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2ae2a551a6
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
649 lines
18 KiB
C++
649 lines
18 KiB
C++
// Copyright (C) 2014 Lauri Kasanen
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// TODO: replace printf's by logging messages
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
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#include "CB3DMeshWriter.h"
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#include "os.h"
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#include "ISkinnedMesh.h"
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#include "IMeshBuffer.h"
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#include "IWriteFile.h"
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#include "ITexture.h"
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#include "irrMap.h"
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namespace irr
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{
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namespace scene
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{
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using namespace core;
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using namespace video;
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CB3DMeshWriter::CB3DMeshWriter()
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{
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#ifdef _DEBUG
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setDebugName("CB3DMeshWriter");
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#endif
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}
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//! Returns the type of the mesh writer
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EMESH_WRITER_TYPE CB3DMeshWriter::getType() const
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{
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return EMWT_B3D;
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}
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//! writes a mesh
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bool CB3DMeshWriter::writeMesh(io::IWriteFile* file, IMesh* const mesh, s32 flags)
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{
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if (!file || !mesh)
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return false;
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#ifdef __BIG_ENDIAN__
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os::Printer::log("B3D export does not support big-endian systems.", ELL_ERROR);
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return false;
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#endif
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Size = 0;
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file->write("BB3D", 4);
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file->write(&Size, sizeof(u32)); // Updated later once known.
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int version = 1;
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write(file, &version, sizeof(int));
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//
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const u32 numBeshBuffers = mesh->getMeshBufferCount();
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array<SB3dTexture> texs;
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map<ITexture *, u32> tex2id; // TODO: texture pointer as key not sufficient as same texture can have several id's
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u32 texsizes = 0;
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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const SMaterial &mat = mb->getMaterial();
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for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++)
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{
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if (mat.getTexture(j))
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{
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SB3dTexture t;
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t.TextureName = core::stringc(mat.getTexture(j)->getName().getPath());
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// TODO: need some description of Blitz3D texture-flags to figure this out. But Blend should likely depend on material-type.
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t.Flags = j == 2 ? 65536 : 1;
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t.Blend = 2;
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// TODO: evaluate texture matrix
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t.Xpos = 0;
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t.Ypos = 0;
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t.Xscale = 1;
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t.Yscale = 1;
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t.Angle = 0;
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texs.push_back(t);
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texsizes += 7*4 + t.TextureName.size() + 1;
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tex2id[mat.getTexture(j)] = texs.size() - 1;
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}
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}
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}
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write(file, "TEXS", 4);
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write(file, &texsizes, 4);
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u32 numTexture = texs.size();
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for (u32 i = 0; i < numTexture; i++)
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{
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write(file, texs[i].TextureName.c_str(), texs[i].TextureName.size() + 1);
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write(file, &texs[i].Flags, 7*4);
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}
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//
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const u32 brushsize = (7 * 4 + 1) * numBeshBuffers + numBeshBuffers * 4 * MATERIAL_MAX_TEXTURES + 4;
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write(file, "BRUS", 4);
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write(file, &brushsize, 4);
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u32 brushcheck = Size;
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const u32 usedtex = MATERIAL_MAX_TEXTURES;
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write(file, &usedtex, 4);
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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const SMaterial &mat = mb->getMaterial();
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write(file, "", 1);
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float f = 1;
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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f = 0;
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write(file, &f, 4);
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u32 tmp = 1;
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write(file, &tmp, 4);
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tmp = 0;
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write(file, &tmp, 4);
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for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++)
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{
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if (mat.getTexture(j))
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{
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const u32 id = tex2id[mat.getTexture(j)];
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write(file, &id, 4);
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}
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else
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{
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const int id = -1;
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write(file, &id, 4);
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}
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}
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}
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// Check brushsize
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brushcheck = Size - brushcheck;
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if (brushcheck != brushsize)
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{
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printf("Failed in brush size calculation, size %u advanced %u\n",
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brushsize, brushcheck);
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}
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write(file, "NODE", 4);
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// Calculate node size
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u32 nodesize = 41 + 8 + 4 + 8;
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u32 bonesSize = 0;
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if(ISkinnedMesh *skinnedMesh = getSkinned(mesh))
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{
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if (!skinnedMesh->isStatic())
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{
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bonesSize += 20;
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}
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const core::array<ISkinnedMesh::SJoint*> rootJoints = getRootJoints(skinnedMesh);
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for (u32 i = 0; i < rootJoints.size(); i++)
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{
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bonesSize += getJointChunkSize(skinnedMesh, rootJoints[i]);
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}
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nodesize += bonesSize;
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// -------------------
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}
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// VERT data
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nodesize += 12;
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const u32 texcoords = getUVlayerCount(mesh);
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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nodesize += 8 + 4;
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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nodesize += mb->getVertexCount() * 10 * 4;
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nodesize += mb->getVertexCount() * texcoords * 2 * 4;
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nodesize += mb->getIndexCount() * 4;
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}
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write(file, &nodesize, 4);
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u32 nodecheck = Size;
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// Node
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write(file, "", 1);
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float f = 0;
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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f = 1;
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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f = 0;
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write(file, &f, 4);
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write(file, &f, 4);
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write(file, &f, 4);
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// Mesh
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write(file, "MESH", 4);
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const u32 meshsize = nodesize - 41 - 8 - bonesSize;
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write(file, &meshsize, 4);
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s32 brushID = -1;
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write(file, &brushID, 4);
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// Verts
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write(file, "VRTS", 4);
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u32 vertsize = 12;
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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vertsize += mb->getVertexCount() * 10 * 4 +
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mb->getVertexCount() * texcoords * 2 * 4;
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}
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write(file, &vertsize, 4);
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u32 vertcheck = Size;
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int flagsB3D = 3;
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write(file, &flagsB3D, 4);
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write(file, &texcoords, 4);
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flagsB3D = 2;
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write(file, &flagsB3D, 4);
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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irr::u32 numVertices = mb->getVertexCount();
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for (u32 j = 0; j < numVertices; j++)
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{
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const vector3df &pos = mb->getPosition(j);
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write(file, &pos.X, 4);
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write(file, &pos.Y, 4);
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write(file, &pos.Z, 4);
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const vector3df &n = mb->getNormal(j);
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write(file, &n.X, 4);
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write(file, &n.Y, 4);
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write(file, &n.Z, 4);
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const u32 zero = 0;
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switch (mb->getVertexType())
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{
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case EVT_STANDARD:
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{
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S3DVertex *v = (S3DVertex *) mb->getVertices();
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const SColorf col(v[j].Color);
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write(file, &col.r, 4);
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write(file, &col.g, 4);
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write(file, &col.b, 4);
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write(file, &col.a, 4);
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write(file, &v[j].TCoords.X, 4);
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write(file, &v[j].TCoords.Y, 4);
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if (texcoords == 2)
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{
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write(file, &zero, 4);
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write(file, &zero, 4);
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}
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}
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break;
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case EVT_2TCOORDS:
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{
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S3DVertex2TCoords *v = (S3DVertex2TCoords *) mb->getVertices();
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const SColorf col(v[j].Color);
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write(file, &col.r, 4);
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write(file, &col.g, 4);
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write(file, &col.b, 4);
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write(file, &col.a, 4);
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write(file, &v[j].TCoords.X, 4);
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write(file, &v[j].TCoords.Y, 4);
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write(file, &v[j].TCoords2.X, 4);
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write(file, &v[j].TCoords2.Y, 4);
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}
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break;
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case EVT_TANGENTS:
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{
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S3DVertexTangents *v = (S3DVertexTangents *) mb->getVertices();
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const SColorf col(v[j].Color);
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write(file, &col.r, 4);
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write(file, &col.g, 4);
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write(file, &col.b, 4);
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write(file, &col.a, 4);
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write(file, &v[j].TCoords.X, 4);
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write(file, &v[j].TCoords.Y, 4);
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if (texcoords == 2)
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{
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write(file, &zero, 4);
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write(file, &zero, 4);
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}
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}
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break;
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}
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}
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}
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// Check vertsize
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vertcheck = Size - vertcheck;
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if (vertcheck != vertsize)
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{
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printf("Failed in vertex size calculation, size %u advanced %u\n",
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vertsize, vertcheck);
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}
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u32 currentMeshBufferIndex = 0;
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// Tris
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for (u32 i = 0; i < numBeshBuffers; i++)
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{
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const IMeshBuffer * const mb = mesh->getMeshBuffer(i);
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write(file, "TRIS", 4);
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const u32 trisize = 4 + mb->getIndexCount() * 4;
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write(file, &trisize, 4);
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u32 tricheck = Size;
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write(file, &i, 4);
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u32 numIndices = mb->getIndexCount();
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const u16 * const idx = (u16 *) mb->getIndices();
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for (u32 j = 0; j < numIndices; j += 3)
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{
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u32 tmp = idx[j] + currentMeshBufferIndex;
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write(file, &tmp, sizeof(u32));
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tmp = idx[j + 1] + currentMeshBufferIndex;
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write(file, &tmp, sizeof(u32));
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tmp = idx[j + 2] + currentMeshBufferIndex;
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write(file, &tmp, sizeof(u32));
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}
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// Check that tris calculation was ok
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tricheck = Size - tricheck;
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if (tricheck != trisize)
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{
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printf("Failed in tris size calculation, size %u advanced %u\n",
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trisize, tricheck);
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}
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currentMeshBufferIndex += mb->getVertexCount();
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}
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if(ISkinnedMesh *skinnedMesh = getSkinned(mesh))
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{
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// Write animation data
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if (!skinnedMesh->isStatic())
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{
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write(file, "ANIM", 4);
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const u32 animsize = 12;
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write(file, &animsize, 4);
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const u32 flags = 0;
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const u32 frames = skinnedMesh->getFrameCount();
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const f32 fps = skinnedMesh->getAnimationSpeed();
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write(file, &flags, 4);
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write(file, &frames, 4);
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write(file, &fps, 4);
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}
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// Write joints
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core::array<ISkinnedMesh::SJoint*> rootJoints = getRootJoints(skinnedMesh);
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for (u32 i = 0; i < rootJoints.size(); i++)
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{
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writeJointChunk(file, skinnedMesh, rootJoints[i]);
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}
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}
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// Check that node calculation was ok
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nodecheck = Size - nodecheck;
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if (nodecheck != nodesize)
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{
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printf("Failed in node size calculation, size %u advanced %u\n",
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nodesize, nodecheck);
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}
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file->seek(4);
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file->write(&Size, 4);
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return true;
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}
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void CB3DMeshWriter::writeJointChunk(io::IWriteFile* file, ISkinnedMesh* mesh , ISkinnedMesh::SJoint* joint)
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{
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// Node
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write(file, "NODE", 4);
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// Calculate node size
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u32 nodesize = getJointChunkSize(mesh, joint);
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nodesize -= 8; // The declaration + size of THIS chunk shouldn't be added to the size
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write(file, &nodesize, 4);
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core::stringc name = joint->Name;
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write(file, name.c_str(), name.size());
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write(file, "", 1);
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core::vector3df pos = joint->Animatedposition;
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// Position
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write(file, &pos.X, 4);
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write(file, &pos.Y, 4);
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write(file, &pos.Z, 4);
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// Scale
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core::vector3df scale = joint->Animatedscale;
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if (scale == core::vector3df(0, 0, 0))
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scale = core::vector3df(1, 1, 1);
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write(file, &scale.X, 4);
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write(file, &scale.Y, 4);
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write(file, &scale.Z, 4);
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// Rotation
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core::quaternion quat = joint->Animatedrotation;
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write(file, &quat.W, 4);
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write(file, &quat.X, 4);
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write(file, &quat.Y, 4);
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write(file, &quat.Z, 4);
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// Bone
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write(file, "BONE", 4);
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u32 bonesize = 8 * joint->Weights.size();
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write(file, &bonesize, 4);
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// Skinning ------------------
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for (u32 i = 0; i < joint->Weights.size(); i++)
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{
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const u32 vertexID = joint->Weights[i].vertex_id;
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const u32 bufferID = joint->Weights[i].buffer_id;
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const f32 weight = joint->Weights[i].strength;
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u32 b3dVertexID = vertexID;
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for (u32 j = 0; j < bufferID; j++)
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{
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b3dVertexID += mesh->getMeshBuffer(j)->getVertexCount();
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}
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write(file, &b3dVertexID, 4);
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write(file, &weight, 4);
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}
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// ---------------------------
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// Animation keys
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if (joint->PositionKeys.size())
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{
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write(file, "KEYS", 4);
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u32 keysSize = 4 * joint->PositionKeys.size() * 4; // X, Y and Z pos + frame
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keysSize += 4; // Flag to define the type of the key
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write(file, &keysSize, 4);
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u32 flag = 1; // 1 = flag for position keys
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write(file, &flag, 4);
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for (u32 i = 0; i < joint->PositionKeys.size(); i++)
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{
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const s32 frame = static_cast<s32>(joint->PositionKeys[i].frame);
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const core::vector3df pos = joint->PositionKeys[i].position;
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write (file, &frame, 4);
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write (file, &pos.X, 4);
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write (file, &pos.Y, 4);
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write (file, &pos.Z, 4);
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}
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}
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if (joint->RotationKeys.size())
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{
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write(file, "KEYS", 4);
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u32 keysSize = 4 * joint->RotationKeys.size() * 5; // W, X, Y and Z rot + frame
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keysSize += 4; // Flag
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write(file, &keysSize, 4);
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u32 flag = 4;
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write(file, &flag, 4);
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for (u32 i = 0; i < joint->RotationKeys.size(); i++)
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{
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const s32 frame = static_cast<s32>(joint->RotationKeys[i].frame);
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const core::quaternion rot = joint->RotationKeys[i].rotation;
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write (file, &frame, 4);
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write (file, &rot.W, 4);
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write (file, &rot.X, 4);
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write (file, &rot.Y, 4);
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write (file, &rot.Z, 4);
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}
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}
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if (joint->ScaleKeys.size())
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{
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write(file, "KEYS", 4);
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u32 keysSize = 4 * joint->ScaleKeys.size() * 4; // X, Y and Z scale + frame
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keysSize += 4; // Flag
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write(file, &keysSize, 4);
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u32 flag = 2;
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write(file, &flag, 4);
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for (u32 i = 0; i < joint->ScaleKeys.size(); i++)
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{
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const s32 frame = static_cast<s32>(joint->ScaleKeys[i].frame);
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const core::vector3df scale = joint->ScaleKeys[i].scale;
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write (file, &frame, 4);
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|
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_
|
|
|