UltimateZoneBuilder/Source/Core/GZBuilder/md3/ModelReader.cs

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#region ================== Namespaces
using System;
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using System.IO;
using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
using System.Collections.Generic;
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using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.GZBuilder.Data;
using SlimDX;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Geometry;
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#endregion
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//mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680
namespace CodeImp.DoomBuilder.GZBuilder.MD3
{
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internal static class ModelReader
{
#region ================== Variables
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private class MD3LoadResult
{
public List<string> Skins;
public List<Mesh> Meshes;
public string Errors;
public MD3LoadResult()
{
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Skins = new List<string>();
Meshes = new List<Mesh>();
}
}
private static VertexElement[] vertexElements;
#endregion
#region ================== Init
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internal static void Init()
{
if(vertexElements == null)
{
vertexElements = new[]
{
new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
VertexElement.VertexDeclarationEnd
};
}
}
#endregion
#region ================== Load
public static void Load(ModelData mde, List<DataReader> containers, Device device)
{
if(mde.IsVoxel)
LoadKVX(mde, containers, device);
else
LoadModel(mde, containers, device);
}
private static void LoadKVX(ModelData mde, List<DataReader> containers, Device device)
{
mde.Model = new GZModel();
for(int i = 0; i < mde.ModelNames.Count; i++)
{
//find the model
Stream ms;
foreach(DataReader dr in containers)
{
ms = dr.GetVoxelData(mde.ModelNames[i]);
if(ms == null) continue;
//load kvx
ReadKVX(mde, ms, device);
//done
ms.Close();
ms.Dispose();
break;
}
}
//clear unneeded data
mde.TextureNames = null;
mde.ModelNames = null;
if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
{
mde.Model = null;
}
}
private static void LoadModel(ModelData mde, List<DataReader> containers, Device device)
{
mde.Model = new GZModel();
BoundingBoxSizes bbs = new BoundingBoxSizes();
MD3LoadResult result = new MD3LoadResult();
//load models and textures
for(int i = 0; i < mde.ModelNames.Count; i++)
{
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//need to use model skins?
bool useSkins = string.IsNullOrEmpty(mde.TextureNames[i]);
//load mesh
MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
if (ms == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': unable to find file.");
continue;
}
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string ext = Path.GetExtension(mde.ModelNames[i]);
if(ext == ".md3")
result = ReadMD3Model(ref bbs, mde, useSkins, ms, device);
else if(ext == ".md2")
result = ReadMD2Model(ref bbs, mde, ms, device);
else
result.Errors = "model format is not supported";
ms.Close();
ms.Dispose();
//got errors?
if(!String.IsNullOrEmpty(result.Errors))
{
General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': " + result.Errors);
}
else
{
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//add loaded data to ModeldefEntry
mde.Model.Meshes.AddRange(result.Meshes);
//prepare UnknownTexture3D... just in case :)
if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed)
General.Map.Data.UnknownTexture3D.CreateTexture();
//load texture
List<string> errors = new List<string>();
//texture has unsupported extension?
if(mde.TextureNames[i] == TextureData.INVALID_TEXTURE)
{
for (int c = 0; c < result.Meshes.Count; c++)
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
//texture not defined in MODELDEF?
}
else if(useSkins)
{
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//try to use model's own skins
for(int m = 0; m < result.Meshes.Count; m++)
{
if(string.IsNullOrEmpty(result.Skins[m]))
{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("texture not found in MODELDEF or model skin.");
continue;
}
string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
ext = Path.GetExtension(path);
if(Array.IndexOf(TextureData.SUPPORTED_TEXTURE_EXTENSIONS, ext) == -1)
{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("image format '" + ext + "' is not supported!");
continue;
}
//relative path?
if(path.IndexOf(Path.DirectorySeparatorChar) == -1)
path = Path.Combine(Path.GetDirectoryName(mde.ModelNames[m]), path);
Texture t = LoadTexture(containers, path, device);
if(t == null)
{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load skin '" + result.Skins[m] + "'");
continue;
}
mde.Model.Textures.Add(t);
}
}
else //try to use texture loaded from MODELDEFS
{
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Texture t = LoadTexture(containers, mde.TextureNames[i], device);
if(t == null)
{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
errors.Add("unable to load texture '" + mde.TextureNames[i] + "'");
}
else
{
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mde.Model.Textures.Add(t);
}
}
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//report errors
if(errors.Count > 0)
{
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foreach(string e in errors)
General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': " + e);
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}
}
}
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//clear unneeded data
mde.TextureNames = null;
mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
{
mde.Model = null;
return;
}
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mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
}
#endregion
#region ================== MD3
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private static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, ModelData mde, bool useSkins, MemoryStream s, Device device)
{
long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII))
{
string magic = ReadString(br, 4);
if (magic != "IDP3")
{
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result.Errors = "magic should be 'IDP3', not '" + magic + "'";
return result;
}
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s.Position += 80;
int numSurfaces = br.ReadInt32();
s.Position += 12;
int ofsSurfaces = br.ReadInt32();
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s.Position = ofsSurfaces + start;
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List<int> polyIndecesList = new List<int>();
List<WorldVertex> vertList = new List<WorldVertex>();
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Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>(StringComparer.Ordinal);
Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>(StringComparer.Ordinal);
Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>(StringComparer.Ordinal);
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string error;
for (int c = 0; c < numSurfaces; c++)
{
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string skin = "";
error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, mde);
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if(!string.IsNullOrEmpty(error))
{
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result.Errors = error;
return result;
}
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if(useSkins)
{
if(polyIndecesListsPerTexture.ContainsKey(skin))
{
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polyIndecesListsPerTexture[skin].Add(polyIndecesList);
vertListsPerTexture[skin].AddRange(vertList.ToArray());
vertexOffsets[skin].Add(vertList.Count);
}
else
{
polyIndecesListsPerTexture.Add(skin, new List<List<int>> { polyIndecesList } );
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vertListsPerTexture.Add(skin, vertList);
vertexOffsets.Add(skin, new List<int> { vertList.Count });
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}
//reset lists
polyIndecesList = new List<int>();
vertList = new List<WorldVertex>();
}
}
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if(!useSkins)
{
//create mesh
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CreateMesh(device, ref result, vertList, polyIndecesList);
result.Skins.Add("");
}
else
{
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//create a mesh for each surface texture
foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture)
{
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polyIndecesList = new List<int>();
int offset = 0;
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//collect indices, fix vertex offsets
for(int i = 0; i < group.Value.Count; i++)
{
if(i > 0)
{
//TODO: Damn I need to rewrite all of this stuff from scratch...
offset += vertexOffsets[group.Key][i - 1];
for(int c = 0; c < group.Value[i].Count; c++)
group.Value[i][c] += offset;
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}
polyIndecesList.AddRange(group.Value[i].ToArray());
}
CreateMesh(device, ref result, vertListsPerTexture[group.Key], polyIndecesList);
result.Skins.Add(group.Key.ToLowerInvariant());
}
}
}
return result;
}
private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List<int> polyIndecesList, List<WorldVertex> vertList, ModelData mde)
{
int vertexOffset = vertList.Count;
long start = br.BaseStream.Position;
string magic = ReadString(br, 4);
if (magic != "IDP3")
return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
br.BaseStream.Position += 76;
int numVerts = br.ReadInt32(); //Number of Vertex objects defined in this Surface, up to MD3_MAX_VERTS. Current value of MD3_MAX_VERTS is 4096.
int numTriangles = br.ReadInt32(); //Number of Triangle objects defined in this Surface, maximum of MD3_MAX_TRIANGLES. Current value of MD3_MAX_TRIANGLES is 8192.
int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
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int ofsShaders = br.ReadInt32();
int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
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//polygons
if (start + ofsTriangles != br.BaseStream.Position)
br.BaseStream.Position = start + ofsTriangles;
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for (int i = 0; i < numTriangles * 3; i++)
polyIndecesList.Add( vertexOffset + br.ReadInt32() );
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//shaders
if(start + ofsShaders != br.BaseStream.Position)
br.BaseStream.Position = start + ofsShaders;
skin = ReadString(br, 64); //we are interested only in the first one
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//Vertices
if (start + ofsST != br.BaseStream.Position)
br.BaseStream.Position = start + ofsST;
for (int i = 0; i < numVerts; i++)
{
WorldVertex v = new WorldVertex();
v.c = -1; //white
v.u = br.ReadSingle();
v.v = br.ReadSingle();
vertList.Add(v);
}
//Normals
if (start + ofsNormal != br.BaseStream.Position)
br.BaseStream.Position = start + ofsNormal;
for (int i = vertexOffset; i < vertexOffset + numVerts; i++)
{
WorldVertex v = vertList[i];
//read vertex
v.y = -(float)br.ReadInt16() / 64;
v.x = (float)br.ReadInt16() / 64;
v.z = (float)br.ReadInt16() / 64;
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
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var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
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v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
v.nz = (float)(Math.Cos(lat));
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vertList[i] = v;
}
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if (start + ofsEnd != br.BaseStream.Position)
br.BaseStream.Position = start + ofsEnd;
return "";
}
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private static void CreateMesh(Device device, ref MD3LoadResult result, List<WorldVertex> verts, List<int> indices)
{
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//create mesh
Mesh mesh = new Mesh(device, indices.Count / 3, verts.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
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using(DataStream stream = mesh.LockVertexBuffer(LockFlags.None))
{
stream.WriteRange(verts.ToArray());
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}
mesh.UnlockVertexBuffer();
using(DataStream stream = mesh.LockIndexBuffer(LockFlags.None))
{
stream.WriteRange(indices.ToArray());
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}
mesh.UnlockIndexBuffer();
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
//store in result
result.Meshes.Add(mesh);
}
#endregion
#region ================== MD2
private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, ModelData mde, MemoryStream s, Device device)
{
long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII))
{
string magic = ReadString(br, 4);
if(magic != "IDP2") //magic number: "IDP2"
{
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result.Errors = "magic should be 'IDP2', not '" + magic + "'";
return result;
}
int modelVersion = br.ReadInt32();
if(modelVersion != 8) //MD2 version. Must be equal to 8
{
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result.Errors = "MD2 version must be 8 but is " + modelVersion;
return result;
}
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int texWidth = br.ReadInt32();
int texHeight = br.ReadInt32();
s.Position += 8; //Size of one frame in bytes
//s.Position += 4; //Number of textures
int num_verts = br.ReadInt32(); //Number of vertices
int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
int num_tris = br.ReadInt32(); //Number of triangles
s.Position += 4; //Number of OpenGL commands
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if(br.ReadInt32() == 0) //Total number of frames
{
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result.Errors = "model has 0 frames.";
return result;
}
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s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
int ofs_tris = br.ReadInt32(); //Offset to triangles
int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
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List<int> polyIndecesList = new List<int>();
List<int> uvIndecesList = new List<int>();
List<Vector2> uvCoordsList = new List<Vector2>();
List<WorldVertex> vertList = new List<WorldVertex>();
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//polygons
s.Position = ofs_tris + start;
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for (int i = 0; i < num_tris; i++)
{
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
polyIndecesList.Add(br.ReadUInt16());
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uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
uvIndecesList.Add(br.ReadUInt16());
}
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//UV coords
s.Position = ofs_uv + start;
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for (int i = 0; i < num_uv; i++)
uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight));
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//first frame
//header
s.Position = ofs_animFrame + start;
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Vector3 scale = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
Vector3 translate = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
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s.Position += 16; //frame name
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// Prepare to fix rotation angle
float angleOfsetCos = (float)Math.Cos(-Angle2D.PIHALF);
float angleOfsetSin = (float)Math.Sin(-Angle2D.PIHALF);
//verts
for (int i = 0; i < num_verts; i++)
{
WorldVertex v = new WorldVertex();
v.x = (br.ReadByte() * scale.X + translate.X);
v.y = (br.ReadByte() * scale.Y + translate.Y);
v.z = (br.ReadByte() * scale.Z + translate.Z);
// Fix rotation angle
float rx = angleOfsetCos * v.x - angleOfsetSin * v.y;
float ry = angleOfsetSin * v.x + angleOfsetCos * v.y;
v.y = ry;
v.x = rx;
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vertList.Add(v);
s.Position += 1; //vertex normal
}
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for (int i = 0; i < polyIndecesList.Count; i++)
{
WorldVertex v = vertList[polyIndecesList[i]];
//bounding box
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, new WorldVertex(v.y, v.x, v.z));
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//uv
float tu = uvCoordsList[uvIndecesList[i]].X;
float tv = uvCoordsList[uvIndecesList[i]].Y;
//uv-coordinates already set?
if(v.c == -1 && (v.u != tu || v.v != tv))
{
//add a new vertex
vertList.Add(new WorldVertex(v.x, v.y, v.z, -1, tu, tv));
polyIndecesList[i] = vertList.Count - 1;
}
else
{
v.u = tu;
v.v = tv;
v.c = -1; //set color to white
//return to proper place
vertList[polyIndecesList[i]] = v;
}
}
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//mesh
Mesh mesh = new Mesh(device, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
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using (DataStream stream = mesh.LockVertexBuffer(LockFlags.None))
{
stream.WriteRange(vertList.ToArray());
}
mesh.UnlockVertexBuffer();
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using (DataStream stream = mesh.LockIndexBuffer(LockFlags.None))
{
stream.WriteRange(polyIndecesList.ToArray());
}
mesh.UnlockIndexBuffer();
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
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//store in result
result.Meshes.Add(mesh);
result.Skins.Add(""); //no skin support for MD2
}
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return result;
}
#endregion
#region ================== KVX
private static void ReadKVX(ModelData mde, Stream stream, Device device)
{
PixelColor[] palette = new PixelColor[256];
List<WorldVertex> verts = new List<WorldVertex>();
int xsize, ysize, zsize;
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, 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]);
}
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, 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]);
}
if((flags & 2) != 0)
{
AddFace(verts, 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]);
}
if((flags & 4) != 0)
{
AddFace(verts, 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]);
}
if((flags & 8) != 0)
{
AddFace(verts, 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]);
}
if(c == 0) c++;
z += c;
cstart += c;
}
if((flags & 32) != 0)
{
z = ztop + zleng - 1;
AddFace(verts, 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]);
}
}
}
counter++;
}
}
}
//create bounding box
BoundingBoxSizes bbs = new BoundingBoxSizes();
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
bbs.MinX = (short)((xsize / 2f - pivot.x) * mde.Scale.X);
bbs.MaxX = (short)((xsize / 2f + pivot.x) * mde.Scale.X);
bbs.MinZ = (short)((zsize / 2f - pivot.z) * mde.Scale.Z);
bbs.MaxZ = (short)((zsize / 2f + pivot.z) * mde.Scale.Z);
bbs.MinY = (short)((ysize / 2f - pivot.y) * mde.Scale.Y);
bbs.MaxY = (short)((ysize / 2f + pivot.y) * mde.Scale.Y);
mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
//create bitmap
Bitmap bmp = CreateVoxelTexture(palette);
//create texture
MemoryStream memstream = new MemoryStream((4096 * 4) + 4096);
bmp.Save(memstream, ImageFormat.Bmp);
memstream.Seek(0, SeekOrigin.Begin);
Texture texture = Texture.FromStream(device, memstream, (int)memstream.Length, 64, 64, 0, Usage.None, Format.Unknown, Pool.Managed, Filter.Point, Filter.Box, 0);
memstream.Dispose();
//add texture
mde.Model.Textures.Add(texture);
//create mesh
int[] indices = new int[verts.Count];
for(int i = 0; i < verts.Count; i++)
{
indices[i] = i;
}
Mesh mesh = new Mesh(device, verts.Count / 3, verts.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
DataStream mstream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None);
mstream.WriteRange(verts.ToArray());
mesh.VertexBuffer.Unlock();
mstream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None);
mstream.WriteRange(indices);
mesh.IndexBuffer.Unlock();
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
//add mesh
mde.Model.Meshes.Add(mesh);
}
// Shameless GZDoom rip-off
private static void AddFace(List<WorldVertex> verts, Vector3D v1, Vector3D v2, Vector3D v3, Vector3D v4, Vector3D pivot, int colorIndex)
{
float pu0 = (colorIndex % 16) / 16f;
float pu1 = pu0 + 0.0001f;
float pv0 = (colorIndex / 16) / 16f;
float pv1 = pv0 + 0.0001f;
WorldVertex wv1 = new WorldVertex();
wv1.x = v1.x - pivot.x;
wv1.y = -v1.y + pivot.y;
wv1.z = -v1.z + pivot.z;
wv1.u = pu0;
wv1.v = pv0;
verts.Add(wv1);
WorldVertex wv2 = new WorldVertex();
wv2.x = v2.x - pivot.x;
wv2.y = -v2.y + pivot.y;
wv2.z = -v2.z + pivot.z;
wv2.u = pu1;
wv2.v = pv1;
verts.Add(wv2);
WorldVertex wv4 = new WorldVertex();
wv4.x = v4.x - pivot.x;
wv4.y = -v4.y + pivot.y;
wv4.z = -v4.z + pivot.z;
wv4.u = pu0;
wv4.v = pv0;
verts.Add(wv4);
WorldVertex wv3 = new WorldVertex();
wv3.x = v3.x - pivot.x;
wv3.y = -v3.y + pivot.y;
wv3.z = -v3.z + pivot.z;
wv3.u = pu1;
wv3.v = pv1;
verts.Add(wv3);
verts.Add(wv1);
verts.Add(wv4);
}
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);
}
return scaled;
}
#endregion
#region ================== Utility
2012-04-17 19:13:47 +00:00
private static MemoryStream LoadFile(List<DataReader> containers, string path, bool isModel)
{
foreach(DataReader dr in containers)
{
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if(isModel && dr is WADReader) continue; //models cannot be stored in WADs
//load file
if(dr.FileExists(path)) return dr.LoadFile(path);
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}
return null;
}
private static Texture LoadTexture(List<DataReader> containers, string path, Device device)
{
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if(string.IsNullOrEmpty(path)) return null;
MemoryStream ms = LoadFile(containers, path, false);
if(ms == null) return null;
Texture texture = null;
//create texture
if(Path.GetExtension(path) == ".pcx") //pcx format requires special handling...
{
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FileImageReader fir = new FileImageReader();
Bitmap bitmap = fir.ReadAsBitmap(ms);
ms.Close();
ms.Dispose();
if(bitmap != null)
{
BitmapData bmlock = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
texture = new Texture(device, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
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bitmap.UnlockBits(bmlock);
texture.UnlockRectangle(0);
}
}
else
{
texture = Texture.FromStream(device, ms);
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ms.Close();
ms.Dispose();
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}
return texture;
}
private static string ReadString(BinaryReader br, int len)
{
var NAME = string.Empty;
int i;
for (i = 0; i < len; ++i)
{
var c = br.ReadChar();
if (c == '\0')
{
++i;
break;
}
NAME += c;
}
for (; i < len; ++i)
{
br.ReadChar();
}
return NAME;
}
#endregion
}
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}