当前位置: 首页>>代码示例>>C#>>正文


C# AssetLoader.MakeBigEndian方法代码示例

本文整理汇总了C#中Glare.Assets.AssetLoader.MakeBigEndian方法的典型用法代码示例。如果您正苦于以下问题:C# AssetLoader.MakeBigEndian方法的具体用法?C# AssetLoader.MakeBigEndian怎么用?C# AssetLoader.MakeBigEndian使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Glare.Assets.AssetLoader的用法示例。


在下文中一共展示了AssetLoader.MakeBigEndian方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: NintendoOpticalDisc

        internal NintendoOpticalDisc(AssetLoader loader)
            : base(loader)
        {
            BinaryReader reader;

            int magic = loader.Reader.ReadInt32();
            loader.Reader.BaseStream.Seek(-4, SeekOrigin.Current);
            if (magic == DolphinCompressedDisc.Magic) {
                var disc = new DolphinCompressedDisc(loader.Reader);
                var stream = new DolphinCompressedDiscStream(disc);
                loader.Reader = new BigEndianBinaryReader(stream);
            } else
                loader.MakeBigEndian();

            reader = Reader = loader.Reader;

            DiscId = (NintendoOpticalDiscId)reader.ReadByte();
            DiscGame = (NintendoOpticalDiscGame)reader.ReadInt16();
            DiscRegion = (NintendoOpticalDiscRegion)reader.ReadByte();
            DiscMaker = (NintendoOpticalDiscMaker)reader.ReadInt16();
            DiscNumber = reader.ReadByte();
            DiscVersion = reader.ReadByte();
            DiscAudioStreaming = reader.ReadByte();
            DiscStreamBufferSize = reader.ReadByte();
            Unknowns.ReadBytes(reader, 14);
            int wiiMagic = reader.ReadInt32();
            int gameCubeMagic = reader.ReadInt32();

            if (wiiMagic == (int)NintendoOpticalDiscSystem.Wii)
                DiscSystem = NintendoOpticalDiscSystem.Wii;
            else if (gameCubeMagic == (int)NintendoOpticalDiscSystem.GameCube)
                DiscSystem = Wii.NintendoOpticalDiscSystem.GameCube;
            else
                throw new InvalidDataException();

            DiscTitle = reader.ReadStringz(64, Encoding.ASCII);

            if (DiscSystem == Wii.NintendoOpticalDiscSystem.GameCube) {
                NintendoOpticalDiscPartition.LoadFileTable(this, reader, DiscSystem);
            } else {
                reader.BaseStream.Position = VolumeTableOffset;
                for (int volumeIndex = 0; volumeIndex < 4; volumeIndex++) {
                    int partitionCount = reader.ReadInt32();
                    long partitionTableOffset = reader.ReadUInt32() * 4L;

                    if (partitionCount > 0)
                        new NintendoOpticalDiscVolume(this, volumeIndex, partitionCount, partitionTableOffset);
                }

                foreach (NintendoOpticalDiscVolume volume in Children)
                    volume.LoadPartitions(loader);
                foreach (NintendoOpticalDiscVolume volume in Children)
                    foreach (NintendoOpticalDiscPartition partition in volume.Children)
                        partition.LoadHeaders(loader);
            }
        }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:56,代码来源:NintendoOpticalDisc.cs

示例2: Package

        internal Package(AssetLoader loader)
            : base(loader)
        {
            loader.MakeBigEndian();
            BinaryReader reader = Reader = loader.Reader;

            ushort versionMajor = reader.ReadUInt16();
            ushort versionMinor = reader.ReadUInt16();
            reader.RequireZeroes(4);

            int stringCount = reader.ReadInt32();
            Codex<PackageString> strings = new Codex<PackageString>(stringCount);
            for (int index = 0; index < stringCount; index++)
                strings.Add(new PackageString(this, index, reader));
            Strings = strings;

            int fileCount = reader.ReadInt32();
            for (int index = 0; index < fileCount; index++)
                new PackageFile(this, index, loader);
        }
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:20,代码来源:Package.cs

示例3: Model

        internal Model(AssetLoader loader)
            : base(loader)
        {
            Asset context = loader.Context;
            string name = loader.Name;
            BinaryReader reader = loader.Reader;

            FolderAsset textureArchive = null;

            FolderAsset bonesFolder = new FolderAsset(this, "Bones");
            FolderAsset materialsFolder = new FolderAsset(this, "Materials");
            FolderAsset meshesFolder = new FolderAsset(this, "Meshes");
            FolderAsset vertexDeclarationsFolder = new FolderAsset(this, "Vertex declarations");

            ArrayBackedList<byte> bufferData = new ArrayBackedList<byte>();

            if (context != null && context.Parent is FolderAsset) {
                // @"/map/m##_##_##_##/m*.flver.dcx" for DS1; textures are in the @"/map/m##/" folder.
                if (name.StartsWith(@"map/m")) {
                    string folderName = name.Substring(4, 3);
                    FolderAsset maps = (FolderAsset)context.Parent.Parent;
                    foreach (FolderAsset child in maps.Children) {
                        if (child.Name == folderName) {
                            textureArchive = child;
                            break;
                        }
                    }
                } else
                    textureArchive = (FolderAsset)context.Parent;
            }

            #if Marking
            MarkingStream markingStream = loader.StartMarking(out reader);
            #endif

            loader.ExpectMagic(Magic);
            char endian = (char)reader.ReadByte();

            switch (endian) {
                case 'L':
                    ByteOrder = ByteOrder.LittleEndian;
                    break;

                case 'B':
                    reader = loader.MakeBigEndian();
                    ByteOrder = ByteOrder.BigEndian;
                    break;

                default:
                    throw new Exception();
            }

            using (reader) {
                // Read header.
                loader.Expect((byte)0);
                Version = (ModelVersion)reader.ReadInt32();
                if (Version != ModelVersion.DarkSouls && Version != ModelVersion.DarkSouls2)
                    loader.AddError(loader.Position - 4, "Unknown model version " + VersionString + "; will try to load it anyway.");
                int dataOffset = reader.ReadInt32();
                int dataSize = reader.ReadInt32();
                if (((dataOffset + dataSize + 31) & ~31) != reader.BaseStream.Length)
                    loader.AddError(loader.Position - 4, "Data size and offset aren't correct.");

                int boneUnknownCount = reader.ReadInt32();
                int materialCount = reader.ReadInt32();
                int boneCount = reader.ReadInt32();

                int meshCount = reader.ReadInt32();
                int meshCount2 = reader.ReadInt32();
                if (meshCount != meshCount2)
                    loader.AddError(loader.Position - 4, "Mesh count 1 and 2 aren't the same.");

                Bounds = new Box3f(reader.ReadVector3f(), reader.ReadVector3f());
                Unknowns.ReadInt32s(reader, 1); // Possible the non-degenerate triangle count. Seems related.
                int triangleCount = reader.ReadInt32();

                loader.Expect(IsDS1 ? 272 : 0x10010100);
                loader.Expect(IsDS1 ? 0 : 0xFFFF);

                int partCount = reader.ReadInt32();
                int vertexDeclarationCount = reader.ReadInt32();
                int materialParameterCount = reader.ReadInt32();
                loader.Expect(IsDS1 ? 0 : 0x1000000);
                loader.ExpectZeroes(4, 8);

                // Calculate offsets.
                long boneUnknownsOffset = HeaderSize;
                long materialsOffset = boneUnknownsOffset + boneUnknownCount * ModelBoneUnknown.DataSize;
                long bonesOffset = materialsOffset + materialCount * ModelMaterial.DataSize;
                long meshesOffset = bonesOffset + boneCount * ModelBone.DataSize;
                long detailLevelsOffset = meshesOffset + meshCount * ModelMesh.DataSize;
                long meshVerticesOffset = detailLevelsOffset + partCount * ModelDetailLevel.DataSize;
                long vertexDeclarationsOffset = meshVerticesOffset + meshCount * ModelMesh.DataSizeVertexHeader;
                long materialParametersOffset = vertexDeclarationsOffset + vertexDeclarationCount * ModelVertexDeclaration.DataSize;
                long postHeaderOffset = materialParametersOffset + materialParameterCount * ModelMaterialParameter.DataSize;

                // BoneUnknowns
                ExpectedOffset(loader, boneUnknownsOffset, typeof(ModelBoneUnknown).Name);
                for (int index = 0; index < boneUnknownCount; index++)
                    boneUnknowns.Add(new ModelBoneUnknown(bonesFolder, index, loader));
//.........这里部分代码省略.........
开发者ID:Burton-Radons,项目名称:Alexandria,代码行数:101,代码来源:Model.cs


注:本文中的Glare.Assets.AssetLoader.MakeBigEndian方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。