metaforce/hecl/blender/HMDL.cpp

162 lines
5.6 KiB
C++

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