mysimulation/server/tso.files/RC/DGRP3DMesh.cs
Tony Bark 8fec258215 Added FSO.Files for use with the API server
Don't ask me. FreeSO is the prime example of dependency hell.
2024-05-01 04:38:12 -04:00

736 lines
32 KiB
C#
Executable file

using FSO.Common.MeshSimplify;
using FSO.Common.Rendering;
using FSO.Common.Utils;
using FSO.Files.Formats.IFF.Chunks;
using FSO.Files.RC.Utils;
using FSO.Files.Utils;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Threading;
namespace FSO.Files.RC
{
public class DGRP3DMesh
{
//1: initial 3d format
//2: normals
//3: depth mask (for sinks, fireplaces)
public static int CURRENT_VERSION = 3;
public static int CURRENT_RECONSTRUCT = 2;
public static DGRPRCParams DefaultParams = new DGRPRCParams();
public static Dictionary<string, DGRPRCParams> ParamsByIff = new Dictionary<string, DGRPRCParams>()
{
{"windows2.iff", new DGRPRCParams() { Rotations = new bool[] {true, true, false, false } } },
{"windows.iff", new DGRPRCParams() { Rotations = new bool[] {true, true, false, false } } },
{"windows5.iff", new DGRPRCParams() { DoorFix = true } },
{"windowslodge.iff", new DGRPRCParams() { DoorFix = true } },
{"doors.iff", new DGRPRCParams() { DoorFix = true } },
{"doors5.iff", new DGRPRCParams() { DoorFix = true } },
{"doorsmagic.iff", new DGRPRCParams() { DoorFix = true } },
{"phones.iff", new DGRPRCParams() { Rotations = new bool[] {true, true, false, false }, StartDGRP = 200, EndDGRP = 207 } },
{"countercasino.iff", new DGRPRCParams() { CounterFix = true } },
{"counters.iff", new DGRPRCParams() { CounterFix = true } },
{"counters2.iff", new DGRPRCParams() { CounterFix = true } },
{"counters3.iff", new DGRPRCParams() { CounterFix = true } },
{"counters4.iff", new DGRPRCParams() { CounterFix = true } },
{"counters5.iff", new DGRPRCParams() { CounterFix = true } },
{"counters6.iff", new DGRPRCParams() { CounterFix = true } },
{"counterwall.iff", new DGRPRCParams() { CounterFix = true } },
{"oj-rest-counters.iff", new DGRPRCParams() { CounterFix = true } },
{"oj-rest-pickup-counters.iff", new DGRPRCParams() { CounterFix = true } },
{"dishwashers.iff", new DGRPRCParams() { CounterFix = true } },
{"trashcompactor.iff", new DGRPRCParams() { CounterFix = true } },
{"3tileclock.iff", new DGRPRCParams() { BlenderTweak = true } },
{"fencessuperstar.iff", new DGRPRCParams() { CounterFix = true } },
{"fencesnowbank.iff", new DGRPRCParams() { CounterFix = true } },
{"fencesunleashed.iff", new DGRPRCParams() { CounterFix = true } },
{"fencelodgestone.iff", new DGRPRCParams() { CounterFix = true } },
{"fenceparty.iff", new DGRPRCParams() { CounterFix = true } },
{"fencecarnival.iff", new DGRPRCParams() { CounterFix = true } },
{"fencesspellbound.iff", new DGRPRCParams() { CounterFix = true } },
{"columnarchmagic.iff", new DGRPRCParams() { CounterFix = true } },
{"awnings.iff", new DGRPRCParams() { CounterFix = true } },
{"awnings3.iff", new DGRPRCParams() { CounterFix = true } },
{"awnings4.iff", new DGRPRCParams() { CounterFix = true } },
{"awningthatch.iff", new DGRPRCParams() { CounterFix = true } }
};
//STATIC: multithreading for
public static Queue<Action> QueuedRC = new Queue<Action>();
public static AutoResetEvent NewRecon = new AutoResetEvent(false);
public static bool Sync;
public static void InitRCWorkers()
{
var cores = Math.Max(1, Environment.ProcessorCount-1); //maybe detect hyperthreading somehow
for (int i=0; i<cores; i++)
{
var thread = new Thread(RCWorkerLoop);
thread.Priority = ThreadPriority.BelowNormal;
//todo: priority below normal, so we dont disrupt the game?
thread.Start();
}
}
public static void QueueWork(Action work)
{
if (Sync) work();
else
{
lock (QueuedRC) QueuedRC.Enqueue(work);
NewRecon.Set();
}
}
public static int GetWorkCount()
{
lock (QueuedRC) return QueuedRC.Count;
}
public static void RCWorkerLoop()
{
while (!GameThread.Killed)
{
Action item = null;
while (true)
{
lock (QueuedRC)
{
if (QueuedRC.Count > 0) item = QueuedRC.Dequeue();
else break;
}
item?.Invoke();
}
WaitHandle.WaitAny(new WaitHandle[] { NewRecon, GameThread.OnKilled });
}
}
//END STATIC
public int Version = CURRENT_VERSION;
public int ReconstructVersion;
public string Name;
public List<Dictionary<Texture2D, DGRP3DGeometry>> Geoms;
public DGRP3DMaskType MaskType = DGRP3DMaskType.None;
public DGRP3DGeometry DepthMask;
public BoundingBox? Bounds;
//for internal use
private int TotalSprites;
private int CompletedCount;
private float MaxAllowedSq = 0.065f * 0.065f;
public List<Vector3> BoundPts = new List<Vector3>();
public DGRP3DMesh(DGRP dgrp, Stream source, GraphicsDevice gd)
{
using (var cstream = new GZipStream(source, CompressionMode.Decompress))
{
using (var io = IoBuffer.FromStream(cstream, ByteOrder.LITTLE_ENDIAN))
{
var fsom = io.ReadCString(4);
Version = io.ReadInt32();
ReconstructVersion = io.ReadInt32();
if (ReconstructVersion != 0 && ReconstructVersion < CURRENT_RECONSTRUCT)
throw new Exception("Reconstruction outdated, must be rerun!");
Name = io.ReadPascalString();
var geomCount = io.ReadInt32();
Geoms = new List<Dictionary<Texture2D, DGRP3DGeometry>>();
for (int i = 0; i < geomCount; i++)
{
var d = new Dictionary<Texture2D, DGRP3DGeometry>();
var subCount = io.ReadInt32();
for (int j = 0; j < subCount; j++)
{
var geom = new DGRP3DGeometry(io, dgrp, gd, Version);
if (geom.Pixel == null && geom.PrimCount > 0) throw new Exception("Invalid Mesh! (old format)");
d.Add(geom.Pixel, geom);
}
Geoms.Add(d);
}
if (Version > 2)
{
MaskType = (DGRP3DMaskType)io.ReadInt32();
if (MaskType > DGRP3DMaskType.None)
DepthMask = new DGRP3DGeometry(io, dgrp, gd, Version);
}
var x = io.ReadFloat();
var y = io.ReadFloat();
var z = io.ReadFloat();
var x2 = io.ReadFloat();
var y2 = io.ReadFloat();
var z2 = io.ReadFloat();
Bounds = new BoundingBox(new Vector3(x, y, z), new Vector3(x2, y2, z2));
}
}
}
public string SaveDirectory;
public DGRP3DMesh(DGRP dgrp, OBJD obj, GraphicsDevice gd, string saveDirectory)
{
ReconstructVersion = CURRENT_RECONSTRUCT;
SaveDirectory = saveDirectory;
Geoms = new List<Dictionary<Texture2D, DGRP3DGeometry>>();
if (dgrp == null) return;
Name = obj.ChunkParent.Filename.Replace('.', '_') + "_" + dgrp.ChunkID;
var lower = obj.ChunkParent.Filename.ToLowerInvariant();
var config = obj.ChunkParent.List<FSOR>()?.FirstOrDefault()?.Params;
if (config == null)
{
if (!ParamsByIff.TryGetValue(lower, out config)) config = DefaultParams;
}
if (!config.InRange(dgrp.ChunkID)) config = DefaultParams;
int totalSpr = 0;
for (uint rotation = 0; rotation < 4; rotation++)
{
if (config.DoorFix)
{
if ((obj.SubIndex & 0xFF) == 1)
{
if ((rotation+1)%4 > 1) continue;
} else
{
if ((rotation + 1) % 4 < 2) continue;
}
}
else if (!config.Rotations[rotation]) continue;
var img = dgrp.GetImage(1, 3, rotation);
var zOff = (config.BlenderTweak) ? -57.5f : -55f;
var mat = Matrix.CreateTranslation(new Vector3(-72, -344, zOff));
mat *= Matrix.CreateScale((1f / (128)) * 1.43f);//1.4142135623730f);
mat *= Matrix.CreateScale(1, -1, 1);
mat *= Matrix.CreateRotationX((float)Math.PI / -6);
mat *= Matrix.CreateRotationY(((float)Math.PI / 4) * (1+rotation*2));
var factor = (config.BlenderTweak) ? 0.40f : 0.39f;
int curSpr = 0;
foreach (var sprite in img.Sprites)
{
var sprMat = mat * Matrix.CreateTranslation(new Vector3(sprite.ObjectOffset.X, sprite.ObjectOffset.Z, sprite.ObjectOffset.Y) * new Vector3(1f / 16f, 1f / 5f, 1f / 16f));
var inv = Matrix.Invert(sprMat);
var tex = sprite.GetTexture(gd);
if (tex == null)
{
curSpr++;
continue;
}
var isDynamic = sprite.SpriteID >= obj.DynamicSpriteBaseId && sprite.SpriteID < (obj.DynamicSpriteBaseId + obj.NumDynamicSprites);
var dynid = (isDynamic) ? (int)(1 + sprite.SpriteID - obj.DynamicSpriteBaseId) : 0;
while (Geoms.Count <= dynid) Geoms.Add(new Dictionary<Texture2D, DGRP3DGeometry>());
DGRP3DGeometry geom = null;
if (!Geoms[dynid].TryGetValue(tex, out geom))
{
geom = new DGRP3DGeometry() { Pixel = tex };
Geoms[dynid][geom.Pixel] = geom;
}
geom.PixelDir = (ushort)rotation;
geom.PixelSPR = (ushort)(curSpr++);
totalSpr++;
var depthB = sprite.GetDepth();
var useDequantize = false;
float[] depth = null;
int iterations = 125;
int triDivisor = 100;
float aggressiveness = 3.5f;
if (useDequantize)
{
var dtex = new Texture2D(gd, ((TextureInfo)tex.Tag).Size.X, ((TextureInfo)tex.Tag).Size.Y, false, SurfaceFormat.Color);
dtex.SetData(depthB.Select(x => new Color(x, x, x, x)).ToArray());
depth = DepthTreatment.DequantizeDepth(gd, dtex);
dtex.Dispose();
iterations = 500;
aggressiveness = 2.5f;
MaxAllowedSq = 0.05f * 0.05f;
}
else if (depthB != null)
{
depth = depthB.Select(x => x / 255f).ToArray();
iterations = 125;
aggressiveness = 3.5f;
}
if (depth == null) continue;
QueueWork(() =>
{
var boundPts = new List<Vector3>();
//begin async part
var w = ((TextureInfo)tex.Tag).Size.X;
var h = ((TextureInfo)tex.Tag).Size.Y;
var pos = sprite.SpriteOffset + new Vector2(72, 348 - h);
var tl = Vector3.Transform(new Vector3(pos, 0), sprMat);
var tr = Vector3.Transform(new Vector3(pos + new Vector2(w, 0), 0), sprMat);
var bl = Vector3.Transform(new Vector3(pos + new Vector2(0, h), 0), sprMat);
var tlFront = Vector3.Transform(new Vector3(pos, 110.851251f), sprMat);
var xInc = (tr - tl) / w;
var yInc = (bl - tl) / h;
var dFactor = (tlFront - tl) / (factor);
if (sprite.Flip)
{
tl = tr;
xInc *= -1;
}
var dict = new Dictionary<int, int>();
var verts = new List<VertexPositionTexture>();
var indices = new List<int>();
var lastPt = new Vector3();
var i = 0;
var verti = 0;
for (int y = 0; y < h; y++)
{
if (y > 0) boundPts.Add(lastPt);
bool first = true;
var vpos = tl;
for (int x = 0; x < w; x++)
{
var d = depth[i++];
if (d < 0.999f)
{
lastPt = vpos + (1f - d) * dFactor;
if (first) { boundPts.Add(lastPt); first = false; }
var vert = new VertexPositionTexture(lastPt, new Vector2((float)x / w, (float)y / h));
verts.Add(vert);
dict.Add(y * w + x, verti++);
}
vpos += xInc;
}
tl += yInc;
}
for (int y = 0; y < h - 1; y++)
{
for (int x = 0; x < w - 1; x++)
{
//try make a triangle or two
var quad = new int?[] {
QuickTryGet(dict, x+y*w),
QuickTryGet(dict, x+1+y*w),
QuickTryGet(dict, x+1+(y+1)*w),
QuickTryGet(dict, x+(y+1)*w)
};
var total = quad.Sum(v => (v == null) ? 0 : 1);
if (total == 4)
{
var d1 = Vector3.DistanceSquared(verts[quad[0].Value].Position, verts[quad[2].Value].Position);
var d2 = Vector3.DistanceSquared(verts[quad[1].Value].Position, verts[quad[3].Value].Position);
if (d1 > MaxAllowedSq || d2 > MaxAllowedSq) continue;
indices.Add(quad[0].Value);
indices.Add(quad[1].Value);
indices.Add(quad[2].Value);
indices.Add(quad[0].Value);
indices.Add(quad[2].Value);
indices.Add(quad[3].Value);
}
else if (total == 3)
{
//clockwise anyways. we can only make one
int? last = null;
int? first = null;
bool exit = false;
foreach (var v in quad)
{
if (v != null)
{
if (last != null && Vector3.DistanceSquared(verts[last.Value].Position, verts[v.Value].Position) > MaxAllowedSq)
{
exit = true;
break;
}
last = v.Value;
if (first == null) first = last;
}
}
if (!exit && Vector3.DistanceSquared(verts[last.Value].Position, verts[first.Value].Position) > MaxAllowedSq) exit = true;
if (exit) continue;
foreach (var v in quad)
{
if (v != null) indices.Add(v.Value);
}
}
}
}
if (config.CounterFix)
{
//x axis extrapolation
//clip: -0.4 to 0.4
//identify vertices very close to clipping range(border)
//! for each vertex outwith clipping range
//- idendify closest border pixel bp in image space
//- result.zy = bp.zy
//- result.x = (resultIMAGE.x - bpIMAGE.x) / 64;
//- clip x to -0.5, 0.5f.
var clip = 0.4;
var bWidth = 0.02;
var border1 = new List<Tuple<Vector2, Vector3>>();
var invalid1 = new List<KeyValuePair<int, int>>();
var border2 = new List<Tuple<Vector2, Vector3>>();
var invalid2 = new List<KeyValuePair<int, int>>();
foreach (var vert in dict) {
var vpos = verts[vert.Value].Position;
var dist = Math.Abs(vpos.X);
if (dist > clip)
{
if (vpos.X > 0)
invalid1.Add(vert);
else
invalid2.Add(vert);
} else if (dist > (clip - bWidth))
{
if (vpos.X > 0)
border1.Add(new Tuple<Vector2, Vector3>(new Vector2(vert.Key % w, vert.Key / w), vpos));
else
border2.Add(new Tuple<Vector2, Vector3>(new Vector2(vert.Key % w, vert.Key / w), vpos));
}
}
var edge = 0.498f + 0.001f * (rotation % 2);
if (border1.Count > 0)
{
foreach (var vert in invalid1)
{
var vstr = verts[vert.Value];
var pos2d = new Vector2(vert.Key % w, vert.Key / w);
var vpos = vstr.Position;
var closest = border1.OrderBy(x => Vector2.DistanceSquared(x.Item1, pos2d)).First();
vpos.X = closest.Item2.X + Vector2.Distance(closest.Item1, pos2d) / 71.55f;
if (vpos.X > 0.5f)
{
vpos.X = edge;
}
else
{
vpos.Y = closest.Item2.Y;
vpos.Z = closest.Item2.Z;
}
vstr.Position = vpos;
verts[vert.Value] = vstr;
}
}
if (border2.Count > 0)
{
foreach (var vert in invalid2)
{
var vstr = verts[vert.Value];
var pos2d = new Vector2(vert.Key % w, vert.Key / w);
var vpos = vstr.Position;
var closest = border2.OrderBy(x => Vector2.DistanceSquared(x.Item1, pos2d)).First();
vpos.X = closest.Item2.X - Vector2.Distance(closest.Item1, pos2d) / 71.55f;
if (vpos.X < -0.5f)
{
vpos.X = -edge;
}
else
{
vpos.Y = closest.Item2.Y;
vpos.Z = closest.Item2.Z;
}
vstr.Position = vpos;
verts[vert.Value] = vstr;
}
}
}
lock (BoundPts) BoundPts.AddRange(boundPts);
var useSimplification = config.Simplify;
if (useSimplification)
{
var simple = new Simplify();
simple.vertices = verts.Select(x => new MSVertex() { p = x.Position, t = x.TextureCoordinate }).ToList();
for (int t = 0; t < indices.Count; t += 3)
{
simple.triangles.Add(new MSTriangle()
{
v = new int[] { indices[t], indices[t + 1], indices[t + 2] }
});
}
simple.simplify_mesh(simple.triangles.Count / triDivisor, agressiveness: aggressiveness, iterations: iterations);
verts = simple.vertices.Select(x =>
{
var iv = Vector3.Transform(x.p, inv);
//DGRP3DVert
return new VertexPositionTexture(x.p,
new Vector2(
(sprite.Flip) ? (1 - ((iv.X - pos.X + 0.5f) / w)) : ((iv.X - pos.X + 0.5f) / w),
(iv.Y - pos.Y + 0.5f) / h));
}
).ToList();
indices.Clear();
foreach (var t in simple.triangles)
{
indices.Add(t.v[0]);
indices.Add(t.v[1]);
indices.Add(t.v[2]);
}
GameThread.NextUpdate(x =>
{
if (geom.SVerts == null)
{
geom.SVerts = new List<DGRP3DVert>();
geom.SIndices = new List<int>();
}
var bID = geom.SVerts.Count;
foreach (var id in indices) geom.SIndices.Add(id + bID);
var verts2 = verts.Select(v => new DGRP3DVert(v.Position, Vector3.Zero, v.TextureCoordinate)).ToList();
DGRP3DVert.GenerateNormals(!sprite.Flip, verts2, indices);
geom.SVerts.AddRange(verts2);
lock (this)
{
if (++CompletedCount == TotalSprites) Complete(gd);
}
});
}
else
{
GameThread.NextUpdate(x =>
{
if (geom.SVerts == null)
{
geom.SVerts = new List<DGRP3DVert>();
geom.SIndices = new List<int>();
}
var baseID = geom.SVerts.Count;
foreach (var id in indices) geom.SIndices.Add(id + baseID);
var verts2 = verts.Select(v => new DGRP3DVert(v.Position, Vector3.Zero, v.TextureCoordinate)).ToList();
DGRP3DVert.GenerateNormals(!sprite.Flip, verts2, indices);
geom.SVerts.AddRange(verts2);
lock (this)
{
if (++CompletedCount == TotalSprites) Complete(gd);
}
});
}
});
}
}
TotalSprites = totalSpr;
}
/// <summary>
/// Create a DGRPMesh from a .OBJ file.
/// </summary>
public DGRP3DMesh(DGRP dgrp, OBJ source, GraphicsDevice gd)
{
Bounds = source.Vertices.Count>0?BoundingBox.CreateFromPoints(source.Vertices):new BoundingBox();
Geoms = new List<Dictionary<Texture2D, DGRP3DGeometry>>();
if (dgrp == null) return;
Name = dgrp.ChunkParent.Filename.Replace('.', '_').Replace("spf", "iff") + "_" + dgrp.ChunkID;
foreach (var obj in source.FacesByObjgroup.OrderBy(x => x.Key))
{
if (obj.Key == "_default") continue;
var split = obj.Key.Split('_');
if (split[0] == "DEPTH")
{
DepthMask = new DGRP3DGeometry(split, source, obj.Value, dgrp, gd);
if (split.Length > 2 && split[2] == "PORTAL")
{
MaskType = DGRP3DMaskType.Portal;
var verts = new List<Vector3>();
var objs = source.FacesByObjgroup.Where(x => !x.Key.StartsWith("DEPTH_MASK_PORTAL")).Select(x => x.Value);
foreach (var obj2 in objs)
{
foreach (var tri in obj2)
{
verts.Add(source.Vertices[tri[0] - 1]);
}
}
Bounds = BoundingBox.CreateFromPoints(verts);
}
else
MaskType = DGRP3DMaskType.Normal;
}
else
{
//0: dynsprite id, 1: SPR or custom, 2: rotation, 3: index
var id = int.Parse(split[0]);
while (Geoms.Count <= id) Geoms.Add(new Dictionary<Texture2D, DGRP3DGeometry>());
var dict = Geoms[id];
var geom = new DGRP3DGeometry(split, source, obj.Value, dgrp, gd);
dict[geom.Pixel] = geom;
}
}
}
private void Complete(GraphicsDevice gd)
{
Bounds = (BoundPts.Count == 0) ? new BoundingBox() : BoundingBox.CreateFromPoints(BoundPts);
BoundPts = null;
Save();
foreach (var g in Geoms)
foreach (var e in g)
{
e.Value.SComplete(gd);
}
}
public void Save()
{
if (SaveDirectory == null) return;
var dir = Path.Combine(SaveDirectory, Name + ".fsom");
Directory.CreateDirectory(SaveDirectory);
using (var stream = File.Open(dir, FileMode.Create))
{
using (var cstream = new GZipStream(stream, CompressionMode.Compress))
Save(cstream);
}
}
public void Save(Stream stream)
{
using (var io = IoWriter.FromStream(stream, ByteOrder.LITTLE_ENDIAN))
{
io.WriteCString("FSOm", 4);
io.WriteInt32(CURRENT_VERSION);
io.WriteInt32(ReconstructVersion);
io.WritePascalString(Name);
io.WriteInt32(Geoms.Count);
foreach (var g in Geoms)
{
io.WriteInt32(g.Count);
foreach (var m in g.Values)
{
m.Save(io);
}
}
io.WriteInt32((int)MaskType);
if (DepthMask != null)
{
DepthMask.Save(io);
}
var b = Bounds.Value;
io.WriteFloat(b.Min.X);
io.WriteFloat(b.Min.Y);
io.WriteFloat(b.Min.Z);
io.WriteFloat(b.Max.X);
io.WriteFloat(b.Max.Y);
io.WriteFloat(b.Max.Z);
}
}
public void SaveOBJ(Stream stream, string filename)
{
using (var io = new StreamWriter(stream))
{
io.WriteLine("# Generated by the FreeSO FSOm Exporter tool.");
io.WriteLine("# Meshes can be cleaned up then re-imported via Volcanic.");
io.WriteLine("# One material per object... Note that material names must follow this format:");
io.WriteLine("# - '$_SPR_rot#_#': uses the texture from the SPR this DGRP would normally use, ");
io.WriteLine("# at the given rotation and index.");
io.WriteLine("# - '$_TEX_#': import a custom PNG texture at the given chunk ID. Textures can be ");
io.WriteLine("# shared across multiple DGRPs by using the same ID.");
io.WriteLine("# Replace $ with the dynamic sprite index. 0 means base. (untoggleable)");
io.WriteLine("# Textures are assumed to have a filename equivalent to their material name, plus png.");
io.WriteLine("mtllib "+filename+".mtl");
io.WriteLine("s 1");
int dyn = 0;
int indCount = 1;
foreach (var g in Geoms)
{
foreach (var m in g.Values)
{
m.SaveOBJ(io, dyn, ref indCount);
}
dyn++;
}
}
}
public void SaveMTL(Stream stream, string path)
{
using (var io = new StreamWriter(stream))
{
io.WriteLine("# Generated by the FreeSO FSOm Exporter tool.");
io.WriteLine("# Contains material information for exported objects.");
io.WriteLine("# See the associated .obj file for more information.");
int dyn = 0;
foreach (var g in Geoms)
{
foreach (var m in g.Values)
{
m.SaveMTL(io, dyn, path);
}
dyn++;
}
}
}
private int? QuickTryGet(Dictionary<int, int> dict, int pt)
{
int result;
if (dict.TryGetValue(pt, out result)) return result;
return null;
}
}
public enum DGRP3DMaskType
{
None = 0,
Normal = 1,
Portal = 2
}
}