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Updated to latest dlib, dgl and dmech
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gecko0307 committed Jun 30, 2015
1 parent 87fd904 commit e811ffb
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -8,7 +8,7 @@ Follow the development blog (in Russian) at http://dlanggamedev.blogspot.ru

Gameplay
--------
Atrium will provide high level of interactivity, featuring fully dynamic world with everything being controlled by the physics engine. You will be able to walk on any surface and push any object, use special devices to affect gravity and other physical behaviours of the environment. The gameplay will be peaceful and non-violent: explore the world, solve the puzzles and unleash the mysteries.
Atrium will provide high level of interactivity, featuring fully dynamic world with everything being controlled by the physics engine. You will be able to walk on any surface and push any object, use special devices to affect gravity and other physical behaviours of the environment. The gameplay will be peaceful and non-violent: explore the world, solve the puzzles and unleash the mysteries.

Screenshots
-----------
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2 changes: 1 addition & 1 deletion atrium.d
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Expand Up @@ -14,7 +14,7 @@ void main(string[] args)
loadLibraries();
auto app = New!TestApp();
app.run();
app.free();
Delete(app);
writefln("Allocated memory at end: %s", allocatedMemory);
}

298 changes: 298 additions & 0 deletions dgl/asset/dgl2.d
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@@ -0,0 +1,298 @@
/*
Copyright (c) 2014-2015 Timur Gafarov
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
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, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/

module dgl.asset.dgl2;

import std.stdio;
import std.string;
import std.conv;
import std.format;
import std.path;

import dlib.core.memory;
import dlib.core.stream;
import dlib.filesystem.filesystem;
import dlib.math.vector;
import dlib.math.quaternion;
import dlib.geometry.triangle;

import dgl.dml.dml;
import dgl.graphics.material;
import dgl.graphics.texture;
import dgl.graphics.scene;
import dgl.graphics.entity;
import dgl.graphics.mesh;
import dgl.asset.resman;
import dgl.asset.serialization;

//version = DGLDebug;

enum ChunkType
{
HEADER = 0,
END = 1,
TRIMESH = 2,
MATERIAL = 3,
ENTITY = 4
}

struct DataChunk
{
ushort type;
int id;
ushort nameSize;
uint dataSize;
string name;
ubyte[] data;

string toString()
{
return format(
"type = %s\n"
"id = %s\n"
"nameSize = %s\n"
"dataSize = %s\n"
"name = %s",
type.to!ChunkType, id,
nameSize, dataSize, name
);
}

void free()
{
if (name.length)
Delete(name);
if (data.length)
Delete(data);
}
}

struct DGLTriangle
{
int m;
Vector3f[3] v;
Vector3f[3] n;
Vector2f[3] uv1;
Vector2f[3] uv2;
}

void calcTriangleData(Triangle* tri, DGLTriangle* dglTri)
{
tri.v[0] = dglTri.v[0];
tri.v[1] = dglTri.v[1];
tri.v[2] = dglTri.v[2];

tri.n[0] = dglTri.n[0];
tri.n[1] = dglTri.n[1];
tri.n[2] = dglTri.n[2];

tri.t1[0] = dglTri.uv1[0];
tri.t1[1] = dglTri.uv1[1];
tri.t1[2] = dglTri.uv1[2];

tri.t2[0] = dglTri.uv2[0];
tri.t2[1] = dglTri.uv2[1];
tri.t2[2] = dglTri.uv2[2];

tri.materialIndex = dglTri.m;

tri.normal = normal(tri.v[0], tri.v[1], tri.v[2]);

tri.barycenter = (tri.v[0] + tri.v[1] + tri.v[2]) / 3;

tri.d = (tri.v[0].x * tri.normal.x +
tri.v[0].y * tri.normal.y +
tri.v[0].z * tri.normal.z);

tri.edges[0] = tri.v[1] - tri.v[0];
tri.edges[1] = tri.v[2] - tri.v[1];
tri.edges[2] = tri.v[0] - tri.v[2];
}

void loadDGL2(InputStream istrm, Scene scene)
{
assert(scene !is null);

DataChunk readChunk()
{
DataChunk chunk;
chunk.type = read!ushort(istrm);
chunk.id = read!int(istrm);
chunk.nameSize = read!ushort(istrm);
chunk.dataSize = read!uint(istrm);

if (chunk.nameSize > 0)
{
auto nameData = New!(ubyte[])(chunk.nameSize);
istrm.fillArray(nameData);
chunk.name = cast(string)nameData;
}

if (chunk.dataSize > 0)
{
chunk.data = New!(ubyte[])(chunk.dataSize);
istrm.fillArray(chunk.data);
}

return chunk;
}

DataChunk chunk;
while (chunk.type != ChunkType.END && istrm.readable)
{
chunk = readChunk();
version(DGLDebug) writefln("----\nChunk:\n%s", chunk);

if (chunk.type == ChunkType.ENTITY)
{
Entity e = New!Entity();
e.id = chunk.id;
// TODO: duplicate
//e.name = chunk.name;
auto dataStrm = New!ArrayStream(chunk.data, chunk.data.length);
decodeEntity(e, dataStrm, scene);
Delete(dataStrm);

version(DGLDebug) writefln("----\nEntity:\n%s", e);
scene.addEntity(chunk.name, e);
}
else if (chunk.type == ChunkType.MATERIAL)
{
Material mat = New!Material();
mat.id = chunk.id;
// TODO: duplicate
//mat.name = chunk.name;
auto dataStrm = New!ArrayStream(chunk.data, chunk.data.length);
decodeMaterial(mat, dataStrm, scene);
Delete(dataStrm);

version(DGLDebug) writefln("----\nMaterial:\n%s", mat);
scene.addMaterial(chunk.name, mat);
}
else if (chunk.type == ChunkType.TRIMESH)
{
assert(!(chunk.data.length % DGLTriangle.sizeof)); // Check data integrity
uint numTris = chunk.data.length / DGLTriangle.sizeof;
Triangle[] tris = New!(Triangle[])(numTris);
auto mtris = cast(DGLTriangle[])chunk.data;
uint offset = 0;

foreach(i, mtri; mtris)
{
Triangle* tri = &tris[offset];
calcTriangleData(tri, &mtri);
offset++;
}

Mesh mesh = New!Mesh(tris);
mesh.id = chunk.id;
// TODO: duplicate
//mesh.name = chunk.name;
scene.addMesh(chunk.name, mesh);

version(DGLDebug) writefln("numTris: %s", numTris);
}

chunk.free();
}

version(DGLDebug) writeln("end");
}

void decodeEntity(Entity e, InputStream istrm, Scene scene)
{
e.type = read!uint(istrm);
e.materialId = read!int(istrm);
e.meshId = read!int(istrm);

Vector3f position = read!(Vector3f, true)(istrm);
Quaternionf rotation = read!(Quaternionf, true)(istrm);
Vector3f scaling = read!(Vector3f, true)(istrm);
e.setTransformation(position, rotation, scaling);

DMLData dml;
auto dmlSize = read!uint(istrm);
if (dmlSize > 0)
{
auto dmlBytes = New!(ubyte[])(dmlSize);
istrm.fillArray(dmlBytes);
string dmlStr = cast(string)dmlBytes;
version(DGLDebug) writefln("----\ndmlStr:\n%s", dmlStr);
parseDML(dmlStr, &dml);
Delete(dmlBytes);
}
e.props = dml;

if ("visible" in dml.root.data)
e.visible = cast(bool)dml.root.data["visible"].toInt;
}

void decodeMaterial(Material m, InputStream istrm, Scene scene)
{
DMLData dml;

auto dmlSize = read!uint(istrm);
if (dmlSize > 0)
{
auto dmlBytes = New!(ubyte[])(dmlSize);
istrm.fillArray(dmlBytes);
string dmlStr = cast(string)dmlBytes;
version(DGLDebug) writefln("----\ndmlStr:\n%s", dmlStr);
parseDML(dmlStr, &dml);
Delete(dmlBytes);
}

if ("diffuseColor" in dml.root.data)
m.diffuseColor = dml.root.data["diffuseColor"].toColor4f;

if ("specularColor" in dml.root.data)
m.specularColor = dml.root.data["specularColor"].toColor4f;

if ("shadeless" in dml.root.data)
m.shadeless = dml.root.data["shadeless"].toBool;

if ("texturesNum" in dml.root.data)
{
int numTextures = dml.root.data["texturesNum"].toInt;
foreach(i; 0..numTextures)
{
string texId = format("texture%s", i);
if (texId in dml.root.data)
{
string texStr = dml.root.data[texId].toString;
string filename;
int blendType;
formattedRead(texStr, "[%s, %s]", &filename, &blendType);
Texture tex = scene.getTexture(filename);
m.textures[i] = tex;
}
}
}
}


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