Example #1
0
        /// <summary>
        /// c-tor - generic way for collecting resources
        /// </summary>
        /// <param name="meshInfo"></param>
        /// assetName - just for debug output
        public MyMesh(MyMeshPartInfo meshInfo, string assetName)
        {
            MyMaterialDescriptor matDesc = meshInfo.m_MaterialDesc;

            if (matDesc != null)
            {
                string texName;
                matDesc.Textures.TryGetValue("DiffuseTexture", out texName);

                var material = new MyMeshMaterial();
                material.Name          = meshInfo.m_MaterialDesc.MaterialName;
                material.Textures      = matDesc.Textures;
                material.DrawTechnique = meshInfo.Technique;
                material.GlassCW       = meshInfo.m_MaterialDesc.GlassCW;
                material.GlassCCW      = meshInfo.m_MaterialDesc.GlassCCW;
                material.GlassSmooth   = meshInfo.m_MaterialDesc.GlassSmoothNormals;

                Material = material;
            }
            else
            {
                //It is OK because ie. collision meshes dont have materials
                Material = new MyMeshMaterial();
            }

            AssetName = assetName;
        }
Example #2
0
        public void SetIndices(
            Assimp.Mesh sourceMesh,
            VRageRender.Import.Mesh mesh,
            int[] indices,
            List <Vector3> vertices,
            int matHash)
        {
            MyMeshPartInfo myMeshPartInfo;

            if (!this.m_partContainer.TryGetValue(matHash, out myMeshPartInfo))
            {
                myMeshPartInfo = new MyMeshPartInfo();
                myMeshPartInfo.m_MaterialHash = matHash;
                this.m_partContainer.Add(matHash, myMeshPartInfo);
            }
            mesh.StartIndex = myMeshPartInfo.m_indices.Count;
            mesh.IndexCount = indices.Length;
            int vertexOffset = mesh.VertexOffset;

            for (int index = 0; index < sourceMesh.FaceCount * 3; index += 3)
            {
                int num1 = indices[index] + vertexOffset;
                int num2 = indices[index + 1] + vertexOffset;
                int num3 = indices[index + 2] + vertexOffset;
                myMeshPartInfo.m_indices.Add(num1);
                myMeshPartInfo.m_indices.Add(num2);
                myMeshPartInfo.m_indices.Add(num3);
            }
        }
Example #3
0
        public static string GetAlphamaskTexture(MyMeshPartInfo mwmPart, string contentPath)
        {
            if (mwmPart.m_MaterialDesc == null)
            {
                return("");
            }
            var relativePath = mwmPart.m_MaterialDesc.Textures.Get("AlphamaskTexture", "");

            return(MyResourceUtils.GetTextureFullPath(relativePath, contentPath));
        }
Example #4
0
        /// <summary>
        /// ReadMeshParts
        /// </summary>
        /// <param name="reader"></param>
        /// <returns></returns>
        private static List <MyMeshPartInfo> ReadMeshParts(BinaryReader reader)
        {
            var list   = new List <MyMeshPartInfo>();
            var nCount = reader.ReadInt32();

            for (var i = 0; i < nCount; ++i)
            {
                var meshPart = new MyMeshPartInfo();
                meshPart.Import(reader, 0); // TODO: test version detail
                list.Add(meshPart);
            }

            return(list);
        }
Example #5
0
        private static List <MyMeshPartInfo> ReadMeshParts(
            BinaryReader reader,
            int version)
        {
            var myMeshPartInfoList = new List <MyMeshPartInfo>();
            var num = reader.ReadInt32();

            for (var index = 0; index < num; ++index)
            {
                var myMeshPartInfo = new MyMeshPartInfo();
                myMeshPartInfo.Import(reader, version);
                myMeshPartInfoList.Add(myMeshPartInfo);
            }

            return(myMeshPartInfoList);
        }
Example #6
0
        public void InitForGBuffer(MyLod parent, string name, string contentPath, MyMeshPartInfo mwmPartInfo, MyStandardMaterial standardMaterial,
                                   int startIndex, int indicesCount, int startVertex)
        {
            MyRenderProxy.Assert(StartIndex == 0 && IndicesCount == 0 && StartVertex == 0, "The part has been initialised before!");
            MyRenderProxy.Assert(indicesCount != 0, "Invalid input");

            bool isCmTexture  = !string.IsNullOrEmpty(MyMwmUtils.GetColorMetalTexture(mwmPartInfo, contentPath));
            bool isNgTexture  = !string.IsNullOrEmpty(MyMwmUtils.GetNormalGlossTexture(mwmPartInfo, contentPath));
            bool isExtTexture = !string.IsNullOrEmpty(MyMwmUtils.GetExtensionTexture(mwmPartInfo, contentPath));

            Technique       = mwmPartInfo.Technique;
            m_shaderBundles = new MyShaderBundle[(int)MyInstanceLodState.StatesCount];
            m_shaderBundles[(int)MyInstanceLodState.Solid] = MyManagers.ShaderBundles.GetShaderBundle(MyRenderPassType.GBuffer,
                                                                                                      Technique,
                                                                                                      MyInstanceLodState.Solid,
                                                                                                      isCmTexture,
                                                                                                      isNgTexture,
                                                                                                      isExtTexture);
            m_shaderBundles[(int)MyInstanceLodState.Transition] = MyManagers.ShaderBundles.GetShaderBundle(MyRenderPassType.GBuffer,
                                                                                                           Technique,
                                                                                                           MyInstanceLodState.Transition,
                                                                                                           isCmTexture,
                                                                                                           isNgTexture,
                                                                                                           isExtTexture);
            m_shaderBundles[(int)MyInstanceLodState.Hologram] = MyManagers.ShaderBundles.GetShaderBundle(MyRenderPassType.GBuffer,
                                                                                                         Technique,
                                                                                                         MyInstanceLodState.Hologram,
                                                                                                         isCmTexture,
                                                                                                         isNgTexture,
                                                                                                         isExtTexture);
            m_shaderBundles[(int)MyInstanceLodState.Dithered] = MyManagers.ShaderBundles.GetShaderBundle(MyRenderPassType.GBuffer,
                                                                                                         Technique,
                                                                                                         MyInstanceLodState.Dithered,
                                                                                                         isCmTexture,
                                                                                                         isNgTexture,
                                                                                                         isExtTexture);
            Parent                      = parent;
            Name                        = name;
            StandardMaterial            = standardMaterial;
            GlassMaterial               = null;
            InstanceMaterialOffsetInLod = -1; // <- not used so far
            StartIndex                  = startIndex;
            IndicesCount                = indicesCount;
            StartVertex                 = startVertex;
        }
Example #7
0
        public void SetMaterial(Material material)
        {
            int hashCode = material.Name.GetHashCode();

            if (!this.m_partContainer.ContainsKey(hashCode))
            {
                return;
            }
            MyMeshPartInfo       myMeshPartInfo = this.m_partContainer[hashCode];
            MyMaterialDescriptor matDesc        = new MyMaterialDescriptor(material.Name);

            this.SetMaterialTextures(matDesc, material);
            if (myMeshPartInfo.m_MaterialDesc != null)
            {
                matDesc.Technique = myMeshPartInfo.m_MaterialDesc.Technique;
            }
            myMeshPartInfo.m_MaterialDesc = matDesc;
        }
Example #8
0
        /// <summary>
        /// c-tor - generic way for collecting resources
        /// </summary>
        /// <param name="meshInfo"></param>
        /// assetName - just for debug output
        public MyMesh(MyMeshPartInfo meshInfo, string assetName)
        {
            string textureName           = null;
            MyMaterialDescriptor matDesc = meshInfo.m_MaterialDesc;

            if (matDesc != null)
            {
                bool hasNormalTexture = true;

                string texName = matDesc.m_DiffuseTextureName;
                if (String.IsNullOrEmpty(texName) == false)
                {
                    int i = texName.LastIndexOf(C_CONTENT_ID);

                    texName = texName.Substring(i + C_CONTENT_ID.Length, texName.Length - i - C_CONTENT_ID.Length);
                    //@ cut extension
                    int lastIndex = texName.LastIndexOf(".");
                    textureName = texName.Substring(0, texName.Length - (texName.Length - lastIndex));

                    if (textureName.LastIndexOf(C_POSTFIX_DONT_HAVE_NORMAL) == (textureName.Length - C_POSTFIX_DONT_HAVE_NORMAL.Length))
                    {
                        hasNormalTexture = false;
                        textureName      = textureName.Substring(0, textureName.Length - C_POSTFIX_DONT_HAVE_NORMAL.Length);
                    }

                    //@ if postfix for diffuse is _d -> trim it
                    if (textureName.LastIndexOf(C_POSTFIX_DIFFUSE) == (textureName.Length - 2))
                    {
                        textureName = textureName.Substring(0, textureName.Length - 2);
                    }

                    if (textureName.LastIndexOf(C_POSTFIX_DIFFUSE_EMISSIVE) == (textureName.Length - 3))
                    {
                        textureName = textureName.Substring(0, textureName.Length - 3);
                    }
                }

                var defaultMaterial = new MyMeshMaterial(matDesc.MaterialName,
                                                         textureName + C_POSTFIX_DIFFUSE_EMISSIVE,
                                                         textureName + C_POSTFIX_NORMAL_SPECULAR, matDesc.m_Glossiness,
                                                         hasNormalTexture, ref matDesc.m_DiffuseColor,
                                                         ref matDesc.m_SpecularColor);

                // check for alternative textures and create corresponding materials.
                if (!textureName.Contains(DEFAULT_DIRECTORY))
                {
                    Materials = new MyMeshMaterial[8];
                    for (int j = 1; j < Materials.Length; j++)
                    {
                        Materials[j] = defaultMaterial;
                    }
                }
                else
                {
                    int materialCount = FindMaterialCount(textureName);

                    Materials = new MyMeshMaterial[materialCount];

                    // here check if corresponding textures exist in the "v02" or "v03" ...
                    // folder. If not, fall back to default "v01" folder
                    for (int j = 1; j < Materials.Length; j++)
                    {
                        string newFolder      = "\\v" + String.Format("{0:00}", j + 1) + "\\";
                        string newNameDiffuse = textureName.Replace(DEFAULT_DIRECTORY, newFolder) + C_POSTFIX_DIFFUSE_EMISSIVE;
                        string newNameNormal  = textureName.Replace(DEFAULT_DIRECTORY, newFolder) + C_POSTFIX_NORMAL_SPECULAR;

                        string diffusepath = Path.Combine(MyMinerGame.Static.RootDirectory, newNameDiffuse) + ".dds";
                        if (!File.Exists(diffusepath))
                        {
                            newNameDiffuse = textureName + C_POSTFIX_DIFFUSE_EMISSIVE;
                        }

                        if (!File.Exists(Path.Combine(MyMinerGame.Static.RootDirectory, newNameNormal) + ".dds"))
                        {
                            newNameNormal = textureName + C_POSTFIX_NORMAL_SPECULAR;
                        }

                        Materials[j] = new MyMeshMaterial(matDesc.MaterialName,
                                                          newNameDiffuse, newNameNormal,
                                                          matDesc.m_Glossiness,
                                                          hasNormalTexture, ref matDesc.m_DiffuseColor,

                                                          ref matDesc.m_SpecularColor);
                    }
                }

                Materials[0] = defaultMaterial;
            }
            else
            {
                //It is OK because ie. collision meshes dont have materials
                //MyCommonDebugUtils.AssertRelease(false, String.Format("Model {0} has bad material for mesh.", assetName));
                Trace.TraceWarning("Model with null material: " + assetName);

                //We define at least debug material
                MinerWarsMath.Vector3 color = MinerWarsMath.Color.Pink.ToVector3();
                Materials    = new MyMeshMaterial[8];
                Materials[0] = new MyMeshMaterial("", "Textures2\\Models\\Prefabs\\v01\\v01_cargo_box_de", "Textures2\\Models\\Prefabs\\v01\\v01_cargo_box_ns", 0, true, ref color, ref color);
                for (int j = 1; j < Materials.Length; j++)
                {
                    Materials[j] = Materials[0];
                }
            }

            for (int i = 0; i < Materials.Length; i++)
            {
                Materials[i].DrawTechnique = meshInfo.m_MeshRenderTechnique;
            }

            m_assetName = assetName;
        }
Example #9
0
        public void SetIndices(Assimp.Mesh sourceMesh, VRageRender.Import.Mesh mesh, int[] indices, List <Vector3> vertices, string materialName)
        {
            if (sourceMesh == null)
            {
                throw new System.Exception("given source mesh is null!");
            }

            if (mesh == null)
            {
                throw new System.Exception("given target mesh is null!");
            }

            if (indices == null)
            {
                throw new System.Exception($"Mesh '{sourceMesh.Name}': given indices array is null!");
            }

            if (vertices == null)
            {
                throw new System.Exception($"Mesh '{sourceMesh.Name}': given vertices list is null!");
            }

            if (materialName == null)
            {
                return;
            }

            int            matHash = materialName.GetHashCode();
            MyMeshPartInfo meshPart;

            if (!this.m_partContainer.TryGetValue(matHash, out meshPart))
            {
                meshPart = new MyMeshPartInfo();
                meshPart.m_MaterialHash = matHash;
                this.m_partContainer.Add(matHash, meshPart);
            }

            if (meshPart == null)
            {
                throw new System.Exception($"Mesh '{sourceMesh.Name}': Mesh part info retrieved as null for material='{materialName}' (hashCode={matHash})");
            }

            if (meshPart.m_indices == null)
            {
                throw new System.Exception($"Mesh '{sourceMesh.Name}': Mesh part info's indices list is null.");
            }

            mesh.StartIndex = meshPart.m_indices.Count;
            mesh.IndexCount = indices.Length;
            int vertexOffset = mesh.VertexOffset;

            for (int index = 0; index < sourceMesh.FaceCount * 3; index += 3)
            {
                int num1 = indices[index] + vertexOffset;
                int num2 = indices[index + 1] + vertexOffset;
                int num3 = indices[index + 2] + vertexOffset;

                meshPart.m_indices.Add(num1);
                meshPart.m_indices.Add(num2);
                meshPart.m_indices.Add(num3);
            }
        }
Example #10
0
        /// <summary>
        /// c-tor - generic way for collecting resources
        /// </summary>
        /// <param name="meshInfo"></param>
        /// assetName - just for debug output
        public MyRenderMesh(MyMeshPartInfo meshInfo, string assetName)
        {
            string contentDir = "";

            if (Path.IsPathRooted(assetName) && assetName.ToLower().Contains("models"))
            {
                contentDir = assetName.Substring(0, assetName.ToLower().IndexOf("models"));
            }

            MyMaterialDescriptor matDesc = meshInfo.m_MaterialDesc;

            if (matDesc != null)
            {
                bool hasNormalTexture = true;

                string normalPath = null;
                string diffusePath;
                matDesc.Textures.TryGetValue("DiffuseTexture", out diffusePath);
                matDesc.Textures.TryGetValue("NormalTexture", out normalPath);

                if (String.IsNullOrEmpty(normalPath) && !String.IsNullOrEmpty(diffusePath))
                {
                    if (String.IsNullOrEmpty(diffusePath))
                    {
                        diffusePath = null;
                        normalPath  = null;
                    }
                    else
                    {
                        string ext     = Path.GetExtension(diffusePath);
                        string deMatch = C_POSTFIX_DIFFUSE_EMISSIVE + ext;
                        string meMatch = C_POSTFIX_MASK_EMISSIVE + ext;

                        if (diffusePath.EndsWith(deMatch))
                        {
                            normalPath = diffusePath.Substring(0, diffusePath.Length - deMatch.Length) + C_POSTFIX_NORMAL_SPECULAR + ext;
                        }
                        else if (diffusePath.EndsWith(meMatch))
                        {
                            normalPath = diffusePath.Substring(0, diffusePath.Length - meMatch.Length) + C_POSTFIX_NORMAL_SPECULAR + ext;
                        }
                        else
                        {
                            normalPath = null;
                        }
                    }
                }

                Material = new MyRenderMeshMaterial(matDesc.MaterialName,
                                                    contentDir,
                                                    diffusePath,
                                                    normalPath,
                                                    matDesc.SpecularPower,
                                                    matDesc.SpecularIntensity,
                                                    hasNormalTexture,
                                                    matDesc.DiffuseColor,
                                                    matDesc.ExtraData);

                Material.DrawTechnique = meshInfo.Technique;

                m_assetName = assetName;
            }
            else
            {
                //It is OK because ie. collision meshes dont have materials
                //MyCommonDebugUtils.AssertRelease(false, String.Format("Model {0} has bad material for mesh.", assetName));
                Trace.TraceWarning("Model with null material: " + assetName);

                //We define at least debug material
                VRageMath.Vector3 color = VRageMath.Color.Pink.ToVector3();
                Material = new MyRenderMeshMaterial("", "", @"Textures\Models\Debug\white_de.dds", @"Textures\Models\Debug\white_ns.dds", 0, 0, true, color, color);
            }
        }
Example #11
0
        /// <summary>
        /// ReadMeshParts
        /// </summary>
        /// <param name="reader"></param>
        /// <returns></returns>
        private static List<MyMeshPartInfo> ReadMeshParts(BinaryReader reader)
        {
            var list = new List<MyMeshPartInfo>();
            var nCount = reader.ReadInt32();
            for (var i = 0; i < nCount; ++i)
            {
                var meshPart = new MyMeshPartInfo();
                meshPart.Import(reader, 0); // TODO: test version detail
                list.Add(meshPart);
            }

            return list;
        }