// SPDX-FileCopyrightText: 2023 Joshua Goins // SPDX-License-Identifier: GPL-3.0-or-later #include "mdlpart.h" #include "glm/gtx/transform.hpp" #include #include #include #include #include #include #include #include #include #include #include "filecache.h" #include "tiny_gltf.h" #ifndef USE_STANDALONE_WINDOW class VulkanWindow : public QWindow { public: VulkanWindow(MDLPart* part, Renderer* renderer, QVulkanInstance* instance) : part(part), 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) { switch (e->type()) { case QEvent::UpdateRequest: render(); break; case QEvent::Resize: { QResizeEvent* resizeEvent = (QResizeEvent*)e; auto surface = m_instance->surfaceForWindow(this); m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height()); } break; case QEvent::MouseButtonPress: { auto mouseEvent = dynamic_cast(e); if (mouseEvent->button() == Qt::MouseButton::LeftButton) { part->lastX = mouseEvent->x(); part->lastY = mouseEvent->y(); part->cameraMode = MDLPart::CameraMode::Orbit; setKeyboardGrabEnabled(true); setMouseGrabEnabled(true); } else if (mouseEvent->button() == Qt::MouseButton::RightButton) { part->lastX = mouseEvent->x(); part->lastY = mouseEvent->y(); part->cameraMode = MDLPart::CameraMode::Move; setKeyboardGrabEnabled(true); setMouseGrabEnabled(true); } } break; case QEvent::MouseButtonRelease: { part->cameraMode = MDLPart::CameraMode::None; setKeyboardGrabEnabled(false); setMouseGrabEnabled(false); } break; case QEvent::MouseMove: { auto mouseEvent = dynamic_cast(e); if (part->cameraMode != MDLPart::CameraMode::None) { const int deltaX = mouseEvent->x() - part->lastX; const int deltaY = mouseEvent->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 { glm::vec3 position( part->cameraDistance * sin(part->yaw), part->cameraDistance * part->pitch, part->cameraDistance * cos(part->yaw)); glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0}); glm::vec3 up, right; up = rot * glm::vec3{0, 1, 0}; right = rot * glm::vec3{1, 0, 0}; part->position += up * (float)deltaY * 0.01f; part->position += right * (float)deltaX * 0.01f; } part->lastX = mouseEvent->x(); part->lastY = mouseEvent->y(); } } break; case QEvent::Wheel: { auto scrollEvent = dynamic_cast(e); part->cameraDistance -= scrollEvent->angleDelta().y() / 120.0f; // FIXME: why 120? } break; } return QWindow::event(e); } void render() { if (part->requestUpdate) part->requestUpdate(); glm::vec3 position( 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->render(models); m_instance->presentQueued(this); requestUpdate(); } std::vector models; private: bool m_initialized = false; Renderer* m_renderer; QVulkanInstance* m_instance; MDLPart* part; }; #else #include "equipment.h" #include "standalonewindow.h" #endif MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) { auto viewportLayout = new QVBoxLayout(); viewportLayout->setContentsMargins(0, 0, 0, 0); setLayout(viewportLayout); renderer = new Renderer(); #ifndef USE_STANDALONE_WINDOW auto inst = new QVulkanInstance(); inst->setVkInstance(renderer->instance); inst->setFlags(QVulkanInstance::Flag::NoDebugOutputRedirect); inst->create(); vkWindow = new VulkanWindow(this, 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 connect(this, &MDLPart::modelChanged, this, &MDLPart::reloadRenderer); connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData); } void MDLPart::exportModel(const QString& fileName) { const int selectedModel = 0; const int selectedLod = 0; const physis_MDL& model = models[selectedModel].model; const physis_LOD& lod = model.lods[selectedLod]; tinygltf::Model gltfModel; gltfModel.asset.generator = "Novus"; auto& gltfSkeletonNode = gltfModel.nodes.emplace_back(); gltfSkeletonNode.name = skeleton->root_bone->name; for (int i = 0; i < model.num_affected_bones; i++) { auto& node = gltfModel.nodes.emplace_back(); node.name = 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; } } auto& real_bone = skeleton->bones[real_bone_id]; 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.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]}; } // 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) { gltfModel.nodes[k + 1].children.push_back(i + 1); // +1 for the skeleton node taking up the first index } } } else { gltfSkeletonNode.children.push_back(i + 1); } } auto& gltfSkin = gltfModel.skins.emplace_back(); gltfSkin.name = gltfSkeletonNode.name; for (int i = 1; i < gltfModel.nodes.size(); i++) { gltfSkin.joints.push_back(i); } // Inverse bind matrices { gltfSkin.inverseBindMatrices = gltfModel.accessors.size(); auto& inverseAccessor = gltfModel.accessors.emplace_back(); inverseAccessor.bufferView = gltfModel.bufferViews.size(); inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; inverseAccessor.count = model.num_affected_bones; inverseAccessor.type = TINYGLTF_TYPE_MAT4; auto& inverseBufferView = gltfModel.bufferViews.emplace_back(); inverseBufferView.buffer = gltfModel.buffers.size(); auto& inverseBuffer = gltfModel.buffers.emplace_back(); 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]; auto inverseMatrix = boneData[real_bone.index].inversePose; auto inverseMatrixCPtr = reinterpret_cast(glm::value_ptr(inverseMatrix)); inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16); } inverseBufferView.byteLength = inverseBuffer.data.size(); } for (int i = 0; i < lod.num_parts; i++) { auto& gltfNode = gltfModel.nodes.emplace_back();; gltfNode.name = "placeholder Part 0.1"; gltfNode.skin = 0; gltfNode.mesh = gltfModel.meshes.size(); auto& gltfMesh = gltfModel.meshes.emplace_back(); gltfMesh.name = "what?"; auto& gltfPrimitive = gltfMesh.primitives.emplace_back(); gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size(); gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1; gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 2; gltfPrimitive.attributes["WEIGHTS_0"] = gltfModel.accessors.size() + 3; gltfPrimitive.attributes["JOINTS_0"] = gltfModel.accessors.size() + 4; gltfPrimitive.mode = TINYGLTF_MODE_TRIANGLES; // Vertices { auto& positionAccessor = gltfModel.accessors.emplace_back(); positionAccessor.bufferView = gltfModel.bufferViews.size(); positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; positionAccessor.count = lod.parts[i].num_vertices; positionAccessor.type = TINYGLTF_TYPE_VEC3; auto& uvAccessor = gltfModel.accessors.emplace_back(); uvAccessor.bufferView = gltfModel.bufferViews.size(); uvAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; uvAccessor.count = lod.parts[i].num_vertices; uvAccessor.type = TINYGLTF_TYPE_VEC2; uvAccessor.byteOffset = offsetof(Vertex, uv); auto& normalAccessor = gltfModel.accessors.emplace_back(); normalAccessor.bufferView = gltfModel.bufferViews.size(); normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; normalAccessor.count = lod.parts[i].num_vertices; normalAccessor.type = TINYGLTF_TYPE_VEC3; normalAccessor.byteOffset = offsetof(Vertex, normal); auto& boneWeightAccessor = gltfModel.accessors.emplace_back(); boneWeightAccessor.bufferView = gltfModel.bufferViews.size(); boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; boneWeightAccessor.count = lod.parts[i].num_vertices; boneWeightAccessor.type = TINYGLTF_TYPE_VEC4; boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight); auto& boneIdAccessor = gltfModel.accessors.emplace_back(); boneIdAccessor.bufferView = gltfModel.bufferViews.size(); boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_BYTE; boneIdAccessor.count = lod.parts[i].num_vertices; boneIdAccessor.type = TINYGLTF_TYPE_VEC4; boneIdAccessor.byteOffset = offsetof(Vertex, bone_id); auto& vertexBufferView = gltfModel.bufferViews.emplace_back(); vertexBufferView.buffer = gltfModel.buffers.size(); vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER; auto& vertexBuffer = gltfModel.buffers.emplace_back(); vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex)); memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size()); vertexBufferView.byteLength = vertexBuffer.data.size(); vertexBufferView.byteStride = sizeof(Vertex); } // Indices { gltfPrimitive.indices = gltfModel.accessors.size(); auto& indexAccessor = gltfModel.accessors.emplace_back(); indexAccessor.bufferView = gltfModel.bufferViews.size(); indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT; indexAccessor.count = lod.parts[i].num_indices; indexAccessor.type = TINYGLTF_TYPE_SCALAR; auto& indexBufferView = gltfModel.bufferViews.emplace_back(); indexBufferView.buffer = gltfModel.buffers.size(); indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER; auto& indexBuffer = gltfModel.buffers.emplace_back(); indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t)); memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size()); indexBufferView.byteLength = indexBuffer.data.size(); indexBufferView.byteStride = sizeof(uint16_t); } } tinygltf::TinyGLTF loader; loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true); } void MDLPart::clear() { models.clear(); Q_EMIT modelChanged(); } void MDLPart::addModel(physis_MDL mdl, std::vector materials, int lod) { qDebug() << "Adding model to MDLPart"; auto model = renderer->addModel(mdl, lod); std::transform( materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material& mat) { return createMaterial(mat); }); if (materials.empty()) { model.materials.push_back(createMaterial(physis_Material{})); } models.push_back(model); Q_EMIT modelChanged(); } void MDLPart::setSkeleton(physis_Skeleton newSkeleton) { skeleton = std::make_unique(newSkeleton); firstTimeSkeletonDataCalculated = false; Q_EMIT skeletonChanged(); } void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) { QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char*)buffer.data, buffer.size)); for (auto boneObj : document.object()[QLatin1String("Data")].toArray()) { QJsonArray matrix = boneObj.toObject()[QLatin1String("Matrix")].toArray(); QString boneName = boneObj.toObject()[QLatin1String("Name")].toString(); glm::mat4 actualMatrix; int i = 0; for (auto val : matrix) { glm::value_ptr(actualMatrix)[i++] = val.toDouble(); } for (int i = 0; i < skeleton->num_bones; i++) { if (std::string_view{skeleton->bones[i].name} == boneName.toStdString()) { auto& data = boneData[i]; data.deformRaceMatrix = actualMatrix; } } firstTimeSkeletonDataCalculated = false; } } void MDLPart::clearSkeleton() { skeleton.reset(); firstTimeSkeletonDataCalculated = false; Q_EMIT skeletonChanged(); } void MDLPart::reloadRenderer() { reloadBoneData(); #ifndef USE_STANDALONE_WINDOW vkWindow->models = models; #else standaloneWindow->models = models; #endif } void MDLPart::reloadBoneData() { if (skeleton) { if (!firstTimeSkeletonDataCalculated) { if (boneData.empty()) { boneData.resize(skeleton->num_bones); } calculateBoneInversePose(*skeleton, *skeleton->root_bone, nullptr); for (auto& bone : boneData) { bone.inversePose = glm::inverse(bone.inversePose); } firstTimeSkeletonDataCalculated = true; } // update data calculateBone(*skeleton, *skeleton->root_bone, nullptr); for (auto& model : models) { // we want to map the actual affected bones to bone ids std::map boneMapping; for (int i = 0; i < model.model.num_affected_bones; i++) { for (int k = 0; k < skeleton->num_bones; k++) { if (std::string_view{skeleton->bones[k].name} == std::string_view{model.model.affected_bone_names[i]}) { boneMapping[i] = k; } } } for (int i = 0; i < model.model.num_affected_bones; i++) { model.boneData[i] = boneData[boneMapping[i]].finalTransform; } } } } RenderMaterial MDLPart::createMaterial(const physis_Material& material) { RenderMaterial newMaterial; for (int i = 0; i < material.num_textures; i++) { std::string t = material.textures[i]; if (t.find("skin") != std::string::npos) { newMaterial.type = MaterialType::Skin; } char type = t[t.length() - 5]; switch (type) { case 'm': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.multiTexture = new RenderTexture(tex); } case 'd': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.diffuseTexture = new RenderTexture(tex); } break; case 'n': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.normalTexture = new RenderTexture(tex); } break; case 's': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.specularTexture = new RenderTexture(tex); } break; default: qDebug() << "unhandled type" << type; break; } } return newMaterial; } 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; 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])); boneData[bone.index].inversePose = parentMatrix * local; for (int i = 0; i < skeleton.num_bones; i++) { if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { calculateBoneInversePose(skeleton, skeleton.bones[i], &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; 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])); boneData[bone.index].localTransform = parent_matrix * local; boneData[bone.index].finalTransform = boneData[bone.index].localTransform * boneData[bone.index].deformRaceMatrix * boneData[bone.index].inversePose; for (int i = 0; i < skeleton.num_bones; i++) { if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { calculateBone(skeleton, skeleton.bones[i], &bone); } } } void MDLPart::removeModel(const physis_MDL &mdl) { models.erase(std::remove_if(models.begin(), models.end(), [mdl](const RenderModel other) { return mdl.lods == other.model.lods; }), models.end()); } #include "moc_mdlpart.cpp"