Пример #1
0
        /// <summary>
        /// 頂点バッファ生成構造体から初期化
        /// </summary>
        /// <param name="buffer_desc"></param>
        public Prim(VertexBuffer.BufferDesc buffer_desc)
        {
            vertexNum_ = buffer_desc.data_size / buffer_desc.stride;

            vertexBuffer_ = new VertexBuffer(buffer_desc);
            WorldMatrix   = Matrix.Identity;
        }
Пример #2
0
        /// <summary>
        /// 矩形を追加する
        /// </summary>
        /// <param name="rect"></param>
        public void AddRect(ref Rect rect)
        {
            vertexNum_ = 6;

            // バッファデータ
            if ((vertexAttr_ & (uint)Shader.VertexAttr.TEXCOORD0) != 0)
            {
                // UV付き
                int vertex_stride = 20;
                int data_size     = vertex_stride * vertexNum_;
                var vtx_ary       = new[] {
                    new { p = rect.leftTop, uv = new Vector2(0, 0) },
                    new { p = rect.rightBottom, uv = new Vector2(1, 1) },
                    new { p = new Vector3(rect.rightBottom.X, rect.leftTop.Y, rect.leftTop.Z), uv = new Vector2(1, 0) },
                    new { p = rect.leftTop, uv = new Vector2(0, 0) },
                    new { p = new Vector3(rect.leftTop.X, rect.rightBottom.Y, rect.leftTop.Z), uv = new Vector2(0, 1) },
                    new { p = rect.rightBottom, uv = new Vector2(1, 1) },
                };
                var vertices = new DataStream(data_size, true, true);
                foreach (var a in vtx_ary)
                {
                    vertices.Write(a.p);
                    vertices.Write(a.uv);
                }
                vertices.Position = 0;

                // 頂点バッファ生成
                VertexBuffer.BufferDesc desc = new VertexBuffer.BufferDesc()
                {
                    data = vertices, data_size = data_size, stride = vertex_stride
                };
                vertexBuffer_ = new VertexBuffer(desc);
                vertices.Close();
            }
            else
            {
                // positionのみ
                int vertex_stride = 12;
                int data_size     = vertex_stride * vertexNum_;
                var vertices      = new DataStream(data_size, true, true);
                vertices.Write(rect.leftTop);
                vertices.Write(rect.rightBottom);
                vertices.Write(new Vector3(rect.rightBottom.X, rect.leftTop.Y, rect.leftTop.Z));
                vertices.Write(rect.leftTop);
                vertices.Write(new Vector3(rect.leftTop.X, rect.rightBottom.Y, rect.leftTop.Z));
                vertices.Write(rect.rightBottom);
                vertices.Position = 0;

                // 頂点バッファ生成
                VertexBuffer.BufferDesc desc = new VertexBuffer.BufferDesc()
                {
                    data = vertices, data_size = data_size, stride = vertex_stride
                };
                vertexBuffer_ = new VertexBuffer(desc);
                vertices.Close();
            }
        }
Пример #3
0
        public void AddVertex(Vector3[] vertices)
        {
            vertexNum_ = vertices.Length;

            // positionのみ
            int vertex_stride = 12;
            int data_size     = vertex_stride * vertexNum_;
            var stream        = new DataStream(data_size, true, true);

            foreach (var v in vertices)
            {
                stream.Write(v);
            }
            stream.Position = 0;

            // 頂点バッファ生成
            VertexBuffer.BufferDesc desc = new VertexBuffer.BufferDesc()
            {
                data = stream, data_size = data_size, stride = vertex_stride
            };
            vertexBuffer_ = new VertexBuffer(desc);
            stream.Close();
        }
Пример #4
0
        /// <summary>
        /// LoaderからMeshを生成する
        /// </summary>
        static void MeshLoad(Model model, Ext.MeshLoader loader, string fileName, float scaling, MMLParser mml)
        {
            model.FilePath = fileName;
            string baseDir     = Path.GetDirectoryName(fileName);
            int    numVertices = loader.m_Vertices.Count;
            int    numIndices  = loader.m_Indices.Count;

            // 頂点バッファ
            int  elemNum;
            uint shaderAttr;

            if (loader.m_Vertices[0].GetType().Name == "MyVertex")
            {
                elemNum    = 8;
                shaderAttr = (uint)(Shader.VertexAttr.POSITION | Shader.VertexAttr.NORMAL | Shader.VertexAttr.TEXCOORD0);
            }
            else
            {
                elemNum    = 14;
                shaderAttr = (uint)(Shader.VertexAttr.POSITION | Shader.VertexAttr.NORMAL | Shader.VertexAttr.TEXCOORD0 | Shader.VertexAttr.TANGENT | Shader.VertexAttr.BITANGENT);
            }

            int stride      = elemNum * sizeof(System.Single);
            int vertex_size = stride * numVertices;
            var vertices    = new DataStream(vertex_size, true, true);

            foreach (var vertex in loader.m_Vertices)
            {
                vertices.Write(new Vector3(vertex.x * scaling, vertex.y * scaling, vertex.z * scaling));
                vertices.Write(new Vector3(vertex.nx, vertex.ny, vertex.nz));
                vertices.Write(new Vector2(vertex.u, vertex.v));

                var bv = vertex as Ext.MyVertexBump;
                if (bv != null)
                {
                    vertices.Write(new Vector3(bv.tx, bv.ty, bv.tz));
                    vertices.Write(new Vector3(bv.btx, bv.bty, bv.btz));
                }
            }
            vertices.Position = 0;
            VertexBuffer.BufferDesc desc = new VertexBuffer.BufferDesc()
            {
                data = vertices, data_size = vertex_size, stride = stride
            };
            model.vertexBuffer_ = new VertexBuffer(desc);
            vertices.Close();

            // インデックスバッファ
            int index_size = 4 * numIndices;
            var indices    = new DataStream(index_size, true, true);

            foreach (var index in loader.m_Indices)
            {
                indices.Write(index);
            }
            indices.Position   = 0;
            model.indexBuffer_ = new IndexBuffer(indices, index_size);
            indices.Close();
            model.indexNum_ = numIndices;

            // 以下マテリアル関係
            {
                // テクスチャ
                Dictionary <string, string> textureList = loader.m_textureList;
                if (mml != null)
                {
                    textureList = new Dictionary <string, string>();
                    foreach (var m in mml.Materials)
                    {
                        foreach (var t in m.Textures)
                        {
                            if (t.Path != null && t.Path != "")
                            {
                                textureList[t.Path] = t.Path;
                            }
                        }
                    }
                }
                int texNum = textureList.Count;
                if (texNum > 0)
                {
                    model.textures_ = new List <Texture>(texNum);
                }
                var textureDict = new Dictionary <string, int>();
                model.textureDict_ = new Dictionary <int, string>();
                int currentIdx = 0;
                foreach (var v in textureList)
                {
                    try {
                        string path = v.Value.Replace("file:///", "");
                        path = System.IO.Path.IsPathRooted(path) ? path : baseDir + "/" + path;
                        model.textures_.Add(new Texture(path));
                        textureDict[v.Key]             = currentIdx;
                        model.textureDict_[currentIdx] = v.Key;
                        currentIdx++;
                    } catch {
                        Console.WriteLine("テクスチャの読み込みに失敗しました.");
                    }
                }

                // マテリアル
                List <Ext.MaterialObject> materialList = loader.m_materialList;
                if (mml != null)
                {
                    materialList = new List <Ext.MaterialObject>();
                    // TODO:名前解決したほうがいい?
                    foreach (var m in mml.Materials)
                    {
                        var mat = new Ext.MaterialObject();
                        mat.ID        = m.Name;
                        mat.textureID = new List <string>();
                        foreach (var s in m.Textures)
                        {
                            if (s.Path != null && s.Path != "")
                            {
                                mat.textureID.Add(s.Path);
                            }
                        }
                        materialList.Add(mat);
                    }
                }
                int material_num = materialList.Count;
                Material.ksMaterialStruct[] material_struct_list = new Material.ksMaterialStruct[material_num];
                for (int i = 0; i < material_num; i++)
                {
                    if (materialList[i].textureID.Count > 0)
                    {
                        // テクスチャあり
                        material_struct_list[i].m_Type = (int)Material.MaterialType.TEXTURE_ONLY;
                        material_struct_list[i].m_texID.Initialize();

                        for (int j = 0; j < materialList[i].textureID.Count; j++)
                        {
                            var t = materialList[i].textureID[j];
                            if (textureDict.ContainsKey(t))
                            {
                                material_struct_list[i].m_texID[j] = textureDict[t];
                            }
                        }
                    }
                    else
                    {
                        // テクスチャなし
                        material_struct_list[i].m_Type = (int)Material.MaterialType.COLOR_ONLY;
                        material_struct_list[i].color  = new Color4(1.0f, 1.0f, 1.0f, 1.0f);
                    }
                }

                // マテリアル実体
                model.materials_     = new Material[material_num];
                model.textureIdDict_ = new Dictionary <Material, Material.Index4>();
                for (int i = 0; i < material_num; i++)
                {
                    model.materials_[i]      = new Material(model, ref material_struct_list[i], model.textures_);
                    model.materials_[i].Name = materialList[i].ID;                              // 気持ち悪いので何とかしたいところ(ksmdlのサポートを切れば...)
                    model.materials_[i].SetShader(ShaderManager.DefaultShader, shaderAttr);
                    if (material_struct_list[i].m_Type == (int)Material.MaterialType.TEXTURE_ONLY)
                    {
                        model.textureIdDict_[model.materials_[i]] = material_struct_list[i].m_texID;
                    }
                    if (mml != null)
                    {
                        // パラメータ
                        model.materials_[i].userParams_    = mml.Materials[i].Params;
                        model.materials_[i].userParamSize_ = mml.ParamSize;
                    }
                }

                // パラメータを持っていないデータを読んだ場合適当な値を生成しておく
                if (mml == null)
                {
                    MaterialParamLoader mloader = new MaterialParamLoader(model.materials_);
                    mloader.Load(null);
                }
                // マテリアルエディタ時は調整用パラメータを生成する
                if (AutoCreateMaterialUserParam)
                {
                    for (int i = 0; i < material_num; i++)
                    {
                        model.materials_[i].InitializeTextureParams(ref material_struct_list[i]);
                    }
                }

                // 1ノードで複数サブセットという形にしておく
                int subsetNum = loader.m_subsetList.Count;
                model.nodes_    = new Node[1];
                model.nodes_[0] = new Node(subsetNum);
                for (int i = 0; i < loader.m_subsetList.Count; i++)
                {
                    var subset   = loader.m_subsetList[i];
                    int startIdx = subset.startIndex;
                    int endIdx   = subset.endIndex;
                    model.nodes_[0].Subsets[i].startIndex    = startIdx;
                    model.nodes_[0].Subsets[i].endIndex      = endIdx;
                    model.nodes_[0].Subsets[i].materialIndex = materialList.FindIndex(0, c => c.ID == subset.material);
                }
            }
        }
Пример #5
0
        static void LoadFromksmdl(Model model, string fileName)
        {
            using (var stream = new System.IO.FileStream(fileName, System.IO.FileMode.Open, FileAccess.Read)) {
                byte[] data = new byte[stream.Length];
                stream.Read(data, 0, (int)stream.Length);
                MemoryStream s = new MemoryStream(data);

                // byte配列からポインタを取得
                var           handle = GCHandle.Alloc(data, GCHandleType.Pinned);
                IntPtr        ptr    = handle.AddrOfPinnedObject();
                ksModelHeader header = (ksModelHeader)Marshal.PtrToStructure(ptr, typeof(ksModelHeader));
                int           offset = Marshal.SizeOf(header);

                int stride = Model.GetVertexBufferStride(header.bufferBit);

                // 頂点バッファ
                IntPtr curPtr                = ptr + offset;
                int    vertex_size           = stride * header.vertexNum;
                var    vertices              = new DataStream(curPtr, vertex_size, true, true);
                VertexBuffer.BufferDesc desc = new VertexBuffer.BufferDesc()
                {
                    data = vertices, data_size = vertex_size, stride = stride
                };
                model.vertexBuffer_ = new VertexBuffer(desc);
                vertices.Close();

                // インデックスバッファ
                curPtr = curPtr + vertex_size;
                int index_size = sizeof(int) * header.indexNum;
                var indices    = new DataStream(curPtr, index_size, true, true);
                model.indexBuffer_ = new IndexBuffer(indices, index_size);
                indices.Close();
                model.indexNum_ = header.indexNum;

                // マテリアル
                curPtr = curPtr + index_size;
                int material_num = Marshal.ReadInt32(curPtr);
                curPtr = curPtr + sizeof(int);
                Material.ksMaterialStruct[] material_struct_list = new Material.ksMaterialStruct[material_num];
                for (int i = 0; i < material_num; i++)
                {
                    material_struct_list[i] = (Material.ksMaterialStruct)Marshal.PtrToStructure(curPtr, typeof(Material.ksMaterialStruct));
                    {
                        // ksmdlは現状1枚しかテクスチャに対応していない(設定しない分を-1で埋める)
                        if (material_struct_list[i].m_Type == (int)(Material.MaterialType.TEXTURE_ONLY))
                        {
                            for (int j = 1; j < 4; j++)
                            {
                                material_struct_list[i].m_texID[j] = -1;
                            }
                        }
                    }
                    curPtr += Marshal.SizeOf(typeof(Material.ksMaterialStruct));
                }

                // ノード
                model.nodes_ = new Node[header.nodeNum];
                for (int i = 0; i < header.nodeNum; ++i)
                {
                    model.nodes_[i] = Node.CreateByBinary(ref curPtr);
                }

                // 階層情報
                model.controlNode_ = new Node();
                Node sublingNode  = null;
                int  hierarchyNum = Marshal.ReadInt32(curPtr);
                curPtr += 4;

                for (int i = 0; i < hierarchyNum; i++)
                {
                    if (i == 0)
                    {
                        ReadNodeHierarchy(ref curPtr, model.controlNode_, model.nodes_, true);
                        sublingNode = model.controlNode_.Child;
                    }
                    else
                    {
                        ReadNodeHierarchy(ref curPtr, sublingNode, model.nodes_, false);
                        sublingNode = sublingNode.Subling;
                    }
                }

                // テクスチャ
                int texture_num = Marshal.ReadInt32(curPtr);
                curPtr += 4;
                if (texture_num > 0)
                {
                    model.textures_ = new List <Texture>(texture_num);
                    for (int i = 0; i < texture_num; i++)
                    {
                        int size = Marshal.ReadInt32(curPtr);
                        curPtr            += 4;
                        model.textures_[i] = new Texture(curPtr);
                        curPtr            += size;
                    }
                }

                // マテリアル実体
                model.materials_ = new Material[material_num];
                for (int i = 0; i < material_num; i++)
                {
                    model.materials_[i] = new Material(model, ref material_struct_list[i], model.textures_);
                    //仮
                    uint attr = (uint)(Shader.VertexAttr.POSITION | Shader.VertexAttr.NORMAL);
                    attr |= (texture_num != 0) ? (uint)Shader.VertexAttr.TEXCOORD0 : 0;
                    if ((header.bufferBit & (uint)BufferBit.SkinController) != 0)
                    {
                        attr |= (uint)Shader.VertexAttr.SKIN;
                    }
                    model.materials_[i].SetShader(ShaderManager.DefaultShader, attr);
                }

                // ハンドル解放
                handle.Free();
            }
        }