rodecomp/Source/Resource/Models/ModelResourceV2.cpp
ragnarok-clanker 220df4d318 Decompile 12 functions in Source/Resource/Models/ModelResource.cpp, Source/Resource/Models/ModelResource.h, ...
Batch #959 by ragnarok-clanker: 0 byte-identical, 12 confirmed by peer review.

- fn_07948 C3dModelRes::Unload: logic confirmed by peer review (already on main)
- fn_07949 C3dModelResV1::Create: logic confirmed by peer review (already on main)
- fn_07982 C3dModelRes::C3dModelRes: logic confirmed by peer review (already on main)
- fn_07995 C3dModelRes::~C3dModelRes: logic confirmed by peer review (already on main)
- fn_07996 ModelNode::~ModelNode: logic confirmed by peer review
- fn_08012 C3dModelRes::FindNode: logic confirmed by peer review (already on main)
- fn_07985 ModelNode::ModelNode: logic confirmed by peer review
- fn_07950 C3dModelResV1::Load: logic confirmed by peer review (already on main)
- fn_07983 C3dModelResV1::C3dModelResV1: logic confirmed by peer review (already on main)
- fn_07984 C3dModelResV2::C3dModelResV2: logic confirmed by peer review (already on main)
- fn_17482 C3dNodeV1::Initialize: logic confirmed by peer review
- fn_17484 C3dNodeV2::Initialize: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-27 08:05:28 +00:00

272 lines
7.2 KiB
C++

#include "Client/Application/ErrorDialog.h"
#include "Render/Textures/Texture.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/Bitmap/BitmapResource.h"
#include "Resource/Models/ModelResource.h"
#include "Resource/ResourceByteReader.h"
#include <algorithm>
#include <cstring>
namespace {
// INLINED
std::string ReadName(ResourceByteReader& input) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
return name;
}
void ReadKeys(ResourceByteReader& input, std::vector<ModelRotationKey>& keys, bool scale) {
int count = 0;
input.Read(&count, 4);
for (int index = 0; index < count; ++index) {
ModelRotationKey key;
if (scale) {
key = {0, {0, 0, 0, 1}};
}
input.Read(&key, sizeof(key));
keys.push_back(key);
}
}
}
// OFFSET: 0x007555C0
// FUNCTION: fn_07984
C3dModelResV2::C3dModelResV2(ModelResourceContext& context) : C3dModelRes(context), framesPerSecond(0.0f), animationLength(0) {
}
// INLINED
C3dModelResV2::~C3dModelResV2() = default;
// OFFSET: 0x00751ED0
// FUNCTION: fn_07953
C3dModelResV2* C3dModelResV2::Create() {
return new C3dModelResV2(*this->m_context);
}
// OFFSET: 0x00751F70
// FUNCTION: fn_07954
bool C3dModelResV2::Load(const char* name) {
auto& file = this->m_context->file;
if (!file.Open(name)) {
file.Close();
return false;
}
ResourceByteReader input{static_cast<const unsigned char*>(file.Data()), static_cast<unsigned>(file.Size())};
char magic[5]{};
input.Read(magic, 4);
if (std::strcmp(magic, "GRSM") != 0) {
constexpr char message[] = "\xB8\xF0\xB5\xA8\xC6\xC4\xC0\xCF\xC0\xCC \xBE\xC6\xB4\xD5\xB4\xCF\xB4\xD9. \xC7\xFC\xBD\xC4\xC0\xBB "
"\xB4\xD9\xBD\xC3\xC7\xD1\xB9\xF8 \xC8\xAE\xC0\xCE\xC7\xD8\xC1\xD6\xBC\xBC\xBF\xE4.";
ShowErrorDialog(this->m_context->renderSystem, message, 0);
file.Close();
return false;
}
unsigned char major = 0;
unsigned char minor = 0;
input.Read(&major, 1);
this->major = major;
input.Read(&minor, 1);
if (minor >= 1 && minor <= 3) {
this->ReadVersion(input, minor);
}
file.Close();
this->sourceName = name;
file.Close();
return true;
}
// INLINED
inline void C3dModelResV2::ReadNode(ResourceByteReader& input, unsigned minor, const std::vector<std::string>& textureNames) {
auto node = std::make_unique<ModelNodeV2>();
node->model = this;
node->mesh = std::make_unique<ModelMesh>();
node->name = ReadName(input);
node->parentName = ReadName(input);
int textureCount = 0;
input.Read(&textureCount, 4);
for (int index = 0; index < textureCount; ++index) {
std::string name;
if (minor < 3) {
int texture = 0;
input.Read(&texture, 4);
name = textureNames[texture];
} else {
name = ReadName(input);
}
CTexture* texture = this->m_context->textures.Load(name.c_str(), 0, false, true, false);
node->textures.push_back(texture);
if (texture) {
texture->Retain();
}
}
input.Read(node->transform, sizeof(node->transform));
ModelMesh& mesh = *node->mesh;
unsigned vertexCount = 0;
input.Read(&vertexCount, 4);
mesh.vertices.resize(vertexCount);
input.Read(mesh.vertices.data(), vertexCount * 12u);
unsigned textureVertexCount = 0;
input.Read(&textureVertexCount, 4);
mesh.textureVertices.resize(textureVertexCount);
input.Read(mesh.textureVertices.data(), textureVertexCount * 12u);
int faceCount = 0;
input.Read(&faceCount, 4);
mesh.faces.resize(static_cast<unsigned>(faceCount));
for (ModelFace& face : mesh.faces) {
std::vector<unsigned char> bytes;
unsigned char fixed[24];
const unsigned char* record;
unsigned size;
if (minor == 1) {
input.Read(fixed, sizeof(fixed));
record = fixed;
size = sizeof(fixed);
} else {
size = 0;
input.Read(&size, 4);
bytes.resize(size);
input.Read(bytes.data(), size);
record = bytes.data();
}
std::memcpy(face.vertices, record, sizeof(face.vertices));
std::memcpy(face.textureVertices, record + 6, sizeof(face.textureVertices));
std::memcpy(&face.texture, record + 12, sizeof(face.texture));
std::memcpy(&face.twoSided, record + 16, sizeof(face.twoSided));
const unsigned groups = (size - 20u) / 4u;
face.smoothing.resize(groups);
std::memcpy(face.smoothing.data(), record + 20, groups * 4u);
}
// INLINED
std::sort(mesh.faces.begin(), mesh.faces.end(), [](const ModelFace& a, const ModelFace& b) { return a.texture < b.texture; });
mesh.CalculateNormals();
ReadKeys(input, node->scaleKeys, false);
ReadKeys(input, node->rotationKeys, true);
ReadKeys(input, node->positionKeys, false);
if (minor == 3) {
int textureAnimations = 0;
input.Read(&textureAnimations, 4);
for (int index = 0; index < textureAnimations; ++index) {
int texture = 0;
input.Read(&texture, 4);
ModelTextureChannels channels;
int channelCount = 0;
input.Read(&channelCount, 4);
for (int channel = 0; channel < channelCount; ++channel) {
int id = 0;
int keyCount = 0;
input.Read(&id, 4);
input.Read(&keyCount, 4);
for (int key = 0; key < keyCount; ++key) {
ModelTextureKey value;
input.Read(&value, sizeof(value));
channels[id].push_back(value);
}
}
node->textureKeys[texture] = std::move(channels);
}
}
this->meshes[node->name] = node->mesh.get();
this->nodes.push_back(node.release());
}
// OFFSET: 0x00759ED0
// OFFSET: 0x0075AB20
// OFFSET: 0x0075B8E0
void C3dModelResV2::ReadVersion(ResourceByteReader& input, unsigned minor) {
input.Read(&this->animationLength, 4);
input.Read(&this->shade, 4);
input.Read(&this->alpha, 1);
input.Read(&this->framesPerSecond, 4);
std::vector<std::string> textureNames;
int textureCount = 0;
input.Read(&textureCount, 4);
if (minor < 3) {
for (int index = 0; index < textureCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
textureNames.emplace_back(name);
}
} else {
for (int index = 0; index < textureCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
this->rootNames.emplace_back(name);
}
}
if (minor < 3) {
int rootCount = 0;
input.Read(&rootCount, 4);
for (int index = 0; index < rootCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
this->rootNames.emplace_back(name);
}
}
int nodeCount = 0;
input.Read(&nodeCount, 4);
for (int index = 0; index < nodeCount; ++index) {
this->ReadNode(input, minor, textureNames);
}
for (ModelNode* node : this->nodes) {
if (!node->parentName.empty()) {
ModelNode* parent = this->FindNode(node->parentName.c_str());
if (parent) {
node->parent = parent;
parent->children.push_back(node);
}
}
}
int volumeCount = 0;
input.Read(&volumeCount, 4);
for (int index = 0; index < volumeCount; ++index) {
auto* volume = new ModelVolume;
std::memset(volume, 0, 132);
input.Read(volume, sizeof(ModelVolume));
this->volumes.push_back(volume);
}
}