public void LoadItemModels() { string dir = $"{SharpCraft.Instance.GameFolderDir}/assets/sharpcraft/models/item"; var listOfItems = ItemRegistry.AllItems(); List <string> nonDuplicateTextures = new List <string>(); var itemModels = new ConcurrentDictionary <string, List <JsonModel> >(); foreach (var item in listOfItems) { if (item is ItemBlock) { continue; } string unlocalizedLast = LangUtil.GetUnlocalizedNameLast(item.UnlocalizedName); string file = $"{dir}/{unlocalizedLast}.json"; var models = new List <JsonModel>(); if (!File.Exists(file)) { var cube = new JsonCube(); var uv = new JsonCubeFaceUv { texture = "item" }; cube.faces = new Dictionary <Facing, JsonCubeFaceUv> { { Facing.west, uv } }; cube.from = new[] { 8f, 0, 0 }; cube.to = new[] { 8f, 16, 16 }; var bjm = new JsonModel { cubes = new[] { cube }, textures = new Dictionary <string, string> { { "item", "items/" + unlocalizedLast } } }; models.Add(bjm); } else { models.Add(FixBlockJson(file)); while (models.Last() is JsonModel jm && !string.IsNullOrEmpty(jm.inherit)) { string inhertiedFile = $"{SharpCraft.Instance.GameFolderDir}/assets/sharpcraft/models/{jm.inherit}.json"; if (File.Exists(inhertiedFile)) { models.Add(FixBlockJson(inhertiedFile)); } else { break; } } models.Reverse(); } itemModels.TryAdd(item.UnlocalizedName, models); //save what block is using what model foreach (var jsonModel in models) { if (jsonModel.textures == null) { continue; } foreach (var pair in jsonModel.textures) //iterating over the textureMap in the Json model { if (!nonDuplicateTextures.Contains(pair.Value)) { nonDuplicateTextures .Add(pair .Value); //add the current texture name to a list of all textureMap if isn't already there } } } } //each texture name has it's UV values TODO - maybe make a TextureMap class where this could be used var id = Stitch(nonDuplicateTextures.ToArray(), 16, out var textureMapElements); // stitch all textureMap, return the texture ID of the registered texture in VRAM //TODO - if json doesn't contain cube model, assume it's a full cube foreach (var pair in itemModels) //one model per registered item { string name = pair.Key; TextureMapElement tme = null; List <float> vertexes = new List <float>(); List <float> normals = new List <float>(); List <float> uvs = new List <float>(); List <JsonCube> cubes = new List <JsonCube>(); Dictionary <string, string> textures = new Dictionary <string, string>(); foreach (var model in pair.Value) { foreach (var cube in model.cubes) { cubes.Add(cube); } foreach (var pairtex in model.textures) { textures.Remove(pairtex.Key); textures.Add(pairtex.Key, pairtex.Value); } if (model.textures.TryGetValue("item", out var texName)) { textureMapElements.TryGetValue(texName, out tme); } } foreach (var cube in cubes) { CubeModelBuilder.AppendCubeModel(cube, textures, textureMapElements, ref vertexes, ref normals, ref uvs); } ModelItem mi = new ModelItem(tme, _itemShader, ModelManager.LoadItemModelToVao(vertexes.ToArray(), normals.ToArray(), uvs.ToArray())); ItemModels.TryAdd(name, mi); } TextureItems = id; }
//TODO - finish + create model from texture if model not found private int LoadItems(Shader <ModelBlock> blockShader) { string dirBlock = $"{SharpCraft.Instance.GameFolderDir}\\SharpCraft_Data\\assets\\models\\block"; string dirItem = $"{SharpCraft.Instance.GameFolderDir}\\SharpCraft_Data\\assets\\models\\item"; if (!Directory.Exists(dirBlock) || !Directory.Exists(dirItem)) { return(0); } // string[] files = Directory.GetFiles(dir); //TODO - ONLY LOAD JSONS FOR REGISTERED BLOCKS! var listOfItems = ItemRegistry.AllItems(); List <string> nonDuplicateTextures = new List <string>(); var itemModels = new ConcurrentDictionary <string, JsonBlockModel>(); foreach (var iitem in listOfItems) { string file = ""; bool isItemBlock = false; if (iitem is ItemBlock itemBlock) { isItemBlock = true; file = $"{dirBlock}\\{itemBlock.GetUnlocalizedName()}.json"; } else if (iitem is Item item) { file = $"{dirItem}\\{item.GetUnlocalizedName()}.json"; } if (!File.Exists(file)) { continue; } JsonBlockModel bjm = JsonConvert.DeserializeObject <JsonBlockModel>(File.ReadAllText(file)); string itemName = Path.GetFileNameWithoutExtension(file); itemModels.TryAdd(itemName, bjm); //save what block is using what model if (isItemBlock) { continue; } foreach (var pair in bjm.textures) //iterating over the textureMap in the Json model { if (!nonDuplicateTextures.Contains(pair.Value)) { nonDuplicateTextures.Add(pair.Value); //add the current texture name to a list of all textureMap if isn't already there } } } var textureMapElements = new Dictionary <string, TextureMapElement>(); //each texture name has it's UV values TODO - maybe make a TextureMap class where this could be used var id = Stitch(nonDuplicateTextures.ToArray(), 16, textureMapElements); // stitch all textureMap, return the texture ID of the registered texture in VRAM foreach (var pair in itemModels) //one model per registered block { string name = pair.Key; JsonBlockModel model = pair.Value; float[] vertexes = new float[72 * model.cubes.Length]; float[] normals = new float[72 * model.cubes.Length]; float[] uvs = new float[48 * model.cubes.Length]; for (var index = 0; index < model.cubes.Length; index++) { var cube = model.cubes[index]; CubeModelBuilder.AppendCubeModel(cube, model.textures, textureMapElements, ref vertexes, ref normals, ref uvs, index); } //ModelBlock mb = new ModelBlock(blockShader, ModelManager.LoadBlockModelToVao(vertexes, normals, uvs)); //_itemModels.Add(name, mb); } return(id); }