From 181b538e4aa7088d3707af4153d4f7753c4dcfca Mon Sep 17 00:00:00 2001 From: Armin Preiml Date: Sun, 8 Aug 2010 17:20:55 +0200 Subject: [PATCH] restructured ogre nif code (struct -> class with singleton), formated code --- components/nifogre/ogre_nif_loader.cpp | 940 +++++++++++++------------ components/nifogre/ogre_nif_loader.hpp | 68 +- 2 files changed, 547 insertions(+), 461 deletions(-) diff --git a/components/nifogre/ogre_nif_loader.cpp b/components/nifogre/ogre_nif_loader.cpp index 670fba8307..7bcecfd18f 100644 --- a/components/nifogre/ogre_nif_loader.cpp +++ b/components/nifogre/ogre_nif_loader.cpp @@ -26,11 +26,11 @@ #include #include -#include "components/nif/nif_file.hpp" -#include "components/nif/node.hpp" -#include "components/nif/data.hpp" -#include "components/nif/property.hpp" -#include "libs/platform/strings.h" +#include "../nif/nif_file.hpp" +#include "../nif/node.hpp" +#include "../nif/data.hpp" +#include "../nif/property.hpp" +#include // For warning messages #include @@ -45,93 +45,111 @@ using namespace Ogre; using namespace Nif; using namespace Mangle::VFS; -// This is the interface to the Ogre resource system. It allows us to -// load NIFs from BSAs, in the file system and in any other place we -// tell Ogre to look (eg. in zip or rar files.) It's also used to -// check for the existence of texture files, so we can exchange the -// extension from .tga to .dds if the texture is missing. -static OgreVFS *vfs; - -// Singleton instance used by load() -static NIFLoader g_sing; - -// Makeshift error reporting system -static string errName; -static void warn(const string &msg) +NIFLoader& NIFLoader::getSingleton() { - cout << "WARNING (NIF:" << errName << "): " << msg << endl; + static NIFLoader instance; + + return instance; +} + +NIFLoader* NIFLoader::getSingletonPtr() +{ + return &getSingleton(); +} + +void NIFLoader::warn(string msg) +{ + std::cerr << "NIFLoader: Warn:" << msg << "\n"; +} + +void NIFLoader::fail(string msg) +{ + std::cerr << "NIFLoader: Fail: "<< msg << std::endl; + assert(1); } // Helper class that computes the bounding box and of a mesh class BoundsFinder { - struct MaxMinFinder - { - float max, min; - - MaxMinFinder() + struct MaxMinFinder { - min = numeric_limits::infinity(); - max = -min; - } + float max, min; - void add(float f) - { - if(f > max) max = f; - if(f < min) min = f; - } + MaxMinFinder() + { + min = numeric_limits::infinity(); + max = -min; + } - // Return Max(max**2, min**2) - float getMaxSquared() - { - float m1 = max*max; - float m2 = min*min; - if(m1 >= m2) return m1; - return m2; - } - }; + void add(float f) + { + if (f > max) max = f; + if (f < min) min = f; + } - MaxMinFinder X, Y, Z; + // Return Max(max**2, min**2) + float getMaxSquared() + { + float m1 = max*max; + float m2 = min*min; + if (m1 >= m2) return m1; + return m2; + } + }; + + MaxMinFinder X, Y, Z; public: - // Add 'verts' vertices to the calculation. The 'data' pointer is - // expected to point to 3*verts floats representing x,y,z for each - // point. - void add(float *data, int verts) - { - for(int i=0;i OGRE. @@ -177,7 +195,7 @@ static CompareFunction getTestMode(int mode) } */ -static void createMaterial(const String &name, +void NIFLoader::createMaterial(const String &name, const Vector &ambient, const Vector &diffuse, const Vector &specular, @@ -186,207 +204,210 @@ static void createMaterial(const String &name, float alphaFlags, float alphaTest, const String &texName) { - MaterialPtr material = MaterialManager::getSingleton().create(name, "General"); + MaterialPtr material = MaterialManager::getSingleton().create(name, resourceGroup); - // This assigns the texture to this material. If the texture name is - // a file name, and this file exists (in a resource directory), it - // will automatically be loaded when needed. If not (such as for - // internal NIF textures that we might support later), we should - // already have inserted a manual loader for the texture. - if(!texName.empty()) + // This assigns the texture to this material. If the texture name is + // a file name, and this file exists (in a resource directory), it + // will automatically be loaded when needed. If not (such as for + // internal NIF textures that we might support later), we should + // already have inserted a manual loader for the texture. + if (!texName.empty()) { - Pass *pass = material->getTechnique(0)->getPass(0); - /*TextureUnitState *txt =*/ pass->createTextureUnitState(texName); + Pass *pass = material->getTechnique(0)->getPass(0); + /*TextureUnitState *txt =*/ + pass->createTextureUnitState(texName); - /* As of yet UNTESTED code from Chris: - pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC); - pass->setDepthFunction(Ogre::CMPF_LESS_EQUAL); - pass->setDepthCheckEnabled(true); + /* As of yet UNTESTED code from Chris: + pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC); + pass->setDepthFunction(Ogre::CMPF_LESS_EQUAL); + pass->setDepthCheckEnabled(true); - // Add transparency if NiAlphaProperty was present - if(alphaFlags != -1) + // Add transparency if NiAlphaProperty was present + if(alphaFlags != -1) + { + if((alphaFlags&1)) + { + pass->setDepthWriteEnabled(false); + pass->setSceneBlending(getBlendFactor((alphaFlags>>1)&0xf), + getBlendFactor((alphaFlags>>5)&0xf)); + } + else + pass->setDepthWriteEnabled(true); + + if((alphaFlags>>9)&1) + pass->setAlphaRejectSettings(getTestMode((alphaFlags>>10)&0x7), + alphaTest); + + pass->setTransparentSortingEnabled(!((alphaFlags>>13)&1)); + } + else + pass->setDepthWriteEnabled(true); + */ + + // Add transparency if NiAlphaProperty was present + if (alphaFlags != -1) { - if((alphaFlags&1)) + // The 237 alpha flags are by far the most common. Check + // NiAlphaProperty in nif/property.h if you need to decode + // other values. 237 basically means normal transparencly. + if (alphaFlags == 237) { - pass->setDepthWriteEnabled(false); - pass->setSceneBlending(getBlendFactor((alphaFlags>>1)&0xf), - getBlendFactor((alphaFlags>>5)&0xf)); + // Enable transparency + pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); + + //pass->setDepthCheckEnabled(false); + pass->setDepthWriteEnabled(false); } - else - pass->setDepthWriteEnabled(true); - - if((alphaFlags>>9)&1) - pass->setAlphaRejectSettings(getTestMode((alphaFlags>>10)&0x7), - alphaTest); - - pass->setTransparentSortingEnabled(!((alphaFlags>>13)&1)); - } - else - pass->setDepthWriteEnabled(true); - */ - - // Add transparency if NiAlphaProperty was present - if(alphaFlags != -1) - { - // The 237 alpha flags are by far the most common. Check - // NiAlphaProperty in nif/property.h if you need to decode - // other values. 237 basically means normal transparencly. - if(alphaFlags == 237) - { - // Enable transparency - pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); - - //pass->setDepthCheckEnabled(false); - pass->setDepthWriteEnabled(false); - } - else - warn("Unhandled alpha setting for texture " + texName); + else + warn("Unhandled alpha setting for texture " + texName); } } - // Add material bells and whistles - material->setAmbient(ambient.array[0], ambient.array[1], ambient.array[2]); - material->setDiffuse(diffuse.array[0], diffuse.array[1], diffuse.array[2], alpha); - material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha); - material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]); - material->setShininess(glossiness); + // Add material bells and whistles + material->setAmbient(ambient.array[0], ambient.array[1], ambient.array[2]); + material->setDiffuse(diffuse.array[0], diffuse.array[1], diffuse.array[2], alpha); + material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha); + material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]); + material->setShininess(glossiness); } // Takes a name and adds a unique part to it. This is just used to // make sure that all materials are given unique names. -static String getUniqueName(const String &input) +String NIFLoader::getUniqueName(const String &input) { - static int addon = 0; - static char buf[8]; - snprintf(buf, 8, "_%d", addon++); + static int addon = 0; + static char buf[8]; + snprintf(buf, 8, "_%d", addon++); - // Don't overflow the buffer - if(addon > 999999) addon = 0; + // Don't overflow the buffer + if (addon > 999999) addon = 0; - return input + buf; + return input + buf; } // Check if the given texture name exists in the real world. If it // does not, change the string IN PLACE to say .dds instead and try // that. The texture may still not exist, but no information of value // is lost in that case. -static void findRealTexture(String &texName) +void NIFLoader::findRealTexture(String &texName) { - assert(vfs); - if(vfs->isFile(texName)) return; + assert(vfs); + if (vfs->isFile(texName)) return; - int len = texName.size(); - if(len < 4) return; + int len = texName.size(); + if (len < 4) return; - // Change texture extension to .dds - texName[len-3] = 'd'; - texName[len-2] = 'd'; - texName[len-1] = 's'; + // Change texture extension to .dds + texName[len-3] = 'd'; + texName[len-2] = 'd'; + texName[len-1] = 's'; } // Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given // mesh. -static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material) +void NIFLoader::createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material) { - NiTriShapeData *data = shape->data.getPtr(); - SubMesh *sub = mesh->createSubMesh(shape->name.toString()); + NiTriShapeData *data = shape->data.getPtr(); + SubMesh *sub = mesh->createSubMesh(shape->name.toString()); - int nextBuf = 0; + int nextBuf = 0; - // This function is just one long stream of Ogre-barf, but it works - // great. + // This function is just one long stream of Ogre-barf, but it works + // great. - // Add vertices - int numVerts = data->vertices.length / 3; - sub->vertexData = new VertexData(); - sub->vertexData->vertexCount = numVerts; - sub->useSharedVertices = false; - VertexDeclaration *decl = sub->vertexData->vertexDeclaration; - decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION); - HardwareVertexBufferSharedPtr vbuf = - HardwareBufferManager::getSingleton().createVertexBuffer( - VertexElement::getTypeSize(VET_FLOAT3), - numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); - vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, true); - VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding; - bind->setBinding(nextBuf++, vbuf); + // Add vertices + int numVerts = data->vertices.length / 3; + sub->vertexData = new VertexData(); + sub->vertexData->vertexCount = numVerts; + sub->useSharedVertices = false; + VertexDeclaration *decl = sub->vertexData->vertexDeclaration; + decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION); + HardwareVertexBufferSharedPtr vbuf = + HardwareBufferManager::getSingleton().createVertexBuffer( + VertexElement::getTypeSize(VET_FLOAT3), + numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); + vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, true); + VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding; + bind->setBinding(nextBuf++, vbuf); - // Vertex normals - if(data->normals.length) + // Vertex normals + if (data->normals.length) { - decl->addElement(nextBuf, 0, VET_FLOAT3, VES_NORMAL); - vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( - VertexElement::getTypeSize(VET_FLOAT3), - numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); - vbuf->writeData(0, vbuf->getSizeInBytes(), data->normals.ptr, true); - bind->setBinding(nextBuf++, vbuf); + decl->addElement(nextBuf, 0, VET_FLOAT3, VES_NORMAL); + vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( + VertexElement::getTypeSize(VET_FLOAT3), + numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); + vbuf->writeData(0, vbuf->getSizeInBytes(), data->normals.ptr, true); + bind->setBinding(nextBuf++, vbuf); } - // Vertex colors - if(data->colors.length) + // Vertex colors + if (data->colors.length) { - const float *colors = data->colors.ptr; - RenderSystem* rs = Root::getSingleton().getRenderSystem(); - std::vector colorsRGB(numVerts); - RGBA *pColour = &colorsRGB.front(); - for(int i=0; iconvertColourValue(ColourValue(colors[0],colors[1],colors[2], - colors[3]),pColour++); - colors += 4; - } - decl->addElement(nextBuf, 0, VET_COLOUR, VES_DIFFUSE); - vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( - VertexElement::getTypeSize(VET_COLOUR), - numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); - vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB.front(), true); - bind->setBinding(nextBuf++, vbuf); + const float *colors = data->colors.ptr; + RenderSystem* rs = Root::getSingleton().getRenderSystem(); + std::vector colorsRGB(numVerts); + RGBA *pColour = &colorsRGB.front(); + for (int i=0; iconvertColourValue(ColourValue(colors[0],colors[1],colors[2], + colors[3]),pColour++); + colors += 4; + } + decl->addElement(nextBuf, 0, VET_COLOUR, VES_DIFFUSE); + vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( + VertexElement::getTypeSize(VET_COLOUR), + numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); + vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB.front(), true); + bind->setBinding(nextBuf++, vbuf); } - // Texture UV coordinates - if(data->uvlist.length) + // Texture UV coordinates + if (data->uvlist.length) { - decl->addElement(nextBuf, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES); - vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( - VertexElement::getTypeSize(VET_FLOAT2), - numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); + decl->addElement(nextBuf, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES); + vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( + VertexElement::getTypeSize(VET_FLOAT2), + numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY); - vbuf->writeData(0, vbuf->getSizeInBytes(), data->uvlist.ptr, true); - bind->setBinding(nextBuf++, vbuf); + vbuf->writeData(0, vbuf->getSizeInBytes(), data->uvlist.ptr, true); + bind->setBinding(nextBuf++, vbuf); } - // Triangle faces - int numFaces = data->triangles.length; - if(numFaces) + // Triangle faces + int numFaces = data->triangles.length; + if (numFaces) { - HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). - createIndexBuffer(HardwareIndexBuffer::IT_16BIT, - numFaces, - HardwareBuffer::HBU_STATIC_WRITE_ONLY); - ibuf->writeData(0, ibuf->getSizeInBytes(), data->triangles.ptr, true); - sub->indexData->indexBuffer = ibuf; - sub->indexData->indexCount = numFaces; - sub->indexData->indexStart = 0; + HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). + createIndexBuffer(HardwareIndexBuffer::IT_16BIT, + numFaces, + HardwareBuffer::HBU_STATIC_WRITE_ONLY); + ibuf->writeData(0, ibuf->getSizeInBytes(), data->triangles.ptr, true); + sub->indexData->indexBuffer = ibuf; + sub->indexData->indexCount = numFaces; + sub->indexData->indexStart = 0; } - // Set material if one was given - if(!material.empty()) sub->setMaterialName(material); + // Set material if one was given + if (!material.empty()) sub->setMaterialName(material); - /* Old commented D code. Might be useful when reimplementing - animation. - // Assign this submesh to the given bone - VertexBoneAssignment v; - v.boneIndex = ((Bone*)bone)->getHandle(); - v.weight = 1.0; - - std::cerr << "+ Assigning bone index " << v.boneIndex << "\n"; - - for(int i=0; i < numVerts; i++) + // Assign this submesh to the given bone + //TODO: Must use niskininstance! + /*if (bone) { - v.vertexIndex = i; - sub->addBoneAssignment(v); - } - */ + VertexBoneAssignment v; + v.boneIndex = ((Bone*)bone)->getHandle(); + v.weight = 1.0; + + std::cerr << "+ Assigning bone index " << v.boneIndex << "\n"; + + for(int i=0; i < numVerts; i++) + { + v.vertexIndex = i; + sub->addBoneAssignment(v); + } + }*/ + } // Helper math functions. Reinventing linear algebra for the win! @@ -394,351 +415,356 @@ static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material // Computes B = AxB (matrix*matrix) static void matrixMul(const Matrix &A, Matrix &B) { - for(int i=0;i<3;i++) + for (int i=0;i<3;i++) { - float a = B.v[0].array[i]; - float b = B.v[1].array[i]; - float c = B.v[2].array[i]; + float a = B.v[0].array[i]; + float b = B.v[1].array[i]; + float c = B.v[2].array[i]; - B.v[0].array[i] = a*A.v[0].array[0] + b*A.v[0].array[1] + c*A.v[0].array[2]; - B.v[1].array[i] = a*A.v[1].array[0] + b*A.v[1].array[1] + c*A.v[1].array[2]; - B.v[2].array[i] = a*A.v[2].array[0] + b*A.v[2].array[1] + c*A.v[2].array[2]; + B.v[0].array[i] = a*A.v[0].array[0] + b*A.v[0].array[1] + c*A.v[0].array[2]; + B.v[1].array[i] = a*A.v[1].array[0] + b*A.v[1].array[1] + c*A.v[1].array[2]; + B.v[2].array[i] = a*A.v[2].array[0] + b*A.v[2].array[1] + c*A.v[2].array[2]; } } // Computes C = B + AxC*scale static void vectorMulAdd(const Matrix &A, const Vector &B, float *C, float scale) { - // Keep the original values - float a = C[0]; - float b = C[1]; - float c = C[2]; + // Keep the original values + float a = C[0]; + float b = C[1]; + float c = C[2]; - // Perform matrix multiplication, scaling and addition - for(int i=0;i<3;i++) - C[i] = B.array[i] + (a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2])*scale; + // Perform matrix multiplication, scaling and addition + for (int i=0;i<3;i++) + C[i] = B.array[i] + (a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2])*scale; } // Computes B = AxB (matrix*vector) static void vectorMul(const Matrix &A, float *C) { - // Keep the original values - float a = C[0]; - float b = C[1]; - float c = C[2]; + // Keep the original values + float a = C[0]; + float b = C[1]; + float c = C[2]; - // Perform matrix multiplication, scaling and addition - for(int i=0;i<3;i++) - C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2]; + // Perform matrix multiplication, scaling and addition + for (int i=0;i<3;i++) + C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2]; } -static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFinder &bounds) +void NIFLoader::handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFinder &bounds) { - assert(shape != NULL); + assert(shape != NULL); - // Interpret flags - bool hidden = (flags & 0x01) != 0; // Not displayed - bool collide = (flags & 0x02) != 0; // Use mesh for collision - bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision + // Interpret flags + bool hidden = (flags & 0x01) != 0; // Not displayed + bool collide = (flags & 0x02) != 0; // Use mesh for collision + bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision - // Bounding box collision isn't implemented, always use mesh for now. - if(bbcollide) + // Bounding box collision isn't implemented, always use mesh for now. + if (bbcollide) { - collide = true; - bbcollide = false; + collide = true; + bbcollide = false; } - // If the object was marked "NCO" earlier, it shouldn't collide with - // anything. - if(flags & 0x800) - { collide = false; bbcollide = false; } - - if(!collide && !bbcollide && hidden) - // This mesh apparently isn't being used for anything, so don't - // bother setting it up. - return; - - // Material name for this submesh, if any - String material; - - // Skip the entire material phase for hidden nodes - if(!hidden) + // If the object was marked "NCO" earlier, it shouldn't collide with + // anything. + if (flags & 0x800) { - // These are set below if present - NiTexturingProperty *t = NULL; - NiMaterialProperty *m = NULL; - NiAlphaProperty *a = NULL; + collide = false; + bbcollide = false; + } - // Scan the property list for material information - PropertyList &list = shape->props; - int n = list.length(); - for(int i=0; i