Exemple #1
0
        public FlverSubmeshRenderer(Model parent, FLVER0 flvr, FLVER0.Mesh mesh)
        {
            Parent = parent;

            MaterialName = flvr.Materials[mesh.MaterialIndex].Name;

            var shortMaterialName = MiscUtil.GetFileNameWithoutDirectoryOrExtension(flvr.Materials[mesh.MaterialIndex].MTD);

            if (shortMaterialName.EndsWith("_Alp") ||
                shortMaterialName.Contains("_Edge") ||
                shortMaterialName.Contains("_Decal") ||
                shortMaterialName.Contains("_Cloth") ||
                shortMaterialName.Contains("_al") ||
                shortMaterialName.Contains("BlendOpacity"))
            {
                DrawStep = GFXDrawStep.AlphaEdge;
            }
            else
            {
                DrawStep = GFXDrawStep.Opaque;
            }

            bool hasLightmap = false;

            foreach (var matParam in flvr.Materials[mesh.MaterialIndex].Textures)
            {
                if (matParam == null || matParam.Type == null)
                {
                    break;
                }
                var paramNameCheck = matParam.Type.ToUpper();
                // DS3/BB
                if (paramNameCheck == "G_DIFFUSETEXTURE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULARTEXTURE")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAPTEXTURE")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_DOLTEXTURE1")
                {
                    TexNameDOL1 = matParam.Path;
                }
                else if (paramNameCheck == "G_DOLTEXTURE2")
                {
                    TexNameDOL2 = matParam.Path;
                }
                // DS1 params
                else if (paramNameCheck == "G_DIFFUSE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULAR")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAP")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_LIGHTMAP")
                {
                    TexNameDOL1 = matParam.Path;
                    hasLightmap = true;
                }
            }

            // MTD lookup
            MTD mtd = null;// InterrootLoader.GetMTD(flvr.Materials[mesh.MaterialIndex].MTD);

            var MeshVertices = new VertexPositionColorNormalTangentTexture[mesh.Vertices.Count];

            for (int i = 0; i < mesh.Vertices.Count; i++)
            {
                var vert = mesh.Vertices[i];
                MeshVertices[i] = new VertexPositionColorNormalTangentTexture();

                MeshVertices[i].Position = new Vector3(vert.Position.X, vert.Position.Y, vert.Position.Z);

                if (vert.Normal != null && vert.Tangents != null && vert.Tangents.Count > 0)
                {
                    MeshVertices[i].Normal   = Vector3.Normalize(new Vector3(vert.Normal.X, vert.Normal.Y, vert.Normal.Z));
                    MeshVertices[i].Binormal = Vector3.Normalize(new Vector3(vert.Bitangent.X, vert.Bitangent.Y, vert.Bitangent.Z));
                    MeshVertices[i].Tangent  = Vector3.Normalize(new Vector3(vert.Tangents[0].X, vert.Tangents[0].Y, vert.Tangents[0].Z));
                }

                if (vert.UVs.Count > 0)
                {
                    MeshVertices[i].TextureCoordinate = new Vector2(vert.UVs[0].X, vert.UVs[0].Y);
                    if (vert.UVs.Count > 1 && hasLightmap)
                    {
                        if (mtd == null)
                        {
                            // Really stupid heuristic to determine light map UVs without reading mtd files or something
                            if (vert.UVs.Count > 2 && flvr.Materials[mesh.MaterialIndex].Textures.Count > 11)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[2].X, vert.UVs[2].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                        else
                        {
                            // Better heuristic with MTDs
                            int uvindex  = mtd.Textures.Find(tex => tex.Type.ToUpper() == "G_LIGHTMAP" || tex.Type.ToUpper() == "G_DOLTEXTURE1").UVNumber;
                            int uvoffset = 1;
                            for (int j = 1; j < uvindex; j++)
                            {
                                if (!mtd.Textures.Any(t => (t.UVNumber == j)))
                                {
                                    uvoffset++;
                                }
                            }
                            uvindex -= uvoffset;
                            if (vert.UVs.Count > uvindex)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[uvindex].X, vert.UVs[uvindex].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                    }
                    else
                    {
                        MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                    }
                }
                else
                {
                    MeshVertices[i].TextureCoordinate  = Vector2.Zero;
                    MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                }
            }

            VertexCount = MeshVertices.Length;

            MeshFacesets = new List <FlverSubmeshRendererFaceSet>();

            var tlist      = mesh.ToTriangleList();
            var newFaceSet = new FlverSubmeshRendererFaceSet()
            {
                BackfaceCulling = true,
                IsTriangleStrip = false,
                IndexBuffer     = new IndexBuffer(
                    GFX.Device,
                    IndexElementSize.SixteenBits,
                    tlist.Length,
                    BufferUsage.WriteOnly),
                IndexCount = tlist.Length,
            };

            newFaceSet.IndexBuffer.SetData(tlist);

            MeshFacesets.Add(newFaceSet);

            Bounds = BoundingBox.CreateFromPoints(MeshVertices.Select(x => x.Position));

            VertBuffer = new VertexBuffer(GFX.Device,
                                          typeof(VertexPositionColorNormalTangentTexture), MeshVertices.Length, BufferUsage.WriteOnly);
            VertBuffer.SetData(MeshVertices);

            VertBufferBinding = new VertexBufferBinding(VertBuffer, 0, 0);

            TryToLoadTextures();
        }
Exemple #2
0
        public FlverSubmeshRenderer(Model parent, FLVER2 flvr, FLVER2.Mesh mesh)
        {
            Parent = parent;

            MaterialName = flvr.Materials[mesh.MaterialIndex].Name;

            var shortMaterialName = MiscUtil.GetFileNameWithoutDirectoryOrExtension(flvr.Materials[mesh.MaterialIndex].MTD);

            if (shortMaterialName.EndsWith("_Alp") ||
                shortMaterialName.Contains("_Edge") ||
                shortMaterialName.Contains("_Decal") ||
                shortMaterialName.Contains("_Cloth") ||
                shortMaterialName.Contains("_al") ||
                shortMaterialName.Contains("BlendOpacity"))
            {
                DrawStep = GFXDrawStep.AlphaEdge;
            }
            else
            {
                DrawStep = GFXDrawStep.Opaque;
            }

            bool hasLightmap = false;

            foreach (var matParam in flvr.Materials[mesh.MaterialIndex].Textures)
            {
                var paramNameCheck = matParam.Type.ToUpper();
                // DS3/BB
                if (paramNameCheck == "G_DIFFUSETEXTURE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULARTEXTURE")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAPTEXTURE")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_DOLTEXTURE1")
                {
                    TexNameDOL1 = matParam.Path;
                    hasLightmap = true;
                }
                else if (paramNameCheck == "G_DOLTEXTURE2")
                {
                    TexNameDOL2 = matParam.Path;
                }
                // DS1 params
                else if (paramNameCheck == "G_DIFFUSE")
                {
                    TexNameDiffuse = matParam.Path;
                }
                else if (paramNameCheck == "G_SPECULAR")
                {
                    TexNameSpecular = matParam.Path;
                }
                else if (paramNameCheck == "G_BUMPMAP")
                {
                    TexNameNormal = matParam.Path;
                }
                else if (paramNameCheck == "G_LIGHTMAP")
                {
                    TexNameDOL1 = matParam.Path;
                    hasLightmap = true;
                }
                // Alternate material params that work as diffuse
            }

            // MTD lookup
            MTD mtd = null; //InterrootLoader.GetMTD(flvr.Materials[mesh.MaterialIndex].MTD);

            var MeshVertices = new VertexPositionColorNormalTangentTexture[mesh.Vertices.Count];

            for (int i = 0; i < mesh.Vertices.Count; i++)
            {
                var vert = mesh.Vertices[i];
                MeshVertices[i] = new VertexPositionColorNormalTangentTexture();

                MeshVertices[i].Position = new Vector3(vert.Position.X, vert.Position.Y, vert.Position.Z);

                if (vert.Normal != null && vert.Tangents != null && vert.Tangents.Count > 0)
                {
                    MeshVertices[i].Normal   = Vector3.Normalize(new Vector3(vert.Normal.X, vert.Normal.Y, vert.Normal.Z));
                    MeshVertices[i].Tangent  = Vector3.Normalize(new Vector3(vert.Tangents[0].X, vert.Tangents[0].Y, vert.Tangents[0].Z));
                    MeshVertices[i].Binormal = Vector3.Cross(Vector3.Normalize(MeshVertices[i].Normal), Vector3.Normalize(MeshVertices[i].Tangent)) * vert.Tangents[0].W;
                }

                if (vert.UVs.Count > 0)
                {
                    MeshVertices[i].TextureCoordinate = new Vector2(vert.UVs[0].X, vert.UVs[0].Y);
                    if (vert.UVs.Count > 1 && hasLightmap)
                    {
                        if (mtd == null)
                        {
                            // Really stupid heuristic to determine light map UVs without reading mtd files or something
                            if (vert.UVs.Count > 2 && flvr.Materials[mesh.MaterialIndex].Textures.Count > 11)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[2].X, vert.UVs[2].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                        else
                        {
                            // Better heuristic with MTDs
                            int uvindex  = mtd.Textures.Find(tex => tex.Type.ToUpper() == "G_LIGHTMAP" || tex.Type.ToUpper() == "G_DOLTEXTURE1").UVNumber;
                            int uvoffset = 1;
                            for (int j = 1; j < uvindex; j++)
                            {
                                if (!mtd.Textures.Any(t => (t.UVNumber == j)))
                                {
                                    uvoffset++;
                                }
                            }
                            uvindex -= uvoffset;
                            if (vert.UVs.Count > uvindex)
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[uvindex].X, vert.UVs[uvindex].Y);
                            }
                            else
                            {
                                MeshVertices[i].TextureCoordinate2 = new Vector2(vert.UVs[1].X, vert.UVs[1].Y);
                            }
                        }
                    }
                    else
                    {
                        MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                    }
                }
                else
                {
                    MeshVertices[i].TextureCoordinate  = Vector2.Zero;
                    MeshVertices[i].TextureCoordinate2 = Vector2.Zero;
                }
            }

            VertexCount = MeshVertices.Length;

            MeshFacesets = new List <FlverSubmeshRendererFaceSet>();

            foreach (var faceset in mesh.FaceSets)
            {
                //At this point they use 32-bit faceset vertex indices
                bool is32bit = flvr.Header.Version > 0x20005;

                var newFaceSet = new FlverSubmeshRendererFaceSet()
                {
                    BackfaceCulling = faceset.CullBackfaces,
                    IsTriangleStrip = faceset.TriangleStrip,
                    IndexBuffer     = new IndexBuffer(
                        GFX.Device,
                        is32bit ? IndexElementSize.ThirtyTwoBits : IndexElementSize.SixteenBits,
                        faceset.Indices.Count,
                        BufferUsage.WriteOnly),
                    IndexCount = faceset.Indices.Count,
                };

                if (faceset.Flags == FLVER2.FaceSet.FSFlags.LodLevel1)
                {
                    newFaceSet.LOD = 1;
                    HasNoLODs      = false;
                }
                else if (faceset.Flags == FLVER2.FaceSet.FSFlags.LodLevel2)
                {
                    newFaceSet.LOD = 2;
                    HasNoLODs      = false;
                }

                if (is32bit)
                {
                    newFaceSet.IndexBuffer.SetData(faceset.Indices.Select(x => (x == 0xFFFF && x > mesh.Vertices.Count) ? -1 : x).ToArray());
                }
                else
                {
                    newFaceSet.IndexBuffer.SetData(faceset.Indices.Select(x => (x == 0xFFFF && x > mesh.Vertices.Count) ? -1 : (ushort)x).ToArray());
                }

                MeshFacesets.Add(newFaceSet);
            }

            Bounds = BoundingBox.CreateFromPoints(MeshVertices.Select(x => x.Position));

            VertBuffer = new VertexBuffer(GFX.Device,
                                          typeof(VertexPositionColorNormalTangentTexture), MeshVertices.Length, BufferUsage.WriteOnly);
            VertBuffer.SetData(MeshVertices);

            VertBufferBinding = new VertexBufferBinding(VertBuffer, 0, 0);

            TryToLoadTextures();
        }