util_encode.ts 11 KB

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  1. function util_encode_scene(raw: scene_t): buffer_t {
  2. let size: i32 = 8 * 1024 * 1024 + util_encode_mesh_data_size(raw.mesh_datas);
  3. let encoded: buffer_t = buffer_create(size);
  4. armpack_encode_start(encoded.buffer);
  5. armpack_encode_map(13);
  6. armpack_encode_string("name");
  7. armpack_encode_null();
  8. armpack_encode_string("objects");
  9. armpack_encode_null();
  10. util_encode_mesh_datas(raw.mesh_datas);
  11. armpack_encode_string("camera_datas");
  12. armpack_encode_null();
  13. armpack_encode_string("camera_ref");
  14. armpack_encode_null();
  15. armpack_encode_string("material_datas");
  16. armpack_encode_null();
  17. armpack_encode_string("shader_datas");
  18. armpack_encode_null();
  19. armpack_encode_string("world_datas");
  20. armpack_encode_null();
  21. armpack_encode_string("world_ref");
  22. armpack_encode_null();
  23. armpack_encode_string("speaker_datas");
  24. armpack_encode_null();
  25. armpack_encode_string("embedded_datas");
  26. armpack_encode_null();
  27. let ei: i32 = armpack_encode_end();
  28. encoded.length = ei;
  29. return encoded;
  30. }
  31. function util_encode_node_canvas(c: ui_node_canvas_t) {
  32. ui_node_canvas_encode(c);
  33. }
  34. function util_encode_mesh_data_size(datas: mesh_data_t[]): i32 {
  35. if (datas == null) {
  36. return 0;
  37. }
  38. let size: i32 = 0;
  39. for (let i: i32 = 0; i < datas.length; ++i) {
  40. for (let j: i32 = 0; j < datas[i].vertex_arrays.length; ++j) {
  41. size += datas[i].vertex_arrays[j].values.length * 2;
  42. }
  43. for (let j: i32 = 0; j < datas[i].index_arrays.length; ++j) {
  44. size += datas[i].index_arrays[j].values.length * 4;
  45. }
  46. }
  47. return size;
  48. }
  49. function util_encode_layer_data_size(datas: layer_data_t[]): i32 {
  50. if (datas == null) {
  51. return 0;
  52. }
  53. let size: i32 = 0;
  54. for (let i: i32 = 0; i < datas.length; ++i) {
  55. let tp: buffer_t = datas[i].texpaint;
  56. if (tp != null) {
  57. size += tp.length;
  58. }
  59. let tp_nor: buffer_t = datas[i].texpaint_nor;
  60. if (tp_nor != null) {
  61. size += tp_nor.length;
  62. }
  63. let tp_pack: buffer_t = datas[i].texpaint_pack;
  64. if (tp_pack != null) {
  65. size += tp_pack.length;
  66. }
  67. }
  68. return size;
  69. }
  70. function util_encode_mesh_datas(datas: mesh_data_t[]) {
  71. armpack_encode_string("mesh_datas");
  72. if (datas == null) {
  73. armpack_encode_null();
  74. return;
  75. }
  76. armpack_encode_array(datas.length);
  77. for (let i: i32 = 0; i < datas.length; ++i) {
  78. armpack_encode_map(6);
  79. armpack_encode_string("name");
  80. armpack_encode_string(datas[i].name);
  81. armpack_encode_string("scale_pos");
  82. armpack_encode_f32(datas[i].scale_pos);
  83. armpack_encode_string("scale_tex");
  84. armpack_encode_f32(datas[i].scale_tex);
  85. armpack_encode_string("skin");
  86. armpack_encode_null(); // skin_t
  87. armpack_encode_string("vertex_arrays");
  88. armpack_encode_array(datas[i].vertex_arrays.length);
  89. for (let j: i32 = 0; j < datas[i].vertex_arrays.length; ++j) {
  90. armpack_encode_map(3);
  91. armpack_encode_string("attrib");
  92. armpack_encode_string(datas[i].vertex_arrays[j].attrib);
  93. armpack_encode_string("data");
  94. armpack_encode_string(datas[i].vertex_arrays[j].data);
  95. armpack_encode_string("values");
  96. armpack_encode_array_i16(datas[i].vertex_arrays[j].values);
  97. }
  98. armpack_encode_string("index_arrays");
  99. armpack_encode_array(datas[i].index_arrays.length);
  100. for (let j: i32 = 0; j < datas[i].index_arrays.length; ++j) {
  101. armpack_encode_map(2);
  102. armpack_encode_string("material");
  103. armpack_encode_i32(datas[i].index_arrays[j].material);
  104. armpack_encode_string("values");
  105. armpack_encode_array_i32(datas[i].index_arrays[j].values);
  106. }
  107. }
  108. }
  109. function util_encode_project(raw: project_format_t): buffer_t {
  110. let size: i32 = 32 * 1024 * 1024 + util_encode_layer_data_size(raw.layer_datas) + util_encode_mesh_data_size(raw.mesh_datas);
  111. let encoded: buffer_t = buffer_create(size);
  112. armpack_encode_start(encoded.buffer);
  113. armpack_encode_map(22);
  114. armpack_encode_string("version");
  115. armpack_encode_string(raw.version);
  116. armpack_encode_string("assets");
  117. armpack_encode_array_string(raw.assets);
  118. armpack_encode_string("is_bgra");
  119. armpack_encode_bool(raw.is_bgra);
  120. armpack_encode_string("packed_assets");
  121. if (raw.packed_assets != null) {
  122. armpack_encode_array(raw.packed_assets.length);
  123. for (let i: i32 = 0; i < raw.packed_assets.length; ++i) {
  124. armpack_encode_map(2);
  125. armpack_encode_string("name");
  126. armpack_encode_string(raw.packed_assets[i].name);
  127. armpack_encode_string("bytes");
  128. armpack_encode_array_u8(raw.packed_assets[i].bytes);
  129. }
  130. }
  131. else {
  132. armpack_encode_null();
  133. }
  134. armpack_encode_string("envmap");
  135. armpack_encode_string(raw.envmap);
  136. armpack_encode_string("envmap_strength");
  137. armpack_encode_f32(raw.envmap_strength);
  138. armpack_encode_string("camera_world");
  139. armpack_encode_array_f32(raw.camera_world);
  140. armpack_encode_string("camera_origin");
  141. armpack_encode_array_f32(raw.camera_origin);
  142. armpack_encode_string("camera_fov");
  143. armpack_encode_f32(raw.camera_fov);
  144. armpack_encode_string("swatches");
  145. if (raw.swatches != null) {
  146. armpack_encode_array(raw.swatches.length);
  147. for (let i: i32 = 0; i < raw.swatches.length; ++i) {
  148. armpack_encode_map(9);
  149. armpack_encode_string("base");
  150. armpack_encode_i32(raw.swatches[i].base);
  151. armpack_encode_string("opacity");
  152. armpack_encode_f32(raw.swatches[i].opacity);
  153. armpack_encode_string("occlusion");
  154. armpack_encode_f32(raw.swatches[i].occlusion);
  155. armpack_encode_string("roughness");
  156. armpack_encode_f32(raw.swatches[i].roughness);
  157. armpack_encode_string("metallic");
  158. armpack_encode_f32(raw.swatches[i].metallic);
  159. armpack_encode_string("normal");
  160. armpack_encode_i32(raw.swatches[i].normal);
  161. armpack_encode_string("emission");
  162. armpack_encode_f32(raw.swatches[i].emission);
  163. armpack_encode_string("height");
  164. armpack_encode_f32(raw.swatches[i].height);
  165. armpack_encode_string("subsurface");
  166. armpack_encode_f32(raw.swatches[i].subsurface);
  167. }
  168. }
  169. else {
  170. armpack_encode_null();
  171. }
  172. ///if is_paint
  173. armpack_encode_string("brush_nodes");
  174. if (raw.brush_nodes != null) {
  175. armpack_encode_array(raw.brush_nodes.length);
  176. for (let i: i32 = 0; i < raw.brush_nodes.length; ++i) {
  177. util_encode_node_canvas(raw.brush_nodes[i]);
  178. }
  179. }
  180. else {
  181. armpack_encode_null();
  182. }
  183. armpack_encode_string("brush_icons");
  184. if (raw.brush_icons != null) {
  185. armpack_encode_array(raw.brush_icons.length);
  186. for (let i: i32 = 0; i < raw.brush_icons.length; ++i) {
  187. armpack_encode_array_u8(raw.brush_icons[i]);
  188. }
  189. }
  190. else {
  191. armpack_encode_null();
  192. }
  193. armpack_encode_string("material_nodes");
  194. if (raw.material_nodes != null) {
  195. armpack_encode_array(raw.material_nodes.length);
  196. for (let i: i32 = 0; i < raw.material_nodes.length; ++i) {
  197. util_encode_node_canvas(raw.material_nodes[i]);
  198. }
  199. }
  200. else {
  201. armpack_encode_null();
  202. }
  203. armpack_encode_string("material_groups");
  204. if (raw.material_groups != null) {
  205. armpack_encode_array(raw.material_groups.length);
  206. for (let i: i32 = 0; i < raw.material_groups.length; ++i) {
  207. util_encode_node_canvas(raw.material_groups[i]);
  208. }
  209. }
  210. else {
  211. armpack_encode_null();
  212. }
  213. armpack_encode_string("material_icons");
  214. if (raw.material_icons != null) {
  215. armpack_encode_array(raw.material_icons.length);
  216. for (let i: i32 = 0; i < raw.material_icons.length; ++i) {
  217. armpack_encode_array_u8(raw.material_icons[i]);
  218. }
  219. }
  220. else {
  221. armpack_encode_null();
  222. }
  223. armpack_encode_string("font_assets");
  224. armpack_encode_array_string(raw.font_assets);
  225. armpack_encode_string("layer_datas");
  226. if (raw.layer_datas != null) {
  227. armpack_encode_array(raw.layer_datas.length);
  228. for (let i: i32 = 0; i < raw.layer_datas.length; ++i) {
  229. armpack_encode_map(27);
  230. armpack_encode_string("name");
  231. armpack_encode_string(raw.layer_datas[i].name);
  232. armpack_encode_string("res");
  233. armpack_encode_i32(raw.layer_datas[i].res);
  234. armpack_encode_string("bpp");
  235. armpack_encode_i32(raw.layer_datas[i].bpp);
  236. armpack_encode_string("texpaint");
  237. armpack_encode_array_u8(raw.layer_datas[i].texpaint);
  238. armpack_encode_string("uv_scale");
  239. armpack_encode_f32(raw.layer_datas[i].uv_scale);
  240. armpack_encode_string("uv_rot");
  241. armpack_encode_f32(raw.layer_datas[i].uv_rot);
  242. armpack_encode_string("uv_type");
  243. armpack_encode_i32(raw.layer_datas[i].uv_type);
  244. armpack_encode_string("decal_mat");
  245. armpack_encode_array_f32(raw.layer_datas[i].decal_mat);
  246. armpack_encode_string("opacity_mask");
  247. armpack_encode_f32(raw.layer_datas[i].opacity_mask);
  248. armpack_encode_string("fill_layer");
  249. armpack_encode_i32(raw.layer_datas[i].fill_layer);
  250. armpack_encode_string("object_mask");
  251. armpack_encode_i32(raw.layer_datas[i].object_mask);
  252. armpack_encode_string("blending");
  253. armpack_encode_i32(raw.layer_datas[i].blending);
  254. armpack_encode_string("parent");
  255. armpack_encode_i32(raw.layer_datas[i].parent);
  256. armpack_encode_string("visible");
  257. armpack_encode_bool(raw.layer_datas[i].visible);
  258. ///if is_paint
  259. armpack_encode_string("texpaint_nor");
  260. armpack_encode_array_u8(raw.layer_datas[i].texpaint_nor);
  261. armpack_encode_string("texpaint_pack");
  262. armpack_encode_array_u8(raw.layer_datas[i].texpaint_pack);
  263. armpack_encode_string("paint_base");
  264. armpack_encode_bool(raw.layer_datas[i].paint_base);
  265. armpack_encode_string("paint_opac");
  266. armpack_encode_bool(raw.layer_datas[i].paint_opac);
  267. armpack_encode_string("paint_occ");
  268. armpack_encode_bool(raw.layer_datas[i].paint_occ);
  269. armpack_encode_string("paint_rough");
  270. armpack_encode_bool(raw.layer_datas[i].paint_rough);
  271. armpack_encode_string("paint_met");
  272. armpack_encode_bool(raw.layer_datas[i].paint_met);
  273. armpack_encode_string("paint_nor");
  274. armpack_encode_bool(raw.layer_datas[i].paint_nor);
  275. armpack_encode_string("paint_nor_blend");
  276. armpack_encode_bool(raw.layer_datas[i].paint_nor_blend);
  277. armpack_encode_string("paint_height");
  278. armpack_encode_bool(raw.layer_datas[i].paint_height);
  279. armpack_encode_string("paint_height_blend");
  280. armpack_encode_bool(raw.layer_datas[i].paint_height_blend);
  281. armpack_encode_string("paint_emis");
  282. armpack_encode_bool(raw.layer_datas[i].paint_emis);
  283. armpack_encode_string("paint_subs");
  284. armpack_encode_bool(raw.layer_datas[i].paint_subs);
  285. ///end
  286. }
  287. }
  288. else {
  289. armpack_encode_null();
  290. }
  291. util_encode_mesh_datas(raw.mesh_datas);
  292. armpack_encode_string("mesh_assets");
  293. armpack_encode_array_string(raw.mesh_assets);
  294. armpack_encode_string("mesh_icons");
  295. if (raw.mesh_icons != null) {
  296. armpack_encode_array(raw.mesh_icons.length);
  297. for (let i: i32 = 0; i < raw.mesh_icons.length; ++i) {
  298. armpack_encode_array_u8(raw.mesh_icons[i]);
  299. }
  300. }
  301. else {
  302. armpack_encode_null();
  303. }
  304. ///end
  305. ///if is_paint
  306. armpack_encode_string("atlas_objects");
  307. armpack_encode_array_i32(raw.atlas_objects);
  308. armpack_encode_string("atlas_names");
  309. armpack_encode_array_string(raw.atlas_names);
  310. ///end
  311. ///if is_lab
  312. // material?: ui_node_canvas_t;
  313. // material_groups?: ui_node_canvas_t[];
  314. // mesh_data?: mesh_data_t;
  315. // mesh_icon?: buffer_t;
  316. ///end
  317. let ei: i32 = armpack_encode_end();
  318. encoded.length = ei;
  319. return encoded;
  320. }