Пример #1
0
		private void BuildFace(ref SourceFace face, BspSubmeshStreams subMesh)
		{
			Vertex[] faceVertices = new Vertex[face.numedges];

			var plane = this.planes[face.planenum];
			var texture_id = this.texInfo[face.texinfo].texdata;

			Float2 minUV0 = new Float2(float.MaxValue, float.MaxValue);
			Float2 minUV1 = new Float2(float.MaxValue, float.MaxValue);
			Float2 maxUV1 = new Float2(float.MinValue, float.MinValue);
			int nextShouldBe = -1;
			for (int index = 0; index < faceVertices.Length; index++)
			{
				var listOfEdgesIndex = face.firstedge + index;
				if (listOfEdgesIndex >= this.listOfEdges.Length)
				{
					throw new BspFormatException(
						string.Format("Edge list index {0} is out of range [0..{1}]", listOfEdgesIndex, this.listOfEdges.Length - 1));
				}

				var edgeIndex = this.listOfEdges[listOfEdgesIndex];
				if (edgeIndex >= this.edges.Length)
				{
					throw new BspFormatException(
						string.Format("Edge index {0} is out of range [0..{1}]", edgeIndex, this.edges.Length - 1));
				}

				SourceEdge edge;
				if (edgeIndex >= 0)
				{
					edge = this.edges[edgeIndex];
				}
				else
				{
					var flippedEdge = this.edges[-edgeIndex];
					edge = new SourceEdge { vertex0 = flippedEdge.vertex1, vertex1 = flippedEdge.vertex0 };
				}
				var edgesvertex0 = edge.vertex0;
				if (edgesvertex0 >= this.vertices.Length)
				{
					throw new BspFormatException(
						string.Format("Vertex index {0} is out of range [0..{1}]", edgesvertex0, this.vertices.Length - 1));
				}
				var edgesvertex1 = edge.vertex1;
				if (edgesvertex1 >= this.vertices.Length)
				{
					throw new BspFormatException(
						string.Format("Vertex index {0} is out of range [0..{1}]", edgesvertex1, this.vertices.Length - 1));
				}
				if (nextShouldBe >= 0 && nextShouldBe != edgesvertex0)
				{
					throw new BspFormatException(string.Format("Wrong edge order"));
				}
				nextShouldBe = edgesvertex1;
				Vertex vertex;
				this.BuildVertex(
					this.vertices[(short)edgesvertex0],
					plane.normal,
					//(face.side == 0) ? plane.normal : -plane.normal,
					face,
					ref this.texInfo[face.texinfo],
					out vertex);
				faceVertices[index] = vertex;
				if (minUV0.X > vertex.UV0.X)
				{
					minUV0.X = vertex.UV0.X;
				}
				if (minUV0.Y > vertex.UV0.Y)
				{
					minUV0.Y = vertex.UV0.Y;
				}
				if (minUV1.X > vertex.UV1.X)
				{
					minUV1.X = vertex.UV1.X;
				}
				if (minUV1.Y > vertex.UV1.Y)
				{
					minUV1.Y = vertex.UV1.Y;
				}
				if (maxUV1.X < vertex.UV1.X)
				{
					maxUV1.X = vertex.UV1.X;
				}
				if (maxUV1.Y < vertex.UV1.Y)
				{
					maxUV1.Y = vertex.UV1.Y;
				}
			}
			if (this.textures[texture_id].name == "TOOLS/TOOLSSKYBOX")
			{
				minUV0.X = 0;
				minUV0.Y = 0;
				for (int j = 0; j < (int)face.numedges; ++j)
				{
					faceVertices[j].UV0 = new Float3(0, 0, 0);
				}
			}

			int[] indices = new int[faceVertices.Length];
			for (int j = 0; j < faceVertices.Length; ++j)
			{
				meshStreams.Positions.Add(faceVertices[j].Position);
				meshStreams.Normals.Add(faceVertices[j].Normal);
				meshStreams.Colors.Add(faceVertices[j].Color);
				meshStreams.TexCoord0.Add(new Float2(faceVertices[j].UV0.X, faceVertices[j].UV0.Y));
				meshStreams.TexCoord1.Add(new Float2(faceVertices[j].UV1.X, faceVertices[j].UV1.Y));
			}
			for (int j = 1; j < faceVertices.Length - 1; ++j)
			{
				subMesh.AddToAllStreams(indices[0]);
				subMesh.AddToAllStreams(indices[j]);
				subMesh.AddToAllStreams(indices[j + 1]);
			}
		}
Пример #2
0
		//private void BuildSubmeshes(int maxTextures)
		//{
		//    int[] textureToMaterial = new int[maxTextures];
		//    foreach (var quake3Face in this.faces)
		//    {
		//        ++textureToMaterial[this.texInfo[quake3Face.texinfo].texdata];
		//    }
		//    for (int i = 0; i < maxTextures; ++i)
		//    {
		//        if (textureToMaterial[i] > 0)
		//        {
		//            int index = this.Scene.Materials.Count;
		//            var baseFileName = this.GetMaterialFileName(i);
		//            var imagePath = baseFileName;
		//            var texture = new FileReferenceImage { Path = imagePath };
		//            this.Scene.Images.Add(texture);
		//            var effect = new SceneEffect
		//                {
		//                    //Diffuse = new ImageColorSource { Image = texture }
		//                };
		//            this.Scene.Effects.Add(effect);
		//            var sceneMaterial = new SceneMaterial { Effect = effect };
		//            this.Scene.Materials.Add(sceneMaterial);
		//            submeshes[i].Material = sceneMaterial;
		//            textureToMaterial[i] = index;
		//        }
		//    }
		//}
		//private void BuildVisibilityList()
		//{
		//    for (int i = 0; i < leaves.Length; ++i)
		//    {
		//        Dictionary<int, bool> map = new Dictionary<int, bool>();
		//        if (leaves[i].cluster >= 0)
		//            foreach (var c in clusters[leaves[i].cluster].visiblity)
		//                foreach (var l in clusters[c].lists)
		//                    map[l] = true;
		//        leaves[i].VisibleLeaves = new List<int>();
		//        foreach (var j in map.Keys)
		//            if (i != j)
		//                leaves[i].VisibleLeaves.Add(j);
		//    }
		//}
		private void BuildVertex(Float3 vector3, Float3 n, SourceFace f, ref SourceTexInfo surf, out Vertex res)
		{
			res = new Vertex
				{
					Position = vector3,
					Normal = n,
					Color = Color.White,
					UV0 =
						new Float3(
						Float3.Dot(surf.vectorS, vector3) + surf.distS, Float3.Dot(surf.vectorT, vector3) + surf.distT, 0.0f),
					UV1 =
						new Float3(
						Float3.Dot(surf.lm_vectorS, vector3) + surf.lm_distS - f.LightmapTextureMinsInLuxels[0],
						Float3.Dot(surf.lm_vectorT, vector3) + surf.lm_distT - f.LightmapTextureMinsInLuxels[1],
						0.0f)
				};
			//if (f.LightmapTextureSizeInLuxels[0] == 0)
			res.UV1.X = (res.UV1.X + this.safeOffset) / (f.LightmapTextureSizeInLuxels[0] + 1.0f + this.safeBorderWidth);
			res.UV1.Y = (res.UV1.Y + this.safeOffset) / (f.LightmapTextureSizeInLuxels[1] + 1.0f + this.safeBorderWidth);

			SourceTexData tex = this.textures[surf.texdata];
			res.UV0 = new Float3(
				res.UV0.X / ((tex.width != 0) ? tex.width : 256.0f), res.UV0.Y / ((tex.height != 0) ? tex.height : 256.0f), 0.0f);
		}
Пример #3
0
		protected virtual void ReadFace(ref SourceFace face)
		{
			this.Stream.ReadUInt32();
			//source.ReadBytes(4);

			face.planenum = this.Stream.ReadUInt16(); // the plane number
			face.side = (byte)this.Stream.ReadByte(); // faces opposite to the node's plane direction
			face.onNode = (byte)this.Stream.ReadByte(); // 1 of on node, 0 if in leaf

			face.firstedge = this.Stream.ReadInt32(); // index into surfedges	
			face.numedges = this.Stream.ReadInt16(); // number of surfedges
			face.texinfo = this.Stream.ReadInt16(); // texture info
			face.dispinfo = this.Stream.ReadInt16(); // displacement info
			this.Stream.ReadBytes(50);
			face.origFace = this.Stream.ReadInt32(); // original face this was split from
			face.smoothingGroups = this.Stream.ReadUInt32(); // lightmap smoothing group
		}