446 lines
13 KiB
C++
446 lines
13 KiB
C++
#include "CModelLoader.h"
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#include "CMaterialLoader.h"
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#include <Core/Log.h>
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CModelLoader::CModelLoader()
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{
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mFlags = eNoFlags;
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}
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CModelLoader::~CModelLoader()
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{
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}
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void CModelLoader::LoadWorldMeshHeader(CInputStream &Model)
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{
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// I don't really have any need for most of this data, so
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Model.Seek(0x34, SEEK_CUR);
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mAABox = CAABox(Model);
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mpBlockMgr->ToNextBlock();
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}
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void CModelLoader::LoadAttribArrays(CInputStream& Model)
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{
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// Positions
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if (mFlags & eShortPositions) // Shorts (DKCR only)
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{
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mPositions.resize(mpBlockMgr->CurrentBlockSize() / 0x6);
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float Divisor = 8192.f; // Might be incorrect! Needs verification via size comparison.
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for (u32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
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{
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float x = Model.ReadShort() / Divisor;
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float y = Model.ReadShort() / Divisor;
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float z = Model.ReadShort() / Divisor;
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mPositions[iVtx] = CVector3f(x, y, z);
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}
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}
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else // Floats
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{
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mPositions.resize(mpBlockMgr->CurrentBlockSize() / 0xC);
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for (u32 iVtx = 0; iVtx < mPositions.size(); iVtx++)
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mPositions[iVtx] = CVector3f(Model);
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}
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mpBlockMgr->ToNextBlock();
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// Normals
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if (mFlags & eShortNormals) // Shorts
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{
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mNormals.resize(mpBlockMgr->CurrentBlockSize() / 0x6);
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float Divisor = (mVersion < eReturns) ? 32768.f : 16384.f;
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for (u32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
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{
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float x = Model.ReadShort() / Divisor;
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float y = Model.ReadShort() / Divisor;
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float z = Model.ReadShort() / Divisor;
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mNormals[iVtx] = CVector3f(x, y, z);
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}
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}
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else // Floats
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{
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mNormals.resize(mpBlockMgr->CurrentBlockSize() / 0xC);
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for (u32 iVtx = 0; iVtx < mNormals.size(); iVtx++)
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mNormals[iVtx] = CVector3f(Model);
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}
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mpBlockMgr->ToNextBlock();
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// Colors
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mColors.resize(mpBlockMgr->CurrentBlockSize() / 4);
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for (u32 iVtx = 0; iVtx < mColors.size(); iVtx++)
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mColors[iVtx] = CColor(Model);
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mpBlockMgr->ToNextBlock();
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// Float UVs
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mTex0.resize(mpBlockMgr->CurrentBlockSize() / 0x8);
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for (u32 iVtx = 0; iVtx < mTex0.size(); iVtx++)
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mTex0[iVtx] = CVector2f(Model);
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mpBlockMgr->ToNextBlock();
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// Short UVs
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if (mFlags & eHasTex1)
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{
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mTex1.resize(mpBlockMgr->CurrentBlockSize() / 0x4);
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float Divisor = (mVersion < eReturns) ? 32768.f : 8192.f;
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for (u32 iVtx = 0; iVtx < mTex1.size(); iVtx++)
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{
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float x = Model.ReadShort() / Divisor;
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float y = Model.ReadShort() / Divisor;
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mTex1[iVtx] = CVector2f(x, y);
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}
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mpBlockMgr->ToNextBlock();
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}
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}
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void CModelLoader::LoadSurfaceOffsets(CInputStream& Model)
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{
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mSurfaceCount = Model.ReadLong();
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mSurfaceOffsets.resize(mSurfaceCount);
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for (u32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
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mSurfaceOffsets[iSurf] = Model.ReadLong();
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mpBlockMgr->ToNextBlock();
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}
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SModelData* CModelLoader::LoadSurfaces(CInputStream& Model)
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{
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// This function is meant to be called at the start of the first surface
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SModelData *pData = new SModelData;
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u32 Offset = Model.Tell();
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// Surfaces
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pData->mSurfaces.resize(mSurfaceCount);
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for (u32 iSurf = 0; iSurf < mSurfaceCount; iSurf++)
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{
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SSurface *pSurf = new SSurface;
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pData->mSurfaces[iSurf] = pSurf;
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u32 NextSurface = mpBlockMgr->NextOffset();
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// Surface header
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if (mVersion < eReturns)
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LoadSurfaceHeaderPrime(Model, pSurf);
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else
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LoadSurfaceHeaderDKCR(Model, pSurf);
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bool HasAABB = (pSurf->AABox != CAABox::skInfinite);
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CMaterial *pMat = mMaterials[0]->materials[pSurf->MaterialID];
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// Primitive table
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u8 Flag = Model.ReadByte();
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while ((Flag != 0) && ((u32) Model.Tell() < NextSurface))
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{
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SSurface::SPrimitive Prim;
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Prim.Type = EGXPrimitiveType(Flag & 0xF8);
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u16 VertexCount = Model.ReadShort();
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for (u16 iVtx = 0; iVtx < VertexCount; iVtx++)
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{
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CVertex Vtx;
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EVertexDescription VtxDesc = pMat->VtxDesc();
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for (u32 iMtxAttr = 0; iMtxAttr < 8; iMtxAttr++)
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if (VtxDesc & (ePosMtx << iMtxAttr)) Model.Seek(0x1, SEEK_CUR);
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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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// tex0 can also be read from either UV buffer; depends what the material says.
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// Position
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if (VtxDesc & ePosition)
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{
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u16 PosIndex = Model.ReadShort() & 0xFFFF;
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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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}
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// Normal
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if (VtxDesc & eNormal)
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Vtx.Normal = mNormals[Model.ReadShort() & 0xFFFF];
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// Color
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for (u32 c = 0; c < 2; c++)
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if (VtxDesc & (eColor0 << (c * 2)))
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Vtx.Color[c] = mColors[Model.ReadShort() & 0xFFFF];
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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 < eReturns)
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{
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// Tex0
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if (VtxDesc & eTex0)
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{
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if ((mFlags & eHasTex1) && (pMat->Options() & CMaterial::eShortTexCoord))
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Vtx.Tex[0] = mTex1[Model.ReadShort() & 0xFFFF];
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else
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Vtx.Tex[0] = mTex0[Model.ReadShort() & 0xFFFF];
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}
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// Tex1-7
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for (u32 iTex = 1; iTex < 7; iTex++)
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if (VtxDesc & (eTex0 << (iTex * 2)))
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Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
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}
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else
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{
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// Tex0-7
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for (u32 iTex = 0; iTex < 7; iTex++)
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{
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if (VtxDesc & (eTex0 << iTex * 2))
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{
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if (!mSurfaceUsingTex1)
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Vtx.Tex[iTex] = mTex0[Model.ReadShort() & 0xFFFF];
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else
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Vtx.Tex[iTex] = mTex1[Model.ReadShort() & 0xFFFF];
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}
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}
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}
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Prim.Vertices.push_back(Vtx);
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} // Vertex array end
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// Update vertex/triangle count
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pSurf->VertexCount += VertexCount;
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switch (Prim.Type)
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{
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case eGX_Triangles:
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pSurf->TriangleCount += VertexCount / 3;
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break;
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case eGX_TriangleFan:
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case eGX_TriangleStrip:
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pSurf->TriangleCount += VertexCount - 2;
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break;
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}
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pSurf->Primitives.push_back(Prim);
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Flag = Model.ReadByte();
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} // Primitive table end
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mpBlockMgr->ToNextBlock();
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} // Submesh table end
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return pData;
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}
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void CModelLoader::LoadSurfaceHeaderPrime(CInputStream& Model, SSurface *pSurf)
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{
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pSurf->CenterPoint = CVector3f(Model);
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pSurf->MaterialID = Model.ReadLong();
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Model.Seek(0xC, SEEK_CUR);
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u32 ExtraSize = Model.ReadLong();
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pSurf->ReflectionDirection = CVector3f(Model);
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if (mVersion >= eEchoesDemo) Model.Seek(0x4, SEEK_CUR); // Extra values in Echoes. Not sure what they are.
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bool HasAABox = (ExtraSize >= 0x18); // MREAs have a set of bounding box coordinates here.
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// If this surface has a bounding box, we can just read it here. Otherwise we'll fill it in manually.
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if (HasAABox)
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{
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ExtraSize -= 0x18;
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pSurf->AABox = CAABox(Model);
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}
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else
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pSurf->AABox = CAABox::skInfinite;
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Model.Seek(ExtraSize, SEEK_CUR);
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Model.SeekToBoundary(32);
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}
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void CModelLoader::LoadSurfaceHeaderDKCR(CInputStream& Model, SSurface *pSurf)
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{
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pSurf->CenterPoint = CVector3f(Model);
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Model.Seek(0xE, SEEK_CUR);
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pSurf->MaterialID = (u32) Model.ReadShort();
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Model.Seek(0x2, SEEK_CUR);
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mSurfaceUsingTex1 = (Model.ReadByte() == 1);
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u32 ExtraSize = Model.ReadByte();
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if (ExtraSize > 0)
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{
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ExtraSize -= 0x18;
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pSurf->AABox = CAABox(Model);
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}
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else
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pSurf->AABox = CAABox::skInfinite;
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Model.Seek(ExtraSize, SEEK_CUR);
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Model.SeekToBoundary(32);
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}
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// ************ STATIC ************
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CModel* CModelLoader::LoadCMDL(CInputStream& CMDL)
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{
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CModelLoader Loader;
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Log::Write("Loading " + CMDL.GetSourceString());
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// CMDL header - same across the three Primes, but different structure in DKCR
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u32 Magic = CMDL.ReadLong();
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u32 Version, BlockCount, MatSetCount;
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CAABox AABox;
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// 0xDEADBABE - Metroid Prime seres
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if (Magic == 0xDEADBABE)
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{
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Version = CMDL.ReadLong();
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u32 Flags = CMDL.ReadLong();
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AABox = CAABox(CMDL);
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BlockCount = CMDL.ReadLong();
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MatSetCount = CMDL.ReadLong();
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if (Flags & 0x2) Loader.mFlags |= eShortNormals;
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if (Flags & 0x4) Loader.mFlags |= eHasTex1;
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}
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// 0x9381000A - Donkey Kong Country Returns
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else if (Magic == 0x9381000A)
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{
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Version = Magic & 0xFFFF;
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u32 Flags = CMDL.ReadLong();
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AABox = CAABox(CMDL);
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BlockCount = CMDL.ReadLong();
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MatSetCount = CMDL.ReadLong();
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// todo: unknown flags
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Loader.mFlags = eShortNormals | eHasTex1;
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if (Flags & 0x10) Loader.mFlags |= eHasVisGroups;
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if (Flags & 0x20) Loader.mFlags |= eShortPositions;
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// Visibility group data
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// Skipping for now - should read in eventually
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if (Flags & 0x10)
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{
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CMDL.Seek(0x4, SEEK_CUR);
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u32 VisGroupCount = CMDL.ReadLong();
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for (u32 iVis = 0; iVis < VisGroupCount; iVis++)
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{
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u32 NameLength = CMDL.ReadLong();
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CMDL.Seek(NameLength, SEEK_CUR);
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}
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CMDL.Seek(0x14, SEEK_CUR); // no clue what any of this is!
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}
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}
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else
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{
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Log::FileError(CMDL.GetSourceString(), "Invalid CMDL magic: " + StringUtil::ToHexString(Magic));
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return nullptr;
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}
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// The rest is common to all CMDL versions
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Loader.mVersion = GetFormatVersion(Version);
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if (Loader.mVersion == eUnknownVersion)
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{
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Log::FileError(CMDL.GetSourceString(), "Unsupported CMDL version: " + StringUtil::ToHexString(Magic));
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return nullptr;
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}
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CModel *pModel = new CModel();
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Loader.mpModel = pModel;
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Loader.mpBlockMgr = new CBlockMgrIn(BlockCount, &CMDL);
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CMDL.SeekToBoundary(32);
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Loader.mpBlockMgr->Init();
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// Materials
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Loader.mMaterials.resize(MatSetCount);
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for (u32 iMat = 0; iMat < MatSetCount; iMat++)
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{
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Loader.mMaterials[iMat] = CMaterialLoader::LoadMaterialSet(CMDL, Loader.mVersion);
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if (Loader.mVersion < eCorruptionProto)
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Loader.mpBlockMgr->ToNextBlock();
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}
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pModel->mMaterialSets = Loader.mMaterials;
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pModel->mHasOwnMaterials = true;
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if (Loader.mVersion >= eCorruptionProto) Loader.mpBlockMgr->ToNextBlock();
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// Mesh
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Loader.LoadAttribArrays(CMDL);
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Loader.LoadSurfaceOffsets(CMDL);
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SModelData *pData = Loader.LoadSurfaces(CMDL);
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pModel->SetData(pData);
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pModel->mAABox = AABox;
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pModel->mHasOwnSurfaces = true;
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// Cleanup
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delete pData;
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delete Loader.mpBlockMgr;
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return pModel;
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}
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SModelData* CModelLoader::LoadWorldModel(CInputStream& MREA, CBlockMgrIn& BlockMgr, CMaterialSet& MatSet, EGame Version)
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{
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CModelLoader Loader;
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Loader.mpBlockMgr = &BlockMgr;
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Loader.mVersion = Version;
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Loader.mFlags = eShortNormals;
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if (Version != eCorruptionProto) Loader.mFlags |= eHasTex1;
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Loader.mMaterials.resize(1);
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Loader.mMaterials[0] = &MatSet;
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Loader.LoadWorldMeshHeader(MREA);
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Loader.LoadAttribArrays(MREA);
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Loader.LoadSurfaceOffsets(MREA);
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SModelData *pData = Loader.LoadSurfaces(MREA);
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pData->mAABox = Loader.mAABox;
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return pData;
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}
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SModelData* CModelLoader::LoadCorruptionWorldModel(CInputStream &MREA, CBlockMgrIn &BlockMgr, CMaterialSet &MatSet, u32 HeaderSecNum, u32 GPUSecNum, EGame Version)
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{
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CModelLoader Loader;
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Loader.mpBlockMgr = &BlockMgr;
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Loader.mVersion = Version;
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Loader.mFlags = eShortNormals;
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Loader.mMaterials.resize(1);
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Loader.mMaterials[0] = &MatSet;
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if (Version == eReturns) Loader.mFlags |= eHasTex1;
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// 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
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BlockMgr.ToBlock(HeaderSecNum);
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Loader.LoadWorldMeshHeader(MREA);
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Loader.LoadSurfaceOffsets(MREA);
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BlockMgr.ToBlock(GPUSecNum);
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Loader.LoadAttribArrays(MREA);
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SModelData *pData = Loader.LoadSurfaces(MREA);
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pData->mAABox = Loader.mAABox;
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return pData;
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}
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EGame CModelLoader::GetFormatVersion(u32 Version)
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{
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switch (Version)
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{
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case 0x2: return ePrime;
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case 0x3: return eEchoesDemo;
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case 0x4: return eEchoes;
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case 0x5: return eCorruption;
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case 0xA: return eReturns;
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default: return eUnknownVersion;
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}
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}
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