#include "precompiled.h" #include "MeshManager.h" #include "graphics/ModelDef.h" #include "ps/CLogger.h" #include "ps/FileUnpacker.h" // to get access to its CError #include "ps/CVFSFile.h" #include "ps/DllLoader.h" #include "lib/res/file/vfs.h" namespace Collada { #include "collada/DLL.h" } #include #define LOG_CATEGORY "mesh" void ColladaLog(int severity, const char* text) { LOG(severity==LOG_INFO ? NORMAL : severity==LOG_WARNING ? WARNING : ERROR, "collada", "%s", text); } struct VFSOutputCB { VFSOutputCB(Handle hf) : hf(hf) {} void operator() (const char* data, unsigned int length) { FileIOBuf buf = (FileIOBuf)data; const ssize_t ret = vfs_io(hf, length, &buf); // TODO: handle errors sensibly } Handle hf; }; void ColladaOutput(void* cb_data, const char* data, unsigned int length) { VFSOutputCB* cb = static_cast(cb_data); (*cb)(data, length); } typedef STL_HASH_MAP, CStr_hash_compare> mesh_map; class CMeshManagerImpl { DllLoader dll; void (*set_logger)(Collada::LogFn logger); int (*convert_dae_to_pmd)(const char* dae, Collada::OutputFn pmd_writer, void* cb_data); public: mesh_map MeshMap; CMeshManagerImpl() : dll("Collada") { } ~CMeshManagerImpl() { if (dll.IsLoaded()) set_logger(NULL); // unregister the log handler } CModelDefPtr Convert(const CStr& daeFilename, const CStr& pmdFilename, const CStr& name) { // To avoid always loading the DLL when it's usually not going to be // used (and to do the same on Linux where delay-loading won't help), // and to avoid compile-time dependencies (because it's a minor pain // to get all the right libraries to build the COLLADA DLL), we load // it dynamically when it is required, instead of using the exported // functions and binding at link-time. if (! dll.IsLoaded()) { if (! dll.LoadDLL()) { LOG_ONCE(ERROR, LOG_CATEGORY, "Failed to load COLLADA conversion DLL"); return CModelDefPtr(); } try { dll.LoadSymbol("set_logger", set_logger); dll.LoadSymbol("convert_dae_to_pmd", convert_dae_to_pmd); } catch (PSERROR_DllLoader&) { LOG(ERROR, LOG_CATEGORY, "Failed to load symbols from COLLADA conversion DLL"); dll.Unload(); return CModelDefPtr(); } set_logger(ColladaLog); } // We need to null-terminate the buffer, so do it (possibly inefficiently) // by converting to a CStr CStr daeData; { CVFSFile daeFile; if (daeFile.Load(daeFilename) != PSRETURN_OK) return CModelDefPtr(); daeData = daeFile.GetAsString(); // scope closes daeFile - necessary if we don't use FILE_LONG_LIVED } // Prepare the output file Handle hf = vfs_open(pmdFilename, FILE_WRITE|FILE_NO_AIO); if (hf < 0) return CModelDefPtr(); // Do the conversion VFSOutputCB cb (hf); convert_dae_to_pmd(daeData.c_str(), ColladaOutput, static_cast(&cb)); vfs_close(hf); // Now load the PMD that was just created CModelDefPtr model (CModelDef::Load(pmdFilename, name)); MeshMap[name] = model; return model; } }; CMeshManager::CMeshManager() : m(new CMeshManagerImpl()) { } CMeshManager::~CMeshManager() { delete m; } CModelDefPtr CMeshManager::GetMesh(const CStr& filename) { // Strip a three-letter file extension (if there is one) from the filename CStr name; if (filename.length() > 4 && filename[filename.length()-4] == '.') name = filename.substr(0, filename.length()-4); else name = filename; // Find the mesh if it's already been loaded and cached mesh_map::iterator iter = m->MeshMap.find(name); if (iter != m->MeshMap.end() && !iter->second.expired()) return CModelDefPtr(iter->second); /* If there is a .dae file: * Calculate a hash to identify it. * Look for a cached .pmd file matching that hash. * If it exists, load it. Else, convert the .dae into .pmd and load it. Otherwise, if there is a (non-cache) .pmd file: * Load it. Else, fail. The hash calculation ought to be fast, since normally (during development) the .dae file will exist but won't have changed recently and so the cache would be used. Hence, just hash the file's size, mtime, and the converter version number (so updates will cause regeneration of .pmds) instead of its contents. TODO (maybe): The .dae -> .pmd conversion may fail (e.g. if the .dae is invalid or unsupported), but it may take a long time to start the conversion then realise it's not going to work. That will delay the loading of the game every time, which is annoying, so maybe it should cache the error messge until the .dae is updated and fixed. (Alternatively, avoid having many broken .daes in the game's data files.) */ try { CStr dae = name+".dae"; if (! vfs_exists(dae)) { // No .dae - got to use the .pmd, assuming there is one CModelDefPtr model (CModelDef::Load(name+".pmd", name)); m->MeshMap[name] = model; return model; } // There is a .dae - see if there's an up-to-date cached copy struct stat fileStat; if (vfs_stat(dae, &fileStat) < 0) { // This shouldn't occur for any sensible reasons LOG(ERROR, LOG_CATEGORY, "Failed to stat DAE file '%s'", filename.c_str()); return CModelDefPtr(); } // Build a struct of all the data we want to hash. // (Use ints and not time_t/off_t because we don't care about overflow // but do care about the fields not being 64-bit aligned) struct { int version; int mtime; int size; } hashSource = { COLLADA_CONVERTER_VERSION, fileStat.st_mtime & ~1, fileStat.st_size }; cassert(sizeof(hashSource) == sizeof(int) * 3); // no padding, because that would be bad // Calculate the hash, convert to hex u32 hash = fnv_hash(static_cast(&hashSource), sizeof(hashSource)); char hashString[9]; sprintf(hashString, "%08x", hash); char realDaePath[PATH_MAX]; vfs_realpath(dae, realDaePath); // realDaePath is "mods/whatever/art/meshes/whatever.dae" CStr cachedPmdVfsPath = "cache/"; cachedPmdVfsPath += realDaePath; // Remove the .dae extension (which will certainly be there) cachedPmdVfsPath = cachedPmdVfsPath.substr(0, cachedPmdVfsPath.length()-4); // Add a _hash.pmd extension cachedPmdVfsPath += "_"; cachedPmdVfsPath += hashString; cachedPmdVfsPath += ".pmd"; // If it's cached, load and return that copy if (vfs_exists(cachedPmdVfsPath)) { CModelDefPtr model (CModelDef::Load(cachedPmdVfsPath, name)); m->MeshMap[name] = model; return model; } // Not in the cache, so create it return m->Convert(dae, cachedPmdVfsPath, name); } catch (PSERROR_File&) { LOG(ERROR, LOG_CATEGORY, "Could not load mesh '%s'", filename.c_str()); return CModelDefPtr(); } }