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https://github.com/open-goal/jak-project.git
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06ef52cd25
* [decompiler] suppport jak 2 * cleanpu * remove brief from gtest options * fix test
777 lines
30 KiB
C++
777 lines
30 KiB
C++
#include "fr3_to_gltf.h"
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#include "common/custom_data/Tfrag3Data.h"
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#include "common/math/Vector.h"
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#include "decompiler/level_extractor/tfrag_tie_fixup.h"
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#include "third-party/tiny_gltf/tiny_gltf.h"
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namespace {
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/*!
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* Convert fr3 format indices (strip format, with UINT32_MAX as restart) to unstripped tris.
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* Assumes that this is the tfrag/tie format of stripping. Will flip tris as needed so the faces
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* in this fragment all point a consistent way. However, the entire frag may be flipped.
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*/
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void unstrip_tfrag_tie(const std::vector<u32>& stripped_indices,
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const std::vector<math::Vector3f>& positions,
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std::vector<u32>& unstripped,
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std::vector<u32>& old_to_new_start) {
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fixup_and_unstrip_tfrag_tie(stripped_indices, positions, unstripped, old_to_new_start);
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}
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/*!
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* Convert shrub strips. This doesn't assume anything about the strips.
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*/
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void unstrip_shrub_draws(const std::vector<u32>& stripped_indices,
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std::vector<u32>& unstripped,
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std::vector<u32>& draw_to_start,
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std::vector<u32>& draw_to_count,
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const std::vector<tfrag3::ShrubDraw>& draws) {
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for (auto& draw : draws) {
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draw_to_start.push_back(unstripped.size());
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for (size_t i = 2; i < draw.num_indices; i++) {
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int idx = i + draw.first_index_index;
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u32 a = stripped_indices[idx];
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u32 b = stripped_indices[idx - 1];
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u32 c = stripped_indices[idx - 2];
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if (a == UINT32_MAX || b == UINT32_MAX || c == UINT32_MAX) {
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continue;
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}
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unstripped.push_back(a);
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unstripped.push_back(b);
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unstripped.push_back(c);
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}
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draw_to_count.push_back(unstripped.size() - draw_to_start.back());
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}
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}
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/*!
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* Convert merc strips. Doesn't assume anything about strips. Output is [model][effect][draw] format
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*/
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void unstrip_merc_draws(const std::vector<u32>& stripped_indices,
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const std::vector<tfrag3::MercModel>& models,
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std::vector<u32>& unstripped,
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std::vector<std::vector<std::vector<u32>>>& draw_to_start,
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std::vector<std::vector<std::vector<u32>>>& draw_to_count) {
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for (auto& model : models) {
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auto& model_dts = draw_to_start.emplace_back();
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auto& model_dtc = draw_to_count.emplace_back();
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for (auto& effect : model.effects) {
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auto& effect_dts = model_dts.emplace_back();
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auto& effect_dtc = model_dtc.emplace_back();
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for (auto& draw : effect.draws) {
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effect_dts.push_back(unstripped.size());
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for (size_t i = 2; i < draw.index_count; i++) {
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int idx = i + draw.first_index;
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u32 a = stripped_indices[idx];
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u32 b = stripped_indices[idx - 1];
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u32 c = stripped_indices[idx - 2];
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if (a == UINT32_MAX || b == UINT32_MAX || c == UINT32_MAX) {
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continue;
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}
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unstripped.push_back(a);
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unstripped.push_back(b);
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unstripped.push_back(c);
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}
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effect_dtc.push_back(unstripped.size() - effect_dts.back());
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}
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}
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}
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}
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/*!
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* Get just the xyz positions from a preloaded vertex vector.
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*/
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std::vector<math::Vector3f> extract_positions(const std::vector<tfrag3::PreloadedVertex>& vtx) {
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std::vector<math::Vector3f> result;
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for (auto& v : vtx) {
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auto& o = result.emplace_back();
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o[0] = v.x;
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o[1] = v.y;
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o[2] = v.z;
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}
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return result;
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}
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/*!
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* Set up a buffer for the positions of the given vertices.
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* Return the index of the accessor.
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*/
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template <typename T>
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int make_position_buffer_accessor(const std::vector<T>& vertices, tinygltf::Model& model) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 3 * vertices.size());
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// and fill it
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u8* buffer_ptr = buffer.data.data();
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for (const auto& vtx : vertices) {
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if constexpr (std::is_same<T, tfrag3::MercVertex>::value) {
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float xyz[3] = {vtx.pos[0] / 4096.f, vtx.pos[1] / 4096.f, vtx.pos[2] / 4096.f};
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memcpy(buffer_ptr, xyz, 3 * sizeof(float));
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buffer_ptr += 3 * sizeof(float);
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} else {
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float xyz[3] = {vtx.x / 4096.f, vtx.y / 4096.f, vtx.z / 4096.f};
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memcpy(buffer_ptr, xyz, 3 * sizeof(float));
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buffer_ptr += 3 * sizeof(float);
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}
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}
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC3;
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return accessor_idx;
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}
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/*!
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* Set up a buffer for the texture coordinates of the given vertices, multiplying by scale.
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* Return the index of the accessor.
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*/
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template <typename T>
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int make_tex_buffer_accessor(const std::vector<T>& vertices, tinygltf::Model& model, float scale) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 2 * vertices.size());
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// and fill it
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u8* buffer_ptr = buffer.data.data();
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for (const auto& vtx : vertices) {
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if constexpr (std::is_same<T, tfrag3::MercVertex>::value) {
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float st[2] = {vtx.st[0] * scale, vtx.st[1] * scale};
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memcpy(buffer_ptr, st, 2 * sizeof(float));
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buffer_ptr += 2 * sizeof(float);
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} else {
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float st[2] = {vtx.s * scale, vtx.t * scale};
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memcpy(buffer_ptr, st, 2 * sizeof(float));
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buffer_ptr += 2 * sizeof(float);
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}
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}
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC2;
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return accessor_idx;
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}
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/*!
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* Set up a buffer of vertex colors for the given time of day index, for tfrag.
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* Uses the time of day texture to look up colors.
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*/
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int make_color_buffer_accessor(const std::vector<tfrag3::PreloadedVertex>& vertices,
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tinygltf::Model& model,
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const tfrag3::TfragTree& tfrag_tree,
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int time_of_day) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 4 * vertices.size());
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std::vector<float> floats;
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for (size_t i = 0; i < vertices.size(); i++) {
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auto& color = tfrag_tree.colors.at(vertices[i].color_index);
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for (int j = 0; j < 3; j++) {
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floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
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}
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floats.push_back(1.f);
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}
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memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC4;
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return accessor_idx;
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}
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/*!
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* Set up a buffer of vertex colors for the given time of day index, for tie.
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* Uses the time of day texture to look up colors.
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*/
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int make_color_buffer_accessor(const std::vector<tfrag3::PreloadedVertex>& vertices,
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tinygltf::Model& model,
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const tfrag3::TieTree& tie_tree,
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int time_of_day) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 4 * vertices.size());
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std::vector<float> floats;
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for (size_t i = 0; i < vertices.size(); i++) {
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auto& color = tie_tree.colors.at(vertices[i].color_index);
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for (int j = 0; j < 3; j++) {
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floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
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}
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floats.push_back(1.f);
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}
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memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC4;
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return accessor_idx;
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}
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int make_color_buffer_accessor(const std::vector<tfrag3::MercVertex>& vertices,
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tinygltf::Model& model) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 4 * vertices.size());
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std::vector<float> floats;
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for (size_t i = 0; i < vertices.size(); i++) {
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for (int j = 0; j < 3; j++) {
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floats.push_back(((float)vertices[i].rgba[j]) / 255.f);
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}
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floats.push_back(1.f);
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}
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memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC4;
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return accessor_idx;
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}
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/*!
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* Set up a buffer of vertex colors for the given time of day index, for shrub.
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* Uses the time of day texture to look up colors.
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*/
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int make_color_buffer_accessor(const std::vector<tfrag3::ShrubGpuVertex>& vertices,
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tinygltf::Model& model,
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const tfrag3::ShrubTree& shrub_tree,
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int time_of_day) {
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(float) * 4 * vertices.size());
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std::vector<float> floats;
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for (size_t i = 0; i < vertices.size(); i++) {
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auto& color = shrub_tree.time_of_day_colors.at(vertices[i].color_index);
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for (int j = 0; j < 3; j++) {
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floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
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}
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floats.push_back(1.f);
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}
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memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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int accessor_idx = (int)model.accessors.size();
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auto& accessor = model.accessors.emplace_back();
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accessor.bufferView = buffer_view_idx;
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accessor.byteOffset = 0;
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accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor.count = vertices.size();
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accessor.type = TINYGLTF_TYPE_VEC4;
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return accessor_idx;
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}
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/*!
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* Create a tinygltf buffer and buffer view for indices, and convert to gltf format.
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* The map can be used to go from slots in the old index buffer to new.
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*/
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int make_tfrag_tie_index_buffer_view(const std::vector<u32>& indices,
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const std::vector<math::Vector3f>& positions,
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tinygltf::Model& model,
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std::vector<u32>& map_out) {
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std::vector<u32> unstripped;
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unstrip_tfrag_tie(indices, positions, unstripped, map_out);
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(u32) * unstripped.size());
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// and fill it
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memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
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return buffer_view_idx;
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}
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/*!
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* Create a tinygltf buffer and buffer view for indices, and convert to gltf format.
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* The map can be used to go from slots in the old index buffer to new.
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*/
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int make_shrub_index_buffer_view(const std::vector<u32>& indices,
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const std::vector<tfrag3::ShrubDraw>& draws,
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tinygltf::Model& model,
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std::vector<u32>& draw_to_start,
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std::vector<u32>& draw_to_count) {
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std::vector<u32> unstripped;
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unstrip_shrub_draws(indices, unstripped, draw_to_start, draw_to_count, draws);
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(u32) * unstripped.size());
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// and fill it
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memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
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buffer_view.byteOffset = 0;
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buffer_view.byteLength = buffer.data.size();
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buffer_view.byteStride = 0; // tightly packed
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buffer_view.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
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return buffer_view_idx;
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}
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int make_merc_index_buffer_view(const std::vector<u32>& indices,
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const std::vector<tfrag3::MercModel>& models,
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tinygltf::Model& model,
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std::vector<std::vector<std::vector<u32>>>& draw_to_start,
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std::vector<std::vector<std::vector<u32>>>& draw_to_count) {
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std::vector<u32> unstripped;
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unstrip_merc_draws(indices, models, unstripped, draw_to_start, draw_to_count);
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// first create a buffer:
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int buffer_idx = (int)model.buffers.size();
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auto& buffer = model.buffers.emplace_back();
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buffer.data.resize(sizeof(u32) * unstripped.size());
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// and fill it
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memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
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// create a view of this buffer
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int buffer_view_idx = (int)model.bufferViews.size();
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auto& buffer_view = model.bufferViews.emplace_back();
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buffer_view.buffer = buffer_idx;
|
|
buffer_view.byteOffset = 0;
|
|
buffer_view.byteLength = buffer.data.size();
|
|
buffer_view.byteStride = 0; // tightly packed
|
|
buffer_view.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
|
|
return buffer_view_idx;
|
|
}
|
|
|
|
int make_index_buffer_accessor(tinygltf::Model& model,
|
|
const tfrag3::StripDraw& draw,
|
|
const std::vector<u32>& idx_map,
|
|
int buffer_view_idx) {
|
|
int accessor_idx = (int)model.accessors.size();
|
|
auto& accessor = model.accessors.emplace_back();
|
|
accessor.bufferView = buffer_view_idx;
|
|
accessor.byteOffset = sizeof(u32) * idx_map.at(draw.unpacked.idx_of_first_idx_in_full_buffer);
|
|
accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT;
|
|
accessor.count = draw.num_triangles * 3;
|
|
accessor.type = TINYGLTF_TYPE_SCALAR;
|
|
|
|
return accessor_idx;
|
|
}
|
|
|
|
int make_index_buffer_accessor(tinygltf::Model& model, u32 start, u32 count, int buffer_view_idx) {
|
|
int accessor_idx = (int)model.accessors.size();
|
|
auto& accessor = model.accessors.emplace_back();
|
|
accessor.bufferView = buffer_view_idx;
|
|
|
|
accessor.byteOffset = sizeof(u32) * start;
|
|
accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT;
|
|
accessor.count = count;
|
|
accessor.type = TINYGLTF_TYPE_SCALAR;
|
|
|
|
return accessor_idx;
|
|
}
|
|
|
|
int add_image_for_tex(const tfrag3::Level& level,
|
|
tinygltf::Model& model,
|
|
int tex_idx,
|
|
std::unordered_map<int, int>& tex_image_map) {
|
|
const auto& existing = tex_image_map.find(tex_idx);
|
|
if (existing != tex_image_map.end()) {
|
|
return existing->second;
|
|
}
|
|
|
|
auto& tex = level.textures.at(tex_idx);
|
|
int image_idx = (int)model.images.size();
|
|
auto& image = model.images.emplace_back();
|
|
image.pixel_type = TINYGLTF_TEXTURE_TYPE_UNSIGNED_BYTE;
|
|
image.width = tex.w;
|
|
image.height = tex.h;
|
|
image.image.resize(tex.data.size() * 4);
|
|
image.bits = 8;
|
|
image.component = 4;
|
|
image.mimeType = "image/png";
|
|
image.name = tex.debug_name;
|
|
memcpy(image.image.data(), tex.data.data(), tex.data.size() * 4);
|
|
|
|
tex_image_map[tex_idx] = image_idx;
|
|
return image_idx;
|
|
}
|
|
|
|
int add_material_for_tex(const tfrag3::Level& level,
|
|
tinygltf::Model& model,
|
|
int tex_idx,
|
|
std::unordered_map<int, int>& tex_image_map,
|
|
const DrawMode& draw_mode) {
|
|
int mat_idx = (int)model.materials.size();
|
|
auto& mat = model.materials.emplace_back();
|
|
auto& tex = level.textures.at(tex_idx);
|
|
|
|
mat.doubleSided = true;
|
|
// the 2.0 here compensates for the ps2's weird blending where 0.5 behaves like 1.0
|
|
mat.pbrMetallicRoughness.baseColorFactor = {2.0, 2.0, 2.0, 2.0};
|
|
mat.pbrMetallicRoughness.baseColorTexture.texCoord = 0; // TEXCOORD_0, I think
|
|
mat.pbrMetallicRoughness.baseColorTexture.index = model.textures.size();
|
|
mat.alphaMode = draw_mode.get_ab_enable() ? "BLEND" : "MASK";
|
|
// the foreground and background renderers both use this cutoff
|
|
mat.alphaCutoff = (float)0x26 / 255.f;
|
|
auto& gltf_texture = model.textures.emplace_back();
|
|
gltf_texture.name = tex.debug_name;
|
|
gltf_texture.sampler = model.samplers.size();
|
|
auto& sampler = model.samplers.emplace_back();
|
|
sampler.minFilter = draw_mode.get_filt_enable() ? TINYGLTF_TEXTURE_FILTER_LINEAR
|
|
: TINYGLTF_TEXTURE_FILTER_NEAREST;
|
|
sampler.magFilter = draw_mode.get_filt_enable() ? TINYGLTF_TEXTURE_FILTER_LINEAR
|
|
: TINYGLTF_TEXTURE_FILTER_NEAREST;
|
|
sampler.wrapS = draw_mode.get_clamp_s_enable() ? TINYGLTF_TEXTURE_WRAP_CLAMP_TO_EDGE
|
|
: TINYGLTF_TEXTURE_WRAP_REPEAT;
|
|
sampler.wrapT = draw_mode.get_clamp_t_enable() ? TINYGLTF_TEXTURE_WRAP_CLAMP_TO_EDGE
|
|
: TINYGLTF_TEXTURE_WRAP_REPEAT;
|
|
sampler.name = tex.debug_name;
|
|
|
|
gltf_texture.source = add_image_for_tex(level, model, tex_idx, tex_image_map);
|
|
|
|
return mat_idx;
|
|
}
|
|
|
|
constexpr int kMaxColor = 1;
|
|
/*!
|
|
* Add the given tfrag data to a node under tfrag_root.
|
|
*/
|
|
void add_tfrag(const tfrag3::Level& level,
|
|
const tfrag3::TfragTree& tfrag_in,
|
|
tinygltf::Model& model,
|
|
std::unordered_map<int, int>& tex_image_map) {
|
|
// copy and unpack in place
|
|
tfrag3::TfragTree tfrag = tfrag_in;
|
|
tfrag.unpack();
|
|
|
|
// we'll make a Node, Mesh, Primitive, then add the data to the primitive.
|
|
int node_idx = (int)model.nodes.size();
|
|
auto& node = model.nodes.emplace_back();
|
|
model.scenes.at(0).nodes.push_back(node_idx);
|
|
|
|
int mesh_idx = (int)model.meshes.size();
|
|
auto& mesh = model.meshes.emplace_back();
|
|
node.mesh = mesh_idx;
|
|
|
|
int position_buffer_accessor = make_position_buffer_accessor(tfrag.unpacked.vertices, model);
|
|
int texture_buffer_accessor = make_tex_buffer_accessor(tfrag.unpacked.vertices, model, 1.f);
|
|
std::vector<u32> index_map;
|
|
int index_buffer_view = make_tfrag_tie_index_buffer_view(
|
|
tfrag.unpacked.indices, extract_positions(tfrag.unpacked.vertices), model, index_map);
|
|
int colors[kMaxColor];
|
|
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
colors[i] = make_color_buffer_accessor(tfrag.unpacked.vertices, model, tfrag, i);
|
|
}
|
|
|
|
for (auto& draw : tfrag.draws) {
|
|
auto& prim = mesh.primitives.emplace_back();
|
|
prim.material = add_material_for_tex(level, model, draw.tree_tex_id, tex_image_map, draw.mode);
|
|
prim.indices = make_index_buffer_accessor(model, draw, index_map, index_buffer_view);
|
|
prim.attributes["POSITION"] = position_buffer_accessor;
|
|
prim.attributes["TEXCOORD_0"] = texture_buffer_accessor;
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
prim.attributes[fmt::format("COLOR_{}", i)] = colors[i];
|
|
}
|
|
prim.mode = TINYGLTF_MODE_TRIANGLES;
|
|
}
|
|
}
|
|
|
|
void add_tie(const tfrag3::Level& level,
|
|
const tfrag3::TieTree& tie_in,
|
|
tinygltf::Model& model,
|
|
std::unordered_map<int, int>& tex_image_map) {
|
|
// copy and unpack in place
|
|
tfrag3::TieTree tie = tie_in;
|
|
tie.unpack();
|
|
|
|
// we'll make a Node, Mesh, Primitive, then add the data to the primitive.
|
|
int node_idx = (int)model.nodes.size();
|
|
auto& node = model.nodes.emplace_back();
|
|
model.scenes.at(0).nodes.push_back(node_idx);
|
|
|
|
int mesh_idx = (int)model.meshes.size();
|
|
auto& mesh = model.meshes.emplace_back();
|
|
node.mesh = mesh_idx;
|
|
|
|
int position_buffer_accessor = make_position_buffer_accessor(tie.unpacked.vertices, model);
|
|
int texture_buffer_accessor = make_tex_buffer_accessor(tie.unpacked.vertices, model, 1.f);
|
|
std::vector<u32> index_map;
|
|
int index_buffer_view = make_tfrag_tie_index_buffer_view(
|
|
tie.unpacked.indices, extract_positions(tie.unpacked.vertices), model, index_map);
|
|
int colors[kMaxColor];
|
|
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
colors[i] = make_color_buffer_accessor(tie.unpacked.vertices, model, tie, i);
|
|
}
|
|
|
|
for (auto& draw : tie.static_draws) {
|
|
auto& prim = mesh.primitives.emplace_back();
|
|
prim.material = add_material_for_tex(level, model, draw.tree_tex_id, tex_image_map, draw.mode);
|
|
prim.indices = make_index_buffer_accessor(model, draw, index_map, index_buffer_view);
|
|
prim.attributes["POSITION"] = position_buffer_accessor;
|
|
prim.attributes["TEXCOORD_0"] = texture_buffer_accessor;
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
prim.attributes[fmt::format("COLOR_{}", i)] = colors[i];
|
|
}
|
|
prim.mode = TINYGLTF_MODE_TRIANGLES;
|
|
}
|
|
}
|
|
|
|
void add_shrub(const tfrag3::Level& level,
|
|
const tfrag3::ShrubTree& shrub_in,
|
|
tinygltf::Model& model,
|
|
std::unordered_map<int, int>& tex_image_map) {
|
|
// copy and unpack in place
|
|
tfrag3::ShrubTree shrub = shrub_in;
|
|
shrub.unpack();
|
|
|
|
// we'll make a Node, Mesh, Primitive, then add the data to the primitive.
|
|
int node_idx = (int)model.nodes.size();
|
|
auto& node = model.nodes.emplace_back();
|
|
model.scenes.at(0).nodes.push_back(node_idx);
|
|
|
|
int mesh_idx = (int)model.meshes.size();
|
|
auto& mesh = model.meshes.emplace_back();
|
|
node.mesh = mesh_idx;
|
|
|
|
int position_buffer_accessor = make_position_buffer_accessor(shrub.unpacked.vertices, model);
|
|
int texture_buffer_accessor =
|
|
make_tex_buffer_accessor(shrub.unpacked.vertices, model, 1.f / 4096.f);
|
|
std::vector<u32> draw_to_start, draw_to_count;
|
|
int index_buffer_view = make_shrub_index_buffer_view(shrub.indices, shrub.static_draws, model,
|
|
draw_to_start, draw_to_count);
|
|
int colors[kMaxColor];
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
colors[i] = make_color_buffer_accessor(shrub.unpacked.vertices, model, shrub, i);
|
|
}
|
|
|
|
// for (auto& draw : shrub.static_draws) {
|
|
for (size_t draw_idx = 0; draw_idx < shrub.static_draws.size(); draw_idx++) {
|
|
auto& draw = shrub.static_draws[draw_idx];
|
|
auto& prim = mesh.primitives.emplace_back();
|
|
prim.material = add_material_for_tex(level, model, draw.tree_tex_id, tex_image_map, draw.mode);
|
|
prim.indices = make_index_buffer_accessor(model, draw_to_start.at(draw_idx),
|
|
draw_to_count.at(draw_idx), index_buffer_view);
|
|
prim.attributes["POSITION"] = position_buffer_accessor;
|
|
prim.attributes["TEXCOORD_0"] = texture_buffer_accessor;
|
|
for (int i = 0; i < kMaxColor; i++) {
|
|
prim.attributes[fmt::format("COLOR_{}", i)] = colors[i];
|
|
}
|
|
prim.mode = TINYGLTF_MODE_TRIANGLES;
|
|
}
|
|
}
|
|
|
|
void add_merc(const tfrag3::Level& level,
|
|
tinygltf::Model& model,
|
|
std::unordered_map<int, int>& tex_image_map) {
|
|
const auto& mverts = level.merc_data.vertices;
|
|
|
|
// create position and uv buffers
|
|
int position_buffer_accessor = make_position_buffer_accessor(mverts, model);
|
|
int texture_buffer_accessor = make_tex_buffer_accessor(mverts, model, 1.f);
|
|
|
|
std::vector<std::vector<std::vector<u32>>> draw_to_start, draw_to_count;
|
|
int index_buffer_view = make_merc_index_buffer_view(
|
|
level.merc_data.indices, level.merc_data.models, model, draw_to_start, draw_to_count);
|
|
int colors = make_color_buffer_accessor(mverts, model);
|
|
|
|
for (size_t model_idx = 0; model_idx < level.merc_data.models.size(); model_idx++) {
|
|
const auto& mmodel = level.merc_data.models[model_idx];
|
|
|
|
int node_idx = (int)model.nodes.size();
|
|
auto& node = model.nodes.emplace_back();
|
|
model.scenes.at(0).nodes.push_back(node_idx);
|
|
node.name = mmodel.name;
|
|
int mesh_idx = (int)model.meshes.size();
|
|
auto& mesh = model.meshes.emplace_back();
|
|
mesh.name = node.name;
|
|
node.mesh = mesh_idx;
|
|
|
|
for (size_t effect_idx = 0; effect_idx < mmodel.effects.size(); effect_idx++) {
|
|
const auto& effect = mmodel.effects[effect_idx];
|
|
for (size_t draw_idx = 0; draw_idx < effect.draws.size(); draw_idx++) {
|
|
const auto& draw = effect.draws[draw_idx];
|
|
auto& prim = mesh.primitives.emplace_back();
|
|
prim.material =
|
|
add_material_for_tex(level, model, draw.tree_tex_id, tex_image_map, draw.mode);
|
|
prim.indices = make_index_buffer_accessor(
|
|
model, draw_to_start[model_idx][effect_idx][draw_idx],
|
|
draw_to_count[model_idx][effect_idx][draw_idx], index_buffer_view);
|
|
prim.attributes["POSITION"] = position_buffer_accessor;
|
|
prim.attributes["TEXCOORD_0"] = texture_buffer_accessor;
|
|
prim.attributes["COLOR_0"] = colors;
|
|
prim.mode = TINYGLTF_MODE_TRIANGLES;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} // namespace
|
|
|
|
/*!
|
|
* Export the background geometry (tie, tfrag, shrub) to a GLTF binary format (.glb) file.
|
|
*/
|
|
void save_level_background_as_gltf(const tfrag3::Level& level, const fs::path& glb_file) {
|
|
// the top level container for everything is the model.
|
|
tinygltf::Model model;
|
|
|
|
// a "scene" is a traditional scene graph, made up of Nodes.
|
|
// sadly, attempting to nest stuff makes the blender importer unhappy, so we just dump
|
|
// everything into the top level.
|
|
model.scenes.emplace_back();
|
|
|
|
// hack, add a default material.
|
|
tinygltf::Material mat;
|
|
mat.pbrMetallicRoughness.baseColorFactor = {1.0f, 0.9f, 0.9f, 1.0f};
|
|
mat.doubleSided = true;
|
|
model.materials.push_back(mat);
|
|
|
|
std::unordered_map<int, int> tex_image_map;
|
|
|
|
// add all hi-lod tfrag trees
|
|
for (const auto& tfrag : level.tfrag_trees.at(0)) {
|
|
add_tfrag(level, tfrag, model, tex_image_map);
|
|
}
|
|
|
|
for (const auto& tie : level.tie_trees.at(0)) {
|
|
add_tie(level, tie, model, tex_image_map);
|
|
}
|
|
|
|
for (const auto& shrub : level.shrub_trees) {
|
|
add_shrub(level, shrub, model, tex_image_map);
|
|
}
|
|
|
|
model.asset.generator = "opengoal";
|
|
tinygltf::TinyGLTF gltf;
|
|
gltf.WriteGltfSceneToFile(&model, glb_file.string(),
|
|
true, // embedImages
|
|
true, // embedBuffers
|
|
true, // pretty print
|
|
true); // write binary
|
|
}
|
|
|
|
void save_level_foreground_as_gltf(const tfrag3::Level& level, const fs::path& glb_file) {
|
|
// the top level container for everything is the model.
|
|
tinygltf::Model model;
|
|
|
|
// a "scene" is a traditional scene graph, made up of Nodes.
|
|
// sadly, attempting to nest stuff makes the blender importer unhappy, so we just dump
|
|
// everything into the top level.
|
|
model.scenes.emplace_back();
|
|
|
|
// hack, add a default material.
|
|
tinygltf::Material mat;
|
|
mat.pbrMetallicRoughness.baseColorFactor = {1.0f, 0.9f, 0.9f, 1.0f};
|
|
mat.doubleSided = true;
|
|
model.materials.push_back(mat);
|
|
|
|
std::unordered_map<int, int> tex_image_map;
|
|
|
|
add_merc(level, model, tex_image_map);
|
|
|
|
model.asset.generator = "opengoal";
|
|
tinygltf::TinyGLTF gltf;
|
|
gltf.WriteGltfSceneToFile(&model, glb_file.string(),
|
|
true, // embedImages
|
|
true, // embedBuffers
|
|
true, // pretty print
|
|
true); // write binary
|
|
} |