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. if (item.collisionMeshName == null || item.collisionMeshName.Length < 1)
  56. {
  57. Console.WriteLine("No collision mesh for MeshGeometryNode");
  58. return false;
  59. }
  60. VeCollisionMesh collision = null;
  61. try
  62. {
  63. Eq2Reader reader2 = new Eq2Reader(new System.IO.FileStream(frmMain.DirName + item.collisionMeshName, System.IO.FileMode.Open, System.IO.FileAccess.Read));
  64. collision = (VeCollisionMesh)reader2.ReadObject();
  65. reader2.Dispose();
  66. }
  67. catch (Exception ex)
  68. {
  69. }
  70. ArrayList textures = new ArrayList();
  71. string[][] meshes = ((VeMeshGeometryNode)item).renderMeshNames;
  72. for (int i = 0; i < meshes.Length; i++)
  73. {
  74. for (int j = 0; j < meshes[i].Length; j++)
  75. {
  76. if (meshes[i][j] != null)
  77. {
  78. string path = meshes[i][j];
  79. path = baseDir + path.Replace("/", "\\");
  80. // if (path.Contains("\\flora\\"))
  81. if (path.Contains("\\accessories\\"))
  82. {
  83. Console.WriteLine("Model: skipping loading of model (Accessories suck!)" + path);
  84. return false;
  85. }
  86. else if (path.Contains("\\flora\\") && (path.Contains("leaves") || path.Contains("top_") || path.Contains("top0")))
  87. {
  88. Console.WriteLine("Model: skipping loading of model (Leaves and Tree Tops suck!)" + path);
  89. return false;
  90. }
  91. string[] texture = frmMain.GetTextureFile(((VeMeshGeometryNode)item).shaderPaletteNames, baseDir);
  92. string pickedTexture = "";
  93. if (i < texture.Length && texture[i] != "goblin_ice.dds")
  94. {
  95. pickedTexture = texture[i];
  96. }
  97. else if (texture[0] != "goblin_ice.dds")
  98. {
  99. pickedTexture = texture[0];
  100. }
  101. if (pickedTexture.Length < 1)
  102. {
  103. Console.WriteLine("Model: missing texture " + path + " at i:" + i + " and j:" + j);
  104. }
  105. else
  106. {
  107. textures.Add(pickedTexture);
  108. if (!LoadModel(path))
  109. {
  110. Console.WriteLine("Model: Failed to load the model " + path);
  111. return false;
  112. }
  113. }
  114. }
  115. }
  116. }
  117. int count = 0;
  118. ArrayList removeList = new ArrayList();
  119. foreach (MeshClass mesh in m_meshes)
  120. {
  121. if (mesh.GetVertices().Count < 1)
  122. {
  123. removeList.Add(mesh);
  124. continue;
  125. }
  126. if (!mesh.InitializeBuffers(device))
  127. {
  128. Console.WriteLine("Model: Failed to initialize buffers.");
  129. return false;
  130. }
  131. if (textures.Count > 0)
  132. {
  133. if (count >= textures.Count)
  134. mesh.LoadTexture(device, (string)textures[0]);
  135. else
  136. mesh.LoadTexture(device, (string)textures[count]);
  137. }
  138. count++;
  139. }
  140. // these are for meshclass files we couldn't load correctly, usually cause no primitivecount, only vertex count
  141. // moving on means trying to access a null texture and crashing in the render
  142. foreach (MeshClass mesh in removeList)
  143. {
  144. m_meshes.Remove(mesh);
  145. }
  146. lightShader.Initialize(device);
  147. return true;
  148. }
  149. public void Render(GraphicClass Graphics, CameraClass camera, bool highlight = false)
  150. {
  151. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  152. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  153. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  154. Vector4 ambientColor;
  155. if (highlight)
  156. ambientColor = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
  157. else
  158. ambientColor = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
  159. float increment = 0.05f;
  160. foreach (MeshClass mesh in m_meshes)
  161. {
  162. if (mesh.GetTexture() == null)
  163. continue;
  164. mesh.RenderBuffers(Graphics.Context);
  165. 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);
  166. if (highlight)
  167. ambientColor = new Vector4(increment, 1.0f, 0.0f, 1.0f - increment);
  168. increment += 0.05f;
  169. if (increment > .5f)
  170. increment = 0.05f;
  171. }
  172. }
  173. public float TestIntersection(Ray ray, GraphicClass Graphics)
  174. {
  175. Matrix temp = Matrix.Multiply(Graphics.GetWorldMatrix(), Matrix.Scaling(Scale, Scale, Scale));
  176. temp = Matrix.Multiply(temp, Matrix.RotationYawPitchRoll(Rotation.X, Rotation.Y, Rotation.Z));
  177. temp = Matrix.Multiply(temp, Matrix.Translation(Position.X, Position.Y, Position.Z));
  178. float ret = 0.0f;
  179. foreach (MeshClass mesh in m_meshes)
  180. {
  181. int i = 0;
  182. while (i < mesh.m_model.Length)
  183. {
  184. Vector3 vec1 = new Vector3(mesh.m_model[i].x, mesh.m_model[i].y, mesh.m_model[i].z);
  185. Vector3 vec2 = new Vector3(mesh.m_model[i + 1].x, mesh.m_model[i + 1].y, mesh.m_model[i + 1].z);
  186. Vector3 vec3 = new Vector3(mesh.m_model[i + 2].x, mesh.m_model[i + 2].y, mesh.m_model[i + 2].z);
  187. Vector4 transformVec = Vector3.Transform(vec1, temp);
  188. vec1 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  189. transformVec = Vector3.Transform(vec2, temp);
  190. vec2 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  191. transformVec = Vector3.Transform(vec3, temp);
  192. vec3 = new Vector3(transformVec.X, transformVec.Y, transformVec.Z);
  193. if (Ray.Intersects(ray, vec1, vec2, vec3, out ret))
  194. {
  195. break;
  196. }
  197. i += 3;
  198. }
  199. if (ret != 0.0f)
  200. break;
  201. }
  202. return ret;
  203. }
  204. private bool LoadModel(string modelFileName)
  205. {
  206. frmMain.AppendLoadFile("LoadModel: " + modelFileName);
  207. Eq2Reader reader = new Eq2Reader(File.OpenRead(modelFileName));
  208. VeRenderMesh model = (VeRenderMesh)reader.ReadObject();
  209. reader.Dispose();
  210. bool mod = false;
  211. if (modelFileName.Contains("ant_terrain_neroom_geo04_l"))
  212. {
  213. mod = true;
  214. }
  215. if (model.subMeshes.Length > 0)
  216. {
  217. for (int count = 0; count < model.subMeshes.Length; count++)
  218. {
  219. MeshClass mesh = new MeshClass();
  220. mesh.SetFaceCount(model.subMeshes[count].PrimitiveCount * 3);
  221. int start = model.subMeshes[count].StartingIndex;
  222. int end = model.subMeshes[count].PrimitiveCount * 3;
  223. for (int i = 0; i < end; i++)
  224. {
  225. int index = i + start;
  226. int indicesIdx = model.indices[index];
  227. if (indicesIdx < 0 || indicesIdx >= model.vertices.Length)
  228. break;
  229. float x = model.vertices[model.indices[index]].X;
  230. float y = model.vertices[model.indices[index]].Y;
  231. float z = model.vertices[model.indices[index]].Z;
  232. float nx = model.normals[model.indices[index]].X;
  233. float ny = model.normals[model.indices[index]].Y;
  234. float nz = model.normals[model.indices[index]].Z;
  235. float tu = model.texCoords[0][model.indices[index]].U;
  236. float tv = model.texCoords[0][model.indices[index]].V;
  237. mesh.AddData(i, x, y, z, nx, ny, nz, tu, tv);
  238. }
  239. m_meshes.Add(mesh);
  240. }
  241. }
  242. else
  243. {
  244. MeshClass mesh = new MeshClass();
  245. mesh.SetFaceCount(model.indices.Length);
  246. for (int i = 0; i < model.indices.Length /*m_VertexCount*/; i++)
  247. {
  248. if (model.indices[i] < 0 || model.indices[i] > model.vertices.Length)
  249. {
  250. }
  251. else
  252. 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);
  253. }
  254. m_meshes.Add(mesh);
  255. }
  256. return true;
  257. }
  258. public void ShutDown()
  259. {
  260. foreach (MeshClass mesh in m_meshes)
  261. mesh.ShutDown();
  262. }
  263. public List<Vector3> GetVertices()
  264. {
  265. List<Vector3> ret = new List<Vector3>();
  266. foreach (MeshClass m in m_meshes)
  267. {
  268. List<Vector3> newList = m.GetVertices();
  269. ret.AddRange(newList);
  270. }
  271. return ret;
  272. }
  273. }
  274. }