genesis-3d_engine/Engine/app/graphicfeature/components/meshrendercomponentserialization.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

257 lines
8.6 KiB
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/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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.
****************************************************************************/
#include "stdneb.h"
#include "graphicfeature/components/meshrendercomponent.h"
namespace App
{
class MeshRenderComponentSerialization
{
public:
MeshRenderComponentSerialization( MeshRenderComponent* pComponent )
:mObject(pComponent)
{
}
inline void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
{
if ( 1 == ver )
{
Load_1(pReader);
return;
}
if ( 2 == ver )
{
Load_2(pReader, args);
return;
}
if ( 3 == ver )
{
Load_3(pReader, args);
return;
}
if (4 == ver )
{
Load_4(pReader, args);
return;
}
if (5 == ver )
{
Load_5(pReader, args);
return;
}
n_error(" MeshRenderComponentSerialization::Load unknonw version " );
}
void Load_1( AppReader* pReader );
void Load_2( AppReader* pReader, const Serialization::SerializationArgs* args );
void Load_3( AppReader* pReader, const Serialization::SerializationArgs* args );
void Load_4( AppReader* pReader, const Serialization::SerializationArgs* args );
void Load_5( AppReader* pReader, const Serialization::SerializationArgs* args );
void Save( AppWriter* pWriter );
protected:
MeshRenderComponent* mObject;
};
const char* s_MeshResID = "Mesh";
const char* s_MeshLoadingPriority = "LoadingPriority";
const Util::String s_MeshDummyID = "EmptyNull";
const char* s_LMID = "LightmapID";
const char* s_LMTexParam = "LightmapST";
const char* s_LMScale = "LightmapScale";
const char* s_LightmapMode = "LightmapMode";
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Load_1(AppReader* pSerialize)
{
/*
// shader count
SizeT count = 0;
pSerialize->SerializeInt(s_ShaderCount, count);
for ( IndexT iShader = 0; iShader < count; ++iShader )
{
Util::String ShaderID;
pSerialize->SerializeString(s_ShaderID, ShaderID);
n_assert( ShaderID.IsValid() );
mObject->SetShaderID(iShader,ShaderID );
SizeT texCount = 0;
pSerialize->SerializeInt(s_TextureCount, texCount );
for ( IndexT iTex = 0; iTex < texCount; ++iTex )
{
Util::String paramName;
Util::String texID;
pSerialize->SerializeString(s_TextureParamName, paramName);
pSerialize->SerializeString(s_TextureID, texID );
n_assert(paramName.IsValid());
n_assert(texID.IsValid());
mObject->_AddTextureParam(iShader,paramName,texID);
}
}
*/
}
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Load_2(AppReader* pSerialize, const Serialization::SerializationArgs* args)
{
const ComponentSerializationArgs* cargs = args->cast_fast<ComponentSerializationArgs>();
Resources::Priority priority;
pSerialize->SerializeInt(s_MeshLoadingPriority, priority);//<2F>˲<EFBFBD><CBB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѷ<EFBFBD><D1B7><EFBFBD><EFBFBD><EFBFBD>
priority = (Resources::ResourcePriority::Undefinition == cargs->getPriority()) ? Resources::ResourcePriority::MeshDefault : cargs->getPriority();
Util::String meshName;
pSerialize->SerializeString(s_MeshResID, meshName );
if ( meshName != s_MeshDummyID )
{
mObject->SetMeshID( meshName, priority );
}
}
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Load_3(AppReader* pSerialize, const Serialization::SerializationArgs* args)
{
const ComponentSerializationArgs* cargs = args->cast_fast<ComponentSerializationArgs>();
Resources::Priority priority;
pSerialize->SerializeInt(s_MeshLoadingPriority, priority);//<2F>˲<EFBFBD><CBB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѷ<EFBFBD><D1B7><EFBFBD><EFBFBD><EFBFBD>
priority = (Resources::ResourcePriority::Undefinition == cargs->getPriority()) ? Resources::ResourcePriority::MeshDefault : cargs->getPriority();
Util::String meshName;
pSerialize->SerializeString(s_MeshResID, meshName );
if ( meshName != s_MeshDummyID )
{
mObject->SetMeshID( meshName, priority );
}
unsigned int lmID = 0xFFFF;
Math::float4 lmTexParam(1.0f,1.0f,0.0f,0.0f);
pSerialize->SerializeUInt(s_LMID, lmID);
mObject->SetLMIndex(lmID);
pSerialize->SerializeFloat4(s_LMTexParam, lmTexParam);
mObject->SetLMTexParam( lmTexParam );
}
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Load_4(AppReader* pSerialize, const Serialization::SerializationArgs* args)
{
const ComponentSerializationArgs* cargs = args->cast_fast<ComponentSerializationArgs>();
Resources::Priority priority;
pSerialize->SerializeInt(s_MeshLoadingPriority, priority);//<2F>˲<EFBFBD><CBB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѷ<EFBFBD><D1B7><EFBFBD><EFBFBD><EFBFBD>
priority = (Resources::ResourcePriority::Undefinition == cargs->getPriority()) ? Resources::ResourcePriority::MeshDefault : cargs->getPriority();
Util::String meshName;
pSerialize->SerializeString(s_MeshResID, meshName );
if ( meshName != s_MeshDummyID )
{
mObject->SetMeshID( meshName, priority );
}
unsigned int lmID = 0xFFFF;
Math::float4 lmTexParam(1.0f,1.0f,0.0f,0.0f);
pSerialize->SerializeUInt(s_LMID, lmID);
mObject->SetLMIndex(lmID);
pSerialize->SerializeFloat4(s_LMTexParam, lmTexParam);
mObject->SetLMTexParam( lmTexParam );
double lmScale = 1.0f;
pSerialize->SerializeDouble( s_LMScale, lmScale );
mObject->SetLMScale( lmScale );
}
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Load_5( AppReader* pReader, const Serialization::SerializationArgs* args )
{
Load_4(pReader, args);
uint lmMode = SingleMode;
pReader->SerializeUInt(s_LightmapMode, lmMode);
mObject->SetLightmapMode((LMMode)lmMode);
}
//------------------------------------------------------------------------
void MeshRenderComponentSerialization::Save(AppWriter* pSerialize)
{
if (mObject->GetMeshID().IsValid())
{
pSerialize->SerializeInt(s_MeshLoadingPriority, mObject->GetPriority());
pSerialize->SerializeString(s_MeshResID, mObject->GetMeshID().AsString() );
}
else
{
// can not Serialize empty string
pSerialize->SerializeInt(s_MeshLoadingPriority, 0);
pSerialize->SerializeString(s_MeshResID, Util::String(s_MeshDummyID) );
}
unsigned int lmID = mObject->GetLMIndex();
Math::float4 lmST = mObject->GetLMTexParam();
double lmScale = mObject->GetLMScale();
pSerialize->SerializeUInt(s_LMID, lmID);
pSerialize->SerializeFloat4(s_LMTexParam, lmST);
pSerialize->SerializeDouble(s_LMScale, lmScale);
pSerialize->SerializeUInt(s_LightmapMode, (uint)mObject->GetLightmapMode() );
}
}
namespace App
{
//------------------------------------------------------------------------
// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
Version MeshRenderComponent::GetVersion() const
{
//return 2; // <09><>ǰ<EFBFBD><EFBFBD><E6B1BE><EFBFBD><EFBFBD>2
//return 3; // <09><>ǰ<EFBFBD><EFBFBD><E6B1BE><EFBFBD><EFBFBD>3,<2C><><EFBFBD><EFBFBD>lightmap<61><70>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD>
//return 4; //<2F><>ǰ<EFBFBD><EFBFBD><E6B1BE><EFBFBD><EFBFBD>4
return 5; // <20><><EFBFBD><EFBFBD>lightmapMode<64>Ŀ<EFBFBD><C4BF><EFBFBD>
}
//------------------------------------------------------------------------
// @ISerialization::Load
void MeshRenderComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
{
pReader->SerializeSuper<Super>(this, args);
MeshRenderComponentSerialization Serialize(this);
Serialize.Load( ver, pReader, args );
}
//------------------------------------------------------------------------
// @ISerialization::Save
void MeshRenderComponent::Save( AppWriter* pWriter ) const
{
pWriter->SerializeSuper<Super>(this);
MeshRenderComponentSerialization Serialize(const_cast<MeshRenderComponent*>(this));
Serialize.Save( pWriter );
}
}