2016-06-26 10:16:33 +01:00
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include "rwbase.h"
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#include "rwerror.h"
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#include "rwplg.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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2017-08-09 09:57:32 +01:00
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#include "rwengine.h"
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2016-07-11 19:27:21 +01:00
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#include "rwanim.h"
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2016-06-26 10:16:33 +01:00
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#include "rwplugins.h"
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#include "ps2/rwps2.h"
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#include "ps2/rwps2plg.h"
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#include "d3d/rwxbox.h"
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#include "d3d/rwd3d8.h"
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#include "d3d/rwd3d9.h"
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#include "gl/rwwdgl.h"
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#include "gl/rwgl3.h"
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#define PLUGIN_ID 2
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namespace rw {
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2020-04-16 11:53:25 +01:00
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static uint16 nextSerialNum = 1;
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2016-06-26 10:16:33 +01:00
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// Mesh
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2017-08-25 13:06:53 +01:00
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// Allocate a mesh header, meshes and optionally indices.
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// If existing meshes already exist, retain their information.
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MeshHeader*
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Geometry::allocateMeshes(int32 numMeshes, uint32 numIndices, bool32 noIndices)
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{
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uint32 sz;
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MeshHeader *mh;
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Mesh *m;
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uint16 *indices;
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int32 oldNumMeshes;
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int32 i;
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sz = sizeof(MeshHeader) + numMeshes*sizeof(Mesh);
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if(!noIndices)
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sz += numIndices*sizeof(uint16);
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if(this->meshHeader){
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oldNumMeshes = this->meshHeader->numMeshes;
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mh = (MeshHeader*)rwResize(this->meshHeader, sz, MEMDUR_EVENT | ID_GEOMETRY);
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2017-10-04 21:08:26 +01:00
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this->meshHeader = mh;
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2017-08-25 13:06:53 +01:00
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}else{
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oldNumMeshes = 0;
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mh = (MeshHeader*)rwNew(sz, MEMDUR_EVENT | ID_GEOMETRY);
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mh->flags = 0;
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this->meshHeader = mh;
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}
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mh->numMeshes = numMeshes;
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2020-04-16 11:53:25 +01:00
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mh->serialNum = nextSerialNum++;
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2017-08-25 13:06:53 +01:00
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mh->totalIndices = numIndices;
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m = mh->getMeshes();
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indices = (uint16*)&m[numMeshes];
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for(i = 0; i < mh->numMeshes; i++){
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// keep these
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if(i >= oldNumMeshes){
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m->material = nil;
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m->numIndices = 0;
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}
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// always init indices
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if(noIndices)
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m->indices = nil;
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else{
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m->indices = indices;
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indices += m->numIndices;
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}
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m++;
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}
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return mh;
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}
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void
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MeshHeader::setupIndices(void)
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{
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int32 i;
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uint16 *indices;
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Mesh *m;
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m = this->getMeshes();
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indices = m->indices;
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// return if native
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if(indices == nil)
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return;
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for(i = 0; i < this->numMeshes; i++){
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m->indices = indices;
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indices += m->numIndices;
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m++;
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}
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}
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struct MeshHeaderStream
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{
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uint32 flags;
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uint32 numMeshes;
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uint32 totalIndices;
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};
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struct MeshStream
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{
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uint32 numIndices;
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int32 matIndex;
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};
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2016-06-26 10:16:33 +01:00
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static Stream*
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readMesh(Stream *stream, int32 len, void *object, int32, int32)
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{
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2017-08-25 13:06:53 +01:00
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MeshHeaderStream mhs;
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MeshStream ms;
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MeshHeader *mh;
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Mesh *mesh;
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2016-06-26 10:16:33 +01:00
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int32 indbuf[256];
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2017-08-25 13:06:53 +01:00
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uint16 *indices;
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Geometry *geo = (Geometry*)object;
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stream->read(&mhs, sizeof(MeshHeaderStream));
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// Have to do this dance for War Drum's meshes
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bool32 hasData = len > sizeof(MeshHeaderStream)+mhs.numMeshes*sizeof(MeshStream);
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assert(geo->meshHeader == nil);
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geo->meshHeader = nil;
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mh = geo->allocateMeshes(mhs.numMeshes, mhs.totalIndices,
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geo->flags & Geometry::NATIVE && !hasData);
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2017-10-20 21:38:28 +01:00
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mh->flags = mhs.flags;
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2017-08-25 13:06:53 +01:00
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mesh = mh->getMeshes();
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indices = mesh->indices;
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for(uint32 i = 0; i < mh->numMeshes; i++){
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stream->read(&ms, sizeof(MeshStream));
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mesh->numIndices = ms.numIndices;
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mesh->material = geo->matList.materials[ms.matIndex];
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2017-03-16 10:42:59 +00:00
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if(geo->flags & Geometry::NATIVE){
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2017-08-25 13:06:53 +01:00
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// War Drum OpenGL stores uint16 indices here
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2016-06-26 10:16:33 +01:00
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if(hasData){
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2017-08-25 13:06:53 +01:00
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mesh->indices = indices;
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indices += mesh->numIndices;
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2016-06-26 10:16:33 +01:00
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stream->read(mesh->indices,
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mesh->numIndices*2);
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}
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}else{
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2017-08-25 13:06:53 +01:00
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mesh->indices = indices;
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indices += mesh->numIndices;
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2016-06-26 10:16:33 +01:00
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uint16 *ind = mesh->indices;
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int32 numIndices = mesh->numIndices;
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for(; numIndices > 0; numIndices -= 256){
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int32 n = numIndices < 256 ? numIndices : 256;
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stream->read(indbuf, n*4);
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for(int32 j = 0; j < n; j++)
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ind[j] = indbuf[j];
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ind += n;
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}
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}
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mesh++;
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}
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return stream;
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}
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static Stream*
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writeMesh(Stream *stream, int32, void *object, int32, int32)
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{
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2017-08-25 13:06:53 +01:00
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MeshHeaderStream mhs;
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MeshStream ms;
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2016-06-26 10:16:33 +01:00
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int32 indbuf[256];
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2017-08-25 13:06:53 +01:00
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Geometry *geo = (Geometry*)object;
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mhs.flags = geo->meshHeader->flags;
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mhs.numMeshes = geo->meshHeader->numMeshes;
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mhs.totalIndices = geo->meshHeader->totalIndices;
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stream->write(&mhs, sizeof(MeshHeaderStream));
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Mesh *mesh = geo->meshHeader->getMeshes();
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2016-06-26 10:16:33 +01:00
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for(uint32 i = 0; i < geo->meshHeader->numMeshes; i++){
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2017-08-25 13:06:53 +01:00
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ms.numIndices = mesh->numIndices;
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ms.matIndex = geo->matList.findIndex(mesh->material);
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stream->write(&ms, sizeof(MeshStream));
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2017-03-16 10:42:59 +00:00
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if(geo->flags & Geometry::NATIVE){
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2016-06-26 10:16:33 +01:00
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assert(geo->instData != nil);
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if(geo->instData->platform == PLATFORM_WDGL)
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stream->write(mesh->indices,
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mesh->numIndices*2);
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}else{
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uint16 *ind = mesh->indices;
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int32 numIndices = mesh->numIndices;
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for(; numIndices > 0; numIndices -= 256){
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int32 n = numIndices < 256 ? numIndices : 256;
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for(int32 j = 0; j < n; j++)
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indbuf[j] = ind[j];
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stream->write(indbuf, n*4);
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ind += n;
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}
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}
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mesh++;
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}
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return stream;
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}
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static int32
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getSizeMesh(void *object, int32, int32)
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{
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Geometry *geo = (Geometry*)object;
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if(geo->meshHeader == nil)
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return -1;
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int32 size = 12 + geo->meshHeader->numMeshes*8;
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2017-03-16 10:42:59 +00:00
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if(geo->flags & Geometry::NATIVE){
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2016-06-26 10:16:33 +01:00
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assert(geo->instData != nil);
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if(geo->instData->platform == PLATFORM_WDGL)
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size += geo->meshHeader->totalIndices*2;
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}else{
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size += geo->meshHeader->totalIndices*4;
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}
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return size;
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}
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void
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registerMeshPlugin(void)
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{
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2017-08-26 19:08:23 +01:00
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Geometry::registerPlugin(0, ID_MESH, nil, nil, nil);
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Geometry::registerPluginStream(ID_MESH, readMesh, writeMesh, getSizeMesh);
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2016-06-26 10:16:33 +01:00
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}
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2017-08-25 13:06:53 +01:00
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// Returns the maximum number of triangles. Just so
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// we can allocate enough before instancing. This does not
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// take into account degerate triangles or ADC bits as
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// we don't look at the data.
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uint32
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MeshHeader::guessNumTriangles(void)
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2016-06-26 10:16:33 +01:00
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{
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2017-08-25 13:06:53 +01:00
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if(this->flags == MeshHeader::TRISTRIP)
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return this->totalIndices - 2*this->numMeshes;
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else
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return this->totalIndices/3;
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2016-06-26 10:16:33 +01:00
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}
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// Native Data
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static void*
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destroyNativeData(void *object, int32 offset, int32 size)
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{
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Geometry *geometry = (Geometry*)object;
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if(geometry->instData == nil)
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return object;
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if(geometry->instData->platform == PLATFORM_PS2)
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return ps2::destroyNativeData(object, offset, size);
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if(geometry->instData->platform == PLATFORM_WDGL)
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return wdgl::destroyNativeData(object, offset, size);
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if(geometry->instData->platform == PLATFORM_XBOX)
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return xbox::destroyNativeData(object, offset, size);
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if(geometry->instData->platform == PLATFORM_D3D8)
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return d3d8::destroyNativeData(object, offset, size);
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if(geometry->instData->platform == PLATFORM_D3D9)
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return d3d9::destroyNativeData(object, offset, size);
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return object;
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}
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static Stream*
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readNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
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{
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ChunkHeaderInfo header;
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uint32 libid;
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uint32 platform;
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// ugly hack to find out platform
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stream->seek(-4);
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libid = stream->readU32();
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readChunkHeaderInfo(stream, &header);
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2016-06-29 11:53:02 +01:00
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if(header.type == ID_STRUCT &&
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2016-06-26 10:16:33 +01:00
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libraryIDPack(header.version, header.build) == libid){
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platform = stream->readU32();
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stream->seek(-16);
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if(platform == PLATFORM_PS2)
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return ps2::readNativeData(stream, len, object, o, s);
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else if(platform == PLATFORM_XBOX)
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return xbox::readNativeData(stream, len, object, o, s);
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else if(platform == PLATFORM_D3D8)
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return d3d8::readNativeData(stream, len, object, o, s);
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else if(platform == PLATFORM_D3D9)
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return d3d9::readNativeData(stream, len, object, o, s);
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else{
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fprintf(stderr, "unknown platform %d\n", platform);
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stream->seek(len);
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}
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}else{
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stream->seek(-12);
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wdgl::readNativeData(stream, len, object, o, s);
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}
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return stream;
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}
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static Stream*
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writeNativeData(Stream *stream, int32 len, void *object, int32 o, int32 s)
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{
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Geometry *geometry = (Geometry*)object;
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if(geometry->instData == nil)
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return stream;
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if(geometry->instData->platform == PLATFORM_PS2)
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return ps2::writeNativeData(stream, len, object, o, s);
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else if(geometry->instData->platform == PLATFORM_WDGL)
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return wdgl::writeNativeData(stream, len, object, o, s);
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else if(geometry->instData->platform == PLATFORM_XBOX)
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return xbox::writeNativeData(stream, len, object, o, s);
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else if(geometry->instData->platform == PLATFORM_D3D8)
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return d3d8::writeNativeData(stream, len, object, o, s);
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else if(geometry->instData->platform == PLATFORM_D3D9)
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return d3d9::writeNativeData(stream, len, object, o, s);
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return stream;
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}
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static int32
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getSizeNativeData(void *object, int32 offset, int32 size)
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{
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Geometry *geometry = (Geometry*)object;
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if(geometry->instData == nil)
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return 0;
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if(geometry->instData->platform == PLATFORM_PS2)
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return ps2::getSizeNativeData(object, offset, size);
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else if(geometry->instData->platform == PLATFORM_WDGL)
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return wdgl::getSizeNativeData(object, offset, size);
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else if(geometry->instData->platform == PLATFORM_XBOX)
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return xbox::getSizeNativeData(object, offset, size);
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else if(geometry->instData->platform == PLATFORM_D3D8)
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return d3d8::getSizeNativeData(object, offset, size);
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else if(geometry->instData->platform == PLATFORM_D3D9)
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return d3d9::getSizeNativeData(object, offset, size);
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return 0;
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}
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void
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registerNativeDataPlugin(void)
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{
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Geometry::registerPlugin(0, ID_NATIVEDATA,
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nil, destroyNativeData, nil);
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Geometry::registerPluginStream(ID_NATIVEDATA,
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readNativeData,
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writeNativeData,
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getSizeNativeData);
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}
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}
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