2023-11-19 21:07:21 +00:00

618 lines
24 KiB
C++

#include "AssetDumperXModel.h"
#include "Game/T6/CommonT6.h"
#include "Math/Quaternion.h"
#include "Model/XModel/XModelExportWriter.h"
#include "ObjWriting.h"
#include "Utils/HalfFloat.h"
#include "Utils/QuatInt16.h"
#include <cassert>
#include <sstream>
using namespace T6;
bool AssetDumperXModel::ShouldDump(XAssetInfo<XModel>* asset)
{
return !asset->m_name.empty() && asset->m_name[0] != ',';
}
GfxImage* AssetDumperXModel::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 || def->semantic >= TS_COLOR0_MAP && def->semantic <= TS_COLOR15_MAP)
potentialTextureDefs.push_back(def);
}
if (potentialTextureDefs.empty())
return nullptr;
if (potentialTextureDefs.size() == 1)
return potentialTextureDefs[0]->image;
for (const auto* def : potentialTextureDefs)
{
if (tolower(def->nameStart) == 'c' && tolower(def->nameEnd) == 'p')
return def->image;
}
for (const auto* def : potentialTextureDefs)
{
if (tolower(def->nameStart) == 'r' && tolower(def->nameEnd) == 'k')
return def->image;
}
for (const auto* def : potentialTextureDefs)
{
if (tolower(def->nameStart) == 'd' && tolower(def->nameEnd) == 'p')
return def->image;
}
return potentialTextureDefs[0]->image;
}
GfxImage* AssetDumperXModel::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]->image;
for (const auto* def : potentialTextureDefs)
{
if (def->nameStart == 'n' && def->nameEnd == 'p')
return def->image;
}
return potentialTextureDefs[0]->image;
}
GfxImage* AssetDumperXModel::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]->image;
for (const auto* def : potentialTextureDefs)
{
if (def->nameStart == 's' && def->nameEnd == 'p')
return def->image;
}
return potentialTextureDefs[0]->image;
}
void AssetDumperXModel::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 AssetDumperXModel::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 = "surf" + std::to_string(surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddObject(std::move(object));
}
}
void AssetDumperXModel::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 AssetDumperXModel::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 AssetDumperXModel::DumpObjMat(const AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile("model_export/" + std::string(model->name) + ".mtl");
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 AssetDumperXModel::DumpObjLod(AssetDumpingContext& context, XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
std::ostringstream ss;
ss << "model_export/" << model->name << "_lod" << lod << ".OBJ";
const auto assetFile = context.OpenAssetFile(ss.str());
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::string(model->name) + ".mtl");
}
void AssetDumperXModel::DumpObj(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
DumpObjLod(context, asset, currentLod);
}
}
void AssetDumperXModel::AddXModelBones(const AssetDumpingContext& context, AbstractXModelWriter& writer, 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<int>(boneNum - static_cast<unsigned int>(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.x;
bone.globalOffset[1] = model->baseMat[boneNum].trans.y;
bone.globalOffset[2] = model->baseMat[boneNum].trans.z;
bone.globalRotation =
Quaternion32(model->baseMat[boneNum].quat.x, model->baseMat[boneNum].quat.y, model->baseMat[boneNum].quat.z, model->baseMat[boneNum].quat.w);
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]));
}
writer.AddBone(std::move(bone));
}
}
void AssetDumperXModel::AddXModelMaterials(AbstractXModelWriter& writer, DistinctMapper<Material*>& 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);
writer.AddMaterial(std::move(xMaterial));
}
}
}
void AssetDumperXModel::AddXModelObjects(AbstractXModelWriter& writer, const XModel* model, const unsigned lod)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
XModelObject object;
object.name = "surf" + std::to_string(surfIndex);
writer.AddObject(std::move(object));
}
}
void AssetDumperXModel::AddXModelVertices(AbstractXModelWriter& writer, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
if (!surfs)
return;
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.x;
vertex.coordinates[1] = v.xyz.y;
vertex.coordinates[2] = v.xyz.z;
vertex.normal[0] = normalVec.x;
vertex.normal[1] = normalVec.y;
vertex.normal[2] = normalVec.z;
vertex.color[0] = color.x;
vertex.color[1] = color.y;
vertex.color[2] = color.z;
vertex.color[3] = color.w;
vertex.uv[0] = uv.x;
vertex.uv[1] = uv.y;
writer.AddVertex(vertex);
}
}
}
void AssetDumperXModel::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;
if (!surfs)
return;
weightCollection.totalWeightCount = 0u;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
if (surface.vertList)
{
weightCollection.totalWeightCount += surface.vertListCount;
}
if (surface.vertInfo.vertsBlend)
{
weightCollection.totalWeightCount += surface.vertInfo.vertCount[0] * 1;
weightCollection.totalWeightCount += surface.vertInfo.vertCount[1] * 2;
weightCollection.totalWeightCount += surface.vertInfo.vertCount[2] * 3;
weightCollection.totalWeightCount += surface.vertInfo.vertCount[3] * 4;
}
}
weightCollection.weights = std::make_unique<XModelBoneWeight[]>(weightCollection.totalWeightCount);
}
void AssetDumperXModel::AddXModelVertexBoneWeights(AbstractXModelWriter& writer,
const XModel* model,
const unsigned lod,
XModelVertexBoneWeightCollection& weightCollection)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
if (!surfs)
return;
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<int>(vertList.boneOffset / sizeof(DObjSkelMat)), 1.0f};
for (auto vertListVertexOffset = 0u; vertListVertexOffset < vertList.vertCount; vertListVertexOffset++)
{
writer.AddVertexBoneWeights(XModelVertexBoneWeights{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<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat));
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, 1.0f};
vertsBlendOffset += 1;
writer.AddVertexBoneWeights(XModelVertexBoneWeights{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<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat));
const auto boneIndex1 = static_cast<int>(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;
writer.AddVertexBoneWeights(XModelVertexBoneWeights{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<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat));
const auto boneIndex1 = static_cast<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat));
const auto boneWeight1 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const auto boneIndex2 = static_cast<int>(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;
writer.AddVertexBoneWeights(XModelVertexBoneWeights{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<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat));
const auto boneIndex1 = static_cast<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 1] / sizeof(DObjSkelMat));
const auto boneWeight1 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const auto boneIndex2 = static_cast<int>(surface.vertInfo.vertsBlend[vertsBlendOffset + 3] / sizeof(DObjSkelMat));
const auto boneWeight2 = HalfFloat::ToFloat(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]);
const auto boneIndex3 = static_cast<int>(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;
writer.AddVertexBoneWeights(XModelVertexBoneWeights{boneWeightOffset, 4});
}
handledVertices += surface.vertInfo.vertCount[0] + surface.vertInfo.vertCount[1] + surface.vertInfo.vertCount[2] + surface.vertInfo.vertCount[3];
}
for (; handledVertices < surface.vertCount; handledVertices++)
{
writer.AddVertexBoneWeights(XModelVertexBoneWeights{nullptr, 0});
}
}
}
void AssetDumperXModel::AddXModelFaces(AbstractXModelWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfIndex = model->lodInfo[lod].surfIndex;
if (!surfs)
return;
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<int>(surfIndex);
face.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddFace(face);
}
}
}
void AssetDumperXModel::DumpXModelExportLod(const AssetDumpingContext& context, XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
std::ostringstream ss;
ss << "model_export/" << model->name << "_lod" << lod << ".XMODEL_EXPORT";
const auto assetFile = context.OpenAssetFile(ss.str());
if (!assetFile)
return;
const auto writer = XModelExportWriter::CreateWriterForVersion6(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
XModelVertexBoneWeightCollection boneWeightCollection;
AllocateXModelBoneWeights(model, lod, boneWeightCollection);
AddXModelBones(context, *writer, model);
AddXModelMaterials(*writer, materialMapper, model);
AddXModelObjects(*writer, model, lod);
AddXModelVertices(*writer, model, lod);
AddXModelVertexBoneWeights(*writer, model, lod, boneWeightCollection);
AddXModelFaces(*writer, materialMapper, model, lod);
writer->Write(*assetFile);
}
void AssetDumperXModel::DumpXModelExport(const AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
DumpXModelExportLod(context, asset, currentLod);
}
}
void AssetDumperXModel::DumpAsset(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObj(context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT:
DumpXModelExport(context, asset);
break;
default:
assert(false);
break;
}
}