コード例 #1
0
ファイル: ExtendedModelIO.cs プロジェクト: qyh214/libwarcraft
        /// <summary>
        /// Reads an <see cref="MDXSkin"/> from the data stream.
        /// </summary>
        /// <param name="binaryReader">The reader to use.</param>
        /// <param name="version">The contextually relevant version to target.</param>
        /// <returns>A fully read skin.</returns>
        public static MDXSkin ReadMDXSkin(this BinaryReader binaryReader, WarcraftVersion version)
        {
            MDXSkin skin = new MDXSkin
            {
                VertexIndices    = binaryReader.ReadMDXArray <ushort>(),
                Triangles        = binaryReader.ReadMDXArray <ushort>(),
                VertexProperties = binaryReader.ReadMDXArray <MDXVertexProperty>(),
                Sections         = binaryReader.ReadMDXArray <MDXSkinSection>(version),
                RenderBatches    = binaryReader.ReadMDXArray <MDXRenderBatch>(),
                BoneCountMax     = binaryReader.ReadUInt32()
            };

            return(skin);
        }
コード例 #2
0
        /// <summary>
        /// Renders the current object in the current OpenGL context.
        /// </summary>
        public void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix, ViewportCamera camera)
        {
            if (!this.IsInitialized)
            {
                return;
            }

            Matrix4 modelViewProjection = this.ActorTransform.GetModelMatrix() * viewMatrix * projectionMatrix;

            GL.UseProgram(this.SimpleShaderID);

            GL.BindBuffer(BufferTarget.ArrayBuffer, this.VertexBufferID);
            GL.EnableVertexAttribArray(0);

            // Position pointer
            GL.VertexAttribPointer(
                0,
                3,
                VertexAttribPointerType.Float,
                false,
                0,
                0);

            // Bone weight pointer
            GL.VertexAttribPointer(
                1,
                4,
                VertexAttribPointerType.Byte,
                false,
                12,
                12);

            // Bone index pointer
            GL.VertexAttribPointer(
                2,
                4,
                VertexAttribPointerType.Byte,
                false,
                16,
                16);

            // Normal pointer
            GL.VertexAttribPointer(
                3,
                3,
                VertexAttribPointerType.Float,
                false,
                20,
                20);

            // UV1 pointer
            GL.VertexAttribPointer(
                4,
                2,
                VertexAttribPointerType.Float,
                false,
                32,
                32);

            // UV2 pointer
            GL.VertexAttribPointer(
                5,
                2,
                VertexAttribPointerType.Float,
                false,
                40,
                40);

            // Simple: Render all skins
            MDXSkin firstSkin = this.Model.Skins.First();

            foreach (MDXSkinSection skinSection in firstSkin.Submeshes)
            {
            }
        }
コード例 #3
0
ファイル: MDX.cs プロジェクト: datphL/libwarcraft
        private void LoadFromStream(Stream dataStream)
        {
            using (BinaryReader br = new BinaryReader(dataStream))
            {
                // Read Wrath header or read pre-wrath header
                WarcraftVersion format = PeekFormat(br);
                if (format < WarcraftVersion.Wrath)
                {
                    this.Header = new MDXHeader(br.ReadBytes(324));
                }
                else
                {
                    ModelObjectFlags flags = PeekFlags(br);
                    if (flags.HasFlag(ModelObjectFlags.HasBlendModeOverrides))
                    {
                        this.Header = new MDXHeader(br.ReadBytes(308));
                    }
                    else
                    {
                        this.Header = new MDXHeader(br.ReadBytes(312));
                    }
                }

                // Seek and read model name
                br.BaseStream.Position = this.Header.NameOffset;
                this.Name = new string(br.ReadChars((int)this.Header.NameLength));

                // Seek to Global Sequences
                br.BaseStream.Position = this.Header.GlobalSequencesOffset;
                for (int i = 0; i < this.Header.GlobalSequenceCount; ++i)
                {
                    this.GlobalSequenceTimestamps.Add(br.ReadUInt32());
                }

                // Seek to Animation Sequences
                br.BaseStream.Position = this.Header.AnimationSequencesOffset;
                int sequenceSize = MDXAnimationSequence.GetSize();
                for (int i = 0; i < this.Header.AnimationSequenceCount; ++i)
                {
                    this.AnimationSequences.Add(new MDXAnimationSequence(br.ReadBytes(sequenceSize)));
                }

                // Seek to Animation Sequence Lookup Table
                br.BaseStream.Position = this.Header.AnimationLookupTableOffset;
                for (int i = 0; i < this.Header.AnimationLookupTableEntryCount; ++i)
                {
                    this.AnimationSequenceLookupTable.Add(br.ReadInt16());
                }

                if (MDXHeader.GetModelVersion(this.Header.Version) < WarcraftVersion.Wrath)
                {
                    // Seek to Playable Animations Lookup Table
                    br.BaseStream.Position = this.Header.PlayableAnimationLookupTableOffset;
                    for (int i = 0; i < this.Header.PlayableAnimationLookupTableEntryCount; ++i)
                    {
                        this.PlayableAnimationLookupTable.Add(new MDXPlayableAnimationLookupTableEntry(br.ReadBytes(4)));
                    }
                }

                // Seek to bone block
                br.BaseStream.Position = this.Header.BonesOffset;
                for (int i = 0; i < this.Header.BoneCount; ++i)
                {
                    // TODO: properly skip to the next bone record, data is not aligned
                    MDXBone bone = new MDXBone();

                    bone.AnimationID = br.ReadInt32();
                    bone.Flags       = (MDXBoneFlags)br.ReadUInt32();
                    bone.ParentBone  = br.ReadInt16();
                    bone.SubmeshID   = br.ReadUInt16();

                    if (MDXHeader.GetModelVersion(this.Header.Version) >= WarcraftVersion.BurningCrusade)
                    {
                        bone.Unknown1 = br.ReadUInt16();
                        bone.Unknown1 = br.ReadUInt16();
                    }

                    // TODO: Rework animation track reading
                    // Read bone animation header block
                    //Bone.AnimatedTranslation = new MDXTrack<Vector3f>(br, MDXHeader.GetModelVersion(Header.Version));
                    //Bone.AnimatedRotation = new MDXTrack<Quaternion>(br, MDXHeader.GetModelVersion(Header.Version));
                    //Bone.AnimatedScale = new MDXTrack<Vector3f>(br, MDXHeader.GetModelVersion(Header.Version));

                    bone.PivotPoint = br.ReadVector3();

                    this.Bones.Add(bone);
                }

                /*
                 * // Read bone animation data
                 * foreach (MDXBone Bone in Bones)
                 * {
                 *      // Read animation translation block
                 *      br.BaseStream.Position = Bone.AnimatedTranslation.Values.ElementsOffset;
                 *      for (int j = 0; j < Bone.AnimatedTranslation.Values.Count; ++j)
                 *      {
                 *              Bone.AnimatedTranslation.Values.Add(br.ReadVector3());
                 *      }
                 *
                 *      // Read animation rotation block
                 *      br.BaseStream.Position = Bone.AnimatedRotation.ValuesOffset;
                 *      for (int j = 0; j < Bone.AnimatedRotation.ValueCount; ++j)
                 *      {
                 *              if (MDXHeader.GetModelVersion(Header.Version) > MDXFormat.Classic)
                 *              {
                 *                      Bone.AnimatedRotation.Values.Add(br.ReadQuaternion16());
                 *              }
                 *              else
                 *              {
                 *                      Bone.AnimatedRotation.Values.Add(br.ReadQuaternion32());
                 *              }
                 *      }
                 *
                 *      // Read animation scale block
                 *      br.BaseStream.Position = Bone.AnimatedScale.ValuesOffset;
                 *      for (int j = 0; j < Bone.AnimatedScale.ValueCount; ++j)
                 *      {
                 *              Bone.AnimatedScale.Values.Add(br.ReadVector3());
                 *      }
                 * }
                 */

                // Seek to Skeletal Bone Lookup Table
                br.BaseStream.Position = this.Header.KeyedBoneLookupTablesOffset;
                for (int i = 0; i < this.Header.KeyedBoneLookupTableCount; ++i)
                {
                    this.KeyedBoneLookupTable.Add(br.ReadInt16());
                }

                // Seek to vertex block
                br.BaseStream.Position = this.Header.VerticesOffset;
                for (int i = 0; i < this.Header.VertexCount; ++i)
                {
                    this.Vertices.Add(new MDXVertex(br.ReadBytes(48)));
                }

                // Seek to view block
                if (MDXHeader.GetModelVersion(this.Header.Version) < WarcraftVersion.Wrath)
                {
                    br.BaseStream.Position = this.Header.LODViewsOffset;

                    // Read the view headers
                    for (int i = 0; i < this.Header.LODViewsCount; ++i)
                    {
                        MDXSkinHeader skinHeader = new MDXSkinHeader(br.ReadBytes(44));

                        MDXSkin skin = new MDXSkin();
                        skin.Header = skinHeader;

                        this.Skins.Add(skin);
                    }

                    // Read view data
                    foreach (MDXSkin view in this.Skins)
                    {
                        // Read view vertex indices
                        view.VertexIndices     = new List <ushort>();
                        br.BaseStream.Position = view.Header.VertexIndicesOffset;
                        for (int j = 0; j < view.Header.VertexIndexCount; ++j)
                        {
                            view.VertexIndices.Add(br.ReadUInt16());
                        }

                        // Read view triangle vertex indices
                        view.Triangles         = new List <ushort>();
                        br.BaseStream.Position = view.Header.TriangleVertexIndicesOffset;
                        for (int j = 0; j < view.Header.TriangleVertexCount; ++j)
                        {
                            view.Triangles.Add(br.ReadUInt16());
                        }

                        // Read view vertex properties
                        view.VertexProperties  = new List <MDXVertexProperty>();
                        br.BaseStream.Position = view.Header.VertexPropertiesOffset;
                        for (int j = 0; j < view.Header.VertexPropertyCount; ++j)
                        {
                            view.VertexProperties.Add(new MDXVertexProperty(br.ReadByte(), br.ReadByte(), br.ReadByte(), br.ReadByte()));
                        }

                        // Read view submeshes
                        view.Sections          = new List <MDXSkinSection>();
                        br.BaseStream.Position = view.Header.SkinSectionOffset;
                        for (int j = 0; j < view.Header.SkinSectionCount; ++j)
                        {
                            byte[] submeshData;
                            if (MDXHeader.GetModelVersion(this.Header.Version) >= WarcraftVersion.BurningCrusade)
                            {
                                submeshData = br.ReadBytes(48);
                            }
                            else
                            {
                                submeshData = br.ReadBytes(32);
                            }

                            view.Sections.Add(new MDXSkinSection(submeshData));
                        }

                        view.RenderBatches     = new List <MDXRenderBatch>();
                        br.BaseStream.Position = view.Header.RenderBatchOffset;
                        for (int j = 0; j < view.Header.RenderBatchCount; ++j)
                        {
                            view.RenderBatches.Add(new MDXRenderBatch(br.ReadBytes(24)));
                        }
                    }
                }
                else
                {
                    throw new NotImplementedException();
                }

                /*
                 * // TODO: Rework animation track reading
                 * // Seek to submesh animation block
                 * br.BaseStream.Position = Header.SubmeshColourAnimationsOffset;
                 * for (int i = 0; i < Header.SubmeshColourAnimationCount; ++i)
                 * {
                 *      MDXTrack<RGB> ColourTrack = new MDXTrack<RGB>(br, MDXHeader.GetModelVersion(Header.Version));
                 *      MDXTrack<short> OpacityTrack = new MDXTrack<short>(br, MDXHeader.GetModelVersion(Header.Version));
                 *
                 *      MDXSubmeshColourAnimation ColourAnimation = new MDXSubmeshColourAnimation();
                 *      ColourAnimation.ColourTrack = ColourTrack;
                 *      ColourAnimation.OpacityTrack = OpacityTrack;
                 *
                 *      ColourAnimations.Add(ColourAnimation);
                 * }
                 * // Read submesh animation values
                 * foreach (MDXSubmeshColourAnimation ColourAnimation in ColourAnimations)
                 * {
                 *      // Read the colour track
                 *      br.BaseStream.Position = ColourAnimation.ColourTrack.ValuesOffset;
                 *      for (int j = 0; j < ColourAnimation.ColourTrack.ValueCount; ++j)
                 *      {
                 *              ColourAnimation.ColourTrack.Values.Add(new RGB(br.ReadVector3()));
                 *      }
                 *
                 *      // Read the opacity track
                 *      br.BaseStream.Position = ColourAnimation.OpacityTrack.ValuesOffset;
                 *      for (int j = 0; j < ColourAnimation.OpacityTrack.ValueCount; ++j)
                 *      {
                 *              ColourAnimation.OpacityTrack.Values.Add(br.ReadInt16());
                 *      }
                 * }
                 */

                // TODO: Use this pattern for the tracks as well, where values are outreferenced
                // from the block
                // Seek to Texture definition block
                br.BaseStream.Position = this.Header.TexturesOffset;
                for (int i = 0; i < this.Header.TextureCount; ++i)
                {
                    MDXTexture texture = new MDXTexture(br.ReadBytes(16));
                    this.Textures.Add(texture);
                }

                // Read the texture definition strings
                foreach (MDXTexture texture in this.Textures)
                {
                    br.BaseStream.Position = texture.FilenameOffset;
                    texture.Filename       = new string(br.ReadChars((int)texture.FilenameLength));
                }

                /*
                 * // TODO: Rework animation track reading
                 * // Seek to transparency block
                 * br.BaseStream.Position = Header.TransparencyAnimationsOffset;
                 * for (int i = 0; i < Header.TransparencyAnimationCount; ++i)
                 * {
                 *      TransparencyAnimations.Add(new MDXTrack<short>(br, MDXHeader.GetModelVersion(Header.Version)));
                 * }
                 * // Read transparency animation block data
                 * foreach (MDXTrack<short> TransparencyTrack in TransparencyAnimations)
                 * {
                 *      // Read the opacity track
                 *      br.BaseStream.Position = TransparencyTrack.ValuesOffset;
                 *      for (int j = 0; j < TransparencyTrack.ValueCount; ++j)
                 *      {
                 *              TransparencyTrack.Values.Add(br.ReadInt16());
                 *      }
                 * }
                 *
                 * // TODO: Rework animation track reading
                 * // UV Animations
                 * br.BaseStream.Position = Header.UVTextureAnimationsOffset;
                 * for (int i = 0; i < Header.UVTextureAnimationCount; ++i)
                 * {
                 *      br.BaseStream.Position = Header.UVTextureAnimationsOffset + (i * 84);
                 *
                 *      MDXUVAnimation UVAnimation = new MDXUVAnimation();
                 *      UVAnimation.TranslationTrack = new MDXTrack<Vector3f>(br, MDXHeader.GetModelVersion(Header.Version));
                 *      UVAnimation.RotationTrack = new MDXTrack<Quaternion>(br, MDXHeader.GetModelVersion(Header.Version));
                 *      UVAnimation.ScaleTrack = new MDXTrack<Vector3f>(br, MDXHeader.GetModelVersion(Header.Version));
                 *
                 *      UVAnimations.Add(UVAnimation);
                 * }
                 * // Read UV animation track data
                 * foreach (MDXUVAnimation UVAnimation in UVAnimations)
                 * {
                 *      // Read animation translation block
                 *      br.BaseStream.Position = UVAnimation.TranslationTrack.ValuesOffset;
                 *      for (int j = 0; j < UVAnimation.TranslationTrack.ValueCount; ++j)
                 *      {
                 *              UVAnimation.TranslationTrack.Values.Add(br.ReadVector3());
                 *      }
                 *
                 *      // Read animation rotation block
                 *      br.BaseStream.Position = UVAnimation.RotationTrack.ValuesOffset;
                 *      for (int j = 0; j < UVAnimation.RotationTrack.ValueCount; ++j)
                 *      {
                 *              if (MDXHeader.GetModelVersion(Header.Version) > MDXFormat.Classic)
                 *              {
                 *                      UVAnimation.RotationTrack.Values.Add(br.ReadQuaternion16());
                 *              }
                 *              else
                 *              {
                 *                      UVAnimation.RotationTrack.Values.Add(br.ReadQuaternion32());
                 *              }
                 *      }
                 *
                 *      // Read animation scale block
                 *      br.BaseStream.Position = UVAnimation.ScaleTrack.ValuesOffset;
                 *      for (int j = 0; j < UVAnimation.ScaleTrack.ValueCount; ++j)
                 *      {
                 *              UVAnimation.ScaleTrack.Values.Add(br.ReadVector3());
                 *      }
                 * }
                 */

                // Replaceable textures

                // Render flags
                // Seek to render flag block
                br.BaseStream.Position = this.Header.RenderFlagsOffset;
                for (int i = 0; i < this.Header.RenderFlagCount; ++i)
                {
                    this.RenderFlags.Add(new MDXRenderFlagPair(br.ReadBytes(4)));
                }

                // Bone lookup

                // Texture lookup

                // Texture unit lookup
                // Seek to texture unit lookup block
                br.BaseStream.Position = this.Header.TextureUnitsOffset;
                for (int i = 0; i < this.Header.TextureUnitCount; ++i)
                {
                    this.RenderBatchLookupTable.Add(br.ReadInt16());
                }

                // Transparency lookup
                // Seek to transparency lookup table
                br.BaseStream.Position = this.Header.TransparencyLookupTablesOffset;
                for (int i = 0; i < this.Header.TransparencyLookupTableCount; ++i)
                {
                    this.TransparencyLookupTable.Add(br.ReadInt16());
                }

                // UV animation lookup

                // Bounding box

                // Bounding radius

                // Collision box

                // Collision radius

                // Bounding tris

                // Bounding verts

                // Bounding normals

                // Attachments

                // Attachment lookup

                // Anim notifies (events)

                // Lights

                // Cameras

                // Camera lookup

                // Ribbon Emitters

                // Particle Emitters

                // Blend maps (if flags say they exist)
            }
        }