material initial and pose fix

This commit is contained in:
bird_egop
2026-06-06 21:26:56 +03:00
parent 776bb9fcb3
commit 5baf3f324f
13 changed files with 536 additions and 248 deletions
@@ -30,7 +30,7 @@ public static class MshViewportLoader
}
fs.Seek(0, SeekOrigin.Begin);
var pieces = LoadModelPieces(gl, fs, archive);
var pieces = LoadModelPieces(gl, fs, archive, path);
if (pieces.Count == 0)
return MshViewportLoadResult.Failure("MSH was parsed, but no renderable geometry pieces were found.", path);
@@ -42,17 +42,19 @@ public static class MshViewportLoader
}
}
private static List<ViewportPiece> LoadModelPieces(GL gl, FileStream fs, NResArchive archive)
private static List<ViewportPiece> LoadModelPieces(GL gl, FileStream fs, NResArchive archive, string path)
{
var nodes = Msh0x01.ReadComponent(fs, archive);
var geometry = Msh0x02.ReadComponent(fs, archive);
var positions = Msh0x03.ReadComponent(fs, archive);
var uvs = TryReadUvs(fs, archive);
var indices = Msh0x06.ReadComponent(fs, archive);
var batches = Msh0x0D.ReadComponent(fs, archive);
var animationDescriptors = Msh0x08.ReadComponent(fs, archive);
var restPoses = MshRestPoseBuilder.BuildRestPose(nodes, animationDescriptors);
var mshToViewportTransform = Matrix4x4.CreateRotationX(-MathF.PI * 0.5f);
var names = TryReadNames(fs, archive);
var materialLibrary = WeaMaterialLibrary.TryLoadForMsh(gl, path);
var pieces = new List<ViewportPiece>();
@@ -71,7 +73,7 @@ public static class MshViewportLoader
if (!slot.HasBatches)
continue;
var meshBuildResult = BuildPieceMesh(gl, nodeIndex, slot, positions, indices, batches);
var meshBuildResult = BuildPieceMeshes(gl, nodeIndex, slot, positions, uvs, indices, batches, materialLibrary);
if (meshBuildResult == null)
continue;
@@ -79,7 +81,7 @@ public static class MshViewportLoader
pieces.Add(new ViewportPiece(
id: nodeIndex,
name: name,
mesh: meshBuildResult.Mesh,
meshes: meshBuildResult.Meshes,
localTransform: restPose.MeshSpaceTransform * mshToViewportTransform,
boundsMin: meshBuildResult.BoundsMin,
boundsMax: meshBuildResult.BoundsMax,
@@ -100,17 +102,18 @@ public static class MshViewportLoader
return pieces;
}
private static PieceMeshBuildResult? BuildPieceMesh(
private static PieceMeshBuildResult? BuildPieceMeshes(
GL gl,
int nodeIndex,
Msh0x02.GeometrySlot slot,
IReadOnlyList<Common.Vector3> positions,
IReadOnlyList<Msh05Uv> uvs,
IReadOnlyList<ushort> indices,
IReadOnlyList<Msh0x0D.Batch> batches)
IReadOnlyList<Msh0x0D.Batch> batches,
WeaMaterialLibrary materialLibrary)
{
var vertices = new List<float>();
var outIndices = new List<uint>();
var color = PickDebugColor(nodeIndex);
var meshes = new List<GpuMesh>();
var debugColor = PickDebugColor(nodeIndex);
var batchCount = 0;
var triangleCount = 0;
@@ -127,7 +130,12 @@ public static class MshViewportLoader
if (batch.IndexStart0x06 + batch.IndexCount0x06 > indices.Count)
continue;
batchCount++;
var vertices = new List<float>();
var outIndices = new List<uint>();
var batchTriangleCount = 0;
var material = materialLibrary.FindMaterial(batch.MaterialIndex) ?? ViewportMaterial.Untextured;
var vertexColor = material.HasTexture ? Vector3.One : debugColor;
for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
{
@@ -149,20 +157,35 @@ public static class MshViewportLoader
else
normal = Vector3.Normalize(normal);
AddTriangleVertex(p0, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
AddTriangleVertex(p1, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
AddTriangleVertex(p2, color, normal, vertices, outIndices, ref boundsMin, ref boundsMax);
triangleCount++;
AddTriangleVertex(p0, vertexColor, normal, GetUv(uvs, vertexIndex0), vertices, outIndices, ref boundsMin, ref boundsMax);
AddTriangleVertex(p1, vertexColor, normal, GetUv(uvs, vertexIndex1), vertices, outIndices, ref boundsMin, ref boundsMax);
AddTriangleVertex(p2, vertexColor, normal, GetUv(uvs, vertexIndex2), vertices, outIndices, ref boundsMin, ref boundsMax);
batchTriangleCount++;
}
if (batchTriangleCount == 0)
continue;
batchCount++;
triangleCount += batchTriangleCount;
meshes.Add(PrimitiveMeshes.CreateColoredIndexedMesh(gl, vertices, outIndices, PrimitiveType.Triangles, material));
}
if (triangleCount == 0)
if (triangleCount == 0 || meshes.Count == 0)
return null;
var mesh = PrimitiveMeshes.CreateColoredIndexedMesh(gl, vertices, outIndices, PrimitiveType.Triangles);
return new PieceMeshBuildResult(mesh, boundsMin, boundsMax, batchCount, triangleCount);
return new PieceMeshBuildResult(meshes, boundsMin, boundsMax, batchCount, triangleCount);
}
private static Vector2 GetUv(IReadOnlyList<Msh05Uv> uvs, int vertexIndex)
{
if (vertexIndex < 0 || vertexIndex >= uvs.Count)
return Vector2.Zero;
var uv = uvs[vertexIndex];
return new Vector2(uv.U / 1024.0f, 1.0f - uv.V / 1024.0f);
}
private static Vector3 ToNumericsVector3(Common.Vector3 position)
{
return new Vector3(position.X, position.Y, position.Z);
@@ -172,13 +195,13 @@ public static class MshViewportLoader
Vector3 position,
Vector3 color,
Vector3 normal,
Vector2 uv,
List<float> vertices,
List<uint> indices,
ref Vector3 boundsMin,
ref Vector3 boundsMax
)
ref Vector3 boundsMax)
{
var vertexIndex = (uint)(vertices.Count / 9);
var vertexIndex = (uint)(vertices.Count / PrimitiveMeshes.FloatsPerVertex);
vertices.Add(position.X);
vertices.Add(position.Y);
@@ -189,12 +212,13 @@ public static class MshViewportLoader
vertices.Add(normal.X);
vertices.Add(normal.Y);
vertices.Add(normal.Z);
vertices.Add(uv.X);
vertices.Add(uv.Y);
indices.Add(vertexIndex);
var p = new Vector3(position.X, position.Y, position.Z);
boundsMin = Vector3.Min(boundsMin, p);
boundsMax = Vector3.Max(boundsMax, p);
boundsMin = Vector3.Min(boundsMin, position);
boundsMax = Vector3.Max(boundsMax, position);
}
private static bool IsValidTriangle(int vertexCount, int vertexIndex0, int vertexIndex1, int vertexIndex2)
@@ -221,6 +245,18 @@ public static class MshViewportLoader
}
}
private static List<Msh05Uv> TryReadUvs(FileStream fs, NResArchive archive)
{
try
{
return Msh0x05.ReadComponent(fs, archive);
}
catch
{
return new List<Msh05Uv>();
}
}
private static string ResolvePieceName(IReadOnlyList<string> names, int nodeIndex)
{
if (nodeIndex >= 0 && nodeIndex < names.Count && !string.IsNullOrWhiteSpace(names[nodeIndex]))
@@ -247,7 +283,7 @@ public static class MshViewportLoader
}
private sealed record PieceMeshBuildResult(
GpuMesh Mesh,
IReadOnlyList<GpuMesh> Meshes,
Vector3 BoundsMin,
Vector3 BoundsMax,
int BatchCount,