// SPDX-FileCopyrightText: 2023 Joshua Goins // SPDX-License-Identifier: GPL-3.0-or-later use std::io::{Cursor, Seek, SeekFrom, Write}; use std::ptr::write; use binrw::{BinResult, binrw, BinWrite, BinWriterExt}; use binrw::BinRead; use binrw::BinReaderExt; use half::f16; use crate::gamedata::MemoryBuffer; #[binrw] #[derive(Debug)] #[brw(little)] pub struct ModelFileHeader { pub(crate) version: u32, pub stack_size: u32, pub runtime_size: u32, pub vertex_declaration_count: u16, pub material_count: u16, pub vertex_offsets: [u32; 3], pub index_offsets: [u32; 3], pub vertex_buffer_size: [u32; 3], pub index_buffer_size: [u32; 3], pub lod_count: u8, #[br(map = | x: u8 | x != 0)] #[bw(map = | x: & bool | -> u8 { if * x { 1 } else { 0 } })] pub index_buffer_streaming_enabled: bool, #[br(map = | x: u8 | x != 0)] #[bw(map = | x: & bool | -> u8 { if * x { 1 } else { 0 } })] #[brw(pad_after = 1)] pub has_edge_geometry: bool, } #[binrw] #[brw(repr = u8)] #[derive(Debug, Clone)] enum ModelFlags1 { DustOcclusionEnabled = 0x80, SnowOcclusionEnabled = 0x40, RainOcclusionEnabled = 0x20, Unknown1 = 0x10, LightingReflectionEnabled = 0x08, WavingAnimationDisabled = 0x04, LightShadowDisabled = 0x02, ShadowDisabled = 0x01, } #[binrw] #[brw(repr = u8)] #[derive(Debug, Clone)] enum ModelFlags2 { None = 0x0, Unknown2 = 0x80, BgUvScrollEnabled = 0x40, EnableForceNonResident = 0x20, ExtraLodEnabled = 0x10, ShadowMaskEnabled = 0x08, ForceLodRangeEnabled = 0x04, EdgeGeometryEnabled = 0x02, Unknown3 = 0x01, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] pub struct ModelHeader { #[br(pad_after = 2)] string_count: u16, string_size: u32, #[br(count = string_size)] strings: Vec, radius: f32, mesh_count: u16, attribute_count: u16, submesh_count: u16, material_count: u16, bone_count: u16, bone_table_count: u16, shape_count: u16, shape_mesh_count: u16, shape_value_count: u16, lod_count: u8, flags1: ModelFlags1, element_id_count: u16, terrain_shadow_mesh_count: u8, #[br(err_context("radius = {}", radius))] flags2: ModelFlags2, model_clip_out_of_distance: f32, shadow_clip_out_of_distance: f32, #[br(pad_before = 2)] #[br(pad_after = 2)] terrain_shadow_submesh_count: u16, bg_change_material_index: u8, #[br(pad_after = 12)] bg_crest_change_material_index: u8, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct MeshLod { mesh_index: u16, mesh_count: u16, model_lod_range: f32, texture_lod_range: f32, water_mesh_index: u16, water_mesh_count: u16, shadow_mesh_index: u16, shadow_mesh_count: u16, terrain_shadow_mesh_count: u16, terrain_shadow_mesh_index: u16, vertical_fog_mesh_index: u16, vertical_fog_mesh_count: u16, // unused on win32 according to lumina devs edge_geometry_size: u32, edge_geometry_data_offset: u32, #[br(pad_after = 4)] polygon_count: u32, vertex_buffer_size: u32, index_buffer_size: u32, vertex_data_offset: u32, index_data_offset: u32, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct Mesh { #[br(pad_after = 2)] vertex_count: u16, index_count: u32, material_index: u16, submesh_index: u16, submesh_count: u16, bone_table_index: u16, start_index: u32, vertex_buffer_offsets: [u32; 3], vertex_buffer_strides: [u8; 3], vertex_stream_count: u8, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct Submesh { index_offset: i32, index_count: i32, attribute_index_mask: u32, bone_start_index: u16, bone_count: u16, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct BoneTable { bone_indices: [u16; 64], #[br(pad_after = 3)] bone_count: u8, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct BoundingBox { min: [f32; 4], max: [f32; 4], } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] #[brw(little)] struct ModelData { header: ModelHeader, #[br(count = header.element_id_count)] element_ids: Vec, #[br(count = 3)] lods: Vec, #[br(count = header.mesh_count)] meshes: Vec, #[br(count = header.attribute_count)] attribute_name_offsets: Vec, // TODO: implement terrain shadow meshes #[br(count = header.submesh_count)] submeshes: Vec, // TODO: implement terrain shadow submeshes #[br(count = header.material_count)] material_name_offsets: Vec, #[br(count = header.bone_count)] bone_name_offsets: Vec, #[br(count = header.bone_table_count)] bone_tables: Vec, // TODO: implement shapes #[br(temp)] #[bw(ignore)] submesh_bone_map_size: u32, #[br(count = submesh_bone_map_size / 2, err_context("lods = {:#?}", lods))] submesh_bone_map: Vec, #[br(temp)] #[bw(ignore)] padding_amount: u8, #[br(pad_before = padding_amount)] bounding_box: BoundingBox, model_bounding_box: BoundingBox, water_bounding_box: BoundingBox, vertical_fog_bounding_box: BoundingBox, #[br(count = header.bone_count)] bone_bounding_boxes: Vec, } #[binrw] #[derive(Debug, Clone)] #[allow(dead_code)] struct ElementId { element_id: u32, parent_bone_name: u32, translate: [f32; 3], rotate: [f32; 3], } #[binrw] #[brw(repr = u8)] #[derive(Copy, Clone, Debug, PartialEq)] enum VertexType { Invalid = 0, Single3 = 2, Single4 = 3, UInt = 5, ByteFloat4 = 8, Half2 = 13, Half4 = 14, } #[binrw] #[brw(repr = u8)] #[derive(Copy, Clone, Debug)] enum VertexUsage { Position = 0, BlendWeights = 1, BlendIndices = 2, Normal = 3, UV = 4, Tangent2 = 5, Tangent1 = 6, Color = 7, } #[binrw] #[derive(Copy, Clone, Debug)] #[allow(dead_code)] #[brw(little)] struct VertexElement { stream: u8, offset: u8, vertex_type: VertexType, vertex_usage: VertexUsage, #[brw(pad_after = 3)] usage_index: u8, } #[derive(Clone)] #[repr(C)] pub struct Vertex { pub position: [f32; 3], pub uv: [f32; 2], pub normal: [f32; 3], pub bone_weight: [f32; 4], pub bone_id: [u8; 4], } pub struct Part { mesh_index: u16, pub vertices: Vec, pub indices: Vec, pub material_index: u16 } pub struct Lod { pub parts: Vec, } #[derive(Clone)] struct VertexDeclaration { elements: Vec, } pub struct MDL { file_header: ModelFileHeader, vertex_declarations: Vec, model_data: ModelData, pub lods: Vec, pub affected_bone_names: Vec, pub material_names: Vec } impl MDL { pub fn from_existing(buffer: &MemoryBuffer) -> Option { let mut cursor = Cursor::new(buffer); let model_file_header = ModelFileHeader::read(&mut cursor).unwrap(); let mut vertex_declarations: Vec = vec![ VertexDeclaration { elements: vec![] }; model_file_header.vertex_declaration_count as usize ]; for declaration in &mut vertex_declarations { let mut element = VertexElement::read(&mut cursor).unwrap(); loop { declaration.elements.push(element); element = VertexElement::read(&mut cursor).unwrap(); if element.stream == 255 { break; } } let to_seek = 17 * 8 - (declaration.elements.len() + 1) * 8; cursor.seek(SeekFrom::Current(to_seek as i64)).ok()?; } let model = ModelData::read(&mut cursor).unwrap(); let mut affected_bone_names = vec![]; for offset in &model.bone_name_offsets { let mut offset = *offset; let mut string = String::new(); let mut next_char = model.header.strings[offset as usize] as char; while next_char != '\0' { string.push(next_char); offset += 1; next_char = model.header.strings[offset as usize] as char; } affected_bone_names.push(string); } let mut material_names = vec![]; for offset in &model.material_name_offsets { let mut offset = *offset; let mut string = String::new(); let mut next_char = model.header.strings[offset as usize] as char; while next_char != '\0' { string.push(next_char); offset += 1; next_char = model.header.strings[offset as usize] as char; } material_names.push(string); } let mut lods = vec![]; for i in 0..model.header.lod_count { let mut parts = vec![]; for j in model.lods[i as usize].mesh_index ..model.lods[i as usize].mesh_index + model.lods[i as usize].mesh_count { let declaration = &vertex_declarations[j as usize]; let vertex_count = model.meshes[j as usize].vertex_count; let material_index = model.meshes[j as usize].material_index; let default_vertex = Vertex { position: [0.0; 3], uv: [0.0; 2], normal: [0.0; 3], bone_weight: [0.0; 4], bone_id: [0u8; 4], }; let mut vertices: Vec = vec![default_vertex; vertex_count as usize]; for k in 0..vertex_count { for element in &declaration.elements { cursor .seek(SeekFrom::Start( (model.lods[i as usize].vertex_data_offset + model.meshes[j as usize].vertex_buffer_offsets [element.stream as usize] + element.offset as u32 + model.meshes[j as usize].vertex_buffer_strides // TODO: is j really correct? this might fix the broken LoDs [element.stream as usize] as u32 * k as u32) as u64, )) .ok()?; match element.vertex_usage { VertexUsage::Position => { match element.vertex_type { VertexType::Half4 => { vertices[k as usize].position.clone_from_slice(&MDL::read_half4(&mut cursor).unwrap()[0..3]); } VertexType::Single3 => { vertices[k as usize].position = MDL::read_single3(&mut cursor).unwrap(); } _ => { panic!("Unexpected vertex type for position: {:#?}", element.vertex_type); } } } VertexUsage::BlendWeights => { match element.vertex_type { VertexType::ByteFloat4 => { vertices[k as usize].bone_weight = MDL::read_byte_float4(&mut cursor).unwrap(); } _ => { panic!("Unexpected vertex type for blendweight: {:#?}", element.vertex_type); } } } VertexUsage::BlendIndices => { match element.vertex_type { VertexType::UInt => { vertices[k as usize].bone_id = MDL::read_uint(&mut cursor).unwrap(); } _ => { panic!("Unexpected vertex type for blendindice: {:#?}", element.vertex_type); } } } VertexUsage::Normal => { match element.vertex_type { VertexType::Half4 => { vertices[k as usize].normal.clone_from_slice(&MDL::read_half4(&mut cursor).unwrap()[0..3]); } VertexType::Single3 => { vertices[k as usize].normal = MDL::read_single3(&mut cursor).unwrap(); } _ => { panic!("Unexpected vertex type for normal: {:#?}", element.vertex_type); } } } VertexUsage::UV => { match element.vertex_type { VertexType::Half4 => { vertices[k as usize].uv.clone_from_slice(&MDL::read_half4(&mut cursor).unwrap()[0..2]); } VertexType::Single4 => { vertices[k as usize].uv.clone_from_slice(&MDL::read_single4(&mut cursor).unwrap()[0..2]); } _ => { panic!("Unexpected vertex type for uv: {:#?}", element.vertex_type); } } } VertexUsage::Tangent2 => {} VertexUsage::Tangent1 => {} VertexUsage::Color => {} } } } cursor .seek(SeekFrom::Start( (model_file_header.index_offsets[i as usize] + (model.meshes[j as usize].start_index * 2)) as u64, )) .ok()?; // TODO: optimize! let mut indices: Vec = Vec::with_capacity(model.meshes[j as usize].index_count as usize); for _ in 0..model.meshes[j as usize].index_count { indices.push(cursor.read_le::().ok()?); } parts.push(Part { mesh_index: j, vertices, indices, material_index }); } lods.push(Lod { parts }); } Some(MDL { file_header: model_file_header, vertex_declarations, model_data: model, lods, affected_bone_names, material_names }) } pub fn write_to_buffer(&self) -> Option { let mut buffer = MemoryBuffer::new(); { let mut cursor = Cursor::new(&mut buffer); // write file header self.file_header.write(&mut cursor).ok()?; // write vertex declarations for declaration in &self.vertex_declarations { for element in &declaration.elements { element.write(&mut cursor).ok()?; } cursor.write_all(&[255u8]).ok()?; // We don't have a +1 here like we do in read, because writing the EOF (255) pushes our cursor forward. let to_seek = 17 * 8 - (declaration.elements.len()) * 8; cursor.seek(SeekFrom::Current(to_seek as i64)).ok()?; } self.model_data.write(&mut cursor).ok()?; for (l, lod) in self.lods.iter().enumerate() { for (i, part) in lod.parts.iter().enumerate() { for (k, vert) in part.vertices.iter().enumerate() { let declaration = &self.vertex_declarations[i]; for element in &declaration.elements { cursor .seek(SeekFrom::Start( (self.model_data.lods[l as usize].vertex_data_offset + self.model_data.meshes[part.mesh_index as usize].vertex_buffer_offsets [element.stream as usize] + element.offset as u32 + self.model_data.meshes[part.mesh_index as usize].vertex_buffer_strides [element.stream as usize] as u32 * k as u32) as u64, )) .ok()?; match element.vertex_usage { VertexUsage::Position => { match element.vertex_type { VertexType::Half4 => { MDL::write_single4(&mut cursor, &MDL::pad_slice(&vert.position)).ok()?; } VertexType::Single3 => { MDL::write_single3(&mut cursor, &vert.position).ok()?; } _ => { panic!("Unexpected vertex type for position: {:#?}", element.vertex_type); } } } VertexUsage::BlendWeights => { match element.vertex_type { VertexType::ByteFloat4 => { MDL::write_single4(&mut cursor, &vert.bone_weight).ok()?; } _ => { panic!("Unexpected vertex type for blendweight: {:#?}", element.vertex_type); } } } VertexUsage::BlendIndices => { match element.vertex_type { VertexType::UInt => { MDL::write_uint(&mut cursor, &vert.bone_id).ok()?; } _ => { panic!("Unexpected vertex type for blendindice: {:#?}", element.vertex_type); } } } VertexUsage::Normal => { match element.vertex_type { VertexType::Half4 => { MDL::write_single4(&mut cursor, &MDL::pad_slice(&vert.normal)).ok()?; } VertexType::Single3 => { MDL::write_single3(&mut cursor, &vert.normal).ok()?; } _ => { panic!("Unexpected vertex type for normal: {:#?}", element.vertex_type); } } } VertexUsage::UV => { match element.vertex_type { VertexType::Half4 => { //MDL::write_half4(&mut cursor, &MDL::pad_slice(&vert.uv)).ok()?; } VertexType::Single4 => { MDL::write_single4(&mut cursor, &MDL::pad_slice(&vert.uv)).ok()?; } _ => { panic!("Unexpected vertex type for uv: {:#?}", element.vertex_type); } } } VertexUsage::Tangent2 => {} VertexUsage::Tangent1 => {} VertexUsage::Color => {} } } } cursor .seek(SeekFrom::Start( (self.file_header.index_offsets[i as usize] + (self.model_data.meshes[part.mesh_index as usize].start_index * 2)) as u64, )) .ok()?; for indice in &part.indices { cursor.write_le(&indice).ok()?; } } } } Some(buffer) } fn read_byte_float4(cursor: &mut Cursor<&MemoryBuffer>) -> Option<[f32; 4]> { let mut arr: [f32; 4] = [0.0; 4]; for i in 0..4 { arr[i] = f32::from(cursor.read_le::().ok()?) / 255.0; } Some(arr) } fn read_half4(cursor: &mut Cursor<&MemoryBuffer>) -> Option<[f32; 4]> { let mut arr: [f32; 4] = [0.0; 4]; for i in 0..3 { arr[i] = f16::from_bits(cursor.read_le::().ok()?).to_f32(); } Some(arr) } fn read_uint(cursor: &mut Cursor<&MemoryBuffer>) -> BinResult<[u8; 4]> { cursor.read_le::<[u8; 4]>() } fn write_uint(cursor: &mut T, vec: &[u8; 4]) -> BinResult<()> { cursor.write_le(vec) } fn read_single3(cursor: &mut Cursor<&MemoryBuffer>) -> BinResult<[f32; 3]> { cursor.read_le::<[f32; 3]>() } fn write_single3(cursor: &mut T, vec: &[f32; 3]) -> BinResult<()> { cursor.write_le(vec) } fn read_single4(cursor: &mut Cursor<&MemoryBuffer>) -> BinResult<[f32; 4]> { cursor.read_le::<[f32; 4]>() } fn write_single4(cursor: &mut T, vec: &[f32; 4]) -> BinResult<()> { cursor.write_le(vec) } fn pad_slice(small_slice: &[f32; N]) -> [f32; 4] { let mut bigger_slice: [f32; 4] = [0.0, 0.0, 0.0, 0.0]; for i in 0..N { bigger_slice[i] = small_slice[i]; } return bigger_slice; } }