示例#1
0
        private void ReadTextureRefs(Material mat, Mesh poly)
        {
            int AlbedoCount = 0;
            int id          = 0;

            string TextureName = "";

            foreach (TextureRef tex in mat.TextureRefs)
            {
                TextureName = mat.TextureRefs[id].Name;

                MatTexture texture = new MatTexture();

                texture.wrapModeS   = (int)mat.Samplers[id].WrapModeU;
                texture.wrapModeT   = (int)mat.Samplers[id].WrapModeV;
                texture.wrapModeW   = (int)mat.Samplers[id].WrapModeW;
                texture.SamplerName = mat.SamplerDict.Keys.ElementAt(id);
                texture.Name        = TextureName;


                if (poly.material.shaderassign.samplers.Count >= id) //Set samplers that get padded to pixel shader
                {
                    try
                    {
                        texture.FragShaderSampler = poly.material.shaderassign.samplers[texture.SamplerName];
                    }
                    catch
                    {
                        //This shouldn't happen but just incase
                    }
                }



                bool IsAlbedo = HackyTextureList.Any(TextureName.Contains);

                //This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly?
                if (IsAlbedo)
                {
                    if (AlbedoCount == 0)
                    {
                        poly.material.HasDiffuseMap = true;
                        AlbedoCount++;
                        texture.hash = 0;
                        texture.Type = MatTexture.TextureType.Diffuse;
                    }
                    if (AlbedoCount == 1)
                    {
                        //   poly.material.HasDiffuseLayer = true;
                        //    texture.hash = 19;
                        //   texture.Type = MatTexture.TextureType.DiffuseLayer2;
                    }
                }


                else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
                {
                    texture.hash = 1;
                    poly.material.HasNormalMap = true;
                    texture.Type = MatTexture.TextureType.Normal;
                }
                else if (TextureName.Contains("Emm"))
                {
                    texture.hash = 8;
                    poly.material.HasEmissionMap = true;
                    texture.Type = MatTexture.TextureType.Emission;
                }
                else if (TextureName.Contains("Spm"))
                {
                    texture.hash = 4;
                    poly.material.HasSpecularMap = true;
                    texture.Type = MatTexture.TextureType.Specular;
                }
                else if (TextureName.Contains("b00") || TextureName.Contains("Moc") || TextureName.Contains("AO"))
                {
                    //AO and shadow can use the same sampler. Shader options will determine which channels to use
                    texture.hash = 2;
                    poly.material.HasShadowMap = true;
                    texture.Type = MatTexture.TextureType.Shadow;
                }
                else if (TextureName.Contains("b01"))
                {
                    texture.hash = 3;
                    poly.material.HasLightMap = true;
                }
                else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
                {
                    texture.hash         = 21;
                    poly.material.HasMRA = true;
                    texture.Type         = MatTexture.TextureType.MRA;
                }
                else if (TextureName.Contains("mtl"))
                {
                    texture.hash = 16;
                    poly.material.HasMetalnessMap = true;
                    texture.Type = MatTexture.TextureType.Metalness;
                }
                else if (TextureName.Contains("rgh"))
                {
                    texture.Type = MatTexture.TextureType.Roughness;
                    texture.hash = 15;
                    poly.material.HasRoughnessMap = true;
                }
                else if (TextureName.Contains("Mlt"))
                {
                    texture.hash = 14;
                    poly.material.HasSphereMap = true;
                    texture.Type = MatTexture.TextureType.SphereMap;
                }
                else if (texture.SamplerName == "_a0" && AlbedoCount == 0) //Load the diffuse sampler if it cannot load
                {
                    poly.material.HasDiffuseMap = true;
                    AlbedoCount++;
                    texture.hash = 0;
                    texture.Type = MatTexture.TextureType.Diffuse;
                }

                //Now determine the types by sampler from fragment shader
                //a0 and a1 will not be defined this way however because KSA using only those in no particular order
                if (texture.FragShaderSampler == "_t0")
                {
                    poly.material.HasTransparencyMap = true;
                }
                if (texture.FragShaderSampler == "_e0")
                {
                    poly.material.HasEmissionMap = true;
                }
                if (texture.FragShaderSampler == "_e1")
                {
                    poly.material.HasEmissionMap = true;
                }
                if (texture.FragShaderSampler == "_b0")
                {
                    poly.material.HasShadowMap = true;
                }
                if (texture.FragShaderSampler == "_b1")
                {
                    poly.material.HasLightMap = true;
                }
                if (texture.FragShaderSampler == "_n0")
                {
                    poly.material.HasNormalMap = true;
                }
                if (texture.FragShaderSampler == "_s0")
                {
                    poly.material.HasSpecularMap = true;
                }

                poly.material.textures.Add(texture);
                id++;
            }
        }
示例#2
0
        private void ReadTextureRefs(Material mat, Mesh poly)
        {
            int AlbedoCount = 0;
            int id          = 0;

            string TextureName = "";

            foreach (TextureRef tex in mat.TextureRefs)
            {
                TextureName = mat.TextureRefs[id].Name;

                MatTexture texture = new MatTexture();

                bool IsAlbedo = HackyTextureList.Any(TextureName.Contains);

                //This works decently for now. I tried samplers but Kirby Star Allies doesn't map with samplers properly?
                if (IsAlbedo)
                {
                    if (AlbedoCount == 0)
                    {
                        try
                        {
                            poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                            AlbedoCount++;
                        }
                        catch
                        {
                            poly.texHashs.Add(0);
                        }
                        poly.TextureMapTypes.Add("Diffuse");
                    }
                }
                else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(1);
                    }
                    poly.material.HasNormalMap = true;
                    poly.TextureMapTypes.Add("Normal");
                }
                else if (TextureName.Contains("Emm"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(2);
                    }
                    poly.TextureMapTypes.Add("EmissionMap");
                }
                else if (TextureName.Contains("Spm"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(2);
                    }
                    poly.TextureMapTypes.Add("SpecularMap");
                }
                else if (TextureName.Contains("b00"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(2);
                    }
                    poly.TextureMapTypes.Add("Bake1");
                }
                else if (TextureName.Contains("b01") || TextureName.Contains("Moc"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(3);
                    }
                    poly.TextureMapTypes.Add("Bake2");
                }
                else if (TextureName.Contains("MRA")) //Metalness, Roughness, and Cavity Map in one
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(7);
                    }
                    poly.TextureMapTypes.Add("MRA");
                }
                else if (TextureName.Contains("mtl"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(8);
                    }
                    poly.TextureMapTypes.Add("Metalness");
                }
                else if (TextureName.Contains("rgh"))
                {
                    try
                    {
                        poly.texHashs.Add(BNTX.textured[TextureName].texture.display);
                    }
                    catch
                    {
                        poly.texHashs.Add(9);
                    }
                    poly.TextureMapTypes.Add("Roughness");
                }
                texture.Name = TextureName;
                id++;
            }
        }
示例#3
0
        public void Read(ResFile TargetWiiUBFRES)
        {
            Nodes.Add(TModels);
            Nodes.Add(TTextures);
            Nodes.Add(TShaderparam);
            Nodes.Add(TColoranim);
            Nodes.Add(TTextureSRT);
            Nodes.Add(TTexturePat);
            Nodes.Add(TBonevisabilty);
            Nodes.Add(TVisualAnim);
            Nodes.Add(TShapeAnim);
            Nodes.Add(TSceneAnim);
            Nodes.Add(TEmbedded);
            ImageKey         = "bfres";
            SelectedImageKey = "bfres";

            FSKACount = TargetWiiUBFRES.SkeletalAnims.Count;
            FTXPCount = TargetWiiUBFRES.TexPatternAnims.Count;
            FSHUCount = TargetWiiUBFRES.ColorAnims.Count + TargetWiiUBFRES.TexSrtAnims.Count + TargetWiiUBFRES.ShaderParamAnims.Count;

            AnimationCountTotal = FSKACount + FTXPCount + FSHUCount;

            FTEXContainer = new FTEXContainer();
            foreach (Texture tex in TargetWiiUBFRES.Textures.Values)
            {
                string TextureName = tex.Name;
                FTEX   texture     = new FTEX();
                texture.ReadFTEX(tex);

                TTextures.Nodes.Add(texture);

                FTEXContainer.FTEXtextures.Add(texture.Text, texture);
                Runtime.FTEXContainerList.Add(FTEXContainer);
            }

            int ModelCur = 0;

            //FMDLs -Models-
            foreach (Model mdl in TargetWiiUBFRES.Models.Values)
            {
                FMDL_Model model = new FMDL_Model(); //This will store VBN data and stuff
                model.Text = mdl.Name;

                TModels.Nodes.Add(model);

                model.Node_Array = new int[mdl.Skeleton.MatrixToBoneList.Count];
                int nodes = 0;
                foreach (ushort node in mdl.Skeleton.MatrixToBoneList)
                {
                    model.Node_Array[nodes] = node;
                    nodes++;
                }

                foreach (Syroot.NintenTools.Bfres.Bone bn in mdl.Skeleton.Bones.Values)
                {
                    Bone bone = new Bone(model.skeleton);
                    bone.Text        = bn.Name;
                    bone.boneId      = bn.BillboardIndex;
                    bone.parentIndex = bn.ParentIndex;
                    bone.scale       = new float[3];
                    bone.rotation    = new float[4];
                    bone.position    = new float[3];

                    if (bn.FlagsRotation == BoneFlagsRotation.Quaternion)
                    {
                        bone.boneRotationType = 1;
                    }
                    else
                    {
                        bone.boneRotationType = 0;
                    }

                    bone.scale[0]    = bn.Scale.X;
                    bone.scale[1]    = bn.Scale.Y;
                    bone.scale[2]    = bn.Scale.Z;
                    bone.rotation[0] = bn.Rotation.X;
                    bone.rotation[1] = bn.Rotation.Y;
                    bone.rotation[2] = bn.Rotation.Z;
                    bone.rotation[3] = bn.Rotation.W;
                    bone.position[0] = bn.Position.X;
                    bone.position[1] = bn.Position.Y;
                    bone.position[2] = bn.Position.Z;

                    model.skeleton.bones.Add(bone);
                }
                model.skeleton.reset();
                model.skeleton.update();

                //MeshTime!!
                int ShapeCur = 0;
                foreach (Shape shp in mdl.Shapes.Values)
                {
                    Mesh poly = new Mesh();
                    poly.Text            = shp.Name;
                    poly.MaterialIndex   = shp.MaterialIndex;
                    poly.VertexSkinCount = shp.VertexSkinCount;
                    poly.boneIndx        = shp.BoneIndex;
                    poly.fmdlIndx        = ModelCur;

                    foreach (int bn in shp.SkinBoneIndices)
                    {
                        if (!poly.BoneIndexList.ContainsKey(model.skeleton.bones[bn].Text))
                        {
                            poly.BoneIndexList.Add(model.skeleton.bones[bn].Text, bn);
                        }
                    }

                    TModels.Nodes[ModelCur].Nodes.Add(poly);

                    //Create a buffer instance which stores all the buffer data
                    VertexBufferHelper helper = new VertexBufferHelper(mdl.VertexBuffers[shp.VertexBufferIndex], TargetWiiUBFRES.ByteOrder);

                    //Set each array first from the lib if exist. Then add the data all in one loop
                    Syroot.Maths.Vector4F[] vec4Positions = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4Normals   = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv0       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv1       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4uv2       = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4c0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4t0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4b0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4w0        = new Syroot.Maths.Vector4F[0];
                    Syroot.Maths.Vector4F[] vec4i0        = new Syroot.Maths.Vector4F[0];


                    foreach (VertexAttrib att in mdl.VertexBuffers[shp.VertexBufferIndex].Attributes.Values)
                    {
                        Mesh.VertexAttribute attr = new Mesh.VertexAttribute();
                        attr.Name = att.Name;
                        // attr.Format = att.Format;

                        if (att.Name == "_p0")
                        {
                            vec4Positions = WiiUAttributeData(att, helper, "_p0");
                        }
                        if (att.Name == "_n0")
                        {
                            vec4Normals = WiiUAttributeData(att, helper, "_n0");
                        }
                        if (att.Name == "_u0")
                        {
                            vec4uv0 = WiiUAttributeData(att, helper, "_u0");
                        }
                        if (att.Name == "_u1")
                        {
                            vec4uv1 = WiiUAttributeData(att, helper, "_u1");
                        }
                        if (att.Name == "_u2")
                        {
                            vec4uv2 = WiiUAttributeData(att, helper, "_u2");
                        }
                        if (att.Name == "_c0")
                        {
                            vec4c0 = WiiUAttributeData(att, helper, "_c0");
                        }
                        if (att.Name == "_t0")
                        {
                            vec4t0 = WiiUAttributeData(att, helper, "_t0");
                        }
                        if (att.Name == "_b0")
                        {
                            vec4b0 = WiiUAttributeData(att, helper, "_b0");
                        }
                        if (att.Name == "_w0")
                        {
                            vec4w0 = WiiUAttributeData(att, helper, "_w0");
                        }
                        if (att.Name == "_i0")
                        {
                            vec4i0 = WiiUAttributeData(att, helper, "_i0");
                        }

                        poly.vertexAttributes.Add(attr);
                    }
                    for (int i = 0; i < vec4Positions.Length; i++)
                    {
                        Vertex v = new Vertex();
                        if (vec4Positions.Length > 0)
                        {
                            v.pos = new Vector3(vec4Positions[i].X, vec4Positions[i].Y, vec4Positions[i].Z);
                        }
                        if (vec4Normals.Length > 0)
                        {
                            v.nrm = new Vector3(vec4Normals[i].X, vec4Normals[i].Y, vec4Normals[i].Z);
                        }
                        if (vec4uv0.Length > 0)
                        {
                            v.uv0 = new Vector2(vec4uv0[i].X, vec4uv0[i].Y);
                        }
                        if (vec4uv1.Length > 0)
                        {
                            v.uv1 = new Vector2(vec4uv1[i].X, vec4uv1[i].Y);
                        }
                        if (vec4uv2.Length > 0)
                        {
                            v.uv2 = new Vector2(vec4uv2[i].X, vec4uv2[i].Y);
                        }
                        if (vec4w0.Length > 0)
                        {
                            v.boneWeights.Add(vec4w0[i].X);
                            v.boneWeights.Add(vec4w0[i].Y);
                            v.boneWeights.Add(vec4w0[i].Z);
                            v.boneWeights.Add(vec4w0[i].W);
                        }
                        if (vec4i0.Length > 0)
                        {
                            v.boneIds.Add((int)vec4i0[i].X);
                            v.boneIds.Add((int)vec4i0[i].Y);
                            v.boneIds.Add((int)vec4i0[i].Z);
                            v.boneIds.Add((int)vec4i0[i].W);
                        }
                        if (vec4t0.Length > 0)
                        {
                            v.tan = new Vector4(vec4t0[i].X, vec4t0[i].Y, vec4t0[i].Z, vec4t0[i].W);
                        }
                        if (vec4b0.Length > 0)
                        {
                            v.bitan = new Vector4(vec4b0[i].X, vec4b0[i].Y, vec4b0[i].Z, vec4b0[i].W);
                        }
                        if (vec4c0.Length > 0)
                        {
                            v.col = new Vector4(vec4c0[i].X, vec4c0[i].Y, vec4c0[i].Z, vec4c0[i].W);
                        }

                        if (poly.VertexSkinCount == 1)
                        {
                            Matrix4 sb = model.skeleton.bones[model.Node_Array[v.boneIds[0]]].transform;
                            //  Console.WriteLine(model.skeleton.bones[model.Node_Array[v.boneIds[0]]].Text);
                            v.pos = Vector3.TransformPosition(v.pos, sb);
                            v.nrm = Vector3.TransformNormal(v.nrm, sb);
                        }
                        if (poly.VertexSkinCount == 0)
                        {
                            Matrix4 NoBindFix = model.skeleton.bones[poly.boneIndx].transform;
                            v.pos = Vector3.TransformPosition(v.pos, NoBindFix);
                            v.nrm = Vector3.TransformNormal(v.nrm, NoBindFix);
                        }

                        poly.vertices.Add(v);
                    }

                    //shp.Meshes.Count - 1 //For going to the lowest poly LOD mesh


                    poly.BoundingCount = shp.SubMeshBoundings.Count;

                    int CurLOD = 0;
                    foreach (var lod in shp.Meshes)
                    {
                        Mesh.LOD_Mesh lodmsh = new Mesh.LOD_Mesh();
                        lodmsh.index = CurLOD++;

                        uint   FaceCount    = lod.IndexCount;
                        uint[] indicesArray = lod.GetIndices().ToArray();

                        for (int face = 0; face < FaceCount; face++)
                        {
                            lodmsh.faces.Add((int)indicesArray[face] + (int)lod.FirstVertex);
                        }

                        poly.lodMeshes.Add(lodmsh);
                    }

                    foreach (Bounding bnd in shp.SubMeshBoundings)
                    {
                        Mesh.BoundingBox box = new Mesh.BoundingBox();
                        box.Center = new Vector3(bnd.Center.X, bnd.Center.Y, bnd.Center.Z);
                        box.Extent = new Vector3(bnd.Extent.X, bnd.Extent.Y, bnd.Extent.Z);

                        poly.boundingBoxes.Add(box); //Each box is by LOD mesh. This will be in a seperate class later so only one will be added
                    }
                    foreach (float r in shp.RadiusArray)
                    {
                        poly.radius.Add(r);
                    }

                    // Read materials
                    Material mat = mdl.Materials[shp.MaterialIndex];

                    int SampIndex = 0;
                    foreach (var smp in mat.Samplers)
                    {
                        poly.material.Samplers.Add(smp.Key, SampIndex);
                        SampIndex++;
                    }

                    int AlbedoCount = 0;

                    string TextureName = "";

                    MaterialData.ShaderAssign shaderassign = new MaterialData.ShaderAssign();

                    if (mat.ShaderAssign != null) //Some special cases (env models) have none
                    {
                        shaderassign.ShaderModel   = mat.ShaderAssign.ShadingModelName;
                        shaderassign.ShaderArchive = mat.ShaderAssign.ShaderArchiveName;


                        int o = 0;
                        foreach (var op in mat.ShaderAssign.ShaderOptions)
                        {
                            shaderassign.options.Add(op.Key, mat.ShaderAssign.ShaderOptions[o]);
                            o++;
                        }

                        int sa = 0;
                        foreach (var smp in mat.ShaderAssign.SamplerAssigns)
                        {
                            shaderassign.samplers.Add(smp.Key, mat.ShaderAssign.SamplerAssigns[sa]);
                            sa++;
                        }

                        int va = 0;
                        foreach (var att in mat.ShaderAssign.AttribAssigns)
                        {
                            shaderassign.attributes.Add(att.Key, mat.ShaderAssign.AttribAssigns[va]);
                            va++;
                        }
                    }

                    poly.material.shaderassign = shaderassign;

                    int id = 0;
                    foreach (TextureRef tex in mdl.Materials[shp.MaterialIndex].TextureRefs)
                    {
                        TextureName = tex.Name;

                        MatTexture texture = new MatTexture();

                        texture.wrapModeS = (int)mdl.Materials[shp.MaterialIndex].Samplers[id].TexSampler.ClampX;
                        texture.wrapModeT = (int)mdl.Materials[shp.MaterialIndex].Samplers[id].TexSampler.ClampY;


                        bool IsAlbedo = HackyTextureList.Any(TextureName.Contains);

                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_a0")
                        {
                            poly.material.HasDiffuseMap = true;
                            texture.hash = 0;
                            texture.Type = MatTexture.TextureType.Diffuse;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_a1")
                        {
                            poly.material.HasDiffuseLayer = true;
                            texture.hash = 19;
                            texture.Type = MatTexture.TextureType.DiffuseLayer2;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_n0")
                        {
                            texture.hash = 1;
                            poly.material.HasNormalMap = true;
                            texture.Type = MatTexture.TextureType.Normal;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_s0")
                        {
                            texture.hash = 4;
                            poly.material.HasSpecularMap = true;
                            texture.Type = MatTexture.TextureType.Specular;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_b0")
                        {
                            texture.hash = 2;
                            poly.material.HasShadowMap = true;
                            texture.Type = MatTexture.TextureType.Shadow;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_b1")
                        {
                            texture.hash = 3;
                            poly.material.HasLightMap = true;
                            texture.Type = MatTexture.TextureType.Light;
                        }
                        if (mdl.Materials[shp.MaterialIndex].Samplers[id].Name == "_e0")
                        {
                            texture.hash = 8;
                            poly.material.HasEmissionMap = true;
                            texture.Type = MatTexture.TextureType.Emission;
                        }

                        texture.Name = TextureName;
                        poly.material.textures.Add(texture);
                        id++;
                    }

                    foreach (Sampler smp in mat.Samplers.Values)
                    {
                        SamplerInfo s = new SamplerInfo();
                        s.WrapModeU = (int)smp.TexSampler.ClampX;
                        s.WrapModeV = (int)smp.TexSampler.ClampY;
                        s.WrapModeW = (int)smp.TexSampler.ClampZ;
                        poly.material.samplerinfo.Add(s);
                    }

                    poly.material.Name = mdl.Materials[shp.MaterialIndex].Name;
                    if (mdl.Materials[shp.MaterialIndex].ShaderParamData != null) //Some special cases (env models) have none
                    {
                        using (Syroot.BinaryData.BinaryDataReader reader = new Syroot.BinaryData.BinaryDataReader(new MemoryStream(mdl.Materials[shp.MaterialIndex].ShaderParamData)))
                        {
                            reader.ByteOrder = Syroot.BinaryData.ByteOrder.BigEndian;
                            foreach (Syroot.NintenTools.Bfres.ShaderParam param in mdl.Materials[shp.MaterialIndex].ShaderParams.Values)
                            {
                                ShaderParam prm = new ShaderParam();

                                prm.Type = param.Type;
                                prm.Name = param.Name;

                                switch (param.Type)
                                {
                                case ShaderParamType.Float:
                                    reader.Seek(param.DataOffset, SeekOrigin.Begin);
                                    prm.Value_float = reader.ReadSingle();
                                    break;

                                case ShaderParamType.Float2:
                                    reader.Seek(param.DataOffset, SeekOrigin.Begin);
                                    prm.Value_float2 = new Vector2(
                                        reader.ReadSingle(),
                                        reader.ReadSingle());
                                    break;

                                case ShaderParamType.Float3:
                                    reader.Seek(param.DataOffset, SeekOrigin.Begin);
                                    prm.Value_float3 = new Vector3(
                                        reader.ReadSingle(),
                                        reader.ReadSingle(),
                                        reader.ReadSingle()); break;

                                case ShaderParamType.Float4:
                                    reader.Seek(param.DataOffset, SeekOrigin.Begin);
                                    prm.Value_float4 = new Vector4(
                                        reader.ReadSingle(),
                                        reader.ReadSingle(),
                                        reader.ReadSingle(),
                                        reader.ReadSingle()); break;

                                case ShaderParamType.TexSrt:
                                    reader.Seek(param.DataOffset, SeekOrigin.Begin);
                                    ShaderParam.TextureSRT texSRT = new ShaderParam.TextureSRT();
                                    texSRT.Mode      = reader.ReadSingle(); //Scale mode, Maya, max ect
                                    texSRT.scale     = new Vector2(reader.ReadSingle(), reader.ReadSingle());
                                    texSRT.rotate    = reader.ReadSingle();
                                    texSRT.translate = new Vector2(reader.ReadSingle(), reader.ReadSingle());

                                    prm.Value_TexSrt = texSRT; break;
                                }
                                poly.material.matparam.Add(param.Name, prm);
                            }
                            reader.Close();
                        }
                    }


                    model.poly.Add(poly);
                    ShapeCur++;
                }
                models.Add(model);
                ModelCur++;
            }
        }