Add some Additional Information to Mdl display, discard some padding when reading mdl files.

This commit is contained in:
Ottermandias 2023-01-03 12:52:21 +01:00
parent 36c77034a4
commit 8df4bb0781
4 changed files with 315 additions and 241 deletions

View file

@ -9,309 +9,277 @@ namespace Penumbra.GameData.Files;
public partial class MdlFile
{
private static uint Write( BinaryWriter w, string s, long basePos )
private static uint Write(BinaryWriter w, string s, long basePos)
{
var currentPos = w.BaseStream.Position;
w.Write( Encoding.UTF8.GetBytes( s ) );
w.Write( ( byte )0 );
return ( uint )( currentPos - basePos );
w.Write(Encoding.UTF8.GetBytes(s));
w.Write((byte)0);
return (uint)(currentPos - basePos);
}
private List< uint > WriteStrings( BinaryWriter w )
private List<uint> WriteStrings(BinaryWriter w)
{
var startPos = ( int )w.BaseStream.Position;
var startPos = (int)w.BaseStream.Position;
var basePos = startPos + 8;
var count = ( ushort )( Attributes.Length + Bones.Length + Materials.Length + Shapes.Length );
var count = (ushort)(Attributes.Length + Bones.Length + Materials.Length + Shapes.Length);
w.Write( count );
w.Seek( basePos, SeekOrigin.Begin );
var ret = Attributes.Concat( Bones )
.Concat( Materials )
.Concat( Shapes.Select( s => s.ShapeName ) )
.Select( attribute => Write( w, attribute, basePos ) ).ToList();
w.Write(count);
w.Seek(basePos, SeekOrigin.Begin);
var ret = Attributes.Concat(Bones)
.Concat(Materials)
.Concat(Shapes.Select(s => s.ShapeName))
.Select(attribute => Write(w, attribute, basePos)).ToList();
w.Write( ( ushort )0 ); // Seems to always have two additional null-bytes, not padding.
var size = ( int )w.BaseStream.Position - basePos;
w.Seek( startPos + 4, SeekOrigin.Begin );
w.Write( ( uint )size );
w.Seek( basePos + size, SeekOrigin.Begin );
var padding = (w.BaseStream.Position & 0b111) > 0 ? (w.BaseStream.Position & ~0b111) + 8 : w.BaseStream.Position;
for (var i = w.BaseStream.Position; i < padding; ++i)
w.Write((byte)0);
var size = (int)w.BaseStream.Position - basePos;
w.Seek(startPos + 4, SeekOrigin.Begin);
w.Write((uint)size);
w.Seek(basePos + size, SeekOrigin.Begin);
return ret;
}
private void WriteModelFileHeader( BinaryWriter w, uint runtimeSize )
private void WriteModelFileHeader(BinaryWriter w, uint runtimeSize)
{
w.Write( Version );
w.Write( StackSize );
w.Write( runtimeSize );
w.Write( ( ushort )VertexDeclarations.Length );
w.Write( ( ushort )Materials.Length );
w.Write( VertexOffset[ 0 ] > 0 ? VertexOffset[ 0 ] + runtimeSize : 0u );
w.Write( VertexOffset[ 1 ] > 0 ? VertexOffset[ 1 ] + runtimeSize : 0u );
w.Write( VertexOffset[ 2 ] > 0 ? VertexOffset[ 2 ] + runtimeSize : 0u );
w.Write( IndexOffset[ 0 ] > 0 ? IndexOffset[ 0 ] + runtimeSize : 0u );
w.Write( IndexOffset[ 1 ] > 0 ? IndexOffset[ 1 ] + runtimeSize : 0u );
w.Write( IndexOffset[ 2 ] > 0 ? IndexOffset[ 2 ] + runtimeSize : 0u );
w.Write( VertexBufferSize[ 0 ] );
w.Write( VertexBufferSize[ 1 ] );
w.Write( VertexBufferSize[ 2 ] );
w.Write( IndexBufferSize[ 0 ] );
w.Write( IndexBufferSize[ 1 ] );
w.Write( IndexBufferSize[ 2 ] );
w.Write( LodCount );
w.Write( EnableIndexBufferStreaming );
w.Write( EnableEdgeGeometry );
w.Write( ( byte )0 ); // Padding
w.Write(Version);
w.Write(StackSize);
w.Write(runtimeSize);
w.Write((ushort)VertexDeclarations.Length);
w.Write((ushort)Materials.Length);
w.Write(VertexOffset[0] > 0 ? VertexOffset[0] + runtimeSize : 0u);
w.Write(VertexOffset[1] > 0 ? VertexOffset[1] + runtimeSize : 0u);
w.Write(VertexOffset[2] > 0 ? VertexOffset[2] + runtimeSize : 0u);
w.Write(IndexOffset[0] > 0 ? IndexOffset[0] + runtimeSize : 0u);
w.Write(IndexOffset[1] > 0 ? IndexOffset[1] + runtimeSize : 0u);
w.Write(IndexOffset[2] > 0 ? IndexOffset[2] + runtimeSize : 0u);
w.Write(VertexBufferSize[0]);
w.Write(VertexBufferSize[1]);
w.Write(VertexBufferSize[2]);
w.Write(IndexBufferSize[0]);
w.Write(IndexBufferSize[1]);
w.Write(IndexBufferSize[2]);
w.Write(LodCount);
w.Write(EnableIndexBufferStreaming);
w.Write(EnableEdgeGeometry);
w.Write((byte)0); // Padding
}
private void WriteModelHeader( BinaryWriter w )
private void WriteModelHeader(BinaryWriter w)
{
w.Write( Radius );
w.Write( ( ushort )Meshes.Length );
w.Write( ( ushort )Attributes.Length );
w.Write( ( ushort )SubMeshes.Length );
w.Write( ( ushort )Materials.Length );
w.Write( ( ushort )Bones.Length );
w.Write( ( ushort )BoneTables.Length );
w.Write( ( ushort )Shapes.Length );
w.Write( ( ushort )ShapeMeshes.Length );
w.Write( ( ushort )ShapeValues.Length );
w.Write( LodCount );
w.Write( ( byte )Flags1 );
w.Write( ( ushort )ElementIds.Length );
w.Write( ( byte )TerrainShadowMeshes.Length );
w.Write( ( byte )Flags2 );
w.Write( ModelClipOutDistance );
w.Write( ShadowClipOutDistance );
w.Write( Unknown4 );
w.Write( ( ushort )TerrainShadowSubMeshes.Length );
w.Write( Unknown5 );
w.Write( BgChangeMaterialIndex );
w.Write( BgCrestChangeMaterialIndex );
w.Write( Unknown6 );
w.Write( Unknown7 );
w.Write( Unknown8 );
w.Write( Unknown9 );
w.Write( ( uint )0 ); // 6 byte padding
w.Write( ( ushort )0 );
w.Write(Radius);
w.Write((ushort)Meshes.Length);
w.Write((ushort)Attributes.Length);
w.Write((ushort)SubMeshes.Length);
w.Write((ushort)Materials.Length);
w.Write((ushort)Bones.Length);
w.Write((ushort)BoneTables.Length);
w.Write((ushort)Shapes.Length);
w.Write((ushort)ShapeMeshes.Length);
w.Write((ushort)ShapeValues.Length);
w.Write(LodCount);
w.Write((byte)Flags1);
w.Write((ushort)ElementIds.Length);
w.Write((byte)TerrainShadowMeshes.Length);
w.Write((byte)Flags2);
w.Write(ModelClipOutDistance);
w.Write(ShadowClipOutDistance);
w.Write(Unknown4);
w.Write((ushort)TerrainShadowSubMeshes.Length);
w.Write(Unknown5);
w.Write(BgChangeMaterialIndex);
w.Write(BgCrestChangeMaterialIndex);
w.Write(Unknown6);
w.Write(Unknown7);
w.Write(Unknown8);
w.Write(Unknown9);
w.Write((uint)0); // 6 byte padding
w.Write((ushort)0);
}
private static void Write( BinaryWriter w, in MdlStructs.VertexElement vertex )
private static void Write(BinaryWriter w, in MdlStructs.VertexElement vertex)
{
w.Write( vertex.Stream );
w.Write( vertex.Offset );
w.Write( vertex.Type );
w.Write( vertex.Usage );
w.Write( vertex.UsageIndex );
w.Write( ( ushort )0 ); // 3 byte padding
w.Write( ( byte )0 );
w.Write(vertex.Stream);
w.Write(vertex.Offset);
w.Write(vertex.Type);
w.Write(vertex.Usage);
w.Write(vertex.UsageIndex);
w.Write((ushort)0); // 3 byte padding
w.Write((byte)0);
}
private static void Write( BinaryWriter w, in MdlStructs.VertexDeclarationStruct vertexDecl )
private static void Write(BinaryWriter w, in MdlStructs.VertexDeclarationStruct vertexDecl)
{
foreach( var vertex in vertexDecl.VertexElements )
foreach (var vertex in vertexDecl.VertexElements)
Write(w, vertex);
Write(w, new MdlStructs.VertexElement() { Stream = 255 });
w.Seek((int)(NumVertices - 1 - vertexDecl.VertexElements.Length) * 8, SeekOrigin.Current);
}
private static void Write(BinaryWriter w, in MdlStructs.ElementIdStruct elementId)
{
w.Write(elementId.ElementId);
w.Write(elementId.ParentBoneName);
w.Write(elementId.Translate[0]);
w.Write(elementId.Translate[1]);
w.Write(elementId.Translate[2]);
w.Write(elementId.Rotate[0]);
w.Write(elementId.Rotate[1]);
w.Write(elementId.Rotate[2]);
}
private static unsafe void Write<T>(BinaryWriter w, in T data) where T : unmanaged
{
fixed (T* ptr = &data)
{
Write( w, vertex );
}
Write( w, new MdlStructs.VertexElement() { Stream = 255 } );
w.Seek( ( int )( NumVertices - 1 - vertexDecl.VertexElements.Length ) * 8, SeekOrigin.Current );
}
private static void Write( BinaryWriter w, in MdlStructs.ElementIdStruct elementId )
{
w.Write( elementId.ElementId );
w.Write( elementId.ParentBoneName );
w.Write( elementId.Translate[ 0 ] );
w.Write( elementId.Translate[ 1 ] );
w.Write( elementId.Translate[ 2 ] );
w.Write( elementId.Rotate[ 0 ] );
w.Write( elementId.Rotate[ 1 ] );
w.Write( elementId.Rotate[ 2 ] );
}
private static unsafe void Write< T >( BinaryWriter w, in T data ) where T : unmanaged
{
fixed( T* ptr = &data )
{
var bytePtr = ( byte* )ptr;
var size = sizeof( T );
var span = new ReadOnlySpan< byte >( bytePtr, size );
w.Write( span );
var bytePtr = (byte*)ptr;
var size = sizeof(T);
var span = new ReadOnlySpan<byte>(bytePtr, size);
w.Write(span);
}
}
private static void Write( BinaryWriter w, MdlStructs.MeshStruct mesh )
private static void Write(BinaryWriter w, MdlStructs.MeshStruct mesh)
{
w.Write( mesh.VertexCount );
w.Write( ( ushort )0 ); // padding
w.Write( mesh.IndexCount );
w.Write( mesh.MaterialIndex );
w.Write( mesh.SubMeshIndex );
w.Write( mesh.SubMeshCount );
w.Write( mesh.BoneTableIndex );
w.Write( mesh.StartIndex );
w.Write( mesh.VertexBufferOffset[ 0 ] );
w.Write( mesh.VertexBufferOffset[ 1 ] );
w.Write( mesh.VertexBufferOffset[ 2 ] );
w.Write( mesh.VertexBufferStride[ 0 ] );
w.Write( mesh.VertexBufferStride[ 1 ] );
w.Write( mesh.VertexBufferStride[ 2 ] );
w.Write( mesh.VertexStreamCount );
w.Write(mesh.VertexCount);
w.Write((ushort)0); // padding
w.Write(mesh.IndexCount);
w.Write(mesh.MaterialIndex);
w.Write(mesh.SubMeshIndex);
w.Write(mesh.SubMeshCount);
w.Write(mesh.BoneTableIndex);
w.Write(mesh.StartIndex);
w.Write(mesh.VertexBufferOffset[0]);
w.Write(mesh.VertexBufferOffset[1]);
w.Write(mesh.VertexBufferOffset[2]);
w.Write(mesh.VertexBufferStride[0]);
w.Write(mesh.VertexBufferStride[1]);
w.Write(mesh.VertexBufferStride[2]);
w.Write(mesh.VertexStreamCount);
}
private static void Write( BinaryWriter w, MdlStructs.BoneTableStruct bone )
private static void Write(BinaryWriter w, MdlStructs.BoneTableStruct bone)
{
foreach( var index in bone.BoneIndex )
{
w.Write( index );
}
foreach (var index in bone.BoneIndex)
w.Write(index);
w.Write( bone.BoneCount );
w.Write( ( ushort )0 ); // 3 bytes padding
w.Write( ( byte )0 );
w.Write(bone.BoneCount);
w.Write((ushort)0); // 3 bytes padding
w.Write((byte)0);
}
private void Write( BinaryWriter w, int shapeIdx, IReadOnlyList< uint > offsets )
private void Write(BinaryWriter w, int shapeIdx, IReadOnlyList<uint> offsets)
{
var shape = Shapes[ shapeIdx ];
var offset = offsets[ Attributes.Length + Bones.Length + Materials.Length + shapeIdx ];
w.Write( offset );
w.Write( shape.ShapeMeshStartIndex[ 0 ] );
w.Write( shape.ShapeMeshStartIndex[ 1 ] );
w.Write( shape.ShapeMeshStartIndex[ 2 ] );
w.Write( shape.ShapeMeshCount[ 0 ] );
w.Write( shape.ShapeMeshCount[ 1 ] );
w.Write( shape.ShapeMeshCount[ 2 ] );
var shape = Shapes[shapeIdx];
var offset = offsets[Attributes.Length + Bones.Length + Materials.Length + shapeIdx];
w.Write(offset);
w.Write(shape.ShapeMeshStartIndex[0]);
w.Write(shape.ShapeMeshStartIndex[1]);
w.Write(shape.ShapeMeshStartIndex[2]);
w.Write(shape.ShapeMeshCount[0]);
w.Write(shape.ShapeMeshCount[1]);
w.Write(shape.ShapeMeshCount[2]);
}
private static void Write( BinaryWriter w, MdlStructs.BoundingBoxStruct box )
private static void Write(BinaryWriter w, MdlStructs.BoundingBoxStruct box)
{
w.Write( box.Min[ 0 ] );
w.Write( box.Min[ 1 ] );
w.Write( box.Min[ 2 ] );
w.Write( box.Min[ 3 ] );
w.Write( box.Max[ 0 ] );
w.Write( box.Max[ 1 ] );
w.Write( box.Max[ 2 ] );
w.Write( box.Max[ 3 ] );
w.Write(box.Min[0]);
w.Write(box.Min[1]);
w.Write(box.Min[2]);
w.Write(box.Min[3]);
w.Write(box.Max[0]);
w.Write(box.Max[1]);
w.Write(box.Max[2]);
w.Write(box.Max[3]);
}
public byte[] Write()
{
using var stream = new MemoryStream();
using( var w = new BinaryWriter( stream ) )
using (var w = new BinaryWriter(stream))
{
// Skip and write this later when we actually know it.
w.Seek( ( int )FileHeaderSize, SeekOrigin.Begin );
w.Seek((int)FileHeaderSize, SeekOrigin.Begin);
foreach( var vertexDecl in VertexDeclarations )
{
Write( w, vertexDecl );
}
foreach (var vertexDecl in VertexDeclarations)
Write(w, vertexDecl);
var offsets = WriteStrings( w );
WriteModelHeader( w );
var offsets = WriteStrings(w);
WriteModelHeader(w);
foreach( var elementId in ElementIds )
{
Write( w, elementId );
}
foreach (var elementId in ElementIds)
Write(w, elementId);
foreach( var lod in Lods )
{
Write( w, lod );
}
foreach (var lod in Lods)
Write(w, lod);
if( Flags2.HasFlag( MdlStructs.ModelFlags2.ExtraLodEnabled ) )
{
foreach( var extraLod in ExtraLods )
{
Write( w, extraLod );
}
}
if (Flags2.HasFlag(MdlStructs.ModelFlags2.ExtraLodEnabled))
foreach (var extraLod in ExtraLods)
Write(w, extraLod);
foreach( var mesh in Meshes )
{
Write( w, mesh );
}
foreach (var mesh in Meshes)
Write(w, mesh);
for( var i = 0; i < Attributes.Length; ++i )
{
w.Write( offsets[ i ] );
}
for (var i = 0; i < Attributes.Length; ++i)
w.Write(offsets[i]);
foreach( var terrainShadowMesh in TerrainShadowMeshes )
{
Write( w, terrainShadowMesh );
}
foreach (var terrainShadowMesh in TerrainShadowMeshes)
Write(w, terrainShadowMesh);
foreach( var subMesh in SubMeshes )
{
Write( w, subMesh );
}
foreach (var subMesh in SubMeshes)
Write(w, subMesh);
foreach( var terrainShadowSubMesh in TerrainShadowSubMeshes )
{
Write( w, terrainShadowSubMesh );
}
foreach (var terrainShadowSubMesh in TerrainShadowSubMeshes)
Write(w, terrainShadowSubMesh);
for( var i = 0; i < Materials.Length; ++i )
{
w.Write( offsets[ Attributes.Length + Bones.Length + i ] );
}
for (var i = 0; i < Materials.Length; ++i)
w.Write(offsets[Attributes.Length + Bones.Length + i]);
for( var i = 0; i < Bones.Length; ++i )
{
w.Write( offsets[ Attributes.Length + i ] );
}
for (var i = 0; i < Bones.Length; ++i)
w.Write(offsets[Attributes.Length + i]);
foreach( var boneTable in BoneTables )
{
Write( w, boneTable );
}
foreach (var boneTable in BoneTables)
Write(w, boneTable);
for( var i = 0; i < Shapes.Length; ++i )
{
Write( w, i, offsets );
}
for (var i = 0; i < Shapes.Length; ++i)
Write(w, i, offsets);
foreach( var shapeMesh in ShapeMeshes )
{
Write( w, shapeMesh );
}
foreach (var shapeMesh in ShapeMeshes)
Write(w, shapeMesh);
foreach( var shapeValue in ShapeValues )
{
Write( w, shapeValue );
}
foreach (var shapeValue in ShapeValues)
Write(w, shapeValue);
w.Write( SubMeshBoneMap.Length * 2 );
foreach( var bone in SubMeshBoneMap )
{
w.Write( bone );
}
w.Write(SubMeshBoneMap.Length * 2);
foreach (var bone in SubMeshBoneMap)
w.Write(bone);
w.Write( ( byte )0 ); // number of padding bytes, which is 0 for us.
var pos = w.BaseStream.Position + 1;
var padding = (byte) (pos & 0b111);
if (padding > 0)
padding = (byte) (8 - padding);
w.Write(padding);
for (var i = 0; i < padding; ++i)
w.Write((byte) (0xDEADBEEFF00DCAFEu >> (8 * (7 - i))));
Write( w, BoundingBoxes );
Write( w, ModelBoundingBoxes );
Write( w, WaterBoundingBoxes );
Write( w, VerticalFogBoundingBoxes );
foreach( var box in BoneBoundingBoxes )
{
Write( w, box );
}
var totalSize = w.BaseStream.Position;
var runtimeSize = ( uint )( totalSize - StackSize - FileHeaderSize );
w.Write( RemainingData );
Write(w, BoundingBoxes);
Write(w, ModelBoundingBoxes);
Write(w, WaterBoundingBoxes);
Write(w, VerticalFogBoundingBoxes);
foreach (var box in BoneBoundingBoxes)
Write(w, box);
var totalSize = w.BaseStream.Position;
var runtimeSize = (uint)(totalSize - StackSize - FileHeaderSize);
w.Write(RemainingData);
// Write header data.
w.Seek( 0, SeekOrigin.Begin );
WriteModelFileHeader( w, runtimeSize );
w.Seek(0, SeekOrigin.Begin);
WriteModelFileHeader(w, runtimeSize);
}
return stream.ToArray();
}
}
}