mirror of
https://github.com/simtactics/niotso.git
synced 2025-03-21 10:41:21 +00:00
Added BMP (24-bit uncompressed, 8-bit uncompressed, and RLE8) and PNG support to File::ReadImageFile(). So far everything in FileHandler is presumed to be safe with any input file except UTK decompression. Also started making use of the static keyword in various places to aid the compiler in optimization.
93 lines
No EOL
4.2 KiB
C++
93 lines
No EOL
4.2 KiB
C++
/*
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libvitaboy - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "libvitaboy.hpp"
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void ReadMesh(Mesh_t& Mesh){
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printf("\n========== Mesh ==========\n");
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Mesh.Version = VBFile.readint32();
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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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Mesh.BoneBindings = (BoneBinding_t*) malloc(Mesh.BindingCount * sizeof(BoneBinding_t));
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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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Mesh.BoneBindings[i].BoneIndex = VBFile.readint32();
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Mesh.BoneBindings[i].FirstRealVertex = VBFile.readint32();
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Mesh.BoneBindings[i].RealVertexCount = VBFile.readint32();
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Mesh.BoneBindings[i].FirstBlendVertex = VBFile.readint32();
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Mesh.BoneBindings[i].BlendVertexCount = VBFile.readint32();
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}
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Mesh.RealVertexCount = VBFile.readint32();
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printf("RealVertexCount: %u\n", Mesh.RealVertexCount);
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TextureVertex_t * TextureVertexData = (TextureVertex_t*) malloc(Mesh.RealVertexCount * sizeof(TextureVertex_t));
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for(unsigned i=0; i<Mesh.RealVertexCount; i++){
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TextureVertexData[i].u = VBFile.readfloat();
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TextureVertexData[i].v = -VBFile.readfloat();
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}
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Mesh.BlendVertexCount = VBFile.readint32();
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printf("BlendVertexCount: %u\n", Mesh.BlendVertexCount);
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BlendData_t * BlendData = (BlendData_t*) malloc(Mesh.BlendVertexCount * sizeof(BlendData_t));
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for(unsigned i=0; i<Mesh.BlendVertexCount; i++){
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BlendData[i].Weight = (float)VBFile.readint32()/0x8000;
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BlendData[i].OtherVertex = VBFile.readint32();
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}
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Mesh.TotalVertexCount = VBFile.readint32();
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printf("TotalVertexCount: %u\n", Mesh.TotalVertexCount);
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Mesh.VertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
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Mesh.TransformedVertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
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for(unsigned i=0; i<Mesh.TotalVertexCount; i++){
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Mesh.VertexData[i].Coord.x = VBFile.readfloat();
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Mesh.VertexData[i].Coord.y = VBFile.readfloat();
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Mesh.VertexData[i].Coord.z = VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.x = VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.y = VBFile.readfloat();
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Mesh.TransformedVertexData[i].NormalCoord.z = VBFile.readfloat();
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if(i<Mesh.RealVertexCount){
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//Fixed vertex
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Mesh.TransformedVertexData[i].TextureCoord.u = TextureVertexData[i].u;
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Mesh.TransformedVertexData[i].TextureCoord.v = TextureVertexData[i].v;
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}else{
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//Blended vertex
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Mesh.TransformedVertexData[i].BlendData.Weight = BlendData[i-Mesh.RealVertexCount].Weight;
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Mesh.TransformedVertexData[i].BlendData.OtherVertex = BlendData[i-Mesh.RealVertexCount].OtherVertex;
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}
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}
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free(TextureVertexData);
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free(BlendData);
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} |