Made use of BufferMapper
Former-commit-id: 2b24f9d6cabf9fbf639b2c5e9319aaa304fe809a
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182c667603
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16cec38f9c
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@ -9,6 +9,7 @@
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#include <Nazara/Math/Basic.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Utility/Animation.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/KeyframeMesh.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
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@ -103,10 +104,8 @@ namespace
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/// Chargement des submesh
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// Actuellement le loader ne charge qu'un submesh
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// FIXME: Utiliser les commandes OpenGL ?
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unsigned int vertexCount = header.num_tris * 3;
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, parameters.storage, nzBufferUsage_Dynamic));
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(header.num_tris * 3, false, parameters.storage, nzBufferUsage_Static));
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), header.num_vertices, parameters.storage, nzBufferUsage_Dynamic));
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std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
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if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
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{
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@ -117,27 +116,7 @@ namespace
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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/// Lecture des triangles
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std::vector<md2_triangle> triangles(header.num_tris);
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stream.SetCursorPos(header.offset_tris);
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stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
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#ifdef NAZARA_BIG_ENDIAN
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
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}
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#endif
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/// Lecture des coordonnées de texture
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/// Coordonnées de texture
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std::vector<md2_texCoord> texCoords(header.num_st);
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// Lecture des coordonnées de texture
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@ -152,6 +131,45 @@ namespace
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}
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#endif
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/// Lecture des triangles
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std::vector<md2_triangle> triangles(header.num_tris);
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stream.SetCursorPos(header.offset_tris);
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stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
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NzBufferMapper<NzIndexBuffer> indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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nzUInt16* index = reinterpret_cast<nzUInt16*>(indexMapper.GetPointer());
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const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
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for (unsigned int i = 0; i < header.num_tris; ++i)
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{
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#ifdef NAZARA_BIG_ENDIAN
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NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[0], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[1], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
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NzByteSwap(&triangles[i].texCoords[2], sizeof(nzUInt16));
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#endif
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for (unsigned int j = 0; j < 3; ++j)
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{
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const unsigned int fixedIndex = indexFix[j];
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index[fixedIndex] = triangles[i].vertices[j];
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const md2_texCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
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subMesh->SetTexCoords(triangles[i].vertices[fixedIndex], NzVector2f(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight));
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}
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index += 3;
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}
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indexMapper.Unmap();
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subMesh->SetIndexBuffer(indexBuffer.release());
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/// Chargement des frames
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stream.SetCursorPos(header.offset_frames);
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@ -165,7 +183,7 @@ namespace
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stream.Read(scale, sizeof(NzVector3f));
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stream.Read(translate, sizeof(NzVector3f));
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stream.Read(nullptr, 16*sizeof(char));
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stream.Read(nullptr, 16*sizeof(char)); // On avance en ignorant le nom de la frame (Géré par l'animation)
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stream.Read(vertices.get(), header.num_vertices*sizeof(md2_vertex));
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#ifdef NAZARA_BIG_ENDIAN
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@ -178,30 +196,13 @@ namespace
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NzByteSwap(&translate.z, sizeof(float));
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#endif
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for (unsigned int t = 0; t < header.num_tris; ++t)
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for (unsigned int v = 0; v < header.num_vertices; ++v)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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const md2_vertex& vert = vertices[triangles[t].vertices[v]];
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const md2_vertex& vert = vertices[v];
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NzVector3f position = rotationQuat * NzVector3f(vert.x * scale.x + translate.x, vert.y * scale.y + translate.y, vert.z * scale.z + translate.z);
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// On calcule l'indice (On affecte dans le sens inverse)
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unsigned int vertexIndex = vertexCount - (t*3 + v) - 1;
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// Et on finit par copier les éléments dans le buffer
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subMesh->SetNormal(f, vertexIndex, md2Normals[vert.n]);
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subMesh->SetPosition(f, vertexIndex, position);
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}
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}
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}
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// Définit les coordonnées de textures
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for (unsigned int t = 0; t < header.num_tris; ++t)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
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subMesh->SetTexCoords(vertexCount - (t*3 + v) - 1, NzVector2f(texC.u / static_cast<float>(header.skinwidth), 1.f - texC.v / static_cast<float>(header.skinheight)));
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subMesh->SetNormal(f, v, md2Normals[vert.n]);
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subMesh->SetPosition(f, v, position);
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}
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}
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@ -5,6 +5,7 @@
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#include <Nazara/Utility/Loaders/MD5Mesh/Parser.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Math/Basic.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/Config.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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@ -180,7 +181,6 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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{
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const Mesh& md5Mesh = m_meshes[i];
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void* ptr;
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unsigned int indexCount = md5Mesh.triangles.size()*3;
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unsigned int vertexCount = md5Mesh.vertices.size();
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unsigned int weightCount = md5Mesh.weights.size();
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@ -189,22 +189,11 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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bool largeIndices = (vertexCount > std::numeric_limits<nzUInt16>::max());
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(indexCount, largeIndices, m_parameters.storage));
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if (!indexBuffer->GetBuffer()->IsValid())
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{
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NazaraError("Failed to create index buffer");
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continue;
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}
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ptr = indexBuffer->Map(nzBufferAccess_WriteOnly);
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if (!ptr)
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{
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NazaraError("Failed to map index buffer");
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continue;
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}
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NzBufferMapper<NzIndexBuffer> indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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if (largeIndices)
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{
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nzUInt32* index = reinterpret_cast<nzUInt32*>(ptr);
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nzUInt32* index = reinterpret_cast<nzUInt32*>(indexMapper.GetPointer());
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for (const Mesh::Triangle& triangle : md5Mesh.triangles)
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{
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@ -216,7 +205,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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}
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else
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{
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nzUInt16* index = reinterpret_cast<nzUInt16*>(ptr);
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nzUInt16* index = reinterpret_cast<nzUInt16*>(indexMapper.GetPointer());
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for (const Mesh::Triangle& triangle : md5Mesh.triangles)
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{
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@ -227,7 +216,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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}
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}
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indexBuffer->Unmap();
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indexMapper.Unmap();
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, m_parameters.storage, nzBufferUsage_Dynamic));
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@ -311,7 +300,6 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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for (unsigned int i = 0; i < m_meshes.size(); ++i)
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{
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const Mesh& md5Mesh = m_meshes[i];
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void* ptr;
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unsigned int indexCount = md5Mesh.triangles.size()*3;
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unsigned int vertexCount = md5Mesh.vertices.size();
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@ -319,22 +307,11 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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bool largeIndices = (vertexCount > std::numeric_limits<nzUInt16>::max());
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std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(indexCount, largeIndices, m_parameters.storage));
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if (!indexBuffer->GetBuffer()->IsValid())
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{
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NazaraError("Failed to create index buffer");
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continue;
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}
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ptr = indexBuffer->Map(nzBufferAccess_WriteOnly);
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if (!ptr)
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{
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NazaraError("Failed to map index buffer");
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continue;
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}
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NzBufferMapper<NzIndexBuffer> indexMapper(indexBuffer.get(), nzBufferAccess_DiscardAndWrite);
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if (largeIndices)
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{
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nzUInt32* index = reinterpret_cast<nzUInt32*>(ptr);
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nzUInt32* index = reinterpret_cast<nzUInt32*>(indexMapper.GetPointer());
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for (const Mesh::Triangle& triangle : md5Mesh.triangles)
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{
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@ -346,7 +323,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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}
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else
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{
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nzUInt16* index = reinterpret_cast<nzUInt16*>(ptr);
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nzUInt16* index = reinterpret_cast<nzUInt16*>(indexMapper.GetPointer());
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for (const Mesh::Triangle& triangle : md5Mesh.triangles)
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{
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@ -357,25 +334,13 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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}
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}
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indexBuffer->Unmap();
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indexMapper.Unmap();
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// Vertex buffer
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std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, m_parameters.storage, nzBufferUsage_Dynamic));
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if (!vertexBuffer->GetBuffer()->IsValid())
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{
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NazaraError("Failed to create vertex buffer");
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continue;
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}
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NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_WriteOnly);
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ptr = vertexBuffer->Map(nzBufferAccess_WriteOnly);
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if (!ptr)
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{
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NazaraError("Failed to map vertex buffer");
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continue;
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}
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NzAxisAlignedBox aabb;
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(ptr);
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(vertexMapper.GetPointer());
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for (const Mesh::Vertex& md5Vertex : md5Mesh.vertices)
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{
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// Skinning MD5 (Formule d'Id Tech)
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@ -389,15 +354,12 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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}
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// On retourne le modèle dans le bon sens
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finalPos = rotationQuat * finalPos;
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aabb.ExtendTo(finalPos);
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vertex->position = finalPos;
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vertex->position = rotationQuat * finalPos;
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vertex->uv.Set(md5Vertex.uv.x, 1.f - md5Vertex.uv.y);
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vertex++;
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}
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vertexBuffer->Unmap();
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vertexMapper.Unmap();
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// Submesh
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std::unique_ptr<NzStaticMesh> subMesh(new NzStaticMesh(mesh));
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@ -410,7 +372,6 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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vertexBuffer->SetPersistent(false);
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vertexBuffer.release();
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subMesh->SetAABB(aabb);
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subMesh->SetIndexBuffer(indexBuffer.get());
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indexBuffer->SetPersistent(false);
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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@ -270,15 +271,10 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
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}
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#endif
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void* outputBuffer = m_impl->vertexBuffer->Map(nzBufferAccess_DiscardAndWrite);
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if (!outputBuffer)
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{
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NazaraError("Failed to map vertex buffer");
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return;
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}
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NzBufferMapper<NzVertexBuffer> mapper(m_impl->vertexBuffer, nzBufferAccess_DiscardAndWrite);
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NzMeshVertex* inputVertex = reinterpret_cast<NzMeshVertex*>(m_impl->bindPoseBuffer);
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NzMeshVertex* outputVertex = reinterpret_cast<NzMeshVertex*>(outputBuffer);
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NzMeshVertex* outputVertex = reinterpret_cast<NzMeshVertex*>(mapper.GetPointer());
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const NzJoint* joints = skeleton->GetJoints();
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unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();
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@ -314,8 +310,6 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
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outputVertex++;
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}
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m_impl->vertexBuffer->Unmap();
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m_impl->aabb = skeleton->GetAABB();
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}
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@ -4,6 +4,7 @@
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <stdexcept>
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#include <Nazara/Utility/Debug.hpp>
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@ -65,13 +66,9 @@ bool NzStaticMesh::GenerateAABB()
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return true;
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// On lock le buffer pour itérer sur toutes les positions et composer notre AABB
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(m_vertexBuffer->Map(nzBufferAccess_ReadOnly));
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if (!vertex)
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{
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NazaraWarning("Failed to lock vertex buffer");
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return false;
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}
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NzBufferMapper<NzVertexBuffer> mapper(m_vertexBuffer, nzBufferAccess_ReadOnly);
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NzMeshVertex* vertex = reinterpret_cast<NzMeshVertex*>(mapper.GetPointer());
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unsigned int vertexCount = m_vertexBuffer->GetVertexCount();
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for (unsigned int i = 0; i < vertexCount; ++i)
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{
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@ -79,8 +76,6 @@ bool NzStaticMesh::GenerateAABB()
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vertex++;
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}
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m_vertexBuffer->Unmap();
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return true;
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}
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