goat3d

diff src/goat3d.cc @ 9:04bb114fcf05

implementing Scene::save, lots to do still
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 23 Aug 2013 06:36:47 +0300
parents cd71f0b92f44
children 1f94a2107c64
line diff
     1.1 --- a/src/goat3d.cc	Wed Aug 21 05:52:28 2013 +0300
     1.2 +++ b/src/goat3d.cc	Fri Aug 23 06:36:47 2013 +0300
     1.3 @@ -1,5 +1,6 @@
     1.4  #include "goat3d.h"
     1.5  #include "goat3d_impl.h"
     1.6 +#include "chunk.h"
     1.7  
     1.8  Scene::Scene()
     1.9  	: name("unnamed"), ambient(0.05, 0.05, 0.05)
    1.10 @@ -81,6 +82,12 @@
    1.11  	return 0;
    1.12  }
    1.13  
    1.14 +int Scene::get_material_count() const
    1.15 +{
    1.16 +	return (int)materials.size();
    1.17 +}
    1.18 +
    1.19 +
    1.20  void Scene::add_mesh(Mesh *mesh)
    1.21  {
    1.22  	meshes.push_back(mesh);
    1.23 @@ -101,6 +108,12 @@
    1.24  	return 0;
    1.25  }
    1.26  
    1.27 +int Scene::get_mesh_count() const
    1.28 +{
    1.29 +	return (int)meshes.size();
    1.30 +}
    1.31 +
    1.32 +
    1.33  void Scene::add_light(Light *light)
    1.34  {
    1.35  	lights.push_back(light);
    1.36 @@ -121,6 +134,12 @@
    1.37  	return 0;
    1.38  }
    1.39  
    1.40 +int Scene::get_light_count() const
    1.41 +{
    1.42 +	return (int)lights.size();
    1.43 +}
    1.44 +
    1.45 +
    1.46  void Scene::add_camera(Camera *cam)
    1.47  {
    1.48  	cameras.push_back(cam);
    1.49 @@ -141,6 +160,12 @@
    1.50  	return 0;
    1.51  }
    1.52  
    1.53 +int Scene::get_camera_count() const
    1.54 +{
    1.55 +	return (int)cameras.size();
    1.56 +}
    1.57 +
    1.58 +
    1.59  void Scene::add_node(Node *node)
    1.60  {
    1.61  	nodes.push_back(node);
    1.62 @@ -161,12 +186,224 @@
    1.63  	return 0;
    1.64  }
    1.65  
    1.66 +int Scene::get_node_count() const
    1.67 +{
    1.68 +	return (int)nodes.size();
    1.69 +}
    1.70 +
    1.71 +
    1.72  bool Scene::load(goat3d_io *io)
    1.73  {
    1.74  	return false;
    1.75  }
    1.76  
    1.77 +static long save_env(const Scene *scn, long offset, goat3d_io *io);
    1.78 +static long save_materials(const Scene *scn, long offset, goat3d_io *io);
    1.79 +static long save_material(const Material *mat, long offset, goat3d_io *io);
    1.80 +static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io);
    1.81 +static long save_meshes(const Scene *scn, long offset, goat3d_io *io);
    1.82 +static long save_lights(const Scene *scn, long offset, goat3d_io *io);
    1.83 +static long save_cameras(const Scene *scn, long offset, goat3d_io *io);
    1.84 +static long save_nodes(const Scene *scn, long offset, goat3d_io *io);
    1.85 +
    1.86 +static long write_chunk_float(int id, float val, long offs, goat3d_io *io);
    1.87 +static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io);
    1.88 +static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io);
    1.89 +
    1.90  bool Scene::save(goat3d_io *io) const
    1.91  {
    1.92 -	return false;
    1.93 +	long res;
    1.94 +
    1.95 +	ChunkHeader hdr;
    1.96 +	hdr.id = CNK_SCENE;
    1.97 +	hdr.size = sizeof hdr;
    1.98 +
    1.99 +	if((res = save_env(this, hdr.size, io)) < 0) {
   1.100 +		return false;
   1.101 +	}
   1.102 +	hdr.size += res;
   1.103 +
   1.104 +	if((res = save_materials(this, hdr.size, io)) < 0) {
   1.105 +		return false;
   1.106 +	}
   1.107 +	hdr.size += res;
   1.108 +
   1.109 +	if((res = save_meshes(this, hdr.size, io)) < 0) {
   1.110 +		return false;
   1.111 +	}
   1.112 +	hdr.size += res;
   1.113 +
   1.114 +	if((res = save_lights(this, hdr.size, io)) < 0) {
   1.115 +		return false;
   1.116 +	}
   1.117 +	hdr.size += res;
   1.118 +
   1.119 +	if((res = save_cameras(this, hdr.size, io)) < 0) {
   1.120 +		return false;
   1.121 +	}
   1.122 +	hdr.size += res;
   1.123 +
   1.124 +	if((res = save_nodes(this, hdr.size, io)) < 0) {
   1.125 +		return false;
   1.126 +	}
   1.127 +	hdr.size += res;
   1.128 +
   1.129 +	// now go back and write the root chunk
   1.130 +	io->seek(0, SEEK_SET, io->cls);
   1.131 +	if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
   1.132 +		return false;
   1.133 +	}
   1.134 +
   1.135 +	return true;
   1.136  }
   1.137 +
   1.138 +
   1.139 +static long save_env(const Scene *scn, long offset, goat3d_io *io)
   1.140 +{
   1.141 +	long res;
   1.142 +
   1.143 +	ChunkHeader hdr;
   1.144 +	hdr.id = CNK_ENV;
   1.145 +	hdr.size = sizeof hdr;
   1.146 +
   1.147 +	if((res = write_chunk_float3(CNK_ENV_AMBIENT, scn->get_ambient(), offset, io)) < 0) {
   1.148 +		return -1;
   1.149 +	}
   1.150 +	hdr.size += res;
   1.151 +
   1.152 +	// TODO add fog chunk
   1.153 +
   1.154 +	io->seek(offset, SEEK_SET, io->cls);
   1.155 +	if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
   1.156 +		return -1;
   1.157 +	}
   1.158 +	return hdr.size;
   1.159 +}
   1.160 +
   1.161 +static long save_materials(const Scene *scn, long offset, goat3d_io *io)
   1.162 +{
   1.163 +	long res;
   1.164 +
   1.165 +	ChunkHeader hdr;
   1.166 +	hdr.id = CNK_MTL_LIST;
   1.167 +	hdr.size = sizeof hdr;
   1.168 +
   1.169 +	for(int i=0; i<scn->get_material_count(); i++) {
   1.170 +		if((res = save_material(scn->get_material(i), offset + hdr.size, io)) < 0) {
   1.171 +			return -1;
   1.172 +		}
   1.173 +		hdr.size += res;
   1.174 +	}
   1.175 +
   1.176 +	io->seek(offset, SEEK_SET, io->cls);
   1.177 +	if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
   1.178 +		return -1;
   1.179 +	}
   1.180 +	return hdr.size;
   1.181 +}
   1.182 +
   1.183 +static long save_material(const Material *mat, long offset, goat3d_io *io)
   1.184 +{
   1.185 +	long res;
   1.186 +
   1.187 +	ChunkHeader hdr;
   1.188 +	hdr.id = CNK_MTL;
   1.189 +	hdr.size = sizeof hdr;
   1.190 +
   1.191 +	for(int i=0; i<mat->get_attrib_count(); i++) {
   1.192 +		const char *name = mat->get_attrib_name(i);
   1.193 +		if((res = save_mat_attrib(name, (*mat)[i], offset + hdr.size, io)) < 0) {
   1.194 +			return -1;
   1.195 +		}
   1.196 +		hdr.size += res;
   1.197 +	}
   1.198 +
   1.199 +	io->seek(offset, SEEK_SET, io->cls);
   1.200 +	if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
   1.201 +		return -1;
   1.202 +	}
   1.203 +	return hdr.size;
   1.204 +}
   1.205 +
   1.206 +static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io)
   1.207 +{
   1.208 +	long res;
   1.209 +
   1.210 +	ChunkHeader hdr;
   1.211 +	hdr.id = CNK_MTL_ATTR;
   1.212 +	hdr.size = sizeof hdr;
   1.213 +
   1.214 +	// TODO cont.
   1.215 +	return -1;
   1.216 +}
   1.217 +
   1.218 +static long save_meshes(const Scene *scn, long offset, goat3d_io *io)
   1.219 +{
   1.220 +	return 0;
   1.221 +}
   1.222 +
   1.223 +static long save_lights(const Scene *scn, long offset, goat3d_io *io)
   1.224 +{
   1.225 +	return 0;
   1.226 +}
   1.227 +
   1.228 +static long save_cameras(const Scene *scn, long offset, goat3d_io *io)
   1.229 +{
   1.230 +	return 0;
   1.231 +}
   1.232 +
   1.233 +static long save_nodes(const Scene *scn, long offset, goat3d_io *io)
   1.234 +{
   1.235 +	return 0;
   1.236 +}
   1.237 +
   1.238 +static long write_chunk_float(int id, float val, long offs, goat3d_io *io)
   1.239 +{
   1.240 +	int size = sizeof(ChunkHeader) + sizeof val;
   1.241 +	char *buf = (char*)alloca(size);
   1.242 +
   1.243 +	Chunk *c = (Chunk*)buf;
   1.244 +	c->hdr.id = id;
   1.245 +	c->hdr.size = size;
   1.246 +	*(float*)c->data = val;
   1.247 +
   1.248 +	io->seek(offs, SEEK_SET, io->cls);
   1.249 +	if(io->write(buf, size, io->cls) < size) {
   1.250 +		return -1;
   1.251 +	}
   1.252 +	return size;
   1.253 +}
   1.254 +
   1.255 +static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io)
   1.256 +{
   1.257 +	int size = sizeof(ChunkHeader) + sizeof vec;
   1.258 +	char *buf = (char*)alloca(size);
   1.259 +
   1.260 +	Chunk *c = (Chunk*)buf;
   1.261 +	c->hdr.id = id;
   1.262 +	c->hdr.size = size;
   1.263 +	*(Vector3*)c->data = vec;
   1.264 +
   1.265 +	io->seek(offs, SEEK_SET, io->cls);
   1.266 +	if(io->write(buf, size, io->cls) < size) {
   1.267 +		return -1;
   1.268 +	}
   1.269 +	return size;
   1.270 +}
   1.271 +
   1.272 +static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io)
   1.273 +{
   1.274 +	int size = sizeof(ChunkHeader) + sizeof vec;
   1.275 +	char *buf = (char*)alloca(size);
   1.276 +
   1.277 +	Chunk *c = (Chunk*)buf;
   1.278 +	c->hdr.id = id;
   1.279 +	c->hdr.size = size;
   1.280 +	*(Vector4*)c->data = vec;
   1.281 +
   1.282 +	io->seek(offs, SEEK_SET, io->cls);
   1.283 +	if(io->write(buf, size, io->cls) < size) {
   1.284 +		return -1;
   1.285 +	}
   1.286 +	return size;
   1.287 +}