using System; using System.IO; using System.Drawing; using System.Drawing.Imaging; using System.Text; using System.Collections.Generic; using CodeImp.DoomBuilder; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.GZDoom; using SlimDX; using SlimDX.Direct3D9; //mxd. Original version taken from here: http://colladadotnet.codeplex.com/SourceControl/changeset/view/40680 namespace CodeImp.DoomBuilder.GZBuilder.MD3 { internal class ModelReader { public static void Parse(ref ModeldefEntry mde, PK3StructuredReader reader, Device D3DDevice) { string[] modelNames = new string[mde.ModelNames.Count]; string[] textureNames = new string[mde.TextureNames.Count]; mde.ModelNames.CopyTo(modelNames); mde.TextureNames.CopyTo(textureNames); mde.Model = new GZModel(); mde.Model.NUM_MESHES = (byte)modelNames.Length; BoundingBoxSizes bbs = new BoundingBoxSizes(); for (int i = 0; i < modelNames.Length; i++) { string modelPath = Path.Combine(mde.Path, modelNames[i]); if (reader.FileExists(modelPath)) { MemoryStream stream = reader.LoadFile(modelPath); General.WriteLogLine("ModelLoader: loading '" + modelPath + "'"); //mesh string ext = modelNames[i].Substring(modelNames[i].Length - 4); string error = ""; if (ext == ".md3") error = ReadMD3Model(ref bbs, ref mde, stream, D3DDevice); else if (ext == ".md2") error = ReadMD2Model(ref bbs, ref mde, stream, D3DDevice); //texture if (string.IsNullOrEmpty(error)) { string texturePath = Path.Combine(mde.Path, textureNames[i]); if (textureNames[i] != TextureData.INVALID_TEXTURE && reader.FileExists(texturePath)) { if (Path.GetExtension(texturePath) == ".pcx") { //pcx format requires special handling... FileImageReader fir = new FileImageReader(); Bitmap bitmap = fir.ReadAsBitmap(reader.LoadFile(texturePath)); if (bitmap != null) { BitmapData bmlock = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat); Texture texture = new Texture(D3DDevice, bitmap.Width, bitmap.Height, 1, Usage.None, Format.A8R8G8B8, Pool.Managed); DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None); textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride); bitmap.UnlockBits(bmlock); texture.UnlockRectangle(0); mde.Model.Textures.Add(texture); } else { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "'"); } } else { mde.Model.Textures.Add(Texture.FromStream(D3DDevice, reader.LoadFile(texturePath))); } } else { mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture); if (textureNames[i] != TextureData.INVALID_TEXTURE) GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load texture '" + texturePath + "' - no such file"); } } else { GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: error while loading " + modelPath + ": " + error); mde.Model.NUM_MESHES--; } stream.Dispose(); } else { GZBuilder.GZGeneral.LogAndTraceWarning("ModelLoader: unable to load model '" + modelPath + "' - no such file"); mde.Model.NUM_MESHES--; } } if (mde.Model.NUM_MESHES <= 0) { mde.Model = null; return; } mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs); } private static string ReadMD3Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) { long start = s.Position; using (var br = new BinaryReader(s, Encoding.ASCII)) { string magic = ReadString(br, 4); if (magic != "IDP3") return "magic should be 'IDP3', not '" + magic + "'"; s.Position += 80; int numSurfaces = br.ReadInt32(); s.Position += 12; int ofsSurfaces = br.ReadInt32(); if (s.Position != ofsSurfaces + start) s.Position = ofsSurfaces + start; List polyIndecesList = new List(); List vertList = new List(); string error = ""; for (int c = 0; c < numSurfaces; ++c) { error = ReadSurface(ref bbs, br, polyIndecesList, vertList, mde); if (!string.IsNullOrEmpty(error)) return error; } //indeces for rendering current mesh in 2d short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList); //mesh Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements); DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None); stream.WriteRange(vertList.ToArray()); mesh.VertexBuffer.Unlock(); stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None); stream.WriteRange(polyIndecesList.ToArray()); mesh.IndexBuffer.Unlock(); mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort); mde.Model.Meshes.Add(mesh); //2d data IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true); stream = indeces2d.Lock(0, 0, LockFlags.None); stream.WriteRange(indeces2d_arr); indeces2d.Unlock(); mde.Model.Indeces2D.Add(indeces2d); mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count); } return ""; } private static string ReadSurface(ref BoundingBoxSizes bbs, BinaryReader br, List polyIndecesList, List vertList, ModeldefEntry 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. br.BaseStream.Position += 4; 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. //polygons if (start + ofsTriangles != br.BaseStream.Position) br.BaseStream.Position = start + ofsTriangles; for (int i = 0; i < numTriangles * 3; i++) polyIndecesList.Add( (short)(vertexOffset + br.ReadInt32()) ); //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]; v.y = -(float)br.ReadInt16() / 64 * mde.Scale.X; v.x = (float)br.ReadInt16() / 64 * mde.Scale.Y; v.z = (float)br.ReadInt16() / 64 * mde.Scale.Z + mde.zOffset; //bounding box BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v); var lat = br.ReadByte() * (2 * Math.PI) / 255.0; var lng = br.ReadByte() * (2 * Math.PI) / 255.0; v.nx = (float)(Math.Sin(lng) * Math.Sin(lat)); v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat)); v.nz = (float)(Math.Cos(lat)); vertList[i] = v; } if (start + ofsEnd != br.BaseStream.Position) br.BaseStream.Position = start + ofsEnd; return ""; } private static string ReadMD2Model(ref BoundingBoxSizes bbs, ref ModeldefEntry mde, MemoryStream s, Device D3DDevice) { long start = s.Position; using (var br = new BinaryReader(s, Encoding.ASCII)) { string magic = ReadString(br, 4); if (magic != "IDP2") //magic number: "IDP2" return "magic should be 'IDP2', not '" + magic + "'"; int modelVersion = br.ReadInt32(); if (modelVersion != 8) //MD2 version. Must be equal to 8 return "MD2 version must be 8 but is " + modelVersion; 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 if (br.ReadInt32() == 0) //Total number of frames return "model has 0 frames"; 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 List polyIndecesList = new List(); List uvIndecesList = new List(); List uvCoordsList = new List(); List vertList = new List(); //polygons if (s.Position != ofs_tris + start) s.Position = ofs_tris + start; for (int i = 0; i < num_tris; i++) { polyIndecesList.Add((short)br.ReadInt16()); polyIndecesList.Add((short)br.ReadInt16()); polyIndecesList.Add((short)br.ReadInt16()); uvIndecesList.Add((short)br.ReadInt16()); uvIndecesList.Add((short)br.ReadInt16()); uvIndecesList.Add((short)br.ReadInt16()); } //UV coords if (s.Position != ofs_uv + start) s.Position = ofs_uv + start; for (int i = 0; i < num_uv; i++) { uvCoordsList.Add(new Vector2((float)br.ReadInt16() / texWidth, (float)br.ReadInt16() / texHeight)); } //first frame //header if (s.Position != ofs_animFrame + start) s.Position = ofs_animFrame + start; Vector3 scale = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle()); Vector3 translate = new Vector3((float)br.ReadSingle(), (float)br.ReadSingle(), (float)br.ReadSingle()); s.Position += 16; //frame name //verts for (int i = 0; i < num_verts; i++) { //pos WorldVertex v = new WorldVertex(); v.x = ((float)br.ReadByte() * scale.X + translate.X) * mde.Scale.X; v.y = ((float)br.ReadByte() * scale.Y + translate.Y) * mde.Scale.Y; v.z = ((float)br.ReadByte() * scale.Z + translate.Z) * mde.Scale.Z + mde.zOffset; vertList.Add(v); s.Position += 1; //vertex normal } 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)); //uv v.u = uvCoordsList[uvIndecesList[i]].X; v.v = uvCoordsList[uvIndecesList[i]].Y; //color v.c = -1; //white vertList[polyIndecesList[i]] = v; } //indeces for rendering current mesh in 2d short[] indeces2d_arr = CreateLineListIndeces(polyIndecesList); //mesh Mesh mesh = new Mesh(D3DDevice, polyIndecesList.Count / 3, vertList.Count, MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, General.Map.Graphics.Shaders.World3D.VertexElements); DataStream stream = mesh.VertexBuffer.Lock(0, 0, LockFlags.None); stream.WriteRange(vertList.ToArray()); mesh.VertexBuffer.Unlock(); stream = mesh.IndexBuffer.Lock(0, 0, LockFlags.None); stream.WriteRange(polyIndecesList.ToArray()); mesh.IndexBuffer.Unlock(); mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort); mde.Model.Meshes.Add(mesh); //2d data IndexBuffer indeces2d = new IndexBuffer(D3DDevice, 2 * indeces2d_arr.Length, Usage.WriteOnly, Pool.Managed, true); stream = indeces2d.Lock(0, 0, LockFlags.None); stream.WriteRange(indeces2d_arr); indeces2d.Unlock(); mde.Model.Indeces2D.Add(indeces2d); mde.Model.NumIndeces2D.Add((short)polyIndecesList.Count); mde.Model.Angle = -90.0f * (float)Math.PI / 180.0f; } return ""; } //this creates list of vertex indeces for rendering using LineList method private static short[] CreateLineListIndeces(List polyIndecesList) { short[] indeces2d_arr = new short[polyIndecesList.Count * 2]; short ind1, ind2, ind3; for (short i = 0; i < polyIndecesList.Count; i += 3) { ind1 = polyIndecesList[i]; ind2 = polyIndecesList[i + 1]; ind3 = polyIndecesList[i + 2]; indeces2d_arr[i * 2] = ind1; indeces2d_arr[i * 2 + 1] = ind2; indeces2d_arr[i * 2 + 2] = ind2; indeces2d_arr[i * 2 + 3] = ind3; indeces2d_arr[i * 2 + 4] = ind3; indeces2d_arr[i * 2 + 5] = ind1; } return indeces2d_arr; } private static string ReadString(BinaryReader br, int len) { var NAME = string.Empty; int i = 0; 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; } } }