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gmdl_importer.py
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gmdl_importer.py
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import bpy
import ntpath
import os
from .file_io import FileReader, ResourceKey
from . import rw4_enums
SHADER_DATA_SIZES = {
0x210: 20,
0x218: 0
}
class TriangleBuffer:
def __init__(self):
self.indices = []
self.primitive_type = 4
self.indices_bits = 16 # how many bits used by each index value
def read(self, file: FileReader):
self.primitive_type = file.read_int()
indices_count = file.read_int()
self.indices_bits = file.read_int()
file.read_int() # buffer size
fmt = '<H' if self.indices_bits == 16 else '<I'
for i in range(indices_count):
self.indices.append(file.unpack(fmt)[0])
class VertexFormat:
def __init__(self):
self.format_elements = []
self.vertex_class = None
def read(self, file: FileReader):
element_count = file.read_int()
for i in range(element_count):
e = rw4_enums.VertexElement()
e.read(file)
self.format_elements.append(e)
self.vertex_class = rw4_enums.create_rw_vertex_class(self.format_elements)
def read_vertex(self, file: FileReader):
v = rw4_enums.read_rw_vertex(self.format_elements, self.vertex_class, file)
return v
def has_element(self, rw_decl) -> bool:
for e in self.format_elements:
if e.rw_decl == rw_decl:
return True
return False
class VertexBuffer:
def __init__(self):
self.vertex_format = None
self.vertices = []
def read(self, file: FileReader, vertex_formats):
format_index = file.read_int()
self.vertex_format = vertex_formats[format_index]
vertex_count = file.read_int()
file.read_int() # buffer size
for i in range(vertex_count):
self.vertices.append(self.vertex_format.read_vertex(file))
class Mesh:
def __init__(self):
self.vertex_buffer = None
self.triangle_buffer = None
self.material_id = -1
class SporeGameModel:
def __init__(self):
self.version = 9
self.referenced_files = []
self.bounding_box = None
self.bounding_radius = 0
self.triangle_buffers = []
self.vertex_buffers = []
self.meshes = []
def read_material(self, file: FileReader):
unk = file.read_uint('>')
if unk != 0:
shdata_count = file.read_uint()
for _ in range(shdata_count):
shdata_index = file.read_uint()
if shdata_index == 0x20D:
texture_count = file.read_uint()
for t in range(texture_count):
file.skip_bytes(16) # first value is sampler index
file.skip_bytes(8) # instance, group IDs
# Spore theorically supports all shader data, gets their size in runtime
elif shdata_index in SHADER_DATA_SIZES:
file.skip_bytes(SHADER_DATA_SIZES[shdata_index])
else:
raise IOError(f"Unexpected shader data 0x{shdata_index:03x}; file.tell(): {file.tell()}")
def read(self, file: FileReader, import_skeleton):
self.version = file.read_int()
count = file.read_int('>')
for i in range(count):
key = ResourceKey()
key.read(file, '>')
self.referenced_files.append(key)
mesh_count = file.read_int()
self.bounding_box = (file.unpack('<fff'), file.unpack('<fff'))
self.bounding_radius = file.read_float()
tri_buffers_count = file.read_int()
for i in range(tri_buffers_count):
buffer = TriangleBuffer()
buffer.read(file)
self.triangle_buffers.append(buffer)
vertex_formats = []
vertex_formats_count = file.read_int()
for i in range(vertex_formats_count):
fmt = VertexFormat()
fmt.read(file)
vertex_formats.append(fmt)
vertex_buffers_count = file.read_int()
for i in range(vertex_buffers_count):
buf = VertexBuffer()
buf.read(file, vertex_formats)
self.vertex_buffers.append(buf)
for i in range(mesh_count):
t_index = file.read_int()
v_index = file.read_int()
mesh = Mesh()
mesh.vertex_buffer = self.vertex_buffers[v_index]
mesh.triangle_buffer = self.triangle_buffers[t_index]
self.meshes.append(mesh)
for mesh in self.meshes:
mesh.material_id = file.read_uint()
if import_skeleton:
# A count of something material related, let's hope it's always 0
if file.read_uint() != 0:
raise IOError("Wrong material count")
material_count = file.read_uint()
for i in range(material_count):
self.read_material(file)
print(file.tell())
count1 = file.read_uint() # num of skeletons ?
file.skip_bytes(count1 * 8) # second is number of bones
part_count = file.read_uint()
print(f"Part count: {part_count}")
for p in range(part_count):
file.skip_bytes(0x38) # Transform
file.skip_bytes(0x38) # Transform
field_70 = file.read_uint() # for root, how many bones
key = file.unpack('<III')
var_1444 = file.read_uint()
print(f"field_70: {field_70}")
print(f"key: 0x{key[2]:08x}!0x{key[0]:08x}.0x{key[1]:08x}")
print(f"var_1444: {var_1444}")
if var_1444 != 0:
bone_count = file.read_uint()
file.skip_bytes(0xA0 * bone_count)
print(f"bone_count: {bone_count}")
print()
print(file.tell())
def import_textures(b_mesh, filepath):
diffuse_path = f"{filepath[:filepath.rindex('.')]}__diffuse.tga"
if os.path.isfile(diffuse_path):
gmdl_name = os.path.split(filepath)[-1]
gmdl_name = gmdl_name[:gmdl_name.rindex('.')]
material = bpy.data.materials.new(gmdl_name)
material.use_nodes = True
b_mesh.materials.append(material)
# Diffuse
image = bpy.data.images.load(diffuse_path)
image.alpha_mode = 'NONE'
texture_node = material.node_tree.nodes.new("ShaderNodeTexImage")
texture_node.image = image
texture_node.location = (-524, 256)
material.node_tree.links.new(material.node_tree.nodes["Principled BSDF"].inputs["Base Color"],
texture_node.outputs["Color"])
normal_path = f"{filepath[:filepath.rindex('.')]}__normal.tga"
if os.path.isfile(normal_path):
image = bpy.data.images.load(normal_path)
image.colorspace_settings.name = 'Non-Color'
texture_node = material.node_tree.nodes.new("ShaderNodeTexImage")
texture_node.image = image
texture_node.location = (-524, -37)
normal_map_node = material.node_tree.nodes.new("ShaderNodeNormalMap")
normal_map_node.location = (-216, -86)
material.node_tree.links.new(normal_map_node.inputs["Color"],
texture_node.outputs["Color"])
material.node_tree.links.new(material.node_tree.nodes["Principled BSDF"].inputs["Normal"],
normal_map_node.outputs["Normal"])
specular_path = f"{filepath[:filepath.rindex('.')]}__specular.tga"
if os.path.isfile(normal_path):
image = bpy.data.images.load(specular_path)
texture_node = material.node_tree.nodes.new("ShaderNodeTexImage")
texture_node.image = image
texture_node.location = (-524, -322)
material.node_tree.links.new(material.node_tree.nodes["Principled BSDF"].inputs["Specular"],
texture_node.outputs["Color"])
def import_gmdl(file, import_skeleton, filepath):
result = {'FINISHED'}
gmdl = SporeGameModel()
gmdl.read(FileReader(file), import_skeleton)
for mesh_index, mesh in enumerate(gmdl.meshes):
b_scene = bpy.context.scene
name = ntpath.basename(file.name)
if len(gmdl.meshes) > 1:
name += f"-{mesh_index}"
b_mesh = bpy.data.meshes.new(name)
b_obj = bpy.data.objects.new(name, b_mesh)
b_scene.collection.objects.link(b_obj)
bpy.context.view_layer.objects.active = b_obj
max_blend_index = 0
v_buffer = mesh.vertex_buffer
import_skeleton = v_buffer.vertex_format.has_element(rw4_enums.RWDECL_BLENDINDICES)
b_mesh.vertices.add(len(v_buffer.vertices))
for i, v in enumerate(v_buffer.vertices):
b_mesh.vertices[i].co = v.position
if import_skeleton:
for j in range(4):
if v.blendIndices[j] > max_blend_index:
max_blend_index = v.blendIndices[j]
t_buffer = mesh.triangle_buffer
if t_buffer.primitive_type != 4:
raise BufferError("Only D3DPT_TRIANGLELIST supported")
tri_count = len(t_buffer.indices) // 3
b_mesh.loops.add(len(t_buffer.indices))
b_mesh.polygons.add(tri_count)
b_mesh.loops.foreach_set("vertex_index", tuple(t_buffer.indices))
b_mesh.polygons.foreach_set("loop_start", [i*3 for i in range(tri_count)])
b_mesh.polygons.foreach_set("loop_total", [3] * tri_count)
b_mesh.polygons.foreach_set("use_smooth", [True] * tri_count)
if v_buffer.vertex_format.has_element(rw4_enums.RWDECL_TEXCOORD0):
uv_layer = b_mesh.uv_layers.new()
for loop in b_mesh.loops:
uv = v_buffer.vertices[loop.vertex_index].texcoord0
uv_layer.data[loop.index].uv = (uv[0], -uv[1])
if import_skeleton:
for i in range(max_blend_index//3 + 1):
b_obj.vertex_groups.new(name=f"bone-{i}")
for v, vertex in enumerate(v_buffer.vertices):
for i in range(4):
if vertex.blendWeights[i] != 0:
b_obj.vertex_groups[vertex.blendIndices[i] // 3].add([v], vertex.blendWeights[i], 'REPLACE')
#TODO: vertex colors?
b_mesh.update(calc_edges=True)
# Apply the normals after updating
# In Blender 3 'normal' is read-only (and apparently it was being ignored anyways)
if bpy.app.version[0] == 2:
if v_buffer.vertex_format.has_element(rw4_enums.RWDECL_NORMAL):
for i, v in enumerate(v_buffer.vertices):
b_mesh.vertices[i].normal = rw4_enums.unpack_normals(v.normal)
b_mesh.validate()
import_textures(b_mesh, filepath)
return result