mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
deb43343bb
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.
939 lines
No EOL
28 KiB
C#
939 lines
No EOL
28 KiB
C#
#region ================== Namespaces
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using System;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using SlimDX;
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using SlimDX.Direct3D9;
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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
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namespace CodeImp.DoomBuilder.GZBuilder.MD3
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{
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internal static class ModelReader
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{
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#region ================== Variables
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private class MD3LoadResult
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{
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public List<string> Skins;
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public List<Mesh> Meshes;
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public string Errors;
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public MD3LoadResult()
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{
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Skins = new List<string>();
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Meshes = new List<Mesh>();
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}
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}
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private static VertexElement[] vertexElements;
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#endregion
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#region ================== Init
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internal static void Init()
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{
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if(vertexElements == null)
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{
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vertexElements = new[]
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{
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new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
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new VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
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new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
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new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
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VertexElement.VertexDeclarationEnd
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};
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}
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}
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#endregion
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#region ================== Load
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public static void Load(ModelData mde, List<DataReader> containers, Device device)
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{
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if(mde.IsVoxel)
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LoadKVX(mde, containers, device);
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else
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LoadModel(mde, containers, device);
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}
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private static void LoadKVX(ModelData mde, List<DataReader> containers, Device device)
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{
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mde.Model = new GZModel();
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for(int i = 0; i < mde.ModelNames.Count; i++)
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{
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//find the model
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Stream ms;
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foreach(DataReader dr in containers)
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{
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ms = dr.GetVoxelData(mde.ModelNames[i]);
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if(ms == null) continue;
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//load kvx
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ReadKVX(mde, ms, device);
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//done
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ms.Close();
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ms.Dispose();
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break;
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}
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}
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//clear unneeded data
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mde.TextureNames = null;
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mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
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{
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mde.Model = null;
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}
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}
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private static void LoadModel(ModelData mde, List<DataReader> containers, Device device)
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{
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mde.Model = new GZModel();
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BoundingBoxSizes bbs = new BoundingBoxSizes();
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MD3LoadResult result = new MD3LoadResult();
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//load models and textures
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for(int i = 0; i < mde.ModelNames.Count; i++)
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{
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//need to use model skins?
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bool useSkins = string.IsNullOrEmpty(mde.TextureNames[i]);
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//load mesh
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MemoryStream ms = LoadFile(containers, mde.ModelNames[i], true);
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if (ms == null)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': unable to find file.");
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continue;
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}
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string ext = Path.GetExtension(mde.ModelNames[i]);
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if(ext == ".md3")
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result = ReadMD3Model(ref bbs, mde, useSkins, ms, device);
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else if(ext == ".md2")
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result = ReadMD2Model(ref bbs, mde, ms, device);
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else
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result.Errors = "model format is not supported";
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ms.Close();
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ms.Dispose();
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//got errors?
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if(!String.IsNullOrEmpty(result.Errors))
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': " + result.Errors);
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}
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else
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{
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//add loaded data to ModeldefEntry
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mde.Model.Meshes.AddRange(result.Meshes);
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//prepare UnknownTexture3D... just in case :)
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if(General.Map.Data.UnknownTexture3D.Texture == null || General.Map.Data.UnknownTexture3D.Texture.Disposed)
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General.Map.Data.UnknownTexture3D.CreateTexture();
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//load texture
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List<string> errors = new List<string>();
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//texture has unsupported extension?
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if(mde.TextureNames[i] == TextureData.INVALID_TEXTURE)
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{
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for (int c = 0; c < result.Meshes.Count; c++)
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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//texture not defined in MODELDEF?
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}
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else if(useSkins)
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{
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//try to use model's own skins
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for(int m = 0; m < result.Meshes.Count; m++)
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{
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if(string.IsNullOrEmpty(result.Skins[m]))
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("texture not found in MODELDEF or model skin.");
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continue;
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}
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string path = result.Skins[m].Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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ext = Path.GetExtension(path);
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if(Array.IndexOf(TextureData.SUPPORTED_TEXTURE_EXTENSIONS, ext) == -1)
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("image format '" + ext + "' is not supported!");
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continue;
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}
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//relative path?
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if(path.IndexOf(Path.DirectorySeparatorChar) == -1)
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path = Path.Combine(Path.GetDirectoryName(mde.ModelNames[m]), path);
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Texture t = LoadTexture(containers, path, device);
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if(t == null)
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load skin '" + result.Skins[m] + "'");
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continue;
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}
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mde.Model.Textures.Add(t);
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}
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}
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else //try to use texture loaded from MODELDEFS
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{
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Texture t = LoadTexture(containers, mde.TextureNames[i], device);
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if(t == null)
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{
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mde.Model.Textures.Add(General.Map.Data.UnknownTexture3D.Texture);
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errors.Add("unable to load texture '" + mde.TextureNames[i] + "'");
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}
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else
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{
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mde.Model.Textures.Add(t);
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}
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}
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//report errors
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if(errors.Count > 0)
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{
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foreach(string e in errors)
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General.ErrorLogger.Add(ErrorType.Error, "Error while loading '" + mde.ModelNames[i] + "': " + e);
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}
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}
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}
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//clear unneeded data
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mde.TextureNames = null;
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mde.ModelNames = null;
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if(mde.Model.Meshes == null || mde.Model.Meshes.Count == 0)
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{
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mde.Model = null;
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return;
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}
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mde.Model.BoundingBox = BoundingBoxTools.CalculateBoundingBox(bbs);
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}
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#endregion
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#region ================== MD3
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private static MD3LoadResult ReadMD3Model(ref BoundingBoxSizes bbs, ModelData mde, bool useSkins, MemoryStream s, Device device)
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{
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long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII))
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{
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string magic = ReadString(br, 4);
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if (magic != "IDP3")
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{
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result.Errors = "magic should be 'IDP3', not '" + magic + "'";
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return result;
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}
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s.Position += 80;
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int numSurfaces = br.ReadInt32();
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s.Position += 12;
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int ofsSurfaces = br.ReadInt32();
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s.Position = ofsSurfaces + start;
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List<int> polyIndecesList = new List<int>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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Dictionary<string, List<List<int>>> polyIndecesListsPerTexture = new Dictionary<string, List<List<int>>>(StringComparer.Ordinal);
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Dictionary<string, List<WorldVertex>> vertListsPerTexture = new Dictionary<string, List<WorldVertex>>(StringComparer.Ordinal);
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Dictionary<string, List<int>> vertexOffsets = new Dictionary<string, List<int>>(StringComparer.Ordinal);
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string error;
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for (int c = 0; c < numSurfaces; c++)
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{
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string skin = "";
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error = ReadSurface(ref bbs, ref skin, br, polyIndecesList, vertList, mde);
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if(!string.IsNullOrEmpty(error))
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{
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result.Errors = error;
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return result;
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}
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if(useSkins)
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{
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if(polyIndecesListsPerTexture.ContainsKey(skin))
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{
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polyIndecesListsPerTexture[skin].Add(polyIndecesList);
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vertListsPerTexture[skin].AddRange(vertList.ToArray());
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vertexOffsets[skin].Add(vertList.Count);
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}
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else
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{
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polyIndecesListsPerTexture.Add(skin, new List<List<int>> { polyIndecesList } );
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vertListsPerTexture.Add(skin, vertList);
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vertexOffsets.Add(skin, new List<int> { vertList.Count });
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}
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//reset lists
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polyIndecesList = new List<int>();
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vertList = new List<WorldVertex>();
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}
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}
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if(!useSkins)
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{
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//create mesh
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CreateMesh(device, ref result, vertList, polyIndecesList);
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result.Skins.Add("");
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}
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else
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{
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//create a mesh for each surface texture
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foreach(KeyValuePair<string, List<List<int>>> group in polyIndecesListsPerTexture)
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{
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polyIndecesList = new List<int>();
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int offset = 0;
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//collect indices, fix vertex offsets
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for(int i = 0; i < group.Value.Count; i++)
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{
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if(i > 0)
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{
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//TODO: Damn I need to rewrite all of this stuff from scratch...
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offset += vertexOffsets[group.Key][i - 1];
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for(int c = 0; c < group.Value[i].Count; c++)
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group.Value[i][c] += offset;
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}
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polyIndecesList.AddRange(group.Value[i].ToArray());
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}
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CreateMesh(device, ref result, vertListsPerTexture[group.Key], polyIndecesList);
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result.Skins.Add(group.Key.ToLowerInvariant());
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}
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}
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}
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return result;
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}
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private static string ReadSurface(ref BoundingBoxSizes bbs, ref string skin, BinaryReader br, List<int> polyIndecesList, List<WorldVertex> vertList, ModelData mde)
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{
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int vertexOffset = vertList.Count;
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long start = br.BaseStream.Position;
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string magic = ReadString(br, 4);
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if (magic != "IDP3")
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return "error while reading surface: Magic should be 'IDP3', not '" + magic + "'";
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br.BaseStream.Position += 76;
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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.
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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.
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int ofsTriangles = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Triangle objects starts.
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int ofsShaders = br.ReadInt32();
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int ofsST = br.ReadInt32(); //Relative offset from SURFACE_START where the list of ST objects (s-t texture coordinates) starts.
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int ofsNormal = br.ReadInt32(); //Relative offset from SURFACE_START where the list of Vertex objects (X-Y-Z-N vertices) starts.
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int ofsEnd = br.ReadInt32(); //Relative offset from SURFACE_START to where the Surface object ends.
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//polygons
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if (start + ofsTriangles != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsTriangles;
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for (int i = 0; i < numTriangles * 3; i++)
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polyIndecesList.Add( vertexOffset + br.ReadInt32() );
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//shaders
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if(start + ofsShaders != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsShaders;
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skin = ReadString(br, 64); //we are interested only in the first one
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//Vertices
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if (start + ofsST != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsST;
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for (int i = 0; i < numVerts; i++)
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{
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WorldVertex v = new WorldVertex();
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v.c = -1; //white
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v.u = br.ReadSingle();
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v.v = br.ReadSingle();
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vertList.Add(v);
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}
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//Normals
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if (start + ofsNormal != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsNormal;
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for (int i = vertexOffset; i < vertexOffset + numVerts; i++)
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{
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WorldVertex v = vertList[i];
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//read vertex
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v.y = -(float)br.ReadInt16() / 64;
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v.x = (float)br.ReadInt16() / 64;
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v.z = (float)br.ReadInt16() / 64;
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//bounding box
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BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, v);
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var lat = br.ReadByte() * (2 * Math.PI) / 255.0;
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var lng = br.ReadByte() * (2 * Math.PI) / 255.0;
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v.nx = (float)(Math.Sin(lng) * Math.Sin(lat));
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v.ny = -(float)(Math.Cos(lng) * Math.Sin(lat));
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v.nz = (float)(Math.Cos(lat));
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vertList[i] = v;
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}
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if (start + ofsEnd != br.BaseStream.Position)
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br.BaseStream.Position = start + ofsEnd;
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return "";
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}
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private static void CreateMesh(Device device, ref MD3LoadResult result, List<WorldVertex> verts, List<int> indices)
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{
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//create mesh
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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))
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{
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stream.WriteRange(verts.ToArray());
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}
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mesh.UnlockVertexBuffer();
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using(DataStream stream = mesh.LockIndexBuffer(LockFlags.None))
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{
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stream.WriteRange(indices.ToArray());
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}
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mesh.UnlockIndexBuffer();
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mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
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//store in result
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result.Meshes.Add(mesh);
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}
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#endregion
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#region ================== MD2
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private static MD3LoadResult ReadMD2Model(ref BoundingBoxSizes bbs, ModelData mde, MemoryStream s, Device device)
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{
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long start = s.Position;
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MD3LoadResult result = new MD3LoadResult();
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using (var br = new BinaryReader(s, Encoding.ASCII))
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{
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string magic = ReadString(br, 4);
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if(magic != "IDP2") //magic number: "IDP2"
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{
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result.Errors = "magic should be 'IDP2', not '" + magic + "'";
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return result;
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}
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int modelVersion = br.ReadInt32();
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if(modelVersion != 8) //MD2 version. Must be equal to 8
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{
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result.Errors = "MD2 version must be 8 but is " + modelVersion;
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return result;
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}
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int texWidth = br.ReadInt32();
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int texHeight = br.ReadInt32();
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s.Position += 8; //Size of one frame in bytes
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//s.Position += 4; //Number of textures
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int num_verts = br.ReadInt32(); //Number of vertices
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int num_uv = br.ReadInt32(); //The number of UV coordinates in the model
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int num_tris = br.ReadInt32(); //Number of triangles
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s.Position += 4; //Number of OpenGL commands
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if(br.ReadInt32() == 0) //Total number of frames
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{
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result.Errors = "model has 0 frames.";
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return result;
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}
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s.Position += 4; //Offset to skin names (each skin name is an unsigned char[64] and are null terminated)
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int ofs_uv = br.ReadInt32();//Offset to s-t texture coordinates
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int ofs_tris = br.ReadInt32(); //Offset to triangles
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int ofs_animFrame = br.ReadInt32(); //An offset to the first animation frame
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List<int> polyIndecesList = new List<int>();
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List<int> uvIndecesList = new List<int>();
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List<Vector2> uvCoordsList = new List<Vector2>();
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List<WorldVertex> vertList = new List<WorldVertex>();
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//polygons
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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());
|
|
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
uvIndecesList.Add(br.ReadUInt16());
|
|
}
|
|
|
|
//UV coords
|
|
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
|
|
s.Position = ofs_animFrame + start;
|
|
|
|
Vector3 scale = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
|
|
Vector3 translate = new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
|
|
|
|
s.Position += 16; //frame name
|
|
|
|
// 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;
|
|
|
|
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
|
|
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;
|
|
}
|
|
}
|
|
|
|
//mesh
|
|
Mesh mesh = new Mesh(device, polyIndecesList.Count / 3, vertList.Count, MeshFlags.Use32Bit | MeshFlags.IndexBufferManaged | MeshFlags.VertexBufferManaged, vertexElements);
|
|
|
|
using (DataStream stream = mesh.LockVertexBuffer(LockFlags.None))
|
|
{
|
|
stream.WriteRange(vertList.ToArray());
|
|
}
|
|
mesh.UnlockVertexBuffer();
|
|
|
|
using (DataStream stream = mesh.LockIndexBuffer(LockFlags.None))
|
|
{
|
|
stream.WriteRange(polyIndecesList.ToArray());
|
|
}
|
|
mesh.UnlockIndexBuffer();
|
|
|
|
mesh.OptimizeInPlace(MeshOptimizeFlags.AttributeSort);
|
|
|
|
//store in result
|
|
result.Meshes.Add(mesh);
|
|
result.Skins.Add(""); //no skin support for MD2
|
|
}
|
|
|
|
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();
|
|
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
|
|
|
|
private static MemoryStream LoadFile(List<DataReader> containers, string path, bool isModel)
|
|
{
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
if(isModel && dr is WADReader) continue; //models cannot be stored in WADs
|
|
|
|
//load file
|
|
if(dr.FileExists(path)) return dr.LoadFile(path);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private static Texture LoadTexture(List<DataReader> containers, string path, Device device)
|
|
{
|
|
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...
|
|
{
|
|
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);
|
|
|
|
DataRectangle textureLock = texture.LockRectangle(0, LockFlags.None);
|
|
textureLock.Data.WriteRange(bmlock.Scan0, bmlock.Height * bmlock.Stride);
|
|
|
|
bitmap.UnlockBits(bmlock);
|
|
texture.UnlockRectangle(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
texture = Texture.FromStream(device, ms);
|
|
|
|
ms.Close();
|
|
ms.Dispose();
|
|
}
|
|
|
|
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
|
|
}
|
|
} |