CVertex: Make use of std::array where applicable

Allows dehardcoding sizes and simplifies comparison code.
This commit is contained in:
Lioncash 2020-06-16 16:52:38 -04:00
parent a17d43a87d
commit 3d1ced47e2
5 changed files with 165 additions and 169 deletions

View File

@ -3,11 +3,8 @@
#include "CSectionMgrOut.h"
#include <algorithm>
#include <iostream>
CModelCooker::CModelCooker()
{
}
CModelCooker::CModelCooker() = default;
void CModelCooker::GenerateSurfaceData()
{
@ -71,7 +68,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
rOut.WriteLong(NumSections);
rOut.WriteLong(mNumMatSets);
uint32 SectionSizesOffset = rOut.Tell();
const uint32 SectionSizesOffset = rOut.Tell();
for (uint32 iSec = 0; iSec < NumSections; iSec++)
rOut.WriteLong(0);
@ -85,7 +82,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
SectionMgr.Init(rOut);
// Materials
for (uint32 iSet = 0; iSet < mNumMatSets; iSet++)
for (size_t iSet = 0; iSet < mNumMatSets; iSet++)
{
CMaterialCooker::WriteCookedMatSet(mpModel->mMaterialSets[iSet], mVersion, rOut);
rOut.WriteToBoundary(32, 0);
@ -93,34 +90,34 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
}
// Vertices
for (uint32 iPos = 0; iPos < mNumVertices; iPos++)
for (size_t iPos = 0; iPos < mNumVertices; iPos++)
mVertices[iPos].Position.Write(rOut);
rOut.WriteToBoundary(32, 0);
SectionMgr.AddSize(rOut);
// Normals
for (uint32 iNrm = 0; iNrm < mNumVertices; iNrm++)
for (size_t iNrm = 0; iNrm < mNumVertices; iNrm++)
mVertices[iNrm].Normal.Write(rOut);
rOut.WriteToBoundary(32, 0);
SectionMgr.AddSize(rOut);
// Colors
for (uint32 iColor = 0; iColor < mNumVertices; iColor++)
for (size_t iColor = 0; iColor < mNumVertices; iColor++)
mVertices[iColor].Color[0].Write(rOut);
rOut.WriteToBoundary(32, 0);
SectionMgr.AddSize(rOut);
// Float UV coordinates
for (uint32 iTexSlot = 0; iTexSlot < 8; iTexSlot++)
for (size_t iTexSlot = 0; iTexSlot < 8; iTexSlot++)
{
uint TexSlotBit = ((uint) (EVertexAttribute::Tex0)) << iTexSlot;
bool HasTexSlot = (mVtxAttribs & TexSlotBit) != 0;
const auto TexSlotBit = static_cast<uint32>(EVertexAttribute::Tex0 << iTexSlot);
const bool HasTexSlot = (mVtxAttribs & TexSlotBit) != 0;
if (HasTexSlot)
{
for (uint32 iTex = 0; iTex < mNumVertices; iTex++)
for (size_t iTex = 0; iTex < mNumVertices; iTex++)
mVertices[iTex].Tex[iTexSlot].Write(rOut);
}
}
@ -131,7 +128,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
// Surface offsets
rOut.WriteLong(mNumSurfaces);
uint32 SurfaceOffsetsStart = rOut.Tell();
const uint32 SurfaceOffsetsStart = rOut.Tell();
for (uint32 iSurf = 0; iSurf < mNumSurfaces; iSurf++)
rOut.WriteLong(0);
@ -140,7 +137,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
SectionMgr.AddSize(rOut);
// Surfaces
uint32 SurfacesStart = rOut.Tell();
const uint32 SurfacesStart = rOut.Tell();
std::vector<uint32> SurfaceEndOffsets(mNumSurfaces);
for (size_t iSurf = 0; iSurf < mNumSurfaces; iSurf++)
@ -149,40 +146,37 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
pSurface->CenterPoint.Write(rOut);
rOut.WriteLong(pSurface->MaterialID);
rOut.WriteShort((uint16) 0x8000);
uint32 PrimTableSizeOffset = rOut.Tell();
rOut.WriteShort(static_cast<uint16>(0x8000));
const uint32 PrimTableSizeOffset = rOut.Tell();
rOut.WriteShort(0);
rOut.WriteLongLong(0);
rOut.WriteLong(0);
pSurface->ReflectionDirection.Write(rOut);
rOut.WriteToBoundary(32, 0);
uint32 PrimTableStart = rOut.Tell();
FVertexDescription VtxAttribs = mpModel->GetMaterialBySurface(0, iSurf)->VtxDesc();
const uint32 PrimTableStart = rOut.Tell();
const FVertexDescription VtxAttribs = mpModel->GetMaterialBySurface(0, iSurf)->VtxDesc();
for (uint32 iPrim = 0; iPrim < pSurface->Primitives.size(); iPrim++)
for (const SSurface::SPrimitive& pPrimitive : pSurface->Primitives)
{
SSurface::SPrimitive *pPrimitive = &pSurface->Primitives[iPrim];
rOut.WriteByte((uint8) pPrimitive->Type);
rOut.WriteShort((uint16) pPrimitive->Vertices.size());
rOut.WriteByte(static_cast<uint8>(pPrimitive.Type));
rOut.WriteShort(static_cast<uint16>(pPrimitive.Vertices.size()));
for (uint32 iVert = 0; iVert < pPrimitive->Vertices.size(); iVert++)
for (const CVertex& pVert : pPrimitive.Vertices)
{
CVertex *pVert = &pPrimitive->Vertices[iVert];
if (mVersion == EGame::Echoes)
{
for (uint32 iMtxAttribs = 0; iMtxAttribs < 8; iMtxAttribs++)
for (size_t iMtxAttribs = 0; iMtxAttribs < pVert.MatrixIndices.size(); iMtxAttribs++)
{
uint MatrixBit = ((uint) (EVertexAttribute::PosMtx) << iMtxAttribs);
const auto MatrixBit = static_cast<uint32>(EVertexAttribute::PosMtx << iMtxAttribs);
if (VtxAttribs & MatrixBit)
{
rOut.WriteByte(pVert->MatrixIndices[iMtxAttribs]);
rOut.WriteByte(pVert.MatrixIndices[iMtxAttribs]);
}
}
}
uint16 VertexIndex = (uint16) pVert->ArrayPosition;
const auto VertexIndex = static_cast<uint16>(pVert.ArrayPosition);
if (VtxAttribs & EVertexAttribute::Position)
rOut.WriteShort(VertexIndex);
@ -199,22 +193,22 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
uint16 TexOffset = 0;
for (uint32 iTex = 0; iTex < 8; iTex++)
{
uint TexBit = ((uint) EVertexAttribute::Tex0) << iTex;
const auto TexBit = static_cast<uint32>(EVertexAttribute::Tex0 << iTex);
if (VtxAttribs & TexBit)
{
rOut.WriteShort(VertexIndex + TexOffset);
TexOffset += (uint16) mNumVertices;
TexOffset += static_cast<uint16>(mNumVertices);
}
}
}
}
rOut.WriteToBoundary(32, 0);
uint32 PrimTableEnd = rOut.Tell();
uint32 PrimTableSize = PrimTableEnd - PrimTableStart;
const uint32 PrimTableEnd = rOut.Tell();
const uint32 PrimTableSize = PrimTableEnd - PrimTableStart;
rOut.Seek(PrimTableSizeOffset, SEEK_SET);
rOut.WriteShort((uint16) PrimTableSize);
rOut.WriteShort(static_cast<uint16>(PrimTableSize));
rOut.Seek(PrimTableEnd, SEEK_SET);
SectionMgr.AddSize(rOut);
@ -224,7 +218,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
// Done writing the file - now we go back to fill in surface offsets + section sizes
rOut.Seek(SurfaceOffsetsStart, SEEK_SET);
for (uint32 iSurf = 0; iSurf < mNumSurfaces; iSurf++)
for (size_t iSurf = 0; iSurf < mNumSurfaces; iSurf++)
rOut.WriteLong(SurfaceEndOffsets[iSurf]);
rOut.Seek(SectionSizesOffset, SEEK_SET);

View File

@ -8,13 +8,13 @@
class CModelCooker
{
TResPtr<CModel> mpModel;
EGame mVersion;
uint32 mNumMatSets;
uint32 mNumSurfaces;
uint32 mNumVertices;
uint8 mVertexFormat;
EGame mVersion{};
uint32 mNumMatSets = 0;
uint32 mNumSurfaces = 0;
uint32 mNumVertices = 0;
uint8 mVertexFormat = 0;
std::vector<CVertex> mVertices;
FVertexDescription mVtxAttribs;
FVertexDescription mVtxAttribs{};
CModelCooker();
void GenerateSurfaceData();

View File

@ -3,15 +3,9 @@
#include <Common/Log.h>
#include <map>
CModelLoader::CModelLoader()
: mFlags(EModelLoaderFlag::None)
, mNumVertices(0)
{
}
CModelLoader::CModelLoader() = default;
CModelLoader::~CModelLoader()
{
}
CModelLoader::~CModelLoader() = default;
void CModelLoader::LoadWorldMeshHeader(IInputStream& rModel)
{
@ -27,23 +21,21 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
if (mFlags & EModelLoaderFlag::HalfPrecisionPositions) // 16-bit (DKCR only)
{
mPositions.resize(mpSectionMgr->CurrentSectionSize() / 0x6);
float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
constexpr float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
for (uint32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
for (auto& position : mPositions)
{
float X = rModel.ReadShort() / Divisor;
float Y = rModel.ReadShort() / Divisor;
float Z = rModel.ReadShort() / Divisor;
mPositions[iVtx] = CVector3f(X, Y, Z);
position.X = rModel.ReadShort() / Divisor;
position.Y = rModel.ReadShort() / Divisor;
position.Z = rModel.ReadShort() / Divisor;
}
}
else // 32-bit
{
mPositions.resize(mpSectionMgr->CurrentSectionSize() / 0xC);
for (uint32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
mPositions[iVtx] = CVector3f(rModel);
for (auto& position : mPositions)
position = CVector3f(rModel);
}
mpSectionMgr->ToNextSection();
@ -52,54 +44,52 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
if (mFlags & EModelLoaderFlag::HalfPrecisionNormals) // 16-bit
{
mNormals.resize(mpSectionMgr->CurrentSectionSize() / 0x6);
float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 16384.f;
const float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 16384.f;
for (uint32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
for (auto& normal : mNormals)
{
float X = rModel.ReadShort() / Divisor;
float Y = rModel.ReadShort() / Divisor;
float Z = rModel.ReadShort() / Divisor;
mNormals[iVtx] = CVector3f(X, Y, Z);
normal.X = rModel.ReadShort() / Divisor;
normal.Y = rModel.ReadShort() / Divisor;
normal.Z = rModel.ReadShort() / Divisor;
}
}
else // 32-bit
{
mNormals.resize(mpSectionMgr->CurrentSectionSize() / 0xC);
for (uint32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
mNormals[iVtx] = CVector3f(rModel);
for (auto& normal : mNormals)
normal = CVector3f(rModel);
}
mpSectionMgr->ToNextSection();
// Colors
mColors.resize(mpSectionMgr->CurrentSectionSize() / 4);
for (uint32 iVtx = 0; iVtx < mColors.size(); iVtx++)
mColors[iVtx] = CColor(rModel);
for (auto& color : mColors)
{
color = CColor(rModel);
}
mpSectionMgr->ToNextSection();
// UVs
mTex0.resize(mpSectionMgr->CurrentSectionSize() / 0x8);
for (uint32 iVtx = 0; iVtx < mTex0.size(); iVtx++)
mTex0[iVtx] = CVector2f(rModel);
for (auto& vec : mTex0)
{
vec = CVector2f(rModel);
}
mpSectionMgr->ToNextSection();
// Lightmap UVs
if (mFlags & EModelLoaderFlag::LightmapUVs)
{
mTex1.resize(mpSectionMgr->CurrentSectionSize() / 0x4);
float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 8192.f;
const float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 8192.f;
for (uint32 iVtx = 0; iVtx < mTex1.size(); iVtx++)
for (auto& vec : mTex1)
{
float X = rModel.ReadShort() / Divisor;
float Y = rModel.ReadShort() / Divisor;
mTex1[iVtx] = CVector2f(X, Y);
vec.X = rModel.ReadShort() / Divisor;
vec.Y = rModel.ReadShort() / Divisor;
}
mpSectionMgr->ToNextSection();
@ -111,7 +101,7 @@ void CModelLoader::LoadSurfaceOffsets(IInputStream& rModel)
mSurfaceCount = rModel.ReadLong();
mSurfaceOffsets.resize(mSurfaceCount);
for (uint32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
for (size_t iSurf = 0; iSurf < mSurfaceCount; iSurf++)
mSurfaceOffsets[iSurf] = rModel.ReadLong();
mpSectionMgr->ToNextSection();
@ -127,18 +117,18 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
else
LoadSurfaceHeaderDKCR(rModel, pSurf);
bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
const bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
CMaterial *pMat = mMaterials[0]->MaterialByIndex(pSurf->MaterialID, false);
// Primitive table
uint8 Flag = rModel.ReadByte();
uint32 NextSurface = mpSectionMgr->NextOffset();
const uint32 NextSurface = mpSectionMgr->NextOffset();
while ((Flag != 0) && ((uint32) rModel.Tell() < NextSurface))
while (Flag != 0 && (static_cast<uint32>(rModel.Tell()) < NextSurface))
{
SSurface::SPrimitive Prim;
Prim.Type = EPrimitiveType(Flag & 0xF8);
uint16 VertexCount = rModel.ReadShort();
const uint16 VertexCount = rModel.ReadShort();
for (uint16 iVtx = 0; iVtx < VertexCount; iVtx++)
{
@ -146,7 +136,10 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
FVertexDescription VtxDesc = pMat->VtxDesc();
for (uint32 iMtxAttr = 0; iMtxAttr < 8; iMtxAttr++)
if (VtxDesc & ((uint) EVertexAttribute::PosMtx << iMtxAttr)) rModel.Seek(0x1, SEEK_CUR);
{
if (VtxDesc & static_cast<uint>(EVertexAttribute::PosMtx << iMtxAttr))
rModel.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.
@ -159,7 +152,8 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
Vtx.Position = mPositions[PosIndex];
Vtx.ArrayPosition = PosIndex;
if (!HasAABB) pSurf->AABox.ExpandBounds(Vtx.Position);
if (!HasAABB)
pSurf->AABox.ExpandBounds(Vtx.Position);
}
// Normal
@ -167,9 +161,11 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
Vtx.Normal = mNormals[rModel.ReadShort() & 0xFFFF];
// Color
for (uint32 iClr = 0; iClr < 2; iClr++)
if (VtxDesc & ((uint) EVertexAttribute::Color0 << iClr))
for (size_t iClr = 0; iClr < Vtx.Color.size(); iClr++)
{
if (VtxDesc & static_cast<uint32>(EVertexAttribute::Color0 << iClr))
Vtx.Color[iClr] = mColors[rModel.ReadShort() & 0xFFFF];
}
// Tex Coords - these are done a bit differently in DKCR than in the Prime series
if (mVersion < EGame::DKCReturns)
@ -184,17 +180,18 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
}
// Tex1-7
for (uint32 iTex = 1; iTex < 7; iTex++)
if (VtxDesc & ((uint) EVertexAttribute::Tex0 << iTex))
for (size_t iTex = 1; iTex < 7; iTex++)
{
if (VtxDesc & static_cast<uint32>(EVertexAttribute::Tex0 << iTex))
Vtx.Tex[iTex] = mTex0[rModel.ReadShort() & 0xFFFF];
}
}
else
{
// Tex0-7
for (uint32 iTex = 0; iTex < 7; iTex++)
for (size_t iTex = 0; iTex < 7; iTex++)
{
if (VtxDesc & ((uint) EVertexAttribute::Tex0 << iTex))
if (VtxDesc & static_cast<uint32>(EVertexAttribute::Tex0 << iTex))
{
if (!mSurfaceUsingTex1)
Vtx.Tex[iTex] = mTex0[rModel.ReadShort() & 0xFFFF];
@ -243,7 +240,7 @@ void CModelLoader::LoadSurfaceHeaderPrime(IInputStream& rModel, SSurface *pSurf)
if (mVersion >= EGame::EchoesDemo)
rModel.Seek(0x4, SEEK_CUR); // Skipping unknown values
bool HasAABox = (ExtraSize >= 0x18); // MREAs have a set of bounding box coordinates here.
const bool HasAABox = (ExtraSize >= 0x18); // MREAs have a set of bounding box coordinates here.
// If this surface has a bounding box, we can just read it here. Otherwise we'll fill it in manually.
if (HasAABox)
@ -252,7 +249,9 @@ void CModelLoader::LoadSurfaceHeaderPrime(IInputStream& rModel, SSurface *pSurf)
pSurf->AABox = CAABox(rModel);
}
else
{
pSurf->AABox = CAABox::skInfinite;
}
rModel.Seek(ExtraSize, SEEK_CUR);
rModel.SeekToBoundary(32);
@ -262,7 +261,7 @@ void CModelLoader::LoadSurfaceHeaderDKCR(IInputStream& rModel, SSurface *pSurf)
{
pSurf->CenterPoint = CVector3f(rModel);
rModel.Seek(0xE, SEEK_CUR);
pSurf->MaterialID = (uint32) rModel.ReadShort();
pSurf->MaterialID = static_cast<uint32>(rModel.ReadShort());
rModel.Seek(0x2, SEEK_CUR);
mSurfaceUsingTex1 = (rModel.ReadByte() == 1);
uint32 ExtraSize = rModel.ReadByte();
@ -273,7 +272,9 @@ void CModelLoader::LoadSurfaceHeaderDKCR(IInputStream& rModel, SSurface *pSurf)
pSurf->AABox = CAABox(rModel);
}
else
{
pSurf->AABox = CAABox::skInfinite;
}
rModel.Seek(ExtraSize, SEEK_CUR);
rModel.SeekToBoundary(32);
@ -285,13 +286,15 @@ SSurface* CModelLoader::LoadAssimpMesh(const aiMesh *pkMesh, CMaterialSet *pSet)
CMaterial *pMat = pSet->MaterialByIndex(pkMesh->mMaterialIndex, false);
FVertexDescription Desc = pMat->VtxDesc();
if (Desc == (FVertexDescription) EVertexAttribute::None)
if (Desc == static_cast<FVertexDescription>(EVertexAttribute::None))
{
if (pkMesh->HasPositions()) Desc |= EVertexAttribute::Position;
if (pkMesh->HasNormals()) Desc |= EVertexAttribute::Normal;
if (pkMesh->HasPositions())
Desc |= EVertexAttribute::Position;
if (pkMesh->HasNormals())
Desc |= EVertexAttribute::Normal;
for (uint32 iUV = 0; iUV < pkMesh->GetNumUVChannels(); iUV++)
Desc |= ((uint) EVertexAttribute::Tex0 << iUV);
for (size_t iUV = 0; iUV < pkMesh->GetNumUVChannels(); iUV++)
Desc |= static_cast<uint32>(EVertexAttribute::Tex0 << iUV);
pMat->SetVertexDescription(Desc);
@ -314,29 +317,32 @@ SSurface* CModelLoader::LoadAssimpMesh(const aiMesh *pkMesh, CMaterialSet *pSet)
SSurface::SPrimitive& rPrim = pSurf->Primitives[0];
// Check primitive type on first face
uint32 NumIndices = pkMesh->mFaces[0].mNumIndices;
if (NumIndices == 1) rPrim.Type = EPrimitiveType::Points;
else if (NumIndices == 2) rPrim.Type = EPrimitiveType::Lines;
else if (NumIndices == 3) rPrim.Type = EPrimitiveType::Triangles;
const uint32 NumIndices = pkMesh->mFaces[0].mNumIndices;
if (NumIndices == 1)
rPrim.Type = EPrimitiveType::Points;
else if (NumIndices == 2)
rPrim.Type = EPrimitiveType::Lines;
else if (NumIndices == 3)
rPrim.Type = EPrimitiveType::Triangles;
// Generate bounding box, center point, and reflection projection
pSurf->CenterPoint = CVector3f::skZero;
pSurf->ReflectionDirection = CVector3f::skZero;
for (uint32 iVtx = 0; iVtx < pkMesh->mNumVertices; iVtx++)
for (size_t iVtx = 0; iVtx < pkMesh->mNumVertices; iVtx++)
{
aiVector3D AiPos = pkMesh->mVertices[iVtx];
const aiVector3D AiPos = pkMesh->mVertices[iVtx];
pSurf->AABox.ExpandBounds(CVector3f(AiPos.x, AiPos.y, AiPos.z));
if (pkMesh->HasNormals()) {
aiVector3D aiNrm = pkMesh->mNormals[iVtx];
const aiVector3D aiNrm = pkMesh->mNormals[iVtx];
pSurf->ReflectionDirection += CVector3f(aiNrm.x, aiNrm.y, aiNrm.z);
}
}
pSurf->CenterPoint = pSurf->AABox.Center();
if (pkMesh->HasNormals())
pSurf->ReflectionDirection /= (float) pkMesh->mNumVertices;
pSurf->ReflectionDirection /= static_cast<float>(pkMesh->mNumVertices);
else
pSurf->ReflectionDirection = CVector3f(1.f, 0.f, 0.f);
@ -345,11 +351,11 @@ SSurface* CModelLoader::LoadAssimpMesh(const aiMesh *pkMesh, CMaterialSet *pSet)
pSurf->TriangleCount = (rPrim.Type == EPrimitiveType::Triangles ? pkMesh->mNumFaces : 0);
// Create primitive
for (uint32 iFace = 0; iFace < pkMesh->mNumFaces; iFace++)
for (size_t iFace = 0; iFace < pkMesh->mNumFaces; iFace++)
{
for (uint32 iIndex = 0; iIndex < NumIndices; iIndex++)
for (size_t iIndex = 0; iIndex < NumIndices; iIndex++)
{
uint32 Index = pkMesh->mFaces[iFace].mIndices[iIndex];
const uint32 Index = pkMesh->mFaces[iFace].mIndices[iIndex];
// Create vertex and add it to the primitive
CVertex Vert;
@ -357,19 +363,19 @@ SSurface* CModelLoader::LoadAssimpMesh(const aiMesh *pkMesh, CMaterialSet *pSet)
if (pkMesh->HasPositions())
{
aiVector3D AiPos = pkMesh->mVertices[Index];
const aiVector3D AiPos = pkMesh->mVertices[Index];
Vert.Position = CVector3f(AiPos.x, AiPos.y, AiPos.z);
}
if (pkMesh->HasNormals())
{
aiVector3D AiNrm = pkMesh->mNormals[Index];
const aiVector3D AiNrm = pkMesh->mNormals[Index];
Vert.Normal = CVector3f(AiNrm.x, AiNrm.y, AiNrm.z);
}
for (uint32 iTex = 0; iTex < pkMesh->GetNumUVChannels(); iTex++)
for (size_t iTex = 0; iTex < pkMesh->GetNumUVChannels(); iTex++)
{
aiVector3D AiTex = pkMesh->mTextureCoords[iTex][Index];
const aiVector3D AiTex = pkMesh->mTextureCoords[iTex][Index];
Vert.Tex[iTex] = CVector2f(AiTex.x, AiTex.y);
}
@ -389,7 +395,7 @@ std::unique_ptr<CModel> CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEnt
CModelLoader Loader;
// CMDL header - same across the three Primes, but different structure in DKCR
uint32 Magic = rCMDL.ReadLong();
const uint32 Magic = rCMDL.ReadLong();
uint32 Version, BlockCount, MatSetCount;
CAABox AABox;
@ -403,35 +409,40 @@ std::unique_ptr<CModel> CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEnt
BlockCount = rCMDL.ReadLong();
MatSetCount = rCMDL.ReadLong();
if (Flags & 0x1) Loader.mFlags |= EModelLoaderFlag::Skinned;
if (Flags & 0x2) Loader.mFlags |= EModelLoaderFlag::HalfPrecisionNormals;
if (Flags & 0x4) Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
if (Flags & 0x1)
Loader.mFlags |= EModelLoaderFlag::Skinned;
if (Flags & 0x2)
Loader.mFlags |= EModelLoaderFlag::HalfPrecisionNormals;
if (Flags & 0x4)
Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
}
// 0x9381000A - Donkey Kong Country Returns
else if (Magic == 0x9381000A)
{
Version = Magic & 0xFFFF;
uint32 Flags = rCMDL.ReadLong();
const uint32 Flags = rCMDL.ReadLong();
AABox = CAABox(rCMDL);
BlockCount = rCMDL.ReadLong();
MatSetCount = rCMDL.ReadLong();
// todo: unknown flags
Loader.mFlags = EModelLoaderFlag::HalfPrecisionNormals | EModelLoaderFlag::LightmapUVs;
if (Flags & 0x10) Loader.mFlags |= EModelLoaderFlag::VisibilityGroups;
if (Flags & 0x20) Loader.mFlags |= EModelLoaderFlag::HalfPrecisionPositions;
if (Flags & 0x10)
Loader.mFlags |= EModelLoaderFlag::VisibilityGroups;
if (Flags & 0x20)
Loader.mFlags |= EModelLoaderFlag::HalfPrecisionPositions;
// Visibility group data
// Skipping for now - should read in eventually
if (Flags & 0x10)
{
rCMDL.Seek(0x4, SEEK_CUR);
uint32 VisGroupCount = rCMDL.ReadLong();
const uint32 VisGroupCount = rCMDL.ReadLong();
for (uint32 iVis = 0; iVis < VisGroupCount; iVis++)
{
uint32 NameLength = rCMDL.ReadLong();
const uint32 NameLength = rCMDL.ReadLong();
rCMDL.Seek(NameLength, SEEK_CUR);
}
@ -461,7 +472,7 @@ std::unique_ptr<CModel> CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEnt
// Materials
Loader.mMaterials.resize(MatSetCount);
for (uint32 iSet = 0; iSet < MatSetCount; iSet++)
for (size_t iSet = 0; iSet < MatSetCount; iSet++)
{
Loader.mMaterials[iSet] = CMaterialLoader::LoadMaterialSet(rCMDL, Loader.mVersion);
@ -478,7 +489,7 @@ std::unique_ptr<CModel> CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEnt
Loader.LoadSurfaceOffsets(rCMDL);
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
for (uint32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
for (size_t iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(rCMDL);
pModel->mSurfaces.push_back(pSurf);
@ -500,7 +511,8 @@ std::unique_ptr<CModel> CModelLoader::LoadWorldModel(IInputStream& rMREA, CSecti
Loader.mpSectionMgr = &rBlockMgr;
Loader.mVersion = Version;
Loader.mFlags = EModelLoaderFlag::HalfPrecisionNormals;
if (Version != EGame::CorruptionProto) Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
if (Version != EGame::CorruptionProto)
Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &rMatSet;
@ -515,7 +527,7 @@ std::unique_ptr<CModel> CModelLoader::LoadWorldModel(IInputStream& rMREA, CSecti
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
pModel->mHasOwnSurfaces = true;
for (uint32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
for (size_t iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(rMREA);
pModel->mSurfaces.push_back(pSurf);
@ -552,7 +564,7 @@ std::unique_ptr<CModel> CModelLoader::LoadCorruptionWorldModel(IInputStream& rMR
pModel->mSurfaces.reserve(Loader.mSurfaceCount);
pModel->mHasOwnSurfaces = true;
for (uint32 iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
for (size_t iSurf = 0; iSurf < Loader.mSurfaceCount; iSurf++)
{
SSurface *pSurf = Loader.LoadSurface(rMREA);
pModel->mSurfaces.push_back(pSurf);
@ -569,20 +581,19 @@ void CModelLoader::BuildWorldMeshes(std::vector<std::unique_ptr<CModel>>& rkIn,
// This function takes the gigantic models with all surfaces combined from MP2/3/DKCR and splits the surfaces to reform the original uncombined meshes.
std::map<uint32, CModel*> OutputMap;
for (uint32 iMdl = 0; iMdl < rkIn.size(); iMdl++)
for (size_t iMdl = 0; iMdl < rkIn.size(); iMdl++)
{
auto& pModel = rkIn[iMdl];
pModel->mHasOwnSurfaces = false;
pModel->mHasOwnMaterials = false;
for (uint32 iSurf = 0; iSurf < pModel->mSurfaces.size(); iSurf++)
for (SSurface* pSurf : pModel->mSurfaces)
{
SSurface *pSurf = pModel->mSurfaces[iSurf];
uint32 ID = (uint32) pSurf->MeshID;
auto Iter = OutputMap.find(ID);
uint32 ID = static_cast<uint32>(pSurf->MeshID);
const auto Iter = OutputMap.find(ID);
// No model for this ID; create one!
if (Iter == OutputMap.end())
if (Iter == OutputMap.cend())
{
auto pOutMdl = std::make_unique<CModel>();
pOutMdl->mMaterialSets.resize(1);
@ -619,9 +630,9 @@ CModel* CModelLoader::ImportAssimpNode(const aiNode *pkNode, const aiScene *pkSc
Loader.mpModel = new CModel(&rMatSet, true);
Loader.mpModel->mSurfaces.reserve(pkNode->mNumMeshes);
for (uint32 iMesh = 0; iMesh < pkNode->mNumMeshes; iMesh++)
for (size_t iMesh = 0; iMesh < pkNode->mNumMeshes; iMesh++)
{
uint32 MeshIndex = pkNode->mMeshes[iMesh];
const uint32 MeshIndex = pkNode->mMeshes[iMesh];
const aiMesh *pkMesh = pkScene->mMeshes[MeshIndex];
SSurface *pSurf = Loader.LoadAssimpMesh(pkMesh, &rMatSet);

View File

@ -35,22 +35,22 @@ class CModelLoader
private:
TResPtr<CModel> mpModel;
std::vector<CMaterialSet*> mMaterials;
CSectionMgrIn *mpSectionMgr;
CSectionMgrIn *mpSectionMgr = nullptr;
CAABox mAABox;
EGame mVersion;
EGame mVersion{};
uint32 mNumVertices;
uint32 mNumVertices = 0;
std::vector<CVector3f> mPositions;
std::vector<CVector3f> mNormals;
std::vector<CColor> mColors;
std::vector<CVector2f> mTex0;
std::vector<CVector2f> mTex1;
bool mSurfaceUsingTex1;
bool mSurfaceUsingTex1 = false;
uint32 mSurfaceCount;
uint32 mSurfaceCount = 0;
std::vector<uint32> mSurfaceOffsets;
FModelLoaderFlags mFlags;
FModelLoaderFlags mFlags{EModelLoaderFlag::None};
CModelLoader();
~CModelLoader();

View File

@ -12,37 +12,28 @@ using TBoneWeights = std::array<float, 4>;
class CVertex
{
public:
uint32 ArrayPosition; // Position of this vertex in the input model file.
// This is needed to resave without breaking rigging.
uint32 ArrayPosition = 0; // Position of this vertex in the input model file.
// This is needed to resave without breaking rigging.
CVector3f Position;
CVector3f Normal;
CColor Color[2];
CVector2f Tex[8];
TBoneIndices BoneIndices;
TBoneWeights BoneWeights;
uint8 MatrixIndices[8];
std::array<CColor, 2> Color;
std::array<CVector2f, 8> Tex;
TBoneIndices BoneIndices{};
TBoneWeights BoneWeights{};
std::array<uint8, 8> MatrixIndices{};
CVertex() {}
CVertex(const CVector3f& rPos) : Position{rPos}
constexpr CVertex() = default;
constexpr CVertex(const CVector3f& pos) : Position{pos}
{
}
bool operator==(const CVertex& rkOther) const {
return ((Position == rkOther.Position) &&
(Normal == rkOther.Normal) &&
(Color[0] == rkOther.Color[0]) &&
(Color[1] == rkOther.Color[1]) &&
(Tex[0] == rkOther.Tex[0]) &&
(Tex[1] == rkOther.Tex[1]) &&
(Tex[2] == rkOther.Tex[2]) &&
(Tex[3] == rkOther.Tex[3]) &&
(Tex[4] == rkOther.Tex[4]) &&
(Tex[5] == rkOther.Tex[5]) &&
(Tex[6] == rkOther.Tex[6]) &&
(Tex[7] == rkOther.Tex[7]) &&
(BoneIndices == rkOther.BoneIndices) &&
(BoneWeights == rkOther.BoneWeights));
bool operator==(const CVertex& other) const {
return Position == other.Position &&
Normal == other.Normal &&
Color == other.Color &&
Tex == other.Tex &&
BoneIndices == other.BoneIndices &&
BoneWeights == other.BoneWeights;
}
bool operator!=(const CVertex& other) const