Пример #1
0
        /// <summary>
        ///     Gets a Vector4 from Data.
        ///     Number of used elements of the Vector4 will depend on the vector type.
        /// </summary>
        /// <param name="input">CGFX reader</param>
        /// <param name="format">Format of the buffer data</param>
        /// <returns></returns>
        private static RenderBase.OVector4 getVector(BinaryReader input, attributeFormat format)
        {
            RenderBase.OVector4 output = new RenderBase.OVector4();

            switch (format.type)
            {
                case attributeFormatType.signedByte:
                    if (format.attributeLength > 0) output.x = (sbyte)input.ReadByte();
                    if (format.attributeLength > 1) output.y = (sbyte)input.ReadByte();
                    if (format.attributeLength > 2) output.z = (sbyte)input.ReadByte();
                    if (format.attributeLength > 3) output.w = (sbyte)input.ReadByte();
                    break;
                case attributeFormatType.unsignedByte:
                    if (format.attributeLength > 0) output.x = input.ReadByte();
                    if (format.attributeLength > 1) output.y = input.ReadByte();
                    if (format.attributeLength > 2) output.z = input.ReadByte();
                    if (format.attributeLength > 3) output.w = input.ReadByte();
                    break;
                case attributeFormatType.signedShort:
                    if (format.attributeLength > 0) output.x = input.ReadInt16();
                    if (format.attributeLength > 1) output.y = input.ReadInt16();
                    if (format.attributeLength > 2) output.z = input.ReadInt16();
                    if (format.attributeLength > 3) output.w = input.ReadInt16();
                    break;
                case attributeFormatType.single:
                    if (format.attributeLength > 0) output.x = input.ReadSingle();
                    if (format.attributeLength > 1) output.y = input.ReadSingle();
                    if (format.attributeLength > 2) output.z = input.ReadSingle();
                    if (format.attributeLength > 3) output.w = input.ReadSingle();
                    break;
            }

            return output;
        }
Пример #2
0
        /// <summary>
        ///     Loads a CGFX file.
        ///     Note that CGFX must start at offset 0x0 (don't try using it for CGFXs inside containers).
        /// </summary>
        /// <param name="data">Stream of the CGFX file.</param>
        /// <returns></returns>
        public static RenderBase.OModelGroup load(Stream data)
        {
            BinaryReader input = new BinaryReader(data);

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

            cgfxHeader header = new cgfxHeader();
            header.magic = IOUtils.readString(input, 0, 4);
            header.endian = input.ReadUInt16();
            header.length = input.ReadUInt16();
            header.revision = input.ReadUInt32();
            header.fileLength = input.ReadUInt32();
            header.entries = input.ReadUInt32();

            data.Seek(header.length, SeekOrigin.Begin);
            dataHeader dataHeader = new dataHeader();
            dataHeader.magic = IOUtils.readString(input, (uint)data.Position, 4);
            dataHeader.length = input.ReadUInt32();
            dataHeader.models = getDictionary(input);
            dataHeader.textures = getDictionary(input);
            dataHeader.lookUpTables = getDictionary(input);
            dataHeader.materials = getDictionary(input);
            dataHeader.shaders = getDictionary(input);
            dataHeader.cameras = getDictionary(input);
            dataHeader.lights = getDictionary(input);
            dataHeader.fogs = getDictionary(input);
            dataHeader.scenes = getDictionary(input);
            dataHeader.skeletalAnimations = getDictionary(input);
            dataHeader.materialAnimations = getDictionary(input);
            dataHeader.visibilityAnimations = getDictionary(input);
            dataHeader.cameraAnimations = getDictionary(input);
            dataHeader.lightAnimations = getDictionary(input);
            dataHeader.emitters = getDictionary(input);

            //Textures
            foreach (dictEntry textureEntry in dataHeader.textures)
            {
                data.Seek(textureEntry.dataOffset, SeekOrigin.Begin);

                uint type = input.ReadUInt32();
                string txobMagic = IOUtils.readString(input, (uint)data.Position, 4);
                uint revision = input.ReadUInt32();
                string name = IOUtils.readString(input, getRelativeOffset(input));
                uint userDataEntries = input.ReadUInt32();
                uint userDataOffset = getRelativeOffset(input);
                int height = (int)input.ReadUInt32();
                int width = (int)input.ReadUInt32();
                uint openGLFormat = input.ReadUInt32();
                uint openGLType = input.ReadUInt32();
                uint mipmapLevels = input.ReadUInt32();
                uint textureObject = input.ReadUInt32();
                uint locationFlags = input.ReadUInt32();
                RenderBase.OTextureFormat format = (RenderBase.OTextureFormat)input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();
                input.ReadUInt32();
                uint dataLength = input.ReadUInt32();
                uint dataOffset = getRelativeOffset(input);
                uint dynamicAllocator = input.ReadUInt32();
                uint bitsPerPixel = input.ReadUInt32();
                uint locationAddress = input.ReadUInt32();
                uint memoryAddress = input.ReadUInt32();

                byte[] buffer = new byte[dataLength];
                data.Seek(dataOffset, SeekOrigin.Begin);
                input.Read(buffer, 0, buffer.Length);
                models.texture.Add(new RenderBase.OTexture(TextureCodec.decode(buffer, width, height, format), name));
            }

            //Skeletal animations
            foreach (dictEntry skeletalAnimationEntry in dataHeader.skeletalAnimations)
            {
                data.Seek(skeletalAnimationEntry.dataOffset, SeekOrigin.Begin);

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

                string canmMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                uint revision = input.ReadUInt32();
                skeletalAnimation.name = IOUtils.readString(input, getRelativeOffset(input));
                string targetAnimationGroupName = IOUtils.readString(input, getRelativeOffset(input));
                skeletalAnimation.loopMode = (RenderBase.OLoopMode)input.ReadUInt32();
                skeletalAnimation.frameSize = input.ReadSingle();
                List<dictEntry> memberAnimationDataDictionary = getDictionary(input);
                uint userDataEntries = input.ReadUInt32();
                uint userDataOffset = getRelativeOffset(input);

                foreach (dictEntry entry in memberAnimationDataDictionary)
                {
                    RenderBase.OSkeletalAnimationBone bone = new RenderBase.OSkeletalAnimationBone();
                    bone.name = IOUtils.readString(input, entry.nameOffset);
                    data.Seek(entry.dataOffset, SeekOrigin.Begin);

                    uint boneFlags = input.ReadUInt32();
                    string bonePath = IOUtils.readString(input, getRelativeOffset(input));
                    if ((revision >> 24) < 7) data.Seek(8, SeekOrigin.Current);
                    cgfxSegmentType segmentType = (cgfxSegmentType)input.ReadUInt32();

                    switch (segmentType)
                    {
                        case cgfxSegmentType.transform:
                            data.Seek(0xc, SeekOrigin.Current);
                            uint notExistMask = 0x80000;
                            uint constantMask = 0x200;

                            for (int j = 0; j < 2; j++)
                            {
                                for (int axis = 0; axis < 3; axis++)
                                {
                                    bool notExist = (boneFlags & notExistMask) > 0;
                                    bool constant = (boneFlags & 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 = getRelativeOffset(input);
                                            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;
                                }

                                notExistMask <<= 1;
                                constantMask <<= 1;
                                data.Seek(4, SeekOrigin.Current);
                            }
                            break;
                        case cgfxSegmentType.transformQuaternion:
                            bone.isFrameFormat = true;
                            uint rotationOffset = getRelativeOffset(input);
                            uint translationOffset = getRelativeOffset(input);
                            uint scaleOffset = getRelativeOffset(input);

                            if ((boneFlags & 0x10) == 0)
                            {
                                bone.rotationQuaternion.exists = true;
                                data.Seek(rotationOffset, SeekOrigin.Begin);
                                bone.rotationQuaternion.startFrame = input.ReadSingle();
                                bone.rotationQuaternion.endFrame = input.ReadSingle();
                                input.ReadUInt32();
                                uint constantFlags = input.ReadUInt32();

                                if ((constantFlags & 1) > 0)
                                {
                                    bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle(),
                                        input.ReadSingle()));
                                }
                                else
                                {
                                    uint rotationEntries = (uint)(bone.rotationQuaternion.endFrame - bone.rotationQuaternion.startFrame);

                                    for (int j = 0; j < rotationEntries; j++)
                                    {
                                        bone.rotationQuaternion.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle()));
                                        uint flags = input.ReadUInt32();
                                    }
                                }
                            }
                            else
                                data.Seek(4, SeekOrigin.Current);

                            if ((boneFlags & 8) == 0)
                            {
                                bone.translation.exists = true;
                                data.Seek(translationOffset, SeekOrigin.Begin);
                                bone.translation.startFrame = input.ReadSingle();
                                bone.translation.endFrame = input.ReadSingle();
                                input.ReadUInt32();
                                uint constantFlags = input.ReadUInt32();

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

                                    for (int j = 0; j < translationEntries; j++)
                                    {
                                        bone.translation.vector.Add(new RenderBase.OVector4(
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            input.ReadSingle(),
                                            0));
                                        uint flags = input.ReadUInt32();
                                    }
                                }
                            }
                            else
                                data.Seek(4, SeekOrigin.Current);

                            break;
                    }

                    skeletalAnimation.bone.Add(bone);
                }

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

            //Models
            foreach (dictEntry modelEntry in dataHeader.models)
            {
                data.Seek(modelEntry.dataOffset, SeekOrigin.Begin);

                cmdlHeader cmdlHeader = new cmdlHeader();

                uint flags = input.ReadUInt32();
                cmdlHeader.hasSkeleton = (flags & 0x80) > 0;
                string cmdlMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                uint revision = input.ReadUInt32();
                cmdlHeader.modelName = IOUtils.readString(input, getRelativeOffset(input));
                cmdlHeader.userDataEntries = input.ReadUInt32();
                cmdlHeader.userDataDictionaryOffset = getRelativeOffset(input);
                input.ReadUInt32();
                flags = input.ReadUInt32();
                cmdlHeader.isBranchVisible = (flags & 1) > 0;
                cmdlHeader.childCount = input.ReadUInt32();
                input.ReadUInt32(); //Unused
                cmdlHeader.animationGroupEntries = input.ReadUInt32();
                cmdlHeader.animationGroupDictionaryOffset = getRelativeOffset(input);
                cmdlHeader.transformScale = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.transformRotate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.transformTranslate = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                cmdlHeader.localMatrix = getMatrix(input);
                cmdlHeader.worldMatrix = getMatrix(input);
                cmdlHeader.objectEntries = input.ReadUInt32();
                cmdlHeader.objectPointerTableOffset = getRelativeOffset(input);
                cmdlHeader.materials = getDictionary(input);
                cmdlHeader.shapeEntries = input.ReadUInt32();
                cmdlHeader.shapePointerTableOffset = getRelativeOffset(input);
                cmdlHeader.objectNodes = getDictionary(input);
                flags = input.ReadUInt32();
                cmdlHeader.isVisible = (flags & 1) > 0;
                cmdlHeader.isNonUniformScalable = (flags & 0x100) > 0;
                cmdlHeader.cullMode = (RenderBase.OModelCullingMode)input.ReadUInt32();
                cmdlHeader.layerId = input.ReadUInt32();
                if (cmdlHeader.hasSkeleton) cmdlHeader.skeletonOffset = getRelativeOffset(input);

                RenderBase.OModel model = new RenderBase.OModel();
                model.name = cmdlHeader.modelName;
                model.transform = cmdlHeader.worldMatrix;

                //Materials
                foreach (dictEntry materialEntry in cmdlHeader.materials)
                {
                    data.Seek(materialEntry.dataOffset, SeekOrigin.Begin);

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

                    flags = input.ReadUInt32();
                    string mtobMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    material.name = IOUtils.readString(input, getRelativeOffset(input));
                    uint userDataEntries = input.ReadUInt32();
                    uint userDataOffset = getRelativeOffset(input);

                    flags = input.ReadUInt32();
                    material.isFragmentLightEnabled = (flags & 1) > 0;
                    material.isVertexLightEnabled = (flags & 2) > 0;
                    material.isHemiSphereLightEnabled = (flags & 4) > 0;
                    material.isHemiSphereOcclusionEnabled = (flags & 8) > 0;
                    material.isFogEnabled = (flags & 0x10) > 0;
                    material.rasterization.isPolygonOffsetEnabled = (flags & 0x20) > 0;

                    uint textureCoordinatesConfig = input.ReadUInt32();
                    uint translucencyKind = input.ReadUInt32();

                    /*
                     * Material color
                     */
                    MeshUtils.getColorFloat(input); //Emission (stored as float4)
                    MeshUtils.getColorFloat(input); //Ambient (stored as float4)
                    MeshUtils.getColorFloat(input); //Diffuse (stored as float4)
                    MeshUtils.getColorFloat(input); //Specular 0 (stored as float4)
                    MeshUtils.getColorFloat(input); //Specular 1 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 0 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 1 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 2 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 3 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 4 (stored as float4)
                    MeshUtils.getColorFloat(input); //Constant 5 (stored as float4)

                    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);

                    /*
                     * Rasterization
                     */
                    material.rasterization.isPolygonOffsetEnabled = (input.ReadUInt32() & 1) > 0;
                    material.rasterization.cullMode = (RenderBase.OCullMode)input.ReadUInt32();
                    material.rasterization.polygonOffsetUnit = input.ReadSingle();
                    data.Seek(0xc, SeekOrigin.Current);

                    /*
                     * Fragment operation
                     */

                    //Depth operation
                    flags = input.ReadUInt32();
                    PICACommandReader depthCommands = new PICACommandReader(data, 4, true);
                    material.fragmentOperation.depth = depthCommands.getDepthTest();
                    material.fragmentOperation.depth.isTestEnabled = (flags & 1) > 0;
                    material.fragmentOperation.depth.isMaskEnabled = (flags & 2) > 0;

                    //Blend operation
                    RenderBase.OBlendMode blendMode = RenderBase.OBlendMode.notUsed;
                    switch (input.ReadUInt32())
                    {
                        case 0: blendMode = RenderBase.OBlendMode.notUsed; break;
                        case 1: blendMode = RenderBase.OBlendMode.blend; break;
                        case 2: blendMode = RenderBase.OBlendMode.blend; break; //Separate blend
                        case 3: blendMode = RenderBase.OBlendMode.logical; break;
                    }
                    Color blendColor = MeshUtils.getColorFloat(input);
                    PICACommandReader blendCommands = new PICACommandReader(data, 5, true);
                    material.fragmentOperation.blend = blendCommands.getBlendOperation();
                    material.fragmentOperation.blend.mode = blendMode;
                    material.fragmentOperation.blend.blendColor = blendColor;

                    //Stencil operation
                    input.ReadUInt32();
                    PICACommandReader stencilCommands = new PICACommandReader(data, 4, true);
                    material.fragmentOperation.stencil = stencilCommands.getStencilTest();

                    /*
                     * Texture coordinates
                     */
                    uint usedTextureCoordinates = input.ReadUInt32();

                    for (int i = 0; i < 3; i++)
                    {
                        RenderBase.OTextureCoordinator coordinator = new RenderBase.OTextureCoordinator();

                        uint sourceCoordinate = input.ReadUInt32();
                        coordinator.projection = (RenderBase.OTextureProjection)input.ReadUInt32();
                        coordinator.referenceCamera = input.ReadUInt32();
                        uint matrixMode = input.ReadUInt32();
                        coordinator.scaleU = input.ReadSingle();
                        coordinator.scaleV = input.ReadSingle();
                        coordinator.rotate = input.ReadSingle();
                        coordinator.translateU = input.ReadSingle();
                        coordinator.translateV = input.ReadSingle();
                        bool isEnabled = (input.ReadUInt32() & 1) > 0;
                        RenderBase.OMatrix transformMatrix = getMatrix(input);

                        material.textureCoordinator[i] = coordinator;
                    }

                    /*
                     * Texture mappers
                     */
                    uint[] mapperOffsets = new uint[4];
                    mapperOffsets[0] = getRelativeOffset(input);
                    mapperOffsets[1] = getRelativeOffset(input);
                    mapperOffsets[2] = getRelativeOffset(input);
                    mapperOffsets[3] = getRelativeOffset(input);
                    long position = data.Position;

                    for (int i = 0; i < 3; i++)
                    {
                        if (mapperOffsets[i] != 0)
                        {
                            data.Seek(mapperOffsets[i], SeekOrigin.Begin);

                            flags = input.ReadUInt32();
                            uint dynamicAllocator = input.ReadUInt32();
                            uint textureHeaderOffset = getRelativeOffset(input);
                            uint samplerOffset = getRelativeOffset(input);
                            PICACommandReader textureCommands = new PICACommandReader(data, 13, true);

                            switch (i)
                            {
                                case 0:
                                    material.textureMapper[i] = textureCommands.getTexUnit0Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit0BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name0 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                                case 1:
                                    material.textureMapper[i] = textureCommands.getTexUnit1Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit1BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name1 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                                case 2:
                                    material.textureMapper[i] = textureCommands.getTexUnit2Mapper();
                                    material.textureMapper[i].borderColor = textureCommands.getTexUnit2BorderColor();
                                    data.Seek(textureHeaderOffset + 0x18, SeekOrigin.Begin);
                                    material.name2 = IOUtils.readString(input, getRelativeOffset(input));
                                    break;
                            }

                            data.Seek(samplerOffset, SeekOrigin.Begin);
                            Color borderColor = MeshUtils.getColorFloat(input); //Not needed, we already got from Commands buffer
                            material.textureMapper[i].LODBias = input.ReadSingle();
                        }
                    }

                    data.Seek(position, SeekOrigin.Begin);
                    uint shaderOffset = getRelativeOffset(input);
                    uint fragmentShaderOffset = getRelativeOffset(input);
                    uint shaderProgramDescriptionIndex = input.ReadUInt32();
                    uint shaderParametersCount = input.ReadUInt32();
                    uint shaderParametersPointerTableOffset = getRelativeOffset(input);
                    material.lightSetIndex = input.ReadUInt32();
                    material.fogIndex = input.ReadUInt32();

                    uint shadingParametersHash = input.ReadUInt32();
                    uint shaderParametersHash = input.ReadUInt32();
                    uint textureCoordinatorsHash = input.ReadUInt32();
                    uint textureSamplersHash = input.ReadUInt32();
                    uint textureMappersHash = input.ReadUInt32();
                    uint materialColorHash = input.ReadUInt32();
                    uint rasterizationHash = input.ReadUInt32();
                    uint fragmentLightingHash = input.ReadUInt32();
                    uint fragmentLightingTableHash = input.ReadUInt32();
                    uint fragmentLightingTableParametersHash = input.ReadUInt32();
                    uint textureCombinersHash = input.ReadUInt32();
                    uint alphaTestHash = input.ReadUInt32();
                    uint fragmentOperationHash = input.ReadUInt32();
                    uint materialId = input.ReadUInt32();

                    /*
                     * Shader
                     */
                    if (shaderOffset != 0)
                    {
                        data.Seek(shaderOffset, SeekOrigin.Begin);

                        flags = input.ReadUInt32();
                        string shdrMagic = IOUtils.readString(input, (uint)data.Position, 4);
                        revision = input.ReadUInt32();
                        string shaderName = IOUtils.readString(input, getRelativeOffset(input));
                        userDataEntries = input.ReadUInt32();
                        userDataOffset = getRelativeOffset(input);
                        string referenceShaderName = IOUtils.readString(input, getRelativeOffset(input));
                        input.ReadUInt32();

                        material.shaderReference = new RenderBase.OReference(shaderName, referenceShaderName);
                    }

                    /*
                     * Fragment shader
                     */
                    if (fragmentShaderOffset != 0)
                    {
                        data.Seek(fragmentShaderOffset, SeekOrigin.Begin);

                        material.fragmentShader.bufferColor = MeshUtils.getColorFloat(input);

                        flags = input.ReadUInt32();
                        material.fragmentShader.lighting.isClampHighLight = (flags & 1) > 0;
                        material.fragmentShader.lighting.isDistribution0Enabled = (flags & 2) > 0;
                        material.fragmentShader.lighting.isDistribution1Enabled = (flags & 4) > 0;
                        material.fragmentShader.lighting.isGeometryFactor0Enabled = (flags & 8) > 0;
                        material.fragmentShader.lighting.isGeometryFactor1Enabled = (flags & 0x10) > 0;
                        material.fragmentShader.lighting.isReflectionEnabled = (flags & 0x20) > 0;

                        material.fragmentShader.layerConfig = input.ReadUInt32();
                        material.fragmentShader.lighting.fresnelConfig = (RenderBase.OFresnelConfig)input.ReadUInt32();
                        material.fragmentShader.bump.texture = (RenderBase.OBumpTexture)input.ReadUInt32();
                        material.fragmentShader.bump.mode = (RenderBase.OBumpMode)input.ReadUInt32();

                        flags = input.ReadUInt32();
                        material.fragmentShader.bump.isBumpRenormalize = (flags & 1) > 0;

                        uint fragmentLightingTableOffset = getRelativeOffset(input);
                        position = data.Position;

                        data.Seek(fragmentLightingTableOffset, SeekOrigin.Begin);
                        material.fragmentShader.lighting.reflectanceRSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.reflectanceGSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.reflectanceBSampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.distribution0Sampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.distribution1Sampler = getFragmentSampler(input, getRelativeOffset(input));
                        material.fragmentShader.lighting.fresnelSampler = getFragmentSampler(input, getRelativeOffset(input));

                        data.Seek(position, SeekOrigin.Begin);
                        input.ReadUInt32();

                        PICACommandReader combiner0Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner1Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner2Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner3Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner4Commands = new PICACommandReader(data, 6, true); input.ReadUInt32();
                        PICACommandReader combiner5Commands = new PICACommandReader(data, 6, true);

                        material.fragmentShader.textureCombiner[0] = combiner0Commands.getTevStage(0);
                        material.fragmentShader.textureCombiner[1] = combiner1Commands.getTevStage(1);
                        material.fragmentShader.textureCombiner[2] = combiner2Commands.getTevStage(2);
                        material.fragmentShader.textureCombiner[3] = combiner3Commands.getTevStage(3);
                        material.fragmentShader.textureCombiner[4] = combiner4Commands.getTevStage(4);
                        material.fragmentShader.textureCombiner[5] = combiner5Commands.getTevStage(5);

                        PICACommandReader alphaCommands = new PICACommandReader(data, 2, true);
                        material.fragmentShader.alphaTest = alphaCommands.getAlphaTest();
                    }

                    model.material.Add(material);
                }

                //Skeleton
                bool isSkeletonTranslateAnimationEnabled;
                if (cmdlHeader.hasSkeleton)
                {
                    data.Seek(cmdlHeader.skeletonOffset, SeekOrigin.Begin);

                    flags = input.ReadUInt32();
                    string skeletonMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4); //SOBJ
                    revision = input.ReadUInt32();
                    string name = IOUtils.readString(input, getRelativeOffset(input));
                    input.ReadUInt32();
                    input.ReadUInt32();
                    List<dictEntry> skeletonDictionary = getDictionary(input);
                    uint rootBoneOffset = getRelativeOffset(input);
                    cgfxSkeletonScalingRule scalingRule = (cgfxSkeletonScalingRule)input.ReadUInt32();
                    isSkeletonTranslateAnimationEnabled = (input.ReadUInt32() & 1) > 0;

                    foreach (dictEntry boneEntry in skeletonDictionary)
                    {
                        data.Seek(boneEntry.dataOffset, SeekOrigin.Begin);

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

                        bone.name = IOUtils.readString(input, getRelativeOffset(input));
                        uint boneFlags = input.ReadUInt32();

                        bone.isSegmentScaleCompensate = (boneFlags & 0x20) > 0;

                        uint boneId = input.ReadUInt32();
                        bone.parentId = (short)input.ReadInt32();
                        int parentOffset = input.ReadInt32();
                        int childOffset = input.ReadInt32();
                        int previousSiblingOffset = input.ReadInt32();
                        int nextSiblingOffset = input.ReadInt32();
                        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 localMatrix = getMatrix(input);
                        RenderBase.OMatrix worldMatrix = getMatrix(input);
                        RenderBase.OMatrix invBaseMatrix = getMatrix(input);
                        bone.billboardMode = (RenderBase.OBillboardMode)input.ReadInt32();

                        uint userDataEntries = input.ReadUInt32();
                        uint userDataOffset = getRelativeOffset(input);

                        model.skeleton.Add(bone);
                    }
                }

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

                //Shapes
                List<cgfxShapeEntry> shapeHeader = new List<cgfxShapeEntry>();
                for (int i = 0; i < cmdlHeader.shapeEntries; i++)
                {
                    data.Seek(cmdlHeader.shapePointerTableOffset + (i * 4), SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    cgfxShapeEntry shape = new cgfxShapeEntry();

                    flags = input.ReadUInt32();
                    string sobjMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    shape.name = IOUtils.readString(input, getRelativeOffset(input));
                    shape.userDataEntries = input.ReadUInt32();
                    shape.userDataDictionaryOffset = getRelativeOffset(input);
                    flags = input.ReadUInt32();
                    shape.boundingBoxOffset = getRelativeOffset(input);
                    shape.positionOffset = new RenderBase.OVector3(input.ReadSingle(), input.ReadSingle(), input.ReadSingle());
                    shape.facesGroupEntries = input.ReadUInt32();
                    shape.facesGroupOffset = getRelativeOffset(input);
                    input.ReadUInt32();
                    shape.vertexGroupEntries = input.ReadUInt32();
                    shape.vertexGroupOffset = getRelativeOffset(input);
                    shape.blendShapeOffset = getRelativeOffset(input);

                    shapeHeader.Add(shape);
                }

                List<RenderBase.OMesh> shapes = new List<RenderBase.OMesh>();
                foreach (cgfxShapeEntry shapeEntry in shapeHeader)
                {
                    RenderBase.OMesh shape = new RenderBase.OMesh();

                    data.Seek(shapeEntry.vertexGroupOffset, SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    input.ReadUInt32(); //Useless name offset
                    input.ReadUInt32(); //Useless User Data entries
                    input.ReadUInt32(); //Useless User Data offset
                    uint bufferObject = input.ReadUInt32();
                    uint locationFlag = input.ReadUInt32();
                    uint vshAttributesBufferLength = input.ReadUInt32();
                    uint vshAttributesBufferOffset = getRelativeOffset(input);
                    uint locationAddress = input.ReadUInt32();
                    uint memoryArea = input.ReadUInt32();
                    uint vshAttributesBufferStride = input.ReadUInt32();
                    uint vshAttributesBufferComponentsEntries = input.ReadUInt32();
                    uint vshAttributesBufferComponentsOffset = getRelativeOffset(input);

                    List<attributeFormat> vshAttributeFormats = new List<attributeFormat>();
                    for (int i = 0; i < vshAttributesBufferComponentsEntries; i++)
                    {
                        data.Seek(vshAttributesBufferComponentsOffset + (i * 4), SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        attributeFormat format = new attributeFormat();

                        flags = input.ReadUInt32();
                        format.attribute = (PICACommand.vshAttribute)input.ReadUInt32();
                        format.isInterleaved = input.ReadUInt32() == 2;
                        bufferObject = input.ReadUInt32();
                        locationFlag = input.ReadUInt32();
                        uint attributesStreamLength = input.ReadUInt32();
                        uint attributesStreamOffset = getRelativeOffset(input);
                        locationAddress = input.ReadUInt32();
                        memoryArea = input.ReadUInt32();
                        format.type = (attributeFormatType)(input.ReadUInt32() & 0xf);
                        format.attributeLength = input.ReadUInt32();
                        format.scale = input.ReadSingle();
                        format.offset = input.ReadUInt32();

                        vshAttributeFormats.Add(format);
                    }

                    //Faces
                    for (int faceIndex = 0; faceIndex < shapeEntry.facesGroupEntries; faceIndex++)
                    {
                        data.Seek(shapeEntry.facesGroupOffset + (faceIndex * 4), SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        uint nodeListEntries = input.ReadUInt32();
                        uint nodeListOffset = getRelativeOffset(input);
                        RenderBase.OSkinningMode skinningMode = RenderBase.OSkinningMode.none;
                        switch (input.ReadUInt32()) //Skinning Mode
                        {
                            case 0: skinningMode = RenderBase.OSkinningMode.none; break;
                            case 1: skinningMode = RenderBase.OSkinningMode.rigidSkinning; break;
                            case 2: skinningMode = RenderBase.OSkinningMode.smoothSkinning; break;
                        }
                        uint faceMainHeaderEntries = input.ReadUInt32();
                        uint faceMainHeaderOffset = getRelativeOffset(input);

                        //Bone nodes
                        List<uint> nodeList = new List<uint>();
                        data.Seek(nodeListOffset, SeekOrigin.Begin);
                        for (int i = 0; i < nodeListEntries; i++) nodeList.Add(input.ReadUInt32());

                        //Face-related stuff
                        data.Seek(faceMainHeaderOffset, SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        uint faceDescriptorEntries = input.ReadUInt32();
                        uint faceDescriptorOffset = getRelativeOffset(input);
                        input.ReadUInt32();
                        input.ReadUInt32();
                        input.ReadUInt32();

                        data.Seek(faceDescriptorOffset, SeekOrigin.Begin);
                        data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                        PICACommand.indexBufferFormat idxBufferFormat = (PICACommand.indexBufferFormat)((input.ReadUInt32() & 2) >> 1);
                        input.ReadUInt32();
                        uint idxBufferLength = input.ReadUInt32();
                        uint idxBufferOffset = getRelativeOffset(input);

                        for (int attribute = 0; attribute < vshAttributeFormats.Count; attribute++)
                        {
                            attributeFormat format = vshAttributeFormats[attribute];

                            switch (format.attribute)
                            {
                                case PICACommand.vshAttribute.normal: shape.hasNormal = true; break;
                                case PICACommand.vshAttribute.tangent: shape.hasTangent = true; break;
                                case PICACommand.vshAttribute.color: shape.hasColor = true; break;
                                case PICACommand.vshAttribute.textureCoordinate0: shape.texUVCount = Math.Max(shape.texUVCount, 1); break;
                                case PICACommand.vshAttribute.textureCoordinate1: shape.texUVCount = Math.Max(shape.texUVCount, 2); break;
                                case PICACommand.vshAttribute.textureCoordinate2: shape.texUVCount = Math.Max(shape.texUVCount, 3); break;
                            }
                        }

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

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

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

                            long dataPosition = data.Position;
                            long vertexOffset = vshAttributesBufferOffset + (index * vshAttributesBufferStride);

                            RenderBase.OVertex vertex = new RenderBase.OVertex();
                            vertex.diffuseColor = 0xffffffff;

                            for (int attribute = 0; attribute < vshAttributeFormats.Count; attribute++)
                            {
                                attributeFormat format = vshAttributeFormats[attribute];
                                if (format.attribute == PICACommand.vshAttribute.boneWeight) format.type = attributeFormatType.unsignedByte;
                                data.Seek(vertexOffset + format.offset, SeekOrigin.Begin);
                                RenderBase.OVector4 vector =  getVector(input, format);

                                switch (format.attribute)
                                {
                                    case PICACommand.vshAttribute.position:
                                        float x = (vector.x * format.scale) + shapeEntry.positionOffset.x;
                                        float y = (vector.y * format.scale) + shapeEntry.positionOffset.y;
                                        float z = (vector.z * format.scale) + shapeEntry.positionOffset.z;
                                        vertex.position = new RenderBase.OVector3(x, y, z);
                                        break;
                                    case PICACommand.vshAttribute.normal:
                                        vertex.normal = new RenderBase.OVector3(vector.x * format.scale, vector.y * format.scale, vector.z * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.tangent:
                                        vertex.tangent = new RenderBase.OVector3(vector.x * format.scale, vector.y * format.scale, vector.z * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.color:
                                        uint r = MeshUtils.saturate((vector.x * format.scale) * 0xff);
                                        uint g = MeshUtils.saturate((vector.y * format.scale) * 0xff);
                                        uint b = MeshUtils.saturate((vector.z * format.scale) * 0xff);
                                        uint a = MeshUtils.saturate((vector.w * format.scale) * 0xff);
                                        vertex.diffuseColor = b | (g << 8) | (r << 16) | (a << 24);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate0:
                                        vertex.texture0 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate1:
                                        vertex.texture1 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.textureCoordinate2:
                                        vertex.texture2 = new RenderBase.OVector2(vector.x * format.scale, vector.y * format.scale);
                                        break;
                                    case PICACommand.vshAttribute.boneIndex:
                                        int b0 = (int)vector.x;
                                        int b1 = (int)vector.y;
                                        int b2 = (int)vector.z;
                                        int b3 = (int)vector.w;

                                        if (b0 < nodeList.Count && format.attributeLength > 0) vertex.node.Add((int)nodeList[b0]);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (b1 < nodeList.Count && format.attributeLength > 1) vertex.node.Add((int)nodeList[b1]);
                                            if (b2 < nodeList.Count && format.attributeLength > 2) vertex.node.Add((int)nodeList[b2]);
                                            if (b3 < nodeList.Count && format.attributeLength > 3) vertex.node.Add((int)nodeList[b3]);
                                        }

                                        break;
                                    case PICACommand.vshAttribute.boneWeight:
                                        if (format.attributeLength > 0) vertex.weight.Add(vector.x * format.scale);
                                        if (skinningMode == RenderBase.OSkinningMode.smoothSkinning)
                                        {
                                            if (format.attributeLength > 1) vertex.weight.Add(vector.y * format.scale);
                                            if (format.attributeLength > 2) vertex.weight.Add(vector.z * format.scale);
                                            if (format.attributeLength > 3) vertex.weight.Add(vector.w * format.scale);
                                        }
                                        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((int)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.node[0] < skeletonTransform.Count)
                                {
                                    if (vertex.weight.Count == 0) vertex.weight.Add(1);
                                    vertex.position = RenderBase.OVector3.transform(vertex.position, skeletonTransform[vertex.node[0]]);
                                }
                            }

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

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

                    shapes.Add(shape);
                }

                //Objects
                List<cgfxObjectEntry> objectHeader = new List<cgfxObjectEntry>();
                for (int i = 0; i < cmdlHeader.objectEntries; i++)
                {
                    data.Seek(cmdlHeader.objectPointerTableOffset + (i * 4), SeekOrigin.Begin);
                    data.Seek(getRelativeOffset(input), SeekOrigin.Begin);

                    cgfxObjectEntry obj = new cgfxObjectEntry();

                    flags = input.ReadUInt32();
                    string msobMagic = IOUtils.readString(input, (uint)input.BaseStream.Position, 4);
                    revision = input.ReadUInt32();
                    obj.name = IOUtils.readString(input, getRelativeOffset(input));
                    obj.userDataEntries = input.ReadUInt32();
                    obj.userDataDictionaryOffset = getRelativeOffset(input);
                    obj.shapeIndex = input.ReadUInt32();
                    obj.materialId = input.ReadUInt32();
                    obj.ownerModelOffset = getRelativeOffset(input);
                    obj.isVisible = (input.ReadByte() & 1) > 0;
                    obj.renderPriority = input.ReadByte();
                    obj.objectNodeVisibilityIndex = input.ReadUInt16();
                    obj.currentPrimitiveIndex = input.ReadUInt16();
                    //Theres still a bunch of stuff after this, but isn't really needed

                    objectHeader.Add(obj);
                }

                List<objectNode> objectNodeList = new List<objectNode>();
                foreach (dictEntry objectNodeEntry in cmdlHeader.objectNodes)
                {
                    objectNode node = new objectNode();

                    data.Seek(objectNodeEntry.dataOffset, SeekOrigin.Begin);
                    node.name = IOUtils.readString(input, getRelativeOffset(input));
                    node.isVisible = input.ReadUInt32() == 1;

                    objectNodeList.Add(node);
                }

                foreach (cgfxObjectEntry obj in objectHeader)
                {
                    RenderBase.OMesh modelObject = shapes[(int)obj.shapeIndex];

                    if (objectNodeList.Count > 0)
                    {
                        modelObject.name = objectNodeList[obj.objectNodeVisibilityIndex].name ;
                        modelObject.isVisible = objectNodeList[obj.objectNodeVisibilityIndex].isVisible;
                    }
                    modelObject.materialId = (ushort)obj.materialId;
                    modelObject.renderPriority = obj.renderPriority;

                    model.mesh.Add(modelObject);
                }

                models.model.Add(model);
            }

            data.Close();

            return models;
        }