mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 00:08:20 +01:00
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
432 lines
12 KiB
C++
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_
|
|
|