chore: use XModelCommon for dumping obj to reduce code duplication

This commit is contained in:
Jan 2024-04-28 14:37:21 +02:00
parent 45684ac828
commit a39e993cc6
No known key found for this signature in database
GPG Key ID: 44B581F78FF5C57C
9 changed files with 477 additions and 965 deletions

View File

@ -6,12 +6,6 @@
#include <string>
#include <vector>
struct XModelObject
{
std::string name;
int materialIndex;
};
struct XModelBone
{
std::string name;
@ -51,7 +45,6 @@ struct XModelVertex
struct XModelFace
{
int vertexIndex[3];
int objectIndex;
};
struct XModelMaterial
@ -88,10 +81,19 @@ struct XModelMaterial
float blinn[2];
float phong;
std::string colorMapName;
std::string normalMapName;
std::string specularMapName;
void ApplyDefaults();
};
struct XModelObject
{
std::string name;
int materialIndex;
std::vector<XModelFace> m_faces;
};
struct XModelCommon
{
std::vector<XModelObject> m_objects;
@ -99,7 +101,6 @@ struct XModelCommon
std::vector<XModelMaterial> m_materials;
std::vector<XModelVertex> m_vertices;
std::vector<XModelVertexBoneWeights> m_vertex_bone_weights;
std::vector<XModelFace> m_faces;
XModelVertexBoneWeightCollection m_bone_weight_data;
};

View File

@ -103,148 +103,6 @@ namespace
return potentialTextureDefs[0]->u.image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModel* model, const unsigned lod)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfIndex = model->lodInfo[lod].surfIndex;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, 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];
vec2_t uv;
vec3_t normalVec;
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz[0];
objVertex.coordinates[1] = v.xyz[2];
objVertex.coordinates[2] = -v.xyz[1];
objNormal.normal[0] = normalVec[0];
objNormal.normal[1] = normalVec[2];
objNormal.normal[2] = -normalVec[1];
objUv.uv[0] = uv[0];
objUv.uv[1] = 1.0f - uv[1];
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, 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 triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(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;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, model, lod);
AddObjVertices(writer, model, lod);
AddObjFaces(writer, model, lod);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -307,6 +165,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -517,6 +383,9 @@ namespace
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];
@ -525,8 +394,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -544,6 +412,35 @@ namespace
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();
@ -576,9 +473,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -587,7 +481,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:

View File

@ -20,21 +20,6 @@ using namespace IW4;
namespace
{
class SurfsDumpingZoneState final : public IZoneAssetDumperState
{
std::set<const XModelSurfs*> m_dumped_surfs;
public:
bool ShouldDumpTechnique(const XModelSurfs* surfs)
{
if (m_dumped_surfs.contains(surfs))
return false;
m_dumped_surfs.emplace(surfs);
return true;
}
};
GfxImage* GetMaterialColorMap(const Material* material)
{
std::vector<MaterialTextureDef*> potentialTextureDefs;
@ -113,144 +98,6 @@ namespace
return potentialTextureDefs[0]->u.image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModelSurfs* modelSurfs, int baseSurfaceIndex)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfaceIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, const XModelSurfs* modelSurfs)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->surfs[surfIndex];
for (auto vertexIndex = 0u; vertexIndex < surface.vertCount; vertexIndex++)
{
const auto& v = surface.verts0[vertexIndex];
vec2_t uv;
vec3_t normalVec;
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz[0];
objVertex.coordinates[1] = v.xyz[2];
objVertex.coordinates[2] = -v.xyz[1];
objNormal.normal[0] = normalVec[0];
objNormal.normal[1] = normalVec[2];
objNormal.normal[2] = -normalVec[1];
objUv.uv[0] = uv[0];
objUv.uv[1] = 1.0f - uv[1];
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, const XModelSurfs* modelSurfs)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->surfs[surfIndex];
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto* modelSurfs = model->lodInfo[lod].modelSurfs;
if (modelSurfs->name[0] == ',' || modelSurfs->surfs == nullptr)
return;
const auto assetFile = context.OpenAssetFile(std::format("model_export/{}.obj", modelSurfs->name));
if (!assetFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, modelSurfs, model->lodInfo[lod].surfIndex);
AddObjVertices(writer, modelSurfs);
AddObjFaces(writer, modelSurfs);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -313,6 +160,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -508,6 +363,9 @@ namespace
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->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];
@ -516,8 +374,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -537,6 +394,40 @@ namespace
AddXModelFaces(out, modelSurfs);
}
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* modelSurfs = model->lodInfo[lod].modelSurfs;
if (modelSurfs->name[0] == ',' || modelSurfs->surfs == nullptr)
return;
const auto assetFile = context.OpenAssetFile(std::format("model_export/{}.obj", modelSurfs->name));
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();
@ -571,9 +462,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -582,7 +470,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:

View File

@ -20,21 +20,6 @@ using namespace IW5;
namespace
{
class SurfsDumpingZoneState final : public IZoneAssetDumperState
{
std::set<const XModelSurfs*> m_dumped_surfs;
public:
bool ShouldDumpTechnique(const XModelSurfs* surfs)
{
if (m_dumped_surfs.contains(surfs))
return false;
m_dumped_surfs.emplace(surfs);
return true;
}
};
GfxImage* GetMaterialColorMap(const Material* material)
{
std::vector<MaterialTextureDef*> potentialTextureDefs;
@ -113,143 +98,6 @@ namespace
return potentialTextureDefs[0]->u.image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModelSurfs* modelSurfs, int baseSurfaceIndex)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfaceIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, const XModelSurfs* modelSurfs)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->surfs[surfIndex];
for (auto vertexIndex = 0u; vertexIndex < surface.vertCount; vertexIndex++)
{
const auto& v = surface.verts0.packedVerts0[vertexIndex];
vec2_t uv;
vec3_t normalVec;
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz[0];
objVertex.coordinates[1] = v.xyz[2];
objVertex.coordinates[2] = -v.xyz[1];
objNormal.normal[0] = normalVec[0];
objNormal.normal[1] = normalVec[2];
objNormal.normal[2] = -normalVec[1];
objUv.uv[0] = uv[0];
objUv.uv[1] = 1.0f - uv[1];
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, const XModelSurfs* modelSurfs)
{
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->surfs[surfIndex];
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto* modelSurfs = model->lodInfo[lod].modelSurfs;
if (modelSurfs->name[0] == ',' || modelSurfs->surfs == nullptr)
return;
const auto assetFile = context.OpenAssetFile(std::format("model_export/{}.obj", modelSurfs->name));
if (!assetFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, modelSurfs, model->lodInfo[lod].surfIndex);
AddObjVertices(writer, modelSurfs);
AddObjFaces(writer, modelSurfs);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -312,6 +160,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -507,6 +363,9 @@ namespace
for (auto surfIndex = 0u; surfIndex < modelSurfs->numsurfs; surfIndex++)
{
const auto& surface = modelSurfs->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];
@ -515,8 +374,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -536,6 +394,40 @@ namespace
AddXModelFaces(out, modelSurfs);
}
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* modelSurfs = model->lodInfo[lod].modelSurfs;
if (modelSurfs->name[0] == ',' || modelSurfs->surfs == nullptr)
return;
const auto assetFile = context.OpenAssetFile(std::format("model_export/{}.obj", modelSurfs->name));
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();
@ -570,9 +462,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -581,7 +470,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:

View File

@ -103,148 +103,6 @@ namespace
return potentialTextureDefs[0]->u.image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModel* model, const unsigned lod)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfIndex = model->lodInfo[lod].surfIndex;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, 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];
vec2_t uv;
vec3_t normalVec;
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz[0];
objVertex.coordinates[1] = v.xyz[2];
objVertex.coordinates[2] = -v.xyz[1];
objNormal.normal[0] = normalVec[0];
objNormal.normal[1] = normalVec[2];
objNormal.normal[2] = -normalVec[1];
objUv.uv[0] = uv[0];
objUv.uv[1] = 1.0f - uv[1];
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, 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 triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(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;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, model, lod);
AddObjVertices(writer, model, lod);
AddObjFaces(writer, model, lod);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -307,6 +165,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -517,6 +383,9 @@ namespace
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];
@ -525,8 +394,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -544,6 +412,35 @@ namespace
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();
@ -576,9 +473,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -587,7 +481,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:

View File

@ -115,148 +115,6 @@ namespace
return potentialTextureDefs[0]->image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModel* model, const unsigned lod)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfIndex = model->lodInfo[lod].surfIndex;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, 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];
vec2_t uv{};
vec3_t normalVec{};
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz.x;
objVertex.coordinates[1] = v.xyz.z;
objVertex.coordinates[2] = -v.xyz.y;
objNormal.normal[0] = normalVec.x;
objNormal.normal[1] = normalVec.z;
objNormal.normal[2] = -normalVec.y;
objUv.uv[0] = uv.x;
objUv.uv[1] = 1.0f - uv.y;
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, 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 triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(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;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, model, lod);
AddObjVertices(writer, model, lod);
AddObjFaces(writer, model, lod);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -319,6 +177,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -541,6 +407,9 @@ namespace
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];
@ -549,8 +418,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -568,6 +436,35 @@ namespace
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();
@ -600,9 +497,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -611,7 +505,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:

View File

@ -116,8 +116,16 @@ class XModelExportWriter6 final : public XModelExportWriterBase
void WriteFaces(const XModelCommon& xmodel) const
{
m_stream << "NUMFACES " << xmodel.m_faces.size() << "\n";
for (const auto& face : xmodel.m_faces)
auto totalFaceCount = 0u;
for (const auto& object : xmodel.m_objects)
totalFaceCount += object.m_faces.size();
m_stream << "NUMFACES " << totalFaceCount << "\n";
auto objectIndex = 0u;
for (const auto& object : xmodel.m_objects)
{
for (const auto& face : object.m_faces)
{
const size_t distinctPositions[3]{
m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[0]),
@ -129,12 +137,15 @@ class XModelExportWriter6 final : public XModelExportWriterBase
const XModelVertex& v1 = xmodel.m_vertices[face.vertexIndex[1]];
const XModelVertex& v2 = xmodel.m_vertices[face.vertexIndex[2]];
m_stream << "TRI " << face.objectIndex << " " << xmodel.m_objects[face.objectIndex].materialIndex << " 0 0\n";
m_stream << "TRI " << objectIndex << " " << object.materialIndex << " 0 0\n";
WriteFaceVertex(distinctPositions[0], v0);
WriteFaceVertex(distinctPositions[1], v1);
WriteFaceVertex(distinctPositions[2], v2);
m_stream << "\n";
}
objectIndex++;
}
}
void WriteObjects(const XModelCommon& xmodel) const

View File

@ -1,61 +1,101 @@
#include "ObjWriter.h"
#include "Game/IW4/CommonIW4.h"
#include "Utils/DistinctMapper.h"
#include "XModel/Obj/ObjCommon.h"
ObjWriter::ObjWriter(std::string gameName, std::string zoneName)
: m_game_name(std::move(gameName)),
namespace
{
struct ObjObjectData
{
DistinctMapper<ObjVertex> m_vertices;
DistinctMapper<ObjNormal> m_normals;
DistinctMapper<ObjUv> m_uvs;
};
struct ObjObjectDataOffsets
{
size_t vertexOffset;
size_t normalOffset;
size_t uvOffset;
};
class ObjWriter final : public XModelWriter
{
public:
ObjWriter(std::ostream& stream, std::string gameName, std::string zoneName, std::string mtlName)
: m_stream(stream),
m_mtl_name(std::move(mtlName)),
m_game_name(std::move(gameName)),
m_zone_name(std::move(zoneName))
{
}
{
}
void ObjWriter::AddObject(ObjObject object)
{
m_objects.emplace_back(std::move(object));
m_object_data.emplace_back();
}
void Write(const XModelCommon& xmodel) override
{
m_stream << "# OpenAssetTools OBJ File ( " << m_game_name << ")\n";
m_stream << "# Game Origin: " << m_game_name << "\n";
m_stream << "# Zone Origin: " << m_zone_name << "\n";
void ObjWriter::AddMaterial(MtlMaterial material)
{
m_materials.emplace_back(std::move(material));
}
if (!m_mtl_name.empty())
m_stream << "mtllib " << m_mtl_name << "\n";
void ObjWriter::AddVertex(const int objectId, const ObjVertex vertex)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
std::vector<ObjObjectDataOffsets> inputOffsetsByObject;
std::vector<ObjObjectDataOffsets> distinctOffsetsByObject;
GetObjObjectDataOffsets(xmodel, inputOffsetsByObject, distinctOffsetsByObject);
m_object_data[objectId].m_vertices.Add(vertex);
}
auto objectIndex = 0;
for (const auto& object : xmodel.m_objects)
{
const auto& objectData = m_object_data[objectIndex];
m_stream << "o " << object.name << "\n";
void ObjWriter::AddNormal(const int objectId, const ObjNormal normal)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
for (const auto& v : objectData.m_vertices.GetDistinctValues())
m_stream << "v " << v.coordinates[0] << " " << v.coordinates[1] << " " << v.coordinates[2] << "\n";
for (const auto& uv : objectData.m_uvs.GetDistinctValues())
m_stream << "vt " << uv.uv[0] << " " << uv.uv[1] << "\n";
for (const auto& n : objectData.m_normals.GetDistinctValues())
m_stream << "vn " << n.normal[0] << " " << n.normal[1] << " " << n.normal[2] << "\n";
m_object_data[objectId].m_normals.Add(normal);
}
if (object.materialIndex >= 0 && static_cast<unsigned>(object.materialIndex) < xmodel.m_materials.size())
m_stream << "usemtl " << xmodel.m_materials[object.materialIndex].name << "\n";
void ObjWriter::AddUv(const int objectId, const ObjUv uv)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
auto faceIndex = 0u;
for (const auto& f : object.m_faces)
{
const auto faceVertexOffset = 3u * faceIndex;
const size_t v[3]{
objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
};
const size_t n[3]{
objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
};
const size_t uv[3]{
objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
};
m_object_data[objectId].m_uvs.Add(uv);
}
m_stream << std::format("f {}/{}/{} {}/{}/{} {}/{}/{}\n", v[0], uv[0], n[0], v[1], uv[1], n[1], v[2], uv[2], n[2]);
faceIndex++;
}
void ObjWriter::AddFace(const int objectId, const ObjFace face)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
objectIndex++;
}
}
m_object_data[objectId].m_faces.push_back(face);
}
void ObjWriter::GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets)
{
void GetObjObjectDataOffsets(const XModelCommon& xmodel,
std::vector<ObjObjectDataOffsets>& inputOffsets,
std::vector<ObjObjectDataOffsets>& distinctOffsets)
{
ObjObjectDataOffsets currentInputOffsets{};
ObjObjectDataOffsets currentDistinctOffsets{};
AddObjFaces(xmodel);
for (const auto& objectData : m_object_data)
{
inputOffsets.push_back(currentInputOffsets);
@ -68,90 +108,118 @@ void ObjWriter::GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& input
currentDistinctOffsets.normalOffset += objectData.m_normals.GetDistinctValueCount();
currentDistinctOffsets.uvOffset += objectData.m_uvs.GetDistinctValueCount();
}
}
}
void ObjWriter::WriteObj(std::ostream& stream)
{
WriteObj(stream, std::string());
}
void ObjWriter::WriteObj(std::ostream& stream, const std::string& mtlName)
{
stream << "# OpenAssetTools OBJ File ( " << m_game_name << ")\n";
stream << "# Game Origin: " << m_game_name << "\n";
stream << "# Zone Origin: " << m_zone_name << "\n";
if (!mtlName.empty())
stream << "mtllib " << mtlName << "\n";
std::vector<ObjObjectDataOffsets> inputOffsetsByObject;
std::vector<ObjObjectDataOffsets> distinctOffsetsByObject;
GetObjObjectDataOffsets(inputOffsetsByObject, distinctOffsetsByObject);
auto objectIndex = 0;
for (const auto& object : m_objects)
void AddObjFaces(const XModelCommon& common)
{
const auto& objectData = m_object_data[objectIndex];
stream << "o " << object.name << "\n";
m_object_data.resize(common.m_objects.size());
for (const auto& v : objectData.m_vertices.GetDistinctValues())
stream << "v " << v.coordinates[0] << " " << v.coordinates[1] << " " << v.coordinates[2] << "\n";
for (const auto& uv : objectData.m_uvs.GetDistinctValues())
stream << "vt " << uv.uv[0] << " " << uv.uv[1] << "\n";
for (const auto& n : objectData.m_normals.GetDistinctValues())
stream << "vn " << n.normal[0] << " " << n.normal[1] << " " << n.normal[2] << "\n";
if (object.materialIndex >= 0 && static_cast<unsigned>(object.materialIndex) < m_materials.size())
stream << "usemtl " << m_materials[object.materialIndex].materialName << "\n";
for (const auto& f : objectData.m_faces)
auto objectIndex = 0u;
for (const auto& commonObject : common.m_objects)
{
const size_t v[3]{objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[0] - inputOffsetsByObject[objectIndex].vertexOffset)
+ distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[1] - inputOffsetsByObject[objectIndex].vertexOffset)
+ distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[2] - inputOffsetsByObject[objectIndex].vertexOffset)
+ distinctOffsetsByObject[objectIndex].vertexOffset + 1};
const size_t n[3]{objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[0] - inputOffsetsByObject[objectIndex].normalOffset)
+ distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[1] - inputOffsetsByObject[objectIndex].normalOffset)
+ distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[2] - inputOffsetsByObject[objectIndex].normalOffset)
+ distinctOffsetsByObject[objectIndex].normalOffset + 1};
const size_t uv[3]{objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[0] - inputOffsetsByObject[objectIndex].uvOffset)
+ distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[1] - inputOffsetsByObject[objectIndex].uvOffset)
+ distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[2] - inputOffsetsByObject[objectIndex].uvOffset)
+ distinctOffsetsByObject[objectIndex].uvOffset + 1};
auto& objectData = m_object_data[objectIndex];
stream << "f " << v[0] << "/" << uv[0] << "/" << n[0] << " " << v[1] << "/" << uv[1] << "/" << n[1] << " " << v[2] << "/" << uv[2] << "/" << n[2]
<< "\n";
for (const auto& commonFace : commonObject.m_faces)
{
ObjFace face{};
face.vertexIndex[0] = commonFace.vertexIndex[2];
face.vertexIndex[1] = commonFace.vertexIndex[1];
face.vertexIndex[2] = commonFace.vertexIndex[0];
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
// Reverse order for OBJ
AddObjVertex(objectData, common, commonFace.vertexIndex[2]);
AddObjVertex(objectData, common, commonFace.vertexIndex[1]);
AddObjVertex(objectData, common, commonFace.vertexIndex[0]);
}
objectIndex++;
}
}
}
void ObjWriter::WriteMtl(std::ostream& stream)
{
stream << "# OpenAssetTools MAT File ( " << m_game_name << ")\n";
stream << "# Game Origin: " << m_game_name << "\n";
stream << "# Zone Origin: " << m_zone_name << "\n";
stream << "# Material count: " << m_materials.size() << "\n";
for (const auto& material : m_materials)
static void AddObjVertex(ObjObjectData& objectData, const XModelCommon& common, const int commonVertexIndex)
{
stream << "\n";
stream << "newmtl " << material.materialName << "\n";
const auto& commonVertex = common.m_vertices[commonVertexIndex];
ObjVertex objVertex{};
objVertex.coordinates[0] = commonVertex.coordinates[0];
objVertex.coordinates[1] = commonVertex.coordinates[2];
objVertex.coordinates[2] = -commonVertex.coordinates[1];
objectData.m_vertices.Add(objVertex);
ObjNormal objNormal{};
objNormal.normal[0] = commonVertex.normal[0];
objNormal.normal[1] = commonVertex.normal[2];
objNormal.normal[2] = -commonVertex.normal[1];
objectData.m_normals.Add(objNormal);
ObjUv objUv{};
objUv.uv[0] = commonVertex.uv[0];
objUv.uv[1] = 1.0f - commonVertex.uv[1];
objectData.m_uvs.Add(objUv);
}
std::ostream& m_stream;
std::string m_mtl_name;
std::string m_game_name;
std::string m_zone_name;
std::vector<ObjObjectData> m_object_data;
};
class MtlWriter final : public XModelWriter
{
public:
MtlWriter(std::ostream& stream, std::string gameName, std::string zoneName)
: m_stream(stream),
m_game_name(std::move(gameName)),
m_zone_name(std::move(zoneName))
{
}
void Write(const XModelCommon& xmodel) override
{
m_stream << "# OpenAssetTools MAT File ( " << m_game_name << ")\n";
m_stream << "# Game Origin: " << m_game_name << "\n";
m_stream << "# Zone Origin: " << m_zone_name << "\n";
m_stream << "# Material count: " << xmodel.m_materials.size() << "\n";
for (const auto& material : xmodel.m_materials)
{
m_stream << "\n";
m_stream << "newmtl " << material.name << "\n";
if (!material.colorMapName.empty())
stream << "map_Kd ../images/" << material.colorMapName << ".dds\n";
m_stream << "map_Kd ../images/" << material.colorMapName << ".dds\n";
if (!material.normalMapName.empty())
stream << "map_bump ../images/" << material.normalMapName << ".dds\n";
m_stream << "map_bump ../images/" << material.normalMapName << ".dds\n";
if (!material.specularMapName.empty())
stream << "map_Ks ../images/" << material.specularMapName << ".dds\n";
m_stream << "map_Ks ../images/" << material.specularMapName << ".dds\n";
}
}
}
private:
std::ostream& m_stream;
std::string m_game_name;
std::string m_zone_name;
};
} // namespace
namespace obj
{
std::unique_ptr<XModelWriter> CreateObjWriter(std::ostream& stream, std::string mtlName, std::string gameName, std::string zoneName)
{
return std::make_unique<ObjWriter>(stream, std::move(mtlName), std::move(gameName), std::move(zoneName));
}
std::unique_ptr<XModelWriter> CreateMtlWriter(std::ostream& stream, std::string gameName, std::string zoneName)
{
return std::make_unique<MtlWriter>(stream, std::move(gameName), std::move(zoneName));
}
} // namespace obj

View File

@ -1,48 +1,11 @@
#pragma once
#include "Utils/DistinctMapper.h"
#include "XModel/Obj/ObjCommon.h"
#include "XModel/XModelWriter.h"
#include <ostream>
#include <vector>
class ObjWriter
namespace obj
{
protected:
struct ObjObjectData
{
DistinctMapper<ObjVertex> m_vertices;
DistinctMapper<ObjNormal> m_normals;
DistinctMapper<ObjUv> m_uvs;
std::vector<ObjFace> m_faces;
};
struct ObjObjectDataOffsets
{
size_t vertexOffset;
size_t normalOffset;
size_t uvOffset;
};
std::string m_game_name;
std::string m_zone_name;
std::vector<ObjObject> m_objects;
std::vector<ObjObjectData> m_object_data;
std::vector<MtlMaterial> m_materials;
void GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets);
public:
ObjWriter(std::string gameName, std::string zoneName);
void AddObject(ObjObject object);
void AddMaterial(MtlMaterial material);
void AddVertex(int objectId, ObjVertex vertex);
void AddNormal(int objectId, ObjNormal normal);
void AddUv(int objectId, ObjUv uv);
void AddFace(int objectId, ObjFace face);
void WriteObj(std::ostream& stream);
void WriteObj(std::ostream& stream, const std::string& mtlName);
void WriteMtl(std::ostream& stream);
};
std::unique_ptr<XModelWriter> CreateObjWriter(std::ostream& stream, std::string mtlName, std::string gameName, std::string zoneName);
std::unique_ptr<XModelWriter> CreateMtlWriter(std::ostream& stream, std::string gameName, std::string zoneName);
} // namespace obj