worked on getting assimpl compiled on BE

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@201 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
alil
2008-10-28 23:18:06 +00:00
parent e9dc280739
commit ef3cd69ae6
10 changed files with 80 additions and 75 deletions

View File

@@ -170,17 +170,17 @@ void MD3Importer::InternReadFile(
#ifdef AI_BUILD_BIG_ENDIAN
ByteSwap::Swap4(&pcHeader->VERSION);
ByteSwap::Swap4(&pcHeader->FLAGS);
ByteSwap::Swap4(&pcHeader->IDENT);
ByteSwap::Swap4(&pcHeader->NUM_FRAMES);
ByteSwap::Swap4(&pcHeader->NUM_SKINS);
ByteSwap::Swap4(&pcHeader->NUM_SURFACES);
ByteSwap::Swap4(&pcHeader->NUM_TAGS);
ByteSwap::Swap4(&pcHeader->OFS_EOF);
ByteSwap::Swap4(&pcHeader->OFS_FRAMES);
ByteSwap::Swap4(&pcHeader->OFS_SURFACES);
ByteSwap::Swap4(&pcHeader->OFS_TAGS);
AI_SWAP4(pcHeader->VERSION);
AI_SWAP4(pcHeader->FLAGS);
AI_SWAP4(pcHeader->IDENT);
AI_SWAP4(pcHeader->NUM_FRAMES);
AI_SWAP4(pcHeader->NUM_SKINS);
AI_SWAP4(pcHeader->NUM_SURFACES);
AI_SWAP4(pcHeader->NUM_TAGS);
AI_SWAP4(pcHeader->OFS_EOF);
AI_SWAP4(pcHeader->OFS_FRAMES);
AI_SWAP4(pcHeader->OFS_SURFACES);
AI_SWAP4(pcHeader->OFS_TAGS);
#endif
@@ -188,7 +188,7 @@ void MD3Importer::InternReadFile(
this->ValidateHeaderOffsets();
// now navigate to the list of surfaces
const MD3::Surface* pcSurfaces = (const MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
// allocate output storage
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
@@ -210,17 +210,17 @@ void MD3Importer::InternReadFile(
#ifdef AI_BUILD_BIG_ENDIAN
ByteSwap::Swap4(pcSurfaces->FLAGS);
ByteSwap::Swap4(pcSurfaces->IDENT);
ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
ByteSwap::Swap4(pcSurfaces->OFS_END);
ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
ByteSwap::Swap4(pcSurfaces->OFS_ST);
ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
AI_SWAP4(pcSurfaces->FLAGS);
AI_SWAP4(pcSurfaces->IDENT);
AI_SWAP4(pcSurfaces->NUM_FRAMES);
AI_SWAP4(pcSurfaces->NUM_SHADER);
AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
AI_SWAP4(pcSurfaces->NUM_VERTICES);
AI_SWAP4(pcSurfaces->OFS_END);
AI_SWAP4(pcSurfaces->OFS_SHADERS);
AI_SWAP4(pcSurfaces->OFS_ST);
AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
#endif
@@ -228,25 +228,25 @@ void MD3Importer::InternReadFile(
this->ValidateSurfaceHeaderOffsets(pcSurfaces);
// navigate to the vertex list of the surface
const MD3::Vertex* pcVertices = (const MD3::Vertex*)
BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
// navigate to the triangle list of the surface
const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
// navigate to the texture coordinate list of the surface
const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
// navigate to the shader list of the surface
const MD3::Shader* pcShaders = (const MD3::Shader*)
BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
// if the submesh is empty ignore it
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
{
pcSurfaces = (const MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
pScene->mNumMeshes--;
continue;
}
@@ -255,19 +255,19 @@ void MD3Importer::InternReadFile(
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
{
ByteSwap::Swap2( & pcVertices[i].NORMAL );
ByteSwap::Swap2( & pcVertices[i].X );
ByteSwap::Swap2( & pcVertices[i].Y );
ByteSwap::Swap2( & pcVertices[i].Z );
AI_SWAP2( pcVertices[i].NORMAL );
AI_SWAP2( pcVertices[i].X );
AI_SWAP2( pcVertices[i].Y );
AI_SWAP2( pcVertices[i].Z );
ByteSwap::Swap4( & pcUVs[i].U );
ByteSwap::Swap4( & pcUVs[i].U );
AI_SWAP4( pcUVs[i].U );
AI_SWAP4( pcUVs[i].U );
}
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
{
ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
AI_SWAP4(pcTriangles[i].INDEXES[0]);
AI_SWAP4(pcTriangles[i].INDEXES[1]);
AI_SWAP4(pcTriangles[i].INDEXES[2]);
}
#endif
@@ -424,7 +424,7 @@ void MD3Importer::InternReadFile(
}
}
// go to the next surface
pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
}
if (!pScene->mNumMeshes)