NazaraEngine/src/Nazara/Utility/Formats/MD2Loader.cpp

261 lines
7.8 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// 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/Algorithm.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/Formats/MD2Constants.hpp>
#include <cstddef>
#include <cstring>
#include <memory>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
namespace
{
bool IsSupported(const String& 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;
}
bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
{
MD2_Header header;
if (stream.Read(&header, sizeof(MD2_Header)) != sizeof(MD2_Header))
{
NazaraError("Failed to read header");
return false;
}
#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 false;
}
/// Création du mesh
// Le moteur ne supporte plus les animations image-clé, nous ne pouvons charger qu'en statique
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
{
NazaraInternalError("Failed to create mesh");
return false;
}
/// Chargement des skins
if (header.num_skins > 0)
{
mesh->SetMaterialCount(header.num_skins);
stream.SetCursorPos(header.offset_skins);
{
String 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);
mesh->SetMaterialData(i, std::move(matData));
}
}
}
/// Chargement des submesh
// Actuellement le loader ne charge qu'un submesh
IndexBufferRef indexBuffer = IndexBuffer::New(false, header.num_tris*3, parameters.storage, BufferUsage_Static);
/// Lecture des triangles
std::vector<MD2_Triangle> triangles(header.num_tris);
stream.SetCursorPos(header.offset_tris);
stream.Read(&triangles[0], header.num_tris*sizeof(MD2_Triangle));
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
// On respécifie le triangle dans l'ordre attendu
*index++ = triangles[i].vertices[0];
*index++ = triangles[i].vertices[2];
*index++ = triangles[i].vertices[1];
}
indexMapper.Unmap();
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
/// Lecture des coordonnées de texture
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
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), header.num_vertices, parameters.storage, BufferUsage_Static);
StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create SubMesh");
return false;
}
/// Chargement des vertices
stream.SetCursorPos(header.offset_frames);
std::unique_ptr<MD2_Vertex[]> vertices(new MD2_Vertex[header.num_vertices]);
Vector3f scale, translate;
stream.Read(scale, sizeof(Vector3f));
stream.Read(translate, sizeof(Vector3f));
stream.Read(nullptr, 16*sizeof(char)); // Nom de la frame, inutile ici
stream.Read(vertices.get(), 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;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer());
/// Chargement des coordonnées de texture
const unsigned int indexFix[3] = {0, 2, 1}; // Pour respécifier les indices dans le bon ordre
for (unsigned int i = 0; i < header.num_tris; ++i)
{
for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j];
const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
float u = static_cast<float>(texC.u) / header.skinwidth;
float v = static_cast<float>(texC.v) / header.skinheight;
vertex[triangles[i].vertices[fixedIndex]].uv.Set(u, (parameters.flipUVs) ? 1.f - v : v);
}
}
/// Chargement des positions
// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
Quaternionf rotationQuat = EulerAnglesf(-90.f, 90.f, 0.f);
Nz::Matrix4f matrix = Matrix4f::Transform(translate, rotationQuat, scale);
matrix *= parameters.matrix;
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
const MD2_Vertex& vert = vertices[v];
Vector3f position = matrix * Vector3f(vert.x, vert.y, vert.z);
vertex->position = position;
vertex->normal = rotationQuat * md2Normals[vert.n];
vertex++;
}
vertexMapper.Unmap();
subMesh->SetIndexBuffer(indexBuffer);
subMesh->SetMaterialIndex(0);
subMesh->GenerateAABB();
subMesh->GenerateTangents();
mesh->AddSubMesh(subMesh);
if (parameters.center)
mesh->Recenter();
return true;
}
}
namespace Loaders
{
void RegisterMD2()
{
MeshLoader::RegisterLoader(IsSupported, Check, Load);
}
void UnregisterMD2()
{
MeshLoader::UnregisterLoader(IsSupported, Check, Load);
}
}
}