mirror of
https://github.com/simtactics/niotso.git
synced 2025-03-15 08:11:22 +00:00
libvitaboy: Completely working model renderer. No animation as of yet.
This commit is contained in:
parent
860f67d522
commit
048a5ca2b2
3 changed files with 238 additions and 93 deletions
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@ -22,30 +22,37 @@ bool keys[256] = {0}; // Array Used For The Keyboard Routine
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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float zoom = -4;
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float zoom = -10;
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struct CharacterPlacement_t {
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Vertex_t Translation;
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Vertex_t Rotation;
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};
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CharacterPlacement_t Character = {{0,0,0}, {0,0,0}};
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GLuint texture[2]; // Storage For One Texture ( NEW )
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enum { Texture_Head, Texture_Body };
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CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
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Skeleton_t Skeleton;
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Mesh_t HeadMesh, BodyMesh;
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bool DrawMesh = true;
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unsigned TextureCount = 3;
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GLuint texture[3]; // Storage For One Texture ( NEW )
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enum { Texture_Body, Texture_Head, Texture_Hand };
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const char* TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
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unsigned MeshCount = 4;
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Mesh_t Meshes[4];
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enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
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unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
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const char* MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
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bool ShowMesh = true;
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bool ShowSkeleton = true;
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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for(int i=0; i<2; i++){
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for(int i=0; i<3; i++){
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/* load an image file directly as a new OpenGL texture */
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texture[i] = SOIL_load_OGL_texture((i==0) ? "head.jpg" : "body.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
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texture[i] = SOIL_load_OGL_texture(TexturePaths[i], SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
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if(texture[i] == 0)
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return false;
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@ -85,11 +92,9 @@ int InitGL(void) // All Setup For OpenGL Goes Here
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return FALSE; // If Texture Didn't Load Return FALSE
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glPointSize(5.0);
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glEnable(GL_CULL_FACE);
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glEnable(GL_RESCALE_NORMAL);
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@ -99,36 +104,105 @@ int InitGL(void) // All Setup For OpenGL Goes Here
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return TRUE; // Initialization Went OK
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}
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void DrawBonesMesh(Bone_t& Bone){
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void TransformVertices(Bone_t& Bone){
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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glMultMatrixf(RotationMatrix);
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float Matrix[16];
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FindQuaternionMatrix(Matrix, &Bone.Rotation);
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glMultMatrixf(Matrix);
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unsigned MeshIndex = 0;
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unsigned BoneIndex;
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if(!strcmp(Bone.Name, "HEAD")){
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexData);
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glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexNorms);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), HeadMesh.TextureVertexData);
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glDrawElements(GL_TRIANGLES, HeadMesh.FaceCount*3, GL_UNSIGNED_INT, HeadMesh.FaceData);
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}else{
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexData);
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glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexNorms);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), BodyMesh.TextureVertexData);
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glDrawElements(GL_TRIANGLES, BodyMesh.FaceCount*3, GL_UNSIGNED_INT, BodyMesh.FaceData);
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for(unsigned i=1; i<MeshCount; i++){
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if(!strcmp(Bone.Name, MeshActivate[i])){
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MeshIndex = i;
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break;
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}
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}
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Mesh_t& Mesh = Meshes[MeshIndex];
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for(BoneIndex=0; BoneIndex<Mesh.BindingCount; BoneIndex++){
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if(!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
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break;
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}
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if(BoneIndex < Mesh.BindingCount){
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].FixedVertexCount; i++){
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glTranslatef(Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
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Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
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Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x = Matrix[12];
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y = Matrix[13];
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Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z = Matrix[14];
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glTranslatef(-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
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-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
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-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
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}
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for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendedVertexCount; i++){
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glTranslatef(Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
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Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
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Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[12];
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[13];
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[14];
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glTranslatef(-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
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-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
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-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
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}
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}
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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glPushMatrix();
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DrawBonesMesh(*Bone.Children[i]);
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TransformVertices(*Bone.Children[i]);
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glPopMatrix();
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}
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}
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void BlendVertices(){
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for(unsigned i=0; i<MeshCount; i++){
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Mesh_t& Mesh = Meshes[i];
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for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].x;
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].y;
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Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z =
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Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z +
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(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].z;
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}
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}
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}
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void DrawMeshes(){
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glPointSize(2.0);
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glColor3f(1.0, 1.0, 1.0);
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glPushMatrix();
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glLoadIdentity();
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TransformVertices(Skeleton.Bones[0]);
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glPopMatrix();
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BlendVertices();
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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for(unsigned i=0; i<MeshCount; i++){
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glBindTexture(GL_TEXTURE_2D, texture[Mesh_UseTexture[i]]);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), Meshes[i].TransformedVertexData);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), Meshes[i].TransformedTextureData);
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glDrawElements(GL_TRIANGLES, Meshes[i].FaceCount*3, GL_UNSIGNED_INT, Meshes[i].FaceData);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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void DrawBonesSkeleton(Bone_t& Bone){
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glPointSize(5.0);
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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@ -140,7 +214,7 @@ void DrawBonesSkeleton(Bone_t& Bone){
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glColor3f(1.0, 1.0, 0.0);
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else
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glColor3f(0.0, 1.0, 0.0);
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glBegin(GL_POINTS); glVertex2f(0, 0); glEnd();
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glBegin(GL_POINTS); glVertex3f(0, 0, 0); glEnd();
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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glPushMatrix();
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@ -159,6 +233,10 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
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if(keys[VK_RIGHT]){ if((Character.Rotation.y+=1.0f) >=360) Character.Rotation.y-=360; }
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if(keys['X']){ if((Character.Rotation.z-=1.0f) <=-360) Character.Rotation.z+=360; }
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if(keys['Z']){ if((Character.Rotation.z+=1.0f) >=360) Character.Rotation.z-=360; }
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if(keys['K']){ Character.Translation.y-=0.05f; }
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if(keys['I']){ Character.Translation.y+=0.05f; }
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if(keys['J']){ Character.Translation.x-=0.05f; }
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if(keys['L']){ Character.Translation.x+=0.05f; }
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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@ -168,18 +246,11 @@ int DrawGLScene(void) // Here's Where We Do All The Drawing
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glRotatef(Character.Rotation.y,0.0f,1.0f,0.0f);
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glRotatef(Character.Rotation.z,0.0f,0.0f,1.0f);
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if(DrawMesh){
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if(ShowMesh){
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glColor3f(1.0, 1.0, 1.0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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DrawBonesMesh(Skeleton.Bones[0]);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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DrawMeshes();
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}
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if(ShowSkeleton){
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@ -238,7 +309,7 @@ void KillGLWindow(void) // Properly Kill The Window
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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BOOL CreateGLWindow(const char * title, int width, int height, int bits, bool fullscreenflag)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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@ -463,10 +534,10 @@ LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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return DefWindowProc(hWnd,uMsg,wParam,lParam);
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}
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int WINAPI WinMain( HINSTANCE hInstance, // Instance
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HINSTANCE hPrevInstance, // Previous Instance
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LPSTR lpCmdLine, // Command Line Parameters
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int nCmdShow) // Window Show State
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int WINAPI WinMain( HINSTANCE, // Instance
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HINSTANCE, // Previous Instance
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LPSTR, // Command Line Parameters
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int) // Window Show State
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{
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MSG msg; // Windows Message Structure
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BOOL done=FALSE; // Bool Variable To Exit Loop
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@ -506,31 +577,6 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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VBFile.set(InData, FileSize);
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ReadSkeleton(Skeleton);
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free(InData);
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hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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if(GetLastError() == ERROR_FILE_NOT_FOUND){
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MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
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return 0;
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}
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MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
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return 0;
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}
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FileSize = GetFileSize(hFile, NULL);
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InData = (uint8_t*) malloc(FileSize);
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if(InData == NULL){
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MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
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return 0;
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}
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if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
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MessageBox(NULL, "The head.mesh could not be read.", "Error", MB_OK);
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return 0;
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}
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CloseHandle(hFile);
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VBFile.set(InData, FileSize);
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ReadMesh(HeadMesh);
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free(InData);
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hFile = CreateFile("body.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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@ -548,13 +594,88 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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return 0;
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}
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if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
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MessageBox(NULL, "The body.mesh could not be read.", "Error", MB_OK);
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MessageBox(NULL, "body.mesh could not be read.", "Error", MB_OK);
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return 0;
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}
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CloseHandle(hFile);
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VBFile.set(InData, FileSize);
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ReadMesh(BodyMesh);
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ReadMesh(Meshes[0]);
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free(InData);
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hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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if(GetLastError() == ERROR_FILE_NOT_FOUND){
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MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
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return 0;
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}
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MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
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return 0;
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}
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FileSize = GetFileSize(hFile, NULL);
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InData = (uint8_t*) malloc(FileSize);
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if(InData == NULL){
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MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
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return 0;
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}
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if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
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MessageBox(NULL, "head.mesh could not be read.", "Error", MB_OK);
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return 0;
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}
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CloseHandle(hFile);
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VBFile.set(InData, FileSize);
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ReadMesh(Meshes[1]);
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free(InData);
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hFile = CreateFile("lhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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if(GetLastError() == ERROR_FILE_NOT_FOUND){
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MessageBox(NULL, "lhand.mesh does not exist.", "Error", MB_OK);
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return 0;
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}
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MessageBox(NULL, "lhand.mesh could not be opened for reading.", "Error", MB_OK);
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return 0;
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}
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FileSize = GetFileSize(hFile, NULL);
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InData = (uint8_t*) malloc(FileSize);
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if(InData == NULL){
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MessageBox(NULL, "Memory for lhand.mesh could not be allocated.", "Error", MB_OK);
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return 0;
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}
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if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
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MessageBox(NULL, "lhand.mesh could not be read.", "Error", MB_OK);
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return 0;
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}
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CloseHandle(hFile);
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VBFile.set(InData, FileSize);
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ReadMesh(Meshes[2]);
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free(InData);
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hFile = CreateFile("rhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
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if(hFile == INVALID_HANDLE_VALUE){
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if(GetLastError() == ERROR_FILE_NOT_FOUND){
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MessageBox(NULL, "rhand.mesh does not exist.", "Error", MB_OK);
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return 0;
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}
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MessageBox(NULL, "rhand.mesh could not be opened for reading.", "Error", MB_OK);
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return 0;
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}
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FileSize = GetFileSize(hFile, NULL);
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InData = (uint8_t*) malloc(FileSize);
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if(InData == NULL){
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MessageBox(NULL, "Memory for rhand.mesh could not be allocated.", "Error", MB_OK);
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return 0;
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}
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if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
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MessageBox(NULL, "rhand.mesh could not be read.", "Error", MB_OK);
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return 0;
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}
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||||
CloseHandle(hFile);
|
||||
|
||||
VBFile.set(InData, FileSize);
|
||||
ReadMesh(Meshes[3]);
|
||||
free(InData);
|
||||
|
||||
// Create Our OpenGL Window
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue