doom3-bfg/neo/idlib/MapFile_gltf.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2022 Harrie van Ginneken
Copyright (C) 2022 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , idMat4 trans )
{
MapPolygonMesh* mesh = new MapPolygonMesh();
gltfAccessor* accessor = _data->AccessorList()[prim->indices];
gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView];
gltfData* data = bv->parent;
// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
idMat4 axisTransform( rotation, vec3_origin );
gltfMaterial* mat = NULL;
if( prim->material != -1 )
{
mat = _data->MaterialList()[prim->material];
}
gltfBuffer* buff = data->BufferList()[bv->buffer];
uint idxDataSize = sizeof( uint ) * accessor->count;
uint* indices = ( uint* ) Mem_ClearedAlloc( idxDataSize , TAG_IDLIB_GLTF );
idFile_Memory idxBin = idFile_Memory( "gltfChunkIndices",
( const char* )( ( data->GetData( bv->buffer ) + bv->byteOffset + accessor->byteOffset ) ), bv->byteLength );
for( int i = 0; i < accessor->count; i++ )
{
idxBin.Read( ( void* )( &indices[i] ), accessor->typeSize );
if( bv->byteStride )
{
idxBin.Seek( bv->byteStride - accessor->typeSize, FS_SEEK_CUR );
}
}
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int polyCount = accessor->count / 3;
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mesh->polygons.AssureSize( polyCount );
mesh->polygons.SetNum( polyCount );
int cnt = 0;
for( int i = 0; i < accessor->count; i += 3 )
{
MapPolygon& polygon = mesh->polygons[cnt++];
if( mat != NULL )
{
polygon.SetMaterial( mat->name );
}
else
{
polygon.SetMaterial( "textures/base_wall/snpanel2rust" );
}
polygon.AddIndex( indices[i + 2] );
polygon.AddIndex( indices[i + 1] );
polygon.AddIndex( indices[i + 0] );
}
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assert( cnt == polyCount );
Mem_Free( indices );
bool sizeSet = false;
for( auto& attrib : prim->attributes )
{
gltfAccessor* attrAcc = data->AccessorList()[attrib->accessorIndex];
gltfBufferView* attrBv = data->BufferViewList()[attrAcc->bufferView];
gltfData* attrData = attrBv->parent;
gltfBuffer* attrbuff = attrData->BufferList()[attrBv->buffer];
idFile_Memory bin = idFile_Memory( "gltfChunkVertices",
( const char* )( ( attrData->GetData( attrBv->buffer ) + attrBv->byteOffset + attrAcc->byteOffset ) ), attrBv->byteLength );
if( !sizeSet )
{
mesh->verts.AssureSize( attrAcc->count );
sizeSet = true;
}
switch( attrib->type )
{
case gltfMesh_Primitive_Attribute::Type::Position:
{
for( int i = 0; i < attrAcc->count; i++ )
{
idVec3 pos;
bin.Read( ( void* )( &pos.x ), attrAcc->typeSize );
bin.Read( ( void* )( &pos.y ), attrAcc->typeSize );
bin.Read( ( void* )( &pos.z ), attrAcc->typeSize );
pos *= trans;
pos *= axisTransform;
mesh->verts[i].xyz.x = pos.x;
mesh->verts[i].xyz.y = pos.y;
mesh->verts[i].xyz.z = pos.z;
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( 3 * attrAcc->typeSize ), FS_SEEK_CUR );
}
idRandom rnd( i );
int r = rnd.RandomInt( 255 ), g = rnd.RandomInt( 255 ), b = rnd.RandomInt( 255 );
//vtxData[i].abgr = 0xff000000 + ( b << 16 ) + ( g << 8 ) + r;
}
break;
}
case gltfMesh_Primitive_Attribute::Type::Normal:
{
idVec3 vec;
for( int i = 0; i < attrAcc->count; i++ )
{
idVec3 vec;
bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.z ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
idVec3 normal;
normal.x = vec.x;
normal.y = vec.y;
normal.z = vec.z;
normal *= axisTransform;
mesh->verts[i].SetNormal( normal );
}
break;
}
case gltfMesh_Primitive_Attribute::Type::TexCoord0:
{
idVec2 vec;
for( int i = 0; i < attrAcc->count; i++ )
{
bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
//vec.y = 1.0f - vec.y;
mesh->verts[i].SetTexCoord( vec );
}
break;
}
case gltfMesh_Primitive_Attribute::Type::Tangent:
{
idVec4 vec;
for( int i = 0; i < attrAcc->count; i++ )
{
bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.z ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.w ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
idVec3 tangent;
tangent.x = vec.x;
tangent.y = vec.y;
tangent.z = vec.z;
tangent *= axisTransform;
mesh->verts[i].SetTangent( tangent );
mesh->verts[i].SetBiTangentSign( vec.w );
}
break;
}
case gltfMesh_Primitive_Attribute::Type::Weight:
{
idVec4 vec;
for( int i = 0; i < attrAcc->count; i++ )
{
bin.Read( ( void* )( &vec.x ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.y ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.z ), attrAcc->typeSize );
bin.Read( ( void* )( &vec.w ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
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mesh->verts[i].SetColor2( PackColor( vec ) );
}
break;
}
case gltfMesh_Primitive_Attribute::Type::Indices:
{
if( attrAcc->typeSize == 2 )
{
uint16_t vec[4];
assert( sizeof( vec ) == (attrAcc->typeSize * 4) );
for( int i = 0; i < attrAcc->count; i++ )
{
bin.Read( ( void* )( &vec[0] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[1] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[2] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[3] ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
mesh->verts[i].color[0] = vec[0];
mesh->verts[i].color[1] = vec[1];
mesh->verts[i].color[2] = vec[2];
mesh->verts[i].color[3] = vec[3];
}
}
else
{
uint8_t vec[4];
for( int i = 0; i < attrAcc->count; i++ )
{
assert( sizeof( vec ) == (attrAcc->typeSize * 4) );
bin.Read( ( void* )( &vec[0] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[1] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[2] ), attrAcc->typeSize );
bin.Read( ( void* )( &vec[3] ), attrAcc->typeSize );
if( attrBv->byteStride )
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
mesh->verts[i].color[0] = vec[0];
mesh->verts[i].color[1] = vec[1];
mesh->verts[i].color[2] = vec[2];
mesh->verts[i].color[3] = vec[3];
}
}
break;
}
}
}
mesh->SetContents();
return mesh;
}
void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4 trans, gltfData* data , bool staticMesh = false )
{
auto& nodeList = data->NodeList();
gltfData::ResolveNodeMatrix( node );
idMat4 curTrans = trans * node->matrix;
idDict newPairs = node->extras.strPairs;
newPairs.SetDefaults( &newEntity->epairs );
newEntity->epairs = newPairs;
const char* classname = newEntity->epairs.GetString( "classname" );
const char* model = newEntity->epairs.GetString( "model" );
bool isFuncStaticMesh = staticMesh || ( idStr::Icmp( classname, "func_static" ) == 0 ) && ( idStr::Icmp( model, node->name ) == 0 );
for( auto& child : node->children )
{
ProcessSceneNode( newEntity, nodeList[child], curTrans, data, isFuncStaticMesh );
}
if( node->mesh != -1 )
{
for( auto* prim : data->MeshList()[node->mesh]->primitives )
{
newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data , curTrans ) );
}
}
if( node->name.Length() )
{
newEntity->epairs.Set( "name", node->name );
}
#if 0
for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
{
const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
}
#endif
idVec3 origin;
origin.x = node->translation.x;
origin.y = node->translation.y;
origin.z = node->translation.z;
// files import as y-up. Use this transform to change the model to z-up.
2022-08-15 10:23:38 +00:00
idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
idMat4 axisTransform( rotation, vec3_origin );
origin *= axisTransform;
newEntity->epairs.Set( "origin", origin.ToString() );
}
void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data )
{
gltfData::ResolveNodeMatrix( _Node );
idMat4 curTrans = _Trans * _Node->matrix;
if( _Node->mesh != -1 )
{
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for( auto prim : _Data->MeshList()[_Node->mesh]->primitives )
{
_Entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, _Data, curTrans ) );
}
}
for( auto& child : _Node->children )
{
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Map_AddMeshes( _Entity, _Data->NodeList()[child], curTrans, _Data );
}
};
int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneID )
{
idMapEntity* worldspawn = new( TAG_IDLIB_GLTF ) idMapEntity();
entities.Append( worldspawn );
bool wpSet = false;
int entityCount = 0;
for( auto& nodeID : data->SceneList()[sceneID]->nodes )
{
auto* node = data->NodeList()[nodeID];
const char* classname = node->extras.strPairs.GetString( "classname" );
bool isWorldSpawn = idStr::Icmp( classname, "worldspawn" ) == 0;
if( isWorldSpawn )
{
assert( !wpSet );
worldspawn->epairs.Copy( node->extras.strPairs );
wpSet = true;
}
else
{
// account all meshes starting with "worldspawn." or "BSP" in the name
if( idStr::Icmpn( node->name, "BSP", 3 ) == 0 || idStr::Icmpn( node->name, "worldspawn.", 11 ) == 0 )
{
Map_AddMeshes( worldspawn, node, mat4_identity, data );
}
else
{
idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
entities.Append( newEntity );
ProcessSceneNode( newEntity, node, mat4_identity, data );
entityCount++;
}
}
}
return entityCount;
}