Model.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293
  1. using System;
  2. using System.Threading.Tasks;
  3. using System.Windows.Forms;
  4. using SlimDX;
  5. using SlimDX.D3DCompiler;
  6. using SlimDX.Direct3D11;
  7. using SlimDX.DXGI;
  8. using SlimDX.Windows;
  9. using Device = SlimDX.Direct3D11.Device;
  10. using Resource = SlimDX.Direct3D11.Resource;
  11. using Buffer = SlimDX.Direct3D11.Buffer;
  12. using System.IO;
  13. using System.Collections.Generic;
  14. using System.Collections;
  15. using Everquest2.Util;
  16. using Everquest2.Visualization;
  17. namespace EQ2ModelViewer
  18. {
  19. public class Model
  20. {
  21. public Vector3 Position = new Vector3(0.0f, 0.0f, 0.0f);
  22. public Vector3 Rotation = new Vector3(0.0f, 0.0f, 0.0f);
  23. public float Scale = 1.0f;
  24. public UInt32 WidgetID = 0;
  25. public UInt32 GridID = 0;
  26. public String modelName = "";
  27. List<MeshClass> m_meshes = new List<MeshClass>();
  28. LightShaderClass lightShader = new LightShaderClass();
  29. public bool Initialize(Device device, string modelFileName, string[] textureFileName)
  30. {
  31. if (!LoadModel(modelFileName))
  32. {
  33. Console.WriteLine("Model: Failed to load the model");
  34. return false;
  35. }
  36. int count = 0;
  37. foreach (MeshClass mesh in m_meshes)
  38. {
  39. if (!mesh.InitializeBuffers(device))
  40. {
  41. Console.WriteLine("Model: Failed to initialize buffers.");
  42. return false;
  43. }
  44. if (count >= textureFileName.Length)
  45. mesh.LoadTexture(device, textureFileName[0]);
  46. else
  47. mesh.LoadTexture(device, textureFileName[count]);
  48. count++;
  49. }
  50. lightShader.Initialize(device);
  51. return true;
  52. }
  53. public bool Initialize(Device device, VeMeshGeometryNode item, String baseDir)
  54. {
  55. ArrayList textures = new ArrayList();
  56. string[][] meshes = ((VeMeshGeometryNode)item).renderMeshNames;
  57. for (int i = 0; i < meshes.Length; i++)
  58. {
  59. for (int j = 0; j < meshes[i].Length; j++)
  60. {
  61. if (meshes[i][j] != null)
  62. {
  63. string path = meshes[i][j];
  64. path = baseDir + path.Replace("/", "\\");
  65. // if (path.Contains("\\flora\\"))
  66. if (path.Contains("\\accessories\\"))
  67. {
  68. Console.WriteLine("Model: skipping loading of model (Accessories suck!)" + path);
  69. return false;
  70. }
  71. else if (path.Contains("\\flora\\") && (path.Contains("leaves") || path.Contains("top00")))
  72. {
  73. Console.WriteLine("Model: skipping loading of model (Leaves and Tree Tops suck!)" + path);
  74. return false;
  75. }
  76. string[] texture = frmMain.GetTextureFile(((VeMeshGeometryNode)item).shaderPaletteNames, baseDir);
  77. string pickedTexture = "";
  78. if (i < texture.Length && texture[i] != "goblin_ice.dds")
  79. {
  80. pickedTexture = texture[i];
  81. }
  82. else if (texture[0] != "goblin_ice.dds")
  83. {
  84. pickedTexture = texture[0];
  85. }
  86. if (pickedTexture.Length < 1)
  87. {
  88. Console.WriteLine("Model: missing texture " + path + " at i:" + i + " and j:" + j);
  89. }
  90. else
  91. {
  92. textures.Add(pickedTexture);
  93. if (!LoadModel(path))
  94. {
  95. Console.WriteLine("Model: Failed to load the model " + path);
  96. return false;
  97. }
  98. }
  99. }
  100. }
  101. }
  102. int count = 0;
  103. ArrayList removeList = new ArrayList();
  104. foreach (MeshClass mesh in m_meshes)
  105. {
  106. if (mesh.GetVertices().Count < 1)
  107. {
  108. removeList.Add(mesh);
  109. continue;
  110. }
  111. if (!mesh.InitializeBuffers(device))
  112. {
  113. Console.WriteLine("Model: Failed to initialize buffers.");
  114. return false;
  115. }
  116. if (textures.Count > 0)
  117. {
  118. if (count >= textures.Count)
  119. mesh.LoadTexture(device, (string)textures[0]);
  120. else
  121. mesh.LoadTexture(device, (string)textures[count]);
  122. }
  123. count++;
  124. }
  125. // these are for meshclass files we couldn't load correctly, usually cause no primitivecount, only vertex count
  126. // moving on means trying to access a null texture and crashing in the render
  127. foreach (MeshClass mesh in removeList)
  128. {
  129. m_meshes.Remove(mesh);
  130. }
  131. lightShader.Initialize(device);
  132. return true;
  133. }
  134. public void Render(GraphicClass Graphics, CameraClass camera, bool highlight = false)
  135. {
  136. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  137. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  138. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  139. Vector4 ambientColor;
  140. if (highlight)
  141. ambientColor = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
  142. else
  143. ambientColor = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
  144. foreach (MeshClass mesh in m_meshes)
  145. {
  146. if (mesh.GetTexture() == null)
  147. continue;
  148. mesh.RenderBuffers(Graphics.Context);
  149. lightShader.Render(Graphics.Context, mesh.GetIndexCount(), temp, camera.GetViewMatrix(), Graphics.GetProjectionMatrix(), mesh.GetTexture(), new Vector3(0.0f, 0.0f, 0.0f), ambientColor/*new Vector4(1.0f, 1.0f, 1.0f, 1.0f)*/, new Vector4(0.0f, 0.0f, 0.0f, 0.0f), camera.GetPosition(), new Vector4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f);
  150. }
  151. }
  152. public float TestIntersection(Ray ray, GraphicClass Graphics)
  153. {
  154. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  155. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  156. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  157. float ret = 0.0f;
  158. foreach (MeshClass mesh in m_meshes)
  159. {
  160. int i = 0;
  161. while (i < mesh.m_model.Length)
  162. {
  163. Vector3 vec1 = new Vector3(mesh.m_model[i].x, mesh.m_model[i].y, mesh.m_model[i].z);
  164. Vector3 vec2 = new Vector3(mesh.m_model[i + 1].x, mesh.m_model[i + 1].y, mesh.m_model[i + 1].z);
  165. Vector3 vec3 = new Vector3(mesh.m_model[i + 2].x, mesh.m_model[i + 2].y, mesh.m_model[i + 2].z);
  166. Vector4 transformVec = Vector3.Transform(vec1, temp);
  167. vec1 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  168. transformVec = Vector3.Transform(vec2, temp);
  169. vec2 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  170. transformVec = Vector3.Transform(vec3, temp);
  171. vec3 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  172. if (Ray.Intersects(ray, vec1, vec2, vec3, out ret))
  173. {
  174. break;
  175. }
  176. i += 3;
  177. }
  178. if (ret != 0.0f)
  179. break;
  180. }
  181. return ret;
  182. }
  183. private bool LoadModel(string modelFileName)
  184. {
  185. frmMain.AppendLoadFile("LoadModel: " + modelFileName);
  186. Eq2Reader reader = new Eq2Reader(File.OpenRead(modelFileName));
  187. VeRenderMesh model = (VeRenderMesh)reader.ReadObject();
  188. reader.Dispose();
  189. if (model.subMeshes.Length > 0)
  190. {
  191. for (int count = 0; count < model.subMeshes.Length; count++)
  192. {
  193. MeshClass mesh = new MeshClass();
  194. mesh.SetFaceCount(model.subMeshes[count].PrimitiveCount * 3);
  195. int start = model.subMeshes[count].StartingIndex;
  196. int end = model.subMeshes[count].PrimitiveCount * 3;
  197. for (int i = 0; i < end; i++)
  198. {
  199. int index = i + start;
  200. int indicesIdx = model.indices[index];
  201. if (indicesIdx < 0 || indicesIdx >= model.vertices.Length)
  202. break;
  203. float x = model.vertices[model.indices[index]].X;
  204. float y = model.vertices[model.indices[index]].Y;
  205. float z = model.vertices[model.indices[index]].Z;
  206. float nx = model.normals[model.indices[index]].X;
  207. float ny = model.normals[model.indices[index]].Y;
  208. float nz = model.normals[model.indices[index]].Z;
  209. float tu = model.texCoords[0][model.indices[index]].U;
  210. float tv = model.texCoords[0][model.indices[index]].V;
  211. mesh.AddData(i, x, y, z, nx, ny, nz, tu, tv);
  212. }
  213. m_meshes.Add(mesh);
  214. }
  215. }
  216. else
  217. {
  218. MeshClass mesh = new MeshClass();
  219. mesh.SetFaceCount(model.indices.Length);
  220. for (int i = 0; i < model.indices.Length /*m_VertexCount*/; i++)
  221. {
  222. if (model.indices[i] < 0 || model.indices[i] > model.vertices.Length)
  223. {
  224. }
  225. else
  226. mesh.AddData(i, model.vertices[model.indices[i]].X, model.vertices[model.indices[i]].Y, model.vertices[model.indices[i]].Z, model.normals[model.indices[i]].X, model.normals[model.indices[i]].Y, model.normals[model.indices[i]].Z, model.texCoords[0][model.indices[i]].U, model.texCoords[0][model.indices[i]].V);
  227. }
  228. m_meshes.Add(mesh);
  229. }
  230. return true;
  231. }
  232. public void ShutDown()
  233. {
  234. foreach (MeshClass mesh in m_meshes)
  235. mesh.ShutDown();
  236. }
  237. public List<Vector3> GetVertices()
  238. {
  239. List<Vector3> ret = new List<Vector3>();
  240. foreach (MeshClass m in m_meshes)
  241. {
  242. List<Vector3> newList = m.GetVertices();
  243. ret.AddRange(newList);
  244. }
  245. return ret;
  246. }
  247. }
  248. }