• Advertisement
Sign in to follow this  

OpenGL rendering Quake 3 bsp geometry

This topic is 1741 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Edited by industrialgrok

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
  • Advertisement