Пример #1
0
        void AddNativeData(Extension_0003 extension, List <string> MaterialStream)
        {
            NativeDataGC n = null;

            foreach (RWSection rw in extension.extensionSectionList)
            {
                if (rw is BinMeshPLG_050E binmesh)
                {
                    if (binmesh.numMeshes == 0)
                    {
                        return;
                    }
                }
                if (rw is NativeDataPLG_0510 native)
                {
                    n = native.nativeDataStruct.nativeData;
                    break;
                }
            }

            if (n == null)
            {
                throw new Exception(ChunkName + ChunkNumber.ToString());
            }

            List <Vertex3> vertexList1                = new List <Vertex3>();
            List <RenderWareFile.Color> colorList     = new List <RenderWareFile.Color>();
            List <TextCoord>            textCoordList = new List <TextCoord>();

            foreach (Declaration d in n.declarations)
            {
                foreach (object o in d.entryList)
                {
                    if (o is Vertex3 v)
                    {
                        vertexList1.Add(v);
                    }
                    else if (o is RenderWareFile.Color c)
                    {
                        colorList.Add(c);
                    }
                    else if (o is TextCoord t)
                    {
                        textCoordList.Add(t);
                    }
                    else
                    {
                        throw new Exception();
                    }
                }
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();
            List <int>         indexList            = new List <int>();
            int                k = 0;
            int                previousAmount = 0;
            List <SharpSubSet> subSetList     = new List <SharpSubSet>();

            foreach (TriangleDeclaration td in n.triangleDeclarations)
            {
                foreach (TriangleList tl in td.TriangleListList)
                {
                    foreach (int[] objectList in tl.entries)
                    {
                        VertexColoredTextured v = new VertexColoredTextured();

                        for (int j = 0; j < objectList.Count(); j++)
                        {
                            if (n.declarations[j].declarationType == Declarations.Vertex)
                            {
                                v.Position.X = vertexList1[objectList[j]].X;
                                v.Position.Y = vertexList1[objectList[j]].Y;
                                v.Position.Z = vertexList1[objectList[j]].Z;
                            }
                            else if (n.declarations[j].declarationType == Declarations.Color)
                            {
                                v.Color = new SharpDX.Color(colorList[objectList[j]].R, colorList[objectList[j]].G, colorList[objectList[j]].B, colorList[objectList[j]].A);
                            }
                            else if (n.declarations[j].declarationType == Declarations.TextCoord)
                            {
                                v.TextureCoordinate.X = textCoordList[objectList[j]].X;
                                v.TextureCoordinate.Y = textCoordList[objectList[j]].Y;
                            }
                        }

                        vertexList.Add(v);
                        indexList.Add(k);
                        k++;

                        this.vertexList.Add(new Vector3(v.Position.X, v.Position.Y, v.Position.Z));
                    }

                    if (BSPRenderer.TextureStream.ContainsKey(MaterialStream[td.MaterialIndex]))
                    {
                        subSetList.Add(new SharpSubSet(previousAmount, vertexList.Count() - previousAmount, BSPRenderer.TextureStream[MaterialStream[td.MaterialIndex]]));
                    }
                    else
                    {
                        subSetList.Add(new SharpSubSet(previousAmount, vertexList.Count() - previousAmount, BSPRenderer.whiteDefault));
                    }

                    previousAmount = vertexList.Count();
                }
            }

            if (vertexList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(SharpRenderer.device, vertexList.ToArray(), indexList.ToArray(), subSetList, SharpDX.Direct3D.PrimitiveTopology.TriangleStrip));
            }
        }
Пример #2
0
        void AddGeometry(Geometry_000F g)
        {
            List <string> MaterialList = new List <string>();

            foreach (Material_0007 m in g.materialList.materialList)
            {
                if (m.texture != null)
                {
                    string textureName = m.texture.diffuseTextureName.stringString;
                    if (!MaterialList.Contains(textureName))
                    {
                        MaterialList.Add(textureName);
                    }
                }
                else
                {
                    MaterialList.Add(DefaultTexture);
                }
            }

            if (g.geometryStruct.geometryFlags2 == 0x0101)
            {
                AddNativeData(g.geometryExtension, MaterialList);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            if ((g.geometryStruct.geometryFlags & (int)GeometryFlags.hasVertexPositions) != 0)
            {
                foreach (Vertex3 v in g.geometryStruct.morphTargets[0].vertices)
                {
                    vertexList.Add(new VertexColoredTextured(new Vector3(v.X, v.Y, v.Z),
                                                             new Vector2(),
                                                             SharpDX.Color.White
                                                             ));
                    this.vertexList.Add(new Vector3(v.X, v.Y, v.Z));
                }
            }

            if ((g.geometryStruct.geometryFlags & (int)GeometryFlags.hasVertexColors) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = g.geometryStruct.vertexColors[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }
            }
            else
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    VertexColoredTextured v = vertexList[i];
                    v.Color       = SharpDX.Color.White;
                    vertexList[i] = v;
                }
            }

            if ((g.geometryStruct.geometryFlags & (int)GeometryFlags.hasTextCoords) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    TextCoord tc = g.geometryStruct.textCoords[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                foreach (Triangle t in g.geometryStruct.triangles)
                {
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        triangleList.Add(t);
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    if (BSPRenderer.TextureStream.ContainsKey(MaterialList[i]))
                    {
                        SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount, BSPRenderer.TextureStream[MaterialList[i]]));
                    }
                    else
                    {
                        SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount, BSPRenderer.whiteDefault));
                    }
                }

                previousIndexCount = indexList.Count();
            }

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(SharpRenderer.device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
Пример #3
0
        void AddAtomic(AtomicSector_0009 AtomicSector)
        {
            if (AtomicSector.atomicStruct.isNativeData)
            {
                AddNativeData(AtomicSector.atomicExtension, MaterialList);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            foreach (Vertex3 v in AtomicSector.atomicStruct.vertexArray)
            {
                vertexList.Add(new VertexColoredTextured(new Vector3(v.X, v.Y, v.Z), new Vector2(), new SharpDX.Color()));
                this.vertexList.Add(new Vector3(v.X, v.Y, v.Z));
            }

            if (!isShadowCollision)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = AtomicSector.atomicStruct.colorArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }

                for (int i = 0; i < vertexList.Count; i++)
                {
                    TextCoord tc = AtomicSector.atomicStruct.uvArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                for (int j = 0; j < AtomicSector.atomicStruct.triangleArray.Length; j++) // each (Triangle t in AtomicSector.atomicStruct.triangleArray)
                {
                    Triangle t = AtomicSector.atomicStruct.triangleArray[j];
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        if (isShadowCollision)
                        {
                            RenderWareFile.Color c     = RenderWareFile.Color.FromString(MaterialList[i]);
                            SharpDX.Color        color = new SharpDX.Color(c.R, c.G, c.B, c.A);

                            VertexColoredTextured v1 = vertexList[t.vertex1];
                            v1.Color = color;
                            vertexList[t.vertex1] = v1;

                            VertexColoredTextured v2 = vertexList[t.vertex2];
                            v2.Color = color;
                            vertexList[t.vertex2] = v2;

                            VertexColoredTextured v3 = vertexList[t.vertex3];
                            v3.Color = color;
                            vertexList[t.vertex3] = v3;
                        }

                        triangleList.Add(t);
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    if (BSPRenderer.TextureStream.ContainsKey(MaterialList[i]))
                    {
                        SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount, BSPRenderer.TextureStream[MaterialList[i]]));
                    }
                    else
                    {
                        SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount, BSPRenderer.whiteDefault));
                    }
                }

                previousIndexCount = indexList.Count();
            }

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(SharpRenderer.device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
        private void AddGeometry(SharpDevice device, Geometry_000F g, Matrix transformMatrix)
        {
            List <string> MaterialList = new List <string>();

            foreach (Material_0007 m in g.materialList.materialList)
            {
                if (m.texture != null)
                {
                    string textureName = m.texture.diffuseTextureName.stringString;
                    if (!MaterialList.Contains(textureName))
                    {
                        MaterialList.Add(textureName);
                    }
                }
                else
                {
                    MaterialList.Add(DefaultTexture);
                }
            }

            if ((g.geometryStruct.geometryFlags2 & GeometryFlags2.isNativeGeometry) != 0)
            {
                AddNativeData(device, g.geometryExtension, MaterialList, transformMatrix);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexPositions) != 0)
            {
                foreach (Vertex3 v in g.geometryStruct.morphTargets[0].vertices)
                {
                    Vector3 Position = (Vector3)Vector3.Transform(new Vector3(v.X, v.Y, v.Z), transformMatrix);

                    vertexList.Add(new VertexColoredTextured(Position, new Vector2(), SharpDX.Color.White));
                    vertexListG.Add(Position);
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexColors) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = g.geometryStruct.vertexColors[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }
            }
            else
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    VertexColoredTextured v = vertexList[i];
                    v.Color       = SharpDX.Color.White;
                    vertexList[i] = v;
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasTextCoords) != 0)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    Vertex2 tc = g.geometryStruct.textCoords[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                foreach (Triangle t in g.geometryStruct.triangles)
                {
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(MaterialList[i]), MaterialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += vertexList.Count;

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
        void AddAtomic(SharpDevice device, AtomicSector_0009 AtomicSector)
        {
            if (AtomicSector.atomicSectorStruct.isNativeData)
            {
                AddNativeData(device, AtomicSector.atomicSectorExtension, MaterialList, Matrix.Identity);
                return;
            }

            List <VertexColoredTextured> vertexList = new List <VertexColoredTextured>();

            foreach (Vertex3 v in AtomicSector.atomicSectorStruct.vertexArray)
            {
                vertexList.Add(new VertexColoredTextured(new Vector3(v.X, v.Y, v.Z), new Vector2(), new SharpDX.Color()));
                vertexListG.Add(new Vector3(v.X, v.Y, v.Z));
            }

            if (!isShadowCollision)
            {
                for (int i = 0; i < vertexList.Count; i++)
                {
                    RenderWareFile.Color c = AtomicSector.atomicSectorStruct.colorArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.Color       = new SharpDX.Color(c.R, c.G, c.B, c.A);
                    vertexList[i] = v;
                }

                for (int i = 0; i < vertexList.Count; i++)
                {
                    Vertex2 tc = AtomicSector.atomicSectorStruct.uvArray[i];

                    VertexColoredTextured v = vertexList[i];
                    v.TextureCoordinate = new Vector2(tc.X, tc.Y);
                    vertexList[i]       = v;
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < MaterialList.Count; i++)
            {
                for (int j = 0; j < AtomicSector.atomicSectorStruct.triangleArray.Length; j++) // each (Triangle t in AtomicSector.atomicStruct.triangleArray)
                {
                    Triangle t = AtomicSector.atomicSectorStruct.triangleArray[j];
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        if (isShadowCollision)
                        {
                            RenderWareFile.Color c     = RenderWareFile.Color.FromString(MaterialList[i]);
                            SharpDX.Color        color = new SharpDX.Color(c.R, c.G, c.B, c.A);

                            VertexColoredTextured v1 = vertexList[t.vertex1];
                            v1.Color = color;
                            vertexList[t.vertex1] = v1;

                            VertexColoredTextured v2 = vertexList[t.vertex2];
                            v2.Color = color;
                            vertexList[t.vertex2] = v2;

                            VertexColoredTextured v3 = vertexList[t.vertex3];
                            v3.Color = color;
                            vertexList[t.vertex3] = v3;
                        }

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(MaterialList[i]), MaterialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += AtomicSector.atomicSectorStruct.vertexArray.Length;

            if (SubsetList.Count > 0)
            {
                meshList.Add(SharpMesh.Create(device, vertexList.ToArray(), indexList.ToArray(), SubsetList));
            }
        }
        private void AddGeometry(SharpDevice device, Geometry_000F g, Matrix transformMatrix)
        {
            List <string> materialList = new List <string>();

            foreach (Material_0007 m in g.materialList.materialList)
            {
                if (m.texture != null)
                {
                    string textureName = m.texture.diffuseTextureName.stringString;
                    materialList.Add(textureName);
                }
                else
                {
                    materialList.Add(DefaultTexture);
                }
            }

            if ((g.geometryStruct.geometryFlags2 & GeometryFlags2.isNativeGeometry) != 0)
            {
                AddNativeData(device, g.geometryExtension, materialList, transformMatrix);
                return;
            }

            List <Vector3>       vertexList1   = new List <Vector3>();
            List <Vector3>       normalList    = new List <Vector3>();
            List <Vector2>       textCoordList = new List <Vector2>();
            List <SharpDX.Color> colorList     = new List <SharpDX.Color>();

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexPositions) != 0)
            {
                MorphTarget m = g.geometryStruct.morphTargets[0];
                foreach (Vertex3 v in m.vertices)
                {
                    Vector3 pos = (Vector3)Vector3.Transform(new Vector3(v.X, v.Y, v.Z), transformMatrix);
                    vertexList1.Add(pos);
                    vertexListG.Add(pos);
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasNormals) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    normalList.Add(new Vector3(g.geometryStruct.morphTargets[0].normals[i].X, g.geometryStruct.morphTargets[0].normals[i].Y, g.geometryStruct.morphTargets[0].normals[i].Z));
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasVertexColors) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    RenderWareFile.Color c = g.geometryStruct.vertexColors[i];
                    colorList.Add(new SharpDX.Color(c.R, c.G, c.B, c.A));
                }
            }
            else
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    colorList.Add(new SharpDX.Color(1f, 1f, 1f, 1f));
                }
            }

            if ((g.geometryStruct.geometryFlags & GeometryFlags.hasTextCoords) != 0)
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    Vertex2 tc = g.geometryStruct.textCoords[i];
                    textCoordList.Add(new Vector2(tc.X, tc.Y));
                }
            }
            else
            {
                for (int i = 0; i < vertexList1.Count; i++)
                {
                    textCoordList.Add(new Vector2());
                }
            }

            List <SharpSubSet> SubsetList = new List <SharpSubSet>();
            List <int>         indexList  = new List <int>();
            int previousIndexCount        = 0;

            for (int i = 0; i < materialList.Count; i++)
            {
                foreach (Triangle t in g.geometryStruct.triangles)
                {
                    if (t.materialIndex == i)
                    {
                        indexList.Add(t.vertex1);
                        indexList.Add(t.vertex2);
                        indexList.Add(t.vertex3);

                        triangleList.Add(new Triangle(t.materialIndex, (ushort)(t.vertex1 + triangleListOffset), (ushort)(t.vertex2 + triangleListOffset), (ushort)(t.vertex3 + triangleListOffset)));
                    }
                }

                if (indexList.Count - previousIndexCount > 0)
                {
                    SubsetList.Add(new SharpSubSet(previousIndexCount, indexList.Count - previousIndexCount,
                                                   TextureManager.GetTextureFromDictionary(materialList[i]), materialList[i]));
                }

                previousIndexCount = indexList.Count();
            }

            triangleListOffset += vertexList1.Count;

            if (SubsetList.Count > 0)
            {
                VertexColoredTextured[] vertices = new VertexColoredTextured[vertexList1.Count];
                for (int i = 0; i < vertices.Length; i++)
                {
                    vertices[i] = new VertexColoredTextured(vertexList1[i], textCoordList[i], colorList[i]);
                }
                meshList.Add(SharpMesh.Create(device, vertices, indexList.ToArray(), SubsetList));
            }
        }