Model.cs 12 KB

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  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("top_") || path.Contains("top0")))
  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. float increment = 0.05f;
  145. foreach (MeshClass mesh in m_meshes)
  146. {
  147. if (mesh.GetTexture() == null)
  148. continue;
  149. mesh.RenderBuffers(Graphics.Context);
  150. 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);
  151. if (highlight)
  152. ambientColor = new Vector4(increment, 1.0f, 0.0f, 1.0f - increment);
  153. increment += 0.05f;
  154. if (increment > .5f)
  155. increment = 0.05f;
  156. }
  157. }
  158. public float TestIntersection(Ray ray, GraphicClass Graphics)
  159. {
  160. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  161. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  162. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  163. float ret = 0.0f;
  164. foreach (MeshClass mesh in m_meshes)
  165. {
  166. int i = 0;
  167. while (i < mesh.m_model.Length)
  168. {
  169. Vector3 vec1 = new Vector3(mesh.m_model[i].x, mesh.m_model[i].y, mesh.m_model[i].z);
  170. Vector3 vec2 = new Vector3(mesh.m_model[i + 1].x, mesh.m_model[i + 1].y, mesh.m_model[i + 1].z);
  171. Vector3 vec3 = new Vector3(mesh.m_model[i + 2].x, mesh.m_model[i + 2].y, mesh.m_model[i + 2].z);
  172. Vector4 transformVec = Vector3.Transform(vec1, temp);
  173. vec1 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  174. transformVec = Vector3.Transform(vec2, temp);
  175. vec2 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  176. transformVec = Vector3.Transform(vec3, temp);
  177. vec3 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  178. if (Ray.Intersects(ray, vec1, vec2, vec3, out ret))
  179. {
  180. break;
  181. }
  182. i += 3;
  183. }
  184. if (ret != 0.0f)
  185. break;
  186. }
  187. return ret;
  188. }
  189. private bool LoadModel(string modelFileName)
  190. {
  191. frmMain.AppendLoadFile("LoadModel: " + modelFileName);
  192. Eq2Reader reader = new Eq2Reader(File.OpenRead(modelFileName));
  193. VeRenderMesh model = (VeRenderMesh)reader.ReadObject();
  194. reader.Dispose();
  195. bool mod = false;
  196. if (modelFileName.Contains("ant_terrain_neroom_geo04_l"))
  197. {
  198. mod = true;
  199. }
  200. if (model.subMeshes.Length > 0)
  201. {
  202. for (int count = 0; count < model.subMeshes.Length; count++)
  203. {
  204. MeshClass mesh = new MeshClass();
  205. mesh.SetFaceCount(model.subMeshes[count].PrimitiveCount * 3);
  206. int start = model.subMeshes[count].StartingIndex;
  207. int end = model.subMeshes[count].PrimitiveCount * 3;
  208. for (int i = 0; i < end; i++)
  209. {
  210. int index = i + start;
  211. int indicesIdx = model.indices[index];
  212. if (indicesIdx < 0 || indicesIdx >= model.vertices.Length)
  213. break;
  214. float x = model.vertices[model.indices[index]].X;
  215. float y = model.vertices[model.indices[index]].Y;
  216. float z = model.vertices[model.indices[index]].Z;
  217. float nx = model.normals[model.indices[index]].X;
  218. float ny = model.normals[model.indices[index]].Y;
  219. float nz = model.normals[model.indices[index]].Z;
  220. float tu = model.texCoords[0][model.indices[index]].U;
  221. float tv = model.texCoords[0][model.indices[index]].V;
  222. mesh.AddData(i, x, y, z, nx, ny, nz, tu, tv);
  223. }
  224. m_meshes.Add(mesh);
  225. }
  226. }
  227. else
  228. {
  229. MeshClass mesh = new MeshClass();
  230. mesh.SetFaceCount(model.indices.Length);
  231. for (int i = 0; i < model.indices.Length /*m_VertexCount*/; i++)
  232. {
  233. if (model.indices[i] < 0 || model.indices[i] > model.vertices.Length)
  234. {
  235. }
  236. else
  237. 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);
  238. }
  239. m_meshes.Add(mesh);
  240. }
  241. return true;
  242. }
  243. public void ShutDown()
  244. {
  245. foreach (MeshClass mesh in m_meshes)
  246. mesh.ShutDown();
  247. }
  248. public List<Vector3> GetVertices()
  249. {
  250. List<Vector3> ret = new List<Vector3>();
  251. foreach (MeshClass m in m_meshes)
  252. {
  253. List<Vector3> newList = m.GetVertices();
  254. ret.AddRange(newList);
  255. }
  256. return ret;
  257. }
  258. }
  259. }