Added libjpeg-turbo to FileHandler with a working File::ReadImageFile() function. The dependency on SOIL in libvitaboy Renderer has therefore been removed.

Also fixed formatting in recent source files.

My next task is implementing IFF chunk reading. I'll also make a tool that can convert the game's behavior.iff file to an HTML page.
This commit is contained in:
Fatbag 2012-02-27 02:55:53 -06:00
parent 83ad5d89d1
commit f23bcd7b4d
18 changed files with 816 additions and 295 deletions

View file

@ -20,7 +20,7 @@ void ReadMesh(Mesh_t& Mesh){
printf("\n========== Mesh ==========\n");
Mesh.Version = VBFile.readint32();
printf("Version: %u\n", Mesh.Version);
Mesh.BoneCount = VBFile.readint32();
printf("BoneCount: %u\n", Mesh.BoneCount);
Mesh.BoneNames = (char**) malloc(Mesh.BoneCount * sizeof(char*));
@ -28,7 +28,7 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.BoneNames[i] = VBFile.readstring();
printf("| Bone %u: %s\n", i+1, Mesh.BoneNames[i]);
}
Mesh.FaceCount = VBFile.readint32();
printf("FaceCount: %u\n", Mesh.FaceCount);
Mesh.FaceData = (Face_t*) malloc(Mesh.FaceCount * sizeof(Face_t));
@ -37,7 +37,7 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.FaceData[i].VertexB = VBFile.readint32();
Mesh.FaceData[i].VertexC = VBFile.readint32();
}
Mesh.BindingCount = VBFile.readint32();
Mesh.BoneBindings = (BoneBinding_t*) malloc(Mesh.BindingCount * sizeof(BoneBinding_t));
printf("BindingCount: %u\n", Mesh.BindingCount);
@ -48,7 +48,7 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.BoneBindings[i].FirstBlendedVertex = VBFile.readint32();
Mesh.BoneBindings[i].BlendedVertexCount = VBFile.readint32();
}
Mesh.FixedVertexCount = VBFile.readint32();
printf("FixedVertexCount: %u\n", Mesh.FixedVertexCount);
Mesh.TextureVertexData = (TextureVertex_t*) malloc(Mesh.FixedVertexCount * sizeof(TextureVertex_t));
@ -56,7 +56,7 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.TextureVertexData[i].u = VBFile.readfloat();
Mesh.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));
@ -64,7 +64,7 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
Mesh.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));
@ -79,7 +79,7 @@ void ReadMesh(Mesh_t& Mesh){
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;