#include "mainwindow.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "vec3edit.h" #ifndef USE_STANDALONE_WINDOW class VulkanWindow : public QWindow { public: VulkanWindow(Renderer* renderer, QVulkanInstance* instance) : m_renderer(renderer), m_instance(instance) { setSurfaceType(VulkanSurface); setVulkanInstance(instance); } void exposeEvent(QExposeEvent *) { if (isExposed()) { if (!m_initialized) { m_initialized = true; auto surface = m_instance->surfaceForWindow(this); if(!m_renderer->initSwapchain(surface, width(), height())) m_initialized = false; else render(); } } } bool event(QEvent *e) { if (e->type() == QEvent::UpdateRequest) render(); if (e->type() == QEvent::Resize) { QResizeEvent* resizeEvent = (QResizeEvent*)e; auto surface = m_instance->surfaceForWindow(this); m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height()); } return QWindow::event(e); } void render() { m_renderer->render(models); m_instance->presentQueued(this); requestUpdate(); } std::vector models; private: bool m_initialized = false; Renderer* m_renderer; QVulkanInstance* m_instance; }; #else #include "standalonewindow.h" #include "equipment.h" #endif void MainWindow::calculate_bone_inverse_pose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone) { const glm::mat4 parentMatrix = parent_bone == nullptr ? glm::mat4(1.0f) : extraBone[parent_bone->index].inversePose; glm::mat4 local(1.0f); local = glm::translate(local, glm::vec3(bone.position[0], bone.position[1], bone.position[2])); local *= glm::mat4_cast(glm::quat(bone.rotation[3], bone.rotation[0], bone.rotation[1], bone.rotation[2])); local = glm::scale(local, glm::vec3(bone.scale[0], bone.scale[1], bone.scale[2])); extraBone[bone.index].inversePose = parentMatrix * local; for(int i = 0; i < skeleton.num_bones; i++) { if(skeleton.bones[i].parent_bone != nullptr && strcmp(skeleton.bones[i].parent_bone->name, bone.name) == 0) { calculate_bone_inverse_pose(skeleton, skeleton.bones[i], &bone); } } } void addItem(physis_Skeleton& skeleton, physis_Bone& bone, QTreeWidget* widget, QTreeWidgetItem* parent_item = nullptr) { auto item = new QTreeWidgetItem(); item->setText(0, bone.name); if(parent_item == nullptr) { widget->addTopLevelItem(item); } else { parent_item->addChild(item); } for(int i = 0; i < skeleton.num_bones; i++) { if(skeleton.bones[i].parent_bone != nullptr && strcmp(skeleton.bones[i].parent_bone->name, bone.name) == 0) addItem(skeleton, skeleton.bones[i], widget, item); } } MainWindow::MainWindow(GameData* in_data) : data(*in_data) { setWindowTitle("mdlviewer"); setMinimumSize(QSize(640, 480)); auto fileMenu = menuBar()->addMenu("File"); auto openMDLFile = fileMenu->addAction("Open MDL..."); connect(openMDLFile, &QAction::triggered, [=] { auto fileName = QFileDialog::getOpenFileName(nullptr, "Open MDL File", "~", "FFXIV Model File (*.mdl)"); auto buffer = physis_read_file(fileName.toStdString().c_str()); loadedGear.model = physis_mdl_parse(buffer.size, buffer.data); reloadGearAppearance(); }); auto dummyWidget = new QWidget(); setCentralWidget(dummyWidget); auto layout = new QHBoxLayout(); dummyWidget->setLayout(layout); // smallclothes body { GearInfo info = {}; info.name = "Smallclothes Body"; info.slot = Slot::Body; gears.push_back(info); } // smallclothes legs { GearInfo info = {}; info.name = "Smallclothes Legs"; info.slot = Slot::Legs; gears.push_back(info); } auto exh = physis_gamedata_read_excel_sheet_header(&data, "Item"); auto exd = physis_gamedata_read_excel_sheet(&data, "Item", exh, Language::English, 1); for(int i = 0; i < exd.row_count; i++) { const auto row = exd.row_data[i]; auto primaryModel = row.column_data[47].u_int64._0; auto secondaryModel = row.column_data[48].u_int64._0; int16_t parts[4]; memcpy(parts, &primaryModel, sizeof(int16_t) * 4); GearInfo info = {}; info.name = row.column_data[9].string._0; info.slot = physis_slot_from_id(row.column_data[17].u_int8._0); info.modelInfo.primaryID = parts[0]; gears.push_back(info); } auto listWidget = new QListWidget(); for(auto gear : gears) listWidget->addItem(gear.name.c_str()); listWidget->setMaximumWidth(200); layout->addWidget(listWidget); renderer = new Renderer(); auto viewportLayout = new QVBoxLayout(); layout->addLayout(viewportLayout); #ifndef USE_STANDALONE_WINDOW auto inst = new QVulkanInstance(); inst->setVkInstance(renderer->instance); inst->setFlags(QVulkanInstance::Flag::NoDebugOutputRedirect); inst->create(); vkWindow = new VulkanWindow(renderer, inst); vkWindow->setVulkanInstance(inst); auto widget = QWidget::createWindowContainer(vkWindow); viewportLayout->addWidget(widget); #else standaloneWindow = new StandaloneWindow(renderer); renderer->initSwapchain(standaloneWindow->getSurface(renderer->instance), 640, 480); QTimer* timer = new QTimer(); connect(timer, &QTimer::timeout, this, [this] { standaloneWindow->render(); }); timer->start(1000); #endif QHBoxLayout* controlLayout = new QHBoxLayout(); viewportLayout->addLayout(controlLayout); raceCombo = new QComboBox(); connect(raceCombo, qOverload(&QComboBox::currentIndexChanged), [this](int index) { if(index != -1) { currentRace = (Race) index; reloadGearModel(); } }); controlLayout->addWidget(raceCombo); lodCombo = new QComboBox(); connect(lodCombo, qOverload(&QComboBox::currentIndexChanged), [this](int index) { currentLod = index; reloadGearAppearance(); }); controlLayout->addWidget(lodCombo); QPushButton* exportButton = new QPushButton("Export"); connect(exportButton, &QPushButton::clicked, [this] { QString fileName = QFileDialog::getSaveFileName(this, tr("Save Model"), "model.fbx", tr("FBX Files (*.fbx)")); physis_MDL model; #ifdef USE_STANDALONE_WINDOW model = standaloneWindow->models[0].model; #else model = vkWindow->models[0].model; #endif exportModel(model, skeleton, fileName); }); controlLayout->addWidget(exportButton); connect(listWidget, &QListWidget::itemClicked, [this](QListWidgetItem* item) { for(auto& gear : gears) { if(gear.name == item->text().toStdString()) { loadInitialGearInfo(gear); return; } } }); skeleton = physis_skeleton_from_skel(physis_read_file("c0101b0001.skel")); extraBone.resize(skeleton.num_bones); calculate_bone_inverse_pose(skeleton, *skeleton.root_bone, nullptr); auto boneListWidget = new QTreeWidget(); for(auto& bone : extraBone) { bone.inversePose = glm::inverse(bone.inversePose); } addItem(skeleton, *skeleton.root_bone, boneListWidget); boneListWidget->setMaximumWidth(200); connect(boneListWidget, &QTreeWidget::itemClicked, [this](QTreeWidgetItem* item, int column) { for(int i = 0; i < skeleton.num_bones; i++) { if(strcmp(skeleton.bones[i].name, item->text(column).toStdString().c_str()) == 0) { currentScale = glm::make_vec3(skeleton.bones[i].scale); currentEditedBone = &skeleton.bones[i]; } } }); layout->addWidget(boneListWidget); Vector3Edit* scaleEdit = new Vector3Edit(currentScale); connect(scaleEdit, &Vector3Edit::onValueChanged, [this] { memcpy(currentEditedBone->scale, glm::value_ptr(currentScale), sizeof(float) * 3); reloadGearAppearance(); }); layout->addWidget(scaleEdit); } void MainWindow::exportModel(physis_MDL& model, physis_Skeleton& skeleton, QString fileName) { Assimp::Exporter exporter; aiScene scene; scene.mRootNode = new aiNode(); scene.mRootNode->mNumChildren = model.lods[0].num_parts + 1; // plus one for the skeleton scene.mRootNode->mChildren = new aiNode*[scene.mRootNode->mNumChildren]; scene.mNumMeshes = model.lods[0].num_parts; scene.mMeshes = new aiMesh*[scene.mNumMeshes]; auto skeleton_node = new aiNode(); skeleton_node->mName = "Skeleton"; skeleton_node->mNumChildren = 1; skeleton_node->mChildren = new aiNode*[skeleton_node->mNumChildren]; scene.mRootNode->mChildren[scene.mRootNode->mNumChildren - 1] = skeleton_node; std::vector skeletonNodes; for(int i = 0; i < model.num_affected_bones; i++) { auto& node = skeletonNodes.emplace_back(); node = new aiNode(); node->mName = model.affected_bone_names[i]; int real_bone_id = 0; for(int k = 0; k < skeleton.num_bones; k++) { if(strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) { real_bone_id = k; } } node->mChildren = new aiNode*[model.num_affected_bones]; auto& real_bone = skeleton.bones[real_bone_id]; memcpy(&node->mTransformation, glm::value_ptr(extraBone[real_bone.index].finalTransform), sizeof(aiMatrix4x4)); } // setup parenting for(int i = 0; i < model.num_affected_bones; i++) { int real_bone_id = 0; for(int k = 0; k < skeleton.num_bones; k++) { if(strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) { real_bone_id = k; } } auto& real_bone = skeleton.bones[real_bone_id]; if(real_bone.parent_bone != nullptr) { for(int k = 0; k < model.num_affected_bones; k++) { if(strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) { skeletonNodes[i]->mParent = skeletonNodes[k]; skeletonNodes[k]->mChildren[skeletonNodes[k]->mNumChildren++] = skeletonNodes[i]; } } } } skeleton_node->mChildren[0] = new aiNode(); skeleton_node->mChildren[0]->mName = "root"; skeleton_node->mChildren[0]->mChildren = new aiNode*[model.num_affected_bones]; for(int i = 0; i < skeletonNodes.size(); i++) { if(skeletonNodes[i]->mParent == nullptr) { skeleton_node->mChildren[0]->mChildren[skeleton_node->mChildren[0]->mNumChildren++] = skeletonNodes[i]; } } for(int i = 0; i < model.lods[0].num_parts; i++) { scene.mMeshes[i] = new aiMesh(); scene.mMeshes[i]->mMaterialIndex = 0; auto& node = scene.mRootNode->mChildren[i]; node = new aiNode(); node->mNumMeshes = 1; node->mMeshes = new unsigned int [scene.mRootNode->mNumMeshes]; node->mMeshes[0] = i; auto mesh = scene.mMeshes[i]; mesh->mNumVertices = model.lods[0].parts[i].num_vertices; mesh->mVertices = new aiVector3D [mesh->mNumVertices]; mesh->mNormals = new aiVector3D [mesh->mNumVertices]; mesh->mTextureCoords[0] = new aiVector3D [mesh->mNumVertices]; mesh->mNumUVComponents[0] = 2; for(int j = 0; j < mesh->mNumVertices; j++) { auto vertex = model.lods[0].parts[i].vertices[j]; mesh->mVertices[j] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]); mesh->mNormals[j] = aiVector3D (vertex.normal[0], vertex.normal[1], vertex.normal[2]); mesh->mTextureCoords[0][j] = aiVector3D(vertex.uv[0], vertex.uv[1], 0.0f); } mesh->mNumBones = model.num_affected_bones; mesh->mBones = new aiBone*[mesh->mNumBones]; for(int j = 0; j < mesh->mNumBones; j++) { int real_bone_id = j; /*for(int k = 0; k < skeleton.bones.size(); k++) { if(skeleton.bones[k].name == model.affectedBoneNames[j]) { real_bone_id = k; } }*/ mesh->mBones[j] = new aiBone(); mesh->mBones[j]->mName = model.affected_bone_names[j]; mesh->mBones[j]->mNumWeights = mesh->mNumVertices * 4; mesh->mBones[j]->mWeights = new aiVertexWeight[mesh->mBones[j]->mNumWeights]; mesh->mBones[j]->mNode = skeleton_node->mChildren[j]; for(int k = 0; k < mesh->mNumVertices; k++) { for(int z = 0; z < 4; z++) { if (model.lods[0].parts[i].vertices[k].bone_id[z] == real_bone_id) { auto &weight = mesh->mBones[j]->mWeights[k * 4 + z]; weight.mVertexId = k; weight.mWeight = model.lods[0].parts[i].vertices[k].bone_weight[z]; } } } } mesh->mNumFaces = model.lods[0].parts[i].num_indices / 3; mesh->mFaces = new aiFace[mesh->mNumFaces]; int lastFace = 0; for(int j = 0; j < model.lods[0].parts[i].num_indices; j += 3) { aiFace& face = mesh->mFaces[lastFace++]; face.mNumIndices = 3; face.mIndices = new unsigned int[face.mNumIndices]; face.mIndices[0] = model.lods[0].parts[i].indices[j]; face.mIndices[1] = model.lods[0].parts[i].indices[j + 1]; face.mIndices[2] = model.lods[0].parts[i].indices[j + 2]; } } scene.mNumMaterials = 1; scene.mMaterials = new aiMaterial*[1]; scene.mMaterials[0] = new aiMaterial(); exporter.Export(&scene, "fbx", fileName.toStdString()); } void MainWindow::loadInitialGearInfo(GearInfo& info) { loadedGear.gearInfo = &info; raceCombo->clear(); for(auto [race, race_name] : magic_enum::enum_entries()) { auto equip_path = physis_build_equipment_path(loadedGear.gearInfo->modelInfo.primaryID, race, currentSubrace, currentGender, loadedGear.gearInfo->slot); if(physis_gamedata_exists(&data, equip_path)) raceCombo->addItem(race_name.data()); } currentLod = 0; currentRace = Race::Hyur; reloadGearModel(); } void MainWindow::reloadGearModel() { auto mdl_data = physis_gamedata_extract_file(&data, physis_build_equipment_path(loadedGear.gearInfo->modelInfo.primaryID, currentRace, currentSubrace, currentGender, loadedGear.gearInfo->slot)); loadedGear.model = physis_mdl_parse(mdl_data.size, mdl_data.data); std::string mtrl_path = loadedGear.gearInfo->getMtrlPath(101); qDebug() << "MTRL path: " << mtrl_path.c_str(); if(physis_gamedata_exists(&data, mtrl_path.c_str())) { qDebug() << "loading mtrl..."; loadedGear.material = physis_material_parse(physis_gamedata_extract_file(&data, mtrl_path.c_str())); } lodCombo->clear(); for(int i = 0; i < loadedGear.model.num_lod; i++) lodCombo->addItem(QString::number(i)); reloadGearAppearance(); } void MainWindow::calculate_bone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone) { const glm::mat4 parent_matrix = parent_bone == nullptr ? glm::mat4(1.0f) : extraBone[parent_bone->index].localTransform; glm::mat4 local = glm::mat4(1.0f); local = glm::translate(local, glm::vec3(bone.position[0], bone.position[1], bone.position[2])); local *= glm::mat4_cast(glm::quat(bone.rotation[3], bone.rotation[0], bone.rotation[1], bone.rotation[2])); local = glm::scale(local, glm::vec3(bone.scale[0], bone.scale[1], bone.scale[2])); extraBone[bone.index].localTransform = parent_matrix * local; extraBone[bone.index].finalTransform = extraBone[bone.index].localTransform * extraBone[bone.index].inversePose; for(int i = 0; i < skeleton.num_bones; i++) { if(skeleton.bones[i].parent_bone != nullptr && strcmp(skeleton.bones[i].parent_bone->name, bone.name) == 0) { calculate_bone(skeleton, skeleton.bones[i], &bone); } } } void MainWindow::reloadGearAppearance() { loadedGear.renderModel = renderer->addModel(loadedGear.model, currentLod); if(loadedGear.material.num_textures > 0) { auto texture = physis_texture_parse(physis_gamedata_extract_file(&data, loadedGear.material.textures[0])); loadedGear.renderTexture = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); loadedGear.renderModel.texture = &loadedGear.renderTexture; } calculate_bone(skeleton, *skeleton.root_bone, nullptr); // we want to map the actual affected bones to bone ids std::map boneMapping; for(int i = 0; i < loadedGear.model.num_affected_bones; i++) { for(int k = 0; k < skeleton.num_bones; k++) { if(strcmp(skeleton.bones[k].name, loadedGear.model.affected_bone_names[i]) == 0) boneMapping[i] = k; } } for(int i = 0; i < loadedGear.model.num_affected_bones; i++) { loadedGear.renderModel.boneData[i] = extraBone[boneMapping[i]].finalTransform; } #ifndef USE_STANDALONE_WINDOW vkWindow->models = {loadedGear.renderModel}; #else standaloneWindow->models = {loadedGear.renderModel}; #endif }