#include "AssetDumperXModel.h" #include "Game/IW3/CommonIW3.h" #include "Math/Quaternion.h" #include "ObjWriting.h" #include "Utils/DistinctMapper.h" #include "Utils/HalfFloat.h" #include "Utils/QuatInt16.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 #include 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 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 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 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 AddObjMaterials(ObjWriter& writer, DistinctMapper& 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& 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(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(surfIndex), objVertex); writer.AddNormal(static_cast(surfIndex), objNormal); writer.AddUv(static_cast(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(surfIndex), face); } } } void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo* 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 materialMapper(model->numsurfs); AddObjMaterials(writer, materialMapper, model); writer.WriteMtl(*matFile); } void DumpObjLod(const AssetDumpingContext& context, const XAssetInfo* 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 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++) { 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 = -1; else bone.parentIndex = static_cast(boneNum - static_cast(model->parentList[boneNum - model->numRootBones])); 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 = Quaternion32( model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]); if (boneNum < model->numRootBones) { bone.localOffset[0] = 0; bone.localOffset[1] = 0; bone.localOffset[2] = 0; bone.localRotation = Quaternion32(0, 0, 0, 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 = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]), QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]), QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]), QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3])); } out.m_bones.emplace_back(std::move(bone)); } } void AddXModelMaterials(XModelCommon& out, DistinctMapper& materialMapper, const XModel* model) { for (auto surfaceMaterialNum = 0; surfaceMaterialNum < model->numsurfs; surfaceMaterialNum++) { Material* material = model->materialHandles[surfaceMaterialNum]; if (materialMapper.Add(material)) { XModelMaterial xMaterial; xMaterial.ApplyDefaults(); xMaterial.name = material->info.name; const auto* colorMap = GetMaterialColorMap(material); if (colorMap) xMaterial.colorMapName = std::string(colorMap->name); out.m_materials.emplace_back(std::move(xMaterial)); } } } void AddXModelObjects(XModelCommon& out, const XModel* model, const unsigned lod, const DistinctMapper& 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(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]; vec2_t uv; vec3_t normalVec; vec4_t color; Common::Vec2UnpackTexCoords(v.texCoord, &uv); Common::Vec3UnpackUnitVec(v.normal, &normalVec); Common::Vec4UnpackGfxColor(v.color, &color); XModelVertex vertex{}; vertex.coordinates[0] = v.xyz[0]; vertex.coordinates[1] = v.xyz[1]; vertex.coordinates[2] = v.xyz[2]; vertex.normal[0] = normalVec[0]; vertex.normal[1] = normalVec[1]; vertex.normal[2] = normalVec[2]; vertex.color[0] = color[0]; vertex.color[1] = color[1]; vertex.color[2] = color[2]; vertex.color[3] = color[3]; vertex.uv[0] = uv[0]; vertex.uv[1] = uv[1]; 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); } void AddXModelVertexBoneWeights(XModelCommon& out, const XModel* model, const unsigned lod, XModelVertexBoneWeightCollection& weightCollection) { const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex]; const auto surfCount = model->lodInfo[lod].numsurfs; size_t 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 = &weightCollection.weights[weightOffset]; weightCollection.weights[weightOffset++] = XModelBoneWeight{static_cast(vertList.boneOffset / sizeof(DObjSkelMat)), 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 = &weightCollection.weights[weightOffset]; const auto boneIndex0 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat)); weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, 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 = &weightCollection.weights[weightOffset]; const auto boneIndex0 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat)); const auto boneIndex1 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat)); const auto boneWeight1 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]); const auto boneWeight0 = 1.0f - boneWeight1; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, 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 = &weightCollection.weights[weightOffset]; const auto boneIndex0 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat)); const auto boneIndex1 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat)); const auto boneWeight1 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]); const auto boneIndex2 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 3] / sizeof(DObjSkelMat)); const auto boneWeight2 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]); const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, boneWeight1}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex2, 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 = &weightCollection.weights[weightOffset]; const auto boneIndex0 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat)); const auto boneIndex1 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat)); const auto boneWeight1 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]); const auto boneIndex2 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 3] / sizeof(DObjSkelMat)); const auto boneWeight2 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]); const auto boneIndex3 = static_cast(surface.vertInfo.vertsBlend[vertsBlendOffset + 5] / sizeof(DObjSkelMat)); const auto boneWeight3 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 6]); const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2 - boneWeight3; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, boneWeight1}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex2, boneWeight2}; weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex3, 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(nullptr, 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]; 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; face.objectIndex = static_cast(surfIndex); out.m_faces.emplace_back(face); } } } void PopulateXModelWriter(XModelCommon& out, const AssetDumpingContext& context, const unsigned lod, const XModel* model) { DistinctMapper materialMapper(model->numsurfs); XModelVertexBoneWeightCollection boneWeightCollection; AllocateXModelBoneWeights(model, lod, boneWeightCollection); AddXModelBones(out, context, model); AddXModelMaterials(out, materialMapper, model); AddXModelObjects(out, model, lod, materialMapper); AddXModelVertices(out, model, lod); AddXModelVertexBoneWeights(out, model, lod, boneWeightCollection); AddXModelFaces(out, model, lod); } void DumpXModelExportLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo* 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); } template void DumpGltfLod( const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo* 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(*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* asset) { 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; PopulateXModelWriter(common, context, currentLod, asset->Asset()); switch (ObjWriting::Configuration.ModelOutputFormat) { case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ: DumpObjLod(context, asset, currentLod); break; case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT: DumpXModelExportLod(common, context, asset, currentLod); break; case ObjWriting::Configuration_t::ModelOutputFormat_e::GLTF: DumpGltfLod(common, context, asset, currentLod, ".gltf"); break; case ObjWriting::Configuration_t::ModelOutputFormat_e::GLB: DumpGltfLod(common, context, asset, currentLod, ".glb"); break; default: assert(false); break; } } } } // namespace bool AssetDumperXModel::ShouldDump(XAssetInfo* asset) { return !asset->m_name.empty() && asset->m_name[0] != ','; } void AssetDumperXModel::DumpAsset(AssetDumpingContext& context, XAssetInfo* asset) { DumpXModelSurfs(context, asset); }