Added prerelease version of libvitaboy 1.0.1

This commit is contained in:
Fatbag 2012-03-10 14:56:32 -06:00
parent 432d12397c
commit a4a7b82bb7
10 changed files with 281 additions and 96 deletions

View file

@ -30,7 +30,7 @@ int main(int argc, char *argv[]){
unsigned chunkcount, chunk = 0;
IFFFile * IFFFileInfo;
IFFChunkNode * ChunkNode;
if(argc == 1 || !strcmp(argv[1], "-h") || !strcmp(argv[1], "--help")){
printf("Usage: iffexport [-f] infile OutDirectory\n"
"Export the resources of an EA IFF file.\n"
@ -41,7 +41,7 @@ int main(int argc, char *argv[]){
"Home page: <http://www.niotso.org/>\n");
return 0;
}
if(argc >= 4 && !strcmp(argv[1], "-f")){
overwrite++;
InFile = argv[2];
@ -79,7 +79,7 @@ int main(int argc, char *argv[]){
return -1;
}
CloseHandle(hFile);
/****
** Load header information
*/
@ -102,10 +102,10 @@ int main(int argc, char *argv[]){
printf("%sChunk data is corrupt.", "iffexport: error: ");
return -1;
}
chunkcount = IFFFileInfo->ChunkCount;
printf("This IFF file contains %u chunks.\n\nExporting\n", chunkcount);
/****
** Extract each entry
*/
@ -137,6 +137,6 @@ int main(int argc, char *argv[]){
WriteFile(hFile, ChunkNode->Chunk.Data, ChunkNode->Chunk.Size-76, &bytestransferred, NULL);
CloseHandle(hFile);
}
return 0;
}

View file

@ -1,8 +1,14 @@
libvitaboy 1.0.1 (2012-03-10) Fatbag
* Corrected the BlendVertices function; blend vertices tug real vertices, not the other way around
* Interleaved all vertex data (coords, texcoords, normals, blend weights) into the VertexData array
libvitaboy 1.0.0 (2012-03-04) Fatbag
* first stable release
* read support for ANIM, APR, BND, COL, HAG, MESH, OFT, PO, SKEL
* working rendering and animation of characters in OpenGL
* basic keyboard controls
* support for environments: MinGW
* support for platforms: i686, x86-64
* First stable release
* Read support for ANIM, APR, BND, COL, HAG, MESH, OFT, PO, SKEL
* Working rendering and animation of characters in OpenGL
* Basic keyboard controls
* Support for environments: MinGW
* Support for platforms: i686, x86-64

View file

@ -28,7 +28,7 @@ Formats include:
1. What this library will do for you
You can use this library to render a character in a fixed location.
You can use this library to render a character in a predetermined location.
2. Compiling

View file

@ -61,9 +61,12 @@ bool active=true;
bool fullscreen=false;
float zoom = -10;
struct BasicVertex_t {
float x, y, z;
};
struct CharacterPlacement_t {
Vertex_t Translation;
Vertex_t Rotation;
BasicVertex_t Translation;
BasicVertex_t Rotation;
};
CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
@ -197,29 +200,29 @@ void TransformVertices(Bone_t& Bone)
}
if(BoneIndex < Mesh.BindingCount){
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].FixedVertexCount; i++){
unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i;
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].RealVertexCount; i++){
unsigned VertexIndex = Mesh.BoneBindings[BoneIndex].FirstRealVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
glTranslatef(RelativeVertex.x, RelativeVertex.y, RelativeVertex.z);
glTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
AbsoluteVertex.x = Matrix[12];
AbsoluteVertex.y = Matrix[13];
AbsoluteVertex.z = Matrix[14];
glTranslatef(-RelativeVertex.x, -RelativeVertex.y, -RelativeVertex.z);
AbsoluteVertex.Coord.x = Matrix[12];
AbsoluteVertex.Coord.y = Matrix[13];
AbsoluteVertex.Coord.z = Matrix[14];
glTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
}
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendedVertexCount; i++){
unsigned VertexIndex = Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i;
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendVertexCount; i++){
unsigned VertexIndex = Mesh.RealVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendVertex + i;
Vertex_t& RelativeVertex = Mesh.VertexData[VertexIndex];
Vertex_t& AbsoluteVertex = Mesh.TransformedVertexData[VertexIndex];
glTranslatef(RelativeVertex.x, RelativeVertex.y, RelativeVertex.z);
glTranslatef(RelativeVertex.Coord.x, RelativeVertex.Coord.y, RelativeVertex.Coord.z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
AbsoluteVertex.x = Matrix[12];
AbsoluteVertex.y = Matrix[13];
AbsoluteVertex.z = Matrix[14];
glTranslatef(-RelativeVertex.x, -RelativeVertex.y, -RelativeVertex.z);
AbsoluteVertex.Coord.x = Matrix[12];
AbsoluteVertex.Coord.y = Matrix[13];
AbsoluteVertex.Coord.z = Matrix[14];
glTranslatef(-RelativeVertex.Coord.x, -RelativeVertex.Coord.y, -RelativeVertex.Coord.z);
}
}
@ -238,19 +241,19 @@ void BlendVertices()
{
for(unsigned i=0; i<MeshCount; i++){
Mesh_t& Mesh = Meshes[i];
for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
unsigned Weight = Mesh.BlendData[i].Weight;
Vertex_t& BlendedVertex = Mesh.TransformedVertexData[Mesh.FixedVertexCount + i];
Vertex_t& FixedVertex = Mesh.TransformedVertexData[Mesh.FixedVertexCount + i];
BlendedVertex.x =
Weight * BlendedVertex.x +
(1-Weight) * FixedVertex.x;
BlendedVertex.y =
Weight * BlendedVertex.y +
(1-Weight) * FixedVertex.y;
BlendedVertex.z =
Weight * BlendedVertex.z +
(1-Weight) * FixedVertex.z;
for(unsigned i=0; i<Mesh.BlendVertexCount; i++){
Vertex_t& BlendVertex = Mesh.TransformedVertexData[Mesh.RealVertexCount + i];
float Weight = BlendVertex.BlendData.Weight;
Vertex_t& RealVertex = Mesh.TransformedVertexData[BlendVertex.BlendData.OtherVertex];
RealVertex.Coord.x =
Weight * BlendVertex.Coord.x +
(1-Weight) * RealVertex.Coord.x;
RealVertex.Coord.y =
Weight * BlendVertex.Coord.y +
(1-Weight) * RealVertex.Coord.y;
RealVertex.Coord.z =
Weight * BlendVertex.Coord.z +
(1-Weight) * RealVertex.Coord.z;
}
}
}
@ -271,10 +274,8 @@ void DrawMeshes()
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);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex_t), &Meshes[i].TransformedVertexData[0].Coord);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_t), &Meshes[i].TransformedVertexData[0].TextureCoord);
glDrawElements(GL_TRIANGLES, Meshes[i].FaceCount*3, GL_UNSIGNED_INT, Meshes[i].FaceData);
}

View file

@ -43,6 +43,12 @@ class VBFile_t {
inline void seekto(unsigned offset){
Position = Buffer+offset;
}
inline void seekahead(unsigned count){
Position += count;
}
inline void seekback(unsigned count){
Position -= count;
}
inline uint32_t readint32(){
uint32_t value = (uint32_t)((Position[0]<<(8*3)) | (Position[1]<<(8*2)) | (Position[2]<<(8*1)) | (Position[3]<<(8*0)));
@ -261,25 +267,42 @@ struct TextureVertex_t {
float u, v;
};
struct Vertex_t {
struct Coord_t {
float x, y, z;
};
struct TextureCoord_t {
float u, v;
};
struct NormalCoord_t {
float x, y, z;
};
struct BlendData_t {
float Weight;
unsigned OtherVertex;
};
struct Vertex_t {
Coord_t Coord;
TextureCoord_t TextureCoord;
NormalCoord_t NormalCoord;
unsigned BoneIndex;
BlendData_t BlendData;
};
struct Face_t {
unsigned VertexA, VertexB, VertexC;
};
struct BoneBinding_t {
unsigned BoneIndex;
unsigned FirstFixedVertex;
unsigned FixedVertexCount;
unsigned FirstBlendedVertex;
unsigned BlendedVertexCount;
};
struct BlendData_t {
float Weight;
unsigned OtherVertex;
unsigned FirstRealVertex;
unsigned RealVertexCount;
unsigned FirstBlendVertex;
unsigned BlendVertexCount;
};
struct Mesh_t {
@ -290,16 +313,11 @@ struct Mesh_t {
Face_t * FaceData;
uint32_t BindingCount;
BoneBinding_t * BoneBindings;
uint32_t FixedVertexCount;
TextureVertex_t * TextureVertexData;
uint32_t BlendedVertexCount;
BlendData_t * BlendData;
uint32_t RealVertexCount;
uint32_t BlendVertexCount;
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

@ -43,52 +43,56 @@ 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].FirstFixedVertex = VBFile.readint32();
Mesh.BoneBindings[i].FixedVertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstBlendedVertex = VBFile.readint32();
Mesh.BoneBindings[i].BlendedVertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstRealVertex = VBFile.readint32();
Mesh.BoneBindings[i].RealVertexCount = VBFile.readint32();
Mesh.BoneBindings[i].FirstBlendVertex = VBFile.readint32();
Mesh.BoneBindings[i].BlendVertexCount = VBFile.readint32();
}
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.RealVertexCount = VBFile.readint32();
printf("RealVertexCount: %u\n", Mesh.RealVertexCount);
TextureVertex_t * TextureVertexData = (TextureVertex_t*) malloc(Mesh.RealVertexCount * sizeof(TextureVertex_t));
for(unsigned i=0; i<Mesh.RealVertexCount; i++){
TextureVertexData[i].u = VBFile.readfloat();
TextureVertexData[i].v = VBFile.readfloat();
}
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.BlendVertexCount = VBFile.readint32();
printf("BlendVertexCount: %u\n", Mesh.BlendVertexCount);
BlendData_t * BlendData = (BlendData_t*) malloc(Mesh.BlendVertexCount * sizeof(BlendData_t));
for(unsigned i=0; i<Mesh.BlendVertexCount; i++){
BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
BlendData[i].OtherVertex = VBFile.readint32();
}
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();
Mesh.VertexData[i].Coord.x = VBFile.readfloat();
Mesh.VertexData[i].Coord.y = VBFile.readfloat();
Mesh.VertexData[i].Coord.z = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.x = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.y = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.z = VBFile.readfloat();
if(i<Mesh.FixedVertexCount){
if(i<Mesh.RealVertexCount){
//Fixed vertex
Mesh.TransformedTextureData[i].u = Mesh.TextureVertexData[i].u;
Mesh.TransformedTextureData[i].v = Mesh.TextureVertexData[i].v;
Mesh.TransformedVertexData[i].TextureCoord.u = TextureVertexData[i].u;
Mesh.TransformedVertexData[i].TextureCoord.v = 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;
//Blended vertex
Mesh.TransformedVertexData[i].BlendData.Weight = BlendData[i-Mesh.RealVertexCount].Weight;
Mesh.TransformedVertexData[i].BlendData.OtherVertex = BlendData[i-Mesh.RealVertexCount].OtherVertex;
//Inherit texture coordinates
TextureVertex_t& Parent = TextureVertexData[Mesh.TransformedVertexData[i].BlendData.OtherVertex];
Mesh.TransformedVertexData[i].TextureCoord.u = Parent.u;
Mesh.TransformedVertexData[i].TextureCoord.v = Parent.v;
}
}
free(TextureVertexData);
free(BlendData);
}

View file

@ -1 +1,3 @@
add_subdirectory(FARDive)
add_subdirectory(FARDive)
add_subdirectory(iff2html)
add_subdirectory(misc)

View file

109
Tools/iff2html/iff2html.c Normal file
View file

@ -0,0 +1,109 @@
/*
iff2html.c - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <stdio.h>
#include <stdint.h>
#include <windows.h>
#include "iff.h"
int main(int argc, char *argv[]){
HANDLE hFile;
int overwrite = 0;
char *InFile, *OutDirectory;
HANDLE ProcessHeap = GetProcessHeap();
DWORD FileSize;
DWORD bytestransferred = 0;
uint8_t * IFFData;
unsigned chunkcount, chunk = 0;
IFFFile * IFFFileInfo;
IFFChunkNode * ChunkNode;
if(argc == 1 || !strcmp(argv[1], "-h") || !strcmp(argv[1], "--help")){
printf("Usage: iff2html [-f] infile outfile\n"
"Produce an HTML webpage describing an EA IFF file.\n"
"Use -f to force overwriting without confirmation.\n"
"\n"
"Report bugs to <X-Fi6@phppoll.org>.\n"
"iff2html is maintained by the Niotso project.\n"
"Home page: <http://www.niotso.org/>\n");
return 0;
}
if(argc >= 4 && !strcmp(argv[1], "-f")){
overwrite++;
InFile = argv[2];
OutDirectory = argv[3];
}else{
InFile = argv[1];
OutDirectory = argv[2];
}
/****
** Open the file and read in entire contents to memory
*/
hFile = CreateFile(InFile, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
printf("%sThe specified input file does not exist.", "iff2html: error: ");
return -1;
}
printf("%sThe input file could not be opened for reading.", "iff2html: error: ");
return -1;
}
FileSize = GetFileSize(hFile, NULL);
if(FileSize < 64){
printf("%sNot a valid IFF file.", "iff2html: error: ");
return -1;
}
IFFData = HeapAlloc(ProcessHeap, HEAP_NO_SERIALIZE, FileSize);
if(IFFData == NULL){
printf("%sMemory for this file could not be allocated.", "iff2html: error: ");
return -1;
}
if(!ReadFile(hFile, IFFData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
printf("%sThe input file could not be read.", "iff2html: error: ");
return -1;
}
CloseHandle(hFile);
/****
** Load header information
*/
IFFFileInfo = iff_create();
if(IFFFileInfo == NULL){
printf("%sMemory for this file could not be allocated.", "iff2html: error: ");
return -1;
}
if(!iff_read_header(IFFFileInfo, IFFData, FileSize)){
printf("%sNot a valid IFF file.", "iff2html: error: ");
return -1;
}
/****
** Load entry information
*/
if(!iff_enumerate_chunks(IFFFileInfo, IFFData+64, FileSize-64)){
printf("%sChunk data is corrupt.", "iff2html: error: ");
return -1;
}
chunkcount = IFFFileInfo->ChunkCount;
return 0;
}

View file

@ -0,0 +1,45 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en" dir="ltr">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta http-equiv="Content-Style-Type" content="text/css; charset=utf-8" />
<meta http-equiv="Content-Language" content="en" />
<meta name="description" content="behavior.iff (iff2html)" />
<title>behavior.iff (iff2html)</title>
<style type="text/css" media="all">
html, body {
font-family: sans-serif;
}
a:link, a:visited, a:hover; a:active { color: #00f; }
a:link, a:visited { text-decoration: none; }
a:hover, a:active { text-decoration: underline; }
#toc {
display: table-cell;
margin-top: 1em;
background: #eee; border: 1px solid #bbb;
padding: .25em;
}
#toc ul {
list-style-type: none;
padding: 0;
}
ul ul {
padding: 2em;
}
</style>
</head>
<body>
<h1>behavior.iff</h1>
<div style="border-left: 2px solid #888; padding-left: 4px; margin-bottom: 1em">
<div>9809b96803833f2891ddd31e474795a9 (md5), 42.4kB (43,446 bytes)</div>
<div>Dumped by iff2html.</div></div>
<div id="toc"><div><b>Contents</b> &ndash; x chunks</div>
<ul>
<li><a href="#">1 [STR#] (00DD) &ndash; neighbor data labels</a></li>
</ul>
</div>
</body>
</html>