irrlicht/source/Irrlicht/CLMTSMeshFileLoader.cpp

358 lines
8.9 KiB
C++

// 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 written by Jonas Petersen and modified by Nikolaus Gebhardt.
// See CLMTSMeshFileLoder.h for details.
/*
CLMTSMeshFileLoader.cpp
LMTSMeshFileLoader
Written by Jonas Petersen (a.k.a. jox)
Version 1.5 - 15 March 2005
Get the latest version here: http://development.mindfloaters.de/
This is an addon class for the Irrlicht engine by Nikolaus Gebhardt (http://irrlicht.sourceforge.net).
With this release the Irrlicht engine is at version 0.6
This class allows loading meshes with lightmaps (*.lmts + *.tga files) that were created
using Pulsar LMTools by Lord Trancos (http://www.geocities.com/dxlab/index_en.html)
Notes:
- This version does not recognice/support user data in the *.lmts files.
- The lightmap TGA's generated by LMTools doesn't work in Irrlicht for some reason (the
lightmaps look messed up). Opening and resaving them in a graphics app will solve
the problem (tested only with Photoshop).
License:
--------
It's free. You are encouraged to give me credit if you use it in your software.
Version History:
----------------
Version 1.5 - 15 March 2005
- Added the switch LMTS_INTEGRATED_IN_IRRLICHT. This was needed because
of access problems to the irrlicht Logger.
- Did a better cleanup. No memory leaks in case of an loading error.
- Added "#include <stdio.h>" for sprintf.
Version 1.4 - 12 March 2005
- Fixed bug in texture and subset loading code that would possibly cause crash.
- Fixed memory cleanup to avoid leak when loading more then one mesh
- Used the irrlicht Logger instead of cerr to output warnings and errors.
For this I had to change the constructor
from:
CLMTSMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver)
to:
CLMTSMeshFileLoader(IrrlichtDevice* device)
Version 1.3 - 15 February 2005
- Fixed bug that prevented loading more than one different lmts files.
- Removed unnecessary "#include <os.h>".
- Added "std::" in front of "cerr". This was necessary for Visual Studio .NET,
I hope it's not disturbing other compilers.
- Added warning message when a texture can not be loaded.
- Changed the documentation a bit (minor).
Version 1.2
- To avoid confusion I skipped version 1.2 because the website was offering
version 1.2 even though it was only version 1.1. Sorry about that.
Version 1.1 - 29 July 2004
- Added setTexturePath() function
- Minor improvements
Version 1.0 - 29 July 2004
- Initial release
*/
//////////////////////////////////////////////////////////////////////
#include "SMeshBufferLightMap.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "irrString.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "ISceneManager.h"
#include "CLMTSMeshFileLoader.h"
#if LMTS_INTEGRATED_IN_IRRLICHT
#include "os.h"
#endif
namespace irr
{
namespace scene
{
#if LMTS_INTEGRATED_IN_IRRLICHT
CLMTSMeshFileLoader::CLMTSMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver,
io::IAttributes* parameters)
: Textures(0), TextureIDs(0), Subsets(0), Triangles(0), Mesh(0),
NumTextures(0), NumLightMaps(0), Parameters(parameters), Driver(driver), FileSystem(fs)
{
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
}
#else
CLMTSMeshFileLoader::CLMTSMeshFileLoader(IrrlichtDevice* device)
: Textures(0), TextureIDs(0), Subsets(0), Triangles(0), Mesh(0),
NumTextures(0), NumLightMaps(0), Parameters(0), Logger(0)
{
FileSystem = device->getFileSystem();
FileSystem->grab();
Driver = device->getVideoDriver();
Driver->grab();
Logger = device->getLogger();
Parameters = device->getSceneManager()->getParameters();
}
#endif
CLMTSMeshFileLoader::~CLMTSMeshFileLoader()
{
if (Mesh)
Mesh->drop();
if (Driver)
Driver->drop();
if (FileSystem)
FileSystem->drop();
}
void CLMTSMeshFileLoader::cleanup() {
delete [] Textures;
delete [] TextureIDs;
delete [] Subsets;
delete [] Triangles;
}
bool CLMTSMeshFileLoader::isALoadableFileExtension(const c8* filename) {
return strstr(filename, ".lmts") != 0;
}
IAnimatedMesh* CLMTSMeshFileLoader::createMesh(irr::io::IReadFile* file) {
u32 i;
u32 id;
// HEADER
file->read(&Header, sizeof(SLMTSHeader));
if (Header.MagicID != 0x53544D4C) { // "LMTS"
LMTS_LOG("LMTS ERROR: wrong header magic id!", ELL_ERROR);
return 0;
}
// TEXTURES
file->read(&id, sizeof(u32));
if (id != 0x54584554) { // "TEXT"
LMTS_LOG("LMTS ERROR: wrong texture magic id!", ELL_ERROR);
return 0;
}
Textures = new SLMTSTextureInfoEntry[Header.TextureCount];
TextureIDs = new u16[Header.TextureCount];
NumLightMaps = NumTextures = 0;
for (i=0; i<Header.TextureCount; i++) {
file->read(&Textures[i], sizeof(SLMTSTextureInfoEntry));
if (Textures[i].Flags & 1) {
TextureIDs[i] = NumLightMaps;
NumLightMaps++;
} else {
TextureIDs[i] = NumTextures;
NumTextures++;
}
}
// SUBSETS
file->read(&id, sizeof(u32));
if (id != 0x53425553) { // "SUBS"
LMTS_LOG("LMTS ERROR: wrong subset magic id!", ELL_ERROR);
cleanup();
return 0;
}
Subsets = new SLMTSSubsetInfoEntry[Header.SubsetCount];
for (i=0; i<Header.SubsetCount; i++) {
file->read(&Subsets[i], sizeof(SLMTSSubsetInfoEntry));
}
// TRIANGLES
file->read(&id, sizeof(u32));
if (id != 0x53495254) { // "TRIS"
LMTS_LOG("LMTS ERROR: wrong triangle magic id!", ELL_ERROR);
cleanup();
return 0;
}
Triangles = new SLMTSTriangleDataEntry[(Header.TriangleCount*3)];
for (i=0; i<(Header.TriangleCount*3); i++) {
file->read(&Triangles[i], sizeof(SLMTSTriangleDataEntry));
}
/////////////////////////////////////////////////////////////////
constructMesh();
loadTextures();
cleanup();
SAnimatedMesh* am = new SAnimatedMesh();
am->Type = EAMT_LMTS; // not unknown to irrlicht anymore
am->addMesh(Mesh);
am->recalculateBoundingBox();
Mesh->drop();
Mesh = 0;
return am;
}
void CLMTSMeshFileLoader::constructMesh()
{
s32 i;
if (Mesh)
Mesh->drop();
Mesh = new SMesh();
for (i=0; i<Header.SubsetCount; i++) {
scene::SMeshBufferLightMap* meshBuffer = new scene::SMeshBufferLightMap();
meshBuffer->Material.MaterialType = video::EMT_LIGHTMAP; // EMT_LIGHTMAP_M2/EMT_LIGHTMAP_M4 also possible
meshBuffer->Material.Wireframe = false;
meshBuffer->Material.Lighting = false;
meshBuffer->Material.BilinearFilter = true;
Mesh->addMeshBuffer(meshBuffer);
meshBuffer->drop();
u32 offs = Subsets[i].Offset * 3;
for (u32 sc=0; sc<Subsets[i].Count; sc++) {
u32 idx = meshBuffer->getVertexCount();
for (s32 vu=0; vu<3; ++vu)
{
video::S3DVertex2TCoords currentVertex;
SLMTSTriangleDataEntry *v = &Triangles[offs+(3*sc)+vu];
currentVertex.Color.set(255,255,255,255);
currentVertex.Pos.X = v->X;
currentVertex.Pos.Y = v->Y;
currentVertex.Pos.Z = v->Z;
currentVertex.TCoords.X = v->U1;
currentVertex.TCoords.Y = v->V1;
currentVertex.TCoords2.X = v->U2;
currentVertex.TCoords2.Y = v->V2;
meshBuffer->Vertices.push_back(currentVertex);
}
meshBuffer->Indices.push_back(idx);
meshBuffer->Indices.push_back(idx+1);
meshBuffer->Indices.push_back(idx+2);
}
}
for (u32 j=0; j<Mesh->MeshBuffers.size(); ++j)
((SMeshBufferLightMap*)Mesh->MeshBuffers[j])->recalculateBoundingBox();
Mesh->recalculateBoundingBox();
}
void CLMTSMeshFileLoader::loadTextures()
{
if (!Driver || !FileSystem)
return;
core::stringc s;
// load textures
core::array<video::ITexture*> tex;
tex.set_used(NumTextures);
core::array<video::ITexture*> lig;
lig.set_used(NumLightMaps);
s32 t;
s32 tx_count = 0;
s32 lm_count = 0;
core::stringc Path = Parameters->getAttributeAsString(LMTS_TEXTURE_PATH);
for (t=0; t<Header.TextureCount; t++)
{
video::ITexture* tmptex = 0;
s = Path;
s.append(Textures[t].Filename);
if (FileSystem->existFile(s.c_str()))
tmptex = Driver->getTexture(s.c_str());
else
{
char buf[300]; // filenames may be 256 bytes long
sprintf(buf, "LMTS WARNING: Texture does not exist: %s", s.c_str());
LMTS_LOG(buf, ELL_WARNING);
}
if (Textures[t].Flags & 1) {
lig[lm_count++] = tmptex;
} else {
tex[tx_count++] = tmptex;
}
}
// attach textures to materials.
s32 i;
for (i=0; i<Header.SubsetCount; i++)
{
SMeshBufferLightMap* b = (SMeshBufferLightMap*)Mesh->getMeshBuffer(i);
if (Subsets[i].TextID1 < Header.TextureCount)
b->Material.Textures[0] = tex[TextureIDs[Subsets[i].TextID1]];
if (Subsets[i].TextID2 < Header.TextureCount)
b->Material.Textures[1] = lig[TextureIDs[Subsets[i].TextID2]];
if (!b->Material.Textures[1])
b->Material.MaterialType = video::EMT_SOLID;
}
}
} // end namespace scene
} // end namespace irr