コード例 #1
0
        private void AddPlane(SharpDevice device, PlaneSector_000A planeSection)
        {
            if (planeSection.leftSection is AtomicSector_0009 al)
            {
                AddAtomic(device, al);
            }
            else if (planeSection.leftSection is PlaneSector_000A pl)
            {
                AddPlane(device, pl);
            }
            else
            {
                throw new Exception();
            }

            if (planeSection.rightSection is AtomicSector_0009 ar)
            {
                AddAtomic(device, ar);
            }
            else if (planeSection.rightSection is PlaneSector_000A pr)
            {
                AddPlane(device, pr);
            }
            else
            {
                throw new Exception();
            }
        }
コード例 #2
0
 /// <summary>
 /// Draw Mesh
 /// </summary>
 public void Draw(SharpDevice Device)
 {
     Device.DeviceContext.InputAssembler.PrimitiveTopology = primitiveTopology;
     Device.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, VertexSize, 0));
     Device.DeviceContext.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
     Device.DeviceContext.DrawIndexed(SubSets[0].IndexCount, 0, 0);
 }
コード例 #3
0
 /// <summary>
 /// Draw all vertices as points
 /// </summary>
 /// <param name="count"></param>
 public void DrawPoints(SharpDevice Device, int count = int.MaxValue)
 {
     Device.DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
     Device.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, VertexSize, 0));
     Device.DeviceContext.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
     Device.DeviceContext.DrawIndexed(Math.Min(count, SubSets[0].IndexCount), 0, 0);
 }
コード例 #4
0
ファイル: Program.cs プロジェクト: laetemn/HeroesPowerPlant
        static void Main()
        {
            System.Threading.Thread.CurrentThread.CurrentCulture = new System.Globalization.CultureInfo("en-us");

            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            if (!SharpDevice.IsDirectX11Supported())
            {
                MessageBox.Show("DirectX11 feature level 11.0 is required to run Heroes Power Plant. Maximum supported feature level is " + SharpDevice.GetSupportedFeatureLevel().ToString() + ". Please update your DirectX.");
                return;
            }

            MainForm = new MainForm.MainForm();

            Application.Run(MainForm);

            try
            {
            }
            catch (Exception ex)
            {
                MessageBox.Show($"Unhandled Exception in Power Plant: {ex.Message} {ex.InnerException} {ex.StackTrace}");
            }
        }
コード例 #5
0
 /// <summary>
 /// Create From Vertices and Indices array
 /// </summary>
 /// <typeparam name="VType">Vertex Type</typeparam>
 /// <param name="device">Device</param>
 /// <param name="vertices">Vertices</param>
 /// <param name="indices">Indices</param>
 /// <returns>Mesh</returns>
 public static SharpMesh Create <VType>(SharpDevice device, VType[] vertices, int[] indices, List <SharpSubSet> SubSets,
                                        PrimitiveTopology topology = PrimitiveTopology.TriangleList) where VType : struct
 {
     return(new SharpMesh(device)
     {
         VertexBuffer = Buffer11.Create <VType>(device.Device, BindFlags.VertexBuffer, vertices),
         IndexBuffer = Buffer11.Create(device.Device, BindFlags.IndexBuffer, indices),
         VertexSize = Utilities.SizeOf <VType>(),
         SubSets = SubSets,
         primitiveTopology = topology,
     });
 }
コード例 #6
0
        public static void SetSharpShader(SharpDevice device)
        {
            basicShader = new SharpShader(device, "Resources/SharpDX/Shader_Basic.hlsl",
                                          new SharpShaderDescription()
            {
                VertexShaderFunction = "VS", PixelShaderFunction = "PS"
            },
                                          new InputElement[] {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0)
            });

            basicBuffer = basicShader.CreateBuffer <DefaultRenderData>();

            defaultShader = new SharpShader(device, "Resources/SharpDX/Shader_Default.hlsl",
                                            new SharpShaderDescription()
            {
                VertexShaderFunction = "VS", PixelShaderFunction = "PS"
            },
                                            new InputElement[] {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 12, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)
            });

            defaultBuffer = defaultShader.CreateBuffer <Matrix>();

            tintedShader = new SharpShader(device, "Resources/SharpDX/Shader_Tinted.hlsl",
                                           new SharpShaderDescription()
            {
                VertexShaderFunction = "VS", PixelShaderFunction = "PS"
            },
                                           new InputElement[] {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 12, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)
            });

            tintedBuffer = defaultShader.CreateBuffer <DefaultRenderData>();

            collisionShader = new SharpShader(device, "Resources/SharpDX/Shader_Collision.hlsl",
                                              new SharpShaderDescription()
            {
                VertexShaderFunction = "VS", PixelShaderFunction = "PS"
            },
                                              new InputElement[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 16, 0),
                new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 28, 0)
            });

            collisionBuffer = collisionShader.CreateBuffer <CollisionRenderData>();
        }
コード例 #7
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="device">Device</param>
        /// <param name="filename">Path of shader file</param>
        /// <param name="description">Description structure</param>
        /// <param name="elements">Input Layout Elements</param>
        public SharpShader(SharpDevice device, string filename, SharpShaderDescription description, InputElement[] elements)
        {
            Device = device;
            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.VertexShaderFunction, "vs_5_0");

            VertexShader = new VertexShader(Device.Device, vertexShaderByteCode);

            //create pixel shader
            if (!string.IsNullOrEmpty(description.PixelShaderFunction))
            {
                var pixelShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.PixelShaderFunction, "ps_5_0");
                PixelShader = new PixelShader(Device.Device, pixelShaderByteCode);
            }

            if (!string.IsNullOrEmpty(description.GeometryShaderFunction))
            {
                var geometryShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.GeometryShaderFunction, "gs_5_0");

                if (description.GeometrySO == null)
                {
                    GeometryShader = new GeometryShader(Device.Device, geometryShaderByteCode);
                }
                else
                {
                    int[] size = new int[] { description.GeometrySO.Select(e => e.ComponentCount * 4).Sum() };

                    GeometryShader = new GeometryShader(Device.Device, geometryShaderByteCode, description.GeometrySO, size, -1);
                }
            }

            if (!string.IsNullOrEmpty(description.DomainShaderFunction))
            {
                var domainShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.DomainShaderFunction, "ds_5_0");
                DomainShader = new DomainShader(Device.Device, domainShaderByteCode);
            }

            if (!string.IsNullOrEmpty(description.HullShaderFunction))
            {
                var hullShaderByteCode = ShaderBytecode.CompileFromFile(filename, description.HullShaderFunction, "hs_5_0");
                HullShader = new HullShader(Device.Device, hullShaderByteCode);
            }

            var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);

            // Layout from VertexShader input signature
            Layout = new InputLayout(Device.Device, signature, elements);
        }
コード例 #8
0
        /// <summary>
        /// Load texture from file
        /// </summary>
        /// <param name="device">Device</param>
        /// <param name="filename">Filename</param>
        /// <returns>Shader Resource View</returns>
        public static ShaderResourceView LoadTextureFromFile(this SharpDevice device, string filename)
        {
            string ext = System.IO.Path.GetExtension(filename);

            if (ext.ToLower() == ".dds")
            {
                return(CreateTextureFromDDS(device.Device, device.DeviceContext, System.IO.File.ReadAllBytes(filename), out bool isCube));
            }
            else if (ext.ToLower() == ".png")
            {
                return(CreateTextureFromBitmap(device.Device, device.DeviceContext, filename));
            }
            else
            {
                throw new Exception("Unsupported image format: " + filename);
            }
        }
コード例 #9
0
        public void Render(SharpDevice device)
        {
            foreach (SharpMesh mesh in meshList)
            {
                if (mesh == null)
                {
                    continue;
                }

                mesh.Begin(device);
                for (int i = 0; i < mesh.SubSets.Count(); i++)
                {
                    device.DeviceContext.PixelShader.SetShaderResource(0, mesh.SubSets[i].DiffuseMap);
                    mesh.Draw(device, i);
                }
            }
        }
コード例 #10
0
        public SharpRenderer(Control control)
        {
            ResetColors();

            Device = new SharpDevice(control, false);
            LoadModels();

            SharpFps = new SharpFPS
            {
                FPSLimit = float.MaxValue
            };
            Camera = new SharpCamera(SharpFps);

            Camera.ProjectionMatrix.AspectRatio = (float)control.ClientSize.Width / control.ClientSize.Height;

            SetSharpShader();
            LoadTexture();
        }
コード例 #11
0
        public SharpRenderer(Control control)
        {
            if (!SharpDevice.IsDirectX11Supported())
            {
                MessageBox.Show("DirectX11 Not Supported");
                return;
            }

            device = new SharpDevice(control);
            LoadModels();

            aspectRatio = (float)control.ClientSize.Width / control.ClientSize.Height;

            sharpFPS = new SharpFPS();
            sharpFPS.Reset();

            SetSharpShader(device);
        }
コード例 #12
0
        public void SetHeroesBSPList(SharpDevice device, Archive heroesONEfile)
        {
            Dispose();
            ReadFileMethods.isShadow = false;

            BSPList          = new List <RenderWareModelFile>(heroesONEfile.Files.Count);
            ShadowColBSPList = new List <RenderWareModelFile>();

            foreach (ArchiveFile file in heroesONEfile.Files)
            {
                if (!(new string[] { ".bsp", ".rg1", ".rx1" }.Contains(Path.GetExtension(file.Name).ToLower())))
                {
                    continue;
                }

                RenderWareModelFile TempBSPFile = new RenderWareModelFile(file.Name);
                TempBSPFile.SetChunkNumberAndName();
                byte[] uncompressedData = file.DecompressThis();
                TempBSPFile.SetForRendering(device, ReadFileMethods.ReadRenderWareFile(uncompressedData), uncompressedData);
                BSPList.Add(TempBSPFile);
            }
        }
コード例 #13
0
        void AddAtomic(SharpDevice device, AtomicSector_0009 AtomicSector)
        {
            if (AtomicSector.atomicSectorStruct.isNativeData)
            {
                AddNativeData(device, AtomicSector.atomicSectorExtension, MaterialList, Matrix.Identity);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            foreach (Vertex3 v in AtomicSector.atomicSectorStruct.vertexArray)
            {
                vertexList.Add(new VertexColoredTextured(new Vector3(v.X, v.Y, v.Z), new Vector2(), new SharpDX.Color()));
                vertexListG.Add(new Vector3(v.X, v.Y, v.Z));
            }

            if (!isShadowCollision)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = AtomicSector.atomicSectorStruct.colorArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }

                for (int i = 0; i < vertexList.Count; i++)
                {
                    Vertex2 tc = AtomicSector.atomicSectorStruct.uvArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                for (int j = 0; j < AtomicSector.atomicSectorStruct.triangleArray.Length; j++) // each (Triangle t in AtomicSector.atomicStruct.triangleArray)
                {
                    Triangle t = AtomicSector.atomicSectorStruct.triangleArray[j];
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        if (isShadowCollision)
                        {
                            RenderWareFile.Color c     = RenderWareFile.Color.FromString(MaterialList[i]);
                            SharpDX.Color        color = new SharpDX.Color(c.R, c.G, c.B, c.A);

                            VertexColoredTextured v1 = vertexList[t.vertex1];
                            v1.Color = color;
                            vertexList[t.vertex1] = v1;

                            VertexColoredTextured v2 = vertexList[t.vertex2];
                            v2.Color = color;
                            vertexList[t.vertex2] = v2;

                            VertexColoredTextured v3 = vertexList[t.vertex3];
                            v3.Color = color;
                            vertexList[t.vertex3] = v3;
                        }

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(MaterialList[i]), MaterialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += AtomicSector.atomicSectorStruct.vertexArray.Length;

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
コード例 #14
0
 /// <summary>
 /// Set all buffer and topology property to speed up rendering
 /// </summary>
 public void Begin(SharpDevice Device)
 {
     Device.DeviceContext.InputAssembler.PrimitiveTopology = primitiveTopology;
     Device.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VertexBuffer, VertexSize, 0));
     Device.DeviceContext.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
 }
コード例 #15
0
 private SharpMesh(SharpDevice device)
 {
     Device = device;
 }
コード例 #16
0
        public void SetForRendering(SharpDevice device, RWSection[] rwChunkList, byte[] rwByteArray)
        {
            rwSectionArray = rwChunkList;

            if (rwByteArray == null)
            {
                rwSectionByteArray = ReadFileMethods.ExportRenderWareFile(rwSectionArray, isShadowCollision ? LevelEditor.BSP_IO_ShadowCollision.shadowRenderWareVersion : LevelEditor.BSP_IO_Heroes.heroesRenderWareVersion);

#if RELEASE
                if (fileSizeCheck && rwSectionByteArray.Length > 450 * 1024)
                {
                    System.Windows.Forms.MessageBox.Show(fileName + " is a very large file. It might crash the game if you don't use TONER mod to enable the game to load bigger files than normally.");
                }
#endif
            }
            else
            {
                rwSectionByteArray = rwByteArray;
            }
            meshList = new List <SharpMesh>();

            vertexListG        = new List <Vector3>();
            triangleList       = new List <Triangle>();
            triangleListOffset = 0;

            foreach (RWSection rwSection in rwSectionArray)
            {
                if (rwSection is World_000B w)
                {
                    vertexAmount   = w.worldStruct.numVertices;
                    triangleAmount = w.worldStruct.numTriangles;

                    foreach (Material_0007 m in w.materialList.materialList)
                    {
                        if (isShadowCollision)
                        {
                            MaterialList.Add(m.materialStruct.color.ToString());
                        }
                        else if (m.texture != null)
                        {
                            MaterialList.Add(m.texture.diffuseTextureName.stringString);
                        }
                        else
                        {
                            MaterialList.Add(DefaultTexture);
                        }
                    }
                    if (w.firstWorldChunk is AtomicSector_0009 a)
                    {
                        AddAtomic(device, a);
                    }
                    else if (w.firstWorldChunk is PlaneSector_000A p)
                    {
                        AddPlane(device, p);
                    }
                }
                else if (rwSection is Clump_0010 c)
                {
                    for (int g = 0; g < c.geometryList.geometryList.Count; g++)
                    {
                        AddGeometry(device, c.geometryList.geometryList[g], CreateMatrix(c.frameList, c.atomicList[g].atomicStruct.frameIndex));
                    }
                }
            }
        }
コード例 #17
0
        void AddNativeData(SharpDevice device, Extension_0003 extension, List <string> MaterialStream, Matrix transformMatrix)
        {
            NativeDataGC n = null;

            foreach (RWSection rw in extension.extensionSectionList)
            {
                if (rw is BinMeshPLG_050E binmesh)
                {
                    if (binmesh.numMeshes == 0)
                    {
                        return;
                    }
                }
                if (rw is NativeDataPLG_0510 native)
                {
                    n = native.nativeDataStruct.nativeData;
                    break;
                }
            }

            if (n == null)
            {
                throw new Exception(ChunkName + ChunkNumber.ToString());
            }

            List <Vertex3> vertexList1            = new List <Vertex3>();
            List <Vertex3> normalList             = new List <Vertex3>();
            List <RenderWareFile.Color> colorList = new List <RenderWareFile.Color>();
            List <Vertex2> textCoordList          = new List <Vertex2>();

            foreach (Declaration d in n.declarations)
            {
                foreach (object o in d.entryList)
                {
                    if (d.declarationType == Declarations.Vertex)
                    {
                        vertexList1.Add((Vertex3)o);
                    }
                    else if (d.declarationType == Declarations.Color)
                    {
                        colorList.Add((RenderWareFile.Color)o);
                    }
                    else if (d.declarationType == Declarations.TextCoord)
                    {
                        textCoordList.Add((Vertex2)o);
                    }
                    else if (d.declarationType == Declarations.Normal)
                    {
                        normalList.Add((Vertex3)o);
                    }
                    else
                    {
                        throw new Exception();
                    }
                }
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();
            List <int>         indexList            = new List <int>();
            int                k = 0;
            int                previousAmount = 0;
            List <SharpSubSet> subSetList     = new List <SharpSubSet>();

            foreach (TriangleDeclaration td in n.triangleDeclarations)
            {
                foreach (TriangleList tl in td.TriangleListList)
                {
                    foreach (int[] objectList in tl.entries)
                    {
                        Vector3       position          = new Vector3();
                        SharpDX.Color color             = new SharpDX.Color(255, 255, 255, 255);
                        Vector2       textureCoordinate = new Vector2();
                        Vector3       normal            = new Vector3();

                        for (int j = 0; j < objectList.Count(); j++)
                        {
                            if (n.declarations[j].declarationType == Declarations.Vertex)
                            {
                                position = (Vector3)Vector3.Transform(
                                    new Vector3(
                                        vertexList1[objectList[j]].X,
                                        vertexList1[objectList[j]].Y,
                                        vertexList1[objectList[j]].Z),
                                    transformMatrix);
                            }
                            else if (n.declarations[j].declarationType == Declarations.Color)
                            {
                                color = new SharpDX.Color(colorList[objectList[j]].R, colorList[objectList[j]].G, colorList[objectList[j]].B, colorList[objectList[j]].A);
                                if (color.A == 0 || (color.R == 0 && color.G == 0 && color.B == 0))
                                {
                                    color = new SharpDX.Color(255, 255, 255, 255);
                                }
                            }
                            else if (n.declarations[j].declarationType == Declarations.TextCoord)
                            {
                                textureCoordinate.X = textCoordList[objectList[j]].X;
                                textureCoordinate.Y = textCoordList[objectList[j]].Y;
                            }
                            else if (n.declarations[j].declarationType == Declarations.Normal)
                            {
                                normal = new Vector3(
                                    normalList[objectList[j]].X,
                                    normalList[objectList[j]].Y,
                                    normalList[objectList[j]].Z);
                            }
                        }

                        vertexList.Add(new VertexColoredTextured(position, textureCoordinate, color));

                        indexList.Add(k);
                        k++;

                        vertexListG.Add(position);
                    }

                    subSetList.Add(new SharpSubSet(previousAmount, vertexList.Count() - previousAmount,
                                                   TextureManager.GetTextureFromDictionary(MaterialStream[td.MaterialIndex]), MaterialStream[td.MaterialIndex]));

                    previousAmount = vertexList.Count();
                }
            }

            if (vertexList.Count > 0)
            {
                for (int i = 2; i < indexList.Count; i++)
                {
                    triangleList.Add(new Triangle(0, (ushort)(i + triangleListOffset - 2), (ushort)(i + triangleListOffset - 1), (ushort)(i + triangleListOffset)));
                }

                triangleListOffset += vertexList.Count;

                meshList.Add(SharpMesh.Create(device, vertexList.ToArray(), indexList.ToArray(), subSetList, SharpDX.Direct3D.PrimitiveTopology.TriangleStrip));
            }
        }
コード例 #18
0
 /// <summary>
 /// Draw subset
 /// </summary>
 /// <param name="subset">Subsets</param>
 public void Draw(SharpDevice Device, int subset)
 {
     Device.DeviceContext.DrawIndexed(SubSets[subset].IndexCount, SubSets[subset].StartIndex, 0);
 }
コード例 #19
0
 /// <summary>
 /// Draw subset
 /// </summary>
 /// <param name="subset">Subsets</param>
 public void Draw(SharpDevice Device, int subset)
 {
     Device.DeviceContext.PixelShader.SetShaderResource(0, SubSets[subset].DiffuseMap);
     Device.DeviceContext.DrawIndexed(SubSets[subset].IndexCount, SubSets[subset].StartIndex, 0);
 }
コード例 #20
0
        public static ShaderResourceView LoadTextureFromRenderWareNative(this SharpDevice device, TextureNativeStruct_0001 tnStruct)
        {
            Format format = Format.Unknown;

            if (tnStruct.compression == 0)
            {
                //if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_C1555) != 0)
                //    format = Format.B5G5R5A1_UNorm;
                //if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_C4444) != 0)
                //    format = Format.B4G4R4A4_UNorm;
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_C555) != 0)
                //    format = Format.B5G5R5A1_UNorm;
                if ((tnStruct.rasterFormatFlags & (TextureRasterFormat)0x0F00) == TextureRasterFormat.RASTER_C565)
                {
                    format = Format.B5G6R5_UNorm;
                }
                if ((tnStruct.rasterFormatFlags & (TextureRasterFormat)0x0F00) == TextureRasterFormat.RASTER_C8888)
                {
                    format = Format.B8G8R8A8_UNorm;
                }
                if ((tnStruct.rasterFormatFlags & (TextureRasterFormat)0x0F00) == TextureRasterFormat.RASTER_C888)
                {
                    format = Format.B8G8R8A8_UNorm;
                }
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_D16) != 0)
                //    format = Format.D16_UNorm;
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_D24) != 0)
                //    format = Format.D24_UNorm_S8_UInt;
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_D32) != 0)
                //    format = Format.D32_Float;
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_PAL4) != 0)
                //    format = Format.P8;
                //else if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_PAL8) != 0)
                //    format = Format.P8;
            }
            else if (tnStruct.compression == 1)
            {
                format = Format.BC1_UNorm;
            }
            else
            {
                return(null);
            }

            if (format == Format.Unknown)
            {
                throw new Exception(tnStruct.textureName);
            }

            MipMapEntry[] mipMaps;

            if ((tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_PAL4) != 0 | (tnStruct.rasterFormatFlags & TextureRasterFormat.RASTER_PAL8) != 0)
            {
                mipMaps = ConvertFromPalette(tnStruct.mipMaps, tnStruct.mipMapCount, tnStruct.rasterFormatFlags, tnStruct.palette);
                if (tnStruct.platformType == 5)
                {
                    format = Format.R8G8B8A8_UNorm;
                }
            }
            else
            {
                mipMaps = tnStruct.mipMaps;
            }

            DataRectangle[] dataRectangles = FillInitData(mipMaps, tnStruct.width, tnStruct.height, tnStruct.bitDepth, tnStruct.mipMapCount, format);
            Texture2D       buffer         = null;

            while (buffer == null)
            {
                try
                {
                    buffer = new Texture2D(device.Device, new Texture2DDescription()
                    {
                        MipLevels         = tnStruct.mipMapCount,
                        Format            = format,
                        Width             = tnStruct.width,
                        Height            = tnStruct.height,
                        ArraySize         = 1,
                        BindFlags         = BindFlags.ShaderResource,
                        Usage             = ResourceUsage.Default,
                        SampleDescription = new SampleDescription(1, 0),
                        OptionFlags       = ResourceOptionFlags.None,
                    }, dataRectangles);
                }
                catch
                {
                }
            }

            ShaderResourceView resourceView = new ShaderResourceView(device.Device, buffer);

            buffer.Dispose();

            return(resourceView);
        }
コード例 #21
0
        private void AddGeometry(SharpDevice device, Geometry_000F g, Matrix transformMatrix)
        {
            List <string> MaterialList = new List <string>();

            foreach (Material_0007 m in g.materialList.materialList)
            {
                if (m.texture != null)
                {
                    string textureName = m.texture.diffuseTextureName.stringString;
                    if (!MaterialList.Contains(textureName))
                    {
                        MaterialList.Add(textureName);
                    }
                }
                else
                {
                    MaterialList.Add(DefaultTexture);
                }
            }

            if ((g.geometryStruct.geometryFlags2 & GeometryFlags2.isNativeGeometry) != 0)
            {
                AddNativeData(device, g.geometryExtension, MaterialList, transformMatrix);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexPositions) != 0)
            {
                foreach (Vertex3 v in g.geometryStruct.morphTargets[0].vertices)
                {
                    Vector3 Position = (Vector3)Vector3.Transform(new Vector3(v.X, v.Y, v.Z), transformMatrix);

                    vertexList.Add(new VertexColoredTextured(Position, new Vector2(), SharpDX.Color.White));
                    vertexListG.Add(Position);
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexColors) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = g.geometryStruct.vertexColors[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }
            }
            else
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    VertexColoredTextured v = vertexList[i];
                    v.Color       = SharpDX.Color.White;
                    vertexList[i] = v;
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasTextCoords) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    Vertex2 tc = g.geometryStruct.textCoords[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                foreach (Triangle t in g.geometryStruct.triangles)
                {
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(MaterialList[i]), MaterialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += vertexList.Count;

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
コード例 #22
0
        private void AddGeometry(SharpDevice device, Geometry_000F g, Matrix transformMatrix)
        {
            List <string> materialList = new List <string>();

            foreach (Material_0007 m in g.materialList.materialList)
            {
                if (m.texture != null)
                {
                    string textureName = m.texture.diffuseTextureName.stringString;
                    materialList.Add(textureName);
                }
                else
                {
                    materialList.Add(DefaultTexture);
                }
            }

            if ((g.geometryStruct.geometryFlags2 & GeometryFlags2.isNativeGeometry) != 0)
            {
                AddNativeData(device, g.geometryExtension, materialList, transformMatrix);
                return;
            }

            List <Vector3>       vertexList1   = new List <Vector3>();
            List <Vector3>       normalList    = new List <Vector3>();
            List <Vector2>       textCoordList = new List <Vector2>();
            List <SharpDX.Color> colorList     = new List <SharpDX.Color>();

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexPositions) != 0)
            {
                MorphTarget m = g.geometryStruct.morphTargets[0];
                foreach (Vertex3 v in m.vertices)
                {
                    Vector3 pos = (Vector3)Vector3.Transform(new Vector3(v.X, v.Y, v.Z), transformMatrix);
                    vertexList1.Add(pos);
                    vertexListG.Add(pos);
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasNormals) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    normalList.Add(new Vector3(g.geometryStruct.morphTargets[0].normals[i].X, g.geometryStruct.morphTargets[0].normals[i].Y, g.geometryStruct.morphTargets[0].normals[i].Z));
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexColors) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    RenderWareFile.Color c = g.geometryStruct.vertexColors[i];
                    colorList.Add(new SharpDX.Color(c.R, c.G, c.B, c.A));
                }
            }
            else
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    colorList.Add(new SharpDX.Color(1f, 1f, 1f, 1f));
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasTextCoords) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    Vertex2 tc = g.geometryStruct.textCoords[i];
                    textCoordList.Add(new Vector2(tc.X, tc.Y));
                }
            }
            else
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    textCoordList.Add(new Vector2());
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < materialList.Count; i++)
            {
                foreach (Triangle t in g.geometryStruct.triangles)
                {
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(materialList[i]), materialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += vertexList1.Count;

            if (SubsetList.Count > 0)
            {
                VertexColoredTextured[] vertices = new VertexColoredTextured[vertexList1.Count];
                for (int i = 0; i < vertices.Length; i++)
                {
                    vertices[i] = new VertexColoredTextured(vertexList1[i], textCoordList[i], colorList[i]);
                }
                meshList.Add(SharpMesh.Create(device, vertices, indexList.ToArray(), SubsetList));
            }
        }