private void LoadTagDataFromFile(EndianBinaryReader reader, int tagCount, bool dumpTextures, bool dumpShaders) { for (int i = 0; i < tagCount; i++) { long tagStart = reader.BaseStream.Position; string tagName = reader.ReadString(4); int tagSize = reader.ReadInt32(); switch (tagName) { // INFO - Vertex Count, Scene Hierarchy case "INF1": INF1Tag = new INF1(); INF1Tag.LoadINF1FromStream(reader, tagStart); break; // VERTEX - Stores vertex arrays for pos/normal/color0/tex0 etc. // Contains VertexAttributes which describe how the data is stored/laid out. case "VTX1": VTX1Tag = new VTX1(); VTX1Tag.LoadVTX1FromStream(reader, tagStart, tagSize); break; // ENVELOPES - Defines vertex weights for skinning case "EVP1": EVP1Tag = new EVP1(); EVP1Tag.LoadEVP1FromStream(reader, tagStart); break; // DRAW (Skeletal Animation Data) - Stores which matrices (?) are weighted, and which are used directly case "DRW1": DRW1Tag = new DRW1(); DRW1Tag.LoadDRW1FromStream(reader, tagStart); break; // JOINTS - Stores the skeletal joints (position, rotation, scale, etc...) case "JNT1": JNT1Tag = new JNT1(); JNT1Tag.LoadJNT1FromStream(reader, tagStart); JNT1Tag.CalculateParentJointsForSkeleton(INF1Tag.HierarchyRoot); break; // SHAPE - Face/Triangle information for model. case "SHP1": SHP1Tag = new SHP1(); SHP1Tag.ReadSHP1FromStream(reader, tagStart); CalculateModelBounds(); break; // MATERIAL - Stores materials (which describes how textures, etc. are drawn) case "MAT3": MAT3Tag = new MAT3(); MAT3Tag.LoadMAT3FromStream(reader, tagStart); break; // TEXTURES - Stores binary texture images. case "TEX1": TEX1Tag = new TEX1(); TEX1Tag.LoadTEX1FromStream(reader, tagStart, dumpTextures); break; // MODEL - Seems to be bypass commands for Materials and invokes GX registers directly. case "MDL3": break; } // Skip the stream reader to the start of the next tag since it gets moved around during loading. reader.BaseStream.Position = tagStart + tagSize; } INF1Tag.LinkData(MAT3Tag, SHP1Tag); Tick(float.Epsilon); if (EVP1Tag.InverseBindPose.Count <= 0) { EVP1Tag.GenerateInverseBindMatrices(JNT1Tag); } DRW1Tag.UpdateMatrices(JNT1Tag.BindJoints, EVP1Tag); SHP1Tag.LinkData(VTX1Tag, DRW1Tag, EVP1Tag); SHP1Tag.UploadShapesToGPU(); }
public void LinkData(VTX1 vertex_data, DRW1 draw_matrix_data, EVP1 envelope_data) { LinkVertexData(vertex_data); LinkSkinningData(draw_matrix_data, envelope_data); }
private void LinkVertexData(VTX1 vertex_data) { foreach (Shape shape in Shapes) { int vertex_index = 0; foreach (MatrixGroup group in shape.MatrixGroups) { foreach (MeshVertexIndex vertex in group.Indices) { shape.Indices.Add(vertex_index++); if (vertex.Position >= 0) { shape.VertexData.Position.Add(vertex_data.VertexData.Position[vertex.Position]); } if (vertex.Normal >= 0) { shape.VertexData.Normal.Add(vertex_data.VertexData.Normal[vertex.Normal]); } if (vertex.Binormal >= 0) { shape.VertexData.Binormal.Add(vertex_data.VertexData.Binormal[vertex.Binormal]); } if (vertex.Color0 >= 0) { shape.VertexData.Color0.Add(vertex_data.VertexData.Color0[vertex.Color0]); } if (vertex.Color1 >= 0) { shape.VertexData.Color1.Add(vertex_data.VertexData.Color1[vertex.Color1]); } if (vertex.Tex0 >= 0) { shape.VertexData.Tex0.Add(vertex_data.VertexData.Tex0[vertex.Tex0]); } if (vertex.Tex1 >= 0) { shape.VertexData.Tex1.Add(vertex_data.VertexData.Tex1[vertex.Tex1]); } if (vertex.Tex2 >= 0) { shape.VertexData.Tex2.Add(vertex_data.VertexData.Tex2[vertex.Tex2]); } if (vertex.Tex3 >= 0) { shape.VertexData.Tex3.Add(vertex_data.VertexData.Tex3[vertex.Tex3]); } if (vertex.Tex4 >= 0) { shape.VertexData.Tex4.Add(vertex_data.VertexData.Tex4[vertex.Tex4]); } if (vertex.Tex5 >= 0) { shape.VertexData.Tex5.Add(vertex_data.VertexData.Tex5[vertex.Tex5]); } if (vertex.Tex6 >= 0) { shape.VertexData.Tex6.Add(vertex_data.VertexData.Tex6[vertex.Tex6]); } if (vertex.Tex7 >= 0) { shape.VertexData.Tex7.Add(vertex_data.VertexData.Tex7[vertex.Tex7]); } } } } }
private void LoadTagDataFromFile(EndianBinaryReader reader, int tagCount, bool dumpTextures, bool dumpShaders) { for (int i = 0; i < tagCount; i++) { long tagStart = reader.BaseStream.Position; string tagName = reader.ReadString(4); int tagSize = reader.ReadInt32(); switch (tagName) { // INFO - Vertex Count, Scene Hierarchy case "INF1": INF1Tag = new INF1(); INF1Tag.LoadINF1FromStream(reader, tagStart); break; // VERTEX - Stores vertex arrays for pos/normal/color0/tex0 etc. // Contains VertexAttributes which describe how the data is stored/laid out. case "VTX1": VTX1Tag = new VTX1(); VTX1Tag.LoadVTX1FromStream(reader, tagStart, tagSize); break; // ENVELOPES - Defines vertex weights for skinning case "EVP1": EVP1Tag = new EVP1(); EVP1Tag.LoadEVP1FromStream(reader, tagStart); break; // DRAW (Skeletal Animation Data) - Stores which matrices (?) are weighted, and which are used directly case "DRW1": DRW1Tag = new DRW1(); DRW1Tag.LoadDRW1FromStream(reader, tagStart); break; // JOINTS - Stores the skeletal joints (position, rotation, scale, etc...) case "JNT1": JNT1Tag = new JNT1(); JNT1Tag.LoadJNT1FromStream(reader, tagStart); JNT1Tag.CalculateParentJointsForSkeleton(INF1Tag.HierarchyRoot); break; // SHAPE - Face/Triangle information for model. case "SHP1": SHP1Tag = new SHP1(); SHP1Tag.ReadSHP1FromStream(reader, tagStart, VTX1Tag.VertexData); break; // MATERIAL - Stores materials (which describes how textures, etc. are drawn) case "MAT3": MAT3Tag = new MAT3(); MAT3Tag.LoadMAT3FromStream(reader, tagStart); break; // TEXTURES - Stores binary texture images. case "TEX1": TEX1Tag = new TEX1(); TEX1Tag.LoadTEX1FromStream(reader, tagStart, dumpTextures); break; // MODEL - Seems to be bypass commands for Materials and invokes GX registers directly. case "MDL3": break; } // Skip the stream reader to the start of the next tag since it gets moved around during loading. reader.BaseStream.Position = tagStart + tagSize; } // To generate shaders we need to know which vertex attributes need to be enabled for the shader. However, // the shader has no knowledge in our book as to what attributes are enabled. Theoretically we could enable // them on the fly as something requested it, but that'd involve more code that I don't want to do right now. // To resolve, we iterate once through the hierarchy to see which mesh is called after a material and bind the // vertex descriptions. Material dummyMat = null; AssignVertexAttributesToMaterialsRecursive(INF1Tag.HierarchyRoot, ref dummyMat, MAT3Tag); // Now that the vertex attributes are assigned to the materials, generate a shader from the data. GenerateShadersForMaterials(MAT3Tag, dumpShaders); // Iterate through the shapes and calculate a bounding box which encompasses all of them. Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue); foreach (var shape in SHP1Tag.Shapes) { Vector3 sMin = shape.BoundingBox.Min; Vector3 sMax = shape.BoundingBox.Max; if (sMin.X < min.X) { min.X = sMin.X; } if (sMax.X > max.X) { max.X = sMax.X; } if (sMin.Y < min.Y) { min.Y = sMin.Y; } if (sMax.Y > max.Y) { max.Y = sMax.Y; } if (sMin.Z < min.Z) { min.Z = sMin.Z; } if (sMax.Z > max.Z) { max.Z = sMax.Z; } } BoundingBox = new FAABox(min, max); BoundingSphere = new FSphere(BoundingBox.Center, BoundingBox.Max.Length); }