/* ************************ 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 #include #include /* trpage_pparse.cpp This file contains classes that can parse a TerraPage archive for the purpose of printing it out. */ #include #include #include namespace { // This will recursivelly call itself up until // all the tiule 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 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 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(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;iGetLocalMaterial(i,locMat); const trpgMaterial *baseMat; const trpgTexture *baseTex; int totSize; trpgrImageHelper *imageHelp = parse->GetImageHelp(); int numImages=1; locMat.GetNumLocals(numImages); for (int imgN=0;imgNGetNthImageInfoForLocalMat(&locMat,imgN,&baseMat,&baseTex,totSize); // Fetch the whole image { char *pixels = new char[totSize]; bool failed = false; try { failed = !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(baseTex))->MipLevelOffset(j); int mipSize = (const_cast(baseTex))->MipLevelSize(j); if (mipSize) { char *pixels = new char[mipSize]; bool failed = false; try { failed = !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;nlGetHeader()->GetLodSize(nl,tileSize); // Iterate over the tiles for (x=tileSize.x-1;x>=0;x--) for (y=0;yReadTile(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; }