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