mirror of
https://github.com/sampletext32/ParkanPlayground.git
synced 2026-08-15 02:57:49 +04:00
fix textures UV. drop leftovers. properly map material_lo.
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@@ -1,5 +1,6 @@
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using System.Buffers.Binary;
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using System.Text;
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using Common;
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namespace MaterialLib;
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@@ -168,28 +169,3 @@ public static class MaterialParser
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return $"Интерполируется: {string.Join(", ", parts)} | Остальные компоненты копируются (Flags: 0x{(int)target:X})";
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}
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}
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// Helper extensions
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internal static class StreamExtensions
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{
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public static float ReadFloatLittleEndian(this Stream stream)
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{
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Span<byte> buffer = stackalloc byte[4];
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stream.ReadExactly(buffer);
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return BinaryPrimitives.ReadSingleLittleEndian(buffer);
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}
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public static ushort ReadUInt16LittleEndian(this Stream stream)
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{
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Span<byte> buffer = stackalloc byte[2];
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stream.ReadExactly(buffer);
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return BinaryPrimitives.ReadUInt16LittleEndian(buffer);
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}
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public static uint ReadUInt32LittleEndian(this Stream stream)
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{
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Span<byte> buffer = stackalloc byte[4];
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stream.ReadExactly(buffer);
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return BinaryPrimitives.ReadUInt32LittleEndian(buffer);
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}
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}
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@@ -104,11 +104,6 @@ public static class Msh0x01
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ushort FallbackKey0x08,
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ushort[] Msh02SlotIndicesByStateAndLOD)
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{
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public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
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public int ParentIndexOrMinusOne =>
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ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink;
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public ushort ResolveSlotIndex(int state, int lod = 0)
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{
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@@ -129,26 +124,6 @@ public static class Msh0x01
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? Msh02SlotIndicesByStateAndLOD[index]
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: ushort.MaxValue;
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}
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public bool HasGeometrySlot(int lod, int group = 0) =>
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ResolveSlotIndex(lod, group) != ushort.MaxValue;
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public int CountLodsForGroup(int group = 0)
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{
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var count = 0;
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for (var lod = 0; lod < StateCount; lod++)
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{
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if (!HasGeometrySlot(lod, group))
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{
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break;
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}
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count++;
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}
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return count;
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}
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}
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}
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+17
-12
@@ -38,21 +38,25 @@ public static class Msh0x0D
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return data
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.Chunk(ElementSize)
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.Select(x => new Batch(
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(BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x00)),
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BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x02)),
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BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x04)),
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BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x06)),
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BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x08)),
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BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x0A)),
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BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x0E)),
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BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x10))))
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Flags: (BatchFlags)BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x00)),
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MaterialIndexHi: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x02)),
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MaterialIndexLo: x.AsSpan(0x04)[0],
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LightmapIndex: x.AsSpan(0x05)[0],
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LocalBatchIndex: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x06)),
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IndexCount0x06: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x08)),
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IndexStart0x06: BinaryPrimitives.ReadUInt32LittleEndian(x.AsSpan(0x0A)),
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VertexCount0x03: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x0E)),
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BaseVertex0x03: BinaryPrimitives.ReadUInt16LittleEndian(x.AsSpan(0x10))
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)
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)
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.ToList();
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}
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/// <summary>MSH batch 0x0D, sizeof 0x14.</summary>
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/// <param name="Flags">[0x00..0x02] Флаги batch.</param>
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/// <param name="MaterialIndex">[0x02..0x04] Индекс material slot. Может быть overridden CAniMesh::forced_material_index.</param>
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/// <param name="Opaque04">[0x04..0x06] Opaque. В GetBatchRenderData попадает в packed field вместе с material/lightmap данными.</param>
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/// <param name="MaterialIndexHi">[0x02..0x04] Индекс material slot. Может быть overridden CAniMesh::forced_material_index.</param>
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/// <param name="MaterialIndexLo">[0x04..0x05] Индекс материала</param>
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/// <param name="LightmapIndex">[0x05..0x06] Индекс карты освещения</param>
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/// <param name="LocalBatchIndex">[0x06..0x08] Локальный batch index. В GetBatchRenderData складывается с MSH_piece.local_index_base / batch base.</param>
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/// <param name="IndexCount0x06">[0x08..0x0A] Количество индексов из component 0x06.</param>
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/// <param name="IndexStart0x06">[0x0A..0x0E] Первый индекс в component 0x06.</param>
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@@ -60,8 +64,9 @@ public static class Msh0x0D
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/// <param name="BaseVertex0x03">[0x10..0x14] Base vertex в vertex streams, включая position stream 0x03.</param>
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public readonly record struct Batch(
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BatchFlags Flags,
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ushort MaterialIndex,
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ushort Opaque04,
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ushort MaterialIndexHi,
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byte MaterialIndexLo,
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byte LightmapIndex,
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ushort LocalBatchIndex,
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ushort IndexCount0x06,
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uint IndexStart0x06,
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@@ -185,7 +185,7 @@ public sealed class MshConverter
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continue;
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}
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writer.WriteLine($"# batch {batchIndex}, material {batch.MaterialIndex}, flags {batch.Flags}");
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writer.WriteLine($"# batch {batchIndex}, material {batch.MaterialIndexLo}, flags {batch.Flags}");
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for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
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{
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@@ -88,7 +88,7 @@ public static class MshRestPoseBuilder
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{
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try
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{
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return Convert.ToInt32(node.ParentIndexOrMinusOne);
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return Convert.ToInt32(node.ParentIndexOrLink);
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}
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catch
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{
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@@ -134,7 +134,7 @@ public static class MshViewportLoader
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var outIndices = new List<uint>();
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var batchTriangleCount = 0;
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var material = materialLibrary.FindMaterial(batch.MaterialIndex) ?? ViewportMaterial.Untextured;
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var material = materialLibrary.FindMaterial(batch.MaterialIndexLo) ?? ViewportMaterial.Untextured;
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var vertexColor = material.HasTexture ? Vector3.One : debugColor;
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for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
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@@ -156,7 +156,7 @@ public static class MshViewportLoader
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normal = Vector3.UnitY;
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else
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normal = Vector3.Normalize(normal);
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AddTriangleVertex(p0, vertexColor, normal, GetUv(uvs, vertexIndex0), vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p1, vertexColor, normal, GetUv(uvs, vertexIndex1), vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p2, vertexColor, normal, GetUv(uvs, vertexIndex2), vertices, outIndices, ref boundsMin, ref boundsMax);
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@@ -183,7 +183,7 @@ public static class MshViewportLoader
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return Vector2.Zero;
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var uv = uvs[vertexIndex];
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return new Vector2(uv.U / 1024.0f, 1.0f - uv.V / 1024.0f);
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return new Vector2(uv.U / 1024.0f, uv.V / 1024.0f);
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}
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private static Vector3 ToNumericsVector3(Common.Vector3 position)
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@@ -46,9 +46,9 @@ public sealed class WeaMaterialLibrary
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foreach (var materialRef in materialRefs)
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{
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var texture = TryLoadMaterialTexture(gl, materialFs, parseResult.Archive, materialRef.Name);
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var texture = TryLoadMaterialTexture(gl, materialFs, parseResult.Archive, materialRef.Name, out var texm);
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result[materialRef.Id] = texture != null
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? new ViewportMaterial(materialRef.Name, texture.Value)
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? new ViewportMaterial(materialRef.Name, texture.Value, texm)
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: new ViewportMaterial(materialRef.Name);
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}
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@@ -194,9 +194,10 @@ public sealed class WeaMaterialLibrary
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}
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private static uint? TryLoadMaterialTexture(
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GL gl, FileStream materialFs, NResArchive materialArchive, string materialName
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GL gl, FileStream materialFs, NResArchive materialArchive, string materialName, out TexmFile? texm
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)
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{
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texm = null;
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var entry = FindMaterialEntry(materialArchive, materialName);
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if (entry == null)
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return null;
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@@ -235,6 +236,7 @@ public sealed class WeaMaterialLibrary
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if (texmResult.TexmFile == null)
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return null;
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texm = texmResult.TexmFile;
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var rgba = texmResult.TexmFile.GetRgba32BytesFromMipmap(0, out var width, out var height);
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return ViewportTextureLoader.CreateRgbaTexture(gl, rgba, width, height);
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}
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@@ -1,3 +1,5 @@
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using TexmLib;
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namespace NResUI.Rendering.Viewport;
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public sealed class ViewportMaterial
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@@ -6,10 +8,13 @@ public sealed class ViewportMaterial
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public uint TextureHandle { get; }
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public bool HasTexture => TextureHandle != 0;
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public ViewportMaterial(string name, uint textureHandle = 0)
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public TexmFile? Texm { get; }
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public ViewportMaterial(string name, uint textureHandle = 0, TexmFile? texm = null)
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{
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Name = name;
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TextureHandle = textureHandle;
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Texm = texm;
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}
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public static ViewportMaterial Untextured { get; } = new("Untextured");
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+2
-2
@@ -277,9 +277,9 @@ public record class TexmFile(
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// swap endianess back
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// (rawPixel[0], rawPixel[1], rawPixel[2], rawPixel[3]) = (rawPixel[3], rawPixel[2], rawPixel[1], rawPixel[0]);
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var r = rawPixel[0];
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var b = rawPixel[0];
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var g = rawPixel[1];
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var b = rawPixel[2];
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var r = rawPixel[2];
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var a = rawPixel[3];
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result[i + 0] = r;
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