Files
OpenSceneGraph/src/osgPlugins/txp/trpage_pparse.cpp
2016-06-06 14:28:12 +01:00

432 lines
14 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
************************
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
/* trpage_pparse.cpp
This file contains classes that can parse a TerraPage
archive for the purpose of printing it out.
*/
#include <trpage_print.h>
#include <trpage_scene.h>
#include <trpage_managers.h>
namespace
{
// This will recursively call itself up until
// all the tiles are done
void printBuf(int lod, int x, int y, trpgr_Archive *archive, trpgPrintGraphParser& parser, trpgMemReadBuffer &buf, trpgPrintBuffer &pBuf)
{
char ls[1024];
sprintf(ls,"Tile (lod) (x,y) = (%d) (%d,%d)", lod, x, y);
pBuf.prnLine(ls);
pBuf.IncreaseIndent();
parser.Reset();
parser.Parse(buf);
pBuf.DecreaseIndent();
// Save the list
// std::vector<const trpgChildRef> childRefList;
// The const in the template parameter was removed because it causes GCC to
// freak out. I am of the opinion that const doesn't make sense in a template
// parameter for std::vector anyway... const prevents you from changing the
// value, so what exactly is the point? How does one add entries to the vector
// without giving them a value? -ADS
std::vector<trpgChildRef> childRefList;
for(unsigned int idx =0; idx < parser.GetNbChildrenRef(); idx++)
childRefList.push_back(*parser.GetChildRef(idx));
for(unsigned int idx =0; idx < childRefList.size(); idx++)
{
const trpgChildRef& childRef = childRefList[idx];
trpgMemReadBuffer childBuf(archive->GetEndian());
trpgwAppAddress tileAddr;
int glod, gx, gy;
childRef.GetTileAddress(tileAddr);
childRef.GetTileLoc(gx,gy,glod);
trpgTileTable::TileMode mode;
archive->GetTileTable()->GetMode(mode);
bool status;
if(mode == trpgTileTable::Local)
status = archive->ReadTile(tileAddr, childBuf);
else
status = archive->ReadExternalTile(gx, gy, glod, childBuf);
if(status)
printBuf(glod, gx, gy, archive, parser, childBuf, pBuf);
}
}
} // end namespace
/* Set up the callbacks for the scene graph parser.
In our case this is just one read helper with
a switch statement.
*/
trpgPrintGraphParser::trpgPrintGraphParser(trpgr_Archive *inArch,trpgrImageHelper *inImg,trpgPrintBuffer *inBuf):printBuf(inBuf), archive(inArch), imageHelp(inImg), childRefCB(0)
{
// Register the readers
AddCallback(TRPG_GEOMETRY,new ReadHelper(this,printBuf));
AddCallback(TRPG_GROUP,new ReadHelper(this,printBuf));
AddCallback(TRPG_ATTACH,new ReadHelper(this,printBuf));
AddCallback(TRPG_CHILDREF,new ReadHelper(this,printBuf));
AddCallback(TRPG_BILLBOARD,new ReadHelper(this,printBuf));
AddCallback(TRPG_LOD,new ReadHelper(this,printBuf));
AddCallback(TRPG_TRANSFORM,new ReadHelper(this,printBuf));
AddCallback(TRPG_MODELREF,new ReadHelper(this,printBuf));
AddCallback(TRPG_LAYER,new ReadHelper(this,printBuf));
AddCallback(TRPG_LIGHT,new ReadHelper(this,printBuf));
AddCallback(TRPG_LABEL,new ReadHelper(this,printBuf));
AddCallback(TRPGTILEHEADER,new ReadHelper(this,printBuf));
childRefCB = dynamic_cast<ReadHelper *>(GetCallback(TRPG_CHILDREF));
}
/* Start Children is called when the parser hits a Push
in the read buffer. We just want to indent further when
that happens.
*/
bool trpgPrintGraphParser::StartChildren(void *)
{
printBuf->IncreaseIndent();
return true;
}
/* End Children is called when the parser hits a Pop
in the read buffer. We just want to reduce the indent
when that happens.
*/
bool trpgPrintGraphParser::EndChildren(void *)
{
printBuf->DecreaseIndent();
return true;
}
unsigned int trpgPrintGraphParser::GetNbChildrenRef() const
{
if(childRefCB)
return childRefCB->GetNbChildrenRef();
else
return 0;
}
const trpgChildRef* trpgPrintGraphParser::GetChildRef(unsigned int idx) const
{
if(childRefCB)
return childRefCB->GetChildRef(idx);
else
return 0;
}
void trpgPrintGraphParser::Reset()
{
if(childRefCB)
childRefCB->Reset();
}
void trpgPrintGraphParser::ReadHelper::Reset()
{
childRefList.clear();
}
unsigned int trpgPrintGraphParser::ReadHelper::GetNbChildrenRef() const
{
return childRefList.size();
}
const trpgChildRef* trpgPrintGraphParser::ReadHelper::GetChildRef(unsigned int idx) const
{
if(idx >= childRefList.size())
return 0;
else
return &childRefList[idx];
}
/* Read Helper parse method sets up the correct class depending
on the token and asks it to read and print itself. It will save
any child ref node encountered that a user can access to continue
traversal.
*/
void *trpgPrintGraphParser::ReadHelper::Parse(trpgToken tok,trpgReadBuffer &buf)
{
// This will celar any child ref list from a previous parse.
trpgReadWriteable *obj = NULL;
trpgTileHeader *tileHead = NULL;
switch (tok) {
case TRPG_GEOMETRY:
obj = new trpgGeometry();
break;
case TRPG_GROUP:
obj = new trpgGroup();
break;
case TRPG_ATTACH:
obj = new trpgAttach();
break;
case TRPG_CHILDREF:
childRefList.push_back(trpgChildRef());
obj = &childRefList.back();
break;
case TRPG_BILLBOARD:
obj = new trpgBillboard();
break;
case TRPG_LOD:
obj = new trpgLod();
break;
case TRPG_TRANSFORM:
obj = new trpgTransform();
break;
case TRPG_MODELREF:
obj = new trpgModelRef();
break;
case TRPG_LAYER:
obj = new trpgLayer();
break;
case TRPG_LIGHT:
obj = new trpgLight();
break;
case TRPG_LABEL:
obj = new trpgLabel();
break;
case TRPGTILEHEADER:
obj = tileHead = new trpgTileHeader();
break;
};
if (obj) {
if (obj->Read(buf))
obj->Print(*pBuf);
// For the tile header, do a little more work
if (tok == TRPGTILEHEADER) {
int numMat;
tileHead->GetNumLocalMaterial(numMat);
for (int i=0;i<numMat;i++) {
trpgLocalMaterial locMat;
tileHead->GetLocalMaterial(i,locMat);
const trpgMaterial *baseMat;
const trpgTexture *baseTex;
int totSize;
trpgrImageHelper *parse_imageHelp = parse->GetImageHelp();
int numImages=1;
locMat.GetNumLocals(numImages);
for (int imgN=0;imgN<numImages;imgN++) {
// read all the images for each local material
parse_imageHelp->GetNthImageInfoForLocalMat(&locMat,imgN,&baseMat,&baseTex,totSize);
// Fetch the whole image
{
char *pixels = new char[totSize];
bool failed = false;
try {
failed = !parse_imageHelp->GetNthImageForLocalMat(&locMat,imgN,pixels,totSize);
}
catch (...) {
failed = true;
}
if (failed) {
fprintf(stderr,"Failed to read local image %d from local material %d.\n",imgN,i);
} else
fprintf(stderr,"Read local image %d from local material %d successfully.\n",imgN,i);
delete [] pixels;
}
// Fetch the individual mipmap levels
{
bool hasMipmap = false;
baseTex->GetIsMipmap(hasMipmap);
int numMipmap = hasMipmap ? baseTex->CalcNumMipmaps() : 0;
for (int j=1;j<numMipmap;j++) {
//int mipOffset = (const_cast<trpgTexture *>(baseTex))->MipLevelOffset(j);
int mipSize = (const_cast<trpgTexture *>(baseTex))->MipLevelSize(j);
if (mipSize) {
char *pixels = new char[mipSize];
bool failed = false;
try {
failed = !parse_imageHelp->GetNthImageMipLevelForLocalMat(j,&locMat,imgN,pixels,mipSize);
}
catch (...) {
failed = true;
}
if (failed)
fprintf(stderr,"Failed to read mipmap level %d for local image %d from local material %d.\n",j,imgN,i);
else
fprintf(stderr,"Read mipmap level %d for local image %d from local material %d.\n",j,imgN,i);
delete [] pixels;
}
}
}
}
}
}
// We delete all object except the child ref node
if(tok != TRPG_CHILDREF)
delete obj;
}
// Need to return non-zero. Otherwise it's interpreted as an error
return (void *)1;
}
// The following routine is not compiled if there's no _splitpath
#ifdef _splitpath
/* This is a convenience function to print out the contents
of an entire TerraPage archive.
There are two versions of this function. The first takes
a file name and the second an opened archive where the header
has already been read.
*/
bool trpgPrintArchive(char *filename,trpgPrintBuffer &pBuf,int flags)
{
trpgr_Archive archive;
// Break path apart so we can find the directory
char drive[100],dir[1024],fname[1024],ext[1024];
_splitpath(filename,drive,dir,fname,ext);
char rname[1024],baseDir[1024];
sprintf(baseDir,"%s%s",drive,dir);
sprintf(rname,"%s%s",fname,ext);
if (!*baseDir) strcpy(baseDir,".");
archive.SetDirectory(baseDir);
if (!archive.OpenFile(rname)) {
fprintf(stdout,"Failed to open archive.\n");
return false;
}
if (!archive.ReadHeader()) {
fprintf(stdout,"Failed to read header.\n");
return false;
}
bool status = trpgPrintArchive(&archive,pBuff,flags);
return status;
}
#endif
bool trpgPrintArchive(trpgr_Archive *archive,trpgPrintBuffer &pBuf,int flags)
{
char ls[1024];
if (!archive->isValid()) return false;
pBuf.prnLine("====Header Structures====");
// Print out the header portion
archive->GetHeader()->Print(pBuf);
archive->GetMaterialTable()->Print(pBuf);
archive->GetTexTable()->Print(pBuf);
archive->GetModelTable()->Print(pBuf);
archive->GetTileTable()->Print(pBuf);
archive->GetLightTable()->Print(pBuf);
archive->GetRangeTable()->Print(pBuf);
archive->GetTextStyleTable()->Print(pBuf);
archive->GetSupportStyleTable()->Print(pBuf);
archive->GetLabelPropertyTable()->Print(pBuf);
pBuf.prnLine();
// Read the local images and do the math for the templates
// Now do the tiles
if (!archive->isValid()) return false;
int majorVersion, minorVersion;
archive->GetHeader()->GetVersion(majorVersion, minorVersion);
// Parser that prints out a tile scene graph
trpgrImageHelper* imageHelp=archive->GetNewRImageHelper(archive->GetEndian(),archive->getDir(),
*archive->GetMaterialTable(),*archive->GetTexTable());
trpgPrintGraphParser parser(archive,imageHelp,&pBuf);
pBuf.prnLine("====Tile Data====");
int nl,x,y;
trpgMemReadBuffer buf(archive->GetEndian());
// Iterate over the terrain lods
int numLod;
archive->GetHeader()->GetNumLods(numLod);
trpg2iPoint tileSize;
if(majorVersion == 2 && minorVersion >= 1)
{
// Version 2.1
// Because of variable lod support in version 2.1 and over, we can
// no longer suppose that all lod level are all populated with tiles
// in all of the gaming area. We have to parse the parent to know that.
// Also the tile table only contains lod 0 tiles so we can no longer access
// the tile directly from its grid location. So we have to traverse.
trpg2iPoint blockTileSize;
if(archive->GetHeader()->GetLodSize(0,blockTileSize)) {
for(x = 0; x < blockTileSize.x; x++)
for( y = 0; y < blockTileSize.y; y++)
if (archive->ReadTile(x,y,0,buf))
printBuf(0, x, y, archive, parser, buf, pBuf);
}
}
else
{
for (nl=0;nl<numLod;nl++) {
archive->GetHeader()->GetLodSize(nl,tileSize);
// Iterate over the tiles
for (x=tileSize.x-1;x>=0;x--)
for (y=0;y<tileSize.y;y++) {
sprintf(ls,"Tile (lod) (x,y) = (%d) (%d,%d)",nl,x,y);
pBuf.prnLine(ls);
if (archive->ReadTile(x,y,nl,buf)) {
if (flags & TRPGPRN_BODY) {
pBuf.IncreaseIndent();
// Parse it (also prints it
if (!parser.Parse(buf))
{
char errString[80];
sprintf(errString, "**** Warning: tile anomaly detected: (%d) (%d,%d) ****",nl,x,y);
// send it both ways so it's easier to spot
pBuf.prnLine(errString);
fprintf(stderr,"%s\n",errString);
}
pBuf.DecreaseIndent();
}
} else
pBuf.prnLine(" Couldn't read tile.");
}
}
}
return true;
}