const VertexFormat& VertexPositionNormalTexture::GetFormat() { static VertexFormat fmt(VertexAttrib(VA_POSITION, 3, GL_FLOAT, 8 * sizeof(GLfloat), (void*)0), VertexAttrib(VA_NORMAL, 3, GL_FLOAT, 8 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat))), VertexAttrib(VA_TEXCOORD, 2, GL_FLOAT, 8 * sizeof(GLfloat), (void*)(6 * sizeof(GLfloat)))); return fmt; }
void Model_Sonic::evaluatePrimitive(Primitive &primitive) { /* Create the actual IBO and VBO structures. */ if (primitive.invalid || primitive.indices.empty() || primitive.vertices.empty()) return; // Create the index buffer primitive.indexBuffer.setSize(primitive.indices.size(), sizeof(uint16), GL_UNSIGNED_SHORT); uint16 *indices = (uint16 *) primitive.indexBuffer.getData(); memcpy(indices, &primitive.indices[0], primitive.indices.size() * sizeof(uint16)); // Create vertex buffer VertexDecl vertexDecl; vertexDecl.push_back(VertexAttrib(VPOSITION, 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VNORMAL , 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VCOLOR , 4, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VTCOORD , 2, GL_FLOAT)); primitive.vertexBuffer.setVertexDeclInterleave(primitive.vertices.size(), vertexDecl); float *vData = (float *) primitive.vertexBuffer.getData(); for (PrimitiveVertices::const_iterator v = primitive.vertices.begin(); v != primitive.vertices.end(); ++v) { /* To get the absolute position of the vertex, transform it by the absolute * position of its base node. Use an identity matrix as a fallback. */ // TODO: For some primitives, we need to calculate the weighted average of several matrices Common::TransformationMatrix matrix; if (!v->nodes.empty() && v->nodes[0].node) matrix = v->nodes[0].node->getAsolutePosition(); const Common::Vector3 pos = matrix * v->vertex; *vData++ = pos[0]; *vData++ = pos[1]; *vData++ = pos[2]; *vData++ = v->normal[0]; *vData++ = v->normal[1]; *vData++ = v->normal[2]; *vData++ = v->color[0]; *vData++ = v->color[1]; *vData++ = v->color[2]; *vData++ = v->color[3]; *vData++ = v->texCoord[0]; *vData++ = v->texCoord[1]; } }
VertexDecl const * RouteVertex::getVertexDecl() { static VertexAttrib attrs [] = { VertexAttrib(ESemPosition, vertexOffset, EFloat, 3, sizeof(RouteVertex)), VertexAttrib(ESemNormal, normalOffset, EFloat, 2, sizeof(RouteVertex)), VertexAttrib(ESemLength, lengthOffset, EFloat, 3, sizeof(RouteVertex)) }; static VertexDecl vd(attrs, ARRAY_SIZE(attrs)); return &vd; }
// We need to make a default VertexAttrib to record the request to disable the location void Vao::Layout::disableVertexAttribArray( GLuint index ) { VertexAttrib *existing; if( findVertexAttribForLocation( index, &existing ) ) { existing->mEnabled = false; } else { mVertexAttribs.emplace_back( index, VertexAttrib() ); mVertexAttribs.back().second.mEnabled = false; } }
/** * Configures this color in the OpenGL context. */ void Bind() const { #ifdef USE_GLSL VertexAttrib(OpenGL::Attribute::COLOR); #elif defined(HAVE_GLES) /* on Android, glColor4ub() is not implemented, and we're forced to use floating point math for something as trivial as configuring a RGB color value */ glColor4x(r, g, b, a); #else glColor4ub(r, g, b, a); #endif }
Shader::Shader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes) : _name(name) { assert(attributes); GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); for (int idx = 0; attributes[idx]; ++idx) { glBindAttribLocation(shaderProgram, idx, attributes[idx]); _attributes.push_back(VertexAttrib(idx, attributes[idx])); } glLinkProgram(shaderProgram); _shaderNo = shaderProgram; _uniforms = new Common::HashMap<Common::String, GLint>(); }
Shader::Shader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes) : _name(name) { assert(attributes); GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); for (int idx = 0; attributes[idx]; ++idx) { glBindAttribLocation(shaderProgram, idx, attributes[idx]); _attributes.push_back(VertexAttrib(idx, attributes[idx])); } glLinkProgram(shaderProgram); glDetachShader(shaderProgram, vertexShader); glDetachShader(shaderProgram, fragmentShader); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); _shaderNo = Common::SharedPtr<GLuint>(new GLuint(shaderProgram), SharedPtrProgramDeleter()); _uniforms = Common::SharedPtr<UniformsMap>(new UniformsMap()); }
void ModelNode_Witcher::readTexturePaint(Model_Witcher::ParserContext &ctx) { uint32 layersOffset, layersCount; Model::readArrayDef(*ctx.mdb, layersOffset, layersCount); ctx.mdb->skip(28); // Unknown uint32 offMeshArrays = ctx.mdb->readUint32LE(); uint32 sectorID0 = ctx.mdb->readUint32LE(); uint32 sectorID1 = ctx.mdb->readUint32LE(); uint32 sectorID2 = ctx.mdb->readUint32LE(); uint32 sectorID3 = ctx.mdb->readUint32LE(); float boundingMin[3], boundingMax[3]; boundingMin[0] = ctx.mdb->readIEEEFloatLE(); boundingMin[1] = ctx.mdb->readIEEEFloatLE(); boundingMin[2] = ctx.mdb->readIEEEFloatLE(); boundingMax[0] = ctx.mdb->readIEEEFloatLE(); boundingMax[1] = ctx.mdb->readIEEEFloatLE(); boundingMax[2] = ctx.mdb->readIEEEFloatLE(); _diffuse[0] = ctx.mdb->readIEEEFloatLE(); _diffuse[1] = ctx.mdb->readIEEEFloatLE(); _diffuse[2] = ctx.mdb->readIEEEFloatLE(); _ambient[0] = ctx.mdb->readIEEEFloatLE(); _ambient[1] = ctx.mdb->readIEEEFloatLE(); _ambient[2] = ctx.mdb->readIEEEFloatLE(); float textureTransRot[3]; textureTransRot[0] = ctx.mdb->readIEEEFloatLE(); textureTransRot[1] = ctx.mdb->readIEEEFloatLE(); textureTransRot[2] = ctx.mdb->readIEEEFloatLE(); _shadow = ctx.mdb->readUint32LE() == 1; _render = ctx.mdb->readUint32LE() == 1; bool tileFade = ctx.mdb->readUint32LE() == 1; bool controlFade = ctx.mdb->readByte() == 1; bool lightMapped = ctx.mdb->readByte() == 1; bool rotateTexture = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float transparencyShift = ctx.mdb->readIEEEFloatLE(); uint32 defaultRenderList = ctx.mdb->readUint32LE(); uint32 fourCC = ctx.mdb->readUint32BE(); ctx.mdb->skip(4); // Unknown float depthOffset = ctx.mdb->readIEEEFloatLE(); uint32 blendGroup = ctx.mdb->readUint32LE(); bool dayNightLightMaps = ctx.mdb->readByte() == 1; Common::UString dayNightTransition = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 200); bool ignoreHitCheck = ctx.mdb->readByte() == 1; bool needsReflection = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float reflectionPlaneNormal[3]; reflectionPlaneNormal[0] = ctx.mdb->readIEEEFloatLE(); reflectionPlaneNormal[1] = ctx.mdb->readIEEEFloatLE(); reflectionPlaneNormal[2] = ctx.mdb->readIEEEFloatLE(); float reflectionPlaneDistance = ctx.mdb->readIEEEFloatLE(); bool fadeOnCameraCollision = ctx.mdb->readByte() == 1; bool noSelfShadow = ctx.mdb->readByte() == 1; bool isReflected = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float detailMapScape = ctx.mdb->readIEEEFloatLE(); bool onlyReflected = ctx.mdb->readByte() == 1; Common::UString lightMapName = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 64); bool canDecal = ctx.mdb->readByte() == 1; bool ignoreLODReflection = ctx.mdb->readByte() == 1; bool enableSpecular = ctx.mdb->readByte() == 1; uint32 endPos = ctx.mdb->seek(ctx.offRawData + offMeshArrays); ctx.mdb->skip(4); uint32 vertexOffset, vertexCount; Model::readArrayDef(*ctx.mdb, vertexOffset, vertexCount); uint32 normalsOffset, normalsCount; Model::readArrayDef(*ctx.mdb, normalsOffset, normalsCount); uint32 tangentsOffset, tangentsCount; Model::readArrayDef(*ctx.mdb, tangentsOffset, tangentsCount); uint32 biNormalsOffset, biNormalsCount; Model::readArrayDef(*ctx.mdb, biNormalsOffset, biNormalsCount); uint32 tVertsOffset[4], tVertsCount[4]; for (uint t = 0; t < 4; t++) Model::readArrayDef(*ctx.mdb, tVertsOffset[t], tVertsCount[t]); uint32 unknownOffset, unknownCount; Model::readArrayDef(*ctx.mdb, unknownOffset, unknownCount); uint32 facesOffset, facesCount; Model::readArrayDef(*ctx.mdb, facesOffset, facesCount); if ((vertexCount == 0) || (facesCount == 0)) { ctx.mdb->seek(endPos); return; } std::vector<TexturePaintLayer> layers; layers.resize(layersCount); for (uint32 l = 0; l < layersCount; l++) { ctx.mdb->seek(ctx.offRawData + layersOffset + l * 52); layers[l].hasTexture = ctx.mdb->readByte() == 1; if (!layers[l].hasTexture) continue; ctx.mdb->skip(3); // Unknown ctx.mdb->skip(4); // Offset to material layers[l].texture = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); uint32 weightsOffset, weightsCount; Model::readArrayDef(*ctx.mdb, weightsOffset, weightsCount); ctx.mdb->seek(ctx.offRawData + weightsOffset); layers[l].weights.resize(weightsCount); for (std::vector<float>::iterator w = layers[l].weights.begin(); w != layers[l].weights.end(); ++w) *w = ctx.mdb->readIEEEFloatLE(); } std::vector<Common::UString> textures; textures.push_back(lightMapName); evaluateTextures(1, textures, 0, tVertsCount, dayNightLightMaps, lightMapName); loadTextures(textures); size_t texCount = textures.size(); // Read vertices VertexDecl vertexDecl; vertexDecl.push_back(VertexAttrib(VPOSITION, 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VNORMAL , 3, GL_FLOAT)); for (uint t = 0; t < texCount; t++) vertexDecl.push_back(VertexAttrib(VTCOORD + t, 2, GL_FLOAT)); _vertexBuffer.setVertexDeclLinear(vertexCount, vertexDecl); // Read vertex position ctx.mdb->seek(ctx.offRawData + vertexOffset); float *v = reinterpret_cast<float *>(_vertexBuffer.getData(0)); for (uint32 i = 0; i < vertexCount; i++) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } // Read vertex normals assert(normalsCount == vertexCount); ctx.mdb->seek(ctx.offRawData + normalsOffset); v = reinterpret_cast<float *>(_vertexBuffer.getData(1)); for (uint32 i = 0; i < normalsCount; i++) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } // Read texture coordinates for (uint t = 0; t < texCount; t++) { ctx.mdb->seek(ctx.offRawData + tVertsOffset[t]); v = reinterpret_cast<float *>(_vertexBuffer.getData(2 + t)); for (uint32 i = 0; i < tVertsCount[t]; i++) { if (i < tVertsCount[t]) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } else { *v++ = 0.0f; *v++ = 0.0f; } } } // Read faces _indexBuffer.setSize(facesCount * 3, sizeof(uint32), GL_UNSIGNED_INT); ctx.mdb->seek(ctx.offRawData + facesOffset); uint32 *f = reinterpret_cast<uint32 *>(_indexBuffer.getData()); for (uint32 i = 0; i < facesCount; i++) { // Vertex indices *f++ = ctx.mdb->readUint32LE(); *f++ = ctx.mdb->readUint32LE(); *f++ = ctx.mdb->readUint32LE(); ctx.mdb->skip(68); // Unknown } createBound(); ctx.mdb->seek(endPos); }
void ModelNode_Witcher::readMesh(Model_Witcher::ParserContext &ctx) { ctx.mdb->skip(4); // Function pointer ctx.mdb->skip(4); // Unknown uint32 offMeshArrays = ctx.mdb->readUint32LE(); ctx.mdb->skip(4); // Unknown float boundingMin[3], boundingMax[3]; boundingMin[0] = ctx.mdb->readIEEEFloatLE(); boundingMin[1] = ctx.mdb->readIEEEFloatLE(); boundingMin[2] = ctx.mdb->readIEEEFloatLE(); boundingMax[0] = ctx.mdb->readIEEEFloatLE(); boundingMax[1] = ctx.mdb->readIEEEFloatLE(); boundingMax[2] = ctx.mdb->readIEEEFloatLE(); ctx.mdb->skip(28); // Unknown float volFogScale = ctx.mdb->readIEEEFloatLE(); ctx.mdb->skip(16); // Unknown _diffuse[0] = ctx.mdb->readIEEEFloatLE(); _diffuse[1] = ctx.mdb->readIEEEFloatLE(); _diffuse[2] = ctx.mdb->readIEEEFloatLE(); _ambient[0] = ctx.mdb->readIEEEFloatLE(); _ambient[1] = ctx.mdb->readIEEEFloatLE(); _ambient[2] = ctx.mdb->readIEEEFloatLE(); float textureTransRot[3]; textureTransRot[0] = ctx.mdb->readIEEEFloatLE(); textureTransRot[1] = ctx.mdb->readIEEEFloatLE(); textureTransRot[2] = ctx.mdb->readIEEEFloatLE(); _shininess = ctx.mdb->readIEEEFloatLE(); _shadow = ctx.mdb->readUint32LE() == 1; _beaming = ctx.mdb->readUint32LE() == 1; _render = ctx.mdb->readUint32LE() == 1; _hasTransparencyHint = true; _transparencyHint = ctx.mdb->readUint32LE() == 1; ctx.mdb->skip(4); // Unknown Common::UString texture[4]; for (int t = 0; t < 4; t++) { texture[t] = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 64); if (texture[t] == "NULL") texture[t].clear(); } bool tileFade = ctx.mdb->readUint32LE() == 1; bool controlFade = ctx.mdb->readByte() == 1; bool lightMapped = ctx.mdb->readByte() == 1; bool rotateTexture = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float transparencyShift = ctx.mdb->readIEEEFloatLE(); uint32 defaultRenderList = ctx.mdb->readUint32LE(); uint32 preserveVColors = ctx.mdb->readUint32LE(); uint32 fourCC = ctx.mdb->readUint32BE(); ctx.mdb->skip(4); // Unknown float depthOffset = ctx.mdb->readIEEEFloatLE(); float coronaCenterMult = ctx.mdb->readIEEEFloatLE(); float fadeStartDistance = ctx.mdb->readIEEEFloatLE(); bool distFromScreenCenterFace = ctx.mdb->readByte() == 1; ctx.mdb->skip(3); // Unknown float enlargeStartDistance = ctx.mdb->readIEEEFloatLE(); bool affectedByWind = ctx.mdb->readByte() == 1; ctx.mdb->skip(3); // Unknown float dampFactor = ctx.mdb->readIEEEFloatLE(); uint32 blendGroup = ctx.mdb->readUint32LE(); bool dayNightLightMaps = ctx.mdb->readByte() == 1; Common::UString dayNightTransition = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 200); bool ignoreHitCheck = ctx.mdb->readByte() == 1; bool needsReflection = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float reflectionPlaneNormal[3]; reflectionPlaneNormal[0] = ctx.mdb->readIEEEFloatLE(); reflectionPlaneNormal[1] = ctx.mdb->readIEEEFloatLE(); reflectionPlaneNormal[2] = ctx.mdb->readIEEEFloatLE(); float reflectionPlaneDistance = ctx.mdb->readIEEEFloatLE(); bool fadeOnCameraCollision = ctx.mdb->readByte() == 1; bool noSelfShadow = ctx.mdb->readByte() == 1; bool isReflected = ctx.mdb->readByte() == 1; bool onlyReflected = ctx.mdb->readByte() == 1; Common::UString lightMapName = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 64); bool canDecal = ctx.mdb->readByte() == 1; bool multiBillBoard = ctx.mdb->readByte() == 1; bool ignoreLODReflection = ctx.mdb->readByte() == 1; ctx.mdb->skip(1); // Unknown float detailMapScape = ctx.mdb->readIEEEFloatLE(); ctx.offTextureInfo = ctx.mdb->readUint32LE(); uint32 endPos = ctx.mdb->seek(ctx.offRawData + offMeshArrays); ctx.mdb->skip(4); uint32 vertexOffset, vertexCount; Model::readArrayDef(*ctx.mdb, vertexOffset, vertexCount); uint32 normalsOffset, normalsCount; Model::readArrayDef(*ctx.mdb, normalsOffset, normalsCount); uint32 tangentsOffset, tangentsCount; Model::readArrayDef(*ctx.mdb, tangentsOffset, tangentsCount); uint32 biNormalsOffset, biNormalsCount; Model::readArrayDef(*ctx.mdb, biNormalsOffset, biNormalsCount); uint32 tVertsOffset[4], tVertsCount[4]; for (uint t = 0; t < 4; t++) Model::readArrayDef(*ctx.mdb, tVertsOffset[t], tVertsCount[t]); uint32 unknownOffset, unknownCount; Model::readArrayDef(*ctx.mdb, unknownOffset, unknownCount); uint32 facesOffset, facesCount; Model::readArrayDef(*ctx.mdb, facesOffset, facesCount); if (ctx.fileVersion == 133) ctx.offTexData = ctx.mdb->readUint32LE(); if ((vertexCount == 0) || (facesCount == 0)) { ctx.mdb->seek(endPos); return; } std::vector<Common::UString> textures; readTextures(ctx, textures); evaluateTextures(4, textures, texture, tVertsCount, dayNightLightMaps, lightMapName); loadTextures(textures); size_t texCount = textures.size(); // Read vertices VertexDecl vertexDecl; vertexDecl.push_back(VertexAttrib(VPOSITION, 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VNORMAL , 3, GL_FLOAT)); for (uint t = 0; t < texCount; t++) vertexDecl.push_back(VertexAttrib(VTCOORD + t, 2, GL_FLOAT)); _vertexBuffer.setVertexDeclLinear(vertexCount, vertexDecl); // Read vertex position ctx.mdb->seek(ctx.offRawData + vertexOffset); float *v = reinterpret_cast<float *>(_vertexBuffer.getData(0)); for (uint32 i = 0; i < vertexCount; i++) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } // Read vertex normals assert(normalsCount == vertexCount); ctx.mdb->seek(ctx.offRawData + normalsOffset); v = reinterpret_cast<float *>(_vertexBuffer.getData(1)); for (uint32 i = 0; i < normalsCount; i++) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } // Read texture coordinates for (uint t = 0; t < texCount; t++) { ctx.mdb->seek(ctx.offRawData + tVertsOffset[t]); v = reinterpret_cast<float *>(_vertexBuffer.getData(2 + t)); for (uint32 i = 0; i < tVertsCount[t]; i++) { if (i < tVertsCount[t]) { *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); } else { *v++ = 0.0f; *v++ = 0.0f; } } } // Read faces _indexBuffer.setSize(facesCount * 3, sizeof(uint32), GL_UNSIGNED_INT); ctx.mdb->seek(ctx.offRawData + facesOffset); uint32 *f = reinterpret_cast<uint32 *>(_indexBuffer.getData()); for (uint32 i = 0; i < facesCount; i++) { ctx.mdb->skip(4 * 4 + 4); if (ctx.fileVersion == 133) ctx.mdb->skip(3 * 4); // Vertex indices *f++ = ctx.mdb->readUint32LE(); *f++ = ctx.mdb->readUint32LE(); *f++ = ctx.mdb->readUint32LE(); if (ctx.fileVersion == 133) ctx.mdb->skip(4); } createBound(); ctx.mdb->seek(endPos); }
Int32 Shader::registerVertexAttrib (const DataUnit &unit, const CharString &name) { attribs.pushBack( VertexAttrib( unit, name )); return (Int32) attribs.size()-1; }
void ModelNode_KotOR::readMesh(Model_KotOR::ParserContext &ctx) { size_t P = ctx.mdl->pos(); ctx.mdl->skip(8); // Function pointers uint32 facesOffset, facesCount; Model::readArrayDef(*ctx.mdl, facesOffset, facesCount); float boundingMin[3], boundingMax[3]; boundingMin[0] = ctx.mdl->readIEEEFloatLE(); boundingMin[1] = ctx.mdl->readIEEEFloatLE(); boundingMin[2] = ctx.mdl->readIEEEFloatLE(); boundingMax[0] = ctx.mdl->readIEEEFloatLE(); boundingMax[1] = ctx.mdl->readIEEEFloatLE(); boundingMax[2] = ctx.mdl->readIEEEFloatLE(); float radius = ctx.mdl->readIEEEFloatLE(); float pointsAverage[3]; pointsAverage[0] = ctx.mdl->readIEEEFloatLE(); pointsAverage[1] = ctx.mdl->readIEEEFloatLE(); pointsAverage[2] = ctx.mdl->readIEEEFloatLE(); _diffuse[0] = ctx.mdl->readIEEEFloatLE(); _diffuse[1] = ctx.mdl->readIEEEFloatLE(); _diffuse[2] = ctx.mdl->readIEEEFloatLE(); _ambient[0] = ctx.mdl->readIEEEFloatLE(); _ambient[1] = ctx.mdl->readIEEEFloatLE(); _ambient[2] = ctx.mdl->readIEEEFloatLE(); _specular[0] = 0; _specular[1] = 0; _specular[2] = 0; uint32 transparencyHint = ctx.mdl->readUint32LE(); _hasTransparencyHint = true; _transparencyHint = (transparencyHint != 0); std::vector<Common::UString> textures; textures.push_back(Common::readStringFixed(*ctx.mdl, Common::kEncodingASCII, 32)); textures.push_back(Common::readStringFixed(*ctx.mdl, Common::kEncodingASCII, 32)); ctx.mdl->skip(24); // Unknown ctx.mdl->skip(12); // Vertex indices counts uint32 offOffVerts, offOffVertsCount; Model::readArrayDef(*ctx.mdl, offOffVerts, offOffVertsCount); if (offOffVertsCount > 1) throw Common::Exception("Face offsets offsets count wrong (%d)", offOffVertsCount); ctx.mdl->skip(12); // Unknown ctx.mdl->skip(24 + 16); // Unknown uint32 mdxStructSize = ctx.mdl->readUint32LE(); ctx.mdl->skip(8); // Unknown uint32 offNormals = ctx.mdl->readUint32LE(); ctx.mdl->skip(4); // Unknown uint32 offUV[2]; offUV[0] = ctx.mdl->readUint32LE(); offUV[1] = ctx.mdl->readUint32LE(); ctx.mdl->skip(24); // Unknown uint16 vertexCount = ctx.mdl->readUint16LE(); uint16 textureCount = ctx.mdl->readUint16LE(); ctx.mdl->skip(2); byte unknownFlag1 = ctx.mdl->readByte(); _shadow = ctx.mdl->readByte() == 1; byte unknownFlag2 = ctx.mdl->readByte(); _render = ctx.mdl->readByte() == 1; ctx.mdl->skip(10); if (ctx.kotor2) ctx.mdl->skip(8); uint32 offNodeData = ctx.mdl->readUint32LE(); ctx.mdl->skip(4); if ((offOffVertsCount < 1) || (vertexCount == 0) || (facesCount == 0)) return; uint32 endPos = ctx.mdl->pos(); if (textureCount > 2) { warning("Model_KotOR::readMesh(): textureCount > 2 (%d)", textureCount); textureCount = 2; } if ((textureCount > 0) && !ctx.texture.empty()) textures[0] = ctx.texture; textures.resize(textureCount); loadTextures(textures); // Read vertices (interleaved) VertexDecl vertexDecl; vertexDecl.push_back(VertexAttrib(VPOSITION, 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VNORMAL , 3, GL_FLOAT)); for (uint t = 0; t < textureCount; t++) vertexDecl.push_back(VertexAttrib(VTCOORD + t , 2, GL_FLOAT)); _vertexBuffer.setVertexDeclInterleave(vertexCount, vertexDecl); float *v = reinterpret_cast<float *>(_vertexBuffer.getData()); for (uint32 i = 0; i < vertexCount; i++) { // Position ctx.mdx->seek(offNodeData + i * mdxStructSize); *v++ = ctx.mdx->readIEEEFloatLE(); *v++ = ctx.mdx->readIEEEFloatLE(); *v++ = ctx.mdx->readIEEEFloatLE(); // Normal //ctx.mdx->seek(offNodeData + i * mdxStructSize + offNormals); *v++ = ctx.mdx->readIEEEFloatLE(); *v++ = ctx.mdx->readIEEEFloatLE(); *v++ = ctx.mdx->readIEEEFloatLE(); // TexCoords for (uint16 t = 0; t < textureCount; t++) { if (offUV[t] != 0xFFFFFFFF) { ctx.mdx->seek(offNodeData + i * mdxStructSize + offUV[t]); *v++ = ctx.mdx->readIEEEFloatLE(); *v++ = ctx.mdx->readIEEEFloatLE(); } else { *v++ = 0.0f; *v++ = 0.0f; } } } // Read faces ctx.mdl->seek(ctx.offModelData + offOffVerts); uint32 offVerts = ctx.mdl->readUint32LE(); ctx.mdl->seek(ctx.offModelData + offVerts); _indexBuffer.setSize(facesCount * 3, sizeof(uint16), GL_UNSIGNED_SHORT); uint16 *f = reinterpret_cast<uint16 *>(_indexBuffer.getData()); for (uint32 i = 0; i < facesCount * 3; i++) f[i] = ctx.mdl->readUint16LE(); createBound(); ctx.mdl->seek(endPos); }
const VertexFormat& VertexPositionColor::GetFormat() { static VertexFormat fmt(VertexAttrib(VA_POSITION, 3, GL_FLOAT, 7 * sizeof(GLfloat), (void*)0), VertexAttrib(VA_COLOR, 4, GL_FLOAT, 7 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)))); return fmt; }
const VertexFormat& VertexPosition::GetFormat() { static VertexFormat fmt(VertexAttrib(VA_POSITION, 3, GL_FLOAT, 3 * sizeof(GLfloat), (void*)0)); return fmt; }
bool ModelNode_NWN2::loadSkin(Model_NWN2::ParserContext &ctx) { uint32 tag = ctx.mdb->readUint32BE(); if (tag != kSkinID) throw Common::Exception("Invalid skin packet signature (%s)", Common::debugTag(tag).c_str()); uint32 packetSize = ctx.mdb->readUint32LE(); _name = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); // Skipping lower level of detail models if (_name.endsWith("_L01") || _name.endsWith("_L02")) return false; Common::UString skeletonName = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); Common::UString diffuseMap = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); Common::UString normalMap = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); _tintMap = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); Common::UString glowMap = Common::readStringFixed(*ctx.mdb, Common::kEncodingASCII, 32); _diffuse [0] = ctx.mdb->readIEEEFloatLE(); _diffuse [1] = ctx.mdb->readIEEEFloatLE(); _diffuse [2] = ctx.mdb->readIEEEFloatLE(); _specular[0] = ctx.mdb->readIEEEFloatLE(); _specular[1] = ctx.mdb->readIEEEFloatLE(); _specular[2] = ctx.mdb->readIEEEFloatLE(); float specularPower = ctx.mdb->readIEEEFloatLE(); float specularValue = ctx.mdb->readIEEEFloatLE(); uint32 textureFlags = ctx.mdb->readUint32LE(); uint32 vertexCount = ctx.mdb->readUint32LE(); uint32 facesCount = ctx.mdb->readUint32LE(); if ((vertexCount == 0) || (facesCount == 0)) return false; std::vector<Common::UString> textures; textures.push_back(diffuseMap); loadTextures(textures); // Read vertices (interleaved) VertexDecl vertexDecl; vertexDecl.push_back(VertexAttrib(VPOSITION, 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VNORMAL , 3, GL_FLOAT)); vertexDecl.push_back(VertexAttrib(VTCOORD , 3, GL_FLOAT)); if (!_tintMap.empty()) vertexDecl.push_back(VertexAttrib(VTCOORD + 1, 3, GL_FLOAT)); _vertexBuffer.setVertexDeclInterleave(vertexCount, vertexDecl); float *v = (float *) _vertexBuffer.getData(); for (uint32 i = 0; i < vertexCount; i++) { // Position *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); // Normal *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); ctx.mdb->skip(4 * 4); // Bone weights ctx.mdb->skip(4 * 1); // Bone indices ctx.mdb->skip(3 * 4); // Tangent ctx.mdb->skip(3 * 4); // Binormal // TexCoords *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); *v++ = ctx.mdb->readIEEEFloatLE(); // TintMap TexCoords if (!_tintMap.empty()) { v[0] = v[-3]; v[1] = v[-2]; v[2] = v[-1]; v += 3; } ctx.mdb->skip(4); // Bone count } // Read faces _indexBuffer.setSize(facesCount * 3, sizeof(uint16), GL_UNSIGNED_SHORT); uint16 *f = (uint16 *) _indexBuffer.getData(); for (uint32 i = 0; i < facesCount * 3; i++) f[i] = ctx.mdb->readUint16LE(); createBound(); _render = true; return true; }