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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-07-11 13:41:50 +00:00

feat: use templated xmodel loading and dumping code for iw3

This commit is contained in:
Jan
2025-07-10 16:59:23 +01:00
parent 3daa8b0412
commit 311d5935b3
9 changed files with 78 additions and 555 deletions

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@ -97,6 +97,8 @@ namespace IW3
struct RawFile;
struct StringTable;
typedef unsigned short ScriptString;
union XAssetHeader
{
// XModelPieces *xmodelPieces; // NOT AN ASSET
@ -215,7 +217,7 @@ namespace IW3
struct XAnimNotifyInfo
{
uint16_t name;
ScriptString name;
float time;
};
@ -309,7 +311,7 @@ namespace IW3
unsigned int indexCount;
float framerate;
float frequency;
uint16_t* names;
ScriptString* names;
char* dataByte;
int16_t* dataShort;
int* dataInt;
@ -329,8 +331,8 @@ namespace IW3
struct DObjAnimMat
{
float quat[4];
float trans[3];
vec4_t quat;
vec3_t trans;
float transWeight;
};
@ -390,7 +392,7 @@ namespace IW3
struct type_align(16) GfxPackedVertex
{
float xyz[3];
vec3_t xyz;
float binormalSign;
GfxColor color;
PackedTexCoords texCoord;
@ -404,7 +406,12 @@ namespace IW3
uint16_t* vertsBlend;
};
typedef tdef_align32(16) uint16_t r_index16_t;
struct XSurfaceTri
{
uint16_t i[3];
};
typedef tdef_align32(16) XSurfaceTri XSurfaceTri16;
struct XSurface
{
@ -415,7 +422,7 @@ namespace IW3
char zoneHandle;
uint16_t baseTriIndex;
uint16_t baseVertIndex;
r_index16_t (*triIndices)[3];
XSurfaceTri16* triIndices;
XSurfaceVertexInfo vertInfo;
GfxPackedVertex* verts0;
unsigned int vertListCount;
@ -455,8 +462,8 @@ namespace IW3
struct XBoneInfo
{
float bounds[2][3];
float offset[3];
vec3_t bounds[2];
vec3_t offset;
float radiusSquared;
};
@ -520,6 +527,11 @@ namespace IW3
char pad;
};
struct XModelQuat
{
int16_t v[4];
};
struct XModel
{
const char* name;
@ -527,11 +539,11 @@ namespace IW3
unsigned char numRootBones;
unsigned char numsurfs;
char lodRampType;
uint16_t* boneNames;
char* parentList;
int16_t (*quats)[4];
float (*trans)[4];
char* partClassification;
ScriptString* boneNames;
unsigned char* parentList;
XModelQuat* quats;
float* trans;
unsigned char* partClassification;
DObjAnimMat* baseMat;
XSurface* surfs;
Material** materialHandles;
@ -541,8 +553,8 @@ namespace IW3
int contents;
XBoneInfo* boneInfo;
float radius;
float mins[3];
float maxs[3];
vec3_t mins;
vec3_t maxs;
uint16_t numLods;
uint16_t collLod;
XModelStreamInfo streamInfo;
@ -2921,6 +2933,30 @@ namespace IW3
MISSILE_GUIDANCE_COUNT = 0x4,
};
enum hitLocation_t
{
HITLOC_NONE = 0x0,
HITLOC_HELMET = 0x1,
HITLOC_HEAD = 0x2,
HITLOC_NECK = 0x3,
HITLOC_TORSO_UPR = 0x4,
HITLOC_TORSO_LWR = 0x5,
HITLOC_R_ARM_UPR = 0x6,
HITLOC_L_ARM_UPR = 0x7,
HITLOC_R_ARM_LWR = 0x8,
HITLOC_L_ARM_LWR = 0x9,
HITLOC_R_HAND = 0xA,
HITLOC_L_HAND = 0xB,
HITLOC_R_LEG_UPR = 0xC,
HITLOC_L_LEG_UPR = 0xD,
HITLOC_R_LEG_LWR = 0xE,
HITLOC_L_LEG_LWR = 0xF,
HITLOC_R_FOOT = 0x10,
HITLOC_L_FOOT = 0x11,
HITLOC_COUNT,
};
struct snd_alias_list_name
{
const char* soundName;

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@ -1,10 +1,12 @@
#options GAME (IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h"
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
#if GAME == "IW4"
#if GAME == "IW3"
#define FEATURE_IW3
#elif GAME == "IW4"
#define FEATURE_IW4
#elif GAME == "IW5"
#define FEATURE_IW5

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@ -1,10 +1,12 @@
#options GAME (IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelConstants" + GAME + ".h"
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
#if GAME == "IW4"
#if GAME == "IW3"
#define FEATURE_IW3
#elif GAME == "IW4"
#define FEATURE_IW4
#elif GAME == "IW5"
#define FEATURE_IW5
@ -46,9 +48,11 @@ namespace GAME
"left_leg_lower",
"right_foot",
"left_foot",
#if defined(FEATURE_IW4) || defined(FEATURE_IW5) || defined(FEATURE_T5) || defined(FEATURE_T6)
"gun",
#if defined(FEATURE_IW4) || defined(FEATURE_IW5) || defined(FEATURE_T6)
"shield",
#endif
#endif
};
static_assert(std::extent_v<decltype(HITLOC_NAMES)> == HITLOC_COUNT);

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@ -1,4 +1,4 @@
#options GAME(IW4, IW5, T5, T6)
#options GAME(IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/LoaderXModel" + GAME + ".cpp"
@ -7,7 +7,9 @@
#set CONSTANTS_HEADER "\"Game/" + GAME + "/XModel/XModelConstants" + GAME + ".h\""
#set JSON_HEADER "\"Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h\""
#if GAME == "IW4"
#if GAME == "IW3"
#define FEATURE_IW3
#elif GAME == "IW4"
#define FEATURE_IW4
#elif GAME == "IW5"
#define FEATURE_IW5

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@ -1,4 +1,4 @@
#options GAME (IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/LoaderXModel" + GAME + ".h"

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@ -1,534 +1,9 @@
#include "AssetDumperXModel.h"
#include "Game/IW3/CommonIW3.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/HalfFloat.h"
#include "Utils/QuatInt16.h"
#include "XModel/Export/XModelBinWriter.h"
#include "XModel/Export/XModelExportWriter.h"
#include "XModel/Gltf/GltfBinOutput.h"
#include "XModel/Gltf/GltfTextOutput.h"
#include "XModel/Gltf/GltfWriter.h"
#include "XModel/Obj/ObjWriter.h"
#include "XModel/XModelWriter.h"
#include <cassert>
#include <format>
#include "Game/IW3/XModel/XModelDumperIW3.h"
using namespace IW3;
namespace
{
std::string GetFileNameForLod(const std::string& modelName, const unsigned lod, const std::string& extension)
{
return std::format("model_export/{}_lod{}{}", modelName, lod, extension);
}
GfxImage* GetMaterialColorMap(const Material* material)
{
std::vector<MaterialTextureDef*> potentialTextureDefs;
for (auto textureIndex = 0u; textureIndex < material->textureCount; textureIndex++)
{
MaterialTextureDef* def = &material->textureTable[textureIndex];
if (def->semantic == TS_COLOR_MAP)
potentialTextureDefs.push_back(def);
}
if (potentialTextureDefs.empty())
return nullptr;
if (potentialTextureDefs.size() == 1)
return potentialTextureDefs[0]->u.image;
for (const auto* def : potentialTextureDefs)
{
if (def->nameStart == 'c' && def->nameEnd == 'p')
return def->u.image;
}
return potentialTextureDefs[0]->u.image;
}
GfxImage* GetMaterialNormalMap(const Material* material)
{
std::vector<MaterialTextureDef*> potentialTextureDefs;
for (auto textureIndex = 0u; textureIndex < material->textureCount; textureIndex++)
{
MaterialTextureDef* def = &material->textureTable[textureIndex];
if (def->semantic == TS_NORMAL_MAP)
potentialTextureDefs.push_back(def);
}
if (potentialTextureDefs.empty())
return nullptr;
if (potentialTextureDefs.size() == 1)
return potentialTextureDefs[0]->u.image;
for (const auto* def : potentialTextureDefs)
{
if (def->nameStart == 'n' && def->nameEnd == 'p')
return def->u.image;
}
return potentialTextureDefs[0]->u.image;
}
GfxImage* GetMaterialSpecularMap(const Material* material)
{
std::vector<MaterialTextureDef*> potentialTextureDefs;
for (auto textureIndex = 0u; textureIndex < material->textureCount; textureIndex++)
{
MaterialTextureDef* def = &material->textureTable[textureIndex];
if (def->semantic == TS_SPECULAR_MAP)
potentialTextureDefs.push_back(def);
}
if (potentialTextureDefs.empty())
return nullptr;
if (potentialTextureDefs.size() == 1)
return potentialTextureDefs[0]->u.image;
for (const auto* def : potentialTextureDefs)
{
if (def->nameStart == 's' && def->nameEnd == 'p')
return def->u.image;
}
return potentialTextureDefs[0]->u.image;
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
{
XModelBone bone;
if (model->boneNames[boneNum] < context.m_zone.m_script_strings.Count())
bone.name = context.m_zone.m_script_strings[model->boneNames[boneNum]];
else
bone.name = "INVALID_BONE_NAME";
if (boneNum >= model->numRootBones)
bone.parentIndex = boneNum - static_cast<unsigned int>(model->parentList[boneNum - model->numRootBones]);
else
bone.parentIndex = std::nullopt;
bone.scale[0] = 1.0f;
bone.scale[1] = 1.0f;
bone.scale[2] = 1.0f;
bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
bone.globalRotation = {
.x = model->baseMat[boneNum].quat[0],
.y = model->baseMat[boneNum].quat[1],
.z = model->baseMat[boneNum].quat[2],
.w = model->baseMat[boneNum].quat[3],
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = {.x = 0, .y = 0, .z = 0, .w = 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = {
.x = QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
.y = QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
.z = QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
.w = QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));
}
}
const char* AssetName(const char* input)
{
if (input && input[0] == ',')
return &input[1];
return input;
}
void AddXModelMaterials(XModelCommon& out, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
for (auto surfaceMaterialNum = 0u; surfaceMaterialNum < model->numsurfs; surfaceMaterialNum++)
{
Material* material = model->materialHandles[surfaceMaterialNum];
if (materialMapper.Add(material))
{
XModelMaterial xMaterial;
xMaterial.ApplyDefaults();
xMaterial.name = AssetName(material->info.name);
const auto* colorMap = GetMaterialColorMap(material);
if (colorMap)
xMaterial.colorMapName = AssetName(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = AssetName(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = AssetName(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
}
void AddXModelObjects(XModelCommon& out, const XModel* model, const unsigned lod, const DistinctMapper<Material*>& materialMapper)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfaceIndex = model->lodInfo[lod].surfIndex;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
XModelObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfaceIndex));
out.m_objects.emplace_back(std::move(object));
}
}
void AddXModelVertices(XModelCommon& out, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
for (auto vertexIndex = 0u; vertexIndex < surface.vertCount; vertexIndex++)
{
const auto& v = surface.verts0[vertexIndex];
XModelVertex vertex{};
vertex.coordinates[0] = v.xyz[0];
vertex.coordinates[1] = v.xyz[1];
vertex.coordinates[2] = v.xyz[2];
Common::Vec3UnpackUnitVec(v.normal, vertex.normal);
Common::Vec4UnpackGfxColor(v.color, vertex.color);
Common::Vec2UnpackTexCoords(v.texCoord, vertex.uv);
out.m_vertices.emplace_back(vertex);
}
}
}
void AllocateXModelBoneWeights(const XModel* model, const unsigned lod, XModelVertexBoneWeightCollection& weightCollection)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
auto totalWeightCount = 0u;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
if (surface.vertList)
{
totalWeightCount += surface.vertListCount;
}
if (surface.vertInfo.vertsBlend)
{
totalWeightCount += surface.vertInfo.vertCount[0] * 1;
totalWeightCount += surface.vertInfo.vertCount[1] * 2;
totalWeightCount += surface.vertInfo.vertCount[2] * 3;
totalWeightCount += surface.vertInfo.vertCount[3] * 4;
}
}
weightCollection.weights.resize(totalWeightCount);
}
float BoneWeight16(const uint16_t value)
{
return static_cast<float>(value) / static_cast<float>(std::numeric_limits<uint16_t>::max());
}
void AddXModelVertexBoneWeights(XModelCommon& out, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
auto& weightCollection = out.m_bone_weight_data;
auto weightOffset = 0u;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
auto handledVertices = 0u;
if (surface.vertList)
{
for (auto vertListIndex = 0u; vertListIndex < surface.vertListCount; vertListIndex++)
{
const auto& vertList = surface.vertList[vertListIndex];
const auto boneWeightOffset = weightOffset;
weightCollection.weights[weightOffset++] =
XModelBoneWeight{.boneIndex = static_cast<unsigned>(vertList.boneOffset / sizeof(DObjSkelMat)), .weight = 1.0f};
for (auto vertListVertexOffset = 0u; vertListVertexOffset < vertList.vertCount; vertListVertexOffset++)
{
out.m_vertex_bone_weights.emplace_back(boneWeightOffset, 1);
}
handledVertices += vertList.vertCount;
}
}
auto vertsBlendOffset = 0u;
if (surface.vertInfo.vertsBlend)
{
// 1 bone weight
for (auto vertIndex = 0; vertIndex < surface.vertInfo.vertCount[0]; vertIndex++)
{
const auto boneWeightOffset = weightOffset;
const unsigned boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat);
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = 1.0f};
vertsBlendOffset += 1;
out.m_vertex_bone_weights.emplace_back(boneWeightOffset, 1);
}
// 2 bone weights
for (auto vertIndex = 0; vertIndex < surface.vertInfo.vertCount[1]; vertIndex++)
{
const auto boneWeightOffset = weightOffset;
const unsigned boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat);
const unsigned boneIndex1 = surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat);
const auto boneWeight1 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const auto boneWeight0 = 1.0f - boneWeight1;
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
vertsBlendOffset += 3;
out.m_vertex_bone_weights.emplace_back(boneWeightOffset, 2);
}
// 3 bone weights
for (auto vertIndex = 0; vertIndex < surface.vertInfo.vertCount[2]; vertIndex++)
{
const auto boneWeightOffset = weightOffset;
const unsigned boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat);
const unsigned boneIndex1 = surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat);
const auto boneWeight1 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const unsigned boneIndex2 = surface.vertInfo.vertsBlend[vertsBlendOffset + 3] / sizeof(DObjSkelMat);
const auto boneWeight2 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]);
const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2;
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex2, .weight = boneWeight2};
vertsBlendOffset += 5;
out.m_vertex_bone_weights.emplace_back(boneWeightOffset, 3);
}
// 4 bone weights
for (auto vertIndex = 0; vertIndex < surface.vertInfo.vertCount[3]; vertIndex++)
{
const auto boneWeightOffset = weightOffset;
const unsigned boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat);
const unsigned boneIndex1 = surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat);
const auto boneWeight1 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const unsigned boneIndex2 = surface.vertInfo.vertsBlend[vertsBlendOffset + 3] / sizeof(DObjSkelMat);
const auto boneWeight2 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]);
const unsigned boneIndex3 = surface.vertInfo.vertsBlend[vertsBlendOffset + 5] / sizeof(DObjSkelMat);
const auto boneWeight3 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 6]);
const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2 - boneWeight3;
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex2, .weight = boneWeight2};
weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex3, .weight = boneWeight3};
vertsBlendOffset += 7;
out.m_vertex_bone_weights.emplace_back(boneWeightOffset, 4);
}
handledVertices +=
surface.vertInfo.vertCount[0] + surface.vertInfo.vertCount[1] + surface.vertInfo.vertCount[2] + surface.vertInfo.vertCount[3];
}
for (; handledVertices < surface.vertCount; handledVertices++)
{
out.m_vertex_bone_weights.emplace_back(0, 0);
}
}
}
void AddXModelFaces(XModelCommon& out, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
auto& object = out.m_objects[surfIndex];
object.m_faces.reserve(surface.triCount);
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
XModelFace face{};
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
object.m_faces.emplace_back(face);
}
}
}
void PopulateXModelWriter(XModelCommon& out, const AssetDumpingContext& context, const unsigned lod, const XModel* model)
{
DistinctMapper<Material*> materialMapper(model->numsurfs);
AllocateXModelBoneWeights(model, lod, out.m_bone_weight_data);
out.m_name = std::format("{}_lod{}", model->name, lod);
AddXModelBones(out, context, model);
AddXModelMaterials(out, materialMapper, model);
AddXModelObjects(out, model, lod, materialMapper);
AddXModelVertices(out, model, lod);
AddXModelVertexBoneWeights(out, model, lod);
AddXModelFaces(out, model, lod);
}
void DumpObjMtl(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto mtlFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!mtlFile)
return;
const auto writer = obj::CreateMtlWriter(*mtlFile, context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
}
void DumpObjLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, ".obj"));
if (!assetFile)
return;
const auto writer = obj::CreateObjWriter(*assetFile, std::format("{}.mtl", model->name), context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
}
void DumpXModelExportLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, ".XMODEL_EXPORT"));
if (!assetFile)
return;
const auto writer = xmodel_export::CreateWriterForVersion6(*assetFile, context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
void DumpXModelBinLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, ".xmodel_bin"));
if (!assetFile)
return;
const auto writer = xmodel_bin::CreateWriterForVersion7(*assetFile, context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
template<typename T>
void DumpGltfLod(
const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod, const std::string& extension)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, extension));
if (!assetFile)
return;
const auto output = std::make_unique<T>(*assetFile);
const auto writer = gltf::Writer::CreateWriter(output.get(), context.m_zone.m_game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
void DumpXModelSurfs(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
PopulateXModelWriter(common, context, currentLod, asset->Asset());
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:
DumpXModelExportLod(common, context, asset, currentLod);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_BIN:
DumpXModelBinLod(common, context, asset, currentLod);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::GLTF:
DumpGltfLod<gltf::TextOutput>(common, context, asset, currentLod, ".gltf");
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::GLB:
DumpGltfLod<gltf::BinOutput>(common, context, asset, currentLod, ".glb");
break;
default:
assert(false);
break;
}
}
}
} // namespace
bool AssetDumperXModel::ShouldDump(XAssetInfo<XModel>* asset)
{
return !asset->m_name.empty() && asset->m_name[0] != ',';
@ -536,5 +11,5 @@ bool AssetDumperXModel::ShouldDump(XAssetInfo<XModel>* asset)
void AssetDumperXModel::DumpAsset(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{
DumpXModelSurfs(context, asset);
DumpXModel(context, asset);
}

View File

@ -1,4 +1,4 @@
#options GAME (IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".cpp"
@ -6,7 +6,10 @@
#set COMMON_HEADER "\"Game/" + GAME + "/Common" + GAME + ".h\""
#set JSON_HEADER "\"Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h\""
#if GAME == "IW4"
#if GAME == "IW3"
#define FEATURE_IW3
#define GAME_LOWER "iw3"
#elif GAME == "IW4"
#define FEATURE_IW4
#define GAME_LOWER "iw4"
#elif GAME == "IW5"
@ -69,7 +72,7 @@ namespace
{
MaterialTextureDef* def = &material->textureTable[textureIndex];
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_IW5)
if (def->semantic == TS_COLOR_MAP)
potentialTextureDefs.push_back(def);
#else

View File

@ -1,4 +1,4 @@
#options GAME (IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".h"

View File

@ -12,7 +12,8 @@ set count parentList numBones - numRootBones;
set reusable quats;
set count quats numBones - numRootBones;
set reusable trans;
set count trans numBones - numRootBones;
// This is actually the count but it looks like a bug? It is used like a vec3, but it takes as much memory as vec4
set count trans (numBones - numRootBones) * 4;
set reusable partClassification;
set count partClassification numBones;
set reusable baseMat;