Skip to content
Snippets Groups Projects
Commit b233e450 authored by Janis Born's avatar Janis Born
Browse files

add load / save functions for the ACGL binary VAO format

parent 8ec2e204
No related branches found
No related tags found
No related merge requests found
......@@ -14,8 +14,32 @@
namespace ACGL{
namespace OpenGL{
//! loads geometry data from a file and attaches the loaded array buffer data to a VertexArrayObject
///////////////////////////////////////////////////////////////////////////////////////////////////
// generic load/save
///////////////////////////////////////////////////////////////////////////////////////////////////
//! Loads geometry data from a file and attaches the loaded array buffer data to a VertexArrayObject
//! Tries to guess the file format from the file extension
SharedVertexArrayObject loadVertexArrayObject(const std::string& _filename);
///////////////////////////////////////////////////////////////////////////////////////////////////
// library specific load
///////////////////////////////////////////////////////////////////////////////////////////////////
//! Loads a VertexArrayObject from the ACGL binary VAO format, as specified here:
//! http://www.graphics.rwth-aachen.de/redmine/projects/acgl/wiki/Vao_File_Format
//! A VAO file can contain several named EABs. Only the EAB whose name matches _eabName will be loaded
//! and attached to the VAO. If _eabName is left blank, the first defined EAB will be used.
SharedVertexArrayObject loadVertexArrayObjectVAO(const std::string& _filename, const std::string& _eabName = "");
///////////////////////////////////////////////////////////////////////////////////////////////////
// library specific save
///////////////////////////////////////////////////////////////////////////////////////////////////
//! Stores a VertexArrayObject in a file using the ACGL binary VAO format
//! Each attached ArrayBuffer will be stored entirely in the VAO file but only those attributes which
//! are used by _vao will be defined.
bool saveVertexArrayObjectToVAO(ConstSharedVertexArrayObject _vao, const std::string& _filename);
}
}
......@@ -5,9 +5,7 @@
**********************************************************************/
#include <ACGL/OpenGL/Data/GeometryDataLoadStore.hh>
//#include <ACGL/OpenGL/Tools.hh>
#include <ACGL/Base/FileHelpers.hh>
//#include <ACGL/Utils/Memory.hh>
using namespace ACGL;
using namespace ACGL::OpenGL;
......
......@@ -6,6 +6,7 @@
#include <ACGL/OpenGL/Data/VertexArrayObjectLoadStore.hh>
#include <ACGL/OpenGL/Data/ArrayBufferLoadStore.hh>
#include <ACGL/Base/FileHelpers.hh>
using namespace ACGL;
using namespace ACGL::OpenGL;
......@@ -16,16 +17,27 @@ namespace OpenGL{
SharedVertexArrayObject loadVertexArrayObject(const std::string& _filename)
{
SharedArrayBuffer ab = loadArrayBuffer(_filename);
if(ab)
// lower case file ending:
std::string fileEnding = Base::FileHelpers::getFileEnding(_filename);
if(fileEnding == "vao")
{
SharedVertexArrayObject vao(new VertexArrayObject);
vao->attachAllAttributes(ab);
return vao;
return loadVertexArrayObjectVAO(_filename);
}
else
{
return SharedVertexArrayObject();
// Generic load: Try to load the file as an ArrayBuffer and attach it to a VAO
SharedArrayBuffer ab = loadArrayBuffer(_filename);
if(ab)
{
SharedVertexArrayObject vao(new VertexArrayObject);
vao->attachAllAttributes(ab);
return vao;
}
else
{
return SharedVertexArrayObject();
}
}
}
......
/***********************************************************************
* Copyright 2011-2012 Computer Graphics Group RWTH Aachen University. *
* All rights reserved. *
* Distributed under the terms of the MIT License (see LICENSE.TXT). *
**********************************************************************/
#include <ACGL/OpenGL/Data/VertexArrayObjectLoadStore.hh>
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
#include <ACGL/OpenGL/Objects/ArrayBuffer.hh>
#include <ACGL/OpenGL/Objects/ElementArrayBuffer.hh>
#include <fstream>
#include <set>
using namespace ACGL;
using namespace ACGL::OpenGL;
using namespace ACGL::Utils;
namespace
{
// Reads _n bytes from _stream and returns them as a std::string. If the string
// in the stream is null terminated, only _n-1 characters are read and the
// trailing '\0' is ignored
std::string readString(std::ifstream& _stream, std::streamsize _n, bool _nullTerminated = true)
{
std::string str;
if(_nullTerminated)
--_n;
str.resize(_n);
_stream.read((char*)str.data(), _n);
if(_nullTerminated)
_stream.ignore(1);
return str;
}
// Writes _string to _stream. By default, appends a trailing '\0'
void writeString(std::ofstream& _stream, const std::string& _string, bool _nullTerminated = true)
{
_stream.write((char*)_string.data(), _string.size());
if(_nullTerminated)
_stream.put('\0');
}
}
namespace ACGL{
namespace OpenGL{
///////////////////////////////////////////////////////////////////////////////////////////////////
// library specific load
///////////////////////////////////////////////////////////////////////////////////////////////////
SharedVertexArrayObject loadVertexArrayObjectVAO(const std::string& _filename, const std::string& _eabName)
{
SharedVertexArrayObject vao(new VertexArrayObject());
std::ifstream file(_filename.c_str(), std::ios_base::in | std::ios_base::binary);
if(!file.good())
{
error() << "Could not open file " << _filename << std::endl;
return SharedVertexArrayObject();
}
// Header Section
std::string magic = readString(file, 4, false);
if(magic != "VAO1")
{
error() << _filename << " is not an ACGL VAO file" << std::endl;
return SharedVertexArrayObject();
}
uint32_t numABs;
uint32_t numEABs;
GLenum defaultMode;
file.read((char*)&numABs, 4);
file.read((char*)&numEABs, 4);
file.read((char*)&defaultMode, 4);
// Warn if no AB was specified
if(numABs == 0)
{
warning() << _filename << " contains no ArrayBuffers" << std::endl;
}
vao->setMode(defaultMode);
// ArrayBuffer Sections
for(uint32_t abindex = 0; abindex < numABs; ++abindex)
{
// ArrayBuffer Section
SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
uint32_t abNameLength;
std::string abName;
GLsizei abStride;
uint32_t abNumAttributes;
file.read((char*)&abNameLength, 4);
abName = readString(file, abNameLength);
file.read((char*)&abStride, 4);
file.read((char*)&abNumAttributes, 4);
for(uint32_t attrindex = 0; attrindex < abNumAttributes; ++attrindex)
{
// ArrayBuffer Attribute Section
ArrayBuffer::Attribute attr;
uint32_t attrNameLength;
file.read((char*)&attrNameLength, 4);
attr.name = readString(file, attrNameLength);
file.read((char*)&attr.type, 4);
file.read((char*)&attr.size, 4);
file.read((char*)&attr.offset, 4);
file.read((char*)&attr.normalized, 1);
file.read((char*)&attr.isIntegerInShader, 1);
file.read((char*)&attr.divisor, 4);
ab->defineAttribute(attr);
}
// ArrayBuffer Section contd.
uint64_t abDataLength;
char* abData;
file.read((char*)&abDataLength, 8);
abData = new char[abDataLength];
file.read(abData, abDataLength);
ab->setStride(abStride);
ab->setData(abDataLength, (GLvoid*)abData);
delete[] abData;
vao->attachAllAttributes(ab);
}
// ElementArrayBuffer Sections
bool eabMatched = false; // Only match the first EAB fitting _eabName
for(uint32_t i = 0; i < numEABs; ++i)
{
// ElementArrayBuffer Section
uint32_t eabNameLength;
std::string eabName;
GLenum eabMode;
GLenum eabType;
bool eabPR;
GLuint eabPRIndex;
uint64_t eabDataLength;
char* eabData;
file.read((char*)&eabNameLength, 4);
eabName = readString(file, eabNameLength-1);
file.read((char*)&eabMode, 4);
file.read((char*)&eabType, 4);
file.read((char*)&eabPR, 1);
file.read((char*)&eabPRIndex, 4);
file.read((char*)&eabDataLength, 8);
if(!eabMatched && (_eabName == "" || _eabName == eabName))
{
// This is the EAB we are looking for
eabMatched = true;
SharedElementArrayBuffer eab(new ElementArrayBuffer());
eab->setType(eabType);
if(eabPR)
{
// TODO: Implement Primitive Restart
warning() << "Primitive Restart for EABs is not supported yet" << std::endl;
}
eabData = new char[eabDataLength];
file.read(eabData, eabDataLength);
eab->setData(eabDataLength, (GLvoid*)eabData);
delete[] eabData;
vao->attachElementArrayBuffer(eab);
vao->setMode(eabMode);
}
else
{
// Ignore this EAB
file.ignore(eabDataLength);
}
// Warn if an EAB name was specified but none matched
if(!_eabName.empty() && !eabMatched)
{
warning() << "No EAB with name " << _eabName << " found in " << _filename << std::endl;
}
}
return vao;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// library specific save
///////////////////////////////////////////////////////////////////////////////////////////////////
bool saveVertexArrayObjectToVAO(ConstSharedVertexArrayObject _vao, const std::string& _filename)
{
// First, find the set of ArrayBuffers used by _vao
// Each ArrayBuffer will be stored entirely in the VAO file but only those attributes which
// are used by _vao will be defined.
std::set<ConstSharedArrayBuffer> usedArrayBuffers;
for(VertexArrayObject::AttributeVec::const_iterator it = _vao->getAttributes().begin();
it != _vao->getAttributes().end();
++it)
{
const VertexArrayObject::Attribute& attr = *it;
if(attr.arrayBuffer)
usedArrayBuffers.insert(attr.arrayBuffer);
}
std::ofstream file(_filename.c_str(), std::ios_base::out | std::ios_base::binary);
// Header Section
uint32_t numABs = usedArrayBuffers.size();
uint32_t numEABs = _vao->getElementArrayBuffer() ? 1 : 0;
GLenum defaultMode = _vao->getMode();
writeString(file, "VAO1", false);
file.write((char*)&numABs, 4);
file.write((char*)&numEABs, 4);
file.write((char*)&defaultMode, 4);
for(std::set<ConstSharedArrayBuffer>::const_iterator abIt = usedArrayBuffers.begin();
abIt != usedArrayBuffers.end();
++abIt)
{
// Array Buffer Section
const ConstSharedArrayBuffer& ab = *abIt;
// Find all attributes in _vao that use this AB
std::vector<int32_t> attributeIDs;
for(VertexArrayObject::AttributeVec::const_iterator attrIt = _vao->getAttributes().begin();
attrIt != _vao->getAttributes().end();
++attrIt)
{
const VertexArrayObject::Attribute& attr = *attrIt;
if(attr.arrayBuffer == ab)
attributeIDs.push_back(attr.attributeID);
}
std::string abName = "";
uint32_t abNameLength = abName.size() + 1; // Counting the trailing '\0'
GLsizei abStride = ab->getStride();
uint32_t abNumAttributes = attributeIDs.size();
file.write((char*)&abNameLength, 4);
writeString(file, abName);
file.write((char*)&abStride, 4);
file.write((char*)&abNumAttributes, 4);
for(std::vector<int32_t>::iterator attrIDIt = attributeIDs.begin();
attrIDIt != attributeIDs.end();
++attrIDIt)
{
// ArrayBuffer Attribute Section
int32_t attrID = *attrIDIt;
std::string attrName = ab->getAttribute(attrID).name;
uint32_t attrNameLength = attrName.size() + 1; // Counting the trailing '\0'
GLenum attrType = ab->getAttribute(attrID).type;
GLint attrSize = ab->getAttribute(attrID).size;
GLuint attrOffset = ab->getAttribute(attrID).offset;
GLboolean attrNormalized = ab->getAttribute(attrID).normalized;
GLboolean attrIsInteger = ab->getAttribute(attrID).isIntegerInShader;
GLuint attrDivisor = ab->getAttribute(attrID).divisor;
file.write((char*)&attrNameLength, 4);
writeString(file, attrName);
file.write((char*)&attrType, 4);
file.write((char*)&attrSize, 4);
file.write((char*)&attrOffset, 4);
file.write((char*)&attrNormalized, 1);
file.write((char*)&attrIsInteger, 1);
file.write((char*)&attrDivisor, 4);
}
// Array Buffer Section contd.
uint64_t abDataLength = ab->getSize();
file.write((char*)&abDataLength, 8);
ArrayBuffer* abMutable = const_cast<ArrayBuffer*>(ab.get());
char* abData = (char*)abMutable->map(GL_READ_ONLY);
file.write(abData, abDataLength);
abMutable->unmap();
}
if(_vao->getElementArrayBuffer())
{
// ElementArrayBuffer section
const ConstSharedElementArrayBuffer& eab = _vao->getElementArrayBuffer();
std::string eabName = "";
uint32_t eabNameLength = eabName.size() + 1; // Counting the trailing '\0'
GLenum eabMode = _vao->getMode();
GLenum eabType = eab->getType();
bool eabPR = false; // TODO: implement Primitive Reset
GLuint eabPRIndex = 0; // TODO: implement Primitive Reset
uint64_t eabDataLength = eab->getSize();
file.write((char*)&eabNameLength, 4);
writeString(file, eabName);
file.write((char*)&eabMode, 4);
file.write((char*)&eabType, 4);
file.write((char*)&eabPR, 1);
file.write((char*)&eabPRIndex, 4);
file.write((char*)&eabDataLength, 8);
ElementArrayBuffer* eabMutable = const_cast<ElementArrayBuffer*>(eab.get());
char* eabData = (char*)eabMutable->map(GL_READ_ONLY);
file.write(eabData, eabDataLength);
eabMutable->unmap();
}
return true;
}
} // OpenGL
} // ACGL
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment