PrimeWorldEditor/Resource/cooker/CMaterialCooker.cpp

365 lines
9.6 KiB
C++

#include "CMaterialCooker.h"
#include <algorithm>
CMaterialCooker::CMaterialCooker()
{
mpMat = nullptr;
}
void CMaterialCooker::WriteMatSetPrime(COutputStream& Out)
{
// Gather texture list from the materials before starting
mTextureIDs.clear();
u32 NumMats = mpSet->mMaterials.size();
for (u32 iMat = 0; iMat < NumMats; iMat++)
{
CMaterial *pMat = mpSet->mMaterials[iMat];
u32 NumPasses = pMat->PassCount();
for (u32 iPass = 0; iPass < NumPasses; iPass++)
{
CTexture *pTex = pMat->Pass(iPass)->Texture();
if (pTex)
mTextureIDs.push_back(pTex->ResID().ToLong());
}
}
// Sort/remove duplicates
std::sort(mTextureIDs.begin(), mTextureIDs.end());
mTextureIDs.erase(std::unique(mTextureIDs.begin(), mTextureIDs.end()), mTextureIDs.end());
// Write texture IDs
Out.WriteLong(mTextureIDs.size());
for (u32 iTex = 0; iTex < mTextureIDs.size(); iTex++)
Out.WriteLong(mTextureIDs[iTex]);
// Write material offset filler
Out.WriteLong(NumMats);
u32 MatOffsetsStart = Out.Tell();
for (u32 iMat = 0; iMat < NumMats; iMat++)
Out.WriteLong(0);
// Write materials
u32 MatsStart = Out.Tell();
std::vector<u32> MatEndOffsets(NumMats);
for (u32 iMat = 0; iMat < NumMats; iMat++)
{
mpMat = mpSet->mMaterials[iMat];
WriteMaterialPrime(Out);
MatEndOffsets[iMat] = Out.Tell() - MatsStart;
}
// Write material offsets
u32 MatsEnd = Out.Tell();
Out.Seek(MatOffsetsStart, SEEK_SET);
for (u32 iMat = 0; iMat < NumMats; iMat++)
Out.WriteLong(MatEndOffsets[iMat]);
// Done!
Out.Seek(MatsEnd, SEEK_SET);
}
void CMaterialCooker::WriteMatSetCorruption(COutputStream&)
{
// Not using parameter 1 (COutputStream& - Out)
// todo
}
void CMaterialCooker::WriteMaterialPrime(COutputStream& Out)
{
// Gather data from the passes before we start writing
u32 TexFlags = 0;
u32 NumKonst = 0;
std::vector<u32> TexIndices;
for (u32 iPass = 0; iPass < mpMat->mPasses.size(); iPass++)
{
CMaterialPass *pPass = mpMat->Pass(iPass);
if ((pPass->KColorSel() >= 0xC) || (pPass->KAlphaSel() >= 0x10))
{
// Determine the highest Konst index being used
u32 KColorIndex = pPass->KColorSel() % 4;
u32 KAlphaIndex = pPass->KAlphaSel() % 4;
if (KColorIndex >= NumKonst)
NumKonst = KColorIndex + 1;
if (KAlphaIndex >= NumKonst)
NumKonst = KAlphaIndex + 1;
}
CTexture *pPassTex = pPass->Texture();
if (pPassTex != nullptr)
{
TexFlags |= (1 << iPass);
u32 TexID = pPassTex->ResID().ToLong();
for (u32 iTex = 0; iTex < mTextureIDs.size(); iTex++)
{
if (mTextureIDs[iTex] == TexID)
{
TexIndices.push_back(iTex);
break;
}
}
}
}
// Get group index
u32 GroupIndex;
u64 MatHash = mpMat->HashParameters();
bool NewHash = true;
for (u32 iHash = 0; iHash < mMaterialHashes.size(); iHash++)
{
if (mMaterialHashes[iHash] == MatHash)
{
GroupIndex = iHash;
NewHash = false;
break;
}
}
if (NewHash)
{
GroupIndex = mMaterialHashes.size();
mMaterialHashes.push_back(MatHash);
}
// Start writing!
// Generate flags value
bool HasKonst = (NumKonst > 0);
u32 Flags;
if (mVersion <= ePrime)
Flags = 0x1003;
else
Flags = 0x4002;
Flags |= (HasKonst << 3) | mpMat->Options() | (TexFlags << 16);
Out.WriteLong(Flags);
// Texture indices
Out.WriteLong(TexIndices.size());
for (u32 iTex = 0; iTex < TexIndices.size(); iTex++)
Out.WriteLong(TexIndices[iTex]);
// Vertex description
EVertexDescription Desc = mpMat->VtxDesc();
if (mVersion < eEchoes)
Desc = (EVertexDescription) (Desc & 0x00FFFFFF);
Out.WriteLong(Desc);
// Echoes unknowns
if (mVersion == eEchoes)
{
Out.WriteLong(mpMat->EchoesUnknownA());
Out.WriteLong(mpMat->EchoesUnknownB());
}
// Group index
Out.WriteLong(GroupIndex);
// Konst
if (HasKonst)
{
Out.WriteLong(NumKonst);
for (u32 iKonst = 0; iKonst < NumKonst; iKonst++)
Out.WriteLong( mpMat->Konst(iKonst).AsLongRGBA() );
}
// Blend Mode
// Some modifications are done to convert the GLenum to the corresponding GX enum
u16 BlendSrcFac = (u16) mpMat->BlendSrcFac();
u16 BlendDstFac = (u16) mpMat->BlendDstFac();
if (BlendSrcFac >= 0x300) BlendSrcFac -= 0x2FE;
if (BlendDstFac >= 0x300) BlendDstFac -= 0x2FE;
Out.WriteShort(BlendDstFac);
Out.WriteShort(BlendSrcFac);
// Color Channels
Out.WriteLong(1);
Out.WriteLong(0x3000 | (mpMat->IsLightingEnabled() ? 1 : 0));
// TEV
u32 NumPasses = mpMat->PassCount();
Out.WriteLong(NumPasses);
for (u32 iPass = 0; iPass < NumPasses; iPass++)
{
CMaterialPass *pPass = mpMat->Pass(iPass);
u32 ColorInputFlags = ((pPass->ColorInput(0)) |
(pPass->ColorInput(1) << 5) |
(pPass->ColorInput(2) << 10) |
(pPass->ColorInput(3) << 15));
u32 AlphaInputFlags = ((pPass->AlphaInput(0)) |
(pPass->AlphaInput(1) << 5) |
(pPass->AlphaInput(2) << 10) |
(pPass->AlphaInput(3) << 15));
u32 ColorOpFlags = 0x100 | (pPass->ColorOutput() << 9);
u32 AlphaOpFlags = 0x100 | (pPass->AlphaOutput() << 9);
Out.WriteLong(ColorInputFlags);
Out.WriteLong(AlphaInputFlags);
Out.WriteLong(ColorOpFlags);
Out.WriteLong(AlphaOpFlags);
Out.WriteByte(0); // Padding
Out.WriteByte(pPass->KAlphaSel());
Out.WriteByte(pPass->KColorSel());
Out.WriteByte(pPass->RasSel());
}
// TEV Tex/UV input selection
u32 CurTexIdx = 0;
for (u32 iPass = 0; iPass < NumPasses; iPass++)
{
Out.WriteShort(0); // Padding
if (mpMat->Pass(iPass)->Texture())
{
Out.WriteByte((u8) CurTexIdx);
Out.WriteByte((u8) CurTexIdx);
CurTexIdx++;
}
else
Out.WriteShort((u16) 0xFFFF);
}
// TexGen
u32 NumTexCoords = CurTexIdx; // TexIdx is currently equal to the tex coord count
Out.WriteLong(NumTexCoords);
u32 CurTexMtx = 0;
for (u32 iPass = 0; iPass < NumPasses; iPass++)
{
CMaterialPass *pPass = mpMat->Pass(iPass);
if (pPass->Texture() == nullptr) continue;
u32 AnimType = pPass->AnimMode();
u32 CoordSource = pPass->TexCoordSource();
u32 TexMtxIdx, PostMtxIdx;
bool Normalize;
// No animation - set TexMtx and PostMtx to identity, disable normalization
if (AnimType == eNoUVAnim)
{
TexMtxIdx = 30;
PostMtxIdx = 61;
Normalize = false;
}
// Animation - set parameters as the animation mode needs them
else
{
TexMtxIdx = CurTexMtx;
if ((AnimType < 2) || (AnimType > 5))
{
PostMtxIdx = CurTexMtx;
Normalize = true;
}
else
{
PostMtxIdx = 61;
Normalize = false;
}
CurTexMtx += 3;
}
u32 TexGenFlags = (CoordSource << 4) | (TexMtxIdx << 9) | (Normalize << 14) | (PostMtxIdx << 15);
Out.WriteLong(TexGenFlags);
}
// Animations
u32 AnimSizeOffset = Out.Tell();
u32 NumAnims = CurTexMtx; // CurTexMtx is currently equal to the anim count
Out.WriteLong(0); // Anim size filler
u32 AnimsStart = Out.Tell();
Out.WriteLong(NumAnims);
for (u32 iPass = 0; iPass < NumPasses; iPass++)
{
CMaterialPass *pPass = mpMat->Pass(iPass);
u32 AnimMode = pPass->AnimMode();
if (AnimMode == eNoUVAnim) continue;
Out.WriteLong(AnimMode);
if ((AnimMode > 1) && (AnimMode != 6))
{
Out.WriteFloat(pPass->AnimParam(0));
Out.WriteFloat(pPass->AnimParam(1));
if ((AnimMode == 2) || (AnimMode == 4) || (AnimMode == 5))
{
Out.WriteFloat(pPass->AnimParam(2));
Out.WriteFloat(pPass->AnimParam(3));
}
}
}
u32 AnimsEnd = Out.Tell();
u32 AnimsSize = AnimsEnd - AnimsStart;
Out.Seek(AnimSizeOffset, SEEK_SET);
Out.WriteLong(AnimsSize);
Out.Seek(AnimsEnd, SEEK_SET);
// Done!
}
void CMaterialCooker::WriteMaterialCorruption(COutputStream&)
{
// Not using parameter 1 (COutputStream& - Out)
// todo
}
// ************ STATIC ************
void CMaterialCooker::WriteCookedMatSet(CMaterialSet *pSet, EGame Version, COutputStream &Out)
{
CMaterialCooker Cooker;
Cooker.mpSet = pSet;
Cooker.mVersion = Version;
switch (Version)
{
case ePrimeDemo:
case ePrime:
case eEchoesDemo:
case eEchoes:
Cooker.WriteMatSetPrime(Out);
break;
}
}
void CMaterialCooker::WriteCookedMaterial(CMaterial *pMat, EGame Version, COutputStream &Out)
{
CMaterialCooker Cooker;
Cooker.mpMat = pMat;
Cooker.mVersion = Version;
switch (Version)
{
case ePrimeDemo:
case ePrime:
case eEchoesDemo:
case eEchoes:
Cooker.WriteMaterialPrime(Out);
break;
// TODO: Corruption/Uncooked
}
}