irrlicht/source/Irrlicht/CMY3DMeshFileLoader.cpp

887 lines
25 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 ZDimitor.
//-----------------------------------------------------------------------------
// This tool created by ZDimitor everyone can use it as wants
//-----------------------------------------------------------------------------
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_MY3D_LOADER_
#include "CMY3DMeshFileLoader.h"
#include "CMeshTextureLoader.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "CMY3DHelper.h"
#include "os.h"
// v3.15 - May 16, 2005
namespace irr
{
namespace scene
{
static const u32 MY3D_ID = 0x4d593344;
static const u16 MY3D_VER = 0x0003;
static const u16 MY3D_SCENE_HEADER_ID = 0x1000;
static const u16 MY3D_MAT_LIST_ID = 0x2000;
static const u16 MY3D_MAT_HEADER_ID = 0x2100;
static const u16 MY3D_TEX_FNAME_ID = 0x2101;
static const u16 MY3D_TEXDATA_HEADER_ID = 0x2501;
static const u16 MY3D_TEXDATA_RLE_HEADER_ID = 0x2502;
static const u16 MY3D_MESH_LIST_ID = 0x3000;
static const u16 MY3D_MESH_HEADER_ID = 0x3100;
static const u16 MY3D_VERTS_ID = 0x3101;
static const u16 MY3D_FACES_ID = 0x3102;
static const u16 MY3D_TVERTS_ID = 0x3103;
static const u16 MY3D_TFACES_ID = 0x3104;
static const u16 MY3D_FILE_END_ID = 0xFFFF;
static const unsigned long MY3D_TEXDATA_COMPR_NONE_ID = 0x4e4f4e45;
static const unsigned long MY3D_TEXDATA_COMPR_SIMPLE_ID = 0x53494d50;
static const unsigned long MY3D_TEXDATA_COMPR_RLE_ID = 0x20524c45;
static const unsigned long MY3D_PIXEL_FORMAT_24 = 0x5f32345f;
static const unsigned long MY3D_PIXEL_FORMAT_16 = 0x5f31365f;
CMY3DMeshFileLoader::CMY3DMeshFileLoader(ISceneManager* scmgr, io::IFileSystem* fs)
: SceneManager(scmgr), FileSystem(fs)
{
#ifdef _DEBUG
setDebugName("CMY3DMeshFileLoader");
#endif
if (FileSystem)
FileSystem->grab();
TextureLoader = new CMeshTextureLoader( FileSystem, SceneManager->getVideoDriver() );
}
CMY3DMeshFileLoader::~CMY3DMeshFileLoader()
{
if (FileSystem)
FileSystem->drop();
}
bool CMY3DMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "my3d" );
}
IAnimatedMesh* CMY3DMeshFileLoader::createMesh(io::IReadFile* file)
{
if ( getMeshTextureLoader() )
{
getMeshTextureLoader()->setMeshFile(file);
if ( SceneManager->getParameters()->existsAttribute(MY3D_TEXTURE_PATH) )
getMeshTextureLoader()->setTexturePath(SceneManager->getParameters()->getAttributeAsString(MY3D_TEXTURE_PATH));
}
MaterialEntry.clear();
MeshBufferEntry.clear();
ChildNodes.clear();
// read file into memory
SMyFileHeader fileHeader;
file->read(&fileHeader, sizeof(SMyFileHeader));
#ifdef __BIG_ENDIAN__
fileHeader.MyId = os::Byteswap::byteswap(fileHeader.MyId);
fileHeader.Ver = os::Byteswap::byteswap(fileHeader.Ver);
#endif
if (fileHeader.MyId!=MY3D_ID || fileHeader.Ver!=MY3D_VER)
{
os::Printer::log("Bad MY3D file header, loading failed!", ELL_ERROR);
return 0;
}
u16 id;
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_SCENE_HEADER_ID)
{
os::Printer::log("Cannot find MY3D_SCENE_HEADER_ID, loading failed!", ELL_ERROR);
return 0;
}
SMySceneHeader sceneHeader;
file->read(&sceneHeader, sizeof(SMySceneHeader));
#ifdef __BIG_ENDIAN__
sceneHeader.MaterialCount = os::Byteswap::byteswap(sceneHeader.MaterialCount);
sceneHeader.MeshCount = os::Byteswap::byteswap(sceneHeader.MeshCount);
#endif
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_MAT_LIST_ID)
{
os::Printer::log("Can not find MY3D_MAT_LIST_ID, loading failed!", ELL_ERROR);
return 0;
}
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
c8 namebuf[256];
for (s32 m=0; m<sceneHeader.MaterialCount; ++m)
{
if (id != MY3D_MAT_HEADER_ID)
{
os::Printer::log("Cannot find MY3D_MAT_HEADER_ID, loading failed!", ELL_ERROR);
return 0;
}
// read material header
MaterialEntry.push_back(SMyMaterialEntry());
SMyMaterialEntry& me=MaterialEntry.getLast();
file->read(&(me.Header), sizeof(SMyMaterialHeader));
// read next identificator
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
bool gotLightMap=false, gotMainMap=false;
for (u32 t=0; t<me.Header.TextureCount; ++t)
{
if (id==MY3D_TEX_FNAME_ID)
file->read(namebuf, 256);
else
{
me.Texture2 = readEmbeddedLightmap(file, namebuf);
if (!me.Texture2)
return 0;
gotLightMap = true;
}
const core::stringc name(namebuf);
const s32 pos = name.findLast('.');
const core::stringc LightingMapStr = "LightingMap";
const s32 ls = LightingMapStr.size();
const bool isSubString = (LightingMapStr == name.subString(core::max_(0, (pos - ls)), ls));
if ((isSubString || (name[pos-1]=='m' &&
name[pos-2]=='l' && name[pos-3]=='_')) &&
!gotLightMap)
{
const bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
me.Texture2FileName = "Lightmaps/";
me.Texture2FileName.append(name);
me.Texture2 = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(me.Texture2FileName) : NULL;
me.MaterialType = video::EMT_LIGHTMAP_M2;
gotLightMap = true;
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
}
else
if (!gotLightMap && gotMainMap)
{
if ( getMeshTextureLoader() )
{
me.Texture2 = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(name) : NULL;
if ( me.Texture2 )
me.Texture2FileName = me.Texture2->getName();
}
else
me.Texture2FileName = name;
me.MaterialType = video::EMT_REFLECTION_2_LAYER;
}
else
if (!gotMainMap && !gotLightMap)
{
if ( getMeshTextureLoader() )
{
me.Texture1 = getMeshTextureLoader() ? getMeshTextureLoader()->getTexture(name) : NULL;
if ( me.Texture1 )
me.Texture1FileName = me.Texture1->getName();
}
else
me.Texture1FileName = name;
gotMainMap = true;
me.MaterialType = video::EMT_SOLID;
}
else
if (gotLightMap)
{
me.MaterialType = video::EMT_LIGHTMAP_M2;
}
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
}
// override material types based on their names
if (!strncmp(me.Header.Name, "AlphaChannel-", 13))
me.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
else
if (!strncmp(me.Header.Name, "SphereMap-", 10))
me.MaterialType = video::EMT_SPHERE_MAP;
}
// loading meshes
if (id!=MY3D_MESH_LIST_ID)
{
os::Printer::log("Can not find MY3D_MESH_LIST_ID, loading failed!", ELL_ERROR);
return 0;
}
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
for (s32 mesh_id=0; mesh_id<sceneHeader.MeshCount; mesh_id++)
{
// Warning!!! In some cases MY3D exporter uncorrectly calculates
// MeshCount (it's a problem, has to be solved) thats why
// i added this code line
if (id!=MY3D_MESH_HEADER_ID)
break;
if (id!=MY3D_MESH_HEADER_ID)
{
os::Printer::log("Can not find MY3D_MESH_HEADER_ID, loading failed!", ELL_ERROR);
return 0;
}
SMyMeshHeader meshHeader;
file->read(&meshHeader, sizeof(SMyMeshHeader));
core::array <SMyVertex> Vertex;
core::array <SMyFace> Face;
core::array <SMyTVertex> TVertex1, TVertex2;
core::array <SMyFace> TFace1, TFace2;
s32 vertsNum=0;
s32 facesNum=0;
// vertices
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_VERTS_ID)
{
os::Printer::log("Can not find MY3D_VERTS_ID, loading failed!", ELL_ERROR);
return 0;
}
file->read(&vertsNum, sizeof(vertsNum));
Vertex.set_used(vertsNum);
file->read(Vertex.pointer(), sizeof(SMyVertex)*vertsNum);
// faces
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_FACES_ID)
{
os::Printer::log("Can not find MY3D_FACES_ID, loading failed!", ELL_ERROR);
return 0;
}
file->read(&facesNum, sizeof(facesNum));
Face.set_used(facesNum);
file->read(Face.pointer(), sizeof(SMyFace)*facesNum);
// reading texture channels
for (s32 tex=0; tex<(s32)meshHeader.TChannelCnt; tex++)
{
// Max 2 texture channels allowed (but in format .my3d can be more)
s32 tVertsNum=0, tFacesNum=0;
// reading texture coords
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_TVERTS_ID)
{
core::stringc msg="Can not find MY3D_TVERTS_ID (";
msg.append(core::stringc(tex));
msg.append("texture channel), loading failed!");
os::Printer::log(msg.c_str(), ELL_ERROR);
return 0;
}
file->read(&tVertsNum, sizeof(tVertsNum));
if (tex==0)
{
// 1st texture channel
TVertex1.set_used(tVertsNum);
file->read(TVertex1.pointer(), sizeof(SMyTVertex)*tVertsNum);
}
else
if (tex==1)
{
// 2nd texture channel
TVertex2.set_used(tVertsNum);
file->read(TVertex2.pointer(), sizeof(SMyTVertex)*tVertsNum);
}
else
{
// skip other texture channels
file->seek(file->getPos()+sizeof(SMyTVertex)*tVertsNum);
}
// reading texture faces
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_TFACES_ID)
{
core::stringc msg="Can not find MY3D_TFACES_ID (";
msg.append(core::stringc(tex));
msg.append("texture channel), loading failed!");
os::Printer::log(msg.c_str(), ELL_ERROR);
return 0;
}
file->read(&tFacesNum, sizeof(tFacesNum));
if (tex==0)
{
// 1st texture channel
TFace1.set_used(tFacesNum);
file->read(TFace1.pointer(), sizeof(SMyFace)*tFacesNum);
}
else if (tex==1)
{
// 2nd texture channel
TFace2.set_used(tFacesNum);
file->read(TFace2.pointer(), sizeof(SMyFace)*tFacesNum);
}
else
{
// skip other texture channels
file->seek(file->getPos()+sizeof(SMyFace)*tFacesNum);
}
}
// trying to find material
SMyMaterialEntry* matEnt = getMaterialEntryByIndex(meshHeader.MatIndex);
// creating geometry for the mesh
// trying to find mesh buffer for this material
SMeshBufferLightMap* buffer = getMeshBufferByMaterialIndex(meshHeader.MatIndex);
if (!buffer ||
(buffer->Vertices.size()+vertsNum) > SceneManager->getVideoDriver()->getMaximalPrimitiveCount())
{
// creating new mesh buffer for this material
buffer = new scene::SMeshBufferLightMap();
buffer->Material.MaterialType = video::EMT_LIGHTMAP_M2; // EMT_LIGHTMAP_M4 also possible
buffer->Material.Wireframe = false;
buffer->Material.Lighting = false;
if (matEnt)
{
buffer->Material.MaterialType = matEnt->MaterialType;
if (buffer->Material.MaterialType == video::EMT_REFLECTION_2_LAYER)
{
buffer->Material.Lighting = true;
buffer->Material.setTexture(1, matEnt->Texture1);
buffer->Material.setTexture(0, matEnt->Texture2);
}
else
{
buffer->Material.setTexture(0, matEnt->Texture1);
buffer->Material.setTexture(1, matEnt->Texture2);
}
if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
{
buffer->Material.BackfaceCulling = true;
buffer->Material.Lighting = true;
}
else
if (buffer->Material.MaterialType == video::EMT_SPHERE_MAP)
{
buffer->Material.Lighting = true;
}
buffer->Material.AmbientColor = video::SColor(
matEnt->Header.AmbientColor.A, matEnt->Header.AmbientColor.R,
matEnt->Header.AmbientColor.G, matEnt->Header.AmbientColor.B
);
buffer->Material.DiffuseColor = video::SColor(
matEnt->Header.DiffuseColor.A, matEnt->Header.DiffuseColor.R,
matEnt->Header.DiffuseColor.G, matEnt->Header.DiffuseColor.B
);
buffer->Material.EmissiveColor = video::SColor(
matEnt->Header.EmissiveColor.A, matEnt->Header.EmissiveColor.R,
matEnt->Header.EmissiveColor.G, matEnt->Header.EmissiveColor.B
);
buffer->Material.SpecularColor = video::SColor(
matEnt->Header.SpecularColor.A, matEnt->Header.SpecularColor.R,
matEnt->Header.SpecularColor.G, matEnt->Header.SpecularColor.B
);
}
else
{
buffer->Material.setTexture(0, 0);
buffer->Material.setTexture(1, 0);
buffer->Material.AmbientColor = video::SColor(255, 255, 255, 255);
buffer->Material.DiffuseColor = video::SColor(255, 255, 255, 255);
buffer->Material.EmissiveColor = video::SColor(0, 0, 0, 0);
buffer->Material.SpecularColor = video::SColor(0, 0, 0, 0);
}
if (matEnt && matEnt->Header.Transparency!=0)
{
if (buffer->Material.MaterialType == video::EMT_REFLECTION_2_LAYER )
{
buffer->Material.MaterialType = video::EMT_TRANSPARENT_REFLECTION_2_LAYER;
buffer->Material.Lighting = true;
buffer->Material.BackfaceCulling = true;
}
else
{
buffer->Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
buffer->Material.Lighting = false;
buffer->Material.BackfaceCulling = false;
}
}
else if (
!buffer->Material.getTexture(1) &&
buffer->Material.MaterialType != video::EMT_TRANSPARENT_ALPHA_CHANNEL &&
buffer->Material.MaterialType != video::EMT_SPHERE_MAP)
{
buffer->Material.MaterialType = video::EMT_SOLID;
buffer->Material.Lighting = true;
}
MeshBufferEntry.push_back(
SMyMeshBufferEntry(meshHeader.MatIndex, buffer));
}
video::S3DVertex2TCoords VertexA, VertexB, VertexC;
// vertices (A, B, C) color
video::SColor vert_color;
if (matEnt &&
(buffer->Material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA ||
buffer->Material.MaterialType == video::EMT_TRANSPARENT_REFLECTION_2_LAYER))
{
video::SColor color(
matEnt->Header.DiffuseColor.A, matEnt->Header.DiffuseColor.R,
matEnt->Header.DiffuseColor.G, matEnt->Header.DiffuseColor.B);
vert_color = color.getInterpolated(video::SColor(0,0,0,0),
1-matEnt->Header.Transparency);
}
else
{
vert_color = buffer->Material.DiffuseColor;
}
VertexA.Color = VertexB.Color = VertexC.Color = vert_color;
if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
{
buffer->Indices.reallocate(buffer->Indices.size()+6*facesNum);
buffer->Vertices.reallocate(buffer->Vertices.size()+6*facesNum);
}
else
{
buffer->Indices.reallocate(buffer->Indices.size()+3*facesNum);
buffer->Vertices.reallocate(buffer->Vertices.size()+3*facesNum);
}
for (int f=0; f<facesNum; f++)
{
// vertex A
VertexA.Pos.X = Vertex[Face[f].C].Coord.X;
VertexA.Pos.Y = Vertex[Face[f].C].Coord.Y;
VertexA.Pos.Z = Vertex[Face[f].C].Coord.Z;
VertexA.Normal.X = Vertex[Face[f].C].Normal.X;
VertexA.Normal.Y = Vertex[Face[f].C].Normal.Y;
VertexA.Normal.Z = Vertex[Face[f].C].Normal.Z;
if (meshHeader.TChannelCnt>0)
{
VertexA.TCoords.X = TVertex1[TFace1[f].C].TCoord.X;
VertexA.TCoords.Y = TVertex1[TFace1[f].C].TCoord.Y;
}
if (meshHeader.TChannelCnt>1)
{
VertexA.TCoords2.X = TVertex2[TFace2[f].C].TCoord.X;
VertexA.TCoords2.Y = TVertex2[TFace2[f].C].TCoord.Y;
}
// vertex B
VertexB.Pos.X = Vertex[Face[f].B].Coord.X;
VertexB.Pos.Y = Vertex[Face[f].B].Coord.Y;
VertexB.Pos.Z = Vertex[Face[f].B].Coord.Z;
VertexB.Normal.X = Vertex[Face[f].B].Normal.X;
VertexB.Normal.Y = Vertex[Face[f].B].Normal.Y;
VertexB.Normal.Z = Vertex[Face[f].B].Normal.Z;
if (meshHeader.TChannelCnt>0)
{
VertexB.TCoords.X = TVertex1[TFace1[f].B].TCoord.X;
VertexB.TCoords.Y = TVertex1[TFace1[f].B].TCoord.Y;
}
if (meshHeader.TChannelCnt>1)
{
VertexB.TCoords2.X = TVertex2[TFace2[f].B].TCoord.X;
VertexB.TCoords2.Y = TVertex2[TFace2[f].B].TCoord.Y;
}
// vertex C
VertexC.Pos.X = Vertex[Face[f].A].Coord.X;
VertexC.Pos.Y = Vertex[Face[f].A].Coord.Y;
VertexC.Pos.Z = Vertex[Face[f].A].Coord.Z;
VertexC.Normal.X = Vertex[Face[f].A].Normal.X;
VertexC.Normal.Y = Vertex[Face[f].A].Normal.Y;
VertexC.Normal.Z = Vertex[Face[f].A].Normal.Z;
if (meshHeader.TChannelCnt>0)
{
VertexC.TCoords.X = TVertex1[TFace1[f].A].TCoord.X;
VertexC.TCoords.Y = TVertex1[TFace1[f].A].TCoord.Y;
}
if (meshHeader.TChannelCnt>1)
{
VertexC.TCoords2.X = TVertex2[TFace2[f].A].TCoord.X;
VertexC.TCoords2.Y = TVertex2[TFace2[f].A].TCoord.Y;
}
// store 3d data in mesh buffer
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexA);
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexB);
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexC);
//*****************************************************************
// !!!!!! W A R N I N G !!!!!!!
//*****************************************************************
// For materials with alpha channel we duplicate all faces.
// This has be done for proper lighting calculation of the back faces.
// So you must remember this while you creating your models !!!!!
//*****************************************************************
// !!!!!! W A R N I N G !!!!!!!
//*****************************************************************
if (buffer->Material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
{
VertexA.Normal = core::vector3df(-VertexA.Normal.X, -VertexA.Normal.Y, -VertexA.Normal.Z);
VertexB.Normal = core::vector3df(-VertexB.Normal.X, -VertexB.Normal.Y, -VertexB.Normal.Z);
VertexC.Normal = core::vector3df(-VertexC.Normal.X, -VertexC.Normal.Y, -VertexC.Normal.Z);
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexC);
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexB);
buffer->Indices.push_back(buffer->Vertices.size());
buffer->Vertices.push_back(VertexA);
}
}
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
}
// creating mesh
SMesh* mesh = new SMesh();
for (u32 num=0; num<MeshBufferEntry.size(); ++num)
{
SMeshBufferLightMap* buffer = MeshBufferEntry[num].MeshBuffer;
if (!buffer)
continue;
mesh->addMeshBuffer(buffer);
buffer->recalculateBoundingBox();
buffer->drop();
}
mesh->recalculateBoundingBox();
if (id != MY3D_FILE_END_ID)
os::Printer::log("Loading finished, but can not find MY3D_FILE_END_ID token.", ELL_WARNING);
SAnimatedMesh* am = new SAnimatedMesh();
am->addMesh(mesh);
mesh->drop();
am->recalculateBoundingBox();
return am;
}
video::ITexture* CMY3DMeshFileLoader::readEmbeddedLightmap(io::IReadFile* file, char* namebuf)
{
static int LightMapIndex=0;
u16 id;
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_TEXDATA_HEADER_ID)
{
os::Printer::log("Can not find MY3D_TEXDATA_HEADER_ID, loading failed!", ELL_ERROR);
return 0;
}
SMyTexDataHeader texDataHeader;
file->read(&texDataHeader, sizeof(SMyTexDataHeader));
strcpy(texDataHeader.Name, namebuf);
char LightMapName[255];
sprintf(LightMapName,"My3D.Lightmap.%d",++LightMapIndex);
core::stringc pixFormatStr;
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_24)
pixFormatStr = "24bit,";
else
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_16)
pixFormatStr = "16bit,";
else
{
core::stringc msg="Unknown format of image data (";
msg.append(LightMapName);
msg.append("), loading failed!");
os::Printer::log(msg.c_str(), ELL_ERROR);
return 0;
}
if (texDataHeader.ComprMode != MY3D_TEXDATA_COMPR_NONE_ID &&
texDataHeader.ComprMode != MY3D_TEXDATA_COMPR_RLE_ID &&
texDataHeader.ComprMode != MY3D_TEXDATA_COMPR_SIMPLE_ID )
{
os::Printer::log("Unknown method of compression image data, loading failed!", ELL_ERROR);
return 0;
}
const u32 num_pixels = texDataHeader.Width*texDataHeader.Height;
void* data = 0;
if (texDataHeader.ComprMode==MY3D_TEXDATA_COMPR_NONE_ID)
{
// none compressed image data
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_24)
{
data = (void*) new SMyPixelColor24[num_pixels];
file->read(data, sizeof(SMyPixelColor24)*num_pixels);
}
else
{
data = (void*) new SMyPixelColor16[num_pixels];
file->read(data, sizeof(SMyPixelColor16)*num_pixels);
}
}
else
if (texDataHeader.ComprMode==MY3D_TEXDATA_COMPR_RLE_ID)
{
// read RLE header identificator
file->read(&id, sizeof(id));
#ifdef __BIG_ENDIAN__
id = os::Byteswap::byteswap(id);
#endif
if (id!=MY3D_TEXDATA_RLE_HEADER_ID)
{
os::Printer::log("Can not find MY3D_TEXDATA_RLE_HEADER_ID, loading failed!", ELL_ERROR);
return 0;
}
// read RLE header
SMyRLEHeader rleHeader;
file->read(&rleHeader, sizeof(SMyRLEHeader));
//allocate memory for input and output buffers
void *input_buffer = (void*) new unsigned char[rleHeader.nEncodedBytes];
void *output_buffer = (void*) new unsigned char[rleHeader.nDecodedBytes];
// read encoded data
file->read(input_buffer, rleHeader.nEncodedBytes);
// decode data
data = 0;//(void*) new unsigned char[rleHeader.nDecodedBytes];
s32 decodedBytes = core::rle_decode(
(unsigned char*)input_buffer, rleHeader.nEncodedBytes,
(unsigned char*)output_buffer, rleHeader.nDecodedBytes);
if (decodedBytes!=(s32)rleHeader.nDecodedBytes)
{
os::Printer::log("Error extracting data from RLE compression, loading failed!", ELL_ERROR);
return 0;
}
// free input buffer
delete [] (unsigned char*)input_buffer;
// here decoded data
data = output_buffer;
}
else if (texDataHeader.ComprMode==MY3D_TEXDATA_COMPR_SIMPLE_ID)
{
// simple compressed image data
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_24)
data = (void*) new SMyPixelColor24[num_pixels];
else
data = (void*) new SMyPixelColor16[num_pixels];
u32 nReadedPixels=0, nToRead=0;
while (true)
{
file->read(&nToRead, sizeof(nToRead));
if ((nReadedPixels+nToRead) > num_pixels)
break;
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_24)
{
SMyPixelColor24 col24;
file->read(&col24, sizeof(SMyPixelColor24));
for (u32 p=0; p<nToRead; p++)
{
((SMyPixelColor24*)data)[nReadedPixels+p] =
SMyPixelColor24(col24.r, col24.g, col24.b);
}
}
else
{
SMyPixelColor16 col16;
file->read(&col16, sizeof(SMyPixelColor16));
for (u32 p=0; p<nToRead; p++)
((SMyPixelColor16*)data)[nReadedPixels+p].argb = col16.argb;
}
nReadedPixels+=nToRead;
if (nReadedPixels >= num_pixels)
break;
}
if (nReadedPixels != num_pixels)
{
os::Printer::log("Image data seems to be corrupted, loading failed!", ELL_ERROR);
return 0;
}
}
//! Creates a software image from a byte array.
video::IImage* light_img = 0;
if (texDataHeader.PixelFormat == MY3D_PIXEL_FORMAT_24)
{
// 24 bit lightmap format
light_img = SceneManager->getVideoDriver()->createImageFromData(
video::ECF_R8G8B8,
core::dimension2d<u32>(texDataHeader.Width, texDataHeader.Height),
data, true);
}
else
{
// 16 bit lightmap format
light_img = SceneManager->getVideoDriver()->createImageFromData(
video::ECF_A1R5G5B5,
core::dimension2d<u32>(texDataHeader.Width, texDataHeader.Height),
data, true);
}
const bool oldMipMapState = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
video::ITexture* lmtex = SceneManager->getVideoDriver()->addTexture(LightMapName, light_img);
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
light_img->drop();
return lmtex;
}
CMY3DMeshFileLoader::SMyMaterialEntry* CMY3DMeshFileLoader::getMaterialEntryByIndex(u32 matInd)
{
for (u32 m=0; m<MaterialEntry.size(); ++m)
if (MaterialEntry[m].Header.Index == matInd)
return &MaterialEntry[m];
return 0;
}
SMeshBufferLightMap* CMY3DMeshFileLoader::getMeshBufferByMaterialIndex(u32 matInd)
{
for (u32 m=0; m<MeshBufferEntry.size(); ++m)
{
if (MeshBufferEntry[m].MaterialIndex == (s32)matInd)
return MeshBufferEntry[m].MeshBuffer;
}
return 0;
}
const core::array<ISceneNode*>& CMY3DMeshFileLoader::getChildNodes() const
{
return ChildNodes;
}
} // end namespace scnene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_MY3D_LOADER_