This commit is contained in:
2023-05-18 14:26:03 +02:00
parent 22df1ac718
commit e366c5830a
12 changed files with 460 additions and 231 deletions

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@@ -16,7 +16,7 @@ Support of games primarily depends on who developed them - Games with structural
* `.wtn` "Witan Entertainment Engine"
* [ ] Moorhuhn
* [ ] Moorhuhn 2
* `.dat` Torque3D Engine
* `.dat` Power Render 3D Engine
* [ ] Moorhuhn Kart
* [ ] Moorhuhn Kart Extra
* `data/datafile.dat` "Sproing Interactive Engine"

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@@ -1,12 +0,0 @@
@tool
extends Node3D
@export var click = false:
get:
return false
set(value):
var lwo = Lwo.new()
var mesh = lwo.get_mesh("E:\\Games\\Moorhuhn Kart 3\\extract\\D\\Moorhuhnkart\\3dobjects_cars\\affe.lwo")
var instance = MeshInstance3D.new()
instance.mesh = mesh
add_child(instance)

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@@ -1,6 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://kyw4wuusc33g"]
[ext_resource type="Script" path="res://starforce/test.gd" id="1_uc463"]
[ext_resource type="ArrayMesh" path="sar://D:/Moorhuhnkart/3dobjects_cars/affe.lwo" id="2_ab234"]
[node name="test" type="Node3D"]
script = ExtResource("1_uc463")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = ExtResource("2_ab234")

1
rust/Cargo.lock generated
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@@ -650,6 +650,7 @@ name = "powerrender-3d"
version = "0.1.0"
dependencies = [
"binrw",
"half",
]
[[package]]

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@@ -7,3 +7,4 @@ edition = "2021"
[dependencies]
binrw = "0.11.1"
half = "2.2.1"

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@@ -1,11 +1,11 @@
use crate::pro::read_power_render_object;
use binrw::{BinRead, BinResult};
use crate::pro::PowerRenderObject;
use binrw::BinRead;
use std::fs::File;
pub mod pro;
fn main() {
let mut file = File::open(r#"E:\Games\Moorhuhn Kart\data\alk.pro"#).unwrap();
let result = read_power_render_object(&mut file).unwrap();
let result = PowerRenderObject::read(&mut file).unwrap();
println!("{:#?}", result);
}

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@@ -1,4 +1,4 @@
use binrw::io::{TakeSeek, TakeSeekExt};
use binrw::io::TakeSeekExt;
use binrw::meta::{EndianKind, ReadEndian};
use binrw::{until_eof, BinRead, BinReaderExt, BinResult, Endian};
use std::io::{Read, Seek, SeekFrom};

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@@ -0,0 +1,49 @@
use crate::pro::Chunk;
use binrw::{binread, until_eof, NullString};
#[binread]
pub struct PrMaterialList {
#[br(parse_with = until_eof)]
pub chunks: Vec<PrMaterialChunks>,
}
#[binread]
#[derive(Debug)]
pub enum PrMaterialChunks {
#[br(magic = 0x2101u16)]
MaterialName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2102u16)]
MaterialMethod(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2103u16)]
MaterialTexNum(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2104u16)]
MaterialBaseColor(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2105u16)]
MaterialShades(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2106u16)]
MaterialTable(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2107u16)]
MaterialEnvMap(#[br(map = Chunk::inner)] (u8, u8)),
#[br(magic = 0x2108u16)]
MaterialMipMap(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2109u16)]
MaterialColor(#[br(map = Chunk::inner)] [f32; 4]),
#[br(magic = 0x2110u16)]
MaterialNumStages(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2111u16)]
MaterialTexNum2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2112u16)]
MaterialEnvMap2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2113u16)]
MaterialBump(#[br(map = Chunk::inner)] (f32, [f32; 4])),
#[br(magic = 0x2114u16)]
MaterialSpecular(#[br(map = Chunk::inner)] ([f32; 4], f32)),
#[br(magic = 0x2115u16)]
MaterialTwoSided(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2116u16)]
MaterialVertexShaderName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2117u16)]
MaterialPixelShaderName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2199u16)]
MaterialEnd(#[br(map = Chunk::inner)] ()),
}

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@@ -0,0 +1,86 @@
use crate::pro::chunk::Chunk;
use crate::pro::internal::materials::{PrMaterialChunks, PrMaterialList};
use crate::pro::internal::segment::{PrSegmentChunks, PrSegmentList};
use binrw::{binread, until_eof, BinRead, NullString};
pub mod materials;
pub mod segment;
pub mod surface;
#[binread]
pub struct PrObject {
#[br(parse_with = until_eof)]
pub chunks: Vec<PrChunks>,
}
#[binread]
#[derive(Debug)]
pub enum PrChunks {
#[br(magic = 0x0000u16)]
Version(#[br(map = Chunk::inner)] f32),
#[br(magic = 0x0100u16)]
ObjectName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x0101u16)]
ObjectFlags(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x1000u16)]
Segments(#[br(map = |it: Chunk::<PrSegmentList>| it.0.chunks)] Vec<PrSegmentChunks>),
#[br(magic = 0x2010u16)]
TextureList(#[br(map = |it: Chunk::<VecWithCount<(), NullString>>| it.0.data)] Vec<NullString>),
#[br(magic = 0x2011u16)]
TextureAlpha(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2012u16)]
TextureStage(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2013u16)]
TextureFormat(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2014u16)]
TextureMulti(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2100u16)]
MaterialList(#[br(map = |it: Chunk::<PrMaterialList>| it.0.chunks)] Vec<PrMaterialChunks>),
#[br(magic = 0x3000u16)]
Camera(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3010u16)]
ObjectBbox(#[br(map = Chunk::inner)] Box<PrBoundingInfo>),
#[br(magic = 0x3100u16)]
VertexShaderList(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3101u16)]
VertexShaderList2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3102u16)]
VertexShaderList3(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3200u16)]
PixelShaderList(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3202u16)]
PixelShaderList3(#[br(map = Chunk::inner)] ()), // TODO
}
#[binread]
#[derive(Debug)]
pub struct PrBoundingInfo {
pub min_x: f32,
pub max_x: f32,
pub min_y: f32,
pub max_y: f32,
pub min_z: f32,
pub max_z: f32,
/// Four corners + center vertex
pub box_center: [[f32; 3]; 9],
/// Same, but transformed
pub t_box_center: [[f32; 3]; 9],
pub radius: f32,
}
#[binread]
pub struct VertexShaderList {
pub name: NullString,
pub flags: u32,
pub size: u32,
pub num_constants: u32,
}
#[binread]
pub(crate) struct VecWithCount<Args: Clone + Default, T: for<'a> BinRead<Args<'a> = Args> + 'static>
{
#[br(temp)]
count: u16,
#[br(count = count)]
pub data: Vec<T>,
}

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@@ -0,0 +1,92 @@
use crate::pro::internal::PrBoundingInfo;
use crate::pro::Chunk;
use binrw::{binread, until_eof, NullString};
#[binread]
pub struct PrSegmentList {
pub segments: u32,
#[br(parse_with = until_eof)]
pub chunks: Vec<PrSegmentChunks>,
}
#[binread]
#[derive(Debug)]
pub enum PrSegmentChunks {
#[br(magic = 0x1010u16)]
SegmentName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x1020u16)]
SegmentFlags(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x1022u16)]
SegmentBbox(#[br(map = Chunk::inner)] Box<PrBoundingInfo>),
#[br(magic = 0x1030u16)]
Vertices(#[br(map = Chunk::inner)] PrVertices),
#[br(magic = 0x1040u16)]
Faces(#[br(map = |it: Chunk<PrFaces>| it.inner().faces)] Vec<PrFace>),
#[br(magic = 0x1050u16)]
SegBuf(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1051u16)]
SegBuf2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1052u16)]
SegBuf3(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1060u16)]
LodInfo(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F00u16)]
KeyframePivot(#[br(map = Chunk::inner)] [f32; 3]),
#[br(magic = 0x1F10u16)]
KeyframeMatrix(#[br(map = Chunk::inner)] [f32; 16]),
#[br(magic = 0x1F20u16)]
KeyframeRotKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F30u16)]
KeyframePosKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F40u16)]
KeyframeScaleKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F50u16)]
KeyframeLinks(#[br(map = Chunk::inner)] [i32; 3]),
#[br(magic = 0x4000u16)]
TexCoords(#[br(map = Chunk::inner)] ()), // TODO
}
#[binread]
#[derive(Debug)]
pub struct PrVertices {
#[br(temp)]
count: i32,
#[br(count = count)]
pub vertices: Vec<PrVertex>,
}
#[binread]
#[derive(Debug)]
pub struct PrVertex {
pub position: [i32; 3],
pub normal: [i16; 3],
}
#[binread]
#[derive(Debug)]
struct PrFaces {
#[br(temp)]
pub num_faces: i32,
#[br(count = num_faces)]
pub faces: Vec<PrFace>,
}
#[binread]
#[derive(Debug)]
pub struct PrFace {
pub material: u16,
pub back_material: u16,
pub i0: i32,
pub i1: i32,
pub i2: i32,
pub u0: i32,
pub u1: i32,
pub u2: i32,
pub v0: i32,
pub v1: i32,
pub v2: i32,
pub color: [i32; 3],
pub normal: [u16; 3],
pub flags: u8,
pub dot_prod: u16,
}

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@@ -0,0 +1,83 @@
use crate::pro::internal::segment::{PrFace, PrVertices};
use crate::pro::PowerRenderSurface;
use std::collections::HashMap;
#[derive(Hash, PartialEq, Eq, Copy, Clone)]
struct UniqueVertex {
pub pos: [i32; 3],
pub normal: [i16; 3],
pub color: [i32; 3],
pub uv: [i32; 2],
}
impl PrVertices {
/// converts the relatively uncommonly used format into one that can be used more easily
/// by putting it into an array of surfaces that are separated by material
pub fn into_surfaces(self, faces: Vec<PrFace>) -> Vec<PowerRenderSurface> {
let mut surfaces = HashMap::new();
for face in faces.into_iter() {
let surface_id = ((face.material as u32) << 16) | (face.back_material as u32);
let (index_map, surface) = if let Some(surface) = surfaces.get_mut(&surface_id) {
surface
} else {
let surface = PowerRenderSurface {
material_index: face.material as usize,
back_material_index: face.back_material as usize,
uvs: vec![],
indices: vec![],
colors: vec![],
normals: vec![],
vertices: vec![],
};
surfaces.insert(surface_id, (HashMap::<UniqueVertex, i32>::new(), surface));
surfaces.get_mut(&surface_id).unwrap()
};
let triangle = [
(face.i0, face.u0, face.v0),
(face.i1, face.u1, face.v1),
(face.i2, face.u2, face.v2),
];
for (index, u, v) in triangle {
let vertex = &self.vertices[index as usize];
let point = UniqueVertex {
pos: vertex.position,
normal: vertex.normal,
color: face.color,
uv: [u, v],
};
let index = if let Some(index) = index_map.get(&point) {
*index
} else {
surface.vertices.push([
f32::from_ne_bytes(point.pos[0].to_ne_bytes()),
f32::from_ne_bytes(point.pos[1].to_ne_bytes()),
f32::from_ne_bytes(point.pos[2].to_ne_bytes()),
]);
surface.normals.push([
point.normal[0] as f32 / 1024.0,
point.normal[1] as f32 / 1024.0,
point.normal[2] as f32 / 1024.0,
]);
surface.uvs.push([
f32::from_ne_bytes(point.uv[0].to_ne_bytes()),
f32::from_ne_bytes(point.uv[1].to_ne_bytes()),
]);
surface.colors.push([
point.color[0] as f32 / 255.0,
point.color[1] as f32 / 255.0,
point.color[2] as f32 / 255.0,
]);
let index = surface.vertices.len() as i32 - 1;
index_map.insert(point, index);
index
};
surface.indices.push(index);
}
}
surfaces.into_values().map(|(_, surface)| surface).collect()
}
}

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@@ -1,163 +1,67 @@
use crate::pro::chunk::Chunk;
use crate::pro::internal::materials::PrMaterialChunks;
use crate::pro::internal::segment::PrSegmentChunks;
use crate::pro::internal::{PrChunks, PrObject};
use binrw::__private::magic;
use binrw::{binread, until_eof, BinRead, BinReaderExt, BinResult, Endian, NullString};
use binrw::meta::{EndianKind, ReadEndian};
use binrw::BinRead;
use binrw::BinResult;
use binrw::Endian;
use std::fmt::Debug;
use std::io::{Read, Seek};
pub mod chunk;
pub(crate) mod chunk;
pub(crate) mod internal;
pub fn read_power_render_object<R>(reader: &mut R) -> BinResult<Vec<PrChunks>>
where
R: Read + Seek,
{
magic(reader, 0x0303u16, Endian::Little)?;
let data: Chunk<PrObject> = Chunk::<PrObject>::read(reader)?;
Ok(data.0.chunks)
#[derive(Default, Debug)]
pub struct PowerRenderObject {
pub version: f32,
pub name: String,
pub segments: Vec<PowerRenderSegment>,
pub materials: Vec<PowerRenderMaterial>,
pub textures: Vec<PowerRenderTexture>,
}
#[binread]
struct PrObject {
#[br(parse_with = until_eof)]
pub chunks: Vec<PrChunks>,
#[derive(Default, Debug)]
pub struct PowerRenderSegment {
pub name: String,
pub surfaces: Vec<PowerRenderSurface>,
}
#[binread]
#[derive(Debug)]
pub enum PrChunks {
#[br(magic = 0x0000u16)]
Version(#[br(map = Chunk::inner)] f32),
#[br(magic = 0x0100u16)]
ObjectName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x0101u16)]
ObjectFlags(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x1000u16)]
Segments(#[br(map = |it: Chunk::<PrSegmentList>| it.0.chunks)] Vec<PrSegmentChunks>),
#[br(magic = 0x2010u16)]
TextureList(#[br(map = |it: Chunk::<VecWithCount<(), NullString>>| it.0.data)] Vec<NullString>),
#[br(magic = 0x2011u16)]
TextureAlpha(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2012u16)]
TextureStage(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2013u16)]
TextureFormat(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2014u16)]
TextureMulti(#[br(map = |it: Chunk::<VecWithCount<(), u8>>| it.0.data)] Vec<u8>),
#[br(magic = 0x2100u16)]
MaterialList(#[br(map = |it: Chunk::<PrMaterialList>| it.0.chunks)] Vec<PrMaterialChunks>),
#[br(magic = 0x3000u16)]
Camera(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3010u16)]
ObjectBbox(#[br(map = Chunk::inner)] Box<PrBoundingInfo>),
#[br(magic = 0x3100u16)]
VertexShaderList(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3101u16)]
VertexShaderList2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3102u16)]
VertexShaderList3(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3200u16)]
PixelShaderList(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x3202u16)]
PixelShaderList3(#[br(map = Chunk::inner)] ()), // TODO
}
#[binread]
struct PrMaterialList {
#[br(parse_with = until_eof)]
pub chunks: Vec<PrMaterialChunks>,
}
#[binread]
#[derive(Debug)]
pub enum PrMaterialChunks {
#[br(magic = 0x2101u16)]
MaterialName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2102u16)]
MaterialMethod(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2103u16)]
MaterialTexNum(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2104u16)]
MaterialBaseColor(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2105u16)]
MaterialShades(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2106u16)]
MaterialTable(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2107u16)]
MaterialEnvMap(#[br(map = Chunk::inner)] (u8, u8)),
#[br(magic = 0x2108u16)]
MaterialMipMap(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2109u16)]
MaterialColor(#[br(map = Chunk::inner)] [f32; 4]),
#[br(magic = 0x2110u16)]
MaterialNumStages(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x2111u16)]
MaterialTexNum2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2112u16)]
MaterialEnvMap2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x2113u16)]
MaterialBump(#[br(map = Chunk::inner)] (f32, [f32; 4])),
#[br(magic = 0x2114u16)]
MaterialSpecular(#[br(map = Chunk::inner)] ([f32; 4], f32)),
#[br(magic = 0x2115u16)]
MaterialTwoSided(#[br(map = Chunk::inner)] u8),
#[br(magic = 0x2116u16)]
MaterialVertexShaderName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2117u16)]
MaterialPixelShaderName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x2199u16)]
MaterialEnd(#[br(map = Chunk::inner)] ()),
}
#[binread]
pub struct PrSegmentList {
pub segments: u32,
#[br(parse_with = until_eof)]
pub chunks: Vec<PrSegmentChunks>,
}
#[binread]
#[derive(Debug)]
pub enum PrSegmentChunks {
#[br(magic = 0x1010u16)]
SegmentName(#[br(map = Chunk::inner)] NullString),
#[br(magic = 0x1020u16)]
SegmentFlags(#[br(map = Chunk::inner)] u32),
#[br(magic = 0x1022u16)]
SegmentBbox(#[br(map = Chunk::inner)] Box<PrBoundingInfo>),
#[br(magic = 0x1030u16)]
Vertices(#[br(map = Chunk::inner)] PrVertices),
#[br(magic = 0x1040u16)]
Faces(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1050u16)]
SegBuf(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1051u16)]
SegBuf2(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1052u16)]
SegBuf3(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1060u16)]
LodInfo(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F00u16)]
KeyframePivot(#[br(map = Chunk::inner)] [f32; 3]),
#[br(magic = 0x1F10u16)]
KeyframeMatrix(#[br(map = Chunk::inner)] [f32; 16]),
#[br(magic = 0x1F20u16)]
KeyframeRotKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F30u16)]
KeyframePosKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F40u16)]
KeyframeScaleKeys(#[br(map = Chunk::inner)] ()), // TODO
#[br(magic = 0x1F50u16)]
KeyframeLinks(#[br(map = Chunk::inner)] [i32; 3]),
#[br(magic = 0x4000u16)]
TexCoords(#[br(map = Chunk::inner)] ()), // TODO
#[derive(Default, Debug)]
pub struct PowerRenderTexture {
pub name: String,
pub has_alpha: bool,
pub is_stage: bool,
pub is_multi: bool,
pub format: u8,
}
#[derive(Debug)]
pub struct PrVertices {
pub struct PowerRenderSurface {
pub material_index: usize,
pub back_material_index: usize,
pub vertices: Vec<[f32; 3]>,
pub normals: Vec<[f32; 3]>,
pub colors: Vec<[f32; 3]>,
pub uvs: Vec<[f32; 2]>,
pub indices: Vec<i32>,
}
impl BinRead for PrVertices {
#[derive(Default, Debug)]
pub struct PowerRenderMaterial {
pub name: String,
pub texture_index: usize,
pub two_sided: bool,
pub frag_shader: Option<String>,
pub vert_shader: Option<String>,
}
impl ReadEndian for PowerRenderObject {
const ENDIAN: EndianKind = EndianKind::Endian(Endian::Little);
}
impl BinRead for PowerRenderObject {
type Args<'a> = ();
fn read_options<R: Read + Seek>(
@@ -165,75 +69,98 @@ impl BinRead for PrVertices {
endian: Endian,
_: Self::Args<'_>,
) -> BinResult<Self> {
let count = reader.read_type::<u32>(endian)? as usize;
let mut result = PrVertices {
vertices: Vec::with_capacity(count),
normals: Vec::with_capacity(count),
};
for _ in 0..count {
result.vertices.push(reader.read_type(endian)?);
let normal: [i16; 3] = reader.read_type(endian)?;
result.normals.push([
normal[0] as f32 / 1024.0,
normal[1] as f32 / 1024.0,
normal[2] as f32 / 1024.0,
]);
magic(reader, 0x0303u16, endian)?;
let chunks = Chunk::<PrObject>::read(reader)?;
let mut obj = PowerRenderObject::default();
let mut texture_alpha = vec![];
let mut texture_format = vec![];
let mut texture_stage = vec![];
let mut texture_multi = vec![];
for chunk in chunks.0.chunks {
match chunk {
PrChunks::Version(version) => obj.version = version,
PrChunks::ObjectName(name) => obj.name = name.to_string(),
PrChunks::TextureAlpha(alpha) => texture_alpha = alpha,
PrChunks::TextureFormat(format) => texture_format = format,
PrChunks::TextureMulti(multi) => texture_multi = multi,
PrChunks::TextureStage(stage) => texture_stage = stage,
PrChunks::TextureList(texture_list) => {
let mut alpha = texture_alpha.iter();
let mut formats = texture_format.iter();
let mut stages = texture_stage.iter();
let mut multi = texture_multi.iter();
obj.textures = texture_list
.into_iter()
.map(|name| PowerRenderTexture {
name: name.to_string(),
has_alpha: *alpha.next().unwrap() != 0,
is_stage: *stages.next().unwrap() != 0,
is_multi: *multi.next().unwrap() != 0,
format: *formats.next().unwrap(),
})
.collect();
}
PrChunks::MaterialList(chunks) => {
for chunk in chunks {
match chunk {
PrMaterialChunks::MaterialEnd(_) => (),
PrMaterialChunks::MaterialName(name) => {
obj.materials.push(PowerRenderMaterial {
name: name.to_string(),
..Default::default()
})
}
PrMaterialChunks::MaterialTexNum(id) => {
obj.materials.last_mut().unwrap().texture_index = id as usize;
}
PrMaterialChunks::MaterialTwoSided(val) => {
obj.materials.last_mut().unwrap().two_sided = val != 0
}
PrMaterialChunks::MaterialPixelShaderName(name) => {
if !name.is_empty() {
obj.materials.last_mut().unwrap().frag_shader =
Some(name.to_string())
}
}
PrMaterialChunks::MaterialVertexShaderName(name) => {
if !name.is_empty() {
obj.materials.last_mut().unwrap().vert_shader =
Some(name.to_string())
}
}
x => eprintln!("TODO (Materials): {:?}", x),
}
}
}
PrChunks::Segments(segments) => {
let mut vertices = None;
for chunk in segments {
match chunk {
PrSegmentChunks::SegmentName(name) => {
obj.segments.push(PowerRenderSegment {
name: name.to_string(),
..Default::default()
});
}
PrSegmentChunks::Vertices(v) => {
vertices = Some(v);
}
PrSegmentChunks::Faces(faces) => {
let surfaces = vertices.unwrap().into_surfaces(faces);
vertices = None;
obj.segments.last_mut().unwrap().surfaces = surfaces;
}
x => eprintln!("TODO: {:?}", x),
}
}
}
x => eprintln!("TODO: {:?}", x),
}
}
Ok(result)
Ok(obj)
}
}
#[binread]
#[derive(Debug)]
pub struct PrFace {
pub material: u16,
pub back_material: u16,
pub i0: i32,
pub i1: i32,
pub i2: i32,
pub u0: i32,
pub u1: i32,
pub u2: i32,
pub v0: i32,
pub v1: i32,
pub v2: i32,
pub c0: i32,
pub c1: i32,
pub c2: i32,
pub normal: [u16; 3],
pub flags: u8,
pub dot_prod: u16,
}
#[binread]
#[derive(Debug)]
pub struct PrBoundingInfo {
pub min_x: f32,
pub max_x: f32,
pub min_y: f32,
pub max_y: f32,
pub min_z: f32,
pub max_z: f32,
/// Four corners + center vertex
pub box_center: [[f32; 3]; 9],
/// Same, but transformed
pub t_box_center: [[f32; 3]; 9],
pub radius: f32,
}
#[binread]
pub struct VertexShaderList {
pub name: NullString,
pub flags: u32,
pub size: u32,
pub num_constants: u32,
}
#[binread]
pub(crate) struct VecWithCount<Args: Clone + Default, T: for<'a> BinRead<Args<'a> = Args> + 'static>
{
#[br(temp)]
count: u16,
#[br(count = count)]
pub data: Vec<T>,
}