Example #1
0
        /// <summary>
        ///     Reads vertices from a vertex buffer.
        /// </summary>
        /// <param name="reader">The stream to read from.</param>
        /// <param name="layout">The layout of each vertex to read.</param>
        /// <param name="count">The number of vertices to read.</param>
        /// <param name="boundingBox">The bounding box to transform vertices with. Can be null.</param>
        /// <param name="processor">The IVertexProcessor to send read vertices to. Can be null.</param>
        public static void ReadVertices(IReader reader, VertexLayout layout, int count, BoundingBox boundingBox,
                                        IVertexProcessor processor)
        {
            for (int i = 0; i < count; i++)
            {
                long vertexStartPos = reader.Position;
                if (processor != null)
                {
                    processor.BeginVertex();
                }

                foreach (VertexElementLayout element in layout.Elements)
                {
                    if (element.Stream == 0)                     // Not sure how multistream vertices work yet
                    {
                        reader.SeekTo(vertexStartPos + element.Offset);
                        ReadElement(reader, element, boundingBox, processor);
                    }
                }

                if (processor != null)
                {
                    processor.EndVertex();
                }
            }
        }
        /// <summary>
        /// Reads vertices from a vertex buffer.
        /// </summary>
        /// <param name="reader">The stream to read from.</param>
        /// <param name="layout">The layout of each vertex to read.</param>
        /// <param name="count">The number of vertices to read.</param>
        /// <param name="boundingBox">The bounding box to transform vertices with. Can be null.</param>
        /// <param name="processor">The IVertexProcessor to send read vertices to. Can be null.</param>
        public static void ReadVertices(IReader reader, VertexLayout layout, int count, IModelBoundingBox boundingBox, IVertexProcessor processor)
        {
            for (int i = 0; i < count; i++)
            {
                long vertexStartPos = reader.Position;
                if (processor != null)
                    processor.BeginVertex();

                foreach (VertexElementLayout element in layout.Elements)
                {
                    if (element.Stream == 0) // Not sure how multistream vertices work yet
                    {
                        reader.SeekTo(vertexStartPos + element.Offset);
                        ReadElement(reader, element, boundingBox, processor);
                    }
                }

                if (processor != null)
                    processor.EndVertex();
            }
        }
Example #3
0
        /// <summary>
        ///     Reads a vertex element from a stream and sends it to an IVertexProcessor.
        /// </summary>
        /// <param name="reader">The stream to read from. It should be positioned at the start of the element.</param>
        /// <param name="element">The layout of the element to read.</param>
        /// <param name="boundingBox">The bounding box to transform the element with. Can be null.</param>
        /// <param name="processor">The IVertexProcessor to send the element to.</param>
        private static void ReadElement(IReader reader, VertexElementLayout element, BoundingBox boundingBox,
                                        IVertexProcessor processor)
        {
            // EW EW EW
            // TODO: Implement everything, this is just enough to load some Reach vertices for now...
            float x = 0, y = 0, z = 0, w = 1;
            uint  value;

            switch (element.Type)
            {
            case VertexElementType.Float2:
                x = reader.ReadFloat();
                y = reader.ReadFloat();
                break;

            case VertexElementType.Float3:
                x = reader.ReadFloat();
                y = reader.ReadFloat();
                z = reader.ReadFloat();
                break;

            case VertexElementType.Float4:
                x = reader.ReadFloat();
                y = reader.ReadFloat();
                z = reader.ReadFloat();
                w = reader.ReadFloat();
                break;

            case VertexElementType.UByte4:
                x = reader.ReadByte();
                y = reader.ReadByte();
                z = reader.ReadByte();
                w = reader.ReadByte();
                break;

            case VertexElementType.UByte4N:
                x = reader.ReadByte() / 255.0f;
                y = reader.ReadByte() / 255.0f;
                z = reader.ReadByte() / 255.0f;
                w = reader.ReadByte() / 255.0f;
                break;

            case VertexElementType.Byte4N:
                x = reader.ReadSByte() / 127.0f;
                y = reader.ReadSByte() / 127.0f;
                z = reader.ReadSByte() / 127.0f;
                w = reader.ReadSByte() / 127.0f;
                break;

            case VertexElementType.Float16_2:
                x = Half.ToHalf(reader.ReadUInt16());
                y = Half.ToHalf(reader.ReadUInt16());
                break;

            case VertexElementType.Float16_4:
                x = Half.ToHalf(reader.ReadUInt16());
                y = Half.ToHalf(reader.ReadUInt16());
                z = Half.ToHalf(reader.ReadUInt16());
                w = Half.ToHalf(reader.ReadUInt16());
                break;

            case VertexElementType.UShort2:
                x = reader.ReadUInt16();
                y = reader.ReadUInt16();
                break;

            case VertexElementType.UShort2N:
                x = reader.ReadUInt16() / 65535.0f;
                y = reader.ReadUInt16() / 65535.0f;
                break;

            case VertexElementType.UShort4N:
                x = reader.ReadUInt16() / 65535.0f;
                y = reader.ReadUInt16() / 65535.0f;
                z = reader.ReadUInt16() / 65535.0f;
                w = reader.ReadUInt16() / 65535.0f;
                break;

            case VertexElementType.Short4N:
                x = reader.ReadInt16() / 32767.0f;
                y = reader.ReadInt16() / 32767.0f;
                z = reader.ReadInt16() / 32767.0f;
                w = reader.ReadInt16() / 32767.0f;
                break;

            case VertexElementType.D3DColor:
                w = reader.ReadByte() / 255.0f;                       // W is set here because alpha comes first but ends up last in the vector
                y = reader.ReadByte() / 255.0f;
                z = reader.ReadByte() / 255.0f;
                x = reader.ReadByte() / 255.0f;
                break;

            case VertexElementType.DHen3N:
                value = reader.ReadUInt32();
                x     = (((int)((value << 22) & 0xFFC00000)) >> 22) / 511.0f;
                y     = (((int)((value << 11) & 0xFFE00000)) >> 21) / 1023.0f;
                z     = (((int)(value & 0xFFE00000)) >> 21) / 1023.0f;
                break;

            case VertexElementType.UDec4N:
                value = reader.ReadUInt32();
                x     = (value & 0x3FF) / 1023.0f;
                y     = ((value >> 10) & 0x3FF) / 1023.0f;
                z     = ((value >> 20) & 0x3FF) / 1023.0f;
                w     = (value >> 30) / 3.0f;
                break;

            default:
                throw new NotSupportedException("Unsupported vertex element type: " +
                                                Enum.GetName(typeof(VertexElementType), element.Type));
            }

            if (boundingBox != null)
            {
                TransformElement(ref x, ref y, ref z, ref w, element.Usage, boundingBox);
            }

            if (processor != null)
            {
                processor.ProcessVertexElement(x, y, z, w, element);
            }
        }
Example #4
0
		/// <summary>
		///     Reads a vertex element from a stream and sends it to an IVertexProcessor.
		/// </summary>
		/// <param name="reader">The stream to read from. It should be positioned at the start of the element.</param>
		/// <param name="element">The layout of the element to read.</param>
		/// <param name="boundingBox">The bounding box to transform the element with. Can be null.</param>
		/// <param name="processor">The IVertexProcessor to send the element to.</param>
		private static void ReadElement(IReader reader, VertexElementLayout element, BoundingBox boundingBox,
			IVertexProcessor processor)
		{
			// EW EW EW
			// TODO: Implement everything, this is just enough to load some Reach vertices for now...
			float x = 0, y = 0, z = 0, w = 1;
			uint value;
			switch (element.Type)
			{
				case VertexElementType.Float2:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					break;

				case VertexElementType.Float3:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					z = reader.ReadFloat();
					break;

				case VertexElementType.Float4:
					x = reader.ReadFloat();
					y = reader.ReadFloat();
					z = reader.ReadFloat();
					w = reader.ReadFloat();
					break;

				case VertexElementType.UByte4:
					x = reader.ReadByte();
					y = reader.ReadByte();
					z = reader.ReadByte();
					w = reader.ReadByte();
					break;

				case VertexElementType.UByte4N:
					x = reader.ReadByte()/255.0f;
					y = reader.ReadByte()/255.0f;
					z = reader.ReadByte()/255.0f;
					w = reader.ReadByte()/255.0f;
					break;

				case VertexElementType.Byte4N:
					x = reader.ReadSByte()/127.0f;
					y = reader.ReadSByte()/127.0f;
					z = reader.ReadSByte()/127.0f;
					w = reader.ReadSByte()/127.0f;
					break;

				case VertexElementType.Float16_2:
					x = Half.ToHalf(reader.ReadUInt16());
					y = Half.ToHalf(reader.ReadUInt16());
					break;

				case VertexElementType.Float16_4:
					x = Half.ToHalf(reader.ReadUInt16());
					y = Half.ToHalf(reader.ReadUInt16());
					z = Half.ToHalf(reader.ReadUInt16());
					w = Half.ToHalf(reader.ReadUInt16());
					break;

				case VertexElementType.UShort2:
					x = reader.ReadUInt16();
					y = reader.ReadUInt16();
					break;

				case VertexElementType.UShort2N:
					x = reader.ReadUInt16()/65535.0f;
					y = reader.ReadUInt16()/65535.0f;
					break;

				case VertexElementType.UShort4N:
					x = reader.ReadUInt16()/65535.0f;
					y = reader.ReadUInt16()/65535.0f;
					z = reader.ReadUInt16()/65535.0f;
					w = reader.ReadUInt16()/65535.0f;
					break;

				case VertexElementType.Short4N:
					x = reader.ReadInt16()/32767.0f;
					y = reader.ReadInt16()/32767.0f;
					z = reader.ReadInt16()/32767.0f;
					w = reader.ReadInt16()/32767.0f;
					break;

				case VertexElementType.D3DColor:
					w = reader.ReadByte()/255.0f; // W is set here because alpha comes first but ends up last in the vector
					y = reader.ReadByte()/255.0f;
					z = reader.ReadByte()/255.0f;
					x = reader.ReadByte()/255.0f;
					break;

				case VertexElementType.DHen3N:
					value = reader.ReadUInt32();
					x = (((int) ((value << 22) & 0xFFC00000)) >> 22)/511.0f;
					y = (((int) ((value << 11) & 0xFFE00000)) >> 21)/1023.0f;
					z = (((int) (value & 0xFFE00000)) >> 21)/1023.0f;
					break;

				case VertexElementType.UDec4N:
					value = reader.ReadUInt32();
					x = (value & 0x3FF)/1023.0f;
					y = ((value >> 10) & 0x3FF)/1023.0f;
					z = ((value >> 20) & 0x3FF)/1023.0f;
					w = (value >> 30)/3.0f;
					break;

				default:
					throw new NotSupportedException("Unsupported vertex element type: " +
					                                Enum.GetName(typeof (VertexElementType), element.Type));
			}

			if (boundingBox != null)
				TransformElement(ref x, ref y, ref z, ref w, element.Usage, boundingBox);

			if (processor != null)
				processor.ProcessVertexElement(x, y, z, w, element);
		}