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#Actualindustrialgrok

Posted 13 April 2013 - 09:21 PM

I have been working on rendering Quake 3 bsp maps for awhile but I cant get the faces to render correctly

 

 

http://postimg.org/image/o2lf8vlp9/ Here are the vertices for a map

 

 

and here's what happens when I render faces on a map

 

http://postimg.org/image/6hmoht7ep/

 

here's the code

#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;
}

any help would be appreciated


#3industrialgrok

Posted 13 April 2013 - 09:20 PM

I have been working on rendering Quake 3 bsp maps for awhile but I cant get it to render correctly

 

 

http://postimg.org/image/o2lf8vlp9/ Here are the vertices for a map

 

 

and here's what happens when I render faces on a map

 

http://postimg.org/image/6hmoht7ep/

 

here's the code

#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;
}

any help would be appreciated


#2industrialgrok

Posted 13 April 2013 - 09:13 PM

I have been working on rendering Quake 3 bsp maps for awhile but I cant get it to render correctly

 

 

http://postimg.org/image/o2lf8vlp9/ Here are the vertices for a map

 

 

and here's what happens when I render faces on a map

 

http://postimg.org/image/6hmoht7ep/

 

here's the code

#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++)
                   {                 
                    bsp::lumps[i].offset = readInt(bsp::bspfile);
                    bsp::lumps[i].length = readInt(bsp::bspfile);
                    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;
}

any help would be appreciated


#1industrialgrok

Posted 13 April 2013 - 05:43 PM

I have been working on rendering Quake 3 bsp maps for awhile but I cant get it to render correctly

 

 

http://postimg.org/image/o2lf8vlp9/ Here are the vertices for a map

 

 

and here's what happens when I render faces on a map

 

http://postimg.org/image/6hmoht7ep/

 

here's the code

#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>                                   

#include "sys_mem.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++)
                   {                 
                    bsp::lumps[i].offset = readInt(bsp::bspfile);
                    bsp::lumps[i].length = readInt(bsp::bspfile);
                    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;
}

any help would be appreciated


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