OpenSceneGraph/include/osgTXP/trpage_io.h

616 lines
20 KiB
C++

/* ************************
Copyright Terrain Experts Inc.
Terrain Experts Inc (TERREX) reserves all rights to this source code
unless otherwise specified in writing by the President of TERREX.
This copyright may be updated in the future, in which case that version
supercedes this one.
-------------------
Terrex Experts Inc.
4400 East Broadway #314
Tucson, AZ 85711
info@terrex.com
Tel: (520) 323-7990
************************
*/
#ifndef _trpage_io_h_
#define _trpage_io_h_
/* trpage_io.h
Token definitions and basic classes.
*/
#include <osgTXP/trpage_sys.h>
// Macros we may need
#ifndef MIN
// {secret}
#define MIN(x,y) (((x) < (y)) ? (x) : (y))
#endif
#ifndef MAX
// {secret}
#define MAX(x,y) (((x) > (y)) ? (x) : (y))
#endif
// File header Magic Number
#define TRPG_MAGIC 9480372
// Current TerraPage major version
#define TRPG_VERSION_MAJOR 2
// Current TerraPage minor version
#define TRPG_VERSION_MINOR 0
// Non-existent token
// {secret}
#define TRPG_NOTOKEN 0
// 16 bit token definition value. These are values such as TRPGTEXTABLE or TRPG_ATTACH, etc...
typedef short trpgToken;
// Tokens for paging data structures
// Update the MINTOKEN and MAXTOKEN when you add tokens
// {secret}
#define TRPG_MINTOKEN 100
// {secret}
#define TRPG_PUSH 100
// {secret}
#define TRPG_POP 101
// {secret}
#define TRPGHEADER 200
// {secret}
#define TRPGHEAD_LODINFO 201
// {secret}
#define TRPGMATTABLE 300
// Added 11/14/98 - New material table
// {secret}
#define TRPGMATTABLE2 301
// Added 11/14/98
// {secret}
#define TRPGSHORTMATTABLE 302
// {secret}
#define TRPGMATERIAL 400
// {secret}
#define TRPGMAT_BASIC 401
// {secret}
#define TRPGMAT_SHADE 402
// {secret}
// {secret}
#define TRPGMAT_SIZES 403
// {secret}
#define TRPGMAT_CULL 404
// {secret}
#define TRPGMAT_ALPHA 405
// {secret}
#define TRPGMAT_NORMAL 406
// {secret}
#define TRPGMAT_TEXTURE 407
// {secret}
#define TRPGMAT_BUMP 408
// {secret}
#define TRPGMAT_TEXENV 500
// {secret}
#define TRPGMAT_TXENV_MODE 501
// {secret}
#define TRPGMAT_TXENV_FILTER 502
// {secret}
#define TRPGMAT_TXENV_WRAP 503
// {secret}
#define TRPGMAT_TXENV_BORDER 504
// {secret}
#define TRPGTEXTABLE 600
// {secret}
#define TRPGTEXTABLE2 601
// {secret}
#define TRPGTEXTURE 650
// {secret}
#define TRPGMODELREF 700
// {secret}
#define TRPGMODELTABLE 800
// {secret}
#define TRPGTILETABLE 900
// {secret}
#define TRPG_TILE_ENTRY 901
// {secret}
#define TRPGTILETABLE2 902
// {secret}
#define TRPGTILEHEADER 1000
// {secret}
#define TRPG_TILE_MATLIST 1001
// {secret}
#define TRPG_TILE_MODELLIST 1002
// {secret}
#define TRPG_TILE_DATE 1003
// {secret}
#define TRPGLOCALMATERIAL 1004
// {secret}
#define TRPG_TILE_LOCMATLIST 1005
// Lights support added by Nick
// {secret}
#define TRPGLIGHTTABLE 1100
// {secret}
#define TRPGLIGHTATTR 1150
// {secret}
#define TRPGLIGHTATTR_BASIC 1151
// {secret}
#define TRPGLIGHTATTR_RASCAL 1152
// {secret}
#define TRPGLIGHTATTR_CALLIGRAPHIC 1153
// {secret}
#define TRPGLIGHTATTR_PERFORMER 1154
// {secret}
#define TRPGLIGHTATTR_ANIMATION 1155
// {secret}
#define TRPGLIGHT 1160
#define TRPG_LIGHT 1160
// {secret}
#define TRPGRANGETABLE 1200
// {secret}
#define TRPG_RANGE 1201
// {secret}
#define TRPG_GROUP 2001
// {secret}
#define TRPG_BILLBOARD 2002
// {secret}
#define TRPG_LOD 2003
// {secret}
#define TRPG_TRANSFORM 2004
// {secret}
#define TRPG_MODELREF 2005
// {secret}
#define TRPG_LAYER 2006
// {secret}
#define TRPG_GEOMETRY 3000
// {secret}
#define TRPG_GEOM_PRIM 3001
// {secret}
#define TRPG_GEOM_MATERIAL 3002
// {secret}
#define TRPG_GEOM_VERT32 3003
// {secret}
#define TRPG_GEOM_VERT64 3004
// {secret}
#define TRPG_GEOM_NORM32 3005
// {secret}
#define TRPG_GEOM_NORM64 3006
// {secret}
#define TRPG_GEOM_COLOR 3007
// {secret}
#define TRPG_GEOM_TEX32 3008
// {secret}
#define TRPG_GEOM_TEX64 3009
// {secret}
#define TRPG_GEOM_EFLAG 3010
// {secret}
#define TRPG_ATTACH 4000
// {secret}
#define TRPG_MAXTOKEN 4000
// Basic data types
/* 64 bit disk reference value. */
typedef trpgllong trpgDiskRef;
// {secret}
typedef int trpgMatRef;
/* Double precision 2 dimensional point. */
TX_EXDECL class TX_CLDECL trpg2dPoint {
public:
double x, y;
trpg2dPoint (void) { };
trpg2dPoint (double in_x,double in_y) { x = in_x; y = in_y; };
};
/* Integer 2 dimensional point. This is used primarily as a 2D index value. */
TX_EXDECL class TX_CLDECL trpg2iPoint {
public:
int x,y;
trpg2iPoint (void) { };
trpg2iPoint (int in_x,int in_y) {x = in_x; y = in_y;};
};
/* Double precision 3 dimensional point. */
TX_EXDECL class TX_CLDECL trpg3dPoint {
public:
double x,y,z;
trpg3dPoint(void) { };
trpg3dPoint(double in_x,double in_y,double in_z) {x = in_x; y = in_y; z = in_z;}
bool operator==(const trpg3dPoint& pt ) {
if ( x != pt.x ) return false;
if ( y != pt.y ) return false;
if ( z != pt.z ) return false;
return true;
};
bool operator!=(const trpg3dPoint& pt ) { return !operator==(pt); };
};
/* Simple red, green, blue color definition */
TX_EXDECL class TX_CLDECL trpgColor {
public:
trpgColor(float64 r,float64 g,float64 b) {red = r; green = g; blue = b;}
trpgColor(void) { };
bool operator==(const trpgColor& color) {
if ( color.red != red ) return false;
if ( color.green != green ) return false;
if ( color.blue != blue ) return false;
return true;
};
bool operator!=(const trpgColor& color) { return !operator==(color); };
float64 red,green,blue;
};
// Used to specify machine endianess
typedef enum {LittleEndian,BigEndian} trpgEndian;
/* This is a base class for an abstract buffer type.
It contains the virtual methods for writing
data to an abstract device. The device implementation is up
to the subclass. trpgReadBuffer performs the similar function
for reading.
{group:Low Level I/O}
*/
TX_EXDECL class TX_CLDECL trpgWriteBuffer {
public:
virtual ~trpgWriteBuffer(void) { };
/* The add functions must be filled in by the child class
They add data of the appropriate type to the current buffer. */
virtual void Add(int32) = 0;
virtual void Add(int64) = 0;
virtual void Add(const char *) = 0;
virtual void Add(float32) = 0;
virtual void Add(float64) = 0;
#if (bool != int32)
virtual void Add(bool) = 0;
#endif
virtual void Add(uint8) = 0;
#if (trpgDiskRef != int64)
virtual void Add(trpgDiskRef) = 0;
#endif
virtual void Add(trpgToken) = 0;
/* Child class method. Returns the buffer to an original state. */
virtual void Reset(void) = 0;
// See trpgMemWriteBuffer for details
virtual void Begin(trpgToken) = 0;
// See trpgMemWriteBuffer for details
virtual void End(void) = 0;
// See trpgMemWriteBuffer for details
virtual void Push(void) = 0;
// See trpgMemWriteBuffer for details
virtual void Pop(void) = 0;
// Some add functions are helpers for composite values that call the basic add functions
virtual void Add(const trpg2iPoint &);
virtual void Add(const trpg2dPoint &);
virtual void Add(const trpg3dPoint &);
virtual void Add(const trpgColor &);
/* Endianness is something the child class buffer type must set and use.
This function returns the endiannes of the current buffer. */
virtual trpgEndian GetEndian(void) { return ness; }
protected:
// Target endianness of the buffer. This should be set by the subclass on creation.
trpgEndian ness;
// Endianness of the machine we're running on.
trpgEndian cpuNess;
};
/* The Memory Write Buffer is an implementation of the Write Buffer that
uses chunks of memory. It contains implementations of the all the virtual
methods straight to memory. This is used primarily in writing archives and
tiles.
{group:Low Level I/O}
*/
TX_EXDECL class TX_CLDECL trpgMemWriteBuffer : public trpgWriteBuffer {
public:
/* The constructor takes an endianness for this buffer.
Data will automatically be converted to that as it goes in. */
trpgMemWriteBuffer(trpgEndian);
virtual ~trpgMemWriteBuffer(void);
// Return the current length of buffer
virtual int length(void) const;
// Return the raw data (if you want to write to disk, for example)
virtual const char *getData(void) const;
// Allocate the given amount of space for the buffer
virtual void setLength(unsigned int);
// Add a 32 bit integer to the buffer
virtual void Add(int32);
// Add a 64 bit integer to the buffer
virtual void Add(int64);
/* Add an arbitrary length string to the buffer.
This writes both the length and the string itself.
*/
virtual void Add(const char *);
// Add a 32 bit float to the buffer
virtual void Add(float32);
// Add a 64 bit float to the buffer
virtual void Add(float64);
#if (bool != int32)
// Add a boolean value to the buffer. It will become at least one byte.
virtual void Add(bool);
#endif
// Add an unsigned character to the buffer
virtual void Add(uint8);
#if (trpgDiskRef != int64)
// Add a 64 bit disk reference to the buffer
virtual void Add(trpgDiskRef);
#endif
// Add a token (16 bit) to the buffer
virtual void Add(trpgToken);
// Reset this buffer. This will set the current length to zero, but will not deallocate memory
virtual void Reset(void);
/* Start defining an tokenized object. The token is put into the buffer stream
and the position of a size value following it is kept. When End() is called
the buffer will rewind to that value and save the size. This method ensures
that token data can be skipped if necessary. */
virtual void Begin(trpgToken);
/* This method is called at the end of a tokenized object. See Begin for details. */
virtual void End(void);
/* Adds the TRPG_PUSH token to the current buffer. This is done by objects
that have children as they're being written. See Pop as well. */
virtual void Push(void);
/* Adds the TRPG_POP token to the current buffer. This is done by objects
that have defined children. See Push. */
virtual void Pop(void);
protected:
virtual void append(unsigned int,const char *);
virtual void set(unsigned int pos,unsigned int len,const char *);
int curLen;
int totLen;
char *data;
std::vector<int> lengths;
};
/* This is a virtual base class for reading data from a device.
The device implementation is left as an excercise to the sub class.
This class contains methods for getting data that must be filled in
as well as helper methods that call those.
{group:Low Level I/O}
*/
TX_EXDECL class TX_CLDECL trpgReadBuffer {
public:
virtual ~trpgReadBuffer(void) { };
/* The Get methods are utility routines that all call the GetData method.
Only that method need be filled in by a subclass. */
virtual bool Get(int32 &);
virtual bool Get(int64 &);
virtual bool Get(char *,int);
virtual bool Get(float32 &);
virtual bool Get(float64 &);
#if (bool != int32)
virtual bool Get(bool &);
#endif
virtual bool Get(uint8 &);
#if (trpgDiskRef != int64)
virtual bool Get(trpgDiskRef &);
#endif
virtual bool Get(trpgToken &);
/* These methods return references to arrays of data of the given types.
These are all utility routines and depend upon GetDataRef. */
virtual bool GetArray(int,float32 **);
virtual bool GetArray(int,float64 **);
virtual bool GetArray(int,int32 **);
virtual bool GetArray(int,trpgColor **);
virtual bool GetArray(int,char **);
virtual bool Get(trpg2iPoint &);
virtual bool Get(trpg2dPoint &);
virtual bool Get(trpg3dPoint &);
virtual bool Get(trpgColor &);
virtual bool GetToken(trpgToken &,int32 &);
/* Force the buffer to only allow the next N bytes to be read.
The limits are stack based. That is, this limit is the current one
until it's popped off the stack. Then it reverts to the previous one.
Any bytes read in the mean time count against all limits. */
virtual void PushLimit(int);
/* Revert to the limit before this one. Typically this would happen when
a tokenized object has been read. */
virtual void PopLimit(void);
/* Skip to the end of the current limit. This is done by a parser when
reading a tokenized object from the buffer to make sure that the next
object can be safely read even if the current one wasn't. */
virtual bool SkipToLimit(void);
// Buffer is empty
virtual bool isEmpty(void) = 0;
protected:
trpgEndian ness; // Endianness of the source we're reading
trpgEndian cpuNess; // Endiannees of the CPU
/* Virtual raw data retrieval function that must be implemented by a subclass.
It must return a given number of bytes in the array passed in. */
virtual bool GetData(char *,int)=0;
/* Virtual raw data reference retrieval function. The difference between
this method and GetData is that this is supposed to return a pointer
to a given amount of bytes. This assumes some sort of memory caching
mechanism in the subclass. */
virtual bool GetDataRef(char **,int)=0;
/* This virtual method must be filled in by the subclass so that SkipToLimit
will work correctly. */
virtual bool Skip(int) = 0;
/* A utility function for subclasses to use to see if they would exceed an
outside imposed limit by reading the given number of bytes. */
virtual bool TestLimit(int);
/* Utility function that must be called after a successfull read to update
the outside imposed read limits. */
virtual void UpdateLimits(int);
std::vector<int> limits;
};
/* This class implements a read buffer that uses a chunk of memory.
Typically, raw data will be dumped into this class, then it will be
passed to a parser for object based reading.
{group:Low Level I/O}
*/
TX_EXDECL class TX_CLDECL trpgMemReadBuffer : public trpgReadBuffer {
public:
// Memory read buffers must be initialized with an endianness
trpgMemReadBuffer(trpgEndian);
~trpgMemReadBuffer(void);
// Return true if we're out of data
bool isEmpty(void);
// Sets the size of this read buffer.
void SetLength(int);
/* Return a pointer to the raw data cache for this object. Data will
be dumped straight into here (from disk, for example) and then parsed
by something that takes a trpgReadBuffer as input. */
char *GetDataPtr(void);
protected:
bool GetData(char *,int); // Retrieve the given amount of data
bool GetDataRef(char **,int); // Retrieve a pointer to the given array
bool Skip(int); // Skip over the given amount
int len; // Data Length
int totLen; // Total allocated length
int pos; // Current position
char *data;
};
/* A Checkable is purely a base class used by other classes that
need validity checks associated with them. By default, the
checkable will return false for isValid unless the valid flag is set.
*/
TX_EXDECL class TX_CLDECL trpgCheckable {
public:
trpgCheckable(void);
virtual ~trpgCheckable(void);
// Returns the state of the valid flag, or can be overriden by a subclass to do a more complex check.
bool isValid(void) const;
protected:
/* Set this flag to true if your checkable structure doesn't have a complex
check it needs to do. */
bool valid;
};
class trpgPrintBuffer;
/* The Read/Writeable is a class that knows how to read itself from a trpgReadBuffer
and write itself to a trpgWriteBuffer. This includes all the node and header
data in TerraPage. These classes are intended as marshalling points for reading
and writing data, not as data containers in and of themselves. If you find
yourself keeping a lot of classes derived from trpgReadWriteable around, you're
probably misusing them.
The classes derived from this one will have a lot of methods that begin with
"Set", "Get", and "Add". These will almost always return a bool value. This
is used to indicate whether the given call succeeded. In the case of "Set" and "Add" calls
this should always work if it possibly can. An out of range index might make it
fail, for example. "Get" calls will always fail if the object you're getting from
is not valid. Be sure to do an isValid check as soon as you've read or filled out
one of these objects.
{group:Read/Write Classes}
*/
TX_EXDECL class TX_CLDECL trpgReadWriteable : public trpgCheckable {
public:
/* The Write method is a virtual that must be filled in by the subclass.
It takes a trpgWriteBuffer and should return true on success. */
virtual bool Write(trpgWriteBuffer &) = 0;
/* The Read method should be overriden by a subclass. It should read
the contents of the given trpgReadBuffer up to the current limit
into itself. It must return true on success. */
virtual bool Read(trpgReadBuffer &) { return false;};
/* Every read/writeable must be able to reset itself to a pristine state
so that, for example, multiple objects of the same type can be read into
it, one after the other. */
virtual void Reset(void) = 0;
/* The print method is optional. If it's not there, it won't do anything.
*/
virtual bool Print(trpgPrintBuffer &) const { return true; }
protected:
};
/* Pointer into a trpgwAppFile. The full name of the file
is based on the context (e.g. texture vs. tile)
{group:Archive Writing}
*/
TX_EXDECL class TX_CLDECL trpgwAppAddress {
public:
// Which file
int32 file;
// Offset within the file
// Note: This is not a 64 bit value
int32 offset;
};
/* Archive File.
This class represents an appendable file archive used for
consolidating tiles and textures.
{group:Archive Writing}
*/
TX_EXDECL class TX_CLDECL trpgwAppFile {
public:
trpgwAppFile(trpgEndian,const char *);
virtual ~trpgwAppFile(void);
virtual bool Append(const trpgMemWriteBuffer *,const trpgMemWriteBuffer *);
virtual bool Append(const char *,int size);
virtual int64 Pos(void) const;
virtual int GetLengthWritten();
bool isValid(void) const;
protected:
bool valid;
trpgEndian ness,cpuNess;
FILE *fp;
int lengthSoFar;
};
/* Archive File - Read version.
This class represents an appendable file archive from the
read perspective. This is the same type of file written by
trpgwAppFile.
*/
TX_EXDECL class TX_CLDECL trpgrAppFile {
public:
trpgrAppFile(trpgEndian,const char *);
virtual ~trpgrAppFile(void);
virtual bool Read(trpgMemReadBuffer *,int32 offset);
virtual bool Read(char *data,int32 offset,uint32 dataSize);
bool isValid(void) const;
protected:
bool valid;
trpgEndian ness,cpuNess;
FILE *fp;
};
/* Archive File Cache.
This class keeps
*/
TX_EXDECL class TX_CLDECL trpgrAppFileCache {
public:
trpgrAppFileCache(const char *prefix,const char *ext,int noFiles=32);
~trpgrAppFileCache(void);
trpgrAppFile *GetFile(trpgEndian ness,int id);
protected:
// Prefix name and extension
char baseName[1024],ext[20];
class OpenFile {
public:
OpenFile(void);
int id; // ID of open file
trpgrAppFile *afile;
int lastUsed; // When the file was last accessed
};
std::vector<OpenFile> files;
int timeCount; // Incremented for every access
};
#endif