Switch-Toolbox/File_Format_Library/FileFormats/MOD.cs

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;
}
}
}
}