コード例 #1
0
        /// <summary>
        /// Initialized the vertex & index buffers for this mesh scene
        /// </summary>
        public void ReInitialize()
        {
            if (m_noTexturing)
            {
                ReInitializeWithoutTexturing();
                return;
            }

            // prepare vars
            m_coloredTrifans.Clear();
            m_texturedTrifans.Clear();

            // loop through the texturing info and determine for each of them what
            // type of decoration it is.
            m_decorations = new MeshDecoration[m_simpleMesh.TextureInfo.Length];
            m_textures    = new Texture[m_decorations.Length];
            for (int i = 0; i < m_decorations.Length; i++)
            {
                m_decorations[i] = new MeshDecoration(m_simpleMesh.TextureInfo[i]);
                if (m_decorations[i].DecorationType == DecorationType.Texture)
                {
                    Bitmap bmp = m_decorations[i].Texture.GetBitmap();
                    m_textures[i] = new Texture(m_device, bmp, 0, Pool.Managed);
                }
            }

            // we'll have to create two sets of index buffers:
            // one for textured trifans and one for colored trifans
            // we'll have to determine for each trifan to which of these it belongs

            List <VertexLookup> texturedVertexTable = new List <VertexLookup>();
            List <VertexLookup> coloredVertexTable  = new List <VertexLookup>();
            List <ushort>       texturedIndexList   = new List <ushort>();
            List <ushort>       coloredIndexList    = new List <ushort>();

            for (int i = 0; i < (int)m_simpleMesh.SecondTrifanSet.TrifanCount; i++)
            {
                TrifanInfo trifan         = m_simpleMesh.SecondTrifanSet.TrifanData[i];
                bool       drawSolidColor = false;
                drawSolidColor = (trifan.Flags & 0x04) == 0x04;
                // draw solid when this trifan is drawn using a solid color
                drawSolidColor = drawSolidColor || (m_decorations[(int)trifan.TextureIndex].DecorationType == DecorationType.SolidColor);

                if (drawSolidColor)
                {
                    Color          color      = m_decorations[(int)trifan.TextureIndex].SolidColor;
                    TrifanDrawInfo trifanInfo = new TrifanDrawInfo();
                    trifanInfo.IndexBufferStart = (ushort)coloredIndexList.Count;
                    trifanInfo.PrimitiveCount   = trifan.VertexCount - 2;
                    for (int j = 0; j < trifan.VertexIndices.Length; j++)
                    {
                        VertexLookup lookup = new VertexLookup(trifan.VertexIndices[j], 0, color);
                        ushort       vertexIndex;
                        if (!coloredVertexTable.Contains(lookup))
                        {
                            coloredVertexTable.Add(lookup);
                        }
                        vertexIndex = (ushort)coloredVertexTable.IndexOf(lookup);
                        coloredIndexList.Add(vertexIndex);
                    }
                    m_coloredTrifans.Add(i, trifanInfo);
                }
                else
                {
                    TrifanDrawInfo trifanInfo = new TrifanDrawInfo();
                    trifanInfo.IndexBufferStart = (ushort)texturedIndexList.Count;
                    trifanInfo.PrimitiveCount   = trifan.VertexCount - 2;
                    for (int j = 0; j < trifan.VertexIndices.Length; j++)
                    {
                        VertexLookup lookup = new VertexLookup(trifan.VertexIndices[j], trifan.UVIndex[j]);
                        ushort       vertexIndex;
                        if (!texturedVertexTable.Contains(lookup))
                        {
                            texturedVertexTable.Add(lookup);
                        }
                        vertexIndex = (ushort)texturedVertexTable.IndexOf(lookup);
                        texturedIndexList.Add(vertexIndex);
                    }
                    m_texturedTrifans.Add(i, trifanInfo);
                }
            }

            // now create the actual index & vertex buffers

            // texture vb & ib
            if (texturedVertexTable.Count > 0)
            {
                m_vbTextured = new VertexBuffer(typeof(CustomVertex.PositionNormalTextured),
                                                texturedVertexTable.Count, m_device, Usage.WriteOnly,
                                                CustomVertex.PositionNormalTextured.Format, Pool.Managed);
                GraphicsStream stream = m_vbTextured.Lock(0, 0, LockFlags.None);
                foreach (VertexLookup lookup in texturedVertexTable)
                {
                    VertexInfo vertex = m_simpleMesh.VertexInfo[(int)lookup.VertexId];
                    stream.Write(new CustomVertex.PositionNormalTextured(vertex.X,
                                                                         vertex.Y, vertex.Z, vertex.NX, vertex.NY, vertex.NZ,
                                                                         vertex.CUVData[lookup.UVIndex].U, vertex.CUVData[lookup.UVIndex].V));
                }
                m_vbTextured.Unlock();

                m_ibTextured = new IndexBuffer(typeof(ushort), texturedIndexList.Count,
                                               m_device, Usage.WriteOnly, Pool.Managed);
                stream = m_ibTextured.Lock(0, 0, LockFlags.None);
                stream.Write(texturedIndexList.ToArray());
                m_ibTextured.Unlock();
            }
            m_vbTexturedLength = texturedVertexTable.Count;

            // color vb & ib
            if (coloredVertexTable.Count > 0)
            {
                m_vbColored = new VertexBuffer(typeof(CustomVertex.PositionNormalColored),
                                               coloredVertexTable.Count, m_device, Usage.WriteOnly,
                                               CustomVertex.PositionNormalColored.Format, Pool.Managed);
                GraphicsStream stream = m_vbColored.Lock(0, 0, LockFlags.None);
                foreach (VertexLookup lookup in coloredVertexTable)
                {
                    VertexInfo vertex = m_simpleMesh.VertexInfo[(int)lookup.VertexId];
                    stream.Write(new CustomVertex.PositionNormalColored(vertex.X,
                                                                        vertex.Y, vertex.Z, vertex.NX, vertex.NY, vertex.NZ,
                                                                        lookup.Color.ToArgb()));
                }
                m_vbColored.Unlock();

                m_ibColored = new IndexBuffer(typeof(ushort), coloredIndexList.Count,
                                              m_device, Usage.WriteOnly, Pool.Managed);
                stream = m_ibColored.Lock(0, 0, LockFlags.None);
                stream.Write(coloredIndexList.ToArray());
                m_ibColored.Unlock();
            }
            m_vbColoredLength = coloredVertexTable.Count;
        }
コード例 #2
0
ファイル: DungeonBlock.cs プロジェクト: spazmodica/acrender
        /// <summary>
        /// Reads the dungeon block
        /// </summary>
        public uint ReadDungeonBlock()
        {
            uint lastFilePos = (uint)m_sourceFile.Position;

            try
            {
                m_sourceFile.PrepareFileForReading();

                uint fileId;
                if (m_myStartPos == 0)
                {
                    // file id, assert that it matches the file
                    fileId = m_sourceFile.ReadUInt32();
                    Debug.Assert(fileId == m_sourceFile.FileId);

                    // flags & texture IDs
                    m_flags = m_sourceFile.ReadUInt32();
                }
                else
                {
                    m_sourceFile.Seek((uint)m_myStartPos);
                    m_sourceFile.AlignToDwordBoundary();
                    m_flags = 0xFFFFFFFF;
                    fileId  = 0xFFFFFFFF;
                }

                //Debug.Assert(m_flags == 0x01);   // check known flag values
                m_textureCount = m_sourceFile.ReadUInt32();     // index, perhaps?

                // unknown values
                m_t2TrifanCount        = m_sourceFile.ReadUInt32();
                m_t1TrifanCount        = m_sourceFile.ReadUInt32();
                m_unkBytesAfterTrifans = m_sourceFile.ReadUInt32();
                m_unk4 = m_sourceFile.ReadUInt32();

                // vertex data
                m_vertexCount = m_sourceFile.ReadUInt32();
                m_vertexInfo  = new VertexInfo[m_vertexCount];
                for (int i = 0; i < m_vertexCount; i++)
                {
                    m_vertexInfo[i].VertexIndex = m_sourceFile.ReadUInt16();
                    Debug.Assert(i == m_vertexInfo[i].VertexIndex);
                    m_vertexInfo[i].CUVDataLength = m_sourceFile.ReadUInt16();
                    m_vertexInfo[i].X             = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].Y             = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].Z             = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NX            = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NY            = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NZ            = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].CUVData       = new UV[m_vertexInfo[i].CUVDataLength];
                    for (int j = 0; j < m_vertexInfo[i].CUVDataLength; j++)
                    {
                        m_vertexInfo[i].CUVData[j].U = m_sourceFile.ReadSingle();
                        m_vertexInfo[i].CUVData[j].V = m_sourceFile.ReadSingle();
                    }
                }

                if (fileId == 0x0d0000ca)
                {
                    Debugger.Break();
                }

                MeshParser meshParser = new MeshParser(m_sourceFile);

                T2TrifanSet =
                    meshParser.ParseTrifanSet(true, m_t2TrifanCount, TrifanType.T2, (int)m_unkBytesAfterTrifans);

                //TrifanInfo[] trifans = new TrifanInfo[(int)m_t1TrifanCount];
                //for (int i = 0; i < trifans.Length; i++)
                //{
                //    trifans[i] = meshParser.ParseTrifanInfo();
                //}

                T1TrifanSet = meshParser.ParseTrifanSet(true, m_t1TrifanCount, TrifanType.T1);

                if (!m_sourceFile.HasReachedEnd)
                {
                    uint nextVal = m_sourceFile.ReadUInt32();
                    if (nextVal == 1)
                    {
                        BP tmpBP2 = meshParser.ParseTaggedRecord(TrifanType.T0);
                        m_sourceFile.AlignToDwordBoundary();
                    }
                    else
                    {
                        if (!m_sourceFile.HasReachedEnd)
                        {
                            // break, unknown condition
                            Debugger.Break();
                        }
                    }
                }

                // read tagged record, if needed
                if (!m_sourceFile.HasReachedEnd)
                {
                    m_taggedElementStart = m_sourceFile.Position;
                    m_taggedElement      = new DungeonBlock(m_sourceFile.CreateCopy(), m_taggedElementStart);
                    uint newPosition = m_taggedElement.ReadDungeonBlock();
                    m_sourceFile.Seek(newPosition);
                }

                Debug.Assert(m_sourceFile.HasReachedEnd);
            }
            finally
            {
                lastFilePos = (uint)m_sourceFile.Position;
                m_sourceFile.FileReadingComplete();
            }
            return(lastFilePos);
        }
コード例 #3
0
        public void ReInitializeWithoutTexturing()
        {
            // prepare vars
            m_coloredTrifans.Clear();
            m_texturedTrifans.Clear();

            // loop through the texturing info and determine for each of them what
            // type of decoration it is.
            m_decorations = new MeshDecoration[0];
            m_textures    = new Texture[0];


            // create a single trifan set of red trifans
            List <VertexLookup> coloredVertexTable = new List <VertexLookup>();
            List <ushort>       coloredIndexList   = new List <ushort>();

            for (int i = 0; i < (int)m_simpleMesh.SecondTrifanSet.TrifanCount; i++)
            {
                TrifanInfo trifan = m_simpleMesh.SecondTrifanSet.TrifanData[i];

                Color          color      = Color.Red;
                TrifanDrawInfo trifanInfo = new TrifanDrawInfo();
                trifanInfo.IndexBufferStart = (ushort)coloredIndexList.Count;
                trifanInfo.PrimitiveCount   = trifan.VertexCount - 2;
                for (int j = 0; j < trifan.VertexIndices.Length; j++)
                {
                    VertexLookup lookup = new VertexLookup(trifan.VertexIndices[j], 0, color);
                    ushort       vertexIndex;
                    if (!coloredVertexTable.Contains(lookup))
                    {
                        coloredVertexTable.Add(lookup);
                    }
                    vertexIndex = (ushort)coloredVertexTable.IndexOf(lookup);
                    coloredIndexList.Add(vertexIndex);
                }
                m_coloredTrifans.Add(i, trifanInfo);
            }

            // now create the actual index & vertex buffers

            // texture vb & ib
            m_vbTexturedLength = 0;

            // color vb & ib
            if (coloredVertexTable.Count > 0)
            {
                m_vbColored = new VertexBuffer(typeof(CustomVertex.PositionNormalColored),
                                               coloredVertexTable.Count, m_device, Usage.WriteOnly,
                                               CustomVertex.PositionNormalColored.Format, Pool.Managed);
                GraphicsStream stream = m_vbColored.Lock(0, 0, LockFlags.None);
                foreach (VertexLookup lookup in coloredVertexTable)
                {
                    VertexInfo vertex = m_simpleMesh.VertexInfo[(int)lookup.VertexId];
                    stream.Write(new CustomVertex.PositionNormalColored(vertex.X,
                                                                        vertex.Y, vertex.Z, vertex.NX, vertex.NY, vertex.NZ,
                                                                        lookup.Color.ToArgb()));
                }
                m_vbColored.Unlock();

                m_ibColored = new IndexBuffer(typeof(ushort), coloredIndexList.Count,
                                              m_device, Usage.WriteOnly, Pool.Managed);
                stream = m_ibColored.Lock(0, 0, LockFlags.None);
                stream.Write(coloredIndexList.ToArray());
                m_ibColored.Unlock();
            }
            m_vbColoredLength = coloredVertexTable.Count;
        }
コード例 #4
0
        /// <summary>
        /// reads the mesh from file into memory.
        /// </summary>
        public void ReadSimpleMesh()
        {
            bool breakAfterParsing = false;

            try
            {
                m_sourceFile.PrepareFileForReading();

                // file id, assert that it matches the file
                uint fileId = m_sourceFile.ReadUInt32();
                Debug.Assert(fileId == m_sourceFile.FileId);

                // flags & texture IDs
                m_flags = m_sourceFile.ReadUInt32();
                Debug.Assert(m_flags == 0x02 || m_flags == 0x03 || m_flags == 0x0a || m_flags == 0x0b);   // check known flag values

                if (fileId == 0x01000007)
                {
                    //Debugger.Break();
                }

                if (m_sourceFile.DatType == DatType.Portal_ToD)
                {
                    m_textureCount = m_sourceFile.ReadByte();
                }
                else
                {
                    m_textureCount = m_sourceFile.ReadUInt32();
                }
                m_textureInfo = new uint[m_textureCount];
                for (int i = 0; i < m_textureCount; i++)
                {
                    m_textureInfo[i] = m_sourceFile.ReadUInt32();
                }

                // unknown value, always 0x01
                uint unknown1 = m_sourceFile.ReadUInt32();
                Debug.Assert(unknown1 == 0x01);

                // vertex data
                m_vertexCount = m_sourceFile.ReadUInt32();
                m_vertexInfo  = new VertexInfo[m_vertexCount];
                for (int i = 0; i < m_vertexCount; i++)
                {
                    m_vertexInfo[i].VertexIndex = m_sourceFile.ReadUInt16();
                    Debug.Assert(i == m_vertexInfo[i].VertexIndex);
                    m_vertexInfo[i].CUVDataLength = m_sourceFile.ReadUInt16();
                    if (m_vertexInfo[i].CUVDataLength < m_textureCount)
                    {
                        breakAfterParsing = true;
                    }
                    m_vertexInfo[i].X       = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].Y       = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].Z       = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NX      = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NY      = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].NZ      = m_sourceFile.ReadSingle();
                    m_vertexInfo[i].CUVData = new UV[m_vertexInfo[i].CUVDataLength];
                    for (int j = 0; j < m_vertexInfo[i].CUVDataLength; j++)
                    {
                        m_vertexInfo[i].CUVData[j].U = m_sourceFile.ReadSingle();
                        m_vertexInfo[i].CUVData[j].V = m_sourceFile.ReadSingle();
                    }
                }

                // look at the flags and decide what comes next. The two least significant
                // bits decide on how many substructures will follow (one or two).
                bool       hasSetOne  = ((m_flags & 0x01) == 0x01);
                bool       hasSetTwo  = ((m_flags & 0x02) == 0x02);
                MeshParser meshParser = new MeshParser(m_sourceFile);

                if (hasSetOne)
                {
                    m_firstTrifanSet = meshParser.ParseTrifanSet(true, m_sourceFile.ReadUInt32(), TrifanType.T1);
                }
                if (hasSetTwo)
                {
                    meshParser.ReadThreeFloats(out m_unknown3_a, out m_unknown3_b, out m_unknown3_c);

                    uint trifanCount;

                    if (m_sourceFile.DatType == DatType.Portal_ToD)
                    {
                        trifanCount = m_sourceFile.ReadByte();
                    }
                    else
                    {
                        trifanCount = m_sourceFile.ReadUInt32();
                    }
                    m_secondTrifanSet = meshParser.ParseTrifanSet(true, trifanCount, TrifanType.T0);
                }

                if (m_sourceFile.DatType == DatType.Portal_ToD)
                {
                    if ((m_flags & 0x08) == 0x08)
                    {
                        // read uint 32 directing us at some 0x11?????? file
                        uint elevenFile = m_sourceFile.ReadUInt32();
                    }
                }

                Debug.Assert(m_sourceFile.HasReachedEnd);
            }
            finally
            {
                m_sourceFile.FileReadingComplete();
            }
            if (breakAfterParsing)
            {
                //Debugger.Break();
            }
        }