using System.Numerics; using System.Text; using BlitzKit.Game.JSExport; using CUE4Parse_Conversion; using CUE4Parse_Conversion.Materials; using CUE4Parse_Conversion.Meshes; using CUE4Parse_Conversion.Meshes.glTF; using CUE4Parse_Conversion.Meshes.PSK; using CUE4Parse_Conversion.Textures; using CUE4Parse.UE4.Assets.Exports.Material; using CUE4Parse.UE4.Assets.Exports.StaticMesh; using CUE4Parse.UE4.Assets.Exports.Texture; using CUE4Parse.UE4.Objects.Core.Math; using CUE4Parse.UE4.Objects.Meshes; using SharpGLTF.Geometry; using SharpGLTF.Geometry.VertexTypes; using SharpGLTF.Materials; using SharpGLTF.Memory; using SharpGLTF.Scenes; using SharpGLTF.Schema2; using SharpGLTF.Validation; namespace BlitzKit.Game.Models; using ConfiguredMeshBuilder = MeshBuilder< VertexPositionNormalTangent, VertexColorXTextureX, VertexEmpty >; public class MonoGltf { readonly SceneBuilder scene = new(); public static readonly Dictionary knownChannels = new() { { "BaseColor", KnownChannel.BaseColor }, { "Normal", KnownChannel.Normal }, { "RMAO", KnownChannel.MetallicRoughness }, // { "CDE", ?? }, }; readonly byte[] stubBytes = File.ReadAllBytes("../game/stub/small.png"); public MonoGltf(List meshes) { var options = new ExporterOptions() { TextureFormat = ETextureFormat.Jpeg }; foreach (var mesh in meshes) { mesh.TryConvert(out var converted); var lod0 = converted.LODs.Find(lod => !lod.SkipLod) ?? throw new Exception("Failed to find lod0"); var emptyMaterial = new MaterialBuilder("empty_material"); var materialMap = new Dictionary(); int sectionIndex = 0; foreach (var section in lod0.Sections.Value) { var meshBuilder = new ConfiguredMeshBuilder(); MaterialBuilder materialBuilder; if (section.Material == null || section.MaterialName == null) { materialBuilder = emptyMaterial; } else if (materialMap.TryGetValue(section.MaterialName, out MaterialBuilder? value)) { materialBuilder = value; } else { var materialInterface = section.Material.Load()!; var materialData = new MaterialData() { Parameters = new() }; materialInterface.GetParams(materialData.Parameters, options.MaterialFormat); materialBuilder = new(); materialMap.Add(section.MaterialName, materialBuilder); foreach (var parameterTexture in materialData.Parameters.Textures) { if (knownChannels.TryGetValue(parameterTexture.Key, out var channel)) { var texture = parameterTexture.Value; var name = Path.GetFileNameWithoutExtension(texture.GetPathName()); var path = $"../../../textures/{name}.webp"; var lastIndex = stubBytes.Length - 1; stubBytes[lastIndex] = (byte)(++stubBytes[lastIndex] % 255); var uniqueBytes = (byte[])stubBytes.Clone(); var stubImage = new MemoryImage(uniqueBytes); // Console.WriteLine( // $"created stub image {stubImage} @ {stubImage.SourcePath} w/ byte {uniqueBytes[lastIndex]}" // ); materialBuilder.WithChannelImage(channel, stubImage); materialBuilder.GetChannel(channel).Texture.PrimaryImage.Name = path; } else { // Console.WriteLine($"Unsupported texture type: {parameterTexture.Key}"); } } } var primitive = meshBuilder.UsePrimitive(materialBuilder); for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++) { var wedgeIndex = new int[3]; for (var k = 0; k < wedgeIndex.Length; k++) { wedgeIndex[k] = (int)lod0.Indices.Value[section.FirstIndex + faceIndex * 3 + k]; } var vertex1 = lod0.Verts[wedgeIndex[0]]; var vertex2 = lod0.Verts[wedgeIndex[1]]; var vertex3 = lod0.Verts[wedgeIndex[2]]; var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3); var (c1, c2, c3) = PrepareUVsAndTexCoords(lod0, vertex1, vertex2, vertex3, wedgeIndex); primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3)); } scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity); } } } public byte[] Write(string name) { var model = scene.ToGltf2(); model.Asset.Copyright = null; model.Asset.Generator = null; var mappedTextures = new Dictionary(); // Console.WriteLine($"found {model.LogicalImages.Count} logical images"); foreach (var image in model.LogicalImages) { // Console.WriteLine($"mapping {image.Content} ({image.Name})"); mappedTextures[image.Content] = image.Name!; image.Name = null; } var stream = new MemoryStream(); var context = WriteContext .CreateFromStream(stream) .WithSettingsFrom( new() { ImageWriting = ResourceWriteMode.SatelliteFile, ImageWriteCallback = (context, assetName, image) => { // Console.WriteLine($"got {image} -> {mappedTextures[image]}"); return mappedTextures[image]; }, } ); context.WriteBinarySchema2(name, model); return stream.ToArray(); } private static ( VertexPositionNormalTangent, VertexPositionNormalTangent, VertexPositionNormalTangent ) PrepareTris(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3) { var v1 = new VertexPositionNormalTangent( SwapYZ(vert1.Position * 0.01f), SwapYZAndNormalize((FVector)vert1.Normal), SwapYZAndNormalize((Vector4)vert1.Tangent) ); var v2 = new VertexPositionNormalTangent( SwapYZ(vert2.Position * 0.01f), SwapYZAndNormalize((FVector)vert2.Normal), SwapYZAndNormalize((Vector4)vert2.Tangent) ); var v3 = new VertexPositionNormalTangent( SwapYZ(vert3.Position * 0.01f), SwapYZAndNormalize((FVector)vert3.Normal), SwapYZAndNormalize((Vector4)vert3.Tangent) ); return (v1, v2, v3); } public static FVector SwapYZ(FVector vec) { var res = new FVector(vec.X, vec.Z, vec.Y); return res; } public static FVector SwapYZAndNormalize(FVector vec) { var res = SwapYZ(vec); res.Normalize(); return res; } public static Vector4 SwapYZAndNormalize(Vector4 vec) { return Vector4.Normalize(new Vector4(vec.X, vec.Z, vec.Y, vec.W)); } public static ( VertexColorXTextureX, VertexColorXTextureX, VertexColorXTextureX ) PrepareUVsAndTexCoords( CBaseMeshLod lod, CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3, int[] indices ) { return PrepareUVsAndTexCoords( lod.VertexColors ?? new FColor[lod.NumVerts], vert1, vert2, vert3, lod.ExtraUV.Value, indices ); } public static ( VertexColorXTextureX, VertexColorXTextureX, VertexColorXTextureX ) PrepareUVsAndTexCoords( FColor[] colors, CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3, FMeshUVFloat[][] uvs, int[] indices ) { var (uvs1, uvs2, uvs3) = PrepareUVs(vert1, vert2, vert3, uvs, indices); var c1 = new VertexColorXTextureX((Vector4)colors[indices[0]] / 255, uvs1); var c2 = new VertexColorXTextureX((Vector4)colors[indices[1]] / 255, uvs2); var c3 = new VertexColorXTextureX((Vector4)colors[indices[2]] / 255, uvs3); return (c1, c2, c3); } private static (List, List, List) PrepareUVs( CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3, FMeshUVFloat[][] uvs, int[] indices ) { var uvs1 = new List() { (Vector2)vert1.UV }; var uvs2 = new List() { (Vector2)vert2.UV }; var uvs3 = new List() { (Vector2)vert3.UV }; foreach (var uv in uvs) { uvs1.Add((Vector2)uv[indices[0]]); uvs2.Add((Vector2)uv[indices[1]]); uvs3.Add((Vector2)uv[indices[2]]); } return (uvs1, uvs2, uvs3); } }