// SPDX-FileCopyrightText: 2023 Joshua Goins // SPDX-License-Identifier: GPL-3.0-or-later #include "mdlimport.h" #include #include #include "tiny_gltf.h" void importModel(physis_MDL &existingModel, const QString &filename) { tinygltf::Model model; std::string error, warning; tinygltf::TinyGLTF loader; if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) { qInfo() << "Error when loading glTF model:" << error; return; } if (!warning.empty()) { qInfo() << "Warnings when loading glTF model:" << warning; } struct ProcessedSubMesh { uint32_t subMeshIndex = 0; std::vector vertices; std::vector indices; }; bool duplicateBuffers = false; // I hate this. // We may be reading the parts of order (0.1, then 1.0, maybe 0.2 and so on) so we have to keep track of our buffers struct ProcessedPart { uint32_t partIndex = 0; int lastPositionViewUsed = -1; // detect duplicate accessor and check their offsets std::vector subMeshes; }; std::vector processingParts; for (const auto &node : model.nodes) { // Detect if it's a mesh node if (node.mesh >= 0) { qInfo() << "Importing" << node.name; const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' ')); const QStringList lodPartNumber = parts[2].split(QLatin1Char('.')); const int lodNumber = 0; const int partNumber = lodPartNumber[0].toInt(); const int submeshNumber = lodPartNumber[1].toInt(); qInfo() << "- Part:" << partNumber; qInfo() << "- Submesh:" << submeshNumber; if (partNumber >= existingModel.lods[lodNumber].num_parts) { qInfo() << "- Skipping because of missing part..."; continue; } if (submeshNumber >= existingModel.lods[lodNumber].parts[partNumber].num_submeshes) { qInfo() << "- Skipping because of missing submesh..."; continue; } ProcessedPart *processedPart = nullptr; for (auto &part : processingParts) { if (part.partIndex == partNumber) { processedPart = ∂ break; } } if (processedPart == nullptr) { processedPart = &processingParts.emplace_back(); processedPart->partIndex = partNumber; } ProcessedSubMesh &processedSubMesh = processedPart->subMeshes.emplace_back(); processedSubMesh.subMeshIndex = submeshNumber; auto &mesh = model.meshes[node.mesh]; auto &primitive = mesh.primitives[0]; const auto getAccessor = [&model, &primitive](const std::string &name, const size_t index) -> unsigned char const * { const auto &positionAccessor = model.accessors[primitive.attributes[name]]; const auto &positionView = model.bufferViews[positionAccessor.bufferView]; const auto &positionBuffer = model.buffers[positionView.buffer]; return (positionBuffer.data.data() + (positionAccessor.ByteStride(positionView) * index) + positionView.byteOffset + positionAccessor.byteOffset); }; // All the accessors are mapped to the same buffer vertex view const auto &positionAccessor = model.accessors[primitive.attributes["POSITION"]]; const auto &colorAccessor = model.accessors[primitive.attributes["COLOR_0"]]; const auto &indexAccessor = model.accessors[primitive.indices]; const auto &indexView = model.bufferViews[indexAccessor.bufferView]; const auto &indexBuffer = model.buffers[indexView.buffer]; qInfo() << "- Importing mesh of" << positionAccessor.count << "vertices and" << indexAccessor.count << "indices."; auto indexData = reinterpret_cast(indexBuffer.data.data() + indexView.byteOffset + indexAccessor.byteOffset); for (size_t k = 0; k < indexAccessor.count; k++) { processedSubMesh.indices.push_back(indexData[k]); } std::vector newVertices; for (size_t i = 0; i < positionAccessor.count; i++) { // vertex data glm::vec3 const *positionData = reinterpret_cast(getAccessor("POSITION", i)); glm::vec3 const *normalData = reinterpret_cast(getAccessor("NORMAL", i)); glm::vec2 const *uv0Data = reinterpret_cast(getAccessor("TEXCOORD_0", i)); glm::vec2 const *uv1Data = reinterpret_cast(getAccessor("TEXCOORD_1", i)); glm::vec4 const *weightsData = reinterpret_cast(getAccessor("WEIGHTS_0", i)); uint8_t const *jointsData = reinterpret_cast(getAccessor("JOINTS_0", i)); glm::vec4 const *tangent1Data = reinterpret_cast(getAccessor("TANGENT", i)); // Replace position data Vertex vertex{}; vertex.position[0] = positionData->x; vertex.position[1] = positionData->y; vertex.position[2] = positionData->z; vertex.normal[0] = normalData->x; vertex.normal[1] = normalData->y; vertex.normal[2] = normalData->z; vertex.uv0[0] = uv0Data->x; vertex.uv0[1] = uv0Data->y; vertex.uv1[0] = uv1Data->x; vertex.uv1[1] = uv1Data->y; vertex.bone_weight[0] = weightsData->x; vertex.bone_weight[1] = weightsData->y; vertex.bone_weight[2] = weightsData->z; vertex.bone_weight[3] = weightsData->w; // calculate binormal, because glTF won't give us those!! const glm::vec3 normal = glm::vec3(vertex.normal[0], vertex.normal[1], vertex.normal[2]); const glm::vec4 tangent = *tangent1Data; const glm::vec3 bitangent = glm::cross(normal, glm::vec3(tangent)); const float handedness = tangent.w; // In a cruel twist of fate, Tangent1 is actually the **BINORMAL** and not the tangent data. Square Enix is AMAZING. vertex.bitangent[0] = bitangent.x * handedness; vertex.bitangent[1] = bitangent.y * handedness; vertex.bitangent[2] = bitangent.z * handedness; vertex.bitangent[3] = handedness; if (colorAccessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) { unsigned short const *colorData = reinterpret_cast(getAccessor("COLOR_0", i)); vertex.color[0] = static_cast(*colorData) / std::numeric_limits::max(); vertex.color[1] = static_cast(*(colorData + 1)) / std::numeric_limits::max(); vertex.color[2] = static_cast(*(colorData + 2)) / std::numeric_limits::max(); vertex.color[3] = static_cast(*(colorData + 3)) / std::numeric_limits::max(); } else { glm::vec4 const *colorData = reinterpret_cast(getAccessor("COLOR_0", i)); vertex.color[0] = colorData->x; vertex.color[1] = colorData->y; vertex.color[2] = colorData->z; vertex.color[3] = colorData->w; } // We need to ensure the bones are mapped correctly // When exporting from modeling software, it's possible it sorted the nodes (Blender does this) for (int i = 0; i < 4; i++) { int originalBoneId = *(jointsData + i); auto joints = model.skins[0].joints; int realBoneId = 0; for (int j = 0; j < existingModel.num_affected_bones; j++) { if (strcmp(existingModel.affected_bone_names[j], model.nodes[joints[originalBoneId]].name.c_str()) == 0) { realBoneId = j; break; } } vertex.bone_id[i] = realBoneId; } newVertices.push_back(vertex); } // don't add duplicate vertex data!! if (processedPart->lastPositionViewUsed != positionAccessor.bufferView) { processedPart->lastPositionViewUsed = positionAccessor.bufferView; processedSubMesh.vertices = newVertices; } else { duplicateBuffers = true; } } } size_t index_offset = 0; for (auto &part : processingParts) { std::vector combinedVertices; std::vector combinedIndices; std::vector newSubmeshes; size_t vertex_offset = 0; // Turn 0.3, 0.2, 0.1 into 0.1, 0.2, 0.3 so they're all in the combined vertex list correctly std::sort(part.subMeshes.begin(), part.subMeshes.end(), [](const ProcessedSubMesh &a, const ProcessedSubMesh &b) { return a.subMeshIndex < b.subMeshIndex; }); for (auto &submesh : part.subMeshes) { std::copy(submesh.vertices.cbegin(), submesh.vertices.cend(), std::back_inserter(combinedVertices)); for (unsigned int indice : submesh.indices) { // if the buffers are duplicate and shared (like when exporting from Novus) // then we don't need to add vertex offset, they are already done if (duplicateBuffers) { combinedIndices.push_back(indice); } else { combinedIndices.push_back(indice + vertex_offset); } } newSubmeshes.push_back({.index_count = static_cast(submesh.indices.size()), .index_offset = static_cast(index_offset)}); index_offset += submesh.indices.size(); vertex_offset += submesh.vertices.size(); } physis_mdl_replace_vertices(&existingModel, 0, part.partIndex, combinedVertices.size(), combinedVertices.data(), combinedIndices.size(), combinedIndices.data(), newSubmeshes.size(), newSubmeshes.data()); } qInfo() << "Successfully imported model!"; }