Updating renderer to work with new base version
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28
obj.cpp
28
obj.cpp
@@ -27,7 +27,7 @@ struct Obj_Material {
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F32 transparency; // Tr
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F32 optical_density; // Ni
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F32 shininess; // Ns
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S32 illumination_model; // illum
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S32 illumination_model; // illum
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Vec3 ambient_color; // Ka
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Vec3 diffuse_color; // Kd
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Vec3 specular_color; // Ks
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@@ -60,27 +60,27 @@ stream_read(Stream *s, SizeU size){
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function Obj *
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load_obj_dump(Allocator *allocator, String filename){
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String string = os_read_file(allocator, filename);
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Obj *obj = (Obj *)string.str;
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Stream stream = {(U8 *)(obj+1), string.str + string.len};
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Stream stream = {string.str, string.str + string.len};
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Obj *obj = stream_read_struct(&stream, Obj);
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obj->name.str = stream_read_array(&stream, U8, obj->name.len);
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obj->vertices.data = stream_read_array(&stream, Vec3, obj->vertices.len);
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obj->texture_coordinates.data = stream_read_array(&stream, Vec2, obj->texture_coordinates.len);
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obj->normals.data = stream_read_array(&stream, Vec3, obj->normals.len);
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obj->mesh.data = stream_read_array(&stream, Obj_Mesh, obj->mesh.len);
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obj->materials.data = stream_read_array(&stream, Obj_Material, obj->materials.len);
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Iter(obj->mesh){
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it->indices.data = stream_read_array(&stream, Obj_Index, it->indices.len);
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For(obj->mesh){
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it.indices.data = stream_read_array(&stream, Obj_Index, it.indices.len);
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}
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Iter(obj->materials){
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it->texture_ambient.pixels = stream_read_array(&stream, U32, it->texture_ambient.x*it->texture_ambient.y);
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it->texture_diffuse.pixels = stream_read_array(&stream, U32, it->texture_diffuse.x*it->texture_diffuse.y);
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it->texture_dissolve.pixels = stream_read_array(&stream, U32, it->texture_dissolve.x*it->texture_dissolve.y);
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it->texture_displacement.pixels = stream_read_array(&stream, U32, it->texture_displacement.x*it->texture_displacement.y);
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For(obj->materials){
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it.texture_ambient.pixels = stream_read_array(&stream, U32, it.texture_ambient.x*it.texture_ambient.y);
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it.texture_diffuse.pixels = stream_read_array(&stream, U32, it.texture_diffuse.x*it.texture_diffuse.y);
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it.texture_dissolve.pixels = stream_read_array(&stream, U32, it.texture_dissolve.x*it.texture_dissolve.y);
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it.texture_displacement.pixels = stream_read_array(&stream, U32, it.texture_displacement.x*it.texture_displacement.y);
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}
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return obj;
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}
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