2015-08-15 23:22:51 +02:00
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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 <new>
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#include "rwbase.h"
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#include "rwplugin.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwxbox.h"
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using namespace std;
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namespace rw {
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namespace xbox {
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void*
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destroyNativeData(void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_XBOX);
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InstanceDataHeader *header =
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(InstanceDataHeader*)geometry->instData;
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delete header;
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return object;
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}
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void
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readNativeData(Stream *stream, int32, void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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uint32 vers;
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assert(findChunk(stream, ID_STRUCT, NULL, &vers));
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assert(stream->readU32() == PLATFORM_XBOX);
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assert(vers >= 0x35000 && "can't handle native Xbox data < 0x35000");
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InstanceDataHeader *header = new InstanceDataHeader;
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geometry->instData = header;
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header->platform = PLATFORM_XBOX;
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int32 size = stream->readI32();
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// The 0x18 byte are the resentryheader.
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// We don't have it but it's used for alignment.
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header->data = new uint8[size + 0x18];
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uint8 *p = header->data+0x18+4;
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stream->read(p, size-4);
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header->size = size;
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header->serialNumber = *(uint16*)p; p += 2;
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header->numMeshes = *(uint16*)p; p += 2;
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header->primType = *(uint32*)p; p += 4;
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header->numVertices = *(uint32*)p; p += 4;
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header->stride = *(uint32*)p; p += 4;
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// RxXboxVertexFormat in 3.3 here
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p += 4; // skip vertexBuffer pointer
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header->vertexAlpha = *(bool32*)p; p += 4;
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p += 8; // skip begin, end pointers
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InstanceData *inst = new InstanceData[header->numMeshes];
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header->begin = inst;
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for(int i = 0; i < header->numMeshes; i++){
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inst->minVert = *(uint32*)p; p += 4;
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inst->numVertices = *(int32*)p; p += 4;
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inst->numIndices = *(int32*)p; p += 4;
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inst->indexBuffer = header->data + *(uint32*)p; p += 4;
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p += 8; // skip material and vertexShader
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inst->vertexShader = 0;
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// pixelShader in 3.3 here
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inst++;
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}
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header->end = inst;
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header->vertexBuffer = new uint8[header->stride*header->numVertices];
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stream->read(header->vertexBuffer, header->stride*header->numVertices);
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}
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void
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writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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writeChunkHeader(stream, ID_STRUCT, len-12);
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_XBOX);
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stream->writeU32(PLATFORM_XBOX);
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InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
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// we just fill header->data and write that
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uint8 *p = header->data+0x18;
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//uint8 *end = (uint8*)header->begin->indexBuffer;
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//memset(p, 0xAB, end-p);
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*(int32*)p = header->size; p += 4;
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*(uint16*)p = header->serialNumber; p += 2;
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*(uint16*)p = header->numMeshes; p += 2;
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*(uint32*)p = header->primType; p += 4;
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*(uint32*)p = header->numVertices; p += 4;
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*(uint32*)p = header->stride; p += 4;
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// RxXboxVertexFormat in 3.3 here
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p += 4; // skip vertexBuffer pointer
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*(bool32*)p = header->vertexAlpha; p += 4;
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p += 8; // skip begin, end pointers
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InstanceData *inst = header->begin;
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for(int i = 0; i < header->numMeshes; i++){
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*(uint32*)p = inst->minVert; p += 4;
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*(int32*)p = inst->numVertices; p += 4;
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*(int32*)p = inst->numIndices; p += 4;
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*(uint32*)p = (uint8*)inst->indexBuffer - header->data; p += 4;
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p += 8; // skip material and vertexShader
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// pixelShader in 3.3 here
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inst++;
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}
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stream->write(header->data+0x18, header->size);
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stream->write(header->vertexBuffer, header->stride*header->numVertices);
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}
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int32
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getSizeNativeData(void *object, int32, int32)
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{
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Geometry *geometry = (Geometry*)object;
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assert(geometry->instData != NULL);
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assert(geometry->instData->platform == PLATFORM_XBOX);
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InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
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return 12 + 4 + header->size + header->stride*header->numVertices;
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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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NULL, destroyNativeData, NULL);
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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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// Skin plugin
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struct NativeSkin
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{
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int32 table1[256]; // maps indices to bones
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int32 table2[256]; // maps bones to indices
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int32 numUsedBones;
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void *vertexBuffer;
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int32 stride;
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};
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void
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readNativeSkin(Stream *stream, int32, void *object, int32 offset)
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{
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Geometry *geometry = (Geometry*)object;
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uint32 vers;
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assert(findChunk(stream, ID_STRUCT, NULL, &vers));
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assert(vers >= 0x35000 && "can't handle native xbox skin < 0x35000");
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assert(stream->readU32() == PLATFORM_XBOX);
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Skin *skin = new Skin;
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*PLUGINOFFSET(Skin*, geometry, offset) = skin;
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skin->numBones = stream->readI32();
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// only allocate matrices
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skin->numUsedBones = 0;
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skin->allocateData(0);
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NativeSkin *natskin = new NativeSkin;
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skin->platformData = natskin;
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stream->read(natskin->table1, 256*sizeof(int32));
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stream->read(natskin->table2, 256*sizeof(int32));
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// we use our own variable for this due to allocation
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natskin->numUsedBones = stream->readI32();
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skin->maxIndex = stream->readI32();
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stream->seek(4); // skip pointer to vertexBuffer
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natskin->stride = stream->readI32();
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int32 size = geometry->numVertices*natskin->stride;
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natskin->vertexBuffer = new uint8[size];
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stream->read(natskin->vertexBuffer, size);
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stream->read(skin->inverseMatrices, skin->numBones*64);
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// no split skins in GTA
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stream->seek(12);
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}
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void
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writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
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{
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Geometry *geometry = (Geometry*)object;
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Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
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assert(skin->platformData);
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assert(rw::version >= 0x35000 && "can't handle native xbox skin < 0x35000");
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NativeSkin *natskin = (NativeSkin*)skin->platformData;
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writeChunkHeader(stream, ID_STRUCT, len-12);
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stream->writeU32(PLATFORM_XBOX);
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stream->writeI32(skin->numBones);
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stream->write(natskin->table1, 256*sizeof(int32));
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stream->write(natskin->table2, 256*sizeof(int32));
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stream->writeI32(natskin->numUsedBones);
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stream->writeI32(skin->maxIndex);
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stream->writeU32(0xBADEAFFE); // pointer to vertexBuffer
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stream->writeI32(natskin->stride);
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stream->write(natskin->vertexBuffer,
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geometry->numVertices*natskin->stride);
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stream->write(skin->inverseMatrices, skin->numBones*64);
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int32 buffer[3] = { 0, 0, 0};
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stream->write(buffer, 12);
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}
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int32
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getSizeNativeSkin(void *object, int32 offset)
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{
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Geometry *geometry = (Geometry*)object;
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Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
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if(skin == NULL)
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return -1;
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assert(skin->platformData);
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NativeSkin *natskin = (NativeSkin*)skin->platformData;
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return 12 + 8 + 2*256*4 + 4*4 +
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natskin->stride*geometry->numVertices + skin->numBones*64 + 12;
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}
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// Vertex Format Plugin
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static void*
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createVertexFmt(void *object, int32 offset, int32)
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{
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*PLUGINOFFSET(uint32, object, offset) = 0;
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return object;
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}
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static void*
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copyVertexFmt(void *dst, void *src, int32 offset, int32)
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{
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*PLUGINOFFSET(uint32, dst, offset) = *PLUGINOFFSET(uint32, src, offset);
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return dst;
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}
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static void
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readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
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{
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uint32 fmt = stream->readU32();
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2015-08-17 10:24:24 +02:00
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// printf("vertexfmt: %X\n", fmt);
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2015-08-15 23:22:51 +02:00
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*PLUGINOFFSET(uint32, object, offset) = fmt;
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// TODO: create and attach "vertex shader"
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}
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static void
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writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
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{
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stream->writeI32(*PLUGINOFFSET(uint32, object, offset));
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}
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static int32
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getSizeVertexFmt(void*, int32, int32)
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{
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// TODO: make dependent on platform
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return 4;
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}
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void
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registerVertexFormatPlugin(void)
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{
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Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
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createVertexFmt, NULL, copyVertexFmt);
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Geometry::registerPluginStream(ID_VERTEXFMT,
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readVertexFmt,
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writeVertexFmt,
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getSizeVertexFmt);
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}
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}
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}
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