colobot/colobot-base/graphics/model/model_mod.cpp

379 lines
12 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "graphics/model/model_mod.h"
#include "common/ioutils.h"
#include "common/stringutils.h"
#include "common/resources/inputstream.h"
#include "graphics/model/model_io_exception.h"
#include "graphics/model/model_io_structs.h"
#include <array>
#include <iostream>
using namespace IOUtils;
namespace Gfx::ModelIO
{
std::vector<ModelTriangle> ReadOldModelV1(std::istream& stream, int totalTriangles);
std::vector<ModelTriangle> ReadOldModelV2(std::istream& stream, int totalTriangles);
std::vector<ModelTriangle> ReadOldModelV3(std::istream& stream, int totalTriangles);
Vertex3D ReadBinaryVertex(std::istream& stream);
Vertex3D ReadBinaryVertexTex2(std::istream& stream);
LegacyMaterial ReadBinaryMaterial(std::istream& stream);
void ConvertOldTex1Name(ModelTriangle& triangle, const char* tex1Name);
void ConvertFromOldRenderState(ModelTriangle& triangle, int state);
ModelLODLevel MinMaxToLodLevel(float min, float max);
std::unique_ptr<CModel> ReadOldModel(const std::filesystem::path& path)
{
CInputStream stream(path);
OldModelHeader header;
try
{
header.revision = ReadBinary<4, int>(stream);
header.version = ReadBinary<4, int>(stream);
header.totalTriangles = ReadBinary<4, int>(stream);
for (int i = 0; i < 10; ++i)
header.reserved[i] = ReadBinary<4, int>(stream);
}
catch (const std::exception& e)
{
throw CModelIOException(std::string("Error reading model file header: ") + e.what());
}
std::vector<ModelTriangle> triangles;
try
{
if (header.revision == 1 && header.version == 0)
{
triangles = ReadOldModelV1(stream, header.totalTriangles);
}
else if (header.revision == 1 && header.version == 1)
{
triangles = ReadOldModelV2(stream, header.totalTriangles);
}
else
{
triangles = ReadOldModelV3(stream, header.totalTriangles);
}
}
catch (const std::exception& e)
{
throw CModelIOException(std::string("Error reading model triangles: ") + e.what());
}
auto mesh = std::make_unique<CModelMesh>();
for (const auto& triangle : triangles)
mesh->AddTriangle(triangle);
auto model = std::make_unique<CModel>();
model->AddMesh("main", std::move(mesh));
return model;
}
std::vector<ModelTriangle> ReadOldModelV1(std::istream& stream, int totalTriangles)
{
std::vector<ModelTriangle> triangles;
for (int i = 0; i < totalTriangles; ++i)
{
OldModelTriangleV1 t;
t.used = ReadBinary<1, char>(stream);
t.selected = ReadBinary<1, char>(stream);
/* padding */ ReadBinary<2, unsigned int>(stream);
t.p1 = ReadBinaryVertex(stream);
t.p2 = ReadBinaryVertex(stream);
t.p3 = ReadBinaryVertex(stream);
auto material = ReadBinaryMaterial(stream);
stream.read(t.texName, 20);
t.min = ReadBinaryFloat(stream);
t.max = ReadBinaryFloat(stream);
ModelLODLevel lodLevel = MinMaxToLodLevel(t.min, t.max);
if (lodLevel == ModelLODLevel::Low ||
lodLevel == ModelLODLevel::Medium)
continue;
ModelTriangle triangle;
triangle.p1 = t.p1;
triangle.p2 = t.p2;
triangle.p3 = t.p3;
auto diffuse = Gfx::ColorToIntColor(material.diffuse);
glm::u8vec4 color = { diffuse.r, diffuse.g, diffuse.b, 255 };
triangle.p1.color = color;
triangle.p2.color = color;
triangle.p3.color = color;
ConvertOldTex1Name(triangle, t.texName);
triangles.push_back(triangle);
}
return triangles;
}
std::vector<ModelTriangle> ReadOldModelV2(std::istream& stream, int totalTriangles)
{
std::vector<ModelTriangle> triangles;
for (int i = 0; i < totalTriangles; ++i)
{
OldModelTriangleV2 t;
t.used = ReadBinary<1, char>(stream);
t.selected = ReadBinary<1, char>(stream);
/* padding */ ReadBinary<2, unsigned int>(stream);
t.p1 = ReadBinaryVertex(stream);
t.p2 = ReadBinaryVertex(stream);
t.p3 = ReadBinaryVertex(stream);
auto material = ReadBinaryMaterial(stream);
stream.read(t.texName, 20);
t.min = ReadBinaryFloat(stream);
t.max = ReadBinaryFloat(stream);
t.state = ReadBinary<4, long>(stream);
t.reserved1 = ReadBinary<2, short>(stream);
t.reserved2 = ReadBinary<2, short>(stream);
t.reserved3 = ReadBinary<2, short>(stream);
t.reserved4 = ReadBinary<2, short>(stream);
ModelLODLevel lodLevel = MinMaxToLodLevel(t.min, t.max);
if (lodLevel == ModelLODLevel::Low ||
lodLevel == ModelLODLevel::Medium)
continue;
ModelTriangle triangle;
triangle.p1 = t.p1;
triangle.p2 = t.p2;
triangle.p3 = t.p3;
auto diffuse = Gfx::ColorToIntColor(material.diffuse);
glm::u8vec4 color = { diffuse.r, diffuse.g, diffuse.b, 255 };
triangle.p1.color = color;
triangle.p2.color = color;
triangle.p3.color = color;
ConvertOldTex1Name(triangle, t.texName);
ConvertFromOldRenderState(triangle, t.state);
triangles.push_back(triangle);
}
return triangles;
}
std::vector<ModelTriangle> ReadOldModelV3(std::istream& stream, int totalTriangles)
{
std::vector<ModelTriangle> triangles;
for (int i = 0; i < totalTriangles; ++i)
{
OldModelTriangleV3 t;
t.used = ReadBinary<1, char>(stream);
t.selected = ReadBinary<1, char>(stream);
/* padding */ ReadBinary<2, unsigned int>(stream);
t.p1 = ReadBinaryVertexTex2(stream);
t.p2 = ReadBinaryVertexTex2(stream);
t.p3 = ReadBinaryVertexTex2(stream);
auto material = ReadBinaryMaterial(stream);
stream.read(t.texName, 20);
t.min = ReadBinaryFloat(stream);
t.max = ReadBinaryFloat(stream);
t.state = ReadBinary<4, long>(stream);
t.texNum2 = ReadBinary<2, short>(stream);
t.reserved2 = ReadBinary<2, short>(stream);
t.reserved3 = ReadBinary<2, short>(stream);
t.reserved4 = ReadBinary<2, short>(stream);
ModelLODLevel lodLevel = MinMaxToLodLevel(t.min, t.max);
if (lodLevel == ModelLODLevel::Low ||
lodLevel == ModelLODLevel::Medium)
continue;
ModelTriangle triangle;
triangle.p1 = t.p1;
triangle.p2 = t.p2;
triangle.p3 = t.p3;
auto diffuse = Gfx::ColorToIntColor(material.diffuse);
glm::u8vec4 color = { diffuse.r, diffuse.g, diffuse.b, 255 };
triangle.p1.color = color;
triangle.p2.color = color;
triangle.p3.color = color;
ConvertOldTex1Name(triangle, t.texName);
ConvertFromOldRenderState(triangle, t.state);
triangle.material.variableDetail = t.texNum2 == 1;
if (!triangle.material.variableDetail && t.texNum2 != 0)
{
std::array<char, 20> tex2Name = {0};
std::snprintf(tex2Name.data(), tex2Name.size(), "dirty%.2d.png", t.texNum2);
triangle.material.detailTexture = tex2Name.data();
}
triangles.push_back(triangle);
}
return triangles;
}
ModelLODLevel MinMaxToLodLevel(float min, float max)
{
if (min == 0.0f && max == 100.0f)
return ModelLODLevel::High;
else if (min == 100.0f && max == 200.0f)
return ModelLODLevel::Medium;
else if (min == 200.0f && max == 1000000.0f)
return ModelLODLevel::Low;
else if (min == 0.0f && max == 1000000.0f)
return ModelLODLevel::Constant;
return ModelLODLevel::Constant;
}
void ConvertOldTex1Name(ModelTriangle& triangle, const char* tex1Name)
{
triangle.material.albedoTexture = tex1Name;
triangle.material.albedoTexture = StrUtils::Replace(
triangle.material.albedoTexture, "bmp", "png");
triangle.material.albedoTexture = StrUtils::Replace(
triangle.material.albedoTexture, "tga", "png");
}
void ConvertFromOldRenderState(ModelTriangle& triangle, int state)
{
if (triangle.material.albedoTexture == "plant.png" || (state & static_cast<int>(ModelRenderState::Alpha)) != 0)
{
triangle.material.alphaMode = AlphaMode::MASK;
triangle.material.alphaThreshold = 0.5f;
}
else
triangle.material.alphaMode = AlphaMode::NONE;
if ((state & static_cast<int>(ModelRenderState::Part1)) != 0)
triangle.material.tag = "tracker_right";
else if ((state & static_cast<int>(ModelRenderState::Part2)) != 0)
triangle.material.tag = "tracker_left";
else if ((state & static_cast<int>(ModelRenderState::Part3)) != 0)
triangle.material.tag = "energy";
else
triangle.material.tag = "";
bool doubleSided = (state & static_cast<int>(ModelRenderState::TwoFace)) != 0;
triangle.material.cullFace = doubleSided ? CullFace::NONE : CullFace::BACK;
}
Vertex3D ReadBinaryVertex(std::istream& stream)
{
Vertex3D vertex;
vertex.position.x = ReadBinaryFloat(stream);
vertex.position.y = ReadBinaryFloat(stream);
vertex.position.z = ReadBinaryFloat(stream);
vertex.normal.x = ReadBinaryFloat(stream);
vertex.normal.y = ReadBinaryFloat(stream);
vertex.normal.z = ReadBinaryFloat(stream);
vertex.uv.x = ReadBinaryFloat(stream);
vertex.uv.y = ReadBinaryFloat(stream);
return vertex;
}
Vertex3D ReadBinaryVertexTex2(std::istream& stream)
{
Vertex3D vertex;
vertex.position.x = ReadBinaryFloat(stream);
vertex.position.y = ReadBinaryFloat(stream);
vertex.position.z = ReadBinaryFloat(stream);
vertex.normal.x = ReadBinaryFloat(stream);
vertex.normal.y = ReadBinaryFloat(stream);
vertex.normal.z = ReadBinaryFloat(stream);
vertex.uv.x = ReadBinaryFloat(stream);
vertex.uv.y = ReadBinaryFloat(stream);
vertex.uv2.x = ReadBinaryFloat(stream);
vertex.uv2.y = ReadBinaryFloat(stream);
return vertex;
}
LegacyMaterial ReadBinaryMaterial(std::istream& stream)
{
LegacyMaterial material;
material.diffuse.r = ReadBinaryFloat(stream);
material.diffuse.g = ReadBinaryFloat(stream);
material.diffuse.b = ReadBinaryFloat(stream);
material.diffuse.a = ReadBinaryFloat(stream);
material.ambient.r = ReadBinaryFloat(stream);
material.ambient.g = ReadBinaryFloat(stream);
material.ambient.b = ReadBinaryFloat(stream);
material.ambient.a = ReadBinaryFloat(stream);
material.specular.r = ReadBinaryFloat(stream);
material.specular.g = ReadBinaryFloat(stream);
material.specular.b = ReadBinaryFloat(stream);
material.specular.a = ReadBinaryFloat(stream);
/* emissive.r = */ ReadBinaryFloat(stream);
/* emissive.g = */ ReadBinaryFloat(stream);
/* emissive.b = */ ReadBinaryFloat(stream);
/* emissive.a = */ ReadBinaryFloat(stream);
/* power = */ ReadBinaryFloat(stream);
return material;
}
}