NazaraEngine/src/Nazara/Utility/Loaders/MD2/Mesh.cpp

293 lines
8.7 KiB
C++

// Copyright (C) 2012 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/Loaders/MD2/Mesh.hpp>
#include <Nazara/Core/InputStream.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <Nazara/Utility/Debug.hpp>
NzMD2Mesh::NzMD2Mesh(const NzMesh* parent) :
NzKeyframeMesh(parent),
m_frames(nullptr),
m_indexBuffer(nullptr),
m_vertexBuffer(nullptr)
{
}
NzMD2Mesh::~NzMD2Mesh()
{
Destroy();
}
bool NzMD2Mesh::Create(const md2_header& header, NzInputStream& stream, const NzMeshParams& parameters)
{
Destroy();
unsigned int startFrame = NzClamp(parameters.animation.startFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
unsigned int endFrame = NzClamp(parameters.animation.endFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
m_frameCount = endFrame - startFrame + 1;
m_vertexCount = header.num_tris * 3;
/// Chargement des vertices
std::vector<md2_texCoord> texCoords(header.num_st);
std::vector<md2_triangle> triangles(header.num_tris);
// Lecture des coordonnées de texture
stream.SetCursorPos(header.offset_st);
stream.Read(&texCoords[0], header.num_st*sizeof(md2_texCoord));
#if defined(NAZARA_BIG_ENDIAN)
for (unsigned int i = 0; i < header.num_st; ++i)
{
NzByteSwap(&texCoords[i].u, sizeof(nzInt16));
NzByteSwap(&texCoords[i].v, sizeof(nzInt16));
}
#endif
stream.SetCursorPos(header.offset_tris);
stream.Read(&triangles[0], header.num_tris*sizeof(md2_triangle));
#if defined(NAZARA_BIG_ENDIAN)
for (unsigned int i = 0; i < header.num_tris; ++i)
{
NzByteSwap(&triangles[i].vertices[0], sizeof(nzUInt16));
NzByteSwap(&texCoords[i].texCoords[0], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[1], sizeof(nzUInt16));
NzByteSwap(&texCoords[i].texCoords[1], sizeof(nzUInt16));
NzByteSwap(&triangles[i].vertices[2], sizeof(nzUInt16));
NzByteSwap(&texCoords[i].texCoords[2], sizeof(nzUInt16));
}
#endif
stream.SetCursorPos(header.offset_frames + header.framesize*startFrame);
md2_frame frame;
frame.vertices.resize(header.num_vertices);
// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
NzQuaternionf rotationQuat = NzEulerAnglesf(-90.f, 90.f, 0.f);
//NzMatrix4f rotationMatrix = NzMatrix4f::Rotate(NzEulerAnglesf(-90.f, -90.f, 0.f));
unsigned int stride = s_declaration.GetStride(nzElementStream_VertexData);
m_frames = new Frame[m_frameCount];
for (unsigned int i = 0; i < m_frameCount; ++i)
{
stream.Read(&frame.scale, sizeof(NzVector3f));
stream.Read(&frame.translate, sizeof(NzVector3f));
stream.Read(&frame.name, 16*sizeof(char));
stream.Read(&frame.vertices[0], header.num_vertices*sizeof(md2_vertex));
#if defined(NAZARA_BIG_ENDIAN)
NzByteSwap(&frame.scale.x, sizeof(float));
NzByteSwap(&frame.scale.y, sizeof(float));
NzByteSwap(&frame.scale.z, sizeof(float));
NzByteSwap(&frame.translate.x, sizeof(float));
NzByteSwap(&frame.translate.y, sizeof(float));
NzByteSwap(&frame.translate.z, sizeof(float));
#endif
m_frames[i].normal = new nzUInt8[m_vertexCount]; // Nous stockons l'indice MD2 de la normale plutôt que la normale (gain d'espace)
m_frames[i].vertices = new NzVector3f[m_vertexCount];
NzVector3f max, min;
for (unsigned int t = 0; t < header.num_tris; ++t)
{
for (unsigned int v = 0; v < 3; ++v)
{
const md2_vertex& vert = frame.vertices[triangles[t].vertices[v]];
NzVector3f vertex = rotationQuat * NzVector3f(vert.x * frame.scale.x + frame.translate.x, vert.y * frame.scale.y + frame.translate.y, vert.z * frame.scale.z + frame.translate.z);
// On fait en sorte d'avoir deux vertices de délimitation, définissant un rectangle dans l'espace
max.Maximize(vertex);
min.Minimize(vertex);
// Le MD2 ne définit pas ses vertices dans le bon ordre, il nous faut donc les ajouter dans l'ordre inverse
unsigned int index = m_vertexCount - (t*3 + v) - 1;
m_frames[i].normal[index] = vert.n;
m_frames[i].vertices[index] = vertex;
}
}
m_frames[i].aabb.SetExtends(min, max);
}
m_indexBuffer = nullptr; // Pas d'indexbuffer pour l'instant
m_vertexBuffer = new NzVertexBuffer(m_vertexCount, (3+3+2)*sizeof(float), parameters.storage, nzBufferUsage_Dynamic);
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
if (!ptr)
{
NazaraError("Failed to map vertex buffer");
Destroy();
return false;
}
// On avance jusqu'aux dernières coordonnées de texture et on les définit dans l'ordre inverse
ptr += s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_TexCoord)->offset + stride * (m_vertexCount-1);
for (unsigned int t = 0; t < header.num_tris; ++t)
{
for (unsigned int v = 0; v < 3; ++v)
{
const md2_texCoord& texC = texCoords[triangles[t].texCoords[v]];
NzVector2f* coords = reinterpret_cast<NzVector2f*>(ptr);
coords->x = texC.u / static_cast<float>(header.skinwidth);
coords->y = 1.f - texC.v / static_cast<float>(header.skinheight);
ptr -= stride;
}
}
if (!m_vertexBuffer->Unmap())
{
NazaraError("Failed to unmap buffer");
Destroy();
return false;
}
m_vertexBuffer->AddResourceReference();
m_vertexBuffer->SetPersistent(false);
AnimateImpl(0, 0, 0.f);
return true;
}
void NzMD2Mesh::Destroy()
{
if (m_frames)
{
for (unsigned int i = 0; i < m_frameCount; ++i)
{
delete[] m_frames[i].normal;
delete[] m_frames[i].vertices;
}
delete[] m_frames;
m_frames = nullptr;
}
if (m_indexBuffer)
{
m_indexBuffer->RemoveResourceReference();
m_indexBuffer = nullptr;
}
if (m_vertexBuffer)
{
m_vertexBuffer->RemoveResourceReference();
m_vertexBuffer = nullptr;
}
}
const NzAxisAlignedBox& NzMD2Mesh::GetAABB() const
{
return m_aabb;
}
nzAnimationType NzMD2Mesh::GetAnimationType() const
{
if (m_frameCount > 1)
return nzAnimationType_Keyframe;
else
return nzAnimationType_Static;
}
unsigned int NzMD2Mesh::GetFrameCount() const
{
return m_frameCount;
}
const NzIndexBuffer* NzMD2Mesh::GetIndexBuffer() const
{
return nullptr;
//return m_indexBuffer;
}
nzPrimitiveType NzMD2Mesh::GetPrimitiveType() const
{
return nzPrimitiveType_TriangleList;
}
const NzVertexBuffer* NzMD2Mesh::GetVertexBuffer() const
{
return m_vertexBuffer;
}
const NzVertexDeclaration* NzMD2Mesh::GetVertexDeclaration() const
{
return &s_declaration;
}
void NzMD2Mesh::Initialize()
{
NzVertexElement elements[3];
elements[0].offset = 0;
elements[0].type = nzElementType_Float3;
elements[0].usage = nzElementUsage_Position;
elements[1].offset = 3*sizeof(float);
elements[1].type = nzElementType_Float3;
elements[1].usage = nzElementUsage_Normal;
elements[2].offset = 3*sizeof(float) + 3*sizeof(float);
elements[2].type = nzElementType_Float2;
elements[2].usage = nzElementUsage_TexCoord;
s_declaration.Create(elements, 3);
}
void NzMD2Mesh::Uninitialize()
{
s_declaration.Destroy();
}
void NzMD2Mesh::AnimateImpl(unsigned int frameA, unsigned int frameB, float interpolation)
{
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(m_vertexBuffer->Map(nzBufferAccess_WriteOnly));
if (!ptr)
{
NazaraError("Failed to map vertex buffer");
return;
}
unsigned int stride = s_declaration.GetStride(nzElementStream_VertexData);
unsigned int positionOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Position)->offset;
unsigned int normalOffset = s_declaration.GetElement(nzElementStream_VertexData, nzElementUsage_Normal)->offset;
Frame* fA = &m_frames[frameA];
Frame* fB = &m_frames[frameB];
for (unsigned int i = 0; i < m_vertexCount; ++i)
{
NzVector3f* position = reinterpret_cast<NzVector3f*>(ptr + positionOffset);
NzVector3f* normal = reinterpret_cast<NzVector3f*>(ptr + normalOffset);
*position = fA->vertices[i] + interpolation * (fB->vertices[i] - fA->vertices[i]);
*normal = md2Normals[fA->normal[i]] + interpolation * (md2Normals[fB->normal[i]] - md2Normals[fA->normal[i]]);
ptr += stride;
}
if (!m_vertexBuffer->Unmap())
NazaraWarning("Failed to unmap vertex buffer, expect mesh corruption");
// Interpolation de l'AABB
NzVector3f max1 = fA->aabb.GetMaximum();
NzVector3f min1 = fA->aabb.GetMinimum();
m_aabb.SetExtends(min1 + interpolation * (fB->aabb.GetMinimum() - min1), max1 + interpolation * (fB->aabb.GetMaximum() - max1));
}
NzVertexDeclaration NzMD2Mesh::s_declaration;