public H3DMaterialWrapper(H3DMaterial mat) : base() { Material = mat; ImageKey = "material"; SelectedImageKey = "material"; }
private RGBA GetConstColor(H3DMaterial mtl, int stage) //TODO: this isn't always the right color, figure out when to us MaterialParams.Constant#Color instead (if Constant#Adssignment == stage number, use that one?) { if (mtl.MaterialParams.Constant0Assignment == stage) { return(mtl.MaterialParams.Constant0Color); } if (mtl.MaterialParams.Constant1Assignment == stage) { return(mtl.MaterialParams.Constant1Color); } if (mtl.MaterialParams.Constant2Assignment == stage) { return(mtl.MaterialParams.Constant2Color); } if (mtl.MaterialParams.Constant3Assignment == stage) { return(mtl.MaterialParams.Constant3Color); } if (mtl.MaterialParams.Constant4Assignment == stage) { return(mtl.MaterialParams.Constant4Color); } if (mtl.MaterialParams.Constant5Assignment == stage) { return(mtl.MaterialParams.Constant5Color); } return(mtl.MaterialParams.TexEnvStages[stage].Color); }
private Material CreateMaterial(H3DMaterial spicaMaterial, List <Texture> unityTextures) { var material = ImportHelpers.CreateCharacterMaterial(ImportHelpers.GuessCharacterMaterialType(spicaMaterial.Name)); material.name = spicaMaterial.Name; material.mainTexture = unityTextures.First(t => t.name == spicaMaterial.Texture0Name); return(material); }
public void LoadMaterial(H3DMaterialWrapper wrapper) { ActiveMaterialWrapper = wrapper; ActiveMaterial = wrapper.Material; stTabControl1.SelectedIndex = SelectedIndex; UpdateTab(); }
public H3DMaterialWrapper(BCH bch, H3DModelWrapper model, H3DMaterial mat) : base() { ParentModel = model; ParentBCH = bch; Material = mat; ImageKey = "material"; SelectedImageKey = "material"; ReloadMaterial(); }
public void LoadMaterial(H3DMaterialWrapper wrapper) { ActiveMaterial = wrapper.Material; ActiveWrapper = wrapper; layerCB.SelectedItem = ActiveMaterial.MaterialParams.TranslucencyKind; // LoadCombinerImages(); UpdateTev(); UpdateTerms(); UpdateLUT(); }
private void ReplaceAction(object sender, EventArgs args) { OpenFileDialog ofd = new OpenFileDialog(); ofd.Filter = "Supported Formats|*.json;"; if (ofd.ShowDialog() == DialogResult.OK) { Material = JsonConvert.DeserializeObject <H3DMaterial>( System.IO.File.ReadAllText(ofd.FileName)); ReloadMaterial(); var editor = ParentBCH.LoadEditor <BCHMaterialEditor>(); editor.LoadMaterial(this); } }
private void WriteTextureString(H3DMaterial mat, int idx) { text.AppendLine($" Texture{idx}"); text.Append($" Name: "); switch (idx) //Select the texture from the material { case 1: text.AppendLine(mat.Texture1Name); break; case 2: text.AppendLine(mat.Texture2Name); break; default: text.AppendLine(mat.Texture0Name); break; } text.AppendLine($" Map Channel: {mat.MaterialParams.TextureSources[idx]}"); text.AppendLine($" Mapping Type: {mat.MaterialParams.TextureCoords[idx].MappingType}"); text.AppendLine($" Wrap U/V: {mat.TextureMappers[idx].WrapU}/{mat.TextureMappers[idx].WrapV}"); text.AppendLine($" Map Scale: {mat.MaterialParams.TextureCoords[idx].Scale}"); text.AppendLine($" Map Translation: {mat.MaterialParams.TextureCoords[idx].Translation}"); text.AppendLine($" Map Rotation: {mat.MaterialParams.TextureCoords[idx].Rotation}"); //TODO: add support for additional mapping settings? text.Append('\n'); }
public MaterialState[] GetMaterialStates() { if (State == AnimationState.Stopped) { ResetStates(); } if (State != AnimationState.Playing || Elements.Count == 0) { return(States); } for (int i = 0; i < Elements.Count; i++) { int Index = Indices[i]; MaterialState State = States[Index]; H3DMaterial Material = Materials[Index]; H3DMaterialParams Params = Material.MaterialParams; H3DAnimationElement Elem = Elements[i]; H3DTextureCoord[] TC = new H3DTextureCoord[] { Params.TextureCoords[0], Params.TextureCoords[1], Params.TextureCoords[2] }; if (Elem.PrimitiveType == H3DPrimitiveType.RGBA) { H3DAnimRGBA RGBA = (H3DAnimRGBA)Elem.Content; switch (Elem.TargetType) { case H3DTargetType.MaterialEmission: SetRGBA(RGBA, ref State.Emission); break; case H3DTargetType.MaterialAmbient: SetRGBA(RGBA, ref State.Ambient); break; case H3DTargetType.MaterialDiffuse: SetRGBA(RGBA, ref State.Diffuse); break; case H3DTargetType.MaterialSpecular0: SetRGBA(RGBA, ref State.Specular0); break; case H3DTargetType.MaterialSpecular1: SetRGBA(RGBA, ref State.Specular1); break; case H3DTargetType.MaterialConstant0: SetRGBA(RGBA, ref State.Constant0); break; case H3DTargetType.MaterialConstant1: SetRGBA(RGBA, ref State.Constant1); break; case H3DTargetType.MaterialConstant2: SetRGBA(RGBA, ref State.Constant2); break; case H3DTargetType.MaterialConstant3: SetRGBA(RGBA, ref State.Constant3); break; case H3DTargetType.MaterialConstant4: SetRGBA(RGBA, ref State.Constant4); break; case H3DTargetType.MaterialConstant5: SetRGBA(RGBA, ref State.Constant5); break; } } else if (Elem.PrimitiveType == H3DPrimitiveType.Vector2D) { H3DAnimVector2D Vector = (H3DAnimVector2D)Elem.Content; switch (Elem.TargetType) { case H3DTargetType.MaterialTexCoord0Scale: SetVector2(Vector, ref TC[0].Scale); break; case H3DTargetType.MaterialTexCoord1Scale: SetVector2(Vector, ref TC[1].Scale); break; case H3DTargetType.MaterialTexCoord2Scale: SetVector2(Vector, ref TC[2].Scale); break; case H3DTargetType.MaterialTexCoord0Trans: SetVector2(Vector, ref TC[0].Translation); break; case H3DTargetType.MaterialTexCoord1Trans: SetVector2(Vector, ref TC[1].Translation); break; case H3DTargetType.MaterialTexCoord2Trans: SetVector2(Vector, ref TC[2].Translation); break; } } else if (Elem.PrimitiveType == H3DPrimitiveType.Float) { H3DFloatKeyFrameGroup Float = ((H3DAnimFloat)Elem.Content).Value; if (!Float.Exists) { continue; } float Value = Float.GetFrameValue(Frame); switch (Elem.TargetType) { case H3DTargetType.MaterialTexCoord0Rot: TC[0].Rotation = Value; break; case H3DTargetType.MaterialTexCoord1Rot: TC[1].Rotation = Value; break; case H3DTargetType.MaterialTexCoord2Rot: TC[2].Rotation = Value; break; } } else if (Elem.PrimitiveType == H3DPrimitiveType.Texture) { H3DFloatKeyFrameGroup Int = ((H3DAnimFloat)Elem.Content).Value; if (!Int.Exists) { continue; } int Value = (int)Int.GetFrameValue(Frame); string Name = TextureNames[Value]; switch (Elem.TargetType) { case H3DTargetType.MaterialMapper0Texture: State.Texture0Name = Name; break; case H3DTargetType.MaterialMapper1Texture: State.Texture1Name = Name; break; case H3DTargetType.MaterialMapper2Texture: State.Texture2Name = Name; break; } } State.Transforms[0] = TC[0].GetTransform().ToMatrix4(); State.Transforms[1] = TC[1].GetTransform().ToMatrix4(); State.Transforms[2] = TC[2].GetTransform().ToMatrix4(); } return(States); }
public H3D ToH3D(string TextureSearchPath = null) { H3D Output = new H3D(); H3DModel Model = new H3DModel(); Model.Name = "Model"; ushort MaterialIndex = 0; if (Skeleton.Count > 0) { Model.Flags = H3DModelFlags.HasSkeleton; } Model.BoneScaling = H3DBoneScaling.Maya; Model.MeshNodesVisibility.Add(true); foreach (SMDMesh Mesh in Meshes) { Vector3 MinVector = new Vector3(); Vector3 MaxVector = new Vector3(); Dictionary <PICAVertex, int> Vertices = new Dictionary <PICAVertex, int>(); List <H3DSubMesh> SubMeshes = new List <H3DSubMesh>(); Queue <PICAVertex> VerticesQueue = new Queue <PICAVertex>(); foreach (PICAVertex Vertex in Mesh.Vertices) { VerticesQueue.Enqueue(Vertex); } while (VerticesQueue.Count > 2) { List <ushort> Indices = new List <ushort>(); List <ushort> BoneIndices = new List <ushort>(); int TriCount = VerticesQueue.Count / 3; while (TriCount-- > 0) { PICAVertex[] Triangle = new PICAVertex[3]; Triangle[0] = VerticesQueue.Dequeue(); Triangle[1] = VerticesQueue.Dequeue(); Triangle[2] = VerticesQueue.Dequeue(); List <ushort> TempIndices = new List <ushort>(); for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = Triangle[Tri]; for (int i = 0; i < 4; i++) { ushort Index = (ushort)Vertex.Indices[i]; if (!(BoneIndices.Contains(Index) || TempIndices.Contains(Index))) { TempIndices.Add(Index); } } } if (BoneIndices.Count + TempIndices.Count > 20) { VerticesQueue.Enqueue(Triangle[0]); VerticesQueue.Enqueue(Triangle[1]); VerticesQueue.Enqueue(Triangle[2]); continue; } for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = Triangle[Tri]; for (int Index = 0; Index < 4; Index++) { int BoneIndex = BoneIndices.IndexOf((ushort)Vertex.Indices[Index]); if (BoneIndex == -1) { BoneIndex = BoneIndices.Count; BoneIndices.Add((ushort)Vertex.Indices[Index]); } Vertex.Indices[Index] = BoneIndex; } if (Vertices.ContainsKey(Vertex)) { Indices.Add((ushort)Vertices[Vertex]); } else { Indices.Add((ushort)Vertices.Count); if (Vertex.Position.X < MinVector.X) { MinVector.X = Vertex.Position.X; } if (Vertex.Position.Y < MinVector.Y) { MinVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z < MinVector.Z) { MinVector.Z = Vertex.Position.Z; } if (Vertex.Position.X > MaxVector.X) { MaxVector.X = Vertex.Position.X; } if (Vertex.Position.Y > MaxVector.Y) { MaxVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z > MaxVector.Z) { MaxVector.Z = Vertex.Position.Z; } Vertices.Add(Vertex, Vertices.Count); } } } SubMeshes.Add(new H3DSubMesh() { Skinning = H3DSubMeshSkinning.Smooth, BoneIndicesCount = (ushort)BoneIndices.Count, BoneIndices = BoneIndices.ToArray(), Indices = Indices.ToArray() }); } List <PICAAttribute> Attributes = PICAAttribute.GetAttributes( PICAAttributeName.Position, PICAAttributeName.Normal, PICAAttributeName.Color, PICAAttributeName.TexCoord0, PICAAttributeName.BoneIndex, PICAAttributeName.BoneWeight); //Mesh H3DMesh M = new H3DMesh(Vertices.Keys, Attributes, SubMeshes) { Skinning = H3DMeshSkinning.Smooth, MeshCenter = (MinVector + MaxVector) * 0.5f, MaterialIndex = MaterialIndex }; //Material string TexName = Path.GetFileNameWithoutExtension(Mesh.MaterialName); string MatName = $"Mat{MaterialIndex++.ToString("D5")}_{TexName}"; H3DMaterial Material = H3DMaterial.GetSimpleMaterial(Model.Name, MatName, TexName); Model.Materials.Add(Material); if (TextureSearchPath != null && !Output.Textures.Contains(TexName)) { string TextureFile = Path.Combine(TextureSearchPath, Mesh.MaterialName); if (File.Exists(TextureFile)) { Output.Textures.Add(new H3DTexture(TextureFile)); } } M.UpdateBoolUniforms(Material); Model.AddMesh(M); } //Build Skeleton foreach (SMDBone Bone in Skeleton) { SMDNode Node = Nodes[Bone.NodeIndex]; Model.Skeleton.Add(new H3DBone() { Name = Node.Name, ParentIndex = (short)Node.ParentIndex, Translation = Bone.Translation, Rotation = Bone.Rotation, Scale = Vector3.One }); } //Calculate Absolute Inverse Transforms for all bones foreach (H3DBone Bone in Model.Skeleton) { Bone.CalculateTransform(Model.Skeleton); } Output.Models.Add(Model); Output.CopyMaterials(); return(Output); }
public H3D ToH3D() { H3D Output = new H3D(); H3DModel Model = new H3DModel(); Model.MeshNodesTree = new H3DPatriciaTree(); Model.Flags = BoneIndicesGroups.Length > 0 ? H3DModelFlags.HasSkeleton : 0; Model.Name = "Model"; foreach (MTMaterial Mat in Materials) { H3DMaterial Mtl = H3DMaterial.GetSimpleMaterial( Model.Name, Mat.Name, Path.GetFileNameWithoutExtension(Mat.Texture0Name)); Mtl.MaterialParams.ColorOperation.BlendMode = Mat.AlphaBlend.BlendMode; Mtl.MaterialParams.BlendFunction = Mat.AlphaBlend.BlendFunction; Mtl.MaterialParams.DepthColorMask.RedWrite = Mat.AlphaBlend.RedWrite; Mtl.MaterialParams.DepthColorMask.GreenWrite = Mat.AlphaBlend.GreenWrite; Mtl.MaterialParams.DepthColorMask.BlueWrite = Mat.AlphaBlend.BlueWrite; Mtl.MaterialParams.DepthColorMask.AlphaWrite = Mat.AlphaBlend.AlphaWrite; Mtl.MaterialParams.DepthColorMask.Enabled = Mat.DepthStencil.DepthTest; Mtl.MaterialParams.DepthColorMask.DepthWrite = Mat.DepthStencil.DepthWrite; Mtl.MaterialParams.DepthColorMask.DepthFunc = Mat.DepthStencil.DepthFunc; Model.Materials.Add(Mtl); } ushort Index = 0; foreach (MTMesh Mesh in Meshes) { if (Mesh.RenderType != -1) { continue; } H3DMesh M = new H3DMesh( Mesh.RawBuffer, Mesh.VertexStride, Mesh.Attributes, null, null) { MaterialIndex = (ushort)Mesh.MaterialIndex, NodeIndex = Index, Priority = Mesh.RenderPriority }; byte[] BoneIndices = BoneIndicesGroups[Mesh.BoneIndicesIndex]; if ((Model.Flags & H3DModelFlags.HasSkeleton) != 0 && BoneIndices.Length > 0) { M.Skinning = H3DMeshSkinning.Smooth; PICAVertex[] Vertices = M.GetVertices(); for (int v = 0; v < Vertices.Length; v++) { Vector4 Position = Vector4.Zero; float WeightSum = 0; for (int i = 0; i < 4; i++) { if (Vertices[v].Weights[i] == 0) { break; } WeightSum += Vertices[v].Weights[i]; int bi = BoneIndicesGroups[Mesh.BoneIndicesIndex][Vertices[v].Indices[i]]; Vector4 Trans = Vector4.Zero; for (int b = bi; b != -1; b = Skeleton[b].ParentIndex) { Trans += new Vector4( Skeleton[b].LocalTransform.M41, Skeleton[b].LocalTransform.M42, Skeleton[b].LocalTransform.M43, 0); } Matrix4x4 WT = Skeleton[bi].WorldTransform; Vector3 P = new Vector3( Vertices[v].Position.X, Vertices[v].Position.Y, Vertices[v].Position.Z); Vector4 TP = Vector4.Transform(P, WT); Position += (TP + Trans) * Vertices[v].Weights[i]; } if (WeightSum < 1) { Position += Vertices[v].Position * (1 - WeightSum); } Vertices[v].Position = Position; } /* * Removes unused bone from bone indices list, also splits sub meshes on exceeding bones if * current Mesh uses more than 20 (BCH only supports up to 20). */ Queue <ushort> IndicesQueue = new Queue <ushort>(Mesh.Indices); while (IndicesQueue.Count > 0) { int Count = IndicesQueue.Count / 3; List <ushort> Indices = new List <ushort>(); List <int> Bones = new List <int>(); while (Count-- > 0) { ushort i0 = IndicesQueue.Dequeue(); ushort i1 = IndicesQueue.Dequeue(); ushort i2 = IndicesQueue.Dequeue(); List <int> TempBones = new List <int>(12); for (int j = 0; j < 4; j++) { int b0 = Vertices[i0].Indices[j]; int b1 = Vertices[i1].Indices[j]; int b2 = Vertices[i2].Indices[j]; if (!(Bones.Contains(b0) || TempBones.Contains(b0))) { TempBones.Add(b0); } if (!(Bones.Contains(b1) || TempBones.Contains(b1))) { TempBones.Add(b1); } if (!(Bones.Contains(b2) || TempBones.Contains(b2))) { TempBones.Add(b2); } } if (Bones.Count + TempBones.Count > 20) { IndicesQueue.Enqueue(i0); IndicesQueue.Enqueue(i1); IndicesQueue.Enqueue(i2); } else { Indices.Add(i0); Indices.Add(i1); Indices.Add(i2); Bones.AddRange(TempBones); } } H3DSubMesh SM = new H3DSubMesh(); SM.Skinning = H3DSubMeshSkinning.Smooth; SM.Indices = Indices.ToArray(); SM.BoneIndicesCount = (ushort)Bones.Count; for (int i = 0; i < Bones.Count; i++) { SM.BoneIndices[i] = BoneIndices[Bones[i]]; } bool[] Visited = new bool[Vertices.Length]; foreach (ushort i in Indices) { if (!Visited[i]) { Visited[i] = true; Vertices[i].Indices[0] = Bones.IndexOf(Vertices[i].Indices[0]); Vertices[i].Indices[1] = Bones.IndexOf(Vertices[i].Indices[1]); Vertices[i].Indices[2] = Bones.IndexOf(Vertices[i].Indices[2]); Vertices[i].Indices[3] = Bones.IndexOf(Vertices[i].Indices[3]); } } M.SubMeshes.Add(SM); } M.RawBuffer = VerticesConverter.GetBuffer(Vertices, M.Attributes); } else { M.SubMeshes.Add(new H3DSubMesh() { Indices = Mesh.Indices }); } Model.AddMesh(M); Model.MeshNodesTree.Add($"Mesh_{Index++}"); Model.MeshNodesVisibility.Add(true); } int BoneIndex = 0; foreach (MTBone Bone in Skeleton) { Model.Skeleton.Add(new H3DBone() { Name = $"Bone_{BoneIndex++}", ParentIndex = Bone.ParentIndex, Translation = Bone.Position, Scale = Vector3.One }); } foreach (H3DBone Bone in Model.Skeleton) { Bone.CalculateTransform(Model.Skeleton); } if (Model.Materials.Count == 0) { Model.Materials.Add(H3DMaterial.GetSimpleMaterial(Model.Name, "DummyMaterial", null)); } Output.Models.Add(Model); Output.CopyMaterials(); return(Output); }
public H3D ToH3D(string TextureAndMtlSearchPath = null) { H3D Output = new H3D(); Dictionary <string, OBJMaterial> Materials = new Dictionary <string, OBJMaterial>(); if (TextureAndMtlSearchPath != null) { string MaterialFile = Path.Combine(TextureAndMtlSearchPath, MtlFile); if (File.Exists(MaterialFile)) { string MaterialName = null; OBJMaterial Material = default(OBJMaterial); TextReader Reader = new StreamReader(MaterialFile); for (string Line; (Line = Reader.ReadLine()) != null;) { string[] Params = Line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if (Params.Length == 0) { continue; } switch (Params[0]) { case "newmtl": if (Params.Length > 1) { if (MaterialName != null && Material.DiffuseTexture != null) { Materials.Add(MaterialName, Material); } Material = new OBJMaterial(); MaterialName = Line.Substring(Line.IndexOf(" ")).Trim(); } break; case "map_Kd": if (Params.Length > 1) { string Name = Line.Substring(Line.IndexOf(Params[1])); string TextureFile = Path.Combine(TextureAndMtlSearchPath, Name); string TextureName = Path.GetFileNameWithoutExtension(TextureFile); if (File.Exists(TextureFile) && !Output.Textures.Contains(TextureName)) { Output.Textures.Add(new H3DTexture(TextureFile)); } Material.DiffuseTexture = Path.GetFileNameWithoutExtension(TextureName); } break; case "Ka": case "Kd": case "Ks": if (Params.Length >= 4) { Vector4 Color = new Vector4( float.Parse(Params[1], CultureInfo.InvariantCulture), float.Parse(Params[2], CultureInfo.InvariantCulture), float.Parse(Params[3], CultureInfo.InvariantCulture), 1); switch (Params[0]) { case "Ka": Material.Ambient = Color; break; case "Kd": Material.Diffuse = Color; break; case "Ks": Material.Specular = Color; break; } } break; } } Reader.Dispose(); if (MaterialName != null && Material.DiffuseTexture != null) { Materials.Add(MaterialName, Material); } } } H3DModel Model = new H3DModel(); Model.Name = "Model"; ushort MaterialIndex = 0; Model.Flags = H3DModelFlags.HasSkeleton; Model.BoneScaling = H3DBoneScaling.Maya; Model.MeshNodesVisibility.Add(true); float Height = 0; foreach (OBJMesh Mesh in Meshes) { Vector3 MinVector = new Vector3(); Vector3 MaxVector = new Vector3(); Dictionary <PICAVertex, int> Vertices = new Dictionary <PICAVertex, int>(); List <H3DSubMesh> SubMeshes = new List <H3DSubMesh>(); Queue <PICAVertex> VerticesQueue = new Queue <PICAVertex>(); foreach (PICAVertex Vertex in Mesh.Vertices) { VerticesQueue.Enqueue(Vertex); } while (VerticesQueue.Count > 2) { List <ushort> Indices = new List <ushort>(); while (VerticesQueue.Count > 0) { for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = VerticesQueue.Dequeue(); if (Vertices.ContainsKey(Vertex)) { Indices.Add((ushort)Vertices[Vertex]); } else { Indices.Add((ushort)Vertices.Count); if (Vertex.Position.X < MinVector.X) { MinVector.X = Vertex.Position.X; } if (Vertex.Position.Y < MinVector.Y) { MinVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z < MinVector.Z) { MinVector.Z = Vertex.Position.Z; } if (Vertex.Position.X > MaxVector.X) { MaxVector.X = Vertex.Position.X; } if (Vertex.Position.Y > MaxVector.Y) { MaxVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z > MaxVector.Z) { MaxVector.Z = Vertex.Position.Z; } Vertices.Add(Vertex, Vertices.Count); } } } H3DSubMesh SM = new H3DSubMesh(); SM.BoneIndices = new ushort[] { 0 }; SM.Skinning = H3DSubMeshSkinning.Smooth; SM.Indices = Indices.ToArray(); SubMeshes.Add(SM); } //Mesh List <PICAAttribute> Attributes = PICAAttribute.GetAttributes( PICAAttributeName.Position, PICAAttributeName.Normal, PICAAttributeName.TexCoord0, PICAAttributeName.Color, PICAAttributeName.BoneIndex, PICAAttributeName.BoneWeight); H3DMesh M = new H3DMesh(Vertices.Keys, Attributes, SubMeshes) { Skinning = H3DMeshSkinning.Smooth, MeshCenter = (MinVector + MaxVector) * 0.5f, MaterialIndex = MaterialIndex }; if (Height < MaxVector.Y) { Height = MaxVector.Y; } //Material string MatName = $"Mat{MaterialIndex++.ToString("D5")}_{Mesh.MaterialName}"; H3DMaterial Material = H3DMaterial.GetSimpleMaterial(Model.Name, MatName, null); if (Materials.ContainsKey(Mesh.MaterialName)) { Material.Texture0Name = Materials[Mesh.MaterialName].DiffuseTexture; } else { Material.Texture0Name = "NoTexture"; } Model.Materials.Add(Material); M.UpdateBoolUniforms(Material); Model.AddMesh(M); } /* * On Pokémon, the root bone (on the animaiton file) is used by the game to move * characters around, and all rigged bones are parented to this bone. * It's usually the Waist bone, that points upward and is half the character height. */ Model.Skeleton.Add(new H3DBone( new Vector3(0, Height * 0.5f, 0), new Vector3(0, 0, (float)(Math.PI * 0.5)), Vector3.One, "Waist", -1)); Model.Skeleton[0].CalculateTransform(Model.Skeleton); Output.Models.Add(Model); Output.CopyMaterials(); return(Output); }
public void Load(System.IO.Stream stream) { CanSave = false; Renderer = new CMB_Renderer(); DrawableContainer.Drawables.Add(Renderer); Skeleton = new STSkeleton(); //These models/skeletons come out massive so scale them with an overridden scale Skeleton.PreviewScale = Renderer.PreviewScale; Skeleton.BonePointScale = 40; Renderer.Skeleton = Skeleton; DrawableContainer.Drawables.Add(Skeleton); cmb.ReadCMB(stream); Text = cmb.Header.Name; DrawableContainer.Name = Text; //Load textures if (cmb.TexturesChunk != null) { texFolder = new TextureFolder("Texture"); TreeNode meshFolder = new TreeNode("Meshes"); TreeNode materialFolder = new TreeNode("Materials"); TreeNode skeletonFolder = new TreeNode("Skeleton"); bool HasTextures = cmb.TexturesChunk.Textures != null && cmb.TexturesChunk.Textures.Count != 0; bool HasMeshes = cmb.MeshesChunk.SHP.SEPDs != null && cmb.MeshesChunk.SHP.SEPDs.Count != 0; bool HasSkeleton = cmb.SkeletonChunk != null && cmb.SkeletonChunk.Bones.Count != 0; bool HasMaterials = cmb.MaterialsChunk != null && cmb.MaterialsChunk.Materials.Count != 0; if (HasSkeleton) { var bonesOrdered = cmb.SkeletonChunk.Bones.OrderBy(x => x.ID).ToList(); foreach (var bone in bonesOrdered) { STBone genericBone = new STBone(Skeleton); genericBone.parentIndex = bone.ParentID; genericBone.Checked = true; genericBone.Text = $"Bone {bone.ID}"; genericBone.RotationType = STBone.BoneRotationType.Euler; genericBone.Position = new OpenTK.Vector3( bone.Translation.X, bone.Translation.Y, bone.Translation.Z ); genericBone.EulerRotation = new OpenTK.Vector3( bone.Rotation.X, bone.Rotation.Y, bone.Rotation.Z ); genericBone.Scale = new OpenTK.Vector3( bone.Scale.X, bone.Scale.Y, bone.Scale.Z ); Skeleton.bones.Add(genericBone); } foreach (var bone in Skeleton.bones) { if (bone.Parent == null) { skeletonFolder.Nodes.Add(bone); } } Skeleton.reset(); Skeleton.update(); } if (HasTextures) { int texIndex = 0; foreach (var tex in cmb.TexturesChunk.Textures) { var texWrapper = new CTXB.TextureWrapper(new CTXB.Texture()); texWrapper.Text = $"Texture {texIndex++}"; texWrapper.ImageKey = "texture"; texWrapper.SelectedImageKey = texWrapper.ImageKey; if (tex.Name != string.Empty) { texWrapper.Text = tex.Name; } texWrapper.Width = tex.Width; texWrapper.Height = tex.Height; CTXB.Texture.TextureFormat Format = (CTXB.Texture.TextureFormat)((tex.DataType << 16) | tex.ImageFormat); texWrapper.Format = CTR_3DS.ConvertPICAToGenericFormat(CTXB.Texture.FormatList[Format]); texWrapper.ImageData = tex.ImageData; texFolder.Nodes.Add(texWrapper); Renderer.TextureList.Add(texWrapper); } } if (HasMaterials) { int materialIndex = 0; foreach (var mat in cmb.MaterialsChunk.Materials) { H3DMaterial H3D = ToH3DMaterial(mat); CMBMaterialWrapper material = new CMBMaterialWrapper(mat, this, H3D); material.Text = $"Material {materialIndex++}"; materialFolder.Nodes.Add(material); Materials.Add(material); bool HasDiffuse = false; foreach (var tex in mat.TextureMappers) { if (tex.TextureID != -1) { CMBTextureMapWrapper matTexture = new CMBTextureMapWrapper(tex, this); matTexture.TextureIndex = tex.TextureID; material.TextureMaps.Add(matTexture); if (tex.TextureID < Renderer.TextureList.Count && tex.TextureID >= 0) { matTexture.Name = Renderer.TextureList[tex.TextureID].Text; material.Nodes.Add(matTexture.Name); } if (!HasDiffuse && matTexture.Name != "bg_syadowmap") //Quick hack till i do texture env stuff { matTexture.Type = STGenericMatTexture.TextureType.Diffuse; HasDiffuse = true; } } } } } if (HasMeshes) { int MeshIndex = 0; foreach (var mesh in cmb.MeshesChunk.MSHS.Meshes) { STGenericMaterial mat = Materials[mesh.MaterialIndex]; CmbMeshWrapper genericMesh = new CmbMeshWrapper(mat); genericMesh.Text = $"Mesh_{MeshIndex++}_ID_{mesh.VisIndex}"; genericMesh.MaterialIndex = mesh.MaterialIndex; var shape = cmb.MeshesChunk.SHP.SEPDs[mesh.SEPDIndex]; genericMesh.Mesh = shape; List <ushort> SkinnedBoneTable = new List <ushort>(); foreach (var prim in shape.PRMS) { if (prim.BoneIndices != null) { SkinnedBoneTable.AddRange(prim.BoneIndices); } } //Now load the vertex and face data foreach (var prm in shape.PRMS) { if (shape.HasPosition) { int VertexCount = prm.VertexCount; for (int v = 0; v < VertexCount; v++) { Vertex vert = new Vertex(); vert.pos = new OpenTK.Vector3( prm.Vertices.Position[v].X, prm.Vertices.Position[v].Y, prm.Vertices.Position[v].Z); if (shape.HasNormal) { vert.nrm = new OpenTK.Vector3( prm.Vertices.Normal[v].X, prm.Vertices.Normal[v].Y, prm.Vertices.Normal[v].Z).Normalized(); } if (shape.HasColor) { vert.col = new OpenTK.Vector4( prm.Vertices.Color[v].X, prm.Vertices.Color[v].Y, prm.Vertices.Color[v].Z, prm.Vertices.Color[v].W).Normalized(); } if (shape.HasUV0) { vert.uv0 = new OpenTK.Vector2(prm.Vertices.UV0[v].X, -prm.Vertices.UV0[v].Y + 1); } if (shape.HasUV1) { vert.uv1 = new OpenTK.Vector2(prm.Vertices.UV1[v].X, -prm.Vertices.UV1[v].Y + 1); } if (shape.HasUV2) { vert.uv2 = new OpenTK.Vector2(prm.Vertices.UV2[v].X, -prm.Vertices.UV2[v].Y + 1); } if (prm.SkinningMode == SkinningMode.Smooth) { //Indices if (shape.HasIndices) { if (shape.BoneDimensionCount >= 1) { vert.boneIds.Add((int)prm.Vertices.BoneIndices[v].X); } if (shape.BoneDimensionCount >= 2) { vert.boneIds.Add((int)prm.Vertices.BoneIndices[v].Y); } if (shape.BoneDimensionCount >= 3) { vert.boneIds.Add((int)prm.Vertices.BoneIndices[v].Z); } if (shape.BoneDimensionCount >= 4) { vert.boneIds.Add((int)prm.Vertices.BoneIndices[v].W); } } //Weights if (shape.HasWeights) { if (shape.BoneDimensionCount >= 1) { vert.boneWeights.Add(prm.Vertices.BoneWeights[v].X); } if (shape.BoneDimensionCount >= 2) { vert.boneWeights.Add(prm.Vertices.BoneWeights[v].Y); } if (shape.BoneDimensionCount >= 3) { vert.boneWeights.Add(prm.Vertices.BoneWeights[v].Z); } if (shape.BoneDimensionCount >= 4) { vert.boneWeights.Add(prm.Vertices.BoneWeights[v].W); } } } if (prm.SkinningMode == SkinningMode.Rigid) { int boneId = (int)prm.Vertices.BoneIndices[v].X; vert.boneIds.Add(boneId); vert.boneWeights.Add(1); vert.pos = OpenTK.Vector3.TransformPosition(vert.pos, Skeleton.bones[boneId].Transform); if (shape.HasNormal) { vert.nrm = OpenTK.Vector3.TransformNormal(vert.nrm, Skeleton.bones[boneId].Transform); } } if (prm.SkinningMode == SkinningMode.Mixed) { int boneId = prm.BoneIndices[0]; vert.boneIds.Add(boneId); vert.boneWeights.Add(1); vert.pos = OpenTK.Vector3.TransformPosition(vert.pos, Skeleton.bones[boneId].Transform); if (shape.HasNormal) { vert.nrm = OpenTK.Vector3.TransformNormal(vert.nrm, Skeleton.bones[boneId].Transform); } } genericMesh.vertices.Add(vert); } } STGenericPolygonGroup group = new STGenericPolygonGroup(); genericMesh.PolygonGroups.Add(group); for (int i = 0; i < prm.FaceIndices.Count; i++) { group.faces.Add((int)prm.FaceIndices[i].X); group.faces.Add((int)prm.FaceIndices[i].Y); group.faces.Add((int)prm.FaceIndices[i].Z); } } Renderer.Meshes.Add(genericMesh); meshFolder.Nodes.Add(genericMesh); } } if (meshFolder.Nodes.Count > 0) { Nodes.Add(meshFolder); } if (skeletonFolder.Nodes.Count > 0) { Nodes.Add(skeletonFolder); } if (materialFolder.Nodes.Count > 0) { Nodes.Add(materialFolder); } if (texFolder.Nodes.Count > 0) { Nodes.Add(texFolder); } } }
public CMBMaterialWrapper(Material material, CMB cmb, H3DMaterial h3D) : base(h3D) { ParentCMB = cmb; CMBMaterial = material; }
public Mesh(Model Parent, H3DMesh BaseMesh) { this.Parent = Parent; this.BaseMesh = BaseMesh; Material = Parent.BaseModel.Materials[BaseMesh.MaterialIndex]; PosOffs = BaseMesh.PositionOffset.ToVector4(); int VtxCount = 1, FAOffset = 0; if (BaseMesh.VertexStride > 0) { VtxCount = BaseMesh.RawBuffer.Length / BaseMesh.VertexStride; FAOffset = BaseMesh.RawBuffer.Length; } byte[] Buffer; using (MemoryStream VertexStream = new MemoryStream()) { BinaryWriter Writer = new BinaryWriter(VertexStream); Writer.Write(BaseMesh.RawBuffer); VertexStream.Seek(0, SeekOrigin.End); foreach (PICAFixedAttribute Attrib in BaseMesh.FixedAttributes) { /* * OpenGL doesn't support constant attributes, so we need to write * them as a tight array (waste of space). */ for (int i = 0; i < VtxCount; i++) { Writer.Write(Attrib.Value.X); Writer.Write(Attrib.Value.Y); Writer.Write(Attrib.Value.Z); Writer.Write(Attrib.Value.W); } } Buffer = VertexStream.ToArray(); } IntPtr Length = new IntPtr(Buffer.Length); VBOHandle = GL.GenBuffer(); VAOHandle = GL.GenVertexArray(); GL.BindBuffer(BufferTarget.ArrayBuffer, VBOHandle); GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindVertexArray(VAOHandle); int Offset = 0; int Stride = BaseMesh.VertexStride; for (int AttribIndex = 0; AttribIndex < 16; AttribIndex++) { GL.DisableVertexAttribArray(AttribIndex); } foreach (PICAAttribute Attrib in BaseMesh.Attributes) { int Size = Attrib.Elements; VertexAttribPointerType Type = VertexAttribPointerType.Byte; switch (Attrib.Format) { case PICAAttributeFormat.Byte: Type = VertexAttribPointerType.Byte; break; case PICAAttributeFormat.Ubyte: Type = VertexAttribPointerType.UnsignedByte; break; case PICAAttributeFormat.Short: Type = VertexAttribPointerType.Short; Size <<= 1; break; case PICAAttributeFormat.Float: Type = VertexAttribPointerType.Float; Size <<= 2; break; } int AttribIndex = (int)Attrib.Name; GL.EnableVertexAttribArray(AttribIndex); GL.BindBuffer(BufferTarget.ArrayBuffer, VBOHandle); //Short and Float types needs to be aligned into 2 bytes boundaries. if (Attrib.Format != PICAAttributeFormat.Byte && Attrib.Format != PICAAttributeFormat.Ubyte) { Offset += Offset & 1; } GL.VertexAttribPointer(AttribIndex, Attrib.Elements, Type, false, Stride, Offset); SetScale(Attrib.Name, Attrib.Scale); Offset += Size; } foreach (PICAFixedAttribute Attrib in BaseMesh.FixedAttributes) { int AttribIndex = (int)Attrib.Name; GL.EnableVertexAttribArray(AttribIndex); GL.BindBuffer(BufferTarget.ArrayBuffer, VBOHandle); GL.VertexAttribPointer(AttribIndex, 4, VertexAttribPointerType.Float, false, 0, FAOffset); /* * Pokémon Sun/Moon seems to have fixed attributes for all unused attributes, * with the vector set to zero (?). On the H3D shader this would normally * make the Tangent scale one, and this signals the shader to use the Tangent * to calculate the normal quaternion, and that would ruin the lighting * 'cause the tangent is actually zero, so we force it to use normals by * setting the Scale to zero here. Using the original Sun/Moon shaders * should avoid this issue entirely. */ SetScale(Attrib.Name, Attrib.Name != PICAAttributeName.Tangent ? 1 : 0); FAOffset += 0x10 * VtxCount; } GL.BindVertexArray(0); }
/// <summary> /// Creates MaxScript code to create a bitmap texture map for the selected texture in the given material /// </summary> /// <param name="mat">The H3D material containing the desired texture</param> /// <param name="idx">the index of the desired texture</param> /// <returns>MaxScript code string</returns> private string GetTextureString(H3DMaterial mat, int idx) { StringBuilder txtString = new StringBuilder($"txt{idx} = bitmapTexture()\n"); switch (idx) //Select the texture from the material { case 1: txtString.AppendLine($"txt{idx}.filename = scriptPath + \"/{mat.Texture1Name}.png\""); break; case 2: txtString.AppendLine($"txt{idx}.filename = scriptPath + \"/{mat.Texture2Name}.png\""); break; default: txtString.AppendLine($"txt{idx}.filename = scriptPath + \"/{mat.Texture0Name}.png\""); break; } //set map name and disable pre-multiplied alpha txtString.AppendLine($"txt{idx}.name = \"{mat.Name}_txt{idx}\""); txtString.AppendLine($"txt{idx}.preMultAlpha = false"); //if alpha test is enabled, disable alpha on the diffuse texture if (mat.MaterialParams.AlphaTest.Enabled) { txtString.AppendLine($"txt{idx}.alphasource = 2"); //TODO: ensure this doesn't interfere with decal textures (or anything else for that matter) } //if texture uses non-default map channel, add the code to set it if (mat.MaterialParams.TextureSources[idx] > 0) { txtString.AppendLine($"txt{idx}.coordinates.mapChannel = {mat.MaterialParams.TextureSources[idx]+1}"); } //set translation if non-zero if (mat.MaterialParams.TextureCoords[idx].Translation != new Vector2(0)) { txtString.AppendLine($"txt{idx}.coordinates.U_Offset = {mat.MaterialParams.TextureCoords[idx].Translation.X}"); txtString.AppendLine($"txt{idx}.coordinates.V_Offset = {mat.MaterialParams.TextureCoords[idx].Translation.Y}"); } //set rotation if non-zero (Max needs degrees, so convert) if (mat.MaterialParams.TextureCoords[idx].Rotation != 0) { txtString.AppendLine($"txt{idx}.coordinates.W_Angle = {180*mat.MaterialParams.TextureCoords[idx].Rotation/Math.PI}"); } //set scale if not one if (mat.MaterialParams.TextureCoords[idx].Scale != new Vector2(1)) { txtString.AppendLine($"txt{idx}.coordinates.U_Tiling = {mat.MaterialParams.TextureCoords[idx].Scale.X}"); txtString.AppendLine($"txt{idx}.coordinates.V_Tiling = {mat.MaterialParams.TextureCoords[idx].Scale.Y}"); } //set map wrapping //TODO: this sucks, do it better //TODO: mirroring seems to mess with scaling. Correct it in here? switch (mat.TextureMappers[idx].WrapU) { //SPICA.PICA.Commands.PICATextureWrap.Repeat //Max's Default case PICATextureWrap.Mirror: txtString.AppendLine($"txt{idx}.coordinates.U_Mirror = true"); break; case PICATextureWrap.ClampToEdge: txtString.AppendLine($"--TODO: txt{idx} ClampToEdge U"); break; case PICATextureWrap.ClampToBorder: txtString.AppendLine($"--TODO: txt{idx} ClampToBorder U"); break; } switch (mat.TextureMappers[idx].WrapV) { //SPICA.PICA.Commands.PICATextureWrap.Repeat //Max's Default case PICATextureWrap.Mirror: txtString.AppendLine($"txt{idx}.coordinates.V_Mirror = true"); break; case PICATextureWrap.ClampToEdge: txtString.AppendLine($"--TODO: txt{idx} ClampToEdge V"); break; case PICATextureWrap.ClampToBorder: txtString.AppendLine($"--TODO: txt{idx} ClampToBorder V"); break; } txtString.AppendLine($"--TODO: txt{idx} Mapping Type: {mat.MaterialParams.TextureCoords[idx].MappingType}"); //TODO: add support for additional mapping settings? return(txtString.ToString()); }
public H3DModel ToH3DModel() { H3DModel Output = new H3DModel() { Name = Name }; //Skeleton foreach (GFBone Bone in Skeleton) { Output.Skeleton.Add(new H3DBone() { ParentIndex = (short)Skeleton.FindIndex(x => x.Name == Bone.Parent), Name = Bone.Name, Scale = Bone.Scale, Rotation = Bone.Rotation, Translation = Bone.Translation }); } foreach (H3DBone Bone in Output.Skeleton) { Bone.CalculateTransform(Output.Skeleton); Bone.Flags |= H3DBoneFlags.IsSegmentScaleCompensate; } if (Output.Skeleton.Count > 0) { Output.Flags = H3DModelFlags.HasSkeleton; } //Materials foreach (GFMaterial Material in Materials) { H3DMaterial Mat = new H3DMaterial(); H3DMaterialParams Params = Mat.MaterialParams; Mat.Name = Material.MaterialName; Params.FragmentFlags = H3DFragmentFlags.IsLUTReflectionEnabled; Array.Copy(Material.TextureSources, Params.TextureSources, 4); for (int Unit = 0; Unit < Material.TextureCoords.Length; Unit++) { string TextureName = Material.TextureCoords[Unit].Name; Mat.EnabledTextures[Unit] = TextureName != null; switch (Unit) { case 0: Mat.Texture0Name = TextureName; break; case 1: Mat.Texture1Name = TextureName; break; case 2: Mat.Texture2Name = TextureName; break; } //Texture Coords GFTextureMappingType MappingType = Material.TextureCoords[Unit].MappingType; Params.TextureCoords[Unit].MappingType = (H3DTextureMappingType)MappingType; Params.TextureCoords[Unit].Scale = Material.TextureCoords[Unit].Scale; Params.TextureCoords[Unit].Rotation = Material.TextureCoords[Unit].Rotation; Params.TextureCoords[Unit].Translation = Material.TextureCoords[Unit].Translation; //Texture Mapper Mat.TextureMappers[Unit].WrapU = (PICATextureWrap)Material.TextureCoords[Unit].WrapU; Mat.TextureMappers[Unit].WrapV = (PICATextureWrap)Material.TextureCoords[Unit].WrapV; Mat.TextureMappers[Unit].MagFilter = (H3DTextureMagFilter)Material.TextureCoords[Unit].MagFilter; Mat.TextureMappers[Unit].MinFilter = (H3DTextureMinFilter)Material.TextureCoords[Unit].MinFilter; Mat.TextureMappers[Unit].MinLOD = (byte)Material.TextureCoords[Unit].MinLOD; Mat.TextureMappers[Unit].BorderColor = Material.BorderColor[Unit]; } Params.EmissionColor = Material.EmissionColor; Params.AmbientColor = Material.AmbientColor; Params.DiffuseColor = Material.DiffuseColor; Params.Specular0Color = Material.Specular0Color; Params.Specular1Color = Material.Specular1Color; Params.Constant0Color = Material.Constant0Color; Params.Constant1Color = Material.Constant1Color; Params.Constant2Color = Material.Constant2Color; Params.Constant3Color = Material.Constant3Color; Params.Constant4Color = Material.Constant4Color; Params.Constant5Color = Material.Constant5Color; Params.BlendColor = Material.BlendColor; //HACK: It's usually 0 on Sun/Moon, this causes issues on some //models being rendered transparent (Shader differences). Params.DiffuseColor.A = 0xff; Params.ColorScale = 1f; Params.LUTInputAbsolute = Material.LUTInputAbsolute; Params.LUTInputSelection = Material.LUTInputSelection; Params.LUTInputScale = Material.LUTInputScale; Params.ColorOperation = Material.ColorOperation; Params.BlendFunction = Material.BlendFunction; Params.LogicalOperation = Material.LogicalOperation; Params.AlphaTest = Material.AlphaTest; Params.StencilTest = Material.StencilTest; Params.StencilOperation = Material.StencilOperation; Params.DepthColorMask = Material.DepthColorMask; Params.FaceCulling = Material.FaceCulling; Params.ColorBufferRead = Material.ColorBufferRead; Params.ColorBufferWrite = Material.ColorBufferWrite; Params.StencilBufferRead = Material.StencilBufferRead; Params.StencilBufferWrite = Material.StencilBufferWrite; Params.DepthBufferRead = Material.DepthBufferRead; Params.DepthBufferWrite = Material.DepthBufferWrite; if (Material.LUT0HashId != 0) { Params.LUTReflecRTableName = DefaultLUTName; Params.LUTReflecRSamplerName = GetLUTName(Material.LUT0HashId); } if (Material.LUT1HashId != 0) { Params.LUTReflecGTableName = DefaultLUTName; Params.LUTReflecGSamplerName = GetLUTName(Material.LUT1HashId); } if (Material.LUT2HashId != 0) { Params.LUTReflecBTableName = DefaultLUTName; Params.LUTReflecBSamplerName = GetLUTName(Material.LUT2HashId); } if (Material.BumpTexture != -1) { Params.BumpTexture = (byte)Material.BumpTexture; Params.BumpMode = H3DBumpMode.AsBump; } Params.Constant0Assignment = Material.Constant0Assignment; Params.Constant1Assignment = Material.Constant1Assignment; Params.Constant2Assignment = Material.Constant2Assignment; Params.Constant3Assignment = Material.Constant3Assignment; Params.Constant4Assignment = Material.Constant4Assignment; Params.Constant5Assignment = Material.Constant5Assignment; string VtxShaderName = Material.VtxShaderName; //Make shader names match X/Y/OR/AS shader names. if (VtxShaderName == "Poke" || VtxShaderName == "PokeNormal") { VtxShaderName = "PokePack"; } Params.ShaderReference = $"0@{VtxShaderName}"; Params.ModelReference = $"{Mat.Name}@{Name}"; /* * Add those for compatibility with the older BCH models. * It's worth noting that ShaderParam0 is usually used as "UVScale" on model that uses * geometry shader to make billboarded point sprites. On the new shader it have a * multiplication of the Color by 3, while the older one doesn't have such multiplication, * so for compatibility with the older shader, the easiest thing to do is just multiply the * scale by 3 to give the same results on the old shader. */ Params.MetaData = new H3DMetaData(); Params.MetaData.Add(new H3DMetaDataValue("EdgeType", Material.EdgeType)); Params.MetaData.Add(new H3DMetaDataValue("IDEdgeEnable", Material.IDEdgeEnable)); Params.MetaData.Add(new H3DMetaDataValue("EdgeID", Material.EdgeID)); Params.MetaData.Add(new H3DMetaDataValue("ProjectionType", Material.ProjectionType)); Params.MetaData.Add(new H3DMetaDataValue("RimPow", Material.RimPower)); Params.MetaData.Add(new H3DMetaDataValue("RimScale", Material.RimScale)); Params.MetaData.Add(new H3DMetaDataValue("PhongPow", Material.PhongPower)); Params.MetaData.Add(new H3DMetaDataValue("PhongScale", Material.PhongScale)); Params.MetaData.Add(new H3DMetaDataValue("IDEdgeOffsetEnable", Material.IDEdgeOffsetEnable)); Params.MetaData.Add(new H3DMetaDataValue("EdgeMapAlphaMask", Material.EdgeMapAlphaMask)); Params.MetaData.Add(new H3DMetaDataValue("BakeTexture0", Material.BakeTexture0)); Params.MetaData.Add(new H3DMetaDataValue("BakeTexture1", Material.BakeTexture1)); Params.MetaData.Add(new H3DMetaDataValue("BakeTexture2", Material.BakeTexture2)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant0", Material.BakeConstant0)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant1", Material.BakeConstant1)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant2", Material.BakeConstant2)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant3", Material.BakeConstant3)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant4", Material.BakeConstant4)); Params.MetaData.Add(new H3DMetaDataValue("BakeConstant5", Material.BakeConstant5)); Params.MetaData.Add(new H3DMetaDataValue("VertexShaderType", Material.VertexShaderType)); Params.MetaData.Add(new H3DMetaDataValue("ShaderParam0", Material.ShaderParam0 * 3)); Params.MetaData.Add(new H3DMetaDataValue("ShaderParam1", Material.ShaderParam1)); Params.MetaData.Add(new H3DMetaDataValue("ShaderParam2", Material.ShaderParam2)); Params.MetaData.Add(new H3DMetaDataValue("ShaderParam3", Material.ShaderParam3)); Output.Materials.Add(Mat); } //Meshes Output.MeshNodesTree = new H3DPatriciaTree(); foreach (GFMesh Mesh in Meshes) { //Note: GFModel have one Vertex Buffer for each SubMesh, //while on H3D all SubMeshes shares the same Vertex Buffer. //For this reason we need to store SubMeshes as Meshes on H3D. foreach (GFSubMesh SubMesh in Mesh.SubMeshes) { int NodeIndex = Output.MeshNodesTree.Find(Mesh.Name); if (NodeIndex == -1) { Output.MeshNodesTree.Add(Mesh.Name); Output.MeshNodesVisibility.Add(true); NodeIndex = Output.MeshNodesCount++; } List <H3DSubMesh> SubMeshes = new List <H3DSubMesh>(); ushort[] BoneIndices = new ushort[SubMesh.BoneIndicesCount]; for (int Index = 0; Index < BoneIndices.Length; Index++) { BoneIndices[Index] = SubMesh.BoneIndices[Index]; } H3DSubMeshSkinning SMSk = Output.Skeleton.Count > 0 ? H3DSubMeshSkinning.Smooth : H3DSubMeshSkinning.None; SubMeshes.Add(new H3DSubMesh() { Skinning = SMSk, BoneIndicesCount = SubMesh.BoneIndicesCount, BoneIndices = BoneIndices, Indices = SubMesh.Indices }); H3DMesh M = new H3DMesh( SubMesh.RawBuffer, SubMesh.VertexStride, SubMesh.Attributes, SubMesh.FixedAttributes, SubMeshes); M.Skinning = H3DMeshSkinning.Smooth; int MatIndex = Materials.FindIndex(x => x.MaterialName == SubMesh.Name); GFMaterial Mat = Materials[MatIndex]; M.MaterialIndex = (ushort)MatIndex; M.NodeIndex = (ushort)NodeIndex; M.Layer = Mat.RenderLayer; M.Priority = Mat.RenderPriority; M.UpdateBoolUniforms(Output.Materials[MatIndex]); Output.AddMesh(M); } } return(Output); }
public H3D ToH3D() { H3D Output = new H3D(); foreach (GfxModel Model in Models) { H3DModel Mdl = new H3DModel(); Mdl.Name = Model.Name; Mdl.WorldTransform = Model.WorldTransform; foreach (GfxMaterial Material in Model.Materials) { H3DMaterial Mat = new H3DMaterial() { Name = Material.Name }; Mat.MaterialParams.ModelReference = $"{Mat.Name}@{Model.Name}"; Mat.MaterialParams.ShaderReference = "0@DefaultShader"; Mat.MaterialParams.Flags = (H3DMaterialFlags)Material.Flags; Mat.MaterialParams.TranslucencyKind = (H3DTranslucencyKind)Material.TranslucencyKind; Mat.MaterialParams.TexCoordConfig = (H3DTexCoordConfig)Material.TexCoordConfig; Mat.MaterialParams.EmissionColor = Material.Colors.Emission; Mat.MaterialParams.AmbientColor = Material.Colors.Ambient; Mat.MaterialParams.DiffuseColor = Material.Colors.Diffuse; Mat.MaterialParams.Specular0Color = Material.Colors.Specular0; Mat.MaterialParams.Specular1Color = Material.Colors.Specular1; Mat.MaterialParams.Constant0Color = Material.Colors.Constant0; Mat.MaterialParams.Constant1Color = Material.Colors.Constant1; Mat.MaterialParams.Constant2Color = Material.Colors.Constant2; Mat.MaterialParams.Constant3Color = Material.Colors.Constant3; Mat.MaterialParams.Constant4Color = Material.Colors.Constant4; Mat.MaterialParams.Constant5Color = Material.Colors.Constant5; Mat.MaterialParams.ColorScale = Material.Colors.Scale; if (Material.Rasterization.IsPolygonOffsetEnabled) { Mat.MaterialParams.Flags |= H3DMaterialFlags.IsPolygonOffsetEnabled; } Mat.MaterialParams.FaceCulling = Material.Rasterization.FaceCulling.ToPICAFaceCulling(); Mat.MaterialParams.PolygonOffsetUnit = Material.Rasterization.PolygonOffsetUnit; Mat.MaterialParams.DepthColorMask = Material.FragmentOperation.Depth.ColorMask; Mat.MaterialParams.DepthColorMask.RedWrite = true; Mat.MaterialParams.DepthColorMask.GreenWrite = true; Mat.MaterialParams.DepthColorMask.BlueWrite = true; Mat.MaterialParams.DepthColorMask.AlphaWrite = true; Mat.MaterialParams.DepthColorMask.DepthWrite = true; Mat.MaterialParams.ColorBufferRead = false; Mat.MaterialParams.ColorBufferWrite = true; Mat.MaterialParams.StencilBufferRead = false; Mat.MaterialParams.StencilBufferWrite = false; Mat.MaterialParams.DepthBufferRead = true; Mat.MaterialParams.DepthBufferWrite = true; Mat.MaterialParams.ColorOperation = Material.FragmentOperation.Blend.ColorOperation; Mat.MaterialParams.LogicalOperation = Material.FragmentOperation.Blend.LogicalOperation; Mat.MaterialParams.BlendFunction = Material.FragmentOperation.Blend.Function; Mat.MaterialParams.BlendColor = Material.FragmentOperation.Blend.Color; Mat.MaterialParams.StencilOperation = Material.FragmentOperation.Stencil.Operation; Mat.MaterialParams.StencilTest = Material.FragmentOperation.Stencil.Test; int TCIndex = 0; foreach (GfxTextureCoord TexCoord in Material.TextureCoords) { H3DTextureCoord TC = new H3DTextureCoord(); TC.MappingType = (H3DTextureMappingType)TexCoord.MappingType; TC.ReferenceCameraIndex = (sbyte)TexCoord.ReferenceCameraIndex; TC.TransformType = (H3DTextureTransformType)TexCoord.TransformType; TC.Scale = TexCoord.Scale; TC.Rotation = TexCoord.Rotation; TC.Translation = TexCoord.Translation; switch (TexCoord.MappingType) { case GfxTextureMappingType.UvCoordinateMap: Mat.MaterialParams.TextureSources[TCIndex] = TexCoord.SourceCoordIndex; break; case GfxTextureMappingType.CameraCubeEnvMap: Mat.MaterialParams.TextureSources[TCIndex] = 3; break; case GfxTextureMappingType.CameraSphereEnvMap: Mat.MaterialParams.TextureSources[TCIndex] = 4; break; } Mat.MaterialParams.TextureCoords[TCIndex++] = TC; if (TCIndex == Material.UsedTextureCoordsCount) { break; } } int TMIndex = 0; foreach (GfxTextureMapper TexMapper in Material.TextureMappers) { if (TexMapper == null) { break; } H3DTextureMapper TM = new H3DTextureMapper(); TM.WrapU = TexMapper.WrapU; TM.WrapV = TexMapper.WrapV; TM.MagFilter = (H3DTextureMagFilter)TexMapper.MinFilter; switch ((uint)TexMapper.MagFilter | ((uint)TexMapper.MipFilter << 1)) { case 0: TM.MinFilter = H3DTextureMinFilter.NearestMipmapNearest; break; case 1: TM.MinFilter = H3DTextureMinFilter.LinearMipmapNearest; break; case 2: TM.MinFilter = H3DTextureMinFilter.NearestMipmapLinear; break; case 3: TM.MinFilter = H3DTextureMinFilter.LinearMipmapLinear; break; } TM.LODBias = TexMapper.LODBias; TM.MinLOD = TexMapper.MinLOD; TM.BorderColor = TexMapper.BorderColor; Mat.TextureMappers[TMIndex++] = TM; } Mat.EnabledTextures[0] = Material.TextureMappers[0] != null; Mat.EnabledTextures[1] = Material.TextureMappers[1] != null; Mat.EnabledTextures[2] = Material.TextureMappers[2] != null; Mat.Texture0Name = Material.TextureMappers[0]?.Texture.Path; Mat.Texture1Name = Material.TextureMappers[1]?.Texture.Path; Mat.Texture2Name = Material.TextureMappers[2]?.Texture.Path; GfxFragmentFlags SrcFlags = Material.FragmentShader.Lighting.Flags; H3DFragmentFlags DstFlags = 0; if ((SrcFlags & GfxFragmentFlags.IsClampHighLightEnabled) != 0) { DstFlags |= H3DFragmentFlags.IsClampHighLightEnabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTDist0Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTDist0Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTDist1Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTDist1Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTGeoFactor0Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTGeoFactor0Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTGeoFactor1Enabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTGeoFactor1Enabled; } if ((SrcFlags & GfxFragmentFlags.IsLUTReflectionEnabled) != 0) { DstFlags |= H3DFragmentFlags.IsLUTReflectionEnabled; } if (Material.FragmentShader.Lighting.IsBumpRenormalize) { DstFlags |= H3DFragmentFlags.IsBumpRenormalizeEnabled; } Mat.MaterialParams.FragmentFlags = DstFlags; Mat.MaterialParams.FresnelSelector = (H3DFresnelSelector)Material.FragmentShader.Lighting.FresnelSelector; Mat.MaterialParams.BumpTexture = (byte)Material.FragmentShader.Lighting.BumpTexture; Mat.MaterialParams.BumpMode = (H3DBumpMode)Material.FragmentShader.Lighting.BumpMode; Mat.MaterialParams.LUTInputSelection.ReflecR = Material.FragmentShader.LUTs.ReflecR?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.ReflecG = Material.FragmentShader.LUTs.ReflecG?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.ReflecB = Material.FragmentShader.LUTs.ReflecB?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Dist0 = Material.FragmentShader.LUTs.Dist0?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Dist1 = Material.FragmentShader.LUTs.Dist1?.Input ?? 0; Mat.MaterialParams.LUTInputSelection.Fresnel = Material.FragmentShader.LUTs.Fresnel?.Input ?? 0; Mat.MaterialParams.LUTInputScale.ReflecR = Material.FragmentShader.LUTs.ReflecR?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.ReflecG = Material.FragmentShader.LUTs.ReflecG?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.ReflecB = Material.FragmentShader.LUTs.ReflecB?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Dist0 = Material.FragmentShader.LUTs.Dist0?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Dist1 = Material.FragmentShader.LUTs.Dist1?.Scale ?? 0; Mat.MaterialParams.LUTInputScale.Fresnel = Material.FragmentShader.LUTs.Fresnel?.Scale ?? 0; Mat.MaterialParams.LUTReflecRTableName = Material.FragmentShader.LUTs.ReflecR?.Sampler.TableName; Mat.MaterialParams.LUTReflecGTableName = Material.FragmentShader.LUTs.ReflecG?.Sampler.TableName; Mat.MaterialParams.LUTReflecBTableName = Material.FragmentShader.LUTs.ReflecB?.Sampler.TableName; Mat.MaterialParams.LUTDist0TableName = Material.FragmentShader.LUTs.Dist0?.Sampler.TableName; Mat.MaterialParams.LUTDist1TableName = Material.FragmentShader.LUTs.Dist1?.Sampler.TableName; Mat.MaterialParams.LUTFresnelTableName = Material.FragmentShader.LUTs.Fresnel?.Sampler.TableName; Mat.MaterialParams.LUTReflecRSamplerName = Material.FragmentShader.LUTs.ReflecR?.Sampler.SamplerName; Mat.MaterialParams.LUTReflecGSamplerName = Material.FragmentShader.LUTs.ReflecG?.Sampler.SamplerName; Mat.MaterialParams.LUTReflecBSamplerName = Material.FragmentShader.LUTs.ReflecB?.Sampler.SamplerName; Mat.MaterialParams.LUTDist0SamplerName = Material.FragmentShader.LUTs.Dist0?.Sampler.SamplerName; Mat.MaterialParams.LUTDist1SamplerName = Material.FragmentShader.LUTs.Dist1?.Sampler.SamplerName; Mat.MaterialParams.LUTFresnelSamplerName = Material.FragmentShader.LUTs.Fresnel?.Sampler.SamplerName; Mat.MaterialParams.TexEnvStages[0] = Material.FragmentShader.TextureEnvironments[0].Stage; Mat.MaterialParams.TexEnvStages[1] = Material.FragmentShader.TextureEnvironments[1].Stage; Mat.MaterialParams.TexEnvStages[2] = Material.FragmentShader.TextureEnvironments[2].Stage; Mat.MaterialParams.TexEnvStages[3] = Material.FragmentShader.TextureEnvironments[3].Stage; Mat.MaterialParams.TexEnvStages[4] = Material.FragmentShader.TextureEnvironments[4].Stage; Mat.MaterialParams.TexEnvStages[5] = Material.FragmentShader.TextureEnvironments[5].Stage; Mat.MaterialParams.AlphaTest = Material.FragmentShader.AlphaTest.Test; Mat.MaterialParams.TexEnvBufferColor = Material.FragmentShader.TexEnvBufferColor; Mdl.Materials.Add(Mat); } foreach (GfxMesh Mesh in Model.Meshes) { GfxShape Shape = Model.Shapes[Mesh.ShapeIndex]; H3DMesh M = new H3DMesh(); PICAVertex[] Vertices = null; foreach (GfxVertexBuffer VertexBuffer in Shape.VertexBuffers) { /* * CGfx supports 3 types of vertex buffer: * - Non-Interleaved: Each attribute is stored on it's on stream, like this: * P0 P1 P2 P3 P4 P5 ... N0 N1 N2 N3 N4 N5 * - Interleaved: All attributes are stored on the same stream, like this: * P0 N0 P1 N1 P2 N2 P3 N3 P4 N4 P5 N5 ... * - Fixed: The attribute have only a single fixed value, so instead of a stream, * it have a single vector. */ if (VertexBuffer is GfxAttribute) { //Non-Interleaved buffer GfxAttribute Attr = (GfxAttribute)VertexBuffer; M.Attributes.Add(Attr.ToPICAAttribute()); int Length = Attr.Elements; switch (Attr.Format) { case GfxGLDataType.GL_SHORT: Length <<= 1; break; case GfxGLDataType.GL_FLOAT: Length <<= 2; break; } M.VertexStride += Length; Vector4[] Vectors = Attr.GetVectors(); if (Vertices == null) { Vertices = new PICAVertex[Vectors.Length]; } for (int i = 0; i < Vectors.Length; i++) { switch (Attr.AttrName) { case PICAAttributeName.Position: Vertices[i].Position = Vectors[i]; break; case PICAAttributeName.Normal: Vertices[i].Normal = Vectors[i]; break; case PICAAttributeName.Tangent: Vertices[i].Tangent = Vectors[i]; break; case PICAAttributeName.TexCoord0: Vertices[i].TexCoord0 = Vectors[i]; break; case PICAAttributeName.TexCoord1: Vertices[i].TexCoord1 = Vectors[i]; break; case PICAAttributeName.TexCoord2: Vertices[i].TexCoord2 = Vectors[i]; break; case PICAAttributeName.Color: Vertices[i].Color = Vectors[i]; break; case PICAAttributeName.BoneIndex: Vertices[i].Indices[0] = (int)Vectors[i].X; Vertices[i].Indices[1] = (int)Vectors[i].Y; Vertices[i].Indices[2] = (int)Vectors[i].Z; Vertices[i].Indices[3] = (int)Vectors[i].W; break; case PICAAttributeName.BoneWeight: Vertices[i].Weights[0] = Vectors[i].X; Vertices[i].Weights[1] = Vectors[i].Y; Vertices[i].Weights[2] = Vectors[i].Z; Vertices[i].Weights[3] = Vectors[i].W; break; } } } else if (VertexBuffer is GfxVertexBufferFixed) { //Fixed vector float[] Vector = ((GfxVertexBufferFixed)VertexBuffer).Vector; M.FixedAttributes.Add(new PICAFixedAttribute() { Name = VertexBuffer.AttrName, Value = new PICAVectorFloat24( Vector.Length > 0 ? Vector[0] : 0, Vector.Length > 1 ? Vector[1] : 0, Vector.Length > 2 ? Vector[2] : 0, Vector.Length > 3 ? Vector[3] : 0) }); } else { //Interleaved buffer GfxVertexBufferInterleaved VtxBuff = (GfxVertexBufferInterleaved)VertexBuffer; foreach (GfxAttribute Attr in ((GfxVertexBufferInterleaved)VertexBuffer).Attributes) { M.Attributes.Add(Attr.ToPICAAttribute()); } M.RawBuffer = VtxBuff.RawBuffer; M.VertexStride = VtxBuff.VertexStride; } } if (Vertices != null) { M.RawBuffer = VerticesConverter.GetBuffer(Vertices, M.Attributes); } Vector4 PositionOffset = new Vector4(Shape.PositionOffset, 0); int Layer = (int)Model.Materials[Mesh.MaterialIndex].TranslucencyKind; M.MaterialIndex = (ushort)Mesh.MaterialIndex; M.NodeIndex = (ushort)Mesh.MeshNodeIndex; M.PositionOffset = PositionOffset; M.MeshCenter = Shape.BoundingBox.Center; M.Layer = Layer; M.Priority = Mesh.RenderPriority; H3DBoundingBox OBB = new H3DBoundingBox() { Center = Shape.BoundingBox.Center, Orientation = Shape.BoundingBox.Orientation, Size = Shape.BoundingBox.Size }; M.MetaData = new H3DMetaData(); M.MetaData.Add(new H3DMetaDataValue(OBB)); int SmoothCount = 0; foreach (GfxSubMesh SubMesh in Shape.SubMeshes) { foreach (GfxFace Face in SubMesh.Faces) { foreach (GfxFaceDescriptor Desc in Face.FaceDescriptors) { H3DSubMesh SM = new H3DSubMesh(); SM.BoneIndicesCount = (ushort)SubMesh.BoneIndices.Count; for (int i = 0; i < SubMesh.BoneIndices.Count; i++) { SM.BoneIndices[i] = (ushort)SubMesh.BoneIndices[i]; } switch (SubMesh.Skinning) { case GfxSubMeshSkinning.None: SM.Skinning = H3DSubMeshSkinning.None; break; case GfxSubMeshSkinning.Rigid: SM.Skinning = H3DSubMeshSkinning.Rigid; break; case GfxSubMeshSkinning.Smooth: SM.Skinning = H3DSubMeshSkinning.Smooth; break; } SM.Indices = Desc.Indices; SM.Indices = new ushort[Desc.Indices.Length]; Array.Copy(Desc.Indices, SM.Indices, SM.Indices.Length); M.SubMeshes.Add(SM); } } if (SubMesh.Skinning == GfxSubMeshSkinning.Smooth) { SmoothCount++; } } if (SmoothCount == Shape.SubMeshes.Count) { M.Skinning = H3DMeshSkinning.Smooth; } else if (SmoothCount > 0) { M.Skinning = H3DMeshSkinning.Mixed; } else { M.Skinning = H3DMeshSkinning.Rigid; } GfxMaterial Mat = Model.Materials[Mesh.MaterialIndex]; M.UpdateBoolUniforms(Mdl.Materials[Mesh.MaterialIndex]); Mdl.AddMesh(M); } //Workaround to fix blending problems until I can find a proper way. Mdl.MeshesLayer1.Reverse(); Mdl.MeshNodesTree = new H3DPatriciaTree(); foreach (GfxMeshNodeVisibility MeshNode in Model.MeshNodeVisibilities) { Mdl.MeshNodesTree.Add(MeshNode.Name); Mdl.MeshNodesVisibility.Add(MeshNode.IsVisible); } if (Model is GfxModelSkeletal) { foreach (GfxBone Bone in ((GfxModelSkeletal)Model).Skeleton.Bones) { H3DBone B = new H3DBone() { Name = Bone.Name, ParentIndex = (short)Bone.ParentIndex, Translation = Bone.Translation, Rotation = Bone.Rotation, Scale = Bone.Scale, InverseTransform = Bone.InvWorldTransform }; bool ScaleCompensate = (Bone.Flags & GfxBoneFlags.IsSegmentScaleCompensate) != 0; if (ScaleCompensate) { B.Flags |= H3DBoneFlags.IsSegmentScaleCompensate; } Mdl.Skeleton.Add(B); } Mdl.Flags |= H3DModelFlags.HasSkeleton; Mdl.BoneScaling = (H3DBoneScaling)((GfxModelSkeletal)Model).Skeleton.ScalingRule; } Output.Models.Add(Mdl); } foreach (GfxTexture Texture in Textures) { H3DTexture Tex = new H3DTexture() { Name = Texture.Name, Width = Texture.Width, Height = Texture.Height, Format = Texture.HwFormat, MipmapSize = (byte)Texture.MipmapSize }; if (Texture is GfxTextureCube) { Tex.RawBufferXPos = ((GfxTextureCube)Texture).ImageXPos.RawBuffer; Tex.RawBufferXNeg = ((GfxTextureCube)Texture).ImageXNeg.RawBuffer; Tex.RawBufferYPos = ((GfxTextureCube)Texture).ImageYPos.RawBuffer; Tex.RawBufferYNeg = ((GfxTextureCube)Texture).ImageYNeg.RawBuffer; Tex.RawBufferZPos = ((GfxTextureCube)Texture).ImageZPos.RawBuffer; Tex.RawBufferZNeg = ((GfxTextureCube)Texture).ImageZNeg.RawBuffer; } else { Tex.RawBuffer = ((GfxTextureImage)Texture).Image.RawBuffer; } Output.Textures.Add(Tex); } foreach (GfxLUT LUT in LUTs) { H3DLUT L = new H3DLUT() { Name = LUT.Name }; foreach (GfxLUTSampler Sampler in LUT.Samplers) { L.Samplers.Add(new H3DLUTSampler() { Flags = Sampler.IsAbsolute ? H3DLUTFlags.IsAbsolute : 0, Name = Sampler.Name, Table = Sampler.Table }); } Output.LUTs.Add(L); } foreach (GfxCamera Camera in Cameras) { Output.Cameras.Add(Camera.ToH3DCamera()); } foreach (GfxLight Light in Lights) { Output.Lights.Add(Light.ToH3DLight()); } foreach (GfxAnimation SklAnim in SkeletalAnimations) { Output.SkeletalAnimations.Add(SklAnim.ToH3DAnimation()); } foreach (GfxAnimation MatAnim in MaterialAnimations) { Output.MaterialAnimations.Add(new H3DMaterialAnim(MatAnim.ToH3DAnimation())); } foreach (GfxAnimation VisAnim in VisibilityAnimations) { Output.VisibilityAnimations.Add(VisAnim.ToH3DAnimation()); } foreach (GfxAnimation CamAnim in CameraAnimations) { Output.CameraAnimations.Add(CamAnim.ToH3DAnimation()); } Output.CopyMaterials(); return(Output); }
public H3DMaterial ToH3DMaterial(Material mat) { H3DMaterial h3dMaterial = new H3DMaterial(); var matParams = h3dMaterial.MaterialParams; if (mat.IsVertexLightingEnabled) { matParams.Flags |= H3DMaterialFlags.IsVertexLightingEnabled; } if (mat.IsFragmentLightingEnabled) { matParams.Flags |= H3DMaterialFlags.IsFragmentLightingEnabled; } if (mat.IsHemiSphereLightingEnabled) { matParams.Flags |= H3DMaterialFlags.IsHemiSphereLightingEnabled; } if (mat.IsHemiSphereOcclusionEnabled) { matParams.Flags |= H3DMaterialFlags.IsHemiSphereOcclusionEnabled; } switch (mat.LayerConfig) { case LayerConfig.LayerConfig0: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig0; break; case LayerConfig.LayerConfig1: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig1; break; case LayerConfig.LayerConfig2: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig2; break; case LayerConfig.LayerConfig3: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig3; break; case LayerConfig.LayerConfig4: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig4; break; case LayerConfig.LayerConfig5: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig5; break; case LayerConfig.LayerConfig6: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig6; break; case LayerConfig.LayerConfig7: matParams.TranslucencyKind = H3DTranslucencyKind.LayerConfig7; break; } for (int i = 0; i < mat.TextureMappers?.Count; i++) { string texture = GetTextureName(mat.TextureMappers[i].TextureID); if (texture == string.Empty) { continue; } if (i == 0) { h3dMaterial.Texture0Name = texture; } if (i == 0) { h3dMaterial.Texture1Name = texture; } if (i == 0) { h3dMaterial.Texture2Name = texture; } h3dMaterial.TextureMappers[i].WrapU = ConvertWrapMode(mat.TextureMappers[i].WrapU); h3dMaterial.TextureMappers[i].WrapV = ConvertWrapMode(mat.TextureMappers[i].WrapV); h3dMaterial.TextureMappers[i].MagFilter = ConvertTexMagFilter(mat.TextureMappers[i].TextureMagFilter); h3dMaterial.TextureMappers[i].MinFilter = ConvertTexMinFilter(mat.TextureMappers[i].TextureMinFilter); h3dMaterial.TextureMappers[i].LODBias = mat.TextureMappers[i].LODBias; h3dMaterial.TextureMappers[i].MinLOD = (byte)(mat.TextureMappers[i].MinLODBias / 255); h3dMaterial.TextureMappers[i].BorderColor = new SPICA.Math3D.RGBA( mat.TextureMappers[i].BorderColor.R, mat.TextureMappers[i].BorderColor.G, mat.TextureMappers[i].BorderColor.B, mat.TextureMappers[i].BorderColor.A); matParams.TextureCoords[i].TransformType = H3DTextureTransformType.DccMaya; matParams.TextureCoords[i].MappingType = H3DTextureMappingType.UvCoordinateMap; matParams.TextureCoords[i].Scale = new System.Numerics.Vector2( mat.TextureCoords[i].Scale.X, mat.TextureCoords[i].Scale.Y); matParams.TextureCoords[i].Translation = new System.Numerics.Vector2( mat.TextureCoords[i].Translation.X, mat.TextureCoords[i].Translation.Y); matParams.TextureCoords[i].Rotation = mat.TextureCoords[i].Rotation; } matParams.DiffuseColor = ConvertRGBA(mat.DiffuseColor); matParams.Specular0Color = ConvertRGBA(mat.Specular0Color); matParams.Specular1Color = ConvertRGBA(mat.Specular1Color); matParams.EmissionColor = ConvertRGBA(mat.EmissionColor); matParams.Constant0Color = ConvertRGBA(mat.ConstantColors[0]); matParams.Constant1Color = ConvertRGBA(mat.ConstantColors[1]); matParams.Constant2Color = ConvertRGBA(mat.ConstantColors[2]); matParams.Constant3Color = ConvertRGBA(mat.ConstantColors[3]); matParams.Constant4Color = ConvertRGBA(mat.ConstantColors[4]); matParams.Constant5Color = ConvertRGBA(mat.ConstantColors[5]); matParams.BlendColor = ConvertRGBA(mat.BlendColor); matParams.TexEnvBufferColor = ConvertRGBA(mat.BufferColor); if (mat.CullMode == CullMode.Back) { matParams.FaceCulling = PICAFaceCulling.BackFace; } else if (mat.CullMode == CullMode.Front) { matParams.FaceCulling = PICAFaceCulling.FrontFace; } else { matParams.FaceCulling = PICAFaceCulling.Never; } matParams.AlphaTest.Enabled = mat.AlphaTest.Enabled; matParams.AlphaTest.Function = ConvertTestFunction(mat.AlphaTest.Function); matParams.AlphaTest.Reference = mat.AlphaTest.Reference; matParams.BlendFunction.ColorSrcFunc = ConvertBlendFunc(mat.BlendFunction.ColorSrcFunc); matParams.BlendFunction.ColorDstFunc = ConvertBlendFunc(mat.BlendFunction.ColorDstFunc); matParams.BlendFunction.AlphaSrcFunc = ConvertBlendFunc(mat.BlendFunction.AlphaSrcFunc); matParams.BlendFunction.AlphaDstFunc = ConvertBlendFunc(mat.BlendFunction.AlphaDstFunc); for (int i = 0; i < mat.TexEnvStages.Count; i++) { var combiner = mat.TexEnvStages[i]; var h3dStage = new PICATexEnvStage(); h3dStage.Source.Color[0] = ConvertCombinerSrc[combiner.Source.Color[0]]; h3dStage.Source.Color[1] = ConvertCombinerSrc[combiner.Source.Color[1]]; h3dStage.Source.Color[2] = ConvertCombinerSrc[combiner.Source.Color[2]]; h3dStage.Source.Alpha[0] = ConvertCombinerSrc[combiner.Source.Alpha[0]]; h3dStage.Source.Alpha[1] = ConvertCombinerSrc[combiner.Source.Alpha[1]]; h3dStage.Source.Alpha[2] = ConvertCombinerSrc[combiner.Source.Alpha[2]]; h3dStage.Operand.Alpha[0] = ConvertConvertCombinerAlphaOp[combiner.Operand.Alpha[0]]; h3dStage.Operand.Alpha[1] = ConvertConvertCombinerAlphaOp[combiner.Operand.Alpha[1]]; h3dStage.Operand.Alpha[2] = ConvertConvertCombinerAlphaOp[combiner.Operand.Alpha[2]]; h3dStage.Operand.Color[0] = ConvertConvertCombinerColorOp[combiner.Operand.Color[0]]; h3dStage.Operand.Color[1] = ConvertConvertCombinerColorOp[combiner.Operand.Color[1]]; h3dStage.Operand.Color[2] = ConvertConvertCombinerColorOp[combiner.Operand.Color[2]]; h3dStage.Scale.Color = ConvertScale[combiner.Scale.Color]; h3dStage.Scale.Alpha = ConvertScale[combiner.Scale.Alpha]; h3dStage.Combiner.Alpha = ConvertConvertCombiner[combiner.Combiner.Alpha]; h3dStage.Combiner.Color = ConvertConvertCombiner[combiner.Combiner.Color]; matParams.TexEnvStages[i] = h3dStage; } matParams.LUTInputAbsolute.Dist0 = mat.Distibution0SamplerIsAbs; matParams.LUTInputAbsolute.Dist1 = mat.Distibution1SamplerIsAbs; matParams.LUTInputAbsolute.ReflecR = mat.ReflectanceRSamplerIsAbs; matParams.LUTInputAbsolute.ReflecG = mat.ReflectanceGSamplerIsAbs; matParams.LUTInputAbsolute.ReflecB = mat.ReflectanceBSamplerIsAbs; matParams.LUTInputAbsolute.Fresnel = mat.FresnelSamplerIsAbs; return(h3dMaterial); }
public void UpdateShaders() { DisposeShaders(); foreach (H3DMaterial Material in BaseModel.Materials) { H3DMaterialParams Params = Material.MaterialParams; int Hash = GetMaterialShaderHash(Params); bool HasHash = false; if (ShaderHashes.TryGetValue(Hash, out int ShaderIndex)) { HasHash = true; H3DMaterial m = BaseModel.Materials[ShaderIndex]; if (CompareMaterials(m.MaterialParams, Params)) { Shaders.Add(Shaders[ShaderIndex]); continue; } } if (!HasHash) { ShaderHashes.Add(Hash, Shaders.Count); } FragmentShaderGenerator FragShaderGen = new FragmentShaderGenerator(Params); int FragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader); Shader.CompileAndCheck(FragmentShaderHandle, FragShaderGen.GetFragShader()); VertexShader VtxShader = Renderer.GetShader(Params.ShaderReference); Shader Shdr = new Shader(FragmentShaderHandle, VtxShader); Shaders.Add(Shdr); GL.UseProgram(Shdr.Handle); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "Textures[0]"), 0); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "Textures[1]"), 1); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "Textures[2]"), 2); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "TextureCube"), 3); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[0]"), 4); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[1]"), 5); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[2]"), 6); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[3]"), 7); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[4]"), 8); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, "LUTs[5]"), 9); for (int i = 0; i < 3; i++) { int j = i * 2; GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, $"LUTs[{6 + j}]"), 10 + j); GL.Uniform1(GL.GetUniformLocation(Shdr.Handle, $"LUTs[{7 + j}]"), 11 + j); } //Pokémon uses this Vector4 ShaderParam = Vector4.Zero; if (Params.MetaData != null) { foreach (H3DMetaDataValue MD in Params.MetaData) { if (MD.Type == H3DMetaDataType.Single) { switch (MD.Name) { case "$ShaderParam0": ShaderParam.W = (float)MD.Values[0]; break; case "$ShaderParam1": ShaderParam.Z = (float)MD.Values[0]; break; case "$ShaderParam2": ShaderParam.Y = (float)MD.Values[0]; break; case "$ShaderParam3": ShaderParam.X = (float)MD.Values[0]; break; } } } } Shdr.SetVtxVector4(85, ShaderParam); //Send values from material matching register ids to names. foreach (KeyValuePair <uint, System.Numerics.Vector4> KV in Params.VtxShaderUniforms) { Shdr.SetVtxVector4((int)KV.Key, KV.Value.ToVector4()); } foreach (KeyValuePair <uint, System.Numerics.Vector4> KV in Params.GeoShaderUniforms) { Shdr.SetGeoVector4((int)KV.Key, KV.Value.ToVector4()); } Vector4 MatAmbient = new Vector4( Params.AmbientColor.R / 255f, Params.AmbientColor.G / 255f, Params.AmbientColor.B / 255F, Params.ColorScale); Vector4 MatDiffuse = new Vector4( Params.DiffuseColor.R / 255f, Params.DiffuseColor.G / 255f, Params.DiffuseColor.B / 255f, 1f); Vector4 TexCoordMap = new Vector4( Params.TextureSources[0], Params.TextureSources[1], Params.TextureSources[2], Params.TextureSources[3]); Shdr.SetVtxVector4(DefaultShaderIds.MatAmbi, MatAmbient); Shdr.SetVtxVector4(DefaultShaderIds.MatDiff, MatDiffuse); Shdr.SetVtxVector4(DefaultShaderIds.TexcMap, TexCoordMap); } UpdateUniforms(); }
public H3D ToH3D(string TextureAndMtlSearchPath = null, bool noTextures = false) { H3D Output = new H3D(); Dictionary <string, OBJMaterial> Materials = new Dictionary <string, OBJMaterial>(); if (TextureAndMtlSearchPath != null) { TextReader Reader = null; if (textureOnly) { Reader = new StreamReader(textureOnlyFile); } else { string MaterialFile = Path.Combine(TextureAndMtlSearchPath, MtlFile); if (File.Exists(MaterialFile)) { Reader = new StreamReader(MaterialFile); } } if (Reader != null) { string MaterialName = null; OBJMaterial Material = default(OBJMaterial); for (string Line; (Line = Reader.ReadLine()) != null;) { string[] Params = Line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); if (Params.Length == 0) { continue; } switch (Params[0]) { case "newmtl": if (Params.Length > 1) { if (MaterialName != null && Material.DiffuseTexture != null) { Materials.Add(MaterialName, Material); } Material = new OBJMaterial(); MaterialName = Line.Substring(Line.IndexOf(" ")).Trim(); } break; case "map_Kd": if (Params.Length > 1) { string Name = Line.Substring(Line.IndexOf(Params[1])); string TextureFile = Path.Combine(TextureAndMtlSearchPath, Name); string TextureName = Path.GetFileName(TextureFile); if (File.Exists(TextureFile) && !noTextures) { if (Output.Textures.Contains(TextureName)) { Output.Textures.Remove(Output.Textures[Output.Textures.Find(TextureName)]); } Output.Textures.Add(new H3DTexture(TextureFile)); } Material.DiffuseTexture = TextureName; } break; case "Ka": case "Kd": case "Ks": if (Params.Length >= 4) { Vector4 Color = new Vector4( float.Parse(Params[1], CultureInfo.InvariantCulture), float.Parse(Params[2], CultureInfo.InvariantCulture), float.Parse(Params[3], CultureInfo.InvariantCulture), 1); switch (Params[0]) { case "Ka": Material.Ambient = Color; break; case "Kd": Material.Diffuse = Color; break; case "Ks": Material.Specular = Color; break; } } break; } } Reader.Dispose(); if (MaterialName != null && !textureOnly) { Materials.Add(MaterialName, Material); } } } if (!textureOnly) { H3DModel Model = new H3DModel(); string newName = Microsoft.VisualBasic.Interaction.InputBox("Enter model name: ", "Name", Model.Name); if (newName != "") { Model.Name = newName; } ushort MaterialIndex = 0; Model.Flags = 0; Model.BoneScaling = H3DBoneScaling.Standard; Model.MeshNodesVisibility.Clear(); Model.Skeleton.Clear(); Model.MeshNodesVisibility.Add(true); float Height = 0; Meshes.Sort((x, y) => string.Compare(x.Name, y.Name)); foreach (OBJMesh Mesh in Meshes) { Vector3 MinVector = new Vector3(); Vector3 MaxVector = new Vector3(); Dictionary <PICAVertex, int> Vertices = new Dictionary <PICAVertex, int>(); List <H3DSubMesh> SubMeshes = new List <H3DSubMesh>(); Queue <PICAVertex> VerticesQueue = new Queue <PICAVertex>(); foreach (PICAVertex Vertex in Mesh.Vertices) { VerticesQueue.Enqueue(Vertex); } while (VerticesQueue.Count > 2) { List <ushort> Indices = new List <ushort>(); while (VerticesQueue.Count > 0) { for (int Tri = 0; Tri < 3; Tri++) { PICAVertex Vertex = VerticesQueue.Dequeue(); if (Mesh.Name.Contains("uncolor")) { Vertex.Color = Vector4.One; } if (Vertices.ContainsKey(Vertex)) { Indices.Add((ushort)Vertices[Vertex]); } else { Indices.Add((ushort)Vertices.Count); if (Vertex.Position.X < MinVector.X) { MinVector.X = Vertex.Position.X; } if (Vertex.Position.Y < MinVector.Y) { MinVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z < MinVector.Z) { MinVector.Z = Vertex.Position.Z; } if (Vertex.Position.X > MaxVector.X) { MaxVector.X = Vertex.Position.X; } if (Vertex.Position.Y > MaxVector.Y) { MaxVector.Y = Vertex.Position.Y; } if (Vertex.Position.Z > MaxVector.Z) { MaxVector.Z = Vertex.Position.Z; } Vertices.Add(Vertex, Vertices.Count); } } } H3DSubMesh SM = new H3DSubMesh(); SM.BoneIndices = new ushort[] { }; SM.Skinning = H3DSubMeshSkinning.None; SM.Indices = Indices.ToArray(); SubMeshes.Add(SM); } //Mesh List <PICAAttribute> Attributes = PICAAttribute.GetAttributes( PICAAttributeName.Position, PICAAttributeName.Normal, PICAAttributeName.TexCoord0, PICAAttributeName.Color ); H3DMesh M = new H3DMesh(Vertices.Keys, Attributes, SubMeshes) { Skinning = H3DMeshSkinning.Rigid, MeshCenter = (MinVector + MaxVector) * 0.5f, MaterialIndex = MaterialIndex, }; if (Height < MaxVector.Y) { Height = MaxVector.Y; } //Material string MatName = $"Mat{MaterialIndex++.ToString("D5")}_{Mesh.MaterialName}"; H3DMaterial Material = H3DMaterial.GetSimpleMaterial(Model.Name, Mesh.MaterialName, Materials[Mesh.MaterialName].DiffuseTexture); Material.Texture0Name = Materials[Mesh.MaterialName].DiffuseTexture; Material.MaterialParams.FaceCulling = PICAFaceCulling.BackFace; Material.MaterialParams.Flags = H3DMaterialFlags.IsFragmentLightingEnabled | H3DMaterialFlags.IsVertexLightingEnabled | H3DMaterialFlags.IsFragmentLightingPolygonOffsetDirty; Material.MaterialParams.FragmentFlags = 0; Material.MaterialParams.LightSetIndex = 0; Material.MaterialParams.FogIndex = 0; Material.MaterialParams.LogicalOperation = PICALogicalOp.Noop; Material.MaterialParams.AmbientColor = RGBA.White; Material.MaterialParams.DiffuseColor = RGBA.White; Material.MaterialParams.EmissionColor = RGBA.Black; Material.MaterialParams.Specular0Color = RGBA.Black; Material.MaterialParams.Specular1Color = RGBA.Black; Material.MaterialParams.Constant0Color = RGBA.White; Material.MaterialParams.Constant1Color = RGBA.White; Material.MaterialParams.Constant2Color = RGBA.White; Material.MaterialParams.Constant3Color = RGBA.White; Material.MaterialParams.Constant4Color = RGBA.White; Material.MaterialParams.Constant5Color = RGBA.White; Material.MaterialParams.BlendColor = RGBA.Black; Material.MaterialParams.Constant2Assignment = 2; Material.MaterialParams.ColorScale = 1; Material.MaterialParams.FresnelSelector = H3DFresnelSelector.No; Material.MaterialParams.BumpMode = H3DBumpMode.NotUsed; Material.MaterialParams.BumpTexture = 0; Material.MaterialParams.PolygonOffsetUnit = 0; Material.MaterialParams.TexEnvBufferColor = RGBA.White; Material.MaterialParams.ColorOperation.FragOpMode = PICAFragOpMode.Default; Material.MaterialParams.ColorOperation.BlendMode = PICABlendMode.Blend; Material.MaterialParams.ColorBufferRead = true; Material.MaterialParams.ColorBufferWrite = true; Material.MaterialParams.StencilBufferRead = true; Material.MaterialParams.StencilBufferWrite = true; Material.MaterialParams.DepthBufferRead = true; Material.MaterialParams.DepthBufferWrite = false; Material.MaterialParams.TexEnvStages[0].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Texture0, PICATextureCombinerSource.PrimaryColor, PICATextureCombinerSource.Texture0 }; Material.MaterialParams.TexEnvStages[0].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Texture0, PICATextureCombinerSource.Texture0, PICATextureCombinerSource.Texture0 }; Material.MaterialParams.TexEnvStages[0].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[0].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[0].Combiner.Color = PICATextureCombinerMode.Modulate; Material.MaterialParams.TexEnvStages[0].Combiner.Alpha = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[0].Color = RGBA.White; Material.MaterialParams.TexEnvStages[0].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[0].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[0].UpdateColorBuffer = false; Material.MaterialParams.TexEnvStages[0].UpdateAlphaBuffer = false; Material.MaterialParams.TexEnvStages[1].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.FragmentPrimaryColor, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[1].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[1].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[1].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[1].Combiner.Color = PICATextureCombinerMode.Modulate; Material.MaterialParams.TexEnvStages[1].Combiner.Alpha = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[1].Color = RGBA.Black; Material.MaterialParams.TexEnvStages[1].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[1].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[1].UpdateColorBuffer = false; Material.MaterialParams.TexEnvStages[1].UpdateAlphaBuffer = false; Material.MaterialParams.TexEnvStages[2].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[2].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.PrimaryColor, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[2].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[2].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[2].Combiner.Color = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[2].Combiner.Alpha = PICATextureCombinerMode.Modulate; Material.MaterialParams.TexEnvStages[2].Color = RGBA.White; Material.MaterialParams.TexEnvStages[2].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[2].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[2].UpdateColorBuffer = false; Material.MaterialParams.TexEnvStages[2].UpdateAlphaBuffer = false; Material.MaterialParams.TexEnvStages[3].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[3].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Constant, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[3].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[3].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[3].Combiner.Color = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[3].Combiner.Alpha = PICATextureCombinerMode.Modulate; Material.MaterialParams.TexEnvStages[3].Color = RGBA.White; Material.MaterialParams.TexEnvStages[3].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[3].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[3].UpdateColorBuffer = false; Material.MaterialParams.TexEnvStages[3].UpdateAlphaBuffer = false; Material.MaterialParams.TexEnvStages[4].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[4].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[4].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[4].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[4].Combiner.Color = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[4].Combiner.Alpha = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[4].Color = RGBA.Black; Material.MaterialParams.TexEnvStages[4].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[4].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[4].UpdateColorBuffer = true; Material.MaterialParams.TexEnvStages[4].UpdateAlphaBuffer = false; Material.MaterialParams.TexEnvStages[5].Source.Color = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[5].Source.Alpha = new PICATextureCombinerSource[] { PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous, PICATextureCombinerSource.Previous }; Material.MaterialParams.TexEnvStages[5].Operand.Color = new PICATextureCombinerColorOp[] { PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color, PICATextureCombinerColorOp.Color }; Material.MaterialParams.TexEnvStages[5].Operand.Alpha = new PICATextureCombinerAlphaOp[] { PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha, PICATextureCombinerAlphaOp.Alpha }; Material.MaterialParams.TexEnvStages[5].Combiner.Color = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[5].Combiner.Alpha = PICATextureCombinerMode.Replace; Material.MaterialParams.TexEnvStages[5].Color = RGBA.Black; Material.MaterialParams.TexEnvStages[5].Scale.Color = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[5].Scale.Alpha = PICATextureCombinerScale.One; Material.MaterialParams.TexEnvStages[5].UpdateColorBuffer = false; Material.MaterialParams.TexEnvStages[5].UpdateAlphaBuffer = false; if (Mesh.Name.Contains("alpha")) { if (Mesh.Name.Contains("alphablend")) { M.Layer = 1; Material.MaterialParams.ColorOperation.BlendMode = PICABlendMode.Blend; Material.MaterialParams.BlendFunction.ColorDstFunc = PICABlendFunc.OneMinusSourceAlpha; Material.MaterialParams.BlendFunction.ColorEquation = PICABlendEquation.FuncAdd; Material.MaterialParams.BlendFunction.ColorSrcFunc = PICABlendFunc.SourceAlpha; Material.MaterialParams.BlendFunction.AlphaDstFunc = PICABlendFunc.OneMinusSourceAlpha; Material.MaterialParams.BlendFunction.AlphaEquation = PICABlendEquation.FuncAdd; Material.MaterialParams.BlendFunction.AlphaSrcFunc = PICABlendFunc.SourceAlpha; if (Mesh.Name.Contains("rl")) { int digit = Mesh.Name[Mesh.Name.IndexOf("rl") + 2] - '0'; if (digit >= 0 && digit <= 3) { //set renderlayer M.Priority = digit; } } } Material.MaterialParams.AlphaTest.Enabled = true; Material.MaterialParams.AlphaTest.Function = PICATestFunc.Greater; Material.MaterialParams.AlphaTest.Reference = 0; } if (Mesh.Name.Contains("unculled")) { Material.MaterialParams.FaceCulling = PICAFaceCulling.Never; } if (Material.Name.Contains("mado") || Material.Name.Contains("window")) { Material.MaterialParams.LightSetIndex = 1; } Material.TextureMappers[0].MagFilter = H3DTextureMagFilter.Linear; if (Model.Materials.Find(Material.Name) != -1) { M.MaterialIndex = (ushort)Model.Materials.Find(Material.Name); MaterialIndex--; M.UpdateBoolUniforms(Model.Materials[M.MaterialIndex]); } else { Model.Materials.Add(Material); M.UpdateBoolUniforms(Material); } Model.AddMesh(M); } /* * On Pokémon, the root bone (on the animaiton file) is used by the game to move * characters around, and all rigged bones are parented to this bone. * It's usually the Waist bone, that points upward and is half the character height. */ /*Model.Skeleton.Add(new H3DBone( * new Vector3(0, Height * 0.5f, 0), * new Vector3(0, 0, (float)(Math.PI * 0.5)), * Vector3.One, * "Waist", * -1));*/ //Model.Skeleton[0].CalculateTransform(Model.Skeleton); Output.Models.Add(Model); Output.CopyMaterials(); } return(Output); }