libvitaboy: Completely working model renderer. No animation as of yet.

This commit is contained in:
Fatbag 2012-02-13 20:55:19 -06:00
parent 860f67d522
commit 048a5ca2b2
3 changed files with 238 additions and 93 deletions

View file

@ -22,30 +22,37 @@ bool keys[256] = {0}; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
float zoom = -4;
float zoom = -10;
struct CharacterPlacement_t {
Vertex_t Translation;
Vertex_t Rotation;
};
CharacterPlacement_t Character = {{0,0,0}, {0,0,0}};
GLuint texture[2]; // Storage For One Texture ( NEW )
enum { Texture_Head, Texture_Body };
CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
Skeleton_t Skeleton;
Mesh_t HeadMesh, BodyMesh;
bool DrawMesh = true;
unsigned TextureCount = 3;
GLuint texture[3]; // Storage For One Texture ( NEW )
enum { Texture_Body, Texture_Head, Texture_Hand };
const char* TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
unsigned MeshCount = 4;
Mesh_t Meshes[4];
enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
const char* MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
bool ShowMesh = true;
bool ShowSkeleton = true;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
for(int i=0; i<2; i++){
for(int i=0; i<3; i++){
/* load an image file directly as a new OpenGL texture */
texture[i] = SOIL_load_OGL_texture((i==0) ? "head.jpg" : "body.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
texture[i] = SOIL_load_OGL_texture(TexturePaths[i], SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
if(texture[i] == 0)
return false;
@ -85,11 +92,9 @@ int InitGL(void) // All Setup For OpenGL Goes Here
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glPointSize(5.0);
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glEnable(GL_CULL_FACE);
glEnable(GL_RESCALE_NORMAL);
@ -99,36 +104,105 @@ int InitGL(void) // All Setup For OpenGL Goes Here
return TRUE; // Initialization Went OK
}
void DrawBonesMesh(Bone_t& Bone){
void TransformVertices(Bone_t& Bone){
glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float RotationMatrix[16];
FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
glMultMatrixf(RotationMatrix);
float Matrix[16];
FindQuaternionMatrix(Matrix, &Bone.Rotation);
glMultMatrixf(Matrix);
unsigned MeshIndex = 0;
unsigned BoneIndex;
if(!strcmp(Bone.Name, "HEAD")){
glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexData);
glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexNorms);
glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), HeadMesh.TextureVertexData);
glDrawElements(GL_TRIANGLES, HeadMesh.FaceCount*3, GL_UNSIGNED_INT, HeadMesh.FaceData);
}else{
glBindTexture(GL_TEXTURE_2D, texture[1]);
glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexData);
glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexNorms);
glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), BodyMesh.TextureVertexData);
glDrawElements(GL_TRIANGLES, BodyMesh.FaceCount*3, GL_UNSIGNED_INT, BodyMesh.FaceData);
for(unsigned i=1; i<MeshCount; i++){
if(!strcmp(Bone.Name, MeshActivate[i])){
MeshIndex = i;
break;
}
}
Mesh_t& Mesh = Meshes[MeshIndex];
for(BoneIndex=0; BoneIndex<Mesh.BindingCount; BoneIndex++){
if(!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
break;
}
if(BoneIndex < Mesh.BindingCount){
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].FixedVertexCount; i++){
glTranslatef(Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x = Matrix[12];
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y = Matrix[13];
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z = Matrix[14];
glTranslatef(-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
}
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendedVertexCount; i++){
glTranslatef(Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[12];
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[13];
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[14];
glTranslatef(-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
}
}
for(unsigned i=0; i<Bone.ChildrenCount; i++){
glPushMatrix();
DrawBonesMesh(*Bone.Children[i]);
TransformVertices(*Bone.Children[i]);
glPopMatrix();
}
}
void BlendVertices(){
for(unsigned i=0; i<MeshCount; i++){
Mesh_t& Mesh = Meshes[i];
for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].x;
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].y;
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].z;
}
}
}
void DrawMeshes(){
glPointSize(2.0);
glColor3f(1.0, 1.0, 1.0);
glPushMatrix();
glLoadIdentity();
TransformVertices(Skeleton.Bones[0]);
glPopMatrix();
BlendVertices();
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for(unsigned i=0; i<MeshCount; i++){
glBindTexture(GL_TEXTURE_2D, texture[Mesh_UseTexture[i]]);
glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), Meshes[i].TransformedVertexData);
glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), Meshes[i].TransformedTextureData);
glDrawElements(GL_TRIANGLES, Meshes[i].FaceCount*3, GL_UNSIGNED_INT, Meshes[i].FaceData);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
void DrawBonesSkeleton(Bone_t& Bone){
glPointSize(5.0);
glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float RotationMatrix[16];
FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
@ -140,7 +214,7 @@ void DrawBonesSkeleton(Bone_t& Bone){
glColor3f(1.0, 1.0, 0.0);
else
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POINTS); glVertex2f(0, 0); glEnd();
glBegin(GL_POINTS); glVertex3f(0, 0, 0); glEnd();
for(unsigned i=0; i<Bone.ChildrenCount; i++){
glPushMatrix();
@ -159,6 +233,10 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
if(keys[VK_RIGHT]){ if((Character.Rotation.y+=1.0f) >=360) Character.Rotation.y-=360; }
if(keys['X']){ if((Character.Rotation.z-=1.0f) <=-360) Character.Rotation.z+=360; }
if(keys['Z']){ if((Character.Rotation.z+=1.0f) >=360) Character.Rotation.z-=360; }
if(keys['K']){ Character.Translation.y-=0.05f; }
if(keys['I']){ Character.Translation.y+=0.05f; }
if(keys['J']){ Character.Translation.x-=0.05f; }
if(keys['L']){ Character.Translation.x+=0.05f; }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
@ -168,18 +246,11 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
glRotatef(Character.Rotation.y,0.0f,1.0f,0.0f);
glRotatef(Character.Rotation.z,0.0f,0.0f,1.0f);
if(DrawMesh){
if(ShowMesh){
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1.0, 1.0, 1.0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
DrawBonesMesh(Skeleton.Bones[0]);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
DrawMeshes();
}
if(ShowSkeleton){
@ -238,7 +309,7 @@ void KillGLWindow(void) // Properly Kill The Window
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
BOOL CreateGLWindow(const char * title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
@ -463,10 +534,10 @@ LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
int WINAPI WinMain( HINSTANCE, // Instance
HINSTANCE, // Previous Instance
LPSTR, // Command Line Parameters
int) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
@ -506,31 +577,6 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
VBFile.set(InData, FileSize);
ReadSkeleton(Skeleton);
free(InData);
hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "The head.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(HeadMesh);
free(InData);
hFile = CreateFile("body.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
@ -548,13 +594,88 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "The body.mesh could not be read.", "Error", MB_OK);
MessageBox(NULL, "body.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(BodyMesh);
ReadMesh(Meshes[0]);
free(InData);
hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "head.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[1]);
free(InData);
hFile = CreateFile("lhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "lhand.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "lhand.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for lhand.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "lhand.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[2]);
free(InData);
hFile = CreateFile("rhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "rhand.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "rhand.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for rhand.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "rhand.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[3]);
free(InData);
// Create Our OpenGL Window

View file

@ -185,12 +185,17 @@ struct Face_t {
struct BoneBinding_t {
unsigned BoneIndex;
unsigned FirstVertex;
unsigned VertexCount;
unsigned FirstFixedVertex;
unsigned FixedVertexCount;
unsigned FirstBlendedVertex;
unsigned BlendedVertexCount;
};
struct BlendData_t {
float Weight;
unsigned OtherVertex;
};
struct Mesh_t {
uint32_t Version;
uint32_t BoneCount;
@ -199,12 +204,16 @@ struct Mesh_t {
Face_t * FaceData;
uint32_t BindingCount;
BoneBinding_t * BoneBindings;
uint32_t TextureVertexCount;
uint32_t FixedVertexCount;
TextureVertex_t * TextureVertexData;
uint32_t BlendDataCount;
uint32_t VertexCount;
uint32_t BlendedVertexCount;
BlendData_t * BlendData;
uint32_t TotalVertexCount;
Vertex_t * VertexData;
Vertex_t * VertexNorms;
Vertex_t * TransformedVertexData;
Vertex_t * TransformedVertexNorms;
TextureVertex_t * TransformedTextureData;
};
void ReadMesh(Mesh_t& Mesh);

View file

@ -27,37 +27,52 @@ void ReadMesh(Mesh_t& Mesh){
printf("BindingCount: %u\n", Mesh.BindingCount);
for(unsigned i=0; i<Mesh.BindingCount; i++){
Mesh.BoneBindings[i].BoneIndex = VBFile.readint32();
Mesh.BoneBindings[i].FirstVertex = VBFile.readint32();
Mesh.BoneBindings[i].VertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstFixedVertex = VBFile.readint32();
Mesh.BoneBindings[i].FixedVertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstBlendedVertex = VBFile.readint32();
Mesh.BoneBindings[i].BlendedVertexCount = VBFile.readint32();
}
Mesh.TextureVertexCount = VBFile.readint32();
printf("TextureVertexCount: %u\n", Mesh.TextureVertexCount);
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.TextureVertexCount * sizeof(TextureVertex_t));
for(unsigned i=0; i<Mesh.TextureVertexCount; i++){
Mesh.FixedVertexCount = VBFile.readint32();
printf("FixedVertexCount: %u\n", Mesh.FixedVertexCount);
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.FixedVertexCount * sizeof(TextureVertex_t));
for(unsigned i=0; i<Mesh.FixedVertexCount; i++){
Mesh.TextureVertexData[i].u = VBFile.readfloat();
Mesh.TextureVertexData[i].v = VBFile.readfloat();
}
Mesh.BlendDataCount = VBFile.readint32();
printf("BlendDataCount: %u\n", Mesh.BlendDataCount);
for(unsigned i=0; i<Mesh.BlendDataCount; i++){
VBFile.readint32();
VBFile.readint32();
Mesh.BlendedVertexCount = VBFile.readint32();
printf("BlendedVertexCount: %u\n", Mesh.BlendedVertexCount);
Mesh.BlendData = (BlendData_t*) malloc(Mesh.BlendedVertexCount * sizeof(BlendData_t));
for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
Mesh.BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
Mesh.BlendData[i].OtherVertex = VBFile.readint32();
}
Mesh.VertexCount = VBFile.readint32();
printf("VertexCount: %u\n", Mesh.VertexCount);
Mesh.VertexData = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
Mesh.VertexNorms = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
for(unsigned i=0; i<Mesh.VertexCount; i++){
Mesh.TotalVertexCount = VBFile.readint32();
printf("TotalVertexCount: %u\n", Mesh.TotalVertexCount);
Mesh.VertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.VertexNorms = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedVertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedVertexNorms = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedTextureData = (TextureVertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
for(unsigned i=0; i<Mesh.TotalVertexCount; i++){
Mesh.VertexData[i].x = VBFile.readfloat();
Mesh.VertexData[i].y = VBFile.readfloat();
Mesh.VertexData[i].z = VBFile.readfloat();
Mesh.VertexNorms[i].x = VBFile.readfloat();
Mesh.VertexNorms[i].y = VBFile.readfloat();
Mesh.VertexNorms[i].z = VBFile.readfloat();
if(i<Mesh.FixedVertexCount){
//Fixed vertex
Mesh.TransformedTextureData[i].u = Mesh.TextureVertexData[i].u;
Mesh.TransformedTextureData[i].v = Mesh.TextureVertexData[i].v;
}else{
//Blended vertex; inherit
TextureVertex_t& Parent = Mesh.TextureVertexData[Mesh.BlendData[i-Mesh.FixedVertexCount].OtherVertex];
Mesh.TransformedTextureData[i].u = Parent.u;
Mesh.TransformedTextureData[i].v = Parent.v;
}
}
}