Esempio n. 1
0
        private void saveJF3D(OpenGLModel model, IOStream os)
        {
            baos = new ByteArrayStream();
            tmp  = new byte[8];
            int size;

            writeuint32(MAGIC);
            writeuint32(VERSION);
            writeuint32(ID_MODEL);
            size = 0;
            int tcnt = model.textures.Size();

            for (int a = 0; a < tcnt; a++)
            {
                size += model.textures.Get(a).Length + 1;
            }
            writeuint32(size);
            writeuint32(tcnt);
            for (int a = 0; a < tcnt; a++)
            {
                writeString(model.textures.Get(a));
            }
            for (int o = 0; o < model.ol.Size(); o++)
            {
                OpenGLObject obj = model.ol.Get(o);
                writeuint32(ID_OBJECT);
                int vcnt = obj.GetVertexCount() * 3;
                int pcnt = obj.GetPolyCount();
                size = obj.GetName().Length + 1 + 4 + (4 * 3) + (4 + (vcnt * 4)) + (4 + (pcnt * 4));
                writeuint32(size);
                writeString(obj.GetName());
                writeuint32(obj.GetType());
                writefloat(obj.GetOrigin().x);
                writefloat(obj.GetOrigin().y);
                writefloat(obj.GetOrigin().z);
                writeuint32(vcnt / 3);
                float[] xyz = obj.GetVertexBuffer();
                for (int a = 0; a < vcnt; a++)
                {
                    writefloat(xyz[a]);
                }
                switch (obj.GetType())
                {
                case GL_TRIANGLES:
                    writeuint32(pcnt / 3);
                    break;

                case GL_QUADS:
                    writeuint32(pcnt / 4);
                    break;
                }
                int[] pts = obj.GetPolyBuffer();
                for (int a = 0; a < pcnt; a++)
                {
                    writeuint32(pts[a]);
                }
                int maps = obj.GetUVMaps().Size();
                if (maps == 0)
                {
                    Console.WriteLine("GL_JF3D:Warning:No UVMaps found for object:" + obj.GetName());
                }
                for (int m = 0; m < maps; m++)
                {
                    OpenGLUVMap map = obj.GetUVMaps().Get(m);
                    writeuint32(ID_UVMAP);
                    int uvcnt = map.GetUVCount() * 2;
                    size = map.GetName().Length + 1 + 4 + (4 + (uvcnt * 4));
                    writeuint32(size);
                    writeString(map.GetName());
                    writeuint32(map.GetTextureIndex());
                    writeuint32(uvcnt / 2);
                    float[] uv = map.GetBuffer();
                    for (int a = 0; a < uvcnt; a++)
                    {
                        writefloat(uv[a]);
                    }
                }
            }
            os.Write(baos.GetData().ToArray());
        }
Esempio n. 2
0
        private OpenGLModel loadJF3D(IOStream fis)
        {
            datapos = 0;
            fis.Open(OpenMode.ReadOnly);
            data = fis.ReadAll().ToArray();

            int magic = readuint32();

            if (magic != MAGIC)
            {
                throw new Exception("GL_JF3D:Not JF3D file");
            }
            int version = readuint32();

            if (version < VERSION)
            {
                throw new Exception("GL_JF3D:Bad version");
            }

            int         fcnt, pcnt, vcnt, uvcnt;
            OpenGLUVMap map;

            while (!eof())
            {
                int head_id  = readuint32();
                int head_len = readuint32();
                skip = head_len;
                int head_ver = head_id & 0xffff;
                head_id &= 0x7fff0000;
                switch (head_id)
                {
                case ID_MODEL:
                    if (model != null)
                    {
                        throw new Exception("GL_JF3D:Multiple Model chunks found");
                    }
                    model = new OpenGLModel();
                    fcnt  = readuint32();
                    for (int a = 0; a < fcnt; a++)
                    {
                        String txt = readString();
                        model.textures.Add(txt);
//                        Console.WriteLine("Texture=" + txt);
                    }
                    if (head_ver > 0)
                    {
                        //future reserved
                    }
                    break;

                case ID_OBJECT:
                    obj = new OpenGLObject();
                    model.AddObject(obj);
                    obj.SetName(readString());
                    obj.SetType(readuint32());
                    obj.GetOrigin().x = readfloat();
                    obj.GetOrigin().y = readfloat();
                    obj.GetOrigin().z = readfloat();
                    vcnt = readuint32();    //vertex count
                    for (int v = 0; v < vcnt; v++)
                    {
                        float fx = readfloat();
                        float fy = readfloat();
                        float fz = readfloat();
                        obj.AddVertex(new float[] { fx, fy, fz });
                    }
                    pcnt = readuint32();    //poly count
                    switch (obj.GetType())
                    {
                    case GL_TRIANGLES:
                        pcnt *= 3;
                        break;

                    case GL_QUADS:
                        pcnt *= 4;
                        break;

                    default:
                        Console.WriteLine("GL_JF3D:Error Unknown GL Type:" + obj.GetType());
                        return(null);
                    }
                    for (int p = 0; p < pcnt; p++)
                    {
                        int pt = readuint32();
                        if (pt >= vcnt)
                        {
                            Console.WriteLine("Error:Poly includes invalid vertex !!!");
                        }
                        obj.AddPoly(new int[] { pt });
                    }
                    break;

                case ID_UVMAP:
                    map = obj.CreateUVMap();
                    map.SetName(readString());
                    map.SetTextureIndex(readuint32());
                    uvcnt = readuint32();
                    if (uvcnt != obj.GetVertexCount())
                    {
                        Console.WriteLine("Warning:UVMAP size != vertex count");
                    }
                    for (int i = 0; i < uvcnt; i++)
                    {
                        float u = readfloat();
                        float v = readfloat();
                        map.Add(new float[] { u, v });
                    }
                    break;

                default:
                    break;
                }
                if (skip > 0)
                {
                    datapos += skip;
                }
            }
            return(model);
        }