示例#1
0
        bspface[] ReadFaces(int lump)
        {
            br.BaseStream.Seek(header.lumps [lump].fileofs, SeekOrigin.Begin);
            int numFaces = header.lumps [lump].filelen / 56;

            bspface[] temp = new bspface[numFaces];
            for (int i = 0; i < numFaces; i++)
            {
                bspface face = new bspface();
                face.planenum                    = br.ReadUInt16();
                face.side                        = br.ReadByte();
                face.onNode                      = br.ReadByte();
                face.firstedge                   = br.ReadInt32();
                face.numedges                    = br.ReadInt16();
                face.texinfo                     = br.ReadInt16();
                face.dispinfo                    = br.ReadInt16();
                face.surfaceFogVolumeID          = br.ReadInt16();
                face.styles                      = br.ReadBytes(4);
                face.lightofs                    = br.ReadInt32();
                face.area                        = br.ReadSingle();
                face.LightmapTextureMinsInLuxels = new int[] { br.ReadInt32(), br.ReadInt32() };
                face.LightmapTextureSizeInLuxels = new int[] { br.ReadInt32(), br.ReadInt32() };
                face.origFace                    = br.ReadInt32();
                face.numPrims                    = br.ReadUInt16();
                face.firstPrimID                 = br.ReadUInt16();
                face.smoothingGroups             = br.ReadUInt32();
                temp[i] = face;
            }
            tempLog += ("Load: " + numFaces + " Faces \n");
            //Debug.Log ("Load: "+numFaces+" Faces");
            return(temp);
        }
示例#2
0
        surface BuildDispFace(int faceIndex, int model, short dispinfoId)
        {
            Vector3[]      vertices   = new Vector3[4];
            List <Vector3> disp_verts = new List <Vector3>();
            List <Vector2> UVs        = new List <Vector2>();
            List <Color32> cols       = new List <Color32>();
            List <int>     indices    = new List <int>();

            bspface curFace = map.facesLump[faceIndex];

            bsptexinfo curTexInfo = map.texinfosLump[curFace.texinfo];
            bsptexdata curTexData = map.texdataLump[curTexInfo.texdata];


            int fEdge = curFace.firstedge;

            for (int i = 0; i < curFace.numedges; i++)
            {
                vertices[i] = (map.surfedgesLump[fEdge + i] > 0 ?
                               map.vertexesLump[map.edgesLump[Mathf.Abs(map.surfedgesLump[fEdge + i])][0]] :
                               map.vertexesLump[map.edgesLump[Mathf.Abs(map.surfedgesLump[fEdge + i])][1]]);
            }

            bspdispinfo curDisp  = map.dispinfoLump [dispinfoId];
            Vector3     startPos = curDisp.startPosition;

            float dist;
            float minDist  = 0.1f;
            int   minIndex = 0;

            for (int i = 0; i < 4; i++)
            {
                dist = Vector3.Distance(startPos, vertices[i]);

                if (dist < minDist)
                {
                    minDist  = dist;
                    minIndex = i;
                }
            }

            Vector3 temp;

            for (int i = 0; i < minIndex; i++)
            {
                temp        = vertices[0];
                vertices[0] = vertices[1];
                vertices[1] = vertices[2];
                vertices[2] = vertices[3];
                vertices[3] = temp;
            }

            Vector3 leftEdge  = vertices[1] - vertices[0];
            Vector3 rightEdge = vertices[2] - vertices[3];


            int numEdgeVertices = (1 << curDisp.power) + 1;

            float subdivideScale = 1.0f / (float)(numEdgeVertices - 1);

            Vector3 leftEdgeStep  = leftEdge * subdivideScale;
            Vector3 rightEdgeStep = rightEdge * subdivideScale;

            int firstVertex = 0;

            Vector3 leftEnd;
            Vector3 rightEnd;
            Vector3 leftRightSeg;
            Vector3 leftRightStep;

            int         dispVertIndex;
            bspDispVert dispVert;

            Vector3 flatVertex;
            Vector3 dispVertex;

            float scaleU = (float)1f / curTexData.width;
            float scaleV = (float)1f / curTexData.height;

            for (int i = 0; i < numEdgeVertices; i++)
            {
                leftEnd   = leftEdgeStep * (float)i;
                leftEnd  += vertices[0];
                rightEnd  = rightEdgeStep * (float)i;
                rightEnd += vertices[3];

                leftRightSeg  = rightEnd - leftEnd;
                leftRightStep = leftRightSeg * subdivideScale;

                for (int j = 0; j < numEdgeVertices; j++)
                {
                    dispVertIndex  = curDisp.DispVertStart;
                    dispVertIndex += i * numEdgeVertices + j;
                    dispVert       = map.dispVertsLump[dispVertIndex];

                    flatVertex = leftEnd + (leftRightStep * (float)j);

                    dispVertex  = dispVert.vec * (dispVert.dist /* *scale*/);
                    dispVertex += flatVertex;

                    disp_verts.Add(dispVertex);


                    float tU = Vector3.Dot(flatVertex, curTexInfo.texvecs) + (curTexInfo.texoffs);
                    float tV = Vector3.Dot(flatVertex, curTexInfo.texvect) + (curTexInfo.texofft);
                    UVs.Add(new Vector2(tU * scaleU, tV * scaleV));

                    cols.Add(new Color32((byte)(dispVert.alpha), 0, 0, 0));
                }
            }

            int curIndex;

            for (int i = 0; i < numEdgeVertices - 1; i++)
            {
                for (int j = 0; j < numEdgeVertices - 1; j++)
                {
                    curIndex = i * numEdgeVertices + j;

                    if ((curIndex % 2) == 1)
                    {
                        curIndex += firstVertex;

                        indices.Add(curIndex + 1);
                        indices.Add(curIndex);
                        indices.Add(curIndex + numEdgeVertices);
                        indices.Add(curIndex + numEdgeVertices + 1);
                        indices.Add(curIndex + 1);
                        indices.Add(curIndex + numEdgeVertices);
                    }
                    else
                    {
                        curIndex += firstVertex;

                        indices.Add(curIndex);
                        indices.Add(curIndex + numEdgeVertices);
                        indices.Add(curIndex + numEdgeVertices + 1);
                        indices.Add(curIndex + 1);
                        indices.Add(curIndex);
                        indices.Add(curIndex + numEdgeVertices + 1);
                    }
                }
            }


            for (int i = 0; i < disp_verts.Count; i++)
            {
                disp_verts[i] *= uSrcSettings.Inst.worldScale;
            }


            surface f = new surface();

            f.index = faceIndex;
            //f.flags = flags;

            f.dispinfo = dispinfoId;

            f.points = disp_verts.ToArray();
            f.uv     = UVs.ToArray();
            //f.uv2 = UV2s;
            f.cols      = cols.ToArray();
            f.triangles = indices.ToArray();

            //f.lightMapW = lightmapW;
            //f.lightMapH = lightmapH;

            return(f);
        }
示例#3
0
        bool BuildFace(int index, ref Vector3[] verts, ref Vector2[] UVs, ref Vector2[] UV2s, ref int[] tris, int vertOffs, int triOffs)
        {
            bspface    curface   = map.facesLump[index];
            int        startEdge = curface.firstedge;
            int        nEdges    = curface.numedges;
            bsptexinfo texInfo   = map.texinfosLump[curface.texinfo];
            //Debug.Log("texinfo "+curface.texinfo+"/"+map.texinfosLump.Length);
            int tiFlags = texInfo.flags;

            int lightmapW = curface.LightmapTextureSizeInLuxels[0] + 1;
            int lightmapH = curface.LightmapTextureSizeInLuxels[1] + 1;

            int lmx = 0, lmy = 0;

            if (uSrcSettings.Inst.lightmaps && (tiFlags & SourceBSPStructs.SURF_NOLIGHT) == 0)
            {
                if (!LM_AllocBlock(lightmapW, lightmapH, out lmx, out lmy))
                {
                    Debug.LogWarning("LM_AllocBlock failed on face " + index);
                    return(false);
                }
            }

            for (int i = 0; i < nEdges; i++)
            {
                //verts.Add( map.surfedgesLump[i]>0 ?
                verts[vertOffs + i] = (map.vertexesLump[map.edgesLump[Math.Abs(map.surfedgesLump[startEdge + i])][map.surfedgesLump[startEdge + i] > 0?0:1]]);
            }
            int j = triOffs;

            for (int i = 0; i < nEdges - 2; i++)
            {
                tris[j]     = vertOffs;
                tris[j + 1] = vertOffs + i + 1;
                tris[j + 2] = vertOffs + i + 2;
                j          += 3;
            }

            float scales = map.texdataLump[texInfo.texdata].width * uSrcSettings.Inst.worldScale;
            float scalet = map.texdataLump[texInfo.texdata].height * uSrcSettings.Inst.worldScale;

            for (int i = 0; i < nEdges; i++)
            {
                float tU = Vector3.Dot(verts[vertOffs + i] * uSrcSettings.Inst.worldScale, texInfo.texvecs) + (texInfo.texoffs * uSrcSettings.Inst.worldScale);
                float tV = Vector3.Dot(verts[vertOffs + i] * uSrcSettings.Inst.worldScale, texInfo.texvect) + (texInfo.texofft * uSrcSettings.Inst.worldScale);
                UVs[vertOffs + i] = new Vector2(tU / scales, tV / scalet);
            }

            for (int i = 0; i < nEdges; i++)
            {
                float U, V;
                if ((tiFlags & SourceBSPStructs.SURF_NOLIGHT) == 0)
                {
                    U = Vector3.Dot(verts[vertOffs + i], texInfo.lightvecs) + texInfo.lightoffs + 0.5f - curface.LightmapTextureMinsInLuxels[0] + lmx;
                    V = Vector3.Dot(verts[vertOffs + i], texInfo.lightvect) + texInfo.lightofft + 0.5f - curface.LightmapTextureMinsInLuxels[1] + lmy;
                }
                else
                {
                    U = BLOCK_SIZE - 2;
                    V = BLOCK_SIZE - 2;
                }

                UV2s[vertOffs + i] = new Vector2(U / BLOCK_SIZE, V / BLOCK_SIZE);
            }

            for (int i = 0; i < nEdges; i++)
            {
                verts[vertOffs + i] *= uSrcSettings.Inst.worldScale;
            }

            if (uSrcSettings.Inst.lightmaps && (tiFlags & SourceBSPStructs.SURF_NOLIGHT) == 0)
            {
                CreateLightmapTex(lightmapW, lightmapH, lmx, lmy, index);
            }

            return(true);
        }
        surface BuildFace(int index)
        {
            List <Vector3> verts = new List <Vector3>();
            List <Vector2> UVs   = new List <Vector2>();
            List <Vector2> UV2s  = new List <Vector2>();
            List <int>     tris  = new List <int>();

            bspface curface   = map.facesLump[index];
            int     startEdge = curface.firstedge;
            int     nEdges    = curface.numedges;
            //Debug.Log("texinfo "+curface.texinfo+"/"+map.texinfosLump.Length);
            int flags = map.texinfosLump [curface.texinfo].flags;

            for (int i = startEdge; i < startEdge + nEdges; i++)
            {
                verts.Add(map.surfedgesLump[i] > 0 ?
                          map.vertexesLump[map.edgesLump[Mathf.Abs(map.surfedgesLump[i])][0]] :
                          map.vertexesLump[map.edgesLump[Mathf.Abs(map.surfedgesLump[i])][1]]);
            }

            for (int i = 1; i < verts.Count - 1; i++)
            {
                tris.Add(0);
                tris.Add(i);
                tris.Add(i + 1);
            }

            bsptexinfo texInfo = map.texinfosLump [map.facesLump [index].texinfo];

            float scales = map.texdataLump[texInfo.texdata].width * uSrcSettings.Inst.worldScale;
            float scalet = map.texdataLump[texInfo.texdata].height * uSrcSettings.Inst.worldScale;

            for (int i = 0; i < verts.Count; i++)
            {
                float tU = Vector3.Dot(verts[i] * uSrcSettings.Inst.worldScale, texInfo.texvecs) + (texInfo.texoffs * uSrcSettings.Inst.worldScale);
                float tV = Vector3.Dot(verts[i] * uSrcSettings.Inst.worldScale, texInfo.texvect) + (texInfo.texofft * uSrcSettings.Inst.worldScale);
                UVs.Add(new Vector2(tU / scales, tV / scalet));
            }

            int lightmapW = (map.facesLump[index].LightmapTextureSizeInLuxels[0] + 1);
            int lightmapH = (map.facesLump[index].LightmapTextureSizeInLuxels[1] + 1);

            for (int i = 0; i < verts.Count; i++)
            {
                float U = Vector3.Dot(verts[i], texInfo.lightvecs) + texInfo.lightoffs + 0.5f - map.facesLump[index].LightmapTextureMinsInLuxels[0];
                float V = Vector3.Dot(verts[i], texInfo.lightvect) + texInfo.lightofft + 0.5f - map.facesLump[index].LightmapTextureMinsInLuxels[1];
                //U=(U*(float)((float)lightmapW/((float)lightmapW+2f)))+(1f/((float)lightmapW+2f));
                //V=(V*(float)((float)lightmapH/((float)lightmapH+2f)))+(1f/((float)lightmapH+2f));
                UV2s.Add(new Vector2(U / (lightmapW), V / (lightmapH)));
            }

            for (int i = 0; i < verts.Count; i++)
            {
                verts[i] *= uSrcSettings.Inst.worldScale;
            }

            int texID = map.texdataLump [map.texinfosLump [map.facesLump [index].texinfo].texdata].nameStringTableID;

            surface f = new surface();

            f.index    = index;
            f.flags    = flags;
            f.texID    = texID;
            f.dispinfo = curface.dispinfo;

            f.points    = verts.ToArray();
            f.uv        = UVs.ToArray();
            f.uv2       = UV2s.ToArray();
            f.triangles = tris.ToArray();

            f.lightMapW = lightmapW;
            f.lightMapH = lightmapH;

            return(f);
        }