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("light_datas");
  12. armpack_encode_null();
  13. armpack_encode_string("camera_datas");
  14. armpack_encode_null();
  15. armpack_encode_string("camera_ref");
  16. armpack_encode_null();
  17. armpack_encode_string("material_datas");
  18. armpack_encode_null();
  19. armpack_encode_string("shader_datas");
  20. armpack_encode_null();
  21. armpack_encode_string("world_datas");
  22. armpack_encode_null();
  23. armpack_encode_string("world_ref");
  24. armpack_encode_null();
  25. armpack_encode_string("particle_datas");
  26. armpack_encode_null();
  27. armpack_encode_string("speaker_datas");
  28. armpack_encode_null();
  29. armpack_encode_string("embedded_datas");
  30. armpack_encode_null();
  31. let ei: i32 = armpack_encode_end();
  32. encoded.length = ei;
  33. return encoded;
  34. }
  35. function util_encode_node_canvas(c: ui_node_canvas_t) {
  36. ui_node_canvas_encode(c);
  37. }
  38. function util_encode_mesh_data_size(datas: mesh_data_t[]): i32 {
  39. if (datas == null) {
  40. return 0;
  41. }
  42. let size: i32 = 0;
  43. for (let i: i32 = 0; i < datas.length; ++i) {
  44. for (let j: i32 = 0; j < datas[i].vertex_arrays.length; ++j) {
  45. size += datas[i].vertex_arrays[j].values.length * 2;
  46. }
  47. for (let j: i32 = 0; j < datas[i].index_arrays.length; ++j) {
  48. size += datas[i].index_arrays[j].values.length * 4;
  49. }
  50. }
  51. return size;
  52. }
  53. function util_encode_layer_data_size(datas: layer_data_t[]): i32 {
  54. if (datas == null) {
  55. return 0;
  56. }
  57. let size: i32 = 0;
  58. for (let i: i32 = 0; i < datas.length; ++i) {
  59. let tp: buffer_t = datas[i].texpaint;
  60. if (tp != null) {
  61. size += tp.length;
  62. }
  63. let tp_nor: buffer_t = datas[i].texpaint_nor;
  64. if (tp_nor != null) {
  65. size += tp_nor.length;
  66. }
  67. let tp_pack: buffer_t = datas[i].texpaint_pack;
  68. if (tp_pack != null) {
  69. size += tp_pack.length;
  70. }
  71. }
  72. return size;
  73. }
  74. function util_encode_mesh_datas(datas: mesh_data_t[]) {
  75. armpack_encode_string("mesh_datas");
  76. if (datas == null) {
  77. armpack_encode_null();
  78. return;
  79. }
  80. armpack_encode_array(datas.length);
  81. for (let i: i32 = 0; i < datas.length; ++i) {
  82. armpack_encode_map(7);
  83. armpack_encode_string("name");
  84. armpack_encode_string(datas[i].name);
  85. armpack_encode_string("scale_pos");
  86. armpack_encode_f32(datas[i].scale_pos);
  87. armpack_encode_string("scale_tex");
  88. armpack_encode_f32(datas[i].scale_tex);
  89. armpack_encode_string("instancing");
  90. armpack_encode_null(); // mesh_data_instancing_t
  91. armpack_encode_string("skin");
  92. armpack_encode_null(); // skin_t
  93. armpack_encode_string("vertex_arrays");
  94. armpack_encode_array(datas[i].vertex_arrays.length);
  95. for (let j: i32 = 0; j < datas[i].vertex_arrays.length; ++j) {
  96. armpack_encode_map(3);
  97. armpack_encode_string("attrib");
  98. armpack_encode_string(datas[i].vertex_arrays[j].attrib);
  99. armpack_encode_string("data");
  100. armpack_encode_string(datas[i].vertex_arrays[j].data);
  101. armpack_encode_string("values");
  102. armpack_encode_array_i16(datas[i].vertex_arrays[j].values);
  103. }
  104. armpack_encode_string("index_arrays");
  105. armpack_encode_array(datas[i].index_arrays.length);
  106. for (let j: i32 = 0; j < datas[i].index_arrays.length; ++j) {
  107. armpack_encode_map(2);
  108. armpack_encode_string("material");
  109. armpack_encode_i32(datas[i].index_arrays[j].material);
  110. armpack_encode_string("values");
  111. armpack_encode_array_i32(datas[i].index_arrays[j].values);
  112. }
  113. }
  114. }
  115. function util_encode_project(raw: project_format_t): buffer_t {
  116. let size: i32 = 32 * 1024 * 1024 + util_encode_layer_data_size(raw.layer_datas) + util_encode_mesh_data_size(raw.mesh_datas);
  117. let encoded: buffer_t = buffer_create(size);
  118. armpack_encode_start(encoded.buffer);
  119. armpack_encode_map(22);
  120. armpack_encode_string("version");
  121. armpack_encode_string(raw.version);
  122. armpack_encode_string("assets");
  123. armpack_encode_array_string(raw.assets);
  124. armpack_encode_string("is_bgra");
  125. armpack_encode_bool(raw.is_bgra);
  126. armpack_encode_string("packed_assets");
  127. if (raw.packed_assets != null) {
  128. armpack_encode_array(raw.packed_assets.length);
  129. for (let i: i32 = 0; i < raw.packed_assets.length; ++i) {
  130. armpack_encode_map(2);
  131. armpack_encode_string("name");
  132. armpack_encode_string(raw.packed_assets[i].name);
  133. armpack_encode_string("bytes");
  134. armpack_encode_array_u8(raw.packed_assets[i].bytes);
  135. }
  136. }
  137. else {
  138. armpack_encode_null();
  139. }
  140. armpack_encode_string("envmap");
  141. armpack_encode_string(raw.envmap);
  142. armpack_encode_string("envmap_strength");
  143. armpack_encode_f32(raw.envmap_strength);
  144. armpack_encode_string("camera_world");
  145. armpack_encode_array_f32(raw.camera_world);
  146. armpack_encode_string("camera_origin");
  147. armpack_encode_array_f32(raw.camera_origin);
  148. armpack_encode_string("camera_fov");
  149. armpack_encode_f32(raw.camera_fov);
  150. armpack_encode_string("swatches");
  151. if (raw.swatches != null) {
  152. armpack_encode_array(raw.swatches.length);
  153. for (let i: i32 = 0; i < raw.swatches.length; ++i) {
  154. armpack_encode_map(9);
  155. armpack_encode_string("base");
  156. armpack_encode_i32(raw.swatches[i].base);
  157. armpack_encode_string("opacity");
  158. armpack_encode_f32(raw.swatches[i].opacity);
  159. armpack_encode_string("occlusion");
  160. armpack_encode_f32(raw.swatches[i].occlusion);
  161. armpack_encode_string("roughness");
  162. armpack_encode_f32(raw.swatches[i].roughness);
  163. armpack_encode_string("metallic");
  164. armpack_encode_f32(raw.swatches[i].metallic);
  165. armpack_encode_string("normal");
  166. armpack_encode_i32(raw.swatches[i].normal);
  167. armpack_encode_string("emission");
  168. armpack_encode_f32(raw.swatches[i].emission);
  169. armpack_encode_string("height");
  170. armpack_encode_f32(raw.swatches[i].height);
  171. armpack_encode_string("subsurface");
  172. armpack_encode_f32(raw.swatches[i].subsurface);
  173. }
  174. }
  175. else {
  176. armpack_encode_null();
  177. }
  178. ///if (is_paint || is_sculpt)
  179. armpack_encode_string("brush_nodes");
  180. if (raw.brush_nodes != null) {
  181. armpack_encode_array(raw.brush_nodes.length);
  182. for (let i: i32 = 0; i < raw.brush_nodes.length; ++i) {
  183. util_encode_node_canvas(raw.brush_nodes[i]);
  184. }
  185. }
  186. else {
  187. armpack_encode_null();
  188. }
  189. armpack_encode_string("brush_icons");
  190. if (raw.brush_icons != null) {
  191. armpack_encode_array(raw.brush_icons.length);
  192. for (let i: i32 = 0; i < raw.brush_icons.length; ++i) {
  193. armpack_encode_array_u8(raw.brush_icons[i]);
  194. }
  195. }
  196. else {
  197. armpack_encode_null();
  198. }
  199. armpack_encode_string("material_nodes");
  200. if (raw.material_nodes != null) {
  201. armpack_encode_array(raw.material_nodes.length);
  202. for (let i: i32 = 0; i < raw.material_nodes.length; ++i) {
  203. util_encode_node_canvas(raw.material_nodes[i]);
  204. }
  205. }
  206. else {
  207. armpack_encode_null();
  208. }
  209. armpack_encode_string("material_groups");
  210. if (raw.material_groups != null) {
  211. armpack_encode_array(raw.material_groups.length);
  212. for (let i: i32 = 0; i < raw.material_groups.length; ++i) {
  213. util_encode_node_canvas(raw.material_groups[i]);
  214. }
  215. }
  216. else {
  217. armpack_encode_null();
  218. }
  219. armpack_encode_string("material_icons");
  220. if (raw.material_icons != null) {
  221. armpack_encode_array(raw.material_icons.length);
  222. for (let i: i32 = 0; i < raw.material_icons.length; ++i) {
  223. armpack_encode_array_u8(raw.material_icons[i]);
  224. }
  225. }
  226. else {
  227. armpack_encode_null();
  228. }
  229. armpack_encode_string("font_assets");
  230. armpack_encode_array_string(raw.font_assets);
  231. armpack_encode_string("layer_datas");
  232. if (raw.layer_datas != null) {
  233. armpack_encode_array(raw.layer_datas.length);
  234. for (let i: i32 = 0; i < raw.layer_datas.length; ++i) {
  235. armpack_encode_map(27);
  236. armpack_encode_string("name");
  237. armpack_encode_string(raw.layer_datas[i].name);
  238. armpack_encode_string("res");
  239. armpack_encode_i32(raw.layer_datas[i].res);
  240. armpack_encode_string("bpp");
  241. armpack_encode_i32(raw.layer_datas[i].bpp);
  242. armpack_encode_string("texpaint");
  243. armpack_encode_array_u8(raw.layer_datas[i].texpaint);
  244. armpack_encode_string("uv_scale");
  245. armpack_encode_f32(raw.layer_datas[i].uv_scale);
  246. armpack_encode_string("uv_rot");
  247. armpack_encode_f32(raw.layer_datas[i].uv_rot);
  248. armpack_encode_string("uv_type");
  249. armpack_encode_i32(raw.layer_datas[i].uv_type);
  250. armpack_encode_string("decal_mat");
  251. armpack_encode_array_f32(raw.layer_datas[i].decal_mat);
  252. armpack_encode_string("opacity_mask");
  253. armpack_encode_f32(raw.layer_datas[i].opacity_mask);
  254. armpack_encode_string("fill_layer");
  255. armpack_encode_i32(raw.layer_datas[i].fill_layer);
  256. armpack_encode_string("object_mask");
  257. armpack_encode_i32(raw.layer_datas[i].object_mask);
  258. armpack_encode_string("blending");
  259. armpack_encode_i32(raw.layer_datas[i].blending);
  260. armpack_encode_string("parent");
  261. armpack_encode_i32(raw.layer_datas[i].parent);
  262. armpack_encode_string("visible");
  263. armpack_encode_bool(raw.layer_datas[i].visible);
  264. ///if is_paint
  265. armpack_encode_string("texpaint_nor");
  266. armpack_encode_array_u8(raw.layer_datas[i].texpaint_nor);
  267. armpack_encode_string("texpaint_pack");
  268. armpack_encode_array_u8(raw.layer_datas[i].texpaint_pack);
  269. armpack_encode_string("paint_base");
  270. armpack_encode_bool(raw.layer_datas[i].paint_base);
  271. armpack_encode_string("paint_opac");
  272. armpack_encode_bool(raw.layer_datas[i].paint_opac);
  273. armpack_encode_string("paint_occ");
  274. armpack_encode_bool(raw.layer_datas[i].paint_occ);
  275. armpack_encode_string("paint_rough");
  276. armpack_encode_bool(raw.layer_datas[i].paint_rough);
  277. armpack_encode_string("paint_met");
  278. armpack_encode_bool(raw.layer_datas[i].paint_met);
  279. armpack_encode_string("paint_nor");
  280. armpack_encode_bool(raw.layer_datas[i].paint_nor);
  281. armpack_encode_string("paint_nor_blend");
  282. armpack_encode_bool(raw.layer_datas[i].paint_nor_blend);
  283. armpack_encode_string("paint_height");
  284. armpack_encode_bool(raw.layer_datas[i].paint_height);
  285. armpack_encode_string("paint_height_blend");
  286. armpack_encode_bool(raw.layer_datas[i].paint_height_blend);
  287. armpack_encode_string("paint_emis");
  288. armpack_encode_bool(raw.layer_datas[i].paint_emis);
  289. armpack_encode_string("paint_subs");
  290. armpack_encode_bool(raw.layer_datas[i].paint_subs);
  291. ///end
  292. }
  293. }
  294. else {
  295. armpack_encode_null();
  296. }
  297. util_encode_mesh_datas(raw.mesh_datas);
  298. armpack_encode_string("mesh_assets");
  299. armpack_encode_array_string(raw.mesh_assets);
  300. armpack_encode_string("mesh_icons");
  301. if (raw.mesh_icons != null) {
  302. armpack_encode_array(raw.mesh_icons.length);
  303. for (let i: i32 = 0; i < raw.mesh_icons.length; ++i) {
  304. armpack_encode_array_u8(raw.mesh_icons[i]);
  305. }
  306. }
  307. else {
  308. armpack_encode_null();
  309. }
  310. ///end
  311. ///if is_paint
  312. armpack_encode_string("atlas_objects");
  313. armpack_encode_array_i32(raw.atlas_objects);
  314. armpack_encode_string("atlas_names");
  315. armpack_encode_array_string(raw.atlas_names);
  316. ///end
  317. ///if is_lab
  318. // material?: ui_node_canvas_t;
  319. // material_groups?: ui_node_canvas_t[];
  320. // mesh_data?: mesh_data_t;
  321. // mesh_icon?: buffer_t;
  322. ///end
  323. let ei: i32 = armpack_encode_end();
  324. encoded.length = ei;
  325. return encoded;
  326. }