~redstrate/libxiv

libxiv/src/mdlparser.cpp -rw-r--r-- 12.5 KiB
f3feece1Joshua Goins Add deprecation notice 7 months ago
                                                                                
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#include "mdlparser.h"
#include "utility.h"

#include <cstdio>
#include <stdexcept>
#include <fmt/core.h>
#include <array>
#include <fstream>
#include <algorithm>

struct ModelFileHeader {
    uint32_t version;
    uint32_t stackSize;
    uint32_t runtimeSize;
    unsigned short vertexDeclarationCount;
    unsigned short materialCount;
    uint32_t vertexOffsets[3];
    uint32_t indexOffsets[3];
    uint32_t vertexBufferSize[3];
    uint32_t indexBufferSize[3];
    uint8_t lodCount;
    bool indexBufferStreamingEnabled;
    bool hasEdgeGeometry;
    uint8_t padding;
};

enum VertexType : uint8_t {
    Single3 = 2,
    Single4 = 3,
    UInt = 5,
    ByteFloat4 = 8,
    Half2 = 13,
    Half4 = 14
};

enum VertexUsage : uint8_t  {
    Position = 0,
    BlendWeights = 1,
    BlendIndices = 2,
    Normal = 3,
    UV = 4,
    Tangent2 = 5,
    Tangent1 = 6,
    Color = 7,
};

struct VertexElement {
    uint8_t stream, offset;
    VertexType type;
    VertexUsage usage;
    uint8_t usageIndex;
    uint8_t padding[3];
};

enum ModelFlags1 : uint8_t
{
    DustOcclusionEnabled = 0x80,
    SnowOcclusionEnabled = 0x40,
    RainOcclusionEnabled = 0x20,
    Unknown1 = 0x10,
    LightingReflectionEnabled = 0x08,
    WavingAnimationDisabled = 0x04,
    LightShadowDisabled = 0x02,
    ShadowDisabled = 0x01,
};

enum ModelFlags2 : uint8_t
{
    Unknown2 = 0x80,
    BgUvScrollEnabled = 0x40,
    EnableForceNonResident = 0x20,
    ExtraLodEnabled = 0x10,
    ShadowMaskEnabled = 0x08,
    ForceLodRangeEnabled = 0x04,
    EdgeGeometryEnabled = 0x02,
    Unknown3 = 0x01
};

struct ModelHeader {
    float radius;
    unsigned short meshCount;
    unsigned short attributeCount;
    unsigned short submeshCount;
    unsigned short materialCount;
    unsigned short boneCount;
    unsigned short boneTableCount;
    unsigned short shapeCount;
    unsigned short shapeMeshCount;
    unsigned short shapeValueCount;
    uint8_t lodCount;

    ModelFlags1 flags1;

    unsigned short elementIdCount;
    uint8_t terrainShadowMeshCount;

    ModelFlags2 flags2;

    float modelClipOutDistance;
    float shadowClipOutDistance;
    unsigned short unknown4;
    unsigned short terrainShadowSubmeshCount;

    uint8_t unknown5;

    uint8_t bgChangeMaterialIndex;
    uint8_t bgCrestChangeMaterialIndex;
    uint8_t unknown6;
    unsigned short unknown7, unknown8, unknown9;
    uint8_t padding[6];
};

struct MeshLod {
    unsigned short meshIndex;
    unsigned short meshCount;
    float modelLodRange;
    float textureLodRange;
    unsigned short waterMeshIndex;
    unsigned short waterMeshCount;
    unsigned short shadowMeshIndex;
    unsigned short shadowMeshCount;
    unsigned short terrainShadowMeshIndex;
    unsigned short terrainShadowMeshCount;
    unsigned short verticalFogMeshIndex;
    unsigned short verticalFogMeshCount;

    // unused on win32 according to lumina devs
    unsigned int edgeGeometrySize;
    unsigned int edgeGeometryDataOffset;
    unsigned int polygonCount;
    unsigned int unknown1;
    unsigned int vertexBufferSize;
    unsigned int indexBufferSize;
    unsigned int vertexDataOffset;
    unsigned int indexDataOffset;
};

struct ElementId {
    uint32_t elementId;
    uint32_t parentBoneName;
    std::vector<float> translate;
    std::vector<float> rotate;
};

struct Mesh {
    unsigned short vertexCount;
    unsigned short padding;
    unsigned int indexCount;
    unsigned short materialIndex;
    unsigned short subMeshIndex;
    unsigned short subMeshCount;
    unsigned short boneTableIndex;
    unsigned int startIndex;

    std::vector<uint32_t> vertexBufferOffset;
    std::vector<uint8_t> vertexBufferStride;

    uint8_t vertexStreamCount;
};

struct Submesh {
    int32_t indexOffset;
    int32_t indexCount;
    unsigned int attributeIndexMask;
    unsigned short boneStartIndex;
    unsigned short boneCount;
};

struct BoneTable {
    std::vector<uint16_t> boneIndex;
    uint8_t boneCount;
    std::vector<uint8_t> padding;
};

struct BoundingBox {
    std::array<float, 4> min, max;
};

Model parseMDL(MemorySpan data) {
    ModelFileHeader modelFileHeader;
    data.read(&modelFileHeader);

    struct VertexDeclaration {
        std::vector<VertexElement> elements;
    };

    std::vector<VertexDeclaration> vertexDecls(modelFileHeader.vertexDeclarationCount);
    for(int i = 0; i < modelFileHeader.vertexDeclarationCount; i++) {
        VertexElement element {};
        data.read(&element);

        do {
            vertexDecls[i].elements.push_back(element);
            data.read(&element);
        } while (element.stream != 255);

        int toSeek = 17 * 8 - (vertexDecls[i].elements.size() + 1) * 8;
        data.seek(toSeek, Seek::Current);
    }

    uint16_t stringCount;
    data.read(&stringCount);

    // dummy
    data.seek(sizeof(uint16_t), Seek::Current);

    uint32_t stringSize;
    data.read(&stringSize);

    std::vector<uint8_t> strings;
    data.read_structures(&strings, stringSize);

    ModelHeader modelHeader;
    data.read(&modelHeader);

    std::vector<ElementId> elementIds(modelHeader.elementIdCount);
    for(int i = 0; i < modelHeader.elementIdCount; i++) {
        data.read(&elementIds[i].elementId);
        data.read(&elementIds[i].parentBoneName);

        // FIXME: these always seem to be 3, convert to static array? then we could probably read this all in one go!
        data.read_structures(&elementIds[i].translate, 3);
        data.read_structures(&elementIds[i].rotate, 3);
    }

    std::vector<MeshLod> lods;
    data.read_structures(&lods, 3);

    std::vector<Mesh> meshes(modelHeader.meshCount);
    for(int i = 0; i < modelHeader.meshCount; i++) {
        data.read(&meshes[i].vertexCount);
        data.read(&meshes[i].padding);
        data.read(&meshes[i].indexCount);
        data.read(&meshes[i].materialIndex);
        data.read(&meshes[i].subMeshIndex);
        data.read(&meshes[i].subMeshCount);
        data.read(&meshes[i].boneTableIndex);
        data.read(&meshes[i].startIndex);

        data.read_structures(&meshes[i].vertexBufferOffset, 3);
        data.read_structures(&meshes[i].vertexBufferStride, 3);

        data.read(&meshes[i].vertexStreamCount);
    }

    std::vector<uint32_t> attributeNameOffsets;
    data.read_structures(&attributeNameOffsets, modelHeader.attributeCount);

    // TODO: implement terrain shadow meshes

    std::vector<Submesh> submeshes;
    data.read_structures(&submeshes, modelHeader.submeshCount);

    // TODO: implement terrain shadow submeshes

    std::vector<uint32_t> materialNameOffsets;
    data.read_structures(&materialNameOffsets, modelHeader.materialCount);

    std::vector<uint32_t> boneNameOffsets;
    data.read_structures(&boneNameOffsets, modelHeader.boneCount);

    std::vector<BoneTable> boneTables(modelHeader.boneTableCount);
    for(int i = 0; i < modelHeader.boneTableCount; i++) {
        data.read_structures(&boneTables[i].boneIndex, 64);

        data.read(&boneTables[i].boneCount);

        data.read_structures(&boneTables[i].padding, 3);
    }

    // TODO: implement shapes

    uint32_t submeshBoneMapSize;
    data.read(&submeshBoneMapSize);

    std::vector<uint16_t> submeshBoneMap;
    data.read_structures(&submeshBoneMap, (int)submeshBoneMapSize / 2);

    uint8_t paddingAmount;
    data.read(&paddingAmount);

    data.seek(paddingAmount, Seek::Current);

    BoundingBox boundingBoxes, modelBoundingBoxes, waterBoundingBoxes, verticalFogBoundingBoxes;
    data.read(&boundingBoxes);
    data.read(&modelBoundingBoxes);
    data.read(&waterBoundingBoxes);
    data.read(&verticalFogBoundingBoxes);

    std::vector<BoundingBox> boneBoundingBoxes;
    data.read_structures(&boneBoundingBoxes, modelHeader.boneCount);

    Model model;

    for(auto offset : boneNameOffsets) {
        std::string name;
        char nextChar = strings[offset];
        while(nextChar != '\0') {
            name += nextChar;
            offset++;
            nextChar = strings[offset];
        }

        model.affectedBoneNames.push_back(name);
    }

    for(int i = 0; i < modelHeader.lodCount; i++) {
        Lod lod;

        for(int j = lods[i].meshIndex; j < (lods[i].meshIndex + lods[i].meshCount); j++) {
            Part part;

            const VertexDeclaration decl = vertexDecls[j];

            int vertexCount = meshes[j].vertexCount;
            std::vector<Vertex> vertices(vertexCount);

            for(int k = meshes[j].subMeshIndex; k < (meshes[j].subMeshIndex + meshes[j].subMeshCount); k++) {
                PartSubmesh submesh;
                submesh.indexCount = submeshes[k].indexCount;
                submesh.indexOffset = submeshes[k].indexOffset;
                submesh.boneCount = submeshes[k].boneCount;
                submesh.boneStartIndex = submeshes[k].boneStartIndex;

                part.submeshes.push_back(submesh);
            }

            for(int k = 0; k < vertexCount; k++) {
                for(auto& element : decl.elements) {
                    data.seek(lods[i].vertexDataOffset + meshes[j].vertexBufferOffset[element.stream] + element.offset + meshes[i].vertexBufferStride[element.stream] * k, Seek::Set);

                    std::array<float, 4> floatData = {};
                    std::array<uint8_t, 4> intData = {};
                    switch(element.type) {
                        case VertexType::Single3:
                            data.read_array(floatData.data(), 3);
                            break;
                        case VertexType::Single4:
                            data.read_array(floatData.data(), 4);
                            break;
                        case VertexType::UInt:
                            data.read_array(intData.data(), 4);
                            break;
                        case VertexType::ByteFloat4: {
                            uint8_t values[4];
                            data.read_array(values, 4);

                            floatData[0] = byte_to_float(values[0]);
                            floatData[1] = byte_to_float(values[1]);
                            floatData[2] = byte_to_float(values[2]);
                            floatData[3] = byte_to_float(values[3]);
                        }
                            break;
                        case VertexType::Half2: {
                            uint16_t values[2] = {};
                            data.read_array(values, 2);

                            floatData[0] = half_to_float(values[0]);
                            floatData[1] = half_to_float(values[1]);
                        }
                            break;
                        case VertexType::Half4: {
                            uint16_t values[4] = {};
                            data.read_array(values, 4);

                            floatData[0] = half_to_float(values[0]);
                            floatData[1] = half_to_float(values[1]);
                            floatData[2] = half_to_float(values[2]);
                            floatData[3] = half_to_float(values[3]);
                        }
                            break;
                    }

                    switch(element.usage) {
                        case VertexUsage::Position:
                            memcpy(vertices[k].position.data(), floatData.data(), sizeof(float) * 3);
                            break;
                        case VertexUsage::Normal:
                            memcpy(vertices[k].normal.data(), floatData.data(), sizeof(float) * 3);
                            break;
                        case BlendWeights:
                            memcpy(vertices[k].boneWeights.data(), floatData.data(), sizeof(float) * 4);
                            break;
                        case BlendIndices:
                            memcpy(vertices[k].boneIds.data(), intData.data(), sizeof(uint8_t) * 4);
                            break;
                        case UV:
                            memcpy(vertices[k].uv.data(), floatData.data(), sizeof(float) * 2);
                            break;
                        case Tangent2:
                            break;
                        case Tangent1:
                            break;
                        case Color:
                            break;
                    }
                }
            }

            data.seek(modelFileHeader.indexOffsets[i] + (meshes[j].startIndex * 2), Seek::Set);

            std::vector<uint16_t> indices;
            data.read_structures(&indices, meshes[j].indexCount);

            part.indices = indices;
            part.vertices = vertices;

            lod.parts.push_back(part);
        }

        model.lods.push_back(lod);
    }

    return model;
}