diff options
author | Treeki <treeki@gmail.com> | 2011-02-18 03:28:31 +0100 |
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committer | Treeki <treeki@gmail.com> | 2011-02-18 03:28:31 +0100 |
commit | b0760b28807b31cc1403584265c07feb87ac4887 (patch) | |
tree | dc97346a0c0d0cdcdc066d77df3905a614a858e8 /NW4RTools/Models | |
parent | 7d7491feb41bc9724bf63bef545b996226406889 (diff) | |
download | nw4rtools-b0760b28807b31cc1403584265c07feb87ac4887.tar.gz nw4rtools-b0760b28807b31cc1403584265c07feb87ac4887.zip |
some collada work, and an unfinished OGL renderer using OpenTK. huge commit
Diffstat (limited to '')
-rw-r--r-- | NW4RTools/Models/OpenGL/GLDisplayList.cs | 31 | ||||
-rw-r--r-- | NW4RTools/Models/OpenGL/GLModel.cs | 235 | ||||
-rw-r--r-- | NW4RTools/Models/OpenGL/GLTexture.cs | 46 | ||||
-rw-r--r-- | NW4RTools/Models/TextureInfo.cs | 3 | ||||
-rw-r--r-- | NW4RTools/Models/VertexData.cs | 95 |
5 files changed, 404 insertions, 6 deletions
diff --git a/NW4RTools/Models/OpenGL/GLDisplayList.cs b/NW4RTools/Models/OpenGL/GLDisplayList.cs new file mode 100644 index 0000000..180e89e --- /dev/null +++ b/NW4RTools/Models/OpenGL/GLDisplayList.cs @@ -0,0 +1,31 @@ +using System; +using OpenTK; +using OpenTK.Graphics; +using OpenTK.Graphics.OpenGL; + +namespace NW4RTools.Models.OpenGL { + public class GLDisplayList : IDisposable { + public readonly int ListID; + + public GLDisplayList() { + ListID = GL.GenLists(1); + } + + void IDisposable.Dispose() { + GL.DeleteLists(ListID, 1); + } + + public void Begin() { + GL.NewList(ListID, ListMode.Compile); + } + + public void End() { + GL.EndList(); + } + + public void Execute() { + GL.CallList(ListID); + } + } +} + diff --git a/NW4RTools/Models/OpenGL/GLModel.cs b/NW4RTools/Models/OpenGL/GLModel.cs new file mode 100644 index 0000000..2e5779e --- /dev/null +++ b/NW4RTools/Models/OpenGL/GLModel.cs @@ -0,0 +1,235 @@ +using System; +using System.Collections.Generic; +using NW4RTools; +using NW4RTools.Models; +using OpenTK; +using OpenTK.Graphics; +using OpenTK.Graphics.OpenGL; + +namespace NW4RTools.Models.OpenGL { + public class GLModel { + public ResFile SourceFile { + get; private set; + } + + public Model SourceModel { + get; private set; + } + + public GLModel(ResFile rf, string modelName) { + SourceFile = rf; + SourceModel = rf.GetGroup<Model>("3DModels(NW4R)")[modelName]; + + // cache some stuff + m_textureGroup = rf.GetGroup<Texture>("Textures(NW4R)"); + } + + + + + private ResDict<Texture> m_textureGroup; + private Dictionary<string, GLTexture> m_glTextures; + private Dictionary<Material, GLDisplayList> m_glMaterials; + private Dictionary<Shape, GLDisplayList> m_glShapes; + + public void Prepare(IGraphicsContext context) { + // convert every texture + m_glTextures = new Dictionary<string, GLTexture>(); + + foreach (var material in SourceModel.Materials) { + foreach (var texInfo in material.Value.TextureInfos) { + if (!m_glTextures.ContainsKey(texInfo.TextureName)) { + var newTex = new GLTexture(); + newTex.Load(m_textureGroup[texInfo.TextureName]); + m_glTextures.Add(texInfo.TextureName, newTex); + } + } + } + + // convert every material + m_glMaterials = new Dictionary<Material, GLDisplayList>(); + + foreach (var material in SourceModel.Materials.Values) { + m_glMaterials.Add(material, MakeMaterialDisplayList(material)); + } + + // convert every shape + m_glShapes = new Dictionary<Shape, GLDisplayList>(); + + foreach (var shape in SourceModel.Shapes.Values) { + m_glShapes.Add(shape, MakeShapeDisplayList(shape)); + } + } + + + + private static readonly TextureUnit[] TextureUnits = new TextureUnit[] { + TextureUnit.Texture0, TextureUnit.Texture1, TextureUnit.Texture2, TextureUnit.Texture3, + TextureUnit.Texture4, TextureUnit.Texture5, TextureUnit.Texture6, TextureUnit.Texture7, + TextureUnit.Texture8, TextureUnit.Texture9, TextureUnit.Texture10, TextureUnit.Texture11, + TextureUnit.Texture12, TextureUnit.Texture13, TextureUnit.Texture14, TextureUnit.Texture15 + }; + + private Material m_currentMaterial; + + private void ClearCache() { + m_currentMaterial = null; + } + + private void LoadMaterial(Material m) { + if (m == m_currentMaterial) + return; + + m_currentMaterial = m; + m_glMaterials[m].Execute(); + } + + private void DrawShape(ByteCode.DrawShapeInstruction insn) { + LoadMaterial(SourceModel.Materials[insn.MaterialID]); + + var shape = SourceModel.Shapes[insn.ShapeID]; + m_glShapes[shape].Execute(); + } + + public void Render(IGraphicsContext context) { + // This'll be fun. + + ClearCache(); + + foreach (var insn in SourceModel.Bytecode["DrawOpa"].Instructions) { + if (insn is ByteCode.DrawShapeInstruction) { + DrawShape(insn as ByteCode.DrawShapeInstruction); + } + } + + if (SourceModel.Bytecode.ContainsKey("DrawXlu")) { + foreach (var insn in SourceModel.Bytecode["DrawXlu"].Instructions) { + if (insn is ByteCode.DrawShapeInstruction) { + DrawShape(insn as ByteCode.DrawShapeInstruction); + } + } + } + } + + + + #region Display Lists + private GLDisplayList MakeMaterialDisplayList(Material m) { + var displayList = new GLDisplayList(); + displayList.Begin(); + + if (m.TextureInfos.Count > 0) { + GL.Enable(EnableCap.Texture2D); + + TextureInfo[] texInfoArray = new TextureInfo[8]; + + foreach (var texInfo in m.TextureInfos) { + texInfoArray[texInfo.TexMapID] = texInfo; + } + + for (int i = 0; i < 8; i++) { + GL.ActiveTexture(TextureUnits[i]); + GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Decal); + + if (texInfoArray[i] == null) { + GL.BindTexture(TextureTarget.Texture2D, 0); + } else { + m_glTextures[texInfoArray[i].TextureName].Bind(TextureTarget.Texture2D); + } + } + + } else { + GL.Disable(EnableCap.Texture2D); + } + + displayList.End(); + return displayList; + } + + private GLDisplayList MakeShapeDisplayList(Shape shape) { + var displayList = new GLDisplayList(); + displayList.Begin(); + + var firstDL = new InputStream(shape.DisplayList1); + firstDL.Seek(0x0C); + UInt32 vtxDesc1 = firstDL.ReadUInt32(); + firstDL.Seek(0x12); + UInt32 vtxDesc2 = firstDL.ReadUInt32(); + firstDL.Seek(0x22); + UInt32 vtxAttr1 = firstDL.ReadUInt32(); + firstDL.Seek(0x28); + UInt32 vtxAttr2 = firstDL.ReadUInt32(); + firstDL.Seek(0x2E); + UInt32 vtxAttr3 = firstDL.ReadUInt32(); + + var vs = new VertexSettings(); + vs.SetDesc(vtxDesc1, vtxDesc2); + vs.SetAttrFmt(vtxAttr1, vtxAttr2, vtxAttr3); + + + InputStream dl = new InputStream(shape.DisplayList2); + + while (true) { + if (dl.AtEnd) + break; + + byte cmd = dl.ReadByte(); + if (cmd == 0) + break; + + PrimitiveType prim = (PrimitiveType)((cmd >> 3) & 7); + int vtxCount = dl.ReadUInt16(); + + // first, parse it into a list of vertices + GXIndexedVertex[] vtxs = new GXIndexedVertex[vtxCount]; + for (int i = 0; i < vtxCount; i++) { + vtxs[i].LoadFrom(dl, vs); + } + + switch (prim) { + case PrimitiveType.Quads: + GL.Begin(BeginMode.Quads); + break; + case PrimitiveType.Triangles: + GL.Begin(BeginMode.Triangles); + break; + case PrimitiveType.TriangleStrip: + GL.Begin(BeginMode.TriangleStrip); + break; + case PrimitiveType.TriangleFan: + GL.Begin(BeginMode.TriangleFan); + break; + case PrimitiveType.Lines: + GL.Begin(BeginMode.Lines); + break; + case PrimitiveType.LineStrip: + GL.Begin(BeginMode.LineStrip); + break; + case PrimitiveType.Points: + GL.Begin(BeginMode.Points); + break; + default: + Console.WriteLine("UNIMPLEMENTED PRIMITIVE TYPE {0}", prim); + throw new NotImplementedException(); + } + + for (int i = 0; i < vtxCount; i++) { + for (int j = 0; j < 8; j++) { + if (vs.TexCoordDesc[j] != VertexSettings.DescType.None) + GL.MultiTexCoord2(TextureUnits[j], shape.TexCoordData[j].Data[vtxs[i].TexCoords[j]]); + } + + GL.Vertex3(shape.PosData.Data[vtxs[i].Position]); + } + + GL.End(); + } + + displayList.End(); + return displayList; + } + + #endregion + } +} + diff --git a/NW4RTools/Models/OpenGL/GLTexture.cs b/NW4RTools/Models/OpenGL/GLTexture.cs new file mode 100644 index 0000000..c4cdee6 --- /dev/null +++ b/NW4RTools/Models/OpenGL/GLTexture.cs @@ -0,0 +1,46 @@ +using System; +using NW4RTools; +using NW4RTools.Models; +using OpenTK; +using OpenTK.Graphics; +using OpenTK.Graphics.OpenGL; + +namespace NW4RTools.Models.OpenGL { + public class GLTexture : IDisposable { + public readonly int TextureID; + + public GLTexture() { + TextureID = GL.GenTexture(); + } + + void IDisposable.Dispose() { + GL.DeleteTexture(TextureID); + } + + public void Load(Texture tex) { + Bind(TextureTarget.Texture2D); + + // todo: check if this is configurable + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMagFilter.Linear); + + //byte[] pixelData = new byte[tex.BaseImage.Width * tex.BaseImage.Height * 4]; + + var lb = tex.BaseImage.LockBits( + new System.Drawing.Rectangle(0, 0, tex.BaseImage.Width, tex.BaseImage.Height), + System.Drawing.Imaging.ImageLockMode.ReadOnly, + System.Drawing.Imaging.PixelFormat.Format32bppArgb); + + GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Four, + tex.BaseImage.Width, tex.BaseImage.Height, 0, + PixelFormat.Bgra, PixelType.UnsignedByte, lb.Scan0); + + tex.BaseImage.UnlockBits(lb); + } + + public void Bind(TextureTarget target) { + GL.BindTexture(target, TextureID); + } + } +} + diff --git a/NW4RTools/Models/TextureInfo.cs b/NW4RTools/Models/TextureInfo.cs index c8bc9a4..57a7169 100644 --- a/NW4RTools/Models/TextureInfo.cs +++ b/NW4RTools/Models/TextureInfo.cs @@ -3,7 +3,8 @@ using System; namespace NW4RTools.Models { public class TextureInfo { public string TextureName, PaletteName; - public UInt32 TexMapID, TlutID, WrapS, WrapT, MinFilt, MagFilt; + public UInt32 TexMapID, TlutID, MinFilt, MagFilt; + public TextureWrapType WrapS, WrapT; public float LODBias; public UInt32 MaxAniso; public bool BiasClamp, DoEdgeLOD; diff --git a/NW4RTools/Models/VertexData.cs b/NW4RTools/Models/VertexData.cs index 5b1a50a..187b9aa 100644 --- a/NW4RTools/Models/VertexData.cs +++ b/NW4RTools/Models/VertexData.cs @@ -10,23 +10,24 @@ namespace NW4RTools.Models { public UInt16 EntryCount; // Todo, decode data when reading - public byte[] Data; + public byte[] RawData; + public float[][] Data; public VertexDataBase() { } - public float[] GetEntry(int index) { + public virtual float[] GetEntry(int index) { float[] ret = new float[GetRealCount()]; float scale = 1.0f / (1 << Fraction); - //Console.WriteLine("Getting index {0}, count {1} size {2} length {3} offset {4}", index, EntryCount, EntrySize, Data.Length, index * EntrySize); - InputStream ins = new InputStream(Data); + InputStream ins = new InputStream(RawData); ins.Seek(index * EntrySize); for (int i = 0; i < ret.Length; i++) { switch (ComponentType) { case VertexSettings.CompType.UInt8: + ret[i] = (float)ins.ReadByte() * scale; break; case VertexSettings.CompType.Int8: ret[i] = (float)ins.ReadSByte() * scale; @@ -36,7 +37,6 @@ namespace NW4RTools.Models { break; case VertexSettings.CompType.Int16: ret[i] = (float)ins.ReadInt16() * scale; - //Console.WriteLine("Output into {0}: {3:X} {1} with scale {2}", i, ret[i], scale, v); break; case VertexSettings.CompType.Float32: ret[i] = ins.ReadFloat(); @@ -49,6 +49,18 @@ namespace NW4RTools.Models { return ret; } + public void Parse() { + if (Data != null) + return; + + Data = new float[EntryCount][]; + + for (int i = 0; i < EntryCount; i++) { + Data[i] = GetEntry(i); + } + } + + public abstract int GetRealCount(); } @@ -101,6 +113,79 @@ namespace NW4RTools.Models { return -1; } } + + public override float[] GetEntry(int index) { + float[] ret = new float[GetRealCount()]; + + InputStream ins = new InputStream(RawData); + ins.Seek(index * EntrySize); + + byte r, g, b, a; + + // todo: better solution instead of this cast + switch ((VertexSettings.CompClrType)ComponentType) { + case VertexSettings.CompClrType.RGB565: + ushort v565 = ins.ReadUInt16(); + r = (byte)((v565 & 0xF800) >> 8); + g = (byte)((v565 & 0x07E0) >> 3); + b = (byte)((v565 & 0x001F) << 3); + a = 255; + break; + + case VertexSettings.CompClrType.RGB8: + r = ins.ReadByte(); + g = ins.ReadByte(); + b = ins.ReadByte(); + a = 255; + break; + + case VertexSettings.CompClrType.RGBX8: + r = ins.ReadByte(); + g = ins.ReadByte(); + b = ins.ReadByte(); + a = 255; + ins.Skip(1); + break; + + case VertexSettings.CompClrType.RGBA4: + ushort vA4 = ins.ReadUInt16(); + r = (byte)((vA4 & 0xF000) >> 8); + g = (byte)((vA4 & 0x0F00) >> 4); + b = (byte)(vA4 & 0x00F0); + a = (byte)((vA4 & 0x000F) << 4); + break; + + case VertexSettings.CompClrType.RGBA6: + byte v1 = ins.ReadByte(); + byte v2 = ins.ReadByte(); + byte v3 = ins.ReadByte(); + r = (byte)(v1 & 0xF8); + g = (byte)(((v1 & 7) << 6) | ((v2 & 0xF0) >> 2)); + b = (byte)(((v2 & 0xF) << 4) | ((v3 & 0xC) >> 4)); + a = (byte)((v3 & 0x3F) << 2); + break; + + case VertexSettings.CompClrType.RGBA8: + r = ins.ReadByte(); + g = ins.ReadByte(); + b = ins.ReadByte(); + a = ins.ReadByte(); + break; + + default: + throw new NotImplementedException(String.Format("unimplemented type {0}", (int)ComponentType)); + } + + // this is the easiest way I can think of to handle this atm + // just use floats for EVERYTHING + ret[0] = r * (1.0f / 256); + ret[1] = g * (1.0f / 256); + ret[2] = b * (1.0f / 256); + if (ret.Length > 3) + ret[3] = a * (1.0f / 256); + + return ret; + } } |