irrlicht/source/Irrlicht/CB3DMeshFileLoader.cpp

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// B3D Mesh loader
//file format designed by mark sibly for the blitz3d engine and has been declared public domain
//loader by luke hoschke
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
#include "CB3DMeshFileLoader.h"
#include "IVideoDriver.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! Constructor
CB3DMeshFileLoader::CB3DMeshFileLoader(scene::ISceneManager* smgr)
: B3dStack(), NormalsInFile(false), SceneManager(smgr), AnimatedMesh(0), file(0)
{
#ifdef _DEBUG
setDebugName("CB3DMeshFileLoader");
#endif
}
//! destructor
CB3DMeshFileLoader::~CB3DMeshFileLoader()
{
for (s32 n=Materials.size()-1; n>=0; --n)
delete Materials[n].Material;
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CB3DMeshFileLoader::isALoadableFileExtension(const c8* fileName) const
{
return strstr(fileName, ".b3d") != 0;
}
//! 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* CB3DMeshFileLoader::createMesh(io::IReadFile* f)
{
if (!f)
return 0;
file = f;
AnimatedMesh = new scene::CSkinnedMesh();
Buffers = &AnimatedMesh->getMeshBuffers();
AllJoints = &AnimatedMesh->getAllJoints();
if ( load() )
{
AnimatedMesh->finalize();
}
else
{
AnimatedMesh->drop();
AnimatedMesh = 0;
}
return AnimatedMesh;
}
bool CB3DMeshFileLoader::load()
{
B3dStack.clear();
NormalsInFile=false;
//------ Get header ------
SB3dChunkHeader header;
file->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
if ( strncmp( header.name, "BB3D", 4 ) != 0 )
{
os::Printer::log("File is not a b3d file. Loading failed (No header found)", file->getFileName(), ELL_ERROR);
return false;
}
// Add main chunk...
B3dStack.push_back(SB3dChunk());
B3dStack.getLast().name[0] = header.name[0];
B3dStack.getLast().name[1] = header.name[1];
B3dStack.getLast().name[2] = header.name[2];
B3dStack.getLast().name[3] = header.name[3];
B3dStack.getLast().startposition = file->getPos()-8;
B3dStack.getLast().length = header.size+8;
// Get file version, but ignore it, as it's not important with b3d files...
u32 FileVersion;
file->read(&FileVersion, sizeof(FileVersion));
#ifdef __BIG_ENDIAN__
FileVersion = os::Byteswap::byteswap(FileVersion);
#endif
//------ Read main chunk ------
while ( B3dStack.getLast().startposition+B3dStack.getLast().length > file->getPos() )
{
B3dStack.push_back(SB3dChunk());
file->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.getLast().name[0] = header.name[0];
B3dStack.getLast().name[1] = header.name[1];
B3dStack.getLast().name[2] = header.name[2];
B3dStack.getLast().name[3] = header.name[3];
B3dStack.getLast().startposition = file->getPos() - 8;
B3dStack.getLast().length = header.size + 8;
bool knownChunk = false;
if ( strncmp( B3dStack.getLast().name, "TEXS", 4 ) == 0 )
{
knownChunk=true;
if (!readChunkTEXS())
return false;
}
else if ( strncmp( B3dStack.getLast().name, "BRUS", 4 ) == 0 )
{
knownChunk=true;
if (!readChunkBRUS())
return false;
}
else if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
{
knownChunk=true;
if (!readChunkNODE((CSkinnedMesh::SJoint*)0) )
return false;
}
if (!knownChunk)
{
os::Printer::log("Unknown chunk found in mesh base - skipping");
file->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.clear();
BaseVertices.clear();
AnimatedVertices_VertexID.clear();
AnimatedVertices_BufferID.clear();
Materials.clear();
Textures.clear();
BaseVertices.clear();
Buffers=0;
AllJoints=0;
return true;
}
bool CB3DMeshFileLoader::readChunkNODE(CSkinnedMesh::SJoint *InJoint)
{
core::stringc JointName = readString();
f32 position[3], scale[3], rotation[4];
s32 n;
for (n=0; n<=2; n++)
file->read(&position[n], sizeof(f32));
for (n=0; n<=2; n++)
file->read(&scale[n], sizeof(f32));
for (n=0; n<=3; n++)
file->read(&rotation[n], sizeof(f32));
#ifdef __BIG_ENDIAN__
for (n=0; n<=2; n++)
position[n] = os::Byteswap::byteswap(position[n]);
for (n=0; n<=2; n++)
scale[n] = os::Byteswap::byteswap(scale[n]);
for (n=0; n<=3; n++)
rotation[n] = os::Byteswap::byteswap(rotation[n]);
#endif
CSkinnedMesh::SJoint *Joint = AnimatedMesh->createJoint(InJoint);
Joint->Name = JointName;
Joint->Animatedposition = core::vector3df(position[0],position[1],position[2]) ;
Joint->Animatedscale = core::vector3df(scale[0],scale[1],scale[2]);
Joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
//Build LocalMatrix:
core::matrix4 positionMatrix;
positionMatrix.setTranslation( Joint->Animatedposition );
core::matrix4 scaleMatrix;
scaleMatrix.setScale( Joint->Animatedscale );
core::matrix4 rotationMatrix = Joint->Animatedrotation.getMatrix();
Joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
if (InJoint)
Joint->GlobalMatrix = InJoint->GlobalMatrix * Joint->LocalMatrix;
else
Joint->GlobalMatrix = Joint->LocalMatrix;
while(B3dStack.getLast().startposition + B3dStack.getLast().length > file->getPos()) // this chunk repeats
{
B3dStack.push_back(SB3dChunk());
SB3dChunkHeader header;
file->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.getLast().name[0] = header.name[0];
B3dStack.getLast().name[1] = header.name[1];
B3dStack.getLast().name[2] = header.name[2];
B3dStack.getLast().name[3] = header.name[3];
B3dStack.getLast().length = header.size+8;
B3dStack.getLast().startposition = file->getPos() - 8;
bool knownChunk = false;
if ( strncmp( B3dStack.getLast().name, "NODE", 4 ) == 0 )
{
knownChunk = true;
if (!readChunkNODE(Joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "MESH", 4 ) == 0 )
{
knownChunk = true;
if (!readChunkMESH(Joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "ANIM", 4 ) == 0 )
{
knownChunk = true;
if (!readChunkANIM(Joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "BONE", 4 ) == 0 )
{
knownChunk = true;
if (!readChunkBONE(Joint))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "KEYS", 4 ) == 0 )
{
knownChunk = true;
if(!readChunkKEYS(Joint))
return false;
}
if (!knownChunk)
{
os::Printer::log("Unknown chunk found in node chunk - skipping");
file->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkMESH(CSkinnedMesh::SJoint *InJoint)
{
s32 Vertices_Start=BaseVertices.size(); //B3Ds have Vertex ID's local within the mesh I don't want this
s32 brush_id;
file->read(&brush_id, sizeof(brush_id));
#ifdef __BIG_ENDIAN__
brush_id = os::Byteswap::byteswap(brush_id);
#endif
NormalsInFile=false;
while(B3dStack.getLast().startposition + B3dStack.getLast().length>file->getPos()) //this chunk repeats
{
B3dStack.push_back(SB3dChunk());
SB3dChunkHeader header;
file->read(&header, sizeof(header));
#ifdef __BIG_ENDIAN__
header.size = os::Byteswap::byteswap(header.size);
#endif
B3dStack.getLast().name[0]=header.name[0];
B3dStack.getLast().name[1]=header.name[1]; //Not sure of an easier way
B3dStack.getLast().name[2]=header.name[2];
B3dStack.getLast().name[3]=header.name[3];
B3dStack.getLast().length = header.size + 8;
B3dStack.getLast().startposition = file->getPos() - 8;
bool knownChunk=false;
if ( strncmp( B3dStack.getLast().name, "VRTS", 4 ) == 0 )
{
knownChunk=true;
if (!readChunkVRTS(InJoint, 0, Vertices_Start))
return false;
}
else if ( strncmp( B3dStack.getLast().name, "TRIS", 4 ) == 0 )
{
knownChunk=true;
scene::SSkinMeshBuffer *MeshBuffer = AnimatedMesh->createBuffer();
if (brush_id!=-1)
MeshBuffer->Material=(*Materials[brush_id].Material);
if(readChunkTRIS(InJoint, MeshBuffer,AnimatedMesh->getMeshBuffers().size()-1, Vertices_Start)==false)
return false;
if (!NormalsInFile && MeshBuffer->Material.Lighting) // No point wasting time on lightmapped levels
{
s32 i;
for ( i=0; i<(s32)MeshBuffer->Indices.size(); i+=3)
{
core::plane3d<f32> p( MeshBuffer->getVertex(MeshBuffer->Indices[i+0])->Pos,
MeshBuffer->getVertex(MeshBuffer->Indices[i+1])->Pos,
MeshBuffer->getVertex(MeshBuffer->Indices[i+2])->Pos);
MeshBuffer->getVertex(MeshBuffer->Indices[i+0])->Normal += p.Normal;
MeshBuffer->getVertex(MeshBuffer->Indices[i+1])->Normal += p.Normal;
MeshBuffer->getVertex(MeshBuffer->Indices[i+2])->Normal += p.Normal;
}
for ( i = 0; i<(s32)MeshBuffer->getVertexCount(); ++i )
{
MeshBuffer->getVertex(i)->Normal.normalize ();
BaseVertices[Vertices_Start+i]->Normal=MeshBuffer->getVertex(i)->Normal;
}
}
}
if (!knownChunk)
{
os::Printer::log("Unknown chunk found in mesh - skipping");
file->seek(B3dStack.getLast().startposition + B3dStack.getLast().length);
B3dStack.erase(B3dStack.size()-1);
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
/*
VRTS:
int flags ;1=normal values present, 2=rgba values present
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
{
float x,y,z ;always present
float nx,ny,nz ;vertex normal: present if (flags&1)
float red,green,blue,alpha ;vertex color: present if (flags&2)
float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
}
*/
bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *InJoint, scene::SSkinMeshBuffer* MeshBuffer, s32 Vertices_Start)
{
s32 flags, tex_coord_sets, tex_coord_set_size;
file->read(&flags, sizeof(flags));
file->read(&tex_coord_sets, sizeof(tex_coord_sets));
file->read(&tex_coord_set_size, sizeof(tex_coord_set_size));
#ifdef __BIG_ENDIAN__
flags = os::Byteswap::byteswap(flags);
tex_coord_sets = os::Byteswap::byteswap(tex_coord_sets);
tex_coord_set_size = os::Byteswap::byteswap(tex_coord_set_size);
#endif
if (tex_coord_sets >= 3 || tex_coord_set_size >= 4) // Something is wrong
{
os::Printer::log("tex_coord_sets or tex_coord_set_size too big", file->getFileName(), ELL_ERROR);
return false;
}
//------ Allocate Memory, for speed -----------//
s32 MemoryNeeded = B3dStack.getLast().length / sizeof(f32);
s32 NumberOfReads = 3;
if (flags & 1)
NumberOfReads += 3;
if (flags & 2)
NumberOfReads += 4;
NumberOfReads += tex_coord_sets*tex_coord_set_size;
MemoryNeeded /= NumberOfReads;
BaseVertices.reallocate(MemoryNeeded + BaseVertices.size() + 1);
AnimatedVertices_VertexID.reallocate(MemoryNeeded + AnimatedVertices_VertexID.size() + 1);
//--------------------------------------------//
while(B3dStack.getLast().startposition + B3dStack.getLast().length > file->getPos()) // this chunk repeats
{
f32 x=0.0f, y=0.0f, z=0.0f;
f32 nx=0.0f, ny=0.0f, nz=0.0f;
f32 red=1.0f, green=1.0f, blue=1.0f, alpha=1.0f;
f32 tex_coords[3][4];
file->read(&x, sizeof(x));
file->read(&y, sizeof(y));
file->read(&z, sizeof(z));
if (flags & 1)
{
NormalsInFile = true;
file->read(&nx, sizeof(nx));
file->read(&ny, sizeof(ny));
file->read(&nz, sizeof(nz));
}
if (flags & 2)
{
file->read(&red, sizeof(red));
file->read(&green, sizeof(green));
file->read(&blue, sizeof(blue));
file->read(&alpha, sizeof(alpha));
}
for (s32 i=0; i<tex_coord_sets; ++i)
for (s32 j=0; j<tex_coord_set_size; ++j)
file->read(&tex_coords[i][j], sizeof(f32));
#ifdef __BIG_ENDIAN__
x = os::Byteswap::byteswap(x);
y = os::Byteswap::byteswap(y);
z = os::Byteswap::byteswap(z);
if (flags&1)
{
nx = os::Byteswap::byteswap(nx);
ny = os::Byteswap::byteswap(ny);
nz = os::Byteswap::byteswap(nz);
}
if (flags & 2)
{
red = os::Byteswap::byteswap(red);
green = os::Byteswap::byteswap(green);
blue = os::Byteswap::byteswap(blue);
alpha = os::Byteswap::byteswap(alpha);
}
for (s32 i=0; i<=tex_coord_sets-1; i++)
for (s32 j=0; j<=tex_coord_set_size-1; j++)
tex_coords[i][j] = os::Byteswap::byteswap(tex_coords[i][j]);
#endif
f32 tu=0.0f, tv=0.0f;
if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
{
tu=tex_coords[0][0];
tv=tex_coords[0][1];
}
f32 tu2=0.0f, tv2=0.0f;
if (tex_coord_sets>=2 && tex_coord_set_size>=2)
{
tu2=tex_coords[1][0];
tv2=tex_coords[1][1];
}
// Create Vertex...
video::S3DVertex2TCoords *Vertex=new video::S3DVertex2TCoords
(x, y, z, video::SColorf(red, green, blue, alpha).toSColor(), tu, tv, tu2, tv2);
Vertex->Normal = core::vector3df(nx, ny, nz);
// Transform the Vertex position by nested node...
core::matrix4 VertexMatrix;
VertexMatrix.setTranslation(Vertex->Pos);
VertexMatrix = InJoint->GlobalMatrix * VertexMatrix;
Vertex->Pos = VertexMatrix.getTranslation();
//Add it...
BaseVertices.push_back(Vertex);
AnimatedVertices_VertexID.push_back(-1);
AnimatedVertices_BufferID.push_back(-1);
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkTRIS(CSkinnedMesh::SJoint *InJoint, scene::SSkinMeshBuffer *MeshBuffer, u32 MeshBufferID, s32 Vertices_Start)
{
bool showVertexWarning=false;
s32 triangle_brush_id; // Note: Irrlicht can't have different brushes for each triangle (I'm using a workaround)
file->read(&triangle_brush_id, sizeof(triangle_brush_id));
#ifdef __BIG_ENDIAN__
triangle_brush_id = os::Byteswap::byteswap(triangle_brush_id);
#endif
SB3dMaterial *B3dMaterial;
if (triangle_brush_id != -1)
B3dMaterial = &Materials[triangle_brush_id];
else
B3dMaterial = 0;
if (B3dMaterial)
MeshBuffer->Material = (*B3dMaterial->Material);
s32 MemoryNeeded = B3dStack.getLast().length / sizeof(s32);
MeshBuffer->Indices.reallocate(MemoryNeeded + MeshBuffer->Indices.size() + 1);
while(B3dStack.getLast().startposition + B3dStack.getLast().length > file->getPos()) // this chunk repeats
{
s32 vertex_id[3];
file->read(&vertex_id[0], sizeof(s32));
file->read(&vertex_id[1], sizeof(s32));
file->read(&vertex_id[2], sizeof(s32));
#ifdef __BIG_ENDIAN__
vertex_id[0] = os::Byteswap::byteswap(vertex_id[0]);
vertex_id[1] = os::Byteswap::byteswap(vertex_id[1]);
vertex_id[2] = os::Byteswap::byteswap(vertex_id[2]);
#endif
//Make Ids global:
vertex_id[0] += Vertices_Start;
vertex_id[1] += Vertices_Start;
vertex_id[2] += Vertices_Start;
for(s32 i=0; i<3; ++i)
{
if ((u32)vertex_id[i] >= AnimatedVertices_VertexID.size())
return false;
if (AnimatedVertices_VertexID[ vertex_id[i] ] != -1)
{
if ( AnimatedVertices_BufferID[ vertex_id[i] ] != (s32)MeshBufferID ) //If this vertex is linked in a different meshbuffer
{
AnimatedVertices_VertexID[ vertex_id[i] ] = -1;
AnimatedVertices_BufferID[ vertex_id[i] ] = -1;
showVertexWarning=true;
}
}
if (AnimatedVertices_VertexID[ vertex_id[i] ] == -1) //If this vertex is not in the meshbuffer
{
//Check for lightmapping:
if (BaseVertices[ vertex_id[i] ]->TCoords2 != core::vector2d<f32>(0,0))
MeshBuffer->MoveTo_2TCoords(); //Will only affect the meshbuffer the first time this is called
//Add the vertex to the meshbuffer:
if (MeshBuffer->VertexType == video::EVT_STANDARD)
MeshBuffer->Vertices_Standard.push_back( *((video::S3DVertex*)BaseVertices[ vertex_id[i] ] ) );
else
MeshBuffer->Vertices_2TCoords.push_back(*BaseVertices[ vertex_id[i] ] );
//create vertex id to meshbuffer index link:
AnimatedVertices_VertexID[ vertex_id[i] ] = MeshBuffer->getVertexCount()-1;
AnimatedVertices_BufferID[ vertex_id[i] ] = MeshBufferID;
if (B3dMaterial)
{
// Apply Material/Colour/etc...
video::S3DVertex *Vertex=MeshBuffer->getVertex(MeshBuffer->getVertexCount()-1);
if (Vertex->Color.getAlpha() == 255) //Note: Irrlicht docs state that 0 is opaque, are they wrong?
Vertex->Color.setAlpha( (s32)(B3dMaterial->alpha * 255.0f) );
// Use texture's scale
if (B3dMaterial->Textures[0])
{
Vertex->TCoords.X *=B3dMaterial->Textures[0]->Xscale;
Vertex->TCoords.Y *=B3dMaterial->Textures[0]->Yscale;
}
/*
if (B3dMaterial->Textures[1])
{
Vertex->TCoords2.X *=B3dMaterial->Textures[1]->Xscale;
Vertex->TCoords2.Y *=B3dMaterial->Textures[1]->Yscale;
}
*/
}
}
}
MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[0] ] );
MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[1] ] );
MeshBuffer->Indices.push_back( AnimatedVertices_VertexID[ vertex_id[2] ] );
}
B3dStack.erase(B3dStack.size()-1);
if (showVertexWarning)
os::Printer::log("B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes");
return true;
}
bool CB3DMeshFileLoader::readChunkBONE(CSkinnedMesh::SJoint *InJoint)
{
if (B3dStack.getLast().length > 8)
{
while(B3dStack.getLast().startposition + B3dStack.getLast().length>file->getPos()) // this chunk repeats
{
CSkinnedMesh::SWeight *Weight=AnimatedMesh->createWeight(InJoint);
u32 GlobalVertexID;
file->read(&GlobalVertexID, sizeof(GlobalVertexID));
file->read(&Weight->strength, sizeof(Weight->strength));
#ifdef __BIG_ENDIAN__
GlobalVertexID = os::Byteswap::byteswap(GlobalVertexID);
Weight->strength = os::Byteswap::byteswap(Weight->strength);
#endif
if (AnimatedVertices_VertexID[GlobalVertexID]==-1)
{
os::Printer::log("B3dMeshLoader: Weight has bad vertex id (no link to meshbuffer index found)");
Weight->vertex_id = Weight->buffer_id = 0;
}
else
{
//Find the MeshBuffer and Vertex index from the Global Vertex ID:
Weight->vertex_id = AnimatedVertices_VertexID[GlobalVertexID];
Weight->buffer_id = AnimatedVertices_BufferID[GlobalVertexID];
}
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkKEYS(CSkinnedMesh::SJoint *InJoint)
{
s32 flags;
file->read(&flags, sizeof(flags));
#ifdef __BIG_ENDIAN__
flags = os::Byteswap::byteswap(flags);
#endif
while(B3dStack.getLast().startposition + B3dStack.getLast().length>file->getPos()) //this chunk repeats
{
s32 frame;
f32 positionData[3];
f32 scaleData[3];
f32 rotationData[4];
file->read(&frame, sizeof(frame));
if (flags&1)
readFloats(positionData, 3);
if (flags&2)
readFloats(scaleData, 3);
if (flags&4)
readFloats(rotationData, 4);
#ifdef __BIG_ENDIAN__
frame = os::Byteswap::byteswap(frame);
#endif
core::vector3df position = core::vector3df(positionData[0], positionData[1], positionData[2]);
core::vector3df scale = core::vector3df(scaleData[0], scaleData[1], scaleData[2]);
core::quaternion rotation = core::quaternion(rotationData[1], rotationData[2], rotationData[3], rotationData[0]); // meant to be in this order
// Add key frame
if (flags & 1)
{
CSkinnedMesh::SPositionKey *Key=AnimatedMesh->createPositionKey(InJoint);
Key->frame = (f32)frame;
Key->position = position;
}
if (flags & 2)
{
CSkinnedMesh::SScaleKey *Key=AnimatedMesh->createScaleKey(InJoint);
Key->frame = (f32)frame;
Key->scale=scale;
}
if (flags & 4)
{
CSkinnedMesh::SRotationKey *Key=AnimatedMesh->createRotationKey(InJoint);
Key->frame = (f32)frame;
Key->rotation = rotation;
}
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkANIM(CSkinnedMesh::SJoint *InJoint)
{
s32 AnimFlags; //not stored\used
s32 AnimFrames;//not stored\used
f32 AnimFPS; //not stored\used
file->read(&AnimFlags, sizeof(s32));
file->read(&AnimFrames, sizeof(s32));
readFloats(&AnimFPS, 1);
#ifdef __BIG_ENDIAN__
AnimFlags = os::Byteswap::byteswap(AnimFlags);
AnimFrames = os::Byteswap::byteswap(AnimFrames);
#endif
B3dStack.erase(B3dStack.size()-1);
return true;
}
bool CB3DMeshFileLoader::readChunkTEXS()
{
bool Previous32BitTextureFlag = SceneManager->getVideoDriver()->getTextureCreationFlag(video::ETCF_ALWAYS_32_BIT);
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
while(B3dStack.getLast().startposition + B3dStack.getLast().length>file->getPos()) //this chunk repeats
{
core::stringc TextureName=readString();
TextureName=stripPathFromString(file->getFileName(),true) + stripPathFromString(TextureName,false);
SB3dTexture B3dTexture;
B3dTexture.Texture=SceneManager->getVideoDriver()->getTexture ( TextureName.c_str() );
file->read(&B3dTexture.Flags, sizeof(s32));
file->read(&B3dTexture.Blend, sizeof(s32));
readFloats(&B3dTexture.Xpos, 1);
readFloats(&B3dTexture.Ypos, 1);
readFloats(&B3dTexture.Xscale, 1);
readFloats(&B3dTexture.Yscale, 1);
readFloats(&B3dTexture.Angle, 1);
#ifdef __BIG_ENDIAN__
B3dTexture.Flags = os::Byteswap::byteswap(B3dTexture.Flags);
B3dTexture.Blend = os::Byteswap::byteswap(B3dTexture.Blend);
#endif
Textures.push_back(B3dTexture);
}
B3dStack.erase(B3dStack.size()-1);
SceneManager->getVideoDriver()->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, Previous32BitTextureFlag);
return true;
}
bool CB3DMeshFileLoader::readChunkBRUS()
{
s32 n_texs;
file->read(&n_texs, sizeof(s32));
#ifdef __BIG_ENDIAN__
n_texs = os::Byteswap::byteswap(n_texs);
#endif
while(B3dStack.getLast().startposition + B3dStack.getLast().length>file->getPos()) //this chunk repeats
{
// This is what blitz basic calls a brush, like a Irrlicht Material
core::stringc MaterialName=readString(); //Not used but we still need the read it
SB3dMaterial B3dMaterial;
B3dMaterial.Material = new video::SMaterial();
B3dMaterial.Textures[0]=0;
B3dMaterial.Textures[1]=0;
s32 texture_id[8];
texture_id[0]=-1;
texture_id[1]=-1;
file->read(&B3dMaterial.red, sizeof(B3dMaterial.red));
file->read(&B3dMaterial.green, sizeof(B3dMaterial.green));
file->read(&B3dMaterial.blue, sizeof(B3dMaterial.blue));
file->read(&B3dMaterial.alpha, sizeof(B3dMaterial.alpha));
file->read(&B3dMaterial.shininess, sizeof(B3dMaterial.shininess));
file->read(&B3dMaterial.blend, sizeof(B3dMaterial.blend));
file->read(&B3dMaterial.fx, sizeof(B3dMaterial.fx));
for (s32 n=0; n < n_texs; ++n)
file->read(&texture_id[n], sizeof(s32)); //I'm not sure of getting the sizeof an array
#ifdef __BIG_ENDIAN__
B3dMaterial.red = os::Byteswap::byteswap(B3dMaterial.red);
B3dMaterial.green = os::Byteswap::byteswap(B3dMaterial.green);
B3dMaterial.blue = os::Byteswap::byteswap(B3dMaterial.blue);
B3dMaterial.alpha = os::Byteswap::byteswap(B3dMaterial.alpha);
B3dMaterial.shininess = os::Byteswap::byteswap(B3dMaterial.shininess);
B3dMaterial.blend = os::Byteswap::byteswap(B3dMaterial.blend);
B3dMaterial.fx = os::Byteswap::byteswap(B3dMaterial.fx);
for (s32 n=0; n < n_texs; ++n)
texture_id[n] = os::Byteswap::byteswap(texture_id[n]);
#endif
//------ Get pointers to the texture, based on the IDs ------
if (texture_id[0] != -1)
B3dMaterial.Textures[0]=&Textures[texture_id[0]];
if (texture_id[1] != -1)
B3dMaterial.Textures[1]=&Textures[texture_id[1]];
//Fixes problems when the lightmap is on the first texture:
if (texture_id[0] != -1)
{
if (Textures[texture_id[0]].Flags & 65536) // 65536 = secondary UV
{
SB3dTexture *TmpTexture;
TmpTexture = B3dMaterial.Textures[1];
B3dMaterial.Textures[1] = B3dMaterial.Textures[0];
B3dMaterial.Textures[0] = TmpTexture;
}
}
if (B3dMaterial.Textures[0] != 0)
B3dMaterial.Material->setTexture(0, B3dMaterial.Textures[0]->Texture);
if (B3dMaterial.Textures[1] != 0)
B3dMaterial.Material->setTexture(1, B3dMaterial.Textures[1]->Texture);
//If the first texture is empty:
if (B3dMaterial.Textures[1] != 0 && B3dMaterial.Textures[0] == 0)
{
B3dMaterial.Textures[0] = B3dMaterial.Textures[1];
B3dMaterial.Textures[1] = 0;
}
//------ Convert blitz flags/blend to irrlicht -------
//Two textures:
if (B3dMaterial.Textures[1])
{
if (B3dMaterial.alpha==1)
{
if (B3dMaterial.Textures[1]->Blend & 5) //(Multiply 2)
B3dMaterial.Material->MaterialType = video::EMT_LIGHTMAP_M2;
else
B3dMaterial.Material->MaterialType = video::EMT_LIGHTMAP;
}
else
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
else if (B3dMaterial.Textures[0]) //One texture:
{
if (B3dMaterial.Textures[0]->Flags & 2) //(Alpha mapped)
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
else if (B3dMaterial.Textures[0]->Flags & 4) //(Masked)
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // Todo: create color key texture
else if (B3dMaterial.alpha == 1)
B3dMaterial.Material->MaterialType = video::EMT_SOLID;
else
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
else //No texture:
{
if (B3dMaterial.alpha == 1)
B3dMaterial.Material->MaterialType = video::EMT_SOLID;
else
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
}
B3dMaterial.Material->AmbientColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor ();
//------ Material fx ------
if (B3dMaterial.fx & 1) //full-bright
{
B3dMaterial.Material->AmbientColor = video::SColor(255, 255, 255, 255);
B3dMaterial.Material->Lighting = false;
}
//if (B3dMaterial.fx & 2) //use vertex colors instead of brush color
if (B3dMaterial.fx & 4) //flatshaded
B3dMaterial.Material->GouraudShading = false;
if (B3dMaterial.fx & 16) //disable backface culling
B3dMaterial.Material->BackfaceCulling = false;
if (B3dMaterial.fx & 32) //force vertex alpha-blending
B3dMaterial.Material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material->DiffuseColor = video::SColorf(B3dMaterial.red, B3dMaterial.green, B3dMaterial.blue, B3dMaterial.alpha).toSColor ();
B3dMaterial.Material->EmissiveColor = video::SColorf(0.5, 0.5, 0.5, 0).toSColor ();
B3dMaterial.Material->SpecularColor = video::SColorf(0, 0, 0, 0).toSColor ();
B3dMaterial.Material->Shininess = B3dMaterial.shininess;
Materials.push_back(B3dMaterial);
}
B3dStack.erase(B3dStack.size()-1);
return true;
}
core::stringc CB3DMeshFileLoader::readString()
{
core::stringc newstring;
while (file->getPos() <= file->getSize())
{
c8 character;
file->read(&character, sizeof(character));
if (character==0)
return newstring;
newstring.append(character);
}
return newstring;
}
core::stringc CB3DMeshFileLoader::stripPathFromString(core::stringc string, bool returnPath)
{
s32 slashIndex=string.findLast('/'); // forward slash
s32 backSlash=string.findLast('\\'); // back slash
if (backSlash>slashIndex) slashIndex=backSlash;
if (slashIndex==-1)//no slashes found
if (returnPath)
return core::stringc(); //no path to return
else
return string;
if (returnPath)
return string.subString(0, slashIndex + 1);
else
return string.subString(slashIndex+1, string.size() - (slashIndex+1));
}
void CB3DMeshFileLoader::readFloats(f32* vec, u32 count)
{
file->read(vec, count*sizeof(f32));
#ifdef __BIG_ENDIAN__
for (u32 n=0; n<count; ++n)
vec[n] = os::Byteswap::byteswap(vec[n]);
#endif
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_B3D_LOADER_