private void LoadMap(string map, int centerx, int centery, int distance) { float TileSize = 1600.0f / 3.0f; //533.333 float ChunkSize = TileSize / 16.0f; //33.333 float UnitSize = ChunkSize / 8.0f; //4.166666 // ~~fun fact time with marlamin~~ this times 0.5 ends up being pixelspercoord on minimap float MapMidPoint = 32.0f / ChunkSize; GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); List<Vertex> verticelist = new List<Vertex>(); List<Int32> indicelist = new List<Int32>(); GL.Enable(EnableCap.Texture2D); for (int x = centerx; x < centerx + distance; x++) { for (int y = centery; y < centery + distance; y++) { string filename = "World/Maps/" + map + "/" + map + "_" + y + "_" + x + ".adt"; if (WoWFormatLib.Utils.CASC.FileExists(filename)) { ADTReader reader = new ADTReader(); reader.LoadADT(filename); Terrain adt = new Terrain(); adt.vertexBuffer = GL.GenBuffer(); adt.indiceBuffer = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.BindBuffer(BufferTarget.ElementArrayBuffer, adt.indiceBuffer); List<Material> materials = new List<Material>(); //Check if textures are already loaded or not, multiple ADTs close together probably use the same ones mostly for (int ti = 0; ti < reader.adtfile.textures.filenames.Count(); ti++) { Material material = new Material(); material.filename = reader.adtfile.textures.filenames[ti]; //if (!WoWFormatLib.Utils.CASC.FileExists(material.filename)) { continue; } material.textureID = BLPLoader.LoadTexture(reader.adtfile.textures.filenames[ti], cache); materials.Add(material); } var initialChunkY = reader.adtfile.chunks[0].header.position.Y; var initialChunkX = reader.adtfile.chunks[0].header.position.X; /* if(firstLocation.X == 0) { firstLocation = new Vector3(initialChunkY, initialChunkX, 1.0f); Console.WriteLine("Setting first location to " + firstLocation.ToString()); } */ List<RenderBatch> renderBatches = new List<RenderBatch>(); for (uint c = 0; c < reader.adtfile.chunks.Count(); c++) { var chunk = reader.adtfile.chunks[c]; int off = verticelist.Count(); RenderBatch batch = new RenderBatch(); for (int i = 0, idx = 0; i < 17; i++) { for (int j = 0; j < (((i % 2) != 0) ? 8 : 9); j++) { //var v = new Vector3(chunk.header.position.Y - (j * UnitSize), chunk.vertices.vertices[idx++] + chunk.header.position.Z, -(chunk.header.position.X - (i * UnitSize * 0.5f))); Vertex v = new Vertex(); v.Normal = new Vector3(chunk.normals.normal_0[idx], chunk.normals.normal_1[idx], chunk.normals.normal_2[idx]); if (chunk.vertexShading.red != null && chunk.vertexShading.red[idx] != 127) { v.Color = new Vector3(chunk.vertexShading.blue[idx] / 255.0f, chunk.vertexShading.green[idx] / 255.0f, chunk.vertexShading.red[idx] / 255.0f); //v.Color = new Vector3(1.0f, 1.0f, 1.0f); } else { v.Color = new Vector3(1.0f, 1.0f, 1.0f); } v.TexCoord = new Vector2(((float)j + (((i % 2) != 0) ? 0.5f : 0f)) / 8f, ((float)i * 0.5f) / 8f); v.Position = new Vector3(chunk.header.position.Y - (j * UnitSize), chunk.vertices.vertices[idx++] + chunk.header.position.Z, chunk.header.position.X - (i * UnitSize * 0.5f)); if ((i % 2) != 0) v.Position.X -= 0.5f * UnitSize; verticelist.Add(v); } } batch.firstFace = (uint)indicelist.Count(); for (int j = 9; j < 145; j++) { indicelist.AddRange(new Int32[] { off + j + 8, off + j - 9, off + j }); indicelist.AddRange(new Int32[] { off + j - 9, off + j - 8, off + j }); indicelist.AddRange(new Int32[] { off + j - 8, off + j + 9, off + j }); indicelist.AddRange(new Int32[] { off + j + 9, off + j + 8, off + j }); if ((j + 1) % (9 + 8) == 0) j += 9; } batch.numFaces = (uint)(indicelist.Count()) - batch.firstFace; if (!cache.materials.ContainsKey(reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[0].textureId].ToLower())) { throw new Exception("MaterialCache does not have texture " + reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[0].textureId].ToLower()); } var layermats = new List<uint>(); var alphalayermats = new List<int>(); for (int li = 0; li < reader.adtfile.texChunks[c].layers.Count(); li++) { if(reader.adtfile.texChunks[c].alphaLayer != null){ alphalayermats.Add(BLPLoader.GenerateAlphaTexture(reader.adtfile.texChunks[c].alphaLayer[li].layer)); } layermats.Add((uint)cache.materials[reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[li].textureId].ToLower()]); } batch.materialID = layermats.ToArray(); batch.alphaMaterialID = alphalayermats.ToArray(); renderBatches.Add(batch); } List<Doodad> doodads = new List<Doodad>(); for (int mi = 0; mi < reader.adtfile.objects.models.entries.Count(); mi++) { Console.WriteLine("Loading model #" + mi); var modelentry = reader.adtfile.objects.models.entries[mi]; var mmid = reader.adtfile.objects.m2NameOffsets.offsets[modelentry.mmidEntry]; var modelfilename = ""; for (int mmi = 0; mmi < reader.adtfile.objects.m2Names.offsets.Count(); mmi++) { if (reader.adtfile.objects.m2Names.offsets[mmi] == mmid) { modelfilename = reader.adtfile.objects.m2Names.filenames[mmi].ToLower(); } } var doodad = new Doodad(); doodad.filename = modelfilename; doodad.position = new Vector3(-(modelentry.position.X - 17066), modelentry.position.Y, -(modelentry.position.Z - 17066)); doodad.rotation = new Vector3(modelentry.rotation.X, modelentry.rotation.Y, modelentry.rotation.Z); doodad.scale = modelentry.scale; doodads.Add(doodad); if (cache.doodadBatches.ContainsKey(modelfilename)) { continue; } M2Loader.LoadM2(modelfilename, cache); } List<WorldModelBatch> worldModelBatches = new List<WorldModelBatch>(); // WMO loading goes here for (int wmi = 0; wmi < reader.adtfile.objects.worldModels.entries.Count(); wmi++) { Console.WriteLine("Loading WMO #" + wmi); string wmofilename = ""; var wmodelentry = reader.adtfile.objects.worldModels.entries[wmi]; var mwid = reader.adtfile.objects.wmoNameOffsets.offsets[wmodelentry.mwidEntry]; for (int wmfi = 0; wmfi < reader.adtfile.objects.wmoNames.offsets.Count(); wmfi++) { if (reader.adtfile.objects.wmoNames.offsets[wmfi] == mwid) { wmofilename = reader.adtfile.objects.wmoNames.filenames[wmfi].ToLower(); } } if (wmofilename.Length == 0) { throw new Exception("Unable to find filename for WMO!"); } WorldModelBatch wmobatch = new WorldModelBatch(); wmobatch.position = new Vector3(-(wmodelentry.position.X - 17066), wmodelentry.position.Y, -(wmodelentry.position.Z - 17066)); wmobatch.rotation = new Vector3(wmodelentry.rotation.X, wmodelentry.rotation.Y, wmodelentry.rotation.Z); wmobatch.worldModel = WMOLoader.LoadWMO(wmofilename, cache); worldModelBatches.Add(wmobatch); } adt.renderBatches = renderBatches.ToArray(); adt.doodads = doodads.ToArray(); adt.worldModelBatches = worldModelBatches.ToArray(); int[] indices = indicelist.ToArray(); Vertex[] vertices = verticelist.ToArray(); Console.WriteLine("Vertices in array: " + vertices.Count()); //37120, correct //indices = indicelist.ToArray(); Console.WriteLine("Indices in array: " + indices.Count()); //196608, should be 65.5k which is 196608 / 3. in triangles so its correct? GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Count() * 11 * sizeof(float)), vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, adt.indiceBuffer); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); int verticeBufferSize = 0; int indiceBufferSize = 0; GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out verticeBufferSize); GL.BindBuffer(BufferTarget.ArrayBuffer, adt.indiceBuffer); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out indiceBufferSize); Console.WriteLine("Vertices in buffer: " + verticeBufferSize / 11 / sizeof(float)); Console.WriteLine("Indices in buffer: " + indiceBufferSize / sizeof(int)); adts.Add(adt); } } } }
private void LoadMap(string map, int centerx, int centery, int distance) { float TileSize = 1600.0f / 3.0f; //533.333 float ChunkSize = TileSize / 16.0f; //33.333 float UnitSize = ChunkSize / 8.0f; //4.166666 // ~~fun fact time with marlamin~~ this times 0.5 ends up being pixelspercoord on minimap float MapMidPoint = 32.0f / ChunkSize; GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); List <Vertex> verticelist = new List <Vertex>(); List <Int32> indicelist = new List <Int32>(); GL.Enable(EnableCap.Texture2D); worker.ReportProgress(0, "Loading ADT.."); for (int x = centerx; x < centerx + distance; x++) { for (int y = centery; y < centery + distance; y++) { string filename = "world\\maps\\" + map + "\\" + map + "_" + y + "_" + x + ".adt"; if (WoWFormatLib.Utils.CASC.FileExists(filename)) { ADTReader reader = new ADTReader(); reader.LoadADT(filename); Terrain adt = new Terrain(); adt.vertexBuffer = GL.GenBuffer(); adt.indiceBuffer = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.BindBuffer(BufferTarget.ElementArrayBuffer, adt.indiceBuffer); List <Material> materials = new List <Material>(); //Check if textures are already loaded or not, multiple ADTs close together probably use the same ones mostly //for (int ti = 0; ti < reader.adtfile.textures.filenames.Count(); ti++) //{ /* * Material material = new Material(); * material.filename = reader.adtfile.textures.filenames[ti]; * material.textureID = BLPLoader.LoadTexture(reader.adtfile.textures.filenames[ti], cache);*/ /* MAPTEXTURE TEXTURE HACKFIX STUFF STARTS HERE */ Material material = new Material(); material.filename = filename.Replace("maps", "maptextures").Replace(".adt", ".blp"); material.textureID = BLPLoader.LoadTexture(filename.Replace("maps", "maptextures").Replace(".adt", ".blp"), cache); /* MAPTEXTURE TEXTURE HACKFIX STUFF STOPS HERE */ materials.Add(material); //} var initialChunkY = reader.adtfile.chunks[0].header.position.Y; var initialChunkX = reader.adtfile.chunks[0].header.position.X; List <RenderBatch> renderBatches = new List <RenderBatch>(); for (uint c = 0; c < reader.adtfile.chunks.Count(); c++) { var chunk = reader.adtfile.chunks[c]; int off = verticelist.Count(); RenderBatch batch = new RenderBatch(); for (int i = 0, idx = 0; i < 17; i++) { for (int j = 0; j < (((i % 2) != 0) ? 8 : 9); j++) { //var v = new Vector3(chunk.header.position.Y - (j * UnitSize), chunk.vertices.vertices[idx++] + chunk.header.position.Z, -(chunk.header.position.X - (i * UnitSize * 0.5f))); Vertex v = new Vertex(); v.Normal = new Vector3(chunk.normals.normal_0[idx], chunk.normals.normal_1[idx], chunk.normals.normal_2[idx]); if (chunk.vertexShading.red != null && chunk.vertexShading.red[idx] != 127) { v.Color = new Vector3(chunk.vertexShading.blue[idx] / 255.0f, chunk.vertexShading.green[idx] / 255.0f, chunk.vertexShading.red[idx] / 255.0f); //v.Color = new Vector3(1.0f, 1.0f, 1.0f); } else { v.Color = new Vector3(1.0f, 1.0f, 1.0f); } // Commented out for maptexture hack //v.TexCoord = new Vector2(((float)j + (((i % 2) != 0) ? 0.5f : 0f)) / 8f, ((float)i * 0.5f) / 8f); v.Position = new Vector3(chunk.header.position.X - (i * UnitSize * 0.5f), chunk.header.position.Y - (j * UnitSize), chunk.vertices.vertices[idx++] + chunk.header.position.Z); if ((i % 2) != 0) { v.Position.Y -= 0.5f * UnitSize; } //Maptexture hackfix v.TexCoord = new Vector2(-(v.Position.Y - initialChunkX) / TileSize, -(v.Position.X - initialChunkY) / TileSize); verticelist.Add(v); } } batch.firstFace = (uint)indicelist.Count(); for (int j = 9; j < 145; j++) { indicelist.AddRange(new Int32[] { off + j + 8, off + j - 9, off + j }); indicelist.AddRange(new Int32[] { off + j - 9, off + j - 8, off + j }); indicelist.AddRange(new Int32[] { off + j - 8, off + j + 9, off + j }); indicelist.AddRange(new Int32[] { off + j + 9, off + j + 8, off + j }); if ((j + 1) % (9 + 8) == 0) { j += 9; } } batch.numFaces = (uint)(indicelist.Count()) - batch.firstFace; //if (!cache.materials.ContainsKey(reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[0].textureId].ToLower())) //{ // throw new Exception("MaterialCache does not have texture " + reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[0].textureId].ToLower()); //} //Commented out for maptexture hackfix /* * var layermats = new List<uint>(); * var alphalayermats = new List<int>(); * * for (int li = 0; li < reader.adtfile.texChunks[c].layers.Count(); li++) * { * if(reader.adtfile.texChunks[c].alphaLayer != null){ * alphalayermats.Add(BLPLoader.GenerateAlphaTexture(reader.adtfile.texChunks[c].alphaLayer[li].layer)); * } * layermats.Add((uint)cache.materials[reader.adtfile.textures.filenames[reader.adtfile.texChunks[c].layers[li].textureId].ToLower()]); * } * * batch.materialID = layermats.ToArray(); * batch.alphaMaterialID = alphalayermats.ToArray(); * */ var layermats = new List <uint>(); layermats.Add((uint)material.textureID); batch.materialID = layermats.ToArray(); renderBatches.Add(batch); } List <Doodad> doodads = new List <Doodad>(); for (int mi = 0; mi < reader.adtfile.objects.models.entries.Count(); mi++) { Console.WriteLine("Loading model #" + mi); var modelentry = reader.adtfile.objects.models.entries[mi]; var mmid = reader.adtfile.objects.m2NameOffsets.offsets[modelentry.mmidEntry]; var modelfilename = ""; for (int mmi = 0; mmi < reader.adtfile.objects.m2Names.offsets.Count(); mmi++) { if (reader.adtfile.objects.m2Names.offsets[mmi] == mmid) { modelfilename = reader.adtfile.objects.m2Names.filenames[mmi].ToLower(); } } var doodad = new Doodad(); doodad.filename = modelfilename; doodad.position = new Vector3(-(modelentry.position.X - 17066), modelentry.position.Y, -(modelentry.position.Z - 17066)); doodad.rotation = new Vector3(modelentry.rotation.X, modelentry.rotation.Y, modelentry.rotation.Z); doodad.scale = modelentry.scale; doodads.Add(doodad); if (cache.doodadBatches.ContainsKey(modelfilename)) { continue; } M2Loader.LoadM2(modelfilename, cache); } List <WorldModelBatch> worldModelBatches = new List <WorldModelBatch>(); // WMO loading goes here for (int wmi = 0; wmi < reader.adtfile.objects.worldModels.entries.Count(); wmi++) { Console.WriteLine("Loading WMO #" + wmi); string wmofilename = ""; var wmodelentry = reader.adtfile.objects.worldModels.entries[wmi]; var mwid = reader.adtfile.objects.wmoNameOffsets.offsets[wmodelentry.mwidEntry]; for (int wmfi = 0; wmfi < reader.adtfile.objects.wmoNames.offsets.Count(); wmfi++) { if (reader.adtfile.objects.wmoNames.offsets[wmfi] == mwid) { wmofilename = reader.adtfile.objects.wmoNames.filenames[wmfi].ToLower(); } } if (wmofilename.Length == 0) { throw new Exception("Unable to find filename for WMO!"); } WorldModelBatch wmobatch = new WorldModelBatch(); wmobatch.position = new Vector3(-(wmodelentry.position.X - 17066.666f), wmodelentry.position.Y, -(wmodelentry.position.Z - 17066.666f)); wmobatch.rotation = new Vector3(wmodelentry.rotation.X, wmodelentry.rotation.Y, wmodelentry.rotation.Z); wmobatch.worldModel = WMOLoader.LoadWMO(wmofilename, cache); worldModelBatches.Add(wmobatch); } adt.renderBatches = renderBatches.ToArray(); adt.doodads = doodads.ToArray(); adt.worldModelBatches = worldModelBatches.ToArray(); int[] indices = indicelist.ToArray(); Vertex[] vertices = verticelist.ToArray(); Console.WriteLine("Vertices in array: " + vertices.Count()); //37120, correct //indices = indicelist.ToArray(); Console.WriteLine("Indices in array: " + indices.Count()); //196608, should be 65.5k which is 196608 / 3. in triangles so its correct? GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Count() * 11 * sizeof(float)), vertices, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ElementArrayBuffer, adt.indiceBuffer); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); int verticeBufferSize = 0; int indiceBufferSize = 0; GL.BindBuffer(BufferTarget.ArrayBuffer, adt.vertexBuffer); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out verticeBufferSize); GL.BindBuffer(BufferTarget.ArrayBuffer, adt.indiceBuffer); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out indiceBufferSize); Console.WriteLine("Vertices in buffer: " + verticeBufferSize / 11 / sizeof(float)); Console.WriteLine("Indices in buffer: " + indiceBufferSize / sizeof(int)); adts.Add(adt); } } } }