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/*
* Copyright (C) 2011 The Android Open Source Project
*
* 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 <iostream>
#include <vector>
#include "ColladaLoader.h"
#include "ObjLoader.h"
#include <rsContext.h>
#include <rsFileA3D.h>
bool rsdAllocationInit(const Context *rsc, Allocation *alloc, bool forceZero) {
void * ptr = malloc(alloc->mHal.state.type->getSizeBytes());
if (!ptr) {
return false;
}
alloc->mHal.drvState.mallocPtr = ptr;
if (forceZero) {
memset(ptr, 0, alloc->mHal.state.type->getSizeBytes());
}
return true;
}
void rsdAllocationDestroy(const Context *rsc, Allocation *alloc) {
if (alloc->mHal.drvState.mallocPtr) {
free(alloc->mHal.drvState.mallocPtr);
alloc->mHal.drvState.mallocPtr = NULL;
}
}
// We only care to implement allocation memory initialization and destruction
// because we need no other renderscript hal features for serialization
static RsdHalFunctions FunctionTable = {
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
{ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,NULL },
{
rsdAllocationInit,
rsdAllocationDestroy,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
},
{ NULL, NULL, NULL }, { NULL, NULL, NULL }, { NULL, NULL, NULL },
{ NULL, NULL, NULL }, { NULL, NULL, NULL }, { NULL, NULL },
{ NULL, NULL, NULL},
};
// No-op initizlizer for rs context hal since we only
bool rsdHalInit(Context *rsc, uint32_t version_major, uint32_t version_minor) {
rsc->mHal.funcs = FunctionTable;
return true;
}
bool convertToA3D(GeometryLoader *loader, const char *a3dFile) {
if (!loader->getNumMeshes()) {
return false;
}
// Now write all this stuff out
Context *rsc = Context::createContextLite();
rsdHalInit(rsc, 0, 0);
FileA3D file(rsc);
for (uint32_t i = 0; i < loader->getNumMeshes(); i ++) {
Mesh *exportedMesh = loader->getMesh(i)->getRsMesh(rsc);
file.appendToFile(exportedMesh);
delete exportedMesh;
}
file.writeFile(a3dFile);
delete rsc;
return true;
}
int main (int argc, char * const argv[]) {
const char *objExt = ".obj";
const char *daeExt = ".dae";
if(argc != 3) {
printf("-----------------------------------------------------------------\n");
printf("Usage:\n");
printf("a3dconvert input_file a3d_output_file\n");
printf("Currently .obj and .dae (collada) input files are accepted\n");
printf("-----------------------------------------------------------------\n");
return 1;
}
bool isSuccessful = false;
std::string filename = argv[1];
size_t dotPos = filename.find_last_of('.');
if (dotPos == std::string::npos) {
printf("Invalid input. Currently .obj and .dae (collada) input files are accepted\n");
return 1;
}
GeometryLoader *loader = NULL;
std::string ext = filename.substr(dotPos);
if (ext == daeExt) {
loader = new ColladaLoader();
} else if (ext == objExt) {
loader = new ObjLoader();
} else {
printf("Invalid input. Currently .obj and .dae (collada) input files are accepted\n");
return 1;
}
isSuccessful = loader->init(argv[1]);
if (isSuccessful) {
isSuccessful = convertToA3D(loader, argv[2]);
}
delete loader;
if(isSuccessful) {
printf("---All done---\n");
} else {
printf("---Encountered errors, conversion failed---\n");
}
return isSuccessful ? 0 : 1;
}