#include #include std::unique_ptr LoaderDFF::loadFromMemory(char *data) { auto model = std::unique_ptr(new Model); RW::BinaryStreamSection root(data); model->clump = root.readStructure(); 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(); size_t fdataI = sizeof(RW::BSFrameList) + sizeof(RW::BSSectionHeader); for(size_t f = 0; f < list.numframes; ++f) { auto frame = sec.readSubStructure(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; } case RW::SID_GeometryList: { auto list = sec.readStructure(); 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(); // std::cout << " verts(" << geometry.numverts << ") tris(" << geometry.numtris << ")" << std::endl; geometryStruct.flags = geometry.flags; item.getNextChildSection(secI); char *data = item.raw() + sizeof(RW::BSSectionHeader) + sizeof(RW::BSGeometry); if (item.header.versionid < 0x1003FFFF) auto colors = readStructure(data, dataI); geometryStruct.colours.reserve(geometry.numverts); if ((geometry.flags & RW::BSGeometry::VertexColors) == RW::BSGeometry::VertexColors) { for (size_t v = 0; v < geometry.numverts; ++v) { auto s = readStructure(data, dataI); size_t R = s % 256; s /= 256; size_t G = s % 256; s /= 256; size_t B = s % 256; s /= 256; size_t A = s % 256; geometryStruct.colours.push_back(glm::vec4(R/255.f, G/255.f, B/255.f, A/255.f)); } } else { // To save needing another shader, just insert a white colour for each vertex for (size_t v = 0; v < geometry.numverts; ++v) { geometryStruct.colours.push_back(glm::vec4(0.f)); } } /** 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(data, dataI)); } } /** INDICIES **/ for (int j = 0; j < geometry.numtris; ++j) { geometryStruct.triangles.push_back(readStructure(data, dataI)); } /** GEOMETRY BOUNDS **/ geometryStruct.geometryBounds = readStructure(data, dataI); /** VERTICES **/ for (int v = 0; v < geometry.numverts; ++v) { geometryStruct.vertices.push_back(readStructure(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(data, dataI)); } } /** TEXTURES **/ auto materiallistsec = item.getNextChildSection(secI); auto materialList = materiallistsec.readStructure(); // 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(); geometryStruct.materials[m].textures.resize(material.numtextures); geometryStruct.materials[m].colour = material.color; geometryStruct.materials[m].diffuseIntensity = material.diffuse; geometryStruct.materials[m].ambientIntensity = material.ambient; 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(); 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(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(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(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; } } } // 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) + (geometryStruct.colours.size() * sizeof(glm::vec4)); // 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; 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] ); } if(geometryStruct.colours.size() > 0 ) { glBufferSubData( GL_ARRAY_BUFFER, (geometryStruct.vertices.size() * sizeof(float) * 3) + (geometryStruct.texcoords.size() * sizeof(float) * 2) + (geometryStruct.normals.size() * sizeof(float) * 3), geometryStruct.colours.size() * sizeof(glm::vec4), &geometryStruct.colours[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()); break; } } } return model; } template T LoaderDFF::readStructure(char *data, size_t &dataI) { size_t originalOffset = dataI; dataI += sizeof(T); return *reinterpret_cast(data + originalOffset); } RW::BSSectionHeader LoaderDFF::readHeader(char *data, size_t &dataI) { return readStructure(data, dataI); }