Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// studiomdl.c: generates a studio .mdl file from a .qc script
// models/<scriptname>.mdl.
//
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <math.h>
#include "cmdlib.h"
#include "scriplib.h"
#include "mathlib/mathlib.h"
#include "studio.h"
#include "studiomdl.h"
//#include "..\..\dlls\activity.h"
bool IsEnd( char const* pLine )
{
if (strncmp( "end", pLine, 3 ) != 0)
return false;
return (pLine[3] == '\0') || (pLine[3] == '\n');
}
int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] )
{
int i;
// collapse duplicate bone weights
for (i = 0; i < iCount-1; i++)
{
int j;
for (j = i + 1; j < iCount; j++)
{
if (bones[i] == bones[j])
{
weights[i] += weights[j];
weights[j] = 0.0;
}
}
}
// do sleazy bubble sort
int bShouldSort;
do {
bShouldSort = false;
for (i = 0; i < iCount-1; i++)
{
if (weights[i+1] > weights[i])
{
int j = bones[i+1]; bones[i+1] = bones[i]; bones[i] = j;
float w = weights[i+1]; weights[i+1] = weights[i]; weights[i] = w;
bShouldSort = true;
}
}
} while (bShouldSort);
// throw away all weights less than 1/20th
while (iCount > 1 && weights[iCount-1] < 0.05)
{
iCount--;
}
// clip to the top iMaxCount bones
if (iCount > iMaxCount)
{
iCount = iMaxCount;
}
float t = 0;
for (i = 0; i < iCount; i++)
{
t += weights[i];
}
if (t <= 0.0)
{
// missing weights?, go ahead and evenly share?
// FIXME: shouldn't this error out?
t = 1.0 / iCount;
for (i = 0; i < iCount; i++)
{
weights[i] = t;
}
}
else
{
// scale to sum to 1.0
t = 1.0 / t;
for (i = 0; i < iCount; i++)
{
weights[i] = weights[i] * t;
}
}
return iCount;
}
void Grab_Vertexlist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
int j;
int bone;
Vector p;
int iCount, bones[4];
float weights[4];
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
int i = sscanf( g_szLine, "%d %d %f %f %f %d %d %f %d %f %d %f %d %f",
&j,
&bone,
&p[0], &p[1], &p[2],
&iCount,
&bones[0], &weights[0], &bones[1], &weights[1], &bones[2], &weights[2], &bones[3], &weights[3] );
if (i == 5)
{
if (bone < 0 || bone >= psource->numbones)
{
MdlWarning( "bogus bone index\n" );
MdlWarning( "%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine );
MdlError( "Exiting due to errors\n" );
}
VectorCopy( p, g_vertex[j] );
g_bone[j].numbones = 1;
g_bone[j].bone[0] = bone;
g_bone[j].weight[0] = 1.0;
}
else if (i > 5)
{
iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights );
VectorCopy( p, g_vertex[j] );
g_bone[j].numbones = iCount;
for (i = 0; i < iCount; i++)
{
g_bone[j].bone[i] = bones[i];
g_bone[j].weight[i] = weights[i];
}
}
else
{
MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
}
}
}
void Grab_Facelist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
int j;
s_tmpface_t f;
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
if (sscanf( g_szLine, "%d %d %d %d",
&j,
&f.a, &f.b, &f.c) == 4)
{
g_face[j] = f;
}
else
{
MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
}
}
}
void Grab_Materiallist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
// char name[256];
char path[MAX_PATH];
rgb2_t a, d, s;
float g;
int j;
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
if (sscanf( g_szLine, "%d %f %f %f %f %f %f %f %f %f %f %f %f %f \"%[^\"]s",
&j,
&a.r, &a.g, &a.b, &a.a,
&d.r, &d.g, &d.b, &d.a,
&s.r, &s.g, &s.b, &s.a,
&g,
path ) == 15)
{
if (path[0] == '\0')
{
psource->texmap[j] = -1;
}
else if (j < ARRAYSIZE(psource->texmap))
{
psource->texmap[j] = LookupTexture( path );
}
else
{
MdlError( "Too many materials, max %d\n", ARRAYSIZE(psource->texmap) );
}
}
}
}
}
void Grab_Texcoordlist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
int j;
Vector2D t;
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
if (sscanf( g_szLine, "%d %f %f",
&j,
&t[0], &t[1]) == 3)
{
t[1] = 1.0 - t[1];
g_texcoord[j][0] = t[0];
g_texcoord[j][1] = t[1];
}
else
{
MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
}
}
}
void Grab_Normallist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
int j;
int bone;
Vector n;
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
if (sscanf( g_szLine, "%d %d %f %f %f",
&j,
&bone,
&n[0], &n[1], &n[2]) == 5)
{
if (bone < 0 || bone >= psource->numbones)
{
MdlWarning( "bogus bone index\n" );
MdlWarning( "%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine );
MdlError( "Exiting due to errors\n" );
}
VectorCopy( n, g_normal[j] );
}
else
{
MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
}
}
}
void Grab_Faceattriblist( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
int j;
int smooth;
int material;
s_tmpface_t f;
unsigned short s;
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
if (sscanf( g_szLine, "%d %d %d %d %d %d %d %d %d",
&j,
&material,
&smooth,
&f.ta, &f.tb, &f.tc,
&f.na, &f.nb, &f.nc) == 9)
{
f.a = g_face[j].a;
f.b = g_face[j].b;
f.c = g_face[j].c;
f.material = UseTextureAsMaterial( psource->texmap[material] );
if (f.material < 0)
{
MdlError( "face %d references NULL texture %d\n", j, material );
}
if (1)
{
s = f.b; f.b = f.c; f.c = s;
s = f.tb; f.tb = f.tc; f.tc = s;
s = f.nb; f.nb = f.nc; f.nc = s;
}
g_face[j] = f;
}
else
{
MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
}
}
}
int closestNormal( int v, int n )
{
float maxdot = -1.0;
float dot;
int r = n;
v_unify_t *cur = v_list[v];
while (cur)
{
dot = DotProduct( g_normal[cur->n], g_normal[n] );
if (dot > maxdot)
{
r = cur->n;
maxdot = dot;
}
cur = cur->next;
}
return r;
}
int AddToVlist( int v, int m, int n, int t, int firstref )
{
v_unify_t *prev = NULL;
v_unify_t *cur = v_list[v];
while (cur)
{
if (cur->m == m && cur->n == n && cur->t == t)
{
cur->refcount++;
return cur - v_listdata;
}
prev = cur;
cur = cur->next;
}
if (numvlist >= MAXSTUDIOVERTS)
{
MdlError( "Too many unified vertices\n");
}
cur = &v_listdata[numvlist++];
cur->lastref = -1;
cur->refcount = 1;
cur->firstref = firstref;
cur->v = v;
cur->m = m;
cur->n = n;
cur->t = t;
if (prev)
{
prev->next = cur;
}
else
{
v_list[v] = cur;
}
return numvlist - 1;
}
void DecrementReferenceVlist( int uv, int numverts )
{
if (uv < 0 || uv >= MAXSTUDIOVERTS)
MdlError( "decrement outside of range\n");
v_listdata[uv].refcount--;
if (v_listdata[uv].refcount == 0)
{
v_listdata[uv].lastref = numverts;
}
else if (v_listdata[uv].refcount < 0)
{
MdlError("<0 ref\n");
}
}
void UnifyIndices( s_source_t *psource )
{
int i;
static s_tmpface_t tmpface[MAXSTUDIOTRIANGLES]; // mrm processed g_face
static s_face_t uface[MAXSTUDIOTRIANGLES]; // mrm processed unified face
// clear v_list
numvlist = 0;
memset( v_list, 0, sizeof( v_list ) );
memset( v_listdata, 0, sizeof( v_listdata ) );
// create an list of all the
for (i = 0; i < g_numfaces; i++)
{
tmpface[i] = g_face[i];
uface[i].a = AddToVlist( g_face[i].a, g_face[i].material, g_face[i].na, g_face[i].ta, g_numverts );
uface[i].b = AddToVlist( g_face[i].b, g_face[i].material, g_face[i].nb, g_face[i].tb, g_numverts );
uface[i].c = AddToVlist( g_face[i].c, g_face[i].material, g_face[i].nc, g_face[i].tc, g_numverts );
// keep an original copy
g_src_uface[i] = uface[i];
}
// printf("%d : %d %d %d\n", numvlist, g_numverts, g_numnormals, g_numtexcoords );
}
void CalcModelTangentSpaces( s_source_t *pSrc );
//-----------------------------------------------------------------------------
// Builds a list of unique vertices in a source
//-----------------------------------------------------------------------------
static void BuildUniqueVertexList( s_source_t *pSource, const int *pDesiredToVList )
{
// allocate memory
pSource->vertex = (s_vertexinfo_t *)kalloc( pSource->numvertices, sizeof( s_vertexinfo_t ) );
// create arrays of unique vertexes, normals, texcoords.
for (int i = 0; i < pSource->numvertices; i++)
{
int j = pDesiredToVList[i];
s_vertexinfo_t &vertex = pSource->vertex[i];
VectorCopy( g_vertex[ v_listdata[j].v ], vertex.position );
VectorCopy( g_normal[ v_listdata[j].n ], vertex.normal );
Vector2Copy( g_texcoord[ v_listdata[j].t ], vertex.texcoord );
vertex.boneweight.numbones = g_bone[ v_listdata[j].v ].numbones;
int k;
for( k = 0; k < MAXSTUDIOBONEWEIGHTS; k++ )
{
vertex.boneweight.bone[k] = g_bone[ v_listdata[j].v ].bone[k];
vertex.boneweight.weight[k] = g_bone[ v_listdata[j].v ].weight[k];
}
// store a bunch of other info
vertex.material = v_listdata[j].m;
#if 0
pSource->vertexInfo[i].firstref = v_listdata[j].firstref;
pSource->vertexInfo[i].lastref = v_listdata[j].lastref;
#endif
// printf("%4d : %2d : %6.2f %6.2f %6.2f\n", i, psource->boneweight[i].bone[0], psource->vertex[i][0], psource->vertex[i][1], psource->vertex[i][2] );
}
}
//-----------------------------------------------------------------------------
// sort new vertices by materials, last used
//-----------------------------------------------------------------------------
static int vlistCompare( const void *elem1, const void *elem2 )
{
v_unify_t *u1 = &v_listdata[*(int *)elem1];
v_unify_t *u2 = &v_listdata[*(int *)elem2];
// sort by material
if (u1->m < u2->m)
return -1;
if (u1->m > u2->m)
return 1;
// sort by last used
if (u1->lastref < u2->lastref)
return -1;
if (u1->lastref > u2->lastref)
return 1;
return 0;
}
static void SortVerticesByMaterial( int *pDesiredToVList, int *pVListToDesired )
{
for ( int i = 0; i < numvlist; i++ )
{
pDesiredToVList[i] = i;
}
qsort( pDesiredToVList, numvlist, sizeof( int ), vlistCompare );
for ( int i = 0; i < numvlist; i++ )
{
pVListToDesired[ pDesiredToVList[i] ] = i;
}
}
//-----------------------------------------------------------------------------
// sort new faces by materials, last used
//-----------------------------------------------------------------------------
static int faceCompare( const void *elem1, const void *elem2 )
{
int i1 = *(int *)elem1;
int i2 = *(int *)elem2;
// sort by material
if (g_face[i1].material < g_face[i2].material)
return -1;
if (g_face[i1].material > g_face[i2].material)
return 1;
// sort by original usage
if (i1 < i2)
return -1;
if (i1 > i2)
return 1;
return 0;
}
static void SortFacesByMaterial( int *pDesiredToSrcFace )
{
// NOTE: Unlike SortVerticesByMaterial, srcFaceToDesired isn't needed, so we're not computing it
for ( int i = 0; i < g_numfaces; i++ )
{
pDesiredToSrcFace[i] = i;
}
qsort( pDesiredToSrcFace, g_numfaces, sizeof( int ), faceCompare );
}
//-----------------------------------------------------------------------------
// Builds mesh structures in the source
//-----------------------------------------------------------------------------
static void PointMeshesToVertexAndFaceData( s_source_t *pSource, int *pDesiredToSrcFace )
{
// First, assign all meshes to be empty
// A mesh is a set of faces + vertices that all use 1 material
for ( int m = 0; m < MAXSTUDIOSKINS; m++ )
{
pSource->mesh[m].numvertices = 0;
pSource->mesh[m].vertexoffset = pSource->numvertices;
pSource->mesh[m].numfaces = 0;
pSource->mesh[m].faceoffset = pSource->numfaces;
}
// find first and count of vertices per material
for ( int i = 0; i < pSource->numvertices; i++ )
{
int m = pSource->vertex[i].material;
pSource->mesh[m].numvertices++;
if (pSource->mesh[m].vertexoffset > i)
{
pSource->mesh[m].vertexoffset = i;
}
}
// find first and count of faces per material
for ( int i = 0; i < pSource->numfaces; i++ )
{
int m = g_face[ pDesiredToSrcFace[i] ].material;
pSource->mesh[m].numfaces++;
if (pSource->mesh[m].faceoffset > i)
{
pSource->mesh[m].faceoffset = i;
}
}
/*
for (k = 0; k < MAXSTUDIOSKINS; k++)
{
printf("%d : %d:%d %d:%d\n", k, psource->mesh[k].numvertices, psource->mesh[k].vertexoffset, psource->mesh[k].numfaces, psource->mesh[k].faceoffset );
}
*/
}
//-----------------------------------------------------------------------------
// Builds the face list in the mesh
//-----------------------------------------------------------------------------
static void BuildFaceList( s_source_t *pSource, int *pVListToDesired, int *pDesiredToSrcFace )
{
pSource->face = (s_face_t *)kalloc( pSource->numfaces, sizeof( s_face_t ));
for ( int m = 0; m < MAXSTUDIOSKINS; m++)
{
if ( !pSource->mesh[m].numfaces )
continue;
pSource->meshindex[ pSource->nummeshes++ ] = m;
for ( int i = pSource->mesh[m].faceoffset; i < pSource->mesh[m].numfaces + pSource->mesh[m].faceoffset; i++)
{
int j = pDesiredToSrcFace[i];
// NOTE: per-face vertex indices a,b,c are mesh relative (hence the subtraction),
// while g_src_uface are model relative
pSource->face[i].a = pVListToDesired[ g_src_uface[j].a ] - pSource->mesh[m].vertexoffset;
pSource->face[i].b = pVListToDesired[ g_src_uface[j].b ] - pSource->mesh[m].vertexoffset;
pSource->face[i].c = pVListToDesired[ g_src_uface[j].c ] - pSource->mesh[m].vertexoffset;
Assert( ((pSource->face[i].a & 0xF0000000) == 0) && ((pSource->face[i].b & 0xF0000000) == 0) &&
((pSource->face[i].c & 0xF0000000) == 0) );
// printf("%3d : %4d %4d %4d\n", i, pSource->face[i].a, pSource->face[i].b, pSource->face[i].c );
}
}
}
//-----------------------------------------------------------------------------
// Remaps the vertex animations based on the new vertex ordering
//-----------------------------------------------------------------------------
static void RemapVertexAnimations( s_source_t *pSource, int *pVListToDesired )
{
int nAnimationCount = pSource->m_Animations.Count();
for ( int i = 0; i < nAnimationCount; ++i )
{
s_sourceanim_t &anim = pSource->m_Animations[i];
if ( !anim.newStyleVertexAnimations )
continue;
for ( int j = 0; j < MAXSTUDIOANIMFRAMES; ++j )
{
int nVAnimCount = anim.numvanims[j];
if ( nVAnimCount == 0 )
continue;
// Copy off the initial vertex data
// Have to do it in 2 loops because it'll overwrite itself if we do it in 1
int *pTemp = (int*)_alloca( nVAnimCount * sizeof(int) );
for ( int k = 0; k < nVAnimCount; ++k )
{
pTemp[k] = anim.vanim[j][k].vertex;
}
for ( int k = 0; k < nVAnimCount; ++k )
{
// NOTE: vertex animations are model relative, not mesh relative
anim.vanim[j][k].vertex = pVListToDesired[ pTemp[k] ];
}
}
}
}
//-----------------------------------------------------------------------------
// Sorts vertices by material type, re-maps data structures that refer to those vertices
// to use the new indices
//-----------------------------------------------------------------------------
void BuildIndividualMeshes( s_source_t *pSource )
{
static int v_listsort[MAXSTUDIOVERTS]; // map desired order to vlist entry
static int v_ilistsort[MAXSTUDIOVERTS]; // map vlist entry to desired order
static int facesort[MAXSTUDIOTRIANGLES]; // map desired order to src_face entry
SortVerticesByMaterial( v_listsort, v_ilistsort );
SortFacesByMaterial( facesort );
pSource->numvertices = numvlist;
pSource->numfaces = g_numfaces;
BuildUniqueVertexList( pSource, v_listsort );
PointMeshesToVertexAndFaceData( pSource, facesort );
BuildFaceList( pSource, v_ilistsort, facesort );
RemapVertexAnimations( pSource, v_ilistsort );
CalcModelTangentSpaces( pSource );
}
void Grab_MRMFaceupdates( s_source_t *psource )
{
while (1)
{
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
g_iLinecount++;
// check for end
if (IsEnd(g_szLine))
return;
}
}
}
int Load_VRM ( s_source_t *psource )
{
char cmd[1024];
int option;
if (!OpenGlobalFile( psource->filename ))
{
return 0;
}
if( !g_quiet )
{
printf ("grabbing %s\n", psource->filename);
}
g_iLinecount = 0;
while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
{
g_iLinecount++;
sscanf( g_szLine, "%1023s %d", cmd, &option );
if (stricmp( cmd, "version" ) == 0)
{
if (option != 2)
{
MdlError("bad version\n");
}
}
else if (stricmp( cmd, "name" ) == 0)
{
}
else if (stricmp( cmd, "vertices" ) == 0)
{
g_numverts = option;
}
else if (stricmp( cmd, "faces" ) == 0)
{
g_numfaces = option;
}
else if (stricmp( cmd, "materials" ) == 0)
{
// doesn't matter;
}
else if (stricmp( cmd, "texcoords" ) == 0)
{
g_numtexcoords = option;
if (option == 0)
MdlError( "model has no texture coordinates\n");
}
else if (stricmp( cmd, "normals" ) == 0)
{
g_numnormals = option;
}
else if (stricmp( cmd, "tristrips" ) == 0)
{
// should be 0;
}
else if (stricmp( cmd, "vertexlist" ) == 0)
{
Grab_Vertexlist( psource );
}
else if (stricmp( cmd, "facelist" ) == 0)
{
Grab_Facelist( psource );
}
else if (stricmp( cmd, "materiallist" ) == 0)
{
Grab_Materiallist( psource );
}
else if (stricmp( cmd, "texcoordlist" ) == 0)
{
Grab_Texcoordlist( psource );
}
else if (stricmp( cmd, "normallist" ) == 0)
{
Grab_Normallist( psource );
}
else if (stricmp( cmd, "faceattriblist" ) == 0)
{
Grab_Faceattriblist( psource );
}
else if (stricmp( cmd, "MRM" ) == 0)
{
}
else if (stricmp( cmd, "MRMvertices" ) == 0)
{
}
else if (stricmp( cmd, "MRMfaces" ) == 0)
{
}
else if (stricmp( cmd, "MRMfaceupdates" ) == 0)
{
Grab_MRMFaceupdates( psource );
}
else if (stricmp( cmd, "nodes" ) == 0)
{
psource->numbones = Grab_Nodes( psource->localBone );
}
else if (stricmp( cmd, "skeleton" ) == 0)
{
Grab_Animation( psource, "BindPose" );
}
/*
else if (stricmp( cmd, "triangles" ) == 0) {
Grab_Triangles( psource );
}
*/
else
{
MdlError("unknown VRM command : %s \n", cmd );
}
}
UnifyIndices( psource );
BuildIndividualMeshes( psource );
fclose( g_fpInput );
return 1;
}