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144 lines
4.9 KiB
144 lines
4.9 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public partial class RenderModule
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{
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private readonly UniQuake uq;
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public RenderModule(UniQuake uniQuake)
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{
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uq = uniQuake;
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BuildCallbacks();
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zPos = globalZPos;
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globalZPos -= 256f;
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}
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private float xPos = -2048f;
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private float zPos = 0f;
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private static float globalZPos = 0f;
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private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType,
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QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices,
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QGLTexture[][] glTextures, QGLTexture[][] fbTextures)
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{
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var sb = new System.Text.StringBuilder();
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foreach (var frame in header.frames)
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{
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sb.AppendLine($"- {frame.name} ({frame.numPoses} poses)");
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}
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Debug.Log($"Alias model '{name}' (frame type {frameType}) with {header.numVerts} vertices, {header.numTriangles} triangles, {header.numFrames} frame(s), {header.numPoses} pose(s):\n{sb}");
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AliasModel aliasModel = new AliasModel(name, frameType);
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aliasModel.ImportMeshData(header, poseVertices, triangles, stVertices);
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uq.GameAssets.AddAliasModel(aliasModel);
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string modelName = System.IO.Path.GetFileNameWithoutExtension(name);
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var go = new GameObject(modelName);
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go.transform.SetPositionAndRotation(new Vector3(xPos, 0, zPos), Quaternion.identity);
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aliasModel.Animate(0, out Mesh mesh, out float blendWeight);
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var material = new Material(Shader.Find("Universal Render Pipeline/Simple Lit"));
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uint texNum = glTextures[0][0].texNum;
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if (uq.GameAssets.TryGetTexture(texNum, out var texture))
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{
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material.mainTexture = texture;
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}
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if (fbTextures != null && fbTextures[0] != null && fbTextures[0][0] != null)
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{
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var fbTexNum = fbTextures[0][0].texNum;
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if (uq.GameAssets.TryGetTexture(fbTexNum, out var fbTexture))
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{
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material.EnableKeyword("_EMISSION");
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material.SetTexture("_EmissionMap", fbTexture);
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material.SetColor("_EmissionColor", Color.white);
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}
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}
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if (header.numPoses > 1)
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{
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var mr = go.AddComponent<SkinnedMeshRenderer>();
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mr.material = material;
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mr.sharedMesh = mesh;
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mr.shadowCastingMode = ShadowCastingMode.Off;
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mr.receiveShadows = false;
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mr.lightProbeUsage = LightProbeUsage.Off;
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mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
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var animator = go.AddComponent<AliasModelAnimator>();
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animator.aliasModel = aliasModel;
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}
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else
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{
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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var mr = go.AddComponent<MeshRenderer>();
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mr.material = material;
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mr.shadowCastingMode = ShadowCastingMode.Off;
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mr.receiveShadows = false;
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mr.lightProbeUsage = LightProbeUsage.Off;
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mr.reflectionProbeUsage = ReflectionProbeUsage.Off;
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}
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xPos += 128f;
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return 1;
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}
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private int UploadBrushModel(QModel model)
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{
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Debug.Log($"Brush model '{model.name}' with {model.numVertices} vertices, {model.numEdges} edges, {model.numSurfaces} surfaces");
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var brushModel = new BrushModel(model.name);
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brushModel.ImportMeshData(model);
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uq.GameAssets.AddBrushModel(brushModel);
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return 1;
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}
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private int UploadWorldModel(QModel model)
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{
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Debug.Log($"World model '{model.name}' with {model.numVertices} vertices, {model.numEdges} edges, {model.numSurfaces} surfaces");
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var worldModel = new BrushModel(model.name);
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worldModel.ImportMeshData(model);
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uq.GameAssets.SetWorldModel(worldModel);
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uq.GameState.NewMap(worldModel);
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return 1;
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}
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private bool UploadTexture(QGLTexture texture, byte[] data, ref uint texNum)
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{
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Debug.Log($"Texture '{texture.name}' with dimensions {texture.width}x{texture.height}, data size = {data.Length} bytes");
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if (texture.width == 0 || texture.height == 0)
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return false;
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var tex = new Texture2D((int)texture.width, (int)texture.height, TextureFormat.RGBA32, texture.flags.HasFlag(QTexPrefs.Mipmap));
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tex.name = texture.name;
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tex.SetPixelData(data, 0);
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tex.Apply();
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texNum = uq.GameAssets.SetTexture(texNum, tex);
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return true;
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}
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private void SetupView(QVec3 origin, QVec3 angles, QLeaf viewLeaf)
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{
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var cam = uq.Camera;
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if (cam == null)
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return;
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cam.transform.position = origin.ToUnityPosition();
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cam.transform.rotation = angles.ToUnityRotation();
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}
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}
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