mirror of https://github.com/AxioDL/metaforce.git
162 lines
5.6 KiB
C++
162 lines
5.6 KiB
C++
#include "BlenderConnection.hpp"
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#include <cmath>
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#include <float.h>
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namespace hecl
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{
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atVec3f BlenderConnection::DataStream::MtxVecMul4RM(const Matrix4f& mtx, const Vector3f& vec)
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{
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atVec3f res;
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res.vec[0] = mtx[0].vec[0] * vec.val.vec[0] + mtx[0].vec[1] * vec.val.vec[1] + mtx[0].vec[2] * vec.val.vec[2] + mtx[0].vec[3];
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res.vec[1] = mtx[1].vec[0] * vec.val.vec[0] + mtx[1].vec[1] * vec.val.vec[1] + mtx[1].vec[2] * vec.val.vec[2] + mtx[1].vec[3];
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res.vec[2] = mtx[2].vec[0] * vec.val.vec[0] + mtx[2].vec[1] * vec.val.vec[1] + mtx[2].vec[2] * vec.val.vec[2] + mtx[2].vec[3];
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return res;
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}
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atVec3f BlenderConnection::DataStream::MtxVecMul3RM(const Matrix4f& mtx, const Vector3f& vec)
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{
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atVec3f res;
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res.vec[0] = mtx[0].vec[0] * vec.val.vec[0] + mtx[0].vec[1] * vec.val.vec[1] + mtx[0].vec[2] * vec.val.vec[2];
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res.vec[1] = mtx[1].vec[0] * vec.val.vec[0] + mtx[1].vec[1] * vec.val.vec[1] + mtx[1].vec[2] * vec.val.vec[2];
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res.vec[2] = mtx[2].vec[0] * vec.val.vec[0] + mtx[2].vec[1] * vec.val.vec[1] + mtx[2].vec[2] * vec.val.vec[2];
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return res;
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}
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HMDLBuffers BlenderConnection::DataStream::Mesh::getHMDLBuffers(bool absoluteCoords) const
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{
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/* If skinned, compute max weight vec count */
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size_t weightCount = 0;
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for (const SkinBanks::Bank& bank : skinBanks.banks)
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weightCount = std::max(weightCount, bank.m_boneIdxs.size());
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size_t weightVecCount = weightCount / 4;
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if (weightCount % 4)
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++weightVecCount;
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/* Prepare HMDL meta */
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HMDLMeta metaOut;
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metaOut.topology = topology;
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metaOut.vertStride = (3 + 3 + colorLayerCount + uvLayerCount * 2 + weightVecCount * 4) * 4;
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metaOut.colorCount = colorLayerCount;
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metaOut.uvCount = uvLayerCount;
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metaOut.weightCount = weightVecCount;
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/* Total all verts from all surfaces (for ibo length) */
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size_t boundVerts = 0;
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for (const Surface& surf : surfaces)
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boundVerts += surf.verts.size();
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/* Maintain unique vert pool for VBO */
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std::vector<std::pair<const Surface*, const Surface::Vert*>> vertPool;
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vertPool.reserve(boundVerts);
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/* Target surfaces representation */
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std::vector<HMDLBuffers::Surface> outSurfaces;
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outSurfaces.reserve(surfaces.size());
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/* Index buffer */
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std::vector<atUint32> iboData;
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iboData.reserve(boundVerts);
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for (const Surface& surf : surfaces)
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{
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size_t iboStart = iboData.size();
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for (const Surface::Vert& v : surf.verts)
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{
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size_t ti = 0;
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bool found = false;
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for (const std::pair<const Surface*, const Surface::Vert*>& tv : vertPool)
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{
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if (v == *tv.second)
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{
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iboData.push_back(ti);
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found = true;
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break;
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}
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++ti;
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}
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if (!found)
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{
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iboData.push_back(vertPool.size());
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vertPool.emplace_back(&surf, &v);
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}
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}
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outSurfaces.emplace_back(surf, iboStart, iboData.size() - iboStart);
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}
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metaOut.vertCount = vertPool.size();
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metaOut.indexCount = iboData.size();
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size_t vboSz = metaOut.vertCount * metaOut.vertStride;
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HMDLBuffers ret(std::move(metaOut), vboSz, iboData, std::move(outSurfaces), skinBanks);
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athena::io::MemoryWriter vboW(ret.m_vboData.get(), vboSz);
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for (const std::pair<const Surface*, const Surface::Vert*>& sv : vertPool)
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{
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const Surface& s = *sv.first;
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const Surface::Vert& v = *sv.second;
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if (absoluteCoords)
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{
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atVec3f preXfPos = MtxVecMul4RM(sceneXf, pos[v.iPos]);
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vboW.writeVec3fLittle(preXfPos);
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atVec3f preXfNorm = MtxVecMul3RM(sceneXf, norm[v.iNorm]);
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float mag =
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preXfNorm.vec[0] * preXfNorm.vec[0] +
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preXfNorm.vec[1] * preXfNorm.vec[1] +
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preXfNorm.vec[2] * preXfNorm.vec[2];
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if (mag > FLT_EPSILON)
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mag = 1.f / std::sqrt(mag);
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preXfNorm.vec[0] *= mag;
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preXfNorm.vec[1] *= mag;
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preXfNorm.vec[2] *= mag;
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vboW.writeVec3fLittle(preXfNorm);
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}
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else
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{
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vboW.writeVec3fLittle(pos[v.iPos]);
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vboW.writeVec3fLittle(norm[v.iNorm]);
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}
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for (size_t i=0 ; i<colorLayerCount ; ++i)
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{
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const Vector3f& c = color[v.iColor[i]];
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vboW.writeUByte(std::max(0, std::min(255, int(c.val.vec[0] * 255))));
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vboW.writeUByte(std::max(0, std::min(255, int(c.val.vec[1] * 255))));
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vboW.writeUByte(std::max(0, std::min(255, int(c.val.vec[2] * 255))));
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vboW.writeUByte(255);
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}
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for (size_t i=0 ; i<uvLayerCount ; ++i)
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vboW.writeVec2fLittle(uv[v.iUv[i]]);
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if (weightVecCount)
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{
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const SkinBanks::Bank& bank = skinBanks.banks[s.skinBankIdx];
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const std::vector<SkinBind>& binds = skins[v.iSkin];
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auto it = bank.m_boneIdxs.cbegin();
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for (size_t i=0 ; i<weightVecCount ; ++i)
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{
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atVec4f vec = {};
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for (size_t j=0 ; j<4 ; ++j)
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{
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if (it == bank.m_boneIdxs.cend())
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break;
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for (const SkinBind& bind : binds)
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if (bind.boneIdx == *it)
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{
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vec.vec[j] = bind.weight;
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break;
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}
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++it;
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}
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vboW.writeVec4fLittle(vec);
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}
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}
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}
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return ret;
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}
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}
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