mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2025-01-11 19:55:10 +01:00
166 lines
6.2 KiB
C++
Executable File
166 lines
6.2 KiB
C++
Executable File
#if 0 // A cute trick to making this .cc self-building from shell.
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g++ $0 -O2 -Wall -Werror -o `basename $0 .cc`;
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exit;
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#endif
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// Copyright 2011 Google Inc. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License"); you
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// may not use this file except in compliance with the License. You
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// may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
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// implied. See the License for the specific language governing
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// permissions and limitations under the License.
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#include "bounds.h"
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#include "compress.h"
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#include "mesh.h"
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#include "optimize.h"
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#include "stream.h"
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int main(int argc, const char* argv[]) {
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if (argc != 3) {
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fprintf(stderr, "Usage: %s in.obj out.utf8\n\n"
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"\tCompress in.obj to out.utf8 and writes JS to STDOUT.\n\n",
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argv[0]);
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return -1;
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}
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FILE* fp = fopen(argv[1], "r");
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WavefrontObjFile obj(fp);
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fclose(fp);
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printf("MODELS[\'%s\'] = {\n", StripLeadingDir(argv[1]));
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puts(" materials: {");
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const MaterialList& materials = obj.materials();
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for (size_t i = 0; i < materials.size(); ++i) {
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materials[i].DumpJson();
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}
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puts(" },");
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const MaterialBatches& batches = obj.material_batches();
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// Pass 1: compute bounds.
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webgl_loader::Bounds bounds;
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bounds.Clear();
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for (MaterialBatches::const_iterator iter = batches.begin();
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iter != batches.end(); ++iter) {
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const DrawBatch& draw_batch = iter->second;
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bounds.Enclose(draw_batch.draw_mesh().attribs);
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}
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webgl_loader::BoundsParams bounds_params =
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webgl_loader::BoundsParams::FromBounds(bounds);
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printf(" decodeParams: ");
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bounds_params.DumpJson();
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puts(" urls: {");
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std::vector<char> utf8;
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webgl_loader::VectorSink sink(&utf8);
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// Pass 2: quantize, optimize, compress, report.
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for (MaterialBatches::const_iterator iter = batches.begin();
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iter != batches.end(); ++iter) {
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size_t offset = 0;
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utf8.clear();
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const DrawMesh& draw_mesh = iter->second.draw_mesh();
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if (draw_mesh.indices.empty()) continue;
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QuantizedAttribList quantized_attribs;
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webgl_loader::AttribsToQuantizedAttribs(draw_mesh.attribs, bounds_params,
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&quantized_attribs);
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VertexOptimizer vertex_optimizer(quantized_attribs);
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const std::vector<GroupStart>& group_starts = iter->second.group_starts();
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WebGLMeshList webgl_meshes;
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std::vector<size_t> group_lengths;
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for (size_t i = 1; i < group_starts.size(); ++i) {
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const size_t here = group_starts[i-1].offset;
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const size_t length = group_starts[i].offset - here;
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group_lengths.push_back(length);
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vertex_optimizer.AddTriangles(&draw_mesh.indices[here], length,
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&webgl_meshes);
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}
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const size_t here = group_starts.back().offset;
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const size_t length = draw_mesh.indices.size() - here;
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const bool divisible_by_3 = length % 3 == 0;
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CHECK(divisible_by_3);
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group_lengths.push_back(length);
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vertex_optimizer.AddTriangles(&draw_mesh.indices[here], length,
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&webgl_meshes);
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std::vector<std::string> material;
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std::vector<size_t> attrib_start, attrib_length, index_start, index_length;
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for (size_t i = 0; i < webgl_meshes.size(); ++i) {
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const size_t num_attribs = webgl_meshes[i].attribs.size();
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const size_t num_indices = webgl_meshes[i].indices.size();
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const bool kBadSizes = num_attribs % 8 || num_indices % 3;
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CHECK(!kBadSizes);
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webgl_loader::CompressQuantizedAttribsToUtf8(webgl_meshes[i].attribs,
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&sink);
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webgl_loader::CompressIndicesToUtf8(webgl_meshes[i].indices, &sink);
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material.push_back(iter->first);
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attrib_start.push_back(offset);
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attrib_length.push_back(num_attribs / 8);
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index_start.push_back(offset + num_attribs);
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index_length.push_back(num_indices / 3);
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offset += num_attribs + num_indices;
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}
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const uint32 hash = SimpleHash(&utf8[0], utf8.size());
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char buf[9] = { '\0' };
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ToHex(hash, buf);
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// TODO: this needs to handle paths.
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std::string out_fn = std::string(buf) + "." + argv[2];
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FILE* out_fp = fopen(out_fn.c_str(), "wb");
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printf(" \'%s\': [\n", out_fn.c_str());
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size_t group_index = 0;
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for (size_t i = 0; i < webgl_meshes.size(); ++i) {
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printf(" { material: \'%s\',\n"
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" attribRange: [" PRIuS ", " PRIuS "],\n"
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" indexRange: [" PRIuS ", " PRIuS "],\n"
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" bboxes: " PRIuS ",\n"
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" names: [",
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material[i].c_str(),
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attrib_start[i], attrib_length[i],
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index_start[i], index_length[i],
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offset);
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std::vector<size_t> buffered_lengths;
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size_t group_start = 0;
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while (group_index < group_lengths.size()) {
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printf("\'%s\', ",
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obj.LineToGroup(group_starts[group_index].group_line).c_str());
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const size_t group_length = group_lengths[group_index];
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const size_t next_start = group_start + group_length;
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const size_t webgl_index_length = webgl_meshes[i].indices.size();
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// TODO: bbox info is better placed at the head of the file,
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// perhaps transposed. Also, when a group gets split between
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// batches, the bbox gets stored twice.
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webgl_loader::CompressAABBToUtf8(group_starts[group_index].bounds,
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bounds_params, &sink);
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offset += 6;
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if (next_start < webgl_index_length) {
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buffered_lengths.push_back(group_length);
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group_start = next_start;
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++group_index;
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} else {
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const size_t fits = webgl_index_length - group_start;
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buffered_lengths.push_back(fits);
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group_start = 0;
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group_lengths[group_index] -= fits;
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break;
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}
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}
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printf("],\n lengths: [");
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for (size_t k = 0; k < buffered_lengths.size(); ++k) {
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printf(PRIuS ", ", buffered_lengths[k]);
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}
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puts("],\n },");
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}
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fwrite(&utf8[0], 1, utf8.size(), out_fp);
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fclose(out_fp);
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puts(" ],");
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}
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puts(" }\n};");
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return 0;
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}
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