irrlicht/source/Irrlicht/CDMFLoader.cpp
cutealien 8310a3fbad Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2019-12-12 16:32:41 +00:00

432 lines
12 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//
// This file was originally written by Salvatore Russo.
// I (Nikolaus Gebhardt) did some minor modifications and changes to it and
// integrated it into Irrlicht.
// Thanks a lot to Salvatore for his work on this and that he gave me
// his permission to add it into Irrlicht using the zlib license.
/*
CDMFLoader by Salvatore Russo (September 2005)
See the header file for additional information including use and distribution rights.
*/
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DMF_LOADER_
#ifdef _DEBUG
#define _IRR_DMF_DEBUG_
#include "os.h"
#endif
#include "CDMFLoader.h"
#include "CMeshTextureLoader.h"
#include "ISceneManager.h"
#include "IAttributes.h"
#include "SAnimatedMesh.h"
#include "SSkinMeshBuffer.h"
#include "irrString.h"
#include "irrMath.h"
#include "dmfsupport.h"
namespace irr
{
namespace scene
{
/** Constructor*/
CDMFLoader::CDMFLoader(ISceneManager* smgr, io::IFileSystem* filesys)
: SceneMgr(smgr), FileSystem(filesys)
{
#ifdef _DEBUG
IReferenceCounted::setDebugName("CDMFLoader");
#endif
TextureLoader = new CMeshTextureLoader( FileSystem, SceneMgr->getVideoDriver() );
}
void CDMFLoader::addMaterialPath(core::stringc& filename, const core::stringc& matPath)
{
c8 last = matPath.lastChar();
if ( last == '/' || last == '\\' )
filename = matPath+filename;
else
{
core::stringc matPathSlash(matPath);
matPathSlash.append('/');
filename = matPathSlash+filename;
}
}
/**Creates/loads an animated mesh from the file.
\return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.*/
IAnimatedMesh* CDMFLoader::createMesh(io::IReadFile* file)
{
if (!file)
return 0;
if ( getMeshTextureLoader() )
{
getMeshTextureLoader()->setMeshFile(file);
if ( SceneMgr->getParameters()->existsAttribute(DMF_TEXTURE_PATH) )
getMeshTextureLoader()->setTexturePath( SceneMgr->getParameters()->getAttributeAsString(DMF_TEXTURE_PATH) );
}
video::IVideoDriver* driver = SceneMgr->getVideoDriver();
//Load stringlist
StringList dmfRawFile;
LoadFromFile(file, dmfRawFile);
if (dmfRawFile.size()==0)
return 0;
SMesh * mesh = new SMesh();
u32 i;
dmfHeader header;
//load header
core::array<dmfMaterial> materiali;
if (GetDMFHeader(dmfRawFile, header))
{
//let's set ambient light
SceneMgr->setAmbientLight(header.dmfAmbient);
//let's create the correct number of materials, vertices and faces
dmfVert *verts=new dmfVert[header.numVertices];
dmfFace *faces=new dmfFace[header.numFaces];
//let's get the materials
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Loading materials", core::stringc(header.numMaterials).c_str());
#endif
GetDMFMaterials(dmfRawFile, materiali, header.numMaterials);
//let's get vertices and faces
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Loading geometry");
#endif
GetDMFVerticesFaces(dmfRawFile, verts, faces);
//create a meshbuffer for each material, then we'll remove empty ones
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Creating meshbuffers.");
#endif
for (i=0; i<header.numMaterials; i++)
{
//create a new SMeshBufferLightMap for each material
SSkinMeshBuffer* buffer = new SSkinMeshBuffer();
buffer->Material.MaterialType = video::EMT_LIGHTMAP_LIGHTING;
buffer->Material.Wireframe = false;
buffer->Material.Lighting = true;
mesh->addMeshBuffer(buffer);
buffer->drop();
}
// Build the mesh buffers
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Adding geometry to mesh.");
#endif
for (i = 0; i < header.numFaces; i++)
{
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Polygon with #vertices", core::stringc(faces[i].numVerts).c_str());
#endif
if (faces[i].numVerts < 3)
continue;
const core::vector3df normal =
core::triangle3df(verts[faces[i].firstVert].pos,
verts[faces[i].firstVert+1].pos,
verts[faces[i].firstVert+2].pos).getNormal().normalize();
SSkinMeshBuffer* meshBuffer = (SSkinMeshBuffer*)mesh->getMeshBuffer(
faces[i].materialID);
const bool use2TCoords = meshBuffer->Vertices_2TCoords.size() ||
materiali[faces[i].materialID].lightmapName.size();
if (use2TCoords && meshBuffer->Vertices_Standard.size())
meshBuffer->convertTo2TCoords();
const u32 base = meshBuffer->Vertices_2TCoords.size()?meshBuffer->Vertices_2TCoords.size():meshBuffer->Vertices_Standard.size();
// Add this face's verts
if (use2TCoords)
{
// make sure we have the proper type set
meshBuffer->VertexType=video::EVT_2TCOORDS;
for (u32 v = 0; v < faces[i].numVerts; v++)
{
const dmfVert& vv = verts[faces[i].firstVert + v];
video::S3DVertex2TCoords vert(vv.pos,
normal, video::SColor(255,255,255,255), vv.tc, vv.lc);
if (materiali[faces[i].materialID].textureBlend==4 &&
SceneMgr->getParameters()->getAttributeAsBool(DMF_FLIP_ALPHA_TEXTURES))
{
vert.TCoords.set(vv.tc.X,-vv.tc.Y);
}
meshBuffer->Vertices_2TCoords.push_back(vert);
}
}
else
{
for (u32 v = 0; v < faces[i].numVerts; v++)
{
const dmfVert& vv = verts[faces[i].firstVert + v];
video::S3DVertex vert(vv.pos,
normal, video::SColor(255,255,255,255), vv.tc);
if (materiali[faces[i].materialID].textureBlend==4 &&
SceneMgr->getParameters()->getAttributeAsBool(DMF_FLIP_ALPHA_TEXTURES))
{
vert.TCoords.set(vv.tc.X,-vv.tc.Y);
}
meshBuffer->Vertices_Standard.push_back(vert);
}
}
// Now add the indices
// This weird loop turns convex polygons into triangle strips.
// I do it this way instead of a simple fan because it usually
// looks a lot better in wireframe, for example.
u32 h = faces[i].numVerts - 1, l = 0, c; // High, Low, Center
for (u32 v = 0; v < faces[i].numVerts - 2; v++)
{
if (v & 1) // odd
c = h - 1;
else // even
c = l + 1;
meshBuffer->Indices.push_back(base + h);
meshBuffer->Indices.push_back(base + l);
meshBuffer->Indices.push_back(base + c);
if (v & 1) // odd
h--;
else // even
l++;
}
}
delete [] verts;
delete [] faces;
}
// delete all buffers without geometry in it.
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Cleaning meshbuffers.");
#endif
i = 0;
while(i < mesh->MeshBuffers.size())
{
if (mesh->MeshBuffers[i]->getVertexCount() == 0 ||
mesh->MeshBuffers[i]->getIndexCount() == 0)
{
// Meshbuffer is empty -- drop it
mesh->MeshBuffers[i]->drop();
mesh->MeshBuffers.erase(i);
materiali.erase(i);
}
else
{
i++;
}
}
{
//load textures and lightmaps in materials.
//don't worry if you receive a could not load texture, cause if you don't need
//a particular material in your scene it will be loaded and then destroyed.
#ifdef _IRR_DMF_DEBUG_
os::Printer::log("Loading textures.");
#endif
const bool use_mat_dirs=!SceneMgr->getParameters()->getAttributeAsBool(DMF_IGNORE_MATERIALS_DIRS);
for (i=0; i<mesh->getMeshBufferCount(); i++)
{
//texture and lightmap
video::ITexture *tex = 0;
video::ITexture *lig = 0;
//current buffer to apply material
video::SMaterial& mat = mesh->getMeshBuffer(i)->getMaterial();
//Primary texture is normal
if (materiali[i].textureFlag==0)
{
if (materiali[i].textureBlend==4)
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT,true);
if ( use_mat_dirs )
addMaterialPath(materiali[i].textureName, materiali[i].pathName);
tex = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture( materiali[i].textureName ) : NULL;
}
//Primary texture is just a color
else if(materiali[i].textureFlag==1)
{
video::SColor color(axtoi(materiali[i].textureName.c_str()));
//just for compatibility with older Irrlicht versions
//to support transparent materials
if (color.getAlpha()!=255 && materiali[i].textureBlend==4)
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT,true);
video::IImage *immagine= driver->createImage(video::ECF_A8R8G8B8,
core::dimension2d<u32>(8,8));
immagine->fill(color);
tex = driver->addTexture("", immagine);
immagine->drop();
//to support transparent materials
if (color.getAlpha()!=255 && materiali[i].textureBlend==4)
{
mat.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
mat.MaterialTypeParam =(((f32) (color.getAlpha()-1))/255.0f);
}
}
//Lightmap is present
if (materiali[i].lightmapFlag == 0)
{
if ( use_mat_dirs )
addMaterialPath(materiali[i].lightmapName, materiali[i].pathName);
lig = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(materiali[i].lightmapName) : NULL;
}
else //no lightmap
{
mat.MaterialType = video::EMT_SOLID;
const f32 mult = 100.0f - header.dmfShadow;
mat.AmbientColor=header.dmfAmbient.getInterpolated(video::SColor(255,0,0,0),mult/100.f);
}
if (materiali[i].textureBlend==4)
{
mat.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
mat.MaterialTypeParam =
SceneMgr->getParameters()->getAttributeAsFloat(DMF_ALPHA_CHANNEL_REF);
}
//if texture is present mirror vertically owing to DeleD representation
if (tex && header.dmfVersion<1.1)
{
const core::dimension2d<u32> texsize = tex->getSize();
void* pp = tex->lock();
if (pp)
{
const video::ECOLOR_FORMAT format = tex->getColorFormat();
if (format == video::ECF_A1R5G5B5)
{
s16* p = (s16*)pp;
s16 tmp=0;
for (u32 x=0; x<texsize.Width; x++)
for (u32 y=0; y<texsize.Height/2; y++)
{
tmp=p[y*texsize.Width + x];
p[y*texsize.Width + x] = p[(texsize.Height-y-1)*texsize.Width + x];
p[(texsize.Height-y-1)*texsize.Width + x]=tmp;
}
}
else
if (format == video::ECF_A8R8G8B8)
{
s32* p = (s32*)pp;
s32 tmp=0;
for (u32 x=0; x<texsize.Width; x++)
for (u32 y=0; y<texsize.Height/2; y++)
{
tmp=p[y*texsize.Width + x];
p[y*texsize.Width + x] = p[(texsize.Height-y-1)*texsize.Width + x];
p[(texsize.Height-y-1)*texsize.Width + x]=tmp;
}
}
}
tex->unlock();
tex->regenerateMipMapLevels();
}
//if lightmap is present mirror vertically owing to DeleD rapresentation
if (lig && header.dmfVersion<1.1)
{
const core::dimension2d<u32> ligsize=lig->getSize();
void* pp = lig->lock();
if (pp)
{
video::ECOLOR_FORMAT format = lig->getColorFormat();
if (format == video::ECF_A1R5G5B5)
{
s16* p = (s16*)pp;
s16 tmp=0;
for (u32 x=0; x<ligsize.Width; x++)
{
for (u32 y=0; y<ligsize.Height/2; y++)
{
tmp=p[y*ligsize.Width + x];
p[y*ligsize.Width + x] = p[(ligsize.Height-y-1)*ligsize.Width + x];
p[(ligsize.Height-y-1)*ligsize.Width + x]=tmp;
}
}
}
else if (format == video::ECF_A8R8G8B8)
{
s32* p = (s32*)pp;
s32 tmp=0;
for (u32 x=0; x<ligsize.Width; x++)
{
for (u32 y=0; y<ligsize.Height/2; y++)
{
tmp=p[y*ligsize.Width + x];
p[y*ligsize.Width + x] = p[(ligsize.Height-y-1)*ligsize.Width + x];
p[(ligsize.Height-y-1)*ligsize.Width + x]=tmp;
}
}
}
}
lig->unlock();
lig->regenerateMipMapLevels();
}
mat.setTexture(0, tex);
mat.setTexture(1, lig);
}
}
// create bounding box
for (i = 0; i < mesh->MeshBuffers.size(); ++i)
{
mesh->MeshBuffers[i]->recalculateBoundingBox();
}
mesh->recalculateBoundingBox();
// Set up an animated mesh to hold the mesh
SAnimatedMesh* AMesh = new SAnimatedMesh();
AMesh->Type = EAMT_UNKNOWN;
AMesh->addMesh(mesh);
AMesh->recalculateBoundingBox();
mesh->drop();
return AMesh;
}
/** \brief Tell us if this file is able to be loaded by this class
based on the file extension (e.g. ".bsp")
\return true if file is loadable.*/
bool CDMFLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "dmf" );
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DMF_LOADER_