CVertex: Make use of std::array where applicable
Allows dehardcoding sizes and simplifies comparison code.
This commit is contained in:
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a17d43a87d
commit
3d1ced47e2
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@ -3,11 +3,8 @@
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#include "CSectionMgrOut.h"
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#include <algorithm>
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#include <iostream>
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CModelCooker::CModelCooker()
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{
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}
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CModelCooker::CModelCooker() = default;
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void CModelCooker::GenerateSurfaceData()
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{
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@ -71,7 +68,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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rOut.WriteLong(NumSections);
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rOut.WriteLong(mNumMatSets);
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uint32 SectionSizesOffset = rOut.Tell();
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const uint32 SectionSizesOffset = rOut.Tell();
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for (uint32 iSec = 0; iSec < NumSections; iSec++)
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rOut.WriteLong(0);
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@ -85,7 +82,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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SectionMgr.Init(rOut);
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// Materials
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for (uint32 iSet = 0; iSet < mNumMatSets; iSet++)
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for (size_t iSet = 0; iSet < mNumMatSets; iSet++)
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{
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CMaterialCooker::WriteCookedMatSet(mpModel->mMaterialSets[iSet], mVersion, rOut);
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rOut.WriteToBoundary(32, 0);
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@ -93,34 +90,34 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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}
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// Vertices
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for (uint32 iPos = 0; iPos < mNumVertices; iPos++)
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for (size_t iPos = 0; iPos < mNumVertices; iPos++)
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mVertices[iPos].Position.Write(rOut);
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rOut.WriteToBoundary(32, 0);
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SectionMgr.AddSize(rOut);
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// Normals
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for (uint32 iNrm = 0; iNrm < mNumVertices; iNrm++)
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for (size_t iNrm = 0; iNrm < mNumVertices; iNrm++)
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mVertices[iNrm].Normal.Write(rOut);
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rOut.WriteToBoundary(32, 0);
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SectionMgr.AddSize(rOut);
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// Colors
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for (uint32 iColor = 0; iColor < mNumVertices; iColor++)
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for (size_t iColor = 0; iColor < mNumVertices; iColor++)
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mVertices[iColor].Color[0].Write(rOut);
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rOut.WriteToBoundary(32, 0);
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SectionMgr.AddSize(rOut);
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// Float UV coordinates
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for (uint32 iTexSlot = 0; iTexSlot < 8; iTexSlot++)
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for (size_t iTexSlot = 0; iTexSlot < 8; iTexSlot++)
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{
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uint TexSlotBit = ((uint) (EVertexAttribute::Tex0)) << iTexSlot;
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bool HasTexSlot = (mVtxAttribs & TexSlotBit) != 0;
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const auto TexSlotBit = static_cast<uint32>(EVertexAttribute::Tex0 << iTexSlot);
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const bool HasTexSlot = (mVtxAttribs & TexSlotBit) != 0;
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if (HasTexSlot)
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{
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for (uint32 iTex = 0; iTex < mNumVertices; iTex++)
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for (size_t iTex = 0; iTex < mNumVertices; iTex++)
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mVertices[iTex].Tex[iTexSlot].Write(rOut);
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}
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}
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@ -131,7 +128,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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// Surface offsets
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rOut.WriteLong(mNumSurfaces);
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uint32 SurfaceOffsetsStart = rOut.Tell();
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const uint32 SurfaceOffsetsStart = rOut.Tell();
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for (uint32 iSurf = 0; iSurf < mNumSurfaces; iSurf++)
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rOut.WriteLong(0);
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@ -140,7 +137,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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SectionMgr.AddSize(rOut);
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// Surfaces
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uint32 SurfacesStart = rOut.Tell();
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const uint32 SurfacesStart = rOut.Tell();
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std::vector<uint32> SurfaceEndOffsets(mNumSurfaces);
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for (size_t iSurf = 0; iSurf < mNumSurfaces; iSurf++)
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@ -149,40 +146,37 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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pSurface->CenterPoint.Write(rOut);
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rOut.WriteLong(pSurface->MaterialID);
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rOut.WriteShort((uint16) 0x8000);
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uint32 PrimTableSizeOffset = rOut.Tell();
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rOut.WriteShort(static_cast<uint16>(0x8000));
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const uint32 PrimTableSizeOffset = rOut.Tell();
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rOut.WriteShort(0);
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rOut.WriteLongLong(0);
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rOut.WriteLong(0);
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pSurface->ReflectionDirection.Write(rOut);
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rOut.WriteToBoundary(32, 0);
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uint32 PrimTableStart = rOut.Tell();
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FVertexDescription VtxAttribs = mpModel->GetMaterialBySurface(0, iSurf)->VtxDesc();
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const uint32 PrimTableStart = rOut.Tell();
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const FVertexDescription VtxAttribs = mpModel->GetMaterialBySurface(0, iSurf)->VtxDesc();
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for (uint32 iPrim = 0; iPrim < pSurface->Primitives.size(); iPrim++)
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for (const SSurface::SPrimitive& pPrimitive : pSurface->Primitives)
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{
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SSurface::SPrimitive *pPrimitive = &pSurface->Primitives[iPrim];
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rOut.WriteByte((uint8) pPrimitive->Type);
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rOut.WriteShort((uint16) pPrimitive->Vertices.size());
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rOut.WriteByte(static_cast<uint8>(pPrimitive.Type));
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rOut.WriteShort(static_cast<uint16>(pPrimitive.Vertices.size()));
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for (uint32 iVert = 0; iVert < pPrimitive->Vertices.size(); iVert++)
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for (const CVertex& pVert : pPrimitive.Vertices)
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{
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CVertex *pVert = &pPrimitive->Vertices[iVert];
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if (mVersion == EGame::Echoes)
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{
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for (uint32 iMtxAttribs = 0; iMtxAttribs < 8; iMtxAttribs++)
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for (size_t iMtxAttribs = 0; iMtxAttribs < pVert.MatrixIndices.size(); iMtxAttribs++)
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{
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uint MatrixBit = ((uint) (EVertexAttribute::PosMtx) << iMtxAttribs);
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const auto MatrixBit = static_cast<uint32>(EVertexAttribute::PosMtx << iMtxAttribs);
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if (VtxAttribs & MatrixBit)
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{
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rOut.WriteByte(pVert->MatrixIndices[iMtxAttribs]);
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rOut.WriteByte(pVert.MatrixIndices[iMtxAttribs]);
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}
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}
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}
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uint16 VertexIndex = (uint16) pVert->ArrayPosition;
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const auto VertexIndex = static_cast<uint16>(pVert.ArrayPosition);
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if (VtxAttribs & EVertexAttribute::Position)
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rOut.WriteShort(VertexIndex);
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@ -199,22 +193,22 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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uint16 TexOffset = 0;
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for (uint32 iTex = 0; iTex < 8; iTex++)
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{
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uint TexBit = ((uint) EVertexAttribute::Tex0) << iTex;
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const auto TexBit = static_cast<uint32>(EVertexAttribute::Tex0 << iTex);
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if (VtxAttribs & TexBit)
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{
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rOut.WriteShort(VertexIndex + TexOffset);
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TexOffset += (uint16) mNumVertices;
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TexOffset += static_cast<uint16>(mNumVertices);
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}
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}
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}
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}
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rOut.WriteToBoundary(32, 0);
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uint32 PrimTableEnd = rOut.Tell();
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uint32 PrimTableSize = PrimTableEnd - PrimTableStart;
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const uint32 PrimTableEnd = rOut.Tell();
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const uint32 PrimTableSize = PrimTableEnd - PrimTableStart;
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rOut.Seek(PrimTableSizeOffset, SEEK_SET);
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rOut.WriteShort((uint16) PrimTableSize);
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rOut.WriteShort(static_cast<uint16>(PrimTableSize));
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rOut.Seek(PrimTableEnd, SEEK_SET);
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SectionMgr.AddSize(rOut);
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@ -224,7 +218,7 @@ void CModelCooker::WriteModelPrime(IOutputStream& rOut)
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// Done writing the file - now we go back to fill in surface offsets + section sizes
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rOut.Seek(SurfaceOffsetsStart, SEEK_SET);
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for (uint32 iSurf = 0; iSurf < mNumSurfaces; iSurf++)
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for (size_t iSurf = 0; iSurf < mNumSurfaces; iSurf++)
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rOut.WriteLong(SurfaceEndOffsets[iSurf]);
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rOut.Seek(SectionSizesOffset, SEEK_SET);
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@ -8,13 +8,13 @@
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class CModelCooker
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{
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TResPtr<CModel> mpModel;
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EGame mVersion;
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uint32 mNumMatSets;
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uint32 mNumSurfaces;
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uint32 mNumVertices;
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uint8 mVertexFormat;
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EGame mVersion{};
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uint32 mNumMatSets = 0;
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uint32 mNumSurfaces = 0;
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uint32 mNumVertices = 0;
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uint8 mVertexFormat = 0;
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std::vector<CVertex> mVertices;
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FVertexDescription mVtxAttribs;
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FVertexDescription mVtxAttribs{};
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CModelCooker();
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void GenerateSurfaceData();
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@ -3,15 +3,9 @@
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#include <Common/Log.h>
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#include <map>
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CModelLoader::CModelLoader()
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: mFlags(EModelLoaderFlag::None)
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, mNumVertices(0)
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{
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}
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CModelLoader::CModelLoader() = default;
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CModelLoader::~CModelLoader()
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{
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}
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CModelLoader::~CModelLoader() = default;
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void CModelLoader::LoadWorldMeshHeader(IInputStream& rModel)
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{
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@ -27,23 +21,21 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
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if (mFlags & EModelLoaderFlag::HalfPrecisionPositions) // 16-bit (DKCR only)
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{
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mPositions.resize(mpSectionMgr->CurrentSectionSize() / 0x6);
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float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
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constexpr float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
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for (uint32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
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for (auto& position : mPositions)
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{
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float X = rModel.ReadShort() / Divisor;
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float Y = rModel.ReadShort() / Divisor;
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float Z = rModel.ReadShort() / Divisor;
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mPositions[iVtx] = CVector3f(X, Y, Z);
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position.X = rModel.ReadShort() / Divisor;
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position.Y = rModel.ReadShort() / Divisor;
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position.Z = rModel.ReadShort() / Divisor;
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}
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}
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else // 32-bit
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{
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mPositions.resize(mpSectionMgr->CurrentSectionSize() / 0xC);
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for (uint32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
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mPositions[iVtx] = CVector3f(rModel);
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for (auto& position : mPositions)
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position = CVector3f(rModel);
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}
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mpSectionMgr->ToNextSection();
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@ -52,54 +44,52 @@ void CModelLoader::LoadAttribArrays(IInputStream& rModel)
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if (mFlags & EModelLoaderFlag::HalfPrecisionNormals) // 16-bit
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{
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mNormals.resize(mpSectionMgr->CurrentSectionSize() / 0x6);
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float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 16384.f;
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const float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 16384.f;
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for (uint32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
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for (auto& normal : mNormals)
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{
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float X = rModel.ReadShort() / Divisor;
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float Y = rModel.ReadShort() / Divisor;
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float Z = rModel.ReadShort() / Divisor;
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mNormals[iVtx] = CVector3f(X, Y, Z);
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normal.X = rModel.ReadShort() / Divisor;
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normal.Y = rModel.ReadShort() / Divisor;
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normal.Z = rModel.ReadShort() / Divisor;
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}
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}
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else // 32-bit
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{
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mNormals.resize(mpSectionMgr->CurrentSectionSize() / 0xC);
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for (uint32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
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mNormals[iVtx] = CVector3f(rModel);
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for (auto& normal : mNormals)
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normal = CVector3f(rModel);
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}
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mpSectionMgr->ToNextSection();
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// Colors
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mColors.resize(mpSectionMgr->CurrentSectionSize() / 4);
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for (uint32 iVtx = 0; iVtx < mColors.size(); iVtx++)
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mColors[iVtx] = CColor(rModel);
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for (auto& color : mColors)
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{
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color = CColor(rModel);
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}
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mpSectionMgr->ToNextSection();
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// UVs
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mTex0.resize(mpSectionMgr->CurrentSectionSize() / 0x8);
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for (uint32 iVtx = 0; iVtx < mTex0.size(); iVtx++)
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mTex0[iVtx] = CVector2f(rModel);
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for (auto& vec : mTex0)
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{
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vec = CVector2f(rModel);
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}
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mpSectionMgr->ToNextSection();
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// Lightmap UVs
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if (mFlags & EModelLoaderFlag::LightmapUVs)
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{
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mTex1.resize(mpSectionMgr->CurrentSectionSize() / 0x4);
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float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 8192.f;
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const float Divisor = (mVersion < EGame::DKCReturns) ? 32768.f : 8192.f;
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for (uint32 iVtx = 0; iVtx < mTex1.size(); iVtx++)
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for (auto& vec : mTex1)
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{
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float X = rModel.ReadShort() / Divisor;
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float Y = rModel.ReadShort() / Divisor;
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mTex1[iVtx] = CVector2f(X, Y);
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vec.X = rModel.ReadShort() / Divisor;
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vec.Y = rModel.ReadShort() / Divisor;
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}
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mpSectionMgr->ToNextSection();
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@ -111,7 +101,7 @@ void CModelLoader::LoadSurfaceOffsets(IInputStream& rModel)
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mSurfaceCount = rModel.ReadLong();
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mSurfaceOffsets.resize(mSurfaceCount);
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for (uint32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
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for (size_t iSurf = 0; iSurf < mSurfaceCount; iSurf++)
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mSurfaceOffsets[iSurf] = rModel.ReadLong();
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mpSectionMgr->ToNextSection();
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@ -127,18 +117,18 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
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else
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LoadSurfaceHeaderDKCR(rModel, pSurf);
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bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
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const bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
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CMaterial *pMat = mMaterials[0]->MaterialByIndex(pSurf->MaterialID, false);
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// Primitive table
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uint8 Flag = rModel.ReadByte();
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uint32 NextSurface = mpSectionMgr->NextOffset();
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const uint32 NextSurface = mpSectionMgr->NextOffset();
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while ((Flag != 0) && ((uint32) rModel.Tell() < NextSurface))
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while (Flag != 0 && (static_cast<uint32>(rModel.Tell()) < NextSurface))
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{
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SSurface::SPrimitive Prim;
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Prim.Type = EPrimitiveType(Flag & 0xF8);
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uint16 VertexCount = rModel.ReadShort();
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const uint16 VertexCount = rModel.ReadShort();
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for (uint16 iVtx = 0; iVtx < VertexCount; iVtx++)
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{
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@ -146,7 +136,10 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
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FVertexDescription VtxDesc = pMat->VtxDesc();
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for (uint32 iMtxAttr = 0; iMtxAttr < 8; iMtxAttr++)
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if (VtxDesc & ((uint) EVertexAttribute::PosMtx << iMtxAttr)) rModel.Seek(0x1, SEEK_CUR);
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{
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if (VtxDesc & static_cast<uint>(EVertexAttribute::PosMtx << iMtxAttr))
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rModel.Seek(0x1, SEEK_CUR);
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}
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// Only thing to do here is check whether each attribute is present, and if so, read it.
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// A couple attributes have special considerations; normals can be floats or shorts, as can tex0, depending on vtxfmt.
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@ -159,7 +152,8 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
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Vtx.Position = mPositions[PosIndex];
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Vtx.ArrayPosition = PosIndex;
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if (!HasAABB) pSurf->AABox.ExpandBounds(Vtx.Position);
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if (!HasAABB)
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pSurf->AABox.ExpandBounds(Vtx.Position);
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}
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// Normal
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@ -167,9 +161,11 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
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Vtx.Normal = mNormals[rModel.ReadShort() & 0xFFFF];
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// Color
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for (uint32 iClr = 0; iClr < 2; iClr++)
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if (VtxDesc & ((uint) EVertexAttribute::Color0 << iClr))
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for (size_t iClr = 0; iClr < Vtx.Color.size(); iClr++)
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{
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if (VtxDesc & static_cast<uint32>(EVertexAttribute::Color0 << iClr))
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Vtx.Color[iClr] = mColors[rModel.ReadShort() & 0xFFFF];
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}
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// Tex Coords - these are done a bit differently in DKCR than in the Prime series
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if (mVersion < EGame::DKCReturns)
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@ -184,17 +180,18 @@ SSurface* CModelLoader::LoadSurface(IInputStream& rModel)
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}
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// Tex1-7
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for (uint32 iTex = 1; iTex < 7; iTex++)
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if (VtxDesc & ((uint) EVertexAttribute::Tex0 << iTex))
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for (size_t iTex = 1; iTex < 7; iTex++)
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{
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if (VtxDesc & static_cast<uint32>(EVertexAttribute::Tex0 << iTex))
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Vtx.Tex[iTex] = mTex0[rModel.ReadShort() & 0xFFFF];
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}
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}
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else
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{
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// Tex0-7
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for (uint32 iTex = 0; iTex < 7; iTex++)
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for (size_t iTex = 0; iTex < 7; iTex++)
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{
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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);
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -12,37 +12,28 @@ using TBoneWeights = std::array<float, 4>;
|
|||
class CVertex
|
||||
{
|
||||
public:
|
||||
uint32 ArrayPosition; // Position of this vertex in the input model file.
|
||||
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
|
||||
|
|
Loading…
Reference in New Issue