void SE_NewGeometry::write(SE_BufferOutput& output) { output.writeString("SE_NewGeometry"); output.writeInt(mImplchild->children.size()); output.writeInt(mImpl->attachObject.size()); SE_NewGeometry::_Impl::SimObjectList::iterator it; for(it = mImpl->attachObject.begin() ; it != mImpl->attachObject.end() ; it++) { SE_SimObject* obj = *it; obj->write(output); } SE_Spatial::write(output); }
void SE_CommonNode::write(SE_BufferOutput& output) { output.writeString("SE_CommonNode"); std::vector<SE_Spatial*> children = getChildren(); output.writeInt(children.size()); SE_Spatial::write(output); /* std::list<SE_Spatial*>::iterator it; for(it = mImpl->children.begin() ; it != mImpl->children.end() ; it++) { SE_Spatial* s = *it; s->write(output); } */ }
void SE_StringID::write(SE_BufferOutput& output) { output.writeString(mStr.c_str()); }
void SE_MeshSimObject::write(SE_BufferOutput& output) { output.writeString("SE_MeshSimObject"); mMeshID.write(output); SE_SimObject::write(output); }
void SE_SimObject::write(SE_BufferOutput& output) { output.writeString(mName.c_str()); }
void SE_Layer::write(SE_BufferOutput& output) { output.writeString(mLayer.c_str()); }
void SE_Geometry::writeEffect(SE_BufferOutput& output) { SE_Spatial::writeEffect(output); //save this spatial light status if(this->isSpatialEffectHasAttribute(SE_SpatialAttribute::LIGHTING)) { output.writeInt(1);//this spatial need lighting //write light para std::vector<SE_Light*> dirlight; std::vector<SE_Light*> pointlight; std::vector<SE_Light*> spotlight; getCurrentAttachedSimObj()->getMesh()->getSurface(0)->getDirLights(dirlight); getCurrentAttachedSimObj()->getMesh()->getSurface(0)->getPointLights(pointlight); getCurrentAttachedSimObj()->getMesh()->getSurface(0)->getSpotLights(spotlight); //write dir light output.writeInt(dirlight.size()); //write dirlight count for(int i = 0; i < dirlight.size(); ++i) { //write dir light info SE_Light* light = dirlight[i]; SE_Vector3f dir = light->getLightDir(); std::string name = light->getLightName(); SE_Vector3f color = light->getLightColor(); float dirstrength = light->getDirLightStrength(); output.writeVector3f(dir); output.writeString(name.c_str()); output.writeVector3f(color); output.writeFloat(dirstrength); } //write point light output.writeInt(pointlight.size()); //write point light count for(int i = 0; i < pointlight.size(); ++i) { //write dir light info SE_Light* light = pointlight[i]; SE_Vector3f pos = light->getLightPos(); float constAttr = light->getConstantAttenuation(); float linearAttr = light->getLinearAttenuation(); float quatAttr = light->getQuadraticAttenuation(); std::string name = light->getLightName(); SE_Vector3f color = light->getLightColor(); output.writeVector3f(pos); output.writeFloat(constAttr); output.writeFloat(linearAttr); output.writeFloat(quatAttr); output.writeString(name.c_str()); output.writeVector3f(color); } //write spot light output.writeInt(spotlight.size()); //write spot light count for(int i = 0; i < spotlight.size(); ++i) { //write dir light info SE_Light* light = spotlight[i]; SE_Vector3f pos = light->getLightPos(); SE_Vector3f spotdir = light->getLightDir(); float constAttr = light->getConstantAttenuation(); float linearAttr = light->getLinearAttenuation(); float quatAttr = light->getQuadraticAttenuation(); float cutoff = light->getSpotLightCutOff(); float soptexp = light->getSpotLightExp(); std::string name = light->getLightName(); SE_Vector3f color = light->getLightColor(); output.writeVector3f(pos); output.writeVector3f(spotdir); output.writeFloat(constAttr); output.writeFloat(linearAttr); output.writeFloat(quatAttr); output.writeFloat(cutoff); output.writeFloat(soptexp); output.writeString(name.c_str()); output.writeVector3f(color); } } else { output.writeInt(0);//do not lighting } //write shadow generator status if(this->isSpatialEffectHasAttribute(SE_SpatialAttribute::SHADOWGENERATOR)) { if(SE_Application::getInstance()->SEHomeDebug) LOGI("spatial[%s] is shadow generator!\n",getSpatialName()); output.writeInt(1); SE_Camera* s = SE_Application::getInstance()->getHelperCamera(SE_SHADOWCAMERA); SE_Vector3f loc = s->getLocation(); SE_Vector3f target = s->getTarget(); SE_Vector3f up = s->getUp(); float neara = s->getFrustum()->getNear(); float fara = s->getFrustum()->getFar(); float fov = s->getFovDegree(); output.writeVector3f(loc); output.writeVector3f(target); output.writeVector3f(up); output.writeFloat(neara); output.writeFloat(fara); output.writeFloat(fov); } else { //do not generate shadow output.writeInt(0); } //write shadow render status if(this->isSpatialEffectHasAttribute(SE_SpatialAttribute::SHADOWRENDER)) { if(SE_Application::getInstance()->SEHomeDebug) LOGI("spatial[%s] is shadow render!\n",getSpatialName()); output.writeInt(1); } else { //do not render shadow output.writeInt(0); } //write mirror generator if(this->isSpatialEffectHasAttribute(SE_SpatialAttribute::MIRRORGENERATOR)) { output.writeInt(1); output.writeString(mMirrorInfo.c_str()); output.writeInt((int)mMirrorPlane); } else { output.writeInt(0); } //write mirror render if(this->isSpatialEffectHasAttribute(SE_SpatialAttribute::MIRRORRENDER)) { output.writeInt(1); float alpha = this->getAlpha(); output.writeFloat(alpha); } else { output.writeInt(0); } //write mipmap info if(mGenerateMipMap) { output.writeInt(1); } else { output.writeInt(0); } float alpha = this->getAlpha(); output.writeFloat(alpha); SE_Vector4f mspatialData = this->getEffectData(); output.writeVector4f(mspatialData); unsigned int effectstate = this->getEffectState(); output.writeInt(effectstate); }
void ASE_Loader::Write(SE_BufferOutput& output, SE_BufferOutput& outScene, const char* shaderPath) { int materialNum = mSceneObject->mMats.size(); int numWhichHasSubmaterial = 0; int materialRealNum = materialNum; int i; for(i = 0 ; i < materialNum ; i++) { ASE_Material* srcm = &mSceneObject->mMats[i]; materialRealNum += srcm->numsubmaterials; if(srcm->numsubmaterials > 0) { numWhichHasSubmaterial++; } } std::vector<_MaterialData> materialVector(materialRealNum); std::vector<int> indexWhichHasSubmaterial(numWhichHasSubmaterial); int l = 0; int mi = 0; for(i = 0 ; i < materialNum ; i++) { ASE_Material* srcm = &mSceneObject->mMats[i]; _MaterialData md; md.subMaterialNum = srcm->numsubmaterials; md.md = srcm->materialData; materialVector[mi++] = md; if(srcm->numsubmaterials > 0) { indexWhichHasSubmaterial[l++] = i; } } std::vector<int>::iterator it; for(it = indexWhichHasSubmaterial.begin() ; it != indexWhichHasSubmaterial.end() ; it++) { int index = *it; ASE_Material* m = &mSceneObject->mMats[index]; for(int j = 0 ; j < m->numsubmaterials ; j++) { _MaterialData md; md.subMaterialNum = 0; md.md = m->submaterials[j]; materialVector[mi++] = md; } } std::vector<_MaterialData>::iterator itMaterial; output.writeShort(SE_MATERIALDATA_ID); output.writeInt(materialVector.size()); int mmm = materialVector.size(); //for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++) for(i = 0 ; i < materialVector.size() ; i++) { SE_MaterialDataID mid = SE_Application::getInstance()->createCommonID(); mid.print(); SE_Util::sleep(SLEEP_COUNT); materialVector[i].mid = mid; mid.write(output); output.writeVector3f(materialVector[i].md.ambient); output.writeVector3f(materialVector[i].md.diffuse); output.writeVector3f(materialVector[i].md.specular); output.writeVector3f(SE_Vector3f(0, 0, 0)); } /////////////////////////////write texture data /////////////// output.writeShort(SE_IMAGEDATA_ID); int imageDataNum = 0; for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++) { std::string texStr(itMaterial->md.texName); if(texStr != "") { imageDataNum++; } } output.writeInt(imageDataNum); for(itMaterial = materialVector.begin() ; itMaterial != materialVector.end() ; itMaterial++) { std::string texStr(itMaterial->md.texName); if(texStr != "") { size_t pos = texStr.find('.'); std::string name = texStr.substr(0, pos); name = name + ".raw"; SE_ImageDataID tid = texStr.c_str(); itMaterial->tid = tid; tid.write(output); output.writeInt(0); // image data type output.writeString(name.c_str()); } } /////////////////////////////write geom data ///////////////////////////////////////////// output.writeShort(SE_GEOMETRYDATA_ID); int geomDataNum = mSceneObject->mGeomObjects.size(); output.writeInt(geomDataNum); std::vector<_GeomTexCoordData> geomTexCoordData(geomDataNum); std::list<ASE_GeometryObject*>::iterator itGeomObj; int n = 0; SE_Matrix4f modelToWorldM, worldToModelM; SE_Matrix3f rotateM; SE_Quat rotateQ; SE_Vector3f rotateAxis, scale, translate; for(itGeomObj = mSceneObject->mGeomObjects.begin(); itGeomObj != mSceneObject->mGeomObjects.end(); itGeomObj++) { ASE_GeometryObject* go = *itGeomObj; ASE_Mesh* mesh = go->mesh; SE_GeometryDataID gid = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); rotateAxis.x = go->rotateAxis[0]; rotateAxis.y = go->rotateAxis[1]; rotateAxis.z = go->rotateAxis[2]; scale.x = go->scale[0]; scale.y = go->scale[1]; scale.z = go->scale[2]; translate.x = go->translate[0]; translate.y = go->translate[1]; translate.z = go->translate[2]; rotateQ.set(go->rotateAngle, rotateAxis); rotateM = rotateQ.toMatrix3f();//.setRotateFromAxis(go->rotateAngle, rotateAxis); modelToWorldM.set(rotateM, scale, translate); worldToModelM = modelToWorldM.inverse(); geomTexCoordData[n++].geomID = gid; gid.write(output); output.writeInt(mesh->numVertexes); output.writeInt(mesh->numFaces); output.writeInt(0); int i; for(i = 0 ; i < mesh->numVertexes ; i++) { SE_Vector4f p(mesh->vertexes[i].x, mesh->vertexes[i].y, mesh->vertexes[i].z, 1.0f); p = worldToModelM.map(p); output.writeFloat(p.x); output.writeFloat(p.y); output.writeFloat(p.z); } for(i = 0 ; i < mesh->numFaces ; i++) { output.writeInt(mesh->faces[i].vi[0]); output.writeInt(mesh->faces[i].vi[1]); output.writeInt(mesh->faces[i].vi[2]); } } ////////////////////////write texture coordinate/////////////////////////////////////////////// output.writeShort(SE_TEXCOORDDATA_ID); output.writeInt(geomDataNum); n = 0; for(itGeomObj = mSceneObject->mGeomObjects.begin(); itGeomObj != mSceneObject->mGeomObjects.end(); itGeomObj++) { ASE_GeometryObject* go = *itGeomObj; ASE_Mesh* mesh = go->mesh; SE_TextureCoordDataID tcid = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); tcid.write(output); geomTexCoordData[n++].texCoordID = tcid; output.writeInt(mesh->numTVertexes); output.writeInt(mesh->numFaces); int i; for(i = 0 ; i < mesh->numTVertexes ; i++) { output.writeFloat(mesh->tvertexes[i].s); output.writeFloat(mesh->tvertexes[i].t); } for(i = 0 ; i < mesh->numFaces ; i++) { output.writeInt(mesh->tfaces[i].vi[0]); output.writeInt(mesh->tfaces[i].vi[1]); output.writeInt(mesh->tfaces[i].vi[2]); } } ///////////////////// write shader program //// output.writeShort(SE_SHADERPROGRAMDATA_ID); int spNum = 1; output.writeInt(spNum);// shader program num; std::vector<SE_ProgramDataID> programDataVector(spNum); for(i = 0 ; i < spNum ; i++) { SE_ProgramDataID proID = "main_vertex_shader"; programDataVector[i] = proID; SE_Util::sleep(SLEEP_COUNT); proID.write(output); std::string str(shaderPath); std::string vertexShaderPath = str + SE_SEP + "main_vertex_shader.glsl"; std::string fragmentShaderPath = str + SE_SEP + "main_fragment_shader.glsl"; char* vertexShader = NULL; int vertexShaderLen = 0; char* fragmentShader = NULL; int fragmentShaderLen = 0; SE_IO::readFileAll(vertexShaderPath.c_str(), vertexShader, vertexShaderLen); SE_IO::readFileAll(fragmentShaderPath.c_str(), fragmentShader, fragmentShaderLen); output.writeInt(vertexShaderLen); output.writeInt(fragmentShaderLen); output.writeBytes(vertexShader, vertexShaderLen); output.writeBytes(fragmentShader, fragmentShaderLen); delete[] vertexShader; delete[] fragmentShader; } ///////////////////// write mesh //////////////// std::vector<SE_MeshID> meshIDVector(geomDataNum); output.writeShort(SE_MESHDATA_ID); output.writeInt(geomDataNum); n = 0; for(itGeomObj = mSceneObject->mGeomObjects.begin(); itGeomObj != mSceneObject->mGeomObjects.end(); itGeomObj++) { ASE_GeometryObject* go = *itGeomObj; ASE_Mesh* mesh = go->mesh; SE_MeshID meshID = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); meshID.write(output); meshIDVector[n] = meshID; SE_GeometryDataID geomID = geomTexCoordData[n].geomID; SE_TextureCoordDataID texCoordID = geomTexCoordData[n].texCoordID; n++; geomID.write(output); output.writeFloat(go->wireframeColor[0]); output.writeFloat(go->wireframeColor[1]); output.writeFloat(go->wireframeColor[2]); int texNum = 0; int materialref = go->materialref; int startpos = 0; int subMaterialStartPos = 0; _MaterialData mdData; if(materialref == -1) { output.writeInt(texNum); goto WRIET_SURFACE; } mdData = materialVector[materialref]; if(mdData.subMaterialNum > 0) { int j; for(j = 0 ; j < (materialref - 1) ; j++) { _MaterialData d = materialVector[j]; startpos += d.subMaterialNum; } int k = startpos; for(int j = 0 ; j < mdData.subMaterialNum ; j++) { _MaterialData subMaterialData = materialVector[materialNum + k]; k++; std::string texStr(subMaterialData.md.texName); if(texStr != "") { texNum++; } } } else { std::string texStr(mdData.md.texName); if(texStr != "") { texNum = 1; } } output.writeInt(texNum); for(i = 0 ; i < texNum ; i++) { if(mdData.subMaterialNum > 0) { int j; for(j = 0 ; j < (materialref - 1) ; j++) { _MaterialData d = materialVector[j]; subMaterialStartPos += d.subMaterialNum; } for(int j = 0 ; j < mdData.subMaterialNum ; j++) { _MaterialData subMaterialData = materialVector[materialNum + subMaterialStartPos]; subMaterialStartPos++; std::string texStr(subMaterialData.md.texName); if(texStr != "") { output.writeInt(1);//current we just has one texture unit; output.writeInt(0);//texture unit type is TEXTURE0 texCoordID.write(output); output.writeInt(1);//image num use in the texture unit. current it is not mipmap. so the num is 1 subMaterialData.tid.write(output); } } } else { std::string texStr(mdData.md.texName); if(texStr != "") { output.writeInt(1);//current we just has one texture unit; output.writeInt(0);//texture unit type is TEXTURE0 texCoordID.write(output); output.writeInt(1);//image num use in the texture unit. current it is not mipmap. so the num is 1 mdData.tid.write(output); } } } ///write surface WRIET_SURFACE: if(mesh->numFaceGroup > 0) { SE_ASSERT(mesh->numFaceGroup == mesh->faceGroup.size()); output.writeInt(mesh->numFaceGroup); std::vector<std::list<int> >::iterator itFaceGroup; int indexM = startpos; int texIndex = 0; for(itFaceGroup = mesh->faceGroup.begin() ; itFaceGroup != mesh->faceGroup.end(); itFaceGroup++) { _MaterialData md = materialVector[materialNum + indexM]; std::string texStr(md.md.texName); md.mid.write(output); output.writeInt(itFaceGroup->size()); std::list<int>::iterator itFace; for(itFace = itFaceGroup->begin() ; itFace != itFaceGroup->end() ; itFace++) { output.writeInt(*itFace); } programDataVector[0].write(output); if(texStr != "") { output.writeInt(texIndex); } else { output.writeInt(-1); } indexM++; texIndex++; } } else { output.writeInt(1); //just has one surface std::string texStr(mdData.md.texName); mdData.mid.write(output); output.writeInt(mesh->numFaces); // facets num; for(int f = 0 ; f < mesh->numFaces ; f++) output.writeInt(f); programDataVector[0].write(output); if(texStr != "") { output.writeInt(0); // the texture index is 0; } else { output.writeInt(-1); } } } /////// create scene ////////// SE_SpatialID spatialID = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); SE_CommonNode* rootNode = new SE_CommonNode(spatialID, NULL); rootNode->setBVType(SE_BoundingVolume::AABB); n = 0; for(itGeomObj = mSceneObject->mGeomObjects.begin(); itGeomObj != mSceneObject->mGeomObjects.end(); itGeomObj++) { ASE_GeometryObject* go = *itGeomObj; ASE_Mesh* mesh = go->mesh; SE_MeshID meshID = meshIDVector[n++]; SE_SpatialID childID = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); SE_Geometry* child = new SE_Geometry(childID, rootNode); rootNode->addChild(child); SE_Vector3f translate, scale, rotateAxis; translate.x = go->translate[0]; translate.y = go->translate[1]; translate.z = go->translate[2]; scale.x = go->scale[0]; scale.y = go->scale[1]; scale.z = go->scale[2]; rotateAxis.x = go->rotateAxis[0]; rotateAxis.y = go->rotateAxis[1]; rotateAxis.z = go->rotateAxis[2]; child->setLocalTranslate(translate); //child->setLocalTranslate(SE_Vector3f(0, 0, 0)); child->setLocalScale(scale); //child->setLocalScale(SE_Vector3f(1.0, 1.0, 1.0)); SE_Quat q; q.set(go->rotateAngle, rotateAxis); child->setLocalRotate(q); //q.set(0, SE_Vector3f(0, 0, 0)); child->setBVType(SE_BoundingVolume::AABB); SE_MeshSimObject* meshObj = new SE_MeshSimObject(meshID); meshObj->setName(go->name); child->attachSimObject(meshObj); } SE_SceneID sceneID = SE_Application::getInstance()->createCommonID(); SE_Util::sleep(SLEEP_COUNT); sceneID.write(outScene); _WriteSceneTravel wst(outScene); rootNode->travel(&wst, true); LOGI("write end\n"); }