Beispiel #1
0
unsigned int MDCSurface_read(Surface& surface, const byte* buffer)
{
  mdcSurface_t mdcSurface;
  {
    PointerInputStream inputStream(buffer);
    istream_read_mdcSurface(inputStream, mdcSurface);
  }

  {
    surface.vertices().reserve(mdcSurface.numVerts);

    PointerInputStream xyzStream(buffer + mdcSurface.ofsXyzNormals);
    PointerInputStream stStream(buffer + mdcSurface.ofsSt);
    // read verts into vertex array - xyz, st, normal
    for(std::size_t i = 0; i < mdcSurface.numVerts; i++)
	  {
      mdcXyzNormal_t mdcXyzNormal;
      istream_read_mdcXyzNormal(xyzStream, mdcXyzNormal);
      mdcSt_t mdcSt;
      istream_read_mdcSt(stStream, mdcSt);

      surface.vertices().push_back(
        ArbitraryMeshVertex(
          Vertex3f( mdcXyzNormal.xyz[0] * MDC_XYZ_SCALE, mdcXyzNormal.xyz[1] * MDC_XYZ_SCALE, mdcXyzNormal.xyz[2] * MDC_XYZ_SCALE),
          DecodeNormal(reinterpret_cast<byte*>(&mdcXyzNormal.normal)),
          TexCoord2f(mdcSt.st[0], mdcSt.st[1])
        )
      );
    }
  }

  {
 	  surface.indices().reserve(mdcSurface.numTriangles * 3);

    PointerInputStream triangleStream(buffer + mdcSurface.ofsTriangles);

    for(std::size_t i = 0; i < mdcSurface.numTriangles; i++)
    {
      mdcTriangle_t triangle;
      istream_read_mdcTriangle(triangleStream, triangle);
      surface.indices().insert(triangle.indexes[0]);
      surface.indices().insert(triangle.indexes[1]);
      surface.indices().insert(triangle.indexes[2]);
    }
  }

  {
    mdcShader_t shader;
    PointerInputStream inputStream(buffer + mdcSurface.ofsShaders);
    istream_read_mdcShader(inputStream, shader);
    surface.setShader(shader.name);
  }
	
	surface.updateAABB();

  return mdcSurface.ofsEnd;
}
Beispiel #2
0
inline ArbitraryMeshVertex MDLVertex_construct( const mdlHeader_t& header, const mdlXyzNormal_t& xyz, const mdlSt_t& st, bool facesfront ){
	return ArbitraryMeshVertex(
			   Vertex3f(
				   xyz.v[0] * header.scale[0] + header.scale_origin[0],
				   xyz.v[1] * header.scale[1] + header.scale_origin[1],
				   xyz.v[2] * header.scale[2] + header.scale_origin[2]
				   ),
			   Normal3f(
				   g_mdl_normals[xyz.lightnormalindex][0],
				   g_mdl_normals[xyz.lightnormalindex][1],
				   g_mdl_normals[xyz.lightnormalindex][2]
				   ),
			   TexCoord2f(
				   ( (float)st.s / header.skinwidth ) + ( ( st.onseam == MDL_ONSEAM && !facesfront ) ? 0.5f : 0.0f ),
				   (float)st.t / header.skinheight
				   )
			   );
}
Beispiel #3
0
ArbitraryMeshVertex MD2Vertex_construct( const md2Header_t* pHeader, const md2Frame_t* pFrame, const md2XyzNormal_t* xyz, const md2St_t* st ){
	return ArbitraryMeshVertex(
			   Vertex3f(
				   xyz->v[0] * pFrame->scale[0] + pFrame->translate[0],
				   xyz->v[1] * pFrame->scale[1] + pFrame->translate[1],
				   xyz->v[2] * pFrame->scale[2] + pFrame->translate[2]
				   ),
			   Normal3f(
				   g_mdl_normals[xyz->lightnormalindex][0],
				   g_mdl_normals[xyz->lightnormalindex][1],
				   g_mdl_normals[xyz->lightnormalindex][2]
				   ),
			   TexCoord2f(
				   (float)st->s / pHeader->skinwidth,
				   (float)st->t / pHeader->skinheight
				   )
			   );
}