genesis-3d_engine/Engine/app/graphicfeature/components/rendercomponentserialization.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

342 lines
12 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/****************************************************************************
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/rendercomponent.h"
#include "graphicfeature/components/simpleskycomponent.h"
namespace App
{
class RenderComponentSerialization
{
public:
RenderComponentSerialization( const RenderComponent* pComponent )
:mObject(pComponent)
{
}
inline void Load( Version ver, AppReader* pReader,const Serialization::SerializationArgs* args )
{
if ( 1 == ver )
{
Load_1(pReader,args);
return;
}
else if ( 2 == ver )
{
Load_2(pReader,args);
return;
}
else if ( 3 == ver )
{
Load_3(pReader,args);
return;
}
else if ( 4 == ver)
{
Load_4(pReader,args);
return;
}
else if ( 5 == ver)
{
Load_5(pReader,args);
return;
}
else if ( 6 == ver)
{
Load_6(pReader,args);
return;
}
n_error(" MeshRenderComponentSerialization::Load unknonw version " );
}
void Load_1( AppReader* pReader, const Serialization::SerializationArgs* args );
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 Load_6( AppReader* pReader,const Serialization::SerializationArgs* args );
void Save( AppWriter* pWriter );
void Save_1( AppWriter* pWriter );
void Save_2( AppWriter* pWriter );
protected:
const RenderComponent* mObject;
};
const char* s_ShaderCount = "ShaderCount";
const char* s_ShaderID = "ShaderID";
const char* s_TextureCount = "TextureCount";
const char* s_TextureParamName = "TextureParam";
const char* s_TextureID = "TextureID";
const char* s_DummyID = "EmptyNull";
const char* s_ConstantParamCount = "ConstantParamCount";
const char* s_ConstantParamName = "ConstantParamName";
const char* s_ConstantParamValue = "ConstantParamValue";
const char* s_MaterialCount = "MaterialCount";
const char* s_MaterialID = "MaterialID";
const char* s_ReceiveShadow = "ReceiveShadow";
const char* s_CastShadow = "CastShadow";
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_1(AppReader* pSerialize, const Serialization::SerializationArgs* args )
{
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
// 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() );
pRenderCom->SetMaterialByShaderID(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());
pRenderCom->_AddTextureParam(iShader,paramName,texID);
}
SizeT scCount = 0;
pSerialize->SerializeInt(s_ConstantParamCount, scCount);
for ( IndexT iSC = 0; iSC < scCount; ++iSC )
{
Util::String paramName;
Util::String paramValue;
pSerialize->SerializeString(s_ConstantParamName,paramName);
pSerialize->SerializeString(s_ConstantParamValue,paramValue);
n_assert(paramName.IsValid());
n_assert(paramValue.IsValid());
pRenderCom->_SetShaderConstantParam(iShader,paramName,paramValue);
}
}
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_2(AppReader* pSerialize, const Serialization::SerializationArgs* args )
{
const ComponentSerializationArgs* cargs = args->cast_fast<ComponentSerializationArgs>();
Resources::Priority priority;
priority = (Resources::ResourcePriority::Undefinition == cargs->getPriority()) ? Resources::ResourcePriority::MaterialDefault : cargs->getPriority();
//priority = 1;
Util::String meshName;
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
// mat count
SizeT count = 0;
pSerialize->SerializeInt(s_MaterialCount, count);
for ( IndexT iMat = 0; iMat < count; ++iMat )
{
Util::String matID;
pSerialize->SerializeString(s_MaterialID, matID);
n_assert( matID.IsValid() );
pRenderCom->SetMaterialID(iMat,matID ,false,priority );
n_warning( "%s\n", matID.AsCharPtr() );
// note: texParam and shaderConstParam be seted by materialIns Manager
}
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_3( AppReader* pReader, const Serialization::SerializationArgs* args )
{
Load_2(pReader,args);
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
bool receiveShadow;
pReader->SerializeBool(s_ReceiveShadow,receiveShadow);
pRenderCom->SetReceiveShadow(receiveShadow);
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_4( AppReader* pReader, const Serialization::SerializationArgs* args )
{
Load_2(pReader,args);
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
bool receiveShadow;
pReader->SerializeBool(s_ReceiveShadow,receiveShadow);
pRenderCom->SetReceiveShadow(receiveShadow);
bool castShadow;
pReader->SerializeBool(s_CastShadow,castShadow);
pRenderCom->SetCastShadow(castShadow);
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_5( AppReader* pReader, const Serialization::SerializationArgs* args )
{
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
if ( !pRenderCom->IsA(SimpleSkyComponent::RTTI) )
{// mat count
SizeT count = 0;
pReader->SerializeInt(s_MaterialCount, count);
for ( IndexT iMat = 0; iMat < count; ++iMat )
{
Util::String matID;
pReader->SerializeString(s_MaterialID, matID);
n_assert( matID.IsValid() );
pRenderCom->SetMaterialID(iMat,matID );
n_warning( "%s\n", matID.AsCharPtr() );
}
}
bool receiveShadow;
pReader->SerializeBool(s_ReceiveShadow,receiveShadow);
pRenderCom->SetReceiveShadow(receiveShadow);
bool castShadow;
pReader->SerializeBool(s_CastShadow,castShadow);
pRenderCom->SetCastShadow(castShadow);
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Load_6( AppReader* pReader, const Serialization::SerializationArgs* args )
{
Load_4( pReader,args );
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Save(AppWriter* pSerialize)
{
Save_2(pSerialize);
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Save_1(AppWriter* pSerialize)
{
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
// shader count
SizeT count = pRenderCom->GetShaderCount();
pSerialize->SerializeInt(s_ShaderCount , count );
for ( IndexT iShader = 0; iShader < count; ++iShader )
{
// shader id
const Resources::ResourceId& shaderID = pRenderCom->GetShaderID(iShader);
n_assert( shaderID.IsValid() );
pSerialize->SerializeString(s_ShaderID, shaderID.AsString());
// texture param
SizeT texParamCount = pRenderCom->GetTextureParamCount(iShader);
pSerialize->SerializeInt(s_TextureCount, texParamCount );
for ( IndexT iTex = 0; iTex < texParamCount; ++iTex )
{
const ShaderParamString& paramName = pRenderCom->EnumTextureParam( iShader, iTex );
n_assert( paramName.IsValid() );
pSerialize->SerializeString( s_TextureParamName, paramName.AsString());
const Resources::ResourceId& texID = pRenderCom->GetTexture(iShader,paramName);
n_assert( texID.IsValid() );
pSerialize->SerializeString( s_TextureID, texID.AsString());
}
// constant param
SizeT scParamCount = pRenderCom->GetShaderConstantParamCount(iShader);
pSerialize->SerializeInt(s_ConstantParamCount, scParamCount );
for( IndexT iSC = 0; iSC < scParamCount; ++iSC )
{
const ShaderParamString& paramName = pRenderCom->EnumShaderConstantParam( iShader, iSC );
n_assert( paramName.IsValid() );
pSerialize->SerializeString( s_ConstantParamName, paramName.AsString());
const Util::String& paramValue = pRenderCom->_GetShaderConstantParamValue(iShader,paramName);
n_assert( paramValue.IsValid() );
pSerialize->SerializeString( s_ConstantParamValue, paramValue );
}
}
}
//------------------------------------------------------------------------
void RenderComponentSerialization::Save_2(AppWriter* pSerialize)
{// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB><EFBFBD>һ<E6B4A2><D2BB>matID<49><44><EFBFBD><EFBFBD><EFBFBD>ʵĴ洢<C4B4>ɲ<EFBFBD><C9B2>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
RenderComponent* pRenderCom = const_cast<RenderComponent*>( mObject );
// mat count
SizeT count = pRenderCom->GetMaterialCount();
pSerialize->SerializeInt(s_MaterialCount , count );
for ( IndexT iMat = 0; iMat < count; ++iMat )
{
// mat id
const Resources::ResourceId& matID = pRenderCom->GetMaterialID(iMat);
n_assert( matID.IsValid() );
pSerialize->SerializeString(s_MaterialID, matID.AsString());
}
// receive shadow
bool b = pRenderCom->GetReceiveShadow();
pSerialize->SerializeBool(s_ReceiveShadow, b);
bool castShadow = pRenderCom->GetCastShadow();
pSerialize->SerializeBool(s_CastShadow, castShadow);
}
}
namespace App
{
//------------------------------------------------------------------------
// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
Version RenderComponent::GetVersion() const
{
//return 1; // <20><>ǰ<EFBFBD><EFBFBD><E6B1BE><EFBFBD><EFBFBD>1
//return 2; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʸ<EFBFBD><CAB8><EFBFBD><EEA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>id
//return 3; // <20><><EFBFBD><EFBFBD>Receive Shadow
//return 4; // <20><><EFBFBD><EFBFBD>Cast Shadow
//return 5; //<2F><><EFBFBD>պв<D5BA><D0B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
return 6; //skybox <20>޸IJ<DEB8><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
//------------------------------------------------------------------------
// @ISerialization::Load
void RenderComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
{
pReader->SerializeSuper<Super>(this, args);
RenderComponentSerialization Serialize(this);
Serialize.Load( ver, pReader,args );
}
//------------------------------------------------------------------------
// @ISerialization::Save
void RenderComponent::Save( AppWriter* pWriter ) const
{
pWriter->SerializeSuper<Super>(this);
RenderComponentSerialization Serialize(this);
Serialize.Save( pWriter );
}
}