bf8c3cc07e
The set up for this to work is a bit more complex than most files, since the engine expects all files to be in a certain place, and it tends to mix case a lot. I tried to explain everything in the VBSP_README.txt file." This plugin has been integrated with the pre-exisiting bsp plugin.
213 lines
3.5 KiB
C++
213 lines
3.5 KiB
C++
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#ifndef Q3BSPLOAD_H
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#define Q3BSPLOAD_H
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#include <osg/Vec3f>
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#include <osg/GL>
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#include <vector>
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#include <string>
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#include <fstream>
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namespace bsp
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{
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//Directory entry in header
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class BSP_DIRECTORY_ENTRY
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{
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public:
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int m_offset;
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int m_length;
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};
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//Types of directory entry
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enum BSP_DIRECTORY_ENTRY_TYPE
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{
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bspEntities=0,
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bspTextures,
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bspPlanes,
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bspNodes,
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bspLeaves,
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bspLeafFaces,
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bspLeafBrushes,
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bspModels,
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bspBrushes,
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bspBrushSides,
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bspVertices,
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bspMeshIndices,
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bspEffect,
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bspFaces,
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bspLightmaps,
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bspLightVols,
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bspVisData
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};
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//BSP file header
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class BSP_HEADER
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{
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public:
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char m_string[4];
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int m_version;
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BSP_DIRECTORY_ENTRY m_directoryEntries[17];
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};
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//vertex as found in file
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class BSP_LOAD_VERTEX
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{
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public:
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osg::Vec3f m_position;
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float m_decalS, m_decalT;
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float m_lightmapS, m_lightmapT;
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osg::Vec3f m_normal;
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unsigned char m_color[4];
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};
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struct BSP_LoadPlane
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{
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osg::Vec3f m_Normal;
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float m_Dist;
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};
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//face as found in the file
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class BSP_LOAD_FACE
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{
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public:
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int m_texture;
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int m_effect; // No se usa
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int m_type;
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int m_firstVertexIndex;
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int m_numVertices;
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unsigned int m_firstMeshIndex;
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unsigned int m_numMeshIndices;
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int m_lightmapIndex;
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int m_lightmapStart[2]; // No se usa
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int m_lightmapSize[2]; // No se usa
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//VECTOR3D m_lightmapOrigin; // No se usa
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//VECTOR3D m_sTangent, m_tTangent; // No se usa
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//VECTOR3D m_normal; // No se usa
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osg::Vec3f m_lightmapOrigin; // No se usa
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osg::Vec3f m_sTangent, m_tTangent; // No se usa
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osg::Vec3f m_normal; // No se usa
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int m_patchSize[2];
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};
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//texture as found in file
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class BSP_LOAD_TEXTURE
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{
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public:
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char m_name[64];
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int m_flags, m_contents; //unknown, no se usa
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};
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//lightmap as found in file
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class BSP_LOAD_LIGHTMAP
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{
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public:
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unsigned char m_lightmapData[128*128*3];
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};
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//leaf of bsp tree as found in file
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class BSP_LOAD_LEAF
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{
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public:
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int m_cluster; //cluster index for visdata
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int m_area; //areaportal area, No se usa
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int m_mins[3]; //min x,y,z (bounding box)
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int m_maxs[3];
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int m_firstLeafFace; //first index in leafFaces array
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int m_numFaces;
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int m_firstLeafBrush; //first index into leaf brushes array, No se usa
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int m_numBrushes; // No se usa
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};
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//node of BSP tree
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class BSP_NODE
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{
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public:
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int m_planeIndex;
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int m_front, m_back; //child nodes
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int m_mins[3]; //min x,y,z (bounding box) No se usa
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int m_maxs[3]; // No se usa
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};
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//VIS data table
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class BSP_VISIBILITY_DATA
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{
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public:
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int m_numClusters;
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int m_bytesPerCluster;
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std::vector<unsigned char> m_bitset;
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};
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class Q3BSPLoad
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{
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public:
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bool Load(const std::string& filename, int curveTessellation);
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void LoadVertices(std::ifstream& aFile);
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void LoadFaces(std::ifstream& aFile, int curveTessellation);
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void LoadTextures(std::ifstream& aFile);
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void LoadLightmaps(std::ifstream& aFile);
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void LoadBSPData(std::ifstream& aFile);
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std::string m_entityString;
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//header
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BSP_HEADER m_header;
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// Load Data
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std::vector<BSP_LOAD_VERTEX> m_loadVertices;
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std::vector<GLuint> m_loadMeshIndices;
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std::vector<BSP_LOAD_FACE> m_loadFaces;
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std::vector<BSP_LOAD_TEXTURE> m_loadTextures;
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std::vector<BSP_LOAD_LIGHTMAP> m_loadLightmaps;
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std::vector<BSP_LOAD_LEAF> m_loadLeaves;
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std::vector<int> m_loadLeafFaces;
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std::vector<BSP_LoadPlane> m_loadPlanes;
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std::vector<BSP_NODE> m_loadNodes;
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BSP_VISIBILITY_DATA m_loadVisibilityData;
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};
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}
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#endif // Q3BSPLOAD_H
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