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/*
   Copyright (c) 2017 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

/*
Copyright (c) 2006-2012 assimp team
All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

    Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
    Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation and/or
other materials provided with the distribution.
    Neither the name of the assimp team nor the names of its contributors may be
used to endorse or promote products derived from this software without specific
prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
OF SUBSTITUTE GOODS OR SERVICES; LOSS
OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef _DIVIDE_FORMAT_CONVERTER_H_
#define _DIVIDE_FORMAT_CONVERTER_H_

#include "Geometry/Material/Headers/Material.h"
#include "Platform/Video/Textures/Headers/Texture.h"

struct aiMesh;
struct aiMaterial;

namespace Divide {

namespace Import {
    struct ImportData;
    struct SubMeshData;
    struct MaterialData;
};

class SubMesh;
class VertexBuffer;
class PlatformContext;
class DVDConverter {
  public:

    explicit DVDConverter();
    explicit DVDConverter(PlatformContext& context, Import::ImportData& target, const stringImpl& file, bool& result);
    ~DVDConverter();

    bool load(PlatformContext& context, Import::ImportData& target, const stringImpl& file);
   private:

    void loadSubMeshGeometry(const aiMesh* source, 
                             VertexBuffer* targetBuffer,
                             Import::SubMeshData& subMeshData,
                             U8& submeshBoneOffsetOut,
                             U32& previousVertOffset);

    void loadSubMeshMaterial(Import::MaterialData& material,
                             const aiMaterial* source,
                             const stringImpl& materialName,
                             const stringImpl& assetLocation,
                             bool skinned);

  private:
    static hashMapImpl<U32, TextureWrap> fillTextureWrapMap();
    static hashMapImpl<U32, Material::ShadingMode> fillShadingModeMap();
    static hashMapImpl<U32, Material::TextureOperation> fillTextureOperationMap();

  private:
    static hashMapImpl<U32, TextureWrap> aiTextureMapModeTable;
    static hashMapImpl<U32, Material::ShadingMode> aiShadingModeInternalTable;
    static hashMapImpl<U32, Material::TextureOperation> aiTextureOperationTable;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Importer/Headers/DVDConverter.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
776 Diff Diff IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

[IonutCava]
- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

519 Diff Diff IonutCava picture IonutCava Mon 05 Oct, 2015 16:04:47 +0000

[IonutCava]
- More separation between DVDConverter and MeshImporter:
— DVDConverter is no longer a singleton. Multiple converters can be used at the same time
— More sanity checks added to MeshImporter
- Performance tweak: faster animated bounding box calculations
- Don’t pass input to application if it got processed by CEGUI (helped in removing editor/console visibility check hack)

518 Diff Diff IonutCava picture IonutCava Sun 04 Oct, 2015 20:08:56 +0000

[IonutCava]
- New asset loading system and new asset formats (DVDGeom – geometry and material data. DVDAnim – animation data):
— Separate ASSIMP importing process (including animations) from Mesh/SubMesh/Material creation:
— Interface ASSIMP with the rest of the framework via a “ImportData” structure.
— Allow saving/loading from file of the entire ImportData and animation data entries via serialization.
— Allow serialization of VertexBuffers and update animation system’s serialization structure as well
— Base all serialization/deserialization processes on the ByteBuffer class with support for loading/saving to files
— If DVDGeom and DVDAnim files are not found, fall back to ASSIMP to load the data and save them for later use
-— Loading times reduce in half if data is already present.
-— Multi-threaded asset loading is now possible.
-— Other (non-ASSIMP) importing libraries can now be used.
-— DVDGeom and DVDAnim files can be shared/moved but not edited (they hold binary data for smaller memory usage)
- OpenGL/Direct3D usage is a compile time toggle (for now) for performance reasons.

510 Diff Diff IonutCava picture IonutCava Thu 03 Sep, 2015 16:01:22 +0000

[IonutCava]
- Modify VertexBuffer classes to use interleaved data
— Needs a lot of optimizations. Higher RAM and VRAM usage currently, but faster access

494 Diff Diff IonutCava picture IonutCava Sat 15 Aug, 2015 19:09:33 +0000

[Ionut]
- Better transform tracking in PhysicsComponent
- Random code cleanups and fixes

458 Diff Diff IonutCava picture IonutCava Tue 02 Jun, 2015 16:26:18 +0000

[Ionut]
- More Linux port work

405 IonutCava picture IonutCava Mon 20 Apr, 2015 15:57:24 +0000

[Ionut]
- Moved SceneAnimator instances from the SkinnedSubMesh instance to the parent Mesh instance (if it has the SKINNING flag)
— Will allow a single bone buffer per mesh (instead of one per submesh) and better syncing of playback times
- Cleaned the SceneAnimator class a bit:
— Removed the hashmaps that were put in place to speed up bone lookup as the bone count is low and a find_if in a vector of bones isn’t a bottleneck. Reduces memory consumption as well.
— Moving the SceneAnimator class allowed parsing of all available ASSIMP meshes at once in a tight loop.
- Modified texture loading a bit for better compatibility.