jak-project/common/util/gltf_util.h
Hat Kid 62ef9fe49d
[wip] build actor tool (#3266)
This does a couple of things:

- The `custom_levels` folder was renamed to `custom_assets` and contains
`levels`, `models` and `texture_replacements` folders for Jak 1, 2 and 3
in order to keep everything regarding custom stuff in one place.
- With this, texture replacements now use separate folders for all games
- A build actor tool was added that generates art groups for custom
actors
- Custom levels can now specify what custom models from the `models`
folder they want to import, this will add them to the level's FR3.
- A `test-zone-obs.gc` file was added, containing a `test-actor` process
that uses a custom model as an example.

The build actor tool is still very WIP, the joints and the default
animation are hardcoded, but it allows for importing any GLB file as a
merc model.
2024-05-18 18:18:25 +02:00

71 lines
2.3 KiB
C++

#pragma once
#include <string>
#include <unordered_map>
#include <vector>
#include "common/common_types.h"
#include "common/custom_data/Tfrag3Data.h"
#include "common/math/Vector.h"
#include "third-party/tiny_gltf/tiny_gltf.h"
namespace gltf_util {
/*!
* Convert a GLTF index buffer to std::vector<u32>
*/
template <typename T>
std::vector<u32> index_list_to_u32(const u8* data, u32 num_verts, u32 offset, u32 stride) {
std::vector<u32> result;
result.reserve(num_verts);
for (u32 i = 0; i < num_verts; i++) {
T val;
memcpy(&val, data, sizeof(T));
result.push_back(offset + val);
data += stride;
}
return result;
}
std::vector<math::Vector3f> extract_vec3f(const u8* data, u32 count, u32 stride);
std::vector<math::Vector2f> extract_vec2f(const u8* data, u32 count, u32 stride);
std::vector<math::Vector<u8, 4>> extract_color_from_vec4_u16(const u8* data, u32 count, u32 stride);
std::vector<u32> gltf_index_buffer(const tinygltf::Model& model, int indices_idx, u32 index_offset);
struct ExtractedVertices {
std::vector<tfrag3::PreloadedVertex> vtx;
std::vector<math::Vector<u8, 4>> vtx_colors;
std::vector<math::Vector3f> normals;
};
ExtractedVertices gltf_vertices(const tinygltf::Model& model,
const std::map<std::string, int>& attributes,
const math::Matrix4f& w_T_local,
bool get_colors,
bool get_normals,
const std::string& debug_name);
DrawMode make_default_draw_mode();
struct TexturePool {
std::unordered_map<std::string, int> textures_by_name;
std::vector<tfrag3::Texture> textures_by_idx;
};
int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex);
int texture_pool_debug_checker(TexturePool* pool);
struct NodeWithTransform {
int node_idx;
math::Matrix4f w_T_node;
};
void dedup_vertices(const std::vector<tfrag3::PreloadedVertex>& vertices_in,
std::vector<tfrag3::PreloadedVertex>& vertices_out,
std::vector<u32>& old_to_new_out);
std::vector<NodeWithTransform> flatten_nodes_from_all_scenes(const tinygltf::Model& model);
DrawMode draw_mode_from_sampler(const tinygltf::Sampler& sampler);
} // namespace gltf_util