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libxiv/src/mdlparser.cpp

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#include "mdlparser.h"
#include <cstdio>
#include <stdexcept>
#include <fmt/core.h>
#include <array>
#include <fstream>
#include <algorithm>
Model parseMDL(const std::string_view path) {
FILE* file = fopen(path.data(), "rb");
if(file == nullptr) {
throw std::runtime_error("Failed to open exh file " + std::string(path));
}
enum FileType : int32_t {
Empty = 1,
Standard = 2,
Model = 3,
Texture = 4
};
struct ModelFileHeader {
uint32_t version;
uint32_t stackSize;
uint32_t runtimeSize;
unsigned short vertexDeclarationCount;
unsigned short materialCount;
uint32_t vertexOffsets[3];
uint32_t indexOffsets[3];
uint32_t vertexBufferSize[3];
uint32_t indexBufferSize[3];
uint8_t lodCount;
bool indexBufferStreamingEnabled;
bool hasEdgeGeometry;
uint8_t padding;
} modelFileHeader;
fread(&modelFileHeader, sizeof(ModelFileHeader), 1, file);
fmt::print("stack size: {}\n", modelFileHeader.stackSize);
struct VertexElement {
uint8_t stream, offset, type, usage, usageIndex;
uint8_t padding[3];
};
struct VertexDeclaration {
std::vector<VertexElement> elements;
};
std::vector<VertexDeclaration> vertexDecls(modelFileHeader.vertexDeclarationCount);
for(int i = 0; i < modelFileHeader.vertexDeclarationCount; i++) {
VertexElement element {};
fread(&element, sizeof(VertexElement), 1, file);
do {
vertexDecls[i].elements.push_back(element);
fread(&element, sizeof(VertexElement), 1, file);
} while (element.stream != 255);
int toSeek = 17 * 8 - (vertexDecls[i].elements.size() + 1) * 8;
fseek(file, toSeek, SEEK_CUR);
}
uint16_t stringCount;
fread(&stringCount, sizeof(uint16_t), 1, file);
fmt::print("string count: {}\n", stringCount);
// dummy
fseek(file, sizeof(uint16_t), SEEK_CUR);
uint32_t stringSize;
fread(&stringSize, sizeof(uint32_t), 1, file);
std::vector<uint8_t> strings(stringSize);
fread(strings.data(), stringSize, 1, file);
enum ModelFlags1 : uint8_t
{
DustOcclusionEnabled = 0x80,
SnowOcclusionEnabled = 0x40,
RainOcclusionEnabled = 0x20,
Unknown1 = 0x10,
LightingReflectionEnabled = 0x08,
WavingAnimationDisabled = 0x04,
LightShadowDisabled = 0x02,
ShadowDisabled = 0x01,
};
enum ModelFlags2 : uint8_t
{
Unknown2 = 0x80,
BgUvScrollEnabled = 0x40,
EnableForceNonResident = 0x20,
ExtraLodEnabled = 0x10,
ShadowMaskEnabled = 0x08,
ForceLodRangeEnabled = 0x04,
EdgeGeometryEnabled = 0x02,
Unknown3 = 0x01
};
struct ModelHeader {
float radius;
unsigned short meshCount;
unsigned short attributeCount;
unsigned short submeshCount;
unsigned short materialCount;
unsigned short boneCount;
unsigned short boneTableCount;
unsigned short shapeCount;
unsigned short shapeMeshCount;
unsigned short shapeValueCount;
uint8_t lodCount;
ModelFlags1 flags1;
unsigned short elementIdCount;
uint8_t terrainShadowMeshCount;
ModelFlags2 flags2;
float modelClipOutDistance;
float shadowClipOutDistance;
unsigned short unknown4;
unsigned short terrainShadowSubmeshCount;
uint8_t unknown5;
uint8_t bgChangeMaterialIndex;
uint8_t bgCrestChangeMaterialIndex;
uint8_t unknown6;
unsigned short unknown7, unknown8, unknown9;
uint8_t padding[6];
} modelHeader;
fread(&modelHeader, sizeof(modelHeader), 1, file);
fmt::print("mesh count: {}\n", modelHeader.meshCount);
fmt::print("attribute count: {}\n", modelHeader.attributeCount);
struct ElementId {
unsigned int elementId;
unsigned int parentBoneName;
std::vector<float> translate;
std::vector<float> rotate;
};
std::vector<ElementId> elementIds(modelHeader.elementIdCount);
for(int i = 0; i < modelHeader.elementIdCount; i++) {
fread(&elementIds[i].elementId, sizeof(uint32_t), 1, file);
fread(&elementIds[i].parentBoneName, sizeof(uint32_t), 1, file);
elementIds[i].translate.resize(3); // FIXME: these always seem to be 3, convert to static array? then we could probably fread this all in one go!
elementIds[i].rotate.resize(3);
fread(elementIds[i].translate.data(), sizeof(float) * 3, 1, file);
fread(elementIds[i].rotate.data(), sizeof(float) * 3, 1, file);
}
struct Lod {
unsigned short meshIndex;
unsigned short meshCount;
float modelLodRange;
float textureLodRange;
unsigned short waterMeshIndex;
unsigned short waterMeshCount;
unsigned short shadowMeshIndex;
unsigned short shadowMeshCount;
unsigned short terrainShadowMeshIndex;
unsigned short terrainShadowMeshCount;
unsigned short verticalFogMeshIndex;
unsigned short verticalFogMeshCount;
// unused on win32 according to lumina devs
unsigned int edgeGeometrySize;
unsigned int edgeGeometryDataOffset;
unsigned int polygonCount;
unsigned int unknown1;
unsigned int vertexBufferSize;
unsigned int indexBufferSize;
unsigned int vertexDataOffset;
unsigned int indexDataOffset;
};
std::array<Lod, 3> lods;
fread(lods.data(), sizeof(Lod) * 3, 1, file);
// TODO: support models that support more than 3 lods
struct Mesh {
unsigned short vertexCount;
unsigned short padding;
unsigned int indexCount;
unsigned short materialIndex;
unsigned short subMeshIndex;
unsigned short subMeshCount;
unsigned short boneTableIndex;
unsigned int startIndex;
std::vector<unsigned int> vertexBufferOffset;
std::vector<uint8_t> vertexBufferStride;
uint8_t vertexStreamCount;
};
std::vector<Mesh> meshes(modelHeader.meshCount);
for(int i = 0; i < modelHeader.meshCount; i++) {
fread(&meshes[i].vertexCount, sizeof(uint16_t), 1, file);
fread(&meshes[i].padding, sizeof(uint16_t), 1, file);
fread(&meshes[i].indexCount, sizeof(uint32_t), 1, file);
fread(&meshes[i].materialIndex, sizeof(uint16_t), 1, file);
fread(&meshes[i].subMeshIndex, sizeof(uint16_t), 1, file);
fread(&meshes[i].subMeshCount, sizeof(uint16_t), 1, file);
fread(&meshes[i].boneTableIndex, sizeof(uint16_t), 1, file);
fread(&meshes[i].startIndex, sizeof(uint32_t), 1, file);
meshes[i].vertexBufferOffset.resize(3);
fread(meshes[i].vertexBufferOffset.data(), sizeof(uint32_t) * 3, 1, file);
meshes[i].vertexBufferStride.resize(3);
fread(meshes[i].vertexBufferStride.data(), sizeof(uint8_t) * 3, 1, file);
fread(&meshes[i].vertexStreamCount, sizeof(uint8_t), 1, file);
}
std::vector<uint32_t> attributeNameOffsets(modelHeader.attributeCount);
fread(attributeNameOffsets.data(), sizeof(uint32_t) * modelHeader.attributeCount, 1, file);
// TODO: implement terrain shadow meshes
struct Submesh {
unsigned int indexOffset;
unsigned int indexCount;
unsigned int attributeIndexMask;
unsigned short boneStartIndex;
unsigned short boneCount;
};
std::vector<Submesh> submeshes(modelHeader.submeshCount);
for(int i = 0; i < modelHeader.submeshCount; i++) {
fread(&submeshes[i], sizeof(Submesh), 1, file);
}
// TODO: implement terrain shadow submeshes
std::vector<uint32_t> materialNameOffsets(modelHeader.materialCount);
fread(materialNameOffsets.data(), sizeof(uint32_t) * modelHeader.materialCount, 1, file);
std::vector<uint32_t> boneNameOffsets(modelHeader.boneCount);
fread(boneNameOffsets.data(), sizeof(uint32_t) * modelHeader.boneCount, 1, file);
struct BoneTable {
std::vector<unsigned short> boneIndex;
uint8_t boneCount;
std::vector<uint8_t> padding;
};
std::vector<BoneTable> boneTables(modelHeader.boneTableCount);
for(int i = 0; i < modelHeader.boneTableCount; i++) {
boneTables[i].boneIndex.resize(64);
fread(boneTables[i].boneIndex.data(), 64 * sizeof(uint16_t), 1, file);
fread(&boneTables[i].boneCount, sizeof(uint8_t), 1, file);
boneTables[i].padding.resize(3);
fread(boneTables[i].padding.data(), sizeof(uint8_t) * 3, 1, file);
fmt::print("bone count: {}\n", boneTables[i].boneCount);
}
// TODO: implement shapes
unsigned int submeshBoneMapSize;
fread(&submeshBoneMapSize, sizeof(uint32_t), 1, file);
std::vector<uint16_t > submeshBoneMap((int)submeshBoneMapSize / 2);
fread(submeshBoneMap.data(), submeshBoneMap.size() * sizeof(uint16_t), 1, file);
uint8_t paddingAmount;
fread(&paddingAmount, sizeof(uint8_t), 1, file);
fseek(file, paddingAmount, SEEK_CUR);
struct BoundingBox {
std::array<float, 4> min, max;
};
BoundingBox boundingBoxes, modelBoundingBoxes, waterBoundingBoxes, verticalFogBoundingBoxes;
fread(&boundingBoxes, sizeof(BoundingBox), 1, file);
fread(&modelBoundingBoxes, sizeof(BoundingBox), 1, file);
fread(&waterBoundingBoxes, sizeof(BoundingBox), 1, file);
fread(&verticalFogBoundingBoxes, sizeof(BoundingBox), 1, file);
std::vector<BoundingBox> boneBoundingBoxes(modelHeader.boneCount);
fread(boneBoundingBoxes.data(), modelHeader.boneCount * sizeof(BoundingBox), 1, file);
fmt::print("Successfully read mdl file!\n");
fmt::print("Now exporting as test.obj...\n");
// TODO: doesn't work for lod above 0
for(int i = 0; i < modelHeader.lodCount; i++) {
for(int j = lods[i].meshIndex; j < (lods[i].meshIndex + lods[i].meshCount); j++) {
std::ofstream out(fmt::format("lod{}_part{}.obj", i, j));
const VertexDeclaration decl = vertexDecls[j];
std::vector<VertexElement> orderedElements = decl.elements;
std::sort(orderedElements.begin(), orderedElements.end(), [](VertexElement a, VertexElement b) {
return a.offset > b.offset;
});
enum VertexType : uint8_t {
Single3 = 2,
Single4 = 3,
UInt = 5,
ByteFloat4 = 8,
Half2 = 13,
Half4 = 14
};
enum VertexUsage : uint8_t {
Position = 0,
BlendWeights = 1,
BlendIndices = 2,
Normal = 3,
UV = 4,
Tangent2 = 5,
Tangent1 = 6,
Color = 7,
};
int vertexCount = meshes[j].vertexCount;
std::vector<Vertex> vertices(vertexCount);
for(int k = 0; k < vertexCount; k++) {
for(auto & orderedElement : orderedElements) {
VertexType type = (VertexType)orderedElement.type;
VertexUsage usage = (VertexUsage)orderedElement.usage;
const int stream = orderedElement.stream;
fseek(file, lods[i].vertexDataOffset + meshes[j].vertexBufferOffset[stream] + orderedElement.offset + meshes[i].vertexBufferStride[stream] * k, SEEK_SET);
std::array<float, 4> floatData = {};
switch(type) {
case VertexType::Single3:
fread(floatData.data(), sizeof(float) * 3, 1, file);
break;
case VertexType::Single4:
fread(floatData.data(), sizeof(float) * 4, 1, file);
break;
case VertexType::UInt:
fseek(file, sizeof(uint8_t) * 4, SEEK_CUR);
break;
case VertexType::ByteFloat4:
fseek(file, sizeof(uint8_t) * 4, SEEK_CUR);
break;
case VertexType::Half2:
fseek(file, sizeof(uint16_t) * 2, SEEK_CUR);
break;
case VertexType::Half4:
fseek(file, sizeof(uint16_t) * 4, SEEK_CUR);
break;
}
switch(usage) {
case VertexUsage::Position:
vertices[k].position = floatData;
break;
}
}
out << "v " << vertices[k].position[0] << " " << vertices[k].position[1] << " " << vertices[k].position[2] << std::endl;
}
fseek(file, modelFileHeader.indexOffsets[i] + (meshes[j].startIndex * 2), SEEK_SET);
std::vector<uint16_t> indices(meshes[j].indexCount);
fread(indices.data(), meshes[j].indexCount * sizeof(uint16_t), 1, file);
for(int k = 0; k < indices.size(); k += 3) {
unsigned short x = indices[k + 0] + 1;
unsigned short y = indices[k + 1] + 1;
unsigned short z = indices[k + 2] + 1;
out << "f ";
out << x << "/" << x << "/" << x << " ";
out << y << "/" << y << "/" << y << " ";
out << z << "/" << z << "/" << z << std::endl;
}
out.close();
}
}
return {};
}