Model.cs 11 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. string[] texture = frmMain.GetTextureFile(((VeMeshGeometryNode)item).shaderPaletteNames, baseDir);
  72. string pickedTexture = "";
  73. if (i < texture.Length && texture[i] != "goblin_ice.dds")
  74. {
  75. pickedTexture = texture[i];
  76. }
  77. else if (texture[0] != "goblin_ice.dds")
  78. {
  79. pickedTexture = texture[0];
  80. }
  81. if (pickedTexture.Length < 1)
  82. {
  83. Console.WriteLine("Model: missing texture " + path + " at i:" + i + " and j:" + j);
  84. }
  85. else
  86. {
  87. textures.Add(pickedTexture);
  88. if (!LoadModel(path))
  89. {
  90. Console.WriteLine("Model: Failed to load the model " + path);
  91. return false;
  92. }
  93. }
  94. }
  95. }
  96. }
  97. int count = 0;
  98. ArrayList removeList = new ArrayList();
  99. foreach (MeshClass mesh in m_meshes)
  100. {
  101. if (mesh.GetVertices().Count < 1)
  102. {
  103. removeList.Add(mesh);
  104. continue;
  105. }
  106. if (!mesh.InitializeBuffers(device))
  107. {
  108. Console.WriteLine("Model: Failed to initialize buffers.");
  109. return false;
  110. }
  111. if (textures.Count > 0)
  112. {
  113. if (count >= textures.Count)
  114. mesh.LoadTexture(device, (string)textures[0]);
  115. else
  116. mesh.LoadTexture(device, (string)textures[count]);
  117. }
  118. count++;
  119. }
  120. // these are for meshclass files we couldn't load correctly, usually cause no primitivecount, only vertex count
  121. // moving on means trying to access a null texture and crashing in the render
  122. foreach (MeshClass mesh in removeList)
  123. {
  124. m_meshes.Remove(mesh);
  125. }
  126. lightShader.Initialize(device);
  127. return true;
  128. }
  129. public void Render(GraphicClass Graphics, CameraClass camera, bool highlight = false)
  130. {
  131. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  132. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  133. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  134. Vector4 ambientColor;
  135. if (highlight)
  136. ambientColor = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
  137. else
  138. ambientColor = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
  139. foreach (MeshClass mesh in m_meshes)
  140. {
  141. mesh.RenderBuffers(Graphics.Context);
  142. 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);
  143. }
  144. }
  145. public float TestIntersection(Ray ray, GraphicClass Graphics)
  146. {
  147. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  148. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  149. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  150. float ret = 0.0f;
  151. foreach (MeshClass mesh in m_meshes)
  152. {
  153. int i = 0;
  154. while (i < mesh.m_model.Length)
  155. {
  156. Vector3 vec1 = new Vector3(mesh.m_model[i].x, mesh.m_model[i].y, mesh.m_model[i].z);
  157. Vector3 vec2 = new Vector3(mesh.m_model[i + 1].x, mesh.m_model[i + 1].y, mesh.m_model[i + 1].z);
  158. Vector3 vec3 = new Vector3(mesh.m_model[i + 2].x, mesh.m_model[i + 2].y, mesh.m_model[i + 2].z);
  159. Vector4 transformVec = Vector3.Transform(vec1, temp);
  160. vec1 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  161. transformVec = Vector3.Transform(vec2, temp);
  162. vec2 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  163. transformVec = Vector3.Transform(vec3, temp);
  164. vec3 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  165. if (Ray.Intersects(ray, vec1, vec2, vec3, out ret))
  166. {
  167. break;
  168. }
  169. i += 3;
  170. }
  171. if (ret != 0.0f)
  172. break;
  173. }
  174. return ret;
  175. }
  176. private bool LoadModel(string modelFileName)
  177. {
  178. frmMain.AppendLoadFile("LoadModel: " + modelFileName);
  179. Eq2Reader reader = new Eq2Reader(File.OpenRead(modelFileName));
  180. VeRenderMesh model = (VeRenderMesh)reader.ReadObject();
  181. reader.Dispose();
  182. if (model.subMeshes.Length > 0)
  183. {
  184. for (int count = 0; count < model.subMeshes.Length; count++)
  185. {
  186. MeshClass mesh = new MeshClass();
  187. mesh.SetFaceCount(model.subMeshes[count].PrimitiveCount * 3);
  188. int start = model.subMeshes[count].StartingIndex;
  189. int end = model.subMeshes[count].PrimitiveCount * 3;
  190. for (int i = 0; i < end; i++)
  191. {
  192. int index = i + start;
  193. int indicesIdx = model.indices[index];
  194. if (indicesIdx < 0 || indicesIdx >= model.vertices.Length)
  195. break;
  196. float x = model.vertices[model.indices[index]].X;
  197. float y = model.vertices[model.indices[index]].Y;
  198. float z = model.vertices[model.indices[index]].Z;
  199. float nx = model.normals[model.indices[index]].X;
  200. float ny = model.normals[model.indices[index]].Y;
  201. float nz = model.normals[model.indices[index]].Z;
  202. float tu = model.texCoords[0][model.indices[index]].U;
  203. float tv = model.texCoords[0][model.indices[index]].V;
  204. mesh.AddData(i, x, y, z, nx, ny, nz, tu, tv);
  205. }
  206. if (model.indices.Length < 1 || model.normals.Length < 1 || model.vertices.Length < 1)
  207. {
  208. int test = 0;
  209. }
  210. m_meshes.Add(mesh);
  211. }
  212. }
  213. else
  214. {
  215. MeshClass mesh = new MeshClass();
  216. mesh.SetFaceCount(model.indices.Length);
  217. for (int i = 0; i < model.indices.Length /*m_VertexCount*/; i++)
  218. {
  219. if (model.indices[i] < 0 || model.indices[i] > model.vertices.Length)
  220. {
  221. }
  222. else
  223. 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);
  224. }
  225. m_meshes.Add(mesh);
  226. }
  227. return true;
  228. }
  229. public void ShutDown()
  230. {
  231. foreach (MeshClass mesh in m_meshes)
  232. mesh.ShutDown();
  233. }
  234. public List<Vector3> GetVertices()
  235. {
  236. List<Vector3> ret = new List<Vector3>();
  237. foreach (MeshClass m in m_meshes)
  238. {
  239. List<Vector3> newList = m.GetVertices();
  240. ret.AddRange(newList);
  241. }
  242. return ret;
  243. }
  244. }
  245. }