// artchecker.cpp : Defines the entry point for the console application.
// options -strict -add -all
#pragma warning(disable:4786)
#include <iostream>
#include <cstring>
#include <iomanip>
//#include <mysql++>
#include "artobject.h"
#include "artlimits.h"
#include "badlist.hpp"
#include "outputbuffer.hpp"
#include <toollib.hpp>
#include <tlCollisionObjectChunk.hpp>
#include <tlMeshChunk.hpp>
#include <tlImageChunk.hpp>
#include <tlAnimationChunk.hpp>
#include <tlStatepropChunk.hpp>
#include "..\..\..\..\game\code\constants\srrchunks.h"
using namespace std;
void debugstring(char * message);
int texturelookup(const texture_data& texturedata, bool add, bool strict,bool showall,badlist& p_badtextures ,bool suppress);
int shaderlookup(shader_data* lp_shaderdata, bool add, bool strict,bool showall,badlist& badshaders,bool suppress);
//int artobjectlookup(art_object* lp_artobject, Query& query,bool add, bool strict,bool showall,bool suppress);
//int bvobjectlookup(bv_data* lp_bvobject,Query& query,bool add,bool strict,bool showall,bool suppress);
int main(int argc, char* argv[])
{
char* arguements [4];
char* filename;
bool strict =false;
bool add =false;
bool badart=false;
bool showall =false;
bool suppress =false;
bool shin=false;
char screenoutput [1000];
int i;
//lists to track bad textures and shaders.
badlist bad_textures;
badlist bad_shaders;
//list to track meshes using bad shaders and meshes over 500 polys
outputbuffer* p_mesh_ref=new outputbuffer;
outputbuffer* p_polycount=new outputbuffer;
tlDataChunk::RegisterDefaultChunks();
//processes arguements
//no options
if (argc ==1)
{
printf("usage:artchecker filename <strict> \n");
exit (1);
}
filename= argv[1];
debugstring(filename);
for (i=2;i<argc;i++)
{
arguements[i]=argv[i];
// user set strict
if (strcmp(arguements[i],"strict")== 0)
{
strict =true;
debugstring("strict option set");
break;
}
//user set add
else if (strcmp (arguements[i],"add")==0)
{
add=true;
debugstring("add option set");
break;
}
else if (strcmp (arguements[i],"sum")==0)
{
suppress =true;
break;
}
else if (strcmp (arguements[i],"all")==0)
{
showall =true;
break;
}
else if (strcmp (arguements[i],"shin")==0)
{
shin =true;
break;
}
//illegal option
else
{
printf("%s is an illegal option \n",arguements[i]);
exit (1);
}
} //end for
//have the pure3d file name
tlFile input(new tlFileByteStream(filename,omREAD), tlFile::FROMFILE);
if(!input.IsOpen())
{
printf("Could not open %s\n", filename);
exit(-6);
}
printf("Processing Filename: %s\n",filename);
//desend into the file and look at each object until no more objects left
// make a tlDataChunk from the file
// this is the wrapper chunk for the input
tlDataChunk* inchunk = new tlDataChunk(&input);
// we don't need the tlFile anymore
// this cleans up the tlFile object including the
// tlFileByteStream
//printf("Fucking CLose! \n");
input.Close();
//printf("Closing File proceeding.\n");
//lists to track memory stats for various components.
badlist texturestats(inchunk->SubChunkCount());
badlist animationstats(inchunk->SubChunkCount());
badlist meshstats(inchunk->SubChunkCount());
// build an output chunk
tlDataChunk* outchunk = new tlDataChunk;
int ch;
static int counter =0;
//connect to the DB
//setup artrb variables
bool dbconnect=false;
// char querybuffer [1000];
// Row row;
//creat connection and query
//Connection con (use_exceptions);
//Query query=con.query( );
//dbconnect=con.connect ("srr2test","radit","root","custom47");
/*
if (dbconnect == true)
{
printf("Connection to Artdb established proceeding.\n");
}
else
{
printf("Cant connection to art db \n");
exit (1);
}
*/
//printf("Counting chunks !\n");
// go through all the sub-chunks of the input and
// process the ones you care about
for(ch=0; ch < inchunk->SubChunkCount(); ch++)
{
//printf("Processing Chunks, #%d \n",ch);
// create the next sub-chunk
tlDataChunk* sub = inchunk->GetSubChunk(ch);
// look at the id of the subchunk to decide if we
// want to do something with it or not
switch(sub->ID())
{
case Pure3D::Texture::TEXTURE:
{
//temp variables
tlTexture* p_texture = new tlTexture ();
tlImage* p_image2d ;
texture_data mytexture;
unsigned int texturememsize =0;
//printf("texuture name: %s \n",p_texture->GetName());
int chunkcount1,chunkcount2;
for (chunkcount1 =0;chunkcount1<sub->SubChunkCount();chunkcount1++)
{
tlDataChunk* sub1=sub->GetSubChunk(chunkcount1);
switch(sub1->ID())
{
case Pure3D::Texture::IMAGE:
{
for (chunkcount2=0;chunkcount2<sub1->SubChunkCount();chunkcount2++)
{
tlDataChunk* sub2=sub1->GetSubChunk(chunkcount2);
switch (sub2->ID())
{
case Pure3D::Texture::IMAGE_DATA:
{
tlImageDataChunk* p_imagedatachunk = (tlImageDataChunk*) sub2;
texturememsize += p_imagedatachunk->GetImageDataSize();
//printf("%u bytes \n", p_imagedatachunk->GetImageDataSize());
}
}
}//end for
}//end case
}//end switch
}//end outer for loop.
p_texture->LoadFromChunk(sub);
//cout<<"Checking for "<<p_texture->GetName()<<" Texture ";
p_image2d = p_texture->GetImage(0);
//fill in texture struct.
strcpy(mytexture.name,p_texture->GetName());
mytexture.height=p_texture->GetHeight();
mytexture.width=p_texture->GetWidth();
mytexture.bpp=p_image2d->GetBpp();
mytexture.alpha=p_texture->GetAlphaDepth();
texturestats.add(p_texture->GetName(),1,texturememsize);
//texture check
if (texturelookup (mytexture,add,strict,showall,bad_textures,suppress) ) //
{
badart= true;
}
/*
cout<<"Height: "<<p_image2d->GetHeight();
cout<<"Width: "<<p_image2d->GetWidth();
cout<<"Bpp: "<<mytexture.bpp;
cout<<"Alpha: "<<mytexture.alpha;
cout<<endl;
*/
delete p_texture;
outchunk->AppendSubChunk(sub,FALSE);
break;
}
case Pure3D::Shader::SHADER:
{
shader_data myshader;
tlShader* p_shader =new tlShader ();
p_shader->LoadFromChunk(sub);
//get data for myshader
strcpy(myshader.name,p_shader->GetName());
myshader.lit=p_shader->GetIntParam("LIT");
myshader.twosid=p_shader->GetIntParam("2SID");
//cout<<"Checking for "<<myshader.name<<" Shader ";
if (p_shader->GetFloatParam("SHIN") > 0.0 )
{
if (shin)
{
printf("Shader: %s has shinyness %f greater than 0.0!!!\n",p_shader->GetName(),p_shader->GetFloatParam("SHIN"));
//printf("Shader: %s has shinyness %f greater than 0.0!!!, Setting it to 0.0\n",p_shader->GetName(),p_shader->GetFloatParam("SHIN"));
//p_shader->SetFloatParam("SHIN",0.0);
}
}
if( strcmp ("lambert",p_shader->GetShaderType() )==0)
{
printf(" =====> ERROR: %s is of type Lambert, SOMEONE is GETTING the BEATS ! \n",myshader.name);
badart=true;
}
if (p_shader->GetIntParam("2SID") == 0)
{
//printf("%-30s Shader: =====>Warning : Double Sided FLAG is 0!\n",p_shader->GetName());
//p_shader->SetIntParam("2SID",1);
//error=true;
}
if(shaderlookup(&myshader,add,strict,showall,bad_shaders,suppress))
{
badart=true;
}
tlDataChunk* p_chunk=p_shader->Chunk();
delete p_shader;
outchunk->AppendSubChunk(p_chunk);
break;
}
case SRR2::ChunkID::ENTITY_DSG:
{
tlDataChunk* p_temp = sub->GetSubChunk(0);
tlMeshChunk* p_mesh = (tlMeshChunk* ) p_temp;
tlPrimGroup* p_primgroup = new tlPrimGroup ();
unsigned int vertexmemsize =0;
p_primgroup->LoadFromChunk(p_mesh->GetSubChunk(0));
if( p_primgroup->GetTriangleCount() >MAX_POLYCOUNT)
{
if(p_primgroup->GetType() == PDDI_PRIM_TRIANGLES)
{
sprintf(screenoutput,"%-30s mesh => Polycount : %6d \n",p_mesh->GetName(),p_primgroup->GetTriangleCount());
}
if(p_primgroup->GetType() == PDDI_PRIM_TRISTRIP)
{
sprintf(screenoutput,"%-30s mesh => Polycount Tristriped: %6d \n",p_mesh->GetName(),p_primgroup->GetTriangleCount());
}
//cout<< p_primgroup->GetTriangleCount()<<endl;
//printf("%-30s mesh => Polycount: %6d \n",p_mesh->GetName(),p_primgroup->GetTriangleCount());
p_polycount->add(screenoutput);
}
if(p_primgroup->GetVertexType()==8209)
{
//printf("ERROR: %s mesh HAS NO CVB lighting INFO!\n",p_mesh->GetName());
sprintf(screenoutput,"%-30s =====>ERROR: Mesh has No CBV (Color by Vertex) Lighting INFO! ", p_mesh->GetName());
p_mesh_ref->add(screenoutput);
badart=true;
}
if (bad_shaders.inlist(p_primgroup->GetShader( ) ))
{
sprintf(screenoutput,"%-30s =====>ERROR: Referencing bad shader : %-30s", p_mesh->GetName(), p_primgroup->GetShader());
p_mesh_ref->add(screenoutput);
badart =true;
}
delete p_primgroup;
// memory checkfunctionality
int chunkcount1,chunkcount2;
for (chunkcount1 =0;chunkcount1<p_temp->SubChunkCount();chunkcount1++)
{
tlDataChunk* sub1=p_temp->GetSubChunk(chunkcount1);
switch(sub1->ID())
{
case Pure3D::Mesh::PRIMGROUP:
{
for (chunkcount2=0;chunkcount2<sub1->SubChunkCount();chunkcount2++)
{
tlDataChunk* sub2=sub1->GetSubChunk(chunkcount2);
switch (sub2->ID())
{
case Pure3D::Mesh::MEMORYIMAGEVERTEXLIST:
{
tlPrimGroupMemoryImageVertexChunk* p_vertexmemorychunk = (tlPrimGroupMemoryImageVertexChunk*) sub2;
vertexmemsize = p_vertexmemorychunk->GetMemoryImageVertexSize();
//printf("%u bytes \n", p_vertexmemorychunk->GetMemoryImageVertexSize());
}
}
}//end for
}//end case
}//end switch
}//end outer for loop.
meshstats.add(p_mesh->GetName(),1,vertexmemsize);
outchunk->AppendSubChunk(sub,FALSE);
break;
}
case Pure3D::Mesh::MESH:
{
counter++;
tlDataChunk* p_sub =NULL;
unsigned int i = 0;
p_sub = sub->GetSubChunk(i);
while (p_sub ->ID( ) == Pure3D::Mesh::PRIMGROUP )
{
tlMeshChunk* p_mesh = (tlMeshChunk* ) sub;
tlPrimGroup* p_primgroup = new tlPrimGroup ();
unsigned int vertexmemsize =0;
p_primgroup->LoadFromChunk(p_mesh->GetSubChunk(i));
if( p_primgroup->GetTriangleCount() >MAX_POLYCOUNT)
{
if(p_primgroup->GetType() == PDDI_PRIM_TRIANGLES)
{
sprintf(screenoutput,"%-30s mesh => Polycount : %6d \n",p_mesh->GetName(),p_primgroup->GetTriangleCount());
p_polycount->add(screenoutput);
}
if(p_primgroup->GetType() == PDDI_PRIM_TRISTRIP)
{
sprintf(screenoutput,"%-30s mesh => Polycount Tristriped: %6d \n",p_mesh->GetName(),p_primgroup->GetTriangleCount());
p_polycount->add(screenoutput);
}
}
if(p_primgroup->GetVertexType()==8209)
{
sprintf(screenoutput,"%-30s =====>ERROR: Mesh has No CBV (Color by Vertex) Lighting INFO! ", p_mesh->GetName());
p_mesh_ref->add(screenoutput);
badart=true;
}
//hack to make every 3rd shader be char swatch.
if (counter == 3)
{
counter =0;
p_primgroup->SetShader("char_swatch_m");
}
if (bad_shaders.inlist(p_primgroup->GetShader( ) ))
{
sprintf(screenoutput,"%-30s =====>ERROR: Referencing bad shader : %-30s", p_mesh->GetName(), p_primgroup->GetShader());
p_mesh_ref->add(screenoutput);
badart=true;
}
delete p_primgroup;
i++;
// memory checkfunctionality
int chunkcount1,chunkcount2;
for (chunkcount1 =0;chunkcount1<sub->SubChunkCount();chunkcount1++)
{
tlDataChunk* sub1=sub->GetSubChunk(chunkcount1);
switch(sub1->ID())
{
case Pure3D::Mesh::PRIMGROUP:
{
for (chunkcount2=0;chunkcount2<sub1->SubChunkCount();chunkcount2++)
{
tlDataChunk* sub2=sub1->GetSubChunk(chunkcount2);
switch (sub2->ID())
{
case Pure3D::Mesh::MEMORYIMAGEVERTEXLIST:
{
tlPrimGroupMemoryImageVertexChunk* p_vertexmemorychunk = (tlPrimGroupMemoryImageVertexChunk*) sub2;
vertexmemsize = p_vertexmemorychunk->GetMemoryImageVertexSize();
//printf("%u bytes \n", p_vertexmemorychunk->GetMemoryImageVertexSize());
}
}
}//end for
}//end case
}//end switch
}//end outer for loop.
meshstats.add(p_mesh->GetName(),1,vertexmemsize);
outchunk->AppendSubChunk(sub,FALSE);
p_sub = sub->GetSubChunk(i);
}//end while loop
break;
}
case Pure3D::Animation::AnimationData::ANIMATION:
{
unsigned int animationmemsize =0;
int chunkcount1;
for (chunkcount1 =0;chunkcount1<sub->SubChunkCount();chunkcount1++)
{
tlDataChunk* sub1=sub->GetSubChunk(chunkcount1);
switch(sub1->ID())
{
case Pure3D::Animation::AnimationData::SIZE:
{
tlAnimationSizeChunk* p_animationsizechunk = (tlAnimationSizeChunk*) sub1;
animationmemsize = p_animationsizechunk->GetPS2();
//printf("%u bytes \n", p_animationsizechunk->GetPS2());
}//end case
}//end switch
}//end outer for loop.
//printf("name: %s , %u bytes \n",sub->GetName(),animationmemsize);
animationstats.add(sub->GetName(),1,animationmemsize);
outchunk->AppendSubChunk(sub,FALSE);
break;
}
/*
case Simulation::Collision::OBJECT:
{
//temp local variables
tlCollisionObjectChunk* p_collisionobject= (tlCollisionObjectChunk*)sub;
bv_data bv_object;
char source_name[max_length];
char object_name1[max_length];
char object_name2[max_length];
//cout<<"Checking "<<p_collisionobject->GetName()<<" Collision Object "<< endl;
//get the name of collision object
strcpy(source_name,p_collisionobject->GetName());
//cout<<"Source name: "<<source_name<<endl;
//smash up string to remove the number appended by Maya
strcpy(object_name1,strtok(source_name,"_"));
strcpy(object_name2,strtok(NULL,"_"));
//reform string
strcat(object_name1,"_");
strcat(object_name1,object_name2);
//set default vaules
strcpy(bv_object.name,object_name1);
bv_object.classtype=0;
bv_object.physpropid=0;
//cout<<"New concated string: " <<object_name1<<endl;
if(bvobjectlookup(&bv_object,query,add,strict,showall))
{
badart=true;
}
//creating object attribute chunk
tlObjectAttributeChunk* p_otc =new tlObjectAttributeChunk ();
p_otc->SetClassType(bv_object.classtype);
p_otc->SetPhyPropID(bv_object.physpropid);
tlPhysWrapperChunk* p_physwrapper = new tlPhysWrapperChunk ();
p_physwrapper->SetName(p_collisionobject->GetName());
//append the chunks
//p_physwrapper->AppendSubChunk(p_otc);
//p_physwrapper->AppendSubChunk(sub, FALSE);
outchunk->AppendSubChunk(sub,FALSE);
break;
}
*/
case StateProp::STATEPROP:
{
printf("This File:%s contains a stateprop \n",filename);
break;
}
default:
{
// this is not a chunk that we care about
// so simply copy it to the output wrapper chunk
// the optional parameter to AppendSubChunk
// indicates that we have merely copied a pointer
// so the destructor of outchunk should not
// destroy this sub-chunk as that duty will be
// taken care of by the destructor of inchunk
outchunk->AppendSubChunk(sub,FALSE);
break;
}
}//end switch
}//end for
//record objects stats faking art object
art_object target_object;
strcpy(target_object.name,"devil car");
target_object.art_properties.vertex_count= 453;
target_object.art_properties.poly_count=2345;
target_object.art_properties.animation_frames=25;
target_object.art_properties.bone_count=35;
target_object.art_properties.shader_count=14;
/*
if( artobjectlookup(&target_object,query,add,strict) )
{
cout<<"Art object:" <<target_object.name<< " has failed art check\n ";
//exit (1);
}
*/
//check for shaders and textures are
//all is good add physic proporties
shader_data hmm;
strcpy(hmm.name,"trunk");
hmm.lit=false;
/*
if (shaderlookup(&hmm,query,add,strict))
{
cout<<hmm.name<<"not in art db \n";
//exit (1);
}
*/
//}
//end of try
// catch (BadQuery er)
{
// cout<<"Error: " <<er.error<< endl;
// return 1;
}
if (badart)
{
printf("\n");
printf("\n");
printf("***** SUMMARY ******* \n");
fprintf(stdout,"ERROR: %-15s contains BAD ART and has FAILED Artchecker! \n",filename);
// cleanup the no-longer-needed wrapper chunks
printf("Total Memory size of Textures: %20u bytes in %9u textures \n",texturestats.getsize(),texturestats.getindexcount());
printf("Total Memory size of Animations: %20u bytes in %9u animations \n",animationstats.getsize(),animationstats.getindexcount());
printf("Total Memory size of Meshes: %20u bytes in %9u meshes \n",meshstats.getsize(),meshstats.getindexcount());
printf("***** END OF SUMMARY ******* \n");
printf("\n");
if(!suppress)
{
printf("\n");
printf("\n");
printf("***** Bad Meshes *******\n");
p_mesh_ref->print();
printf("\n");
printf("***** HIGH POLY Meshes *******\n");
p_polycount->print();
printf("\n");
}
if(showall)
{
printf("\n");
printf("***** Texture Breakdown *******\n");
texturestats.printverbose();
printf("\n");
printf("***** Animation Breakdown *******\n");
animationstats.printverbose();
printf("\n");
printf("***** Meshes Breakdown *******\n");
meshstats.printverbose();
printf("\n");
}
delete p_mesh_ref ;
delete p_polycount;
/*
// create the new output file
tlFile output(new tlFileByteStream(filename, omWRITE), tlFile::CHUNK32);
if(!output.IsOpen())
{
printf("Could not open %s for writing,unable to Save\n", filename);
exit(-1);
}
// get the output wrapper chunk to write its data out
// to the file
outchunk->Write(&output);
*/
delete inchunk;
delete outchunk;
return 1;
}
else
{
/*
// create the new output file
tlFile output(new tlFileByteStream(filename, omWRITE), tlFile::CHUNK32);
if(!output.IsOpen())
{
printf("Could not open %s for writing\n", filename);
exit(-1);
}
*/
// get the output wrapper chunk to write its data out
// to the file
// outchunk->Write(&output);
// cleanup the no-longer-needed wrapper chunks
delete inchunk;
delete outchunk;
delete p_mesh_ref;
delete p_polycount;
printf("\n");
printf("\n");
printf("\n");
printf("***** SUMMARY ******* \n");
printf("\n");
fprintf(stdout,"Filename:%-15s PASSED Artchecker. \n",filename);
printf("\n");
// cleanup the no-longer-needed wrapper chunks
printf("Total Memory size of Textures: %20u bytes in %9u textures \n",texturestats.getsize(),texturestats.getindexcount());
printf("Total Memory size of Animations: %20u bytes in %9u animations \n",animationstats.getsize(),animationstats.getindexcount());
printf("Total Memory size of Meshes: %20u bytes in %9u meshes \n",meshstats.getsize(),meshstats.getindexcount());
printf("***** END OF SUMMARY ******* \n");
if(showall)
{
printf("\n");
printf("***** Texture Breakdown *******\n");
texturestats.printverbose();
printf("\n");
printf("***** Animation Breakdown *******\n");
animationstats.printverbose();
printf("\n");
printf("***** Meshes Breakdown *******\n");
meshstats.printverbose();
printf("\n");
}
return 0;
}
} //end of main
//********************************************
// Function Bodies
//********************************************
//helper function to print error messages
void debugstring (char * message)
{
#ifdef DEBUG
cout<<message<<endl;
#endif
}
//helper funtion to check texutre return 0 if texture matches db ,1 if their is a mismatch or error
int texturelookup(const texture_data& texturedata, bool add, bool strict,bool showall,badlist& badtextures,bool suppress) //badlist* p_badtextures
{
bool error=false ;
//char querybuffer [1000];
char output [1000];
// Result::iterator sql_iterator;
// Row row;
outputbuffer texture_errors;
//sprintf(querybuffer, "SELECT * FROM textures WHERE name = '%s' ",texturedata.name);
//query<< querybuffer;
//Result myresult= query.store ( );
//cant find texture in the database
//if (myresult.size ( ) ==0 )
if (1)
{
if ( add == true)
{
//add object to the DB
cout<< "Adding:" << texturedata.name << " texture to the ArtDB \n";
//todo add stuff here
}
//texture not found in the the DB
if (strict)
{
//cout<<",Not Found !" <<endl;
sprintf(output," ERROR :%s texture not found in the ArtDB",texturedata.name);
texture_errors.add(output);
//cout<<"ERROR :"<<texturedata.name<< " texture not found in the ArtDB \n";
error = true;
}
//check texture attributes against the default limits
//check against art limits
if(texturedata.height>MAX_TEXTURE_SIZE)
{
error=true;
sprintf(output," ERROR : %u Height exceeds Max Texture SIZE OF %u",texturedata.height,MAX_TEXTURE_SIZE);
texture_errors.add(output);
// cout<<" =====>Warning "<<texturedata.name<<" : "<< texturedata.height << " Height exceeds Max Texture SIZE OF "<<MAX_TEXTURE_SIZE<<endl;
}
if(texturedata.width>MAX_TEXTURE_SIZE)
{
error=true;
sprintf(output," ERROR : %u Width exceeds Max Texture SIZE OF %u",texturedata.width,MAX_TEXTURE_SIZE);
texture_errors.add(output);
// cout<<" =====>Warning "<<texturedata.name<<": "<< texturedata.width << " Width exceeds Max Texture SIZE OF "<<MAX_TEXTURE_SIZE<<endl;
}
if(texturedata.bpp>MAX_BPP)
{
error=true;
sprintf(output," ERROR : %u BPP exceeds Max BPP SIZE OF %u",texturedata.bpp,MAX_BPP);
texture_errors.add(output);
//cout<<" =====>Warning "<<texturedata.name<<": "<< texturedata.bpp << " BPP exceeds Max BPP SIZE OF "<<MAX_BPP<<endl;
}
// cout<<" Warning :"<<texturedata.name<< " texture not found in the ArtDB \n";
}//end if in artdb block
//if(myresult.size()!=0)
if(0)
{
//cout <<",Found . " << endl;
/*
for (sql_iterator=myresult.begin ( ); sql_iterator!= myresult.end ( ); sql_iterator++)
{
row =*sql_iterator;
int height= row["height"];
int width=row["width"];
int bpp=row["bpp"];
int alpha=row["alphabits"];
//check texture height
if( texturedata.height > height)
{
if (strict)
{
error=true;
sprintf(output," ERROR :Texture height %u exceeds expected %u",texturedata.height,height);
texture_errors.add(output);
}
else
{
sprintf(output," Warning :Texture height %u exceeds expected %u",texturedata.height,height);
texture_errors.add(output);
}
}//end if
//check width
if( texturedata.width > width)
{
if (strict)
{
error=true;
sprintf(output," ERROR :Texture width %u exceeds expected %u",texturedata.width,width);
texture_errors.add(output);
}
else
{
sprintf(output," Warning :Texture width %u exceeds expected %u",texturedata.width,width);
texture_errors.add(output);
}
}//end if
//check bpp
if( texturedata.bpp > bpp)
{
if (strict)
{
error=true;
sprintf(output," ERROR :Texture BPP %u exceeds expected %u",texturedata.bpp,bpp);
texture_errors.add(output);
}
else
{
sprintf(output," Warning :Texture BPP %u exceeds expected %u",texturedata.bpp,bpp);
texture_errors.add(output);
}
}//end if
//just printing out the rows
//for (int j=0;j<row.size ( ); j++)
//{
// cout<< "[" << row[j] << "]" ;
//}
//cout<<endl;
}//end for iterator loop
*/
}//end if found in the Artdb block
if (error)
{
if(!suppress)
{
printf("\n");
printf("%s Texture:\n",texturedata.name);
texture_errors.print();
printf("\n");
}
badtextures.add(texturedata.name,1,0);
return 1;
}
else
{
return 0;
}
}// end texture lookup
//helper funtion to check shader, returns 0 if shader matches db ,1 if their is a mismatch
int shaderlookup(shader_data* lp_shaderdata, bool add, bool strict,bool showall,badlist& badshaders,bool suppress)
{
bool error=false;
char querybuffer [1000];
char output [1000];
//Result::iterator sql_iterator;
//Row row;
outputbuffer shader_errors;
sprintf(querybuffer, "SELECT * FROM shaders WHERE name = '%s' ",lp_shaderdata->name);
//query<< querybuffer;
//Result myresult= query.store ( );
// if (myresult.size ( ) ==0 )
if (1)
{
if ( add == true)
{
//add object to the DB
printf("Adding: %s shader to the ArtDB \n",lp_shaderdata->name);
//todo add stuff here
}
if (strict)
{
sprintf(output," ERROR: %s Shader not found in the ArtDB",lp_shaderdata->name);
shader_errors.add(output);
}
//check for lit
if ( lp_shaderdata->lit)
{
shader_errors.add(" =====>ERROR : LIT shader FOUND!");
error = true;
if(badshaders.inlist(lp_shaderdata->name) ==0)
{
badshaders.add(lp_shaderdata->name,1,0);
}
}
/*
if ((lp_shaderdata->twosid) == 0)
{
shader_errors.add(" =====>Warning : Double Sided FLAG is 0!");
error=true;
}
*/
}//end if shader in artdb check
//cout << "Records Found: " << myresult.size() << endl ;
/*
for (sql_iterator=myresult.begin ( ); sql_iterator!= myresult.end ( ); sql_iterator++)
{
row =*sql_iterator;
//just printing out the rows
for (int j=0;j<row.size ( ); j++)
{
cout<< "[" << row[j] << "]" ;
}
cout<<endl;
}//end for iterator loop
*/
if (error)
{
if(!suppress)
{
printf("\n");
printf("%s shader : \n",lp_shaderdata->name);
shader_errors.print();
}
if(strict)
{
return 1;
}
else
{
return 0;
}
}
else
{
return 0;
}
}// end shader lookup
/*
//helper funtion to check object, returns 0 if shader matches db ,1 if their is a mismatch
int artobjectlookup(art_object* lp_artobject, Query& query,bool add, bool strict,bool showall,bool suppress)
{
char querybuffer [1000];
Result::iterator sql_iterator;
Row row;
unsigned int artpropid,shaderid;
bool error= false;
//setup a query to artdb ask if object is in Artdb
sprintf(querybuffer, "SELECT * FROM objects WHERE name = '%s' ",lp_artobject->name);
query<< querybuffer;
Result myresult= query.store ( );
//cout << "Records Found: " << myresult.size() << endl ;
//if result size is zero, object not found
//if ( myresult.size ( ) ==0 )
if(1)
{
if ( add == true)
{
//add object to the DB
cout<< "Adding:" << lp_artobject->name << " to the ArtDB \n";
//todo add stuff here
return 0;
}
//object not found in the the DB halt
else
{
if (strict)
{
printf("ERROR: %s object not found in the ArtDB, \n",lp_artobject->name);
error =true;
}
else
{
printf("Warning:%s object not found in the ArtDB \n",lp_artobject->name);
}
}
}//end if object in artdb check
for (sql_iterator=myresult.begin ( ); sql_iterator!= myresult.end ( ); sql_iterator++)
{
row =*sql_iterator;
artpropid = row["artpropid"];
shaderid = row["shaderid"];
//just printing out the rows
for (int j=0;j<row.size ( ); j++)
{
cout<< "[" << row[j] << "]" ;
}
cout<<endl;
}//end for iterator loop
//check check the art proporties if less than max vertices,etc then we ok
sprintf(querybuffer, "SELECT * FROM artprops WHERE id = '%i' ",artpropid);
query<< querybuffer;
myresult= query.store ( );
cout << "Records Found: " << myresult.size() << endl ;
//check if artprops in the ArtDB
//if ( myresult.size ( ) ==0 )
if(1)
{
if ( add == true)
{
//add object to the DB
cout<< "Adding:" <<lp_artobject->name << " art props to the ArtDB \n";
cout<< "Adding: Artprops to artdb \n";
return 0;
//todo add stuff here
}
//object not found in the the DB halt
else
{
if (strict)
{
cout<<"ERROR: "<<lp_artobject->name<< " Art properties not found in the ArtDB, Halting \n";
error=true;
}
else
{
cout<<"Warning: "<<lp_artobject->name<< " Art properties not found in the ArtDB, using default physic properties\n";
}//end else
}//end else
}//end if
for (sql_iterator=myresult.begin ( ); sql_iterator!= myresult.end ( ); sql_iterator++)
{
row =*sql_iterator;
unsigned int vertexcount,polycount,shadercount,bonecount,animationframes;
vertexcount=row["VertexCount"];
polycount=row["PolyCount"];
shadercount=row["ShaderCount"];
bonecount=row["BoneCount"];
animationframes=row["Animframes"];
if (strict)
{
if( lp_artobject->art_properties.vertex_count > vertexcount)
{
cout<<"ERROR:"<< lp_artobject->name<<" has exceeded " << row["VertexCount"]<<" Vertexcount, HALTING \n";
error =true;
}
if( lp_artobject->art_properties.poly_count > polycount)
{
cout<<"ERROR:"<< lp_artobject->name<<" has exceeded " << row["PolyCount"]<<" Polycount, HALTING \n";
error =true;
}
if( lp_artobject->art_properties.animation_frames > animationframes)
{
cout<<"ERROR:"<< lp_artobject->name<<" has exceeded " << row["AnimFrames"]<< " Animation frames, HALTING \n";
error =true;
}
if( lp_artobject->art_properties.bone_count > bonecount)
{
cout<<"ERROR:"<< lp_artobject->name<<" has exceeded " << row["BoneCount"]<<" Bonecount, HALTING \n";
error =true;
}
if( lp_artobject->art_properties.shader_count > shadercount)
{
cout<<"ERROR:"<< lp_artobject->name<<" has exceeded " << row["ShaderCount"]<<" Shadercount, HALTING\n";
error =true;
}
}//end if artprops check
else
{
if( lp_artobject->art_properties.vertex_count > vertexcount)
{
cout<<"Warning:"<< lp_artobject->name<<" has exceeded " << row["VertexCount"]<<" Vertexcount \n";
}
if( lp_artobject->art_properties.poly_count > polycount)
{
cout<<"Warning:"<< lp_artobject->name<<" has exceeded " << row["PolyCount"]<<" Polycount \n";
}
if( lp_artobject->art_properties.animation_frames > animationframes)
{
cout<<"Warning:"<< lp_artobject->name<<" has exceeded " << row["AnimFrames"]<< " Animation frames \n";
}
if( lp_artobject->art_properties.bone_count > bonecount)
{
cout<<"Warning:"<< lp_artobject->name<<" has exceeded " << row["BoneCount"]<<" Bonecount \n";
}
if( lp_artobject->art_properties.shader_count > shadercount)
{
cout<<"Warning:"<< lp_artobject->name<<" has exceeded " << row["ShaderCount"]<<" Shadercount \n";
}
}// end else artprops check
}//for loop end artobjectlookup
//printing art props
for (int j=0;j<row.size ( ); j++)
{
cout<< "[" << row[j] << "]" ;
}
printf("\n");
if (error)
{
return 1;
}
else
{
return 0;
}
}//end artobject lookup
//*************************************************************************
// Check's if root of Bound Volume exists, if not then treats it as a strict object
int bvobjectlookup(bv_data* lp_bvobject,Query& query,bool add,bool strict,bool showall,bool suppress)
{
bool errors =false;
char querybuffer [1000];
char output[1000];
outputbuffer bv_errors;
Result::iterator sql_iterator;
Row row;
sprintf(querybuffer, "SELECT * FROM objects WHERE name = '%s' ",lp_bvobject->name);
query<< querybuffer;
Result myresult= query.store ( );
if (myresult.size ( ) ==0 )
{
if ( add == true)
{
//add object to the DB
//cout<< "Adding:" << lp_shaderdata->name << " shader to the ArtDB \n";
//todo add stuff here
}
//object not found in the the DB halt
else
{
if (strict)
{
sprintf(output,"ERROR: %s object not found in the ArtDB \n",lp_bvobject->name);
bv_errors.add(output);
//cout<<" ERROR:"<<lp_bvobject->name<< " object not found in the ArtDB \n";
//return 1;
errors =true;
}
else
{
errors =true;
sprintf(output,"Warning: %s object not found in the ArtDB , using defaults vaules for ObjectAttributeChunk \n",lp_bvobject->name);
bv_errors.add(output);
//cout<<" Warning:"<<lp_bvobject->name<< " bv object not found in the ArtDB, using defaults vaules for ObjectAttributeChunk \n";
lp_bvobject->physpropid=0;
lp_bvobject->classtype=2; // set to dsg_static_phys
}
}
}//end if object check in artdb check
// cout << "Records Found: " << myresult.size() << endl ;
for (sql_iterator=myresult.begin ( ); sql_iterator!= myresult.end ( ); sql_iterator++)
{
row =*sql_iterator;
lp_bvobject->classtype =2;
lp_bvobject->physpropid=row["physpropid"];
//just printing out the rows
for (int j=0;j<row.size ( ); j++)
{
cout<< "[" << row[j] << "]" ;
}
cout<<endl;
}//end for iterator loop
if (errors)
{
if(strict)
{
bv_errors.print();
return 1;
}
else
{
if(!suppress)
{
bv_errors.print ();
}
return 0;
}
}
else
{
return 0;
}
}// end of Bv object check
*/