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RaindropViewer/Assets/Raindrop/Render/RenderingHelpers.cs
T

1243 lines
42 KiB
C#

/**
* Radegast Metaverse Client
* Copyright(c) 2009-2014, Radegast Development Team
* Copyright(c) 2016-2020, Sjofn, LLC
* All rights reserved.
*
* Radegast is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program.If not, see<https://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.IO.Compression;
//using OpenTK.Graphics.OpenGL;
using System.Runtime.InteropServices;
using System.Drawing;
using System.Drawing.Imaging;
using OpenMetaverse;
using OpenMetaverse.Rendering;
namespace Raindrop.Rendering
{
//[StructLayout(LayoutKind.Sequential)]
//public struct Color4b
//{
// public byte R;
// public byte G;
// public byte B;
// public byte A;
//}
//[StructLayout(LayoutKind.Explicit)]
//public struct ColorVertex
//{
// [FieldOffset(0)]
// public Vertex Vertex;
// [FieldOffset(32)]
// public Color4b Color;
// public static int Size = 36;
//}
//public class TextureInfo
//{
// public Image Texture;
// public int TexturePointer;
// public bool HasAlpha;
// public bool FullAlpha;
// public bool IsMask;
// public bool IsInvisible;
// public UUID TextureID;
// public bool FetchFailed;
//}
//public class TextureLoadItem
//{
// public FaceData Data;
// public Primitive Prim;
// public Primitive.TextureEntryFace TeFace;
// public byte[] TextureData = null;
// public byte[] TGAData = null;
// public bool LoadAssetFromCache = false;
// public ImageType ImageType = ImageType.Normal;
// public string BakeName = string.Empty;
// public UUID AvatarID = UUID.Zero;
//}
//public enum RenderPass
//{
// Picking,
// Simple,
// Alpha,
// Invisible
//}
//public enum SceneObjectType
//{
// None,
// Primitive,
// Avatar,
//}
///// <summary>
///// Base class for all scene objects
///// </summary>
//public abstract class SceneObject : IComparable, IDisposable
//{
// #region Public fields
// /// <summary>Interpolated local position of the object</summary>
// public Vector3 InterpolatedPosition;
// /// <summary>Interpolated local rotation of the object</summary>
// public Quaternion InterpolatedRotation;
// /// <summary>Rendered position of the object in the region</summary>
// public Vector3 RenderPosition;
// /// <summary>Rendered rotationm of the object in the region</summary>
// public Quaternion RenderRotation;
// /// <summary>Per frame calculated square of the distance from camera</summary>
// public float DistanceSquared;
// /// <summary>Bounding volume of the object</summary>
// public BoundingVolume BoundingVolume;
// /// <summary>Was the sim position and distance from camera calculated during this frame</summary>
// public bool PositionCalculated;
// /// <summary>Scene object type</summary>
// public SceneObjectType Type = SceneObjectType.None;
// /// <summary>Libomv primitive</summary>
// public virtual Primitive BasePrim { get; set; }
// /// <summary>Were initial initialization tasks done</summary>
// public bool Initialized;
// /// <summary>Is this object disposed</summary>
// public bool IsDisposed = false;
// public int AlphaQueryID = -1;
// public int SimpleQueryID = -1;
// public bool HasAlphaFaces;
// public bool HasSimpleFaces;
// public bool HasInvisibleFaces;
// #endregion Public fields
// uint previousParent = uint.MaxValue;
// /// <summary>
// /// Cleanup resources used
// /// </summary>
// public virtual void Dispose()
// {
// IsDisposed = true;
// }
// /// <summary>
// /// Task performed the fist time object is set for rendering
// /// </summary>
// public virtual void Initialize()
// {
// RenderPosition = InterpolatedPosition = BasePrim.Position;
// RenderRotation = InterpolatedRotation = BasePrim.Rotation;
// Initialized = true;
// }
// /// <summary>
// /// Perform per frame tasks
// /// </summary>
// /// <param name="time">Time since the last call (last frame time in seconds)</param>
// public virtual void Step(float time)
// {
// if (BasePrim == null) return;
// // Don't interpolate when parent changes (sit/stand link/unlink)
// if (previousParent != BasePrim.ParentID)
// {
// previousParent = BasePrim.ParentID;
// InterpolatedPosition = BasePrim.Position;
// InterpolatedRotation = BasePrim.Rotation;
// return;
// }
// // Linear velocity and acceleration
// if (BasePrim.Velocity != Vector3.Zero)
// {
// BasePrim.Position = InterpolatedPosition = BasePrim.Position + BasePrim.Velocity * time
// * 0.98f * RaindropInstance.GlobalInstance.Client.Network.CurrentSim.Stats.Dilation;
// BasePrim.Velocity += BasePrim.Acceleration * time;
// }
// else if (InterpolatedPosition != BasePrim.Position)
// {
// InterpolatedPosition = RHelp.Smoothed1stOrder(InterpolatedPosition, BasePrim.Position, time);
// }
// // Angular velocity (target omega)
// if (BasePrim.AngularVelocity != Vector3.Zero)
// {
// Vector3 angVel = BasePrim.AngularVelocity;
// float angle = time * angVel.Length();
// Quaternion dQ = Quaternion.CreateFromAxisAngle(angVel, angle);
// InterpolatedRotation = dQ * InterpolatedRotation;
// }
// else if (InterpolatedRotation != BasePrim.Rotation && !(this is RenderAvatar))
// {
// InterpolatedRotation = Quaternion.Slerp(InterpolatedRotation, BasePrim.Rotation, time * 10f);
// if (1f - Math.Abs(Quaternion.Dot(InterpolatedRotation, BasePrim.Rotation)) < 0.0001)
// InterpolatedRotation = BasePrim.Rotation;
// }
// else
// {
// InterpolatedRotation = BasePrim.Rotation;
// }
// }
// /// <summary>
// /// Render scene object
// /// </summary>
// /// <param name="pass">Which pass are we currently in</param>
// /// <param name="pickingID">ID used to identify which object was picked</param>
// /// <param name="scene">Main scene renderer</param>
// /// <param name="time">Time it took to render the last frame</param>
// public virtual void Render(RenderPass pass, int pickingID, SceneWindow scene, float time)
// {
// }
// /// <summary>
// /// Implementation of the IComparable interface
// /// used for sorting by distance
// /// </summary>
// /// <param name="other">Object we are comparing to</param>
// /// <returns>Result of the comparison</returns>
// public virtual int CompareTo(object other)
// {
// SceneObject o = (SceneObject)other;
// if (DistanceSquared < o.DistanceSquared)
// return -1;
// if (DistanceSquared > o.DistanceSquared)
// return 1;
// return 0;
// }
// #region Occlusion queries
// public void StartQuery(RenderPass pass)
// {
// if (!RenderSettings.OcclusionCullingEnabled) return;
// if (pass == RenderPass.Simple)
// {
// StartSimpleQuery();
// }
// else if (pass == RenderPass.Alpha)
// {
// StartAlphaQuery();
// }
// }
// public void EndQuery(RenderPass pass)
// {
// if (!RenderSettings.OcclusionCullingEnabled) return;
// if (pass == RenderPass.Simple)
// {
// EndSimpleQuery();
// }
// else if (pass == RenderPass.Alpha)
// {
// EndAlphaQuery();
// }
// }
// //public void StartAlphaQuery()
// //{
// // if (!RenderSettings.OcclusionCullingEnabled) return;
// // if (AlphaQueryID == -1)
// // {
// // Compat.GenQueries(out AlphaQueryID);
// // }
// // if (AlphaQueryID > 0)
// // {
// // Compat.BeginQuery(QueryTarget.SamplesPassed, AlphaQueryID);
// // }
// //}
// //public void EndAlphaQuery()
// //{
// // if (!RenderSettings.OcclusionCullingEnabled) return;
// // if (AlphaQueryID > 0)
// // {
// // Compat.EndQuery(QueryTarget.SamplesPassed);
// // }
// //}
// //public void StartSimpleQuery()
// //{
// // if (!RenderSettings.OcclusionCullingEnabled) return;
// // if (SimpleQueryID == -1)
// // {
// // Compat.GenQueries(out SimpleQueryID);
// // }
// // if (SimpleQueryID > 0)
// // {
// // Compat.BeginQuery(QueryTarget.SamplesPassed, SimpleQueryID);
// // }
// //}
// //public void EndSimpleQuery()
// //{
// // if (!RenderSettings.OcclusionCullingEnabled) return;
// // if (SimpleQueryID > 0)
// // {
// // Compat.EndQuery(QueryTarget.SamplesPassed);
// // }
// //}
// //public bool Occluded()
// //{
// // if (!RenderSettings.OcclusionCullingEnabled) return false;
// // if (HasInvisibleFaces) return false;
// // if ((SimpleQueryID == -1 && AlphaQueryID == -1))
// // {
// // return false;
// // }
// // if ((!HasAlphaFaces && !HasSimpleFaces)) return true;
// // int samples = 1;
// // if (HasSimpleFaces && SimpleQueryID > 0)
// // {
// // Compat.GetQueryObject(SimpleQueryID, GetQueryObjectParam.QueryResult, out samples);
// // }
// // if (HasSimpleFaces && samples > 0)
// // {
// // return false;
// // }
// // samples = 1;
// // if (HasAlphaFaces && AlphaQueryID > 0)
// // {
// // Compat.GetQueryObject(AlphaQueryID, GetQueryObjectParam.QueryResult, out samples);
// // }
// // if (HasAlphaFaces && samples > 0)
// // {
// // return false;
// // }
// // return true;
// //}
// #endregion Occlusion queries
//}
public static class RHelp
{
public static readonly Vector3 InvalidPosition = new Vector3(99999f, 99999f, 99999f);
static float t1 = 0.075f;
static float t2 = t1 / 5.7f;
public static Vector3 Smoothed1stOrder(Vector3 curPos, Vector3 targetPos, float lastFrameTime)
{
int numIterations = (int)(lastFrameTime * 100);
do
{
curPos += (targetPos - curPos) * t1;
numIterations--;
}
while (numIterations > 0);
if (Vector3.DistanceSquared(curPos, targetPos) < 0.00001f)
{
curPos = targetPos;
}
return curPos;
}
public static Vector3 Smoothed2ndOrder(Vector3 curPos, Vector3 targetPos, ref Vector3 accel, float lastFrameTime)
{
int numIterations = (int)(lastFrameTime * 100);
do
{
accel += (targetPos - accel - curPos) * t1;
curPos += accel * t2;
numIterations--;
}
while (numIterations > 0);
if (Vector3.DistanceSquared(curPos, targetPos) < 0.00001f)
{
curPos = targetPos;
}
return curPos;
}
public static UnityEngine.Vector2 TKVector3(Vector2 v)
{
return new UnityEngine.Vector2(v.X, v.Y);
}
//z and y are swapped when converting from SL and unity frames
public static UnityEngine.Vector3 TKVector3(Vector3 v)
{
return new UnityEngine.Vector3(v.X, v.Z, v.Y);
}
public static UnityEngine.Vector4 TKVector4(Vector4 v)
{
return new UnityEngine.Vector4(v.X, v.Y, v.Z, v.W);
}
public static Vector2 OMVVector2(UnityEngine.Vector2 v)
{
return new Vector2(v.x, v.y);
}
public static Vector3 OMVVector3(UnityEngine.Vector3 v)
{
return new Vector3(v.x, v.z, v.y);
}
public static Vector4 OMVVector4(UnityEngine.Vector4 v)
{
return new Vector4(v.x, v.y, v.z, v.w);
}
//public static Color WinColor(OpenTK.Graphics.Color4 color)
//{
// return Color.FromArgb((int)(color.A * 255), (int)(color.R * 255), (int)(color.G * 255), (int)(color.B * 255));
//}
//public static Color WinColor(Color4 color)
//{
// return Color.FromArgb((int)(color.A * 255), (int)(color.R * 255), (int)(color.G * 255), (int)(color.B * 255));
//}
public static int NextPow2(int start)
{
int pow = 1;
while (pow < start) pow *= 2;
return pow;
}
#region Cached image save and load
public static readonly string RAD_IMG_MAGIC = "radegast_img";
public static bool LoadCachedImage(UUID textureID, out byte[] tgaData, out bool hasAlpha, out bool fullAlpha, out bool isMask)
{
tgaData = null;
hasAlpha = fullAlpha = isMask = false;
try
{
string fname = RaindropInstance.GlobalInstance.ComputeCacheName(RaindropInstance.GlobalInstance.Client.Settings.ASSET_CACHE_DIR, textureID) + ".rzi";
using (var f = File.Open(fname, FileMode.Open, FileAccess.Read, FileShare.Read))
{
byte[] header = new byte[36];
int i = 0;
f.Read(header, 0, header.Length);
// check if the file is starting with magic string
if (RAD_IMG_MAGIC != Utils.BytesToString(header, 0, RAD_IMG_MAGIC.Length))
return false;
i += RAD_IMG_MAGIC.Length;
if (header[i++] != 1) // check version
return false;
hasAlpha = header[i++] == 1;
fullAlpha = header[i++] == 1;
isMask = header[i++] == 1;
int uncompressedSize = Utils.BytesToInt(header, i);
i += 4;
textureID = new UUID(header, i);
i += 16;
tgaData = new byte[uncompressedSize];
using (var compressed = new DeflateStream(f, CompressionMode.Decompress))
{
int read = 0;
while ((read = compressed.Read(tgaData, read, uncompressedSize - read)) > 0) { }
}
}
return true;
}
catch (FileNotFoundException) { }
catch (Exception ex)
{
Logger.DebugLog(string.Format("Failed to load radegast cache file {0}: {1}", textureID, ex.Message));
}
return false;
}
public static bool SaveCachedImage(byte[] tgaData, UUID textureID, bool hasAlpha, bool fullAlpha, bool isMask)
{
try
{
string fname = RaindropInstance.GlobalInstance.ComputeCacheName(RaindropInstance.GlobalInstance.Client.Settings.ASSET_CACHE_DIR, textureID) + ".rzi";
using (var f = File.Open(fname, FileMode.Create, FileAccess.Write, FileShare.None))
{
int i = 0;
// magic header
f.Write(Utils.StringToBytes(RAD_IMG_MAGIC), 0, RAD_IMG_MAGIC.Length);
i += RAD_IMG_MAGIC.Length;
// version
f.WriteByte((byte)1);
i++;
// texture info
f.WriteByte(hasAlpha ? (byte)1 : (byte)0);
f.WriteByte(fullAlpha ? (byte)1 : (byte)0);
f.WriteByte(isMask ? (byte)1 : (byte)0);
i += 3;
// texture size
byte[] uncompressedSize = Utils.IntToBytes(tgaData.Length);
f.Write(uncompressedSize, 0, uncompressedSize.Length);
i += uncompressedSize.Length;
// texture id
byte[] id = new byte[16];
textureID.ToBytes(id, 0);
f.Write(id, 0, 16);
i += 16;
// compressed texture data
using (var compressed = new DeflateStream(f, CompressionMode.Compress))
{
compressed.Write(tgaData, 0, tgaData.Length);
}
}
return true;
}
catch (Exception ex)
{
Logger.DebugLog(string.Format("Failed to save radegast cache file {0}: {1}", textureID, ex.Message));
return false;
}
}
#endregion Cached image save and load
#region Static vertices and indices for a cube (used for bounding box drawing)
/**********************************************
5 --- 4
/| /|
1 --- 0 |
| 6 --| 7
|/ |/
2 --- 3
***********************************************/
public static readonly float[] CubeVertices = new float[]
{
0.5f, 0.5f, 0.5f, // 0
-0.5f, 0.5f, 0.5f, // 1
-0.5f, -0.5f, 0.5f, // 2
0.5f, -0.5f, 0.5f, // 3
0.5f, 0.5f, -0.5f, // 4
-0.5f, 0.5f, -0.5f, // 5
-0.5f, -0.5f, -0.5f, // 6
0.5f, -0.5f, -0.5f // 7
};
public static readonly ushort[] CubeIndices = new ushort[]
{
0, 1, 2, 3, // Front Face
4, 5, 6, 7, // Back Face
1, 2, 6, 5, // Left Face
0, 3, 7, 4, // Right Face
0, 1, 5, 4, // Top Face
2, 3, 7, 6 // Bottom Face
};
#endregion Static vertices and indices for a cube (used for bounding box drawing)
//public static int GLLoadImage(Bitmap bitmap, bool hasAlpha)
//{
// return GLLoadImage(bitmap, hasAlpha, true);
//}
//public static int GLLoadImage(Bitmap bitmap, bool hasAlpha, bool useMipmap)
//{
// useMipmap = useMipmap && RenderSettings.HasMipmap;
// int ret = -1;
// GL.GenTextures(1, out ret);
// GL.BindTexture(TextureTarget.Texture2D, ret);
// Rectangle rectangle = new Rectangle(0, 0, bitmap.Width, bitmap.Height);
// BitmapData bitmapData =
// bitmap.LockBits(
// rectangle,
// ImageLockMode.ReadOnly,
// hasAlpha ? System.Drawing.Imaging.PixelFormat.Format32bppArgb : System.Drawing.Imaging.PixelFormat.Format24bppRgb);
// GL.TexImage2D(
// TextureTarget.Texture2D,
// 0,
// hasAlpha ? PixelInternalFormat.Rgba : PixelInternalFormat.Rgb8,
// bitmap.Width,
// bitmap.Height,
// 0,
// hasAlpha ? OpenTK.Graphics.OpenGL.PixelFormat.Bgra : OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
// PixelType.UnsignedByte,
// bitmapData.Scan0);
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
// if (useMipmap)
// {
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, 1);
// GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
// }
// else
// {
// GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
// }
// bitmap.UnlockBits(bitmapData);
// return ret;
//}
//public static void Draw2DBox(float x, float y, float width, float height, float depth)
//{
// GL.Begin(PrimitiveType.Quads);
// {
// GL.TexCoord2(0, 1);
// GL.Vertex3(x, y, depth);
// GL.TexCoord2(1, 1);
// GL.Vertex3(x + width, y, depth);
// GL.TexCoord2(1, 0);
// GL.Vertex3(x + width, y + height, depth);
// GL.TexCoord2(0, 0);
// GL.Vertex3(x, y + height, depth);
// }
// GL.End();
//}
//public static void ResetMaterial()
//{
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, new float[] { 0.8f, 0.8f, 0.8f, 1.0f });
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, new float[] { 0f, 0f, 0f, 1.0f });
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { 0f, 0f, 0f, 1.0f });
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, 0f);
// ShaderProgram.Stop();
//}
}
/// <summary>
/// Represents camera object
/// </summary>
public class Camera
{
/// <summary>
/// Indicates that there was manual camera movement, stop tracking objects
/// </summary>
public bool Manual;
Vector3 mPosition;
Vector3 mFocalPoint;
/// <summary>Camera position</summary>
public Vector3 Position
{
get => mPosition;
set
{
if (mPosition != value)
{
mPosition = value;
Modify();
}
}
}
/// <summary>Camera target</summary>
public Vector3 FocalPoint
{
get => mFocalPoint;
set
{
if (mFocalPoint != value)
{
mFocalPoint = value;
Modify();
}
}
}
/// <summary>Zoom level</summary>
public float Zoom;
/// <summary>Draw distance</summary>
public float Far;
/// <summary>Has camera been modified</summary>
public bool Modified { get; set; }
public float TimeToTarget = 0f;
public Vector3 RenderPosition;
public Vector3 RenderFocalPoint;
void Modify()
{
Modified = true;
}
public void Step(float time)
{
if (RenderPosition != Position)
{
RenderPosition = RHelp.Smoothed1stOrder(RenderPosition, Position, time);
Modified = true;
}
if (RenderFocalPoint != FocalPoint)
{
RenderFocalPoint = RHelp.Smoothed1stOrder(RenderFocalPoint, FocalPoint, time);
Modified = true;
}
}
#if OBSOLETE_CODE
[Obsolete("Use Step(), left in here for reference")]
public void Step2(float time)
{
TimeToTarget -= time;
if (TimeToTarget <= time)
{
EndMove();
return;
}
mModified = true;
float pctElapsed = time / TimeToTarget;
if (RenderPosition != Position)
{
float distance = Vector3.Distance(RenderPosition, Position);
RenderPosition = Vector3.Lerp(RenderPosition, Position, distance * pctElapsed);
}
if (RenderFocalPoint != FocalPoint)
{
RenderFocalPoint = Interpolate(RenderFocalPoint, FocalPoint, pctElapsed);
}
}
Vector3 Interpolate(Vector3 start, Vector3 end, float fraction)
{
float distance = Vector3.Distance(start, end);
Vector3 direction = end - start;
return start + direction * fraction;
}
public void EndMove()
{
mModified = true;
TimeToTarget = 0;
RenderPosition = Position;
RenderFocalPoint = FocalPoint;
}
#endif
public void Pan(float deltaX, float deltaY)
{
Manual = true;
Vector3 direction = Position - FocalPoint;
direction.Normalize();
Vector3 vy = direction % Vector3.UnitZ;
Vector3 vx = vy % direction;
Vector3 vxy = vx * deltaY + vy * deltaX;
Position += vxy;
FocalPoint += vxy;
}
public void Rotate(float delta, bool horizontal)
{
Manual = true;
Vector3 direction = Position - FocalPoint;
if (horizontal)
{
Position = FocalPoint + direction * new Quaternion(0f, 0f, (float)Math.Sin(delta), (float)Math.Cos(delta));
}
else
{
Position = FocalPoint + direction * Quaternion.CreateFromAxisAngle(direction % Vector3.UnitZ, delta);
}
}
public void MoveToTarget(float delta)
{
Manual = true;
Position += (Position - FocalPoint) * delta;
}
/// <summary>
/// Sets the world in perspective of the camera
/// </summary>
//public void LookAt()
//{
// OpenTK.Matrix4 lookAt = OpenTK.Matrix4.LookAt(
// RenderPosition.X, RenderPosition.Y, RenderPosition.Z,
// RenderFocalPoint.X, RenderFocalPoint.Y, RenderFocalPoint.Z,
// 0f, 0f, 1f);
// GL.MultMatrix(ref lookAt);
//}
}
public static class MeshToOBJ
{
public static bool MeshesToOBJ(Dictionary<uint, FacetedMesh> meshes, string filename)
{
StringBuilder obj = new StringBuilder();
StringBuilder mtl = new StringBuilder();
FileInfo objFileInfo = new FileInfo(filename);
string mtlFilename = objFileInfo.FullName.Substring(objFileInfo.DirectoryName.Length + 1,
objFileInfo.FullName.Length - (objFileInfo.DirectoryName.Length + 1) - 4) + ".mtl";
obj.AppendLine("# Created by libprimrender");
obj.AppendLine("mtllib ./" + mtlFilename);
obj.AppendLine();
mtl.AppendLine("# Created by libprimrender");
mtl.AppendLine();
int primNr = 0;
foreach (FacetedMesh mesh in meshes.Values)
{
foreach (var face in mesh.Faces)
{
if (face.Vertices.Count > 2)
{
string mtlName = $"material{primNr}-{face.ID}";
Primitive.TextureEntryFace tex = face.TextureFace;
string texName = tex.TextureID + ".tga";
// FIXME: Convert the source to TGA (if needed) and copy to the destination
float shiny = 0.00f;
switch (tex.Shiny)
{
case Shininess.High:
shiny = 1.00f;
break;
case Shininess.Medium:
shiny = 0.66f;
break;
case Shininess.Low:
shiny = 0.33f;
break;
}
obj.AppendFormat("g face{0}-{1}{2}", primNr, face.ID, Environment.NewLine);
mtl.AppendLine("newmtl " + mtlName);
mtl.AppendFormat("Ka {0} {1} {2}{3}", tex.RGBA.R, tex.RGBA.G, tex.RGBA.B, Environment.NewLine);
mtl.AppendFormat("Kd {0} {1} {2}{3}", tex.RGBA.R, tex.RGBA.G, tex.RGBA.B, Environment.NewLine);
//mtl.AppendFormat("Ks {0} {1} {2}{3}");
mtl.AppendLine("Tr " + tex.RGBA.A);
mtl.AppendLine("Ns " + shiny);
mtl.AppendLine("illum 1");
if (tex.TextureID != UUID.Zero && tex.TextureID != Primitive.TextureEntry.WHITE_TEXTURE)
mtl.AppendLine("map_Kd ./" + texName);
mtl.AppendLine();
// Write the vertices, texture coordinates, and vertex normals for this side
foreach (var vertex in face.Vertices)
{
#region Vertex
Vector3 pos = vertex.Position;
// Apply scaling
pos *= mesh.Prim.Scale;
// Apply rotation
pos *= mesh.Prim.Rotation;
// The root prim position is sim-relative, while child prim positions are
// parent-relative. We want to apply parent-relative translations but not
// sim-relative ones
if (mesh.Prim.ParentID != 0)
pos += mesh.Prim.Position;
obj.AppendFormat("v {0} {1} {2}{3}", pos.X, pos.Y, pos.Z, Environment.NewLine);
#endregion Vertex
#region Texture Coord
obj.AppendFormat("vt {0} {1}{2}", vertex.TexCoord.X, vertex.TexCoord.Y,
Environment.NewLine);
#endregion Texture Coord
#region Vertex Normal
// HACK: Sometimes normals are getting set to <NaN,NaN,NaN>
if (!Single.IsNaN(vertex.Normal.X) &&
!Single.IsNaN(vertex.Normal.Y) &&
!Single.IsNaN(vertex.Normal.Z))
{
obj.AppendFormat("vn {0} {1} {2}{3}", vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z,
Environment.NewLine);
}
else
{
obj.AppendLine("vn 0.0 1.0 0.0");
}
#endregion Vertex Normal
}
obj.AppendFormat("# {0} vertices{1}", face.Vertices.Count, Environment.NewLine);
obj.AppendLine();
obj.AppendLine("usemtl " + mtlName);
#region Elements
// Write all of the faces (triangles) for this side
for (int k = 0; k < face.Indices.Count / 3; k++)
{
obj.AppendFormat("f -{0}/-{0}/-{0} -{1}/-{1}/-{1} -{2}/-{2}/-{2}{3}",
face.Vertices.Count - face.Indices[k * 3 + 0],
face.Vertices.Count - face.Indices[k * 3 + 1],
face.Vertices.Count - face.Indices[k * 3 + 2],
Environment.NewLine);
}
obj.AppendFormat("# {0} elements{1}", face.Indices.Count / 3, Environment.NewLine);
obj.AppendLine();
#endregion Elements
}
}
primNr++;
}
try
{
File.WriteAllText(filename, obj.ToString());
File.WriteAllText(mtlFilename, mtl.ToString());
}
catch (Exception)
{
return false;
}
return true;
}
}
public static class Math3D
{
// Column-major:
// | 0 4 8 12 |
// | 1 5 9 13 |
// | 2 6 10 14 |
// | 3 7 11 15 |
public static float[] CreateTranslationMatrix(Vector3 v)
{
float[] mat = new float[16];
mat[12] = v.X;
mat[13] = v.Y;
mat[14] = v.Z;
mat[0] = mat[5] = mat[10] = mat[15] = 1;
return mat;
}
public static float[] CreateRotationMatrix(Quaternion q)
{
float[] mat = new float[16];
// Transpose the quaternion (don't ask me why)
q.X = q.X * -1f;
q.Y = q.Y * -1f;
q.Z = q.Z * -1f;
float x2 = q.X + q.X;
float y2 = q.Y + q.Y;
float z2 = q.Z + q.Z;
float xx = q.X * x2;
float xy = q.X * y2;
float xz = q.X * z2;
float yy = q.Y * y2;
float yz = q.Y * z2;
float zz = q.Z * z2;
float wx = q.W * x2;
float wy = q.W * y2;
float wz = q.W * z2;
mat[0] = 1.0f - (yy + zz);
mat[1] = xy - wz;
mat[2] = xz + wy;
mat[3] = 0.0f;
mat[4] = xy + wz;
mat[5] = 1.0f - (xx + zz);
mat[6] = yz - wx;
mat[7] = 0.0f;
mat[8] = xz - wy;
mat[9] = yz + wx;
mat[10] = 1.0f - (xx + yy);
mat[11] = 0.0f;
mat[12] = 0.0f;
mat[13] = 0.0f;
mat[14] = 0.0f;
mat[15] = 1.0f;
return mat;
}
public static float[] CreateSRTMatrix(Vector3 scale, Quaternion q, Vector3 pos)
{
float[] mat = new float[16];
// Transpose the quaternion (don't ask me why)
q.X = q.X * -1f;
q.Y = q.Y * -1f;
q.Z = q.Z * -1f;
float x2 = q.X + q.X;
float y2 = q.Y + q.Y;
float z2 = q.Z + q.Z;
float xx = q.X * x2;
float xy = q.X * y2;
float xz = q.X * z2;
float yy = q.Y * y2;
float yz = q.Y * z2;
float zz = q.Z * z2;
float wx = q.W * x2;
float wy = q.W * y2;
float wz = q.W * z2;
mat[0] = (1.0f - (yy + zz)) * scale.X;
mat[1] = (xy - wz) * scale.X;
mat[2] = (xz + wy) * scale.X;
mat[3] = 0.0f;
mat[4] = (xy + wz) * scale.Y;
mat[5] = (1.0f - (xx + zz)) * scale.Y;
mat[6] = (yz - wx) * scale.Y;
mat[7] = 0.0f;
mat[8] = (xz - wy) * scale.Z;
mat[9] = (yz + wx) * scale.Z;
mat[10] = (1.0f - (xx + yy)) * scale.Z;
mat[11] = 0.0f;
//Positional parts
mat[12] = pos.X;
mat[13] = pos.Y;
mat[14] = pos.Z;
mat[15] = 1.0f;
return mat;
}
public static float[] CreateScaleMatrix(Vector3 v)
{
float[] mat = new float[16];
mat[0] = v.X;
mat[5] = v.Y;
mat[10] = v.Z;
mat[15] = 1;
return mat;
}
public static float[] Lerp(float[] matrix1, float[] matrix2, float amount)
{
float[] lerp = new float[16];
//Probably not doing this as a loop is cheaper(unrolling)
//also for performance we probably should not create new objects
// but meh.
for (int x = 0; x < 16; x++)
{
lerp[x] = matrix1[x] + ((matrix2[x] - matrix1[x]) * amount);
}
return lerp;
}
//public static bool GluProject(OpenTK.Vector3 objPos, OpenTK.Matrix4 modelMatrix, OpenTK.Matrix4 projMatrix, int[] viewport, out OpenTK.Vector3 screenPos)
//{
// OpenTK.Vector4 _in;
// OpenTK.Vector4 _out;
// _in.X = objPos.X;
// _in.Y = objPos.Y;
// _in.Z = objPos.Z;
// _in.W = 1.0f;
// _out = OpenTK.Vector4.Transform(_in, modelMatrix);
// _in = OpenTK.Vector4.Transform(_out, projMatrix);
// if (_in.W <= 0.0)
// {
// screenPos = OpenTK.Vector3.Zero;
// return false;
// }
// _in.X /= _in.W;
// _in.Y /= _in.W;
// _in.Z /= _in.W;
// /* Map x, y and z to range 0-1 */
// _in.X = _in.X * 0.5f + 0.5f;
// _in.Y = _in.Y * 0.5f + 0.5f;
// _in.Z = _in.Z * 0.5f + 0.5f;
// /* Map x,y to viewport */
// _in.X = _in.X * viewport[2] + viewport[0];
// _in.Y = _in.Y * viewport[3] + viewport[1];
// screenPos.X = _in.X;
// screenPos.Y = _in.Y;
// screenPos.Z = _in.Z;
// return true;
//}
//public static bool GluUnProject(float winx, float winy, float winz, OpenTK.Matrix4 modelMatrix, OpenTK.Matrix4 projMatrix, int[] viewport, out OpenTK.Vector3 pos)
//{
// OpenTK.Matrix4 finalMatrix;
// OpenTK.Vector4 _in;
// OpenTK.Vector4 _out;
// finalMatrix = OpenTK.Matrix4.Mult(modelMatrix, projMatrix);
// finalMatrix.Invert();
// _in.X = winx;
// _in.Y = winy;
// _in.Z = winz;
// _in.W = 1.0f;
// /* Map x and y from window coordinates */
// _in.X = (_in.X - viewport[0]) / viewport[2];
// _in.Y = (_in.Y - viewport[1]) / viewport[3];
// pos = OpenTK.Vector3.Zero;
// /* Map to range -1 to 1 */
// _in.X = _in.X * 2 - 1;
// _in.Y = _in.Y * 2 - 1;
// _in.Z = _in.Z * 2 - 1;
// //__gluMultMatrixVecd(finalMatrix, _in, _out);
// // check if this works:
// _out = OpenTK.Vector4.Transform(_in, finalMatrix);
// if (_out.W == 0.0f)
// return false;
// _out.X /= _out.W;
// _out.Y /= _out.W;
// _out.Z /= _out.W;
// pos.X = _out.X;
// pos.Y = _out.Y;
// pos.Z = _out.Z;
// return true;
//}
public static double[] AbovePlane(double height)
{
return new double[] { 0, 0, 1, -height };
}
public static double[] BelowPlane(double height)
{
return new double[] { 0, 0, -1, height };
}
}
/*
* Helper classs for reading the static VFS file, call
* staticVFS.readVFSheaders() with the path to the static_data.db2 and static_index.db2 files
* and it will pass and dump in to openmetaverse_data for you
* This should only be needed to be used if LL update the static VFS in order to refresh our data
*/
class VFSblock
{
public int mLocation;
public int mLength;
public int mAccessTime;
public UUID mFileID;
public int mSize;
public AssetType mAssetType;
public int readblock(byte[] blockdata, int offset)
{
BitPack input = new BitPack(blockdata, offset);
mLocation = input.UnpackInt();
mLength = input.UnpackInt();
mAccessTime = input.UnpackInt();
mFileID = input.UnpackUUID();
int filetype = input.UnpackShort();
mAssetType = (AssetType)filetype;
mSize = input.UnpackInt();
offset += 34;
Logger.Log(String.Format("Found header for {0} type {1} length {2} at {3}", mFileID, mAssetType, mSize, mLocation), Helpers.LogLevel.Info);
return offset;
}
}
public class staticVFS
{
public static void readVFSheaders(string datafile, string indexfile)
{
FileStream datastream;
FileStream indexstream;
datastream = File.Open(datafile, FileMode.Open);
indexstream = File.Open(indexfile, FileMode.Open);
int offset = 0;
byte[] blockdata = new byte[indexstream.Length];
indexstream.Read(blockdata, 0, (int)indexstream.Length);
while (offset < indexstream.Length)
{
VFSblock block = new VFSblock();
offset = block.readblock(blockdata, offset);
FileStream writer = File.Open(OpenMetaverse.Settings.RESOURCE_DIR + System.IO.Path.DirectorySeparatorChar + block.mFileID, FileMode.Create);
byte[] data = new byte[block.mSize];
datastream.Seek(block.mLocation, SeekOrigin.Begin);
datastream.Read(data, 0, block.mSize);
writer.Write(data, 0, block.mSize);
writer.Close();
}
}
}
}