280 lines
8.4 KiB
C++
280 lines
8.4 KiB
C++
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
|
// This file is part of the "Nazara Engine - Utility module"
|
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
|
|
|
#include <Nazara/Utility/Formats/MD2Loader.hpp>
|
|
#include <Nazara/Core/Endianness.hpp>
|
|
#include <Nazara/Core/Error.hpp>
|
|
#include <Nazara/Core/Stream.hpp>
|
|
#include <Nazara/Math/Quaternion.hpp>
|
|
#include <Nazara/Utility/MaterialData.hpp>
|
|
#include <Nazara/Utility/Mesh.hpp>
|
|
#include <Nazara/Utility/StaticMesh.hpp>
|
|
#include <Nazara/Utility/VertexMapper.hpp>
|
|
#include <Nazara/Utility/Formats/MD2Constants.hpp>
|
|
#include <array>
|
|
#include <cassert>
|
|
#include <memory>
|
|
#include <Nazara/Utility/Debug.hpp>
|
|
|
|
namespace Nz
|
|
{
|
|
namespace
|
|
{
|
|
bool IsSupported(const std::string_view& extension)
|
|
{
|
|
return (extension == "md2");
|
|
}
|
|
|
|
Ternary Check(Stream& stream, const MeshParams& parameters)
|
|
{
|
|
bool skip;
|
|
if (parameters.custom.GetBooleanParameter("SkipNativeMD2Loader", &skip) && skip)
|
|
return Ternary::False;
|
|
|
|
UInt32 magic[2];
|
|
if (stream.Read(&magic[0], 2*sizeof(UInt32)) == 2*sizeof(UInt32))
|
|
{
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
SwapBytes(&magic[0], sizeof(UInt32));
|
|
SwapBytes(&magic[1], sizeof(UInt32));
|
|
#endif
|
|
|
|
if (magic[0] == md2Ident && magic[1] == 8)
|
|
return Ternary::True;
|
|
}
|
|
|
|
return Ternary::False;
|
|
}
|
|
|
|
std::shared_ptr<Mesh> Load(Stream& stream, const MeshParams& parameters)
|
|
{
|
|
MD2_Header header;
|
|
if (stream.Read(&header, sizeof(MD2_Header)) != sizeof(MD2_Header))
|
|
{
|
|
NazaraError("Failed to read header");
|
|
return nullptr;
|
|
}
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
SwapBytes(&header.skinwidth, sizeof(UInt32));
|
|
SwapBytes(&header.skinheight, sizeof(UInt32));
|
|
SwapBytes(&header.framesize, sizeof(UInt32));
|
|
SwapBytes(&header.num_skins, sizeof(UInt32));
|
|
SwapBytes(&header.num_vertices, sizeof(UInt32));
|
|
SwapBytes(&header.num_st, sizeof(UInt32));
|
|
SwapBytes(&header.num_tris, sizeof(UInt32));
|
|
SwapBytes(&header.num_glcmds, sizeof(UInt32));
|
|
SwapBytes(&header.num_frames, sizeof(UInt32));
|
|
SwapBytes(&header.offset_skins, sizeof(UInt32));
|
|
SwapBytes(&header.offset_st, sizeof(UInt32));
|
|
SwapBytes(&header.offset_tris, sizeof(UInt32));
|
|
SwapBytes(&header.offset_frames, sizeof(UInt32));
|
|
SwapBytes(&header.offset_glcmds, sizeof(UInt32));
|
|
SwapBytes(&header.offset_end, sizeof(UInt32));
|
|
#endif
|
|
|
|
if (stream.GetSize() < header.offset_end)
|
|
{
|
|
NazaraError("Incomplete MD2 file");
|
|
return nullptr;
|
|
}
|
|
|
|
// Since the engine no longer supports keyframe animations, let's make a static mesh
|
|
std::shared_ptr<Mesh> mesh = std::make_shared<Mesh>();
|
|
if (!mesh->CreateStatic())
|
|
{
|
|
NazaraInternalError("Failed to create mesh");
|
|
return nullptr;
|
|
}
|
|
|
|
// Extract skins (texture name)
|
|
if (header.num_skins > 0)
|
|
{
|
|
mesh->SetMaterialCount(header.num_skins);
|
|
stream.SetCursorPos(header.offset_skins);
|
|
{
|
|
std::filesystem::path baseDir = stream.GetDirectory();
|
|
char skin[68];
|
|
for (unsigned int i = 0; i < header.num_skins; ++i)
|
|
{
|
|
stream.Read(skin, 68*sizeof(char));
|
|
|
|
ParameterList matData;
|
|
matData.SetParameter(MaterialData::DiffuseTexturePath, (baseDir / skin).generic_u8string());
|
|
|
|
mesh->SetMaterialData(i, std::move(matData));
|
|
}
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<IndexBuffer> indexBuffer = std::make_shared<IndexBuffer>(false, header.num_tris*3, parameters.storage, parameters.indexBufferFlags);
|
|
|
|
// Extract triangles data
|
|
std::vector<MD2_Triangle> triangles(header.num_tris);
|
|
|
|
stream.SetCursorPos(header.offset_tris);
|
|
stream.Read(&triangles[0], header.num_tris*sizeof(MD2_Triangle));
|
|
|
|
// And convert them into an index buffer
|
|
BufferMapper<IndexBuffer> indexMapper(*indexBuffer, BufferAccess::DiscardAndWrite);
|
|
UInt16* index = static_cast<UInt16*>(indexMapper.GetPointer());
|
|
|
|
for (unsigned int i = 0; i < header.num_tris; ++i)
|
|
{
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
SwapBytes(&triangles[i].vertices[0], sizeof(UInt16));
|
|
SwapBytes(&triangles[i].texCoords[0], sizeof(UInt16));
|
|
|
|
SwapBytes(&triangles[i].vertices[1], sizeof(UInt16));
|
|
SwapBytes(&triangles[i].texCoords[1], sizeof(UInt16));
|
|
|
|
SwapBytes(&triangles[i].vertices[2], sizeof(UInt16));
|
|
SwapBytes(&triangles[i].texCoords[2], sizeof(UInt16));
|
|
#endif
|
|
|
|
// Reverse winding order
|
|
*index++ = triangles[i].vertices[0];
|
|
*index++ = triangles[i].vertices[2];
|
|
*index++ = triangles[i].vertices[1];
|
|
}
|
|
|
|
indexMapper.Unmap();
|
|
|
|
// Optimize if requested (improves cache locality)
|
|
if (parameters.optimizeIndexBuffers)
|
|
indexBuffer->Optimize();
|
|
|
|
// Extracting texture coordinates
|
|
std::vector<MD2_TexCoord> texCoords(header.num_st);
|
|
|
|
stream.SetCursorPos(header.offset_st);
|
|
stream.Read(&texCoords[0], header.num_st*sizeof(MD2_TexCoord));
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
for (unsigned int i = 0; i < header.num_st; ++i)
|
|
{
|
|
SwapBytes(&texCoords[i].u, sizeof(Int16));
|
|
SwapBytes(&texCoords[i].v, sizeof(Int16));
|
|
}
|
|
#endif
|
|
|
|
std::shared_ptr<VertexBuffer> vertexBuffer = std::make_shared<VertexBuffer>(parameters.vertexDeclaration, header.num_vertices, parameters.storage, parameters.vertexBufferFlags);
|
|
std::shared_ptr<StaticMesh> subMesh = std::make_shared<StaticMesh>(vertexBuffer, indexBuffer);
|
|
|
|
// Extracting vertices
|
|
stream.SetCursorPos(header.offset_frames);
|
|
|
|
std::vector<MD2_Vertex> vertices(header.num_vertices);
|
|
Vector3f scale, translate;
|
|
stream.Read(&scale, sizeof(Vector3f));
|
|
stream.Read(&translate, sizeof(Vector3f));
|
|
stream.Read(nullptr, 16*sizeof(char)); //< Frame name, unused
|
|
stream.Read(vertices.data(), header.num_vertices*sizeof(MD2_Vertex));
|
|
|
|
#ifdef NAZARA_BIG_ENDIAN
|
|
SwapBytes(&scale.x, sizeof(float));
|
|
SwapBytes(&scale.y, sizeof(float));
|
|
SwapBytes(&scale.z, sizeof(float));
|
|
|
|
SwapBytes(&translate.x, sizeof(float));
|
|
SwapBytes(&translate.y, sizeof(float));
|
|
SwapBytes(&translate.z, sizeof(float));
|
|
#endif
|
|
|
|
constexpr float ScaleAdjust = 1.f / 27.8f; // Make a 50 Quake 2 units character a 1.8 unit long
|
|
|
|
scale *= ScaleAdjust;
|
|
translate *= ScaleAdjust;
|
|
|
|
VertexMapper vertexMapper(*vertexBuffer, BufferAccess::DiscardAndWrite);
|
|
|
|
// Loading texture coordinates
|
|
if (auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent::TexCoord))
|
|
{
|
|
constexpr std::array<UInt32, 3> indexFix = {0, 2, 1};
|
|
|
|
Vector2f invSkinSize(1.f / header.skinwidth, 1.f / header.skinheight);
|
|
for (UInt32 i = 0; i < header.num_tris; ++i)
|
|
{
|
|
for (UInt32 fixedIndex : indexFix) //< Reverse winding order
|
|
{
|
|
const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
|
|
Vector2f uv(texC.u, texC.v);
|
|
uv *= invSkinSize;
|
|
|
|
uvPtr[triangles[i].vertices[fixedIndex]].Set(parameters.texCoordOffset + uv * parameters.texCoordScale);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Align the model to our coordinates system
|
|
Quaternionf rotationQuat = EulerAnglesf(-90.f, 90.f, 0.f);
|
|
Nz::Matrix4f matrix = Matrix4f::Transform(translate, rotationQuat, scale);
|
|
matrix *= parameters.matrix;
|
|
|
|
// Vertex normals
|
|
if (auto normalPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent::Normal))
|
|
{
|
|
Nz::Matrix4f normalMatrix = Matrix4f::Rotate(rotationQuat);
|
|
normalMatrix *= parameters.matrix;
|
|
|
|
for (UInt32 v = 0; v < header.num_vertices; ++v)
|
|
{
|
|
const MD2_Vertex& vert = vertices[v];
|
|
|
|
*normalPtr++ = normalMatrix.Transform(md2Normals[vert.n], 0.f);
|
|
}
|
|
}
|
|
|
|
// Vertex positions
|
|
if (auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent::Position))
|
|
{
|
|
for (UInt32 v = 0; v < header.num_vertices; ++v)
|
|
{
|
|
const MD2_Vertex& vert = vertices[v];
|
|
|
|
*posPtr++ = matrix * Vector3f(vert.x, vert.y, vert.z);
|
|
}
|
|
}
|
|
|
|
// Vertex colors (.md2 files have no vertex color)
|
|
if (auto colorPtr = vertexMapper.GetComponentPtr<Color>(VertexComponent::Color))
|
|
{
|
|
for (UInt32 v = 0; v < header.num_vertices; ++v)
|
|
*colorPtr++ = Color::White;
|
|
}
|
|
|
|
vertexMapper.Unmap();
|
|
|
|
subMesh->SetIndexBuffer(indexBuffer);
|
|
subMesh->SetMaterialIndex(0);
|
|
|
|
subMesh->GenerateAABB();
|
|
|
|
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent::Tangent))
|
|
subMesh->GenerateTangents();
|
|
|
|
mesh->AddSubMesh(subMesh);
|
|
|
|
if (parameters.center)
|
|
mesh->Recenter();
|
|
|
|
return mesh;
|
|
}
|
|
}
|
|
|
|
namespace Loaders
|
|
{
|
|
MeshLoader::Entry GetMeshLoader_MD2()
|
|
{
|
|
MeshLoader::Entry loader;
|
|
loader.extensionSupport = IsSupported;
|
|
loader.streamChecker = Check;
|
|
loader.streamLoader = Load;
|
|
|
|
return loader;
|
|
}
|
|
}
|
|
}
|