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Working head renderer, with pixel-perfect results. As for bodies, all appendages are rendered in the same place...
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parent
008363ce8f
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4 changed files with 591 additions and 2 deletions
62
Libraries/libvitaboy/mesh.cpp
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62
Libraries/libvitaboy/mesh.cpp
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#include "libvitaboy.hpp"
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void ReadMesh(Mesh_t& Mesh){
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Mesh.Version = VBFile.readint32();
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printf("========== Mesh ==========\n");
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printf("Version: %u\n", Mesh.Version);
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Mesh.BoneCount = VBFile.readint32();
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printf("BoneCount: %u\n", Mesh.BoneCount);
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Mesh.BoneNames = (char**) malloc(Mesh.BoneCount * sizeof(char*));
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for(unsigned i=0; i<Mesh.BoneCount; i++){
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Mesh.BoneNames[i] = VBFile.readstring();
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printf("| Bone %u: %s\n", i+1, Mesh.BoneNames[i]);
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}
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Mesh.FaceCount = VBFile.readint32();
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printf("FaceCount: %u\n", Mesh.FaceCount);
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Mesh.FaceData = (Face_t*) malloc(Mesh.FaceCount * sizeof(Face_t));
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for(unsigned i=0; i<Mesh.FaceCount; i++){
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Mesh.FaceData[i].VertexA = VBFile.readint32();
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Mesh.FaceData[i].VertexB = VBFile.readint32();
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Mesh.FaceData[i].VertexC = VBFile.readint32();
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}
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Mesh.BindingCount = VBFile.readint32();
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printf("BindingCount: %u\n", Mesh.BindingCount);
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for(unsigned i=0; i<Mesh.BindingCount; i++){
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VBFile.readint32();
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VBFile.readint32();
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VBFile.readint32();
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VBFile.readint32();
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VBFile.readint32();
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}
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Mesh.TextureVertexCount = VBFile.readint32();
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printf("TextureVertexCount: %u\n", Mesh.TextureVertexCount);
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Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.TextureVertexCount * sizeof(TextureVertex_t));
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for(unsigned i=0; i<Mesh.TextureVertexCount; i++){
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Mesh.TextureVertexData[i].u = VBFile.readfloat();
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Mesh.TextureVertexData[i].v = 1 - VBFile.readfloat();
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}
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Mesh.BlendDataCount = VBFile.readint32();
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printf("BlendDataCount: %u\n", Mesh.BlendDataCount);
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for(unsigned i=0; i<Mesh.BlendDataCount; i++){
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VBFile.readint32();
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VBFile.readint32();
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}
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Mesh.VertexCount = VBFile.readint32();
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printf("VertexCount: %u\n", Mesh.VertexCount);
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Mesh.UnclothedVertexData = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
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Mesh.ClothedVertexData = (Vertex_t*) malloc(Mesh.VertexCount * sizeof(Vertex_t));
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for(unsigned i=0; i<Mesh.VertexCount; i++){
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Mesh.UnclothedVertexData[i].x = VBFile.readfloat();
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Mesh.UnclothedVertexData[i].y = VBFile.readfloat();
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Mesh.UnclothedVertexData[i].z = VBFile.readfloat();
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Mesh.ClothedVertexData[i].x = VBFile.readfloat();
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Mesh.ClothedVertexData[i].y = VBFile.readfloat();
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Mesh.ClothedVertexData[i].z = VBFile.readfloat();
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}
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}
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