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mirror of https://github.com/sampletext32/ParkanPlayground.git synced 2025-12-11 04:51:21 +04:00
Files
parkan-playground/MaterialLib/MaterialFile.cs
2025-12-04 07:58:32 +03:00

168 lines
6.2 KiB
C#

namespace MaterialLib;
public class MaterialFile
{
// === Metadata (not from file content) ===
public string FileName { get; set; }
public int Version { get; set; } // From NRes ElementCount
public int Magic1 { get; set; } // From NRes Magic1
// === Derived from Version/ElementCount ===
public int MaterialRenderingType { get; set; } // (Version >> 2) & 0xF - 0=Standard, 1=Special, 2=Particle
public bool SupportsBumpMapping { get; set; } // (Version & 2) != 0
public int IsParticleEffect { get; set; } // Version & 40 - 0=Normal, 8=Particle/Effect
// === File Content (in read order) ===
// Read order: StageCount (ushort), AnimCount (ushort), then conditionally blend modes and params
// Global Blend Modes (read if Magic1 >= 2)
public BlendMode SourceBlendMode { get; set; } // Default: Unknown (0xFF)
public BlendMode DestBlendMode { get; set; } // Default: Unknown (0xFF)
// Global Parameters (read if Magic1 > 2 and > 3 respectively)
public float GlobalAlphaMultiplier { get; set; } // Default: 1.0 (always 1.0 in all 628 materials)
public float GlobalEmissiveIntensity { get; set; } // Default: 0.0 (0=no glow, rare values: 1000, 10000)
public List<MaterialStage> Stages { get; set; } = new();
public List<MaterialAnimation> Animations { get; set; } = new();
}
/// <summary>
/// Blend modes for material rendering. These control how source and destination colors are combined.
/// Formula: FinalColor = (SourceColor * SourceBlend) [operation] (DestColor * DestBlend)
/// Maps to Direct3D D3DBLEND values.
/// </summary>
public enum BlendMode : byte
{
/// <summary>Blend factor is (0, 0, 0, 0) - results in black/transparent</summary>
Zero = 1,
/// <summary>Blend factor is (1, 1, 1, 1) - uses full color value</summary>
One = 2,
/// <summary>Blend factor is (Rs, Gs, Bs, As) - uses source color</summary>
SrcColor = 3,
/// <summary>Blend factor is (1-Rs, 1-Gs, 1-Bs, 1-As) - uses inverted source color</summary>
InvSrcColor = 4,
/// <summary>Blend factor is (As, As, As, As) - uses source alpha for all channels (standard transparency)</summary>
SrcAlpha = 5,
/// <summary>Blend factor is (1-As, 1-As, 1-As, 1-As) - uses inverted source alpha</summary>
InvSrcAlpha = 6,
/// <summary>Blend factor is (Ad, Ad, Ad, Ad) - uses destination alpha</summary>
DestAlpha = 7,
/// <summary>Blend factor is (1-Ad, 1-Ad, 1-Ad, 1-Ad) - uses inverted destination alpha</summary>
InvDestAlpha = 8,
/// <summary>Blend factor is (Rd, Gd, Bd, Ad) - uses destination color</summary>
DestColor = 9,
/// <summary>Blend factor is (1-Rd, 1-Gd, 1-Bd, 1-Ad) - uses inverted destination color</summary>
InvDestColor = 10,
/// <summary>Blend factor is (f, f, f, 1) where f = min(As, 1-Ad) - saturates source alpha</summary>
SrcAlphaSat = 11,
/// <summary>Blend factor is (As, As, As, As) for both source and dest - obsolete in D3D9+</summary>
BothSrcAlpha = 12,
/// <summary>Blend factor is (1-As, 1-As, 1-As, 1-As) for both source and dest - obsolete in D3D9+</summary>
BothInvSrcAlpha = 13,
/// <summary>Unknown or uninitialized blend mode (0xFF default value)</summary>
Unknown = 0xFF
}
public class MaterialStage
{
// === FILE READ ORDER (34 bytes per stage) ===
// This matches the order bytes are read from the file (decompiled.c lines 159-217)
// NOT the C struct memory layout (which is Diffuse, Ambient, Specular, Emissive)
// 1. Ambient Color (4 bytes, read first from file)
public float AmbientR;
public float AmbientG;
public float AmbientB;
public float AmbientA; // Scaled by 0.01 when read from file
// 2. Diffuse Color (4 bytes, read second from file)
public float DiffuseR;
public float DiffuseG;
public float DiffuseB;
public float DiffuseA;
// 3. Specular Color (4 bytes, read third from file)
public float SpecularR;
public float SpecularG;
public float SpecularB;
public float SpecularA;
// 4. Emissive Color (4 bytes, read fourth from file)
public float EmissiveR;
public float EmissiveG;
public float EmissiveB;
public float EmissiveA;
// 5. Power (1 byte → float, read fifth from file)
public float Power;
// 6. Texture Stage Index (1 byte, read sixth from file)
// 255 = not set/default, 0-47 = reference to specific texture stage
public int TextureStageIndex;
// 7. Texture Name (16 bytes, read seventh from file)
public string TextureName { get; set; }
}
public class MaterialAnimation
{
// === File Read Order ===
// Combined field (4 bytes): bits 3-31 = Target, bits 0-2 = LoopMode
public AnimationTarget Target;
public AnimationLoopMode LoopMode;
// Key count (2 bytes), then keys
public List<AnimKey> Keys { get; set; } = new();
// Cached description for UI (computed once during parsing)
public string TargetDescription { get; set; } = string.Empty;
}
[Flags]
public enum AnimationTarget : int
{
// NOTE: This is a BITSET (flags enum). Multiple flags can be combined.
// When a flag is SET, that component is INTERPOLATED between stages.
// When a flag is NOT SET, that component is COPIED from the source stage (no interpolation).
// If ALL flags are 0, the ENTIRE stage is copied without any interpolation.
Ambient = 1, // 0x01 - Interpolates Ambient RGB (Interpolate.c lines 23-37)
Diffuse = 2, // 0x02 - Interpolates Diffuse RGB (Interpolate.c lines 7-21)
Specular = 4, // 0x04 - Interpolates Specular RGB (Interpolate.c lines 39-53)
Emissive = 8, // 0x08 - Interpolates Emissive RGB (Interpolate.c lines 55-69)
Power = 16 // 0x10 - Interpolates Ambient.A and sets Power (Interpolate.c lines 71-76)
}
public enum AnimationLoopMode : int
{
Loop = 0,
PingPong = 1,
Clamp = 2,
Random = 3
}
public struct AnimKey
{
// === File Read Order (6 bytes per key) ===
public ushort StageIndex; // Read first
public ushort DurationMs; // Read second
public ushort InterpolationCurve; // Read third - Always 0 (linear interpolation) in all 1848 keys
}