示例#1
0
        /// <summary>
        /// Create the block vertex buffer.
        /// </summary>
        void CreateBlockVertexBuffer(GraphicsBuffer buffer, int offset)
        {
            Vector4b[] vertices = new Vector4b[BlockVertexCount];

            for (int z = 0, i = 0; z < BlockVertexRow; z++)
            {
                int pz = Math.Max(0, Math.Min(BlockEdgeCount - 1, z - 1));

                for (int x = 0; x < BlockVertexRow; x++)
                {
                    int px = Math.Max(0, Math.Min(BlockEdgeCount - 1, x - 1));
                    int py = (x == 0 || z == 0 || x == BlockVertexRow - 1 || z == BlockVertexRow - 1) ? 0 : 1;
                    vertices[i++] = new Vector4b((byte)px, (byte)py, (byte)pz, 0);
                }
            }

            buffer.Write(offset, vertices);
        }
示例#2
0
        internal int FlushInstanceArray()
        {
            int count = InstanceArray.Count;

            if (count > 0)
            {
                if (InstanceVertexBuffer == null || InstanceVertexBuffer.Size < InstanceArray.Count * InstanceTypeSize)
                {
                    if (InstanceVertexBuffer != null)
                    {
                        InstanceVertexBuffer.Dispose();
                    }
                    InstanceVertexBuffer = new GraphicsBuffer(count * InstanceTypeSize * 3 / 2, BufferUsage.DynamicDraw);
                }

                InstanceVertexBuffer.Write(0, InstanceArray.Array, 0, InstanceArray.Count);
                ClearInstanceArray();
            }
            return(count / InstanceVertexElementCount);
        }
示例#3
0
        /// <summary>
        /// Renders the terrain.
        /// </summary>
        /// <param name="camera"></param>
        public void Render(Camera camera)
        {
            int         offset = 0;
            int         oldOffset;
            TerrainQuad quad;

            GameEngine.Device.RenderState.CullMode = Cull.Clockwise;
            GameEngine.Device.VertexFormat         = PositionNormalTextured.Format;
            GameEngine.Device.Material             = GraphicsUtility.InitMaterial(Color.White);
            GameEngine.Device.Transform.World      = Matrix.Identity;
            GameEngine.Device.Transform.View       = camera.ViewMatrix;
            List <TerrainQuad> drawnQuads = new List <TerrainQuad>();

            GraphicsBuffer <PositionNormalTextured> buffer =
                this.vertexBuffer.Lock <PositionNormalTextured>(0, 0, LockFlags.None);

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    oldOffset = offset;
                    quad      = this.terrainQuads[x, y];
                    offset    = this.terrainQuads[x, y].AppendVertexData(offset, this.vertices);
                    if (offset != oldOffset)
                    {
                        drawnQuads.Add(quad);
                    }
                }
            }
            buffer.Write(this.vertices);
            this.vertexBuffer.Unlock();
            offset = 0;
            foreach (TerrainQuad nextQuad in drawnQuads)
            {
                GameEngine.Device.VertexFormat = PositionNormalTextured.Format;
                GameEngine.Device.SetTexture(0, nextQuad.Texture);
                GameEngine.Device.SetStreamSource(0, this.vertexBuffer, offset);
                GameEngine.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
                offset += 6;
            }
        }
示例#4
0
 /// <summary>Create the block index buffer.</summary>
 void CreateBlockIndexBuffer(GraphicsBuffer buffer, int offset)
 {
     ushort[] indices = new ushort[BlockIndexCount];
     for (int z = 0, i = 0, l = 0; z < BlockVertexRow - 1; z++)
     {
         for (int x = 0; x < BlockVertexRow; x++)
         {
             l = indices[i++] = (ushort)(x + (z + 1) * BlockVertexRow);
             if (x == 0 && z > 0)
             {
                 indices[i++] = (ushort)l;
             }
             l = indices[i++] = (ushort)(x + z * BlockVertexRow);
         }
         if (z < BlockVertexRow - 2)
         {
             indices[i++] = (ushort)l;
         }
     }
     buffer.Write(offset, indices);
 }
示例#5
0
        internal Model(AssetLoader loader)
            : base(loader)
        {
            Asset        context = loader.Context;
            string       name    = loader.Name;
            BinaryReader reader  = loader.Reader;

            FolderAsset textureArchive = null;

            FolderAsset bonesFolder              = new FolderAsset(this, "Bones");
            FolderAsset materialsFolder          = new FolderAsset(this, "Materials");
            FolderAsset meshesFolder             = new FolderAsset(this, "Meshes");
            FolderAsset vertexDeclarationsFolder = new FolderAsset(this, "Vertex declarations");

            ArrayBackedList <byte> bufferData = new ArrayBackedList <byte>();

            if (context != null && context.Parent is FolderAsset)
            {
                // @"/map/m##_##_##_##/m*.flver.dcx" for DS1; textures are in the @"/map/m##/" folder.
                if (name.StartsWith(@"map/m"))
                {
                    string      folderName = name.Substring(4, 3);
                    FolderAsset maps       = (FolderAsset)context.Parent.Parent;
                    foreach (FolderAsset child in maps.Children)
                    {
                        if (child.Name == folderName)
                        {
                            textureArchive = child;
                            break;
                        }
                    }
                }
                else
                {
                    textureArchive = (FolderAsset)context.Parent;
                }
            }

#if Marking
            MarkingStream markingStream = loader.StartMarking(out reader);
#endif

            loader.ExpectMagic(Magic);
            char endian = (char)reader.ReadByte();

            switch (endian)
            {
            case 'L':
                ByteOrder = ByteOrder.LittleEndian;
                break;

            case 'B':
                reader    = loader.MakeBigEndian();
                ByteOrder = ByteOrder.BigEndian;
                break;

            default:
                throw new Exception();
            }

            using (reader) {
                // Read header.
                loader.Expect((byte)0);
                Version = (ModelVersion)reader.ReadInt32();
                if (Version != ModelVersion.DarkSouls && Version != ModelVersion.DarkSouls2)
                {
                    loader.AddError(loader.Position - 4, "Unknown model version " + VersionString + "; will try to load it anyway.");
                }
                int dataOffset = reader.ReadInt32();
                int dataSize   = reader.ReadInt32();
                if (((dataOffset + dataSize + 31) & ~31) != reader.BaseStream.Length)
                {
                    loader.AddError(loader.Position - 4, "Data size and offset aren't correct.");
                }

                int boneUnknownCount = reader.ReadInt32();
                int materialCount    = reader.ReadInt32();
                int boneCount        = reader.ReadInt32();

                int meshCount  = reader.ReadInt32();
                int meshCount2 = reader.ReadInt32();
                if (meshCount != meshCount2)
                {
                    loader.AddError(loader.Position - 4, "Mesh count 1 and 2 aren't the same.");
                }

                Bounds = new Box3f(reader.ReadVector3f(), reader.ReadVector3f());
                Unknowns.ReadInt32s(reader, 1);                 // Possible the non-degenerate triangle count. Seems related.
                int triangleCount = reader.ReadInt32();

                loader.Expect(IsDS1 ? 272 : 0x10010100);
                loader.Expect(IsDS1 ? 0 : 0xFFFF);

                int partCount = reader.ReadInt32();
                int vertexDeclarationCount = reader.ReadInt32();
                int materialParameterCount = reader.ReadInt32();
                loader.Expect(IsDS1 ? 0 : 0x1000000);
                loader.ExpectZeroes(4, 8);

                // Calculate offsets.
                long boneUnknownsOffset       = HeaderSize;
                long materialsOffset          = boneUnknownsOffset + boneUnknownCount * ModelBoneUnknown.DataSize;
                long bonesOffset              = materialsOffset + materialCount * ModelMaterial.DataSize;
                long meshesOffset             = bonesOffset + boneCount * ModelBone.DataSize;
                long detailLevelsOffset       = meshesOffset + meshCount * ModelMesh.DataSize;
                long meshVerticesOffset       = detailLevelsOffset + partCount * ModelDetailLevel.DataSize;
                long vertexDeclarationsOffset = meshVerticesOffset + meshCount * ModelMesh.DataSizeVertexHeader;
                long materialParametersOffset = vertexDeclarationsOffset + vertexDeclarationCount * ModelVertexDeclaration.DataSize;
                long postHeaderOffset         = materialParametersOffset + materialParameterCount * ModelMaterialParameter.DataSize;

                // BoneUnknowns
                ExpectedOffset(loader, boneUnknownsOffset, typeof(ModelBoneUnknown).Name);
                for (int index = 0; index < boneUnknownCount; index++)
                {
                    boneUnknowns.Add(new ModelBoneUnknown(bonesFolder, index, loader));
                }

                // Materials
                ExpectedOffset(loader, materialsOffset, typeof(ModelMaterial).Name);
                for (int index = 0; index < materialCount; index++)
                {
                    materials.Add(new ModelMaterial(materialsFolder, index, loader));
                }
                int expectedMaterialParameterCount = materialCount > 0 ? materials[materialCount - 1].ParameterEndIndex : 0;
                if (expectedMaterialParameterCount != materialParameterCount)
                {
                    loader.AddError(null, "Expected material parameter count {0} doesn't match actual count {1}.", expectedMaterialParameterCount, materialParameterCount);
                }

                // Bones
                ExpectedOffset(loader, bonesOffset, typeof(ModelBone).Name);
                for (int index = 0; index < boneCount; index++)
                {
                    bones.Add(new ModelBone(bonesFolder, index, loader));
                }

                // Meshes
                ExpectedOffset(loader, meshesOffset, typeof(ModelMesh).Name);
                for (int index = 0; index < meshCount; index++)
                {
                    meshes.Add(new ModelMesh(meshesFolder, index, loader));
                }
                int expectedPartCount = meshCount > 0 ? meshes[meshCount - 1].PartEndIndex : 0;
                if (expectedPartCount != partCount)
                {
                    throw new InvalidDataException("Expected part count doesn't match actual count.");
                }

                // Detail levels
                ExpectedOffset(loader, detailLevelsOffset, typeof(ModelDetailLevel).Name);
                foreach (ModelMesh mesh in meshes)
                {
                    mesh.ReadDetailLevels(loader, dataOffset, bufferData);
                    detailLevels.AddRange(mesh.DetailLevels);
                }

                // Mesh vertices
                ExpectedOffset(loader, meshVerticesOffset, typeof(ModelMesh).Name + " vertex header");
                foreach (ModelMesh mesh in meshes)
                {
                    mesh.ReadVertexHeaders(reader, dataOffset, bufferData);
                }

                // Vertex declarations
                ExpectedOffset(loader, vertexDeclarationsOffset, typeof(ModelVertexDeclaration).Name);
                for (int index = 0; index < vertexDeclarationCount; index++)
                {
                    vertexDeclarations.Add(new ModelVertexDeclaration(vertexDeclarationsFolder, index, loader));
                }

                // Material parameters
                ExpectedOffset(loader, materialParametersOffset, typeof(ModelMaterialParameter).Name);
                foreach (ModelMaterial material in materials)
                {
                    material.ReadParameters(loader, textureArchive);
                    materialParameters.AddRange(material.Parameters);
                }

                ExpectedOffset(loader, postHeaderOffset, "Post-header");

#if Marking
                if (markingStream != null)
                {
                    markingStream.Report(loader);
                }
#endif // Marking

#if SkippedChecks
                /*int vertexDataSize = 0, indexCount = 0, indexSize = 0, vertexCount = 0, expectedTriangleCount = 0, nondegenerateTriangleCount = 0;
                 * foreach (var mesh in Meshes) {
                 *      vertexDataSize += mesh.VertexCount * mesh.VertexSize;
                 *      vertexCount += mesh.VertexCount;
                 *      foreach (var part in mesh.Parts) {
                 *              indexCount += part.Indices.Length;
                 *              indexSize += part.Indices.Length * 2;
                 *              expectedTriangleCount += part.Indices.Length - 2;
                 *              for (int index = 0; index < part.Indices.Length - 2; index++) {
                 *                      if (part.Indices[index] != part.Indices[index + 1] && part.Indices[index + 1] != part.Indices[index + 2] && part.Indices[index] != part.Indices[index + 2])
                 *                              nondegenerateTriangleCount++;
                 *              }
                 *      }
                 * }
                 * if (Math.Abs(expectedTriangleCount - triangleCount) > partCount)
                 *      throw new InvalidDataException("Expected triangle count doesn't match the read value.");*/
#endif
            }

            Buffer = new GraphicsBuffer(bufferData.Count == 0 ? 1 : bufferData.Count);
            Buffer.Write(0, bufferData.Array, 0, bufferData.Count);
        }
示例#6
0
        internal Model(AssetLoader loader)
            : base(loader)
        {
            Asset context = loader.Context;
            string name = loader.Name;
            BinaryReader reader = loader.Reader;

            FolderAsset textureArchive = null;

            FolderAsset bonesFolder = new FolderAsset(this, "Bones");
            FolderAsset materialsFolder = new FolderAsset(this, "Materials");
            FolderAsset meshesFolder = new FolderAsset(this, "Meshes");
            FolderAsset vertexDeclarationsFolder = new FolderAsset(this, "Vertex declarations");

            ArrayBackedList<byte> bufferData = new ArrayBackedList<byte>();

            if (context != null && context.Parent is FolderAsset) {
                // @"/map/m##_##_##_##/m*.flver.dcx" for DS1; textures are in the @"/map/m##/" folder.
                if (name.StartsWith(@"map/m")) {
                    string folderName = name.Substring(4, 3);
                    FolderAsset maps = (FolderAsset)context.Parent.Parent;
                    foreach (FolderAsset child in maps.Children) {
                        if (child.Name == folderName) {
                            textureArchive = child;
                            break;
                        }
                    }
                } else
                    textureArchive = (FolderAsset)context.Parent;
            }

            #if Marking
            MarkingStream markingStream = loader.StartMarking(out reader);
            #endif

            loader.ExpectMagic(Magic);
            char endian = (char)reader.ReadByte();

            switch (endian) {
                case 'L':
                    ByteOrder = ByteOrder.LittleEndian;
                    break;

                case 'B':
                    reader = loader.MakeBigEndian();
                    ByteOrder = ByteOrder.BigEndian;
                    break;

                default:
                    throw new Exception();
            }

            using (reader) {
                // Read header.
                loader.Expect((byte)0);
                Version = (ModelVersion)reader.ReadInt32();
                if (Version != ModelVersion.DarkSouls && Version != ModelVersion.DarkSouls2)
                    loader.AddError(loader.Position - 4, "Unknown model version " + VersionString + "; will try to load it anyway.");
                int dataOffset = reader.ReadInt32();
                int dataSize = reader.ReadInt32();
                if (((dataOffset + dataSize + 31) & ~31) != reader.BaseStream.Length)
                    loader.AddError(loader.Position - 4, "Data size and offset aren't correct.");

                int boneUnknownCount = reader.ReadInt32();
                int materialCount = reader.ReadInt32();
                int boneCount = reader.ReadInt32();

                int meshCount = reader.ReadInt32();
                int meshCount2 = reader.ReadInt32();
                if (meshCount != meshCount2)
                    loader.AddError(loader.Position - 4, "Mesh count 1 and 2 aren't the same.");

                Bounds = new Box3f(reader.ReadVector3f(), reader.ReadVector3f());
                Unknowns.ReadInt32s(reader, 1); // Possible the non-degenerate triangle count. Seems related.
                int triangleCount = reader.ReadInt32();

                loader.Expect(IsDS1 ? 272 : 0x10010100);
                loader.Expect(IsDS1 ? 0 : 0xFFFF);

                int partCount = reader.ReadInt32();
                int vertexDeclarationCount = reader.ReadInt32();
                int materialParameterCount = reader.ReadInt32();
                loader.Expect(IsDS1 ? 0 : 0x1000000);
                loader.ExpectZeroes(4, 8);

                // Calculate offsets.
                long boneUnknownsOffset = HeaderSize;
                long materialsOffset = boneUnknownsOffset + boneUnknownCount * ModelBoneUnknown.DataSize;
                long bonesOffset = materialsOffset + materialCount * ModelMaterial.DataSize;
                long meshesOffset = bonesOffset + boneCount * ModelBone.DataSize;
                long detailLevelsOffset = meshesOffset + meshCount * ModelMesh.DataSize;
                long meshVerticesOffset = detailLevelsOffset + partCount * ModelDetailLevel.DataSize;
                long vertexDeclarationsOffset = meshVerticesOffset + meshCount * ModelMesh.DataSizeVertexHeader;
                long materialParametersOffset = vertexDeclarationsOffset + vertexDeclarationCount * ModelVertexDeclaration.DataSize;
                long postHeaderOffset = materialParametersOffset + materialParameterCount * ModelMaterialParameter.DataSize;

                // BoneUnknowns
                ExpectedOffset(loader, boneUnknownsOffset, typeof(ModelBoneUnknown).Name);
                for (int index = 0; index < boneUnknownCount; index++)
                    boneUnknowns.Add(new ModelBoneUnknown(bonesFolder, index, loader));

                // Materials
                ExpectedOffset(loader, materialsOffset, typeof(ModelMaterial).Name);
                for (int index = 0; index < materialCount; index++)
                    materials.Add(new ModelMaterial(materialsFolder, index, loader));
                int expectedMaterialParameterCount = materialCount > 0 ? materials[materialCount - 1].ParameterEndIndex : 0;
                if (expectedMaterialParameterCount != materialParameterCount)
                    loader.AddError(null, "Expected material parameter count {0} doesn't match actual count {1}.", expectedMaterialParameterCount, materialParameterCount);

                // Bones
                ExpectedOffset(loader, bonesOffset, typeof(ModelBone).Name);
                for (int index = 0; index < boneCount; index++)
                    bones.Add(new ModelBone(bonesFolder, index, loader));

                // Meshes
                ExpectedOffset(loader, meshesOffset, typeof(ModelMesh).Name);
                for (int index = 0; index < meshCount; index++)
                    meshes.Add(new ModelMesh(meshesFolder, index, loader));
                int expectedPartCount = meshCount > 0 ? meshes[meshCount - 1].PartEndIndex : 0;
                if (expectedPartCount != partCount)
                    throw new InvalidDataException("Expected part count doesn't match actual count.");

                // Detail levels
                ExpectedOffset(loader, detailLevelsOffset, typeof(ModelDetailLevel).Name);
                foreach (ModelMesh mesh in meshes) {
                    mesh.ReadDetailLevels(loader, dataOffset, bufferData);
                    detailLevels.AddRange(mesh.DetailLevels);
                }

                // Mesh vertices
                ExpectedOffset(loader, meshVerticesOffset, typeof(ModelMesh).Name + " vertex header");
                foreach (ModelMesh mesh in meshes)
                    mesh.ReadVertexHeaders(reader, dataOffset, bufferData);

                // Vertex declarations
                ExpectedOffset(loader, vertexDeclarationsOffset, typeof(ModelVertexDeclaration).Name);
                for (int index = 0; index < vertexDeclarationCount; index++)
                    vertexDeclarations.Add(new ModelVertexDeclaration(vertexDeclarationsFolder, index, loader));

                // Material parameters
                ExpectedOffset(loader, materialParametersOffset, typeof(ModelMaterialParameter).Name);
                foreach (ModelMaterial material in materials) {
                    material.ReadParameters(loader, textureArchive);
                    materialParameters.AddRange(material.Parameters);
                }

                ExpectedOffset(loader, postHeaderOffset, "Post-header");

            #if Marking
                if (markingStream != null) {
                    markingStream.Report(loader);
                }
            #endif // Marking

            #if SkippedChecks
                /*int vertexDataSize = 0, indexCount = 0, indexSize = 0, vertexCount = 0, expectedTriangleCount = 0, nondegenerateTriangleCount = 0;
                foreach (var mesh in Meshes) {
                    vertexDataSize += mesh.VertexCount * mesh.VertexSize;
                    vertexCount += mesh.VertexCount;
                    foreach (var part in mesh.Parts) {
                        indexCount += part.Indices.Length;
                        indexSize += part.Indices.Length * 2;
                        expectedTriangleCount += part.Indices.Length - 2;
                        for (int index = 0; index < part.Indices.Length - 2; index++) {
                            if (part.Indices[index] != part.Indices[index + 1] && part.Indices[index + 1] != part.Indices[index + 2] && part.Indices[index] != part.Indices[index + 2])
                                nondegenerateTriangleCount++;
                        }
                    }
                }
                if (Math.Abs(expectedTriangleCount - triangleCount) > partCount)
                    throw new InvalidDataException("Expected triangle count doesn't match the read value.");*/
            #endif
            }

            Buffer = new GraphicsBuffer(bufferData.Count == 0 ? 1 : bufferData.Count);
            Buffer.Write(0, bufferData.Array, 0, bufferData.Count);
        }