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openrw/framework2/LoaderDFF.cpp

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#include <renderwure/loaders/LoaderDFF.hpp>
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#include <iostream>
std::unique_ptr<Model> LoaderDFF::loadFromMemory(char *data)
{
auto model = std::unique_ptr<Model>(new Model);
RW::BinaryStreamSection root(data);
model->clump = root.readStructure<RW::BSClump>();
size_t dataI = 0;
while (root.hasMoreData(dataI)) {
auto sec = root.getNextChildSection(dataI);
switch (sec.header.id) {
case RW::SID_FrameList: {
auto list = sec.readStructure<RW::BSFrameList>();
size_t fdataI = sizeof(RW::BSFrameList) + sizeof(RW::BSSectionHeader);
for(size_t f = 0; f < list.numframes; ++f) {
auto frame = sec.readSubStructure<RW::BSFrameListFrame>(fdataI);
fdataI += sizeof(RW::BSFrameListFrame);
model->frames.push_back(frame);
}
size_t fldataI = 0;
while( sec.hasMoreData(fldataI)) {
auto listsec = sec.getNextChildSection(fldataI);
if( listsec.header.id == RW::SID_Extension) {
size_t extI = 0;
while( listsec.hasMoreData(extI)) {
auto extSec = listsec.getNextChildSection(extI);
if( extSec.header.id == RW::SID_NodeName) {
model->frameNames.push_back(std::string(extSec.raw(), extSec.header.size));
}
}
}
}
break;
}
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case RW::SID_GeometryList: {
auto list = sec.readStructure<RW::BSGeometryList>();
size_t gdataI = 0;
while (sec.hasMoreData(gdataI)) {
Model::Geometry geometryStruct;
auto item = sec.getNextChildSection(gdataI);
if (item.header.id == RW::SID_Geometry) {
size_t dataI = 0, secI = 0;
auto geometry = item.readStructure<RW::BSGeometry>();
// std::cout << " verts(" << geometry.numverts << ") tris(" << geometry.numtris << ")" << std::endl;
geometryStruct.flags = geometry.flags;
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item.getNextChildSection(secI);
char *data = item.raw() + sizeof(RW::BSSectionHeader) + sizeof(RW::BSGeometry);
if (item.header.versionid < 0x1003FFFF)
auto colors = readStructure<RW::BSGeometryColor>(data, dataI);
if ((geometry.flags & RW::BSGeometry::VertexColors) == RW::BSGeometry::VertexColors) {
for (size_t v = 0; v < geometry.numverts; ++v) {
readStructure<RW::BSColor>(data, dataI);
}
}
/** TEX COORDS **/
if ((geometry.flags & RW::BSGeometry::TexCoords1) == RW::BSGeometry::TexCoords1 ||
(geometry.flags & RW::BSGeometry::TexCoords2) == RW::BSGeometry::TexCoords1) {
for (size_t v = 0; v < geometry.numverts; ++v) {
geometryStruct.texcoords.push_back(readStructure<RW::BSGeometryUV>(data, dataI));
}
}
/** INDICIES **/
for (int j = 0; j < geometry.numtris; ++j) {
geometryStruct.triangles.push_back(readStructure<RW::BSGeometryTriangle>(data, dataI));
}
/** GEOMETRY BOUNDS **/
geometryStruct.geometryBounds = readStructure<RW::BSGeometryBounds>(data, dataI);
/** VERTICES **/
for (int v = 0; v < geometry.numverts; ++v) {
geometryStruct.vertices.push_back(readStructure<RW::BSTVector3>(data, dataI));
}
/** NORMALS **/
if ((geometry.flags & RW::BSGeometry::StoreNormals) == RW::BSGeometry::StoreNormals) {
for (int n = 0; n < geometry.numverts; ++n) {
geometryStruct.normals.push_back(readStructure<RW::BSTVector3>(data, dataI));
}
}
/** TEXTURES **/
auto materiallistsec = item.getNextChildSection(secI);
auto materialList = materiallistsec.readStructure<RW::BSMaterialList>();
// Skip over the per-material byte values that I don't know what do.
dataI += sizeof(uint32_t) * materialList.nummaterials;
size_t matI = 0;
materiallistsec.getNextChildSection(matI);
geometryStruct.materials.resize(materialList.nummaterials);
for (size_t m = 0; m < materialList.nummaterials; ++m) {
auto materialsec = materiallistsec.getNextChildSection(matI);
if (materialsec.header.id != RW::SID_Material)
continue;
auto material = materialsec.readStructure<RW::BSMaterial>();
geometryStruct.materials[m].textures.resize(material.numtextures);
geometryStruct.materials[m].colour = material.color;
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size_t texI = 0;
materialsec.getNextChildSection(texI);
for (size_t t = 0; t < material.numtextures; ++t) {
auto texsec = materialsec.getNextChildSection(texI);
auto texture = texsec.readStructure<RW::BSTexture>();
std::string textureName, alphaName;
size_t yetAnotherI = 0;
texsec.getNextChildSection(yetAnotherI);
auto namesec = texsec.getNextChildSection(yetAnotherI);
auto alphasec = texsec.getNextChildSection(yetAnotherI);
// The data is null terminated anyway.
textureName = namesec.raw();
alphaName = alphasec.raw();
geometryStruct.materials[m].textures[t] = {textureName, alphaName};
}
}
if(item.hasMoreData(secI))
{
auto extensions = item.getNextChildSection(secI);
size_t extI = 0;
while(extensions.hasMoreData(extI))
{
auto extsec = extensions.getNextChildSection(extI);
if(extsec.header.id == RW::SID_BinMeshPLG)
{
auto meshplg = extsec.readSubStructure<RW::BSBinMeshPLG>(0);
geometryStruct.subgeom.resize(meshplg.numsplits);
size_t meshplgI = sizeof(RW::BSBinMeshPLG);
for(size_t i = 0; i < meshplg.numsplits; ++i)
{
auto plgHeader = extsec.readSubStructure<RW::BSMaterialSplit>(meshplgI);
meshplgI += sizeof(RW::BSMaterialSplit);
geometryStruct.subgeom[i].material = plgHeader.index;
geometryStruct.subgeom[i].indices.resize(plgHeader.numverts);
for (int j = 0; j < plgHeader.numverts; ++j) {
geometryStruct.subgeom[i].indices[j] = extsec.readSubStructure<uint32_t>(meshplgI);
meshplgI += sizeof(uint32_t);
}
}
}
}
}
// Generate normals if they don't exist already
if (geometryStruct.normals.size() == 0) {
geometryStruct.normals.resize(geometry.numverts);
for (auto &subgeom : geometryStruct.subgeom) {
glm::vec3 normal{0, 0, 0};
for (size_t i = 0; i+2 < subgeom.indices.size(); i += 3) {
glm::vec3 p1 = geometryStruct.vertices[subgeom.indices[i]];
glm::vec3 p2 = geometryStruct.vertices[subgeom.indices[i+1]];
glm::vec3 p3 = geometryStruct.vertices[subgeom.indices[i+2]];
glm::vec3 U = p2 - p1;
glm::vec3 V = p3 - p1;
normal.x = (U.y * V.z) - (U.z * V.y);
normal.y = (U.z * V.x) - (U.x * V.z);
normal.z = (U.x * V.y) - (U.y * V.x);
if (glm::length(normal) > 0.0000001)
normal = glm::normalize(normal);
geometryStruct.normals[subgeom.indices[i]] = normal;
geometryStruct.normals[subgeom.indices[i+1]] = normal;
geometryStruct.normals[subgeom.indices[i+2]] = normal;
}
}
}
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// OpenGL buffer stuff
glGenBuffers(1, &geometryStruct.VBO);
glGenBuffers(1, &geometryStruct.EBO);
for(size_t i = 0; i < geometryStruct.subgeom.size(); ++i)
{
glGenBuffers(1, &(geometryStruct.subgeom[i].EBO));
}
size_t buffsize = (geometryStruct.vertices.size() * sizeof(float) * 3)
+ (geometryStruct.texcoords.size() * sizeof(float) * 2)
+ (geometryStruct.normals.size() * sizeof(float) * 3);
// Vertices
glBindBuffer(GL_ARRAY_BUFFER, geometryStruct.VBO);
glBufferData(GL_ARRAY_BUFFER, buffsize, NULL, GL_STATIC_DRAW);
glBufferSubData(
GL_ARRAY_BUFFER,
0,
(geometryStruct.vertices.size() * sizeof(float) * 3),
&geometryStruct.vertices[0]
);
if(geometryStruct.texcoords.size() > 0)
{
glBufferSubData(
GL_ARRAY_BUFFER,
(geometryStruct.vertices.size() * sizeof(float) * 3),
(geometryStruct.texcoords.size() * sizeof(float) * 2),
&geometryStruct.texcoords[0]
);
}
if(geometryStruct.normals.size() > 0 )
{
// std::cout << "Buffering " << geometryStruct.normals.size() << " normals" << std::endl;
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glBufferSubData(
GL_ARRAY_BUFFER,
(geometryStruct.vertices.size() * sizeof(float) * 3) + (geometryStruct.texcoords.size() * sizeof(float) * 2),
geometryStruct.normals.size() * 3 * sizeof(float),
&geometryStruct.normals[0]
);
}
// Elements
uint16_t indicies[geometryStruct.triangles.size() * 3];
size_t i = 0;
for (auto &tri : geometryStruct.triangles) {
indicies[i] = tri.first;
indicies[i + 1] = tri.second;
indicies[i + 2] = tri.third;
i += 3;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometryStruct.EBO);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(indicies),
indicies,
GL_STATIC_DRAW
);
for(size_t i = 0; i < geometryStruct.subgeom.size(); ++i)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometryStruct.subgeom[i].EBO);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(uint32_t) * geometryStruct.subgeom[i].indices.size(),
&(geometryStruct.subgeom[i].indices[0]),
GL_STATIC_DRAW
);
}
// Add it
model->geometries.push_back(geometryStruct);
}
}
break;
}
case RW::SID_Atomic: {
model->atomics.push_back(sec.readStructure<Model::Atomic>());
break;
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}
}
}
return model;
}
template<class T> T LoaderDFF::readStructure(char *data, size_t &dataI)
{
size_t originalOffset = dataI;
dataI += sizeof(T);
return *reinterpret_cast<T*>(data + originalOffset);
}
RW::BSSectionHeader LoaderDFF::readHeader(char *data, size_t &dataI)
{
return readStructure<RW::BSSectionHeader>(data, dataI);
}