Пример #1
0
        /// <summary>
        ///     Interpolates a point between two vectors using Linear Interpolation.
        /// </summary>
        /// <param name="a">First vector</param>
        /// <param name="b">Second vector</param>
        /// <param name="mu">Value between 0-1 of the interpolation amount</param>
        /// <returns></returns>
        public static RenderBase.OVector3 interpolateLinear(RenderBase.OVector3 a, RenderBase.OVector3 b, float mu)
        {
            RenderBase.OVector3 output = new RenderBase.OVector3();

            output.x = interpolateLinear(a.x, b.x, mu);
            output.y = interpolateLinear(a.y, b.y, mu);
            output.z = interpolateLinear(a.z, b.z, mu);

            return(output);
        }
Пример #2
0
        /// <summary>
        ///     Interpolates a point between two vectors using Linear Interpolation.
        /// </summary>
        /// <param name="a">First vector</param>
        /// <param name="b">Second vector</param>
        /// <param name="mu">Value between 0-1 of the interpolation amount</param>
        /// <returns></returns>
        public static RenderBase.OVector3 interpolateLinear(RenderBase.OVector3 a, RenderBase.OVector3 b, float mu)
        {
            RenderBase.OVector3 output = new RenderBase.OVector3();

            output.x = interpolateLinear(a.x, b.x, mu);
            output.y = interpolateLinear(a.y, b.y, mu);
            output.z = interpolateLinear(a.z, b.z, mu);

            return output;
        }
Пример #3
0
        /// <summary>
        ///     Loads a BCH file.
        ///     Note that BCH must start at offset 0x0 (don't try using it for BCHs inside containers).
        /// </summary>
        /// <param name="data">Memory Stream of the BCH file. The Stream will not be usable after</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(MemoryStream data)
        {
            BinaryReader input = new BinaryReader(data);
            BinaryWriter writer = new BinaryWriter(data);

            RenderBase.OModelGroup models = new RenderBase.OModelGroup();

            //Primary header
            bchHeader header = new bchHeader();
            header.magic = IOUtils.readString(input, 0);
            data.Seek(4, SeekOrigin.Current);
            header.backwardCompatibility = input.ReadByte();
            header.forwardCompatibility = input.ReadByte();
            header.version = input.ReadUInt16();

            header.mainHeaderOffset = input.ReadUInt32();
            header.stringTableOffset = input.ReadUInt32();
            header.gpuCommandsOffset = input.ReadUInt32();
            header.dataOffset = input.ReadUInt32();
            if (header.backwardCompatibility > 0x20) header.dataExtendedOffset = input.ReadUInt32();
            header.relocationTableOffset = input.ReadUInt32();

            header.mainHeaderLength = input.ReadUInt32();
            header.stringTableLength = input.ReadUInt32();
            header.gpuCommandsLength = input.ReadUInt32();
            header.dataLength = input.ReadUInt32();
            if (header.backwardCompatibility > 0x20) header.dataExtendedLength = input.ReadUInt32();
            header.relocationTableLength = input.ReadUInt32();

            header.uninitializedDataSectionLength = input.ReadUInt32();
            header.uninitializedDescriptionSectionLength = input.ReadUInt32();

            if (header.backwardCompatibility > 7)
            {
                header.flags = input.ReadUInt16();
                header.addressCount = input.ReadUInt16();
            }

            //Transform relative offsets to absolute offsets, also add extra bits if necessary.
            //The game does this on RAM after the BCH is loaded, so offsets to data is absolute and points to VRAM.
            for (uint o = header.relocationTableOffset; o < header.relocationTableOffset + header.relocationTableLength; o += 4)
            {
                data.Seek(o, SeekOrigin.Begin);
                uint value = input.ReadUInt32();
                uint offset = value & 0x1ffffff;
                byte flags = (byte)(value >> 25);

                switch (flags)
                {
                    case 0:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.mainHeaderOffset);
                        break;

                    case 1:
                        data.Seek(offset + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.stringTableOffset);
                        break;

                    case 2:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.gpuCommandsOffset);
                        break;

                    case 7:
                    case 0xc:
                        data.Seek((offset * 4) + header.mainHeaderOffset, SeekOrigin.Begin);
                        writer.Write(peek(input) + header.dataOffset);
                        break;
                }

                //The moron that designed the format used different flags on different versions, instead of keeping compatibility.
                data.Seek((offset * 4) + header.gpuCommandsOffset, SeekOrigin.Begin);
                if (header.backwardCompatibility < 6)
                {
                    switch (flags)
                    {
                        case 0x23: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x26: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x27: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else if (header.backwardCompatibility < 8)
                {
                    switch (flags)
                    {
                        case 0x24: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x26: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x27: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x28: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else if (header.backwardCompatibility < 0x21)
                {
                    switch (flags)
                    {
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x27: writer.Write(peek(input) + header.dataOffset); break; //Vertex
                        case 0x28: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode
                        case 0x29: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode
                    }
                }
                else
                {
                    switch (flags)
                    {
                        case 0x25: writer.Write(peek(input) + header.dataOffset); break; //Texture
                        case 0x26: writer.Write(peek(input) + header.dataOffset); break; //Vertex relative to Data Offset
                        case 0x27: writer.Write(((peek(input) + header.dataOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode relative to Data Offset
                        case 0x28: writer.Write((peek(input) + header.dataOffset) & 0x7fffffff); break; //Index 8 bits mode relative to Data Offset
                        case 0x2b: writer.Write(peek(input) + header.dataExtendedOffset); break; //Vertex relative to Data Extended Offset
                        case 0x2c: writer.Write(((peek(input) + header.dataExtendedOffset) & 0x7fffffff) | 0x80000000); break; //Index 16 bits mode relative to Data Extended Offset
                        case 0x2d: writer.Write((peek(input) + header.dataExtendedOffset) & 0x7fffffff); break; //Index 8 bits mode relative to Data Extended Offset
                    }
                }
            }

            //Content header
            data.Seek(header.mainHeaderOffset, SeekOrigin.Begin);
            bchContentHeader contentHeader = new bchContentHeader
            {
                modelsPointerTableOffset = input.ReadUInt32(),
                modelsPointerTableEntries = input.ReadUInt32(),
                modelsNameOffset = input.ReadUInt32(),
                materialsPointerTableOffset = input.ReadUInt32(),
                materialsPointerTableEntries = input.ReadUInt32(),
                materialsNameOffset = input.ReadUInt32(),
                shadersPointerTableOffset = input.ReadUInt32(),
                shadersPointerTableEntries = input.ReadUInt32(),
                shadersNameOffset = input.ReadUInt32(),
                texturesPointerTableOffset = input.ReadUInt32(),
                texturesPointerTableEntries = input.ReadUInt32(),
                texturesNameOffset = input.ReadUInt32(),
                materialsLUTPointerTableOffset = input.ReadUInt32(),
                materialsLUTPointerTableEntries = input.ReadUInt32(),
                materialsLUTNameOffset = input.ReadUInt32(),
                lightsPointerTableOffset = input.ReadUInt32(),
                lightsPointerTableEntries = input.ReadUInt32(),
                lightsNameOffset = input.ReadUInt32(),
                camerasPointerTableOffset = input.ReadUInt32(),
                camerasPointerTableEntries = input.ReadUInt32(),
                camerasNameOffset = input.ReadUInt32(),
                fogsPointerTableOffset = input.ReadUInt32(),
                fogsPointerTableEntries = input.ReadUInt32(),
                fogsNameOffset = input.ReadUInt32(),
                skeletalAnimationsPointerTableOffset = input.ReadUInt32(),
                skeletalAnimationsPointerTableEntries = input.ReadUInt32(),
                skeletalAnimationsNameOffset = input.ReadUInt32(),
                materialAnimationsPointerTableOffset = input.ReadUInt32(),
                materialAnimationsPointerTableEntries = input.ReadUInt32(),
                materialAnimationsNameOffset = input.ReadUInt32(),
                visibilityAnimationsPointerTableOffset = input.ReadUInt32(),
                visibilityAnimationsPointerTableEntries = input.ReadUInt32(),
                visibilityAnimationsNameOffset = input.ReadUInt32(),
                lightAnimationsPointerTableOffset = input.ReadUInt32(),
                lightAnimationsPointerTableEntries = input.ReadUInt32(),
                lightAnimationsNameOffset = input.ReadUInt32(),
                cameraAnimationsPointerTableOffset = input.ReadUInt32(),
                cameraAnimationsPointerTableEntries = input.ReadUInt32(),
                cameraAnimationsNameOffset = input.ReadUInt32(),
                fogAnimationsPointerTableOffset = input.ReadUInt32(),
                fogAnimationsPointerTableEntries = input.ReadUInt32(),
                fogAnimationsNameOffset = input.ReadUInt32(),
                scenePointerTableOffset = input.ReadUInt32(),
                scenePointerTableEntries = input.ReadUInt32(),
                sceneNameOffset = input.ReadUInt32()
            };
            //Note: NameOffset are PATRICIA trees

            //Shaders
            for (int index = 0; index < contentHeader.shadersPointerTableEntries; index++)
            {
                data.Seek(contentHeader.shadersPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                uint shaderDataOffset = input.ReadUInt32();
                uint shaderDataLength = input.ReadUInt32();
            }

            //Textures
            for (int index = 0; index < contentHeader.texturesPointerTableEntries; index++)
            {
                data.Seek(contentHeader.texturesPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                uint textureCommandsOffset = input.ReadUInt32();
                uint textureCommandsWordCount = input.ReadUInt32();
                data.Seek(0x14, SeekOrigin.Current);
                string textureName = readString(input);

                data.Seek(textureCommandsOffset, SeekOrigin.Begin);
                PICACommandReader textureCommands = new PICACommandReader(data, textureCommandsWordCount);

                //Note: It have textures for the 3 texture units.
                //The other texture units are used with textureCoordinate1 and 2.
                data.Seek(textureCommands.getTexUnit0Address(), SeekOrigin.Begin);
                Size textureSize = textureCommands.getTexUnit0Size();
                byte[] buffer = new byte[textureSize.Width * textureSize.Height * 4];
                input.Read(buffer, 0, buffer.Length);
                Bitmap texture = TextureCodec.decode(
                    buffer,
                    textureSize.Width,
                    textureSize.Height,
                    textureCommands.getTexUnit0Format());

                models.texture.Add(new RenderBase.OTexture(texture, textureName));
            }

            //LookUp Tables
            for (int index = 0; index < contentHeader.materialsLUTPointerTableEntries; index++)
            {
                data.Seek(contentHeader.materialsLUTPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                input.ReadUInt32();
                uint samplersCount = input.ReadUInt32();
                string name = readString(input);

                RenderBase.OLookUpTable table = new RenderBase.OLookUpTable();
                table.name = name;
                for (int i = 0; i < samplersCount; i++)
                {
                    RenderBase.OLookUpTableSampler sampler = new RenderBase.OLookUpTableSampler();

                    input.ReadUInt32();
                    uint tableOffset = input.ReadUInt32();
                    uint tableWordCount = input.ReadUInt32();
                    sampler.name = readString(input);

                    long dataPosition = data.Position;
                    data.Seek(tableOffset, SeekOrigin.Begin);
                    PICACommandReader lutCommands = new PICACommandReader(data, tableWordCount);
                    sampler.table = lutCommands.getFSHLookUpTable();
                    table.sampler.Add(sampler);

                    data.Seek(dataPosition, SeekOrigin.Begin);
                }

                models.lookUpTable.Add(table);
            }

            //Lights
            for (int index = 0; index < contentHeader.lightsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.lightsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OLight light = new RenderBase.OLight();
                light.name = readString(input);
                light.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                light.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                light.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint lightFlags = input.ReadUInt32();
                switch (lightFlags & 0xf)
                {
                    case 1: light.lightUse = RenderBase.OLightUse.hemiSphere; break;
                    case 2: light.lightUse = RenderBase.OLightUse.ambient; break;
                    case 5:
                    case 6:
                    case 7:
                        light.lightUse = RenderBase.OLightUse.vertex;
                        switch (lightFlags & 0xf)
                        {
                            case 5: light.lightType = RenderBase.OLightType.directional; break;
                            case 6: light.lightType = RenderBase.OLightType.point; break;
                            case 7: light.lightType = RenderBase.OLightType.spot; break;
                        }
                        break;
                    case 9:
                    case 0xa:
                    case 0xb:
                        light.lightUse = RenderBase.OLightUse.fragment;
                        switch (lightFlags & 0xf)
                        {
                            case 9: light.lightType = RenderBase.OLightType.directional; break;
                            case 0xa: light.lightType = RenderBase.OLightType.point; break;
                            case 0xb: light.lightType = RenderBase.OLightType.spot; break;
                        }
                        break;
                    default: Debug.WriteLine(string.Format("BCH: Warning - Unknow Light Flags {0}", lightFlags.ToString("X8"))); break;
                }
                light.isLightEnabled = (lightFlags & 0x100) > 0;
                light.isTwoSideDiffuse = (lightFlags & 0x10000) > 0;
                light.isDistanceAttenuationEnabled = (lightFlags & 0x20000) > 0;
                light.angleSampler.input = (RenderBase.OFragmentSamplerInput)((lightFlags >> 24) & 0xf);
                light.angleSampler.scale = (RenderBase.OFragmentSamplerScale)((lightFlags >> 28) & 0xf);

                input.ReadUInt32();
                switch (light.lightUse)
                {
                    case RenderBase.OLightUse.hemiSphere:
                        light.groundColor = MeshUtils.getColorFloat(input);
                        light.skyColor = MeshUtils.getColorFloat(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        light.lerpFactor = input.ReadSingle();
                        break;
                    case RenderBase.OLightUse.ambient: light.ambient = MeshUtils.getColor(input); break;
                    case RenderBase.OLightUse.vertex:
                        light.ambient = MeshUtils.getColorFloat(input);
                        light.diffuse = MeshUtils.getColorFloat(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        light.distanceAttenuationConstant = input.ReadSingle();
                        light.distanceAttenuationLinear = input.ReadSingle();
                        light.distanceAttenuationQuadratic = input.ReadSingle();
                        light.spotExponent = input.ReadSingle();
                        light.spotCutoffAngle = input.ReadSingle();
                        break;
                    case RenderBase.OLightUse.fragment:
                        light.ambient = MeshUtils.getColor(input);
                        light.diffuse = MeshUtils.getColor(input);
                        light.specular0 = MeshUtils.getColor(input);
                        light.specular1 = MeshUtils.getColor(input);
                        light.direction = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                        input.ReadUInt32();
                        input.ReadUInt32();
                        light.attenuationStart = input.ReadSingle();
                        light.attenuationEnd = input.ReadSingle();

                        light.distanceSampler.tableName = readString(input);
                        light.distanceSampler.samplerName = readString(input);

                        light.angleSampler.tableName = readString(input);
                        light.angleSampler.samplerName = readString(input);
                        break;
                }

                models.light.Add(light);
            }

            //Cameras
            for (int index = 0; index < contentHeader.camerasPointerTableEntries; index++)
            {
                data.Seek(contentHeader.camerasPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OCamera camera = new RenderBase.OCamera();
                camera.name = readString(input);
                camera.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                camera.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                camera.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint cameraFlags = input.ReadUInt32();
                camera.isInheritingTargetRotate = (cameraFlags & 0x10000) > 0;
                camera.isInheritingTargetTranslate = (cameraFlags & 0x20000) > 0;
                camera.isInheritingUpRotate = (cameraFlags & 0x40000) > 0;
                camera.view = (RenderBase.OCameraView)(cameraFlags & 0xf);
                camera.projection = (RenderBase.OCameraProjection)((cameraFlags >> 8) & 0xf);

                input.ReadSingle();
                uint viewOffset = input.ReadUInt32();
                uint projectionOffset = input.ReadUInt32();

                data.Seek(viewOffset, SeekOrigin.Begin);
                camera.target = new RenderBase.OVector3();
                camera.rotation = new RenderBase.OVector3();
                camera.upVector = new RenderBase.OVector3();
                RenderBase.OVector3 target = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                switch (camera.view)
                {
                    case RenderBase.OCameraView.aimTarget: camera.target = target; camera.twist = input.ReadSingle(); break;
                    case RenderBase.OCameraView.lookAtTarget: camera.target = target; camera.upVector = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle()); break;
                    case RenderBase.OCameraView.rotate: camera.rotation = target; break;
                }

                data.Seek(projectionOffset, SeekOrigin.Begin);
                camera.zNear = input.ReadSingle();
                camera.zFar = input.ReadSingle();
                camera.aspectRatio = input.ReadSingle();
                switch (camera.projection)
                {
                    case RenderBase.OCameraProjection.perspective: camera.fieldOfViewY = input.ReadSingle(); break;
                    case RenderBase.OCameraProjection.orthogonal: camera.height = input.ReadSingle(); break;
                }

                models.camera.Add(camera);
            }

            //Fogs
            for (int index = 0; index < contentHeader.fogsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.fogsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OFog fog = new RenderBase.OFog();
                fog.name = readString(input);
                fog.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                fog.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                fog.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                uint fogFlags = input.ReadUInt32();
                fog.fogUpdater = (RenderBase.OFogUpdater)(fogFlags & 0xf);
                fog.isZFlip = (fogFlags & 0x100) > 0;
                fog.isAttenuateDistance = (fogFlags & 0x200) > 0;

                fog.fogColor = MeshUtils.getColor(input);

                fog.minFogDepth = input.ReadSingle();
                fog.maxFogDepth = input.ReadSingle();
                fog.fogDensity = input.ReadSingle();

                models.fog.Add(fog);
            }

            //Skeletal Animations
            for (int index = 0; index < contentHeader.skeletalAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.skeletalAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OSkeletalAnimation skeletalAnimation = new RenderBase.OSkeletalAnimation();

                skeletalAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                skeletalAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                skeletalAnimation.frameSize = input.ReadSingle();
                uint boneTableOffset = input.ReadUInt32();
                uint boneTableEntries = input.ReadUInt32();
                uint metaDataPointerOffset = input.ReadUInt32();

                if (metaDataPointerOffset != 0)
                {
                    data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                    skeletalAnimation.userData = getMetaData(input);
                }

                for (int i = 0; i < boneTableEntries; i++)
                {
                    data.Seek(boneTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();

                    data.Seek(offset, SeekOrigin.Begin);
                    bone.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();
                    input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform:
                            data.Seek(offset + 0x18, SeekOrigin.Begin);

                            uint notExistMask = 0x80000;
                            uint constantMask = 0x200;

                            for (int j = 0; j < 2; j++)
                            {
                                for (int axis = 0; axis < 3; axis++)
                                {
                                    bool notExist = (flags & notExistMask) > 0;
                                    bool constant = (flags & constantMask) > 0;

                                    RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();
                                    frame.exists = !notExist;
                                    if (frame.exists)
                                    {
                                        if (constant)
                                        {
                                            frame.interpolation = RenderBase.OInterpolationMode.linear;
                                            frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0));
                                        }
                                        else
                                        {
                                            uint frameOffset = input.ReadUInt32();
                                            long position = data.Position;
                                            data.Seek(frameOffset, SeekOrigin.Begin);
                                            getAnimationKeyFrame(input, frame);
                                            data.Seek(position, SeekOrigin.Begin);
                                        }
                                    }
                                    else
                                        data.Seek(4, SeekOrigin.Current);

                                    if (j == 0)
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.rotationX = frame; break;
                                            case 1: bone.rotationY = frame; break;
                                            case 2: bone.rotationZ = frame; break;
                                        }
                                    }
                                    else
                                    {
                                        switch (axis)
                                        {
                                            case 0: bone.translationX = frame; break;
                                            case 1: bone.translationY = frame; break;
                                            case 2: bone.translationZ = frame; break;
                                        }
                                    }

                                    notExistMask <<= 1;
                                    constantMask <<= 1;
                                }

                                constantMask <<= 1;
                            }

                            break;
                        case RenderBase.OSegmentType.transformQuaternion:
                            bone.isFrameFormat = true;

                            long originalPos = data.Position;
                            uint rotationOffset = input.ReadUInt32();
                            uint translationOffset = input.ReadUInt32();

                            if ((flags & 0x10) == 0)
                            {
                                bone.rotationQuaternion.exists = true;
                                data.Seek(rotationOffset, SeekOrigin.Begin);

                                if ((flags & 2) > 0)
                                {
                                    bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle()));
                                }
                                else
                                {
                                    bone.rotationQuaternion.startFrame = input.ReadSingle();
                                    bone.rotationQuaternion.endFrame = input.ReadSingle();

                                    uint rotationFlags = input.ReadUInt32();
                                    uint rotationDataOffset = input.ReadUInt32();
                                    uint rotationEntries = input.ReadUInt32();

                                    data.Seek(rotationDataOffset, SeekOrigin.Begin);
                                    for (int j = 0; j < rotationEntries; j++)
                                    {
                                        bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle()));
                                    }
                                }
                            }

                            if ((flags & 8) == 0)
                            {
                                bone.translation.exists = true;
                                data.Seek(translationOffset, SeekOrigin.Begin);

                                if ((flags & 1) > 0)
                                {
                                    bone.translation.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        0));
                                }
                                else
                                {
                                    bone.translation.startFrame = input.ReadSingle();
                                    bone.translation.endFrame = input.ReadSingle();

                                    uint translationFlags = input.ReadUInt32();
                                    uint translationDataOffset = input.ReadUInt32();
                                    uint translationEntries = input.ReadUInt32();

                                    data.Seek(translationDataOffset, SeekOrigin.Begin);
                                    for (int j = 0; j < translationEntries; j++)
                                    {
                                        bone.translation.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            0));
                                    }
                                }
                            }

                            break;
                        case RenderBase.OSegmentType.transformMatrix:
                            bone.isFullBakedFormat = true;

                            input.ReadUInt32();
                            uint matrixOffset = input.ReadUInt32();
                            uint entries = input.ReadUInt32();

                            data.Seek(matrixOffset, SeekOrigin.Begin);
                            for (int j = 0; j < entries; j++)
                            {
                                RenderBase.OMatrix transform = new RenderBase.OMatrix();
                                transform.M11 = input.ReadSingle();
                                transform.M21 = input.ReadSingle();
                                transform.M31 = input.ReadSingle();
                                transform.M41 = input.ReadSingle();

                                transform.M12 = input.ReadSingle();
                                transform.M22 = input.ReadSingle();
                                transform.M32 = input.ReadSingle();
                                transform.M42 = input.ReadSingle();

                                transform.M13 = input.ReadSingle();
                                transform.M23 = input.ReadSingle();
                                transform.M33 = input.ReadSingle();
                                transform.M43 = input.ReadSingle();

                                bone.transform.Add(transform);
                            }

                            break;
                        default: throw new Exception(string.Format("BCH: Unknow Segment Type {0} on Skeletal Animation bone {1}! STOP!", segmentType, bone.name));
                    }

                    skeletalAnimation.bone.Add(bone);
                }

                models.skeletalAnimation.list.Add(skeletalAnimation);
            }

            //Material Animations
            for (int index = 0; index < contentHeader.materialAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.materialAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OMaterialAnimation materialAnimation = new RenderBase.OMaterialAnimation();

                materialAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                materialAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                materialAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint textureNameTableOffset = input.ReadUInt32();
                uint textureNameTableEntries = input.ReadUInt32();

                data.Seek(textureNameTableOffset, SeekOrigin.Begin);
                for (int i = 0; i < textureNameTableEntries; i++)
                {
                    string name = readString(input);
                    materialAnimation.textureName.Add(name);
                }

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OMaterialAnimationData animationData = new RenderBase.OMaterialAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OMaterialAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.rgbaColor: segmentCount = 4; break;
                        case RenderBase.OSegmentType.vector2: segmentCount = 2; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                        case RenderBase.OSegmentType.integer: segmentCount = 1; break;
                    }

                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = (flags & (0x100 << j)) == 0;
                        bool constant = (flags & (1 << j)) > 0;

                        if (frame.exists)
                        {
                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    materialAnimation.data.Add(animationData);
                }

                models.materialAnimation.list.Add(materialAnimation);
            }

            //Visibility Animations
            for (int index = 0; index < contentHeader.visibilityAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.visibilityAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OVisibilityAnimation visibilityAnimation = new RenderBase.OVisibilityAnimation();

                visibilityAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                visibilityAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                visibilityAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OVisibilityAnimationData animationData = new RenderBase.OVisibilityAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    if (segmentType == RenderBase.OSegmentType.boolean)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();
                        if (segmentType == RenderBase.OSegmentType.boolean) frame = getAnimationKeyFrameBool(input);
                        animationData.visibilityList = frame;
                    }

                    visibilityAnimation.data.Add(animationData);
                }

                models.visibilityAnimation.list.Add(visibilityAnimation);
            }

            //Light Animations
            for (int index = 0; index < contentHeader.lightAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.lightAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OLightAnimation lightAnimation = new RenderBase.OLightAnimation();

                lightAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                lightAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                lightAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint typeFlags = input.ReadUInt32();
                lightAnimation.lightType = (RenderBase.OLightType)((typeFlags & 3) - 1);
                lightAnimation.lightUse = (RenderBase.OLightUse)((typeFlags >> 2) & 3);

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OLightAnimationData animationData = new RenderBase.OLightAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OLightAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform: segmentCount = 9; break;
                        case RenderBase.OSegmentType.rgbaColor: segmentCount = 4; break;
                        case RenderBase.OSegmentType.vector3: segmentCount = 3; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                        case RenderBase.OSegmentType.boolean: segmentCount = 1; break;
                    }

                    uint constantMask = 0x40;
                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> (segmentType == RenderBase.OSegmentType.transform ? 16 : 8)) & (1 << j)) == 0;

                        if (frame.exists)
                        {
                            if (segmentType == RenderBase.OSegmentType.boolean)
                            {
                                frame = getAnimationKeyFrameBool(input);
                            }
                            else
                            {
                                bool constant;
                                if (segmentType == RenderBase.OSegmentType.transform)
                                {
                                    constant = (flags & constantMask) > 0;
                                    if (j == 5)
                                        constantMask <<= 2;
                                    else
                                        constantMask <<= 1;
                                }
                                else
                                    constant = (flags & (1 << j)) > 0;

                                if (constant)
                                {
                                    frame.interpolation = RenderBase.OInterpolationMode.linear;
                                    frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                                }
                                else
                                {
                                    uint frameOffset = input.ReadUInt32();
                                    data.Seek(frameOffset, SeekOrigin.Begin);
                                    getAnimationKeyFrame(input, frame);
                                }
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    lightAnimation.data.Add(animationData);
                }

                models.lightAnimation.list.Add(lightAnimation);
            }

            //Camera Animations
            for (int index = 0; index < contentHeader.cameraAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.cameraAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OCameraAnimation cameraAnimation = new RenderBase.OCameraAnimation();

                cameraAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                cameraAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                cameraAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                uint modeFlags = input.ReadUInt32();
                cameraAnimation.viewMode = (RenderBase.OCameraView)(modeFlags & 0xf);
                cameraAnimation.projectionMode = (RenderBase.OCameraProjection)((modeFlags >> 8) & 0xf);

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OCameraAnimationData animationData = new RenderBase.OCameraAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    animationData.type = (RenderBase.OCameraAnimationType)(animationTypeFlags & 0xff);
                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);

                    int segmentCount = 0;
                    switch (segmentType)
                    {
                        case RenderBase.OSegmentType.transform: segmentCount = 9; break;
                        case RenderBase.OSegmentType.vector3: segmentCount = 3; break;
                        case RenderBase.OSegmentType.single: segmentCount = 1; break;
                    }

                    uint constantMask = 0x40;
                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> (segmentType == RenderBase.OSegmentType.transform ? 16 : 8)) & (1 << j)) == 0;
                        bool constant;
                        if (segmentType == RenderBase.OSegmentType.transform)
                        {
                            constant = (flags & constantMask) > 0;
                            if (j == 5)
                                constantMask <<= 2;
                            else
                                constantMask <<= 1;
                        }
                        else
                            constant = (flags & (1 << j)) > 0;

                        if (frame.exists)
                        {
                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.frameList.Add(frame);
                    }

                    cameraAnimation.data.Add(animationData);
                }

                models.cameraAnimation.list.Add(cameraAnimation);
            }

            //Fog Animations
            for (int index = 0; index < contentHeader.fogAnimationsPointerTableEntries; index++)
            {
                data.Seek(contentHeader.fogAnimationsPointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OFogAnimation fogAnimation = new RenderBase.OFogAnimation();

                fogAnimation.name = readString(input);
                uint animationFlags = input.ReadUInt32();
                fogAnimation.loopMode = (RenderBase.OLoopMode)(animationFlags & 1);
                fogAnimation.frameSize = input.ReadSingle();
                uint dataTableOffset = input.ReadUInt32();
                uint dataTableEntries = input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();

                for (int i = 0; i < dataTableEntries; i++)
                {
                    data.Seek(dataTableOffset + (i * 4), SeekOrigin.Begin);
                    uint offset = input.ReadUInt32();

                    RenderBase.OFogAnimationData animationData = new RenderBase.OFogAnimationData();

                    data.Seek(offset, SeekOrigin.Begin);
                    animationData.name = readString(input);
                    uint animationTypeFlags = input.ReadUInt32();
                    uint flags = input.ReadUInt32();

                    RenderBase.OSegmentType segmentType = (RenderBase.OSegmentType)((animationTypeFlags >> 16) & 0xf);
                    int segmentCount = segmentType == RenderBase.OSegmentType.rgbaColor ? 4 : 0;

                    for (int j = 0; j < segmentCount; j++)
                    {
                        RenderBase.OAnimationKeyFrameGroup frame = new RenderBase.OAnimationKeyFrameGroup();

                        data.Seek(offset + 0xc + (j * 4), SeekOrigin.Begin);

                        frame.exists = ((flags >> 8) & (1 << j)) == 0;

                        if (frame.exists)
                        {
                            bool constant = (flags & (1 << j)) > 0;

                            if (constant)
                            {
                                frame.interpolation = RenderBase.OInterpolationMode.linear;
                                frame.keyFrames.Add(new RenderBase.OAnimationKeyFrame(input.ReadSingle(), 0.0f));
                            }
                            else
                            {
                                uint frameOffset = input.ReadUInt32();
                                data.Seek(frameOffset, SeekOrigin.Begin);
                                getAnimationKeyFrame(input, frame);
                            }
                        }

                        animationData.colorList.Add(frame);
                    }

                    fogAnimation.data.Add(animationData);
                }

                models.fogAnimation.list.Add(fogAnimation);
            }

            //Scene Environment
            for (int index = 0; index < contentHeader.scenePointerTableEntries; index++)
            {
                data.Seek(contentHeader.scenePointerTableOffset + (index * 4), SeekOrigin.Begin);
                uint dataOffset = input.ReadUInt32();
                data.Seek(dataOffset, SeekOrigin.Begin);

                RenderBase.OScene scene = new RenderBase.OScene();
                scene.name = readString(input);

                uint cameraReferenceOffset = input.ReadUInt32();
                uint cameraReferenceEntries = input.ReadUInt32();
                uint lightReferenceOffset = input.ReadUInt32();
                uint lightReferenceEntries = input.ReadUInt32();
                uint fogReferenceOffset = input.ReadUInt32();
                uint fogReferenceEntries = input.ReadUInt32();

                data.Seek(cameraReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < cameraReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.cameras.Add(reference);
                }

                data.Seek(lightReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < lightReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.lights.Add(reference);
                }

                data.Seek(fogReferenceOffset, SeekOrigin.Begin);
                for (int i = 0; i < fogReferenceEntries; i++)
                {
                    RenderBase.OSceneReference reference = new RenderBase.OSceneReference();
                    reference.slotIndex = input.ReadUInt32();
                    reference.name = readString(input);
                    scene.fogs.Add(reference);
                }
            }

            //Models
            for (int modelIndex = 0; modelIndex < contentHeader.modelsPointerTableEntries; modelIndex++)
            {
                RenderBase.OModel model = new RenderBase.OModel();

                data.Seek(contentHeader.modelsPointerTableOffset + (modelIndex * 4), SeekOrigin.Begin);
                uint objectsHeaderOffset = input.ReadUInt32();

                //Objects header
                data.Seek(objectsHeaderOffset, SeekOrigin.Begin);
                bchModelHeader modelHeader;
                modelHeader.flags = input.ReadByte();
                modelHeader.skeletonScalingType = input.ReadByte();
                modelHeader.silhouetteMaterialEntries = input.ReadUInt16();

                modelHeader.worldTransform = new RenderBase.OMatrix();
                modelHeader.worldTransform.M11 = input.ReadSingle();
                modelHeader.worldTransform.M21 = input.ReadSingle();
                modelHeader.worldTransform.M31 = input.ReadSingle();
                modelHeader.worldTransform.M41 = input.ReadSingle();

                modelHeader.worldTransform.M12 = input.ReadSingle();
                modelHeader.worldTransform.M22 = input.ReadSingle();
                modelHeader.worldTransform.M32 = input.ReadSingle();
                modelHeader.worldTransform.M42 = input.ReadSingle();

                modelHeader.worldTransform.M13 = input.ReadSingle();
                modelHeader.worldTransform.M23 = input.ReadSingle();
                modelHeader.worldTransform.M33 = input.ReadSingle();
                modelHeader.worldTransform.M43 = input.ReadSingle();

                modelHeader.materialsTableOffset = input.ReadUInt32();
                modelHeader.materialsTableEntries = input.ReadUInt32();
                modelHeader.materialsNameOffset = input.ReadUInt32();
                modelHeader.verticesTableOffset = input.ReadUInt32();
                modelHeader.verticesTableEntries = input.ReadUInt32();
                data.Seek(header.backwardCompatibility > 6 ? 0x28 : 0x20, SeekOrigin.Current);
                modelHeader.skeletonOffset = input.ReadUInt32();
                modelHeader.skeletonEntries = input.ReadUInt32();
                modelHeader.skeletonNameOffset = input.ReadUInt32();
                modelHeader.objectsNodeVisibilityOffset = input.ReadUInt32();
                modelHeader.objectsNodeCount = input.ReadUInt32();
                modelHeader.modelName = readString(input);
                modelHeader.objectsNodeNameEntries = input.ReadUInt32();
                modelHeader.objectsNodeNameOffset = input.ReadUInt32();
                input.ReadUInt32(); //0x0
                modelHeader.metaDataPointerOffset = input.ReadUInt32();

                model.transform = modelHeader.worldTransform;
                model.name = modelHeader.modelName;

                string[] objectName = new string[modelHeader.objectsNodeNameEntries];
                data.Seek(modelHeader.objectsNodeNameOffset, SeekOrigin.Begin);
                int rootReferenceBit = input.ReadInt32(); //Radix tree
                uint rootLeftNode = input.ReadUInt16();
                uint rootRightNode = input.ReadUInt16();
                uint rootNameOffset = input.ReadUInt32();
                for (int i = 0; i < modelHeader.objectsNodeNameEntries; i++)
                {
                    int referenceBit = input.ReadInt32();
                    ushort leftNode = input.ReadUInt16();
                    ushort rightNode = input.ReadUInt16();
                    objectName[i] = readString(input);
                }

                //Materials
                for (int index = 0; index < modelHeader.materialsTableEntries; index++)
                {
                    //Nota: As versões mais antigas tinham o Coordinator já no header do material.
                    //As versões mais recentes tem uma seção reservada só pra ele, por isso possuem tamanho do header menor.
                    if (header.backwardCompatibility < 0x21)
                        data.Seek(modelHeader.materialsTableOffset + (index * 0x58), SeekOrigin.Begin);
                    else
                        data.Seek(modelHeader.materialsTableOffset + (index * 0x2c), SeekOrigin.Begin);

                    RenderBase.OMaterial material = new RenderBase.OMaterial();

                    uint materialParametersOffset = input.ReadUInt32();
                    input.ReadUInt32(); //TODO
                    input.ReadUInt32();
                    input.ReadUInt32();
                    uint textureCommandsOffset = input.ReadUInt32();
                    uint textureCommandsWordCount = input.ReadUInt32();

                    uint materialMapperOffset = 0;
                    if (header.backwardCompatibility < 0x21)
                    {
                        materialMapperOffset = (uint)data.Position;
                        data.Seek(0x30, SeekOrigin.Current);
                    }
                    else
                        materialMapperOffset = input.ReadUInt32();

                    material.name0 = readString(input);
                    material.name1 = readString(input);
                    material.name2 = readString(input);
                    material.name = readString(input);

                    //Parameters
                    //Same pointer of Materials section. Why?
                    if (materialParametersOffset != 0)
                    {
                        data.Seek(materialParametersOffset, SeekOrigin.Begin);
                        uint hash = input.ReadUInt32();

                        ushort materialFlags = input.ReadUInt16();
                        material.isFragmentLightEnabled = (materialFlags & 1) > 0;
                        material.isVertexLightEnabled = (materialFlags & 2) > 0;
                        material.isHemiSphereLightEnabled = (materialFlags & 4) > 0;
                        material.isHemiSphereOcclusionEnabled = (materialFlags & 8) > 0;
                        material.isFogEnabled = (materialFlags & 0x10) > 0;
                        material.rasterization.isPolygonOffsetEnabled = (materialFlags & 0x20) > 0;

                        ushort fragmentFlags = input.ReadUInt16();
                        material.fragmentShader.bump.isBumpRenormalize = (fragmentFlags & 1) > 0;
                        material.fragmentShader.lighting.isClampHighLight = (fragmentFlags & 2) > 0;
                        material.fragmentShader.lighting.isDistribution0Enabled = (fragmentFlags & 4) > 0;
                        material.fragmentShader.lighting.isDistribution1Enabled = (fragmentFlags & 8) > 0;
                        material.fragmentShader.lighting.isGeometryFactor0Enabled = (fragmentFlags & 0x10) > 0;
                        material.fragmentShader.lighting.isGeometryFactor1Enabled = (fragmentFlags & 0x20) > 0;
                        material.fragmentShader.lighting.isReflectionEnabled = (fragmentFlags & 0x40) > 0;
                        RenderBase.OBlendMode blendMode = (RenderBase.OBlendMode)((fragmentFlags >> 10) & 3);

                        input.ReadUInt32();
                        for (int i = 0; i < 3; i++)
                        {
                            RenderBase.OTextureCoordinator coordinator;
                            uint projectionAndCamera = input.ReadUInt32();
                            coordinator.projection = (RenderBase.OTextureProjection)((projectionAndCamera >> 16) & 0xff);
                            coordinator.referenceCamera = projectionAndCamera >> 24;
                            coordinator.scaleU = input.ReadSingle();
                            coordinator.scaleV = input.ReadSingle();
                            coordinator.rotate = input.ReadSingle();
                            coordinator.translateU = input.ReadSingle();
                            coordinator.translateV = input.ReadSingle();

                            material.textureCoordinator[i] = coordinator;
                        }

                        material.lightSetIndex = input.ReadUInt16();
                        material.fogIndex = input.ReadUInt16();

                        material.materialColor.emission = MeshUtils.getColor(input);
                        material.materialColor.ambient = MeshUtils.getColor(input);
                        material.materialColor.diffuse = MeshUtils.getColor(input);
                        material.materialColor.specular0 = MeshUtils.getColor(input);
                        material.materialColor.specular1 = MeshUtils.getColor(input);
                        material.materialColor.constant0 = MeshUtils.getColor(input);
                        material.materialColor.constant1 = MeshUtils.getColor(input);
                        material.materialColor.constant2 = MeshUtils.getColor(input);
                        material.materialColor.constant3 = MeshUtils.getColor(input);
                        material.materialColor.constant4 = MeshUtils.getColor(input);
                        material.materialColor.constant5 = MeshUtils.getColor(input);
                        material.fragmentOperation.blend.blendColor = MeshUtils.getColor(input);
                        material.materialColor.colorScale = input.ReadSingle();

                        input.ReadUInt32(); //TODO: Figure out
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();

                        uint fragmentData = input.ReadUInt32();
                        material.fragmentShader.bump.texture = (RenderBase.OBumpTexture)(fragmentData >> 24);
                        material.fragmentShader.bump.mode = (RenderBase.OBumpMode)((fragmentData >> 16) & 0xff);
                        material.fragmentShader.lighting.fresnelConfig = (RenderBase.OFresnelConfig)((fragmentData >> 8) & 0xff);
                        material.fragmentShader.layerConfig = fragmentData & 0xff;

                        //Some Fragment Lighting related commands... This seems a bit out of place.
                        long position = data.Position;
                        PICACommandReader fshLightingCommands = new PICACommandReader(data, 6, true);

                        PICACommand.fragmentSamplerAbsolute sAbs = fshLightingCommands.getReflectanceSamplerAbsolute();
                        material.fragmentShader.lighting.reflectanceRSampler.isAbsolute = sAbs.r;
                        material.fragmentShader.lighting.reflectanceGSampler.isAbsolute = sAbs.g;
                        material.fragmentShader.lighting.reflectanceBSampler.isAbsolute = sAbs.b;
                        material.fragmentShader.lighting.distribution0Sampler.isAbsolute = sAbs.d0;
                        material.fragmentShader.lighting.distribution1Sampler.isAbsolute = sAbs.d1;
                        material.fragmentShader.lighting.fresnelSampler.isAbsolute = sAbs.fresnel;

                        PICACommand.fragmentSamplerInput sInput = fshLightingCommands.getReflectanceSamplerInput();
                        material.fragmentShader.lighting.reflectanceRSampler.input = sInput.r;
                        material.fragmentShader.lighting.reflectanceGSampler.input = sInput.g;
                        material.fragmentShader.lighting.reflectanceBSampler.input = sInput.b;
                        material.fragmentShader.lighting.distribution0Sampler.input = sInput.d0;
                        material.fragmentShader.lighting.distribution1Sampler.input = sInput.d1;
                        material.fragmentShader.lighting.fresnelSampler.input = sInput.fresnel;

                        PICACommand.fragmentSamplerScale sScale = fshLightingCommands.getReflectanceSamplerScale();
                        material.fragmentShader.lighting.reflectanceRSampler.scale = sScale.r;
                        material.fragmentShader.lighting.reflectanceGSampler.scale = sScale.g;
                        material.fragmentShader.lighting.reflectanceBSampler.scale = sScale.b;
                        material.fragmentShader.lighting.distribution0Sampler.scale = sScale.d0;
                        material.fragmentShader.lighting.distribution1Sampler.scale = sScale.d1;
                        material.fragmentShader.lighting.fresnelSampler.scale = sScale.fresnel;
                        data.Seek(position + (4 * 6), SeekOrigin.Begin); //Just to be sure ;)

                        RenderBase.OConstantColor[] constantList = new RenderBase.OConstantColor[6];
                        uint constantColor = input.ReadUInt32();
                        for (int i = 0; i < 6; i++) constantList[i] = (RenderBase.OConstantColor)((constantColor >> (i * 4)) & 0xf);
                        material.rasterization.polygonOffsetUnit = input.ReadSingle();
                        uint fshCommandsOffset = input.ReadUInt32();
                        uint fshCommandsWordCount = input.ReadUInt32();
                        input.ReadUInt32();

                        material.fragmentShader.lighting.distribution0Sampler.tableName = readString(input);
                        material.fragmentShader.lighting.distribution1Sampler.tableName = readString(input);
                        material.fragmentShader.lighting.fresnelSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceRSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceGSampler.tableName = readString(input);
                        material.fragmentShader.lighting.reflectanceBSampler.tableName = readString(input);

                        material.fragmentShader.lighting.distribution0Sampler.samplerName = readString(input);
                        material.fragmentShader.lighting.distribution1Sampler.samplerName = readString(input);
                        material.fragmentShader.lighting.fresnelSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceRSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceGSampler.samplerName = readString(input);
                        material.fragmentShader.lighting.reflectanceBSampler.samplerName = readString(input);

                        material.shaderReference = new RenderBase.OReference(readString(input));
                        material.modelReference = new RenderBase.OReference(readString(input));

                        //User Data
                        if (header.backwardCompatibility > 6)
                        {
                            uint metaDataPointerOffset = input.ReadUInt32();
                            if (metaDataPointerOffset != 0)
                            {
                                data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                                material.userData = getMetaData(input);
                            }
                        }

                        //Mapper
                        data.Seek(materialMapperOffset, SeekOrigin.Begin);
                        for (int i = 0; i < 3; i++)
                        {
                            RenderBase.OTextureMapper mapper;
                            uint wrapAndMagFilter = input.ReadUInt32();
                            uint levelOfDetailAndMinFilter = input.ReadUInt32();
                            mapper.wrapU = (RenderBase.OTextureWrap)((wrapAndMagFilter >> 8) & 0xff);
                            mapper.wrapV = (RenderBase.OTextureWrap)((wrapAndMagFilter >> 16) & 0xff);
                            mapper.magFilter = (RenderBase.OTextureMagFilter)(wrapAndMagFilter >> 24);
                            mapper.minFilter = (RenderBase.OTextureMinFilter)(levelOfDetailAndMinFilter & 0xff);
                            mapper.minLOD = (levelOfDetailAndMinFilter >> 8) & 0xff; //max 232
                            mapper.LODBias = input.ReadSingle();
                            mapper.borderColor = MeshUtils.getColor(input);

                            material.textureMapper[i] = mapper;
                        }

                        //Fragment Shader commands
                        data.Seek(fshCommandsOffset, SeekOrigin.Begin);
                        PICACommandReader fshCommands = new PICACommandReader(data, fshCommandsWordCount);
                        for (byte stage = 0; stage < 6; stage++) material.fragmentShader.textureCombiner[stage] = fshCommands.getTevStage(stage);
                        material.fragmentShader.bufferColor = fshCommands.getFragmentBufferColor();
                        material.fragmentOperation.blend = fshCommands.getBlendOperation();
                        material.fragmentOperation.blend.logicalOperation = fshCommands.getColorLogicOperation();
                        material.fragmentShader.alphaTest = fshCommands.getAlphaTest();
                        material.fragmentOperation.stencil = fshCommands.getStencilTest();
                        material.fragmentOperation.depth = fshCommands.getDepthTest();
                        material.rasterization.cullMode = fshCommands.getCullMode();
                        material.fragmentOperation.blend.mode = blendMode;
                    }

                    model.material.Add(material);
                }

                //Skeleton
                data.Seek(modelHeader.skeletonOffset, SeekOrigin.Begin);
                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    RenderBase.OBone bone = new RenderBase.OBone();

                    uint boneFlags = input.ReadUInt32();
                    bone.billboardMode = (RenderBase.OBillboardMode)((boneFlags >> 16) & 0xf);
                    bone.isSegmentScaleCompensate = (boneFlags & 0x00400000) > 0;
                    bone.parentId = input.ReadInt16();
                    ushort boneSpacer = input.ReadUInt16();
                    bone.scale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.rotation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.translation = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    bone.absoluteScale = new RenderBase.OVector3(bone.scale);

                    RenderBase.OMatrix boneMatrix = new RenderBase.OMatrix();
                    boneMatrix.M11 = input.ReadSingle();
                    boneMatrix.M21 = input.ReadSingle();
                    boneMatrix.M31 = input.ReadSingle();
                    boneMatrix.M41 = input.ReadSingle();

                    boneMatrix.M12 = input.ReadSingle();
                    boneMatrix.M22 = input.ReadSingle();
                    boneMatrix.M32 = input.ReadSingle();
                    boneMatrix.M42 = input.ReadSingle();

                    boneMatrix.M13 = input.ReadSingle();
                    boneMatrix.M23 = input.ReadSingle();
                    boneMatrix.M33 = input.ReadSingle();
                    boneMatrix.M43 = input.ReadSingle();

                    bone.name = readString(input);

                    uint metaDataPointerOffset = input.ReadUInt32();
                    if (metaDataPointerOffset != 0)
                    {
                        long position = data.Position;
                        data.Seek(metaDataPointerOffset, SeekOrigin.Begin);
                        bone.userData = getMetaData(input);
                        data.Seek(position, SeekOrigin.Begin);
                    }

                    model.skeleton.Add(bone);
                }

                List<RenderBase.OMatrix> skeletonTransform = new List<RenderBase.OMatrix>();
                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    RenderBase.OMatrix transform = new RenderBase.OMatrix();
                    transformSkeleton(model.skeleton, index, ref transform);
                    skeletonTransform.Add(transform);
                }

                data.Seek(modelHeader.objectsNodeVisibilityOffset, SeekOrigin.Begin);
                uint nodeVisibility = input.ReadUInt32();

                //Vertices header
                data.Seek(modelHeader.verticesTableOffset, SeekOrigin.Begin);
                List<bchObjectEntry> objects = new List<bchObjectEntry>();

                for (int index = 0; index < modelHeader.verticesTableEntries; index++)
                {
                    bchObjectEntry objectEntry = new bchObjectEntry();
                    objectEntry.materialId = input.ReadUInt16();
                    ushort flags = input.ReadUInt16();

                    if (header.backwardCompatibility != 8) objectEntry.isSilhouette = (flags & 1) > 0;
                    objectEntry.nodeId = input.ReadUInt16();
                    objectEntry.renderPriority = input.ReadUInt16();
                    objectEntry.vshAttributesBufferCommandsOffset = input.ReadUInt32(); //Buffer 0
                    objectEntry.vshAttributesBufferCommandsWordCount = input.ReadUInt32();
                    objectEntry.facesHeaderOffset = input.ReadUInt32();
                    objectEntry.facesHeaderEntries = input.ReadUInt32();
                    objectEntry.vshExtraAttributesBufferCommandsOffset = input.ReadUInt32(); //Buffers 1-11
                    objectEntry.vshExtraAttributesBufferCommandsWordCount = input.ReadUInt32();
                    objectEntry.centerVector = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    objectEntry.flagsOffset = input.ReadUInt32();
                    input.ReadUInt32(); //ex: 0x0 fixo
                    objectEntry.boundingBoxOffset = input.ReadUInt32();

                    objects.Add(objectEntry);
                }

                for (int objIndex = 0; objIndex < objects.Count; objIndex++)
                {
                    if (objects[objIndex].isSilhouette) continue; //TODO: Figure out for what "Silhouette" is used.

                    RenderBase.OMesh obj = new RenderBase.OMesh();
                    obj.materialId = objects[objIndex].materialId;
                    obj.renderPriority = objects[objIndex].renderPriority;
                    if (objects[objIndex].nodeId < objectName.Length) obj.name = objectName[objects[objIndex].nodeId]; else obj.name = "mesh" + objIndex.ToString();
                    obj.isVisible = (nodeVisibility & (1 << objects[objIndex].nodeId)) > 0;

                    //Vertices
                    data.Seek(objects[objIndex].vshAttributesBufferCommandsOffset, SeekOrigin.Begin);
                    PICACommandReader vshCommands = new PICACommandReader(data, objects[objIndex].vshAttributesBufferCommandsWordCount);

                    Stack<float> vshAttributesUniformReg6 = vshCommands.getVSHFloatUniformData(6);
                    Stack<float> vshAttributesUniformReg7 = vshCommands.getVSHFloatUniformData(7);
                    RenderBase.OVector4 positionOffset = new RenderBase.OVector4(
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop(),
                        vshAttributesUniformReg6.Pop());
                    float texture0Scale = vshAttributesUniformReg7.Pop();
                    float texture1Scale = vshAttributesUniformReg7.Pop();
                    float texture2Scale = vshAttributesUniformReg7.Pop();
                    float boneWeightScale = vshAttributesUniformReg7.Pop();
                    float positionScale = vshAttributesUniformReg7.Pop();
                    float normalScale = vshAttributesUniformReg7.Pop();
                    float tangentScale = vshAttributesUniformReg7.Pop();
                    float colorScale = vshAttributesUniformReg7.Pop();

                    //Faces
                    uint facesCount = objects[objIndex].facesHeaderEntries;
                    bool hasFaces = facesCount > 0;
                    uint facesTableOffset = 0;
                    if (!hasFaces)
                    {
                        data.Seek(modelHeader.verticesTableOffset + modelHeader.verticesTableEntries * 0x38, SeekOrigin.Begin);
                        data.Seek(objIndex * 0x1c + 0x10, SeekOrigin.Current);

                        facesTableOffset = input.ReadUInt32();
                        facesCount = input.ReadUInt32();
                    }

                    for (uint f = 0; f < facesCount; f++)
                    {
                        RenderBase.OSkinningMode skinningMode = RenderBase.OSkinningMode.none;
                        List<ushort> nodeList = new List<ushort>();
                        uint idxBufferOffset;
                        PICACommand.indexBufferFormat idxBufferFormat;
                        uint idxBufferTotalVertices;

                        if (hasFaces)
                        {
                            uint baseOffset = objects[objIndex].facesHeaderOffset + f * 0x34;
                            data.Seek(baseOffset, SeekOrigin.Begin);
                            skinningMode = (RenderBase.OSkinningMode)input.ReadUInt16();
                            ushort nodeIdEntries = input.ReadUInt16();
                            for (int n = 0; n < nodeIdEntries; n++) nodeList.Add(input.ReadUInt16());

                            data.Seek(baseOffset + 0x2c, SeekOrigin.Begin);
                            uint faceHeaderOffset = input.ReadUInt32();
                            uint faceHeaderWordCount = input.ReadUInt32();
                            data.Seek(faceHeaderOffset, SeekOrigin.Begin);
                            PICACommandReader idxCommands = new PICACommandReader(data, faceHeaderWordCount);
                            idxBufferOffset = idxCommands.getIndexBufferAddress();
                            idxBufferFormat = idxCommands.getIndexBufferFormat();
                            idxBufferTotalVertices = idxCommands.getIndexBufferTotalVertices();
                        }
                        else
                        {
                            data.Seek(facesTableOffset + f * 8, SeekOrigin.Begin);
                            
                            idxBufferOffset = input.ReadUInt32();
                            idxBufferFormat = PICACommand.indexBufferFormat.unsignedShort;
                            idxBufferTotalVertices = input.ReadUInt32();
                        }

                        //Carregamento de dados relacionados ao Vertex Shader
                        uint vshAttributesBufferOffset = vshCommands.getVSHAttributesBufferAddress(0);
                        uint vshAttributesBufferStride = vshCommands.getVSHAttributesBufferStride(0);
                        uint vshTotalAttributes = vshCommands.getVSHTotalAttributes(0);
                        PICACommand.vshAttribute[] vshMainAttributesBufferPermutation = vshCommands.getVSHAttributesBufferPermutation();
                        uint[] vshAttributesBufferPermutation = vshCommands.getVSHAttributesBufferPermutation(0);
                        PICACommand.attributeFormat[] vshAttributesBufferFormat = vshCommands.getVSHAttributesBufferFormat();

                        for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                        {
                            switch (vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]])
                            {
                                case PICACommand.vshAttribute.normal: obj.hasNormal = true; break;
                                case PICACommand.vshAttribute.tangent: obj.hasTangent = true; break;
                                case PICACommand.vshAttribute.color: obj.hasColor = true; break;
                                case PICACommand.vshAttribute.textureCoordinate0: obj.texUVCount = Math.Max(obj.texUVCount, 1); break;
                                case PICACommand.vshAttribute.textureCoordinate1: obj.texUVCount = Math.Max(obj.texUVCount, 2); break;
                                case PICACommand.vshAttribute.textureCoordinate2: obj.texUVCount = Math.Max(obj.texUVCount, 3); break;
                            }
                        }

                        if (nodeList.Count > 0)
                        {
                            obj.hasNode = true;
                            obj.hasWeight = true;
                        }

                        data.Seek(idxBufferOffset, SeekOrigin.Begin);
                        for (int faceIndex = 0; faceIndex < idxBufferTotalVertices; faceIndex++)
                        {
                            ushort index = 0;

                            switch (idxBufferFormat)
                            {
                                case PICACommand.indexBufferFormat.unsignedShort: index = input.ReadUInt16(); break;
                                case PICACommand.indexBufferFormat.unsignedByte: index = input.ReadByte(); break;
                            }

                            long dataPosition = data.Position;
                            long vertexOffset = vshAttributesBufferOffset + (index * vshAttributesBufferStride);
                            data.Seek(vertexOffset, SeekOrigin.Begin);

                            RenderBase.OVertex vertex = new RenderBase.OVertex();
                            vertex.diffuseColor = 0xffffffff;
                            for (int attribute = 0; attribute < vshTotalAttributes; attribute++)
                            {
                                //gdkchan self note: The Attribute type flags are used for something else on Bone Weight (and bone index?)
                                PICACommand.vshAttribute att = vshMainAttributesBufferPermutation[vshAttributesBufferPermutation[attribute]];
                                PICACommand.attributeFormat format = vshAttributesBufferFormat[vshAttributesBufferPermutation[attribute]];
                                if (att == PICACommand.vshAttribute.boneWeight) format.type = PICACommand.attributeFormatType.unsignedByte;
                                RenderBase.OVector4 vector = getVector(input, format);

                                switch (att)
                                {
                                    case PICACommand.vshAttribute.position:
                                        float x = (vector.x * positionScale) + positionOffset.x;
                                        float y = (vector.y * positionScale) + positionOffset.y;
                                        float z = (vector.z * positionScale) + positionOffset.z;
                                        vertex.position = new RenderBase.OVector3(x, y, z);
                                        break;
                                    case PICACommand.vshAttribute.normal:
                                        vertex.normal = new RenderBase.OVector3(vector.x * normalScale, vector.y * normalScale, vector.z * normalScale);
                                        break;
                                    case PICACommand.vshAttribute.tangent:
                                        vertex.tangent = new RenderBase.OVector3(vector.x * tangentScale, vector.y * tangentScale, vector.z * tangentScale);
                                        break;
                                    case PICACommand.vshAttribute.color:
                                        uint r = MeshUtils.saturate((vector.x * colorScale) * 0xff);
                                        uint g = MeshUtils.saturate((vector.y * colorScale) * 0xff);
                                        uint b = MeshUtils.saturate((vector.z * colorScale) * 0xff);
                                        uint a = MeshUtils.saturate((vector.w * colorScale) * 0xff);
                                        vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate0:
                                        vertex.texture0 = new RenderBase.OVector2(vector.x * texture0Scale, vector.y * texture0Scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate1:
                                        vertex.texture1 = new RenderBase.OVector2(vector.x * texture1Scale, vector.y * texture1Scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate2:
                                        vertex.texture2 = new RenderBase.OVector2(vector.x * texture2Scale, vector.y * texture2Scale);
                                        break;
                                    case PICACommand.vshAttribute.boneIndex:
                                        vertex.node.Add(nodeList[(int)vector.x]);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 0) vertex.node.Add(nodeList[(int)vector.y]);
                                            if (format.attributeLength > 1) vertex.node.Add(nodeList[(int)vector.z]);
                                            if (format.attributeLength > 2) vertex.node.Add(nodeList[(int)vector.w]);
                                        }
                                        break;
                                    case PICACommand.vshAttribute.boneWeight:
                                        vertex.weight.Add(vector.x * boneWeightScale);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 0) vertex.weight.Add(vector.y * boneWeightScale);
                                            if (format.attributeLength > 1) vertex.weight.Add(vector.z * boneWeightScale);
                                            if (format.attributeLength > 2) vertex.weight.Add(vector.w * boneWeightScale);
                                        }
                                        break;
                                }
                            }

                            //If the node list have 4 or less bones, then there is no need to store the indices per vertex
                            //Instead, the entire list is used, since it supports up to 4 bones.
                            if (vertex.node.Count == 0 && nodeList.Count <= 4)
                            {
                                for (int n = 0; n < nodeList.Count; n++) vertex.node.Add(nodeList[n]);
                                if (vertex.weight.Count == 0) vertex.weight.Add(1);
                            }

                            if (skinningMode != RenderBase.OSkinningMode.smoothSkinning && vertex.node.Count > 0)
                            {
                                //Note: Rigid skinning can have only one bone per vertex
                                //Note2: Vertex with Rigid skinning seems to be always have meshes centered, so is necessary to make them follow the skeleton
                                if (vertex.weight.Count == 0) vertex.weight.Add(1);
                                vertex.position = RenderBase.OVector3.transform(vertex.position, skeletonTransform[vertex.node[0]]);
                            }

                            MeshUtils.calculateBounds(model, vertex);
                            obj.vertices.Add(vertex);

                            data.Seek(dataPosition, SeekOrigin.Begin);
                        }
                    }

                    //Bounding box
                    if (objects[objIndex].boundingBoxOffset != 0)
                    {
                        data.Seek(objects[objIndex].boundingBoxOffset, SeekOrigin.Begin);
                        uint bBoxDataOffset = input.ReadUInt32();
                        uint bBoxEntries = input.ReadUInt32();
                        uint bBoxNameOffset = input.ReadUInt32();

                        for (int index = 0; index < bBoxEntries; index++)
                        {
                            data.Seek(bBoxDataOffset + (index * 0xc), SeekOrigin.Begin);

                            RenderBase.OOrientedBoundingBox bBox = new RenderBase.OOrientedBoundingBox();

                            bBox.name = readString(input);
                            uint flags = input.ReadUInt32();
                            uint dataOffset = input.ReadUInt32();

                            data.Seek(dataOffset, SeekOrigin.Begin);
                            bBox.centerPosition = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                            bBox.orientationMatrix.M11 = input.ReadSingle();
                            bBox.orientationMatrix.M21 = input.ReadSingle();
                            bBox.orientationMatrix.M31 = input.ReadSingle();

                            bBox.orientationMatrix.M12 = input.ReadSingle();
                            bBox.orientationMatrix.M22 = input.ReadSingle();
                            bBox.orientationMatrix.M32 = input.ReadSingle();

                            bBox.orientationMatrix.M13 = input.ReadSingle();
                            bBox.orientationMatrix.M23 = input.ReadSingle();
                            bBox.orientationMatrix.M33 = input.ReadSingle();

                            bBox.size = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());

                            obj.boundingBox.Add(bBox);
                        }
                    }
    
                    model.mesh.Add(obj);
                }

                if (modelHeader.metaDataPointerOffset != 0)
                {
                    data.Seek(modelHeader.metaDataPointerOffset, SeekOrigin.Begin);
                    model.userData = getMetaData(input);
                }

                for (int index = 0; index < modelHeader.skeletonEntries; index++)
                {
                    scaleSkeleton(model.skeleton, index, index);
                }

                models.model.Add(model);
            }

            data.Close();

            return models;
        }
Пример #4
0
        /// <summary>
        ///     Imports a Wavefront OBJ model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public RenderBase.OModelGroup import(string fileName)
        {
            RenderBase.OModelGroup output = new RenderBase.OModelGroup();
            RenderBase.OModel      model  = new RenderBase.OModel();

            string obj = File.ReadAllText(fileName);

            List <RenderBase.OVector3> vertices     = new List <RenderBase.OVector3>();
            List <RenderBase.OVector3> normals      = new List <RenderBase.OVector3>();
            List <RenderBase.OVector2> uvs          = new List <RenderBase.OVector2>();
            List <RenderBase.OVertex>  currVertices = new List <RenderBase.OVertex>();

            string name = string.Empty, oldName;

            string[] lines = obj.Split((char)0xa);
            foreach (string l in lines)
            {
                string   line       = l.Trim();
                string[] lineParams = Regex.Split(line, "\\s+");

                switch (lineParams[0])
                {
                case "v":
                case "vn":
                    RenderBase.OVector3 pvec = new RenderBase.OVector3();
                    pvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                    pvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                    pvec.z = float.Parse(lineParams[3], CultureInfo.InvariantCulture);
                    if (lineParams[0] == "v")
                    {
                        vertices.Add(pvec);
                    }
                    else
                    {
                        normals.Add(pvec);
                    }
                    break;

                case "vt":
                    RenderBase.OVector2 tvec = new RenderBase.OVector2();
                    tvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                    tvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                    uvs.Add(tvec);
                    break;

                case "f":
                    string[][] vtx = new string[lineParams.Length - 1][];
                    for (int i = 0; i < lineParams.Length - 1; i++)
                    {
                        vtx[i] = lineParams[i + 1].Split('/');
                    }

                    for (int i = 0; i < lineParams.Length - 1; i++)
                    {
                        RenderBase.OVertex vertex = new RenderBase.OVertex();

                        vertex.position = vertices[int.Parse(vtx[i][0]) - 1];
                        if (vtx[i].Length > 1 && vtx[i][1] != string.Empty)
                        {
                            vertex.texture0 = uvs[int.Parse(vtx[i][1]) - 1];
                        }
                        if (vtx[i].Length > 2)
                        {
                            vertex.normal = normals[int.Parse(vtx[i][2]) - 1];
                        }
                        vertex.diffuseColor = 0xffffffff;

                        if (i > 2)
                        {
                            currVertices.Add(currVertices[currVertices.Count - 3]);
                            currVertices.Add(currVertices[currVertices.Count - 2]);
                            currVertices.Add(vertex);
                        }
                        else
                        {
                            currVertices.Add(vertex);
                        }
                    }
                    break;

                case "g":
                    oldName = name;
                    if (lineParams.Length > 1)
                    {
                        name = lineParams[1];
                    }
                    else
                    {
                        name = "mesh";
                    }

                    if (currVertices.Count > 0)
                    {
                        RenderBase.OMesh mesh = new RenderBase.OMesh();
                        mesh.vertices   = currVertices;
                        mesh.name       = oldName;
                        mesh.hasNormal  = true;
                        mesh.texUVCount = 1;
                        model.mesh.Add(mesh);

                        currVertices = new List <RenderBase.OVertex>();
                    }
                    break;
                }
            }

            if (currVertices.Count > 0)
            {
                RenderBase.OMesh mesh = new RenderBase.OMesh();
                mesh.vertices   = currVertices;
                mesh.name       = name;
                mesh.hasNormal  = true;
                mesh.texUVCount = 1;
                model.mesh.Add(mesh);
            }

            model.material.Add(new RenderBase.OMaterial());
            output.model.Add(model);
            return(output);
        }
        /// <summary>
        ///     Renders a single frame of the scene.
        /// </summary>
        public void render()
        {
            device.Clear(ClearFlags.Stencil | ClearFlags.Target | ClearFlags.ZBuffer, cfgBackColor, 1f, 15);
            device.SetTexture(0, null);
            device.BeginScene();

            float fovy = (float)Math.PI / 4;
            float aspectRatio = (float)pParams.BackBufferWidth / pParams.BackBufferHeight;
            device.Transform.Projection = Matrix.PerspectiveFovLH(fovy, aspectRatio, 0.01f, 1000f);
            device.Transform.View = Matrix.LookAtLH(
                new Vector3(0f, 0f, 20f),
                new Vector3(0f, 0f, 0f),
                new Vector3(0f, 1f, 0f));

            //View
            RenderBase.OVector3 minVector = new RenderBase.OVector3();
            RenderBase.OVector3 maxVector = new RenderBase.OVector3();

            if (currentModel > -1)
            {
                minVector = models.model[currentModel].minVector;
                maxVector = models.model[currentModel].maxVector;
            }

            float minSize = Math.Min(Math.Min(minVector.x, minVector.y), minVector.z);
            float maxSize = Math.Max(Math.Max(maxVector.x, maxVector.y), maxVector.z);
            float scale = (10f / (maxSize - minSize)); //Try to adjust to screen
            if (maxSize - minSize == 0) scale = 1;

            Matrix centerMatrix = Matrix.Translation(
                -(minVector.x + maxVector.x) / 2,
                -(minVector.y + maxVector.y) / 2,
                -(minVector.z + maxVector.z) / 2);
            Matrix translationMatrix = Matrix.Translation(
                (-translation.X / 50) / scale,
                (translation.Y / 50) / scale,
                zoom / scale);

            Matrix baseTransform = Matrix.Identity;
            baseTransform *= Matrix.RotationY(rotation.Y) * Matrix.RotationX(rotation.X);
            baseTransform *= centerMatrix * translationMatrix * Matrix.Scaling(-scale, scale, scale);

            //Grid
            if (cfgShowGuidelines)
            {
                resetRenderState();
                device.Transform.World = baseTransform;
                device.VertexFormat = CustomVertex.PositionColored.Format;
                using (VertexBuffer buffer = new VertexBuffer(typeof(CustomVertex.PositionColored), gridBuffer.Length, device, Usage.None, CustomVertex.PositionColored.Format, Pool.Managed))
                {
                    buffer.SetData(gridBuffer, 0, LockFlags.None);
                    device.SetStreamSource(0, buffer, 0);
                    device.DrawPrimitives(PrimitiveType.LineList, 0, gridBuffer.Length / 2);
                }
            }

            if (fragmentShaderMode)
            {
                fragmentShader.Begin(0);

                fragmentShader.SetValue("world", device.Transform.World);
                fragmentShader.SetValue("view", device.Transform.View);
                fragmentShader.SetValue("projection", device.Transform.Projection);

                fragmentShader.SetValue("lights[0].pos", new Vector4(0, -10, -10, 0));
                fragmentShader.SetValue("lights[0].ambient", new Vector4(0.1f, 0.1f, 0.1f, 1));
                fragmentShader.SetValue("lights[0].diffuse", new Vector4(1, 1, 1, 1));
                fragmentShader.SetValue("lights[0].specular", new Vector4(1, 1, 1, 1));
                fragmentShader.SetValue("numLights", 1);
            }

            if (cfgWireframeMode)
                device.RenderState.FillMode = FillMode.WireFrame;
            else
                device.RenderState.FillMode = FillMode.Solid;

            if (currentModel > -1)
            {
                RenderBase.OModel mdl = models.model[currentModel];
                device.Transform.World = getMatrix(mdl.transform) * baseTransform;

                #region "Skeletal Animation"
                Matrix[] animationSkeletonTransform = new Matrix[mdl.skeleton.Count];
                if (ctrlSA.animate)
                {
                    Matrix[] skeletonTransform = new Matrix[mdl.skeleton.Count];

                    for (int index = 0; index < mdl.skeleton.Count; index++)
                    {
                        skeletonTransform[index] = Matrix.Identity;
                        transformSkeleton(mdl.skeleton, index, ref skeletonTransform[index]);
                    }

                    List<RenderBase.OSkeletalAnimationBone> bone = ((RenderBase.OSkeletalAnimation)models.skeletalAnimation.list[ctrlSA.CurrentAnimation]).bone;
                    List<OAnimationBone> frameAnimationSkeleton = new List<OAnimationBone>();
                    for (int index = 0; index < mdl.skeleton.Count; index++)
                    {
                        OAnimationBone newBone = new OAnimationBone();
                        newBone.parentId = mdl.skeleton[index].parentId;
                        newBone.rotationQuaternion = getQuaternion(mdl.skeleton[index].rotation);
                        newBone.translation = new RenderBase.OVector3(mdl.skeleton[index].translation);
                        newBone.scale = new RenderBase.OVector3(1, 1, 1);
                        foreach (RenderBase.OSkeletalAnimationBone b in bone)
                        {
                            if (b.name == mdl.skeleton[index].name)
                            {
                                if (b.isFullBakedFormat)
                                {
                                    newBone.hasTransform = true;
                                    newBone.transform = b.transform[(int)ctrlSA.Frame % b.transform.Count];
                                }
                                else if (b.isFrameFormat)
                                {
                                    float fl = (float)Math.Floor(ctrlSA.Frame);
                                    float fr = (float)Math.Ceiling(ctrlSA.Frame);
                                    float mu = ctrlSA.Frame - fl;

                                    if (b.scale.exists)
                                    {
                                        int il = Math.Min((int)fl, b.scale.vector.Count - 1);
                                        int ir = Math.Min((int)fr, b.scale.vector.Count - 1);

                                        RenderBase.OVector4 sl = b.scale.vector[il];
                                        RenderBase.OVector4 sr = b.scale.vector[ir];
                                        RenderBase.OVector4 s = AnimationUtils.interpolateLinear(sl, sr, mu);

                                        newBone.scale = new RenderBase.OVector3(s.x, s.y, s.z);
                                    }

                                    if (b.rotationQuaternion.exists)
                                    {
                                        int il = Math.Min((int)fl, b.rotationQuaternion.vector.Count - 1);
                                        int ir = Math.Min((int)fr, b.rotationQuaternion.vector.Count - 1);

                                        Quaternion ql = getQuaternion(b.rotationQuaternion.vector[il]);
                                        Quaternion qr = getQuaternion(b.rotationQuaternion.vector[ir]);

                                        newBone.rotationQuaternion = Quaternion.Slerp(ql, qr, mu);
                                    }

                                    if (b.translation.exists)
                                    {
                                        int il = Math.Min((int)fl, b.translation.vector.Count - 1);
                                        int ir = Math.Min((int)fr, b.translation.vector.Count - 1);

                                        RenderBase.OVector4 tl = b.translation.vector[il];
                                        RenderBase.OVector4 tr = b.translation.vector[ir];
                                        RenderBase.OVector4 t = AnimationUtils.interpolateLinear(tl, tr, mu);

                                        newBone.translation = new RenderBase.OVector3(t.x, t.y, t.z);

                                        newBone.translation.x *= mdl.skeleton[index].absoluteScale.x;
                                        newBone.translation.y *= mdl.skeleton[index].absoluteScale.y;
                                        newBone.translation.z *= mdl.skeleton[index].absoluteScale.z;
                                    }
                                }
                                else
                                {
                                    //Rotation
                                    float fl = (float)Math.Floor(ctrlSA.Frame);
                                    float fr = (float)Math.Ceiling(ctrlSA.Frame);
                                    float mu = ctrlSA.Frame - fl;

                                    RenderBase.OVector3 vl = new RenderBase.OVector3(mdl.skeleton[index].rotation);
                                    RenderBase.OVector3 vr = new RenderBase.OVector3(mdl.skeleton[index].rotation);

                                    if (b.rotationX.exists)
                                    {
                                        vl.x = AnimationUtils.getKey(b.rotationX, fl);
                                        vr.x = AnimationUtils.getKey(b.rotationX, fr);
                                    }

                                    if (b.rotationY.exists)
                                    {
                                        vl.y = AnimationUtils.getKey(b.rotationY, fl);
                                        vr.y = AnimationUtils.getKey(b.rotationY, fr);
                                    }

                                    if (b.rotationZ.exists)
                                    {
                                        vl.z = AnimationUtils.getKey(b.rotationZ, fl);
                                        vr.z = AnimationUtils.getKey(b.rotationZ, fr);
                                    }

                                    Quaternion ql = getQuaternion(vl);
                                    Quaternion qr = getQuaternion(vr);
                                    newBone.rotationQuaternion = Quaternion.Slerp(ql, qr, mu);

                                    //Translation
                                    if (b.translationX.exists)
                                    {
                                        newBone.translation.x = AnimationUtils.getKey(b.translationX, ctrlSA.Frame);
                                        newBone.translation.x *= mdl.skeleton[index].absoluteScale.x;
                                    }

                                    if (b.translationY.exists)
                                    {
                                        newBone.translation.y = AnimationUtils.getKey(b.translationY, ctrlSA.Frame);
                                        newBone.translation.y *= mdl.skeleton[index].absoluteScale.y;
                                    }

                                    if (b.translationZ.exists)
                                    {
                                        newBone.translation.z = AnimationUtils.getKey(b.translationZ, ctrlSA.Frame);
                                        newBone.translation.z *= mdl.skeleton[index].absoluteScale.z;
                                    }
                                }

                                break;
                            }
                        }

                        frameAnimationSkeleton.Add(newBone);
                    }

                    for (int index = 0; index < mdl.skeleton.Count; index++)
                    {
                        animationSkeletonTransform[index] = Matrix.Identity;

                        if (frameAnimationSkeleton[index].hasTransform)
                            animationSkeletonTransform[index] = getMatrix(frameAnimationSkeleton[index].transform);
                        else
                        {
                            animationSkeletonTransform[index] *= Matrix.Scaling(
                                frameAnimationSkeleton[index].scale.x,
                                frameAnimationSkeleton[index].scale.y,
                                frameAnimationSkeleton[index].scale.z);

                            int id = index;
                            while (id > -1)
                            {
                                RenderBase.OVector3 t = new RenderBase.OVector3(frameAnimationSkeleton[id].translation);
                                if (frameAnimationSkeleton[id].parentId > -1) t *= frameAnimationSkeleton[frameAnimationSkeleton[id].parentId].scale;

                                animationSkeletonTransform[index] *= Matrix.RotationQuaternion(frameAnimationSkeleton[id].rotationQuaternion);
                                animationSkeletonTransform[index] *= Matrix.Translation(t.x, t.y, t.z);

                                id = frameAnimationSkeleton[id].parentId;
                            }
                        }

                        animationSkeletonTransform[index] = Matrix.Invert(skeletonTransform[index]) * animationSkeletonTransform[index];
                    }
                }
                #endregion

                for (int objectIndex = 0; objectIndex < mdl.mesh.Count; objectIndex++)
                {
                    RenderBase.OMesh obj = mdl.mesh[objectIndex];
                    bool isVisible = obj.isVisible;

                    if (ctrlVA.animate)
                    {
                        foreach (RenderBase.OVisibilityAnimationData data in ((RenderBase.OVisibilityAnimation)models.visibilityAnimation.list[ctrlVA.CurrentAnimation]).data)
                        {
                            RenderBase.OAnimationKeyFrame frame = AnimationUtils.getLeftFrame(data.visibilityList.keyFrames, ctrlVA.Frame);
                            if (data.name == obj.name) isVisible = frame.bValue;
                        }
                    }

                    if (!(isVisible || cfgShowAllMeshes)) continue;

                    RenderBase.OMaterial material = mdl.material[obj.materialId];

                    #region "Material Animation"
                    int[] textureId = { -1, -1, -1 };
                    Color blendColor = material.fragmentOperation.blend.blendColor;
                    Color[] borderColor = new Color[3];
                    borderColor[0] = material.textureMapper[0].borderColor;
                    borderColor[1] = material.textureMapper[1].borderColor;
                    borderColor[2] = material.textureMapper[2].borderColor;
                    if (ctrlMA.animate)
                    {
                        foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)models.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                        {
                            if (data.name == material.name)
                            {
                                switch (data.type)
                                {
                                    case RenderBase.OMaterialAnimationType.textureMapper0: getMaterialAnimationInt(data, ref textureId[0]); break;
                                    case RenderBase.OMaterialAnimationType.textureMapper1: getMaterialAnimationInt(data, ref textureId[1]); break;
                                    case RenderBase.OMaterialAnimationType.textureMapper2: getMaterialAnimationInt(data, ref textureId[2]); break;
                                    case RenderBase.OMaterialAnimationType.borderColorMapper0: getMaterialAnimationColor(data, ref borderColor[0]); break;
                                    case RenderBase.OMaterialAnimationType.borderColorMapper1: getMaterialAnimationColor(data, ref borderColor[1]); break;
                                    case RenderBase.OMaterialAnimationType.borderColorMapper2: getMaterialAnimationColor(data, ref borderColor[2]); break;
                                    case RenderBase.OMaterialAnimationType.blendColor: getMaterialAnimationColor(data, ref blendColor); break;
                                }
                            }
                        }
                    }
                    #endregion

                    if (fragmentShaderMode)
                    {
                        #region "Shader combiner parameters"
                        RenderBase.OMaterialColor materialColor = new RenderBase.OMaterialColor();
                        materialColor = material.materialColor;

                        if (ctrlMA.animate)
                        {
                            foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)models.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                            {
                                if (data.name == material.name)
                                {
                                    switch (data.type)
                                    {
                                        case RenderBase.OMaterialAnimationType.constant0: getMaterialAnimationColor(data, ref materialColor.constant0); break;
                                        case RenderBase.OMaterialAnimationType.constant1: getMaterialAnimationColor(data, ref materialColor.constant1); break;
                                        case RenderBase.OMaterialAnimationType.constant2: getMaterialAnimationColor(data, ref materialColor.constant2); break;
                                        case RenderBase.OMaterialAnimationType.constant3: getMaterialAnimationColor(data, ref materialColor.constant3); break;
                                        case RenderBase.OMaterialAnimationType.constant4: getMaterialAnimationColor(data, ref materialColor.constant4); break;
                                        case RenderBase.OMaterialAnimationType.constant5: getMaterialAnimationColor(data, ref materialColor.constant5); break;
                                        case RenderBase.OMaterialAnimationType.diffuse: getMaterialAnimationColor(data, ref materialColor.diffuse); break;
                                        case RenderBase.OMaterialAnimationType.specular0: getMaterialAnimationColor(data, ref materialColor.specular0); break;
                                        case RenderBase.OMaterialAnimationType.specular1: getMaterialAnimationColor(data, ref materialColor.specular1); ; break;
                                        case RenderBase.OMaterialAnimationType.ambient: getMaterialAnimationColor(data, ref materialColor.ambient); break;
                                    }
                                }
                            }
                        }

                        fragmentShader.SetValue("hasTextures", textures.Count > 0);
                        fragmentShader.SetValue("uvCount", obj.texUVCount);

                        fragmentShader.SetValue("isD0Enabled", material.fragmentShader.lighting.isDistribution0Enabled);
                        fragmentShader.SetValue("isD1Enabled", material.fragmentShader.lighting.isDistribution1Enabled);
                        fragmentShader.SetValue("isG0Enabled", material.fragmentShader.lighting.isGeometryFactor0Enabled);
                        fragmentShader.SetValue("isG1Enabled", material.fragmentShader.lighting.isGeometryFactor1Enabled);
                        fragmentShader.SetValue("isREnabled", material.fragmentShader.lighting.isReflectionEnabled);

                        fragmentShader.SetValue("bumpIndex", (int)material.fragmentShader.bump.texture);
                        fragmentShader.SetValue("bumpMode", (int)material.fragmentShader.bump.mode);

                        fragmentShader.SetValue("mEmissive", getColor(materialColor.emission));
                        fragmentShader.SetValue("mAmbient", getColor(materialColor.ambient));
                        fragmentShader.SetValue("mDiffuse", getColor(materialColor.diffuse));
                        fragmentShader.SetValue("mSpecular", getColor(materialColor.specular0));

                        fragmentShader.SetValue("hasNormal", obj.hasNormal);

                        for (int i = 0; i < 6; i++)
                        {
                            RenderBase.OTextureCombiner textureCombiner = material.fragmentShader.textureCombiner[i];

                            fragmentShader.SetValue(string.Format("combiners[{0}].colorCombine", i), (int)textureCombiner.combineRgb);
                            fragmentShader.SetValue(string.Format("combiners[{0}].alphaCombine", i), (int)textureCombiner.combineAlpha);

                            fragmentShader.SetValue(string.Format("combiners[{0}].colorScale", i), (float)textureCombiner.rgbScale);
                            fragmentShader.SetValue(string.Format("combiners[{0}].alphaScale", i), (float)textureCombiner.alphaScale);

                            for (int j = 0; j < 3; j++)
                            {
                                fragmentShader.SetValue(string.Format("combiners[{0}].colorArg[{1}]", i, j), (int)textureCombiner.rgbSource[j]);
                                fragmentShader.SetValue(string.Format("combiners[{0}].colorOp[{1}]", i, j), (int)textureCombiner.rgbOperand[j]);
                                fragmentShader.SetValue(string.Format("combiners[{0}].alphaArg[{1}]", i, j), (int)textureCombiner.alphaSource[j]);
                                fragmentShader.SetValue(string.Format("combiners[{0}].alphaOp[{1}]", i, j), (int)textureCombiner.alphaOperand[j]);
                            }

                            Color constantColor = Color.White;
                            switch (textureCombiner.constantColor)
                            {
                                case RenderBase.OConstantColor.ambient: constantColor = materialColor.ambient; break;
                                case RenderBase.OConstantColor.constant0: constantColor = materialColor.constant0; break;
                                case RenderBase.OConstantColor.constant1: constantColor = materialColor.constant1; break;
                                case RenderBase.OConstantColor.constant2: constantColor = materialColor.constant2; break;
                                case RenderBase.OConstantColor.constant3: constantColor = materialColor.constant3; break;
                                case RenderBase.OConstantColor.constant4: constantColor = materialColor.constant4; break;
                                case RenderBase.OConstantColor.constant5: constantColor = materialColor.constant5; break;
                                case RenderBase.OConstantColor.diffuse: constantColor = materialColor.diffuse; break;
                                case RenderBase.OConstantColor.emission: constantColor = materialColor.emission; break;
                                case RenderBase.OConstantColor.specular0: constantColor = materialColor.specular0; break;
                                case RenderBase.OConstantColor.specular1: constantColor = materialColor.specular1; break;
                            }

                            fragmentShader.SetValue(string.Format("combiners[{0}].constant", i), new Vector4(
                                (float)constantColor.R / 0xff,
                                (float)constantColor.G / 0xff,
                                (float)constantColor.B / 0xff,
                                (float)constantColor.A / 0xff));
                        }
                        #endregion
                    }

                    int legacyTextureIndex = -1;
                    int legacyTextureUnit = -1;
                    for (int i = 0; i < textures.Count; i++)
                    {
                        string[] name = new string[3];
                        name[0] = material.name0;
                        name[1] = material.name1;
                        name[2] = material.name2;

                        if (ctrlMA.animate)
                        {
                            RenderBase.OMaterialAnimation ma = (RenderBase.OMaterialAnimation)models.materialAnimation.list[ctrlMA.CurrentAnimation];
                            for (int j = 0; j < 3; j++) if (textureId[j] > -1) name[j] = ma.textureName[textureId[j]];
                        }

                        if (cfgLegacyTexturingMode == 0 && !fragmentShaderMode)
                        {
                            if (textures[i].name == name[0])
                            {
                                legacyTextureIndex = i;
                                legacyTextureUnit = 0;
                                break;
                            }
                        }
                        else
                        {
                            for (int j = 0; j < 3; j++)
                            {
                                if (fragmentShaderMode)
                                {
                                    if (textures[i].name == name[j])
                                    {
                                        string shaderTexture = string.Format("texture{0}", j);
                                        fragmentShader.SetValue(shaderTexture, textures[i].texture);
                                    }
                                }
                                else
                                {
                                    if (textures[i].name == name[j] && legacyTextureUnit < j)
                                    {
                                        legacyTextureIndex = i;
                                        legacyTextureUnit = j;
                                    }
                                }
                            }
                        }
                    }

                    if (!fragmentShaderMode)
                    {
                        if (legacyTextureIndex > -1)
                            device.SetTexture(0, textures[legacyTextureIndex].texture);
                        else
                            device.SetTexture(0, null);
                    }

                    #region "Texture Filtering/Addressing Setup"
                    //Filtering
                    for (int s = 0; s < 3; s++)
                    {
                        RenderBase.OTextureCoordinator coordinator = material.textureCoordinator[s];

                        Vector2 translate = new Vector2(coordinator.translateU, coordinator.translateV);
                        Vector2 scaling = new Vector2(coordinator.scaleU, coordinator.scaleV);
                        if (scaling == Vector2.Empty) scaling = new Vector2(1, 1);
                        float rotate = coordinator.rotate;
                        #region "Material Animation"
                        if (ctrlMA.animate)
                        {
                            foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)models.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                            {
                                if (data.name == material.name)
                                {
                                    switch (data.type)
                                    {
                                        case RenderBase.OMaterialAnimationType.translateCoordinator0: if (s == 0) getMaterialAnimationVector2(data, ref translate); break; //Translation
                                        case RenderBase.OMaterialAnimationType.translateCoordinator1: if (s == 1) getMaterialAnimationVector2(data, ref translate); break;
                                        case RenderBase.OMaterialAnimationType.translateCoordinator2: if (s == 2) getMaterialAnimationVector2(data, ref translate); break;
                                        case RenderBase.OMaterialAnimationType.scaleCoordinator0: if (s == 0) getMaterialAnimationVector2(data, ref scaling); break; //Scaling
                                        case RenderBase.OMaterialAnimationType.scaleCoordinator1: if (s == 1) getMaterialAnimationVector2(data, ref scaling); break;
                                        case RenderBase.OMaterialAnimationType.scaleCoordinator2: if (s == 2) getMaterialAnimationVector2(data, ref scaling); break;
                                        case RenderBase.OMaterialAnimationType.rotateCoordinator0: if (s == 0) getMaterialAnimationFloat(data, ref rotate); break; //Rotation
                                        case RenderBase.OMaterialAnimationType.rotateCoordinator1: if (s == 1) getMaterialAnimationFloat(data, ref rotate); break;
                                        case RenderBase.OMaterialAnimationType.rotateCoordinator2: if (s == 2) getMaterialAnimationFloat(data, ref rotate); break;
                                    }
                                }
                            }
                        }
                        #endregion

                        if (fragmentShaderMode)
                        {
                            fragmentShader.SetValue(string.Format("uvTranslate[{0}]", s), new Vector4(-translate.X, -translate.Y, 0, 0));
                            fragmentShader.SetValue(string.Format("uvScale[{0}]", s), new Vector4(scaling.X, scaling.Y, 0, 0));
                            fragmentShader.SetValue(string.Format("uvTransform[{0}]", s), Matrix.RotationZ(rotate));
                        }
                        else
                        {
                            device.SetTextureStageState(s, TextureStageStates.TextureTransform, (int)TextureTransform.Count2);
                            Matrix uvTransform = rotateCenter2D(rotate) * Matrix.Scaling(scaling.X, scaling.Y, 1) * translate2D(-translate);
                            if (s == legacyTextureUnit) device.Transform.Texture0 = uvTransform;
                        }

                        device.SetSamplerState(s, SamplerStageStates.MinFilter, (int)TextureFilter.Linear);
                        switch (material.textureMapper[s].magFilter)
                        {
                            case RenderBase.OTextureMagFilter.nearest: device.SetSamplerState(s, SamplerStageStates.MagFilter, (int)TextureFilter.None); break;
                            case RenderBase.OTextureMagFilter.linear: device.SetSamplerState(s, SamplerStageStates.MagFilter, (int)TextureFilter.Linear); break;
                        }

                        //Addressing
                        device.SetSamplerState(s, SamplerStageStates.BorderColor, borderColor[s].ToArgb());
                        switch (material.textureMapper[s].wrapU)
                        {
                            case RenderBase.OTextureWrap.repeat: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Wrap); break;
                            case RenderBase.OTextureWrap.mirroredRepeat: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Mirror); break;
                            case RenderBase.OTextureWrap.clampToEdge: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Clamp); break;
                            case RenderBase.OTextureWrap.clampToBorder: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Border); break;
                        }
                        switch (material.textureMapper[s].wrapV)
                        {
                            case RenderBase.OTextureWrap.repeat: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Wrap); break;
                            case RenderBase.OTextureWrap.mirroredRepeat: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Mirror); break;
                            case RenderBase.OTextureWrap.clampToEdge: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Clamp); break;
                            case RenderBase.OTextureWrap.clampToBorder: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Border); break;
                        }
                    }
                    #endregion

                    #region "Culling/Alpha/Depth/Stencil testing/blending stuff Setup"
                    //Culling
                    switch (material.rasterization.cullMode)
                    {
                        case RenderBase.OCullMode.backFace: device.RenderState.CullMode = Cull.Clockwise; break;
                        case RenderBase.OCullMode.frontFace: device.RenderState.CullMode = Cull.CounterClockwise; break;
                        case RenderBase.OCullMode.never: device.RenderState.CullMode = Cull.None; break;
                    }

                    //Alpha testing
                    RenderBase.OAlphaTest alpha = material.fragmentShader.alphaTest;
                    device.RenderState.AlphaTestEnable = alpha.isTestEnabled;
                    device.RenderState.AlphaFunction = getCompare(alpha.testFunction);
                    device.RenderState.ReferenceAlpha = (int)alpha.testReference;

                    //Depth testing
                    RenderBase.ODepthOperation depth = material.fragmentOperation.depth;
                    device.RenderState.ZBufferEnable = depth.isTestEnabled;
                    device.RenderState.ZBufferFunction = getCompare(depth.testFunction);
                    device.RenderState.ZBufferWriteEnable = depth.isMaskEnabled;

                    //Alpha blending
                    RenderBase.OBlendOperation blend = material.fragmentOperation.blend;
                    device.RenderState.AlphaBlendEnable = blend.mode == RenderBase.OBlendMode.blend;
                    device.RenderState.SeparateAlphaBlendEnabled = true;
                    device.RenderState.SourceBlend = getBlend(blend.rgbFunctionSource);
                    device.RenderState.DestinationBlend = getBlend(blend.rgbFunctionDestination);
                    device.RenderState.BlendOperation = getBlendOperation(blend.rgbBlendEquation);
                    device.RenderState.AlphaSourceBlend = getBlend(blend.alphaFunctionSource);
                    device.RenderState.AlphaDestinationBlend = getBlend(blend.alphaFunctionDestination);
                    device.RenderState.AlphaBlendOperation = getBlendOperation(blend.alphaBlendEquation);
                    device.RenderState.BlendFactorColor = blendColor.ToArgb();

                    //Stencil testing
                    RenderBase.OStencilOperation stencil = material.fragmentOperation.stencil;
                    device.RenderState.StencilEnable = stencil.isTestEnabled;
                    device.RenderState.StencilFunction = getCompare(stencil.testFunction);
                    device.RenderState.ReferenceStencil = (int)stencil.testReference;
                    device.RenderState.StencilWriteMask = (int)stencil.testMask;
                    device.RenderState.StencilFail = getStencilOperation(stencil.failOperation);
                    device.RenderState.StencilZBufferFail = getStencilOperation(stencil.zFailOperation);
                    device.RenderState.StencilPass = getStencilOperation(stencil.passOperation);
                    #endregion

                    #region "Rendering"
                    //Vertex rendering
                    VertexFormats vertexFormat = VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture3 | VertexFormats.Diffuse;
                    device.VertexFormat = vertexFormat;

                    if (fragmentShaderMode) fragmentShader.BeginPass(0);

                    if (meshes[objectIndex].Length > 0)
                    {
                        customVertex[] buffer = meshes[objectIndex];

                        if (ctrlSA.animate)
                        {
                            buffer = new customVertex[meshes[objectIndex].Length];

                            for (int vertex = 0; vertex < buffer.Length; vertex++)
                            {
                                buffer[vertex] = meshes[objectIndex][vertex];
                                RenderBase.OVertex input = obj.vertices[vertex];
                                Vector3 position = new Vector3(input.position.x, input.position.y, input.position.z);
                                Vector4 p = new Vector4();

                                int weightIndex = 0;
                                float weightSum = 0;
                                foreach (int boneIndex in input.node)
                                {
                                    float weight = 0;
                                    if (weightIndex < input.weight.Count) weight = input.weight[weightIndex++];
                                    weightSum += weight;
                                    p += Vector3.Transform(position, animationSkeletonTransform[boneIndex]) * weight;
                                }
                                if (weightSum < 1) p += new Vector4(position.X, position.Y, position.Z, 0) * (1 - weightSum);

                                buffer[vertex].x = p.X;
                                buffer[vertex].y = p.Y;
                                buffer[vertex].z = p.Z;
                            }
                        }

                        using (VertexBuffer vertexBuffer = new VertexBuffer(typeof(customVertex), buffer.Length, device, Usage.None, vertexFormat, Pool.Managed))
                        {
                            vertexBuffer.SetData(buffer, 0, LockFlags.None);
                            device.SetStreamSource(0, vertexBuffer, 0);

                            device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffer.Length / 3);
                        }
                    }

                    if (fragmentShaderMode) fragmentShader.EndPass();
                    #endregion
                }
            }

            if (fragmentShaderMode) fragmentShader.End();

            //HUD
            if (cfgShowInformation && currentModel > -1)
            {
                resetRenderState();
                RenderBase.OModel mdl = models.model[currentModel];

                StringBuilder info = new StringBuilder();
                info.AppendLine("Meshes: " + mdl.mesh.Count);
                info.AppendLine("Triangles: " + (models.model[currentModel].verticesCount / 3));
                info.AppendLine("Bones: " + mdl.skeleton.Count);
                info.AppendLine("Materials: " + mdl.material.Count);
                info.AppendLine("Textures: " + models.texture.Count);
                if (ctrlSA.CurrentAnimation > -1) info.AppendLine("S. Frame: " + ctrlSA.CurrentFrameInfo);
                if (ctrlMA.CurrentAnimation > -1) info.AppendLine("M. Frame: " + ctrlMA.CurrentFrameInfo);
                if (ctrlVA.CurrentAnimation > -1) info.AppendLine("V. Frame: " + ctrlVA.CurrentFrameInfo);

                drawText(info.ToString(), 256, 192);
            }

            device.EndScene();
            device.Present();

            ctrlSA.advanceFrame();
            ctrlMA.advanceFrame();
            ctrlVA.advanceFrame();
        }
 /// <summary>
 ///     Creates a new Bone.
 /// </summary>
 public OAnimationBone()
 {
     translation = new RenderBase.OVector3();
     rotationQuaternion = new Quaternion();
     scale = new RenderBase.OVector3();
 }
Пример #7
0
        public void render()
        {
            //Compile the Fragment Shader
            if (!useLegacyTexturing)
            {
                string compilationErros;
                fragmentShader = Effect.FromString(device, Properties.Resources.OFragmentShader, null, null, ShaderFlags.SkipOptimization, null, out compilationErros);
                if (compilationErros != "") MessageBox.Show("Failed to compile Fragment Shader!" + Environment.NewLine + compilationErros, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                fragmentShader.Technique = "Combiner";
            }
            
            RenderBase.OVector3 minVector = new RenderBase.OVector3();
            RenderBase.OVector3 maxVector = new RenderBase.OVector3();
            if (model.model.Count > 0) currentModel = 0;
            updateTextures();

            #region "Grid buffer creation"
            CustomVertex.PositionColored[] gridBuffer = new CustomVertex.PositionColored[218];
            int bufferIndex = 0;
            for (int i = -50; i <= 50; i += 2)
            {
                if (i == 0)
                {
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(-50f, 0, i, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(0, 0, i, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(5f, 0, i, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(50f, 0, i, Color.White.ToArgb());

                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, -50f, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, -5f, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, 0, Color.White.ToArgb());
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, 50f, Color.White.ToArgb());
                }
                else
                {
                    int lColor;
                    if ((i % 10) == 0)
                        lColor = Color.White.ToArgb();
                    else
                        lColor = Color.DarkGray.ToArgb();

                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(-50f, 0, i, lColor);
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(50f, 0, i, lColor);
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, -50f, lColor);
                    gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(i, 0, 50f, lColor);
                }
            }
            gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(0, 0, 0, Color.Red.ToArgb());
            gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(5f, 0, 0, Color.Red.ToArgb());

            gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(0, 0, 0, Color.Green.ToArgb());
            gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(0, 5f, 0, Color.Green.ToArgb());

            gridBuffer[bufferIndex++] = new CustomVertex.PositionColored(0, 0, 0, Color.Blue.ToArgb());
            gridBuffer[bufferIndex] = new CustomVertex.PositionColored(0, 0, -5f, Color.Blue.ToArgb());
            #endregion

            keepRendering = true;
            while (keepRendering)
            {
                device.Clear(ClearFlags.Stencil | ClearFlags.Target | ClearFlags.ZBuffer, bgColor, 1.0f, 15);
                device.SetTexture(0, null);
                device.BeginScene();

                device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)pParams.BackBufferWidth / pParams.BackBufferHeight, 0.01f, 1000.0f);
                device.Transform.View = Matrix.LookAtLH(new Vector3(0.0f, 0.0f, 20.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));

                //View
                if (currentModel > -1)
                {
                    minVector = model.model[currentModel].minVector;
                    maxVector = model.model[currentModel].maxVector;
                }
                float minSize = Math.Min(Math.Min(minVector.x, minVector.y), minVector.z);
                float maxSize = Math.Max(Math.Max(maxVector.x, maxVector.y), maxVector.z);
                float scale = (10f / (maxSize - minSize)); //Try to adjust to screen
                if (maxSize - minSize == 0) scale = 1;

                Matrix centerMatrix = Matrix.Translation(
                    -(minVector.x + maxVector.x) / 2,
                    -(minVector.y + maxVector.y) / 2,
                    -(minVector.z + maxVector.z) / 2);
                Matrix translationMatrix = Matrix.Translation(
                    (-translation.X / 50) / scale,
                    (translation.Y / 50) / scale,
                    zoom / scale);
                Matrix baseTransform = Matrix.Identity;
                baseTransform *= Matrix.RotationY(rotation.Y) * Matrix.RotationX(rotation.X);
                baseTransform *= centerMatrix * translationMatrix * Matrix.Scaling(-scale, scale, scale);

                //Grid
                if (showGrid)
                {
                    resetRenderState();
                    device.Transform.World = baseTransform;
                    device.VertexFormat = CustomVertex.PositionColored.Format;
                    VertexBuffer lineBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), gridBuffer.Length, device, Usage.None, CustomVertex.PositionColored.Format, Pool.Managed);
                    lineBuffer.SetData(gridBuffer, 0, LockFlags.None);
                    device.SetStreamSource(0, lineBuffer, 0);
                    device.DrawPrimitives(PrimitiveType.LineList, 0, gridBuffer.Length / 2);
                    lineBuffer.Dispose();
                }

                if (!useLegacyTexturing)
                {
                    fragmentShader.Begin(0);

                    #region "Shader Setup"
                    fragmentShader.SetValue("world", device.Transform.World);
                    fragmentShader.SetValue("view", device.Transform.View);
                    fragmentShader.SetValue("projection", device.Transform.Projection);

                    fragmentShader.SetValue("lights[0].pos", new Vector4(0, -10, -10, 0));
                    fragmentShader.SetValue("lights[0].ambient", new Vector4(0.1f, 0.1f, 0.1f, 1));
                    fragmentShader.SetValue("lights[0].diffuse", new Vector4(1, 1, 1, 1));
                    fragmentShader.SetValue("lights[0].specular", new Vector4(1, 1, 1, 1));
                    fragmentShader.SetValue("numLights", 1);
                    #endregion
                }

                if (wireframeMode)
                    device.RenderState.FillMode = FillMode.WireFrame;
                else
                    device.RenderState.FillMode = FillMode.Solid;

                if (currentModel > -1)
                {
                    RenderBase.OModel mdl = model.model[currentModel];
                    device.Transform.World = getMatrix(mdl.transform) * baseTransform;

                    #region "Skeletal Animation"
                    Matrix[] animationSkeletonTransform = new Matrix[mdl.skeleton.Count];
                    if (ctrlSA.animate)
                    {
                        Matrix[] skeletonTransform = new Matrix[mdl.skeleton.Count];

                        for (int index = 0; index < mdl.skeleton.Count; index++)
                        {
                            skeletonTransform[index] = Matrix.Identity;
                            transformSkeleton(mdl.skeleton, index, ref skeletonTransform[index]);
                        }

                        List<RenderBase.OSkeletalAnimationBone> bone = ((RenderBase.OSkeletalAnimation)model.skeletalAnimation.list[ctrlSA.CurrentAnimation]).bone;
                        List<OAnimationBone> frameAnimationSkeleton = new List<OAnimationBone>();
                        for (int index = 0; index < mdl.skeleton.Count; index++)
                        {
                            OAnimationBone newBone = new OAnimationBone();
                            newBone.parentId = mdl.skeleton[index].parentId;
                            newBone.rotationQuaternion = getQuaternion(mdl.skeleton[index].rotation);
                            newBone.translation = new RenderBase.OVector3(mdl.skeleton[index].translation);
                            foreach (RenderBase.OSkeletalAnimationBone b in bone)
                            {
                                if (b.name == mdl.skeleton[index].name)
                                {
                                    if (b.isFullBakedFormat)
                                    {
                                        newBone.hasTransform = true;
                                        newBone.transform = b.transform[(int)ctrlSA.Frame % b.transform.Count];
                                    }
                                    else if (b.isFrameFormat)
                                    {
                                        float fa = (float)Math.Floor(ctrlSA.Frame);
                                        float fb = (float)Math.Ceiling(ctrlSA.Frame);

                                        if (b.rotationQuaternion.exists)
                                        {
                                            int aIndex = Math.Min((int)fa, b.rotationQuaternion.vector.Count - 1);
                                            int bIndex = Math.Min((int)fb, b.rotationQuaternion.vector.Count - 1);

                                            Quaternion q1 = getQuaternion(b.rotationQuaternion.vector[aIndex]);
                                            Quaternion q2 = getQuaternion(b.rotationQuaternion.vector[bIndex]);

                                            newBone.rotationQuaternion = Quaternion.Slerp(q1, q2, ctrlSA.Frame - fa);
                                        }

                                        if (b.translation.exists)
                                        {
                                            int aIndex = Math.Min((int)fa, b.translation.vector.Count - 1);
                                            int bIndex = Math.Min((int)fb, b.translation.vector.Count - 1);

                                            RenderBase.OVector4 t1 = b.translation.vector[aIndex];
                                            RenderBase.OVector4 t2 = b.translation.vector[bIndex];
                                            RenderBase.OVector4 t = AnimationUtils.interpolateLinear(t1, t2, ctrlSA.Frame - fa);
                                            newBone.translation = new RenderBase.OVector3(t.x, t.y, t.z);

                                            newBone.translation.x *= mdl.skeleton[index].absoluteScale.x;
                                            newBone.translation.y *= mdl.skeleton[index].absoluteScale.y;
                                            newBone.translation.z *= mdl.skeleton[index].absoluteScale.z;
                                        }
                                    }
                                    else
                                    {
                                        /*
                                         * Rotation
                                         */
                                        float fa = (float)Math.Floor(ctrlSA.Frame);
                                        float fb = (float)Math.Ceiling(ctrlSA.Frame);

                                        float x1, x2, y1, y2, z1, z2;
                                        x1 = x2 = mdl.skeleton[index].rotation.x;
                                        y1 = y2 = mdl.skeleton[index].rotation.y;
                                        z1 = z2 = mdl.skeleton[index].rotation.z;

                                        if (b.rotationX.exists) x1 = AnimationUtils.getKey(b.rotationX, fa);
                                        if (b.rotationY.exists) y1 = AnimationUtils.getKey(b.rotationY, fa);
                                        if (b.rotationZ.exists) z1 = AnimationUtils.getKey(b.rotationZ, fa);

                                        if (b.rotationX.exists) x2 = AnimationUtils.getKey(b.rotationX, fb);
                                        if (b.rotationY.exists) y2 = AnimationUtils.getKey(b.rotationY, fb);
                                        if (b.rotationZ.exists) z2 = AnimationUtils.getKey(b.rotationZ, fb);

                                        Quaternion q1 = getQuaternion(new RenderBase.OVector3(x1, y1, z1));
                                        Quaternion q2 = getQuaternion(new RenderBase.OVector3(x2, y2, z2));

                                        newBone.rotationQuaternion = Quaternion.Slerp(q1, q2, ctrlSA.Frame - fa);

                                        /*
                                         * Translation
                                         */
                                        if (b.translationX.exists)
                                        {
                                            newBone.translation.x = AnimationUtils.getKey(b.translationX, ctrlSA.Frame);
                                            newBone.translation.x *= mdl.skeleton[index].absoluteScale.x;
                                        }

                                        if (b.translationY.exists)
                                        {
                                            newBone.translation.y = AnimationUtils.getKey(b.translationY, ctrlSA.Frame);
                                            newBone.translation.y *= mdl.skeleton[index].absoluteScale.y;
                                        }

                                        if (b.translationZ.exists)
                                        {
                                            newBone.translation.z = AnimationUtils.getKey(b.translationZ, ctrlSA.Frame);
                                            newBone.translation.z *= mdl.skeleton[index].absoluteScale.z;
                                        }
                                    }

                                    break;
                                }
                            }

                            frameAnimationSkeleton.Add(newBone);
                        }

                        for (int index = 0; index < mdl.skeleton.Count; index++)
                        {
                            animationSkeletonTransform[index] = Matrix.Identity;

                            if (frameAnimationSkeleton[index].hasTransform)
                                animationSkeletonTransform[index] = getMatrix(frameAnimationSkeleton[index].transform);
                            else
                                transformAnimationSkeleton(frameAnimationSkeleton, index, ref animationSkeletonTransform[index]);

                            animationSkeletonTransform[index] = Matrix.Invert(skeletonTransform[index]) * animationSkeletonTransform[index];
                        }
                    }
                    #endregion

                    int objectIndex = 0;
                    foreach (RenderBase.OMesh obj in mdl.mesh)
                    {
                        bool isVisible = obj.isVisible;

                        if (ctrlVA.animate)
                        {
                            foreach (RenderBase.OVisibilityAnimationData data in ((RenderBase.OVisibilityAnimation)model.visibilityAnimation.list[ctrlVA.CurrentAnimation]).data)
                            {
                                RenderBase.OAnimationKeyFrame frame = AnimationUtils.getSmallerPoint(data.visibilityList.keyFrames, ctrlVA.Frame);
                                if (data.name == obj.name) isVisible = frame.bValue;
                            }
                        }

                        if (isVisible)
                        {
                            RenderBase.OMaterial material = mdl.material[obj.materialId];

                            #region "Material Animation"
                            int[] textureId = { -1, -1, -1 };
                            Color blendColor = material.fragmentOperation.blend.blendColor;
                            Color[] borderColor = new Color[3];
                            borderColor[0] = material.textureMapper[0].borderColor;
                            borderColor[1] = material.textureMapper[1].borderColor;
                            borderColor[2] = material.textureMapper[2].borderColor;
                            if (ctrlMA.animate)
                            {
                                foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)model.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                                {
                                    if (data.name == material.name)
                                    {
                                        switch (data.type)
                                        {
                                            case RenderBase.OMaterialAnimationType.textureMapper0: getMaterialAnimationInt(data, ref textureId[0]); break;
                                            case RenderBase.OMaterialAnimationType.textureMapper1: getMaterialAnimationInt(data, ref textureId[1]); break;
                                            case RenderBase.OMaterialAnimationType.textureMapper2: getMaterialAnimationInt(data, ref textureId[2]); break;
                                            case RenderBase.OMaterialAnimationType.borderColorMapper0: getMaterialAnimationColor(data, ref borderColor[0]); break;
                                            case RenderBase.OMaterialAnimationType.borderColorMapper1: getMaterialAnimationColor(data, ref borderColor[1]); break;
                                            case RenderBase.OMaterialAnimationType.borderColorMapper2: getMaterialAnimationColor(data, ref borderColor[2]); break;
                                            case RenderBase.OMaterialAnimationType.blendColor: getMaterialAnimationColor(data, ref blendColor); break;
                                        }
                                    }
                                }
                            }
                            #endregion

                            int legacyTexture = -1;
                            if (!useLegacyTexturing)
                            {
                                #region "Shader combiner parameters"
                                RenderBase.OMaterialColor materialColor = new RenderBase.OMaterialColor();
                                materialColor = material.materialColor;

                                if (ctrlMA.animate)
                                {
                                    foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)model.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                                    {
                                        if (data.name == material.name)
                                        {
                                            switch (data.type)
                                            {
                                                case RenderBase.OMaterialAnimationType.constant0: getMaterialAnimationColor(data, ref materialColor.constant0); break;
                                                case RenderBase.OMaterialAnimationType.constant1: getMaterialAnimationColor(data, ref materialColor.constant1); break;
                                                case RenderBase.OMaterialAnimationType.constant2: getMaterialAnimationColor(data, ref materialColor.constant2); break;
                                                case RenderBase.OMaterialAnimationType.constant3: getMaterialAnimationColor(data, ref materialColor.constant3); break;
                                                case RenderBase.OMaterialAnimationType.constant4: getMaterialAnimationColor(data, ref materialColor.constant4); break;
                                                case RenderBase.OMaterialAnimationType.constant5: getMaterialAnimationColor(data, ref materialColor.constant5); break;
                                                case RenderBase.OMaterialAnimationType.diffuse: getMaterialAnimationColor(data, ref materialColor.diffuse); break;
                                                case RenderBase.OMaterialAnimationType.specular0: getMaterialAnimationColor(data, ref materialColor.specular0); break;
                                                case RenderBase.OMaterialAnimationType.specular1: getMaterialAnimationColor(data, ref materialColor.specular1); ; break;
                                                case RenderBase.OMaterialAnimationType.ambient: getMaterialAnimationColor(data, ref materialColor.ambient); break;
                                            }
                                        }
                                    }
                                }

                                fragmentShader.SetValue("hasTextures", textures.Count > 0);
                                fragmentShader.SetValue("uvCount", obj.texUVCount);

                                fragmentShader.SetValue("isD0Enabled", material.fragmentShader.lighting.isDistribution0Enabled);
                                fragmentShader.SetValue("isD1Enabled", material.fragmentShader.lighting.isDistribution1Enabled);
                                fragmentShader.SetValue("isG0Enabled", material.fragmentShader.lighting.isGeometryFactor0Enabled);
                                fragmentShader.SetValue("isG1Enabled", material.fragmentShader.lighting.isGeometryFactor1Enabled);
                                fragmentShader.SetValue("isREnabled", material.fragmentShader.lighting.isReflectionEnabled);

                                fragmentShader.SetValue("bumpIndex", (int)material.fragmentShader.bump.texture);
                                fragmentShader.SetValue("bumpMode", (int)material.fragmentShader.bump.mode);

                                fragmentShader.SetValue("mEmissive", getColor(materialColor.emission));
                                fragmentShader.SetValue("mAmbient", getColor(materialColor.ambient));
                                fragmentShader.SetValue("mDiffuse", getColor(materialColor.diffuse));
                                fragmentShader.SetValue("mSpecular", getColor(materialColor.specular0));

                                fragmentShader.SetValue("hasNormal", obj.hasNormal);

                                for (int i = 0; i < 6; i++)
                                {
                                    RenderBase.OTextureCombiner textureCombiner = material.fragmentShader.textureCombiner[i];

                                    fragmentShader.SetValue(String.Format("combiners[{0}].colorCombine", i), (int)textureCombiner.combineRgb);
                                    fragmentShader.SetValue(String.Format("combiners[{0}].alphaCombine", i), (int)textureCombiner.combineAlpha);

                                    fragmentShader.SetValue(String.Format("combiners[{0}].colorScale", i), (float)textureCombiner.rgbScale);
                                    fragmentShader.SetValue(String.Format("combiners[{0}].alphaScale", i), (float)textureCombiner.alphaScale);

                                    for (int j = 0; j < 3; j++)
                                    {
                                        fragmentShader.SetValue(String.Format("combiners[{0}].colorArg[{1}]", i, j), (int)textureCombiner.rgbSource[j]);
                                        fragmentShader.SetValue(String.Format("combiners[{0}].colorOp[{1}]", i, j), (int)textureCombiner.rgbOperand[j]);
                                        fragmentShader.SetValue(String.Format("combiners[{0}].alphaArg[{1}]", i, j), (int)textureCombiner.alphaSource[j]);
                                        fragmentShader.SetValue(String.Format("combiners[{0}].alphaOp[{1}]", i, j), (int)textureCombiner.alphaOperand[j]);
                                    }

                                    Color constantColor = Color.White;
                                    switch (textureCombiner.constantColor)
                                    {
                                        case RenderBase.OConstantColor.ambient: constantColor = materialColor.ambient; break;
                                        case RenderBase.OConstantColor.constant0: constantColor = materialColor.constant0; break;
                                        case RenderBase.OConstantColor.constant1: constantColor = materialColor.constant1; break;
                                        case RenderBase.OConstantColor.constant2: constantColor = materialColor.constant2; break;
                                        case RenderBase.OConstantColor.constant3: constantColor = materialColor.constant3; break;
                                        case RenderBase.OConstantColor.constant4: constantColor = materialColor.constant4; break;
                                        case RenderBase.OConstantColor.constant5: constantColor = materialColor.constant5; break;
                                        case RenderBase.OConstantColor.diffuse: constantColor = materialColor.diffuse; break;
                                        case RenderBase.OConstantColor.emission: constantColor = materialColor.emission; break;
                                        case RenderBase.OConstantColor.specular0: constantColor = materialColor.specular0; break;
                                        case RenderBase.OConstantColor.specular1: constantColor = materialColor.specular1; break;
                                    }

                                    fragmentShader.SetValue(String.Format("combiners[{0}].constant", i), new Vector4(
                                        (float)constantColor.R / 0xff,
                                        (float)constantColor.G / 0xff,
                                        (float)constantColor.B / 0xff,
                                        (float)constantColor.A / 0xff));
                                }

                                if (ctrlMA.animate)
                                {
                                    RenderBase.OMaterialAnimation materialAnimation = (RenderBase.OMaterialAnimation)model.materialAnimation.list[ctrlMA.CurrentAnimation];
                                    foreach (CustomTexture texture in textures)
                                    {
                                        if (texture.name == (textureId[0] > -1 ? materialAnimation.textureName[textureId[0]] : material.name0)) fragmentShader.SetValue("texture0", texture.texture);
                                        else if (texture.name == (textureId[1] > -1 ? materialAnimation.textureName[textureId[1]] : material.name1)) fragmentShader.SetValue("texture1", texture.texture);
                                        else if (texture.name == (textureId[2] > -1 ? materialAnimation.textureName[textureId[2]] : material.name2)) fragmentShader.SetValue("texture2", texture.texture);
                                    }
                                }
                                else
                                {
                                    foreach (CustomTexture texture in textures)
                                    {
                                        if (texture.name == material.name0) fragmentShader.SetValue("texture0", texture.texture);
                                        else if (texture.name == material.name1) fragmentShader.SetValue("texture1", texture.texture);
                                        else if (texture.name == material.name2) fragmentShader.SetValue("texture2", texture.texture);
                                    }
                                }

                                #endregion
                            }
                            else
                            {
                                string[] name = new string[3];
                                name[0] = material.name0;
                                name[1] = material.name1;
                                name[2] = material.name2;

                                if (ctrlMA.animate)
                                {
                                    RenderBase.OMaterialAnimation materialAnimation = (RenderBase.OMaterialAnimation)model.materialAnimation.list[ctrlMA.CurrentAnimation];
                                    for (int i = 0; i < 3; i++) if (textureId[i] > -1) name[i] = materialAnimation.textureName[textureId[i]];
                                }

                                int nCount = int.MaxValue;
                                int maxPixelCount = 0;
                                for (int i = 0; i < textures.Count; i++)
                                {
                                    for (int j = 0; j < 3; j++)
                                    {
                                        if (textures[i].name == name[j])
                                        {
                                            //Strings with more "n" on the names are most likely to be Normal Maps, and we don't want those.
                                            int n = textures[i].name.Length - textures[i].name.ToLower().Replace("n", "").Length;
                                            int pixelCount = textures[i].width * textures[i].height; //Bigger textures are more likely to contain relevant stuff
                                            if (n <= nCount && pixelCount >= maxPixelCount)
                                            {
                                                legacyTexture = i;
                                                nCount = n;
                                                maxPixelCount = pixelCount;
                                            }
                                        }
                                    }
                                }

                                if (legacyTexture > -1)
                                    device.SetTexture(0, textures[legacyTexture].texture);
                                else
                                    device.SetTexture(0, null);
                            }

                            #region "Texture Filtering/Addressing Setup"
                            //Filtering
                            for (int s = 0; s < 3; s++)
                            {
                                RenderBase.OTextureCoordinator coordinator = material.textureCoordinator[s];

                                Vector2 translate = new Vector2(coordinator.translateU, coordinator.translateV);
                                Vector2 scaling = new Vector2(coordinator.scaleU, coordinator.scaleV);
                                if (scaling == Vector2.Empty) scaling = new Vector2(1, 1);
                                float rotate = coordinator.rotate;
                                #region "Material Animation"
                                if (ctrlMA.animate)
                                {
                                    foreach (RenderBase.OMaterialAnimationData data in ((RenderBase.OMaterialAnimation)model.materialAnimation.list[ctrlMA.CurrentAnimation]).data)
                                    {
                                        if (data.name == material.name)
                                        {
                                            switch (data.type)
                                            {
                                                case RenderBase.OMaterialAnimationType.translateCoordinator0: if (s == 0) getMaterialAnimationVector2(data, ref translate); break; //Translation
                                                case RenderBase.OMaterialAnimationType.translateCoordinator1: if (s == 1) getMaterialAnimationVector2(data, ref translate); break;
                                                case RenderBase.OMaterialAnimationType.translateCoordinator2: if (s == 2) getMaterialAnimationVector2(data, ref translate); break;
                                                case RenderBase.OMaterialAnimationType.scaleCoordinator0: if (s == 0) getMaterialAnimationVector2(data, ref scaling); break; //Scaling
                                                case RenderBase.OMaterialAnimationType.scaleCoordinator1: if (s == 1) getMaterialAnimationVector2(data, ref scaling); break;
                                                case RenderBase.OMaterialAnimationType.scaleCoordinator2: if (s == 2) getMaterialAnimationVector2(data, ref scaling); break;
                                                case RenderBase.OMaterialAnimationType.rotateCoordinator0: if (s == 0) getMaterialAnimationFloat(data, ref rotate); break; //Rotation
                                                case RenderBase.OMaterialAnimationType.rotateCoordinator1: if (s == 1) getMaterialAnimationFloat(data, ref rotate); break;
                                                case RenderBase.OMaterialAnimationType.rotateCoordinator2: if (s == 2) getMaterialAnimationFloat(data, ref rotate); break;
                                            }
                                        }
                                    }
                                }
                                #endregion
                                translate.X = -translate.X; //For some reason UVs need to be flipped to show up correct on animation
                                translate.Y = -translate.Y;
                                Matrix uvTransform = rotateCenter2D(rotate) * Matrix.Scaling(scaling.X, scaling.Y, 1) * translate2D(translate);
                                if (!useLegacyTexturing)
                                {
                                    fragmentShader.SetValue(String.Format("uvTranslate[{0}]", s), new Vector4(translate.X, translate.Y, 0, 0));
                                    fragmentShader.SetValue(String.Format("uvScale[{0}]", s), new Vector4(scaling.X, scaling.Y, 0, 0));
                                    fragmentShader.SetValue(String.Format("uvTransform[{0}]", s), Matrix.RotationZ(rotate));
                                }
                                else
                                {
                                    device.SetTextureStageState(s, TextureStageStates.TextureTransform, (int)TextureTransform.Count2);
                                    if (s == legacyTexture) device.Transform.Texture0 = uvTransform;
                                }

                                device.SetSamplerState(s, SamplerStageStates.MinFilter, (int)TextureFilter.Linear);
                                switch (material.textureMapper[s].magFilter)
                                {
                                    case RenderBase.OTextureMagFilter.nearest: device.SetSamplerState(s, SamplerStageStates.MagFilter, (int)TextureFilter.None); break;
                                    case RenderBase.OTextureMagFilter.linear: device.SetSamplerState(s, SamplerStageStates.MagFilter, (int)TextureFilter.Linear); break;
                                }

                                //Addressing
                                device.SetSamplerState(s, SamplerStageStates.BorderColor, borderColor[s].ToArgb());
                                switch (material.textureMapper[s].wrapU)
                                {
                                    case RenderBase.OTextureWrap.repeat: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Wrap); break;
                                    case RenderBase.OTextureWrap.mirroredRepeat: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Mirror); break;
                                    case RenderBase.OTextureWrap.clampToEdge: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Clamp); break;
                                    case RenderBase.OTextureWrap.clampToBorder: device.SetSamplerState(s, SamplerStageStates.AddressU, (int)TextureAddress.Border); break;
                                }
                                switch (material.textureMapper[s].wrapV)
                                {
                                    case RenderBase.OTextureWrap.repeat: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Wrap); break;
                                    case RenderBase.OTextureWrap.mirroredRepeat: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Mirror); break;
                                    case RenderBase.OTextureWrap.clampToEdge: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Clamp); break;
                                    case RenderBase.OTextureWrap.clampToBorder: device.SetSamplerState(s, SamplerStageStates.AddressV, (int)TextureAddress.Border); break;
                                }
                            }
                            #endregion

                            #region "Culling/Alpha/Depth/Stencil testing/blending stuff Setup"
                            //Culling
                            switch (material.rasterization.cullMode)
                            {
                                case RenderBase.OCullMode.backFace: device.RenderState.CullMode = Cull.Clockwise; break;
                                case RenderBase.OCullMode.frontFace: device.RenderState.CullMode = Cull.CounterClockwise; break;
                                case RenderBase.OCullMode.never: device.RenderState.CullMode = Cull.None; break;
                            }

                            //Alpha testing
                            RenderBase.OAlphaTest alpha = material.fragmentShader.alphaTest;
                            device.RenderState.AlphaTestEnable = alpha.isTestEnabled;
                            device.RenderState.AlphaFunction = getCompare(alpha.testFunction);
                            device.RenderState.ReferenceAlpha = (int)alpha.testReference;

                            //Depth testing
                            RenderBase.ODepthOperation depth = material.fragmentOperation.depth;
                            device.RenderState.ZBufferEnable = depth.isTestEnabled;
                            device.RenderState.ZBufferFunction = getCompare(depth.testFunction);
                            device.RenderState.ZBufferWriteEnable = depth.isMaskEnabled;

                            //Alpha blending
                            RenderBase.OBlendOperation blend = material.fragmentOperation.blend;
                            device.RenderState.AlphaBlendEnable = blend.mode == RenderBase.OBlendMode.blend;
                            device.RenderState.SeparateAlphaBlendEnabled = true;
                            device.RenderState.SourceBlend = getBlend(blend.rgbFunctionSource);
                            device.RenderState.DestinationBlend = getBlend(blend.rgbFunctionDestination);
                            device.RenderState.BlendOperation = getBlendOperation(blend.rgbBlendEquation);
                            device.RenderState.AlphaSourceBlend = getBlend(blend.alphaFunctionSource);
                            device.RenderState.AlphaDestinationBlend = getBlend(blend.alphaFunctionDestination);
                            device.RenderState.AlphaBlendOperation = getBlendOperation(blend.alphaBlendEquation);
                            device.RenderState.BlendFactorColor = blendColor.ToArgb();

                            //Stencil testing
                            RenderBase.OStencilOperation stencil = material.fragmentOperation.stencil;
                            device.RenderState.StencilEnable = stencil.isTestEnabled;
                            device.RenderState.StencilFunction = getCompare(stencil.testFunction);
                            device.RenderState.ReferenceStencil = (int)stencil.testReference;
                            device.RenderState.StencilWriteMask = (int)stencil.testMask;
                            device.RenderState.StencilFail = getStencilOperation(stencil.failOperation);
                            device.RenderState.StencilZBufferFail = getStencilOperation(stencil.zFailOperation);
                            device.RenderState.StencilPass = getStencilOperation(stencil.passOperation);
                            #endregion

                            #region "Rendering"
                            //Vertex rendering
                            VertexFormats vertexFormat = VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture3 | VertexFormats.Diffuse;
                            device.VertexFormat = vertexFormat;
                            VertexBuffer vertexBuffer;

                            if (!useLegacyTexturing) fragmentShader.BeginPass(0);
                            if (obj.renderBuffer.Length > 0)
                            {
                                if (ctrlSA.animate)
                                {
                                    RenderBase.CustomVertex[] buffer = new RenderBase.CustomVertex[obj.renderBuffer.Length];

                                    for (int vertex = 0; vertex < obj.renderBuffer.Length; vertex++)
                                    {
                                        buffer[vertex] = obj.renderBuffer[vertex];
                                        RenderBase.OVertex input = obj.vertices[vertex];
                                        Vector3 position = new Vector3(input.position.x, input.position.y, input.position.z);
                                        Vector4 p = new Vector4();

                                        int weightIndex = 0;
                                        float weightSum = 0;
                                        foreach (int boneIndex in input.node)
                                        {
                                            float weight = 0;
                                            if (weightIndex < input.weight.Count) weight = input.weight[weightIndex++];
                                            weightSum += weight;
                                            p += Vector3.Transform(position, animationSkeletonTransform[boneIndex]) * weight;
                                        }
                                        if (weightSum < 1) p += new Vector4(position.X, position.Y, position.Z, 0) * (1 - weightSum);

                                        buffer[vertex].x = p.X;
                                        buffer[vertex].y = p.Y;
                                        buffer[vertex].z = p.Z;
                                    }

                                    vertexBuffer = new VertexBuffer(typeof(RenderBase.CustomVertex), buffer.Length, device, Usage.None, vertexFormat, Pool.Managed);
                                    vertexBuffer.SetData(buffer, 0, LockFlags.None);
                                    device.SetStreamSource(0, vertexBuffer, 0);

                                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, buffer.Length / 3);
                                }
                                else
                                {
                                    vertexBuffer = new VertexBuffer(typeof(RenderBase.CustomVertex), obj.renderBuffer.Length, device, Usage.None, vertexFormat, Pool.Managed);
                                    vertexBuffer.SetData(obj.renderBuffer, 0, LockFlags.None);
                                    device.SetStreamSource(0, vertexBuffer, 0);

                                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, obj.renderBuffer.Length / 3);
                                }

                                vertexBuffer.Dispose();
                            }

                            if (!useLegacyTexturing) fragmentShader.EndPass();
                            #endregion

                            objectIndex++;
                        }
                    }
                }

                if (!useLegacyTexturing) fragmentShader.End();

                //HUD
                if (showHUD && currentModel > -1)
                {
                    resetRenderState();
                    RenderBase.OModel mdl = model.model[currentModel];

                    StringBuilder info = new StringBuilder();
                    info.AppendLine("Meshes: " + model.model[currentModel].mesh.Count);
                    info.AppendLine("Triangles: " + (model.model[currentModel].verticesCount / 3));
                    info.AppendLine("Bones: " + mdl.skeleton.Count);
                    info.AppendLine("Materials: " + mdl.material.Count);
                    info.AppendLine("Textures: " + model.texture.Count);
                    if (ctrlSA.CurrentAnimation > -1) info.AppendLine("S. Frame: " + ctrlSA.Frame + " / " + model.skeletalAnimation.list[ctrlSA.CurrentAnimation].frameSize.ToString());
                    if (ctrlMA.CurrentAnimation > -1) info.AppendLine("M. Frame: " + ctrlMA.Frame + " / " + model.materialAnimation.list[ctrlMA.CurrentAnimation].frameSize.ToString());
                    if (ctrlVA.CurrentAnimation > -1) info.AppendLine("V. Frame: " + ctrlVA.Frame + " / " + model.visibilityAnimation.list[ctrlVA.CurrentAnimation].frameSize.ToString());

                    drawText(info.ToString(), 256, 192);
                }

                device.EndScene();
                device.Present();

                if (ctrlSA.animate) ctrlSA.advanceFrame(model.skeletalAnimation.list[ctrlSA.CurrentAnimation].frameSize);
                if (ctrlMA.animate) ctrlMA.advanceFrame(model.materialAnimation.list[ctrlMA.CurrentAnimation].frameSize);
                if (ctrlVA.animate) ctrlVA.advanceFrame(model.visibilityAnimation.list[ctrlVA.CurrentAnimation].frameSize);

                Application.DoEvents();
            }
        }
Пример #8
0
        /// <summary>
        ///     Imports a Wavefront OBJ model from file.
        /// </summary>
        /// <param name="fileName">The complete file name</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup import(string fileName)
        {
            RenderBase.OModelGroup output = new RenderBase.OModelGroup();
            RenderBase.OModel model = new RenderBase.OModel();

            string obj = File.ReadAllText(fileName);

            List<RenderBase.OVector3> vertices = new List<RenderBase.OVector3>();
            List<RenderBase.OVector3> normals = new List<RenderBase.OVector3>();
            List<RenderBase.OVector2> uvs = new List<RenderBase.OVector2>();
            List<RenderBase.OVertex> currVertices = new List<RenderBase.OVertex>();

            string name = string.Empty, oldName;
            string[] lines = obj.Split((char)0xa);
            foreach (string l in lines)
            {
                string line = l.Trim();
                string[] lineParams = Regex.Split(line, "\\s+");

                switch (lineParams[0])
                {
                    case "v":
                    case "vn":
                        RenderBase.OVector3 pvec = new RenderBase.OVector3();
                        pvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                        pvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                        pvec.z = float.Parse(lineParams[3], CultureInfo.InvariantCulture);
                        if (lineParams[0] == "v") vertices.Add(pvec); else normals.Add(pvec);
                        break;
                    case "vt":
                        RenderBase.OVector2 tvec = new RenderBase.OVector2();
                        tvec.x = float.Parse(lineParams[1], CultureInfo.InvariantCulture);
                        tvec.y = float.Parse(lineParams[2], CultureInfo.InvariantCulture);
                        uvs.Add(tvec);
                        break;
                    case "f":
                        string[][] vtx = new string[lineParams.Length - 1][];
                        for (int i = 0; i < lineParams.Length - 1; i++)
                        {
                            vtx[i] = lineParams[i + 1].Split('/');
                        }

                        for (int i = 0; i < lineParams.Length - 1; i++)
                        {
                            RenderBase.OVertex vertex = new RenderBase.OVertex();

                            vertex.position = vertices[int.Parse(vtx[i][0]) - 1];
                            if (vtx[i].Length > 1 && vtx[i][1] != string.Empty) vertex.texture0 = uvs[int.Parse(vtx[i][1]) - 1];
                            if (vtx[i].Length > 2) vertex.normal = normals[int.Parse(vtx[i][2]) - 1];
                            vertex.diffuseColor = 0xffffffff;

                            if (i > 2)
                            {
                                currVertices.Add(currVertices[currVertices.Count - 3]);
                                currVertices.Add(currVertices[currVertices.Count - 2]);
                                currVertices.Add(vertex);
                            }
                            else
                                currVertices.Add(vertex);
                        }
                        break;
                    case "g":
                        oldName = name;
                        if (lineParams.Length > 1)
                            name = lineParams[1];
                        else
                            name = "mesh";

                        if (currVertices.Count > 0)
                        {
                            RenderBase.OMesh mesh = new RenderBase.OMesh();
                            mesh.vertices = currVertices;
                            mesh.name = oldName;
                            mesh.hasNormal = true;
                            mesh.texUVCount = 1;
                            model.mesh.Add(mesh);

                            currVertices = new List<RenderBase.OVertex>();
                        }
                        break;
                }
            }

            if (currVertices.Count > 0)
            {
                RenderBase.OMesh mesh = new RenderBase.OMesh();
                mesh.vertices = currVertices;
                mesh.name = name;
                mesh.hasNormal = true;
                mesh.texUVCount = 1;
                model.mesh.Add(mesh);
            }

            model.material.Add(new RenderBase.OMaterial());
            output.model.Add(model);
            return output;
        }