force model array alignment
[carveJwlIkooP6JGAAIwe30JlM.git] / model.h
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef MODEL_H
6 #define MODEL_H
7
8 #include "skaterift.h"
9
10 #define MDL_VERSION_MIN 101
11 #define MDL_VERSION_NR 104
12
13 enum mdl_shader{
14 k_shader_standard = 0,
15 k_shader_standard_cutout = 1,
16 k_shader_terrain_blend = 2,
17 k_shader_standard_vertex_blend = 3,
18 k_shader_water = 4,
19 k_shader_invisible = 5,
20 k_shader_boundary = 6,
21 k_shader_fxglow = 7,
22 k_shader_cubemap = 8,
23 k_shader_override = 30000
24 };
25
26 enum mdl_surface_prop{
27 k_surface_prop_concrete = 0,
28 k_surface_prop_wood = 1,
29 k_surface_prop_grass = 2,
30 k_surface_prop_tiles = 3,
31 k_surface_prop_metal = 4
32 };
33
34 enum material_flag{
35 k_material_flag_skate_target = 0x0001,
36 k_material_flag_collision = 0x0002,
37 k_material_flag_grow_grass = 0x0004,
38 k_material_flag_grindable = 0x0008,
39 k_material_flag_invisible = 0x0010,
40 k_material_flag_boundary = 0x0020,
41 k_material_flag_preview_visibile = 0x0040,
42 k_material_flag_walking = 0x0080,
43
44 k_material_flag_ghosts =
45 k_material_flag_boundary|
46 k_material_flag_invisible|
47 k_material_flag_walking
48 };
49
50 #pragma pack(push,1)
51
52 /* 48 byte */
53 struct mdl_vert
54 {
55 v3f co, /* 3*32 */
56 norm; /* 3*32 */
57 v2f uv; /* 2*32 */
58
59 u8 colour[4]; /* 4*8 */
60 u16 weights[4];/* 4*16 */
61 u8 groups[4]; /* 4*8 */
62 };
63
64 #pragma pack(pop)
65
66 typedef u32 mdl_indice;
67
68 typedef struct mdl_context mdl_context;
69 typedef struct mdl_array_ptr mdl_array_ptr;
70 typedef struct mdl_vert mdl_vert;
71 typedef struct mdl_transform mdl_transform;
72 typedef struct mdl_submesh mdl_submesh;
73 typedef struct mdl_material mdl_material;
74 typedef struct mdl_bone mdl_bone;
75 typedef struct mdl_armature mdl_armature;
76 typedef struct mdl_animation mdl_animation;
77 typedef struct mdl_transform mdl_keyframe;
78 typedef struct mdl_mesh mdl_mesh;
79 typedef struct mdl_file mdl_file;
80 typedef struct mdl_texture mdl_texture;
81 typedef struct mdl_array mdl_array;
82 typedef struct mdl_header mdl_header;
83
84 typedef struct glmesh glmesh;
85 struct glmesh
86 {
87 GLuint vao, vbo, ebo;
88 u32 indice_count;
89 u32 loaded;
90 };
91
92 struct mdl_transform
93 {
94 v3f co, s;
95 v4f q;
96 };
97
98 static void transform_identity( mdl_transform *transform )
99 {
100 v3_zero( transform->co );
101 q_identity( transform->q );
102 v3_fill( transform->s, 1.0f );
103 }
104
105 static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
106 {
107 v3_mul( transform->s, vec, dest );
108 q_mulv( transform->q, dest, dest );
109 }
110
111 static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
112 {
113 mdl_transform_vector( transform, co, dest );
114 v3_add( transform->co, dest, dest );
115 }
116
117 static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
118 mdl_transform *d )
119 {
120 mdl_transform_point( a, b->co, d->co );
121 q_mul( a->q, b->q, d->q );
122 q_normalize( d->q );
123 v3_mul( a->s, b->s, d->s );
124 }
125
126 struct mdl_material
127 {
128 u32 pstr_name,
129 shader,
130 flags,
131 surface_prop;
132
133 v4f colour,
134 colour1;
135
136 u32 tex_diffuse,
137 tex_none0,
138 tex_none1;
139 };
140
141 struct mdl_bone
142 {
143 v3f co, end;
144 u32 parent,
145 collider,
146 ik_target,
147 ik_pole,
148 flags,
149 pstr_name;
150
151 boxf hitbox;
152 v3f conevx, conevy, coneva;
153 float conet;
154 };
155
156 enum bone_flag
157 {
158 k_bone_flag_deform = 0x00000001,
159 k_bone_flag_ik = 0x00000002,
160 k_bone_flag_cone_constraint = 0x00000004
161 };
162
163 enum bone_collider
164 {
165 k_bone_collider_none = 0,
166 k_bone_collider_box = 1,
167 k_bone_collider_capsule = 2
168 };
169
170 struct mdl_armature
171 {
172 mdl_transform transform;
173 u32 bone_start,
174 bone_count,
175 anim_start,
176 anim_count;
177 };
178
179 struct mdl_animation
180 {
181 u32 pstr_name,
182 length;
183 float rate;
184 u32 offset;
185 };
186
187 struct mdl_submesh
188 {
189 u32 indice_start,
190 indice_count,
191 vertex_start,
192 vertex_count;
193
194 boxf bbx;
195 u16 material_id, flags;
196 };
197
198 enum esubmesh_flags
199 {
200 k_submesh_flag_none = 0x0000,
201 k_submesh_flag_consumed = 0x0001
202 };
203
204 struct mdl_mesh
205 {
206 mdl_transform transform;
207 u32 submesh_start,
208 submesh_count,
209 pstr_name,
210 entity_id, /* upper 16 bits: type, lower 16 bits: index */
211 armature_id;
212 };
213
214 struct mdl_file
215 {
216 u32 pstr_path,
217 pack_offset,
218 pack_size;
219 };
220
221 struct mdl_texture
222 {
223 mdl_file file;
224 u32 glname;
225 };
226
227 struct mdl_array
228 {
229 u32 file_offset,
230 item_count,
231 item_size;
232
233 char name[16];
234 };
235
236 struct mdl_header
237 {
238 u32 version;
239 mdl_array index;
240 };
241
242 struct mdl_context{
243 FILE *file;
244 mdl_header info;
245
246 struct mdl_array_ptr{
247 void *data;
248 u32 count, stride;
249 }
250 index,
251
252 /* metadata */
253 strings,
254 meshs,
255 submeshs,
256 materials,
257 textures,
258 armatures,
259 bones,
260 animations,
261
262 /* animation buffers */
263 keyframes,
264
265 /* mesh buffers */
266 verts,
267 indices;
268 u32 pack_base_offset;
269
270 /* runtime */
271 glmesh mesh;
272 };
273
274
275 static void mdl_load_fatal_corrupt( mdl_context *mdl )
276 {
277 fclose( mdl->file );
278 vg_file_print_invalid( mdl->file );
279 vg_fatal_error( "Corrupt model" );
280 }
281
282 /*
283 * Model implementation
284 */
285
286 static const char *mdl_pstr( mdl_context *mdl, u32 pstr );
287 static
288 void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst )
289 {
290 if( !info->pack_size ){
291 vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) );
292 vg_fatal_error( "Packed file is only a header; it is not packed" );
293 }
294
295 fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET );
296 u64 l = fread( dst, info->pack_size, 1, mdl->file );
297
298 if( l != 1 ) mdl_load_fatal_corrupt( mdl );
299 }
300
301 /* TODO: Rename these */
302 static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr,
303 void *buffer, u32 stride )
304 {
305 if( arr->item_count ){
306 fseek( mdl->file, arr->file_offset, SEEK_SET );
307
308 if( stride == arr->item_size ){
309 u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file );
310 if( l != 1 ) mdl_load_fatal_corrupt( mdl );
311 }
312 else {
313 assert( stride >= arr->item_size );
314
315 for( u32 i=0; i<arr->item_count; i++ ){
316 u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file );
317 if( l != 1 ) mdl_load_fatal_corrupt( mdl );
318 }
319 }
320 }
321 }
322
323 static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
324 mdl_array *arr, void *lin_alloc, u32 stride )
325 {
326 assert( stride >= arr->item_size );
327
328 if( arr->item_count ){
329 u32 size = stride*arr->item_count;
330 ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) );
331 mdl_load_array_file_buffer( mdl, arr, ptr->data, stride );
332 }
333 else{
334 ptr->data = NULL;
335 }
336
337 ptr->stride = stride;
338 ptr->count = arr->item_count;
339 }
340
341 static void *mdl_arritm( mdl_array_ptr *arr, u32 index )
342 {
343 return ((u8 *)arr->data) + index*arr->stride;
344 }
345
346 static u32 mdl_arrcount( mdl_array_ptr *arr )
347 {
348 return arr->count;
349 }
350
351 static mdl_array *mdl_find_array( mdl_context *mdl, const char *name )
352 {
353 for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
354 mdl_array *arr = mdl_arritm( &mdl->index, i );
355
356 if( !strncmp(arr->name,name,16) ){
357 return arr;
358 }
359 }
360
361 return NULL;
362 }
363
364 static int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
365 const char *name, void *lin_alloc, u32 stride )
366 {
367 mdl_array *arr = mdl_find_array( mdl, name );
368
369 if( arr ){
370 mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride );
371 return 1;
372 }
373 else{
374 ptr->data = NULL;
375 ptr->count = 0;
376 ptr->stride = 0;
377 return 0;
378 }
379 }
380
381 #define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \
382 _mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) )
383
384 static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ){
385 int success = 1;
386
387 success &= MDL_LOAD_ARRAY( mdl, &mdl->verts, mdl_vert, lin_alloc );
388 success &= MDL_LOAD_ARRAY( mdl, &mdl->indices, mdl_indice, lin_alloc );
389
390 return success;
391 }
392
393 static int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ){
394 int success = 1;
395
396 success &= _mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc, 1 );
397 success &= MDL_LOAD_ARRAY( mdl, &mdl->meshs, mdl_mesh, lin_alloc );
398 success &= MDL_LOAD_ARRAY( mdl, &mdl->submeshs, mdl_submesh, lin_alloc );
399 success &= MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc );
400 success &= MDL_LOAD_ARRAY( mdl, &mdl->textures, mdl_texture, lin_alloc );
401 success &= MDL_LOAD_ARRAY( mdl, &mdl->armatures, mdl_armature, lin_alloc );
402 success &= MDL_LOAD_ARRAY( mdl, &mdl->bones, mdl_bone, lin_alloc );
403 success &= MDL_LOAD_ARRAY( mdl, &mdl->animations,mdl_animation,lin_alloc );
404
405 return success;
406 }
407
408 static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ){
409 return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc );
410 }
411
412 /*
413 * if calling mdl_open, and the file does not exist, the game will fatal quit
414 */
415 static void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc )
416 {
417 memset( mdl, 0, sizeof( mdl_context ) );
418 mdl->file = fopen( path, "rb" );
419
420 if( !mdl->file ){
421 vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
422 vg_fatal_error( "see above for details" );
423 }
424
425 u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
426 if( l != 1 )
427 mdl_load_fatal_corrupt( mdl );
428
429 if( mdl->info.version < MDL_VERSION_MIN ){
430 vg_warn( "For model: %s\n", path );
431 vg_warn( " version: %u (min: %u, current: %u)\n",
432 mdl->info.version, MDL_VERSION_MIN, MDL_VERSION_NR );
433
434 vg_fatal_error( "Legacy model version incompatable" );
435 }
436
437 mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc,
438 sizeof(mdl_array) );
439
440 mdl_array *pack = mdl_find_array( mdl, "pack" );
441 if( pack ) mdl->pack_base_offset = pack->file_offset;
442 else mdl->pack_base_offset = 0;
443 }
444
445 /*
446 * close file handle
447 */
448 static void mdl_close( mdl_context *mdl )
449 {
450 fclose( mdl->file );
451 mdl->file = NULL;
452 }
453
454 /* useful things you can do with the model */
455
456 static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
457 {
458 q_m3x3( transform->q, mtx );
459 v3_muls( mtx[0], transform->s[0], mtx[0] );
460 v3_muls( mtx[1], transform->s[1], mtx[1] );
461 v3_muls( mtx[2], transform->s[2], mtx[2] );
462 v3_copy( transform->co, mtx[3] );
463 }
464
465 static const char *mdl_pstr( mdl_context *mdl, u32 pstr )
466 {
467 return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4;
468 }
469
470
471 static int
472 mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 )
473 {
474 u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr ));
475 if( hash == djb2 ){
476 if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1;
477 else return 0;
478 }
479 else return 0;
480 }
481
482 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
483 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
484
485 /*
486 * Simple mesh interface for OpenGL
487 * ----------------------------------------------------------------------------
488 */
489
490 static void mesh_upload( glmesh *mesh,
491 mdl_vert *verts, u32 vert_count,
492 u32 *indices, u32 indice_count )
493 {
494 //assert( mesh->loaded == 0 );
495
496 glGenVertexArrays( 1, &mesh->vao );
497 glGenBuffers( 1, &mesh->vbo );
498 glGenBuffers( 1, &mesh->ebo );
499 glBindVertexArray( mesh->vao );
500
501 size_t stride = sizeof(mdl_vert);
502
503 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
504 glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
505
506 glBindVertexArray( mesh->vao );
507 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
508 glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
509 indices, GL_STATIC_DRAW );
510
511 /* 0: coordinates */
512 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
513 glEnableVertexAttribArray( 0 );
514
515 /* 1: normal */
516 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
517 stride, (void *)offsetof(mdl_vert, norm) );
518 glEnableVertexAttribArray( 1 );
519
520 /* 2: uv */
521 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
522 stride, (void *)offsetof(mdl_vert, uv) );
523 glEnableVertexAttribArray( 2 );
524
525 /* 3: colour */
526 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
527 stride, (void *)offsetof(mdl_vert, colour) );
528 glEnableVertexAttribArray( 3 );
529
530 /* 4: weights */
531 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
532 stride, (void *)offsetof(mdl_vert, weights) );
533 glEnableVertexAttribArray( 4 );
534
535 /* 5: groups */
536 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
537 stride, (void *)offsetof(mdl_vert, groups) );
538 glEnableVertexAttribArray( 5 );
539
540 VG_CHECK_GL_ERR();
541
542 mesh->indice_count = indice_count;
543 mesh->loaded = 1;
544 }
545
546 static void mesh_bind( glmesh *mesh )
547 {
548 glBindVertexArray( mesh->vao );
549 }
550
551 static void mesh_drawn( u32 start, u32 count )
552 {
553 glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
554 (void *)(start*sizeof(u32)) );
555 }
556
557 static void mesh_draw( glmesh *mesh )
558 {
559 mesh_drawn( 0, mesh->indice_count );
560 }
561
562 static void mesh_free( glmesh *mesh )
563 {
564 if( mesh->loaded ){
565 glDeleteVertexArrays( 1, &mesh->vao );
566 glDeleteBuffers( 1, &mesh->ebo );
567 glDeleteBuffers( 1, &mesh->vbo );
568 mesh->loaded = 0;
569 }
570 }
571
572 static void mdl_draw_submesh( mdl_submesh *sm )
573 {
574 mesh_drawn( sm->indice_start, sm->indice_count );
575 }
576
577 static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
578 {
579 for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
580 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
581 if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){
582 return mesh;
583 }
584 }
585 return NULL;
586 }
587
588 struct payload_glmesh_load{
589 mdl_vert *verts;
590 u32 *indices;
591
592 u32 vertex_count,
593 indice_count;
594
595 glmesh *mesh;
596 };
597
598 static void async_mdl_load_glmesh( void *payload, u32 size )
599 {
600 struct payload_glmesh_load *job = payload;
601 mesh_upload( job->mesh, job->verts, job->vertex_count,
602 job->indices, job->indice_count );
603 }
604
605 static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh )
606 {
607 mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
608 mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
609
610 if( arr_vertices && arr_indices ){
611 u32 size_verts = vg_align8(sizeof(mdl_vert)*arr_vertices->item_count),
612 size_indices = vg_align8(sizeof(mdl_indice)*arr_indices->item_count),
613 size_hdr = vg_align8(sizeof(struct payload_glmesh_load)),
614 total = size_hdr + size_verts + size_indices;
615
616 vg_async_item *call = vg_async_alloc( total );
617 struct payload_glmesh_load *job = call->payload;
618
619 u8 *payload = call->payload;
620
621 job->mesh = mesh;
622 job->verts = (void*)(payload + size_hdr);
623 job->indices = (void*)(payload + size_hdr + size_verts);
624 job->vertex_count = arr_vertices->item_count;
625 job->indice_count = arr_indices->item_count;
626
627 mdl_load_array_file_buffer( mdl, arr_vertices,
628 job->verts, sizeof(mdl_vert) );
629 mdl_load_array_file_buffer( mdl, arr_indices, job->indices,
630 sizeof(mdl_indice) );
631
632 /*
633 * Unpack the indices (if there are meshes)
634 * ---------------------------------------------------------
635 */
636
637 if( mdl_arrcount( &mdl->submeshs ) ){
638 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 );
639 u32 offset = sm->vertex_count;
640
641 for( u32 i=1; i<mdl_arrcount( &mdl->submeshs ); i++ ){
642 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i );
643 u32 *indices = job->indices + sm->indice_start;
644
645 for( u32 j=0; j<sm->indice_count; j++ )
646 indices[j] += offset;
647
648 offset += sm->vertex_count;
649 }
650 }
651
652 /*
653 * Dispatch
654 * -------------------------
655 */
656
657 vg_async_dispatch( call, async_mdl_load_glmesh );
658 }
659 else{
660 vg_fatal_error( "no vertex/indice data\n" );
661 }
662 }
663
664 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
665 static void mdl_async_full_load_std( mdl_context *mdl ){
666 mdl_async_load_glmesh( mdl, &mdl->mesh );
667
668 for( u32 i=0; i<mdl_arrcount( &mdl->textures ); i ++ ){
669 vg_linear_clear( vg_mem.scratch );
670 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
671
672 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
673 mdl_fread_pack_file( mdl, &tex->file, data );
674
675 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
676 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname );
677 }
678 }
679
680 #endif