public Material(SectionHeader header, Stream stream) : base(header, stream) { SectionHeader.Read(stream); var reader = new BinaryReader(stream); Flags = reader.ReadUInt32(); Colour = new Color4(reader); reader.ReadUInt32(); TextureCount = reader.ReadUInt32(); Textures = new Texture[TextureCount]; Ambient = reader.ReadSingle(); Smoothness = reader.ReadSingle(); Specular = 1f - reader.ReadSingle(); for (var i = 0; i < TextureCount; ++i) { Textures[i] = ReadSection<Texture>(); } var extensions = ReadSection<Extension>(); var smoothness = Smoothness; var specular = Specular; extensions.ForEach<ReflectionMaterial>(x => specular = x.Intensity); extensions.ForEach<SpecularMaterial>(x => smoothness = x.SpecularLevel); Smoothness = smoothness; Specular = specular; }
public static Color32 Convert(Color4 clr) { return new Color32(clr.R, clr.G, clr.B, clr.A); }
public Geometry(SectionHeader header, Stream stream) : base(header, stream) { var dataHeader = SectionHeader.Read(stream); var reader = new BinaryReader(stream); Flags = (GeometryFlag) reader.ReadUInt16(); var uvCount = reader.ReadByte(); // uv count reader.ReadByte(); // native flags FaceCount = reader.ReadUInt32(); VertexCount = reader.ReadUInt32(); FrameCount = reader.ReadUInt32(); if (dataHeader.Version == 4099) { Ambient = reader.ReadSingle(); Diffuse = reader.ReadSingle(); Specular = reader.ReadSingle(); } if ((Flags & GeometryFlag.Colors) != 0) { Colours = new Color4[VertexCount]; for (var i = 0; i < VertexCount; ++i) { Colours[i] = new Color4(reader); } } if ((Flags & (GeometryFlag.TexCoords | GeometryFlag.TexCoords2)) != 0) { TexCoords = new Vector2[uvCount][]; for (var j = 0; j < uvCount; ++j) { var uvs = TexCoords[j] = new Vector2[VertexCount]; for (var i = 0; i < VertexCount; ++i) { uvs[i] = new Vector2(reader); } } } Faces = new FaceInfo[FaceCount]; for (var i = 0; i < FaceCount; ++i) { Faces[i] = new FaceInfo(reader); } BoundingSphere = new BoundingSphere(reader); HasPosition = reader.ReadUInt32(); HasNormals = reader.ReadUInt32(); if (HasPosition > 1 || HasNormals > 1) { throw new Exception("Well there you go"); } if ((Flags & GeometryFlag.VertexTranslation) != 0) { Vertices = new Vector3[VertexCount]; for (var i = 0; i < VertexCount; ++i) { Vertices[i] = new Vector3(reader); } } if ((Flags & GeometryFlag.Normals) != 0) { Normals = new Vector3[VertexCount]; for (var i = 0; i < VertexCount; ++i) { Normals[i] = new Vector3(reader); } } Materials = ReadSection<MaterialList>().Materials; var extensions = ReadSection<Extension>(); MaterialSplits = extensions.FirstOrDefault<MaterialSplitList>().MaterialSplits; Skinning = extensions.FirstOrDefault<Skin>(); }