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私は Quake 3 BSP ローダーに取り組んできました。ただし、顔を正しくレンダリングできません。

ここに画像の説明を入力

これがマップの頂点です。マップ上に顔をレンダリングすると、次のようになります。

ここに画像の説明を入力

これはレンダリングのコードです:

void bsp::render() 
{  
 for (    int j = 0; j <= bsp::lumps[13].length/sizeof(bspface); j++)//Read until end of lump
    {
     if ((bsp::faces[j].type == 1)||(bsp::faces[j].type == 3))       // 1=polygon, 2=patch, 3=mesh, 4=billboard    
       {        
        glFrontFace(GL_CW);
        glBegin(GL_TRIANGLE_STRIP);
        for (    int k = 0; k <=  bsp::faces[j].numofverts - 1; k++)//Read until end of lump
           {
            glVertex3f(bsp::vertices[bsp::faces[j].vertexindex+k].position.x, bsp::vertices[bsp::faces[j].vertexindex+k].position.y, bsp::vertices[bsp::faces[j].vertexindex+k].position.z);
           }
        glEnd();    
       }
   }
}

完全なソース コード:

#include <stdio.h>                                   
#include <cstdio>
#include <string>
#include <algorithm>
#include <fstream>
#include <cstdio>
#include <iostream>
#include <stdlib.h>
#include <sstream>
#include <GL/GL.h>                                    
#include <SDL/SDL.h>
#include <assert.h>                                   

using namespace std;

int SCREEN_WIDTH = 640;
int SCREEN_HEIGHT = 480;
int SCREEN_BPP = 24;
bool running = true;
bool lightmaps;
SDL_Event event;

#define MAX_BRUSHES     10000
#define MAX_FACES       10000
#define MAX_VERTS       10000000
#define MAX_TEXTURES    1000
#define MAX_LEAFFACES   65536

struct pos
{
 float x;
 float y;
 float z;
};

struct bspface
{
 int   textureid;        // The index     into the texture array
 int   effect;           // The index for the effects (or -1 = n/a)
 int   type;             // 1=polygon, 2=patch, 3=mesh, 4=billboard
 int   vertexindex;      // The index     into this face's first vertex
 int   numofverts;       // The number of vertices for this face
 int   meshvertindex;    // The index     into the first meshvertex
 int   nummeshverts;     // The number of mesh vertices
 int   lightmapid;       // The texture index for the lightmap
 int   lmapcorner[2];    // The face's lightmap corner in the image
 int   lmapsize[2];      // The size of the lightmap section
 float lmappos[3];     // The 3D origin of lightmap.
 float lmapbitsets[2][3]; // The 3D space for s and t unit vectors.
 float vnormal[3];     // The face normal.
 int   size[2];          // The bezier patch dimensions.
};

struct bspvertex
{
 pos position;      //x y z
 float texturecoord[2];  //u, v texture coordinate
 float lightmapcoord[2]; //u, v lightmap coordinate
 float normal[3];        //x, y, z normalized vector
 char  color[4];         //RGBA color for the vertex
};

struct bsptexture 
{
 char name[64];      // The name of the texture w/o the extension
 int flags;          // The surface flags (unknown)
 int contents;       // The content flags (unknown)
};

struct bspbrush 
{
 int brushSide;           // The starting brush side for the brush
 int numofbrushsides;     // Number of brush sides for the brush
 int textureid;           // The texture index for the brush
};

struct bsplump
{
 int offset;
 int length;
};

class bsp
{
 public:
 ifstream    bspfile;
 bsplump     lumps[16];
 char        entities[10000];
 bspvertex   vertices[MAX_VERTS];
 bspface     faces[MAX_FACES];
 bsptexture  textures[MAX_TEXTURES];
 bspbrush    brushs[MAX_BRUSHES];
 int         faceindex[MAX_LEAFFACES];
 void load(string);
 void render();  
};

void bsp::load(string name)
{
 cout << "Loading BSP \"" << name << "\"" << endl;
 bsp::bspfile.open (name.c_str(), istream::binary);
 if(bsp::bspfile == NULL)
   cout << "ERROR: No file named \""<< name <<"\" found" << endl;
 else
     {
      char magic[64];                 //Number used in Quake 3 BSP header    
      bsp::bspfile.read(magic, 4);    //Read the magic number in the header of the BSP file it should be "IBSP"
      if((magic[0] != 'I')||(magic[1] != 'B')||(magic[2] != 'S')||(magic[3] != 'P'))
       { 
        cout << "ERROR: Not a valid Quake 3 BSP file" << endl;
       }
      else
          {
           int version;
          char vbuffer[4];                
          bsp::bspfile.read(vbuffer, 4);   
          for (    int k = 0; k <= 3; k++)    
             {
              ((char*)&version)[k] = vbuffer[k];
             }

          if(version != 46)//46 = 0x2e in hexidecimal
            cout << "ERROR: Unknown version of Quake 3 BSP" << endl;
          else
              {
               for (    int i = 0; i <= 16; i++)
                  {
                   char lumpoffset[4];
                   char lumplength[4];

                   //Read lumps offset
                   bsp::bspfile.read(lumpoffset, 4);                    
                   for (    int k = 0; k <= 3; k++)    
                      {
                       ((char*)&bsp::lumps[i].offset)[k] = lumpoffset[k];
                      }

                   //Read lumps length   
                   bsp::bspfile.read(lumplength, 4);                    
                   for (    int k = 0; k <= 3; k++)    
                      {
                       ((char*)&bsp::lumps[i].length)[k] = lumplength[k];
                      }

                   cout << "Lump " << i << " offset is " << bsp::lumps[i].offset << endl
                        << "Lump " << i << " length is " << bsp::lumps[i].length << endl << endl;                   
                 }

               //Load entities (LUMP 0)
               bsp::bspfile.seekg (bsp::lumps[0].offset, ios::beg);
               bsp::bspfile.read(bsp::entities, bsp::lumps[0].length);  

               //Load textures    (LUMP 1)            
               bsp::bspfile.seekg (bsp::lumps[1].offset, ios::beg);
               for (    int j = 0; j <= bsp::lumps[1].length/sizeof(bsptexture); j++) //Read until end of lump
                  {               
                   char buffer[72];           
                   bsp::bspfile.read(buffer, 72);  

                   for (    int k = 0; k <= 71; k++)//Read until end of lump
                      {
                       ((char*)&bsp::textures[j])[k] = buffer[k];
                      }
                  }

               //Load Leaffaces (LUMP 5)
               bsp::bspfile.seekg (bsp::lumps[5].offset, ios::beg);
               for (    int j = 0; j <= bsp::lumps[5].length/sizeof(bspvertex); j++) //Read until end of lump
                  {
                   char buffer[4];                 //create buffer for Leaffaces         
                   bsp::bspfile.read(buffer, 4);   //Read
                   for (    int k = 0; k <= 3; k++)    //Read until end of lump
                      {
                       ((char*)&bsp::faceindex[j])[k] = buffer[k];
                     }
                  }

               //Load vertices (LUMP 10)
               bsp::bspfile.seekg (bsp::lumps[10].offset, ios::beg); //Load vertex data from vertex lump (10)
               for (    int j = 0; j <= bsp::lumps[10].length/sizeof(bspvertex); j++)//Read until end of lump
                  {
                   char buffer[44];           //create buffer for verts    
                   bsp::bspfile.read(buffer, 44);   //Read
                   for (    int k = 0; k <= 43; k++)//Read until end of lump
                      {
                       ((char*)&bsp::vertices[j])[k] = buffer[k];
                      }
                  }

               //Load faces (LUMP 13)
               bsp::bspfile.seekg (bsp::lumps[13].offset, ios::beg); //Load face data from face lump (13)
               for (    int j = 0; j <= bsp::lumps[13].length/sizeof(bspface); j++)//Read until end of lump
                  {
                   char buffer[104];                 //create buffer for faces    
                   bsp::bspfile.read(buffer, 104);   //Read
                   for (    int k = 0; k <= 103; k++)    //Read until end of lump
                      {
                       ((char*)&bsp::faces[j])[k] = buffer[k];
                      }
                  }
                }
        }

    }
}
void bsp::render() 
{  
 for (    int j = 0; j <= bsp::lumps[13].length/sizeof(bspface); j++)//Read until end of lump
    {
     if ((bsp::faces[j].type == 1)||(bsp::faces[j].type == 3))       // 1=polygon, 2=patch, 3=mesh, 4=billboard    
       {        
        glFrontFace(GL_CW);
        glBegin(GL_TRIANGLE_STRIP);
        for (    int k = 0; k <=  bsp::faces[j].numofverts - 1; k++)//Read until end of lump
           {
            glVertex3f(bsp::vertices[bsp::faces[j].vertexindex+k].position.x, bsp::vertices[bsp::faces[j].vertexindex+k].position.y, bsp::vertices[bsp::faces[j].vertexindex+k].position.z);
           }
        glEnd();    
       }
   }
}

bsp bspbuffer;

bool initGL()
{
 //Initialize Projection Matrix
 glMatrixMode( GL_PROJECTION );
 glLoadIdentity();
 //Initialize Modelview Matrix
 glMatrixMode( GL_MODELVIEW );
 glLoadIdentity();
 //Initialize clear color
 glClearColor( 0.f, 0.f, 0.f, 1.f );
 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
 return true;
}

float angle; 

void render() 
{
 angle = angle + 1;
 glPushMatrix();
 //Clear color buffer
 glClear( GL_COLOR_BUFFER_BIT );
 //Render quad
 glPointSize(5.0);
 glRotatef(angle,1,1,1);
 glScalef(.002,.002,.002);
 bspbuffer.render();
 //Update screen
 glPopMatrix();
 SDL_GL_SwapBuffers();

 //While there are events to handle
 while( SDL_PollEvent( &event ) )
      {
       if(event.type == SDL_QUIT)
         {
          running = false;
          exit(0);
         }
      }       
 SDL_Delay( 1000 / 30 );
}

bool init()
{
 //Initialize SDL
 if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
   {
    return false;
   }
//Create Window
if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL )
  {
   return false;
  }
//Initialize OpenGL
if( initGL() == false )
  {
   return false;
  }
 //Set caption
 SDL_WM_SetCaption( "OpenGL BSP", NULL );
 return true;
}

#undef main

int main()
{
 init();
 bspbuffer.load("test1.bsp");
 do
   {
    render();
   }while(running);   
 return 0; 
}
4

2 に答える 2

1

使用しているインデックスは、頂点の塊から顔のポリゴンを指しています。レンダリングされた地図を見たいだけなら、GL_TRIANGLE_STRIP モードを GL_POLYGON に置き換えてみてください。

そのポリゴンの三角形バージョンは、meshverts の塊に格納されます。したがって、三角形をレンダリングするには、meshverts に格納されたインデックスと、面の vertexindex からのオフセットが必要です。

于 2013-11-14T09:54:29.003 に答える
0

タイプ 1 とタイプ 3 の両方の面をレンダリングするには、一括 11 のメッシュ頂点で GL_TRIANGLES を使用することをお勧めします。これはタイプ 3 の面に必要ですが、タイプ 1 でも機能するため、両方に同じコードを使用することもできます。j のループでは、次のようなものが必要になります。

bspface *face = &bsp::faces[j];
int v = face->vertexindex;
int m = face->meshvertindex;
int n = face->nummeshverts;
glBegin(GL_TRIANGLES);
for (int i = 0; i < n; i++) {
    bspvertex *vertex = &bsp::vertices[v + bsp::meshverts[m + i]];
    glVertex3f(vertex->position.x, vertex->position.y, vertex->position.z);
}
glEnd();

これはもちろん、bsp クラスに meshverts を追加することを前提としています。

Meshverts は、q3 マップ スペックの一部として説明されています。

于 2016-02-18T05:44:37.780 に答える