a good point with grinds
[carveJwlIkooP6JGAAIwe30JlM.git] / model.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef MODEL_H
6 #define MODEL_H
7
8 #include "common.h"
9
10
11 enum mdl_shader
12 {
13 k_shader_standard = 0,
14 k_shader_standard_cutout = 1,
15 k_shader_terrain_blend = 2,
16 k_shader_standard_vertex_blend = 3,
17 k_shader_water = 4
18 };
19
20 enum mdl_surface_prop
21 {
22 k_surface_prop_concrete = 0,
23 k_surface_prop_wood = 1,
24 k_surface_prop_grass = 2,
25 k_surface_prop_tiles = 3,
26 k_surface_prop_metal = 4
27 };
28
29 enum material_flag
30 {
31 k_material_flag_skate_surface = 0x1,
32 k_material_flag_collision = 0x2,
33 k_material_flag_grow_grass = 0x4,
34 k_material_flag_grind_surface = 0x8
35 };
36
37 #pragma pack(push,1)
38
39 /* 48 byte */
40 struct mdl_vert
41 {
42 v3f co, /* 3*32 */
43 norm; /* 3*32 */
44 v2f uv; /* 2*32 */
45
46 u8 colour[4]; /* 4*8 */
47 u16 weights[4];/* 4*16 */
48 u8 groups[4]; /* 4*8 */
49 };
50
51 #pragma pack(pop)
52
53 typedef struct mdl_context mdl_context;
54 typedef struct mdl_array_ptr mdl_array_ptr;
55 typedef struct mdl_vert mdl_vert;
56 typedef struct mdl_transform mdl_transform;
57 typedef struct mdl_submesh mdl_submesh;
58 typedef struct mdl_material mdl_material;
59 typedef struct mdl_bone mdl_bone;
60 typedef struct mdl_armature mdl_armature;
61 typedef struct mdl_animation mdl_animation;
62 typedef struct mdl_transform mdl_keyframe;
63 typedef struct mdl_mesh mdl_mesh;
64 typedef struct mdl_file mdl_file;
65 typedef struct mdl_texture mdl_texture;
66 typedef struct mdl_array mdl_array;
67 typedef struct mdl_header mdl_header;
68
69 struct mdl_transform
70 {
71 v3f co, s;
72 v4f q;
73 };
74
75 struct mdl_submesh
76 {
77 u32 indice_start,
78 indice_count,
79 vertex_start,
80 vertex_count;
81
82 boxf bbx;
83 u32 material_id;
84 };
85
86 struct mdl_material
87 {
88 u32 pstr_name,
89 shader,
90 flags,
91 surface_prop;
92
93 v4f colour,
94 colour1;
95
96 u32 tex_diffuse,
97 tex_none0,
98 tex_none1;
99 };
100
101 struct mdl_bone
102 {
103 v3f co, end;
104 u32 parent,
105 collider,
106 ik_target,
107 ik_pole,
108 flags,
109 pstr_name;
110
111 boxf hitbox;
112 v3f conevx, conevy, coneva;
113 float conet;
114 };
115
116 enum bone_flag
117 {
118 k_bone_flag_deform = 0x1,
119 k_bone_flag_ik = 0x2,
120 k_bone_flag_cone_constraint = 0x4
121 };
122
123 enum bone_collider
124 {
125 k_bone_collider_none = 0,
126 k_bone_collider_box = 1,
127 k_bone_collider_capsule = 2
128 };
129
130 struct mdl_armature
131 {
132 mdl_transform transform;
133 u32 bone_start,
134 bone_count,
135 anim_start,
136 anim_count;
137 };
138
139 struct mdl_animation
140 {
141 u32 pstr_name,
142 length;
143 float rate;
144 u32 offset;
145 };
146
147 struct mdl_mesh
148 {
149 mdl_transform transform;
150 u32 submesh_start,
151 submesh_count,
152 pstr_name,
153 flags,
154 armature_id;
155 };
156
157 struct mdl_file
158 {
159 u32 pstr_path,
160 pack_offset,
161 pack_size;
162 };
163
164 struct mdl_texture
165 {
166 mdl_file file;
167 u32 type;
168 };
169
170 struct mdl_array
171 {
172 u32 file_offset,
173 item_count,
174 item_size;
175
176 char name[16];
177 };
178
179 struct mdl_header
180 {
181 u32 version;
182 mdl_array index;
183 };
184
185 struct mdl_context
186 {
187 FILE *file;
188 mdl_header info;
189
190 struct mdl_array_ptr
191 {
192 void *data;
193 u32 count, stride;
194 }
195 index,
196
197 /* metadata */
198 strings,
199 meshs,
200 submeshs,
201 materials,
202 textures,
203 armatures,
204 bones,
205 animations,
206
207 /* animation buffers */
208 keyframes,
209
210 /* mesh buffers */
211 verts,
212 indices,
213
214 /* pack data */
215 pack;
216 };
217
218
219 VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl )
220 {
221 fclose( mdl->file );
222 vg_file_print_invalid( mdl->file );
223 vg_fatal_exit_loop( "Corrupt model" );
224 }
225
226 /*
227 * Model implementation
228 */
229
230 VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
231 mdl_array *arr, void *lin_alloc )
232 {
233 if( arr->item_count ){
234 u32 size = arr->item_size*arr->item_count;
235 ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) );
236
237 fseek( mdl->file, arr->file_offset, SEEK_SET );
238 u64 l = fread( ptr->data, arr->item_size*arr->item_count, 1, mdl->file );
239
240 if( l != 1 )
241 mdl_load_fatal_corrupt( mdl );
242 }
243 else
244 ptr->data = NULL;
245
246 ptr->count = arr->item_count;
247 ptr->stride = arr->item_size;
248 }
249
250 VG_STATIC void *mdl_arritm( mdl_array_ptr *arr, u32 index )
251 {
252 return ((u8 *)arr->data) + index*arr->stride;
253 }
254
255 VG_STATIC u32 mdl_arrcount( mdl_array_ptr *arr )
256 {
257 return arr->count;
258 }
259
260 VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
261 const char *name, void *lin_alloc )
262 {
263 for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
264 mdl_array *arr = mdl_arritm( &mdl->index, i );
265
266 if( !strncmp(arr->name,name,16) ){
267 mdl_load_array_file( mdl, ptr, arr, lin_alloc );
268 return 1;
269 }
270 }
271
272 ptr->data = NULL;
273 ptr->count = 0;
274 ptr->stride = 0;
275 return 0;
276 }
277
278 VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc )
279 {
280 int success = 1;
281
282 success &= mdl_load_array( mdl, &mdl->verts, "mdl_vert", lin_alloc );
283 success &= mdl_load_array( mdl, &mdl->indices, "mdl_indice", lin_alloc );
284
285 return success;
286 }
287
288 VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc )
289 {
290 int success = 1;
291
292 success &= mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc );
293 success &= mdl_load_array( mdl, &mdl->meshs, "mdl_mesh", lin_alloc );
294 success &= mdl_load_array( mdl, &mdl->submeshs, "mdl_submesh", lin_alloc );
295 success &= mdl_load_array( mdl, &mdl->materials, "mdl_material", lin_alloc );
296 success &= mdl_load_array( mdl, &mdl->textures, "mdl_texture", lin_alloc );
297 success &= mdl_load_array( mdl, &mdl->armatures, "mdl_armature", lin_alloc );
298 success &= mdl_load_array( mdl, &mdl->bones, "mdl_bone", lin_alloc );
299 success &= mdl_load_array( mdl, &mdl->animations,"mdl_animation",lin_alloc );
300
301 return success;
302 }
303
304 VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc )
305 {
306 return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
307 }
308
309 VG_STATIC int mdl_load_pack_block( mdl_context *mdl, void *lin_alloc )
310 {
311 return mdl_load_array( mdl, &mdl->pack, "pack", lin_alloc );
312 }
313
314 /*
315 * if calling mdl_open, and the file does not exist, the game will fatal quit
316 */
317 VG_STATIC void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc )
318 {
319 memset( mdl, 0, sizeof( mdl_context ) );
320 mdl->file = fopen( path, "rb" );
321
322 if( !mdl->file ){
323 vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
324 vg_fatal_exit_loop( "see above for details" );
325 }
326
327 u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
328 if( l != 1 )
329 mdl_load_fatal_corrupt( mdl );
330
331 mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc );
332 }
333
334 /*
335 * close file handle
336 */
337 VG_STATIC void mdl_close( mdl_context *mdl )
338 {
339 fclose( mdl->file );
340 mdl->file = NULL;
341 }
342
343 /* useful things you can do with the model */
344
345 VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
346 {
347 q_m3x3( transform->q, mtx );
348 v3_muls( mtx[0], transform->s[0], mtx[0] );
349 v3_muls( mtx[1], transform->s[1], mtx[1] );
350 v3_muls( mtx[2], transform->s[2], mtx[2] );
351 v3_copy( transform->co, mtx[3] );
352 }
353
354 VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
355 {
356 return mdl_arritm( &mdl->strings, pstr );
357 }
358
359 /*
360 * Simple mesh interface for OpenGL
361 * ----------------------------------------------------------------------------
362 */
363
364 typedef struct glmesh glmesh;
365 struct glmesh
366 {
367 GLuint vao, vbo, ebo;
368 u32 indice_count;
369 u32 loaded;
370 };
371
372 VG_STATIC void mesh_upload( glmesh *mesh,
373 mdl_vert *verts, u32 vert_count,
374 u32 *indices, u32 indice_count )
375 {
376 //assert( mesh->loaded == 0 );
377
378 glGenVertexArrays( 1, &mesh->vao );
379 glGenBuffers( 1, &mesh->vbo );
380 glGenBuffers( 1, &mesh->ebo );
381 glBindVertexArray( mesh->vao );
382
383 size_t stride = sizeof(mdl_vert);
384
385 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
386 glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
387
388 glBindVertexArray( mesh->vao );
389 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
390 glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
391 indices, GL_STATIC_DRAW );
392
393 /* 0: coordinates */
394 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
395 glEnableVertexAttribArray( 0 );
396
397 /* 1: normal */
398 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
399 stride, (void *)offsetof(mdl_vert, norm) );
400 glEnableVertexAttribArray( 1 );
401
402 /* 2: uv */
403 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
404 stride, (void *)offsetof(mdl_vert, uv) );
405 glEnableVertexAttribArray( 2 );
406
407 /* 3: colour */
408 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
409 stride, (void *)offsetof(mdl_vert, colour) );
410 glEnableVertexAttribArray( 3 );
411
412 /* 4: weights */
413 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
414 stride, (void *)offsetof(mdl_vert, weights) );
415 glEnableVertexAttribArray( 4 );
416
417 /* 5: groups */
418 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
419 stride, (void *)offsetof(mdl_vert, groups) );
420 glEnableVertexAttribArray( 5 );
421
422 VG_CHECK_GL_ERR();
423
424 mesh->indice_count = indice_count;
425 mesh->loaded = 1;
426 }
427
428 VG_STATIC void mesh_bind( glmesh *mesh )
429 {
430 glBindVertexArray( mesh->vao );
431 }
432
433 VG_STATIC void mesh_drawn( u32 start, u32 count )
434 {
435 glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
436 (void *)(start*sizeof(u32)) );
437 }
438
439 VG_STATIC void mesh_draw( glmesh *mesh )
440 {
441 mesh_drawn( 0, mesh->indice_count );
442 }
443
444 VG_STATIC void mesh_free( glmesh *mesh )
445 {
446 if( mesh->loaded ){
447 glDeleteVertexArrays( 1, &mesh->vao );
448 glDeleteBuffers( 1, &mesh->ebo );
449 glDeleteBuffers( 1, &mesh->vbo );
450 mesh->loaded = 0;
451 }
452 }
453
454 VG_STATIC void mdl_draw_submesh( mdl_submesh *sm )
455 {
456 mesh_drawn( sm->indice_start, sm->indice_count );
457 }
458
459 /* WARNING: Destructive! Only use this once and then discard the context. */
460 VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh )
461 {
462 if( !mdl->submeshs.count )
463 vg_fatal_exit_loop( "Tried to unpack empty model file" );
464
465 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 );
466 u32 offset = sm->vertex_count;
467
468 for( u32 i=1; i<mdl_arrcount( &mdl->submeshs ); i++ ){
469 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i );
470 u32 *indices = mdl_arritm( &mdl->indices, sm->indice_start );
471
472 for( u32 j=0; j<sm->indice_count; j++ )
473 indices[j] += offset;
474
475 offset += sm->vertex_count;
476 }
477
478 mesh_upload( mesh, mdl->verts.data, mdl->verts.count,
479 mdl->indices.data, mdl->indices.count );
480 }
481
482 VG_STATIC mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
483 {
484 for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
485 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
486 if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){
487 return mesh;
488 }
489 }
490 return NULL;
491 }
492
493 #endif