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novus/parts/mdl/mdlpart.cpp
Joshua Goins e34daadbcd Split up Renderer's source files and a lot of refactoring
This now splits up the rendering system into sensible parts, and makes
it easier to switch between the simple renderer and the new experimental
one. Lots of refactors I needed to do for a while are now done, too.
2024-04-21 17:35:51 -04:00

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// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "mdlpart.h"
#include "glm/gtx/transform.hpp"
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QResizeEvent>
#include <QVBoxLayout>
#include <QVulkanInstance>
#include <QVulkanWindow>
#include <cmath>
#include <glm/gtc/quaternion.hpp>
#include "filecache.h"
#include "vulkanwindow.h"
MDLPart::MDLPart(GameData *data, FileCache &cache, QWidget *parent)
: QWidget(parent)
, data(data)
, cache(cache)
{
auto viewportLayout = new QVBoxLayout();
viewportLayout->setContentsMargins(0, 0, 0, 0);
setLayout(viewportLayout);
pbd = physis_parse_pbd(physis_gamedata_extract_file(data, "chara/xls/bonedeformer/human.pbd"));
renderer = new RenderManager(data);
auto inst = new QVulkanInstance();
inst->setVkInstance(renderer->device().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);
connect(this, &MDLPart::modelChanged, this, &MDLPart::reloadRenderer);
connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData);
}
void MDLPart::exportModel(const QString &fileName)
{
auto &model = models[0];
::exportModel(model.name, model.model, *skeleton, boneData, fileName);
}
DrawObject &MDLPart::getModel(const int index)
{
return models[index];
}
void MDLPart::reloadModel(const int index)
{
renderer->reloadDrawObject(models[index], 0);
Q_EMIT modelChanged();
}
void MDLPart::clear()
{
models.clear();
Q_EMIT modelChanged();
}
void MDLPart::addModel(physis_MDL mdl,
bool skinned,
glm::vec3 position,
const QString &name,
std::vector<physis_Material> materials,
int lod,
uint16_t fromBodyId,
uint16_t toBodyId)
{
qDebug() << "Adding model to MDLPart";
auto model = renderer->addDrawObject(mdl, lod);
model.name = name;
model.from_body_id = fromBodyId;
model.to_body_id = toBodyId;
model.position = position;
model.skinned = skinned;
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<physis_Skeleton>(newSkeleton);
firstTimeSkeletonDataCalculated = false;
Q_EMIT skeletonChanged();
}
void MDLPart::clearSkeleton()
{
skeleton.reset();
firstTimeSkeletonDataCalculated = false;
Q_EMIT skeletonChanged();
}
void MDLPart::reloadRenderer()
{
reloadBoneData();
vkWindow->models = models;
}
void MDLPart::enableFreemode()
{
vkWindow->freeMode = true;
}
bool MDLPart::event(QEvent *event)
{
switch (event->type()) {
case QEvent::KeyPress:
case QEvent::KeyRelease:
vkWindow->event(event);
break;
}
return QWidget::event(event);
}
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<int, int> boneMapping;
for (uint32_t i = 0; i < model.model.num_affected_bones; i++) {
for (uint32_t 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;
}
}
}
std::vector<glm::mat4> deformBones(model.model.num_affected_bones);
for (uint32_t i = 0; i < model.model.num_affected_bones; i++) {
deformBones[i] = glm::mat4(1.0f);
}
// get deform matrices
auto deform = physis_pbd_get_deform_matrix(pbd, model.from_body_id, model.to_body_id);
if (deform.num_bones != 0) {
for (int i = 0; i < deform.num_bones; i++) {
auto deformBone = deform.bones[i];
for (uint32_t k = 0; k < model.model.num_affected_bones; k++) {
if (std::string_view{model.model.affected_bone_names[k]} == std::string_view{deformBone.name}) {
deformBones[k] = glm::mat4{deformBone.deform[0],
deformBone.deform[1],
deformBone.deform[2],
deformBone.deform[3],
deformBone.deform[4],
deformBone.deform[5],
deformBone.deform[6],
deformBone.deform[7],
deformBone.deform[8],
deformBone.deform[9],
deformBone.deform[10],
deformBone.deform[11],
0.0f,
0.0f,
0.0f,
1.0f};
}
}
}
}
for (uint32_t i = 0; i < model.model.num_affected_bones; i++) {
const int originalBoneId = boneMapping[i];
model.boneData[i] = boneData[originalBoneId].localTransform * deformBones[i] * boneData[originalBoneId].inversePose;
}
}
}
}
RenderMaterial MDLPart::createMaterial(const physis_Material &material)
{
RenderMaterial newMaterial;
for (uint32_t 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];
auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i])));
if (texture.rgba != nullptr) {
switch (type) {
case 'm': {
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.multiTexture = new RenderTexture(tex);
} break;
case 'd': {
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.diffuseTexture = new RenderTexture(tex);
} break;
case 'n': {
auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size);
newMaterial.normalTexture = new RenderTexture(tex);
} break;
case 's': {
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;
}
} else {
qInfo() << "Failed to load" << t;
}
}
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 (uint32_t 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 = parent_matrix;
for (uint32_t 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 DrawObject &other) {
return mdl.p_ptr == other.model.p_ptr;
}),
models.end());
Q_EMIT modelChanged();
}
void MDLPart::setWireframe(bool wireframe)
{
// renderer->wireframe = wireframe;
}
bool MDLPart::wireframe() const
{
// return renderer->wireframe;
return false;
}
#include "moc_mdlpart.cpp"