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teModelChunk_RenderMesh.cs
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552 lines (459 loc) · 25.4 KB
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Threading;
using TankLib.Math;
namespace TankLib.Chunks {
/// <inheritdoc />
/// <summary>MRNM: Defines model render mesh</summary>
public class teModelChunk_RenderMesh : IChunk {
public string ID => "MRNM";
public List<IChunk> SubChunks { get; set; }
/// <summary>MRNM header</summary>
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public unsafe struct RenderMeshHeader {
public long VertexBufferDesciptorPointer; // 112 -> 0
public long IndexBufferDescriptorPointer; // 120 -> 8
public long SubmeshDescriptorPointer; // 128 -> 16
public uint VertexCount; // 0 -> 24
public uint SubmeshCount; // 4 -> 28
public ushort MaterialCount; // 8 -> 32
public byte VertexBufferDescriptorCount; // 10 -> 34
public byte IndexBufferDescriptorCount; // 11 -> 35
public uint m_unk36; // 12 -> 36
}
public string ExportToObj(string path = null, string file = null) {
CultureInfo info = (CultureInfo) Thread.CurrentThread.CurrentCulture.Clone();
info.NumberFormat.NumberDecimalSeparator = ".";
Thread.CurrentThread.CurrentCulture = info;
string exportFile = "";
if (path == null)
path = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData);
if (file != null)
exportFile = Path.Combine(path, file);
else
exportFile = Path.Combine(path, "temp.obj");
var allVertices = new List<teVec3>();
var allUVCoords = new List<teVec2>();
var allNormals = new List<teVec3>();
var allFaces = new List<teTriangle>();
int vertexStart = 1;
foreach (var submesh in Submeshes) {
if (submesh.Descriptor.LOD != 1) continue;
allVertices.AddRange(submesh.Vertices);
allNormals.AddRange(submesh.Normals);
if (submesh.UVCount > 0)
for (int i = 0; i < submesh.Vertices.Length; i++) {
allUVCoords.Add(new teVec2() { X = submesh.UV[i][0].X, Y = submesh.UV[i][0].Y });
}
for (int i = 0; i < submesh.Indices.Length; i += 3) {
allFaces.Add(new teTriangle() {
IndexA = submesh.Indices[i] + vertexStart,
IndexB = submesh.Indices[i + 1] + vertexStart,
IndexC = submesh.Indices[i + 2] + vertexStart
});
}
vertexStart = allVertices.Count + 1;
}
using (TextWriter tw = new StreamWriter(exportFile, false)) {
tw.WriteLine($"# Overwatch 2 .00C file");
tw.WriteLine($"# Exported on {DateTime.Now.ToString("yyyy/MM/ddThh:mm:ss")}");
tw.WriteLine($"# (c) 2022 - Written by the awesome team from Datawatch");
tw.WriteLine();
tw.WriteLine(string.Format("# numVerts: {0}", allVertices.Count));
for (int v = 0; v < allVertices.Count; v++) {
tw.WriteLine(string.Format("v {0} {1} {2}", allVertices[v].X.ToString("0.000000"), allVertices[v].Y.ToString("0.000000"), allVertices[v].Z.ToString("0.000000")));
}
tw.WriteLine();
tw.WriteLine(string.Format("# numNormals: {0}", allVertices.Count));
for (int v = 0; v < allVertices.Count; v++) {
tw.WriteLine(string.Format("vn {0} {1} {2}", allNormals[v].X.ToString("0.000000"), allNormals[v].Y.ToString("0.000000"), allNormals[v].Z.ToString("0.000000")));
}
tw.WriteLine();
tw.WriteLine(string.Format("# numTexCoord: {0}", allVertices.Count));
for (int v = 0; v < allVertices.Count; v++) {
tw.WriteLine(string.Format("vt {0} {1} 0.00000", allUVCoords[v].X.ToString("0.000000"), allUVCoords[v].Y.ToString("0.000000")));
}
tw.WriteLine();
tw.WriteLine($"# numFaces: {allFaces.Count}");
foreach (teTriangle f in allFaces) {
tw.WriteLine(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}", (int) f.IndexA, (int) f.IndexB, (int) f.IndexC));
}
}
return exportFile;
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public unsafe struct SubmeshDescriptor {
public fixed float Unknown1[3];// 0
public fixed float Unknown1_A[4];// 12
public fixed float Unknown1_B[3];// 28
public long m_40; // 40 -> 40
public long m_48; // n/a -> 48
public float Unknown3; // 48 -> 56
public uint VertexStart; // 52 -> 60
public uint IndexStart; // 56 -> 64. ushort -> uint
public fixed uint OtherIndexStarts[7]; // 60 -> 68 ushort -> uint
public uint IndexCount; // 72 -> 96. word -> dword
public uint IndicesToDraw; // 74 -> 100. word -> dword
public ushort VerticesToDraw; // 76 -> 104
public ushort BoneIdOffset; // 78 -> 106
public byte IndexBuffer; // 80 -> 108
public fixed byte OtherIndexBuffers[7];
public byte VertexBuffer; // 88 -> 116
public SubmeshFlags Flags; // 89 -> 117 probably
public byte Material; // 90 -> 118
public sbyte LOD; // 91 -1 = all -> 119
public uint m_120; // n/a -> 120
public byte m_128; // n/a -> 128
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct VertexBufferDescriptor {
public uint VertexCount; // 0
public uint Unknown1; // 4
public byte StrideStream1; // 8
public byte StrideStream2; // 9
public byte VertexElementDescriptorCount; // 10
public byte Unknown2; // 11
public uint Unknown3; // 12
public long VertexElementDescriptorPointer; // 16
public long DataStream1Pointer; // 24
public long DataStream2Pointer; // 32
}
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct IndexBufferDescriptor {
public uint IndexCount;
public uint Format;
public long DataStreamPointer;
}
// todo: merge me with whatever is going on in shader
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct VertexElementDescriptor {
public teShaderInstance.ShaderInputUse Type; // semantic type. rename me
public byte Index; // semantic index. rename me
public SemanticFormat Format;
public byte Stream; // slot. rename me
public uint m_val4;
public byte SlotClass => (byte) (m_val4 & 0xF);
public byte InstanceDataStepRate => (byte) (m_val4 >> 4);
public byte Offset => (byte) ((m_val4 >> 12) & 1023);
// todo: >>22 = size?
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
public enum SemanticFormat : byte {
NONE = 0x0, // DXGI_FORMAT_R32_FLOAT??
// DXGI_FORMAT_R32G32_FLOAT
SINGLE_3 = 0x2, // DXGI_FORMAT_R32G32B32_FLOAT
// DXGI_FORMAT_R32G32B32A32_FLOAT
HALF_2 = 0x4, // DXGI_FORMAT_R16G16_FLOAT
// DXGI_FORMAT_R16G16B16A16_FLOAT
UINT8_4 = 0x6, // DXGI_FORMAT_R8G8B8A8_UINT
UINT16_4 = 0x7, // DXGI_FORMAT_R16G16B16A16_UINT
UINT8_UNORM4 = 0x8, // DXGI_FORMAT_R8G8B8A8_UNORM
UINT8_SNORM4 = 0x9, // DXGI_FORMAT_R8G8B8A8_SNORM
// DXGI_FORMAT_R16G16_SNORM
// DXGI_FORMAT_R8_UINT
UINT32 = 0xC // DXGI_FORMAT_R32_UINT
// ...
}
[Flags]
public enum SubmeshFlags : byte { // todo: i'm not 100% sure about these
Unk1 = 1, // ?? nothing
NonStatic = 2, // moveable or animated
Opaque = 4,
Unk4 = 8, // everything that isn't MinDetail?
/// <summary>Mesh with really low detail</summary>
MinDetail = 16,
Unk6 = 32, // same as NonStatic (-cloth physics?)
Vegetation = 64,
Unk8 = 128
}
/// <summary>Parsed submesh</summary>
public class Submesh {
/// <summary>Vertex positions</summary>
public teVec3[] Vertices;
/// <summary>Vertex normals</summary>
public teVec3[] Normals;
/// <summary>Vertex tangents</summary>
public teVec4[] Tangents;
/// <summary>Vertex UVs</summary>
public teVec2[][] UV;
/// <summary>Vertex IDs</summary>
/// <remarks>Seems to be 0 most of the time</remarks>
// ReSharper disable once InconsistentNaming
public uint[] IDs;
/// <summary>Vertex bone indices</summary>
public ushort[][] BoneIndices;
/// <summary>Vertex bone weights</summary>
public float[][] BoneWeights;
/// <summary>Triangle indices</summary>
public ushort[] Indices;
public teColorRGBA[] Color1;
public teColorRGBA[] Color2;
/// <summary>Source descriptor</summary>
public SubmeshDescriptor Descriptor;
/// <summary>Number of UV maps</summary>
public byte UVCount;
public Submesh(SubmeshDescriptor submeshDescriptor, byte uvCount, byte blendCount) {
Descriptor = submeshDescriptor;
UVCount = uvCount;
Vertices = new teVec3[submeshDescriptor.VerticesToDraw];
Normals = new teVec3[submeshDescriptor.VerticesToDraw];
Tangents = new teVec4[submeshDescriptor.VerticesToDraw];
IDs = new uint[submeshDescriptor.VerticesToDraw];
Indices = new ushort[submeshDescriptor.IndicesToDraw];
UV = new teVec2[submeshDescriptor.VerticesToDraw][];
Color1 = new teColorRGBA[submeshDescriptor.VerticesToDraw];
Color2 = new teColorRGBA[submeshDescriptor.VerticesToDraw];
BoneIndices = new ushort[submeshDescriptor.VerticesToDraw][];
BoneWeights = new float[submeshDescriptor.VerticesToDraw][];
for (int i = 0; i < submeshDescriptor.VerticesToDraw; i++) {
BoneIndices[i] = new ushort[4 * blendCount];
BoneWeights[i] = new float[4 * blendCount];
UV[i] = new teVec2[uvCount];
}
}
}
/// <summary>Unhandled vertex semantic types</summary>
private static readonly HashSet<teShaderInstance.ShaderInputUse> UnhandledSemanticTypes = new HashSet<teShaderInstance.ShaderInputUse>();
/// <summary>Header data</summary>
public RenderMeshHeader Header;
/// <summary>Vertex buffer descriptors</summary>
public VertexBufferDescriptor[] VertexBuffers;
/// <summary>Index buffer descriptors</summary>
public IndexBufferDescriptor[] IndexBuffers;
/// <summary>Vertex elements</summary>
public VertexElementDescriptor[][] VertexElements;
/// <summary>
/// Vertex stride.
/// buffer -> stream -> vertex -> element
/// </summary>
public object[][][][] Stride; // buffer -> stream -> vertex -> element
/// <summary>Submesh descriptions</summary>
public SubmeshDescriptor[] SubmeshDescriptors;
/// <summary>Parsed submeshes</summary>
public Submesh[] Submeshes;
public void Parse(Stream input) {
using (BinaryReader reader = new BinaryReader(input)) {
Header = reader.Read<RenderMeshHeader>();
SubmeshDescriptors = new SubmeshDescriptor[Header.SubmeshCount];
VertexBuffers = new VertexBufferDescriptor[Header.VertexBufferDescriptorCount];
VertexElements = new VertexElementDescriptor[Header.VertexBufferDescriptorCount][];
IndexBuffers = new IndexBufferDescriptor[Header.IndexBufferDescriptorCount];
Stride = new object[Header.VertexBufferDescriptorCount][][][];
ParseVBO(reader);
ParseIBO(reader);
ParseSubmesh(reader);
ParseStride(reader);
GenerateMeshes(reader);
}
}
#region Parser Subfunctions
private void ParseVBO(BinaryReader reader) {
reader.BaseStream.Position = Header.VertexBufferDesciptorPointer;
VertexBuffers = reader.ReadArray<VertexBufferDescriptor>(Header.VertexBufferDescriptorCount);
for (int i = 0; i < Header.VertexBufferDescriptorCount; ++i)
VertexElements[i] = ParseVBE(reader, VertexBuffers[i]);
}
private void ParseIBO(BinaryReader reader) {
reader.BaseStream.Position = Header.IndexBufferDescriptorPointer;
IndexBuffers = reader.ReadArray<IndexBufferDescriptor>(Header.IndexBufferDescriptorCount);
}
private void ParseSubmesh(BinaryReader reader) {
reader.BaseStream.Position = Header.SubmeshDescriptorPointer;
SubmeshDescriptors = reader.ReadArray<SubmeshDescriptor>((int) Header.SubmeshCount);
}
private VertexElementDescriptor[] ParseVBE(BinaryReader reader, VertexBufferDescriptor descriptor) {
reader.BaseStream.Position = descriptor.VertexElementDescriptorPointer;
return reader.ReadArray<VertexElementDescriptor>(descriptor.VertexElementDescriptorCount);
}
// split VBE by stream
private VertexElementDescriptor[][] SplitVBE(VertexElementDescriptor[] input) {
VertexElementDescriptor[][] elements = new VertexElementDescriptor[2][];
// pass 1
byte[] sizes = { 0, 0 };
for (int i = 0; i < input.Length; ++i) sizes[input[i].Stream] += 1;
// pass 2
elements[0] = new VertexElementDescriptor[sizes[0]];
elements[1] = new VertexElementDescriptor[sizes[1]];
sizes = new byte[] { 0, 0 };
for (int i = 0; i < input.Length; ++i) {
byte stream = input[i].Stream;
elements[stream][sizes[stream]] = input[i];
sizes[stream] += 1;
}
return elements;
}
// buffer -> stream -> vertex -> element
private void ParseStride(BinaryReader reader) {
for (int i = 0; i < VertexBuffers.Length; ++i) {
VertexBufferDescriptor vbo = VertexBuffers[i];
Stride[i] = new object[2][][];
long[] offset = { vbo.DataStream1Pointer, vbo.DataStream2Pointer };
byte[] sizes = { vbo.StrideStream1, vbo.StrideStream2 };
VertexElementDescriptor[][] elements = SplitVBE(VertexElements[i]);
for (int j = 0; j < offset.Length; ++j) {
/*Console.Out.WriteLine($"MESH: {offset[j]} {sizes[j]} {vbo.VertexCount}");
foreach (var element in elements[j])
{
Console.Out.Write($"{element.Type} {element.Format} {element.Index} {element.Offset}");
}*/
Stride[i][j] = new object[vbo.VertexCount][];
reader.BaseStream.Position = offset[j];
for (int k = 0; k < vbo.VertexCount; ++k) {
Stride[i][j][k] = new object[elements[j].Length];
long next = reader.BaseStream.Position + sizes[j];
long current = reader.BaseStream.Position;
for (int l = 0; l < elements[j].Length; ++l) {
reader.BaseStream.Position = current + elements[j][l].Offset;
Stride[i][j][k][l] = ReadElement(elements[j][l].Format, reader);
}
reader.BaseStream.Position = next;
}
}
}
}
#endregion
private object ReadElement(SemanticFormat format, BinaryReader reader) {
switch (format) {
case SemanticFormat.SINGLE_3:
return new[] { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() };
case SemanticFormat.HALF_2:
return new[] { reader.ReadUInt16(), reader.ReadUInt16() };
case SemanticFormat.UINT8_4:
return new[] { reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte() };
case SemanticFormat.UINT16_4:
return new[] { reader.ReadUInt16(), reader.ReadUInt16(), reader.ReadUInt16(), reader.ReadUInt16() };
case SemanticFormat.UINT8_UNORM4:
return new[] {
reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f,
reader.ReadByte() / 255f
};
case SemanticFormat.UINT8_SNORM4:
return new[] {
reader.ReadSByte() / 255f, reader.ReadSByte() / 255f, reader.ReadSByte() / 255f,
reader.ReadSByte() / 255f
};
case SemanticFormat.NONE:
throw new NotImplementedException($"Unhandled Semantic Format {format:X}!\n");
case SemanticFormat.UINT32:
return reader.ReadUInt32();
default:
throw new NotImplementedException($"Unhandled Semantic Format {format:X}!\n");
}
}
/// <summary>Generate <see cref="Submesh"/> objects</summary>
private void GenerateMeshes(BinaryReader reader) {
Submeshes = new Submesh[SubmeshDescriptors.Length];
for (int i = 0; i < SubmeshDescriptors.Length; ++i) {
SubmeshDescriptor submeshDescriptor = SubmeshDescriptors[i];
//VertexBufferDescriptor vbo = VertexBuffers[submeshDescriptor.VertexBuffer];
IndexBufferDescriptor ibo = IndexBuffers[submeshDescriptor.IndexBuffer];
byte uvCount = GetMaxIndex(VertexElements[submeshDescriptor.VertexBuffer], teShaderInstance.ShaderInputUse.TexCoord);
byte blendCount = GetMaxIndex(VertexElements[submeshDescriptor.VertexBuffer], teShaderInstance.ShaderInputUse.BlendWeights);
Submesh submesh = new Submesh(submeshDescriptor, uvCount, blendCount);
//Console.Out.WriteLine($"SUBMESH: ptr {ibo.DataStreamPointer} indexstart: {submeshDescriptor.IndexStart} {submeshDescriptor.VertexStart} {submeshDescriptor.VerticesToDraw}");
reader.BaseStream.Position = ibo.DataStreamPointer + submeshDescriptor.IndexStart * 2;
Dictionary<int, ushort> indexRemap = new Dictionary<int, ushort>();
Dictionary<int, int> indexRemapInvert = new Dictionary<int, int>();
// todo: make this cleaner
for (int j = 0; j < submeshDescriptor.IndicesToDraw; j++) {
ushort index = reader.ReadUInt16();
ushort newIndex;
if (indexRemap.TryGetValue(index, out ushort remappedIndex)) {
newIndex = remappedIndex; // "index of", value = fake index
} else {
newIndex = (ushort) indexRemap.Count;
indexRemap[index] = newIndex;
indexRemapInvert[newIndex] = index;
}
submesh.Indices[j] = newIndex;
}
VertexElementDescriptor[][] elements = SplitVBE(VertexElements[submeshDescriptor.VertexBuffer]);
for (int j = 0; j < Stride[submeshDescriptor.VertexBuffer].Length; ++j)
for (int k = 0; k < submeshDescriptor.VerticesToDraw; ++k) {
long offset = submeshDescriptor.VertexStart + indexRemapInvert[k];
for (int l = 0; l < elements[j].Length; ++l) {
VertexElementDescriptor element = elements[j][l];
if (element.Format == SemanticFormat.NONE) break;
object value = Stride[submeshDescriptor.VertexBuffer][j][offset][l];
switch (element.Type) {
case teShaderInstance.ShaderInputUse.Position:
if (element.Index == 0) {
float[] position = (float[]) value;
submesh.Vertices[k] = new teVec3(position);
} else {
Debugger.Log(2, "teModelChunk_RenderMesh",
$"Unhandled vertex layer {element.Index:X} for type {element.Type}!\n");
}
break;
case teShaderInstance.ShaderInputUse.Normal:
if (element.Index == 0) {
float[] normal = (float[]) value;
submesh.Normals[k] = new teVec3(normal.Take(3).ToArray());
} else {
Debugger.Log(2, "teModelChunk_RenderMesh",
$"Unhandled vertex layer {element.Index:X} for type {element.Type}!\n");
}
break;
case teShaderInstance.ShaderInputUse.TexCoord: {
ushort[] uv = (ushort[]) value;
submesh.UV[k][element.Index] = teVec2.FromHalf(uv);
}
break;
case teShaderInstance.ShaderInputUse.BlendIndices:
ushort[] thisIndices = (ushort[]) value;
var indicesDest = submesh.BoneIndices[k].AsSpan(element.Index * 4, 4);
for (int m = 0; m < thisIndices.Length; ++m) {
indicesDest[m] = (ushort) (thisIndices[m] + submeshDescriptor.BoneIdOffset);
}
break;
case teShaderInstance.ShaderInputUse.BlendWeights:
var thisWeights = (float[]) value;
var weightsDest = submesh.BoneWeights[k].AsSpan(element.Index * 4, 4);
thisWeights.AsSpan().CopyTo(weightsDest);
break;
case teShaderInstance.ShaderInputUse.Tangent:
float[] tangent = (float[]) value;
submesh.Tangents[k] = new teVec4(tangent);
break;
case teShaderInstance.ShaderInputUse.VertexIndex: // todo: lolno
uint id = (uint) value;
submesh.IDs[k] = id;
break;
case teShaderInstance.ShaderInputUse.Color:
float[] col = (float[]) value;
if (element.Index == 0) {
submesh.Color1[k] = new teColorRGBA(col);
} else if (element.Index == 1) {
submesh.Color2[k] = new teColorRGBA(col);
} else {
Debugger.Log(2, "teModelChunk_RenderMesh",
$"Unhandled vertex color index: {element.Index:X}\n");
}
break;
default:
if (UnhandledSemanticTypes.Add(element.Type) && Debugger.IsAttached) {
Debugger.Log(2, "teModelChunk_RenderMesh",
$"Unhandled vertex type {element.Type}!\n");
}
break;
}
}
}
Submeshes[i] = submesh;
}
}
private byte GetMaxIndex(VertexElementDescriptor[] elements, teShaderInstance.ShaderInputUse type) {
byte max = 0;
foreach (VertexElementDescriptor element in elements)
if (element.Type == type) max = System.Math.Max(max, element.Index);
max += 1;
return max;
}
}
}