Beispiel #1
0
        private void LoadShaders(bool spec)
        {
            var errMat = GetErrorMaterial();

            if (sbsp.Shaders.Count == 0)
            {
                var matGroup = new MaterialGroup();
                matGroup.Children.Add(errMat);
                shaders.Add(matGroup);
                return;
            }

            foreach (var s in sbsp.Shaders)
            {
                #region Skip Unused
                bool found = false;
                foreach (var sec in sbsp.ModelSections)
                {
                    foreach (var sub in sec.Submeshes)
                    {
                        if (sub.ShaderIndex == sbsp.Shaders.IndexOf(s))
                        {
                            found = true;
                            break;
                        }
                    }
                    if (found)
                    {
                        break;
                    }
                }

                if (!found)
                {
                    shaders.Add(null);
                    continue;
                }
                #endregion

                var matGroup = new MaterialGroup();
                try
                {
                    var rmshTag = cache.IndexItems.GetItemByID(s.tagID);
                    var rmsh    = DefinitionsManager.rmsh(cache, rmshTag);

                    int mapIndex = 0;
                    if (cache.Version >= DefinitionSet.Halo3Beta && cache.Version <= DefinitionSet.HaloReachRetail)
                    {
                        var rmt2Tag = cache.IndexItems.GetItemByID(rmsh.Properties[0].TemplateTagID);
                        var rmt2    = DefinitionsManager.rmt2(cache, rmt2Tag);

                        for (int i = 0; i < rmt2.UsageBlocks.Count; i++)
                        {
                            if (rmt2.UsageBlocks[i].Usage.Contains("base_map") || rmt2.UsageBlocks[i].Usage == "foam_texture")
                            {
                                mapIndex = i;
                            }
                        }
                    }

                    var bitmTag = cache.IndexItems.GetItemByID(rmsh.Properties[0].ShaderMaps[mapIndex].BitmapTagID);

                    var image = BitmapExtractor.GetBitmapByTag(cache, bitmTag, 0, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
                    if (TextureScale < 1)
                    {
                        image = new Bitmap(image, new Size((int)(image.Width * TextureScale), (int)(image.Height * TextureScale)));
                    }

                    if (image == null)
                    {
                        matGroup.Children.Add(errMat);
                        shaders.Add(matGroup);
                        continue;
                    }

                    int   tileIndex = rmsh.Properties[0].ShaderMaps[mapIndex].TilingIndex;
                    float uTiling;
                    try { uTiling = rmsh.Properties[0].Tilings[tileIndex].UTiling; }
                    catch { uTiling = 1; }

                    float vTiling;
                    try { vTiling = rmsh.Properties[0].Tilings[tileIndex].VTiling; }
                    catch { vTiling = 1; }

                    MemoryStream stream = new MemoryStream();                                                        //PNG for transparency
                    //image.Save(stream, (rmshTag.ClassCode == "rmsh" || rmshTag.ClassCode == "rmtr" || rmshTag.ClassCode == "rmt" || rmshTag.ClassCode == "mat") ? ImageFormat.Bmp : ImageFormat.Bmp);
                    image.Save(stream, ImageFormat.Bmp);
                    image.Dispose();

                    var diffuse = new BitmapImage();

                    diffuse.BeginInit();
                    diffuse.StreamSource = stream;
                    diffuse.EndInit();

                    matGroup.Children.Add(new DiffuseMaterial()
                    {
                        Brush = new ImageBrush(diffuse)
                        {
                            ViewportUnits = BrushMappingMode.Absolute,
                            TileMode      = TileMode.Tile,
                            Viewport      = new System.Windows.Rect(0, 0, 1f / Math.Abs(uTiling), 1f / Math.Abs(vTiling))
                        }
                    });

                    shaders.Add(matGroup);
                }
                catch
                {
                    matGroup.Children.Add(errMat);
                    shaders.Add(matGroup);
                }
            }
        }