msh improvements

This commit is contained in:
bird_egop
2026-05-12 01:19:19 +03:00
parent 09bc0110d0
commit 5fc8ba53b2
7 changed files with 674 additions and 509 deletions
+79 -39
View File
@@ -4,14 +4,14 @@ using NResLib;
namespace ParkanPlayground;
/// <summary>
/// MSH-компонент 0x0D: таблица batch.
/// MSH-компонент 0x0D: таблица render/intersection batches.
/// Используется через MSH_02_geometry_slot.batch_start_0x0d / batch_count_0x0d.
/// </summary>
public static class Msh0x0D
{
public const int ElementSize = 20;
public static List<Batch> ReadComponent(
FileStream mshFs, NResArchive archive)
public static List<Batch> ReadComponent(FileStream mshFs, NResArchive archive)
{
var entry = archive.Files.FirstOrDefault(x => x.FileType == "0D 00 00 00");
@@ -31,53 +31,93 @@ public static class Msh0x0D
}
var data = new byte[entry.FileLength];
mshFs.Seek(entry.OffsetInFile, SeekOrigin.Begin);
mshFs.ReadExactly(data, 0, data.Length);
var elementBytes = data.Chunk(ElementSize);
var elements = elementBytes.Select(x => new Batch(
(BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(2)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(4)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(6)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(8)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0xA)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0xE)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x10)))).ToList();
return elements;
return data
.Chunk(ElementSize)
.Select(x => new Batch(
(BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x00)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x02)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x04)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x06)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x08)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x0A)),
BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x0E)),
BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x10))))
.ToList();
}
/// <summary>Batch 0x0D</summary>
/// <param name="BatchFlags">[0x00..0x02] Флаги batch. У FParkan: batchFlags.</param>
/// <param name="MaterialIndex">[0x02..0x04] Индекс material slot, резолвится через WEAR/MAT0 pipeline.</param>
/// <param name="Opaque4">[0x04..0x06] Opaque поле. Старое локальное имя: TriangleCount; не подтверждено.</param>
/// <param name="Opaque6">[0x06..0x08] Opaque поле. Сохранять побайтно в writer.</param>
/// <param name="IndexCount">[0x08..0x0A] Количество индексов в индексном буфере 0x06.</param>
/// <param name="IndexStart">[0x0A..0x0E] Первый индекс в индексном буфере 0x06.</param>
/// <param name="Opaque14">[0x0E..0x10] Opaque поле. Старое локальное имя: CountOf03; не подтверждено.</param>
/// <param name="BaseVertex">[0x10..0x14] Базовая вершина в position stream 0x03. У FParkan: baseVertex.</param>
/// <summary>MSH batch 0x0D, sizeof 0x14.</summary>
/// <param name="Flags">[0x00..0x02] Флаги batch.</param>
/// <param name="MaterialIndex">[0x02..0x04] Индекс material slot. Может быть overridden CAniMesh::forced_material_index.</param>
/// <param name="Opaque04">[0x04..0x06] Opaque. В GetBatchRenderData попадает в packed field вместе с material/lightmap данными.</param>
/// <param name="LocalBatchIndex">[0x06..0x08] Локальный batch index. В GetBatchRenderData складывается с MSH_piece.local_index_base / batch base.</param>
/// <param name="IndexCount">[0x08..0x0A] Количество индексов из component 0x06.</param>
/// <param name="IndexStart">[0x0A..0x0E] Первый индекс в component 0x06.</param>
/// <param name="VertexCount">[0x0E..0x10] Количество вершин для render primitive.</param>
/// <param name="BaseVertex">[0x10..0x14] Base vertex в vertex streams, включая position stream 0x03.</param>
public readonly record struct Batch(
BatchFlags BatchFlags,
BatchFlags Flags,
ushort MaterialIndex,
ushort Opaque4,
ushort Opaque6,
ushort Opaque04,
ushort LocalBatchIndex,
ushort IndexCount,
uint IndexStart,
ushort Opaque14,
ushort VertexCount,
uint BaseVertex);
}
[Flags]
public enum BatchFlags : ushort
{
MSH0D_BATCH_SPECIAL_SUBMIT = 1,
MSH0D_BATCH_INTERSECT_TWO_SIDED = 2,
MSH0D_BATCH_SPECIAL_PASS_OR_CONDITIONAL = 5,
MSH0D_BATCH_USE_MATERIAL_PHASE = 8,
MSH0D_BATCH_SUPPRESS_BATCH = 32,
MSH0D_BATCH_FORCE_PASS2 = 256,
MSH0D_BATCH_EMULATE_POINT_LIGHTS = 2048,
MSH0D_BATCH_HAS_LIGHTMAP_OR_TEXCOORD1 = 8192,
MSH0D_BATCH_FACING_TEST_EARLY_OUT = 16384,
None = 0,
/// <summary>
/// Special/immediate submit path in CShade::SubmitMeshPieceBatches.
/// </summary>
SpecialSubmit = 0x0001,
/// <summary>
/// Intersection path tries both facing directions / disables facing test.
/// Also likely related to two-sided handling.
/// </summary>
DisableFacingTest = 0x0002,
/// <summary>
/// Use material phase path instead of normal material animation frame.
/// </summary>
UseMaterialPhase = 0x0004,
/// <summary>
/// Special pass / conditional batch logic.
/// In GetBatchRenderData this participates in conditional suppression logic.
/// </summary>
SpecialPassOrConditional = 0x0008,
/// <summary>
/// Batch is suppressed when paired with SpecialPassOrConditional.
/// </summary>
SuppressBatch = 0x0020,
/// <summary>
/// Forces second/translucent-ish render pass. Exact render-state meaning still provisional.
/// </summary>
ForcePass2 = 0x0100,
/// <summary>
/// Enables point-light emulation path.
/// </summary>
EmulatePointLights = 0x0800,
/// <summary>
/// Batch has lightmap / secondary texcoord related data.
/// </summary>
HasLightmapOrTexcoord1 = 0x2000,
/// <summary>
/// Facing/culling mode bit. Exact render meaning is still provisional.
/// </summary>
FacingTestEarlyOut = 0x4000,
}