You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

158 lines
5.4 KiB

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public partial class RenderModule
{
private readonly UniQuake uq;
private readonly List<AliasModel> aliasModels = new List<AliasModel>();
private readonly Dictionary<uint, Texture2D> textures = new Dictionary<uint, Texture2D>();
public RenderModule(UniQuake uniQuake)
{
uq = uniQuake;
BuildCallbacks();
zPos = globalZPos;
globalZPos -= 1.0f;
}
public override void Destroy()
{
base.Destroy();
foreach (var aliasModel in aliasModels)
{
// aliasModel.Dispose(); // TODO: reactivate when done testing in editor
}
aliasModels.Clear();
foreach (var texture in textures.Values)
{
// Object.Destroy(texture); // TODO: reactivate when done testing in editor
}
textures.Clear();
}
private float xPos = -8f;
private float zPos = 0f;
private static float globalZPos = 0f;
private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType,
QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices,
QGLTexture[][] glTextures, QGLTexture[][] fbTextures)
{
var sb = new System.Text.StringBuilder();
foreach (var frame in header.frames)
{
sb.AppendLine($"- {frame.name} ({frame.numPoses} poses)");
}
Debug.Log($"Alias model '{name}' (frame type {frameType}) with {header.numVerts} vertices, {header.numTriangles} triangles, {header.numFrames} frame(s), {header.numPoses} pose(s):\n{sb}");
string modelName = System.IO.Path.GetFileNameWithoutExtension(name);
AliasModel aliasModel = new AliasModel(modelName, frameType);
aliasModel.ImportMeshData(header, poseVertices, triangles, stVertices);
aliasModels.Add(aliasModel);
var go = new GameObject(modelName);
go.transform.SetPositionAndRotation(new Vector3(xPos, 0, zPos), Quaternion.Euler(-90, 90, 0));
aliasModel.Animate(0, out Mesh mesh, out float blendWeight);
var material = new Material(Shader.Find("Universal Render Pipeline/Simple Lit"));
uint texNum = glTextures[0][0].texNum;
if (texNum > 0 && textures.ContainsKey(texNum))
{
material.mainTexture = textures[texNum];
}
Material fbMaterial = null;
if (fbTextures != null && fbTextures[0] != null && fbTextures[0][0] != null)
{
var fbTexNum = fbTextures[0][0].texNum;
if (fbTexNum > 0 && textures.ContainsKey(fbTexNum))
{
fbMaterial = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
fbMaterial.mainTexture = textures[fbTexNum];
fbMaterial.SetFloat("_Surface", 1); // Transparent
fbMaterial.SetFloat("_Blend", 2); // Additive
}
}
if (header.numPoses > 1)
{
var mr = go.AddComponent<SkinnedMeshRenderer>();
if (fbMaterial != null)
mr.materials = new[] { material, fbMaterial };
else
mr.material = material;
mr.sharedMesh = mesh;
mr.shadowCastingMode = ShadowCastingMode.Off;
mr.receiveShadows = false;
mr.lightProbeUsage = LightProbeUsage.Off;
mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
var animator = go.AddComponent<AliasModelAnimator>();
animator.aliasModel = aliasModel;
}
else
{
var mf = go.AddComponent<MeshFilter>();
mf.sharedMesh = mesh;
var mr = go.AddComponent<MeshRenderer>();
if (fbMaterial != null)
mr.materials = new[] { material, fbMaterial };
else
mr.material = material;
mr.shadowCastingMode = ShadowCastingMode.Off;
mr.receiveShadows = false;
mr.lightProbeUsage = LightProbeUsage.Off;
mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
}
xPos += 0.5f;
return 1;
}
private int UploadBrushModel(QModel model, QSurface[] surfaces)
{
Debug.Log($"Brush model '{model.name}' with {model.numVertices} vertices, {model.numEdges} edges, {model.numSurfaces} surfaces");
var brushModel = new BrushModel(model.name);
brushModel.ImportMeshData(model, surfaces);
return 1;
}
private uint nextTexNum = 0x10001;
private bool UploadTexture(QGLTexture texture, byte[] data, ref uint texNum)
{
Debug.Log($"Texture '{texture.name}' with dimensions {texture.width}x{texture.height}, data size = {data.Length} bytes");
if (texture.width == 0 || texture.height == 0)
return false;
if (texNum == 0)
{
// Assign a new texture number
while (textures.ContainsKey(nextTexNum))
++nextTexNum;
texNum = nextTexNum++;
}
var tex = new Texture2D((int)texture.width, (int)texture.height, TextureFormat.RGBA32, texture.flags.HasFlag(QTexPrefs.Mipmap));
tex.name = texture.name;
tex.SetPixelData(data, 0);
tex.Apply();
textures[texNum] = tex;
return true;
}
}