67d1b6920a
Basic tex 3ds support BC4 textures will be rendered grayscale in opengl (not using opengl decoder) Fix a few format issues with 3ds Mip total method is one function in STGeneric texture Weight format default to floats again until i find a proper fix for the 888 unform format.
425 lines
14 KiB
C#
425 lines
14 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenTK;
|
|
using System.Windows.Forms;
|
|
using Switch_Toolbox.Library.Rendering;
|
|
|
|
namespace Switch_Toolbox.Library
|
|
{
|
|
public class STGenericObject : TreeNodeCustom
|
|
{
|
|
public STGenericObject()
|
|
{
|
|
Checked = true;
|
|
}
|
|
public override void OnClick(TreeView treeView)
|
|
{
|
|
|
|
}
|
|
|
|
//To update buffer data for opengl
|
|
public virtual void UpdateVertexData()
|
|
{
|
|
|
|
}
|
|
|
|
public bool HasPos;
|
|
public bool HasNrm;
|
|
public bool HasUv0;
|
|
public bool HasUv1;
|
|
public bool HasUv2;
|
|
public bool HasWeights;
|
|
public bool HasIndices;
|
|
public bool HasBitans;
|
|
public bool HasTans;
|
|
public bool HasVertColors;
|
|
public string ObjectName;
|
|
public int BoneIndex;
|
|
public int MaterialIndex;
|
|
public int VertexBufferIndex;
|
|
public int DisplayLODIndex;
|
|
public int Offset;
|
|
|
|
private byte vertexSkinCount;
|
|
public byte VertexSkinCount
|
|
{
|
|
get
|
|
{
|
|
return vertexSkinCount;
|
|
}
|
|
set
|
|
{
|
|
vertexSkinCount = value;
|
|
}
|
|
}
|
|
|
|
public byte GetMaxSkinInfluenceCount()
|
|
{
|
|
return (byte)vertices.Max(t => t.boneIds.Count);
|
|
}
|
|
|
|
public Vector3 GetOrigin()
|
|
{
|
|
Vector3 pos = Vector3.Zero;
|
|
|
|
foreach (Vertex vert in vertices)
|
|
{
|
|
|
|
}
|
|
return pos;
|
|
}
|
|
|
|
public List<string[]> bones = new List<string[]>();
|
|
public List<float[]> weightsT = new List<float[]>();
|
|
|
|
public List<string> boneList = new List<string>();
|
|
public List<Vertex> vertices = new List<Vertex>();
|
|
public List<LOD_Mesh> lodMeshes = new List<LOD_Mesh>();
|
|
public class LOD_Mesh
|
|
{
|
|
public STPolygonType PrimitiveType = STPolygonType.Triangle;
|
|
public STIndexFormat IndexFormat = STIndexFormat.UInt16;
|
|
public uint FirstVertex;
|
|
|
|
public List<SubMesh> subMeshes = new List<SubMesh>();
|
|
public class SubMesh
|
|
{
|
|
public uint size;
|
|
public uint offset;
|
|
}
|
|
|
|
public void GenerateSubMesh()
|
|
{
|
|
subMeshes.Clear();
|
|
SubMesh subMesh = new SubMesh();
|
|
subMesh.offset = 0;
|
|
subMesh.size = (uint)faces.Count;
|
|
subMeshes.Add(subMesh);
|
|
}
|
|
|
|
public int index = 0;
|
|
public int strip = 0x40;
|
|
public int displayFaceSize = 0;
|
|
|
|
public List<int> faces = new List<int>();
|
|
|
|
public override string ToString()
|
|
{
|
|
return "LOD Mesh " + index;
|
|
}
|
|
|
|
public List<int> getDisplayFace()
|
|
{
|
|
if ((strip >> 4) == 4)
|
|
{
|
|
displayFaceSize = faces.Count;
|
|
return faces;
|
|
}
|
|
else
|
|
{
|
|
List<int> f = new List<int>();
|
|
|
|
int startDirection = 1;
|
|
int p = 0;
|
|
int f1 = faces[p++];
|
|
int f2 = faces[p++];
|
|
int faceDirection = startDirection;
|
|
int f3;
|
|
do
|
|
{
|
|
f3 = faces[p++];
|
|
if (f3 == 0xFFFF)
|
|
{
|
|
f1 = faces[p++];
|
|
f2 = faces[p++];
|
|
faceDirection = startDirection;
|
|
}
|
|
else
|
|
{
|
|
faceDirection *= -1;
|
|
if ((f1 != f2) && (f2 != f3) && (f3 != f1))
|
|
{
|
|
if (faceDirection > 0)
|
|
{
|
|
f.Add(f3);
|
|
f.Add(f2);
|
|
f.Add(f1);
|
|
}
|
|
else
|
|
{
|
|
f.Add(f2);
|
|
f.Add(f3);
|
|
f.Add(f1);
|
|
}
|
|
}
|
|
f1 = f2;
|
|
f2 = f3;
|
|
}
|
|
} while (p < faces.Count);
|
|
|
|
displayFaceSize = f.Count;
|
|
return f;
|
|
}
|
|
}
|
|
}
|
|
public List<int> faces = new List<int>();
|
|
|
|
#region Methods
|
|
|
|
public void TransformPosition(Vector3 Position, Vector3 Rotation, Vector3 Scale)
|
|
{
|
|
Matrix4 positionMat = Matrix4.CreateTranslation(Position);
|
|
Matrix4 rotXMat = Matrix4.CreateRotationX(MathHelper.DegreesToRadians(Rotation.X));
|
|
Matrix4 rotYMat = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(Rotation.Y));
|
|
Matrix4 rotZMat = Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(Rotation.Z));
|
|
Matrix4 scaleMat = Matrix4.CreateScale(Scale);
|
|
|
|
Matrix4 Transformation = (rotXMat * rotYMat * rotZMat) * positionMat;
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
v.pos = Vector3.TransformPosition(v.pos, scaleMat * Transformation);
|
|
v.nrm = Vector3.TransformNormal(v.nrm, Transformation);
|
|
}
|
|
}
|
|
|
|
public void FlipUvsVertical()
|
|
{
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
v.uv0 = new Vector2(v.uv0.X, 1 - v.uv0.Y);
|
|
}
|
|
|
|
}
|
|
public void FlipUvsHorizontal()
|
|
{
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
v.uv0 = new Vector2(1 - v.uv0.X, v.uv0.Y);
|
|
}
|
|
}
|
|
public void TransformUVs(Vector2 Translate, Vector2 Scale, int Index)
|
|
{
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
if (Index == 0)
|
|
v.uv0 = (v.uv0 * Scale) + Translate;
|
|
else if (Index == 1)
|
|
v.uv1 = (v.uv1 * Scale) + Translate;
|
|
else
|
|
v.uv2 = (v.uv2 * Scale) + Translate;
|
|
}
|
|
}
|
|
public void CalculateTangentBitangent(bool UseUVLayer2)
|
|
{
|
|
if (vertices.Count < 3)
|
|
return;
|
|
|
|
List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
|
|
Vector3[] tanArray = new Vector3[vertices.Count];
|
|
Vector3[] bitanArray = new Vector3[vertices.Count];
|
|
|
|
CalculateTanBitanArrays(f, tanArray, bitanArray, UseUVLayer2);
|
|
ApplyTanBitanArray(tanArray, bitanArray);
|
|
}
|
|
|
|
private void ApplyTanBitanArray(Vector3[] tanArray, Vector3[] bitanArray)
|
|
{
|
|
if (vertices.Count < 3)
|
|
return;
|
|
|
|
for (int i = 0; i < vertices.Count; i++)
|
|
{
|
|
Vertex v = vertices[i];
|
|
Vector3 newTan = tanArray[i];
|
|
Vector3 newBitan = bitanArray[i];
|
|
|
|
// The tangent and bitangent should be orthogonal to the normal.
|
|
// Bitangents are not calculated with a cross product to prevent flipped shading with mirrored normal maps.
|
|
v.tan = new Vector4(Vector3.Normalize(newTan - v.nrm * Vector3.Dot(v.nrm, newTan)), 1);
|
|
v.bitan = new Vector4(Vector3.Normalize(newBitan - v.nrm * Vector3.Dot(v.nrm, newBitan)), 1);
|
|
v.bitan *= -1;
|
|
}
|
|
}
|
|
|
|
private void CalculateTanBitanArrays(List<int> faces, Vector3[] tanArray, Vector3[] bitanArray, bool UseUVLayer2)
|
|
{
|
|
if (vertices.Count < 3 || lodMeshes.Count <= 0)
|
|
return;
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
|
|
{
|
|
Vertex v1 = vertices[faces[i]];
|
|
Vertex v2 = vertices[faces[i + 1]];
|
|
Vertex v3 = vertices[faces[i + 2]];
|
|
|
|
float x1 = v2.pos.X - v1.pos.X;
|
|
float x2 = v3.pos.X - v1.pos.X;
|
|
float y1 = v2.pos.Y - v1.pos.Y;
|
|
float y2 = v3.pos.Y - v1.pos.Y;
|
|
float z1 = v2.pos.Z - v1.pos.Z;
|
|
float z2 = v3.pos.Z - v1.pos.Z;
|
|
|
|
float s1, s2, t1, t2;
|
|
if (UseUVLayer2)
|
|
{
|
|
s1 = v2.uv1.X - v1.uv1.X;
|
|
s2 = v3.uv1.X - v1.uv1.X;
|
|
t1 = v2.uv1.Y - v1.uv1.Y;
|
|
t2 = v3.uv1.Y - v1.uv1.Y;
|
|
}
|
|
else
|
|
{
|
|
|
|
s1 = v2.uv0.X - v1.uv0.X;
|
|
s2 = v3.uv0.X - v1.uv0.X;
|
|
t1 = v2.uv0.Y - v1.uv0.Y;
|
|
t2 = v3.uv0.Y - v1.uv0.Y;
|
|
}
|
|
|
|
|
|
float div = (s1 * t2 - s2 * t1);
|
|
float r = 1.0f / div;
|
|
|
|
// Fix +/- infinity from division by 0.
|
|
if (r == float.PositiveInfinity || r == float.NegativeInfinity)
|
|
r = 1.0f;
|
|
|
|
float sX = t2 * x1 - t1 * x2;
|
|
float sY = t2 * y1 - t1 * y2;
|
|
float sZ = t2 * z1 - t1 * z2;
|
|
Vector3 s = new Vector3(sX, sY, sZ) * r;
|
|
|
|
float tX = s1 * x2 - s2 * x1;
|
|
float tY = s1 * y2 - s2 * y1;
|
|
float tZ = s1 * z2 - s2 * z1;
|
|
Vector3 t = new Vector3(tX, tY, tZ) * r;
|
|
|
|
// Prevents black tangents or bitangents due to having vertices with the same UV coordinates.
|
|
float delta = 0.00075f;
|
|
bool sameU, sameV;
|
|
if (UseUVLayer2)
|
|
{
|
|
sameU = (Math.Abs(v1.uv1.X - v2.uv1.X) < delta) && (Math.Abs(v2.uv1.X - v3.uv1.X) < delta);
|
|
sameV = (Math.Abs(v1.uv1.Y - v2.uv1.Y) < delta) && (Math.Abs(v2.uv1.Y - v3.uv1.Y) < delta);
|
|
}
|
|
else
|
|
{
|
|
sameU = (Math.Abs(v1.uv0.X - v2.uv0.X) < delta) && (Math.Abs(v2.uv0.X - v3.uv0.X) < delta);
|
|
sameV = (Math.Abs(v1.uv0.Y - v2.uv0.Y) < delta) && (Math.Abs(v2.uv0.Y - v3.uv0.Y) < delta);
|
|
}
|
|
|
|
if (sameU || sameV)
|
|
{
|
|
// Let's pick some arbitrary tangent vectors.
|
|
s = new Vector3(1, 0, 0);
|
|
t = new Vector3(0, 1, 0);
|
|
}
|
|
|
|
// Average tangents and bitangents.
|
|
tanArray[faces[i]] += s;
|
|
tanArray[faces[i + 1]] += s;
|
|
tanArray[faces[i + 2]] += s;
|
|
|
|
bitanArray[faces[i]] += t;
|
|
bitanArray[faces[i + 1]] += t;
|
|
bitanArray[faces[i + 2]] += t;
|
|
}
|
|
}
|
|
|
|
public void SmoothNormals()
|
|
{
|
|
if (vertices.Count < 3)
|
|
return;
|
|
|
|
Vector3[] normals = new Vector3[vertices.Count];
|
|
|
|
List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
|
|
{
|
|
Vertex v1 = vertices[f[i]];
|
|
Vertex v2 = vertices[f[i + 1]];
|
|
Vertex v3 = vertices[f[i + 2]];
|
|
Vector3 nrm = CalculateNormal(v1, v2, v3);
|
|
|
|
normals[f[i + 0]] += nrm;
|
|
normals[f[i + 1]] += nrm;
|
|
normals[f[i + 2]] += nrm;
|
|
}
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
vertices[i].nrm = normals[i].Normalized();
|
|
|
|
// Compare each vertex with all the remaining vertices. This might skip some.
|
|
for (int i = 0; i < vertices.Count; i++)
|
|
{
|
|
Vertex v = vertices[i];
|
|
|
|
for (int j = i + 1; j < vertices.Count; j++)
|
|
{
|
|
Vertex v2 = vertices[j];
|
|
|
|
if (v == v2)
|
|
continue;
|
|
float dis = (float)Math.Sqrt(Math.Pow(v.pos.X - v2.pos.X, 2) + Math.Pow(v.pos.Y - v2.pos.Y, 2) + Math.Pow(v.pos.Z - v2.pos.Z, 2));
|
|
if (dis <= 0f) // Extra smooth
|
|
{
|
|
Vector3 nn = ((v2.nrm + v.nrm) / 2).Normalized();
|
|
v.nrm = nn;
|
|
v2.nrm = nn;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void CalculateNormals()
|
|
{
|
|
if (vertices.Count < 3)
|
|
return;
|
|
|
|
Vector3[] normals = new Vector3[vertices.Count];
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
normals[i] = new Vector3(0, 0, 0);
|
|
|
|
List<int> f = lodMeshes[DisplayLODIndex].getDisplayFace();
|
|
|
|
for (int i = 0; i < lodMeshes[DisplayLODIndex].displayFaceSize; i += 3)
|
|
{
|
|
Vertex v1 = vertices[f[i]];
|
|
Vertex v2 = vertices[f[i + 1]];
|
|
Vertex v3 = vertices[f[i + 2]];
|
|
Vector3 nrm = CalculateNormal(v1, v2, v3);
|
|
|
|
normals[f[i + 0]] += nrm * (nrm.Length / 2);
|
|
normals[f[i + 1]] += nrm * (nrm.Length / 2);
|
|
normals[f[i + 2]] += nrm * (nrm.Length / 2);
|
|
}
|
|
|
|
for (int i = 0; i < normals.Length; i++)
|
|
vertices[i].nrm = normals[i].Normalized();
|
|
}
|
|
|
|
private Vector3 CalculateNormal(Vertex v1, Vertex v2, Vertex v3)
|
|
{
|
|
Vector3 U = v2.pos - v1.pos;
|
|
Vector3 V = v3.pos - v1.pos;
|
|
|
|
// Don't normalize here, so surface area can be calculated.
|
|
return Vector3.Cross(U, V);
|
|
}
|
|
|
|
public void SetVertexColor(Vector4 intColor)
|
|
{
|
|
// (127, 127, 127, 255) is white.
|
|
foreach (Vertex v in vertices)
|
|
{
|
|
v.col = intColor;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|