Files
Nuake-custom/Nuake/src/Scene/Systems/QuakeMapBuilder.cpp

632 lines
24 KiB
C++

#include "QuakeMapBuilder.h"
#include "src/Rendering/Mesh/Mesh.h"
#include "src/Core/FileSystem.h"
#include "src/Core/String.h"
#include "src/Scene/Scene.h"
#include "src/Scene/Entities/Entity.h"
#include "src/Scene/Components/QuakeMap.h"
#include "src/Scene/Components/ParentComponent.h"
extern "C" {
#include <libmap/h/map_parser.h>
#include <libmap/h/geo_generator.h>
#include <libmap/h/surface_gatherer.h>
}
#include "src/Rendering/Textures/MaterialManager.h"
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/TransformComponent.h"
#include "src/Scene/Components/LightComponent.h"
#include "src/Scene/Components/NameComponent.h"
#include "src/Scene/Components/TriggerZone.h"
#include "src/Resource/FGD/FGDClass.h"
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Components/PrefabComponent.h"
#include "src/Scene/Components/ModelComponent.h"
#include <vector>
#include <map>
namespace Nuake {
struct ProcessedMesh
{
std::vector<Vertex> Vertices;
std::vector<uint32_t> Indices;
};
Ref<Material> DefaultMaterial;
void QuakeMapBuilder::CreateTrigger(brush* brush, brush_geometry* brush_inst,
Scene* scene, Entity& parent,
const std::string& target, const std::string& targetname)
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
Entity brushEntity = scene->CreateEntity("Trigger");
TransformComponent& transformComponent = brushEntity.GetComponent<TransformComponent>();
TriggerZone& trigger = brushEntity.AddComponent<TriggerZone>();
trigger.target = target;
parent.AddChild(brushEntity);
transformComponent.SetGlobalPosition(Vector3(brush->center.y * (1.0f / 64),
brush->center.z * ScaleFactor * (1.0f / 64),
brush->center.x * ScaleFactor * (1.0f / 64)));
BSPBrushComponent& bsp = brushEntity.AddComponent<BSPBrushComponent>();
bsp.IsSolid = false;
bsp.target = target;
int indexOffset = 0;
for (int f = 0; f < brush->face_count; ++f)
{
face* face = &brush->faces[f];
face_geometry* face_geo_inst = &brush_inst->faces[f];
for (int i = 0; i < face_geo_inst->vertex_count; ++i)
{
face_vertex vertex = face_geo_inst->vertices[i];
Vector3 vertexPos = Vector3(
(vertex.vertex.y - brush->center.y) * ScaleFactor * (1.0f / 64),
(vertex.vertex.z - brush->center.z) * ScaleFactor * (1.0f / 64),
(vertex.vertex.x - brush->center.x) * ScaleFactor * (1.0f / 64)
);
Vector3 vertexNormal = Vector3(vertex.normal.y, vertex.normal.z, vertex.normal.x);
Vector3 vertexTangent = Vector3(vertex.tangent.y, vertex.tangent.z, vertex.tangent.x);
vertices.push_back(Vertex{
vertexPos,
Vector2(0,0),
vertexNormal,
vertexTangent,
glm::vec3(0.0, 1.0, 0.0), 0.0f
});
}
for (int i = 0; i < (face_geo_inst->vertex_count - 2) * 3; ++i)
{
unsigned int index = face_geo_inst->indices[i];
indices.push_back((unsigned int)indexOffset + index);
}
indexOffset += face_geo_inst->vertex_count;
}
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
bsp.Meshes.push_back(mesh);
}
void QuakeMapBuilder::CreateBrush(brush* brush, brush_geometry* brush_inst,
Scene* scene, Entity& parent,
const std::string& target, const std::string& targetname)
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
Entity brushEntity = scene->CreateEntity(targetname);
TransformComponent& transformComponent = brushEntity.GetComponent<TransformComponent>();
BSPBrushComponent& bsp = brushEntity.AddComponent<BSPBrushComponent>();
parent.AddChild(brushEntity);
transformComponent.SetGlobalPosition(Vector3(
brush->center.y * ScaleFactor * (1.0f / 64),
brush->center.z * ScaleFactor * (1.0f / 64),
brush->center.x * ScaleFactor * (1.0f / 64)));
int index_offset = 0;
int lastTextureID = -1;
std::string lastTexturePath = "";
for (int f = 0; f < brush->face_count; ++f)
{
face* face = &brush->faces[f];
texture_data* texture = &textures[face->texture_idx];
if (std::string(texture->name) == "__TB_empty")
{
texture->height = 1;
texture->width = 1;
}
else
{
std::string path = FileSystem::Root + "textures/" + std::string(texture->name) + ".png";
auto tex = TextureManager::Get()->GetTexture(path);
texture->height = tex->GetHeight();
texture->width = tex->GetWidth();
}
face_geometry* face_geo_inst = &brush_inst->faces[f];
for (int i = 0; i < face_geo_inst->vertex_count; ++i)
{
face_vertex vertex = face_geo_inst->vertices[i];
vertex_uv vertex_uv = get_valve_uv(vertex.vertex, face, texture->width, texture->height);
Vector3 vertexPos = Vector3(
(vertex.vertex.y - brush->center.y) * ScaleFactor * (1.0f / 64),
(vertex.vertex.z - brush->center.z) * ScaleFactor * (1.0f / 64),
(vertex.vertex.x - brush->center.x) * ScaleFactor * (1.0f / 64)
);
Vector2 vertexUV = Vector2(vertex_uv.u, vertex_uv.v);
Vector3 vertexNormal = Vector3(vertex.normal.y, vertex.normal.z, vertex.normal.x);
Vector3 vertexTangent = Vector3(vertex.tangent.y, vertex.tangent.z, vertex.tangent.x);
vertices.push_back(Vertex{
vertexPos,
vertexUV,
vertexNormal,
vertexTangent,
glm::vec3(0.0, 1.0, 0.0), 0.0f
});
}
for (int i = 0; i < (face_geo_inst->vertex_count - 2) * 3; ++i)
{
unsigned int index = face_geo_inst->indices[i];
indices.push_back(index_offset + (unsigned int)index);
}
if (lastTextureID != face->texture_idx)
{
lastTexturePath = FileSystem::Root + "textures/" + std::string(texture->name) + ".png";
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
if (std::string(texture->name) != "__TB_empty")
{
Ref<Material> material = MaterialManager::Get()->GetMaterial(lastTexturePath);
mesh->SetMaterial(material);
}
bsp.Meshes.push_back(mesh);
index_offset = 0;
vertices.clear();
indices.clear();
lastTextureID = face->texture_idx;
}
else
{
index_offset += (face_geo_inst->vertex_count);
}
}
if (vertices.size() > 0)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
Ref<Material> material = MaterialManager::Get()->GetMaterial(lastTexturePath);
mesh->SetMaterial(material);
bsp.Meshes.push_back(mesh);
}
}
void QuakeMapBuilder::CreateFuncBrush(brush* brush, brush_geometry* brush_inst,
Scene* scene, Entity& parent,
const std::string& target, const std::string& targetname, FGDBrushEntity fgdBrush)
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::string name = fgdBrush.Name;
if (targetname != "")
name = targetname;
Entity brushEntity = scene->CreateEntity(name);
TransformComponent& transformComponent = brushEntity.GetComponent<TransformComponent>();
BSPBrushComponent& bsp = brushEntity.AddComponent<BSPBrushComponent>();
bsp.IsSolid = fgdBrush.Solid;
bsp.IsTransparent = !fgdBrush.Visible;
bsp.IsFunc = true;
bsp.IsTrigger = fgdBrush.IsTrigger;
if (fgdBrush.Script != "" && fgdBrush.Class != "")
{
auto& wrenScript = brushEntity.AddComponent<WrenScriptComponent>();
wrenScript.Script = fgdBrush.Script;
wrenScript.mModule = 0; // TODO
}
if (bsp.IsTrigger)
{
TriggerZone& trigger = brushEntity.AddComponent<TriggerZone>();
trigger.target = target;
}
bsp.target = target;
parent.AddChild(brushEntity);
transformComponent.SetLocalPosition(Vector3(
brush->center.y * ScaleFactor * (1.0f / 64),
brush->center.z * ScaleFactor * (1.0f / 64),
brush->center.x * ScaleFactor * (1.0f / 64)));
int index_offset = 0;
int lastTextureID = -1;
std::string lastTexturePath = "";
for (int f = 0; f < brush->face_count; ++f)
{
face* face = &brush->faces[f];
texture_data* texture = &textures[face->texture_idx];
if (std::string(texture->name) == "__TB_empty")
{
texture->height = 1;
texture->width = 1;
}
else
{
std::string path = FileSystem::Root + std::string(texture->name) + ".png";
auto tex = TextureManager::Get()->GetTexture(path);
texture->height = tex->GetHeight();
texture->width = tex->GetWidth();
}
face_geometry* face_geo_inst = &brush_inst->faces[f];
for (int i = 0; i < face_geo_inst->vertex_count; ++i)
{
face_vertex vertex = face_geo_inst->vertices[i];
vertex_uv vertex_uv = get_valve_uv(vertex.vertex, face, texture->width, texture->height);
Vector3 vertexPos = Vector3(
(vertex.vertex.y - brush->center.y) * ScaleFactor * (1.0f / 64),
(vertex.vertex.z - brush->center.z) * ScaleFactor * (1.0f / 64),
(vertex.vertex.x - brush->center.x) * ScaleFactor * (1.0f / 64)
);
Vector2 vertexUV = Vector2(vertex_uv.u, vertex_uv.v);
Vector3 vertexNormal = Vector3(vertex.normal.y, vertex.normal.z, vertex.normal.x);
Vector3 vertexTangent = Vector3(vertex.tangent.y, vertex.tangent.z, vertex.tangent.x);
vertices.push_back(Vertex
{
vertexPos,
vertexUV,
vertexNormal,
vertexTangent,
glm::vec3(0.0, 1.0, 0.0),
0.0f
}
);
}
for (int i = 0; i < (face_geo_inst->vertex_count - 2) * 3; ++i)
{
unsigned int index = face_geo_inst->indices[i];
indices.push_back(index_offset + (unsigned int)index);
}
if (!bsp.IsTrigger)
{
if (lastTextureID != face->texture_idx)
{
lastTexturePath = FileSystem::Root + "textures/" + std::string(texture->name) + ".png";
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
if (std::string(texture->name) != "__TB_empty")
{
Ref<Material> material = MaterialManager::Get()->GetMaterial(lastTexturePath);
mesh->SetMaterial(material);
}
bsp.Meshes.push_back(mesh);
index_offset = 0;
vertices.clear();
indices.clear();
lastTextureID = face->texture_idx;
}
else
{
index_offset += (face_geo_inst->vertex_count);
}
}
else
{
index_offset += (face_geo_inst->vertex_count);
}
}
if (bsp.IsTrigger)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
bsp.Meshes.push_back(mesh);
vertices.clear();
}
if (vertices.size() > 0)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(vertices, indices);
Ref<Material> material = MaterialManager::Get()->GetMaterial(lastTexturePath);
mesh->SetMaterial(material);
bsp.Meshes.push_back(mesh);
}
}
void QuakeMapBuilder::BuildQuakeMap(Entity& ent, bool Collisions)
{
if (!ent.HasComponent<QuakeMapComponent>())
return;
ent.GetComponent<NameComponent>().IsPrefab = true;
QuakeMapComponent& quakeMapC = ent.GetComponent<QuakeMapComponent>();
ScaleFactor = quakeMapC.ScaleFactor;
Scene* m_Scene = ent.GetScene();
// TODO: Tag entities *owned* by the map.
ParentComponent& currentParent = ent.GetComponent<ParentComponent>();
// Copy queue, cant delete while iterating.
auto deletionQueue = currentParent.Children;
for (auto& e : deletionQueue)
{
m_Scene->DestroyEntity(e);
}
map_parser_load((FileSystem::Root + quakeMapC.Path).c_str());
geo_generator_run();
DefaultMaterial = MaterialManager::Get()->GetMaterial("default");
for (uint32_t e = 0; e < (uint32_t)entity_count; ++e)
{
entity* entity_inst = &entities[e];
entity_geometry* entity_geo_inst = &entity_geo[e];
Entity newEntity = m_Scene->CreateEntity("Brush " + std::to_string(e));
if (entity_inst->spawn_type == entity_spawn_type::EST_GROUP)
newEntity.GetComponent<NameComponent>().Name = "Group " + std::to_string(e);
bool isTrigger = false;
bool isFunc = false;
bool isPos = false;
ent.AddChild(newEntity);
std::string target = "";
std::string targetname = "";
FGDBrushEntity fgdBrush;
FGDPointEntity pointEntity;
bool isEntity = false;
bool isWorldSpawn = false;
bool isPointEntity = false;
for (int i = 0; i < entity_inst->property_count; i++)
{
property* prop = &(entity_inst->properties)[i];
std::string key = prop->key;
std::string value = prop->value;
if (key == "origin")
{
std::vector<std::string> splits = String::Split(value, ' ');
float x = String::ToFloat(splits[1]);
float y = String::ToFloat(splits[2]);
float z = String::ToFloat(splits[0]);
Vector3 position = Vector3(x, y, z) * ScaleFactor * (1.0f / 64.0f);
newEntity.GetComponent<TransformComponent>().SetLocalPosition(position);
}
if (key == "classname")
{
Ref<FGDFile> file = Engine::GetProject()->EntityDefinitionsFile;
EntityType type = file->GetTypeOfEntity(value);
if (type != EntityType::None)
{
if (type == EntityType::Brush)
{
fgdBrush = file->GetBrushEntity(value);
if(fgdBrush.Name != "")
isEntity = true;
else
isWorldSpawn = true;
}
if (type == EntityType::Point)
{
if (value != "")
isPointEntity = true;
pointEntity = file->GetPointEntity(value);
}
}
else
{
isWorldSpawn = true;
continue;
}
}
if (key == "targetname")
targetname = value;
if (key == "target")
target = value;
}
if (!isWorldSpawn)
{
if (isPointEntity)
{
Entity newPEntity = Engine::GetCurrentScene()->CreateEntity("New prefab Entity");
newEntity.AddChild(newPEntity);
PrefabComponent& prefabComponent = newPEntity.AddComponent<PrefabComponent>();
prefabComponent.SetPrefab(Prefab::New(pointEntity.Prefab));
for (auto& e : prefabComponent.PrefabInstance->Entities)
{
if (!e.GetComponent<ParentComponent>().HasParent)
{
newPEntity.AddChild(e);
}
}
}
for (int b = 0; b < entity_inst->brush_count; ++b)
{
brush* brush_inst = &entity_inst->brushes[b];
brush_geometry* brush_geo_inst = &entity_geo_inst->brushes[b];
if (isEntity)
CreateFuncBrush(brush_inst, brush_geo_inst, m_Scene, newEntity, target, targetname, fgdBrush);
else
CreateBrush(brush_inst, brush_geo_inst, m_Scene, newEntity, target, targetname);
}
}
else
{
std::map<std::string, Ref<Material>> m_Materials;
std::map<Ref<Material>, std::vector<ProcessedMesh>> m_StaticWorld;
Entity brushEntity = m_Scene->CreateEntity("WorldSpawn");
newEntity.AddChild(brushEntity);
TransformComponent& transformComponent = brushEntity.GetComponent<TransformComponent>();
BSPBrushComponent& bsp = brushEntity.AddComponent<BSPBrushComponent>();
bsp.IsSolid = true;
bsp.IsTransparent = false;
bsp.IsFunc = false;
bsp.IsTrigger = false;
bsp.target = target;
for (int b = 0; b < entity_inst->brush_count; ++b)
{
brush* brush_inst = &entity_inst->brushes[b];
brush_geometry* brush_geo_inst = &entity_geo_inst->brushes[b];
for (int f = 0; f < brush_inst->face_count; ++f)
{
face* face = &brush_inst->faces[f];
texture_data* texture = &textures[face->texture_idx];
Ref<Material> currentMaterial;
if (std::string(texture->name) != "__TB_empty")
{
std::string path = FileSystem::Root + "Textures/" + std::string(texture->name) + ".png";
if (m_Materials.find(path) == m_Materials.end())
m_Materials[path] = MaterialManager::Get()->GetMaterial(path);
currentMaterial = m_Materials[path];
texture->height = currentMaterial->m_Albedo->GetHeight();
texture->width = currentMaterial->m_Albedo->GetWidth();
}
else
{
currentMaterial = MaterialManager::Get()->GetMaterial("resources/Textures/default/Default.png");
texture->height = texture->width = 1;
}
face_geometry* face_geo_inst = &brush_geo_inst->faces[f];
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
for (int i = 0; i < face_geo_inst->vertex_count; ++i)
{
face_vertex vertex = face_geo_inst->vertices[i];
vertex_uv vertex_uv;
if (face->is_valve_uv)
vertex_uv = get_valve_uv(vertex.vertex, face, texture->width, texture->height);
else
vertex_uv = get_standard_uv(vertex.vertex, face, texture->width, texture->height);
Vector3 vertexPos = Vector3(
vertex.vertex.y * quakeMapC.ScaleFactor,
vertex.vertex.z * quakeMapC.ScaleFactor,
vertex.vertex.x * quakeMapC.ScaleFactor
);
Vector2 vertexUV = Vector2(vertex_uv.u, 1.0 - vertex_uv.v);
Vector3 vertexNormal = Vector3(vertex.normal.y, vertex.normal.z, vertex.normal.x);
Vector3 vertexTangent = Vector3(vertex.tangent.y, vertex.tangent.z, vertex.tangent.x);
Vector3 vertexBitangent = glm::cross(vertexNormal, vertexTangent) * (float)vertex.tangent.w;
vertices.push_back(Vertex {
vertexPos * (1.0f/64.0f),
vertexUV,
vertexNormal,
vertexTangent,
vertexBitangent,
0.0f
});
}
// We need to push the hull points because the batching
// will create 1 model per material, this prevents us from
// having 1 collision shape per brush(convex).
std::vector<Vector3> hullPoints;
hullPoints.reserve(vertices.size());
for (const auto& v : vertices)
{
hullPoints.push_back(v.position);
}
bsp.Hulls.push_back(hullPoints);
for (int i = 0; i < (face_geo_inst->vertex_count - 2) * 3; ++i)
{
uint32_t index = face_geo_inst->indices[i];
indices.push_back((unsigned int)index);
}
m_StaticWorld[currentMaterial].push_back({vertices, indices});
vertices.clear();
indices.clear();
}
}
Ref<Model> model = CreateRef<Model>();
// Batching process
for (auto& mat : m_StaticWorld)
{
std::vector<Vertex> batchedVertices;
std::vector<uint32_t> batchedIndices;
uint32_t indexOffset = 0;
for (auto& pm : mat.second)
{
for(auto& vert : pm.Vertices)
batchedVertices.push_back(vert);
for (auto& index : pm.Indices)
batchedIndices.push_back(indexOffset + index);
indexOffset += static_cast<uint32_t>(pm.Vertices.size());
}
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->AddSurface(batchedVertices, batchedIndices);
mesh->SetMaterial(mat.first);
model->AddMesh(mesh);
//bsp.Meshes.push_back(mesh);
}
ModelComponent& modelComponent = brushEntity.AddComponent<ModelComponent>();
modelComponent.ModelResource = model;
}
isEntity = false;
isPointEntity = false;
}
}
}