Beispiel #1
0
static Lib3dsBool
mdata_read(Lib3dsFile *file, FILE *f)
{
    Lib3dsChunk c;
    Lib3dsWord chunk;

    if (!lib3ds_chunk_read_start(&c, LIB3DS_MDATA, f)) {
        return(LIB3DS_FALSE);
    }

    while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {
        switch (chunk) {
        case LIB3DS_MESH_VERSION:
        {
            file->mesh_version=lib3ds_intd_read(f);
        }
        break;
        case LIB3DS_MASTER_SCALE:
        {
            file->master_scale=lib3ds_float_read(f);
        }
        break;
        case LIB3DS_SHADOW_MAP_SIZE:
        case LIB3DS_LO_SHADOW_BIAS:
        case LIB3DS_HI_SHADOW_BIAS:
        case LIB3DS_SHADOW_SAMPLES:
        case LIB3DS_SHADOW_RANGE:
        case LIB3DS_SHADOW_FILTER:
        case LIB3DS_RAY_BIAS:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_shadow_read(&file->shadow, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_VIEWPORT_LAYOUT:
        case LIB3DS_DEFAULT_VIEW:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_viewport_read(&file->viewport, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_O_CONSTS:
        {
            int i;
            for (i=0; i<3; ++i) {
                file->construction_plane[i]=lib3ds_float_read(f);
            }
        }
        break;
        case LIB3DS_AMBIENT_LIGHT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!ambient_read(file, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_BIT_MAP:
        case LIB3DS_SOLID_BGND:
        case LIB3DS_V_GRADIENT:
        case LIB3DS_USE_BIT_MAP:
        case LIB3DS_USE_SOLID_BGND:
        case LIB3DS_USE_V_GRADIENT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_background_read(&file->background, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_FOG:
        case LIB3DS_LAYER_FOG:
        case LIB3DS_DISTANCE_CUE:
        case LIB3DS_USE_FOG:
        case LIB3DS_USE_LAYER_FOG:
        case LIB3DS_USE_DISTANCE_CUE:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_atmosphere_read(&file->atmosphere, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        case LIB3DS_MAT_ENTRY:
        {
            Lib3dsMaterial *material;

            material=lib3ds_material_new();
            if (!material) {
                return(LIB3DS_FALSE);
            }
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_material_read(material, f)) {
                return(LIB3DS_FALSE);
            }
            lib3ds_file_insert_material(file, material);
        }
        break;
        case LIB3DS_NAMED_OBJECT:
        {
            lib3ds_chunk_read_reset(&c, f);
            if (!named_object_read(file, f)) {
                return(LIB3DS_FALSE);
            }
        }
        break;
        default:
            lib3ds_chunk_unknown(chunk);
        }
    }

    lib3ds_chunk_read_end(&c, f);
    return(LIB3DS_TRUE);
}
Beispiel #2
0
static void
mdata_read(Lib3dsFile *file, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;

    lib3ds_chunk_read_start(&c, CHK_MDATA, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_MESH_VERSION: {
                file->mesh_version = lib3ds_io_read_intd(io);
                break;
            }

            case CHK_MASTER_SCALE: {
                file->master_scale = lib3ds_io_read_float(io);
                break;
            }

            case CHK_SHADOW_MAP_SIZE:
            case CHK_LO_SHADOW_BIAS:
            case CHK_HI_SHADOW_BIAS:
            case CHK_SHADOW_SAMPLES:
            case CHK_SHADOW_RANGE:
            case CHK_SHADOW_FILTER:
            case CHK_RAY_BIAS: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_shadow_read(&file->shadow, io);
                break;
            }

            case CHK_VIEWPORT_LAYOUT:
            case CHK_DEFAULT_VIEW: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_viewport_read(&file->viewport, io);
                break;
            }

            case CHK_O_CONSTS: {
                int i;
                for (i = 0; i < 3; ++i) {
                    file->construction_plane[i] = lib3ds_io_read_float(io);
                }
                break;
            }

            case CHK_AMBIENT_LIGHT: {
                lib3ds_chunk_read_reset(&c, io);
                ambient_read(file, io);
                break;
            }

            case CHK_BIT_MAP:
            case CHK_SOLID_BGND:
            case CHK_V_GRADIENT:
            case CHK_USE_BIT_MAP:
            case CHK_USE_SOLID_BGND:
            case CHK_USE_V_GRADIENT: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_background_read(&file->background, io);
                break;
            }

            case CHK_FOG:
            case CHK_LAYER_FOG:
            case CHK_DISTANCE_CUE:
            case CHK_USE_FOG:
            case CHK_USE_LAYER_FOG:
            case CHK_USE_DISTANCE_CUE: {
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_atmosphere_read(&file->atmosphere, io);
                break;
            }

            case CHK_MAT_ENTRY: {
                Lib3dsMaterial *material = lib3ds_material_new(NULL);
                lib3ds_file_insert_material(file, material, -1);
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_material_read(material, io);
                break;
            }

            case CHK_NAMED_OBJECT: {
                lib3ds_chunk_read_reset(&c, io);
                named_object_read(file, io);
                break;
            }

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}