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621 lines
19 KiB
621 lines
19 KiB
#include "common.h"
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#include "bsp.h"
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#include "ps1types.h"
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#include "ps1bsp.h"
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#include "lighting.h"
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#include "texture.h"
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#include "tesselate.h"
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static char path[_MAX_PATH];
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template<class TData> size_t writeMapData(const std::vector<TData>& data, ps1bsp_dentry_t& dentry, FILE* f)
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{
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dentry.offset = (unsigned int)ftell(f);
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dentry.size = sizeof(TData) * data.size();
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return fwrite(data.data(), sizeof(TData), data.size(), f);
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}
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static float computeFaceArea(const world_t* world, const face_t* face)
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{
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const plane_t* plane = &world->planes[face->plane_id];
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// Construct a tangent and bitangent for the plane
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Vec3 tangent, bitangent;
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plane->getTangents(tangent, bitangent);
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// Project all face vertices onto the face's plane
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BoundBox bounds;
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for (int edgeListIdx = 0; edgeListIdx < face->ledge_num; ++edgeListIdx)
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{
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int edgeIdx = world->edgeList[face->ledge_id + edgeListIdx];
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int vertIndex = edgeIdx > 0 ?
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world->edges[edgeIdx].vertex0 :
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world->edges[-edgeIdx].vertex1;
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const vertex_t* vertex = &world->vertices[vertIndex];
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Vec3 vec = vertex->toVec();
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double x = tangent.dotProduct(vec);
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double y = bitangent.dotProduct(vec);
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bounds.includePoint(Vec3(x, y, 0.0));
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}
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Vec3 extents = bounds.max - bounds.min;
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return extents.x * extents.y;
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}
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typedef std::unordered_map<const face_t*, std::vector<Tesselator::Polygon>> FacePolygons;
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int process_faces(const world_t* world, const TextureList& textures)
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{
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// Write some data to a file
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FILE* fbsp;
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fopen_s(&fbsp, "test.ps1bsp", "wb");
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if (!fbsp)
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return 0;
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ps1bsp_header_t outHeader = { 0 }; // Write an empty placeholder header first
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outHeader.version = 1;
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fwrite(&outHeader, sizeof(ps1bsp_header_t), 1, fbsp);
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std::vector<ps1bsp_worldspawn_t> outWorldSpawns;
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ps1bsp_worldspawn_t outWorldSpawn = { 0 };
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Tesselator tesselator(world);
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// Convert faces defined by edges into faces defined by vertex indices
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std::vector<ps1bsp_face_t> outFaces;
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std::vector<ps1bsp_facevertex_t> outFaceVertices;
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FaceBounds faceBounds;
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for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx)
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{
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const face_t* face = &world->faces[faceIdx];
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const texinfo_t* texinfo = &world->texInfos[face->texinfo_id];
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const miptex_t* miptex = &world->miptexes[texinfo->texture_id];
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const plane_t* plane = &world->planes[face->plane_id];
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ps1bsp_face_t outFace = { 0 };
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outFace.planeId = face->plane_id;
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outFace.side = (unsigned char)face->side;
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outFace.firstFaceVertex = (unsigned short)outFaceVertices.size();
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outFace.textureId = (unsigned char)texinfo->texture_id;
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Matrix4x4 textureTrsf = tesselator.buildTextureSpaceTransform(texinfo, miptex, plane);
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// Traverse the list of face edges to collect all of the face's vertices
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Vec3 vertexSum;
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FaceBound bounds;
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for (int edgeListIdx = 0; edgeListIdx < face->ledge_num; ++edgeListIdx)
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{
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int edgeIdx = world->edgeList[face->ledge_id + edgeListIdx];
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unsigned short vertIndex = edgeIdx > 0 ?
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world->edges[edgeIdx].vertex0 :
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world->edges[-edgeIdx].vertex1;
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const vertex_t* vertex = &world->vertices[vertIndex];
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Vec3 vertexPoint = vertex->toVec();
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// Calculate bounding box of this face
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if (edgeListIdx == 0)
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bounds.worldBounds.init(vertexPoint);
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else
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bounds.worldBounds.includePoint(vertexPoint);
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Vec3 texturePoint = textureTrsf.TransformPoint(vertexPoint);
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bounds.addTexturePoint(texturePoint.x, texturePoint.y);
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// Sum all vertices to calculate an average center point
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vertexSum = vertexSum + vertexPoint;
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ps1bsp_facevertex_t faceVertex = { 0 };
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faceVertex.index = (unsigned short)tesselator.addVertex(vertexPoint);
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outFaceVertices.push_back(faceVertex);
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}
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faceBounds[face] = bounds;
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// For visualizing and debugging lightmaps
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//if (face->ledge_num >= 10)
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// export_lightmap(world, face, bounds, faceIdx);
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outFace.numFaceVertices = (unsigned char)(outFaceVertices.size() - outFace.firstFaceVertex);
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outFace.center = (vertexSum / face->ledge_num).convertWorldPosition();
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float area = computeFaceArea(world, face); // TODO: divide by number of polygons
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outFace.center.pad = (short)(sqrt(area));
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outFaces.push_back(outFace);
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}
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std::vector<ps1bsp_polyvertex_t> outPolyVertices;
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std::vector<ps1bsp_polygon_t> outPolygons;
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// Iterate over all faces again; now that we know the bounds of each face, we can calculate lighting for all of them
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for (int faceIdx = 0; faceIdx < world->numFaces; ++faceIdx)
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{
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face_t* face = &world->faces[faceIdx];
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ps1bsp_face_t* outFace = &outFaces[faceIdx];
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const texinfo_t* texinfo = &world->texInfos[face->texinfo_id];
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const miptex_t* miptex = &world->miptexes[texinfo->texture_id];
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const auto& texture = textures[texinfo->texture_id];
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// Skip over invisible collision volumes entirely
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if (!strcmp(miptex->name, "clip") || !strcmp(miptex->name, "trigger"))
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{
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outFace->firstPolygon = 0;
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outFace->numPolygons = 0;
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continue;
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}
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// Detect special surface types
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if (!strncmp(miptex->name, "sky", 3))
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{
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outFace->flags |= SURF_DRAWSKY;
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}
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else if (miptex->name[0] == '*')
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{
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// Certain liquid types should not be transparent
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if (strncmp(miptex->name, "*lava", 5) && strncmp(miptex->name, "*slime", 6) && strncmp(miptex->name, "*tele", 5))
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outFace->flags |= SURF_DRAWWATER;
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// Draw liquids as fullbright transparent surfaces
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outFace->flags |= SURF_DRAWLIQUID;
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}
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// Calculate average face lighting * color from texture data
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for (int faceVertIdx = 0; faceVertIdx < outFace->numFaceVertices; ++faceVertIdx)
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{
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auto& faceVert = outFaceVertices[outFace->firstFaceVertex + faceVertIdx];
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Vec3 point = tesselator.getVertices()[faceVert.index];
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unsigned char light;
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if (outFace->flags & SURF_DRAWSKY || outFace->flags & SURF_DRAWLIQUID || face->lightmap < 0)
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{
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light = 255;
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}
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else
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{
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light = compute_faceVertex_light5(world, face, faceBounds, point);
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light = (int)((float)light * 1.5f); // Compromise between overbright and non-overbright lighting. Looks good in practice.
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if (light > 255)
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light = 255;
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}
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// Apply lighting to each color channel, and keep track of any overflows
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int col[3], maxCol = 0;
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for (int i = 0; i < 3; ++i)
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{
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col[i] = texture.averageColor.channel[i] * light / 255;
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if (col[i] > maxCol)
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maxCol = col[i];
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}
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if (maxCol > 255)
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{
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// Saturate color to the highest channel value
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for (int i = 0; i < 3; ++i)
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{
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col[i] = 255 * col[i] / maxCol;
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}
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}
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// Boost the color value by 2, to simulate the PS1's overbright vertex color modulation
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faceVert.r = (unsigned char)(col[0] >> 2);
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faceVert.g = (unsigned char)(col[1] >> 2);
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faceVert.b = (unsigned char)(col[2] >> 2);
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faceVert.a = 0;
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}
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// Sky surfaces do not need to be tesselated
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if (outFace->flags & SURF_DRAWSKY)
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{
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outWorldSpawn.skyColor[0] = texture.averageColor.rgb.r << 1;
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outWorldSpawn.skyColor[1] = texture.averageColor.rgb.g << 1;
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outWorldSpawn.skyColor[2] = texture.averageColor.rgb.b << 1;
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outFace->firstPolygon = 0;
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outFace->numPolygons = 0;
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continue;
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}
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// Tesselate the face into smaller polygons based on repeating textures
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outFace->firstPolygon = (unsigned short)outPolygons.size();
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auto polygons = tesselator.tesselateFace(face);
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for (auto polyIter = polygons.begin(); polyIter != polygons.end(); ++polyIter)
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{
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ps1bsp_polygon_t outPoly = { 0 };
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outPoly.firstPolyVertex = (unsigned short)outPolyVertices.size();
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for (auto polyVertIter = polyIter->polyVertices.begin(); polyVertIter != polyIter->polyVertices.end(); ++polyVertIter)
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{
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size_t vertIndex = polyVertIter->vertexIndex;
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Vec3 normalizedUV = polyVertIter->normalizedUV;
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ps1bsp_polyvertex_t polyVert = { 0 };
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polyVert.index = (unsigned short)vertIndex;
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polyVert.u = (unsigned char)(normalizedUV.x * (texture.w - 1)) + texture.uoffs;
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polyVert.v = (unsigned char)(normalizedUV.y * (texture.h - 1)) + texture.voffs;
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Vec3 vertex = tesselator.getVertices()[vertIndex];
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int light = compute_faceVertex_light5(world, face, faceBounds, vertex);
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light = (int)((float)light * 1.5f); // Compromise between overbright and non-overbright lighting. Looks good in practice.
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if (light > 255)
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light = 255;
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polyVert.r = polyVert.g = polyVert.b = (unsigned char)light;
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outPolyVertices.push_back(polyVert);
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}
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outPoly.numPolyVertices = (unsigned short)(outPolyVertices.size() - outPoly.firstPolyVertex);
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outPolygons.push_back(outPoly);
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outFace->totalQuads += (outPoly.numPolyVertices - 1) / 2;
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}
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outFace->numPolygons = (unsigned char)(outPolygons.size() - outFace->firstPolygon);
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}
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// Convert vertex data
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const auto& inVertices = tesselator.getVertices();
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std::vector<ps1bsp_vertex_t> outVertices;
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for (auto vertIter = inVertices.begin(); vertIter != inVertices.end(); ++vertIter)
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{
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const Vec3& inVertex = *vertIter;
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ps1bsp_vertex_t outVertex = { 0 };
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// Ensure we don't overflow 16-bit short values. Most Quake maps will stay within these bounds so it *should* be fine (for now).
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if (inVertex.x > -8192 && inVertex.x < 8192 && inVertex.y > -8192 && inVertex.y < 8192 && inVertex.z > -8192 && inVertex.z < 8192)
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{
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outVertex.x = (short)(inVertex.x * WORLDSCALE);
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outVertex.y = (short)(inVertex.y * WORLDSCALE);
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outVertex.z = (short)(inVertex.z * WORLDSCALE);
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}
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else
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{
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printf("Error: vertices found outside of acceptable range: (%f, %f, %f)\n", inVertex.x, inVertex.y, inVertex.z);
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fclose(fbsp);
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return 0;
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}
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outVertices.push_back(outVertex);
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}
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// Copy PS1 texture data
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std::vector<ps1bsp_texture_t> outTextures;
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for (auto texIter = textures.begin(); texIter != textures.end(); ++texIter)
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{
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outTextures.push_back(texIter->ps1tex);
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}
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// Convert planes
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std::vector<ps1bsp_plane_t> outPlanes;
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for (int planeIdx = 0; planeIdx < world->numPlanes; ++planeIdx)
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{
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plane_t* plane = &world->planes[planeIdx];
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ps1bsp_plane_t outPlane = { 0 };
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outPlane.normal = plane->normal.convertNormal();
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outPlane.dist = (short)(plane->dist * WORLDSCALE);
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outPlane.type = (short)plane->type;
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outPlanes.push_back(outPlane);
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}
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// Convert nodes
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std::vector<ps1bsp_node_t> outNodes;
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for (int nodeIdx = 0; nodeIdx < world->numNodes; ++nodeIdx)
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{
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node_t* node = &world->nodes[nodeIdx];
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ps1bsp_node_t outNode = { 0 };
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outNode.planeId = node->plane_id;
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outNode.children[0] = node->front;
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outNode.children[1] = node->back;
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outNode.boundingSphere = node->box.toBoundingSphere();
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outNodes.push_back(outNode);
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}
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// Convert leaves
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std::vector<ps1bsp_leaf_t> outLeaves;
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for (int leafIdx = 0; leafIdx < world->numLeaves; ++leafIdx)
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{
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dleaf_t* leaf = &world->leaves[leafIdx];
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ps1bsp_leaf_t outLeaf = { 0 };
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outLeaf.type = (short)leaf->type;
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outLeaf.vislist = leaf->vislist;
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outLeaf.firstLeafFace = leaf->lface_id;
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outLeaf.numLeafFaces = leaf->lface_num;
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outLeaf.mins = leaf->bound.getMins().convertWorldPosition();
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outLeaf.maxs = leaf->bound.getMaxs().convertWorldPosition();
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outLeaves.push_back(outLeaf);
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}
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// Convert models
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std::vector<ps1bsp_model_t> outModels;
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for (int modelIdx = 0; modelIdx < world->numModels; ++modelIdx)
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{
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model_t* model = &world->models[modelIdx];
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ps1bsp_model_t outModel = { 0 };
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outModel.boundingSphere = model->bound.toBoundingSphere();
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outModel.origin = model->origin.convertWorldPosition();
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outModel.nodeId0 = (u_short)model->node_id0;
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outModel.nodeId1 = (u_short)model->node_id1;
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outModel.nodeId2 = (u_short)model->node_id2;
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outModel.nodeId3 = (u_short)model->node_id3;
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outModels.push_back(outModel);
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}
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std::vector<unsigned short> outLeafFaces(world->faceList, world->faceList + world->faceListLength);
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std::vector<unsigned char> outVisData(world->visList, world->visList + world->visListLength);
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outWorldSpawns.push_back(outWorldSpawn);
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// Write collected data to file and update header info
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writeMapData(outWorldSpawns, outHeader.worldSpawn, fbsp);
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writeMapData(outTextures, outHeader.textures, fbsp);
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writeMapData(outVertices, outHeader.vertices, fbsp);
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writeMapData(outPolygons, outHeader.polygons, fbsp);
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writeMapData(outPolyVertices, outHeader.polyVertices, fbsp);
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writeMapData(outFaces, outHeader.faces, fbsp);
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writeMapData(outFaceVertices, outHeader.faceVertices, fbsp);
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writeMapData(outPlanes, outHeader.planes, fbsp);
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writeMapData(outNodes, outHeader.nodes, fbsp);
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writeMapData(outLeaves, outHeader.leaves, fbsp);
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writeMapData(outModels, outHeader.models, fbsp);
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writeMapData(outLeafFaces, outHeader.leafFaces, fbsp); // TODO: should round these up to multiples of 4 bytes so as not to cause alignment issues with subsequent data sets
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writeMapData(outVisData, outHeader.visData, fbsp);
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// Write final header
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fseek(fbsp, 0, SEEK_SET);
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fwrite(&outHeader, sizeof(ps1bsp_header_t), 1, fbsp);
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fclose(fbsp);
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printf("PS1BSP: wrote %d vertices, %d faces, %d polygons, %d planes, %d nodes, %d leaves, %d leaf faces, %d models\n",
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outVertices.size(), outFaces.size(), outPolygons.size(),
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outPlanes.size(), outNodes.size(), outLeaves.size(), outLeafFaces.size(),
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outModels.size());
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return 1;
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}
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int process_bsp(const world_t *world)
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{
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// Test exporting texture data
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TextureList textures;
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if (!process_textures(world, textures))
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{
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return 0;
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}
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// Inspect faces/edges data
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if (!process_faces(world, textures))
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{
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return 0;
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}
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return 1;
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}
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int load_bsp(const char* bspname, world_t* world)
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{
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FILE* f;
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dheader_t* header = &world->header;
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world->name = bspname;
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sprintf_s(path, _MAX_PATH, "%s.bsp", bspname);
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fopen_s(&f, path, "rb");
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if (f == NULL)
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return 0;
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fread(header, sizeof(dheader_t), 1, f);
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printf("Header model version: %d\n", header->version);
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// Load entities
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fseek(f, header->entities.offset, SEEK_SET);
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world->entitiesLength = header->entities.size + 1;
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world->entities = (char*)malloc(world->entitiesLength * sizeof(char));
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if (world->entities == NULL)
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return 0;
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memset(world->entities, 0, world->entitiesLength * sizeof(char));
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fread(world->entities, sizeof(char), world->entitiesLength, f);
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// Load textures
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mipheader_t* mipheader = &world->mipheader;
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fseek(f, header->miptex.offset, SEEK_SET);
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fread(&mipheader->numtex, sizeof(long), 1, f);
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mipheader->offset = (long*)malloc(mipheader->numtex * sizeof(long));
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if (mipheader->offset == NULL)
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return 0;
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fread(mipheader->offset, sizeof(long), mipheader->numtex, f);
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world->miptexes = (miptex_t*)malloc(mipheader->numtex * sizeof(miptex_t));
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if (world->miptexes == NULL)
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return 0;
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const int numMipLevels = 4;
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world->textures = (unsigned char**)malloc(mipheader->numtex * numMipLevels * sizeof(unsigned char*));
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if (world->textures == NULL)
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return 0;
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memset(world->textures, 0, mipheader->numtex * numMipLevels * sizeof(unsigned char*));
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for (int texNum = 0; texNum < mipheader->numtex; ++texNum)
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{
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miptex_t* miptex = &world->miptexes[texNum];
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unsigned long miptexOffset = header->miptex.offset + mipheader->offset[texNum];
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fseek(f, miptexOffset, SEEK_SET);
|
|
fread(miptex, sizeof(miptex_t), 1, f);
|
|
|
|
for (int mipLevel = 0; mipLevel < numMipLevels; ++mipLevel)
|
|
{
|
|
unsigned long mipOffset = *(&miptex->offset1 + mipLevel);
|
|
fseek(f, miptexOffset + mipOffset, SEEK_SET);
|
|
|
|
size_t numBytes = (miptex->width * miptex->height) >> mipLevel;
|
|
unsigned char* texBytes = (unsigned char*)malloc(sizeof(unsigned char) * numBytes);
|
|
if (texBytes == NULL)
|
|
return 0;
|
|
|
|
fread(texBytes, sizeof(unsigned char), numBytes, f);
|
|
world->textures[texNum * numMipLevels + mipLevel] = texBytes;
|
|
}
|
|
}
|
|
|
|
// Load planes
|
|
world->numPlanes = header->planes.size / sizeof(plane_t);
|
|
world->planes = (plane_t*)malloc(header->planes.size);
|
|
if (world->planes == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->planes.offset, SEEK_SET);
|
|
fread(world->planes, sizeof(plane_t), world->numPlanes, f);
|
|
|
|
// Load vertices
|
|
world->numVertices = header->vertices.size / sizeof(vertex_t);
|
|
world->vertices = (vertex_t*)malloc(header->vertices.size);
|
|
if (world->vertices == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->vertices.offset, SEEK_SET);
|
|
fread(world->vertices, sizeof(vertex_t), world->numVertices, f);
|
|
|
|
// Load edges
|
|
world->numEdges = header->edges.size / sizeof(edge_t);
|
|
world->edges = (edge_t*)malloc(header->edges.size);
|
|
if (world->edges == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->edges.offset, SEEK_SET);
|
|
fread(world->edges, sizeof(edge_t), world->numEdges, f);
|
|
|
|
world->edgeListLength = header->ledges.size / sizeof(int);
|
|
world->edgeList = (int*)malloc(header->ledges.size);
|
|
if (world->edgeList == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->ledges.offset, SEEK_SET);
|
|
fread(world->edgeList, sizeof(int), world->edgeListLength, f);
|
|
|
|
// Load texture info
|
|
world->numTexInfos = header->texinfo.size / sizeof(texinfo_t);
|
|
world->texInfos = (texinfo_t*)malloc(header->texinfo.size);
|
|
if (world->texInfos == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->texinfo.offset, SEEK_SET);
|
|
fread(world->texInfos, sizeof(texinfo_t), world->numTexInfos, f);
|
|
|
|
// Load faces
|
|
world->numFaces = header->faces.size / sizeof(face_t);
|
|
world->faces = (face_t*)malloc(header->faces.size);
|
|
if (world->faces == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->faces.offset, SEEK_SET);
|
|
fread(world->faces, sizeof(face_t), world->numFaces, f);
|
|
|
|
world->faceListLength = header->lface.size / sizeof(unsigned short);
|
|
world->faceList = (unsigned short*)malloc(header->lface.size);
|
|
if (world->faceList == NULL)
|
|
return 0;
|
|
|
|
// Load visibility list
|
|
fseek(f, header->lface.offset, SEEK_SET);
|
|
fread(world->faceList, sizeof(unsigned short), world->faceListLength, f);
|
|
|
|
world->visListLength = header->visilist.size / sizeof(unsigned char);
|
|
world->visList = (unsigned char*)malloc(header->visilist.size);
|
|
if (world->visList == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->visilist.offset, SEEK_SET);
|
|
fread(world->visList, sizeof(unsigned char), world->visListLength, f);
|
|
|
|
// Load nodes
|
|
world->numNodes = header->nodes.size / sizeof(node_t);
|
|
world->nodes = (node_t*)malloc(header->nodes.size);
|
|
if (world->nodes == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->nodes.offset, SEEK_SET);
|
|
fread(world->nodes, sizeof(node_t), world->numNodes, f);
|
|
|
|
// Load leaves
|
|
world->numLeaves = header->leaves.size / sizeof(dleaf_t);
|
|
world->leaves = (dleaf_t*)malloc(header->leaves.size);
|
|
if (world->leaves == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->leaves.offset, SEEK_SET);
|
|
fread(world->leaves, sizeof(dleaf_t), world->numLeaves, f);
|
|
|
|
// Load models
|
|
world->numModels = header->models.size / sizeof(model_t);
|
|
world->models = (model_t*)malloc(header->models.size);
|
|
if (world->models == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->models.offset, SEEK_SET);
|
|
fread(world->models, sizeof(model_t), world->numModels, f);
|
|
|
|
// Load lightmaps
|
|
world->lightmapLength = header->lightmaps.size / sizeof(unsigned char);
|
|
world->lightmap = (unsigned char*)malloc(header->lightmaps.size);
|
|
if (world->lightmap == NULL)
|
|
return 0;
|
|
|
|
fseek(f, header->lightmaps.offset, SEEK_SET);
|
|
fread(world->lightmap, sizeof(unsigned char), world->lightmapLength, f);
|
|
|
|
fclose(f);
|
|
return 1;
|
|
}
|
|
|
|
void free_bsp(world_t* world)
|
|
{
|
|
free(world->lightmap);
|
|
free(world->leaves);
|
|
free(world->nodes);
|
|
free(world->visList);
|
|
|
|
free(world->texInfos);
|
|
free(world->faces);
|
|
free(world->faceList);
|
|
free(world->edges);
|
|
free(world->edgeList);
|
|
free(world->vertices);
|
|
free(world->planes);
|
|
|
|
for (int i = 0; i < world->mipheader.numtex; ++i)
|
|
{
|
|
free(world->textures[i]);
|
|
}
|
|
|
|
free(world->textures);
|
|
free(world->miptexes);
|
|
free(world->mipheader.offset);
|
|
|
|
free(world->entities);
|
|
}
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
world_t world = { 0 };
|
|
if (!load_bsp(argv[1], &world))
|
|
return 1;
|
|
|
|
int result = process_bsp(&world);
|
|
|
|
free_bsp(&world);
|
|
return !result;
|
|
}
|