public Chunk_MOTV(WMOFile file) : base(file, "MOTV", Magic) { int uvCount = (int)ChunkSize / 8; uvData = new UV[uvCount]; for (int i = 0; i < uvCount; i++) uvData[i] = UV.Read(file); LogWrite("Loaded " + uvCount + " UVs."); }
public Vert(Position point, UV uv = null, int offset = -1) { Point = point; UV = uv; Offset = offset; }
public override void Work() { LogWrite("Beginning export of {0}...", mapName); TextureBox texProvider = new TextureBox(); WaveFrontWriter ob = new WaveFrontWriter(fileName, texProvider, true, true, false); try { if (!Program.IsCASCReady) throw new MapExportException("CASC file engine is not loaded."); string wdtPath = string.Format(@"World\Maps\{0}\{0}.wdt", mapName); Program.CASCEngine.SaveFileTo(wdtPath, Constants.TEMP_DIRECTORY); WDTFile headerFile = new WDTFile(Path.Combine(Constants.TEMP_DIRECTORY, wdtPath)); headerFile.parse(); if (!headerFile.Chunks.Any(c => c.ChunkID == Formats.WDT.Chunk_MPHD.Magic)) throw new MapExportException("Invalid map header (WDT)"); // ToDo: Check if world WMO exists and load it. // Ensure we have a MAIN chunk before trying to process terrain. Formats.WDT.Chunk_MAIN mainChunk = (Formats.WDT.Chunk_MAIN)headerFile.Chunks.Where(c => c.ChunkID == Formats.WDT.Chunk_MAIN.Magic).FirstOrDefault(); Formats.WDT.Chunk_MPHD headerChunk = (Formats.WDT.Chunk_MPHD)headerFile.Chunks.Where(c => c.ChunkID == Formats.WDT.Chunk_MPHD.Magic).FirstOrDefault(); if (mainChunk != null && headerChunk != null) { // Pre-calculate UV mapping for terrain. UV[,,] uvMaps = new UV[8,8,5]; for (int x = 0; x < 8; x++) { for (int y = 0; y < 8; y++) { float uTL = 1 - (0.125f * x); float vTL = 1 - (0.125f * y); float uBR = uTL - 0.125f; float vBR = vTL - 0.125f; int aX = 7 - x; uvMaps[aX, y, 0] = new UV(uBR, vTL); // TL uvMaps[aX, y, 1] = new UV(uBR, vBR); // TR uvMaps[aX, y, 2] = new UV(uTL, vTL); // BL uvMaps[aX, y, 3] = new UV(uTL, vBR); // BR uvMaps[aX, y, 4] = new UV(uTL - 0.0625f, vTL - 0.0625f); } } int meshIndex = 1; int wmoIndex = 1; // Create a directory for map data (alpha maps, etc). string dataDirRaw = string.Format("{0}.data", Path.GetFileNameWithoutExtension(fileName)); string dataDir = Path.Combine(Path.GetDirectoryName(fileName), dataDirRaw); if (!Directory.Exists(dataDir)) Directory.CreateDirectory(dataDir); Dictionary<byte[], uint> texCache = new Dictionary<byte[], uint>(new ByteArrayComparer()); for (int y = 0; y < 64; y++) { for (int x = 0; x < 64; x++) { if (mainChunk.map[x, y] && ShouldInclude(x, y)) { string pathBase = string.Format(@"World\Maps\{0}\{0}_{1}_{2}", mapName, x, y); string adtPath = pathBase + ".adt"; string texPath = pathBase + "_tex0.adt"; string objPath = pathBase + "_obj0.adt"; Program.CASCEngine.SaveFileTo(adtPath, Constants.TEMP_DIRECTORY); Program.CASCEngine.SaveFileTo(texPath, Constants.TEMP_DIRECTORY); Program.CASCEngine.SaveFileTo(objPath, Constants.TEMP_DIRECTORY); string adtTempPath = Path.Combine(Constants.TEMP_DIRECTORY, adtPath); string texTempPath = Path.Combine(Constants.TEMP_DIRECTORY, texPath); string objTempPath = Path.Combine(Constants.TEMP_DIRECTORY, objPath); try { ADTFile adt = new ADTFile(adtTempPath, ADTFileType.ROOT); adt.parse(); ADTFile tex = new ADTFile(texTempPath, ADTFileType.TEX); tex.parse(); ADTFile obj = new ADTFile(objTempPath, ADTFileType.OBJ); obj.parse(); // Textures Chunk_MTEX texChunk = (Chunk_MTEX)tex.getChunk(Chunk_MTEX.Magic); uint texIndex = 0; Bitmap[] textureData = new Bitmap[texChunk.textures.count()]; foreach (KeyValuePair<int, string> texture in texChunk.textures.raw()) { string texFile = texture.Value; string tempPath = Path.Combine(Constants.TEMP_DIRECTORY, texFile); if (!File.Exists(tempPath)) Program.CASCEngine.SaveFileTo(texFile, Constants.TEMP_DIRECTORY); using (BlpFile blp = new BlpFile(File.OpenRead(tempPath))) textureData[texIndex] = blp.GetBitmap(0); texIndex++; } Chunk_MCNK[] soupChunks = adt.getChunksByID(Chunk_MCNK.Magic).Cast<Chunk_MCNK>().ToArray(); Chunk_MCNK[] layerChunks = tex.getChunksByID(Chunk_MCNK.Magic).Cast<Chunk_MCNK>().ToArray(); // Terrain for (int i = 0; i < 256; i++) { Chunk_MCNK soupChunk = soupChunks[i]; Chunk_MCNK layerChunk = layerChunks[i]; // Terrain chunks Chunk_MCVT hmChunk = (Chunk_MCVT)soupChunk.getChunk(Chunk_MCVT.Magic); Chunk_MCNR nChunk = (Chunk_MCNR)soupChunk.getChunk(Chunk_MCNR.Magic); // Texture chunks Chunk_MCLY layers = (Chunk_MCLY)layerChunk.getChunk(Chunk_MCLY.Magic); // Alpha mapping Chunk_MCAL alphaMapChunk = (Chunk_MCAL)layerChunk.getChunk(Chunk_MCAL.Magic, false); string texFileName = string.Format("baked_{0}_{1}_{2}.png", x, y, i); string texFilePath = Path.Combine(dataDir, texFileName); EventManager.Trigger_LoadingPrompt(string.Format("Rendering tile {0} at {1},{2}...", i + 1, x, y)); uint texFaceIndex = 0; if (!File.Exists(texFilePath)) { Bitmap bmpBase = new Bitmap(layers.layers.Length > 0 ? textureData[layers.layers[0].textureID] : blank); using (Graphics baseG = Graphics.FromImage(bmpBase)) using (ImageAttributes att = new ImageAttributes()) { att.SetWrapMode(WrapMode.TileFlipXY); baseG.CompositingQuality = CompositingQuality.HighQuality; baseG.InterpolationMode = InterpolationMode.HighQualityBicubic; baseG.CompositingMode = CompositingMode.SourceOver; for (int mI = 1; mI < layers.layers.Length; mI++) // First layer never has an alpha map { byte[,] alphaMap; MCLYLayer layer = layers.layers[mI]; bool headerFlagSet = ((headerChunk.flags & 0x4) == 0x4) || ((headerChunk.flags & 0x80) == 0x80); bool layerFlagSet = ((layer.flags & 0x200) == 0x200); bool fixAlphaMap = !((soupChunk.flags & 0x200) == 0x200); if (layerFlagSet) alphaMap = alphaMapChunk.parse(Chunk_MCAL.CompressType.COMPRESSED, layer.ofsMCAL, fixAlphaMap); else alphaMap = alphaMapChunk.parse(headerFlagSet ? Chunk_MCAL.CompressType.UNCOMPRESSED_4096 : Chunk_MCAL.CompressType.UNCOMPRESSED_2048, layer.ofsMCAL, fixAlphaMap); Bitmap bmpRawTex = textureData[layer.textureID]; Bitmap bmpAlphaMap = new Bitmap(64, 64); for (int drawX = 0; drawX < 64; drawX++) for (int drawY = 0; drawY < 64; drawY++) bmpAlphaMap.SetPixel(drawX, drawY, Color.FromArgb(alphaMap[drawX, drawY], 0, 0, 0)); Bitmap bmpAlphaMapScaled = new Bitmap(bmpRawTex.Width, bmpRawTex.Height); using (Graphics g = Graphics.FromImage(bmpAlphaMapScaled)) { g.CompositingQuality = CompositingQuality.HighQuality; g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.CompositingMode = CompositingMode.SourceCopy; g.DrawImage(bmpAlphaMap, new Rectangle(0, 0, bmpAlphaMapScaled.Width, bmpAlphaMapScaled.Height), 0, 0, bmpAlphaMap.Width, bmpAlphaMap.Height, GraphicsUnit.Pixel, att); } bmpAlphaMap.Dispose(); Bitmap bmpTex = new Bitmap(bmpRawTex.Width, bmpRawTex.Height); for (int drawX = 0; drawX < bmpRawTex.Width; drawX++) { for (int drawY = 0; drawY < bmpRawTex.Height; drawY++) { // Hacky fix to flip the texture. // Remove this if we fix the terrain read-order. int sourceX = (bmpRawTex.Width - 1) - drawX; //int sourceY = (bmpRawTex.Height - 1) - drawY; bmpTex.SetPixel(sourceX, drawY, Color.FromArgb( bmpAlphaMapScaled.GetPixel(drawX, drawY).A, bmpRawTex.GetPixel(drawX, drawY).R, bmpRawTex.GetPixel(drawX, drawY).G, bmpRawTex.GetPixel(drawX, drawY).B )); } } bmpAlphaMapScaled.Dispose(); baseG.DrawImage(bmpTex, 0, 0, bmpBase.Width, bmpBase.Height); } using (MemoryStream str = new MemoryStream()) using (MD5 md5 = MD5.Create()) { bmpBase.Save(str, ImageFormat.Png); byte[] raw = md5.ComputeHash(str.ToArray()); uint cacheID; if (texCache.TryGetValue(raw, out cacheID)) { // Cache found, use that instead. texFaceIndex = cacheID; } else { // No cache found, store new. bmpBase.Save(texFilePath); texProvider.addTexture(-1, Path.Combine(dataDirRaw, texFileName)); cacheID = (uint)texProvider.LastIndex; texFaceIndex = cacheID; texCache.Add(raw, cacheID); } } bmpBase.Dispose(); } } Mesh mesh = new Mesh("Terrain Mesh #" + meshIndex); meshIndex++; int v = 0; float pX = soupChunk.position.X; float pY = -soupChunk.position.Y; float pZ = soupChunk.position.Z; int ofs = 10; for (int sX = 8; sX > 0; sX--) { for (int sY = 1; sY < 9; sY++) { int cIndex = ofs - 1; int blIndex = cIndex - 9; int tlIndex = cIndex + 8; float tr = hmChunk.vertices[tlIndex + 1]; float tl = hmChunk.vertices[tlIndex]; float br = hmChunk.vertices[blIndex + 1]; float bl = hmChunk.vertices[blIndex]; float c = hmChunk.vertices[cIndex]; float oX = pX + (sX * ADTFile.TILE_SIZE); float oY = pY + (sY * ADTFile.TILE_SIZE); // Apply UV mapping for (int uv = 0; uv < 5; uv++) mesh.addUV(uvMaps[sX - 1, sY - 1, uv]); // Apply verts mesh.addVert(new Position(oX, tl + pZ, oY)); mesh.addVert(new Position(oX, tr + pZ, oY + ADTFile.TILE_SIZE)); mesh.addVert(new Position(oX + ADTFile.TILE_SIZE, bl + pZ, oY)); mesh.addVert(new Position(oX + ADTFile.TILE_SIZE, br + pZ, oY + ADTFile.TILE_SIZE)); mesh.addVert(new Position(oX + (ADTFile.TILE_SIZE / 2), c + pZ, oY + (ADTFile.TILE_SIZE / 2))); // Normals mesh.addNormal(nChunk.normals[tlIndex]); mesh.addNormal(nChunk.normals[tlIndex + 1]); mesh.addNormal(nChunk.normals[blIndex]); mesh.addNormal(nChunk.normals[blIndex + 1]); mesh.addNormal(nChunk.normals[cIndex]); // Faces mesh.addFace(texFaceIndex, v, v + 2, v + 4); mesh.addFace(texFaceIndex, v + 1, v + 3, v + 4); mesh.addFace(texFaceIndex, v, v + 1, v + 4); mesh.addFace(texFaceIndex, v + 2, v + 3, v + 4); v += 5; ofs += 1; } ofs += 9; } ob.addMesh(mesh); } // Parse WMO objects that appear in the world. EventManager.Trigger_LoadingPrompt("Constructing buildings..."); Chunk_MWID wmoIndexChunk = (Chunk_MWID)obj.getChunk(Chunk_MWID.Magic, false); Chunk_MWMO wmoModelChunk = (Chunk_MWMO)obj.getChunk(Chunk_MWMO.Magic, false); Chunk_MODF wmoRefChunk = (Chunk_MODF)obj.getChunk(Chunk_MODF.Magic, false); if (wmoIndexChunk != null && wmoModelChunk != null && wmoRefChunk != null) { foreach (Chunk_MODF.MODFEntry entry in wmoRefChunk.entries) { string wmoModel = wmoModelChunk.objects.get((int)wmoIndexChunk.offsets[entry.entry]); List<CASCFile> groupSearch = CASCSearch.Search(Path.Combine(Path.GetDirectoryName(wmoModel), Path.GetFileNameWithoutExtension(wmoModel)), CASCSearch.SearchType.STARTS_WITH); if (groupSearch.Count > 0) { // Set-up root/group files for the WMO. WMOFile wmo = null; List<WMOFile> groupFiles = new List<WMOFile>(groupSearch.Count - 1); string rootName = Path.GetFileName(wmoModel).ToLower(); foreach (CASCFile file in groupSearch) { Program.CASCEngine.SaveFileTo(file.FullName, Constants.TEMP_DIRECTORY); string tempPath = Path.Combine(Constants.TEMP_DIRECTORY, file.FullName); if (file.FullName.ToLower().EndsWith(rootName)) wmo = new WMOFile(tempPath, true); else groupFiles.Add(new WMOFile(tempPath, false)); } foreach (WMOFile groupFile in groupFiles) wmo.addGroupFile(groupFile); groupFiles.Clear(); wmo.parse(); // Export/register textures needed for this WMO. Formats.WMO.Chunk_MOTX wmoTexChunk = (Formats.WMO.Chunk_MOTX)wmo.getChunk(Formats.WMO.Chunk_MOTX.Magic); Dictionary<int, int> wmoTexMap = new Dictionary<int, int>(); foreach (KeyValuePair<int, string> node in wmoTexChunk.textures.raw()) { string tempPath = Path.Combine(Constants.TEMP_DIRECTORY, node.Value); string dumpPath = Path.Combine(Path.GetDirectoryName(node.Value), Path.GetFileNameWithoutExtension(node.Value) + ".png"); // Extract if (!File.Exists(tempPath)) Program.CASCEngine.SaveFileTo(node.Value, Constants.TEMP_DIRECTORY); // Convert using (BlpFile blp = new BlpFile(File.OpenRead(tempPath))) using (Bitmap bmp = blp.GetBitmap(0)) { string dumpLoc = Path.Combine(dataDir, dumpPath); Directory.CreateDirectory(Path.GetDirectoryName(dumpLoc)); bmp.Save(dumpLoc); } // Register texProvider.addTexture(-1, Path.Combine(dataDirRaw, dumpPath)); wmoTexMap.Add(node.Key, texProvider.LastIndex); } Formats.WMO.Chunk_MOGN wmoNameChunk = (Formats.WMO.Chunk_MOGN)wmo.getChunk(Formats.WMO.Chunk_MOGN.Magic); Formats.WMO.Chunk_MOMT wmoMatChunk = (Formats.WMO.Chunk_MOMT)wmo.getChunk(Formats.WMO.Chunk_MOMT.Magic); foreach (Chunk_Base rawChunk in wmo.getChunksByID(Formats.WMO.Chunk_MOGP.Magic)) { Formats.WMO.Chunk_MOGP chunk = (Formats.WMO.Chunk_MOGP)rawChunk; string meshName = wmoNameChunk.data.get((int)chunk.groupNameIndex); // Skip antiportals. if (meshName.ToLower().Equals("antiportal")) continue; Mesh mesh = new Mesh(string.Format("WMO{0}_{1}", wmoIndex, meshName)); // Populate mesh with vertices. Formats.WMO.Chunk_MOVT vertChunk = (Formats.WMO.Chunk_MOVT)chunk.getChunk(Formats.WMO.Chunk_MOVT.Magic); foreach (Position vertPos in vertChunk.vertices) mesh.addVert(new Position(entry.position.X + vertPos.X, entry.position.Y + vertPos.Y, entry.position.Z + vertPos.Z)); // Populate mesh with UVs. Formats.WMO.Chunk_MOTV uvChunk = (Formats.WMO.Chunk_MOTV)chunk.getChunk(Formats.WMO.Chunk_MOTV.Magic); foreach (UV uv in uvChunk.uvData) mesh.addUV(uv); // Populate mesh with normals. Formats.WMO.Chunk_MONR normChunk = (Formats.WMO.Chunk_MONR)chunk.getChunk(Formats.WMO.Chunk_MONR.Magic); foreach (Position norm in normChunk.normals) mesh.addNormal(norm); // Populate mesh with triangles (faces). Formats.WMO.Chunk_MOVI faceChunk = (Formats.WMO.Chunk_MOVI)chunk.getChunk(Formats.WMO.Chunk_MOVI.Magic); Formats.WMO.Chunk_MOPY faceMatChunk = (Formats.WMO.Chunk_MOPY)chunk.getChunk(Formats.WMO.Chunk_MOPY.Magic); for (int i = 0; i < faceChunk.positions.Length; i++) { Formats.WMO.FacePosition position = faceChunk.positions[i]; Formats.WMO.FaceInfo info = faceMatChunk.faceInfo[i]; if (info.materialID != 0xFF) // 0xFF (255) identifies a collision face. { Material mat = wmoMatChunk.materials[info.materialID]; uint texID = (uint)wmoTexMap[(int)mat.texture1.offset]; mesh.addFace(texID, mat.texture2.colour, position.point1, position.point2, position.point3); } } Log.Write("CreateWMOMesh (ADT): " + mesh.ToAdvancedString()); ob.addMesh(mesh); } } } } } catch (ADTException ex) { LogWrite("Unable to process tile {0},{1} due to exception: {2}", x, y, ex.Message); LogWrite(ex.StackTrace); } } } } EventManager.Trigger_LoadingPrompt(new Random().Next(100) == 42 ? "Reticulating splines..." : "Writing terrain data to file..."); ob.Write(); ob.Close(); } // Job's done. EventManager.Trigger_MapExportDone(true); } catch (Exception e) { ob.Close(); EventManager.Trigger_MapExportDone(false, e.Message + e.StackTrace); } }
public void addUV(UV uv) { UVs.Add(uv); }
public override void parse() { Log.Write("Parsing model file {0} with skin {1}...", BaseName, skin.BaseName); skin.parse(); // Parse the given skin file. int ofs = 0; uint magic = readUInt32(); if (!magic.Equals(MD20_MAGIC)) // Assume Legion+ chunked format, relate offset to chunk. { seekPosition(0); // Go back to the start. while (!isEndOfStream() && !isOutOfBounds(seek + 8)) { uint chunkID = readUInt32(); uint chunkSize = readUInt32(); if (chunkID == MD21_MAGIC) { ofs = seek; break; } else { skip((int)chunkSize); } } if (ofs == 0) throw new M2Exception("Unable to find MD20 chunk inside MD21 file! Format evolved?"); } // Start reading as MD20 seekPosition(ofs); // Seek the beginning of the MD20 data. magic = readUInt32(); if (magic != MD20_MAGIC) throw new M2Exception(string.Format("Data is not MD20 at {0}", ofs)); /* * 274+ Legion * ? - ? Warlords of Draenor * 273 Mists of Pandaria * 265-272 Cataclysm * 264 Wrath of the Lich King * 260-263 The Burning Crusade * ?-256 World of Warcraft */ Version = readUInt32(); int iName = (int)readUInt32(); // Contains trailing 0-byte. int ofsName = (int)readUInt32(); Flags = readUInt32(); int nGlobalSeq = (int)readUInt32(); int ofsGlobalSeq = (int)readUInt32(); int nAnims = (int)readUInt32(); int ofsAnims = (int)readUInt32(); int nAnimLookup = (int)readUInt32(); int ofsAnimLookup = (int)readUInt32(); int nBones = (int)readUInt32(); int ofsBones = (int)readUInt32(); int nKeyBoneLookup = (int)readUInt32(); int ofsKeyBoneLookup = (int)readUInt32(); int nVerts = (int)readUInt32(); int ofsVerts = (int)readUInt32(); seekPosition(ofs + ofsName); Name = readString(iName - 1); // Verts Verts = new Position[nVerts]; Normals = new Position[nVerts]; UV1 = new UV[nVerts]; UV2 = new UV[nVerts]; seekPosition(ofs + ofsVerts); for (int i = 0; i < nVerts; i++) { float x = readFloat(); float z = readFloat() * - 1; float y = readFloat(); Verts[i] = new Position(x, y, z); uint boneWeight = readUInt32(); // 4 * byte uint boneIndices = readUInt32(); // 4 * byte Normals[i] = Position.Read(this); UV1[i] = UV.Read(this); UV2[i] = UV.Read(this); } }