irrlicht/source/Irrlicht/CB3DMeshWriter.cpp
cutealien 2ae2a551a6 Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 19:05:16 +00:00

649 lines
18 KiB
C++

// Copyright (C) 2014 Lauri Kasanen
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// TODO: replace printf's by logging messages
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
#include "CB3DMeshWriter.h"
#include "os.h"
#include "ISkinnedMesh.h"
#include "IMeshBuffer.h"
#include "IWriteFile.h"
#include "ITexture.h"
#include "irrMap.h"
namespace irr
{
namespace scene
{
using namespace core;
using namespace video;
CB3DMeshWriter::CB3DMeshWriter()
{
#ifdef _DEBUG
setDebugName("CB3DMeshWriter");
#endif
}
//! Returns the type of the mesh writer
EMESH_WRITER_TYPE CB3DMeshWriter::getType() const
{
return EMWT_B3D;
}
//! writes a mesh
bool CB3DMeshWriter::writeMesh(io::IWriteFile* file, IMesh* const mesh, s32 flags)
{
if (!file || !mesh)
return false;
#ifdef __BIG_ENDIAN__
os::Printer::log("B3D export does not support big-endian systems.", ELL_ERROR);
return false;
#endif
Size = 0;
file->write("BB3D", 4);
file->write(&Size, sizeof(u32)); // Updated later once known.
int version = 1;
write(file, &version, sizeof(int));
//
const u32 numBeshBuffers = mesh->getMeshBufferCount();
array<SB3dTexture> texs;
map<ITexture *, u32> tex2id; // TODO: texture pointer as key not sufficient as same texture can have several id's
u32 texsizes = 0;
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
const SMaterial &mat = mb->getMaterial();
for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++)
{
if (mat.getTexture(j))
{
SB3dTexture t;
t.TextureName = core::stringc(mat.getTexture(j)->getName().getPath());
// TODO: need some description of Blitz3D texture-flags to figure this out. But Blend should likely depend on material-type.
t.Flags = j == 2 ? 65536 : 1;
t.Blend = 2;
// TODO: evaluate texture matrix
t.Xpos = 0;
t.Ypos = 0;
t.Xscale = 1;
t.Yscale = 1;
t.Angle = 0;
texs.push_back(t);
texsizes += 7*4 + t.TextureName.size() + 1;
tex2id[mat.getTexture(j)] = texs.size() - 1;
}
}
}
write(file, "TEXS", 4);
write(file, &texsizes, 4);
u32 numTexture = texs.size();
for (u32 i = 0; i < numTexture; i++)
{
write(file, texs[i].TextureName.c_str(), texs[i].TextureName.size() + 1);
write(file, &texs[i].Flags, 7*4);
}
//
const u32 brushsize = (7 * 4 + 1) * numBeshBuffers + numBeshBuffers * 4 * MATERIAL_MAX_TEXTURES + 4;
write(file, "BRUS", 4);
write(file, &brushsize, 4);
u32 brushcheck = Size;
const u32 usedtex = MATERIAL_MAX_TEXTURES;
write(file, &usedtex, 4);
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
const SMaterial &mat = mb->getMaterial();
write(file, "", 1);
float f = 1;
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
f = 0;
write(file, &f, 4);
u32 tmp = 1;
write(file, &tmp, 4);
tmp = 0;
write(file, &tmp, 4);
for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++)
{
if (mat.getTexture(j))
{
const u32 id = tex2id[mat.getTexture(j)];
write(file, &id, 4);
}
else
{
const int id = -1;
write(file, &id, 4);
}
}
}
// Check brushsize
brushcheck = Size - brushcheck;
if (brushcheck != brushsize)
{
printf("Failed in brush size calculation, size %u advanced %u\n",
brushsize, brushcheck);
}
write(file, "NODE", 4);
// Calculate node size
u32 nodesize = 41 + 8 + 4 + 8;
u32 bonesSize = 0;
if(ISkinnedMesh *skinnedMesh = getSkinned(mesh))
{
if (!skinnedMesh->isStatic())
{
bonesSize += 20;
}
const core::array<ISkinnedMesh::SJoint*> rootJoints = getRootJoints(skinnedMesh);
for (u32 i = 0; i < rootJoints.size(); i++)
{
bonesSize += getJointChunkSize(skinnedMesh, rootJoints[i]);
}
nodesize += bonesSize;
// -------------------
}
// VERT data
nodesize += 12;
const u32 texcoords = getUVlayerCount(mesh);
for (u32 i = 0; i < numBeshBuffers; i++)
{
nodesize += 8 + 4;
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
nodesize += mb->getVertexCount() * 10 * 4;
nodesize += mb->getVertexCount() * texcoords * 2 * 4;
nodesize += mb->getIndexCount() * 4;
}
write(file, &nodesize, 4);
u32 nodecheck = Size;
// Node
write(file, "", 1);
float f = 0;
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
f = 1;
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
f = 0;
write(file, &f, 4);
write(file, &f, 4);
write(file, &f, 4);
// Mesh
write(file, "MESH", 4);
const u32 meshsize = nodesize - 41 - 8 - bonesSize;
write(file, &meshsize, 4);
s32 brushID = -1;
write(file, &brushID, 4);
// Verts
write(file, "VRTS", 4);
u32 vertsize = 12;
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
vertsize += mb->getVertexCount() * 10 * 4 +
mb->getVertexCount() * texcoords * 2 * 4;
}
write(file, &vertsize, 4);
u32 vertcheck = Size;
int flagsB3D = 3;
write(file, &flagsB3D, 4);
write(file, &texcoords, 4);
flagsB3D = 2;
write(file, &flagsB3D, 4);
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
irr::u32 numVertices = mb->getVertexCount();
for (u32 j = 0; j < numVertices; j++)
{
const vector3df &pos = mb->getPosition(j);
write(file, &pos.X, 4);
write(file, &pos.Y, 4);
write(file, &pos.Z, 4);
const vector3df &n = mb->getNormal(j);
write(file, &n.X, 4);
write(file, &n.Y, 4);
write(file, &n.Z, 4);
const u32 zero = 0;
switch (mb->getVertexType())
{
case EVT_STANDARD:
{
S3DVertex *v = (S3DVertex *) mb->getVertices();
const SColorf col(v[j].Color);
write(file, &col.r, 4);
write(file, &col.g, 4);
write(file, &col.b, 4);
write(file, &col.a, 4);
write(file, &v[j].TCoords.X, 4);
write(file, &v[j].TCoords.Y, 4);
if (texcoords == 2)
{
write(file, &zero, 4);
write(file, &zero, 4);
}
}
break;
case EVT_2TCOORDS:
{
S3DVertex2TCoords *v = (S3DVertex2TCoords *) mb->getVertices();
const SColorf col(v[j].Color);
write(file, &col.r, 4);
write(file, &col.g, 4);
write(file, &col.b, 4);
write(file, &col.a, 4);
write(file, &v[j].TCoords.X, 4);
write(file, &v[j].TCoords.Y, 4);
write(file, &v[j].TCoords2.X, 4);
write(file, &v[j].TCoords2.Y, 4);
}
break;
case EVT_TANGENTS:
{
S3DVertexTangents *v = (S3DVertexTangents *) mb->getVertices();
const SColorf col(v[j].Color);
write(file, &col.r, 4);
write(file, &col.g, 4);
write(file, &col.b, 4);
write(file, &col.a, 4);
write(file, &v[j].TCoords.X, 4);
write(file, &v[j].TCoords.Y, 4);
if (texcoords == 2)
{
write(file, &zero, 4);
write(file, &zero, 4);
}
}
break;
}
}
}
// Check vertsize
vertcheck = Size - vertcheck;
if (vertcheck != vertsize)
{
printf("Failed in vertex size calculation, size %u advanced %u\n",
vertsize, vertcheck);
}
u32 currentMeshBufferIndex = 0;
// Tris
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
write(file, "TRIS", 4);
const u32 trisize = 4 + mb->getIndexCount() * 4;
write(file, &trisize, 4);
u32 tricheck = Size;
write(file, &i, 4);
u32 numIndices = mb->getIndexCount();
const u16 * const idx = (u16 *) mb->getIndices();
for (u32 j = 0; j < numIndices; j += 3)
{
u32 tmp = idx[j] + currentMeshBufferIndex;
write(file, &tmp, sizeof(u32));
tmp = idx[j + 1] + currentMeshBufferIndex;
write(file, &tmp, sizeof(u32));
tmp = idx[j + 2] + currentMeshBufferIndex;
write(file, &tmp, sizeof(u32));
}
// Check that tris calculation was ok
tricheck = Size - tricheck;
if (tricheck != trisize)
{
printf("Failed in tris size calculation, size %u advanced %u\n",
trisize, tricheck);
}
currentMeshBufferIndex += mb->getVertexCount();
}
if(ISkinnedMesh *skinnedMesh = getSkinned(mesh))
{
// Write animation data
if (!skinnedMesh->isStatic())
{
write(file, "ANIM", 4);
const u32 animsize = 12;
write(file, &animsize, 4);
const u32 flags = 0;
const u32 frames = skinnedMesh->getFrameCount();
const f32 fps = skinnedMesh->getAnimationSpeed();
write(file, &flags, 4);
write(file, &frames, 4);
write(file, &fps, 4);
}
// Write joints
core::array<ISkinnedMesh::SJoint*> rootJoints = getRootJoints(skinnedMesh);
for (u32 i = 0; i < rootJoints.size(); i++)
{
writeJointChunk(file, skinnedMesh, rootJoints[i]);
}
}
// Check that node calculation was ok
nodecheck = Size - nodecheck;
if (nodecheck != nodesize)
{
printf("Failed in node size calculation, size %u advanced %u\n",
nodesize, nodecheck);
}
file->seek(4);
file->write(&Size, 4);
return true;
}
void CB3DMeshWriter::writeJointChunk(io::IWriteFile* file, ISkinnedMesh* mesh , ISkinnedMesh::SJoint* joint)
{
// Node
write(file, "NODE", 4);
// Calculate node size
u32 nodesize = getJointChunkSize(mesh, joint);
nodesize -= 8; // The declaration + size of THIS chunk shouldn't be added to the size
write(file, &nodesize, 4);
core::stringc name = joint->Name;
write(file, name.c_str(), name.size());
write(file, "", 1);
core::vector3df pos = joint->Animatedposition;
// Position
write(file, &pos.X, 4);
write(file, &pos.Y, 4);
write(file, &pos.Z, 4);
// Scale
core::vector3df scale = joint->Animatedscale;
if (scale == core::vector3df(0, 0, 0))
scale = core::vector3df(1, 1, 1);
write(file, &scale.X, 4);
write(file, &scale.Y, 4);
write(file, &scale.Z, 4);
// Rotation
core::quaternion quat = joint->Animatedrotation;
write(file, &quat.W, 4);
write(file, &quat.X, 4);
write(file, &quat.Y, 4);
write(file, &quat.Z, 4);
// Bone
write(file, "BONE", 4);
u32 bonesize = 8 * joint->Weights.size();
write(file, &bonesize, 4);
// Skinning ------------------
for (u32 i = 0; i < joint->Weights.size(); i++)
{
const u32 vertexID = joint->Weights[i].vertex_id;
const u32 bufferID = joint->Weights[i].buffer_id;
const f32 weight = joint->Weights[i].strength;
u32 b3dVertexID = vertexID;
for (u32 j = 0; j < bufferID; j++)
{
b3dVertexID += mesh->getMeshBuffer(j)->getVertexCount();
}
write(file, &b3dVertexID, 4);
write(file, &weight, 4);
}
// ---------------------------
// Animation keys
if (joint->PositionKeys.size())
{
write(file, "KEYS", 4);
u32 keysSize = 4 * joint->PositionKeys.size() * 4; // X, Y and Z pos + frame
keysSize += 4; // Flag to define the type of the key
write(file, &keysSize, 4);
u32 flag = 1; // 1 = flag for position keys
write(file, &flag, 4);
for (u32 i = 0; i < joint->PositionKeys.size(); i++)
{
const s32 frame = static_cast<s32>(joint->PositionKeys[i].frame);
const core::vector3df pos = joint->PositionKeys[i].position;
write (file, &frame, 4);
write (file, &pos.X, 4);
write (file, &pos.Y, 4);
write (file, &pos.Z, 4);
}
}
if (joint->RotationKeys.size())
{
write(file, "KEYS", 4);
u32 keysSize = 4 * joint->RotationKeys.size() * 5; // W, X, Y and Z rot + frame
keysSize += 4; // Flag
write(file, &keysSize, 4);
u32 flag = 4;
write(file, &flag, 4);
for (u32 i = 0; i < joint->RotationKeys.size(); i++)
{
const s32 frame = static_cast<s32>(joint->RotationKeys[i].frame);
const core::quaternion rot = joint->RotationKeys[i].rotation;
write (file, &frame, 4);
write (file, &rot.W, 4);
write (file, &rot.X, 4);
write (file, &rot.Y, 4);
write (file, &rot.Z, 4);
}
}
if (joint->ScaleKeys.size())
{
write(file, "KEYS", 4);
u32 keysSize = 4 * joint->ScaleKeys.size() * 4; // X, Y and Z scale + frame
keysSize += 4; // Flag
write(file, &keysSize, 4);
u32 flag = 2;
write(file, &flag, 4);
for (u32 i = 0; i < joint->ScaleKeys.size(); i++)
{
const s32 frame = static_cast<s32>(joint->ScaleKeys[i].frame);
const core::vector3df scale = joint->ScaleKeys[i].scale;
write (file, &frame, 4);
write (file, &scale.X, 4);
write (file, &scale.Y, 4);
write (file, &scale.Z, 4);
}
}
for (u32 i = 0; i < joint->Children.size(); i++)
{
writeJointChunk(file, mesh, joint->Children[i]);
}
}
ISkinnedMesh* CB3DMeshWriter::getSkinned (IMesh *mesh)
{
if (mesh->getMeshType() == EAMT_SKINNED)
{
return static_cast<ISkinnedMesh*>(mesh);
}
return 0;
}
u32 CB3DMeshWriter::getJointChunkSize(const ISkinnedMesh* mesh, ISkinnedMesh::SJoint* joint)
{
u32 chunkSize = 8 + 40; // Chunk declaration + chunk data
chunkSize += joint->Name.size() + 1; // the NULL character at the end of the string
u32 boneSize = joint->Weights.size() * 8; // vertex_id + weight = 8 bits per weight block
boneSize += 8; // declaration + size of he BONE chunk
u32 keysSize = 0;
if (joint->PositionKeys.size() != 0)
{
keysSize += 8; // KEYS + chunk size
keysSize += 4; // flags
keysSize += (joint->PositionKeys.size() * 16);
}
if (joint->RotationKeys.size() != 0)
{
keysSize += 8; // KEYS + chunk size
keysSize += 4; // flags
keysSize += (joint->RotationKeys.size() * 20);
}
if (joint->ScaleKeys.size() != 0)
{
keysSize += 8; // KEYS + chunk size
keysSize += 4; // flags
keysSize += (joint->ScaleKeys.size() * 16);
}
chunkSize += boneSize;
chunkSize += keysSize;
for (u32 i = 0; i < joint->Children.size(); ++i)
{
chunkSize += (getJointChunkSize(mesh, joint->Children[i]));
}
return chunkSize;
}
core::array<ISkinnedMesh::SJoint*> CB3DMeshWriter::getRootJoints(const ISkinnedMesh* mesh)
{
core::array<ISkinnedMesh::SJoint*> roots;
core::array<ISkinnedMesh::SJoint*> allJoints = mesh->getAllJoints();
for (u32 i = 0; i < allJoints.size(); i++)
{
bool isRoot = true;
ISkinnedMesh::SJoint* testedJoint = allJoints[i];
for (u32 j = 0; j < allJoints.size(); j++)
{
ISkinnedMesh::SJoint* testedJoint2 = allJoints[j];
for (u32 k = 0; k < testedJoint2->Children.size(); k++)
{
if (testedJoint == testedJoint2->Children[k])
isRoot = false;
}
}
if (isRoot)
roots.push_back(testedJoint);
}
return roots;
}
u32 CB3DMeshWriter::getUVlayerCount(IMesh* mesh)
{
const u32 numBeshBuffers = mesh->getMeshBufferCount();
for (u32 i = 0; i < numBeshBuffers; i++)
{
const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
if (mb->getVertexType() == EVT_2TCOORDS)
{
return 2;
}
}
return 1;
}
void CB3DMeshWriter::write(io::IWriteFile* file, const void *ptr, const u32 bytes)
{
file->write(ptr, bytes);
Size += bytes;
}
} // end namespace
} // end namespace
#endif // _IRR_COMPILE_WITH_B3D_WRITER_