rev |
line source |
nuclear@14
|
1 #include "goat3d_impl.h"
|
nuclear@14
|
2 #include "chunk.h"
|
nuclear@14
|
3
|
nuclear@47
|
4 using namespace g3dimpl;
|
nuclear@47
|
5
|
nuclear@14
|
6 /*
|
nuclear@14
|
7 static long save_env(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
8 static long save_materials(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
9 static long save_material(const Material *mat, long offset, goat3d_io *io);
|
nuclear@14
|
10 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io);
|
nuclear@14
|
11 static long save_meshes(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
12 static long save_lights(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
13 static long save_cameras(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
14 static long save_nodes(const Scene *scn, long offset, goat3d_io *io);
|
nuclear@14
|
15
|
nuclear@14
|
16 static long write_chunk_float(int id, float val, long offs, goat3d_io *io);
|
nuclear@14
|
17 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io);
|
nuclear@14
|
18 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io);
|
nuclear@14
|
19 */
|
nuclear@14
|
20
|
nuclear@14
|
21 bool Scene::save(goat3d_io *io) const
|
nuclear@14
|
22 {
|
nuclear@14
|
23 /*
|
nuclear@14
|
24 long res;
|
nuclear@14
|
25
|
nuclear@14
|
26 ChunkHeader hdr;
|
nuclear@14
|
27 hdr.id = CNK_SCENE;
|
nuclear@14
|
28 hdr.size = sizeof hdr;
|
nuclear@14
|
29
|
nuclear@14
|
30 if((res = save_env(this, hdr.size, io)) < 0) {
|
nuclear@14
|
31 return false;
|
nuclear@14
|
32 }
|
nuclear@14
|
33 hdr.size += res;
|
nuclear@14
|
34
|
nuclear@14
|
35 if((res = save_materials(this, hdr.size, io)) < 0) {
|
nuclear@14
|
36 return false;
|
nuclear@14
|
37 }
|
nuclear@14
|
38 hdr.size += res;
|
nuclear@14
|
39
|
nuclear@14
|
40 if((res = save_meshes(this, hdr.size, io)) < 0) {
|
nuclear@14
|
41 return false;
|
nuclear@14
|
42 }
|
nuclear@14
|
43 hdr.size += res;
|
nuclear@14
|
44
|
nuclear@14
|
45 if((res = save_lights(this, hdr.size, io)) < 0) {
|
nuclear@14
|
46 return false;
|
nuclear@14
|
47 }
|
nuclear@14
|
48 hdr.size += res;
|
nuclear@14
|
49
|
nuclear@14
|
50 if((res = save_cameras(this, hdr.size, io)) < 0) {
|
nuclear@14
|
51 return false;
|
nuclear@14
|
52 }
|
nuclear@14
|
53 hdr.size += res;
|
nuclear@14
|
54
|
nuclear@14
|
55 if((res = save_nodes(this, hdr.size, io)) < 0) {
|
nuclear@14
|
56 return false;
|
nuclear@14
|
57 }
|
nuclear@14
|
58 hdr.size += res;
|
nuclear@14
|
59
|
nuclear@14
|
60 // now go back and write the root chunk
|
nuclear@14
|
61 io->seek(0, SEEK_SET, io->cls);
|
nuclear@14
|
62 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
|
nuclear@14
|
63 return false;
|
nuclear@14
|
64 }
|
nuclear@14
|
65
|
nuclear@14
|
66 return true;
|
nuclear@14
|
67 */
|
nuclear@14
|
68 return false;
|
nuclear@14
|
69 }
|
nuclear@14
|
70
|
nuclear@51
|
71 bool Scene::save_anim(const XFormNode *node, goat3d_io *io) const
|
nuclear@51
|
72 {
|
nuclear@51
|
73 return false;
|
nuclear@51
|
74 }
|
nuclear@51
|
75
|
nuclear@14
|
76
|
nuclear@14
|
77 #if 0
|
nuclear@14
|
78 static long save_env(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
79 {
|
nuclear@14
|
80 long res;
|
nuclear@14
|
81
|
nuclear@14
|
82 ChunkHeader hdr;
|
nuclear@14
|
83 hdr.id = CNK_ENV;
|
nuclear@14
|
84 hdr.size = sizeof hdr;
|
nuclear@14
|
85
|
nuclear@14
|
86 if((res = write_chunk_float3(CNK_ENV_AMBIENT, scn->get_ambient(), offset, io)) < 0) {
|
nuclear@14
|
87 return -1;
|
nuclear@14
|
88 }
|
nuclear@14
|
89 hdr.size += res;
|
nuclear@14
|
90
|
nuclear@14
|
91 // TODO add fog chunk
|
nuclear@14
|
92
|
nuclear@14
|
93 io->seek(offset, SEEK_SET, io->cls);
|
nuclear@14
|
94 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
|
nuclear@14
|
95 return -1;
|
nuclear@14
|
96 }
|
nuclear@14
|
97 return hdr.size;
|
nuclear@14
|
98 }
|
nuclear@14
|
99
|
nuclear@14
|
100 static long save_materials(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
101 {
|
nuclear@14
|
102 long res;
|
nuclear@14
|
103
|
nuclear@14
|
104 ChunkHeader hdr;
|
nuclear@14
|
105 hdr.id = CNK_MTL_LIST;
|
nuclear@14
|
106 hdr.size = sizeof hdr;
|
nuclear@14
|
107
|
nuclear@14
|
108 for(int i=0; i<scn->get_material_count(); i++) {
|
nuclear@14
|
109 if((res = save_material(scn->get_material(i), offset + hdr.size, io)) < 0) {
|
nuclear@14
|
110 return -1;
|
nuclear@14
|
111 }
|
nuclear@14
|
112 hdr.size += res;
|
nuclear@14
|
113 }
|
nuclear@14
|
114
|
nuclear@14
|
115 io->seek(offset, SEEK_SET, io->cls);
|
nuclear@14
|
116 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
|
nuclear@14
|
117 return -1;
|
nuclear@14
|
118 }
|
nuclear@14
|
119 return hdr.size;
|
nuclear@14
|
120 }
|
nuclear@14
|
121
|
nuclear@14
|
122 static long save_material(const Material *mat, long offset, goat3d_io *io)
|
nuclear@14
|
123 {
|
nuclear@14
|
124 long res;
|
nuclear@14
|
125
|
nuclear@14
|
126 ChunkHeader hdr;
|
nuclear@14
|
127 hdr.id = CNK_MTL;
|
nuclear@14
|
128 hdr.size = sizeof hdr;
|
nuclear@14
|
129
|
nuclear@14
|
130 for(int i=0; i<mat->get_attrib_count(); i++) {
|
nuclear@14
|
131 const char *name = mat->get_attrib_name(i);
|
nuclear@14
|
132 if((res = save_mat_attrib(name, (*mat)[i], offset + hdr.size, io)) < 0) {
|
nuclear@14
|
133 return -1;
|
nuclear@14
|
134 }
|
nuclear@14
|
135 hdr.size += res;
|
nuclear@14
|
136 }
|
nuclear@14
|
137
|
nuclear@14
|
138 io->seek(offset, SEEK_SET, io->cls);
|
nuclear@14
|
139 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
|
nuclear@14
|
140 return -1;
|
nuclear@14
|
141 }
|
nuclear@14
|
142 return hdr.size;
|
nuclear@14
|
143 }
|
nuclear@14
|
144
|
nuclear@14
|
145 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io)
|
nuclear@14
|
146 {
|
nuclear@14
|
147 long res;
|
nuclear@14
|
148
|
nuclear@14
|
149 ChunkHeader hdr;
|
nuclear@14
|
150 hdr.id = CNK_MTL_ATTR;
|
nuclear@14
|
151 hdr.size = sizeof hdr;
|
nuclear@14
|
152
|
nuclear@14
|
153 // TODO cont.
|
nuclear@14
|
154 return -1;
|
nuclear@14
|
155 }
|
nuclear@14
|
156
|
nuclear@14
|
157 static long save_meshes(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
158 {
|
nuclear@14
|
159 return 0;
|
nuclear@14
|
160 }
|
nuclear@14
|
161
|
nuclear@14
|
162 static long save_lights(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
163 {
|
nuclear@14
|
164 return 0;
|
nuclear@14
|
165 }
|
nuclear@14
|
166
|
nuclear@14
|
167 static long save_cameras(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
168 {
|
nuclear@14
|
169 return 0;
|
nuclear@14
|
170 }
|
nuclear@14
|
171
|
nuclear@14
|
172 static long save_nodes(const Scene *scn, long offset, goat3d_io *io)
|
nuclear@14
|
173 {
|
nuclear@14
|
174 return 0;
|
nuclear@14
|
175 }
|
nuclear@14
|
176
|
nuclear@14
|
177 static long write_chunk_float(int id, float val, long offs, goat3d_io *io)
|
nuclear@14
|
178 {
|
nuclear@14
|
179 int size = sizeof(ChunkHeader) + sizeof val;
|
nuclear@14
|
180 char *buf = (char*)alloca(size);
|
nuclear@14
|
181
|
nuclear@14
|
182 Chunk *c = (Chunk*)buf;
|
nuclear@14
|
183 c->hdr.id = id;
|
nuclear@14
|
184 c->hdr.size = size;
|
nuclear@14
|
185 *(float*)c->data = val;
|
nuclear@14
|
186
|
nuclear@14
|
187 io->seek(offs, SEEK_SET, io->cls);
|
nuclear@14
|
188 if(io->write(buf, size, io->cls) < size) {
|
nuclear@14
|
189 return -1;
|
nuclear@14
|
190 }
|
nuclear@14
|
191 return size;
|
nuclear@14
|
192 }
|
nuclear@14
|
193
|
nuclear@14
|
194 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io)
|
nuclear@14
|
195 {
|
nuclear@14
|
196 int size = sizeof(ChunkHeader) + sizeof vec;
|
nuclear@14
|
197 char *buf = (char*)alloca(size);
|
nuclear@14
|
198
|
nuclear@14
|
199 Chunk *c = (Chunk*)buf;
|
nuclear@14
|
200 c->hdr.id = id;
|
nuclear@14
|
201 c->hdr.size = size;
|
nuclear@14
|
202 *(Vector3*)c->data = vec;
|
nuclear@14
|
203
|
nuclear@14
|
204 io->seek(offs, SEEK_SET, io->cls);
|
nuclear@14
|
205 if(io->write(buf, size, io->cls) < size) {
|
nuclear@14
|
206 return -1;
|
nuclear@14
|
207 }
|
nuclear@14
|
208 return size;
|
nuclear@14
|
209 }
|
nuclear@14
|
210
|
nuclear@14
|
211 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io)
|
nuclear@14
|
212 {
|
nuclear@14
|
213 int size = sizeof(ChunkHeader) + sizeof vec;
|
nuclear@14
|
214 char *buf = (char*)alloca(size);
|
nuclear@14
|
215
|
nuclear@14
|
216 Chunk *c = (Chunk*)buf;
|
nuclear@14
|
217 c->hdr.id = id;
|
nuclear@14
|
218 c->hdr.size = size;
|
nuclear@14
|
219 *(Vector4*)c->data = vec;
|
nuclear@14
|
220
|
nuclear@14
|
221 io->seek(offs, SEEK_SET, io->cls);
|
nuclear@14
|
222 if(io->write(buf, size, io->cls) < size) {
|
nuclear@14
|
223 return -1;
|
nuclear@14
|
224 }
|
nuclear@14
|
225 return size;
|
nuclear@14
|
226 }
|
nuclear@14
|
227 #endif
|
nuclear@50
|
228
|
nuclear@50
|
229 bool Scene::save_anim(const XFormNode *node, goat3d_io *io) const
|
nuclear@50
|
230 {
|
nuclear@50
|
231 return false;
|
nuclear@50
|
232 }
|