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path: root/NW4RTools/Models/OpenGL/GLModel.cs
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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
			try {
				m_textureGroup = rf.GetGroup<Texture>("Textures(NW4R)");
			} catch (KeyNotFoundException) {
				// boo
			}
		}



		private class MyNode {
			Node RealNode;
			MyNode Parent;
			List<MyNode> Children;
		}



		private ResDict<Texture> m_textureGroup;
		private Dictionary<string, GLTexture> m_glTextures;
		private Dictionary<Material, GLDisplayList> m_glMaterials;
		private Dictionary<Shape, GLDisplayList> m_glShapes;

		private Matrix4[] m_matrices;
		private MyNode[] m_nodesByMtxID;
		private MyNode[] m_nodes;

		#region Initialisation
		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));
			}
			
			// allocate stuff for nodes
			m_matrices = new Matrix4[SourceModel.MatrixIDtoNodeID.Length];
			
			// build the hierarchy
			BuildNodeHierarchy();
		}

		private void BuildNodeHierarchy() {
			var nodeTree = SourceModel.Bytecode["NodeTree"];
			
			foreach (var insn in nodeTree.Instructions) {
				if (insn.GetOp() == ByteCode.OpType.AssignNodeToParentMtx) {
					MyNode n = new MyNode();
				}
			}
		}

		#endregion

		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 };

		// GX_CLAMP, GX_REPEAT, GX_MIRROR
		private static readonly TextureWrapMode[] GXtoGLTextureWrapModes = new TextureWrapMode[] { TextureWrapMode.ClampToEdge, TextureWrapMode.Repeat, TextureWrapMode.MirroredRepeat };

		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]);
			
			// HACKY TEST !!
			GL.MatrixMode(MatrixMode.Modelview);
			var node = SourceModel.Nodes[insn.NodeID];
			var m = node.NodeMatrix;
			/*double cosX = Math.Cos(node.Rotation.x / 180 * Math.PI);
			double cosY = Math.Cos(node.Rotation.y / 180 * Math.PI);
			double cosZ = Math.Cos(node.Rotation.z / 180 * Math.PI);
			double sinX = Math.Sin(node.Rotation.x / 180 * Math.PI);
			double sinY = Math.Sin(node.Rotation.y / 180 * Math.PI);
			double sinZ = Math.Sin(node.Rotation.z / 180 * Math.PI);

			var nodeMatrix = new Matrix4d();
			nodeMatrix.M11 = node.Scale.x * cosY * cosZ;
			nodeMatrix.M12 = node.Scale.y * (sinX * cosZ * sinY - cosX * sinZ);
			nodeMatrix.M13 = node.Scale.z * (sinX * sinZ + cosX * cosZ * sinY);
			nodeMatrix.M14 = node.Translation.x;
			nodeMatrix.M21 = node.Scale.x * sinZ * cosY;
			nodeMatrix.M22 = node.Scale.y * (sinX * sinZ * sinY + cosZ * cosX);
			nodeMatrix.M23 = node.Scale.z * (cosX * sinZ * sinY - sinX * cosZ);
			nodeMatrix.M24 = node.Translation.y;
			nodeMatrix.M31 = -node.Scale.x * sinY;
			nodeMatrix.M32 = node.Scale.y * sinX * cosY;
			nodeMatrix.M33 = node.Scale.z * cosX * cosY;
			nodeMatrix.M34 = node.Translation.z;
			nodeMatrix.M41 = 0;
			nodeMatrix.M42 = 0;
			nodeMatrix.M43 = 0;
			nodeMatrix.M44 = 1;

			GL.PushMatrix();
			GL.MultTransposeMatrix(ref nodeMatrix);
			//*/			
			
			GL.PushMatrix();
			GL.MultTransposeMatrix(new float[] { m.v00, m.v01, m.v02, m.v03, m.v10, m.v11, m.v12, m.v13, m.v20, m.v21,
			m.v22, m.v23, 0, 0, 0, 1 });
			
			//GL.Translate(node.Translation.x, node.Translation.y, node.Translation.z);
			
			var shape = SourceModel.Shapes[insn.ShapeID];
			m_glShapes[shape].Execute();
			
			GL.PopMatrix();
		}

		public void Render(IGraphicsContext context) {
			// This'll be fun.
			
			ClearCache();
			
			//CalculateNodes();
			
			if (SourceModel.Bytecode.ContainsKey("DrawOpa")) {
				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);
					}
				}
			}
		}


		private void BindTextureInfo(TextureInfo info) {
			m_glTextures[info.TextureName].Bind(TextureTarget.Texture2D);
			
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)GXtoGLTextureWrapModes[(int)info.WrapS]);
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)GXtoGLTextureWrapModes[(int)info.WrapT]);
		}



		#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.Modulate);
					
					if (texInfoArray[i] == null) {
						GL.BindTexture(TextureTarget.Texture2D, 0);
					} else {
						BindTextureInfo(texInfoArray[i]);
					}
				}
				
			} 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;
				
				if ((cmd & (int)GXCommand.DrawPrimitiveMask) != 0) {
					PrimitiveType prim = (PrimitiveType)((cmd >> 3) & 7);
					int vtxCount = dl.ReadUInt16();
					
					if ((cmd & 7) != 0)
						Console.WriteLine("WARNING!! Not using vertex attribute table 0");

					// 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]]);
							}
						}
						
						// TODO: normals
						
						GL.Vertex3(shape.PosData.Data[vtxs[i].Position]);
					}
					
					GL.End();
				} else {
					// some other command
					switch ((GXCommand)cmd) {
					case GXCommand.LoadPosMtxFromArray:
						int targetID = dl.ReadUInt16();
						int sourceID = (dl.ReadUInt16() & 0xFFF) / 12;
						Console.WriteLine("Load PosMtx from array: {0} => {1}", targetID, sourceID);
						break;
					case GXCommand.LoadNrmMtxFromArray:
						dl.Skip(4);
						Console.WriteLine("UNIMPLEMENTED: Load NrmMtx from array");
						break;
					case GXCommand.LoadTexCoordMtxFromArray:
						dl.Skip(4);
						Console.WriteLine("UNIMPLEMENTED: Load TexCoordMtx from array");
						break;
					case GXCommand.LoadLightFromArray:
						dl.Skip(4);
						Console.WriteLine("UNIMPLEMENTED: Load Light from array");
						break;
					default:
						Console.WriteLine("UNKNOWN DL COMMAND");
						break;
					}
				}
			}
			
			displayList.End();
			return displayList;
		}
		
		#endregion
	}
}