chore: use XModelCommon for dumping obj to reduce code duplication

This commit is contained in:
Jan
2024-04-28 14:37:21 +02:00
parent 45684ac828
commit a39e993cc6
9 changed files with 477 additions and 965 deletions

View File

@ -115,148 +115,6 @@ namespace
return potentialTextureDefs[0]->image;
}
void AddObjMaterials(ObjWriter& writer, DistinctMapper<Material*>& materialMapper, const XModel* model)
{
if (!model->materialHandles)
return;
for (auto surfIndex = 0u; surfIndex < model->numsurfs; surfIndex++)
{
Material* material = model->materialHandles[surfIndex];
if (!materialMapper.Add(material))
continue;
MtlMaterial mtl;
mtl.materialName = std::string(material->info.name);
GfxImage* colorMap = GetMaterialColorMap(material);
GfxImage* normalMap = GetMaterialNormalMap(material);
GfxImage* specularMap = GetMaterialSpecularMap(material);
if (colorMap != nullptr)
mtl.colorMapName = colorMap->name;
if (normalMap != nullptr)
mtl.normalMapName = normalMap->name;
if (specularMap != nullptr)
mtl.specularMapName = specularMap->name;
writer.AddMaterial(std::move(mtl));
}
}
void AddObjObjects(ObjWriter& writer, const DistinctMapper<Material*>& materialMapper, const XModel* model, const unsigned lod)
{
const auto surfCount = model->lodInfo[lod].numsurfs;
const auto baseSurfIndex = model->lodInfo[lod].surfIndex;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
ObjObject object;
object.name = std::format("surf{}", surfIndex);
object.materialIndex = static_cast<int>(materialMapper.GetDistinctPositionByInputPosition(surfIndex + baseSurfIndex));
writer.AddObject(std::move(object));
}
}
void AddObjVertices(ObjWriter& writer, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
for (auto vertexIndex = 0u; vertexIndex < surface.vertCount; vertexIndex++)
{
const auto& v = surface.verts0[vertexIndex];
vec2_t uv{};
vec3_t normalVec{};
Common::Vec2UnpackTexCoords(v.texCoord, &uv);
Common::Vec3UnpackUnitVec(v.normal, &normalVec);
ObjVertex objVertex{};
ObjNormal objNormal{};
ObjUv objUv{};
objVertex.coordinates[0] = v.xyz.x;
objVertex.coordinates[1] = v.xyz.z;
objVertex.coordinates[2] = -v.xyz.y;
objNormal.normal[0] = normalVec.x;
objNormal.normal[1] = normalVec.z;
objNormal.normal[2] = -normalVec.y;
objUv.uv[0] = uv.x;
objUv.uv[1] = 1.0f - uv.y;
writer.AddVertex(static_cast<int>(surfIndex), objVertex);
writer.AddNormal(static_cast<int>(surfIndex), objNormal);
writer.AddUv(static_cast<int>(surfIndex), objUv);
}
}
}
void AddObjFaces(ObjWriter& writer, const XModel* model, const unsigned lod)
{
const auto* surfs = &model->surfs[model->lodInfo[lod].surfIndex];
const auto surfCount = model->lodInfo[lod].numsurfs;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
ObjFace face{};
face.vertexIndex[0] = tri[2] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[0] + surface.baseVertIndex;
face.normalIndex[0] = face.vertexIndex[0];
face.normalIndex[1] = face.vertexIndex[1];
face.normalIndex[2] = face.vertexIndex[2];
face.uvIndex[0] = face.vertexIndex[0];
face.uvIndex[1] = face.vertexIndex[1];
face.uvIndex[2] = face.vertexIndex[2];
writer.AddFace(static_cast<int>(surfIndex), face);
}
}
}
void DumpObjMat(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto matFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!matFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
writer.WriteMtl(*matFile);
}
void DumpObjLod(const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, ".obj"));
if (!assetFile)
return;
ObjWriter writer(context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
AddObjMaterials(writer, materialMapper, model);
AddObjObjects(writer, materialMapper, model, lod);
AddObjVertices(writer, model, lod);
AddObjFaces(writer, model, lod);
writer.WriteObj(*assetFile, std::format("{}.mtl", model->name));
}
void AddXModelBones(XModelCommon& out, const AssetDumpingContext& context, const XModel* model)
{
for (auto boneNum = 0u; boneNum < model->numBones; boneNum++)
@ -319,6 +177,14 @@ namespace
if (colorMap)
xMaterial.colorMapName = std::string(colorMap->name);
const auto* normalMap = GetMaterialNormalMap(material);
if (normalMap)
xMaterial.normalMapName = std::string(normalMap->name);
const auto* specularMap = GetMaterialSpecularMap(material);
if (specularMap)
xMaterial.specularMapName = std::string(specularMap->name);
out.m_materials.emplace_back(std::move(xMaterial));
}
}
@ -541,6 +407,9 @@ namespace
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
auto& object = out.m_objects[surfIndex];
object.m_faces.reserve(surface.triCount);
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
@ -549,8 +418,7 @@ namespace
face.vertexIndex[0] = tri[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri[2] + surface.baseVertIndex;
face.objectIndex = static_cast<int>(surfIndex);
out.m_faces.emplace_back(face);
object.m_faces.emplace_back(face);
}
}
}
@ -568,6 +436,35 @@ namespace
AddXModelFaces(out, model, lod);
}
void DumpObjMtl(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset)
{
const auto* model = asset->Asset();
const auto mtlFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model->name));
if (!mtlFile)
return;
const auto writer = obj::CreateMtlWriter(*mtlFile, context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
}
void DumpObjLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model->name, lod, ".obj"));
if (!assetFile)
return;
const auto writer =
obj::CreateObjWriter(*assetFile, std::format("{}.mtl", model->name), context.m_zone->m_game->GetShortName(), context.m_zone->m_name);
DistinctMapper<Material*> materialMapper(model->numsurfs);
writer->Write(common);
}
void DumpXModelExportLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>* asset, const unsigned lod)
{
const auto* model = asset->Asset();
@ -600,9 +497,6 @@ namespace
{
const auto* model = asset->Asset();
if (ObjWriting::Configuration.ModelOutputFormat == ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ)
DumpObjMat(context, asset);
for (auto currentLod = 0u; currentLod < model->numLods; currentLod++)
{
XModelCommon common;
@ -611,7 +505,9 @@ namespace
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ObjWriting::Configuration_t::ModelOutputFormat_e::OBJ:
DumpObjLod(context, asset, currentLod);
DumpObjLod(common, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(common, context, asset);
break;
case ObjWriting::Configuration_t::ModelOutputFormat_e::XMODEL_EXPORT: