stl meshloader can now load 32 bit buffers (with corresponding hint)

Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
Applied with some minor changes.
Also mesh-type in that loader now set to EAMT_STATIC (was EAMT_OBJ before, probably some copy-pasting going on).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6342 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-04-19 21:32:11 +00:00
parent a2bb74096d
commit 3ce2f0c0dd
2 changed files with 28 additions and 12 deletions

@ -1,9 +1,12 @@
-------------------------- --------------------------
Changes in 1.9 (not yet released) Changes in 1.9 (not yet released)
- stl meshloader can now load 32 bit buffers.
Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers. - Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
- obj writer can now write 32 bit buffers - obj writer can now write 32 bit buffers
- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly - obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer. It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers. - Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType). - Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
- Add IGUIImage::flip to flip/mirror images - Add IGUIImage::flip to flip/mirror images

@ -8,7 +8,7 @@
#include "CSTLMeshFileLoader.h" #include "CSTLMeshFileLoader.h"
#include "SMesh.h" #include "SMesh.h"
#include "SMeshBuffer.h" #include "CDynamicMeshBuffer.h"
#include "SAnimatedMesh.h" #include "SAnimatedMesh.h"
#include "IReadFile.h" #include "IReadFile.h"
#include "fast_atof.h" #include "fast_atof.h"
@ -41,7 +41,8 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
return 0; return 0;
SMesh* mesh = new SMesh(); SMesh* mesh = new SMesh();
SMeshBuffer* meshBuffer = new SMeshBuffer(); CDynamicMeshBuffer* meshBuffer = new CDynamicMeshBuffer(video::EVT_STANDARD, video::EIT_16BIT);
IVertexBuffer& vertBuffer = meshBuffer->getVertexBuffer();
mesh->addMeshBuffer(meshBuffer); mesh->addMeshBuffer(meshBuffer);
meshBuffer->drop(); meshBuffer->drop();
@ -132,29 +133,41 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
#endif #endif
} }
SMeshBuffer* mb = reinterpret_cast<SMeshBuffer*>(mesh->getMeshBuffer(mesh->getMeshBufferCount()-1));
u32 vCount = mb->getVertexCount();
video::SColor color(0xffffffff); video::SColor color(0xffffffff);
if (attrib & 0x8000) if (attrib & 0x8000)
color = video::A1R5G5B5toA8R8G8B8(attrib); color = video::A1R5G5B5toA8R8G8B8(attrib);
if (normal==core::vector3df()) if (normal==core::vector3df())
normal=core::plane3df(vertex[2],vertex[1],vertex[0]).Normal; normal=core::plane3df(vertex[2],vertex[1],vertex[0]).Normal;
mb->Vertices.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df())); vertBuffer.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df()));
mb->Vertices.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df())); vertBuffer.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df()));
mb->Vertices.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df())); vertBuffer.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df()));
mb->Indices.push_back(vCount);
mb->Indices.push_back(vCount+1);
mb->Indices.push_back(vCount+2);
} // end while (file->getPos() < filesize) } // end while (file->getPos() < filesize)
mesh->getMeshBuffer(0)->recalculateBoundingBox();
// Create the Animated mesh if there's anything in the mesh // Create the Animated mesh if there's anything in the mesh
SAnimatedMesh* pAM = 0; SAnimatedMesh* pAM = 0;
if ( 0 != mesh->getMeshBufferCount() ) if ( 0 != mesh->getMeshBufferCount() )
{ {
IIndexBuffer& indexBuffer = meshBuffer->getIndexBuffer();
u32 vertCount = vertBuffer.size();
if (vertCount > 65535 ) // Note 65535 instead of 65536 as it divides by 3
{
if ( getIndexTypeHint() != EITH_16BIT )
indexBuffer.setType(video::EIT_32BIT);
else
{
// Could split buffer, but probably no one really needs this anymore now with 32-bit support and necessary buffer manipulation functions are not there yet
vertCount = 65535;
}
}
indexBuffer.reallocate(vertCount);
for (u32 i=0; i<vertCount; ++i) //every vertex is unique, so we can just generate the indices
indexBuffer.push_back(i);
meshBuffer->recalculateBoundingBox();
mesh->recalculateBoundingBox(); mesh->recalculateBoundingBox();
pAM = new SAnimatedMesh(); pAM = new SAnimatedMesh();
pAM->Type = EAMT_OBJ; pAM->Type = EAMT_STATIC;
pAM->addMesh(mesh); pAM->addMesh(mesh);
pAM->recalculateBoundingBox(); pAM->recalculateBoundingBox();
} }