Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CDMFLoader.cpp :


// Copyright (C) 2002-2011 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 "ISceneManager.h"
#include "IAttributes.h"
#include "SAnimatedMesh.h"
#include "SSkinMeshBuffer.h"
#include "irrString.h"
#include "irrMath.h"
#include "dmfsupport.h"
#include "CImage.h"

namespace irr
{
namespace scene
{

/** Constructor*/
CDMFLoader::CDMFLoader(ISceneManager* smgr, io::IFileSystem* filesys)
: SceneMgr(smgr), FileSystem(filesys)
{
	#ifdef _DEBUG
	IReferenceCounted::setDebugName("CDMFLoader");
	#endif
}


void CDMFLoader::findFile(bool use_mat_dirs, const core::stringc& path, const core::stringc& matPath, core::stringc& filename)
{
	// path + texpath + full name

	if (use_mat_dirs && FileSystem->existFile(path+matPath+filename))
		filename = path+matPath+filename;
	// path + full name

	else if (FileSystem->existFile(path+filename))
		filename = path+filename;
	// path + texpath + base name

	else if (use_mat_dirs && FileSystem->existFile(path+matPath+FileSystem->getFileBasename(filename)))
		filename = path+matPath+FileSystem->getFileBasename(filename);
	// path + base name

	else if (FileSystem->existFile(path+FileSystem->getFileBasename(filename)))
		filename = path+FileSystem->getFileBasename(filename);
	// texpath + full name

	else if (use_mat_dirs && FileSystem->existFile(matPath+filename))
		filename = matPath+filename;
	// texpath + base name

	else if (use_mat_dirs && FileSystem->existFile(matPath+FileSystem->getFileBasename(filename)))
		filename = matPath+FileSystem->getFileBasename(filename);
	// base name

	else if (FileSystem->existFile(FileSystem->getFileBasename(filename)))
		filename = FileSystem->getFileBasename(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;
	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);

		core::stringc path;
		if ( SceneMgr->getParameters()->existsAttribute(DMF_TEXTURE_PATH) )
			path = SceneMgr->getParameters()->getAttributeAsString(DMF_TEXTURE_PATH);
		else
			path = FileSystem->getFileDir(file->getFileName());
		path += ('/');

		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);
				findFile(use_mat_dirs, path, materiali[i].pathName, materiali[i].textureName);
				tex = driver->getTexture(materiali[i].textureName);
			}
			//Primary texture is just a colour

			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::CImage *immagine= new video::CImage(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)
			{
				findFile(use_mat_dirs, path, materiali[i].pathName, materiali[i].lightmapName);
				lig = driver->getTexture(materiali[i].lightmapName);
			}
			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_


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
63 invités en ligne
Aucun membre connecté
RSS Feed