コード例 #1
0
ファイル: mdc.cpp プロジェクト: ChunHungLiu/GtkRadiant
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;
}
コード例 #2
0
ファイル: md2.cpp プロジェクト: xonotic/netradient
void MD2Surface_read( Model& model, const byte* buffer, ArchiveFile& file ){
	Surface& surface = model.newSurface();
	md2Header_t header;
	{
		PointerInputStream inputStream( buffer );
		istream_read_md2Header( inputStream, header );
	}

	{

		md2Frame_t frame;
		PointerInputStream frameStream( buffer + header.ofs_frames );
		istream_read_md2Frame( frameStream, frame );


		surface.indices().reserve( header.num_tris * 3 );

		Array<md2XyzNormal_t> md2Xyz( header.num_xyz );
		for ( Array<md2XyzNormal_t>::iterator i = md2Xyz.begin(); i != md2Xyz.end(); ++i )
		{
			istream_read_md2XyzNormal( frameStream, *i );
		}

		Array<md2St_t> md2St( header.num_st );
		PointerInputStream stStream( buffer + header.ofs_st );
		for ( Array<md2St_t>::iterator i = md2St.begin(); i != md2St.end(); ++i )
		{
			istream_read_md2St( stStream, *i );
		}

		UniqueVertexBuffer<ArbitraryMeshVertex> inserter( surface.vertices() );
		inserter.reserve( header.num_st );

		PointerInputStream triangleStream( buffer + header.ofs_tris );
		for ( int i = 0; i < header.num_tris; ++i )
		{
			md2Triangle_t triangle;
			istream_read_md2Triangle( triangleStream, triangle );
			surface.indices().insert( inserter.insert( MD2Vertex_construct( &header, &frame, &md2Xyz[triangle.index_xyz[0]], &md2St[triangle.index_st[0]] ) ) );
			surface.indices().insert( inserter.insert( MD2Vertex_construct( &header, &frame, &md2Xyz[triangle.index_xyz[1]], &md2St[triangle.index_st[1]] ) ) );
			surface.indices().insert( inserter.insert( MD2Vertex_construct( &header, &frame, &md2Xyz[triangle.index_xyz[2]], &md2St[triangle.index_st[2]] ) ) );
		}
	}

	char skinname[MD2_MAX_SKINNAME];
	char skinnameRelative[MD2_MAX_SKINNAME];
	char path[MD2_MAX_SKINNAME];
	int i = MD2_MAX_SKINNAME;
	PointerInputStream inputStream( buffer + header.ofs_skins );
	inputStream.read( reinterpret_cast<byte*>( skinnameRelative ), MD2_MAX_SKINNAME );
	// relative texture path - allows moving of models in game dir structure without changing the skinpath
	// e.g. used in ufo:ai
	if ( skinnameRelative[0] == '.' ) {
		strncpy( path, file.getName(), MD2_MAX_SKINNAME );
		for (; i--; )
		{
			// skip filename
			if ( path[i] == '/' || path[i] == '\\' ) {
				break;
			}
			path[i] = '\0';
		}
//	globalErrorStream() << "modified skinname: " << path << " (path) and " << skinnameRelative << " (texture)" << "\n";
		snprintf( skinname, MD2_MAX_SKINNAME, "%s%s", path, &skinnameRelative[1] );
//	globalErrorStream() << skinname << "\n";
	}
	else
	{
		strcpy( skinname, skinnameRelative );
	}
	surface.setShader( skinname );
	surface.updateAABB();
}