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XWorldMap.h
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#pragma once
#include "XGeomObject.h"
#include "TGAImage.h"
#include "XTextureManager.h"
#include "XCamera.h"
#include "XPlayer.h"
#define LIGHTMAP_SIZE 128
#define SCREEN_HEIGHT 600
#define SCREEN_WIDTH 800
static const std::string MapPath = "WorldMaps//";
#pragma pack(1)
struct Q3MapDirEntry
{
int offset;
int length;
};
struct Q3MapHeader
{
char magic[4];
int version;
Q3MapDirEntry direntries[17];
};
struct Q3MapEntities
{
char* ents; // size of lump big
};
struct Q3MapTexture
{
char name[64];
int flags;
int contents;
};
struct Q3MapPlane
{
float normal[3];
float dist;
};
struct Q3MapNode
{
int plane;
int children[2];
int mins[3];
int maxs[3];
};
struct Q3MapLeaf
{
int cluster;
int area;
int mins[3];
int maxs[3];
int leafface;
int nleaffaces;
int leafbrush;
int nleafbrushes;
};
struct Q3MapLeafFace
{
int face;
};
struct Q3MapLeafBrush
{
int brush;
};
struct Q3MapModel
{
float mins[3];
float maxs[3];
int face;
int nfaces;
int brush;
int nbrushes;
};
struct Q3MapBrush
{
int brushside;
int nbrushsides;
int texture;
};
struct Q3MapBrushSide
{
int plane;
int texture;
};
struct Q3MapVertex
{
float pos[3];
float texcoord[2][2];
float normal[3];
char color[4];
};
struct Q3MapMeshVert
{
int offset;
};
struct Q3MapEffect
{
char name[64];
int brush;
int unknown;
};
struct Q3MapFace
{
int texture;
int effect;
int type;
int vertex;
int nvertices;
int meshvert;
int nmmeshverts;
int lmindex;
int lmstart[2];
int lmsize[2];
float lmorigin[3];
float lmvecs[2][3];
float normal[3];
int size[2];
};
struct Q3MapLightMap
{
unsigned char map[LIGHTMAP_SIZE*LIGHTMAP_SIZE*3];
};
struct Q3MapLightVol
{
char ambient[3];
char directional[3];
char dir[2];
};
struct Q3MapVisData
{
int nvectors;
int sizevecs;
char* vecs; // nevectors*sizevecs big
};
#pragma pack()
class XBezierPatch
{
private:
int m_level;
std::vector<TexVertex> m_vertices;
std::vector<unsigned int> m_indices;
std::vector<int> m_trianglesPerRow;
std::vector<float> m_controlPoints;
public:
XBezierPatch();
XBezierPatch(int level, std::vector<float> controlPoints);
~XBezierPatch();
std::vector<TexVertex> GetVertices() { return m_vertices; }
std::vector<unsigned int> GetIndices() { return m_indices; }
int GetLevel() { return m_level; }
void Tesselate(void);
};
class XWorldMap :
public XGeomObject
{
protected:
unsigned int m_playerEntityIndex, m_entStringLength, m_numModels, m_numLeafBrushes, m_numBrushSides, m_numBrushes, m_numEntities, m_numTextures, m_numPlanes, m_numNodes, m_numEffects, m_numFaces, m_numVertices, m_numMeshVertices,
m_numLightMaps, m_numLeaves, m_numLeafFaces, m_visDataSize;
bool m_lightMapsOn;
std::vector<TextureIndexedFaceData*> m_faceData;
std::vector<TextureIndexedFaceData*> m_visibleFaces;
std::vector<Q3MapTexture> m_q3Textures;
Q3MapEntities m_q3Entities;
std::vector<Q3MapVertex> m_q3Vertices;
std::vector<Q3MapEffect> m_q3MapEffects;
std::vector<Q3MapLeafBrush> m_q3MapLeafBrushes;
std::vector<Q3MapBrush> m_q3MapBrushes;
std::vector<Q3MapBrushSide> m_q3MapBrushSides;
std::vector<Q3MapModel> m_q3MapModels;
std::vector<Q3MapFace> m_q3Faces;
std::vector<Q3MapMeshVert> m_q3MeshVertices;
std::vector<Q3MapPlane> m_q3Planes;
std::vector<Q3MapNode> m_q3Nodes;
std::vector<Q3MapLeaf> m_q3Leaves;
std::vector<Q3MapLeafFace> m_q3LeafFaces;
std::vector<Q3MapLightMap> m_q3LightMaps;
Q3MapVisData m_q3VisData;
std::vector<XEntity*> m_mapEntities;
int m_currentLeafPosition;
public:
XWorldMap() { }
XWorldMap(XD3DRenderer* pD3D, XTextureManager* pTextureManager) {
m_pD3D = pD3D;
m_pTextureManager = pTextureManager;
m_numShaders = 1;
}
void SetLeafPosition(int leaf) {
m_currentLeafPosition = leaf;
}
int GetCurrentLeafPosition() {
return m_currentLeafPosition;
}
XEntity* GetPlayer() {
return m_mapEntities[m_playerEntityIndex];
}
void Unload(void)
{
for (auto i : m_faceData)
{
if (i)
i->pTexVBuffer->Release();
}
for (auto i : m_visibleFaces)
{
if (i)
i->pTexVBuffer->Release();
}
m_q3Textures.clear();
delete [] m_q3Entities.ents;
m_q3Vertices.clear();
m_q3MapEffects.clear();
m_q3MapLeafBrushes.clear();
m_q3MapBrushes.clear();
m_q3MapBrushSides.clear();
m_q3MapModels.clear();
m_q3Faces.clear();
m_q3MeshVertices.clear();
m_q3Planes.clear();
m_q3Nodes.clear();
m_q3Leaves.clear();
m_q3LeafFaces.clear();
m_q3LightMaps.clear();
delete [] m_q3VisData.vecs;
}
~XWorldMap()
{
Unload();
}
std::vector<TextureIndexedFaceData*> GetFaceData() { return m_faceData; }
std::vector<TextureIndexedFaceData*> GetVisibleFaces() {
return m_visibleFaces;
}
const Q3MapEntities& GetEntities() const {
return m_q3Entities;
}
std::vector<Q3MapLeafBrush> GetLeafBrushes() { return m_q3MapLeafBrushes; }
std::vector<Q3MapBrush> GetBrushes() { return m_q3MapBrushes; }
std::vector<Q3MapBrushSide> GetBrushSides() { return m_q3MapBrushSides; }
std::vector<Q3MapFace> GetFaces() { return m_q3Faces; }
std::vector<Q3MapPlane> GetPlanes() { return m_q3Planes; }
std::vector<Q3MapNode> GetNodes() { return m_q3Nodes; }
std::vector<Q3MapLeaf> GetLeaves() { return m_q3Leaves; }
std::vector<Q3MapLeafFace> GetLeafFaces() { return m_q3LeafFaces; }
Q3MapVisData & GetVisibilityData() { return m_q3VisData; }
int GetNumLeaves() const { return m_numLeaves; }
// converts q3 coordinate system to D3D system
void Swizzle(float& x, float& y, float& z)
{
float temp = y;
y = z;
z = temp;
}
void Swizzle(int& x, int& y, int& z)
{
int temp = y;
y = z;
z = temp;
}
bool IsAlreadyVisible(TextureIndexedFaceData* pFace)
{
if (std::find(m_visibleFaces.begin(), m_visibleFaces.end(), pFace) == m_visibleFaces.end())
return false;
else
return true;
}
bool ReadHeader(std::ifstream& is, Q3MapHeader& head);
void ReadEntities(std::ifstream& is, int offset, unsigned int length);
void ReadTextures(std::ifstream& is, int offset, unsigned int length);
void ReadPlanes(std::ifstream& is, int offset, unsigned int length);
void ReadNodes(std::ifstream& is, int offset, unsigned int length);
void ReadLeaves(std::ifstream& is, int offset, unsigned int length);
void ReadLeafFaces(std::ifstream& is, int offset, unsigned int length);
void ReadLeafBrushes(std::ifstream& is, int offset, unsigned int length);
void ReadModels(std::ifstream& is, int offset, unsigned int length);
void ReadBrushes(std::ifstream& is, int offset, unsigned int length);
void ReadBrushSides(std::ifstream& is, int offset, unsigned int length);
void ReadVertices(std::ifstream& is, int offset, unsigned int length);
void ReadMeshVertices(std::ifstream& is, int offset, unsigned int length);
void ReadEffects(std::ifstream& is, int offset, unsigned int length);
void ReadFaces(std::ifstream& is, int offset, unsigned int length);
void ReadLightMaps(std::ifstream& is, int offset, unsigned int length);
void ReadVisibilityData(std::ifstream& is, int offset, unsigned int length);
bool LoadLightmapShader();
bool LoadShaders();
bool LoadEntities(void);
bool CreateInputLayout();
bool Load(std::string fileName);
bool OutputEntitiesToFile(const std::string& fileName);
bool OutputShadersToFile(const std::string& fileName);
bool CreateTextures();
bool CreatePolygons();
bool CreateLightmaps();
int FindLeaf(const D3DXVECTOR3& cameraPos) const;
bool IsClusterVisible(int visCluster, int testCluster) const;
void AddSurfacesToDraw(XCamera& cam);
void Render(XCamera* pCam);
};