celestia/src/celengine/meshmanager.cpp

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// meshmanager.cpp
//
// Copyright (C) 2001 Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <iostream>
#include <fstream>
#include <cassert>
#include "celestia.h"
#include <celutil/debug.h>
#include <celutil/filetype.h>
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#include <celutil/util.h>
#include <celmath/mathlib.h>
#include <celmath/perlin.h>
#include <cel3ds/3dsread.h>
//#include "3dsmesh.h"
#include "modelfile.h"
#include "vertexlist.h"
#include "parser.h"
#include "spheremesh.h"
#include "texmanager.h"
#include "meshmanager.h"
using namespace std;
static Model* LoadCelestiaMesh(const string& filename);
static Model* Convert3DSModel(const M3DScene& scene, const string& texPath);
static ModelManager* modelManager = NULL;
ModelManager* GetModelManager()
{
if (modelManager == NULL)
modelManager = new ModelManager("models");
return modelManager;
}
string ModelInfo::resolve(const string& baseDir)
{
if (!path.empty())
{
string filename = path + "/models/" + source;
ifstream in(filename.c_str());
if (in.good())
{
resolvedToPath = true;
return filename;
}
}
return baseDir + "/" + source;
}
Model* ModelInfo::load(const string& filename)
{
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clog << _("Loading model: ") << filename << '\n';
Model* model = NULL;
ContentType fileType = DetermineFileType(filename);
if (fileType == Content_3DStudio)
{
M3DScene* scene = Read3DSFile(filename);
if (scene != NULL)
{
if (resolvedToPath)
model = Convert3DSModel(*scene, path);
else
model = Convert3DSModel(*scene, "");
model->normalize(center);
delete scene;
}
}
else if (fileType == Content_CelestiaModel)
{
ifstream in(filename.c_str(), ios::binary);
if (in.good())
{
model = LoadModel(in, path);
if (model != NULL)
model->normalize(center);
}
}
else if (fileType == Content_CelestiaMesh)
{
model = LoadCelestiaMesh(filename);
}
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if (model != NULL)
{
// Sort the submeshes roughly by opacity. This will eliminate a
// good number of the errors caused when translucent triangles are
// rendered before geometry that they cover.
model->sortMeshes(Model::OpacityComparator(*model));
}
else
{
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cerr << _("Error loading model '") << filename << "'\n";
}
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return model;
}
struct NoiseMeshParameters
{
Vec3f size;
Vec3f offset;
float featureHeight;
float octaves;
float slices;
float rings;
};
static float NoiseDisplacementFunc(float u, float v, void* info)
{
float theta = u * (float) PI * 2;
float phi = (v - 0.5f) * (float) PI;
float x = (float) (cos(phi) * cos(theta));
float y = (float) sin(phi);
float z = (float) (cos(phi) * sin(theta));
// assert(info != NULL);
NoiseMeshParameters* params = (NoiseMeshParameters*) info;
return fractalsum(Point3f(x, y, z) + params->offset,
params->octaves) * params->featureHeight;
}
Model* LoadCelestiaMesh(const string& filename)
{
ifstream meshFile(filename.c_str(), ios::in);
if (!meshFile.good())
{
DPRINTF(0, "Error opening mesh file: %s\n", filename.c_str());
return NULL;
}
Tokenizer tokenizer(&meshFile);
Parser parser(&tokenizer);
if (tokenizer.nextToken() != Tokenizer::TokenName)
{
DPRINTF(0, "Mesh file %s is invalid.\n", filename.c_str());
return NULL;
}
if (tokenizer.getStringValue() != "SphereDisplacementMesh")
{
DPRINTF(0, "%s: Unrecognized mesh type %s.\n",
filename.c_str(),
tokenizer.getStringValue().c_str());
return NULL;
}
Value* meshDefValue = parser.readValue();
if (meshDefValue == NULL)
{
DPRINTF(0, "%s: Bad mesh file.\n", filename.c_str());
return NULL;
}
if (meshDefValue->getType() != Value::HashType)
{
DPRINTF(0, "%s: Bad mesh file.\n", filename.c_str());
delete meshDefValue;
return NULL;
}
Hash* meshDef = meshDefValue->getHash();
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NoiseMeshParameters params;
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params.size = Vec3f(1, 1, 1);
params.offset = Vec3f(10, 10, 10);
params.featureHeight = 0.0f;
params.octaves = 1;
params.slices = 20;
params.rings = 20;
meshDef->getVector("Size", params.size);
meshDef->getVector("NoiseOffset", params.offset);
meshDef->getNumber("FeatureHeight", params.featureHeight);
meshDef->getNumber("Octaves", params.octaves);
meshDef->getNumber("Slices", params.slices);
meshDef->getNumber("Rings", params.rings);
delete meshDefValue;
Model* model = new Model();
SphereMesh* sphereMesh = new SphereMesh(params.size,
(int) params.rings, (int) params.slices,
NoiseDisplacementFunc,
(void*) &params);
if (sphereMesh != NULL)
{
Mesh* mesh = sphereMesh->convertToMesh();
model->addMesh(mesh);
delete sphereMesh;
}
return model;
}
static VertexList* ConvertToVertexList(M3DTriangleMesh& mesh,
const M3DScene& scene,
const string& texturePath)
{
int nFaces = mesh.getFaceCount();
int nVertices = mesh.getVertexCount();
int nTexCoords = mesh.getTexCoordCount();
bool smooth = (mesh.getSmoothingGroupCount() == nFaces);
int i;
uint32 parts = VertexList::VertexNormal;
if (nTexCoords == nVertices)
parts |= VertexList::TexCoord0;
VertexList* vl = new VertexList(parts);
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Vec3f* faceNormals = new Vec3f[nFaces];
Vec3f* vertexNormals = new Vec3f[nFaces * 3];
int* faceCounts = new int[nVertices];
int** vertexFaces = new int*[nVertices];
for (i = 0; i < nVertices; i++)
{
faceCounts[i] = 0;
vertexFaces[i] = NULL;
}
// generate face normals
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
faceCounts[v0]++;
faceCounts[v1]++;
faceCounts[v2]++;
Point3f p0 = mesh.getVertex(v0);
Point3f p1 = mesh.getVertex(v1);
Point3f p2 = mesh.getVertex(v2);
faceNormals[i] = cross(p1 - p0, p2 - p1);
faceNormals[i].normalize();
}
if (!smooth && 0)
{
for (i = 0; i < nFaces; i++)
{
vertexNormals[i * 3] = faceNormals[i];
vertexNormals[i * 3 + 1] = faceNormals[i];
vertexNormals[i * 3 + 2] = faceNormals[i];
}
}
else
{
// allocate space for vertex face indices
for (i = 0; i < nVertices; i++)
{
vertexFaces[i] = new int[faceCounts[i] + 1];
vertexFaces[i][0] = faceCounts[i];
}
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
vertexFaces[v0][faceCounts[v0]--] = i;
vertexFaces[v1][faceCounts[v1]--] = i;
vertexFaces[v2][faceCounts[v2]--] = i;
}
// average face normals to compute the vertex normals
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
// uint32 smoothingGroups = mesh.getSmoothingGroups(i);
int j;
Vec3f v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v0][0]; j++)
{
int k = vertexFaces[v0][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3] = v;
v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v1][0]; j++)
{
int k = vertexFaces[v1][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3 + 1] = v;
v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v2][0]; j++)
{
int k = vertexFaces[v2][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3 + 2] = v;
}
}
// build the triangle list
for (i = 0; i < nFaces; i++)
{
uint16 triVert[3];
mesh.getFace(i, triVert[0], triVert[1], triVert[2]);
for (int j = 0; j < 3; j++)
{
VertexList::Vertex v;
v.point = mesh.getVertex(triVert[j]);
v.normal = vertexNormals[i * 3 + j];
if ((parts & VertexList::TexCoord0) != 0)
v.texCoords[0] = mesh.getTexCoord(triVert[j]);
vl->addVertex(v);
}
}
// Set the material properties
{
string materialName = mesh.getMaterialName();
if (materialName.length() > 0)
{
int nMaterials = scene.getMaterialCount();
for (i = 0; i < nMaterials; i++)
{
M3DMaterial* material = scene.getMaterial(i);
if (materialName == material->getName())
{
M3DColor diffuse = material->getDiffuseColor();
vl->setDiffuseColor(Color(diffuse.red, diffuse.green, diffuse.blue, material->getOpacity()));
M3DColor specular = material->getSpecularColor();
vl->setSpecularColor(Color(specular.red, specular.green, specular.blue));
float shininess = material->getShininess();
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// Map the 3DS file's shininess from percentage (0-100) to
// range that OpenGL uses for the specular exponent. The
// current equation is just a guess at the mapping that
// 3DS actually uses.
shininess = (float) pow(2.0, 1.0 + 0.1 * shininess);
if (shininess > 128.0f)
shininess = 128.0f;
vl->setShininess(shininess);
if (material->getTextureMap() != "")
{
ResourceHandle tex = GetTextureManager()->getHandle(TextureInfo(material->getTextureMap(), texturePath, TextureInfo::WrapTexture));
vl->setTexture(tex);
}
break;
}
}
}
}
// clean up
if (faceNormals != NULL)
delete[] faceNormals;
if (vertexNormals != NULL)
delete[] vertexNormals;
if (faceCounts != NULL)
delete[] faceCounts;
if (vertexFaces != NULL)
{
for (i = 0; i < nVertices; i++)
{
if (vertexFaces[i] != NULL)
delete[] vertexFaces[i];
}
delete[] vertexFaces;
}
return vl;
}
static Mesh*
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ConvertVertexListToMesh(VertexList* vlist,
const string& /*texPath*/, //TODO: remove parameter??
uint32 material)
{
Mesh::VertexAttribute attributes[8];
uint32 nAttributes = 0;
uint32 offset = 0;
uint32 parts = vlist->getVertexParts();
// Position attribute is always present in a vertex list
attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Position, Mesh::Float3, 0);
nAttributes++;
offset += 12;
if ((parts & VertexList::VertexNormal) != 0)
{
attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Normal, Mesh::Float3, offset);
nAttributes++;
offset += 12;
}
if ((parts & VertexList::VertexColor0) != 0)
{
attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Color0, Mesh::UByte4, offset);
nAttributes++;
offset += 4;
}
if ((parts & VertexList::TexCoord0) != 0)
{
attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Texture0, Mesh::Float2, offset);
nAttributes++;
offset += 8;
}
if ((parts & VertexList::TexCoord1) != 0)
{
attributes[nAttributes] = Mesh::VertexAttribute(Mesh::Texture1, Mesh::Float2, offset);
nAttributes++;
offset += 8;
}
uint32 nVertices = vlist->getVertexCount();
Mesh* mesh = new Mesh();
mesh->setVertexDescription(Mesh::VertexDescription(offset, nAttributes, attributes));
mesh->setVertices(nVertices, vlist->getVertexData());
// Vertex lists are not indexed, so the conversion to an indexed format is
// trivial (although much space is wasted storing unnecessary indices.)
uint32* indices = new uint32[nVertices];
for (uint32 i = 0; i < nVertices; i++)
indices[i] = i;
mesh->addGroup(Mesh::TriList, material, nVertices, indices);
return mesh;
}
static Model*
Convert3DSModel(const M3DScene& scene, const string& texPath)
{
Model* model = new Model();
uint32 materialIndex = 0;
for (unsigned int i = 0; i < scene.getModelCount(); i++)
{
M3DModel* model3ds = scene.getModel(i);
if (model3ds != NULL)
{
for (unsigned int j = 0; j < model3ds->getTriMeshCount(); j++)
{
M3DTriangleMesh* mesh = model3ds->getTriMesh(j);
if (mesh != NULL)
{
// The vertex list is just an intermediate stage in conversion
// to a Celestia model structure. Eventually, we should handle
// the conversion in a single step.
VertexList* vlist = ConvertToVertexList(*mesh, scene, texPath);
Mesh* mesh = ConvertVertexListToMesh(vlist, texPath, materialIndex);
// Convert the vertex list material
Mesh::Material* material = new Mesh::Material();
material->diffuse = vlist->getDiffuseColor();
material->specular = vlist->getSpecularColor();
material->specularPower = vlist->getShininess();
material->opacity = vlist->getDiffuseColor().alpha();
material->maps[Mesh::DiffuseMap] = vlist->getTexture();
model->addMaterial(material);
materialIndex++;
model->addMesh(mesh);
delete vlist;
}
}
}
}
return model;
#if 0
// Sort the vertex lists to make sure that the transparent ones are
// rendered after the opaque ones and material state changes are minimized.
sort(vertexLists.begin(), vertexLists.end(), compareVertexLists);
#endif
}