UltimateZoneBuilder/Source/Core/GZBuilder/Models/KVXModelLoader.cs

303 lines
12 KiB
C#
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2023-06-29 18:37:47 +00:00
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
using System;
using System.Collections.Generic;
using System.Drawing.Imaging;
using System.Drawing;
using System.IO;
using System.Text;
namespace CodeImp.DoomBuilder.GZBuilder.Models
{
internal class KVXModelLoader : ModelLoader
{
public static void Load(ModelData mde, Stream stream)
{
PixelColor[] palette = new PixelColor[256];
List<WorldVertex> verts = new List<WorldVertex>();
List<int> indices = new List<int>();
Dictionary<long, int> verthashes = new Dictionary<long, int>();
int xsize, ysize, zsize;
int facescount = 0;
Vector3D pivot;
using (BinaryReader reader = new BinaryReader(stream, Encoding.ASCII))
{
reader.ReadInt32(); //numbytes, we don't use that
xsize = reader.ReadInt32();
ysize = reader.ReadInt32();
zsize = reader.ReadInt32();
pivot = new Vector3D();
pivot.x = reader.ReadInt32() / 256f;
pivot.y = reader.ReadInt32() / 256f;
pivot.z = reader.ReadInt32() / 256f;
//read offsets
int[] xoffset = new int[xsize + 1]; //why is it xsize + 1, not xsize?..
short[,] xyoffset = new short[xsize, ysize + 1]; //why is it ysize + 1, not ysize?..
for (int i = 0; i < xoffset.Length; i++)
{
xoffset[i] = reader.ReadInt32();
}
for (int x = 0; x < xsize; x++)
{
for (int y = 0; y < ysize + 1; y++)
{
xyoffset[x, y] = reader.ReadInt16();
}
}
//read slabs
List<int> offsets = new List<int>(xsize * ysize);
for (int x = 0; x < xsize; x++)
{
for (int y = 0; y < ysize; y++)
{
offsets.Add(xoffset[x] + xyoffset[x, y] + 28); //for some reason offsets are counted from start of xoffset[]...
}
}
int counter = 0;
int slabsEnd = (int)(reader.BaseStream.Length - 768);
//read palette
if (!mde.OverridePalette)
{
reader.BaseStream.Position = slabsEnd;
for (int i = 0; i < 256; i++)
{
byte r = (byte)(reader.ReadByte() * 4);
byte g = (byte)(reader.ReadByte() * 4);
byte b = (byte)(reader.ReadByte() * 4);
palette[i] = new PixelColor(255, r, g, b);
}
}
else
{
for (int i = 0; i < 256; i++)
{
palette[i] = General.Map.Data.Palette[i];
}
}
for (int x = 0; x < xsize; x++)
{
for (int y = 0; y < ysize; y++)
{
reader.BaseStream.Position = offsets[counter];
int next = (counter < offsets.Count - 1 ? offsets[counter + 1] : slabsEnd);
//read slab
while (reader.BaseStream.Position < next)
{
int ztop = reader.ReadByte();
int zleng = reader.ReadByte();
if (ztop + zleng > zsize) break;
int flags = reader.ReadByte();
if (zleng > 0)
{
List<int> colorIndices = new List<int>(zleng);
for (int i = 0; i < zleng; i++)
{
colorIndices.Add(reader.ReadByte());
}
if ((flags & 16) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y, ztop), new Vector3D(x + 1, y, ztop), new Vector3D(x, y + 1, ztop), new Vector3D(x + 1, y + 1, ztop), pivot, colorIndices[0]);
facescount += 2;
}
int z = ztop;
int cstart = 0;
while (z < ztop + zleng)
{
int c = 0;
while (z + c < ztop + zleng && colorIndices[cstart + c] == colorIndices[cstart]) c++;
if ((flags & 1) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y, z), new Vector3D(x, y + 1, z), new Vector3D(x, y, z + c), new Vector3D(x, y + 1, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if ((flags & 2) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y + 1, z), new Vector3D(x + 1, y, z), new Vector3D(x + 1, y + 1, z + c), new Vector3D(x + 1, y, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if ((flags & 4) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z), new Vector3D(x, y, z), new Vector3D(x + 1, y, z + c), new Vector3D(x, y, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if ((flags & 8) != 0)
{
AddFace(verts, indices, verthashes, new Vector3D(x, y + 1, z), new Vector3D(x + 1, y + 1, z), new Vector3D(x, y + 1, z + c), new Vector3D(x + 1, y + 1, z + c), pivot, colorIndices[cstart]);
facescount += 2;
}
if (c == 0) c++;
z += c;
cstart += c;
}
if ((flags & 32) != 0)
{
z = ztop + zleng - 1;
AddFace(verts, indices, verthashes, new Vector3D(x + 1, y, z + 1), new Vector3D(x, y, z + 1), new Vector3D(x + 1, y + 1, z + 1), new Vector3D(x, y + 1, z + 1), pivot, colorIndices[zleng - 1]);
facescount += 2;
}
}
}
counter++;
}
}
}
// get model extents
int minX = (int)((xsize / 2f - pivot.x) * mde.Scale.X);
int maxX = (int)((xsize / 2f + pivot.x) * mde.Scale.X);
int minY = (int)((ysize / 2f - pivot.y) * mde.Scale.Y);
int maxY = (int)((ysize / 2f + pivot.y) * mde.Scale.Y);
// Calculate model radius
mde.Model.Radius = Math.Max(Math.Max(Math.Abs(minY), Math.Abs(maxY)), Math.Max(Math.Abs(minX), Math.Abs(maxX)));
// Create texture new Texture(bmp.Width)
using (Bitmap bmp = CreateVoxelTexture(palette))
{
mde.Model.Textures.Add(new Texture(General.Map.Graphics, bmp));
}
// Create mesh
Mesh mesh = new Mesh(General.Map.Graphics, verts.ToArray(), indices.ToArray());
// Add mesh
mde.Model.Meshes.Add(mesh);
}
// Shameless GZDoom rip-off
private static void AddFace(List<WorldVertex> verts, List<int> indices, Dictionary<long, int> hashes, Vector3D v1, Vector3D v2, Vector3D v3, Vector3D v4, Vector3D pivot, int colorIndex)
{
float pu0 = (colorIndex % 16) / 16f;
float pu1 = pu0 + 0.001f;
float pv0 = (colorIndex / 16) / 16f;
float pv1 = pv0 + 0.001f;
WorldVertex wv1 = new WorldVertex
{
x = (float)(v1.x - pivot.x),
y = (float)(-v1.y + pivot.y),
z = (float)(-v1.z + pivot.z),
c = -1,
u = pu0,
v = pv0
};
int i1 = AddVertex(wv1, verts, indices, hashes);
WorldVertex wv2 = new WorldVertex
{
x = (float)(v2.x - pivot.x),
y = (float)(-v2.y + pivot.y),
z = (float)(-v2.z + pivot.z),
c = -1,
u = pu1,
v = pv1
};
AddVertex(wv2, verts, indices, hashes);
WorldVertex wv4 = new WorldVertex
{
x = (float)(v4.x - pivot.x),
y = (float)(-v4.y + pivot.y),
z = (float)(-v4.z + pivot.z),
c = -1,
u = pu0,
v = pv0
};
int i4 = AddVertex(wv4, verts, indices, hashes);
WorldVertex wv3 = new WorldVertex
{
x = (float)(v3.x - pivot.x),
y = (float)(-v3.y + pivot.y),
z = (float)(-v3.z + pivot.z),
c = -1,
u = pu1,
v = pv1
};
AddVertex(wv3, verts, indices, hashes);
indices.Add(i1);
indices.Add(i4);
}
// Returns index of added vert
private static int AddVertex(WorldVertex v, List<WorldVertex> verts, List<int> indices, Dictionary<long, int> hashes)
{
long hash;
unchecked // Overflow is fine, just wrap
{
hash = 2166136261;
hash = (hash * 16777619) ^ v.x.GetHashCode();
hash = (hash * 16777619) ^ v.y.GetHashCode();
hash = (hash * 16777619) ^ v.z.GetHashCode();
hash = (hash * 16777619) ^ v.u.GetHashCode();
hash = (hash * 16777619) ^ v.v.GetHashCode();
}
if (hashes.ContainsKey(hash))
{
indices.Add(hashes[hash]);
return hashes[hash];
}
else
{
verts.Add(v);
hashes.Add(hash, verts.Count - 1);
indices.Add(verts.Count - 1);
return verts.Count - 1;
}
}
private unsafe static Bitmap CreateVoxelTexture(PixelColor[] palette)
{
Bitmap bmp = new Bitmap(16, 16);
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
if (bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
const int numpixels = 256;
int i = 255;
for (PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--, i--)
{
cp->r = palette[i].r;
cp->g = palette[i].g;
cp->b = palette[i].b;
cp->a = palette[i].a;
}
bmp.UnlockBits(bmpdata);
}
//scale bitmap, so colors stay (almost) the same when bilinear filtering is enabled
Bitmap scaled = new Bitmap(64, 64);
using (Graphics gs = Graphics.FromImage(scaled))
{
gs.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
gs.DrawImage(bmp, new Rectangle(0, 0, 64, 64), new Rectangle(0, 0, 16, 16), GraphicsUnit.Pixel);
}
bmp.Dispose();
return scaled;
}
}
}