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FC1/ResourceCompilerPC/GC_CgfConverter.h
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////////////////////////////////////////////////////////////////////////////
//
// Crytek Engine Source File.
// Copyright (C), Crytek Studios, 2002.
// -------------------------------------------------------------------------
// File name: cgfconvertor.h
// Version: v1.00
// Created: 5/11/2002 by Timur.
// Compilers: Visual Studio.NET
// Description:
// -------------------------------------------------------------------------
// History:
//
////////////////////////////////////////////////////////////////////////////
#ifndef __GC_cgfconvertor_h__
#define __GC_cgfconvertor_h__
#pragma once
#include "IRCLog.h"
#include "IConvertor.h"
#include "CryCompiledFile.h"
#include "CryChunkedFile.h"
#include "RenderMeshBuilder.h"
struct ConvertContext;
// This is utility that can be used to easily write CCF format files
// just open the file, create this object on stack and add the chunk with
// AddChunk(nType)
// Then write the chunk directly to the file, and then add new chunk,
// repeat the process..
// Destroy (or call CloseChunk()) this object before you close the file.
// To have nested chunks, create another instance of CCFWriter and use it for some time.
// When you destruct it, you can use the upper-level writer. And so on.
class GC_CCFFileWriter
{
public:
GC_CCFFileWriter (FILE* f):
m_pFile (f), m_nLastChunk (-1)
{
}
GC_CCFFileWriter ():
m_pFile(NULL), m_nLastChunk(-1)
{
}
~GC_CCFFileWriter()
{
CloseChunk();
}
// changes the file handle
void SetFile (FILE* f)
{
CloseChunk();
m_pFile = f;
}
// adds a new chunk of the specified type
// returns 1 if successfully wrote the chunk header or 0 if an error occurred
int AddChunk(CCFChunkTypeEnum nType)
{
// first, end the previous chunk
CloseChunk();
// remember the current position
m_nLastChunk = ftell (m_pFile);
// write the chunk header
CCFChunkHeader header;
header.nSize = 0x58585858;
header.nType = SWAP32(nType); //0x204f5649;
return fwrite (&header, sizeof(header), 1, m_pFile);
}
// Signals the end of the chunk that was added with AddChunk
// Automatically aligns the chunk data by 4-byte boundary, if needed
void CloseChunk()
{
if (m_nLastChunk < 0)
return; // no last chunk, or the last chunk was closed
long nNewChunkPos = ftell (m_pFile);
if (nNewChunkPos&3)
{
// align by 4-byte boundary
int nPad = 0;
fwrite (&nPad, 1, 4-(nNewChunkPos&3), m_pFile);
nNewChunkPos = ftell (m_pFile);
}
// write the size of the chunk to the chunk header
fseek (m_pFile, (int)(&((CCFChunkHeader*)m_nLastChunk)->nSize), SEEK_SET);
unsigned nSize = SWAP32(nNewChunkPos - m_nLastChunk);
fwrite (&nSize, sizeof(nSize), 1, m_pFile);
// set the file pointer back where it was
fseek (m_pFile, nNewChunkPos, SEEK_SET);
// forget about the last chunk
m_nLastChunk = -1;
}
protected:
// the file to which the chunks are written
FILE* m_pFile;
// the last chunk position within the file (used to update the chunk)
long m_nLastChunk;
};
/** Convertor implementation for CGF files.
*/
class GC_CGFConvertor : public IConvertor
{
public:
// this class will be thrown from the internal method during conversion
// indicating some error that should abort conversion
class Error
{
public:
Error (int nCode);
Error (const char* szFormat, ...);
const char* c_str()const {return m_strReason.c_str();}
protected:
string m_strReason;
};
GC_CGFConvertor ():
m_fTarget(NULL),
m_pStatCGFCompiler(NULL)
{
}
~GC_CGFConvertor()
{
clear();
if (m_pStatCGFCompiler)
m_pStatCGFCompiler->Release();
}
//! Release memory of interface.
void Release() { delete this; };
//! Process file.
virtual bool Process( ConvertContext &cc );
//! Return name of output file that will be produced from this file.
// @param sourceFileName File name plus extension of source file, must not contain path.
virtual bool GetOutputFile( ConvertContext &cc );
//! Return platforms supported by this convertor.
virtual int GetNumPlatforms() const;
//! Get supported platform.
//! @param index Index of platform must be in range 0 < index < GetNumPlatforms().
virtual Platform GetPlatform( int index ) const;
//! Get number of supported extensions.
virtual int GetNumExt() const { return 1; };
//! Get supported extension.
//! @param index Index of extension must be in range 0 < index < GetNumExt().
virtual const char* GetExt( int index ) const { return "cgf"; };
// this should retrieve the timestamp of the convertor executable:
// when it was created by the linker, normally. This date/time is used to
// compare with the compiled file date/time and even if the compiled file
// is not older than the source file, it will be recompiled if it's older than the
// convertor
virtual DWORD GetTimestamp() const ;
protected:
// internally used stuff
// writes the data directly into the file
void writeRaw (const void* pData, unsigned nSize);
template <class T>
void write (const T& rData)
{
writeRaw (&rData, sizeof(T));
}
template <class T>
void write (const T* pData, unsigned numElements)
{
writeRaw (pData, numElements * sizeof(T));
}
template <class T>
void writeArray (const std::vector<T>& arrData)
{
if (!arrData.empty()){
unsigned long a0=arrData.size();
write (&arrData[0], arrData.size());
}
}
//void LogV (const char* szFormat, va_list args);
//void Log (const char* szFormat, ...);
void WriteGeometryInfo (unsigned nLOD);
void WriteHeader();
void WriteBoneInfo();
void WriteMaterials();
void writeIntFaces(unsigned nLOD);
void WriteVertices (CryChunkedFile* pSource);
void WriteNormals (CryChunkedFile* pSource);
void writeShadowConnectivity (unsigned nLOD);
void writeVertexSkin (unsigned nLOD);
void writeNormalSkin (unsigned nLOD);
void writeTangSkin (unsigned nLOD);
void WriteBoneGeometry (unsigned nLOD);
void writeBGBone(unsigned nLOD, unsigned nBone, CryChunkedFile::MeshDesc* pMesh);
void WriteMorphTargetSet ();
void writeMorphTargets (unsigned nLOD);
void WriteLights();
bool isAnimationFastCheck();
protected:
// loads the m_arrLODs
bool LoadLODs();
IConvertor* getStatCGFCompiler();
// builds the m_arrRenderMeshes array with the CRenderMeshBuilder
// structures containing all the additional info required for leaf buffer creation
void BuildRenderMeshes();
// Updates physics if needed (if there is LOD1, which contains physical data for LOD1 physics
void UpdateDeadBodyPhysics();
// remaps, if necessary, the bones from the LOD source to the Master source
// and changes the links in the LOD source so that the boneid's there point to the indices (not IDs!)
// of the bones in the Master Source, not LOD Source
// This assumes that the bone information from the LOD source won't be used at all
// throws an error if there's some unrecognized bone in the LOD source
void RemapBones (unsigned nLOD);
// remaps the bone indices, throws error if some indices cannot be remapped for some reason
// (e.g. mapping contains -1, i.e. no mapping)
void RemapBoneIndices (CryChunkedFile* pLOD, const std::vector<int>& arrMap);
// releases all the resources
void clear();
// calculates the number of materials used by the previous LODs (< than given)
// this is to offset the mtl numbers of the nLOD to use the range of materials
// belonging to that LOD
unsigned getLODMtlOffset (unsigned nLOD);
void LogWarning (const char* szFormat, ...)
{
va_list args;
va_start (args, szFormat);
m_pContext->pLog->LogV (IMiniLog::eWarning, szFormat, args);
va_end(args);
}
void LogError (const char* szFormat, ...)
{
va_list args;
va_start (args, szFormat);
m_pContext->pLog->LogV (IMiniLog::eError, szFormat, args);
va_end(args);
}
void Log (const char* szFormat, ...)
{
va_list args;
va_start (args, szFormat);
m_pContext->pLog->LogV (IMiniLog::eMessage, szFormat, args);
va_end(args);
}
protected:
ConvertContext* m_pContext;
// the source files: one file for each LOD. At least LOD 0 Must be present for conversion.
CryChunkedFile_AutoArray m_arrLODs;
// the mapping from bone indices in Master (LOD0) to bone indices in LOD>0
typedef std::vector<int> BoneMap;
std::vector<BoneMap> m_arrLODBoneMaps;
// the render meshes for each LOD
std::vector<CRenderMeshBuilder> m_arrRenderMeshes;
GC_CCFFileWriter m_Writer;
// the target file
FILE* m_fTarget;
IConvertor* m_pStatCGFCompiler;
};
#endif // __cgfconvertor_h__