CreateDevice() public méthode

The create device.
public CreateDevice ( Control renderpanel ) : void
renderpanel System.Windows.Forms.Control The renderpanel.
Résultat void
Exemple #1
0
        /// <summary>
        /// The initialize graphics.
        /// </summary>
        /// <returns>The initialize graphics.</returns>
        /// <remarks></remarks>
        public bool InitializeGraphics()
        {
            // try
            // {
            this.Show();
            this.Focus();
            Application.DoEvents();

            /*
             * presentParams.Windowed = true; // We don't want to run fullscreen
             * presentParams.PresentationInterval = PresentInterval.Default;
             * presentParams.FullScreenRefreshRateInHz = PresentParameters.DefaultPresentRate;
             *
             * presentParams.SwapEffect = SwapEffect.Discard; // Discard the frames
             * presentParams.EnableAutoDepthStencil = true; // Turn on a Depth stencil
             * presentParams.AutoDepthStencilFormat = DepthFormat.D16; // And the stencil format
             * device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
             */

            render.CreateDevice(this);
            device = render.device;

            // Create a device
            device.DeviceReset += this.OnResetDevice;
            this.OnResetDevice(device, null);
            pause = false;

            // Create a sphere to be used by all selected points (point editing mode)
            sphere = Mesh.Sphere(device, 0.15f, 5, 5);
            sphere.ComputeNormals();

            DefaultMaterial         = new Material();
            DefaultMaterial.Diffuse = Color.White;
            DefaultMaterial.Ambient = Color.White;
            BlackMaterial           = new Material();
            BlackMaterial.Diffuse   = Color.Black;
            BlackMaterial.Ambient   = Color.Black;
            BlueMaterial            = new Material();
            BlueMaterial.Diffuse    = Color.Blue;
            BlueMaterial.Ambient    = Color.Blue;
            GreenMaterial           = new Material();
            GreenMaterial.Diffuse   = Color.GreenYellow;
            GreenMaterial.Ambient   = Color.GreenYellow;

            LoadMesh();
            return(true);
        }
Exemple #2
0
        /// <summary>
        /// The extract meshes to x.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <remarks></remarks>
        public void ExtractMeshesToX(string path)
        {
            if (path[path.Length - 1] != '\\')
            {
                path += "\\";
            }

            string texturepath = path + "Textures\\";
            Directory.CreateDirectory(texturepath);

            List<string> materialnames = new List<string>();
            Panel f = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(f);

            for (int x = 0; x < this.Shaders.Shader.Length; x++)
            {
                this.Shaders.Shader[x].MakeTextures(ref r.device);
                string[] namesplit = this.Shaders.Shader[x].shaderName.Split('\\');
                string temps = namesplit[namesplit.Length - 1];
                temps = temps.Replace(" ", "_");
                temps = temps.Replace("1", "One");
                temps = temps.Replace("2", "Two");
                temps = temps.Replace("3", "Three");
                temps = temps.Replace("4", "Four");
                temps = temps.Replace("5", "Five");
                temps = temps.Replace("6", "Six");
                temps = temps.Replace("7", "Seven");
                temps = temps.Replace("8", "Eight");
                temps = temps.Replace("9", "Nine");
                temps = temps.Replace("0", "Zero");

                // if (materialnames.IndexOf(temps)==-1)
                materialnames.Add(temps);
                TextureLoader.Save(
                    texturepath + temps + ".dds", ImageFileFormat.Dds, this.Shaders.Shader[x].MainTexture);
            }

            for (int x = 0; x < this.RawDataMetaChunks.Length; x++)
            {
                FileStream FS = new FileStream(path + this.name + "[" + x + "].X", FileMode.Create);
                StreamWriter SW = new StreamWriter(FS);

                SW.WriteLine("xof 0303txt 0032");
                SW.WriteLine(string.Empty);
                SW.WriteLine("Header {");
                SW.WriteLine("1;");
                SW.WriteLine("0;");
                SW.WriteLine("1;");
                SW.WriteLine("}");

                SW.WriteLine(string.Empty); // blankline

                #region Write_Materials

                for (int y = 0; y < materialnames.Count; y++)
                {
                    SW.WriteLine("Material " + materialnames[y] + "{");
                    SW.WriteLine("1.000000; 1.000000; 1.000000; 1.000000;;"); // R = 1.0, G = 0.0, B = 0.0
                    SW.WriteLine("0.000000;");
                    SW.WriteLine("0.000000;0.000000;0.000000;;");
                    SW.WriteLine("0.000000;0.000000;0.000000;;");
                    SW.WriteLine("TextureFilename {");
                    string tempmloc = "\"Textures\\" + materialnames[y] + ".dds\";";
                    tempmloc = tempmloc.Replace("\\", "\\\\");

                    SW.WriteLine(tempmloc);
                    SW.WriteLine("}");
                    SW.WriteLine("}");
                }

                #endregion

                SW.WriteLine(string.Empty); // blankline

                #region Write_Frame_Heirarchy

                // Write_Frame_Header("Scene_Root", Matrix.Identity, ref SW);
                if (this.Frames != null)
                {
                    WriteRecursiveFrameHeirarchy(this.Frames.Frame[0], ref SW);
                }

                #endregion

                #region Write_Mesh

                ////scene root matrix
                Matrix tempm = Matrix.Identity;
                Write_Frame_Header("Scene_Root", tempm, ref SW);
                SW.WriteLine(string.Empty); // blankline
                Write_Frame_Header("Root", tempm, ref SW);

                #region Write_Mesh_Header

                SW.WriteLine("Mesh TestMesh {");
                SW.WriteLine(this.RawDataMetaChunks[x].VerticeCount + "; // vertices count");

                #endregion

                #region Write_Vertices

                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = this.RawDataMetaChunks[x].Vertices[y].X + ";" +
                                   this.RawDataMetaChunks[x].Vertices[y].Y + ";" +
                                   this.RawDataMetaChunks[x].Vertices[y].Z;
                    temps += y != this.RawDataMetaChunks[x].VerticeCount - 1 ? ";," : ";;";
                    SW.WriteLine(temps);
                }

                #endregion

                SW.WriteLine(string.Empty); // blankline

                #region Face_Fields

                int[] faceCounts = new int[this.RawDataMetaChunks[x].SubMeshInfo.Length];
                short[] tempIndices = new short[100000];
                int totalindicecount = 0;
                int totalfacecount = 0;

                #endregion

                #region Process Faces

                for (int y = 0; y < this.RawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    int s = 0;

                    // check if indices are triangle list or strip
                    if (this.RawDataMetaChunks[x].FaceCount * 3 != this.RawDataMetaChunks[x].IndiceCount)
                    {
                        #region Decompress_Triangle_Strips

                        int m = this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            tempx = this.RawDataMetaChunks[x].Indices[m];
                            tempy = this.RawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.RawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    tempIndices[totalindicecount + s] = tempx;
                                    tempIndices[totalindicecount + s + 1] = tempy;
                                    tempIndices[totalindicecount + s + 2] = tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    tempIndices[totalindicecount + s] = tempx;
                                    tempIndices[totalindicecount + s + 1] = tempz;
                                    tempIndices[totalindicecount + s + 2] = tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);

                        #endregion
                    }
                    else
                    {
                        Array.Copy(
                            this.RawDataMetaChunks[x].Indices,
                            this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart,
                            tempIndices,
                            totalindicecount,
                            this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount);
                        s = this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    faceCounts[y] = s / 3;
                    totalindicecount += s;
                }

                totalfacecount = totalindicecount / 3;

                #endregion

                #region WriteFaces

                SW.WriteLine(totalfacecount + "; // face count");
                for (int xx = 0; xx < totalindicecount; xx += 3)
                {
                    string temps = "3;" + tempIndices[xx] + "," + tempIndices[xx + 1] + "," + tempIndices[xx + 2];
                    temps += xx != totalindicecount - 3 ? ";," : ";;";
                    SW.WriteLine(temps);
                }

                #endregion

                SW.WriteLine(string.Empty); // blankline

                #region MeshMaterialList

                #region MeshMaterialList_Header

                SW.WriteLine("MeshMaterialList {");
                SW.WriteLine(this.RawDataMetaChunks[x].SubMeshInfo.Length + ";"); // Amount of Textures
                SW.WriteLine(totalfacecount + ";"); // Total Face Count

                #endregion

                #region WriteFaceTextures

                for (int y = 0; y < this.RawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    for (int xx = 0; xx < faceCounts[y]; xx ++)
                    {
                        string temps = y + ";";

                        // temps+=(y==this.RawDataMetaChunks[x].SubMeshInfo.Length-1&&xx==faceCounts[y]-1)?";:":";,";
                        SW.WriteLine(temps);
                    }
                }

                #endregion

                #region WriteTextureNames

                for (int y = 0; y < this.RawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("{" + materialnames[this.RawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber] + "}");
                }

                #endregion

                SW.WriteLine("}");

                #endregion

                SW.WriteLine(string.Empty); // blankline

                #region Write_Normals

                #region Write_Normals_Header

                SW.WriteLine("MeshNormals {");
                SW.WriteLine(this.RawDataMetaChunks[x].VerticeCount + "; // normal count");

                #endregion

                #region OutputNormals

                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)
                {
                    NumberFormatInfo ni = new NumberFormatInfo();
                    ni.NumberDecimalDigits = 7;
                    string xs = this.RawDataMetaChunks[x].Normals[y].X.ToString("f", ni);
                    string ys = this.RawDataMetaChunks[x].Normals[y].Y.ToString("f", ni);
                    string zs = this.RawDataMetaChunks[x].Normals[y].Z.ToString("f", ni);
                    string temps = xs + ";" + ys + ";" + zs;

                    temps += y != this.RawDataMetaChunks[x].VerticeCount - 1 ? ";," : ";;";
                    SW.WriteLine(temps);
                }

                #endregion

                SW.WriteLine(string.Empty); // blankline

                #region WriteRedundantNormalFaces

                SW.WriteLine(totalfacecount + "; // face count");
                for (int xx = 0; xx < totalindicecount; xx += 3)
                {
                    string temps = "3;" + tempIndices[xx] + "," + tempIndices[xx + 1] + "," + tempIndices[xx + 2];
                    temps += xx != totalindicecount - 3 ? ";," : ";;";
                    SW.WriteLine(temps);
                }

                #endregion

                SW.WriteLine("}");

                #endregion

                #region Write_UVs

                SW.WriteLine("MeshTextureCoords {");
                SW.WriteLine(this.RawDataMetaChunks[x].VerticeCount + "; // uv count");
                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = this.RawDataMetaChunks[x].UVs[y].X + ";" + this.RawDataMetaChunks[x].UVs[y].Y;
                    temps += y != this.RawDataMetaChunks[x].VerticeCount - 1 ? ";," : ";;";
                    SW.WriteLine(temps);
                }

                SW.WriteLine("}");

                #endregion

                #region Write_Bones

                #region Skin_Mesh_Header

                SW.WriteLine("XSkinMeshHeader {");
                SW.WriteLine("2;");
                SW.WriteLine("4;");
                SW.WriteLine(this.RawDataMetaChunks[x].BoneMap.Count + ";");
                SW.WriteLine("}");

                #endregion

                #region Skin_Weights

                for (int y = 0; y < this.RawDataMetaChunks[x].BoneMap.Count; y++)
                {
                    SW.WriteLine("SkinWeights {");
                    SW.WriteLine("\"" + this.Frames.Frame[this.RawDataMetaChunks[x].BoneMap[y]].Name + "\";");
                    List<int> tempintarray = new List<int>();
                    for (int z = 0; z < this.RawDataMetaChunks[x].VerticeBones.Count; z++)
                    {
                        if (this.RawDataMetaChunks[x].VerticeBones[z].BoneIndex[0] == y)
                        {
                            tempintarray.Add(z);
                        }
                    }

                    SW.WriteLine(tempintarray.Count + ";");
                    for (int z = 0; z < tempintarray.Count; z++)
                    {
                        SW.WriteLine(tempintarray[z] + ((z == tempintarray.Count - 1) ? ";" : ","));
                    }

                    for (int z = 0; z < tempintarray.Count; z++)
                    {
                        SW.WriteLine(
                            this.RawDataMetaChunks[x].VerticeBones[y].Weight[0] +
                            ((z == tempintarray.Count - 1) ? ";" : ","));
                    }

                    Matrix mm;

                    // if (y == 0)
                    // {
                    // mm = this.Frames.Frame[this.RawDataMetaChunks[x].BoneMap[y]].matrix;
                    // mm.Translate(-0.1f, -0.1f, 0);
                    // mm = mm - this.Frames.Frame[this.RawDataMetaChunks[x].BoneMap[y]].matrix;
                    // }
                    // else
                    // {
                    mm = Matrix.Identity;

                    // }
                    WriteMatrix(mm, ref SW);
                    SW.WriteLine("}");
                }

                #endregion

                #endregion

                SW.WriteLine("}");
                SW.WriteLine("}");

                SW.WriteLine("}");

                // SW.WriteLine("}");
                #endregion

                SW.Close();
                FS.Close();
            }
        }
Exemple #3
0
        /// <summary>
        /// The extract meshes to obj.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <remarks></remarks>
        public virtual void ExtractMeshesToOBJ(string path)
        {
            if (path[path.Length - 1] != '\\')
            {
                path += "\\";
            }

            string texturepath = path + "Textures\\";
            Directory.CreateDirectory(texturepath);

            List<string> names = new List<string>();
            string mtllib = this.name + ".mtl";
            FileStream FS = new FileStream(path + mtllib, FileMode.Create);
            StreamWriter SW = new StreamWriter(FS);
            if (Shaders == null)
            {
                goto hce1;
            }

            Panel p = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(p);

            for (int x = 0; x < this.Shaders.Shader.Length; x++)
            {
                string[] namesplit = this.Shaders.Shader[x].shaderName.Split('\\');
                string temps = namesplit[namesplit.Length - 1];
                temps = temps.Replace(' ', '_');
                names.Add(temps);

                this.Shaders.Shader[x].MakeTextures(ref r.device);

                // if (this.Shaders.Shader[x].MainTexture == null) { continue; }
                TextureLoader.Save(
                    texturepath + temps + ".dds", ImageFileFormat.Dds, this.Shaders.Shader[x].MainTexture);

                // this.Shaders.Shader[x].MainBitmap.Save(texturepath + temps + ".gif", System.Drawing.Imaging.ImageFormat.Gif);
                if (x > 0)
                {
                    SW.WriteLine(string.Empty);
                }

                SW.WriteLine("newmtl " + temps);
                SW.WriteLine("Ka 1.000000 1.000000 1.000000");
                SW.WriteLine("Kd 1.000000 1.000000 1.000000");
                SW.WriteLine("Ks 1.000000 1.000000 1.000000");
                SW.WriteLine("Ns 0.000000");
                SW.WriteLine("map_Kd .\\Textures\\" + temps + ".dds");
            }

            SW.Close();
            FS.Close();

            hce1:
            FileStream FS2 = new FileStream(path + this.name + ".obj", FileMode.Create);
            StreamWriter SW2 = new StreamWriter(FS2);
            int faces = 0;
            int pass = 0;
            SW2.WriteLine("# ------------------------------------");
            SW2.WriteLine("# Halo 2 Model - Extracted with Entity");
            SW2.WriteLine("# ------------------------------------");
            for (int x = 0; x < this.RawDataMetaChunks.Length; x++)
            {
                SW2.WriteLine();
                SW2.WriteLine("g Section_" + x.ToString().PadLeft(3, '0'));
                writeOBJ(SW2, mtllib, this.RawDataMetaChunks[x], names, ref pass, ref faces);

                FS = new FileStream(path + this.name + "[" + x + "].obj", FileMode.Create);
                SW = new StreamWriter(FS);
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("# Halo 2 Model - Extracted with Entity");
                SW.WriteLine("# ------------------------------------");
                int ps = 0;
                int fc = 0;
                writeOBJ(SW, mtllib, this.RawDataMetaChunks[x], names, ref ps, ref fc);

                /*
                SW.WriteLine("mtllib " + mtllib);

                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.RawDataMetaChunks[x].Vertices[y].X.ToString()
                                 + " " + this.RawDataMetaChunks[x].Vertices[y].Y.ToString()
                                 + " " + this.RawDataMetaChunks[x].Vertices[y].Z.ToString();
                    SW.WriteLine(temps);
                }
                SW.WriteLine("# " + this.RawDataMetaChunks[x].Vertices.Count.ToString() + " vertices");

                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)

                {
                    string temps = "vt " + this.RawDataMetaChunks[x].UVs[y].X.ToString()
                                 + " " + this.RawDataMetaChunks[x].UVs[y].Y.ToString();

                    SW.WriteLine(temps);
                }
                SW.WriteLine("# " + this.RawDataMetaChunks[x].Vertices.Count.ToString() + " texture vertices");
                for (int y = 0; y < this.RawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vn " + this.RawDataMetaChunks[x].Normals[y].X
                                 + " " + this.RawDataMetaChunks[x].Normals[y].Y
                                 + " " + this.RawDataMetaChunks[x].Normals[y].Z;
                    SW.WriteLine(temps);
                }
                SW.WriteLine("# " + this.RawDataMetaChunks[x].Vertices.Count.ToString() + " normals");

                for (int y = 0; y < this.RawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {

                    SW.WriteLine("g 0." + y.ToString());
               //     SW.WriteLine("s 0." + y.ToString());
                    try
                    {
                        SW.WriteLine("usemtl  " + names[this.RawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);
                    }
                    catch
                    {
                    }
                    short[] s***e = new short[100000];
                    int s = 0;
                    if (this.RawDataMetaChunks[x].FaceCount * 3 != this.RawDataMetaChunks[x].IndiceCount)
                    {

                        int m = this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            //if (mode.EndOfIndices[x][j]>m+2){break;}

                            tempx = this.RawDataMetaChunks[x].Indices[m];
                            tempy = this.RawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.RawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempy;
                                    s***e[s + 2] = tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempz;
                                    s***e[s + 2] = tempy;
                                    s += 3;
                                    dir = false;
                                }
                                m += 1;
                            }
                            else
                            {
                                if (dir == true) { dir = false; }
                                else { dir = true; }

                                m += 1;
                            }
                        }
                        while (m < this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart + this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);

                    }
                    else
                    {

                        Array.Copy(this.RawDataMetaChunks[x].Indices, this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceStart, s***e, 0, this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount);
                        s = this.RawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;//this.RawDataMetaChunks[x].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1)
                                    + " " + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1)
                                    + " " + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }
                    SW.WriteLine("# " + (s / 3) + " elements");

                }
                */
                SW.Close();
                FS.Close();
            }

            SW2.Close();
            FS2.Close();
        }
Exemple #4
0
        /// <summary>
        /// The load from obj.
        /// </summary>
        /// <param name="FilePath">The file path.</param>
        /// <remarks></remarks>
        public virtual void LoadFromOBJ(string FilePath)
        {
            if (FilePath[FilePath.Length - 1] != '\\')
            {
                FilePath += "\\";
            }

            FileStream FS = new FileStream(FilePath + this.name + ".mtl", FileMode.Open);
            StreamReader SR = new StreamReader(FS);
            List<string> MaterialNames = new List<string>();
            string temps = string.Empty;
            while (temps != null)
            {
                temps = SR.ReadLine();
                if (temps == null)
                {
                    break;
                }

                string[] split = temps.Split(' ');
                if (split[0] == "newmtl")
                {
                    // if (MaterialNames.IndexOf(split[1]) == -1)
                    // {
                    MaterialNames.Add(split[1]);

                    // }
                }
            }

            if (MaterialNames.Count > this.Shaders.Shader.Length)
            {
                List<ShaderInfo> newlist = new List<ShaderInfo>();
                for (int x = 0; x < this.Shaders.Shader.Length; x++)
                {
                    newlist.Add(this.Shaders.Shader[x]);
                }

                int diff = MaterialNames.Count - this.Shaders.Shader.Length;
                for (int x = 0; x < diff; x++)
                {
                    newlist.Add(this.Shaders.Shader[0]);
                }

                this.Shaders.Shader = newlist.ToArray();
            }

            SR.Close();
            FS.Close();

            #region Bounding Box Fields

            float minx = 0;
            float maxx = 0;
            float miny = 0;
            float maxy = 0;
            float minz = 0;
            float maxz = 0;
            float minu = 0;
            float maxu = 0;
            float minv = 0;
            float maxv = 0;

            #endregion

            #region Read OBJ Files

            for (int x = 0; x < this.RawDataMetaChunks.Length; x++)
            {
                #region Fields

                int verticecount = 0;
                int facecount = 0;
                List<Vector3> vertices = new List<Vector3>();
                List<Vector3> normals = new List<Vector3>();
                List<Vector2> uvs = new List<Vector2>();

                List<List<short>> faces = new List<List<short>>();
                List<List<short>> facesuv = new List<List<short>>();
                List<List<short>> facesnormal = new List<List<short>>();
                Hashtable Materials = new Hashtable();
                int groupcount = 0;

                #endregion

                FS = new FileStream(FilePath + this.name + "[" + x + "].obj", FileMode.Open);
                SR = new StreamReader(FS);

                #region ParseFile

                do
                {
                    temps = SR.ReadLine();
                    if (temps == null)
                    {
                        continue;
                    }

                    temps = temps.Replace("  ", " ");
                    string[] tempstrings = temps.Split(',', ' ');
                    switch (tempstrings[0])
                    {
                            #region Vertices

                        case "v":
                            Vector3 tempv = new Vector3();
                            tempv.X = float.Parse(tempstrings[1]);
                            tempv.Y = float.Parse(tempstrings[2]);
                            tempv.Z = float.Parse(tempstrings[3]);
                            if (tempv.X < minx)
                            {
                                minx = tempv.X;
                            }

                            if (tempv.X > maxx)
                            {
                                maxx = tempv.X;
                            }

                            if (tempv.Y < miny)
                            {
                                miny = tempv.Y;
                            }

                            if (tempv.Y > maxy)
                            {
                                maxy = tempv.Y;
                            }

                            if (tempv.Z < minz)
                            {
                                minz = tempv.Z;
                            }

                            if (tempv.Z > maxz)
                            {
                                maxz = tempv.Z;
                            }

                            vertices.Add(tempv);
                            verticecount++;

                            break;

                            #endregion

                            #region Normals

                        case "vn":
                            Vector3 tempvn = new Vector3();
                            tempvn.X = float.Parse(tempstrings[1]);
                            tempvn.Y = float.Parse(tempstrings[2]);
                            tempvn.Z = float.Parse(tempstrings[3]);
                            normals.Add(tempvn);

                            break;

                            #endregion

                            #region UVs

                        case "vt":
                            Vector2 tempv2 = new Vector2();
                            tempv2.X = float.Parse(tempstrings[1]);
                            tempv2.Y = float.Parse(tempstrings[2]);
                            if (tempv2.X < minu)
                            {
                                minu = tempv2.X;
                            }

                            if (tempv2.X > maxu)
                            {
                                maxu = tempv2.X;
                            }

                            if (tempv2.Y < minv)
                            {
                                minv = tempv2.Y;
                            }

                            if (tempv2.Y > maxv)
                            {
                                maxv = tempv2.Y;
                            }

                            uvs.Add(tempv2);
                            verticecount++;
                            break;

                            #endregion

                            #region Group

                        case "g":

                            List<short> templist = new List<short>();
                            List<short> templist2 = new List<short>();
                            List<short> templist3 = new List<short>();
                            faces.Add(templist);
                            facesuv.Add(templist2);
                            facesnormal.Add(templist3);
                            groupcount++;
                            break;

                            #endregion

                            #region Faces

                        case "f":
                            string[] split1 = tempstrings[1].Split('/');
                            string[] split2 = tempstrings[2].Split('/');
                            string[] split3 = tempstrings[3].Split('/');
                            short temp1 = short.Parse(split1[0]);
                            short temp2 = short.Parse(split2[0]);
                            short temp3 = short.Parse(split3[0]);
                            temp1--;
                            temp2--;
                            temp3--;
                            faces[groupcount - 1].Add(temp1);
                            faces[groupcount - 1].Add(temp2);
                            faces[groupcount - 1].Add(temp3);

                            temp1 = short.Parse(split1[1]);
                            temp2 = short.Parse(split2[1]);
                            temp3 = short.Parse(split3[1]);
                            temp1--;
                            temp2--;
                            temp3--;
                            facesuv[groupcount - 1].Add(temp1);
                            facesuv[groupcount - 1].Add(temp2);
                            facesuv[groupcount - 1].Add(temp3);

                            temp1 = short.Parse(split1[2]);
                            temp2 = short.Parse(split2[2]);
                            temp3 = short.Parse(split3[2]);
                            temp1--;
                            temp2--;
                            temp3--;
                            facesnormal[groupcount - 1].Add(temp1);
                            facesnormal[groupcount - 1].Add(temp2);
                            facesnormal[groupcount - 1].Add(temp3);
                            facecount += 3;
                            break;

                            #endregion

                            #region Materials

                        case "usemtl":
                            Materials.Add(groupcount - 1, tempstrings[1]);

                            // Materials.Add(Materials.Count, tempstrings[1]);
                            break;

                            #endregion
                    }
                }
                while (temps != null);

                #endregion

                SR.Close();
                FS.Close();
                int count = 0;
                while (count < faces.Count)
                {
                    start:
                    if (faces[count].Count == 0)
                    {
                        faces.RemoveAt(count);
                        facesuv.RemoveAt(count);
                        facesnormal.RemoveAt(count);
                        count = 0;
                        groupcount--;
                        goto start;
                    }

                    count++;
                }

                Renderer temprender = new Renderer();
                Panel fakepanel = new Panel();
                temprender.CreateDevice(fakepanel);
                List<List<short>> Faces = new List<List<short>>();
                List<List<short>> Facesuv = new List<List<short>>();
                List<List<short>> Facesnormal = new List<List<short>>();
                List<short> newIndices = new List<short>();

                #region Submeshes

                this.RawDataMetaChunks[x].SubMeshInfo = new RawDataMetaChunk.ModelSubMeshInfo[groupcount];
                int totalindicecount = 0;
                this.RawDataMetaChunks[x].Vertices.Clear();
                this.RawDataMetaChunks[x].UVs.Clear();
                this.RawDataMetaChunks[x].Normals.Clear();
                for (int y = 0; y < groupcount; y++)
                {
                    Faces.Add(new List<short>());
                    for (int h = 0; h < faces[y].Count; h++)
                    {
                        int tempvert = faces[y][h];
                        int tempuv = facesuv[y][h];
                        int tempnorm = facesnormal[y][h];
                        for (int i = 0; i < y + 1; i++)
                        {
                            for (int j = 0; j < faces[i].Count; j++)
                            {
                                if (i == y && j == h)
                                {
                                    goto gohere1;
                                }

                                int tempvert2 = faces[i][j];
                                int tempuv2 = facesuv[i][j];
                                int tempnorm2 = facesnormal[i][j];
                                if (tempvert == tempvert2 && tempuv == tempuv2 && tempnorm == tempnorm2)
                                {
                                    Faces[y].Add(Faces[i][j]);

                                    goto gohere;
                                }
                            }
                        }

                        gohere1:
                        this.RawDataMetaChunks[x].UVs.Add(uvs[facesuv[y][h]]);
                        this.RawDataMetaChunks[x].Vertices.Add(vertices[faces[y][h]]);
                        this.RawDataMetaChunks[x].Normals.Add(normals[facesnormal[y][h]]);
                        Faces[y].Add((short)(this.RawDataMetaChunks[x].Vertices.Count - 1));
                        gohere:
                        ;
                    }

                    #region Make Triangle Strip

                    Mesh m = temprender.MakeMesh(
                        this.RawDataMetaChunks[x].Vertices, Faces[y], this.RawDataMetaChunks[x].UVs);

                    int indicecount = 0;
                    unsafe
                    {
                        int[] adj = new int[m.NumberFaces * 3];
                        m.GenerateAdjacency(0.0f, adj);
                        int[] test;
                        int[] test2;
                        GraphicsStream oi;
                        Mesh oid = m.Optimize(
                            MeshFlags.OptimizeIgnoreVerts | MeshFlags.OptimizeAttributeSort,
                            adj,
                            out test,
                            out test2,
                            out oi);

                        IndexBuffer ib = oid.IndexBuffer;

                        ib = Mesh.ConvertMeshSubsetToSingleStrip(
                            oid,
                            0,
                            MeshFlags.OptimizeIgnoreVerts | MeshFlags.OptimizeStripeReorder | MeshFlags.IbManaged,
                            out indicecount);
                        GraphicsStream xxxx = ib.Lock(0, 0, LockFlags.None);
                        short* ind = (short*)xxxx.InternalData.ToPointer();

                        for (int z = 0; z < indicecount; z++)
                        {
                            newIndices.Add(ind[z]);
                        }
                    }

                    #endregion

                    #region SubmeshInfo

                    RawDataMetaChunk.ModelSubMeshInfo submesh = new RawDataMetaChunk.ModelSubMeshInfo();
                    submesh.IndiceStart = totalindicecount;
                    totalindicecount += indicecount;
                    submesh.IndiceCount = indicecount;
                    submesh.ShaderNumber = 0;
                    object tempobject = Materials[y];
                    if (tempobject != null)
                    {
                        int tempint = MaterialNames.IndexOf((string)tempobject);
                        if (tempint != -1)
                        {
                            submesh.ShaderNumber = tempint;
                        }
                    }

                    this.RawDataMetaChunks[x].SubMeshInfo[y] = submesh;

                    #endregion
                }

                #endregion

                this.RawDataMetaChunks[x].Indices = newIndices.ToArray();
                this.RawDataMetaChunks[x].IndiceCount = this.RawDataMetaChunks[x].Indices.Length;

                this.RawDataMetaChunks[x].VerticeCount = this.RawDataMetaChunks[x].Vertices.Count;

                this.RawDataMetaChunks[x].FaceCount = facecount / 3;
            }

            #region Bounding Box

            this.BoundingBox.MinX = minx;
            this.BoundingBox.MaxX = maxx;
            this.BoundingBox.MinY = miny;
            this.BoundingBox.MaxY = maxy;
            this.BoundingBox.MinZ = minz;
            this.BoundingBox.MaxZ = maxz;
            this.BoundingBox.MinU = minu;
            this.BoundingBox.MaxU = maxu;
            this.BoundingBox.MinV = minv;
            this.BoundingBox.MaxV = maxv;

            #endregion

            #endregion
        }
Exemple #5
0
        /// <summary>
        /// The extract model as single mesh.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <remarks></remarks>
        public void ExtractModelAsSingleMesh(string path)
        {
            int ndex = path.LastIndexOf('\\');
            string f**k = path.Remove(ndex + 1);

            

            string texturepath = f**k + "Textures\\";
            Directory.CreateDirectory(texturepath);
            List<string> names = new List<string>();
            string mtllib = this.Name + ".mtl";
            FileStream FS = new FileStream(f**k + mtllib, FileMode.Create);
            StreamWriter SW = new StreamWriter(FS);
            Panel p = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(p);
            for (int x = 0; x < this.Shaders.Shader.Length; x++)
            {
                string[] namesplit = this.Shaders.Shader[x].shaderName.Split('\\');
                string temps = namesplit[namesplit.Length - 1];
                names.Add(temps);
                this.Shaders.Shader[x].MakeTextures(ref r.device);

                TextureLoader.Save(
                    texturepath + temps + ".dds", ImageFileFormat.Dds, this.Shaders.Shader[x].MainTexture);
                if (x > 0)
                {
                    SW.WriteLine(string.Empty);
                }

                SW.WriteLine("newmtl " + temps);
                SW.WriteLine("Ka 1.000000 1.000000 1.000000");
                SW.WriteLine("Kd 1.000000 1.000000 1.000000");
                SW.WriteLine("Ks 1.000000 1.000000 1.000000");
                SW.WriteLine("Ns 0.000000");
                SW.WriteLine(@"map_Kd .\\Textures\\" + temps + ".dds");
            }

            SW.Close();
            FS.Close();

            

            #region ExportBSPMeshes

            FS = new FileStream(path, FileMode.Create);
            SW = new StreamWriter(FS);
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("# Halo 2 BSP Mesh - Extracted with Entity");
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("mtllib " + mtllib);
            int vertcount = 0;

            for (int x = 0; x < this.BSPRawDataMetaChunks.Length; x++)
            {
                if (this.BSPRawDataMetaChunks[x].VerticeCount == 0)
                {
                    continue;
                }

                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.BSPRawDataMetaChunks[x].Vertices[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   (1 - this.BSPRawDataMetaChunks[x].UVs[y].Y).ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vn " + this.BSPRawDataMetaChunks[x].Normals[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g " + x + "." + y);
                    // SW.WriteLine("s "+x.ToString()+"." + y.ToString());
                    SW.WriteLine("usemtl  " + names[this.BSPRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    // int[] s***e = new int[100000];
                    int[] s***e = new int[this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount];
                    int s = 0;
                    if (this.BSPRawDataMetaChunks[x].FaceCount * 3 != this.BSPRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;
                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempy;
                                    s***e[s + 2] = vertcount + tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempz;
                                    s***e[s + 2] = vertcount + tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        for (int u = 0; u < this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount; u++)
                        {
                            s***e[u] = vertcount +
                                        this.BSPRawDataMetaChunks[x].Indices[
                                            this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart + u];
                        }

                        s = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                vertcount += this.BSPRawDataMetaChunks[x].VerticeCount;
            }

            #endregion

            SW.Close();
            FS.Close();

            #region ExportBSPPermutationMeshes

            FS = new FileStream(path.Substring(0, path.LastIndexOf('.')) + "-permutations.obj", FileMode.Create);
            SW = new StreamWriter(FS);
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("# Halo 2 BSP Permutation Mesh");
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("mtllib " + mtllib);
            vertcount = 0;

            for (int tx = 0; tx < this.PermutationInfo.Length; tx++)
            {
                int x = this.PermutationInfo[tx].sceneryIndex;
                if ((this.BSPPermutationRawDataMetaChunks[x].RawDataChunkInfo.Length == 0) ||
                    (this.BSPPermutationRawDataMetaChunks[x].VerticeCount == 0))
                {
                    continue;
                }

                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    Vector3 tv3 = new Vector3(
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].X, 
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Y, 
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Z);
                    tv3.TransformCoordinate(this.PermutationInfo[tx].mat);
                    string temps = "v " + tv3.X.ToString("R") + " " + tv3.Y.ToString("R") + " " + tv3.Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPPermutationRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].UVs[y].Y.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    Vector3 tv3 = new Vector3(
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].X, 
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].Y, 
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].Z);
                    tv3.TransformNormal(this.PermutationInfo[tx].mat);
                    string temps = "vn " + tv3.X.ToString("R") + " " + tv3.Y.ToString("R") + " " + tv3.Z.ToString("R");
                    /*
                    string temps = "vn " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].X.ToString()
                                   + " " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].Y.ToString()
                                   + " " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].Z.ToString();
                    */
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g " + tx + "." + y);
                    SW.WriteLine(
                        "usemtl  " + names[this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    // int[] s***e = new int[100000];
                    int[] s***e = new int[this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount];

                    int s = 0;
                    if (this.BSPPermutationRawDataMetaChunks[x].FaceCount * 3 !=
                        this.BSPPermutationRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPPermutationRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempy;
                                    s***e[s + 2] = vertcount + tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempz;
                                    s***e[s + 2] = vertcount + tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        for (int u = 0; u < this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount; u++)
                        {
                            s***e[u] = vertcount +
                                        this.BSPPermutationRawDataMetaChunks[x].Indices[
                                            this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart + u];
                        }

                        s = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                vertcount += this.BSPPermutationRawDataMetaChunks[x].VerticeCount;
            }

            SW.Close();
            FS.Close();

            #endregion
        }
Exemple #6
0
        /// <summary>
        /// The extract model.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <remarks></remarks>
        public void ExtractModel(string path)
        {
            if (path[path.Length - 1] != '\\')
            {
                path += "\\";
            }

            

            string texturepath = path + "Textures\\";
            Directory.CreateDirectory(texturepath);
            List<string> names = new List<string>();
            string mtllib = this.Name + ".mtl";
            FileStream FS = new FileStream(path + mtllib, FileMode.Create);
            StreamWriter SW = new StreamWriter(FS);

            Panel p = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(p);

            for (int x = 0; x < this.Shaders.Shader.Length; x++)
            {
                string[] namesplit = this.Shaders.Shader[x].shaderName.Split('\\');
                string temps = namesplit[namesplit.Length - 1];
                temps = temps.Replace(' ', '_');
                names.Add(temps);
                this.Shaders.Shader[x].MakeTextures(ref r.device);

                try
                {
                    TextureLoader.Save(
                        texturepath + temps + ".dds", ImageFileFormat.Dds, this.Shaders.Shader[x].MainTexture);
                }
                catch
                {
                }

                if (x > 0)
                {
                    // space
                    SW.WriteLine(string.Empty);
                }

                SW.WriteLine("newmtl " + temps);
                SW.WriteLine("Ka 1.000000 1.000000 1.000000");
                SW.WriteLine("Kd 1.000000 1.000000 1.000000");
                SW.WriteLine("Ks 1.000000 1.000000 1.000000");
                SW.WriteLine("Ns 0.000000");
                SW.WriteLine(@"map_Kd .\\Textures\\" + temps + ".dds");
            }

            SW.Close();
            FS.Close();

            

            #region ExportBSPMeshes

            for (int x = 0; x < this.BSPRawDataMetaChunks.Length; x++)
            {
                if (this.BSPRawDataMetaChunks[x].VerticeCount == 0)
                {
                    continue;
                }

                FS = new FileStream(path + this.Name + "[" + x + "].obj", FileMode.Create);
                SW = new StreamWriter(FS);
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("# Halo 2 BSP Mesh - Extracted with Entity");
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("mtllib " + mtllib);
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.BSPRawDataMetaChunks[x].Vertices[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].UVs[y].Y.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vn " + this.BSPRawDataMetaChunks[x].Normals[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g 0." + y);
                    // SW.WriteLine("s 0." + y.ToString());
                    SW.WriteLine("usemtl  " + names[this.BSPRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    int[] s***e = new int[100000];
                    int s = 0;
                    // if (this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount == (this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount/3)*3)
                    if (this.BSPRawDataMetaChunks[x].FaceCount * 3 != this.BSPRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempy;
                                    s***e[s + 2] = tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempz;
                                    s***e[s + 2] = tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        Array.Copy(
                            this.BSPRawDataMetaChunks[x].Indices, 
                            this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart, 
                            s***e, 
                            0, 
                            this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount);
                        s = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                SW.Close();
                FS.Close();
            }

            #endregion

            #region ExportBSPPermutationMeshes

            for (int x = 0; x < this.BSPPermutationRawDataMetaChunks.Length; x++)
            {
                if (this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo == null)
                {
                    continue;
                }

                FS = new FileStream(path + this.Name + "-Permutation[" + x + "].obj", FileMode.Create);
                SW = new StreamWriter(FS);
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("# Halo 2 BSP Permutation Mesh - Extracted with Entity");
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("mtllib " + mtllib);
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.BSPPermutationRawDataMetaChunks[x].Vertices[y].X.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Y.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPPermutationRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].UVs[y].Y.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vn " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].X.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].Normals[y].Y.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].Normals[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g 0." + y);
                    // SW.WriteLine("s 0." + y.ToString());
                    SW.WriteLine(
                        "usemtl  " + names[this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    short[] s***e = new short[100000];
                    int s = 0;
                    if (this.BSPPermutationRawDataMetaChunks[x].FaceCount * 3 !=
                        this.BSPPermutationRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPPermutationRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempy;
                                    s***e[s + 2] = tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = tempx;
                                    s***e[s + 1] = tempz;
                                    s***e[s + 2] = tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        Array.Copy(
                            this.BSPPermutationRawDataMetaChunks[x].Indices, 
                            this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart, 
                            s***e, 
                            0, 
                            this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount);
                        s = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                SW.Close();
                FS.Close();
            }

            #endregion

            if (this.UnknownChunks == null)
            {
                return;
            }

            #region ExportUnknown

            for (int x = 0; x < this.UnknownChunks.Length; x++)
            {
                if (this.UnknownChunks[x].IndiceCount == 0)
                {
                    continue;
                }

                FS = new FileStream(path + this.Name + "-Unknown[" + x + "].obj", FileMode.Create);
                SW = new StreamWriter(FS);
                SW.WriteLine("# ------------------------------------");
                SW.WriteLine("# Halo 2 BSP Unknown Mesh - Extracted with Entity");
                SW.WriteLine("# ------------------------------------");

                for (int y = 0; y < this.UnknownChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.UnknownChunks[x].Vertices[y].X + " " +
                                   this.UnknownChunks[x].Vertices[y].Y + " " + this.UnknownChunks[x].Vertices[y].Z;
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.UnknownChunks[x].Vertices.Count + " vertices");

                SW.WriteLine("g 0.0");

                short[] s***e = new short[100000];
                int s = 0;

                Array.Copy(this.UnknownChunks[x].Indices, 0, s***e, 0, UnknownChunks[x].IndiceCount);
                s = this.UnknownChunks[x].IndiceCount;

                for (int xx = 0; xx < s; xx += 3)
                {
                    string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                   (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                   (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + (s / 3) + " elements");

                SW.Close();
                FS.Close();
            }

            #endregion
        }
Exemple #7
0
        /// <summary>
        /// The load from obj.
        /// </summary>
        /// <param name="FilePath">The file path.</param>
        /// <remarks></remarks>
        public void LoadFromOBJ(string FilePath)
        {
            if (FilePath[FilePath.Length - 1] != '\\')
            {
                FilePath += "\\";
            }

            

            FileStream FS = new FileStream(FilePath + this.Name + ".mtl", FileMode.Open);
            StreamReader SR = new StreamReader(FS);
            List<string> MaterialNames = new List<string>();
            string temps = string.Empty;
            while (temps != null)
            {
                temps = SR.ReadLine();
                if (temps == null)
                {
                    break;
                }

                string[] split = temps.Split(' ');
                if (split[0] == "newmtl")
                {
                    if (MaterialNames.IndexOf(split[1]) == -1)
                    {
                        MaterialNames.Add(split[1]);
                    }
                }
            }

            SR.Close();
            FS.Close();

            

            #region Bounding Box Fields

            float minx = 0;
            float maxx = 0;
            float miny = 0;
            float maxy = 0;
            float minz = 0;
            float maxz = 0;
            float minu = 0;
            float maxu = 0;
            float minv = 0;
            float maxv = 0;

            #endregion

            #region Read OBJ Files

            for (int x = 0; x < this.BSPRawDataMetaChunks.Length; x++)
            {
                #region Fields

                int verticecount = 0;
                int facecount = 0;
                List<Vector3> vertices = new List<Vector3>();
                List<Vector3> normals = new List<Vector3>();
                List<Vector2> uvs = new List<Vector2>();

                List<List<int>> faces = new List<List<int>>();
                List<List<int>> facesuv = new List<List<int>>();
                List<List<int>> facesnormal = new List<List<int>>();
                Hashtable Materials = new Hashtable();
                int groupcount = 0;

                #endregion

                FS = new FileStream(FilePath + this.Name + "[" + x + "].obj", FileMode.Open);
                SR = new StreamReader(FS);

                #region ParseFile

                do
                {
                    temps = SR.ReadLine();
                    if (temps == null)
                    {
                        continue;
                    }

                    temps = temps.Replace("  ", " ");
                    string[] tempstrings = temps.Split(',', ' ');
                    switch (tempstrings[0])
                    {
                            #region Vertices

                        case "v":
                            Vector3 tempv = new Vector3();
                            tempv.X = float.Parse(tempstrings[1]);
                            tempv.Y = float.Parse(tempstrings[2]);
                            tempv.Z = float.Parse(tempstrings[3]);
                            if (tempv.X < minx)
                            {
                                minx = tempv.X;
                            }

                            if (tempv.X > maxx)
                            {
                                maxx = tempv.X;
                            }

                            if (tempv.Y < miny)
                            {
                                miny = tempv.Y;
                            }

                            if (tempv.Y > maxy)
                            {
                                maxy = tempv.Y;
                            }

                            if (tempv.Z < minz)
                            {
                                minz = tempv.Z;
                            }

                            if (tempv.Z > maxz)
                            {
                                maxz = tempv.Z;
                            }

                            vertices.Add(tempv);
                            verticecount++;

                            break;

                            #endregion

                            #region Normals

                        case "vn":
                            Vector3 tempvn = new Vector3();
                            tempvn.X = float.Parse(tempstrings[1]);
                            tempvn.Y = float.Parse(tempstrings[2]);
                            tempvn.Z = float.Parse(tempstrings[3]);
                            normals.Add(tempvn);

                            break;

                            #endregion

                            #region UVs

                        case "vt":
                            Vector2 tempv2 = new Vector2();
                            tempv2.X = float.Parse(tempstrings[1]);
                            tempv2.Y = float.Parse(tempstrings[2]);
                            if (tempv2.X < minu)
                            {
                                minu = tempv2.X;
                            }

                            if (tempv2.X > maxu)
                            {
                                maxu = tempv2.X;
                            }

                            if (tempv2.Y < minv)
                            {
                                minv = tempv2.Y;
                            }

                            if (tempv2.Y > maxv)
                            {
                                maxv = tempv2.Y;
                            }

                            uvs.Add(tempv2);
                            verticecount++;
                            break;

                            #endregion

                            #region Group

                        case "g":
                            if ((faces.Count == 0) || (faces[faces.Count - 1].Count > 0) ||
                                (facesuv[facesuv.Count - 1].Count > 0) || (facesnormal[facesnormal.Count - 1].Count > 0))
                            {
                                List<int> templist = new List<int>();
                                List<int> templist2 = new List<int>();
                                List<int> templist3 = new List<int>();
                                faces.Add(templist);
                                facesuv.Add(templist2);
                                facesnormal.Add(templist3);
                                groupcount++;
                            }

                            break;

                            #endregion

                            #region Faces

                        case "f":
                            string[] split1 = tempstrings[1].Split('/');
                            string[] split2 = tempstrings[2].Split('/');
                            string[] split3 = tempstrings[3].Split('/');
                            int temp1 = int.Parse(split1[0]);
                            int temp2 = int.Parse(split2[0]);
                            int temp3 = int.Parse(split3[0]);
                            temp1--;
                            temp2--;
                            temp3--;
                            faces[groupcount - 1].Add(temp1);
                            faces[groupcount - 1].Add(temp2);
                            faces[groupcount - 1].Add(temp3);

                            temp1 = int.Parse(split1[1]);
                            temp2 = int.Parse(split2[1]);
                            temp3 = int.Parse(split3[1]);
                            temp1--;
                            temp2--;
                            temp3--;
                            facesuv[groupcount - 1].Add(temp1);
                            facesuv[groupcount - 1].Add(temp2);
                            facesuv[groupcount - 1].Add(temp3);

                            temp1 = int.Parse(split1[2]);
                            temp2 = int.Parse(split2[2]);
                            temp3 = int.Parse(split3[2]);
                            temp1--;
                            temp2--;
                            temp3--;
                            facesnormal[groupcount - 1].Add(temp1);
                            facesnormal[groupcount - 1].Add(temp2);
                            facesnormal[groupcount - 1].Add(temp3);
                            facecount += 3;
                            break;

                            #endregion

                            #region Materials

                        case "usemtl":
                            Materials.Add(groupcount - 1, tempstrings[1]);
                            break;

                            #endregion
                    }
                }
                while (temps != null);

                #endregion

                SR.Close();
                FS.Close();

                int count = 0;
                while (count < faces.Count)
                {
                    start:
                    if (faces[count].Count == 0)
                    {
                        faces.RemoveAt(count);
                        facesuv.RemoveAt(count);
                        facesnormal.RemoveAt(count);
                        count = 0;
                        groupcount--;
                        goto start;
                    }

                    count++;
                }

                // Here we have all the vertices/textures/normals loaded into groups
                ///     vertices / uvs     / normals       as Vector3
                ///     faces    / facesuv / facesnormal   as pointers to the above
                /// 
                /// 
                /// we need to output to (Vetcor3):
                ///     this.BSPRawDataMetaChunks[x].Vertices
                ///     this.BSPRawDataMetaChunks[x].UVs
                ///     this.BSPRawDataMetaChunks[x].Normals
                ///     

                Renderer temprender = new Renderer();
                Panel fakepanel = new Panel();
                temprender.CreateDevice(fakepanel);
                List<List<short>> Faces = new List<List<short>>();
                List<List<short>> Facesuv = new List<List<short>>();
                List<List<short>> Facesnormal = new List<List<short>>();
                List<short> newIndices = new List<short>();

                #region Submeshes

                this.BSPRawDataMetaChunks[x].SubMeshInfo = new ParsedModel.RawDataMetaChunk.ModelSubMeshInfo[groupcount];
                int totalindicecount = 0;
                this.BSPRawDataMetaChunks[x].Vertices.Clear();
                this.BSPRawDataMetaChunks[x].UVs.Clear();
                this.BSPRawDataMetaChunks[x].Normals.Clear();

                for (int y = 0; y < groupcount; y++)
                {
                    Application.DoEvents();
                    Faces.Add(new List<short>());

                    for (int h = 0; h < faces[y].Count; h++)
                    {
                        int tempvert = faces[y][h];
                        int tempuv = facesuv[y][h];
                        int tempnorm = facesnormal[y][h];
                        for (int i = 0; i < y + 1; i++)
                        {
                            for (int j = 0; j < faces[i].Count; j++)
                            {
                                if (i == y && j == h)
                                {
                                    goto gohere1;
                                }

                                int tempvert2 = faces[i][j];
                                int tempuv2 = facesuv[i][j];
                                int tempnorm2 = facesnormal[i][j];
                                if (tempvert == tempvert2 && tempuv == tempuv2 && tempnorm == tempnorm2)
                                {
                                    Faces[y].Add(Faces[i][j]);
                                    newIndices.Add(Faces[i][j]);

                                    goto gohere;
                                }
                            }
                        }

                        gohere1:
                        this.BSPRawDataMetaChunks[x].Vertices.Add(vertices[faces[y][h]]);
                        this.BSPRawDataMetaChunks[x].UVs.Add(uvs[facesuv[y][h]]);
                        this.BSPRawDataMetaChunks[x].Normals.Add(normals[facesnormal[y][h]]);
                        newIndices.Add((short)(this.BSPRawDataMetaChunks[x].Vertices.Count - 1));

                        Faces[y].Add((short)(this.BSPRawDataMetaChunks[x].Vertices.Count - 1));
                        gohere:
                        ;
                    }

                    #region SubmeshInfo

                    ParsedModel.RawDataMetaChunk.ModelSubMeshInfo submesh =
                        new ParsedModel.RawDataMetaChunk.ModelSubMeshInfo();
                    submesh.IndiceStart = totalindicecount;
                    totalindicecount += faces[y].Count;
                    submesh.IndiceCount = faces[y].Count;
                    submesh.ShaderNumber = 0;
                    object tempobject = Materials[y];
                    if (tempobject != null)
                    {
                        int tempint = MaterialNames.IndexOf((string)tempobject);
                        if (tempint != -1)
                        {
                            submesh.ShaderNumber = tempint;
                        }
                    }

                    this.BSPRawDataMetaChunks[x].SubMeshInfo[y] = submesh;

                    #endregion
                }

                #endregion

                this.BSPRawDataMetaChunks[x].FaceCount = facecount / 3;

                int temp = 0;
                for (int i = 0; i < faces.Count; i++)
                {
                    this.BSPRawDataMetaChunks[x].SubMeshInfo[i].IndiceCount = faces[i].Count;
                    this.BSPRawDataMetaChunks[x].SubMeshInfo[i].IndiceStart = temp;
                    temp += faces[i].Count;
                }

                this.BSPRawDataMetaChunks[x].Indices = newIndices.ToArray();
                this.BSPRawDataMetaChunks[x].IndiceCount = this.BSPRawDataMetaChunks[x].Indices.Length;
                this.BSPRawDataMetaChunks[x].VerticeCount = this.BSPRawDataMetaChunks[x].Vertices.Count;

                #region Displays each mesh in a window. Debugging ONLY!

                /*****************************************
                Form tForm = new Form();
                temprender = new entity.Renderer.Renderer();
                fakepanel = new Panel();
                temprender.CreateDevice(fakepanel);
                fakepanel.Size = tForm.Size;
                tForm.Controls.Add(fakepanel);
                tForm.Show();

                temprender.device.VertexFormat = HaloBSPVertex.FVF;
                temprender.device.RenderState.CullMode = Cull.None;
                temprender.device.Transform.World = Matrix.Identity;
                temprender.device.SamplerState[0].AddressU = TextureAddress.Wrap;
                temprender.device.SamplerState[0].AddressV = TextureAddress.Wrap;
                temprender.device.RenderState.Lighting = true;
                temprender.device.RenderState.ZBufferEnable = true;
                temprender.device.RenderState.ZBufferWriteEnable = true;

                temprender.device.SetTexture(0, null);
                temprender.device.SetTexture(1, null);
                temprender.device.RenderState.AlphaBlendEnable = false;
                temprender.device.RenderState.AlphaTestEnable = false;
                //                    cam.Position = new Vector3(this.BSPRawDataMetaChunks[x].Vertices[0].X - 10, this.BSPRawDataMetaChunks[x].Vertices[0].Y - 10, this.BSPRawDataMetaChunks[x].Vertices[0].Z);
                //                    cam.LookAt = this.BSPRawDataMetaChunks[x].Vertices[0];
                Material WhiteMaterial = new Material();
                WhiteMaterial.Diffuse = System.Drawing.Color.White;
                WhiteMaterial.Ambient = System.Drawing.Color.White;
                Material BlackMaterial = new Material();
                BlackMaterial.Diffuse = System.Drawing.Color.Black;
                BlackMaterial.Ambient = System.Drawing.Color.Black;
                //Mesh m2 = Mesh.Box(temprender.device, 5, 5, 5);

                temprender.device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, tForm.Width / tForm.Height, 1f, 250f);
                //temprender.device.Transform.View = Matrix.LookAtLH(new Vector3(20, 20, 20), new Vector3(0, 0, 0), new Vector3(0, 0, 1));
                temprender.device.Transform.View = Matrix.LookAtLH(
                    new Vector3(this.BSPRawDataMetaChunks[x].Vertices[0].X - 5, this.BSPRawDataMetaChunks[x].Vertices[0].Y + 20, this.BSPRawDataMetaChunks[x].Vertices[0].Z - 5),
                    this.BSPRawDataMetaChunks[x].Vertices[0],
                    new Vector3(0, 0, 1));

                List<short> tInd = new List<short>(this.BSPPermutationRawDataMetaChunks[x].Indices);
                Mesh mesh = temprender.MakeMesh(this.BSPPermutationRawDataMetaChunks[x].Vertices, tInd, this.BSPPermutationRawDataMetaChunks[x].UVs);
                // While the form is still valid, render and process messages
                while (tForm.Created)
                {
                    temprender.device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.Black, 1.0f, 0);
                    temprender.BeginScene(System.Drawing.Color.Blue);
                    temprender.device.Transform.World = Matrix.Translation(0, 0, 0);
                    for (int ll = 0; ll < 1; ll++)
                    {
                        temprender.device.Material = WhiteMaterial;
                        temprender.device.RenderState.FillMode = FillMode.Solid;
                        mesh.DrawSubset(ll);
                        temprender.device.Material = BlackMaterial;
                        temprender.device.RenderState.FillMode = FillMode.WireFrame;
                        mesh.DrawSubset(ll);
                    }
                    //m2.DrawSubset(0);
                    temprender.EndScene();

                    Application.DoEvents();
                    GC.Collect(0);
                    GC.WaitForPendingFinalizers();
                    GC.Collect(0);
                }
                /********************************************/
                #endregion
            }

            #endregion
        }
Exemple #8
0
        // Used for Injection Selection box
        /// <summary>
        /// The convert to bump map tool strip menu item_ click.
        /// </summary>
        /// <param name="sender">The sender.</param>
        /// <param name="e">The e.</param>
        /// <remarks></remarks>
        private void convertToBumpMapToolStripMenuItem_Click(object sender, EventArgs e)
        {
            if (saveBitmapDialog1.ShowDialog() == DialogResult.Cancel)
            {
                return;
            }

            Panel p = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(p);
            map.OpenMap(MapTypes.Internal);
            ParsedBitmap pm = new ParsedBitmap(ref map.SelectedMeta, map);

            Bitmap b = pm.FindChunkAndDecode(0, 0, 0, ref map.SelectedMeta, map, 0, 0);
            ShaderInfo s = new ShaderInfo();
            s.BumpMapBitmap = b;
            map.CloseMap();
            s.MakeTextures(ref r.device);
            TextureLoader.Save(saveBitmapDialog1.FileName, ImageFileFormat.Dds, s.NormalMap);
        }