mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-23 19:02:39 +01:00
d8dc38e549
- Overhauled rendering and loading to support animations. - Fixed bugs in LoaderIFP.
333 lines
11 KiB
C++
333 lines
11 KiB
C++
#include <renderwure/loaders/LoaderDFF.hpp>
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#include <iostream>
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#include <algorithm>
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Model* LoaderDFF::loadFromMemory(char *data)
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{
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auto model = new Model;
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RW::BinaryStreamSection root(data);
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model->clump = root.readStructure<RW::BSClump>();
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size_t dataI = 0, clumpID = 0;
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while (root.hasMoreData(dataI)) {
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auto sec = root.getNextChildSection(dataI);
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switch (sec.header.id) {
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case RW::SID_FrameList: {
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auto list = sec.readStructure<RW::BSFrameList>();
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size_t fdataI = sizeof(RW::BSFrameList) + sizeof(RW::BSSectionHeader);
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for(size_t f = 0; f < list.numframes; ++f) {
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auto rawframe = sec.readSubStructure<RW::BSFrameListFrame>(fdataI);
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fdataI += sizeof(RW::BSFrameListFrame);
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Model::Frame frame;
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frame.defaultRotation = rawframe.rotation;
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frame.defaultTranslation = rawframe.position;
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frame.parentFrameIndex = rawframe.index;
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model->frames.push_back(frame);
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}
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size_t fldataI = 0;
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while( sec.hasMoreData(fldataI)) {
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auto listsec = sec.getNextChildSection(fldataI);
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if( listsec.header.id == RW::SID_Extension) {
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size_t extI = 0;
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while( listsec.hasMoreData(extI)) {
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auto extSec = listsec.getNextChildSection(extI);
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if( extSec.header.id == RW::SID_NodeName) {
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std::string framename(extSec.raw(), extSec.header.size);
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std::transform(framename.begin(), framename.end(), framename.begin(), ::tolower );
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model->frameNames.push_back(framename);
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}
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}
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}
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}
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break;
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}
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case RW::SID_GeometryList: {
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auto list = sec.readStructure<RW::BSGeometryList>();
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size_t gdataI = 0;
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while (sec.hasMoreData(gdataI)) {
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Model::Geometry geometryStruct;
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auto item = sec.getNextChildSection(gdataI);
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if (item.header.id == RW::SID_Geometry) {
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size_t dataI = 0, secI = 0;
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auto geometry = item.readStructure<RW::BSGeometry>();
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// std::cout << " verts(" << geometry.numverts << ") tris(" << geometry.numtris << ")" << std::endl;
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geometryStruct.flags = geometry.flags;
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item.getNextChildSection(secI);
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char *data = item.raw() + sizeof(RW::BSSectionHeader) + sizeof(RW::BSGeometry);
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if (item.header.versionid < 0x1003FFFF)
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auto colors = readStructure<RW::BSGeometryColor>(data, dataI);
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geometryStruct.colours.reserve(geometry.numverts);
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if ((geometry.flags & RW::BSGeometry::VertexColors) == RW::BSGeometry::VertexColors) {
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for (size_t v = 0; v < geometry.numverts; ++v) {
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auto s = readStructure<RW::BSColor>(data, dataI);
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size_t R = s % 256; s /= 256;
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size_t G = s % 256; s /= 256;
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size_t B = s % 256; s /= 256;
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size_t A = s % 256;
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geometryStruct.colours.push_back(glm::vec4(R/255.f, G/255.f, B/255.f, A/255.f));
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}
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}
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else {
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// To save needing another shader, just insert a white colour for each vertex
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for (size_t v = 0; v < geometry.numverts; ++v) {
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geometryStruct.colours.push_back(glm::vec4(1.f));
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}
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}
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/** TEX COORDS **/
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if ((geometry.flags & RW::BSGeometry::TexCoords1) == RW::BSGeometry::TexCoords1 ||
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(geometry.flags & RW::BSGeometry::TexCoords2) == RW::BSGeometry::TexCoords1) {
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for (size_t v = 0; v < geometry.numverts; ++v) {
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geometryStruct.texcoords.push_back(readStructure<RW::BSGeometryUV>(data, dataI));
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}
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}
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/** INDICIES **/
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for (int j = 0; j < geometry.numtris; ++j) {
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geometryStruct.triangles.push_back(readStructure<RW::BSGeometryTriangle>(data, dataI));
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}
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/** GEOMETRY BOUNDS **/
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geometryStruct.geometryBounds = readStructure<RW::BSGeometryBounds>(data, dataI);
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/** VERTICES **/
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for (int v = 0; v < geometry.numverts; ++v) {
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geometryStruct.vertices.push_back(readStructure<RW::BSTVector3>(data, dataI));
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}
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/** NORMALS **/
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if ((geometry.flags & RW::BSGeometry::StoreNormals) == RW::BSGeometry::StoreNormals) {
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for (int n = 0; n < geometry.numverts; ++n) {
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geometryStruct.normals.push_back(readStructure<RW::BSTVector3>(data, dataI));
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}
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}
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/** TEXTURES **/
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auto materiallistsec = item.getNextChildSection(secI);
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auto materialList = materiallistsec.readStructure<RW::BSMaterialList>();
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// Skip over the per-material byte values that I don't know what do.
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dataI += sizeof(uint32_t) * materialList.nummaterials;
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size_t matI = 0;
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materiallistsec.getNextChildSection(matI);
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geometryStruct.materials.resize(materialList.nummaterials);
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for (size_t m = 0; m < materialList.nummaterials; ++m) {
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auto materialsec = materiallistsec.getNextChildSection(matI);
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if (materialsec.header.id != RW::SID_Material)
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continue;
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auto material = materialsec.readStructure<RW::BSMaterial>();
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geometryStruct.materials[m].textures.resize(material.numtextures);
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geometryStruct.materials[m].colour = material.color;
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geometryStruct.materials[m].diffuseIntensity = material.diffuse;
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geometryStruct.materials[m].ambientIntensity = material.ambient;
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size_t texI = 0;
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materialsec.getNextChildSection(texI);
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for (size_t t = 0; t < material.numtextures; ++t) {
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auto texsec = materialsec.getNextChildSection(texI);
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auto texture = texsec.readStructure<RW::BSTexture>();
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std::string textureName, alphaName;
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size_t yetAnotherI = 0;
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texsec.getNextChildSection(yetAnotherI);
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auto namesec = texsec.getNextChildSection(yetAnotherI);
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auto alphasec = texsec.getNextChildSection(yetAnotherI);
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// The data is null terminated anyway.
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textureName = namesec.raw();
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alphaName = alphasec.raw();
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geometryStruct.materials[m].textures[t] = {textureName, alphaName};
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}
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}
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if(item.hasMoreData(secI))
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{
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auto extensions = item.getNextChildSection(secI);
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size_t extI = 0;
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while(extensions.hasMoreData(extI))
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{
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auto extsec = extensions.getNextChildSection(extI);
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if(extsec.header.id == RW::SID_BinMeshPLG)
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{
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auto meshplg = extsec.readSubStructure<RW::BSBinMeshPLG>(0);
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geometryStruct.subgeom.resize(meshplg.numsplits);
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size_t meshplgI = sizeof(RW::BSBinMeshPLG);
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for(size_t i = 0; i < meshplg.numsplits; ++i)
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{
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auto plgHeader = extsec.readSubStructure<RW::BSMaterialSplit>(meshplgI);
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meshplgI += sizeof(RW::BSMaterialSplit);
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geometryStruct.subgeom[i].material = plgHeader.index;
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geometryStruct.subgeom[i].indices.resize(plgHeader.numverts);
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for (int j = 0; j < plgHeader.numverts; ++j) {
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geometryStruct.subgeom[i].indices[j] = extsec.readSubStructure<uint32_t>(meshplgI);
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meshplgI += sizeof(uint32_t);
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}
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}
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}
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}
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}
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// Generate normals if they don't exist already
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if (geometryStruct.normals.size() == 0) {
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geometryStruct.normals.resize(geometry.numverts);
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for (auto &subgeom : geometryStruct.subgeom) {
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glm::vec3 normal{0, 0, 0};
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for (size_t i = 0; i+2 < subgeom.indices.size(); i += 3) {
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glm::vec3 p1 = geometryStruct.vertices[subgeom.indices[i]];
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glm::vec3 p2 = geometryStruct.vertices[subgeom.indices[i+1]];
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glm::vec3 p3 = geometryStruct.vertices[subgeom.indices[i+2]];
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glm::vec3 U = p2 - p1;
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glm::vec3 V = p3 - p1;
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normal.x = (U.y * V.z) - (U.z * V.y);
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normal.y = (U.z * V.x) - (U.x * V.z);
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normal.z = (U.x * V.y) - (U.y * V.x);
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if (glm::length(normal) > 0.0000001)
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normal = glm::normalize(normal);
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geometryStruct.normals[subgeom.indices[i]] = normal;
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geometryStruct.normals[subgeom.indices[i+1]] = normal;
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geometryStruct.normals[subgeom.indices[i+2]] = normal;
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}
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}
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}
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// OpenGL buffer stuff
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glGenBuffers(1, &geometryStruct.VBO);
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glGenBuffers(1, &geometryStruct.EBO);
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for(size_t i = 0; i < geometryStruct.subgeom.size(); ++i)
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{
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glGenBuffers(1, &(geometryStruct.subgeom[i].EBO));
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}
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size_t buffsize = (geometryStruct.vertices.size() * sizeof(float) * 3)
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+ (geometryStruct.texcoords.size() * sizeof(float) * 2)
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+ (geometryStruct.normals.size() * sizeof(float) * 3)
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+ (geometryStruct.colours.size() * sizeof(glm::vec4));
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// Vertices
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glBindBuffer(GL_ARRAY_BUFFER, geometryStruct.VBO);
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glBufferData(GL_ARRAY_BUFFER, buffsize, NULL, GL_STATIC_DRAW);
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glBufferSubData(
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GL_ARRAY_BUFFER,
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0,
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(geometryStruct.vertices.size() * sizeof(float) * 3),
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&geometryStruct.vertices[0]
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);
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if(geometryStruct.texcoords.size() > 0)
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{
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glBufferSubData(
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GL_ARRAY_BUFFER,
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(geometryStruct.vertices.size() * sizeof(float) * 3),
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(geometryStruct.texcoords.size() * sizeof(float) * 2),
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&geometryStruct.texcoords[0]
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);
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}
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if(geometryStruct.normals.size() > 0 )
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{
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// std::cout << "Buffering " << geometryStruct.normals.size() << " normals" << std::endl;
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glBufferSubData(
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GL_ARRAY_BUFFER,
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(geometryStruct.vertices.size() * sizeof(float) * 3) + (geometryStruct.texcoords.size() * sizeof(float) * 2),
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geometryStruct.normals.size() * 3 * sizeof(float),
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&geometryStruct.normals[0]
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);
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}
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if(geometryStruct.colours.size() > 0 )
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{
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glBufferSubData(
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GL_ARRAY_BUFFER,
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(geometryStruct.vertices.size() * sizeof(float) * 3)
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+ (geometryStruct.texcoords.size() * sizeof(float) * 2)
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+ (geometryStruct.normals.size() * sizeof(float) * 3),
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geometryStruct.colours.size() * sizeof(glm::vec4),
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&geometryStruct.colours[0]
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);
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}
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// Elements
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uint16_t indicies[geometryStruct.triangles.size() * 3];
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size_t i = 0;
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for (auto &tri : geometryStruct.triangles) {
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indicies[i] = tri.first;
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indicies[i + 1] = tri.second;
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indicies[i + 2] = tri.third;
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i += 3;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometryStruct.EBO);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(indicies),
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indicies,
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GL_STATIC_DRAW
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);
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for(size_t i = 0; i < geometryStruct.subgeom.size(); ++i)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometryStruct.subgeom[i].EBO);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(uint32_t) * geometryStruct.subgeom[i].indices.size(),
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&(geometryStruct.subgeom[i].indices[0]),
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GL_STATIC_DRAW
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);
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}
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geometryStruct.clumpNum = clumpID;
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// Add it
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model->geometries.push_back(geometryStruct);
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}
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}
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clumpID++;
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break;
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}
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case RW::SID_Atomic: {
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model->atomics.push_back(sec.readStructure<Model::Atomic>());
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break;
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}
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}
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}
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return model;
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}
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template<class T> T LoaderDFF::readStructure(char *data, size_t &dataI)
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{
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size_t originalOffset = dataI;
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dataI += sizeof(T);
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return *reinterpret_cast<T*>(data + originalOffset);
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}
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RW::BSSectionHeader LoaderDFF::readHeader(char *data, size_t &dataI)
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{
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return readStructure<RW::BSSectionHeader>(data, dataI);
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}
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