Model/material changes - addition of CMaterial clone functions, better encapsulation for CMaterialSet, removal of SModelData from model loading methods

This commit is contained in:
parax0
2015-07-31 23:44:50 -04:00
parent 4450606fbf
commit 086819b939
17 changed files with 324 additions and 229 deletions

View File

@@ -75,8 +75,7 @@ void CAreaLoader::ReadGeometryPrime()
for (u32 m = 0; m < mNumMeshes; m++) {
std::cout << "\rLoading mesh " << std::dec << m + 1 << "/" << mNumMeshes;
SModelData *data = CModelLoader::LoadWorldModel(*mpMREA, *mBlockMgr, *mpArea->mMaterialSet, mVersion);
CModel *pTerrainModel = new CModel(data, mpArea->mMaterialSet);
CModel *pTerrainModel = CModelLoader::LoadWorldModel(*mpMREA, *mBlockMgr, *mpArea->mMaterialSet, mVersion);
mpArea->AddWorldModel(pTerrainModel);
if (mVersion >= eEchoes) {
@@ -326,8 +325,7 @@ void CAreaLoader::ReadGeometryCorruption()
{
std::cout << "\rLoading mesh " << std::dec << iMesh + 1 << "/" << mNumMeshes;
SModelData *pData = CModelLoader::LoadCorruptionWorldModel(*mpMREA, *mBlockMgr, *mpArea->mMaterialSet, CurWOBJSection, CurGPUSection, mVersion);
CModel *pWorldModel = new CModel(pData, mpArea->mMaterialSet);
CModel *pWorldModel = CModelLoader::LoadCorruptionWorldModel(*mpMREA, *mBlockMgr, *mpArea->mMaterialSet, CurWOBJSection, CurGPUSection, mVersion);
mpArea->AddWorldModel(pWorldModel);
CurWOBJSection += 4;

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@@ -33,28 +33,29 @@ CMaterialSet* CMaterialLoader::LoadMaterialSet(CInputStream& Mat, EGame Version)
void CMaterialLoader::ReadPrimeMatSet()
{
// Textures
u32 TexCount = mpFile->ReadLong();
mpSet->textures.resize(TexCount);
u32 numTextures = mpFile->ReadLong();
mTextures.resize(numTextures);
for (u32 t = 0; t < TexCount; t++)
for (u32 iTex = 0; iTex < numTextures; iTex++)
{
u32 TextureID = mpFile->ReadLong();
mpSet->textures[t] = (CTexture*) gResCache.GetResource(TextureID, "TXTR");
mTextures[iTex] = (CTexture*) gResCache.GetResource(TextureID, "TXTR");
}
// Materials
u32 MatCount = mpFile->ReadLong();
std::vector<u32> offsets(MatCount);
for (u32 m = 0; m < MatCount; m++)
offsets[m] = mpFile->ReadLong();
u32 numMats = mpFile->ReadLong();
std::vector<u32> offsets(numMats);
for (u32 iMat = 0; iMat < numMats; iMat++)
offsets[iMat] = mpFile->ReadLong();
u32 mats_start = mpFile->Tell();
mpSet->materials.resize(MatCount);
for (u32 m = 0; m < MatCount; m++)
u32 matsStart = mpFile->Tell();
mpSet->mMaterials.resize(numMats);
for (u32 iMat = 0; iMat < numMats; iMat++)
{
mpSet->materials[m] = ReadPrimeMaterial();
mpSet->materials[m]->mVersion = mVersion;
mpFile->Seek(mats_start + offsets[m], SEEK_SET);
mpSet->mMaterials[iMat] = ReadPrimeMaterial();
mpSet->mMaterials[iMat]->mVersion = mVersion;
mpSet->mMaterials[iMat]->mName = std::string("Material #") + std::to_string(iMat);
mpFile->Seek(matsStart + offsets[iMat], SEEK_SET);
}
}
@@ -108,7 +109,7 @@ CMaterial* CMaterialLoader::ReadPrimeMaterial()
if (pMat->mOptions & CMaterial::eIndStage)
{
u32 IndTexIndex = mpFile->ReadLong();
pMat->mpIndirectTexture = mpSet->textures[IndTexIndex];
pMat->mpIndirectTexture = mTextures[IndTexIndex];
}
// Color channels
@@ -149,13 +150,14 @@ CMaterial* CMaterialLoader::ReadPrimeMaterial()
CMaterialPass *pPass = pMat->Pass(iTev);
u8 TexSel = mpFile->ReadByte();
if ((TexSel == 0xFF) || (TexSel >= mpSet->textures.size()))
if ((TexSel == 0xFF) || (TexSel >= mTextures.size()))
{
pPass->mpTexture = nullptr;
}
else
{
pPass->mpTexture = mpSet->textures[ TextureIndices[TexSel] ];
pPass->mpTexture = mTextures[TextureIndices[TexSel]];
pPass->mTexToken = CToken(pPass->mpTexture);
}
@@ -245,14 +247,15 @@ CMaterial* CMaterialLoader::ReadPrimeMaterial()
void CMaterialLoader::ReadCorruptionMatSet()
{
u32 NumMats = mpFile->ReadLong();
mpSet->materials.resize(NumMats);
mpSet->mMaterials.resize(NumMats);
for (u32 iMat = 0; iMat < NumMats; iMat++)
{
u32 Size = mpFile->ReadLong();
u32 Next = mpFile->Tell() + Size;
mpSet->materials[iMat] = ReadCorruptionMaterial();
mpSet->materials[iMat]->mVersion = mVersion;
mpSet->mMaterials[iMat] = ReadCorruptionMaterial();
mpSet->mMaterials[iMat]->mVersion = mVersion;
mpSet->mMaterials[iMat]->mName = std::string("Material #") + std::to_string(iMat);
mpFile->Seek(Next, SEEK_SET);
}
}
@@ -357,7 +360,6 @@ CMaterial* CMaterialLoader::ReadCorruptionMaterial()
}
CTexture *pTex = (CTexture*) gResCache.GetResource(TextureID, "TXTR");
mpSet->textures.push_back(pTex);
pPass->mpTexture = pTex;
pPass->mTexToken = CToken(pTex);

View File

@@ -12,6 +12,7 @@ class CMaterialLoader
CMaterialSet *mpSet;
CInputStream *mpFile;
EGame mVersion;
std::vector<CTexture*> mTextures;
bool mHasOPAC;
bool mHas0x400;

View File

@@ -115,128 +115,116 @@ void CModelLoader::LoadSurfaceOffsets(CInputStream& Model)
mpBlockMgr->ToNextBlock();
}
SModelData* CModelLoader::LoadSurfaces(CInputStream& Model)
SSurface* CModelLoader::LoadSurface(CInputStream& Model)
{
// This function is meant to be called at the start of the first surface
SModelData *pData = new SModelData;
u32 Offset = Model.Tell();
SSurface *pSurf = new SSurface;
// Surfaces
pData->mSurfaces.resize(mSurfaceCount);
// Surface header
if (mVersion < eReturns)
LoadSurfaceHeaderPrime(Model, pSurf);
else
LoadSurfaceHeaderDKCR(Model, pSurf);
for (u32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
CMaterial *pMat = mMaterials[0]->MaterialByIndex(pSurf->MaterialID);
// Primitive table
u8 Flag = Model.ReadByte();
u32 NextSurface = mpBlockMgr->NextOffset();
while ((Flag != 0) && ((u32) Model.Tell() < NextSurface))
{
SSurface *pSurf = new SSurface;
pData->mSurfaces[iSurf] = pSurf;
u32 NextSurface = mpBlockMgr->NextOffset();
SSurface::SPrimitive Prim;
Prim.Type = EGXPrimitiveType(Flag & 0xF8);
u16 VertexCount = Model.ReadShort();
// Surface header
if (mVersion < eReturns)
LoadSurfaceHeaderPrime(Model, pSurf);
else
LoadSurfaceHeaderDKCR(Model, pSurf);
bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
CMaterial *pMat = mMaterials[0]->materials[pSurf->MaterialID];
// Primitive table
u8 Flag = Model.ReadByte();
while ((Flag != 0) && ((u32) Model.Tell() < NextSurface))
for (u16 iVtx = 0; iVtx < VertexCount; iVtx++)
{
SSurface::SPrimitive Prim;
Prim.Type = EGXPrimitiveType(Flag & 0xF8);
u16 VertexCount = Model.ReadShort();
CVertex Vtx;
EVertexDescription VtxDesc = pMat->VtxDesc();
for (u16 iVtx = 0; iVtx < VertexCount; iVtx++)
for (u32 iMtxAttr = 0; iMtxAttr < 8; iMtxAttr++)
if (VtxDesc & (ePosMtx << iMtxAttr)) Model.Seek(0x1, SEEK_CUR);
// Only thing to do here is check whether each attribute is present, and if so, read it.
// A couple attributes have special considerations; normals can be floats or shorts, as can tex0, depending on vtxfmt.
// tex0 can also be read from either UV buffer; depends what the material says.
// Position
if (VtxDesc & ePosition)
{
CVertex Vtx;
EVertexDescription VtxDesc = pMat->VtxDesc();
u16 PosIndex = Model.ReadShort() & 0xFFFF;
Vtx.Position = mPositions[PosIndex];
Vtx.ArrayPosition = PosIndex;
for (u32 iMtxAttr = 0; iMtxAttr < 8; iMtxAttr++)
if (VtxDesc & (ePosMtx << iMtxAttr)) Model.Seek(0x1, SEEK_CUR);
// Only thing to do here is check whether each attribute is present, and if so, read it.
// A couple attributes have special considerations; normals can be floats or shorts, as can tex0, depending on vtxfmt.
// tex0 can also be read from either UV buffer; depends what the material says.
// Position
if (VtxDesc & ePosition)
{
u16 PosIndex = Model.ReadShort() & 0xFFFF;
Vtx.Position = mPositions[PosIndex];
Vtx.ArrayPosition = PosIndex;
if (!HasAABB) pSurf->AABox.ExpandBounds(Vtx.Position);
}
// Normal
if (VtxDesc & eNormal)
Vtx.Normal = mNormals[Model.ReadShort() & 0xFFFF];
// Color
for (u32 c = 0; c < 2; c++)
if (VtxDesc & (eColor0 << (c * 2)))
Vtx.Color[c] = mColors[Model.ReadShort() & 0xFFFF];
// Tex Coords - these are done a bit differently in DKCR than in the Prime series
if (mVersion < eReturns)
{
// Tex0
if (VtxDesc & eTex0)
{
if ((mFlags & eHasTex1) && (pMat->Options() & CMaterial::eShortTexCoord))
Vtx.Tex[0] = mTex1[Model.ReadShort() & 0xFFFF];
else
Vtx.Tex[0] = mTex0[Model.ReadShort() & 0xFFFF];
}
// Tex1-7
for (u32 iTex = 1; iTex < 7; iTex++)
if (VtxDesc & (eTex0 << (iTex * 2)))
Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
}
else
{
// Tex0-7
for (u32 iTex = 0; iTex < 7; iTex++)
{
if (VtxDesc & (eTex0 << iTex * 2))
{
if (!mSurfaceUsingTex1)
Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
else
Vtx.Tex[iTex] = mTex1[Model.ReadShort() & 0xFFFF];
}
}
}
Prim.Vertices.push_back(Vtx);
} // Vertex array end
// Update vertex/triangle count
pSurf->VertexCount += VertexCount;
switch (Prim.Type)
{
case eGX_Triangles:
pSurf->TriangleCount += VertexCount / 3;
break;
case eGX_TriangleFan:
case eGX_TriangleStrip:
pSurf->TriangleCount += VertexCount - 2;
break;
if (!HasAABB) pSurf->AABox.ExpandBounds(Vtx.Position);
}
pSurf->Primitives.push_back(Prim);
Flag = Model.ReadByte();
} // Primitive table end
// Normal
if (VtxDesc & eNormal)
Vtx.Normal = mNormals[Model.ReadShort() & 0xFFFF];
mpBlockMgr->ToNextBlock();
} // Submesh table end
// Color
for (u32 c = 0; c < 2; c++)
if (VtxDesc & (eColor0 << (c * 2)))
Vtx.Color[c] = mColors[Model.ReadShort() & 0xFFFF];
return pData;
// Tex Coords - these are done a bit differently in DKCR than in the Prime series
if (mVersion < eReturns)
{
// Tex0
if (VtxDesc & eTex0)
{
if ((mFlags & eHasTex1) && (pMat->Options() & CMaterial::eShortTexCoord))
Vtx.Tex[0] = mTex1[Model.ReadShort() & 0xFFFF];
else
Vtx.Tex[0] = mTex0[Model.ReadShort() & 0xFFFF];
}
// Tex1-7
for (u32 iTex = 1; iTex < 7; iTex++)
if (VtxDesc & (eTex0 << (iTex * 2)))
Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
}
else
{
// Tex0-7
for (u32 iTex = 0; iTex < 7; iTex++)
{
if (VtxDesc & (eTex0 << iTex * 2))
{
if (!mSurfaceUsingTex1)
Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
else
Vtx.Tex[iTex] = mTex1[Model.ReadShort() & 0xFFFF];
}
}
}
Prim.Vertices.push_back(Vtx);
} // Vertex array end
// Update vertex/triangle count
pSurf->VertexCount += VertexCount;
switch (Prim.Type)
{
case eGX_Triangles:
pSurf->TriangleCount += VertexCount / 3;
break;
case eGX_TriangleFan:
case eGX_TriangleStrip:
pSurf->TriangleCount += VertexCount - 2;
break;
}
pSurf->Primitives.push_back(Prim);
Flag = Model.ReadByte();
} // Primitive table end
mpBlockMgr->ToNextBlock();
return pSurf;
}
void CModelLoader::LoadSurfaceHeaderPrime(CInputStream& Model, SSurface *pSurf)
@@ -378,19 +366,23 @@ CModel* CModelLoader::LoadCMDL(CInputStream& CMDL)
// Mesh
Loader.LoadAttribArrays(CMDL);
Loader.LoadSurfaceOffsets(CMDL);
SModelData *pData = Loader.LoadSurfaces(CMDL);
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
for (u32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(CMDL);
pModel->mSurfaces.push_back(pSurf);
}
pModel->SetData(pData);
pModel->mAABox = AABox;
pModel->mHasOwnSurfaces = true;
// Cleanup
delete pData;
delete Loader.mpBlockMgr;
return pModel;
}
SModelData* CModelLoader::LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version)
CModel* CModelLoader::LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version)
{
CModelLoader Loader;
Loader.mpBlockMgr = &BlockMgr;
@@ -403,13 +395,27 @@ SModelData* CModelLoader::LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockM
Loader.LoadWorldMeshHeader(MREA);
Loader.LoadAttribArrays(MREA);
Loader.LoadSurfaceOffsets(MREA);
SModelData *pData = Loader.LoadSurfaces(MREA);
pData->mAABox = Loader.mAABox;
return pData;
CModel *pModel = new CModel();
pModel->mMaterialSets.resize(1);
pModel->mMaterialSets[0] = &MatSet;
pModel->mHasOwnMaterials = false;
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
pModel->mHasOwnSurfaces = true;
for (u32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(MREA);
pModel->mSurfaces.push_back(pSurf);
pModel->mVertexCount += pSurf->VertexCount;
pModel->mTriangleCount += pSurf->TriangleCount;
}
pModel->mAABox = Loader.mAABox;
return pModel;
}
SModelData* CModelLoader::LoadCorruptionWorldModel(CInputStream &MREA, CBlockMgrIn &BlockMgr, CMaterialSet &MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version)
CModel* CModelLoader::LoadCorruptionWorldModel(CInputStream &MREA, CBlockMgrIn &BlockMgr, CMaterialSet &MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version)
{
CModelLoader Loader;
Loader.mpBlockMgr = &BlockMgr;
@@ -423,12 +429,26 @@ SModelData* CModelLoader::LoadCorruptionWorldModel(CInputStream &MREA, CBlockMgr
BlockMgr.ToBlock(HeaderSecNum);
Loader.LoadWorldMeshHeader(MREA);
Loader.LoadSurfaceOffsets(MREA);
BlockMgr.ToBlock(GPUSecNum);
Loader.LoadAttribArrays(MREA);
SModelData *pData = Loader.LoadSurfaces(MREA);
pData->mAABox = Loader.mAABox;
return pData;
CModel *pModel = new CModel();
pModel->mMaterialSets.resize(1);
pModel->mMaterialSets[0] = &MatSet;
pModel->mHasOwnMaterials = false;
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
pModel->mHasOwnSurfaces = true;
for (u32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(MREA);
pModel->mSurfaces.push_back(pSurf);
pModel->mVertexCount += pSurf->VertexCount;
pModel->mTriangleCount += pSurf->TriangleCount;
}
pModel->mAABox = Loader.mAABox;
return pModel;
}
EGame CModelLoader::GetFormatVersion(u32 Version)

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@@ -47,14 +47,14 @@ private:
void LoadAttribArrays(CInputStream& Model);
void LoadAttribArraysDKCR(CInputStream& Model);
void LoadSurfaceOffsets(CInputStream& Model);
SModelData* LoadSurfaces(CInputStream& Model);
SSurface* LoadSurface(CInputStream& Model);
void LoadSurfaceHeaderPrime(CInputStream& Model, SSurface *pSurf);
void LoadSurfaceHeaderDKCR(CInputStream& Model, SSurface *pSurf);
public:
static CModel* LoadCMDL(CInputStream& CMDL);
static SModelData* LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version);
static SModelData* LoadCorruptionWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version);
static CModel* LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version);
static CModel* LoadCorruptionWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version);
static EGame GetFormatVersion(u32 Version);
};