302 lines
9.9 KiB
C++
302 lines
9.9 KiB
C++
/* ************************
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Copyright Terrain Experts Inc.
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Terrain Experts Inc (TERREX) reserves all rights to this source code
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unless otherwise specified in writing by the President of TERREX.
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This copyright may be updated in the future, in which case that version
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supercedes this one.
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-------------------
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Terrex Experts Inc.
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4400 East Broadway #314
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Tucson, AZ 85711
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info@terrex.com
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Tel: (520) 323-7990
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************************
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*/
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#ifndef _txpage_write_h_
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// {secret}
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#define _txpage_write_h_
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/* trpage_write.h
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Classes that are used to write paging archives.
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*/
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#include <osgTXP/trpage_sys.h>
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#include <osgTXP/trpage_io.h>
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#include <osgTXP/trpage_swap.h>
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/* Geometry Stats
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Used with a Geometry Helper to keep track of what go built.
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{group:Archive Writing}
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*/
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TX_EXDECL class TX_CLDECL trpgwGeomStats {
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public:
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trpgwGeomStats(void);
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~trpgwGeomStats(void);
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int totalTri; // Total # of triangles
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int totalQuad; // Total # of quads
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// Add up to totalTri
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int totalStripTri; // triangles in strips
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int totalFanTri; // triangles in fans
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int totalBagTri; // loose triangles
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int numStrip; // Number of distinct strips
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int numFan; // Number of distinct fans
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int stripStat[15]; // Strip length stats
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int fanStat[15]; // Fan length stats
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int stripGeom; // Number of seperate trpgGeometry nodes for strips
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int fanGeom; // Same for fans
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int bagGeom; // Same for bags
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int stateChanges; // Number of distinct material switches
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// Helper functions
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inline void AddStripStat(int val) { stripStat[MIN(14,val)]++; totalStripTri += val; totalTri += val; numStrip++;}
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inline void AddFanStat(int val) { fanStat[MIN(14,val)]++; totalFanTri += val; totalTri += val; numFan++;}
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inline void AddBagStat(int val) { totalBagTri += val; totalTri += val;}
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inline void AddQuadStat(int val) { totalQuad++; }
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};
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/* Geometry Helper
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Collects up geometry and tries to form triangle strips, fans,
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and groups of triangles.
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Right now this looks for a very careful ordering. If that ordering
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isn't there you won't get useful tristrips or fans. You can, however
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use this class as a starting point and build something more akin
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to the geometry builder in Performer.
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{group:Archive Writing}
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*/
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TX_EXDECL class TX_CLDECL trpgwGeomHelper {
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public:
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trpgwGeomHelper(void);
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virtual ~trpgwGeomHelper(void);
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enum {UseDouble,UseFloat};
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trpgwGeomHelper(trpgWriteBuffer *,int dataType=UseDouble);
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void init(trpgWriteBuffer *,int dataType=UseDouble);
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virtual void SetMode(int); // Takes a trpgGeometry primitive type (triangle by default)
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virtual void Reset(void);
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// Start/End polygon definition
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virtual void StartPolygon(void);
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virtual void EndPolygon(void);
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virtual void ResetPolygon(void); // If you change your mind about the current poly
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// Set the current state
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// Note: Currently you *must* set all of these
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virtual void SetColor(trpgColor &);
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virtual void SetTexCoord(trpg2dPoint &);
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virtual void SetNormal(trpg3dPoint &);
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virtual void SetMaterial(int32);
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// Pull the state info together and add a vertex
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virtual void AddVertex(trpg3dPoint &);
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// Dump whatever we're doing and move on
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virtual void FlushGeom(void);
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// Get the Min and Max Z values
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virtual void GetZMinMax(double &min,double &max);
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// Get statistics for whatever we built
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trpgwGeomStats *GetStats(void) { return &stats; }
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protected:
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int mode;
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int dataType;
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trpgWriteBuffer *buf;
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/* Builds strips and fans from the triangle array.
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We (TERREX) are assuming a certain ordering in our vertex array
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because we do this optimization elsewhere. This won't work well
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for anyone else. What you will need to do if you want good
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performance is to implement a more generic form of this method.
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All you should have to do is override Optimize(). You've
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got the triangle arrays and a guarantee that the triangles
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have the same material. All you really need is a decent fan/strip
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algorithm.
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*/
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virtual void Optimize(void);
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// Reset Triangle arrays
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virtual void ResetTri(void);
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// Collections of geometry
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trpgGeometry strips,fans,bags;
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// Temporary data arrays for triangles/quads
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int32 matTri;
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std::vector<trpg2dPoint> tex;
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std::vector<trpg3dPoint> norm,vert;
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// Data arrays for a polygon
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int32 matPoly;
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std::vector<trpg2dPoint> polyTex;
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std::vector<trpg3dPoint> polyNorm,polyVert;
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// Single points
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trpg2dPoint tmpTex;
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trpg3dPoint tmpNorm;
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trpgColor tmpCol;
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// Geometry status built up as we go
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trpgwGeomStats stats;
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// Keeps track of min and max z values
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double zmin,zmax;
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};
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/* Image Write Helper.
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Used to manage textures being added to a TerraPage archive.
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It can write Local and Tile Local textures and also manages
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the names of External textures (but you have to write those yourself).
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*/
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TX_EXDECL class TX_CLDECL trpgwImageHelper {
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public:
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trpgwImageHelper(trpgEndian ness,char *dir,trpgTexTable &);
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virtual ~trpgwImageHelper(void);
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// Adds an entry to the texture table for an external texture
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virtual bool AddExternal(char *name,int &texID);
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/* Adds an entry to the texture table for a local texture and
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writes the data for that texture out to one of our texture
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archive files.
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*/
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virtual bool AddLocal(char *name,trpgTexture::ImageType type,int sizeX,int sizeY,bool isMipmap,char *data,int &texID);
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/* Write a Tile Local texture out to one of our texture archive files.
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Also creates a texture template, if necessary.
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Caller is responsible for creating the Tile Local material and
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placing it in the appropriate tile.
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*/
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virtual bool AddTileLocal(char *name,trpgTexture::ImageType type,int sizeX,int sizeY,bool isMipmap,char *data, int &texID,trpgwAppAddress &addr);
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/* Sets the maximum advised length for a texture archive file.
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Once the length is exceeded, the image write helper will move
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on to the next tex file.
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*/
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virtual void SetMaxTexFileLength(int len);
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/* Texture archive files are managed by this class and will
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be created as needed. This method will increment to
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the next texture file.
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Note: This may create more files than we really need.
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*/
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virtual bool IncrementTextureFile(void);
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/* Close the current texture file and go on to one with the
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given base name. This is used for regenerate.
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*/
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virtual bool DesignateTextureFile(int);
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protected:
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// Write the given texture data into one our local archives
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bool WriteToArchive(const trpgTexture &tex,char *data,trpgwAppAddress &addr);
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trpgEndian ness;
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char dir[1024];
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trpgTexTable *texTable;
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std::vector<int> texFileIDs;
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trpgwAppFile *texFile;
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int maxTexFileLen;
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};
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/* Paging Archive
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This is a writeable paging archive.
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It organizes where things get written and how.
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{group:Archive Writing}
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*/
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TX_EXDECL class TX_CLDECL trpgwArchive : public trpgCheckable {
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public:
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// Tiles can be stored as individual files (External) or grouped together (Local)
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typedef enum {TileLocal,TileExternal} TileMode;
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// Add data to an existing archive
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trpgwArchive(char *baseDir,char *name);
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// Start an archive from scratch.
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trpgwArchive(trpgEndian ness=LittleEndian,TileMode tileMode=TileLocal,int version=2);
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virtual ~trpgwArchive(void);
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// Set the maximum length for a tile file (if using them)
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// This is only a suggestion for when to stop appending
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virtual void SetMaxTileFileLength(int len);
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// Set functions. Have to fill all these out before writing
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virtual bool SetHeader(const trpgHeader &);
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virtual bool SetMaterialTable(const trpgMatTable &);
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virtual bool SetTextureTable(const trpgTexTable &);
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virtual bool SetModelTable(const trpgModelTable &);
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virtual bool SetLightTable(const trpgLightTable &);
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virtual bool SetRangeTable(const trpgRangeTable &);
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// Get functions. If we're doing a regenerate we need to get at these
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virtual trpgHeader *GetHeader();
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virtual trpgMatTable *GetMatTable();
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virtual trpgTexTable *GetTextureTable();
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virtual trpgModelTable *GetModelTable();
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virtual trpgLightTable *GetLightTable();
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virtual trpgRangeTable *GetRangeTable();
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virtual bool IncrementTileFile(void);
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virtual bool DesignateTileFile(int);
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// Write functions.
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// For now, the header is written last.
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virtual bool OpenFile(const char *,const char *);
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virtual void CloseFile(void);
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virtual bool WriteHeader(void);
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virtual bool WriteTile(unsigned int,unsigned int,unsigned int,float zmin,float zmax,
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const trpgMemWriteBuffer *,const trpgMemWriteBuffer *);
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// virtual bool WriteModel(unsigned int,trpgMemWriteBuffer &);
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bool isValid(void) const;
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char* getDir(void){return dir;};
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// Used to keep track of which tiles are in which file
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class TileFileEntry {
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public:
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int x,y,lod; // Identifying info for tile
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float zmin,zmax;
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uint32 offset; // Offset into file
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};
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protected:
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// Set if we're adding to an existing archive
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bool isRegenerate;
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class TileFile {
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public:
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int id;
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std::vector<TileFileEntry> tiles;
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};
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trpgEndian ness,cpuNess;
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int version;
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// Fed in from the outside
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char dir[1024]; // Directory where we're doing all this
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// These are passed in
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trpgHeader header;
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trpgMatTable matTable;
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trpgTexTable texTable;
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trpgModelTable modelTable;
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trpgLightTable lightTable;
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trpgRangeTable rangeTable;
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trpgTileTable tileTable;
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int numX,numY,numLod;
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TileMode tileMode;
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trpgwAppFile *tileFile;
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int tileFileCount;
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std::vector<TileFile> tileFiles;
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int maxTileFileLen;
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FILE *fp;
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};
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#endif
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