Files
blitzkit/packages/game/Models/MonoGltf.cs
T
2026-06-06 21:45:25 -05:00

283 lines
9.2 KiB
C#

using System.Numerics;
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.Scenes;
namespace BlitzKit.Game.Models;
using ConfiguredMeshBuilder = MeshBuilder<
VertexPositionNormalTangent,
VertexColorXTextureX,
VertexEmpty
>;
public class MonoGltf
{
readonly SceneBuilder Scene;
public MonoGltf(UStaticMesh staticMesh)
{
Scene = new(staticMesh.Name);
ExporterOptions options = new() { TextureFormat = ETextureFormat.Jpeg };
staticMesh.TryConvert(out var convertedMesh);
var lod =
convertedMesh.LODs.Find(lod => !lod.SkipLod)
?? throw new Exception("Failed to find lod0");
MaterialBuilder emptyMaterial = new("empty_material");
Dictionary<string, MaterialBuilder> namedMaterials = [];
Console.WriteLine(lod.Sections.Value.Length);
int sectionIndex = 0;
foreach (var section in lod.Sections.Value)
{
Console.WriteLine(section.MaterialName);
ConfiguredMeshBuilder meshBuilder = new($"{staticMesh.Name}_section_{sectionIndex}");
MaterialBuilder materialBuilder;
if (section.Material == null || section.MaterialName == null)
{
materialBuilder = emptyMaterial;
}
else if (namedMaterials.TryGetValue(section.MaterialName, out MaterialBuilder? value))
{
materialBuilder = value;
}
else
{
var materialInterface = section.Material.Load<UMaterialInterface>()!;
MaterialData materialData = new() { Textures = [], Parameters = new() };
materialInterface.GetParams(materialData.Parameters, options.MaterialFormat);
materialBuilder = new(section.MaterialName);
foreach (var parameterTexture in materialData.Parameters.Textures)
{
var texture = parameterTexture.Value;
if (
texture is not UTexture2D texture2d
|| texture2d.Decode(options.Platform) is not { } bitmap
)
{
Console.WriteLine($"Failed to decode texture: {texture?.Name}");
continue;
}
switch (parameterTexture.Key)
{
case "BaseColor":
{
var encoded = bitmap.Encode(options.TextureFormat, false, out var _);
var bytes = encoded.ToArray();
materialBuilder.WithBaseColor(bytes);
break;
}
case "Normal":
{
var encoded = bitmap.Encode(options.TextureFormat, false, out var _);
var bytes = encoded.ToArray();
materialBuilder.WithNormal(bytes);
break;
}
case "RMAO":
{
var encoded = bitmap.Encode(options.TextureFormat, false, out var _);
// for (int y = 0; y < bitmap.Height; y++)
// {
// for (int x = 0; x < bitmap.Width; x++)
// {
// var index = y * bitmap.Width + x;
// var color = bitmap.Pixels[index];
// bitmap.Pixels[index] = new(
// color.Blue,
// color.Red,
// color.Green,
// color.Alpha
// );
// }
// }
var bytes = encoded.ToArray();
materialBuilder.WithBaseColor(bytes);
break;
}
case "CDE":
{
// idk wtf this is
break;
}
default:
{
Console.WriteLine($"Unsupported texture type: {parameterTexture.Key}");
break;
}
}
}
}
var primitive = meshBuilder.UsePrimitive(materialBuilder);
Console.WriteLine($"faces: {section.NumFaces}");
for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++)
{
var wedgeIndex = new int[3];
for (var k = 0; k < wedgeIndex.Length; k++)
{
wedgeIndex[k] = (int)lod.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
}
var vertex1 = lod.Verts[wedgeIndex[0]];
var vertex2 = lod.Verts[wedgeIndex[1]];
var vertex3 = lod.Verts[wedgeIndex[2]];
var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3);
var (c1, c2, c3) = PrepareUVsAndTexCoords(
lod,
vertex1,
vertex2,
vertex3,
wedgeIndex
);
primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
}
Scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
}
}
public ArraySegment<byte> Write()
{
return Scene.ToGltf2().WriteGLB();
}
private static (
VertexPositionNormalTangent,
VertexPositionNormalTangent,
VertexPositionNormalTangent
) PrepareTris(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3)
{
VertexPositionNormalTangent v1 = new(
SwapYZ(vert1.Position * 0.01f),
SwapYZAndNormalize((FVector)vert1.Normal),
SwapYZAndNormalize((Vector4)vert1.Tangent)
);
VertexPositionNormalTangent v2 = new(
SwapYZ(vert2.Position * 0.01f),
SwapYZAndNormalize((FVector)vert2.Normal),
SwapYZAndNormalize((Vector4)vert2.Tangent)
);
VertexPositionNormalTangent v3 = new(
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<Vector2>, List<Vector2>, List<Vector2>) PrepareUVs(
CMeshVertex vert1,
CMeshVertex vert2,
CMeshVertex vert3,
FMeshUVFloat[][] uvs,
int[] indices
)
{
var uvs1 = new List<Vector2>() { (Vector2)vert1.UV };
var uvs2 = new List<Vector2>() { (Vector2)vert2.UV };
var uvs3 = new List<Vector2>() { (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);
}
}