irrlicht/source/Irrlicht/CDMFLoader.cpp

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// Copyright (C) 2002-2007 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_
#include "CDMFLoader.h"
#include "ISceneManager.h"
#include "IAttributes.h"
#include "SAnimatedMesh.h"
#include "SMeshBufferLightMap.h"
#include "irrString.h"
#include "irrMath.h"
#include "dmfsupport.h"
namespace irr
{
namespace scene
{
/** Constructor*/
CDMFLoader::CDMFLoader(video::IVideoDriver* driver, ISceneManager* smgr)
: Driver(driver) , SceneMgr(smgr)
{
#ifdef _DEBUG
IReferenceCounted::setDebugName("CDMFLoader");
#endif
if (Driver)
Driver->grab();
}
/** Destructor*/
CDMFLoader::~CDMFLoader()
{
if (Driver)
Driver->drop();
}
/** Given first three points of a face, returns a face normal*/
void CDMFLoader::GetFaceNormal( f32 a[3], //First point
f32 b[3], //Second point
f32 c[3], //Third point
f32 out[3]) //Normal computed
{
f32 v1[3], v2[3];
v1[0] = a[0] - b[0];
v1[1] = a[1] - b[1];
v1[2] = a[2] - b[2];
v2[0] = b[0] - c[0];
v2[1] = b[1] - c[1];
v2[2] = b[2] - c[2];
out[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
out[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
out[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
f32 dist = (f32)sqrtf((out[0] * out[0]) + (out[1] * out[1]) + (out[2] * out[2]));
if (dist == 0.0f)
dist = 0.001f;
out[0] /= dist;
out[1] /= dist;
out[2] /= dist;
}
/**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;
//Load stringlist
StringList dmfRawFile(file);
if (dmfRawFile.size()==0)
return 0;
SMesh * Mesh = new SMesh();
u32 i;
dmfHeader header;
//load header
if (GetDMFHeader(dmfRawFile, header))
{
//let's set ambient light
SceneMgr->setAmbientLight( header.dmfAmbient);
//let's create the correct number of materials, vertices and faces
dmfMaterial *materiali=new dmfMaterial[header.numMaterials];
dmfVert *verts=new dmfVert[header.numVertices];
dmfFace *faces=new dmfFace[header.numFaces];
//let's get the materials
bool use_mat_dirs=false;
use_mat_dirs=SceneMgr->getParameters()->getAttributeAsBool(DMF_USE_MATERIALS_DIRS);
GetDMFMaterials(dmfRawFile , materiali,header.numMaterials,use_mat_dirs);
//let's get vertices and faces
GetDMFVerticesFaces(dmfRawFile, verts,faces);
//create a meshbuffer for each material, then we'll remove empty ones
for (i=0; i<header.numMaterials; i++)
{
//create a new SMeshBufferLightMap for each material
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->Material.MaterialType = video::EMT_LIGHTMAP_LIGHTING;
buffer->Material.Wireframe = false;
buffer->Material.Lighting = true;
Mesh->addMeshBuffer(buffer);
buffer->drop();
}
// Build the mesh buffers
for (i = 0; i < header.numFaces; i++)
{
if (faces[i].numVerts < 3)
continue;
f32 normal[3];
GetFaceNormal(verts[faces[i].firstVert].pos,
verts[faces[i].firstVert+1].pos, verts[faces[i].firstVert+2].pos, normal);
SMeshBufferLightMap * meshBuffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(
faces[i].materialID);
u32 base = meshBuffer->Vertices.size();
// Add this face's verts
u32 v;
for (v = 0; v < faces[i].numVerts; v++)
{
dmfVert * vv = &verts[faces[i].firstVert + v];
video::S3DVertex2TCoords vert(vv->pos[0], vv->pos[1], vv->pos[2],
normal[0], normal[1], normal[2], video::SColor(0,255,255,255), 0.0f, 0.0f);
if ( materiali[faces[i].materialID].textureBlend==4 &&
SceneMgr->getParameters()->getAttributeAsBool(DMF_FLIP_ALPHA_TEXTURES))
{
vert.TCoords.set(vv->tc[0],-vv->tc[1]);
vert.TCoords2.set(vv->lc[0],vv->lc[1]);
}
else
{
vert.TCoords.set(vv->tc[0], vv->tc[1]);
vert.TCoords2.set(vv->lc[0], vv->lc[1]);
}
meshBuffer->Vertices.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 (v = 0; v < faces[i].numVerts - 2; v++)
{
if (v & 1)
c = h - 1;
else
c = l + 1;
meshBuffer->Indices.push_back(base + h);
meshBuffer->Indices.push_back(base + l);
meshBuffer->Indices.push_back(base + c);
if (v & 1)
h--;
else
l++;
}
}
//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.
for (i=0; i<header.numMaterials; i++)
{
String path = "";
if ( !SceneMgr->getParameters()->existsAttribute(DMF_TEXTURE_PATH) )
{
//get the right path for textures
StringList filepath = SubdivideString(String(file->getFileName()),"\\");
StringList filepath1 = SubdivideString(String(file->getFileName()),"/");
if(filepath1.size()>filepath.size())
{
filepath.clear();
filepath=filepath1;
}
for (u32 j=0; j<filepath.size()-1; ++j)
path = path + filepath[j] + String("\\");
}
else
path = path +
String( SceneMgr->getParameters()->getAttributeAsString(DMF_TEXTURE_PATH)) + String("\\");
//texture and lightmap
ITexture *tex = 0;
ITexture *lig = 0;
//current buffer to apply material
SMeshBufferLightMap* buffer = (SMeshBufferLightMap*)Mesh->getMeshBuffer(i);
//Primary texture is normal
if ((materiali[i].textureFlag==0) || (materiali[i].textureBlend==4))
Driver->setTextureCreationFlag(ETCF_ALWAYS_32_BIT,true);
tex = Driver->getTexture((path+String(materiali[i].textureName)).c_str());
//Primary texture is just a colour
if(materiali[i].textureFlag==1)
{
String colour(materiali[i].textureName);
String alpha,red,green,blue;
alpha.append((char*)&colour[0]);
alpha.append((char*)&colour[1]);
blue.append((char*)&colour[2]);
blue.append((char*)&colour[3]);
green.append((char*)&colour[4]);
green.append((char*)&colour[5]);
red.append((char*)&colour[6]);
red.append((char*)&colour[7]);
SColor color(axtoi(alpha.c_str()),
axtoi(red.c_str()),axtoi(green.c_str()),
axtoi(blue.c_str()));
s32 col = color.color;
s32 buf[64];
for (int k=0; k<64; k++)
buf[k]=col;
//just for compatibility with older Irrlicht versions
//to support transparent materials
if (color.getAlpha()!=255 && materiali[i].textureBlend==4)
Driver->setTextureCreationFlag(ETCF_ALWAYS_32_BIT,true);
IImage *immagine=Driver->createImageFromData(ECF_A8R8G8B8,
core::dimension2d<s32>(8,8),buf);
tex = Driver->addTexture("", immagine);
//to support transparent materials
if(color.getAlpha()!=255 && materiali[i].textureBlend==4)
{
buffer->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buffer->Material.MaterialTypeParam =(((f32) (color.getAlpha()-1))/255.0f);
}
immagine->drop();
}
//Lightmap is present
if (materiali[i].lightmapFlag == 0)
lig = Driver->getTexture((path+String(materiali[i].lightmapName)).c_str());
else //no lightmap
{
lig = 0;
buffer->Material.MaterialType = video::EMT_SOLID;
const f32 mult = 100.0f - header.dmfShadow;
buffer->Material.AmbientColor=header.dmfAmbient.getInterpolated(SColor(255,0,0,0),mult/100.f);
}
if(materiali[i].textureBlend==4)
{
buffer->Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buffer->Material.MaterialTypeParam =SceneMgr->getParameters()->getAttributeAsFloat(DMF_ALPHA_CHANNEL_REF);
}
core::dimension2d<s32> texsize;
core::dimension2d<s32> ligsize;
if (tex && header.dmfVersion<1.1)
texsize=tex->getSize();
if (lig && header.dmfVersion<1.1)
ligsize=lig->getSize();
//if texture is present mirror vertically owing to DeleD rapresentation
if (tex && header.dmfVersion<1.1)
{
void* pp = tex->lock();
if (pp)
{
video::ECOLOR_FORMAT format = tex->getColorFormat();
if (format == video::ECF_A1R5G5B5)
{
s16* p = (s16*)pp;
s16 tmp=0;
for (s32 x=0; x<texsize.Width; x++)
for (s32 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 (s32 x=0; x<texsize.Width; x++)
for (s32 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;
}
}
}
}
if(tex && header.dmfVersion<1.1)
{
tex->unlock();
tex->regenerateMipMapLevels();
}
//if lightmap is present mirror vertically owing to DeleD rapresentation
if (lig && header.dmfVersion<1.1)
{
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 (s32 x=0; x<ligsize.Width; x++)
{
for (s32 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 (s32 x=0; x<ligsize.Width; x++)
{
for (s32 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;
}
}
}
}
}
if (lig && header.dmfVersion<1.1)
{
lig->unlock();
lig->regenerateMipMapLevels();
}
buffer->Material.setTexture(0, tex);
buffer->Material.setTexture(1, lig);
}
delete verts;
delete faces;
delete materiali;
}
// delete all buffers without geometry in it.
i = 0;
while(i < Mesh->MeshBuffers.size())
{
if (Mesh->MeshBuffers[i]->getVertexCount() == 0 ||
Mesh->MeshBuffers[i]->getIndexCount() == 0 ||
Mesh->MeshBuffers[i]->getMaterial().getTexture(0) == 0)
{
// Meshbuffer is empty -- drop it
Mesh->MeshBuffers[i]->drop();
Mesh->MeshBuffers.erase(i);
}
else
{
i++;
}
}
// create bounding box
for (i = 0; i < Mesh->MeshBuffers.size(); i++)
{
((SMeshBufferLightMap*)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 c8* filename) const
{
return strstr(filename, ".dmf") != 0;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DMF_LOADER_