absence_thelab

diff src/3deng/sceneloader.cpp @ 0:1cffe3409164

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 23 Oct 2014 01:46:07 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/3deng/sceneloader.cpp	Thu Oct 23 01:46:07 2014 +0300
     1.3 @@ -0,0 +1,923 @@
     1.4 +//#include <fstream>
     1.5 +#include <windows.h>
     1.6 +#include <string>
     1.7 +#include <cassert>
     1.8 +#include "sceneloader.h"
     1.9 +#include "3dschunks.h"
    1.10 +#include "typedefs.h"
    1.11 +
    1.12 +using std::ifstream;
    1.13 +using std::string;
    1.14 +
    1.15 +namespace SceneLoader {
    1.16 +    GraphicsContext *gc;
    1.17 +	dword ReadCounter;
    1.18 +	Material *mat;
    1.19 +	dword MatCount;
    1.20 +
    1.21 +	bool eof = false;
    1.22 +
    1.23 +	string datapath = "";
    1.24 +
    1.25 +	string SceneFileName;
    1.26 +	string ObjectName;
    1.27 +
    1.28 +	bool SaveNormalFile = false;
    1.29 +}
    1.30 +
    1.31 +using namespace SceneLoader;
    1.32 +
    1.33 +struct ChunkHeader {
    1.34 +	ChunkID id;
    1.35 +	dword size;
    1.36 +};
    1.37 +
    1.38 +struct Percent {
    1.39 +	int IntPercent;
    1.40 +	float FloatPercent;
    1.41 +
    1.42 +	Percent(int p = 0) {IntPercent = p; FloatPercent = (float)p / 100.0f; }
    1.43 +	Percent(float p) {FloatPercent = p; IntPercent = (int)(p * 100.0f); }
    1.44 +};
    1.45 +
    1.46 +struct TexMap {
    1.47 +	string filename;
    1.48 +	TextureType type;
    1.49 +	float intensity;
    1.50 +	float rotation;
    1.51 +	Vector2 offset;
    1.52 +	Vector2 scale;
    1.53 +};
    1.54 +
    1.55 +const dword HeaderSize = 6;
    1.56 +
    1.57 +enum {OBJ_MESH, OBJ_PTLIGHT, OBJ_SPLIGHT, OBJ_CAMERA, OBJ_CURVE};
    1.58 +
    1.59 +// local function prototypes
    1.60 +byte ReadByte(HANDLE file);
    1.61 +word ReadWord(HANDLE file);
    1.62 +dword ReadDword(HANDLE file);
    1.63 +float ReadFloat(HANDLE file);
    1.64 +Vector3 ReadVector(HANDLE file, bool FlipYZ = true);
    1.65 +string ReadString(HANDLE file);
    1.66 +Color ReadColor(HANDLE file);
    1.67 +Percent ReadPercent(HANDLE file);
    1.68 +ChunkHeader ReadChunkHeader(HANDLE file);
    1.69 +void SkipChunk(HANDLE file, const ChunkHeader &chunk);
    1.70 +void SkipBytes(HANDLE file, dword bytes);
    1.71 +
    1.72 +int ReadObject(HANDLE file, const ChunkHeader &ch, void **obj);
    1.73 +int ReadLight(HANDLE file, const ChunkHeader &ch, Light **lt);
    1.74 +Material ReadMaterial(HANDLE file, const ChunkHeader &ch);
    1.75 +TexMap ReadTextureMap(HANDLE file, const ChunkHeader &ch);
    1.76 +
    1.77 +Material *FindMaterial(string name);
    1.78 +
    1.79 +bool LoadNormalsFromFile(const char *fname, Scene *scene);
    1.80 +void SaveNormalsToFile(const char *fname, Scene *scene);
    1.81 +
    1.82 +
    1.83 +void SceneLoader::SetGraphicsContext(GraphicsContext *gfx) {
    1.84 +	gc = gfx;
    1.85 +}
    1.86 +
    1.87 +
    1.88 +void SceneLoader::SetDataPath(const char *path) {
    1.89 +	datapath = path;
    1.90 +}
    1.91 +
    1.92 +void SceneLoader::SetNormalFileSaving(bool enable) {
    1.93 +	SaveNormalFile = enable;
    1.94 +}
    1.95 +
    1.96 +
    1.97 +
    1.98 +////////////////////////////////////////
    1.99 +//   --==( function LoadScene )==--   //
   1.100 +// ---------------------------------- //
   1.101 +// Creates a Scene instance and loads //
   1.102 +// the data from specified file       //
   1.103 +////////////////////////////////////////
   1.104 +
   1.105 +bool SceneLoader::LoadScene(const char *fname, Scene **scene) {
   1.106 +	if(!gc) return false;
   1.107 +
   1.108 +	if(!LoadMaterials(fname, &mat)) return false;
   1.109 +
   1.110 +	//ifstream file(fname);
   1.111 +	//if(!file.is_open()) return false;
   1.112 +	HANDLE file = CreateFile(fname, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
   1.113 +	assert(file != NULL);
   1.114 +	eof = false;
   1.115 +
   1.116 +	SceneFileName = string(fname);
   1.117 +
   1.118 +	ChunkHeader chunk;
   1.119 +	Scene *scn = new Scene(gc);		// new scene instance
   1.120 +	
   1.121 +	chunk = ReadChunkHeader(file);
   1.122 +	if(chunk.id != Chunk_3DSMain) {
   1.123 +		CloseHandle(file);
   1.124 +		return false;
   1.125 +	}
   1.126 +
   1.127 +	//while(!file.eof()) {
   1.128 +	while(!eof) {
   1.129 +
   1.130 +		chunk = ReadChunkHeader(file);
   1.131 +
   1.132 +		void *objptr;
   1.133 +		int type;
   1.134 +
   1.135 +		switch(chunk.id) {
   1.136 +		case Chunk_Main_3DEditor:
   1.137 +			break;	// dont skip
   1.138 +
   1.139 +		case Chunk_Edit_AmbientColor:
   1.140 +			scn->SetAmbientLight(ReadColor(file));
   1.141 +			break;
   1.142 +
   1.143 +		case Chunk_Edit_Fog:
   1.144 +			// **TODO** find out chunk structure
   1.145 +			break;
   1.146 +
   1.147 +		case Chunk_Edit_Object:
   1.148 +			type = ReadObject(file, chunk, &objptr);
   1.149 +			switch(type) {
   1.150 +			case OBJ_MESH:
   1.151 +				{
   1.152 +					Object *object = (Object*)objptr;
   1.153 +					scn->AddObject(object);
   1.154 +				}
   1.155 +				break;
   1.156 +
   1.157 +			case OBJ_CAMERA:
   1.158 +				{
   1.159 +					Camera *cam = (Camera*)objptr;
   1.160 +					scn->AddCamera(cam);
   1.161 +				}
   1.162 +				break;
   1.163 +
   1.164 +			case OBJ_PTLIGHT:
   1.165 +				{
   1.166 +					PointLight *lt = (PointLight*)objptr;
   1.167 +					scn->AddLight(lt);
   1.168 +				}
   1.169 +				break;
   1.170 +
   1.171 +			case OBJ_SPLIGHT:
   1.172 +				{
   1.173 +					SpotLight *lt = (SpotLight*)objptr;
   1.174 +					scn->AddLight(lt);
   1.175 +				}
   1.176 +				break;
   1.177 +
   1.178 +			case OBJ_CURVE:
   1.179 +				{
   1.180 +                    CatmullRomSpline *spline = (CatmullRomSpline*)objptr;
   1.181 +					scn->AddCurve(spline);
   1.182 +				}
   1.183 +				break;
   1.184 +			}
   1.185 +
   1.186 +			break;
   1.187 +
   1.188 +		default:
   1.189 +			SkipChunk(file, chunk);
   1.190 +		}
   1.191 +	}
   1.192 +
   1.193 +	CloseHandle(file);
   1.194 +	
   1.195 +
   1.196 +	// check if there is a normals file in the same dir and load them, or else calculate them
   1.197 +	if(!LoadNormalsFromFile((SceneFileName + string(".normals")).c_str(), scn)) {
   1.198 +		std::list<Object*>::iterator objiter = scn->GetObjectsList()->begin();
   1.199 +		while(objiter != scn->GetObjectsList()->end()) {
   1.200 +			(*objiter++)->GetTriMesh()->CalculateNormals();
   1.201 +		}
   1.202 +		if(SaveNormalFile) SaveNormalsToFile((SceneFileName + string(".normals")).c_str(), scn);
   1.203 +	}
   1.204 +
   1.205 +	*scene = scn;
   1.206 +    return true;
   1.207 +}
   1.208 +
   1.209 +
   1.210 +
   1.211 +bool SceneLoader::LoadObject(const char *fname, const char *ObjectName, Object **obj) {
   1.212 +	if(!gc) return false;
   1.213 +
   1.214 +	if(!LoadMaterials(fname, &mat)) return false;
   1.215 +
   1.216 +	//ifstream file(fname);
   1.217 +	//if(!file.is_open()) return false;
   1.218 +	HANDLE file = CreateFile(fname, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
   1.219 +	assert(file != NULL);
   1.220 +	eof = false;
   1.221 +
   1.222 +	ChunkHeader chunk = ReadChunkHeader(file);
   1.223 +	if(chunk.id != Chunk_3DSMain) {
   1.224 +		CloseHandle(file);
   1.225 +		return false;
   1.226 +	}
   1.227 +
   1.228 +	while(!eof) {
   1.229 +
   1.230 +		chunk = ReadChunkHeader(file);
   1.231 +
   1.232 +		void *objptr;
   1.233 +		int type;
   1.234 +
   1.235 +		switch(chunk.id) {
   1.236 +		case Chunk_Main_3DEditor:
   1.237 +			break;	// dont skip
   1.238 +
   1.239 +		case Chunk_Edit_Object:
   1.240 +			type = ReadObject(file, chunk, &objptr);
   1.241 +			if(type == OBJ_MESH) {
   1.242 +				Object *object = (Object*)objptr;
   1.243 +				if(!strcmp(object->name.c_str(), ObjectName)) {
   1.244 +					object->GetTriMesh()->CalculateNormals();
   1.245 +					*obj = object;
   1.246 +					CloseHandle(file);
   1.247 +                    return true;
   1.248 +				}
   1.249 +			}
   1.250 +			break;
   1.251 +
   1.252 +		default:
   1.253 +			SkipChunk(file, chunk);
   1.254 +		}
   1.255 +	}
   1.256 +
   1.257 +	CloseHandle(file);
   1.258 +	return false;
   1.259 +}
   1.260 +
   1.261 +
   1.262 +
   1.263 +bool FindChunk(HANDLE file, word ChunkID) {
   1.264 +
   1.265 +	ChunkHeader chunk = ReadChunkHeader(file);
   1.266 +
   1.267 +	while(chunk.id != ChunkID) {
   1.268 +		SkipChunk(file, chunk);
   1.269 +		chunk = ReadChunkHeader(file);
   1.270 +	}
   1.271 +
   1.272 +	return chunk.id == ChunkID;
   1.273 +}
   1.274 +
   1.275 +
   1.276 +
   1.277 +bool SceneLoader::LoadMaterials(const char *fname, Material **materials) {
   1.278 +	if(!materials) return false;
   1.279 +
   1.280 +	//ifstream file(fname);
   1.281 +	//if(!file.is_open()) return false;
   1.282 +	HANDLE file = CreateFile(fname, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
   1.283 +	assert(file != NULL);
   1.284 +	eof = false;
   1.285 +
   1.286 +	ChunkHeader chunk;
   1.287 +
   1.288 +	chunk = ReadChunkHeader(file);
   1.289 +	if(chunk.id != Chunk_3DSMain) {
   1.290 +		CloseHandle(file);
   1.291 +		return false;
   1.292 +	}
   1.293 +
   1.294 +	if(!FindChunk(file, Chunk_Main_3DEditor)) {
   1.295 +		CloseHandle(file);
   1.296 +		return false;
   1.297 +	}
   1.298 +
   1.299 +	std::vector<Material> mats;
   1.300 +	
   1.301 +	while(!eof) {
   1.302 +
   1.303 +		chunk = ReadChunkHeader(file);
   1.304 +
   1.305 +		if(chunk.id == Chunk_Edit_Material) {
   1.306 +            Material mat = ReadMaterial(file, chunk);
   1.307 +			mats.push_back(mat);
   1.308 +		} else {
   1.309 +			SkipChunk(file, chunk);
   1.310 +		}
   1.311 +	}
   1.312 +
   1.313 +	MatCount = (dword)mats.size();
   1.314 +
   1.315 +	if(*materials) delete [] *materials;
   1.316 +	Material *m = new Material[MatCount];
   1.317 +
   1.318 +	for(dword i=0; i<MatCount; i++) {
   1.319 +		m[i] = mats[i];
   1.320 +	}
   1.321 +
   1.322 +	*materials = m;
   1.323 +
   1.324 +	CloseHandle(file);
   1.325 +	return true;
   1.326 +}
   1.327 +
   1.328 +
   1.329 +TexMap ReadTextureMap(HANDLE file, const ChunkHeader &ch) {
   1.330 +	assert(ch.id == Chunk_Mat_TextureMap || ch.id == Chunk_Mat_TextureMap2 || ch.id == Chunk_Mat_OpacityMap || ch.id == Chunk_Mat_BumpMap || ch.id == Chunk_Mat_ReflectionMap || ch.id == Chunk_Mat_SelfIlluminationMap);
   1.331 +
   1.332 +	TexMap map;
   1.333 +	Percent p = ReadPercent(file);
   1.334 +	map.intensity = p.FloatPercent;	
   1.335 +
   1.336 +	switch(ch.id) {
   1.337 +	case Chunk_Mat_TextureMap:
   1.338 +		map.type = TextureMap;
   1.339 +		break;
   1.340 +
   1.341 +	case Chunk_Mat_TextureMap2:
   1.342 +		map.type = DetailMap;
   1.343 +		break;
   1.344 +
   1.345 +	case Chunk_Mat_OpacityMap:
   1.346 +		map.type = OpacityMap;
   1.347 +		break;
   1.348 +
   1.349 +	case Chunk_Mat_BumpMap:
   1.350 +		map.type = BumpMap;
   1.351 +		break;
   1.352 +
   1.353 +	case Chunk_Mat_ReflectionMap:
   1.354 +		map.type = EnvironmentMap;
   1.355 +		break;
   1.356 +
   1.357 +	case Chunk_Mat_SelfIlluminationMap:
   1.358 +		map.type = LightMap;
   1.359 +		break;
   1.360 +	default:
   1.361 +		assert(0);
   1.362 +	}
   1.363 +
   1.364 +	ChunkHeader chunk = ReadChunkHeader(file);
   1.365 +	assert(chunk.id == Chunk_Map_FileName);
   1.366 +
   1.367 +	map.filename = ReadString(file);
   1.368 +	return map;
   1.369 +}
   1.370 +
   1.371 +
   1.372 +
   1.373 +
   1.374 +
   1.375 +Material ReadMaterial(HANDLE file, const ChunkHeader &ch) {
   1.376 +
   1.377 +	Material mat;
   1.378 +
   1.379 +	assert(ch.id == Chunk_Edit_Material);
   1.380 +
   1.381 +	ReadCounter = HeaderSize;
   1.382 +	dword ChunkSize = ch.size;
   1.383 +
   1.384 +	while(ReadCounter < ChunkSize) {
   1.385 +		ChunkHeader chunk = ReadChunkHeader(file);
   1.386 +
   1.387 +		Percent p;
   1.388 +		TexMap map;
   1.389 +
   1.390 +		switch(chunk.id) {
   1.391 +		case Chunk_Mat_Name:
   1.392 +			mat.name = ReadString(file);
   1.393 +			break;
   1.394 +
   1.395 +		case Chunk_Mat_AmbientColor:
   1.396 +			mat.Ambient = ReadColor(file);
   1.397 +			break;
   1.398 +
   1.399 +		case Chunk_Mat_DiffuseColor:
   1.400 +			mat.Diffuse = ReadColor(file);
   1.401 +			break;
   1.402 +
   1.403 +		case Chunk_Mat_SpecularColor:
   1.404 +			mat.Specular = ReadColor(file);
   1.405 +			break;
   1.406 +
   1.407 +		case Chunk_Mat_Specular:
   1.408 +			p = ReadPercent(file);
   1.409 +			mat.Power = (float)p.IntPercent;
   1.410 +			if(mat.Power > 0.0f) mat.SpecularEnable = true;
   1.411 +			break;
   1.412 +
   1.413 +		case Chunk_Mat_SpecularIntensity:
   1.414 +			p = ReadPercent(file);
   1.415 +			mat.Specular.r *= p.FloatPercent;
   1.416 +			mat.Specular.g *= p.FloatPercent;
   1.417 +			mat.Specular.b *= p.FloatPercent;
   1.418 +			break;
   1.419 +
   1.420 +		case Chunk_Mat_Transparency:
   1.421 +			p = ReadPercent(file);
   1.422 +			mat.Alpha = 1.0f - p.FloatPercent;
   1.423 +			break;
   1.424 +
   1.425 +		case Chunk_Mat_SelfIllumination:
   1.426 +			p = ReadPercent(file);
   1.427 +			mat.Emissive = Color(p.FloatPercent);
   1.428 +			break;
   1.429 +
   1.430 +		case Chunk_Mat_TextureMap:
   1.431 +		case Chunk_Mat_TextureMap2:
   1.432 +		case Chunk_Mat_OpacityMap:
   1.433 +		case Chunk_Mat_SelfIlluminationMap:
   1.434 +			map = ReadTextureMap(file, chunk);
   1.435 +			mat.SetTexture(gc->texman->LoadTexture((datapath + map.filename).c_str()), map.type);
   1.436 +            break;
   1.437 +
   1.438 +		case Chunk_Mat_ReflectionMap:
   1.439 +			map = ReadTextureMap(file, chunk);
   1.440 +			mat.SetTexture(gc->texman->LoadTexture((datapath + map.filename).c_str()), map.type);
   1.441 +			mat.EnvBlend = map.intensity;
   1.442 +            break;
   1.443 +
   1.444 +		case Chunk_Mat_BumpMap:
   1.445 +			map = ReadTextureMap(file, chunk);
   1.446 +			mat.SetTexture(gc->texman->LoadTexture((datapath + map.filename).c_str()), map.type);
   1.447 +			mat.BumpIntensity = map.intensity;
   1.448 +            break;
   1.449 +
   1.450 +		default:
   1.451 +			SkipChunk(file, chunk);
   1.452 +		}
   1.453 +	}
   1.454 +
   1.455 +	return mat;
   1.456 +}            
   1.457 +
   1.458 +
   1.459 +
   1.460 +
   1.461 +
   1.462 +////////////////////////////////////////////////////
   1.463 +byte ReadByte(HANDLE file) {
   1.464 +	byte val;
   1.465 +	dword numread;
   1.466 +	ReadFile(file, &val, sizeof(byte), &numread, NULL);
   1.467 +	if(numread < sizeof(byte)) eof = true;
   1.468 +	ReadCounter++;
   1.469 +	return val;
   1.470 +}
   1.471 +
   1.472 +word ReadWord(HANDLE file) {
   1.473 +	word val;
   1.474 +	dword numread;
   1.475 +	ReadFile(file, &val, sizeof(word), &numread, NULL);
   1.476 +	if(numread < sizeof(word)) eof = true;
   1.477 +	ReadCounter += sizeof(word);
   1.478 +	return val;
   1.479 +}
   1.480 +
   1.481 +dword ReadDword(HANDLE file) {
   1.482 +	dword val;
   1.483 +	dword numread;
   1.484 +	ReadFile(file, &val, sizeof(dword), &numread, NULL);
   1.485 +	if(numread < sizeof(dword)) eof = true;
   1.486 +	ReadCounter += sizeof(dword);
   1.487 +	return val;
   1.488 +}
   1.489 +
   1.490 +float ReadFloat(HANDLE file) {
   1.491 +	float val;
   1.492 +	dword numread;
   1.493 +	ReadFile(file, &val, sizeof(float), &numread, NULL);
   1.494 +	if(numread < sizeof(float)) eof = true;
   1.495 +	ReadCounter += sizeof(float);
   1.496 +	return val;
   1.497 +}
   1.498 +/*
   1.499 +byte ReadByte(HANDLE file) {
   1.500 +	byte val;
   1.501 +	file.read((char*)&val, 1);
   1.502 +	ReadCounter++;
   1.503 +	return val;
   1.504 +}
   1.505 +
   1.506 +word ReadWord(HANDLE file) {
   1.507 +	word val;
   1.508 +	file.read((char*)&val, sizeof(word));
   1.509 +	ReadCounter += sizeof(word);
   1.510 +	return val;
   1.511 +}
   1.512 +
   1.513 +dword ReadDword(HANDLE file) {
   1.514 +	dword val;
   1.515 +	file.read((char*)&val, sizeof(dword));
   1.516 +	ReadCounter += sizeof(dword);
   1.517 +	return val;
   1.518 +}
   1.519 +
   1.520 +float ReadFloat(HANDLE file) {
   1.521 +	float val;
   1.522 +	file.read((char*)&val, sizeof(float));
   1.523 +	ReadCounter += sizeof(float);
   1.524 +	return val;
   1.525 +}
   1.526 +*/
   1.527 +Vector3 ReadVector(HANDLE file, bool FlipYZ) {
   1.528 +	Vector3 vector;
   1.529 +	vector.x = ReadFloat(file);
   1.530 +	if(!FlipYZ) vector.y = ReadFloat(file);
   1.531 +	vector.z = ReadFloat(file);
   1.532 +	if(FlipYZ) vector.y = ReadFloat(file);
   1.533 +	return vector;		
   1.534 +}
   1.535 +
   1.536 +string ReadString(HANDLE file) {
   1.537 +	string str;
   1.538 +	char c;
   1.539 +	while(c = (char)ReadByte(file)) {
   1.540 +		str.push_back(c);
   1.541 +	}
   1.542 +	str.push_back('\0');
   1.543 +	ReadCounter++;
   1.544 +
   1.545 +	return str;
   1.546 +}
   1.547 +/*
   1.548 +string ReadString(HANDLE file) {
   1.549 +	string str;
   1.550 +	char c;
   1.551 +	while(c = file.get()) {
   1.552 +		str.push_back(c);
   1.553 +		ReadCounter++;
   1.554 +	}
   1.555 +	str.push_back('\0');
   1.556 +	ReadCounter++;
   1.557 +
   1.558 +	return str;
   1.559 +}
   1.560 +*/
   1.561 +
   1.562 +Color ReadColor(HANDLE file) {
   1.563 +	ChunkHeader chunk = ReadChunkHeader(file);
   1.564 +	if(chunk.id < 0x0010 || chunk.id > 0x0013) return Color(-1.0f, -1.0f, -1.0f);
   1.565 +
   1.566 +	Color color;
   1.567 +
   1.568 +	if(chunk.id == Chunk_Color_Byte3 || chunk.id == Chunk_Color_GammaByte3) {
   1.569 +		byte r = ReadByte(file);
   1.570 +		byte g = ReadByte(file);
   1.571 +		byte b = ReadByte(file);
   1.572 +		color = Color(r, g, b);
   1.573 +	} else {
   1.574 +		color.r = ReadFloat(file);
   1.575 +		color.g = ReadFloat(file);
   1.576 +		color.b = ReadFloat(file);
   1.577 +	}
   1.578 +
   1.579 +	return color;
   1.580 +}
   1.581 +
   1.582 +Percent ReadPercent(HANDLE file) {
   1.583 +	ChunkHeader chunk = ReadChunkHeader(file);
   1.584 +	Percent p;
   1.585 +	if(chunk.id != Chunk_PercentInt && chunk.id != Chunk_PercentFloat) return p;
   1.586 +
   1.587 +	if(chunk.id == Chunk_PercentInt) {
   1.588 +		p = Percent(ReadWord(file));
   1.589 +	} else {
   1.590 +		p = Percent(ReadFloat(file));
   1.591 +	}
   1.592 +
   1.593 +	return p;
   1.594 +}
   1.595 +
   1.596 +
   1.597 +ChunkHeader ReadChunkHeader(HANDLE file) {
   1.598 +	ChunkHeader chunk;
   1.599 +	chunk.id = (ChunkID)ReadWord(file);
   1.600 +	chunk.size = ReadDword(file);
   1.601 +	return chunk;
   1.602 +}
   1.603 +
   1.604 +void SkipChunk(HANDLE file, const ChunkHeader &chunk) {
   1.605 +	//file.ignore(chunk.size - HeaderSize);
   1.606 +	SetFilePointer(file, chunk.size - HeaderSize, 0, FILE_CURRENT);
   1.607 +	ReadCounter += chunk.size - HeaderSize;
   1.608 +}
   1.609 +
   1.610 +void SkipBytes(HANDLE file, dword bytes) {
   1.611 +	SetFilePointer(file, bytes, 0, FILE_CURRENT);
   1.612 +	ReadCounter += bytes;
   1.613 +}
   1.614 +
   1.615 +Material *FindMaterial(string name) {
   1.616 +	dword i=0;
   1.617 +	while(i < MatCount) {
   1.618 +		if(mat[i].name == name) return &mat[i];
   1.619 +		i++;
   1.620 +	}
   1.621 +
   1.622 +	return 0;
   1.623 +}
   1.624 +
   1.625 +///////////////////// Read Object Function //////////////////////
   1.626 +int ReadObject(HANDLE file, const ChunkHeader &ch, void **obj) {
   1.627 +	if(!obj || !gc) return -1;
   1.628 +
   1.629 +	ReadCounter = HeaderSize;	// reset the global read counter
   1.630 +
   1.631 +	string name = ReadString(file);
   1.632 +
   1.633 +	ChunkHeader chunk;
   1.634 +	chunk = ReadChunkHeader(file);
   1.635 +	if(chunk.id == Chunk_Obj_TriMesh) {
   1.636 +		// object is a trimesh... load it
   1.637 +		Vertex *varray;
   1.638 +		Triangle *tarray;
   1.639 +		dword VertexCount=0, TriCount=0;
   1.640 +		Material mat;
   1.641 +		Base base;
   1.642 +		Vector3 translation;
   1.643 +
   1.644 +		bool curve = true;
   1.645 +
   1.646 +		dword ObjChunkSize = ch.size;
   1.647 +
   1.648 +		while(ReadCounter < ObjChunkSize) {	// make sure we only read subchunks of this object chunk
   1.649 +			//assert(!file.eof());
   1.650 +			assert(!eof);
   1.651 +			chunk = ReadChunkHeader(file);
   1.652 +
   1.653 +            switch(chunk.id) {
   1.654 +			case Chunk_TriMesh_VertexList:
   1.655 +				VertexCount = (dword)ReadWord(file);
   1.656 +				varray = new Vertex[VertexCount];
   1.657 +
   1.658 +				for(dword i=0; i<VertexCount; i++) {
   1.659 +					varray[i].pos = ReadVector(file);
   1.660 +				}
   1.661 +
   1.662 +				break;
   1.663 +
   1.664 +			case Chunk_TriMesh_FaceDesc:
   1.665 +				curve = false;	// it is a real object not a curve since it has triangles
   1.666 +				TriCount = (dword)ReadWord(file);
   1.667 +				tarray = new Triangle[TriCount];
   1.668 +
   1.669 +				for(dword i=0; i<TriCount; i++) {
   1.670 +					tarray[i].vertices[0] = (Index)ReadWord(file);	// 
   1.671 +					tarray[i].vertices[2] = (Index)ReadWord(file);	// flip order to CW
   1.672 +					tarray[i].vertices[1] = (Index)ReadWord(file);	//
   1.673 +					ReadWord(file);	// discard edge visibility flags
   1.674 +				}
   1.675 +				break;
   1.676 +
   1.677 +			case Chunk_Face_Material:
   1.678 +				mat = *FindMaterial(ReadString(file));
   1.679 +
   1.680 +				SkipBytes(file, ReadWord(file)<<1);
   1.681 +				break;
   1.682 +
   1.683 +			case Chunk_TriMesh_TexCoords:
   1.684 +				assert((dword)ReadWord(file) == VertexCount);
   1.685 +
   1.686 +				for(dword i=0; i<VertexCount; i++) {
   1.687 +					varray[i].tex[0].u = varray[i].tex[1].u = ReadFloat(file);
   1.688 +					varray[i].tex[0].v = varray[i].tex[1].v = -ReadFloat(file);
   1.689 +				}
   1.690 +				break;
   1.691 +
   1.692 +			case Chunk_TriMesh_SmoothingGroup:
   1.693 +				// **TODO** abide by smoothing groups duplicate vertices, weld others etc
   1.694 +				SkipChunk(file, chunk);
   1.695 +				break;
   1.696 +
   1.697 +			case Chunk_TriMesh_WorldTransform:
   1.698 +				base.i = ReadVector(file);
   1.699 +				base.k = ReadVector(file);	// flip
   1.700 +				base.j = ReadVector(file);
   1.701 +				translation = ReadVector(file);
   1.702 +				break;
   1.703 +
   1.704 +			default:
   1.705 +				SkipChunk(file, chunk);
   1.706 +			}
   1.707 +		}
   1.708 +
   1.709 +		if(curve) {
   1.710 +			CatmullRomSpline *spline = new CatmullRomSpline;
   1.711 +			spline->name = name;
   1.712 +			for(dword i=0; i<VertexCount; i++) {
   1.713 +				spline->AddControlPoint(varray[i].pos);
   1.714 +			}
   1.715 +
   1.716 +			*obj = spline;
   1.717 +			return OBJ_CURVE;
   1.718 +		} else {
   1.719 +
   1.720 +			base.i.Normalize();
   1.721 +			base.j.Normalize();
   1.722 +			base.k.Normalize();
   1.723 +			Matrix3x3 RotXForm = base.CreateRotationMatrix();
   1.724 +			RotXForm.OrthoNormalize();
   1.725 +			
   1.726 +			for(dword i=0; i<VertexCount; i++) {
   1.727 +				varray[i].pos.Translate(-translation.x, -translation.y, -translation.z);
   1.728 +				varray[i].pos.Transform(RotXForm.Transposed());
   1.729 +			}
   1.730 +
   1.731 +            Object *object = new Object(gc);
   1.732 +			object->name = name;
   1.733 +			object->GetTriMesh()->SetData(varray, tarray, VertexCount, TriCount);
   1.734 +			object->material = mat;
   1.735 +			object->SetRotation(RotXForm);
   1.736 +			object->SetTranslation(translation.x, translation.y, translation.z);
   1.737 +			*obj = object;
   1.738 +
   1.739 +			return OBJ_MESH;
   1.740 +		}
   1.741 +	} else {
   1.742 +
   1.743 +		if(chunk.id == Chunk_Obj_Light) {
   1.744 +
   1.745 +			dword ObjChunkSize = ch.size;
   1.746 +
   1.747 +			Vector3 pos = ReadVector(file);
   1.748 +			Color color = ReadColor(file);
   1.749 +
   1.750 +			Vector3 SpotTarget;
   1.751 +			float InnerCone, OuterCone;
   1.752 +			bool spot = false;
   1.753 +			bool att = false;
   1.754 +			bool CastShadows = false;
   1.755 +			float AttEnd = 10000.0f;
   1.756 +			float Intensity = 1.0f;
   1.757 +
   1.758 +			while(ReadCounter < ObjChunkSize) {
   1.759 +
   1.760 +				chunk = ReadChunkHeader(file);
   1.761 +
   1.762 +				switch(chunk.id) {
   1.763 +				case Chunk_Light_SpotLight:
   1.764 +					spot = true;
   1.765 +					SpotTarget = ReadVector(file);
   1.766 +					InnerCone = ReadFloat(file) / 180.0f;
   1.767 +					OuterCone = ReadFloat(file) / 180.0f;
   1.768 +					break;
   1.769 +
   1.770 +				case Chunk_Light_Attenuation:
   1.771 +					att = true;
   1.772 +					break;
   1.773 +				
   1.774 +				case Chunk_Light_AttenuationEnd:
   1.775 +					AttEnd = ReadFloat(file);
   1.776 +					break;
   1.777 +
   1.778 +				case Chunk_Light_Intensity:
   1.779 +					Intensity = ReadFloat(file);
   1.780 +					break;
   1.781 +
   1.782 +				case Chunk_Spot_CastShadows:
   1.783 +					CastShadows = true;
   1.784 +					break;
   1.785 +
   1.786 +				default:
   1.787 +					SkipChunk(file, chunk);
   1.788 +				}
   1.789 +			}
   1.790 +
   1.791 +			Light *light;
   1.792 +			if(spot) {
   1.793 +				light = new TargetSpotLight(pos, SpotTarget, InnerCone, OuterCone);
   1.794 +			} else {
   1.795 +				light = new PointLight(pos);
   1.796 +			}
   1.797 +			light->SetColor(color);			
   1.798 +			light->SetShadowCasting(CastShadows);
   1.799 +			light->SetIntensity(Intensity);
   1.800 +			light->name = name;
   1.801 +
   1.802 +			*obj = light;
   1.803 +			return spot ? OBJ_SPLIGHT : OBJ_PTLIGHT;
   1.804 +		}
   1.805 +
   1.806 +		if(chunk.id == Chunk_Obj_Camera) {
   1.807 +			Camera *cam = new Camera;
   1.808 +			Vector3 pos = ReadVector(file);
   1.809 +			Vector3 targ = ReadVector(file);
   1.810 +			float roll = ReadFloat(file);
   1.811 +			float FOV = ReadFloat(file);
   1.812 +
   1.813 +			Vector3 up = VECTOR3_J;
   1.814 +			Vector3 view = targ - pos;
   1.815 +			up.Rotate(view.Normalized(), roll);
   1.816 +
   1.817 +			cam->SetCamera(pos, targ, up);
   1.818 +			cam->name = name;
   1.819 +			cam->SetFOV(DEGTORAD(FOV) / 1.33333f);
   1.820 +
   1.821 +			*obj = cam;
   1.822 +			return OBJ_CAMERA;
   1.823 +		}
   1.824 +	}
   1.825 +
   1.826 +	return -1;  // should have already left by now, if not something is wrong
   1.827 +}
   1.828 +
   1.829 +
   1.830 +////////////////////////////////////////////////////////////////////////////////
   1.831 +// functions to save/load normals from file
   1.832 +
   1.833 +void WriteByte(HANDLE file, byte val) {
   1.834 +	dword junk;
   1.835 +	WriteFile(file, &val, sizeof(byte), &junk, 0);
   1.836 +}
   1.837 +
   1.838 +void WriteDword(HANDLE file, dword val) {
   1.839 +	dword junk;
   1.840 +	WriteFile(file, &val, sizeof(dword), &junk, 0);
   1.841 +	assert(junk == sizeof(dword));
   1.842 +}
   1.843 +
   1.844 +void WriteFloat(HANDLE file, float val) {
   1.845 +	dword junk;
   1.846 +	WriteFile(file, &val, sizeof(float), &junk, 0);
   1.847 +	assert(junk == sizeof(float));
   1.848 +}
   1.849 +
   1.850 +void WriteString(HANDLE file, string str) {
   1.851 +	dword junk;
   1.852 +	for(dword i=0; i<(dword)str.size(); i++) {
   1.853 +		WriteFile(file, &str[i], sizeof(char), &junk, 0);
   1.854 +	}
   1.855 +}
   1.856 +
   1.857 +
   1.858 +void SaveNormalsToFile(const char *fname, Scene *scene) {
   1.859 +
   1.860 +	HANDLE file = CreateFile(fname, GENERIC_WRITE, 0, 0, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
   1.861 +	assert(file);
   1.862 +
   1.863 +	WriteDword(file, (dword)scene->GetObjectsList()->size());
   1.864 +
   1.865 +	std::list<Object*>::iterator objiter = scene->GetObjectsList()->begin();
   1.866 +	while(objiter != scene->GetObjectsList()->end()) {
   1.867 +		WriteString(file, (*objiter)->name);
   1.868 +		dword VertexCount = (*objiter)->GetTriMesh()->GetVertexCount();
   1.869 +		WriteDword(file, VertexCount);
   1.870 +
   1.871 +		const Vertex *varray = (*objiter)->GetTriMesh()->GetVertexArray();
   1.872 +		for(dword i=0; i<VertexCount; i++) {
   1.873 +			WriteFloat(file, varray[i].normal.x);
   1.874 +			WriteFloat(file, varray[i].normal.y);
   1.875 +			WriteFloat(file, varray[i].normal.z);
   1.876 +		}
   1.877 +
   1.878 +		objiter++;
   1.879 +	}
   1.880 +
   1.881 +	CloseHandle(file);
   1.882 +}
   1.883 +
   1.884 +bool LoadNormalsFromFile(const char *fname, Scene *scene) {
   1.885 +
   1.886 +	HANDLE file = CreateFile(fname, GENERIC_READ, FILE_SHARE_READ, 0, OPEN_EXISTING, 0, 0);
   1.887 +	if(!file) return false;
   1.888 +
   1.889 +	eof = false;
   1.890 +	ReadCounter = 0;
   1.891 +
   1.892 +	dword FileSize = SetFilePointer(file, 0, 0, FILE_END) - SetFilePointer(file, 0, 0, FILE_BEGIN);
   1.893 +
   1.894 +	SetFilePointer(file, 0, 0, FILE_BEGIN);
   1.895 +
   1.896 +	dword ObjectCount = ReadDword(file);
   1.897 +	if(ObjectCount != scene->GetObjectsList()->size()) {	// detect changes
   1.898 +		CloseHandle(file);
   1.899 +		return false;
   1.900 +	}
   1.901 +    
   1.902 +	while(SceneLoader::ReadCounter < FileSize) {
   1.903 +		string name = ReadString(file);
   1.904 +		dword VertexCount = ReadDword(file);
   1.905 +		
   1.906 +		Object *obj = scene->GetObject(name.c_str());
   1.907 +		if(!obj) {
   1.908 +			CloseHandle(file);
   1.909 +			return false;
   1.910 +		}
   1.911 +
   1.912 +		if(VertexCount != obj->GetTriMesh()->GetVertexCount()) {	// again detect changes
   1.913 +			CloseHandle(file);
   1.914 +			return false;
   1.915 +		}
   1.916 +        
   1.917 +		Vertex *varray = obj->GetTriMesh()->GetModVertexArray();
   1.918 +		for(dword i=0; i<VertexCount; i++) {
   1.919 +			varray[i].normal = ReadVector(file, false);
   1.920 +		}
   1.921 +	}
   1.922 +
   1.923 +	CloseHandle(file);
   1.924 +	return true;
   1.925 +}
   1.926 +