Made use of BufferMapper

Former-commit-id: 2b24f9d6cabf9fbf639b2c5e9319aaa304fe809a
This commit is contained in:
Lynix
2013-01-03 19:42:25 +01:00
parent 182c667603
commit 16cec38f9c
4 changed files with 68 additions and 117 deletions

View File

@@ -9,6 +9,7 @@
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/KeyframeMesh.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
@@ -103,10 +104,8 @@ namespace
/// Chargement des submesh
// Actuellement le loader ne charge qu'un submesh
// FIXME: Utiliser les commandes OpenGL ?
unsigned int vertexCount = header.num_tris * 3;
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, parameters.storage, nzBufferUsage_Dynamic));
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(header.num_tris * 3, false, parameters.storage, nzBufferUsage_Static));
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Dynamic));
std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
{
@@ -117,27 +116,7 @@ namespace
vertexBuffer->SetPersistent(false);
vertexBuffer.release();
/// Lecture des triangles
std::vector<md2_triangle> triangles(header.num_tris);
stream.SetCursorPos(header.offset_tris);
stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
#ifdef NAZARA_BIG_ENDIAN
for (unsigned int i = 0; i < header.num_tris; ++i)
{
NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
}
#endif
/// Lecture des coordonnées de texture
/// Coordonnées de texture
std::vector<md2_texCoord> texCoords(header.num_st);
// Lecture des coordonnées de texture
@@ -152,6 +131,45 @@ namespace
}
#endif
/// Lecture des triangles
std::vector<md2_triangle> triangles(header.num_tris);
stream.SetCursorPos(header.offset_tris);
stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
NzBufferMapper<NzIndexBuffer> indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
nzUInt16* index = reinterpret_cast<nzUInt16*>(indexMapper.GetPointer());
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
for (unsigned int i = 0; i < header.num_tris; ++i)
{
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
#endif
for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j];
index[fixedIndex] = triangles[i].vertices[j];
const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
subMesh->SetTexCoords(triangles[i].vertices[fixedIndex], NzVector2f(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight));
}
index += 3;
}
indexMapper.Unmap();
subMesh->SetIndexBuffer(indexBuffer.release());
/// Chargement des frames
stream.SetCursorPos(header.offset_frames);
@@ -165,7 +183,7 @@ namespace
stream.Read(scale, sizeof(NzVector3f));
stream.Read(translate, sizeof(NzVector3f));
stream.Read(nullptr, 16*sizeof(char));
stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
#ifdef NAZARA_BIG_ENDIAN
@@ -178,30 +196,13 @@ namespace
NzByteSwap(&translate.z, sizeof(float));
#endif
for (unsigned int t = 0; t < header.num_tris; ++t)
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
for (unsigned int v = 0; v < 3; ++v)
{
const md2_vertex& vert = vertices[triangles[t].vertices[v]];
NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
const md2_vertex& vert = vertices[v];
NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
// On calcule l'indice (On affecte dans le sens inverse)
unsigned int vertexIndex = vertexCount - (t*3 + v) - 1;
// Et on finit par copier les éléments dans le buffer
subMesh->SetNormal(f, vertexIndex, md2Normals[vert.n]);
subMesh->SetPosition(f, vertexIndex, position);
}
}
}
// Définit les coordonnées de textures
for (unsigned int t = 0; t < header.num_tris; ++t)
{
for (unsigned int v = 0; v < 3; ++v)
{
const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
subMesh->SetTexCoords(vertexCount - (t*3 + v) - 1, NzVector2f(texC.u / static_cast<float>(header.skinwidth), 1.f - texC.v / static_cast<float>(header.skinheight)));
subMesh->SetNormal(f, v, md2Normals[vert.n]);
subMesh->SetPosition(f, v, position);
}
}