public void NewShader()
        {
            MDL0Node model = ((MDL0Node)_resource);

            if (model._shadGroup == null)
            {
                MDL0GroupNode g = model._shadGroup;
                if (g == null)
                {
                    model.AddChild(g = new MDL0GroupNode(MDLResourceType.Shaders), true);
                    model._shadGroup = g; model._shadList = g.Children;
                }
            }

            if (model._shadList != null &&
                model._matList != null &&
                model._shadList.Count < model._matList.Count)
            {
                MDL0ShaderNode shader = new MDL0ShaderNode();
                model._shadGroup.AddChild(shader);
                shader.Default();
                shader.Rebuild(true);

                BaseWrapper b = FindResource(shader, true);
                if (b != null)
                {
                    b.EnsureVisible();
                }
            }
        }
Esempio n. 2
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        public MDL0ShaderNode NewShader()
        {
            MDL0Node model = (MDL0Node)_resource;

            if (model._shadGroup == null)
            {
                MDL0GroupNode g = model._shadGroup;
                if (g == null)
                {
                    model.AddChild(g = new MDL0GroupNode(MDLResourceType.Shaders), true);
                    model._shadGroup = g;
                    model._shadList  = g.Children;
                }
            }

            if (model._shadList != null &&
                model._matList != null &&
                model._shadList.Count < model._matList.Count)
            {
                MDL0ShaderNode shader = new MDL0ShaderNode();
                model._shadGroup.AddChild(shader);
                shader.Default();
                shader.Rebuild(true);

                BaseWrapper b = FindResource(shader, true);
                b?.EnsureVisible();

                return(shader);
            }

            MessageBox.Show("Shader could not be added. Make sure that you do not have more shaders than materials",
                            "Error");
            return(null);
        }
        public IModel ImportModel(string filePath, ImportType type)
        {
            IModel model = null;

            ModelType = type;

            BoneType = ModelType == ImportType.MDL0 ? typeof(MDL0BoneNode) : null;

            //TransformMatrix = Matrix.TransformMatrix(_importOptions._modifyScale, _importOptions._modifyRotation, new Vector3());

            switch (type)
            {
            case ImportType.MDL0:
                MDL0Node m = new MDL0Node()
                {
                    _name    = Path.GetFileNameWithoutExtension(filePath),
                    _version = _importOptions._modelVersion.Clamp(8, 11)
                };
                if (_importOptions._setOrigPath)
                {
                    m._originalPath = filePath;
                }
                m.BeginImport();
                model = m;
                break;
            }

            CurrentModel = model;

            Error = "There was a problem reading the model.";
            using (DecoderShell shell = DecoderShell.Import(filePath))
                try
                {
                    Error = "There was a problem reading texture entries.";

                    //Extract images, removing duplicates
                    foreach (ImageEntry img in shell._images)
                    {
                        string name = img._path != null?
                                      Path.GetFileNameWithoutExtension(img._path) :
                                          img._name != null ? img._name : img._id;

                        switch (type)
                        {
                        case ImportType.MDL0:
                            img._node = ((MDL0Node)model).FindOrCreateTexture(name);
                            break;
                        }
                    }

                    Error = "There was a problem creating a default shader.";

                    //Create a shader
                    ResourceNode shader = null;
                    switch (type)
                    {
                    case ImportType.MDL0:
                        MDL0Node       m        = (MDL0Node)model;
                        MDL0ShaderNode shadNode = new MDL0ShaderNode()
                        {
                            _ref0 = 0,
                            _ref1 = -1,
                            _ref2 = -1,
                            _ref3 = -1,
                            _ref4 = -1,
                            _ref5 = -1,
                            _ref6 = -1,
                            _ref7 = -1,
                        };

                        shadNode._parent = m._shadGroup;
                        m._shadList.Add(shadNode);

                        switch (_importOptions._mdlType)
                        {
                        case ImportOptions.MDLType.Character:
                            for (int i = 0; i < 3; i++)
                            {
                                switch (i)
                                {
                                case 0:
                                    shadNode.AddChild(new MDL0TEVStageNode(0x28F8AF, 0x08F2F0, 0, TevKColorSel.ConstantColor0_RGB, TevKAlphaSel.ConstantColor0_Alpha, TexMapID.TexMap0, TexCoordID.TexCoord0, ColorSelChan.LightChannel0, true));
                                    break;

                                case 1:
                                    shadNode.AddChild(new MDL0TEVStageNode(0x08FEB0, 0x081FF0, 0, TevKColorSel.ConstantColor1_RGB, TevKAlphaSel.ConstantColor0_Alpha, TexMapID.TexMap7, TexCoordID.TexCoord7, ColorSelChan.LightChannel0, false));
                                    break;

                                case 2:
                                    shadNode.AddChild(new MDL0TEVStageNode(0x0806EF, 0x081FF0, 0, TevKColorSel.ConstantColor0_RGB, TevKAlphaSel.ConstantColor0_Alpha, TexMapID.TexMap7, TexCoordID.TexCoord7, ColorSelChan.Zero, false));
                                    break;
                                }
                            }
                            break;

                        case ImportOptions.MDLType.Stage:
                            shadNode.AddChild(new MDL0TEVStageNode(0x28F8AF, 0x08F2F0, 0, TevKColorSel.ConstantColor0_RGB, TevKAlphaSel.ConstantColor0_Alpha, TexMapID.TexMap0, TexCoordID.TexCoord0, ColorSelChan.LightChannel0, true));
                            break;
                        }

                        shader = shadNode;

                        break;
                    }

                    Error = "There was a problem extracting materials.";

                    //Extract materials
                    foreach (MaterialEntry mat in shell._materials)
                    {
                        List <ImageEntry> imgEntries = new List <ImageEntry>();

                        //Find effect
                        if (mat._effect != null)
                        {
                            foreach (EffectEntry eff in shell._effects)
                            {
                                if (eff._id == mat._effect) //Attach textures and effects to material
                                {
                                    if (eff._shader != null)
                                    {
                                        foreach (LightEffectEntry l in eff._shader._effects)
                                        {
                                            if (l._type == LightEffectType.diffuse && l._texture != null)
                                            {
                                                string path = l._texture;
                                                foreach (EffectNewParam p in eff._newParams)
                                                {
                                                    if (p._sid == l._texture)
                                                    {
                                                        path = p._sampler2D._url;
                                                        if (!String.IsNullOrEmpty(p._sampler2D._source))
                                                        {
                                                            foreach (EffectNewParam p2 in eff._newParams)
                                                            {
                                                                if (p2._sid == p._sampler2D._source)
                                                                {
                                                                    path = p2._path;
                                                                }
                                                            }
                                                        }
                                                    }
                                                }

                                                foreach (ImageEntry img in shell._images)
                                                {
                                                    if (img._id == path)
                                                    {
                                                        imgEntries.Add(img);
                                                        break;
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        switch (type)
                        {
                        case ImportType.MDL0:
                            MDL0MaterialNode matNode = new MDL0MaterialNode();

                            MDL0Node m = (MDL0Node)model;
                            matNode._parent = m._matGroup;
                            m._matList.Add(matNode);

                            matNode._name      = mat._name != null ? mat._name : mat._id;
                            matNode.ShaderNode = shader as MDL0ShaderNode;

                            mat._node     = matNode;
                            matNode._cull = _importOptions._culling;

                            foreach (ImageEntry img in imgEntries)
                            {
                                MDL0MaterialRefNode mr = new MDL0MaterialRefNode();
                                (mr._texture = img._node as MDL0TextureNode)._references.Add(mr);
                                mr._name = mr._texture.Name;
                                matNode._children.Add(mr);
                                mr._parent  = matNode;
                                mr._minFltr = mr._magFltr = 1;
                                mr._uWrap   = mr._vWrap = (int)_importOptions._wrap;
                            }
                            break;
                        }
                    }

                    Say("Extracting scenes...");

                    List <ObjectInfo> _objects  = new List <ObjectInfo>();
                    ResourceNode      boneGroup = null;
                    switch (type)
                    {
                    case ImportType.MDL0:
                        boneGroup = ((MDL0Node)model)._boneGroup;
                        break;
                    }

                    //Extract bones and objects and create bone tree
                    foreach (SceneEntry scene in shell._scenes)
                    {
                        foreach (NodeEntry node in scene._nodes)
                        {
                            EnumNode(node, boneGroup, scene, model, shell, _objects, TransformMatrix, Matrix.Identity);
                        }
                    }

                    //Add root bone if there are no bones
                    if (boneGroup.Children.Count == 0)
                    {
                        switch (type)
                        {
                        case ImportType.MDL0:
                            MDL0BoneNode bone = new MDL0BoneNode();
                            bone.Scale = new Vector3(1);
                            bone.RecalcBindState(false, false);
                            bone._name   = "TopN";
                            TempRootBone = bone;
                            break;
                        }
                    }

                    //Create objects
                    foreach (ObjectInfo obj in _objects)
                    {
                        NodeEntry node = obj._node;
                        string    w    = obj._weighted ? "" : "un";
                        string    w2   = obj._weighted ? "\nOne or more vertices may not be weighted correctly." : "";
                        string    n    = node._name != null ? node._name : node._id;

                        Error = String.Format("There was a problem decoding {0}weighted primitives for the object {1}.{2}", w, n, w2);

                        Say(String.Format("Decoding {0}weighted primitives for {1}...", w, n));

                        obj.Initialize(model, shell);
                    }

                    //Finish
                    switch (type)
                    {
                    case ImportType.MDL0:
                        MDL0Node mdl0 = (MDL0Node)model;
                        if (TempRootBone != null)
                        {
                            mdl0._boneGroup._children.Add(TempRootBone);
                            TempRootBone._parent = mdl0._boneGroup;
                        }
                        FinishMDL0(mdl0);
                        break;
                    }
                }
#if !DEBUG
            catch (Exception x)
            {
                MessageBox.Show("Cannot continue importing this model.\n" + Error + "\n\nException:\n" + x.ToString());
                model = null;
                Close();
            }
#endif
            finally
            {
                //Clean up the mess we've made
                GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
            }

            CurrentModel = null;
            Error        = null;

            return(model);
        }
Esempio n. 4
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        public static string GeneratePixelShader(MDL0ObjectNode obj)
        {
            Reset();

            MDL0MaterialNode mat    = obj.UsableMaterialNode;
            MDL0ShaderNode   shader = mat.ShaderNode;

            //w("#version 330\n");

            foreach (MDL0MaterialRefNode r in mat.Children)
            {
                w("uniform sampler2D Texture{0};", r.Index);
            }

            for (int i = 0; i < obj._uvSet.Length; i++)
            {
                if (obj._uvSet[i] != null)
                {
                    w("in vec2 UVSet{0};", i);
                }
            }
            for (int i = 0; i < obj._colorSet.Length; i++)
            {
                if (obj._colorSet[i] != null)
                {
                    w("in vec2 ColorSet{0};", i);
                }
            }

            w("out vec4 out_color;\n");

            //w("uniform vec4 C1Amb;\n");
            //w("uniform vec4 C2Amb;\n");
            //w("uniform vec4 C1Mat;\n");
            //w("uniform vec4 C2Mat;\n");

            Start();

            foreach (MDL0MaterialRefNode r in mat.Children)
            {
                if (r.TextureCoordId >= 0)
                {
                    w("vec4 tex{0}col = texture2D(Texture{0}, UVSet{1}.st);\n", r.Index, r.TextureCoordId);
                }
            }

            //w("vec4 creg0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
            //w("vec4 creg1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
            //w("vec4 creg2 = vec4(0.0, 0.0, 0.0, 0.0);\n");
            //w("vec4 prev = vec4(0.0, 0.0, 0.0, 0.0);\n");

            //foreach (TEVStage stage in shader.Children)
            //    if (stage.Index < mat.ActiveShaderStages)
            //        w(stage.Write(mat, obj));
            //    else break;

            //if (shader._stages > 0)
            //{
            //    w("prev.rgb = {0};\n", tevCOutputTable[(int)((TEVStage)shader.Children[shader.Children.Count - 1]).ColorRegister]);
            //    w("prev.a = {0};\n", tevAOutputTable[(int)((TEVStage)shader.Children[shader.Children.Count - 1]).AlphaRegister]);
            //}

            w("out_color = tex0col;");

            Finish();

            return(tempShader);
        }
Esempio n. 5
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        public static string GenerateVertexShader(MDL0ObjectNode obj)
        {
            Reset();

            MDL0MaterialNode mat    = obj.UsableMaterialNode;
            MDL0ShaderNode   shader = mat.ShaderNode;

            //w("#version 330\n");

            bool[] data = new bool[12];
            for (int i = 0; i < 12; i++)
            {
                data[i] = obj._manager._faceData[i] != null;
            }

            if (data[0])
            {
                w("in vec3 Position;");
            }
            if (data[1])
            {
                w("in vec3 Normal;");
            }
            for (int i = 0; i < 2; i++)
            {
                if (data[i + 2])
                {
                    w("in vec4 Color{0};", i);
                }
            }
            for (int i = 0; i < 8; i++)
            {
                if (data[i + 4])
                {
                    w("in vec2 UV{0};", i);
                }
            }

            w("uniform mat4 projection_matrix;");
            w("uniform mat4 modelview_matrix;");

            for (int i = 0; i < obj._uvSet.Length; i++)
            {
                if (obj._uvSet[i] != null)
                {
                    w("out vec2 UVSet{0};", i);
                }
            }
            for (int i = 0; i < obj._colorSet.Length; i++)
            {
                if (obj._colorSet[i] != null)
                {
                    w("out vec4 ColorSet{0};", i);
                }
            }

            Start();

            w("gl_Position = projection_matrix * modelview_matrix * vec4(Position, 1.0);");
            //w("gl_Normal = vec4(Normal, 1.0);\n");
            for (int i = 0; i < obj._uvSet.Length; i++)
            {
                if (obj._uvSet[i] != null)
                {
                    w("UVSet{0} = UV{0};", i);
                }
            }
            for (int i = 0; i < obj._colorSet.Length; i++)
            {
                if (obj._colorSet[i] != null)
                {
                    w("ColorSet{0} = Color{0};", i);
                }
            }

            Finish();

            return(tempShader);
        }
Esempio n. 6
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        public override ResourceNode Duplicate(bool changeName)
        {
            if (_resource.Parent == null)
            {
                return(null);
            }

            string tempPath = Path.GetTempFileName();

            _resource.Export(tempPath);
            // Initialize node in a way that will not cause crashes
            ResourceNode rNode2;

            switch (Resource.ResourceFileType)
            {
            case ResourceType.MDL0Color:
                rNode2 = new MDL0ColorNode();
                break;

            case ResourceType.MDL0UV:
                rNode2 = new MDL0UVNode();
                break;

            case ResourceType.MDL0Material:
                rNode2 = new MDL0MaterialNode();
                break;

            case ResourceType.MDL0Shader:
                rNode2 = new MDL0ShaderNode();
                break;

            case ResourceType.MDL0Texture:
                rNode2 = new MDL0TextureNode();
                break;

            case ResourceType.MDL0Normal:
                rNode2 = new MDL0NormalNode();
                break;

            case ResourceType.MDL0Bone:
                rNode2 = new MDL0BoneNode();
                break;

            case ResourceType.MDL0Vertex:
                rNode2 = new MDL0VertexNode();
                break;

            default:
                throw new NotSupportedException("Unsupported type for MDL0 Duplication");
            }

            rNode2._name = _resource.Name;
            rNode2.Replace(tempPath);

            if (rNode2 == null)
            {
                MessageBox.Show("The node could not be duplicated correctly.", "Error", MessageBoxButtons.OK,
                                MessageBoxIcon.Error);
                return(null);
            }

            // Remove the node from the parent temporarily
            rNode2.Remove();

            // Set the name programatically (based on Windows' implementation)
            int index = _resource.Index;
            int n     = 0;

            if (changeName)
            {
                while (_resource.Parent.FindChildrenByName(rNode2.Name).Length >= 1)
                {
                    // Get the last index of the last duplicated node in order to place it after that one
                    index = Math.Max(index, _resource.Parent.FindChildrenByName(rNode2.Name).Last().Index);
                    // Set the name based on the number of duplicate nodes found
                    rNode2.Name = $"{_resource.Name} ({++n})";
                }
            }

            // Place the node in the same containing parent, after the last duplicated node.
            _resource.Parent.InsertChild(rNode2, true, index + 1);

            // Update name again in order to refresh things that need refreshing when name is updated
            rNode2.OnRenamed();

            return(rNode2);
        }