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mdlpart: Reformat code, misc cleanup

This commit is contained in:
Joshua Goins 2023-10-12 23:45:34 -04:00
parent 9481c3e120
commit 1a97441647
2 changed files with 158 additions and 149 deletions

View file

@ -21,15 +21,20 @@
#include "tiny_gltf.h" #include "tiny_gltf.h"
#ifndef USE_STANDALONE_WINDOW #ifndef USE_STANDALONE_WINDOW
class VulkanWindow : public QWindow { class VulkanWindow : public QWindow
{
public: public:
VulkanWindow(MDLPart* part, Renderer* renderer, QVulkanInstance* instance) VulkanWindow(MDLPart *part, Renderer *renderer, QVulkanInstance *instance)
: part(part), m_renderer(renderer), m_instance(instance) { : part(part)
, m_renderer(renderer)
, m_instance(instance)
{
setSurfaceType(VulkanSurface); setSurfaceType(VulkanSurface);
setVulkanInstance(instance); setVulkanInstance(instance);
} }
void exposeEvent(QExposeEvent*) { void exposeEvent(QExposeEvent *)
{
if (isExposed()) { if (isExposed()) {
if (!m_initialized) { if (!m_initialized) {
m_initialized = true; m_initialized = true;
@ -43,70 +48,72 @@ public:
} }
} }
bool event(QEvent* e) { bool event(QEvent *e)
{
switch (e->type()) { switch (e->type()) {
case QEvent::UpdateRequest: case QEvent::UpdateRequest:
render(); render();
break; break;
case QEvent::Resize: { case QEvent::Resize: {
QResizeEvent* resizeEvent = (QResizeEvent*)e; QResizeEvent *resizeEvent = (QResizeEvent *)e;
auto surface = m_instance->surfaceForWindow(this); auto surface = m_instance->surfaceForWindow(this);
m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height()); m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height());
} break; } break;
case QEvent::MouseButtonPress: { case QEvent::MouseButtonPress: {
auto mouseEvent = dynamic_cast<QMouseEvent*>(e); auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) { if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) {
part->lastX = mouseEvent->position().x(); part->lastX = mouseEvent->position().x();
part->lastY = mouseEvent->position().y(); part->lastY = mouseEvent->position().y();
part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move; part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move;
setKeyboardGrabEnabled(true); setKeyboardGrabEnabled(true);
setCursor(Qt::BlankCursor); setCursor(Qt::BlankCursor);
}
} break;
case QEvent::MouseButtonRelease: {
part->cameraMode = MDLPart::CameraMode::None;
setKeyboardGrabEnabled(false);
setCursor({});
} break;
case QEvent::MouseMove: {
auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
if (part->cameraMode != MDLPart::CameraMode::None) {
const int deltaX = mouseEvent->position().x() - part->lastX;
const int deltaY = mouseEvent->position().y() - part->lastY;
if (part->cameraMode == MDLPart::CameraMode::Orbit) {
part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers
part->pitch += deltaY * 0.01f;
} else {
const glm::vec3 position(part->cameraDistance * std::sin(part->yaw),
part->cameraDistance * part->pitch,
part->cameraDistance * std::cos(part->yaw));
const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0});
part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f;
part->position.y = std::clamp(part->position.y, 0.0f, 10.0f);
} }
} break;
case QEvent::MouseButtonRelease: {
part->cameraMode = MDLPart::CameraMode::None;
setKeyboardGrabEnabled(false); part->lastX = mouseEvent->position().x();
setCursor({}); part->lastY = mouseEvent->position().y();
} break; }
case QEvent::MouseMove: { } break;
auto mouseEvent = dynamic_cast<QMouseEvent*>(e); case QEvent::Wheel: {
if (part->cameraMode != MDLPart::CameraMode::None) { auto scrollEvent = dynamic_cast<QWheelEvent *>(e);
const int deltaX = mouseEvent->position().x() - part->lastX;
const int deltaY = mouseEvent->position().y() - part->lastY;
if (part->cameraMode == MDLPart::CameraMode::Orbit) { part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120?
part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f);
part->pitch += deltaY * 0.01f; } break;
} else {
const glm::vec3 position(part->cameraDistance * std::sin(part->yaw),
part->cameraDistance * part->pitch,
part->cameraDistance * std::cos(part->yaw));
const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0});
part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f;
part->position.y = std::clamp(part->position.y, 0.0f, 10.0f);
}
part->lastX = mouseEvent->position().x();
part->lastY = mouseEvent->position().y();
}
} break;
case QEvent::Wheel: {
auto scrollEvent = dynamic_cast<QWheelEvent*>(e);
part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120?
part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f);
} break;
} }
return QWindow::event(e); return QWindow::event(e);
} }
void render() { void render()
{
ImGui::SetCurrentContext(m_renderer->ctx); ImGui::SetCurrentContext(m_renderer->ctx);
auto &io = ImGui::GetIO(); auto &io = ImGui::GetIO();
@ -115,14 +122,11 @@ public:
ImGui::NewFrame(); ImGui::NewFrame();
if (part->requestUpdate) if (part->requestUpdate)
part->requestUpdate(); part->requestUpdate();
ImGui::Render(); ImGui::Render();
glm::vec3 position( glm::vec3 position(part->cameraDistance * sin(part->yaw), part->cameraDistance * part->pitch, part->cameraDistance * cos(part->yaw));
part->cameraDistance * sin(part->yaw),
part->cameraDistance * part->pitch,
part->cameraDistance * cos(part->yaw));
m_renderer->view = glm::lookAt(part->position + position, part->position, glm::vec3(0, -1, 0)); m_renderer->view = glm::lookAt(part->position + position, part->position, glm::vec3(0, -1, 0));
@ -135,17 +139,20 @@ public:
private: private:
bool m_initialized = false; bool m_initialized = false;
Renderer* m_renderer; Renderer *m_renderer;
QVulkanInstance* m_instance; QVulkanInstance *m_instance;
MDLPart* part; MDLPart *part;
}; };
#else #else
#include "equipment.h" #include "equipment.h"
#include "standalonewindow.h" #include "standalonewindow.h"
#endif #endif
MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) { MDLPart::MDLPart(GameData *data, FileCache &cache)
: data(data)
, cache(cache)
{
auto viewportLayout = new QVBoxLayout(); auto viewportLayout = new QVBoxLayout();
viewportLayout->setContentsMargins(0, 0, 0, 0); viewportLayout->setContentsMargins(0, 0, 0, 0);
setLayout(viewportLayout); setLayout(viewportLayout);
@ -168,7 +175,7 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) {
standaloneWindow = new StandaloneWindow(renderer); standaloneWindow = new StandaloneWindow(renderer);
renderer->initSwapchain(standaloneWindow->getSurface(renderer->instance), 640, 480); renderer->initSwapchain(standaloneWindow->getSurface(renderer->instance), 640, 480);
QTimer* timer = new QTimer(); QTimer *timer = new QTimer();
connect(timer, &QTimer::timeout, this, [this] { connect(timer, &QTimer::timeout, this, [this] {
standaloneWindow->render(); standaloneWindow->render();
}); });
@ -179,21 +186,22 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) {
connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData); connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData);
} }
void MDLPart::exportModel(const QString& fileName) { void MDLPart::exportModel(const QString &fileName)
{
const int selectedModel = 0; const int selectedModel = 0;
const int selectedLod = 0; const int selectedLod = 0;
const physis_MDL& model = models[selectedModel].model; const physis_MDL &model = models[selectedModel].model;
const physis_LOD& lod = model.lods[selectedLod]; const physis_LOD &lod = model.lods[selectedLod];
tinygltf::Model gltfModel; tinygltf::Model gltfModel;
gltfModel.asset.generator = "Novus"; gltfModel.asset.generator = "Novus";
auto& gltfSkeletonNode = gltfModel.nodes.emplace_back(); auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
gltfSkeletonNode.name = skeleton->root_bone->name; gltfSkeletonNode.name = skeleton->root_bone->name;
for (int i = 0; i < model.num_affected_bones; i++) { for (int i = 0; i < model.num_affected_bones; i++) {
auto& node = gltfModel.nodes.emplace_back(); auto &node = gltfModel.nodes.emplace_back();
node.name = model.affected_bone_names[i]; node.name = model.affected_bone_names[i];
int real_bone_id = 0; int real_bone_id = 0;
@ -203,7 +211,7 @@ void MDLPart::exportModel(const QString& fileName) {
} }
} }
auto& real_bone = skeleton->bones[real_bone_id]; auto &real_bone = skeleton->bones[real_bone_id];
node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]}; node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]}; node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]}; node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
@ -218,7 +226,7 @@ void MDLPart::exportModel(const QString& fileName) {
} }
} }
auto& real_bone = skeleton->bones[real_bone_id]; auto &real_bone = skeleton->bones[real_bone_id];
if (real_bone.parent_bone != nullptr) { if (real_bone.parent_bone != nullptr) {
for (int k = 0; k < model.num_affected_bones; k++) { for (int k = 0; k < model.num_affected_bones; k++) {
if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) { if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
@ -230,7 +238,7 @@ void MDLPart::exportModel(const QString& fileName) {
} }
} }
auto& gltfSkin = gltfModel.skins.emplace_back(); auto &gltfSkin = gltfModel.skins.emplace_back();
gltfSkin.name = gltfSkeletonNode.name; gltfSkin.name = gltfSkeletonNode.name;
gltfSkin.skeleton = 0; gltfSkin.skeleton = 0;
for (int i = 1; i < gltfModel.nodes.size(); i++) { for (int i = 1; i < gltfModel.nodes.size(); i++) {
@ -241,16 +249,16 @@ void MDLPart::exportModel(const QString& fileName) {
{ {
gltfSkin.inverseBindMatrices = gltfModel.accessors.size(); gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
auto& inverseAccessor = gltfModel.accessors.emplace_back(); auto &inverseAccessor = gltfModel.accessors.emplace_back();
inverseAccessor.bufferView = gltfModel.bufferViews.size(); inverseAccessor.bufferView = gltfModel.bufferViews.size();
inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
inverseAccessor.count = model.num_affected_bones; inverseAccessor.count = model.num_affected_bones;
inverseAccessor.type = TINYGLTF_TYPE_MAT4; inverseAccessor.type = TINYGLTF_TYPE_MAT4;
auto& inverseBufferView = gltfModel.bufferViews.emplace_back(); auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
inverseBufferView.buffer = gltfModel.buffers.size(); inverseBufferView.buffer = gltfModel.buffers.size();
auto& inverseBuffer = gltfModel.buffers.emplace_back(); auto &inverseBuffer = gltfModel.buffers.emplace_back();
for (int i = 0; i < model.num_affected_bones; i++) { for (int i = 0; i < model.num_affected_bones; i++) {
int real_bone_id = 0; int real_bone_id = 0;
for (int k = 0; k < skeleton->num_bones; k++) { for (int k = 0; k < skeleton->num_bones; k++) {
@ -259,9 +267,9 @@ void MDLPart::exportModel(const QString& fileName) {
} }
} }
auto& real_bone = skeleton->bones[real_bone_id]; auto &real_bone = skeleton->bones[real_bone_id];
auto inverseMatrix = boneData[real_bone.index].inversePose; auto inverseMatrix = boneData[real_bone.index].inversePose;
auto inverseMatrixCPtr = reinterpret_cast<uint8_t*>(glm::value_ptr(inverseMatrix)); auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16); inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
} }
@ -270,18 +278,19 @@ void MDLPart::exportModel(const QString& fileName) {
} }
for (int i = 0; i < lod.num_parts; i++) { for (int i = 0; i < lod.num_parts; i++) {
auto& gltfNode = gltfModel.nodes.emplace_back();; auto &gltfNode = gltfModel.nodes.emplace_back();
;
gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0"; gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0";
gltfNode.skin = 0; gltfNode.skin = 0;
gltfSkeletonNode.children.push_back(gltfModel.nodes.size()); gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
gltfNode.mesh = gltfModel.meshes.size(); gltfNode.mesh = gltfModel.meshes.size();
auto& gltfMesh = gltfModel.meshes.emplace_back(); auto &gltfMesh = gltfModel.meshes.emplace_back();
gltfMesh.name = gltfNode.name + " Mesh Attribute"; gltfMesh.name = gltfNode.name + " Mesh Attribute";
auto& gltfPrimitive = gltfMesh.primitives.emplace_back(); auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size(); gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1; gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 2; gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 2;
@ -291,45 +300,45 @@ void MDLPart::exportModel(const QString& fileName) {
// Vertices // Vertices
{ {
auto& positionAccessor = gltfModel.accessors.emplace_back(); auto &positionAccessor = gltfModel.accessors.emplace_back();
positionAccessor.bufferView = gltfModel.bufferViews.size(); positionAccessor.bufferView = gltfModel.bufferViews.size();
positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
positionAccessor.count = lod.parts[i].num_vertices; positionAccessor.count = lod.parts[i].num_vertices;
positionAccessor.type = TINYGLTF_TYPE_VEC3; positionAccessor.type = TINYGLTF_TYPE_VEC3;
auto& uvAccessor = gltfModel.accessors.emplace_back(); auto &uvAccessor = gltfModel.accessors.emplace_back();
uvAccessor.bufferView = gltfModel.bufferViews.size(); uvAccessor.bufferView = gltfModel.bufferViews.size();
uvAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; uvAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
uvAccessor.count = lod.parts[i].num_vertices; uvAccessor.count = lod.parts[i].num_vertices;
uvAccessor.type = TINYGLTF_TYPE_VEC2; uvAccessor.type = TINYGLTF_TYPE_VEC2;
uvAccessor.byteOffset = offsetof(Vertex, uv); uvAccessor.byteOffset = offsetof(Vertex, uv);
auto& normalAccessor = gltfModel.accessors.emplace_back(); auto &normalAccessor = gltfModel.accessors.emplace_back();
normalAccessor.bufferView = gltfModel.bufferViews.size(); normalAccessor.bufferView = gltfModel.bufferViews.size();
normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
normalAccessor.count = lod.parts[i].num_vertices; normalAccessor.count = lod.parts[i].num_vertices;
normalAccessor.type = TINYGLTF_TYPE_VEC3; normalAccessor.type = TINYGLTF_TYPE_VEC3;
normalAccessor.byteOffset = offsetof(Vertex, normal); normalAccessor.byteOffset = offsetof(Vertex, normal);
auto& boneWeightAccessor = gltfModel.accessors.emplace_back(); auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
boneWeightAccessor.bufferView = gltfModel.bufferViews.size(); boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
boneWeightAccessor.count = lod.parts[i].num_vertices; boneWeightAccessor.count = lod.parts[i].num_vertices;
boneWeightAccessor.type = TINYGLTF_TYPE_VEC4; boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight); boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
auto& boneIdAccessor = gltfModel.accessors.emplace_back(); auto &boneIdAccessor = gltfModel.accessors.emplace_back();
boneIdAccessor.bufferView = gltfModel.bufferViews.size(); boneIdAccessor.bufferView = gltfModel.bufferViews.size();
boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_BYTE; boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_BYTE;
boneIdAccessor.count = lod.parts[i].num_vertices; boneIdAccessor.count = lod.parts[i].num_vertices;
boneIdAccessor.type = TINYGLTF_TYPE_VEC4; boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
boneIdAccessor.byteOffset = offsetof(Vertex, bone_id); boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
auto& vertexBufferView = gltfModel.bufferViews.emplace_back(); auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
vertexBufferView.buffer = gltfModel.buffers.size(); vertexBufferView.buffer = gltfModel.buffers.size();
vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER; vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
auto& vertexBuffer = gltfModel.buffers.emplace_back(); auto &vertexBuffer = gltfModel.buffers.emplace_back();
vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex)); vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size()); memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
@ -340,17 +349,17 @@ void MDLPart::exportModel(const QString& fileName) {
// Indices // Indices
{ {
gltfPrimitive.indices = gltfModel.accessors.size(); gltfPrimitive.indices = gltfModel.accessors.size();
auto& indexAccessor = gltfModel.accessors.emplace_back(); auto &indexAccessor = gltfModel.accessors.emplace_back();
indexAccessor.bufferView = gltfModel.bufferViews.size(); indexAccessor.bufferView = gltfModel.bufferViews.size();
indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT; indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
indexAccessor.count = lod.parts[i].num_indices; indexAccessor.count = lod.parts[i].num_indices;
indexAccessor.type = TINYGLTF_TYPE_SCALAR; indexAccessor.type = TINYGLTF_TYPE_SCALAR;
auto& indexBufferView = gltfModel.bufferViews.emplace_back(); auto &indexBufferView = gltfModel.bufferViews.emplace_back();
indexBufferView.buffer = gltfModel.buffers.size(); indexBufferView.buffer = gltfModel.buffers.size();
indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER; indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
auto& indexBuffer = gltfModel.buffers.emplace_back(); auto &indexBuffer = gltfModel.buffers.emplace_back();
indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t)); indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size()); memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
@ -367,7 +376,8 @@ void MDLPart::exportModel(const QString& fileName) {
loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true); loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
} }
void MDLPart::clear() { void MDLPart::clear()
{
models.clear(); models.clear();
Q_EMIT modelChanged(); Q_EMIT modelChanged();
@ -380,10 +390,9 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
auto model = renderer->addModel(mdl, lod); auto model = renderer->addModel(mdl, lod);
model.name = name; model.name = name;
std::transform( std::transform(materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material &mat) {
materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material& mat) { return createMaterial(mat);
return createMaterial(mat); });
});
if (materials.empty()) { if (materials.empty()) {
model.materials.push_back(createMaterial(physis_Material{})); model.materials.push_back(createMaterial(physis_Material{}));
@ -394,7 +403,8 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
Q_EMIT modelChanged(); Q_EMIT modelChanged();
} }
void MDLPart::setSkeleton(physis_Skeleton newSkeleton) { void MDLPart::setSkeleton(physis_Skeleton newSkeleton)
{
skeleton = std::make_unique<physis_Skeleton>(newSkeleton); skeleton = std::make_unique<physis_Skeleton>(newSkeleton);
firstTimeSkeletonDataCalculated = false; firstTimeSkeletonDataCalculated = false;
@ -402,8 +412,9 @@ void MDLPart::setSkeleton(physis_Skeleton newSkeleton) {
Q_EMIT skeletonChanged(); Q_EMIT skeletonChanged();
} }
void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) { void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer)
QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char*)buffer.data, buffer.size)); {
QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char *)buffer.data, buffer.size));
for (auto boneObj : document.object()[QLatin1String("Data")].toArray()) { for (auto boneObj : document.object()[QLatin1String("Data")].toArray()) {
QJsonArray matrix = boneObj.toObject()[QLatin1String("Matrix")].toArray(); QJsonArray matrix = boneObj.toObject()[QLatin1String("Matrix")].toArray();
QString boneName = boneObj.toObject()[QLatin1String("Name")].toString(); QString boneName = boneObj.toObject()[QLatin1String("Name")].toString();
@ -416,7 +427,7 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
for (int i = 0; i < skeleton->num_bones; i++) { for (int i = 0; i < skeleton->num_bones; i++) {
if (std::string_view{skeleton->bones[i].name} == boneName.toStdString()) { if (std::string_view{skeleton->bones[i].name} == boneName.toStdString()) {
auto& data = boneData[i]; auto &data = boneData[i];
data.deformRaceMatrix = actualMatrix; data.deformRaceMatrix = actualMatrix;
} }
@ -426,7 +437,8 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
} }
} }
void MDLPart::clearSkeleton() { void MDLPart::clearSkeleton()
{
skeleton.reset(); skeleton.reset();
firstTimeSkeletonDataCalculated = false; firstTimeSkeletonDataCalculated = false;
@ -434,7 +446,8 @@ void MDLPart::clearSkeleton() {
Q_EMIT skeletonChanged(); Q_EMIT skeletonChanged();
} }
void MDLPart::reloadRenderer() { void MDLPart::reloadRenderer()
{
reloadBoneData(); reloadBoneData();
#ifndef USE_STANDALONE_WINDOW #ifndef USE_STANDALONE_WINDOW
@ -444,7 +457,8 @@ void MDLPart::reloadRenderer() {
#endif #endif
} }
void MDLPart::reloadBoneData() { void MDLPart::reloadBoneData()
{
if (skeleton) { if (skeleton) {
if (!firstTimeSkeletonDataCalculated) { if (!firstTimeSkeletonDataCalculated) {
if (boneData.empty()) { if (boneData.empty()) {
@ -453,7 +467,7 @@ void MDLPart::reloadBoneData() {
calculateBoneInversePose(*skeleton, *skeleton->root_bone, nullptr); calculateBoneInversePose(*skeleton, *skeleton->root_bone, nullptr);
for (auto& bone : boneData) { for (auto &bone : boneData) {
bone.inversePose = glm::inverse(bone.inversePose); bone.inversePose = glm::inverse(bone.inversePose);
} }
firstTimeSkeletonDataCalculated = true; firstTimeSkeletonDataCalculated = true;
@ -462,13 +476,12 @@ void MDLPart::reloadBoneData() {
// update data // update data
calculateBone(*skeleton, *skeleton->root_bone, nullptr); calculateBone(*skeleton, *skeleton->root_bone, nullptr);
for (auto& model : models) { for (auto &model : models) {
// we want to map the actual affected bones to bone ids // we want to map the actual affected bones to bone ids
std::map<int, int> boneMapping; std::map<int, int> boneMapping;
for (int i = 0; i < model.model.num_affected_bones; i++) { for (int i = 0; i < model.model.num_affected_bones; i++) {
for (int k = 0; k < skeleton->num_bones; k++) { for (int k = 0; k < skeleton->num_bones; k++) {
if (std::string_view{skeleton->bones[k].name} == if (std::string_view{skeleton->bones[k].name} == std::string_view{model.model.affected_bone_names[i]}) {
std::string_view{model.model.affected_bone_names[i]}) {
boneMapping[i] = k; boneMapping[i] = k;
} }
} }
@ -481,7 +494,8 @@ void MDLPart::reloadBoneData() {
} }
} }
RenderMaterial MDLPart::createMaterial(const physis_Material& material) { RenderMaterial MDLPart::createMaterial(const physis_Material &material)
{
RenderMaterial newMaterial; RenderMaterial newMaterial;
for (int i = 0; i < material.num_textures; i++) { for (int i = 0; i < material.num_textures; i++) {
@ -494,40 +508,41 @@ RenderMaterial MDLPart::createMaterial(const physis_Material& material) {
char type = t[t.length() - 5]; char type = t[t.length() - 5];
switch (type) { switch (type) {
case 'm': { case 'm': {
auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i])));
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.multiTexture = new RenderTexture(tex); newMaterial.multiTexture = new RenderTexture(tex);
} }
case 'd': { case 'd': {
auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i])));
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.diffuseTexture = new RenderTexture(tex); newMaterial.diffuseTexture = new RenderTexture(tex);
} break; } break;
case 'n': { case 'n': {
auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i])));
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.normalTexture = new RenderTexture(tex); newMaterial.normalTexture = new RenderTexture(tex);
} break; } break;
case 's': { case 's': {
auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i])));
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.specularTexture = new RenderTexture(tex); newMaterial.specularTexture = new RenderTexture(tex);
} break; } break;
default: default:
qDebug() << "unhandled type" << type; qDebug() << "unhandled type" << type;
break; break;
} }
} }
return newMaterial; return newMaterial;
} }
void MDLPart::calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone) { void MDLPart::calculateBoneInversePose(physis_Skeleton &skeleton, physis_Bone &bone, physis_Bone *parent_bone)
{
const glm::mat4 parentMatrix = parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].inversePose; const glm::mat4 parentMatrix = parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].inversePose;
glm::mat4 local = glm::mat4(1.0f); glm::mat4 local = glm::mat4(1.0f);
@ -538,16 +553,15 @@ void MDLPart::calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& b
boneData[bone.index].inversePose = parentMatrix * local; boneData[bone.index].inversePose = parentMatrix * local;
for (int i = 0; i < skeleton.num_bones; i++) { for (int i = 0; i < skeleton.num_bones; i++) {
if (skeleton.bones[i].parent_bone != nullptr && if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) {
std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) {
calculateBoneInversePose(skeleton, skeleton.bones[i], &bone); calculateBoneInversePose(skeleton, skeleton.bones[i], &bone);
} }
} }
} }
void MDLPart::calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone) { void MDLPart::calculateBone(physis_Skeleton &skeleton, physis_Bone &bone, const physis_Bone *parent_bone)
const glm::mat4 parent_matrix = {
parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].localTransform; const glm::mat4 parent_matrix = parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].localTransform;
glm::mat4 local = glm::mat4(1.0f); glm::mat4 local = glm::mat4(1.0f);
local = glm::translate(local, glm::vec3(bone.position[0], bone.position[1], bone.position[2])); local = glm::translate(local, glm::vec3(bone.position[0], bone.position[1], bone.position[2]));
@ -555,12 +569,10 @@ void MDLPart::calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const
local = glm::scale(local, glm::vec3(bone.scale[0], bone.scale[1], bone.scale[2])); local = glm::scale(local, glm::vec3(bone.scale[0], bone.scale[1], bone.scale[2]));
boneData[bone.index].localTransform = parent_matrix * local; boneData[bone.index].localTransform = parent_matrix * local;
boneData[bone.index].finalTransform = boneData[bone.index].finalTransform = boneData[bone.index].localTransform * boneData[bone.index].deformRaceMatrix * boneData[bone.index].inversePose;
boneData[bone.index].localTransform * boneData[bone.index].deformRaceMatrix * boneData[bone.index].inversePose;
for (int i = 0; i < skeleton.num_bones; i++) { for (int i = 0; i < skeleton.num_bones; i++) {
if (skeleton.bones[i].parent_bone != nullptr && if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) {
std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) {
calculateBone(skeleton, skeleton.bones[i], &bone); calculateBone(skeleton, skeleton.bones[i], &bone);
} }
} }

View file

@ -15,22 +15,19 @@ class VulkanWindow;
class StandaloneWindow; class StandaloneWindow;
class FileCache; class FileCache;
class MDLPart : public QWidget { class MDLPart : public QWidget
{
Q_OBJECT Q_OBJECT
public: public:
explicit MDLPart(GameData* data, FileCache& cache); explicit MDLPart(GameData *data, FileCache &cache);
void exportModel(const QString& fileName); void exportModel(const QString &fileName);
int lastX = -1; int lastX = -1;
int lastY = -1; int lastY = -1;
enum class CameraMode { enum class CameraMode { None, Orbit, Move };
None,
Orbit,
Move
};
CameraMode cameraMode = CameraMode::None; CameraMode cameraMode = CameraMode::None;
float pitch = 0.0f; float pitch = 0.0f;
@ -75,18 +72,18 @@ public Q_SLOTS:
void reloadRenderer(); void reloadRenderer();
private: private:
RenderMaterial createMaterial(const physis_Material& mat); RenderMaterial createMaterial(const physis_Material &mat);
void calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone); void calculateBoneInversePose(physis_Skeleton &skeleton, physis_Bone &bone, physis_Bone *parent_bone);
void calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone); void calculateBone(physis_Skeleton &skeleton, physis_Bone &bone, const physis_Bone *parent_bone);
GameData* data = nullptr; GameData *data = nullptr;
FileCache& cache; FileCache &cache;
std::vector<RenderModel> models; std::vector<RenderModel> models;
Renderer* renderer; Renderer *renderer;
VulkanWindow* vkWindow; VulkanWindow *vkWindow;
StandaloneWindow* standaloneWindow; StandaloneWindow *standaloneWindow;
bool firstTimeSkeletonDataCalculated = false; bool firstTimeSkeletonDataCalculated = false;
}; };