741 lines
22 KiB
JavaScript
741 lines
22 KiB
JavaScript
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//
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// nitroRender.js
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//--------------------
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// Provides an interface with which NSBMD models can be drawn to a fst canvas.
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// by RHY3756547
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//
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// includes: gl-matrix.js (glMatrix 2.0)
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// /formats/nitro.js --passive requirement from other nitro formats
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// /formats/nsbmd.js
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// /formats/nsbta.js
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// /formats/nsbtx.js
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//
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window.nitroRender = new function() {
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var gl, frag, vert, nitroShader;
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var cVec, color, texCoord, norm;
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var vecMode, vecPos, vecNorm, vecTx, vecCol, vecNum, vecMat, curMat;
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var texWidth, texHeight, alphaMul = 1;
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this.cullModes = [];
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this.billboardID = 0; //incrememts every time billboards need to be updated. cycles &0xFFFFFF to avoid issues
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this.lastMatStack = null; //used to check if we need to send the matStack again. will be used with a versioning system in future.
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this.last = {}; //obj: the last vertex buffers drawn
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var optimiseTriangles = true; //improves draw performance by >10x on most models.
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var modelBuffer;
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var shaders = [];
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this.renderDispList = renderDispList;
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this.setAlpha = setAlpha;
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this.getViewWidth = getViewWidth;
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this.getViewHeight = getViewHeight;
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this.flagShadow = false;
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var parameters = {
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0: 0,
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0x10:1, 0x11:0, 0x12:1, 0x13:1, 0x14:1, 0x15:0, 0x16:16, 0x17:12, 0x18:16, 0x19:12, 0x1A:9, 0x1B:3, 0x1C:3, //matrix commands
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0x20:1, 0x21:1, 0x22:1, 0x23:2, 0x24:1, 0x25:1, 0x26:1, 0x27:1, 0x28:1, 0x29:1, 0x2A:1, 0x2B:1, //vertex commands
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0x30:1, 0x31:1, 0x32:1, 0x33:1, 0x34:32, //material param
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0x40:1, 0x41:0, //begin or end vertices
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0x50:1, //swap buffers
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0x60:1, //viewport
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0x70:3, 0x71:2, 0x72:1 //tests
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}
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var instructions = {};
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instructions[0x14] = function(view, off) { //restore to matrix, used constantly for bone transforms
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curMat = view.getUint8(off);
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}
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instructions[0x20] = function(view, off) { //color
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var dat = view.getUint16(off,true);
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color[0] = (dat&31)/31;
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color[1] = ((dat>>5)&31)/31;
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color[2] = ((dat>>10)&31)/31;
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}
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instructions[0x21] = function(view, off) { //normal
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var dat = view.getUint32(off, true);
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norm[0] = tenBitSign(dat);
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norm[1] = tenBitSign(dat>>10);
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norm[2] = tenBitSign(dat>>20);
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}
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instructions[0x22] = function(view, off) { //texcoord
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texCoord[0] = (view.getInt16(off, true)/16)/texWidth;
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texCoord[1] = (view.getInt16(off+2, true)/16)/texHeight;
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}
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instructions[0x23] = function(view, off) { //xyz 16 bit
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cVec[0] = view.getInt16(off, true)/4096;
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cVec[1] = view.getInt16(off+2, true)/4096;
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cVec[2] = view.getInt16(off+4, true)/4096;
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pushVector();
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}
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instructions[0x24] = function(view, off) { //xyz 10 bit
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var dat = view.getUint32(off, true);
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cVec[0] = tenBitSign(dat);
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cVec[1] = tenBitSign(dat>>10);
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cVec[2] = tenBitSign(dat>>20);
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pushVector();
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}
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instructions[0x25] = function(view, off) { //xy 16 bit
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cVec[0] = view.getInt16(off, true)/4096;
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cVec[1] = view.getInt16(off+2, true)/4096;
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pushVector();
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}
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instructions[0x26] = function(view, off) { //xz 16 bit
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cVec[0] = view.getInt16(off, true)/4096;
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cVec[2] = view.getInt16(off+2, true)/4096;
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pushVector();
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}
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instructions[0x27] = function(view, off) { //yz 16 bit
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cVec[1] = view.getInt16(off, true)/4096;
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cVec[2] = view.getInt16(off+2, true)/4096;
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pushVector();
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}
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instructions[0x28] = function(view, off) { //xyz 10 bit relative
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var dat = view.getUint32(off, true);
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cVec[0] += relativeSign(dat);
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cVec[1] += relativeSign(dat>>10);
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cVec[2] += relativeSign(dat>>20);
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pushVector();
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}
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instructions[0x40] = function(view, off) { //begin vtx
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var dat = view.getUint32(off, true);
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vecMode = dat;
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if (!optimiseTriangles) {
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vecPos = [];
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vecNorm = [];
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vecTx = [];
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vecCol = [];
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vecMat = [];
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}
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vecNum = 0;
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}
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instructions[0x41] = function(view, off) { //end vtx
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if (!optimiseTriangles) pushStrip();
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}
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function setAlpha(alpha) { //for fading specific things out or whatever
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alphaMul = alpha;
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}
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function getViewWidth(){
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return gl.viewportWidth;
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}
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function getViewHeight() {
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return gl.viewportHeight;
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}
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function pushStrip() { //push the last group of triangles to the buffer. Should do this on matrix change... details fourthcoming
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var modes = (optimiseTriangles)?[gl.TRIANGLES, gl.TRIANGLES, gl.TRIANGLES, gl.TRIANGLES]:[gl.TRIANGLES, gl.TRIANGLES, gl.TRIANGLE_STRIP, gl.TRIANGLE_STRIP];
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var pos = gl.createBuffer();
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var col = gl.createBuffer();
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var tx = gl.createBuffer();
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var mat = gl.createBuffer();
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var norm = gl.createBuffer();
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var posArray = new Float32Array(vecPos);
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gl.bindBuffer(gl.ARRAY_BUFFER, pos);
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gl.bufferData(gl.ARRAY_BUFFER, posArray, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, tx);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vecTx), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, col);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vecCol), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, mat);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vecMat), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, norm);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vecNorm), gl.STATIC_DRAW);
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modelBuffer.strips.push({
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posArray: posArray,
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vPos: pos,
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vTx: tx,
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vCol: col,
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vMat: mat,
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vNorm: norm,
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verts: vecPos.length/3,
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mode: modes[vecMode]
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})
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}
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function pushVector() {
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if (vecMode == 1 && vecNum%4 == 3) { //quads - special case
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vecPos = vecPos.concat(vecPos.slice(vecPos.length-9, vecPos.length-6)).concat(vecPos.slice(vecPos.length-3));
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vecNorm = vecNorm.concat(vecNorm.slice(vecNorm.length-9, vecNorm.length-6)).concat(vecNorm.slice(vecNorm.length-3));
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vecTx = vecTx.concat(vecTx.slice(vecTx.length-6, vecTx.length-4)).concat(vecTx.slice(vecTx.length-2));
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vecCol = vecCol.concat(vecCol.slice(vecCol.length-12, vecCol.length-8)).concat(vecCol.slice(vecCol.length-4));
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vecMat = vecMat.concat(vecMat.slice(vecMat.length-3, vecMat.length-2)).concat(vecMat.slice(vecMat.length-1));
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}
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if (optimiseTriangles && (vecMode > 1) && (vecNum > 2)) { //convert tri strips to individual triangles so we get one buffer per polygon
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vecPos = vecPos.concat(vecPos.slice(vecPos.length-6));
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vecNorm = vecNorm.concat(vecNorm.slice(vecNorm.length-6));
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vecTx = vecTx.concat(vecTx.slice(vecTx.length-4));
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vecCol = vecCol.concat(vecCol.slice(vecCol.length-8));
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vecMat = vecMat.concat(vecMat.slice(vecMat.length-2));
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}
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vecNum++;
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vecPos = vecPos.concat(cVec);
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vecTx = vecTx.concat(texCoord);
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vecCol = vecCol.concat(color);
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vecNorm = vecNorm.concat(norm);
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vecMat.push(curMat);
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}
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function tenBitSign(val) {
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val &= 1023;
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if (val & 512) return (val-1024)/64;
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else return val/64;
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}
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function relativeSign(val) {
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val &= 1023;
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if (val & 512) return (val-1024)/4096;
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else return val/4096;
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}
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this.init = function(ctx) {
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gl = ctx;
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this.gl = gl;
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shaders = nitroShaders.compileShaders(gl);
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this.nitroShader = shaders[0];
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this.cullModes = [gl.FRONT_AND_BACK, gl.FRONT, gl.BACK];
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}
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this.prepareShader = function() {
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//prepares the shader so no redundant calls have to be made. Should be called upon every program change.
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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this.last = {};
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gl.activeTexture(gl.TEXTURE0);
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gl.uniform1i(this.nitroShader.samplerUniform, 0);
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}
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this.setShadowMode = function(sTex, fsTex, sMat, fsMat) {
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this.nitroShader = shaders[1];
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var shader = shaders[1];
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gl.useProgram(shader);
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gl.uniformMatrix4fv(shader.shadowMatUniform, false, sMat);
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gl.uniformMatrix4fv(shader.farShadowMatUniform, false, fsMat);
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gl.uniform1f(shader.shadOffUniform, 0.00005+((mobile)?0.0005:0));
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gl.uniform1f(shader.farShadOffUniform, 0.0005);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, sTex);
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gl.uniform1i(shader.lightSamplerUniform, 1);
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gl.activeTexture(gl.TEXTURE2);
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gl.bindTexture(gl.TEXTURE_2D, fsTex);
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gl.uniform1i(shader.farLightSamplerUniform, 2);
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this.setColMult([1, 1, 1, 1]);
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this.prepareShader();
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}
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this.unsetShadowMode = function() {
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this.nitroShader = shaders[0];
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gl.useProgram(this.nitroShader);
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this.setColMult([1, 1, 1, 1]);
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this.prepareShader();
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}
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this.setColMult = function(color) {
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gl.useProgram(this.nitroShader);
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gl.uniform4fv(this.nitroShader.colMultUniform, color);
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}
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this.updateBillboards = function(view) {
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this.billboardID = (this.billboardID+1)%0xFFFFFF;
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var nv = mat4.clone(view);
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nv[12] = 0;
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nv[13] = 0;
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nv[14] = 0; //nullify translation
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var nv2 = mat4.clone(nv);
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this.billboardMat = mat4.invert(nv, nv);
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nv2[4] = 0;
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nv2[5] = 1; //do not invert y axis view
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nv2[6] = 0;
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this.yBillboardMat = mat4.invert(nv2, nv2);
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}
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function renderDispList(disp, tex, startStack) { //renders the display list to a form of vertex buffer. The idea is that NSBTA and NSBCA can still be applied to the buffer at little performance cost. (rather than recompiling the model)
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modelBuffer = {
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strips: []
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/* strip entry format:
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vPos: glBuffer,
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vTx: glBuffer,
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vCol: glBuffer,
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verts: int count of vertices,
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mode: (eg. gl.TRIANGLES, gl.TRIANGLESTRIP)
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mat: transformation matrix to apply. unused atm as matrix functions are unimplemented
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*/
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} //the nitroModel will store this and use it for rendering instead of the display list in future.
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curMat = startStack; //start on root bone
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var shader = nitroRender.nitroShader;
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var gl = nitroRender.gl;
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var off=0;
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var view = new DataView(disp);
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texWidth = tex.width;
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texHeight = tex.height;
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cVec = [0,0,0];
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norm = [0,1,0];
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texCoord = [0,0];
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color = [1,1,1,alphaMul]; //todo: polygon attributes
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vecMode = 0;
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vecNum = 0;
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vecPos = [];
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vecNorm = [];
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vecTx = [];
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vecCol = [];
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vecMat = [];
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while (off < disp.byteLength) {
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var ioff = off;
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off += 4;
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for (var i=0; i<4; i++) {
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var inst = view.getUint8(ioff++);
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if (instructions[inst] != null) {
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instructions[inst](view, off);
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} else {
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if (inst != 0) alert("invalid instruction 0x"+(inst.toString(16)));
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}
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var temp = parameters[inst];
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off += (temp == null)?0:temp*4;
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}
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}
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if (optimiseTriangles) pushStrip();
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return modelBuffer;
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}
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};
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function nitroModel(bmd, btx, remap) {
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var bmd = bmd;
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this.bmd = bmd;
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var thisObj = this;
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var loadedTex;
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var texCanvas;
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var tex;
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var texAnim;
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var texFrame;
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var modelBuffers;
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var collisionModel = [];
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var matBufEmpty = new Float32Array(31*16);
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var temp = mat4.create();
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var off=0;
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for (var i=0; i<31; i++) {
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matBufEmpty.set(temp, off);
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off += 16;
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}
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temp = null;
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var texMap = { tex:{}, pal:{} };
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//var matStack;
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this.draw = draw;
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this.drawPoly = externDrawPoly;
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this.drawModel = externDrawModel;
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this.getCollisionModel = getCollisionModel;
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modelBuffers = []
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this.modelBuffers = modelBuffers;
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var matBuf = [];
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for (var i=0; i<bmd.modelData.objectData.length; i++) {
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modelBuffers.push(new Array(bmd.modelData.objectData[i].polys.objectData.length));
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matBuf.push({built: false, dat: new Float32Array(31*16)});
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}
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if (remap != null) {
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setTextureRemap(remap)
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}
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if (btx != null) {
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loadTexture(btx);
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} else if (bmd.tex != null) {
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loadTexture(bmd.tex)
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} else {
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loadWhiteTex();
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}
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function loadWhiteTex(btx) { //examines the materials in the loaded model and generates textures for each.
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var gl = nitroRender.gl; //get gl object from nitro render singleton
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loadedTex = btx;
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texCanvas = [];
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tex = [];
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var models = bmd.modelData.objectData;
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for (var j=0; j<models.length; j++) {
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var model = models[j];
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var mat = model.materials.objectData
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for (var i=0; i<mat.length; i++) {
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|
var m = mat[i];
|
||
|
|
||
|
var fC = document.createElement("canvas");
|
||
|
fC.width = 2;
|
||
|
fC.height = 2;
|
||
|
var ctx = fC.getContext("2d")
|
||
|
ctx.fillStyle = "black";
|
||
|
ctx.globalAlpha=0.33;
|
||
|
ctx.fillRect(0,0,2,2);
|
||
|
texCanvas.push(fC);
|
||
|
var t = loadTex(fC, gl, !m.repeatX, !m.repeatY);
|
||
|
t.realWidth = 2;
|
||
|
t.realHeight = 2;
|
||
|
tex.push(t);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function loadTexture(btx) { //examines the materials in the loaded model and generates textures for each.
|
||
|
var gl = nitroRender.gl; //get gl object from nitro render singleton
|
||
|
loadedTex = btx;
|
||
|
texCanvas = [];
|
||
|
tex = [];
|
||
|
var models = bmd.modelData.objectData;
|
||
|
for (var j=0; j<models.length; j++) {
|
||
|
var model = models[j];
|
||
|
var mat = model.materials.objectData
|
||
|
for (var i=0; i<mat.length; i++) {
|
||
|
var m = mat[i];
|
||
|
var texI = mat[i].tex;
|
||
|
var palI = mat[i].pal;
|
||
|
//remap below
|
||
|
var nTex = texMap.tex[texI];
|
||
|
var nPal = texMap.pal[palI];
|
||
|
if ((texI == null && nTex == null) || (palI == null && nPal == null)) {
|
||
|
debugger;
|
||
|
console.warn("WARNING: material "+i+" in model could not be assigned a texture.")
|
||
|
|
||
|
var fC = document.createElement("canvas");
|
||
|
fC.width = 2;
|
||
|
fC.height = 2;
|
||
|
var ctx = fC.getContext("2d")
|
||
|
ctx.fillStyle = "white";
|
||
|
ctx.fillRect(0,0,2,2);
|
||
|
texCanvas.push(fC);
|
||
|
var t = loadTex(fC, gl, !m.repeatX, !m.repeatY);
|
||
|
t.realWidth = 2;
|
||
|
t.realHeight = 2;
|
||
|
tex.push(t);
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
var truetex = (nTex==null)?texI:nTex;
|
||
|
var truepal = (nPal==null)?palI:nPal;
|
||
|
var cacheID = truetex+":"+truepal;
|
||
|
var cached = btx.cache[cacheID];
|
||
|
|
||
|
if (cached == null) {
|
||
|
var canvas = btx.readTexWithPal(truetex, truepal);
|
||
|
if (m.flipX || m.flipY) {
|
||
|
var fC = document.createElement("canvas");
|
||
|
var ctx = fC.getContext("2d");
|
||
|
fC.width = (m.flipX)?canvas.width*2:canvas.width;
|
||
|
fC.height = (m.flipY)?canvas.height*2:canvas.height;
|
||
|
|
||
|
ctx.drawImage(canvas, 0, 0);
|
||
|
ctx.save();
|
||
|
if (m.flipX) {
|
||
|
ctx.translate(2*canvas.width, 0);
|
||
|
ctx.scale(-1, 1);
|
||
|
ctx.drawImage(canvas, 0, 0);
|
||
|
ctx.restore();
|
||
|
ctx.save();
|
||
|
}
|
||
|
if (m.flipY) {
|
||
|
ctx.translate(0, 2*canvas.height);
|
||
|
ctx.scale(1, -1);
|
||
|
ctx.drawImage(fC, 0, 0);
|
||
|
ctx.restore();
|
||
|
}
|
||
|
texCanvas.push(fC);
|
||
|
var t = loadTex(fC, gl, !m.repeatX, !m.repeatY);
|
||
|
t.realWidth = canvas.width;
|
||
|
t.realHeight = canvas.height;
|
||
|
tex.push(t);
|
||
|
btx.cache[cacheID] = t;
|
||
|
} else {
|
||
|
texCanvas.push(canvas);
|
||
|
var t = loadTex(canvas, gl, !m.repeatX, !m.repeatY);
|
||
|
t.realWidth = canvas.width;
|
||
|
t.realHeight = canvas.height;
|
||
|
tex.push(t);
|
||
|
btx.cache[cacheID] = t;
|
||
|
}
|
||
|
} else {
|
||
|
tex.push(cached);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function setTextureRemap(remap) {
|
||
|
texMap = remap;
|
||
|
if (loadedTex != null) loadTexture(loadedTex)
|
||
|
}
|
||
|
|
||
|
this.loadTexAnim = function(bta) {
|
||
|
texAnim = bta;
|
||
|
texFrame = 0;
|
||
|
}
|
||
|
|
||
|
this.setFrame = function(frame) {
|
||
|
texFrame = frame;
|
||
|
}
|
||
|
|
||
|
function externDrawModel(mv, project, mdl) {
|
||
|
var models = bmd.modelData.objectData;
|
||
|
drawModel(models[mdl], mv, project, mdl);
|
||
|
}
|
||
|
|
||
|
function externDrawPoly(mv, project, modelind, poly, matStack) {
|
||
|
var models = bmd.modelData.objectData;
|
||
|
var model = models[modelind];
|
||
|
|
||
|
var polys = model.polys.objectData;
|
||
|
var matStack = matStack;
|
||
|
if (matStack == null) {
|
||
|
matStack = matBuf[modelind];
|
||
|
|
||
|
if (((thisObj.billboardID != nitroRender.billboardID) && bmd.hasBillboards) || (!matStack.built)) {
|
||
|
nitroRender.lastMatStack = null;
|
||
|
generateMatrixStack(model, matStack.dat);
|
||
|
matStack.built = true;
|
||
|
thisObj.billboardID = nitroRender.billboardID;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var shader = nitroRender.nitroShader;
|
||
|
|
||
|
var mv = mat4.scale([], mv, [model.head.scale, model.head.scale, model.head.scale]);
|
||
|
|
||
|
gl.uniformMatrix4fv(shader.mvMatrixUniform, false, mv);
|
||
|
gl.uniformMatrix4fv(shader.pMatrixUniform, false, project);
|
||
|
if (matStack != nitroRender.lastMatStack) {
|
||
|
gl.uniformMatrix4fv(shader.matStackUniform, false, matStack.dat);
|
||
|
nitroRender.lastMatStack = matStack;
|
||
|
}
|
||
|
|
||
|
drawPoly(polys[poly], modelind, poly);
|
||
|
}
|
||
|
|
||
|
function draw(mv, project, matStack) {
|
||
|
var models = bmd.modelData.objectData;
|
||
|
for (var j=0; j<models.length; j++) {
|
||
|
drawModel(models[j], mv, project, j, matStack);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function getCollisionModel(modelind, polyind) { //simple func to get collision model for a model. used when I'm too lazy to define my own... REQUIRES TRI MODE ACTIVE!
|
||
|
if (collisionModel[modelind] == null) collisionModel[modelind] = [];
|
||
|
if (collisionModel[modelind][polyind] != null) return collisionModel[modelind][polyind];
|
||
|
var model = bmd.modelData.objectData[modelind];
|
||
|
var poly = model.polys.objectData[polyind];
|
||
|
if (modelBuffers[modelind][polyind] == null) modelBuffers[modelind][polyind] = nitroRender.renderDispList(poly.disp, tex[poly.mat], (poly.stackID == null)?model.lastStackID:poly.stackID);
|
||
|
|
||
|
var tris = modelBuffers[modelind][polyind].strips[0].posArray;
|
||
|
|
||
|
var out = [];
|
||
|
var tC = tris.length/9;
|
||
|
var off = 0;
|
||
|
for (var i=0; i<tC; i++) {
|
||
|
var t = {}
|
||
|
t.Vertex1 = [tris[off++], tris[off++], tris[off++]];
|
||
|
t.Vertex2 = [tris[off++], tris[off++], tris[off++]];
|
||
|
t.Vertex3 = [tris[off++], tris[off++], tris[off++]];
|
||
|
|
||
|
//calculate normal
|
||
|
var v = vec3.sub([], t.Vertex2, t.Vertex1);
|
||
|
var w = vec3.sub([], t.Vertex3, t.Vertex1);
|
||
|
t.Normal = vec3.cross([], v, w)
|
||
|
vec3.normalize(t.Normal, t.Normal);
|
||
|
out.push(t);
|
||
|
}
|
||
|
collisionModel[modelind][polyind] = {dat:out, scale:model.head.scale};
|
||
|
return collisionModel[modelind][polyind];
|
||
|
}
|
||
|
|
||
|
function drawModel(model, mv, project, modelind, matStack) {
|
||
|
var polys = model.polys.objectData;
|
||
|
var matStack = matStack;
|
||
|
if (matStack == null) {
|
||
|
matStack = matBuf[modelind];
|
||
|
|
||
|
if (((thisObj.billboardID != nitroRender.billboardID) && bmd.hasBillboards) || (!matStack.built)) {
|
||
|
nitroRender.lastMatStack = null;
|
||
|
generateMatrixStack(model, matStack.dat);
|
||
|
matStack.built = true;
|
||
|
thisObj.billboardID = nitroRender.billboardID;
|
||
|
}
|
||
|
}
|
||
|
var shader = nitroRender.nitroShader;
|
||
|
|
||
|
var mv = mat4.scale([], mv, [model.head.scale, model.head.scale, model.head.scale]);
|
||
|
|
||
|
gl.uniformMatrix4fv(shader.mvMatrixUniform, false, mv);
|
||
|
gl.uniformMatrix4fv(shader.pMatrixUniform, false, project);
|
||
|
if (matStack != nitroRender.lastMatStack) {
|
||
|
gl.uniformMatrix4fv(shader.matStackUniform, false, matStack.dat);
|
||
|
nitroRender.lastMatStack = matStack;
|
||
|
}
|
||
|
|
||
|
for (var i=0; i<polys.length; i++) {
|
||
|
drawPoly(polys[i], modelind, i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function drawPoly(poly, modelind, polyind) {
|
||
|
var shader = nitroRender.nitroShader;
|
||
|
var model = bmd.modelData.objectData[modelind];
|
||
|
var gl = nitroRender.gl;
|
||
|
|
||
|
//texture 0 SHOULD be bound, assuming the nitrorender program has been prepared
|
||
|
if (nitroRender.last.tex != tex[poly.mat]) {
|
||
|
gl.bindTexture(gl.TEXTURE_2D, tex[poly.mat]); //load up material texture
|
||
|
nitroRender.last.tex = tex[poly.mat];
|
||
|
}
|
||
|
|
||
|
var material = model.materials.objectData[poly.mat];
|
||
|
nitroRender.setAlpha(material.alpha)
|
||
|
|
||
|
if (texAnim != null) {
|
||
|
//generate and send texture matrix from data
|
||
|
var matname = model.materials.names[poly.mat]; //attach tex anim to mat with same name
|
||
|
var anims = texAnim.animData.objectData[modelind].data;
|
||
|
var animNum = anims.names.indexOf(matname);
|
||
|
|
||
|
if (animNum != -1) {
|
||
|
//we got a match! it's wonderful :')
|
||
|
var anim = anims.objectData[animNum];
|
||
|
var mat = mat3.create(); //material texture mat is ignored
|
||
|
mat3.scale(mat, mat, [anim.scaleS[(texFrame>>anim.frameStep.scaleS)%anim.scaleS.length], anim.scaleT[(texFrame>>anim.frameStep.scaleT)%anim.scaleT.length]]);
|
||
|
mat3.translate(mat, mat, [-anim.translateS[(texFrame>>anim.frameStep.translateS)%anim.translateS.length], anim.translateT[(texFrame>>anim.frameStep.translateT)%anim.translateT.length]]) //for some mystery reason I need to negate the S translation
|
||
|
gl.uniformMatrix3fv(shader.texMatrixUniform, false, mat);
|
||
|
} else {
|
||
|
gl.uniformMatrix3fv(shader.texMatrixUniform, false, material.texMat);
|
||
|
}
|
||
|
|
||
|
} else gl.uniformMatrix3fv(shader.texMatrixUniform, false, material.texMat);
|
||
|
|
||
|
if (modelBuffers[modelind][polyind] == null) modelBuffers[modelind][polyind] = nitroRender.renderDispList(poly.disp, tex[poly.mat], (poly.stackID == null)?model.lastStackID:poly.stackID);
|
||
|
drawModelBuffer(modelBuffers[modelind][polyind], gl, shader);
|
||
|
}
|
||
|
|
||
|
function generateMatrixStack(model, targ) { //this generates a matrix stack with the default bones. use nitroAnimator to pass custom matrix stacks using nsbca animations.
|
||
|
var matrices = [];
|
||
|
|
||
|
var objs = model.objects.objectData;
|
||
|
var cmds = model.commands;
|
||
|
var curMat = mat4.create();
|
||
|
var lastStackID = 0;
|
||
|
|
||
|
for (var i=0; i<cmds.length; i++) {
|
||
|
var cmd = cmds[i];
|
||
|
if (cmd.restoreID != null) curMat = mat4.clone(matrices[cmd.restoreID]);
|
||
|
var o = objs[cmd.obj];
|
||
|
mat4.multiply(curMat, curMat, o.mat);
|
||
|
if (o.billboardMode == 1) mat4.multiply(curMat, curMat, nitroRender.billboardMat);
|
||
|
if (o.billboardMode == 2) mat4.multiply(curMat, curMat, nitroRender.yBillboardMat);
|
||
|
if (cmd.stackID != null) {
|
||
|
matrices[cmd.stackID] = mat4.clone(curMat);
|
||
|
lastStackID = cmd.stackID;
|
||
|
} else {
|
||
|
matrices[lastStackID] = mat4.clone(curMat);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
model.lastStackID = lastStackID;
|
||
|
|
||
|
targ.set(matBufEmpty);
|
||
|
var off=0;
|
||
|
for (var i=0; i<31; i++) {
|
||
|
if (matrices[i] != null) targ.set(matrices[i], off);
|
||
|
off += 16;
|
||
|
}
|
||
|
|
||
|
return targ;
|
||
|
}
|
||
|
|
||
|
function drawModelBuffer(buf, gl, shader) {
|
||
|
for (var i=0; i<buf.strips.length; i++) {
|
||
|
var obj = buf.strips[i];
|
||
|
|
||
|
if (obj != nitroRender.last.obj) {
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, obj.vPos);
|
||
|
gl.vertexAttribPointer(shader.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, obj.vTx);
|
||
|
gl.vertexAttribPointer(shader.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, obj.vCol);
|
||
|
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, obj.vMat);
|
||
|
gl.vertexAttribPointer(shader.matAttribute, 1, gl.FLOAT, false, 0, 0);
|
||
|
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, obj.vNorm);
|
||
|
gl.vertexAttribPointer(shader.normAttribute, 3, gl.FLOAT, false, 0, 0);
|
||
|
nitroRender.last.obj = obj;
|
||
|
}
|
||
|
|
||
|
gl.drawArrays(obj.mode, 0, obj.verts);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function loadTex(img, gl, clampx, clampy) { //general purpose function for loading an image into a texture.
|
||
|
var texture = gl.createTexture();
|
||
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
|
||
|
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||
|
if (clampx) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||
|
if (clampy) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||
|
|
||
|
texture.width = img.width;
|
||
|
texture.height = img.height;
|
||
|
|
||
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
||
|
return texture;
|
||
|
}
|