/// <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(); } }
/// <summary> /// Reads the vertex buffer for a section in a model. /// </summary> /// <param name="reader">The stream to read the vertex buffer from.</param> /// <param name="section">The model section that the vertex buffer belongs to.</param> /// <param name="buildInfo">Information about the cache file's target engine.</param> /// <param name="boundingBox">The bounding box for the model section.</param> /// <param name="processor">The IModelProcessor to pass the read model data to, or null if the vertex buffer should be skipped over.</param> private static void ReadSectionVertices(IReader reader, IModelSection section, IModelBoundingBox boundingBox, BuildInformation buildInfo, IModelProcessor processor) { VertexLayout layout = buildInfo.VertexLayouts.GetLayout(section.VertexFormat); foreach (IModelSubmesh submesh in section.Submeshes) { if (processor != null) processor.BeginSubmeshVertices(submesh); VertexBufferReader.ReadVertices(reader, layout, submesh.VertexBufferCount, boundingBox, processor); if (processor != null) processor.EndSubmeshVertices(submesh); } VertexBufferReader.SkipExtraElements(reader, section); }
/// <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, IModelBoundingBox 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 << 21) & 0xFFE00000)) >> 21) / 1023.0f; y = (((int)((value << 10) & 0xFFE00000)) >> 21) / 1023.0f; z = (((int)(value & 0xFFC00000)) >> 22) / 511.0f; 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); }
/// <summary> /// Transforms a vertex element based upon a model's bounding box information. /// </summary> /// <param name="x">The X component of the element.</param> /// <param name="y">The Y component of the element.</param> /// <param name="z">The Z component of the element.</param> /// <param name="w">The W component of the element.</param> /// <param name="usage">The usage of the vertex element.</param> /// <param name="boundingBox">The bounding box to transform the element by.</param> private static void TransformElement(ref float x, ref float y, ref float z, ref float w, VertexElementUsage usage, IModelBoundingBox boundingBox) { switch (usage) { case VertexElementUsage.Position: x = x * (boundingBox.MaxX - boundingBox.MinX) + boundingBox.MinX; y = y * (boundingBox.MaxY - boundingBox.MinY) + boundingBox.MinY; z = z * (boundingBox.MaxZ - boundingBox.MinZ) + boundingBox.MinZ; break; case VertexElementUsage.TexCoords: x = x * (boundingBox.MaxU - boundingBox.MinU) + boundingBox.MinU; y = y * (boundingBox.MaxV - boundingBox.MinV) + boundingBox.MinV; break; } }