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-rw-r--r--tools/ArtChecker/artchecker.cpp1349
1 files changed, 1349 insertions, 0 deletions
diff --git a/tools/ArtChecker/artchecker.cpp b/tools/ArtChecker/artchecker.cpp
new file mode 100644
index 0000000..e2a9f1c
--- /dev/null
+++ b/tools/ArtChecker/artchecker.cpp
@@ -0,0 +1,1349 @@
+// 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
+
+
+*/ \ No newline at end of file