jak-project/goalc/build_level/build_level.cpp
water111 2fa4a23ea1
[jak 2] ETIE (#2326)
Definitely needs a clean up pass, but I think the functionality is very
close.

There's a few "hacks" still:
- I am using the emerc logic for environment mapping, which doesn't care
about the length of the normals. I can't figure out how the normal
scaling worked in etie. I want to do a little bit more experimentation
with this before merging.
- There is some part about adgifs for TIE and ETIE that I don't
understand. The clearly correct behavior of TIE/ETIE is that the alpha
settings from the adgif shader are overwritten by the settings from the
renderer. But I can't figure out how this happens in all cases.
- Fade out is completely disabled. I think this is fine because the
performance difference isn't bad. But if you are comparing screenshots
with PCSX2, it will make things look a tiny bit different.
2023-03-17 20:35:26 -04:00

125 lines
4.8 KiB
C++

#include "common/custom_data/Tfrag3Data.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/compress.h"
#include "common/util/json_util.h"
#include "goalc/build_level/Entity.h"
#include "goalc/build_level/FileInfo.h"
#include "goalc/build_level/LevelFile.h"
#include "goalc/build_level/Tfrag.h"
#include "goalc/build_level/collide_bvh.h"
#include "goalc/build_level/collide_pack.h"
#include "goalc/build_level/gltf_mesh_extract.h"
#include "third-party/fmt/core.h"
void save_pc_data(const std::string& nickname,
tfrag3::Level& data,
const fs::path& fr3_output_dir) {
Serializer ser;
data.serialize(ser);
auto compressed =
compression::compress_zstd(ser.get_save_result().first, ser.get_save_result().second);
lg::print("stats for {}\n", data.level_name);
print_memory_usage(data, ser.get_save_result().second);
lg::print("compressed: {} -> {} ({:.2f}%)\n", ser.get_save_result().second, compressed.size(),
100.f * compressed.size() / ser.get_save_result().second);
file_util::write_binary_file(fr3_output_dir / fmt::format("{}.fr3", nickname), compressed.data(),
compressed.size());
}
std::vector<std::string> get_build_level_deps(const std::string& input_file) {
auto level_json = parse_commented_json(
file_util::read_text_file(file_util::get_file_path({input_file})), input_file);
return {level_json.at("gltf_file").get<std::string>()};
}
bool run_build_level(const std::string& input_file,
const std::string& bsp_output_file,
const std::string& output_prefix) {
auto level_json = parse_commented_json(
file_util::read_text_file(file_util::get_file_path({input_file})), input_file);
LevelFile file; // GOAL level file
tfrag3::Level pc_level; // PC level file
TexturePool tex_pool; // pc level texture pool
// process input mesh from blender
gltf_mesh_extract::Input mesh_extract_in;
mesh_extract_in.filename =
file_util::get_file_path({level_json.at("gltf_file").get<std::string>()});
mesh_extract_in.auto_wall_enable = level_json.value("automatic_wall_detection", true);
mesh_extract_in.double_sided_collide = level_json.at("double_sided_collide").get<bool>();
mesh_extract_in.auto_wall_angle = level_json.value("automatic_wall_angle", 30.0);
mesh_extract_in.tex_pool = &tex_pool;
gltf_mesh_extract::Output mesh_extract_out;
gltf_mesh_extract::extract(mesh_extract_in, mesh_extract_out);
// add stuff to the GOAL level structure
file.info = make_file_info_for_level(fs::path(input_file).filename().string());
// all vis
// drawable trees
// pat
// texture remap
// texture ids
// unk zero
// name
file.name = level_json.at("long_name").get<std::string>();
// nick
file.nickname = level_json.at("nickname").get<std::string>();
// vis infos
// actors
std::vector<EntityActor> actors;
add_actors_from_json(level_json.at("actors"), actors, level_json.value("base_id", 1234));
file.actors = std::move(actors);
// ambients
std::vector<EntityAmbient> ambients;
add_ambients_from_json(level_json.at("ambients"), ambients, level_json.value("base_id", 12345));
file.ambients = std::move(ambients);
auto& ambient_drawable_tree = file.drawable_trees.ambients.emplace_back();
(void)ambient_drawable_tree;
// cameras
// nodes
// boxes
// ambients
// subdivs
// adgifs
// actor birth
for (size_t i = 0; i < file.actors.size(); i++) {
file.actor_birth_order.push_back(i);
}
// split box
// add stuff to the PC level structure
pc_level.level_name = file.name;
// TFRAG
auto& tfrag_drawable_tree = file.drawable_trees.tfrags.emplace_back();
tfrag_from_gltf(mesh_extract_out.tfrag, tfrag_drawable_tree,
pc_level.tfrag_trees[0].emplace_back());
pc_level.textures = std::move(tex_pool.textures_by_idx);
// COLLIDE
if (mesh_extract_out.collide.faces.empty()) {
lg::error("No collision geometry was found");
} else {
auto& collide_drawable_tree = file.drawable_trees.collides.emplace_back();
collide_drawable_tree.bvh = collide::construct_collide_bvh(mesh_extract_out.collide.faces);
collide_drawable_tree.packed_frags = pack_collide_frags(collide_drawable_tree.bvh.frags.frags);
}
// Save the GOAL level
auto result = file.save_object_file();
lg::print("Level bsp file size {} bytes\n", result.size());
auto save_path = file_util::get_jak_project_dir() / bsp_output_file;
file_util::create_dir_if_needed_for_file(save_path);
lg::print("Saving to {}\n", save_path.string());
file_util::write_binary_file(save_path, result.data(), result.size());
// Save the PC level
save_pc_data(file.nickname, pc_level,
file_util::get_jak_project_dir() / "out" / output_prefix / "fr3");
return true;
}