diff options
Diffstat (limited to 'NW4RTools/BrresReader.cs')
-rw-r--r-- | NW4RTools/BrresReader.cs | 43 |
1 files changed, 39 insertions, 4 deletions
diff --git a/NW4RTools/BrresReader.cs b/NW4RTools/BrresReader.cs index 4c63926..70463d6 100644 --- a/NW4RTools/BrresReader.cs +++ b/NW4RTools/BrresReader.cs @@ -146,7 +146,7 @@ namespace NW4RTools { // Load vertex data // COMMENTED OUT TO MAKE DEUBG OUTPUT CLEARER FOR NOW - /* + /* using (var c2 = Debug.Push("Vertex Position Data")) mdl.VtxPosData = ReadAndConvertDict<VertexPosData>(ins.At(startPos + vtxPosOffset), ConvertVtxPosData); using (var c2 = Debug.Push("Vertex Normal Data")) @@ -158,9 +158,12 @@ namespace NW4RTools { */ // Load materials - using (var c2 = Debug.Push("Materials")) + using (var c2 = Debug.Push("Materials")) mdl.Materials = ReadAndConvertDict<Material>(ins.At(startPos + materialOffset), ConvertModelMaterial); + using (var c2 = Debug.Push("Shaders")) + mdl.Shaders = ReadAndConvertDict<Shader>(ins.At(startPos + shaderOffset), ConvertModelShader); + return mdl; } } @@ -409,12 +412,23 @@ namespace NW4RTools { ins.Skip(1); // Other stuff + // Shader offset points to an entry in the Shaders group, must fix this up later + // like I did with Node classes Int32 shaderOffset = ins.ReadInt32(); + //Debug.Send("Shader offset for {0}: {1:X} [dest {2:X}]", name, shaderOffset, startPos + shaderOffset); + UInt32 boundTexCount = ins.ReadUInt32(); Int32 boundTexOffset = ins.ReadInt32(); + Int32 furOffset = ins.ReadInt32(); + Debug.Send("Fur offset for {0}: {1:X} [dest {2:X}]", name, furOffset, startPos + furOffset); + Int32 unkOffset = ins.ReadInt32(); + Debug.Send("Unknown offset for {0}: {1:X} [dest {2:X}]", name, unkOffset, startPos + unkOffset); + + // Need to implement DLs... Int32 dlOffset = ins.ReadInt32(); + Debug.Send("DL offset for {0}: {1:X} [dest {2:X}]", name, dlOffset, startPos + dlOffset); // ResTexObj int ResTexObjPos = ins.Position; @@ -493,11 +507,14 @@ namespace NW4RTools { } // Bound Textures + if (boundTexOffset != 0) + OffsetMap.Add(startPos + boundTexOffset, "Material Bound Textures: " + name); + ins.Seek(startPos + boundTexOffset); m.BoundTextures = new List<BoundTextureInfo>((int)boundTexCount); for (int i = 0; i < boundTexCount; i++) { - Debug.Send("Reading {0} bound texture at {1:X}", i, ins.Position); + //Debug.Send("Reading {0} bound texture at {1:X}", i, ins.Position); int bPos = ins.Position; var bTex = new BoundTextureInfo(); @@ -508,7 +525,7 @@ namespace NW4RTools { Int32 palOffs = ins.ReadInt32(); bTex.PaletteName = palOffs == 0 ? null : ins.At(bPos + palOffs - 4).ReadName(); - Debug.Send("<{0}> <{1}>", bTex.TextureName, bTex.PaletteName); + //Debug.Send("<{0}> <{1}>", bTex.TextureName, bTex.PaletteName); // placeholder pointers, don't need these ins.Skip(8); @@ -531,6 +548,24 @@ namespace NW4RTools { + private Models.Shader ConvertModelShader(string name, InputStream ins) { + var s = new Models.Shader(); + + //Debug.Send("{0} @ {1:X}", name, ins.Position); + int startPos = ins.Position; + + // Note: duplicate shader entries seem to be common, so OffsetMap.Add can't be used + // Looks like Nintendo's converter checks for them when writing and optimises them + // into one entry. That'll sure be fun to implement here... probably requiring + // messing around with IEqualityComparer or whatever it's called. I don't even know + // if I'm making sense or not. Too tired to look it up, it's 4:51am... + OffsetMap[ins.Position] = "Shader: " + name; + + return s; + } + + + private RawStreamResDict ReadDict(InputStream ins) { RawStreamResDict output = new RawStreamResDict(); |