Beispiel #1
0
        public void SerializeBuffers(FArchive Ar)
        {
            var stripDataFlags = Ar.Read <FStripDataFlags>();

            PositionVertexBuffer = new FPositionVertexBuffer(Ar);
            VertexBuffer         = new FStaticMeshVertexBuffer(Ar);
            ColorVertexBuffer    = new FColorVertexBuffer(Ar);

            if (Ar.Game == EGame.GAME_RogueCompany)
            {
                var _ = new FColorVertexBuffer(Ar);
            }

            IndexBuffer = new FRawStaticIndexBuffer(Ar);

            if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_ReversedIndexBuffer))
            {
                ReversedIndexBuffer = new FRawStaticIndexBuffer(Ar);
            }

            DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar);

            if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_ReversedIndexBuffer))
            {
                ReversedDepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar);
            }

            if (!stripDataFlags.IsEditorDataStripped())
            {
                WireframeIndexBuffer = new FRawStaticIndexBuffer(Ar);
            }

            if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
            {
                AdjacencyIndexBuffer = new FRawStaticIndexBuffer(Ar);
            }

            if (Ar.Versions["StaticMesh.HasRayTracingGeometry"] && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_RayTracingResources))
            {
                var _ = Ar.ReadBulkArray <byte>(); // rayTracingGeometry
            }

            // https://github.com/EpicGames/UnrealEngine/blob/4.27/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp#L547
            var areaWeightedSectionSamplers = new FWeightedRandomSampler[Sections.Length];

            for (var i = 0; i < Sections.Length; i++)
            {
                areaWeightedSectionSamplers[i] = new FWeightedRandomSampler(Ar);
            }

            _ = new FWeightedRandomSampler(Ar); // areaWeightedSampler
        }
Beispiel #2
0
        private void SerializeStreamedData(FArchive Ar, bool bHasVertexColors)
        {
            var stripDataFlags = Ar.Read <FStripDataFlags>();

            Indices             = new FMultisizeIndexContainer(Ar);
            VertexBufferGPUSkin = new FSkeletalMeshVertexBuffer {
                bUseFullPrecisionUVs = true
            };

            var positionVertexBuffer   = new FPositionVertexBuffer(Ar);
            var staticMeshVertexBuffer = new FStaticMeshVertexBuffer(Ar);
            var skinWeightVertexBuffer = new FSkinWeightVertexBuffer(Ar, VertexBufferGPUSkin.bExtraBoneInfluences);

            if (bHasVertexColors)
            {
                var newColorVertexBuffer = new FColorVertexBuffer(Ar);
                ColorVertexBuffer = new FSkeletalMeshVertexColorBuffer(newColorVertexBuffer.Data);
            }

            if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
            {
                AdjacencyIndexBuffer = new FMultisizeIndexContainer(Ar);
            }

            if (HasClothData())
            {
                ClothVertexBuffer = new FSkeletalMeshVertexClothBuffer(Ar);
            }

            var skinWeightProfilesData = new FSkinWeightProfilesData(Ar);

            if (Ar.Game >= EGame.GAME_UE5_0) // Note: This was added in UE4.27, but we're only reading it on UE5 for compatibility with Fortnite
            {
                var rayTracingData = Ar.ReadArray <byte>();
            }

            NumVertices  = positionVertexBuffer.NumVertices;
            NumTexCoords = staticMeshVertexBuffer.NumTexCoords;

            VertexBufferGPUSkin.VertsFloat = new FGPUVertFloat[NumVertices];
            for (var i = 0; i < VertexBufferGPUSkin.VertsFloat.Length; i++)
            {
                VertexBufferGPUSkin.VertsFloat[i] = new FGPUVertFloat
                {
                    Pos    = positionVertexBuffer.Verts[i],
                    Infs   = skinWeightVertexBuffer.Weights[i],
                    Normal = staticMeshVertexBuffer.UV[i].Normal,
                    UV     = staticMeshVertexBuffer.UV[i].UV
                };
            }
        }
Beispiel #3
0
        public void SerializeRenderItem(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels)
        {
            if (Ar.Game < EGame.GAME_UE4_24)
            {
                SerializeRenderItem_Legacy(Ar, bHasVertexColors, numVertexColorChannels);
                return;
            }

            var stripDataFlags  = Ar.Read <FStripDataFlags>();
            var bIsLODCookedOut = Ar.ReadBoolean();
            var bInlined        = Ar.ReadBoolean();

            RequiredBones = Ar.ReadArray <short>();
            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                Sections = new FSkelMeshSection[Ar.Read <int>()];
                for (var i = 0; i < Sections.Length; i++)
                {
                    Sections[i] = new FSkelMeshSection();
                    Sections[i].SerializeRenderItem(Ar);
                }

                ActiveBoneIndices = Ar.ReadArray <short>();
                Ar.Position      += 4; //var buffersSize = Ar.Read<uint>();

                if (bInlined)
                {
                    SerializeStreamedData(Ar, bHasVertexColors);
                    if (Ar.Game == EGame.GAME_ROGUECOMPANY)
                    {
                        Ar.Position += 10; // FStripDataFlags, ElementSize, ElementCount
                        Ar.SkipBulkArrayData();
                        Ar.Position += 10;
                    }
                }
                else
                {
                    var bulk = new FByteBulkData(Ar);
                    if (bulk.Header.ElementCount > 0)
                    {
                        using (var tempAr = new FByteArchive("LodReader", bulk.Data, Ar.Versions))
                        {
                            SerializeStreamedData(tempAr, bHasVertexColors);
                        }

                        var skipBytes = 5;
                        if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
                        {
                            skipBytes += 5;
                        }
                        skipBytes   += 4 * 4 + 2 * 4 + 2 * 4;
                        skipBytes   += FSkinWeightVertexBuffer.MetadataSize(Ar);
                        Ar.Position += skipBytes;

                        if (HasClothData())
                        {
                            var clothIndexMapping = Ar.ReadArray <long>();
                            Ar.Position += 2 * 4;
                        }

                        var profileNames = Ar.ReadArray(Ar.ReadFName);
                    }
                }
            }
        }
        public FStaticMeshLODResources(FAssetArchive Ar)
        {
            var stripDataFlags = Ar.Read <FStripDataFlags>();

            Sections     = Ar.ReadArray(() => new FStaticMeshSection(Ar));
            MaxDeviation = Ar.Read <float>();

            if (Ar.Game < EGame.GAME_UE4_23)
            {
                if (!stripDataFlags.IsDataStrippedForServer() && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_MinLodData))
                {
                    SerializeBuffersLegacy(Ar, stripDataFlags);
                }

                return;
            }

            var bIsLODCookedOut = Ar.ReadBoolean();
            var bInlined        = Ar.ReadBoolean();

            if (Ar.Game == EGame.GAME_ROGUECOMPANY)
            {
                bInlined = true;
            }

            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                if (bInlined)
                {
                    SerializeBuffers(Ar);
                    if (Ar.Game == EGame.GAME_ROGUECOMPANY)
                    {
                        Ar.Position += 10;
                    }
                }
                else
                {
                    var bulkData = new FByteBulkData(Ar);
                    if (bulkData.Header.ElementCount > 0)
                    {
                        var tempAr = new FByteArchive("StaticMeshBufferReader", bulkData.Data, Ar.Versions);
                        SerializeBuffers(tempAr);
                        tempAr.Dispose();
                    }

                    // https://github.com/EpicGames/UnrealEngine/blob/4.27/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp#L560
                    Ar.Position += 8; // DepthOnlyNumTriangles + Packed
                    Ar.Position += 4 * 4 + 2 * 4 + 2 * 4 + 5 * 2 * 4;
                    // StaticMeshVertexBuffer = 2x int32, 2x bool
                    // PositionVertexBuffer = 2x int32
                    // ColorVertexBuffer = 2x int32
                    // IndexBuffer = int32 + bool
                    // ReversedIndexBuffer
                    // DepthOnlyIndexBuffer
                    // ReversedDepthOnlyIndexBuffer
                    // WireframeIndexBuffer
                    if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation)
                    {
                        Ar.Position += 2 * 4; // AdjacencyIndexBuffer
                    }
                }
            }

            // FStaticMeshBuffersSize
            // uint32 SerializedBuffersSize = 0;
            // uint32 DepthOnlyIBSize       = 0;
            // uint32 ReversedIBsSize       = 0;
            Ar.Position += 12;
        }
Beispiel #5
0
        // UE ref https://github.com/EpicGames/UnrealEngine/blob/26450a5a59ef65d212cf9ce525615c8bd673f42a/Engine/Source/Runtime/Engine/Private/SkeletalMeshLODRenderData.cpp#L710
        public void SerializeRenderItem(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels)
        {
            var stripDataFlags  = Ar.Read <FStripDataFlags>();
            var bIsLODCookedOut = false;

            if (Ar.Game != EGame.GAME_Splitgate)
            {
                bIsLODCookedOut = Ar.ReadBoolean();
            }
            var bInlined = Ar.ReadBoolean();

            RequiredBones = Ar.ReadArray <short>();
            if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut)
            {
                Sections = new FSkelMeshSection[Ar.Read <int>()];
                for (var i = 0; i < Sections.Length; i++)
                {
                    Sections[i] = new FSkelMeshSection();
                    Sections[i].SerializeRenderItem(Ar);
                }

                ActiveBoneIndices = Ar.ReadArray <short>();

                if (Ar.Game == EGame.GAME_KenaBridgeofSpirits)
                {
                    Ar.ReadArray <byte>(); // EAssetType_array1
                }
                Ar.Position += 4;          //var buffersSize = Ar.Read<uint>();

                if (bInlined)
                {
                    SerializeStreamedData(Ar, bHasVertexColors);
                    if (Ar.Game == EGame.GAME_RogueCompany)
                    {
                        Ar.Position += 12; // 1 (Long) + 2^16 (Int)
                        var elementSize  = Ar.Read <int>();
                        var elementCount = Ar.Read <int>();
                        if (elementSize > 0 && elementCount > 0)
                        {
                            Ar.SkipBulkArrayData();
                        }
                    }
                }
                else
                {
                    var bulk = new FByteBulkData(Ar);
                    if (bulk.Header.ElementCount > 0)
                    {
                        using (var tempAr = new FByteArchive("LodReader", bulk.Data, Ar.Versions))
                        {
                            SerializeStreamedData(tempAr, bHasVertexColors);
                        }

                        var skipBytes = 5;
                        if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData))
                        {
                            skipBytes += 5;
                        }
                        skipBytes   += 4 * 4 + 2 * 4 + 2 * 4;
                        skipBytes   += FSkinWeightVertexBuffer.MetadataSize(Ar);
                        Ar.Position += skipBytes;

                        if (HasClothData())
                        {
                            var clothIndexMapping = Ar.ReadArray <long>();
                            Ar.Position += 2 * 4;
                        }

                        var profileNames = Ar.ReadArray(Ar.ReadFName);
                    }
                }
            }

            if (Ar.Game == EGame.GAME_ReadyOrNot)
            {
                Ar.Position += 4;
            }
        }