jak-project/decompiler/level_extractor/fr3_to_gltf.cpp

1054 lines
40 KiB
C++

#include "fr3_to_gltf.h"
#include <unordered_map>
#include "common/custom_data/Tfrag3Data.h"
#include "common/math/Vector.h"
#include "common/math/geometry.h"
#include "decompiler/level_extractor/tfrag_tie_fixup.h"
#include "third-party/tiny_gltf/tiny_gltf.h"
namespace {
/*!
* Remove 4096 meter scaling from a transformation matrix.
*/
math::Matrix4f unscale_translation(const math::Matrix4f& in) {
auto out = in;
for (int i = 0; i < 3; i++) {
out(i, 3) /= 4096.;
}
return out;
}
/*!
* Convert fr3 format indices (strip format, with UINT32_MAX as restart) to unstripped tris.
* Assumes that this is the tfrag/tie format of stripping. Will flip tris as needed so the faces
* in this fragment all point a consistent way. However, the entire frag may be flipped.
*/
void unstrip_tfrag_tie(const std::vector<u32>& stripped_indices,
const std::vector<math::Vector3f>& positions,
std::vector<u32>& unstripped,
std::vector<u32>& old_to_new_start) {
fixup_and_unstrip_tfrag_tie(stripped_indices, positions, unstripped, old_to_new_start);
}
/*!
* Convert shrub strips. This doesn't assume anything about the strips.
*/
void unstrip_shrub_draws(const std::vector<u32>& stripped_indices,
std::vector<u32>& unstripped,
std::vector<u32>& draw_to_start,
std::vector<u32>& draw_to_count,
const std::vector<tfrag3::ShrubDraw>& draws) {
for (auto& draw : draws) {
draw_to_start.push_back(unstripped.size());
for (size_t i = 2; i < draw.num_indices; i++) {
int idx = i + draw.first_index_index;
u32 a = stripped_indices[idx];
u32 b = stripped_indices[idx - 1];
u32 c = stripped_indices[idx - 2];
if (a == UINT32_MAX || b == UINT32_MAX || c == UINT32_MAX) {
continue;
}
unstripped.push_back(a);
unstripped.push_back(b);
unstripped.push_back(c);
}
draw_to_count.push_back(unstripped.size() - draw_to_start.back());
}
}
void unstrip_tie_wind(std::vector<u32>& unstripped,
std::vector<std::vector<u32>>& draw_to_starts,
std::vector<std::vector<u32>>& draw_to_counts,
const std::vector<tfrag3::InstancedStripDraw>& draws) {
for (auto& draw : draws) {
auto& starts = draw_to_starts.emplace_back();
auto& counts = draw_to_counts.emplace_back();
int grp_offset = 0;
for (const auto& grp : draw.instance_groups) {
starts.push_back(unstripped.size());
for (size_t i = grp_offset + 2; i < grp_offset + grp.num; i++) {
u32 a = draw.vertex_index_stream.at(i);
u32 b = draw.vertex_index_stream.at(i - 1);
u32 c = draw.vertex_index_stream.at(i - 2);
if (a == UINT32_MAX || b == UINT32_MAX || c == UINT32_MAX) {
continue;
}
unstripped.push_back(a);
unstripped.push_back(b);
unstripped.push_back(c);
}
counts.push_back(unstripped.size() - starts.back());
grp_offset += grp.num;
}
}
}
/*!
* Convert merc strips. Doesn't assume anything about strips. Output is [model][effect][draw] format
*/
void unstrip_merc_draws(const std::vector<u32>& stripped_indices,
const std::vector<tfrag3::MercModel>& models,
std::vector<u32>& unstripped,
std::vector<std::vector<std::vector<u32>>>& draw_to_start,
std::vector<std::vector<std::vector<u32>>>& draw_to_count) {
for (auto& model : models) {
auto& model_dts = draw_to_start.emplace_back();
auto& model_dtc = draw_to_count.emplace_back();
for (auto& effect : model.effects) {
auto& effect_dts = model_dts.emplace_back();
auto& effect_dtc = model_dtc.emplace_back();
for (auto& draw : effect.all_draws) {
effect_dts.push_back(unstripped.size());
for (size_t i = 2; i < draw.index_count; i++) {
int idx = i + draw.first_index;
u32 a = stripped_indices[idx];
u32 b = stripped_indices[idx - 1];
u32 c = stripped_indices[idx - 2];
if (a == UINT32_MAX || b == UINT32_MAX || c == UINT32_MAX) {
continue;
}
unstripped.push_back(a);
unstripped.push_back(b);
unstripped.push_back(c);
}
effect_dtc.push_back(unstripped.size() - effect_dts.back());
}
}
}
}
/*!
* Get just the xyz positions from a preloaded vertex vector.
*/
std::vector<math::Vector3f> extract_positions(const std::vector<tfrag3::PreloadedVertex>& vtx) {
std::vector<math::Vector3f> result;
for (auto& v : vtx) {
auto& o = result.emplace_back();
o[0] = v.x;
o[1] = v.y;
o[2] = v.z;
}
return result;
}
/*!
* Set up a buffer for the positions of the given vertices.
* Return the index of the accessor.
*/
template <typename T>
int make_position_buffer_accessor(const std::vector<T>& vertices, tinygltf::Model& model) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 3 * vertices.size());
// and fill it
u8* buffer_ptr = buffer.data.data();
for (const auto& vtx : vertices) {
if constexpr (std::is_same<T, tfrag3::MercVertex>::value) {
float xyz[3] = {vtx.pos[0] / 4096.f, vtx.pos[1] / 4096.f, vtx.pos[2] / 4096.f};
memcpy(buffer_ptr, xyz, 3 * sizeof(float));
buffer_ptr += 3 * sizeof(float);
} else {
float xyz[3] = {vtx.x / 4096.f, vtx.y / 4096.f, vtx.z / 4096.f};
memcpy(buffer_ptr, xyz, 3 * sizeof(float));
buffer_ptr += 3 * sizeof(float);
}
}
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC3;
return accessor_idx;
}
/*!
* Set up a buffer for the texture coordinates of the given vertices, multiplying by scale.
* Return the index of the accessor.
*/
template <typename T>
int make_tex_buffer_accessor(const std::vector<T>& vertices, tinygltf::Model& model, float scale) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 2 * vertices.size());
// and fill it
u8* buffer_ptr = buffer.data.data();
for (const auto& vtx : vertices) {
if constexpr (std::is_same<T, tfrag3::MercVertex>::value) {
float st[2] = {vtx.st[0] * scale, vtx.st[1] * scale};
memcpy(buffer_ptr, st, 2 * sizeof(float));
buffer_ptr += 2 * sizeof(float);
} else {
float st[2] = {vtx.s * scale, vtx.t * scale};
memcpy(buffer_ptr, st, 2 * sizeof(float));
buffer_ptr += 2 * sizeof(float);
}
}
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC2;
return accessor_idx;
}
/*!
* Set up a buffer of vertex colors for the given time of day index, for tfrag.
* Uses the time of day texture to look up colors.
*/
int make_color_buffer_accessor(const std::vector<tfrag3::PreloadedVertex>& vertices,
tinygltf::Model& model,
const tfrag3::TfragTree& tfrag_tree,
int time_of_day) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
std::vector<float> floats;
for (size_t i = 0; i < vertices.size(); i++) {
auto& color = tfrag_tree.colors.at(vertices[i].color_index);
for (int j = 0; j < 3; j++) {
floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
}
floats.push_back(1.f);
}
memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
/*!
* Set up a buffer of vertex colors for the given time of day index, for tie.
* Uses the time of day texture to look up colors.
*/
int make_color_buffer_accessor(const std::vector<tfrag3::PreloadedVertex>& vertices,
tinygltf::Model& model,
const tfrag3::TieTree& tie_tree,
int time_of_day) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
std::vector<float> floats;
for (size_t i = 0; i < vertices.size(); i++) {
auto& color = tie_tree.colors.at(vertices[i].color_index);
for (int j = 0; j < 3; j++) {
floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
}
floats.push_back(1.f);
}
memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
int make_color_buffer_accessor(const std::vector<tfrag3::MercVertex>& vertices,
tinygltf::Model& model) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
std::vector<float> floats;
for (size_t i = 0; i < vertices.size(); i++) {
for (int j = 0; j < 3; j++) {
floats.push_back(((float)vertices[i].rgba[j]) / 255.f);
}
floats.push_back(1.f);
}
memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
/*!
* Set up a buffer of vertex colors for the given time of day index, for shrub.
* Uses the time of day texture to look up colors.
*/
int make_color_buffer_accessor(const std::vector<tfrag3::ShrubGpuVertex>& vertices,
tinygltf::Model& model,
const tfrag3::ShrubTree& shrub_tree,
int time_of_day) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
std::vector<float> floats;
for (size_t i = 0; i < vertices.size(); i++) {
auto& color = shrub_tree.time_of_day_colors.at(vertices[i].color_index);
for (int j = 0; j < 3; j++) {
floats.push_back(((float)color.rgba[time_of_day][j]) / 255.f);
}
floats.push_back(1.f);
}
memcpy(buffer.data.data(), floats.data(), sizeof(float) * floats.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
/*!
* Create a tinygltf buffer and buffer view for indices, and convert to gltf format.
* The map can be used to go from slots in the old index buffer to new.
*/
int make_tfrag_tie_index_buffer_view(const std::vector<u32>& indices,
const std::vector<math::Vector3f>& positions,
tinygltf::Model& model,
std::vector<u32>& map_out) {
std::vector<u32> unstripped;
unstrip_tfrag_tie(indices, positions, unstripped, map_out);
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(u32) * unstripped.size());
// and fill it
memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_tie_wind_index_buffer_view(const std::vector<tfrag3::InstancedStripDraw>& draws,
tinygltf::Model& model,
std::vector<std::vector<u32>>& draw_to_starts,
std::vector<std::vector<u32>>& draw_to_counts) {
std::vector<u32> unstripped;
unstrip_tie_wind(unstripped, draw_to_starts, draw_to_counts, draws);
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(u32) * unstripped.size());
// and fill it
memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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;
}
/*!
* Create a tinygltf buffer and buffer view for indices, and convert to gltf format.
* The map can be used to go from slots in the old index buffer to new.
*/
int make_shrub_index_buffer_view(const std::vector<u32>& indices,
const std::vector<tfrag3::ShrubDraw>& draws,
tinygltf::Model& model,
std::vector<u32>& draw_to_start,
std::vector<u32>& draw_to_count) {
std::vector<u32> unstripped;
unstrip_shrub_draws(indices, unstripped, draw_to_start, draw_to_count, draws);
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(u32) * unstripped.size());
// and fill it
memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_merc_index_buffer_view(const std::vector<u32>& indices,
const std::vector<tfrag3::MercModel>& models,
tinygltf::Model& model,
std::vector<std::vector<std::vector<u32>>>& draw_to_start,
std::vector<std::vector<std::vector<u32>>>& draw_to_count) {
std::vector<u32> unstripped;
unstrip_merc_draws(indices, models, unstripped, draw_to_start, draw_to_count);
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(u32) * unstripped.size());
// and fill it
memcpy(buffer.data.data(), unstripped.data(), buffer.data.size());
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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) {
if (tex_idx < 0) {
// anim textures, just use default material
return 0;
}
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;
}
if (!tie.instanced_wind_draws.empty()) {
std::vector<std::vector<u32>> draw_to_starts, draw_to_counts;
int wind_index_buffer_view = make_tie_wind_index_buffer_view(tie.instanced_wind_draws, model,
draw_to_starts, draw_to_counts);
for (size_t draw_idx = 0; draw_idx < tie.instanced_wind_draws.size(); draw_idx++) {
const auto& wind_draw = tie.instanced_wind_draws[draw_idx];
int mat =
add_material_for_tex(level, model, wind_draw.tree_tex_id, tex_image_map, wind_draw.mode);
for (size_t grp_idx = 0; grp_idx < wind_draw.instance_groups.size(); grp_idx++) {
const auto& grp = wind_draw.instance_groups[grp_idx];
int c_node_idx = (int)model.nodes.size();
auto& c_node = model.nodes.emplace_back();
model.nodes[node_idx].children.push_back(c_node_idx);
int c_mesh_idx = (int)model.meshes.size();
auto& c_mesh = model.meshes.emplace_back();
c_node.mesh = c_mesh_idx;
auto& prim = c_mesh.primitives.emplace_back();
const auto& info = tie.wind_instance_info.at(grp.instance_idx);
for (int i = 0; i < 4; i++) {
float scale = i == 3 ? (1.f / 4096.f) : 1.f;
for (int j = 0; j < 4; j++) {
c_node.matrix.push_back(scale * info.matrix[i][j]);
}
}
prim.material = mat;
prim.indices = make_index_buffer_accessor(model, draw_to_starts.at(draw_idx).at(grp_idx),
draw_to_counts.at(draw_idx).at(grp_idx),
wind_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;
}
}
int make_weights_accessor(const std::vector<tfrag3::MercVertex>& vertices, tinygltf::Model& model) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
// and fill it
u8* buffer_ptr = buffer.data.data();
for (const auto& vtx : vertices) {
float weights[4] = {vtx.weights[0], vtx.weights[1], vtx.weights[2], 0};
memcpy(buffer_ptr, weights, 4 * sizeof(float));
buffer_ptr += 4 * sizeof(float);
}
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
int make_bones_accessor(const std::vector<tfrag3::MercVertex>& vertices, tinygltf::Model& model) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 4 * vertices.size());
// and fill it
u8* buffer_ptr = buffer.data.data();
for (const auto& vtx : vertices) {
s32 indices[4];
for (int i = 0; i < 3; i++) {
indices[i] = vtx.mats[i] ? vtx.mats[i] - 1 : 0;
}
indices[3] = 0;
memcpy(buffer_ptr, indices, 4 * sizeof(s32));
buffer_ptr += 4 * sizeof(s32);
}
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT; // blender doesn't support INT...
accessor.count = vertices.size();
accessor.type = TINYGLTF_TYPE_VEC4;
return accessor_idx;
}
int make_inv_matrix_bind_poses(const std::vector<level_tools::Joint>& joints,
tinygltf::Model& model) {
// first create a buffer:
int buffer_idx = (int)model.buffers.size();
auto& buffer = model.buffers.emplace_back();
buffer.data.resize(sizeof(float) * 16 * joints.size());
// and fill it
for (int m = 0; m < (int)joints.size(); m++) {
auto matrix = unscale_translation(joints[m].bind_pose_T_w);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
memcpy(buffer.data.data() + sizeof(float) * (i * 4 + j + m * 16), &matrix(j, i), 4);
}
}
}
// create a view of this buffer
int buffer_view_idx = (int)model.bufferViews.size();
auto& buffer_view = model.bufferViews.emplace_back();
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_ARRAY_BUFFER;
int accessor_idx = (int)model.accessors.size();
auto& accessor = model.accessors.emplace_back();
accessor.bufferView = buffer_view_idx;
accessor.byteOffset = 0;
accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor.count = joints.size();
accessor.type = TINYGLTF_TYPE_MAT4;
return accessor_idx;
}
void add_merc(const tfrag3::Level& level,
const std::map<std::string, level_tools::ArtData>& art_data,
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);
auto joints_accessor = make_bones_accessor(mverts, model);
auto weights_accessor = make_weights_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];
const auto& art = art_data.find(mmodel.name);
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;
if (art != art_data.end() && !art->second.joint_group.empty()) {
node.skin = model.skins.size();
auto& skin = model.skins.emplace_back();
const auto& game_bones = art->second.joint_group;
int n_bones = game_bones.size();
std::vector<std::vector<int>> children(n_bones);
for (size_t i = 0; i < game_bones.size(); i++) {
if (game_bones[i].parent_idx >= 0) {
children.at(game_bones[i].parent_idx).push_back(i);
}
}
skin.skeleton = model.nodes.size();
for (int i = 0; i < n_bones; i++) {
const auto& gbone = game_bones[i];
skin.joints.push_back(skin.skeleton + i);
auto& snode = model.nodes.emplace_back();
snode.name = gbone.name;
// bind pose is bind_T_w
// for glb we want bind_parent_T_bind_child
// so bindp_T_w * inverse(bindc_T_w)
math::Matrix4f matrix;
if (gbone.parent_idx >= 0) {
matrix = unscale_translation(game_bones.at(gbone.parent_idx).bind_pose_T_w) *
inverse(unscale_translation(gbone.bind_pose_T_w));
} else {
// I think this value is ignored anyway.
for (int r = 0; r < 4; r++) {
for (int c = 0; c < 4; c++) {
matrix(r, c) = (r == c) ? 1 : 0;
}
}
}
for (int r = 0; r < 4; r++) {
for (int c = 0; c < 4; c++) {
snode.matrix.push_back(matrix(c, r));
}
}
for (auto child : children.at(i)) {
snode.children.push_back(skin.skeleton + child);
}
}
ASSERT(skin.skeleton + n_bones == (int)model.nodes.size());
skin.inverseBindMatrices = make_inv_matrix_bind_poses(game_bones, model);
}
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.all_draws.size(); draw_idx++) {
const auto& draw = effect.all_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.attributes["JOINTS_0"] = joints_accessor;
prim.attributes["WEIGHTS_0"] = weights_accessor;
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 std::map<std::string, level_tools::ArtData>& art_data,
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, art_data, 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
}