/****************************************************************************** This source file is part of Viewizard Game Engine For the latest info, see http://www.viewizard.com/ File name: VW3D.cpp Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard All Rights Reserved. File Version: 3.0 ****************************************************************************** AstroMenace game source code available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . ******************************************************************************/ #include "Model3D.h" #include "../RendererInterface/RendererInterface.h" //----------------------------------------------------------------------------- // загрузка "родного" формата //----------------------------------------------------------------------------- void eModel3D::ReadVW3D(const char *nName) { eFILE *file = 0; file = vw_fopen(nName); if (file == 0) return; size_t SizeB = strlen(nName)+1; Name = new char[SizeB]; strcpy(Name, nName); // пропускаем заголовок file->fread(&DrawObjectCount, 4, 1); // читаем, сколько объектов file->fread(&DrawObjectCount, sizeof(int), 1); DrawObjectList = new eObjectBlock[DrawObjectCount]; unsigned int GlobalRangeStart = 0; // для каждого объекта for (int i=0; ifread(&(DrawObjectList[i].FVF_Format),sizeof(int),1); // Stride file->fread(&(DrawObjectList[i].Stride),sizeof(int),1); // VertexCount на самом деле, это кол-во индексов на объект file->fread(&(DrawObjectList[i].VertexCount),sizeof(int),1); GlobalRangeStart += DrawObjectList[i].VertexCount; // Location file->fread(&(DrawObjectList[i].Location),sizeof(float)*3,1); // Rotation file->fread(&(DrawObjectList[i].Rotation),sizeof(float)*3,1); // рисуем нормально, не прозрачным DrawObjectList[i].DrawType = 0; // вертексный буфер DrawObjectList[i].VertexBufferDestrType = 0; DrawObjectList[i].VertexBuffer = 0; DrawObjectList[i].VertexBufferVBO = 0; // индексный буфер DrawObjectList[i].IndexBuffer = 0; DrawObjectList[i].IndexBufferVBO = 0; } // получаем сколько всего вертексов int VCount = 0; file->fread(&VCount,sizeof(int),1); // собственно данные GlobalVertexBuffer = new float[VCount*DrawObjectList[0].Stride]; file->fread(GlobalVertexBuffer, VCount*DrawObjectList[0].Stride*sizeof(float),1); // индекс буфер GlobalIndexBuffer = new unsigned int[GlobalRangeStart]; file->fread(GlobalIndexBuffer, GlobalRangeStart*sizeof(unsigned int),1); // делаем общее VBO GlobalVertexBufferVBO = new unsigned int; if (!vw_BuildVBO(VCount, GlobalVertexBuffer, DrawObjectList[0].Stride, GlobalVertexBufferVBO)) { delete GlobalVertexBufferVBO; GlobalVertexBufferVBO=0; } // делаем общий индекс VBO GlobalIndexBufferVBO = new unsigned int; if (!vw_BuildIndexVBO(GlobalRangeStart, GlobalIndexBuffer, GlobalIndexBufferVBO)) { delete GlobalIndexBufferVBO; GlobalIndexBufferVBO=0; } // устанавливаем правильные указатели на массивы for (int i=0; i