PrimeWorldEditor/Resource/factory/CModelLoader.cpp

591 lines
18 KiB
C++

#include "CModelLoader.h"
#include "CMaterialLoader.h"
#include <Core/Log.h>
CModelLoader::CModelLoader()
{
mFlags = eNoFlags;
mNumVertices = 0;
}
CModelLoader::~CModelLoader()
{
}
void CModelLoader::LoadWorldMeshHeader(CInputStream &Model)
{
// I don't really have any need for most of this data, so
Model.Seek(0x34, SEEK_CUR);
mAABox = CAABox(Model);
mpBlockMgr->ToNextBlock();
}
void CModelLoader::LoadAttribArrays(CInputStream& Model)
{
// Positions
if (mFlags & eShortPositions) // Shorts (DKCR only)
{
mPositions.resize(mpBlockMgr->CurrentBlockSize() / 0x6);
float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
for (u32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
{
float x = Model.ReadShort() / Divisor;
float y = Model.ReadShort() / Divisor;
float z = Model.ReadShort() / Divisor;
mPositions[iVtx] = CVector3f(x, y, z);
}
}
else // Floats
{
mPositions.resize(mpBlockMgr->CurrentBlockSize() / 0xC);
for (u32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
mPositions[iVtx] = CVector3f(Model);
}
mpBlockMgr->ToNextBlock();
// Normals
if (mFlags & eShortNormals) // Shorts
{
mNormals.resize(mpBlockMgr->CurrentBlockSize() / 0x6);
float Divisor = (mVersion < eReturns) ? 32768.f : 16384.f;
for (u32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
{
float x = Model.ReadShort() / Divisor;
float y = Model.ReadShort() / Divisor;
float z = Model.ReadShort() / Divisor;
mNormals[iVtx] = CVector3f(x, y, z);
}
}
else // Floats
{
mNormals.resize(mpBlockMgr->CurrentBlockSize() / 0xC);
for (u32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
mNormals[iVtx] = CVector3f(Model);
}
mpBlockMgr->ToNextBlock();
// Colors
mColors.resize(mpBlockMgr->CurrentBlockSize() / 4);
for (u32 iVtx = 0; iVtx < mColors.size(); iVtx++)
mColors[iVtx] = CColor(Model);
mpBlockMgr->ToNextBlock();
// Float UVs
mTex0.resize(mpBlockMgr->CurrentBlockSize() / 0x8);
for (u32 iVtx = 0; iVtx < mTex0.size(); iVtx++)
mTex0[iVtx] = CVector2f(Model);
mpBlockMgr->ToNextBlock();
// Short UVs
if (mFlags & eHasTex1)
{
mTex1.resize(mpBlockMgr->CurrentBlockSize() / 0x4);
float Divisor = (mVersion < eReturns) ? 32768.f : 8192.f;
for (u32 iVtx = 0; iVtx < mTex1.size(); iVtx++)
{
float x = Model.ReadShort() / Divisor;
float y = Model.ReadShort() / Divisor;
mTex1[iVtx] = CVector2f(x, y);
}
mpBlockMgr->ToNextBlock();
}
}
void CModelLoader::LoadSurfaceOffsets(CInputStream& Model)
{
mSurfaceCount = Model.ReadLong();
mSurfaceOffsets.resize(mSurfaceCount);
for (u32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
mSurfaceOffsets[iSurf] = Model.ReadLong();
mpBlockMgr->ToNextBlock();
}
SSurface* CModelLoader::LoadSurface(CInputStream& Model)
{
SSurface *pSurf = new SSurface;
// Surface header
if (mVersion < eReturns)
LoadSurfaceHeaderPrime(Model, pSurf);
else
LoadSurfaceHeaderDKCR(Model, pSurf);
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::SPrimitive Prim;
Prim.Type = EGXPrimitiveType(Flag & 0xF8);
u16 VertexCount = Model.ReadShort();
for (u16 iVtx = 0; iVtx < VertexCount; iVtx++)
{
CVertex Vtx;
EVertexDescription VtxDesc = pMat->VtxDesc();
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;
}
pSurf->Primitives.push_back(Prim);
Flag = Model.ReadByte();
} // Primitive table end
mpBlockMgr->ToNextBlock();
return pSurf;
}
void CModelLoader::LoadSurfaceHeaderPrime(CInputStream& Model, SSurface *pSurf)
{
pSurf->CenterPoint = CVector3f(Model);
pSurf->MaterialID = Model.ReadLong();
Model.Seek(0xC, SEEK_CUR);
u32 ExtraSize = Model.ReadLong();
pSurf->ReflectionDirection = CVector3f(Model);
if (mVersion >= eEchoesDemo) Model.Seek(0x4, SEEK_CUR); // Extra values in Echoes. Not sure what they are.
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)
{
ExtraSize -= 0x18;
pSurf->AABox = CAABox(Model);
}
else
pSurf->AABox = CAABox::skInfinite;
Model.Seek(ExtraSize, SEEK_CUR);
Model.SeekToBoundary(32);
}
void CModelLoader::LoadSurfaceHeaderDKCR(CInputStream& Model, SSurface *pSurf)
{
pSurf->CenterPoint = CVector3f(Model);
Model.Seek(0xE, SEEK_CUR);
pSurf->MaterialID = (u32) Model.ReadShort();
Model.Seek(0x2, SEEK_CUR);
mSurfaceUsingTex1 = (Model.ReadByte() == 1);
u32 ExtraSize = Model.ReadByte();
if (ExtraSize > 0)
{
ExtraSize -= 0x18;
pSurf->AABox = CAABox(Model);
}
else
pSurf->AABox = CAABox::skInfinite;
Model.Seek(ExtraSize, SEEK_CUR);
Model.SeekToBoundary(32);
}
SSurface* CModelLoader::LoadAssimpMesh(const aiMesh *pMesh, CMaterialSet *pSet)
{
// Create vertex description and assign it to material
CMaterial *pMat = pSet->MaterialByIndex(pMesh->mMaterialIndex);
EVertexDescription desc = pMat->VtxDesc();
if (desc == eNoAttributes)
{
if (pMesh->HasPositions()) desc |= ePosition;
if (pMesh->HasNormals()) desc |= eNormal;
for (u32 iUV = 0; iUV < pMesh->GetNumUVChannels(); iUV++)
desc |= (eTex0 << (iUV * 2));
pMat->SetVertexDescription(desc);
// TEMP - disable dynamic lighting on geometry with no normals
if (!pMesh->HasNormals())
{
pMat->SetLightingEnabled(false);
pMat->Pass(0)->SetColorInputs(eZeroRGB, eOneRGB, eKonstRGB, eZeroRGB);
pMat->Pass(0)->SetRasSel(eRasColorNull);
}
}
// Create surface
SSurface *pSurf = new SSurface();
pSurf->MaterialID = pMesh->mMaterialIndex;
if (pMesh->mNumFaces > 0)
{
pSurf->Primitives.resize(1);
SSurface::SPrimitive& prim = pSurf->Primitives[0];
// Check primitive type on first face
u32 numIndices = pMesh->mFaces[0].mNumIndices;
if (numIndices == 1) prim.Type = eGX_Points;
else if (numIndices == 2) prim.Type = eGX_Lines;
else if (numIndices == 3) prim.Type = eGX_Triangles;
// Generate bounding box, center point, and reflection projection
pSurf->CenterPoint = CVector3f::skZero;
pSurf->ReflectionDirection = CVector3f::skZero;
for (u32 iVtx = 0; iVtx < pMesh->mNumVertices; iVtx++)
{
aiVector3D aiPos = pMesh->mVertices[iVtx];
pSurf->AABox.ExpandBounds(CVector3f(aiPos.x, aiPos.y, aiPos.z));
if (pMesh->HasNormals()) {
aiVector3D aiNrm = pMesh->mNormals[iVtx];
pSurf->ReflectionDirection += CVector3f(aiNrm.x, aiNrm.y, aiNrm.z);
}
}
pSurf->CenterPoint = pSurf->AABox.Center();
if (pMesh->HasNormals())
pSurf->ReflectionDirection /= (float) pMesh->mNumVertices;
else
pSurf->ReflectionDirection = CVector3f(1.f, 0.f, 0.f);
// Set vertex/triangle count
pSurf->VertexCount = pMesh->mNumVertices;
pSurf->TriangleCount = (prim.Type == eGX_Triangles ? pMesh->mNumFaces : 0);
// Create primitive
for (u32 iFace = 0; iFace < pMesh->mNumFaces; iFace++)
{
for (u32 iIndex = 0; iIndex < numIndices; iIndex++)
{
u32 index = pMesh->mFaces[iFace].mIndices[iIndex];
// Create vertex and add it to the primitive
CVertex vert;
vert.ArrayPosition = index + mNumVertices;
if (pMesh->HasPositions()) {
aiVector3D aiPos = pMesh->mVertices[index];
vert.Position = CVector3f(aiPos.x, aiPos.y, aiPos.z);
}
if (pMesh->HasNormals()) {
aiVector3D aiNrm = pMesh->mNormals[index];
vert.Normal = CVector3f(aiNrm.x, aiNrm.y, aiNrm.z);
}
for (u32 iTex = 0; iTex < pMesh->GetNumUVChannels(); iTex++) {
aiVector3D aiTex = pMesh->mTextureCoords[iTex][index];
vert.Tex[iTex] = CVector2f(aiTex.x, aiTex.y);
}
prim.Vertices.push_back(vert);
}
}
mNumVertices += pMesh->mNumVertices;
}
return pSurf;
}
// ************ STATIC ************
CModel* CModelLoader::LoadCMDL(CInputStream& CMDL)
{
CModelLoader Loader;
Log::Write("Loading " + CMDL.GetSourceString());
// CMDL header - same across the three Primes, but different structure in DKCR
u32 Magic = CMDL.ReadLong();
u32 Version, BlockCount, MatSetCount;
CAABox AABox;
// 0xDEADBABE - Metroid Prime seres
if (Magic == 0xDEADBABE)
{
Version = CMDL.ReadLong();
u32 Flags = CMDL.ReadLong();
AABox = CAABox(CMDL);
BlockCount = CMDL.ReadLong();
MatSetCount = CMDL.ReadLong();
if (Flags & 0x2) Loader.mFlags |= eShortNormals;
if (Flags & 0x4) Loader.mFlags |= eHasTex1;
}
// 0x9381000A - Donkey Kong Country Returns
else if (Magic == 0x9381000A)
{
Version = Magic & 0xFFFF;
u32 Flags = CMDL.ReadLong();
AABox = CAABox(CMDL);
BlockCount = CMDL.ReadLong();
MatSetCount = CMDL.ReadLong();
// todo: unknown flags
Loader.mFlags = eShortNormals | eHasTex1;
if (Flags & 0x10) Loader.mFlags |= eHasVisGroups;
if (Flags & 0x20) Loader.mFlags |= eShortPositions;
// Visibility group data
// Skipping for now - should read in eventually
if (Flags & 0x10)
{
CMDL.Seek(0x4, SEEK_CUR);
u32 VisGroupCount = CMDL.ReadLong();
for (u32 iVis = 0; iVis < VisGroupCount; iVis++)
{
u32 NameLength = CMDL.ReadLong();
CMDL.Seek(NameLength, SEEK_CUR);
}
CMDL.Seek(0x14, SEEK_CUR); // no clue what any of this is!
}
}
else
{
Log::FileError(CMDL.GetSourceString(), "Invalid CMDL magic: " + TString::HexString(Magic));
return nullptr;
}
// The rest is common to all CMDL versions
Loader.mVersion = GetFormatVersion(Version);
if (Loader.mVersion == eUnknownVersion)
{
Log::FileError(CMDL.GetSourceString(), "Unsupported CMDL version: " + TString::HexString(Magic));
return nullptr;
}
CModel *pModel = new CModel();
Loader.mpModel = pModel;
Loader.mpBlockMgr = new CBlockMgrIn(BlockCount, &CMDL);
CMDL.SeekToBoundary(32);
Loader.mpBlockMgr->Init();
// Materials
Loader.mMaterials.resize(MatSetCount);
for (u32 iMat = 0; iMat < MatSetCount; iMat++)
{
Loader.mMaterials[iMat] = CMaterialLoader::LoadMaterialSet(CMDL, Loader.mVersion);
if (Loader.mVersion < eCorruptionProto)
Loader.mpBlockMgr->ToNextBlock();
}
pModel->mMaterialSets = Loader.mMaterials;
pModel->mHasOwnMaterials = true;
if (Loader.mVersion >= eCorruptionProto) Loader.mpBlockMgr->ToNextBlock();
// Mesh
Loader.LoadAttribArrays(CMDL);
Loader.LoadSurfaceOffsets(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->mVertexCount += pSurf->VertexCount;
pModel->mTriangleCount += pSurf->TriangleCount;
}
pModel->mAABox = AABox;
pModel->mHasOwnSurfaces = true;
// Cleanup
delete Loader.mpBlockMgr;
return pModel;
}
CModel* CModelLoader::LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version)
{
CModelLoader Loader;
Loader.mpBlockMgr = &BlockMgr;
Loader.mVersion = Version;
Loader.mFlags = eShortNormals;
if (Version != eCorruptionProto) Loader.mFlags |= eHasTex1;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &MatSet;
Loader.LoadWorldMeshHeader(MREA);
Loader.LoadAttribArrays(MREA);
Loader.LoadSurfaceOffsets(MREA);
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;
}
CModel* CModelLoader::LoadCorruptionWorldModel(CInputStream &MREA, CBlockMgrIn &BlockMgr, CMaterialSet &MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version)
{
CModelLoader Loader;
Loader.mpBlockMgr = &BlockMgr;
Loader.mVersion = Version;
Loader.mFlags = eShortNormals;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &MatSet;
if (Version == eReturns) Loader.mFlags |= eHasTex1;
// Corruption/DKCR MREAs split the mesh header and surface offsets away from the actual geometry data so I need two section numbers to read it
BlockMgr.ToBlock(HeaderSecNum);
Loader.LoadWorldMeshHeader(MREA);
Loader.LoadSurfaceOffsets(MREA);
BlockMgr.ToBlock(GPUSecNum);
Loader.LoadAttribArrays(MREA);
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;
}
CModel* CModelLoader::ImportAssimpNode(const aiNode *pNode, const aiScene *pScene, CMaterialSet& matSet)
{
CModelLoader loader;
loader.mpModel = new CModel(&matSet, true);
loader.mpModel->mSurfaces.reserve(pNode->mNumMeshes);
for (u32 iMesh = 0; iMesh < pNode->mNumMeshes; iMesh++)
{
u32 meshIndex = pNode->mMeshes[iMesh];
const aiMesh *pMesh = pScene->mMeshes[meshIndex];
SSurface *pSurf = loader.LoadAssimpMesh(pMesh, &matSet);
loader.mpModel->mSurfaces.push_back(pSurf);
loader.mpModel->mAABox.ExpandBounds(pSurf->AABox);
loader.mpModel->mVertexCount += pSurf->VertexCount;
loader.mpModel->mTriangleCount += pSurf->TriangleCount;
}
return loader.mpModel;
}
EGame CModelLoader::GetFormatVersion(u32 Version)
{
switch (Version)
{
case 0x2: return ePrime;
case 0x3: return eEchoesDemo;
case 0x4: return eEchoes;
case 0x5: return eCorruption;
case 0xA: return eReturns;
default: return eUnknownVersion;
}
}