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authorTreeki <treeki@gmail.com>2011-03-05 05:25:14 +0100
committerTreeki <treeki@gmail.com>2011-03-05 05:25:14 +0100
commite962fd89af865d6e01522e9752f5fbd855ce128a (patch)
tree0fb19e74a2d87b2ece48152fee2b2f4ed963828c /NW4RTools/ObjImporter.cs
parenta5b6dc1789f2e06a26fe6a0510aee04aeccdc70b (diff)
downloadnw4rtools-e962fd89af865d6e01522e9752f5fbd855ce128a.tar.gz
nw4rtools-e962fd89af865d6e01522e9752f5fbd855ce128a.zip
partially working obj importer. still untested in-game
Diffstat (limited to 'NW4RTools/ObjImporter.cs')
-rwxr-xr-xNW4RTools/ObjImporter.cs759
1 files changed, 759 insertions, 0 deletions
diff --git a/NW4RTools/ObjImporter.cs b/NW4RTools/ObjImporter.cs
new file mode 100755
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+++ b/NW4RTools/ObjImporter.cs
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+using System;
+using System.IO;
+using System.Collections;
+using System.Collections.Generic;
+using NW4RTools.Models;
+
+namespace NW4RTools {
+ public class ObjImporter {
+ public static void ImportModel(string basePath, TextReader tr, ResFile file, string modelName) {
+ new ObjImporter(basePath, file, tr).ImportModel(modelName);
+ }
+
+
+
+ string BasePath;
+ ResFile CurrentFile;
+ Models.Model CurrentModel;
+ TextReader Input;
+
+ List<float[]> Positions;
+ List<float[]> Normals;
+ List<float[]> TexCoords;
+
+ Vec3 CurrentMinimum;
+ Vec3 CurrentMaximum;
+
+ private ObjImporter(string basePath, ResFile file, TextReader tr) {
+ BasePath = basePath;
+ CurrentFile = file;
+ Input = tr;
+ }
+
+ public void ImportModel(string modelName) {
+ var modelGroup = CurrentFile.CreateModelGroup();
+ var texGroup = CurrentFile.CreateTextureGroup();
+
+ // OK, so here's what I'm going to do:
+ // I'll read the file into an internal array and process commands as they come.
+
+ // Vertex position/normal/texcoord (v, vn, vt):
+ // -- These will be added into a list.
+
+ // Faces (f):
+ // -- These will be added into a list for the appropriate group.
+
+ // Set group (g):
+ // -- A shape will be created for this group. It will be added to DrawOpa.
+ // -- TODO: Add DrawXlu handling.
+
+ // Load material library (mtllib):
+ // -- The specified file will be loaded.
+ // -- All materials in it (and their associated textures) will be added to the model.
+
+ // Set current material (usemtl):
+ // -- A different material will be assigned for the current shape.
+
+ CurrentModel = new Model();
+ modelGroup.Add(modelName, CurrentModel);
+
+ // Before we start reading the OBJ file, prepare the model
+ CurrentModel.ScaleMode = Model.ScaleModeType.Standard;
+ CurrentModel.TexMatrixMode = Model.TexMatrixModeType.Maya;
+ CurrentModel.UsesNrmMtxArray = true;
+ // why?
+
+ // Todo: vertex count, triangle count
+ // Minimum, Maximum will be calc'd later
+ CurrentMinimum = new Vec3(0, 0, 0);
+ CurrentMaximum = new Vec3(0, 0, 0);
+
+ // Create one node
+ // Default settings from test_lift.brres
+ var newNode = new Node();
+ newNode.Flags = 0x31F;
+ newNode.Scale = new Vec3(1, 1, 1);
+ newNode.BoxMin = new Vec3(-16.0f, -16.0f, 0.0f);
+ newNode.BoxMax = new Vec3(16.0f, 16.0f, 0.0f);
+
+ newNode.NodeMatrix.v00 = 1;
+ newNode.NodeMatrix.v01 = 0;
+ newNode.NodeMatrix.v02 = 0;
+ newNode.NodeMatrix.v03 = 0;
+ newNode.NodeMatrix.v10 = 0;
+ newNode.NodeMatrix.v11 = 1;
+ newNode.NodeMatrix.v12 = 0;
+ newNode.NodeMatrix.v13 = 0;
+ newNode.NodeMatrix.v20 = 0;
+ newNode.NodeMatrix.v21 = 0;
+ newNode.NodeMatrix.v22 = 1;
+ newNode.NodeMatrix.v23 = 0;
+
+ newNode.NodeInvMatrix.v00 = 1;
+ newNode.NodeInvMatrix.v01 = -0;
+ newNode.NodeInvMatrix.v02 = 0;
+ newNode.NodeInvMatrix.v03 = 0;
+ newNode.NodeInvMatrix.v10 = -0;
+ newNode.NodeInvMatrix.v11 = 1;
+ newNode.NodeInvMatrix.v12 = -0;
+ newNode.NodeInvMatrix.v13 = 0;
+ newNode.NodeInvMatrix.v20 = 0;
+ newNode.NodeInvMatrix.v21 = -0;
+ newNode.NodeInvMatrix.v22 = 1;
+ newNode.NodeInvMatrix.v23 = 0;
+
+ CurrentModel.Nodes.Add("RootNode", newNode);
+
+ // Map it correctly
+ CurrentModel.MatrixIDtoNodeID = new int[1];
+ CurrentModel.MatrixIDtoNodeID[0] = 0;
+
+ // Now put together the NodeTree
+ var nodeTreeInsn = new ByteCode.AssignNodeToParentMtxInstruction();
+ nodeTreeInsn.NodeID = 0;
+ nodeTreeInsn.ParentMatrixID = 0;
+
+ var nodeTreeEndInsn = new ByteCode.DoneInstruction();
+
+ var nodeTree = new ByteCode();
+ nodeTree.Instructions.Add(nodeTreeInsn);
+ nodeTree.Instructions.Add(nodeTreeEndInsn);
+
+ CurrentModel.Bytecode.Add("NodeTree", nodeTree);
+
+ // Also, DrawOpa
+ var drawOpa = new ByteCode();
+ CurrentModel.Bytecode.Add("DrawOpa", drawOpa);
+
+ // Initial setup is done, let's go!
+ Positions = new List<float[]>();
+ Normals = new List<float[]>();
+ TexCoords = new List<float[]>();
+
+ string line;
+
+ while ((line = Input.ReadLine()) != null) {
+ line = line.Trim();
+
+ if (line.Length == 0 || line[0] == '#')
+ continue;
+
+ var parsed = line.Split(' ');
+
+ switch (parsed[0]) {
+ case "mtllib":
+ LoadMaterialLibrary(string.Join(" ", parsed, 1, parsed.Length - 1));
+ break;
+ case "v":
+ Positions.Add(ParseFloatArray(parsed, 1));
+ break;
+ case "vn":
+ Normals.Add(ParseFloatArray(parsed, 1));
+ break;
+ case "vt":
+ TexCoords.Add(ParseFloatArray(parsed, 1));
+ break;
+ case "f":
+ AddFace(parsed);
+ break;
+ case "g":
+ Console.WriteLine("Beginning shape {0}", parsed[1]);
+ BeginShape(parsed[1]);
+ break;
+ case "usemtl":
+ Console.WriteLine("Setting material {0}", parsed[1]);
+ SetMaterial(CurrentModel.Materials[parsed[1]]);
+ break;
+ default:
+ Console.WriteLine("Unhandled OBJ command: {0}", parsed[0]);
+ break;
+ }
+ }
+
+ EndShape();
+
+ // Parsing is finished. Let's finish up DrawOpa
+ drawOpa.Instructions.Add(new ByteCode.DoneInstruction());
+ }
+
+
+ private float[] ParseFloatArray(string[] src, int index) {
+ var output = new float[src.Length - index];
+
+ for (int i = index; i < src.Length; i++) {
+ output[i - index] = float.Parse(src[i]);
+ }
+
+ return output;
+ }
+
+
+ #region Materials
+ private void LoadMaterialLibrary(string libPath) {
+ string realPath = Path.Combine(BasePath, libPath);
+ Console.WriteLine("Loading material library from {0}", realPath);
+
+ var reader = File.OpenText(realPath);
+ string line;
+ Material currentMaterial = null;
+
+ while ((line = reader.ReadLine()) != null) {
+ line = line.Trim();
+
+ if (line.Length == 0 || line[0] == '#')
+ continue;
+
+ var parsed = line.Split(' ');
+
+ switch (parsed[0]) {
+ case "newmtl":
+ // Create a new material and initialise everything
+ // Default settings taken from Test_Lift material
+ currentMaterial = new Material();
+
+ currentMaterial.TexCoordGenCount = 1;
+ currentMaterial.ChanCount = 1;
+ currentMaterial.TevStageCount = 2;
+ currentMaterial.IndStageCount = 0;
+
+// This might need changing
+ currentMaterial.CullMode = 2;
+
+ currentMaterial.SRTSettings[0] = new SRTSettingInfo();
+
+ currentMaterial.ChanCtrls[0] = new ChanCtrl();
+ currentMaterial.ChanCtrls[0].Flags = 0x3F;
+ currentMaterial.ChanCtrls[0].MatColor.Rgba = 0xFFFFFFFF;
+ currentMaterial.ChanCtrls[0].AmbColor.Rgba = 0xFFFFFFFF;
+ currentMaterial.ChanCtrls[0].FlagC = 0x702;
+ currentMaterial.ChanCtrls[0].FlagA = 0x700;
+
+ currentMaterial.ChanCtrls[1] = new ChanCtrl();
+ currentMaterial.ChanCtrls[1].Flags = 0xF;
+ currentMaterial.ChanCtrls[1].MatColor.Rgba = 0x000000FF;
+ currentMaterial.ChanCtrls[1].AmbColor.Rgba = 0x00000000;
+ currentMaterial.ChanCtrls[1].FlagC = 0;
+ currentMaterial.ChanCtrls[1].FlagA = 0;
+
+// Default display lists, taken from test_lift
+ // The current version of MonoDevelop likes to make an awful mess
+ // of the indentation. There's nothing I can do about it. :/
+ currentMaterial.PixDL = new byte[] {
+ 0x61, 0xF3, 0x1E, 0xFF, 0x80,
+ 0x61, 0x40, 0x00, 0x00, 0x17,
+ 0x61, 0xFE, 0x00, 0xFF, 0xE3,
+ 0x61, 0x41, 0x00, 0x34, 0xA0,
+ 0x61, 0x42, 0x00, 0x00, 0x00,
+/* Padding */
+ 0, 0, 0, 0, 0,
+ 0, 0
+ };
+
+ currentMaterial.TevColorDL = new byte[] {
+ 0x61, 0xE2, 0x00, 0x00, 0xFF,
+ 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
+ 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
+ 0x61, 0xE3, 0x0F, 0xF0, 0xFF,
+ 0x61, 0xE4, 0x00, 0x00, 0x00,
+ 0x61, 0xE5, 0x00, 0x00, 0x00,
+ 0x61, 0xE5, 0x00, 0x00, 0x00,
+ 0x61, 0xE5, 0x00, 0x00, 0x00,
+ 0x61, 0xE6, 0x00, 0x00, 0x00,
+ 0x61, 0xE7, 0x00, 0x00, 0x00,
+ 0x61, 0xE7, 0x00, 0x00, 0x00,
+ 0x61, 0xE7, 0x00, 0x00, 0x00,
+ /* Padding */
+ 0, 0, 0, 0,
+ 0x61, 0xE0, 0x80, 0x00, 0x00,
+ 0x61,
+ 0xE1, 0x80, 0x00, 0x00,
+ 0x61, 0xE2, 0x80, 0x00, 0x00,
+ 0x61,
+ 0xE3, 0x80, 0x00, 0x00,
+ 0x61, 0xE4, 0x80, 0x00, 0x00,
+ 0x61,
+ 0xE5, 0x80, 0x00, 0x00,
+ 0x61, 0xE6, 0x80, 0x00, 0x00,
+ 0x61,
+ 0xE7, 0x80, 0x00, 0x00,
+/* More padding */
+ 0, 0, 0, 0, 0, 0,
+ 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0
+ };
+
+ currentMaterial.IndMtxAndScaleDL = new byte[] {
+ 0x61, 0x25, 0x00, 0x00, 0x00,
+ 0x61, 0x26, 0x00, 0x00, 0x00,
+ /* Padding */
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0,
+ 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0,
+ 0, 0, 0, 0
+ };
+
+ currentMaterial.TexCoordGenDL = new byte[] {
+ 0x10, 0x00, 0x00, 0x10, 0x40, 0x00, 0x00, 0x52,
+ 0x80, 0x10,
+ 0x00, 0x00, 0x10, 0x50, 0x00, 0x00,
+/* Padding? */
+ 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0,
+0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0,
+0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0,
+0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0,
+0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+};
+
+CurrentModel.Materials.Add(parsed[1], currentMaterial);
+
+
+Shader thisShader = CreateShader();
+ CurrentModel.Shaders.Add(parsed[1], thisShader);
+ currentMaterial.ShaderRef = thisShader;
+
+ break;
+
+ case "map_Kd":
+ var rawTexName = string.Join(" ", parsed, 1, parsed.Length - 1);
+// TODO: fix this to use the mtllib path
+ var texPath = Path.Combine(BasePath, rawTexName);
+ var texName = Path.GetFileNameWithoutExtension(texPath);
+
+ if (!CurrentFile.GetTextureGroup().ContainsKey(texName))
+ AddTexture(texName, texPath);
+
+ var texInfo = new TextureInfo();
+ texInfo.TextureName = texName;
+
+ texInfo.WrapS = TextureWrapType.REPEAT;
+ texInfo.WrapT = TextureWrapType.REPEAT;
+
+ texInfo.MinFilt = 1;
+ texInfo.MagFilt = 1;
+
+ currentMaterial.TextureInfos.Add(texInfo);
+
+ break;
+
+
+ }
+ }
+ }
+
+
+ private void AddTexture(string texName, string texPath) {
+ var newTexture = new Texture();
+
+ newTexture.Images = new System.Drawing.Bitmap[1];
+ newTexture.Images[0] = new System.Drawing.Bitmap(texPath);
+
+ newTexture.Format = TextureFormat.RGB5A3;
+
+ CurrentFile.GetTextureGroup().Add(texName, newTexture);
+
+ // TODO: Texture/Material pairing lookups
+ }
+
+
+ private Shader CreateShader() {
+ var shader = new Shader();
+
+ shader.TevStageCount = 2;
+ shader.Unk1 = 0x00FFFFFF;
+ shader.Unk2 = 0xFFFFFFFF;
+ shader.DisplayList = new byte[] {
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xF6, 0x00, 0x00, 0x04,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xF7, 0x00, 0x00, 0x0E,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xF8, 0x00, 0x00, 0x00,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xF9, 0x00, 0x00, 0x0C,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xFA, 0x00, 0x00, 0x05,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xFB, 0x00, 0x00, 0x0D,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xFC, 0x00, 0x00, 0x0A,
+ 0x61, 0xFE, 0x00, 0x00, 0x0F,
+ 0x61, 0xFD, 0x00, 0x00, 0x0E,
+ 0x61, 0x27, 0xFF, 0xFF, 0xFF,
+ 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0x61, 0xFE, 0xFF, 0xFF,
+ 0xF0,
+ 0x61, 0xF6, 0xE3, 0x38, 0xC0,
+ 0x61, 0x28, 0x03, 0xF0,
+ 0x40,
+ 0x61, 0xC0, 0x08, 0xF8, 0xAF,
+ 0x61, 0xC2, 0x08, 0xF2,
+ 0x0F,
+ 0x61, 0xC1, 0x08, 0xF2, 0xF0,
+ 0x61, 0xC3, 0x08, 0x1F,
+ 0xF0,
+0x61, 0x10, 0x00, 0x00, 0x00,
+0x61, 0x11, 0x00, 0x00,
+ 0x00
+};
+
+ Array.Resize<byte>(ref shader.DisplayList, 0x1E0);
+
+ return shader;
+ }
+ #endregion
+
+
+
+ #region Shapes
+ Shape CurrentShape;
+ Material CurrentShapeMaterial;
+
+ List<ushort[]> Quads;
+ List<ushort[]> Triangles;
+
+ BitArray UsedVertices;
+ BitArray UsedNormals;
+ BitArray UsedTexCoords;
+
+ private void BeginShape(string name) {
+ if (CurrentShape != null)
+ EndShape();
+
+ CurrentShape = new Shape();
+ CurrentShape.Unk = new byte[] { 0, 0, 0x14, 0, 0, 0, 0, 0x02, 0,
+ 0, 0, 0x14 };
+ CurrentShape.DataFlags = 0x2600;
+ CurrentShape.ExtraData = new ushort[0];
+
+ CurrentModel.Shapes.Add(name, CurrentShape);
+
+ Quads = new List<ushort[]>();
+ Triangles = new List<ushort[]>();
+
+ UsedVertices = new BitArray(Positions.Count);
+ UsedTexCoords = new BitArray(TexCoords.Count);
+ UsedNormals = new BitArray(Normals.Count);
+ }
+
+
+ private void SetMaterial(Material mat) {
+ CurrentShapeMaterial = mat;
+ }
+
+
+ private void AddFace(string[] cmd) {
+ int vtxCount = cmd.Length - 1;
+ if (vtxCount != 3 && vtxCount != 4) {
+ throw new NotSupportedException(string.Format("cannot deal with a {0} vertices primitive", vtxCount));
+ }
+
+ var output = new ushort[vtxCount * 3];
+
+ for (int i = 0; i < vtxCount; i++) {
+ var s = cmd[i + 1];
+
+ int pos1 = s.IndexOf('/');
+ int pos2 = s.IndexOf('/', pos1 + 1);
+
+ int vnum = int.Parse(s.Substring(0, pos1)) - 1;
+ int tcnum = int.Parse(s.Substring(pos1 + 1, pos2 - pos1 - 1)) - 1;
+ int nnum = int.Parse(s.Substring(pos2 + 1)) - 1;
+
+ UsedVertices[vnum] = true;
+ UsedTexCoords[tcnum] = true;
+ UsedNormals[nnum] = true;
+
+ output[i * 3] = (ushort)vnum;
+ output[i * 3 + 1] = (ushort)nnum;
+ output[i * 3 + 2] = (ushort)tcnum;
+ }
+
+ if (vtxCount == 3)
+ Triangles.Add(output);
+ else
+ Quads.Add(output);
+ }
+
+
+ private void EndShape() {
+ // Let's assemble the display lists.
+
+ // ** Reverse Engineering DL 1 **
+ // 0x0A : CP command: Vertex Descriptor part 1
+ // 0x10 : CP command: Vertex Descriptor part 2
+ // 0x16 : XF command: Address 0x1008 ["XFMEM_VTXSPECS"], Transfer: 0
+ // 0x1F : Padding: NOP
+ // 0x20 : CP command: Vertex Attribute Format part 1
+ // 0x26 : CP command: Vertex Attribute Format part 2
+ // 0x2C : CP command: Vertex Attribute Format part 3
+ // 0x32 : Dynamic CP command: Position Array Pointer
+ // 0x38 : Dynamic CP command: Position Array Stride
+ // 0x3E : Dynamic CP command: Normal Array Pointer
+ // 0x44 : Dynamic CP command: Normal Array Pointer
+ // 0x4A : Dynamic CP command: Colour 0 Array Pointer
+ // 0x50 : Dynamic CP command: Colour 0 Array Stride
+ // 0x56 : Dynamic CP command: Colour 1 Array Pointer
+ // 0x5C : Dynamic CP command: Colour 1 Array Stride
+ // 0x62 : Dynamic CP command: TexCoord 0 Array Pointer
+ // 0x68 : Dynamic CP command: TexCoord 0 Array Stride
+ // 0x6E : Dynamic CP command: TexCoord 1 Array Pointer
+ // 0x74 : Dynamic CP command: TexCoord 1 Array Stride
+ // 0x7A : Dynamic CP command: TexCoord 2 Array Pointer
+ // 0x80 : Dynamic CP command: TexCoord 2 Array Stride
+ // 0x86 : Dynamic CP command: TexCoord 3 Array Pointer
+ // 0x8C : Dynamic CP command: TexCoord 3 Array Stride
+ // 0x92 : Dynamic CP command: TexCoord 4 Array Pointer
+ // 0x98 : Dynamic CP command: TexCoord 4 Array Stride
+ // 0x9E : Dynamic CP command: TexCoord 5 Array Pointer
+ // 0xA4 : Dynamic CP command: TexCoord 5 Array Stride
+ // 0xAA : Dynamic CP command: TexCoord 6 Array Pointer
+ // 0xB0 : Dynamic CP command: TexCoord 6 Array Stride
+ // 0xB6 : Dynamic CP command: TexCoord 7 Array Pointer
+ // 0xBC : Dynamic CP command: TexCoord 7 Array Stride
+
+ // Now create vertex settings
+ var vs = new VertexSettings();
+ vs.PositionDesc = VertexSettings.DescType.Index16;
+ vs.PositionFormat = VertexSettings.CompType.Float32;
+ vs.PositionCount = VertexSettings.CompCount.Position3;
+
+ vs.TexCoordDesc[0] = VertexSettings.DescType.Index16;
+ vs.TexCoordFormat[0] = VertexSettings.CompType.Float32;
+ vs.TexCoordCount[0] = VertexSettings.CompCount.TexCoord2;
+
+ vs.NormalDesc = VertexSettings.DescType.Index16;
+ vs.NormalFormat = VertexSettings.CompType.Float32;
+ vs.NormalCount = VertexSettings.CompCount.Normal3;
+
+ uint vd1, vd2, vat1, vat2, vat3;
+ vs.GetDesc(out vd1, out vd2);
+ vs.GetAttrFmt(out vat1, out vat2, out vat3);
+
+
+ // Todo: a Display List generator class
+
+ CurrentShape.DLBufferSize1 = 0xE0;
+ CurrentShape.DisplayList1 = new byte[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0x08, 0x50,
+ (byte)((vd1 & 0xFF000000) >> 24),
+ (byte)((vd1 & 0x00FF0000) >> 16),
+ (byte)((vd1 & 0x0000FF00) >> 8),
+ (byte)((vd1 & 0x000000FF)),
+ 0x08, 0x60,
+ (byte)((vd2 & 0xFF000000) >> 24),
+ (byte)((vd2 & 0x00FF0000) >> 16),
+ (byte)((vd2 & 0x0000FF00) >> 8),
+ (byte)((vd2 & 0x000000FF)),
+ 0x10, 0x00, 0x00, 0x10, 0x08, 0x00, 0x00, 0x00,
+ 0x14, 0,
+ 0x08, 0x70,
+ (byte)((vat1 & 0xFF000000) >> 24),
+ (byte)((vat1 & 0x00FF0000) >> 16),
+ (byte)((vat1 & 0x0000FF00) >> 8),
+ (byte)((vat1 & 0x000000FF)),
+ 0x08, 0x80,
+ (byte)((vat2 & 0xFF000000) >> 24),
+ (byte)((vat2 & 0x00FF0000) >> 16),
+ (byte)((vat2 & 0x0000FF00) >> 8),
+ (byte)((vat2 & 0x000000FF)),
+ 0x08, 0x90,
+ (byte)((vat3 & 0xFF000000) >> 24),
+ (byte)((vat3 & 0x00FF0000) >> 16),
+ (byte)((vat3 & 0x0000FF00) >> 8),
+ (byte)((vat3 & 0x000000FF))
+ };
+
+
+ // I might need to create XFMEM_VTXSPECS...
+ // test_lift uses 0x14. According to Dolphin's src, this means:
+ // numcolors = 0, numnormals = 1 (just normal), numtextures = 1. Makes sense.
+ byte vtxSpecs = 0 | (1 << 2) | (1 << 4);
+ CurrentShape.DisplayList1[0x1E] = vtxSpecs;
+
+ // extend it
+ // should it be bigger if more texcoords are used? maybe...
+ Array.Resize<byte>(ref CurrentShape.DisplayList1, 0x80);
+
+
+// Display List 2 is where all the primitive-related fun happens
+ // However, before we do that, let's compute the vertex data arrays
+ ushort[] posIndexes, texCoordIndexes, normalIndexes;
+
+ var posDataArray = ComputeVertexDataArray(Positions, UsedVertices, out posIndexes);
+ var tcDataArray = ComputeVertexDataArray(TexCoords, UsedTexCoords, out texCoordIndexes);
+ var nrmDataArray = ComputeVertexDataArray(Normals, UsedNormals, out normalIndexes);
+
+ // todo: better names
+ var posData = new VertexPosData();
+ posData.ComponentCount = VertexSettings.CompCount.Position3;
+ posData.ComponentType = VertexSettings.CompType.Float32;
+ posData.EntryCount = (ushort)posDataArray.Length;
+ posData.EntrySize = 12;
+ posData.Fraction = 0;
+ posData.Data = posDataArray;
+ posData.Save();
+
+ CurrentModel.VtxPosData.Add("Pos" + CurrentModel.VtxPosData.Count.ToString(), posData);
+
+ var tcData = new VertexTexCoordData();
+ tcData.ComponentCount = VertexSettings.CompCount.TexCoord2;
+ tcData.ComponentType = VertexSettings.CompType.Float32;
+ tcData.EntryCount = (ushort)tcDataArray.Length;
+ tcData.EntrySize = 8;
+ tcData.Fraction = 0;
+ tcData.Data = tcDataArray;
+ tcData.Save();
+
+ CurrentModel.VtxTexCoordData.Add("TexCoord" + CurrentModel.VtxTexCoordData.Count.ToString(), tcData);
+
+ // TODO: Flip texcoords
+
+ var nrmData = new VertexNrmData();
+ nrmData.ComponentCount = VertexSettings.CompCount.Normal3;
+ nrmData.ComponentType = VertexSettings.CompType.Float32;
+ nrmData.EntryCount = (ushort)nrmDataArray.Length;
+ nrmData.EntrySize = 12;
+ nrmData.Fraction = 0;
+ nrmData.Data = nrmDataArray;
+ nrmData.Save();
+
+ CurrentModel.VtxNrmData.Add("Nrm" + CurrentModel.VtxNrmData.Count.ToString(), nrmData);
+
+ CurrentShape.PosData = posData;
+ CurrentShape.TexCoordData[0] = tcData;
+ CurrentShape.NrmData = nrmData;
+
+ var dl = new OutputStream();
+
+ if (Triangles.Count > 0) {
+ dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Triangles << (byte)GXCommand.PrimitiveShiftAmount));
+ dl.WriteUInt16((ushort)(Triangles.Count * 3));
+
+ foreach (var tri in Triangles) {
+ dl.WriteUInt16(posIndexes[tri[0]]);
+ dl.WriteUInt16(normalIndexes[tri[1]]);
+ dl.WriteUInt16(texCoordIndexes[tri[2]]);
+ dl.WriteUInt16(posIndexes[tri[3]]);
+ dl.WriteUInt16(normalIndexes[tri[4]]);
+ dl.WriteUInt16(texCoordIndexes[tri[5]]);
+ dl.WriteUInt16(posIndexes[tri[6]]);
+ dl.WriteUInt16(normalIndexes[tri[7]]);
+ dl.WriteUInt16(texCoordIndexes[tri[8]]);
+ }
+ }
+
+ if (Quads.Count > 0) {
+ dl.WriteByte((byte)GXCommand.DrawPrimitiveMask | ((byte)PrimitiveType.Quads << (byte)GXCommand.PrimitiveShiftAmount));
+ dl.WriteUInt16((ushort)(Quads.Count * 3));
+
+ foreach (var quad in Quads) {
+ dl.WriteUInt16(posIndexes[quad[0]]);
+ dl.WriteUInt16(normalIndexes[quad[1]]);
+ dl.WriteUInt16(texCoordIndexes[quad[2]]);
+ dl.WriteUInt16(posIndexes[quad[3]]);
+ dl.WriteUInt16(normalIndexes[quad[4]]);
+ dl.WriteUInt16(texCoordIndexes[quad[5]]);
+ dl.WriteUInt16(posIndexes[quad[6]]);
+ dl.WriteUInt16(normalIndexes[quad[7]]);
+ dl.WriteUInt16(texCoordIndexes[quad[8]]);
+ dl.WriteUInt16(posIndexes[quad[9]]);
+ dl.WriteUInt16(normalIndexes[quad[10]]);
+ dl.WriteUInt16(texCoordIndexes[quad[11]]);
+ }
+ }
+
+ dl.AlignTo(0x20);
+
+ CurrentShape.DisplayList2 = dl.GetBuffer();
+ CurrentShape.DLBufferSize2 = (uint)CurrentShape.DisplayList2.Length;
+
+ // now add it to DrawOpa
+ var newInsn = new ByteCode.DrawShapeInstruction();
+ newInsn.NodeID = 0;
+ newInsn.MaterialID = (ushort)CurrentModel.Materials.GetIndexForValue(CurrentShapeMaterial);
+ newInsn.ShapeID = (ushort)CurrentModel.Shapes.GetIndexForValue(CurrentShape);
+
+ CurrentModel.Bytecode["DrawOpa"].Instructions.Add(newInsn);
+ }
+
+
+
+ private float[][] ComputeVertexDataArray(List<float[]> objData, BitArray usedFields, out ushort[] indexes) {
+ indexes = new ushort[usedFields.Count];
+
+ var output = new List<float[]>();
+
+ // How this will work:
+ // I'll loop through every used vertex index in the BitArray.
+ // If it's used, I will compare it to the ones already in the output list.
+
+ // If the vertex is already in the output list, then I'll take the index of it
+ // and write it to the "indexes" array. If not, then I'll add it to the output list and do that.
+
+ // The "indexes" array matches input vertex indexes to the indexes in the optimised array.
+
+ int vertexCount = usedFields.Count;
+ int elementCount = objData[0].Length;
+
+ for (int i = 0; i < usedFields.Count; i++) {
+ if (usedFields[i]) {
+ // this one is used, let's try to find it
+ var thisVtx = objData[i];
+ bool foundIt = false;
+ int j;
+
+ for (j = 0; j < output.Count; j++) {
+ var check = output[j];
+ bool isEqual = true;
+ for (int k = 0; k < elementCount; k++)
+ isEqual &= (thisVtx[k] == check[k]);
+
+ if (isEqual) {
+ foundIt = true;
+ break;
+ }
+ }
+
+ if (foundIt) {
+ // it already exists, just add it to the indexes list
+ indexes[i] = (ushort)j;
+ } else {
+ // nope, add it to the computed list
+ indexes[i] = (ushort)output.Count;
+ output.Add(thisVtx);
+ }
+ }
+ }
+
+ return output.ToArray();
+ }
+ #endregion
+ }
+}
+