Overwrite Face->n_meshverts;
1011  int sz = (size0 -1)/2 * (size1 -1)/2; // num patches
1012  Face->meshvert = patchOffset -sz;  //3*(patchOffset-sz)*level1*level1;
1013  Face->n_meshverts = sz;
1014  PRINTF(4)("BSP FILE: sz: %i. \n", sz);
1015  PRINTF(4)("BSP FILE: Face->meshvert %i . \n", Face->meshvert);
1016
1017  //Face->n_meshverts = sz;
1018}
1019
1020//!TODO: This is a good place to do LittleEndian to BigEndian conversion!
1021void BspFile::swapAllBspCoordinates()
1022{
1023
1024  for(int i = 0; i < this->numVertex ; ++i)
1025  {
1026    this->swapCoords(&((BspVertex *)this->vertice)[i].position[0]);
1027    this->swapCoords(&((BspVertex *)this->vertice)[i].normal[0]);
1028
1029
1030  }
1031
1032  for(int i = 0; i < this->numLeafs ; ++i)
1033  {
1034    this->swapCoords(this->leaves[i].mins);
1035    this->swapCoords(this->leaves[i].maxs);
1036
1037  }
1038
1039  for(int i = 0; i < this->numPlanes; ++i)
1040  {
1041    float sto = this->planes[i].x;
1042    this->planes[i].x =  this->planes[i].y;
1043    this->planes[i].y =  this->planes[i].z;
1044    this->planes[i].z = sto;
1045    this->planes[i].d = scale * this->planes[i].d ;
1046  }
1047
1048
1049  for(int i = 0; i < this->numFaces; ++i)
1050  {
1051    this->swapCoords(this->faces[i].normal);
1052  }
1053
1054}
1055
1056void BspFile::swapCoords(int *array)
1057{
1058  if( scale < 1)
1059  {
1060  int sto  =  array[0];
1061  array[0] =  array[1] / (int) ( 1/ scale);
1062  array[1] = array[2] / (int) (1/scale);
1063  array[2] =  sto / (int) (1/scale);
1064  }
1065  else
1066  {
1067    int sto  =  array[0];
1068    array[0] =  scale * array[1] ;
1069    array[1] =  scale * array[2];
1070    array[2] =  scale * sto ;
1071  }
1072
1073}
1074
1075void BspFile::swapCoords(float * array)
1076{
1077  float sto  =  array[0];
1078  array[0] =  scale * array[1];
1079  array[1] =  scale * array[2];
1080  array[2] =  scale * sto;
1081}
1082
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