mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 13:03:15 +00:00
436 lines
17 KiB
C#
436 lines
17 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Windows.Forms;
|
|
using Toolbox.Library;
|
|
using Toolbox.Library.IO;
|
|
using Toolbox.Library.Rendering;
|
|
using Toolbox.Library.Forms;
|
|
using OpenTK;
|
|
using GL_EditorFramework.GL_Core;
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace FirstPlugin
|
|
{
|
|
class MOD : TreeNodeFile, IFileFormat
|
|
{
|
|
public FileType FileType { get; set; } = FileType.Model;
|
|
|
|
public bool CanSave { get; set; }
|
|
public string[] Description { get; set; } = new string[] { "Pikmin 1 Model Format" };
|
|
public string[] Extension { get; set; } = new string[] { "*.mod" };
|
|
public string FileName { get; set; }
|
|
public string FilePath { get; set; }
|
|
public IFileInfo IFileInfo { get; set; }
|
|
|
|
public bool Identify(System.IO.Stream stream)
|
|
{
|
|
return Utils.HasExtension(FileName, ".mod");
|
|
}
|
|
|
|
public Type[] Types
|
|
{
|
|
get
|
|
{
|
|
List<Type> types = new List<Type>();
|
|
return types.ToArray();
|
|
}
|
|
}
|
|
|
|
//Check for the viewport in the object editor
|
|
//This is attached to it to load multiple file formats within the object editor to the viewer
|
|
Viewport viewport
|
|
{
|
|
get
|
|
{
|
|
var editor = LibraryGUI.GetObjectEditor();
|
|
return editor.GetViewport();
|
|
}
|
|
set
|
|
{
|
|
var editor = LibraryGUI.GetObjectEditor();
|
|
editor.LoadViewport(value);
|
|
}
|
|
}
|
|
|
|
bool DrawablesLoaded = false;
|
|
public override void OnClick(TreeView treeView)
|
|
{
|
|
//Make sure opengl is enabled
|
|
if (Runtime.UseOpenGL)
|
|
{
|
|
//Open the viewport
|
|
if (viewport == null)
|
|
{
|
|
viewport = new Viewport(ObjectEditor.GetDrawableContainers());
|
|
viewport.Dock = DockStyle.Fill;
|
|
}
|
|
|
|
//Make sure to load the drawables only once so set it to true!
|
|
if (!DrawablesLoaded)
|
|
{
|
|
ObjectEditor.AddContainer(DrawableContainer);
|
|
DrawablesLoaded = true;
|
|
}
|
|
|
|
//Reload which drawable to display
|
|
viewport.ReloadDrawables(DrawableContainer);
|
|
LibraryGUI.LoadEditor(viewport);
|
|
|
|
viewport.Text = Text;
|
|
}
|
|
}
|
|
|
|
public MDL_Renderer Renderer;
|
|
|
|
public DrawableContainer DrawableContainer = new DrawableContainer();
|
|
|
|
private Vertex[] Vertices;
|
|
private Vertex[] VertexNormals;
|
|
private Vertex[] Colors;
|
|
|
|
private void SkipPadding(FileReader stream, int offset)
|
|
{
|
|
stream.Seek((~(offset - 1) & (stream.Position + offset - 1)) - stream.Position);
|
|
}
|
|
|
|
public void Load(System.IO.Stream stream)
|
|
{
|
|
CanSave = true;
|
|
|
|
Text = FileName;
|
|
|
|
//Set renderer
|
|
//Load it to a drawables list
|
|
Renderer = new MDL_Renderer();
|
|
DrawableContainer.Name = FileName;
|
|
DrawableContainer.Drawables.Add(Renderer);
|
|
|
|
using (var reader = new FileReader(stream))
|
|
{
|
|
reader.SetByteOrder(true);
|
|
|
|
while (reader.EndOfStream == false)
|
|
{
|
|
long chunkStart = reader.Position;
|
|
|
|
int opcode = reader.ReadInt32();
|
|
int lengthOfStruct = reader.ReadInt32();
|
|
|
|
// basic error checking
|
|
if ((chunkStart & 0x1F) != 0)
|
|
throw new Exception($"Chunk start ({chunkStart}) not on boundary!");
|
|
|
|
switch (opcode)
|
|
{
|
|
case 0x10: // VERTICES
|
|
int vertexCount = reader.ReadInt32();
|
|
Vertices = new Vertex[vertexCount];
|
|
|
|
SkipPadding(reader, 0x20);
|
|
|
|
for (int i = 0; i < vertexCount; i++)
|
|
{
|
|
float x = reader.ReadSingle();
|
|
float y = reader.ReadSingle();
|
|
float z = reader.ReadSingle();
|
|
Vertices[i] = new Vertex
|
|
{
|
|
pos = new Vector3(x, y, z)
|
|
};
|
|
}
|
|
|
|
SkipPadding(reader, 0x20);
|
|
break;
|
|
case 0x11:
|
|
int vertexNormalCount = reader.ReadInt32();
|
|
VertexNormals = new Vertex[vertexNormalCount];
|
|
SkipPadding(reader, 0x20);
|
|
|
|
for (int i = 0; i < vertexNormalCount; i++)
|
|
{
|
|
float x = reader.ReadSingle();
|
|
float y = reader.ReadSingle();
|
|
float z = reader.ReadSingle();
|
|
VertexNormals[i] = new Vertex
|
|
{
|
|
nrm = new Vector3(x, y, z)
|
|
};
|
|
}
|
|
|
|
SkipPadding(reader, 0x20);
|
|
break;
|
|
case 0x13: // COLOURS
|
|
int colorCount = reader.ReadInt32();
|
|
Colors = new Vertex[colorCount];
|
|
SkipPadding(reader, 0x20);
|
|
|
|
for (int i = 0; i < colorCount; i++)
|
|
{
|
|
byte x = reader.ReadByte();
|
|
byte y = reader.ReadByte();
|
|
byte z = reader.ReadByte();
|
|
byte w = reader.ReadByte();
|
|
Colors[i] = new Vertex
|
|
{
|
|
col = new Vector4(x, y, z, w)
|
|
};
|
|
}
|
|
|
|
SkipPadding(reader, 0x20);
|
|
break;
|
|
case 0x50:
|
|
int meshCount = reader.ReadInt32();
|
|
SkipPadding(reader, 0x20);
|
|
|
|
for (int i = 0; i < meshCount; i++)
|
|
{
|
|
//Create a renderable object for our mesh
|
|
var renderedMesh = new GenericRenderedObject
|
|
{
|
|
Checked = true,
|
|
ImageKey = "mesh",
|
|
SelectedImageKey = "mesh",
|
|
Text = $"Mesh {i}"
|
|
};
|
|
Nodes.Add(renderedMesh);
|
|
Renderer.Meshes.Add(renderedMesh);
|
|
|
|
STGenericPolygonGroup polyGroup = new STGenericPolygonGroup();
|
|
renderedMesh.PolygonGroups.Add(polyGroup);
|
|
|
|
reader.ReadInt32();
|
|
|
|
int vtxDescriptor = reader.ReadInt32();
|
|
int mtxGroupCount = reader.ReadInt32();
|
|
|
|
Console.WriteLine("mtxGroupCount " + mtxGroupCount);
|
|
|
|
for (int a = 0; a < mtxGroupCount; a++)
|
|
{
|
|
int unkCount = reader.ReadInt32();
|
|
for (int unkIter = 0; unkIter < unkCount; unkIter++)
|
|
reader.ReadInt16();
|
|
|
|
int dispListCount = reader.ReadInt32();
|
|
|
|
Console.WriteLine("dispListCount " + dispListCount);
|
|
|
|
for (int b = 0; b < dispListCount; b++)
|
|
{
|
|
reader.ReadInt32();
|
|
reader.ReadInt32();
|
|
|
|
int displacementSize = reader.ReadInt32();
|
|
SkipPadding(reader, 0x20);
|
|
|
|
long end_displist = reader.Position + displacementSize;
|
|
|
|
Console.WriteLine("end_displist " + end_displist);
|
|
Console.WriteLine("displacementSize " + displacementSize);
|
|
Console.WriteLine("reader.Position " + reader.Position);
|
|
|
|
while (reader.Position < end_displist)
|
|
{
|
|
byte faceOpCode = reader.ReadByte();
|
|
|
|
if (faceOpCode == 0x98 || faceOpCode == 0xA0)
|
|
{
|
|
short vCount = reader.ReadInt16();
|
|
|
|
int[] polys = new int[vCount];
|
|
for (int vc = 0; vc < vCount; vc++)
|
|
{
|
|
if ((vtxDescriptor & 0x1) == 0x1)
|
|
reader.ReadByte(); // Position Matrix
|
|
|
|
if ((vtxDescriptor & 0x2) == 0x2)
|
|
reader.ReadByte(); // tex1 matrix
|
|
|
|
ushort vtxPosIndex = reader.ReadUInt16();
|
|
|
|
uint normalID = 0;
|
|
if (VertexNormals.Length > 0)
|
|
normalID = reader.ReadUInt16();
|
|
|
|
uint colorID = 0;
|
|
if ((vtxDescriptor & 0x4) == 0x4)
|
|
colorID = reader.ReadUInt16();
|
|
|
|
int tmpVar = vtxDescriptor >> 3;
|
|
|
|
uint texCoordID = 0;
|
|
for (int c = 0; c < 8; c++)
|
|
{
|
|
if ((tmpVar & 0x1) == 0x1)
|
|
if (c == 0) texCoordID = reader.ReadUInt16();
|
|
tmpVar >>= 1;
|
|
}
|
|
|
|
Vertex vert = new Vertex
|
|
{
|
|
pos = Vertices[vtxPosIndex].pos,
|
|
nrm = VertexNormals[normalID].nrm,
|
|
//col = Colors[colorID].col
|
|
};
|
|
|
|
polys[vc] = renderedMesh.vertices.Count;
|
|
renderedMesh.vertices.Add(vert);
|
|
}
|
|
|
|
List<Triangle> curPolys = ToTris(polys, faceOpCode);
|
|
|
|
foreach (Triangle poly in curPolys)
|
|
{
|
|
Console.WriteLine($"{poly.A} {poly.B} {poly.C}");
|
|
|
|
polyGroup.faces.Add(poly.A);
|
|
polyGroup.faces.Add(poly.B);
|
|
polyGroup.faces.Add(poly.C);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Console.WriteLine("vertices " + renderedMesh.vertices.Count);
|
|
Console.WriteLine("faces " + renderedMesh.PolygonGroups[0].faces.Count);
|
|
Console.WriteLine("Vertices " + Vertices.Length);
|
|
}
|
|
break;
|
|
default:
|
|
reader.Seek(lengthOfStruct, System.IO.SeekOrigin.Current);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static List<Triangle> ToTris(int[] polys, byte opcode)
|
|
{
|
|
if (polys.Length == 3)
|
|
return new List<Triangle>()
|
|
{
|
|
new Triangle()
|
|
{ A = polys[0], B = polys[1], C = polys[2] }
|
|
};
|
|
|
|
var tris = new List<Triangle>();
|
|
if (opcode == 0x98)
|
|
{
|
|
int n = 2;
|
|
for (int x = 0; x < polys.Length - 2; x++)
|
|
{
|
|
int[] tri = new int[3];
|
|
bool isEven = (n % 2) == 0;
|
|
tri[0] = polys[n - 2];
|
|
tri[1] = isEven ? polys[n] : polys[n - 1];
|
|
tri[2] = isEven ? polys[n - 1] : polys[n];
|
|
|
|
if (tri[0] != tri[1] && tri[1] != tri[2] && tri[2] != tri[0])
|
|
tris.Add(new Triangle()
|
|
{
|
|
A = tri[0],
|
|
B = tri[1],
|
|
C = tri[2],
|
|
});
|
|
|
|
n++;
|
|
}
|
|
}
|
|
if (opcode == 0xA0)
|
|
{
|
|
for (int n = 1; n < polys.Length - 1; n++)
|
|
{
|
|
int[] tri = new int[3];
|
|
tri[0] = polys[n];
|
|
tri[1] = polys[n + 1];
|
|
tri[2] = polys[0];
|
|
|
|
if (tri[0] != tri[1] && tri[1] != tri[2] && tri[2] != tri[0])
|
|
tris.Add(new Triangle()
|
|
{
|
|
A = tri[0],
|
|
B = tri[1],
|
|
C = tri[2],
|
|
});
|
|
}
|
|
}
|
|
return tris;
|
|
}
|
|
|
|
public class Triangle
|
|
{
|
|
public int A;
|
|
public int B;
|
|
public int C;
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
|
|
}
|
|
|
|
public void Save(System.IO.Stream stream)
|
|
{
|
|
}
|
|
|
|
public class MaterialTextureMap : STGenericMatTexture
|
|
{
|
|
//The index of a texture
|
|
//Some formats will map them by index, some by name, some by a hash, it's up to how the user handles it
|
|
public int TextureIndex { get; set; }
|
|
}
|
|
|
|
public class MDL_Renderer : GenericModelRenderer
|
|
{
|
|
//A list of textures to display on the model
|
|
public List<STGenericTexture> TextureList = new List<STGenericTexture>();
|
|
|
|
public override void OnRender(GLControl control)
|
|
{
|
|
//Here we can add things on each frame rendered
|
|
}
|
|
|
|
//Render data to display by per material and per mesh
|
|
public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
|
|
{
|
|
}
|
|
|
|
//Custom bind texture method
|
|
public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
|
|
{
|
|
//By default we bind to the default texture to use
|
|
//This will be used if no texture is found
|
|
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
|
|
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
|
|
|
|
string activeTex = tex.Name;
|
|
|
|
//We want to cast our custom texture map class to get any custom properties we may need
|
|
//If you don't need any custom way of mapping, you can just stick with the generic one
|
|
var matTexture = (MaterialTextureMap)tex;
|
|
|
|
//Go through our texture maps in the material and see if the index matches
|
|
foreach (var texture in TextureList)
|
|
{
|
|
if (TextureList.IndexOf(texture) == matTexture.TextureIndex)
|
|
{
|
|
BindGLTexture(tex, shader, TextureList[matTexture.TextureIndex]);
|
|
return tex.textureUnit + 1;
|
|
}
|
|
|
|
//You can also check if the names match
|
|
if (texture.Text == tex.Name)
|
|
{
|
|
BindGLTexture(tex, shader, TextureList[matTexture.TextureIndex]);
|
|
return tex.textureUnit + 1;
|
|
}
|
|
}
|
|
|
|
//Return our texture uint id.
|
|
return tex.textureUnit + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|