skateshop basics
[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 #define MDL_VERSION_NR 100
11
12 enum mdl_shader
13 {
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 };
22
23 enum mdl_surface_prop
24 {
25 k_surface_prop_concrete = 0,
26 k_surface_prop_wood = 1,
27 k_surface_prop_grass = 2,
28 k_surface_prop_tiles = 3,
29 k_surface_prop_metal = 4
30 };
31
32 enum material_flag
33 {
34 k_material_flag_skate_target = 0x00000001,
35 k_material_flag_collision = 0x00000002,
36 k_material_flag_grow_grass = 0x00000004,
37 k_material_flag_grindable = 0x00000008,
38 k_material_flag_invisible = 0x00000010,
39 k_material_flag_boundary = 0x00000020
40 };
41
42 #pragma pack(push,1)
43
44 /* 48 byte */
45 struct mdl_vert
46 {
47 v3f co, /* 3*32 */
48 norm; /* 3*32 */
49 v2f uv; /* 2*32 */
50
51 u8 colour[4]; /* 4*8 */
52 u16 weights[4];/* 4*16 */
53 u8 groups[4]; /* 4*8 */
54 };
55
56 #pragma pack(pop)
57
58 typedef struct mdl_context mdl_context;
59 typedef struct mdl_array_ptr mdl_array_ptr;
60 typedef struct mdl_vert mdl_vert;
61 typedef struct mdl_transform mdl_transform;
62 typedef struct mdl_submesh mdl_submesh;
63 typedef struct mdl_material mdl_material;
64 typedef struct mdl_bone mdl_bone;
65 typedef struct mdl_armature mdl_armature;
66 typedef struct mdl_animation mdl_animation;
67 typedef struct mdl_transform mdl_keyframe;
68 typedef struct mdl_mesh mdl_mesh;
69 typedef struct mdl_file mdl_file;
70 typedef struct mdl_texture mdl_texture;
71 typedef struct mdl_array mdl_array;
72 typedef struct mdl_header mdl_header;
73
74 struct mdl_transform
75 {
76 v3f co, s;
77 v4f q;
78 };
79
80 static void transform_identity( mdl_transform *transform )
81 {
82 v3_zero( transform->co );
83 q_identity( transform->q );
84 v3_fill( transform->s, 1.0f );
85 }
86
87 static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
88 {
89 v3_mul( transform->s, vec, dest );
90 q_mulv( transform->q, dest, dest );
91 }
92
93 static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
94 {
95 mdl_transform_vector( transform, co, dest );
96 v3_add( transform->co, dest, dest );
97 }
98
99 static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
100 mdl_transform *d )
101 {
102 mdl_transform_point( a, b->co, d->co );
103 q_mul( a->q, b->q, d->q );
104 q_normalize( d->q );
105 v3_mul( a->s, b->s, d->s );
106 }
107
108 struct mdl_material
109 {
110 u32 pstr_name,
111 shader,
112 flags,
113 surface_prop;
114
115 v4f colour,
116 colour1;
117
118 u32 tex_diffuse,
119 tex_none0,
120 tex_none1;
121 };
122
123 struct mdl_bone
124 {
125 v3f co, end;
126 u32 parent,
127 collider,
128 ik_target,
129 ik_pole,
130 flags,
131 pstr_name;
132
133 boxf hitbox;
134 v3f conevx, conevy, coneva;
135 float conet;
136 };
137
138 enum bone_flag
139 {
140 k_bone_flag_deform = 0x00000001,
141 k_bone_flag_ik = 0x00000002,
142 k_bone_flag_cone_constraint = 0x00000004
143 };
144
145 enum bone_collider
146 {
147 k_bone_collider_none = 0,
148 k_bone_collider_box = 1,
149 k_bone_collider_capsule = 2
150 };
151
152 struct mdl_armature
153 {
154 mdl_transform transform;
155 u32 bone_start,
156 bone_count,
157 anim_start,
158 anim_count;
159 };
160
161 struct mdl_animation
162 {
163 u32 pstr_name,
164 length;
165 float rate;
166 u32 offset;
167 };
168
169 struct mdl_submesh
170 {
171 u32 indice_start,
172 indice_count,
173 vertex_start,
174 vertex_count;
175
176 boxf bbx;
177 u16 material_id, flags;
178 };
179
180 enum esubmesh_flags
181 {
182 k_submesh_flag_none = 0x0000,
183 k_submesh_flag_consumed = 0x0001
184 };
185
186 struct mdl_mesh
187 {
188 mdl_transform transform;
189 u32 submesh_start,
190 submesh_count,
191 pstr_name,
192 entity_id, /* upper 16 bits: type, lower 16 bits: index */
193 armature_id;
194 };
195
196 struct mdl_file
197 {
198 u32 pstr_path,
199 pack_offset,
200 pack_size;
201 };
202
203 struct mdl_texture
204 {
205 mdl_file file;
206 u32 glname;
207 };
208
209 struct mdl_array
210 {
211 u32 file_offset,
212 item_count,
213 item_size;
214
215 char name[16];
216 };
217
218 struct mdl_header
219 {
220 u32 version;
221 mdl_array index;
222 };
223
224 struct mdl_context
225 {
226 FILE *file;
227 mdl_header info;
228
229 struct mdl_array_ptr
230 {
231 void *data;
232 u32 count, stride;
233 }
234 index,
235
236 /* metadata */
237 strings,
238 meshs,
239 submeshs,
240 materials,
241 textures,
242 armatures,
243 bones,
244 animations,
245
246 /* animation buffers */
247 keyframes,
248
249 /* mesh buffers */
250 verts,
251 indices;
252
253 u32 pack_base_offset;
254
255 /* pack data */
256 //pack;
257 };
258
259
260 VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl )
261 {
262 fclose( mdl->file );
263 vg_file_print_invalid( mdl->file );
264 vg_fatal_error( "Corrupt model" );
265 }
266
267 /*
268 * Model implementation
269 */
270
271 VG_STATIC u32 mdl_query_array_size( mdl_array *arr )
272 {
273 if( arr->item_count ){
274 u32 size = arr->item_size*arr->item_count;
275 return vg_align8(size);
276 }
277 else
278 return 0;
279 }
280
281 VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr );
282 VG_STATIC
283 void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst )
284 {
285 if( !info->pack_size ){
286 vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) );
287 vg_fatal_error( "Packed file is only a header; it is not packed" );
288 }
289
290 fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET );
291 u64 l = fread( dst, info->pack_size, 1, mdl->file );
292
293 if( l != 1 )
294 mdl_load_fatal_corrupt( mdl );
295 }
296
297 /* TODO: Rename these */
298 VG_STATIC
299 void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr,
300 void *buffer )
301 {
302 if( arr->item_count ){
303 fseek( mdl->file, arr->file_offset, SEEK_SET );
304 u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file );
305
306 if( l != 1 )
307 mdl_load_fatal_corrupt( mdl );
308 }
309 }
310
311 VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
312 mdl_array *arr, void *lin_alloc )
313 {
314 if( arr->item_count ){
315 u32 size = arr->item_size*arr->item_count;
316 ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) );
317 mdl_load_array_file_buffer( mdl, arr, ptr->data );
318 }
319 else
320 ptr->data = NULL;
321
322 ptr->count = arr->item_count;
323 ptr->stride = arr->item_size;
324 }
325
326 VG_STATIC void *mdl_arritm( mdl_array_ptr *arr, u32 index )
327 {
328 return ((u8 *)arr->data) + index*arr->stride;
329 }
330
331 VG_STATIC u32 mdl_arrcount( mdl_array_ptr *arr )
332 {
333 return arr->count;
334 }
335
336 VG_STATIC mdl_array *mdl_find_array( mdl_context *mdl, const char *name )
337 {
338 for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
339 mdl_array *arr = mdl_arritm( &mdl->index, i );
340
341 if( !strncmp(arr->name,name,16) ){
342 return arr;
343 }
344 }
345
346 return NULL;
347 }
348
349 VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
350 const char *name, void *lin_alloc )
351 {
352 mdl_array *arr = mdl_find_array( mdl, name );
353
354 if( arr ){
355 mdl_load_array_file( mdl, ptr, arr, lin_alloc );
356 return 1;
357 }
358 else{
359 ptr->data = NULL;
360 ptr->count = 0;
361 ptr->stride = 0;
362 return 0;
363 }
364 }
365
366 VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc )
367 {
368 int success = 1;
369
370 success &= mdl_load_array( mdl, &mdl->verts, "mdl_vert", lin_alloc );
371 success &= mdl_load_array( mdl, &mdl->indices, "mdl_indice", lin_alloc );
372
373 return success;
374 }
375
376 VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc )
377 {
378 int success = 1;
379
380 success &= mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc );
381 success &= mdl_load_array( mdl, &mdl->meshs, "mdl_mesh", lin_alloc );
382 success &= mdl_load_array( mdl, &mdl->submeshs, "mdl_submesh", lin_alloc );
383 success &= mdl_load_array( mdl, &mdl->materials, "mdl_material", lin_alloc );
384 success &= mdl_load_array( mdl, &mdl->textures, "mdl_texture", lin_alloc );
385 success &= mdl_load_array( mdl, &mdl->armatures, "mdl_armature", lin_alloc );
386 success &= mdl_load_array( mdl, &mdl->bones, "mdl_bone", lin_alloc );
387 success &= mdl_load_array( mdl, &mdl->animations,"mdl_animation",lin_alloc );
388
389 return success;
390 }
391
392 VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc )
393 {
394 return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
395 }
396
397 /*
398 * if calling mdl_open, and the file does not exist, the game will fatal quit
399 */
400 VG_STATIC void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc )
401 {
402 memset( mdl, 0, sizeof( mdl_context ) );
403 mdl->file = fopen( path, "rb" );
404
405 if( !mdl->file ){
406 vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
407 vg_fatal_error( "see above for details" );
408 }
409
410 u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
411 if( l != 1 )
412 mdl_load_fatal_corrupt( mdl );
413
414 if( mdl->info.version != MDL_VERSION_NR ){
415 vg_warn( "For model: %s\n", path );
416 vg_warn( " version: %u (current: %u)\n", mdl->info.version,
417 MDL_VERSION_NR );
418
419 vg_fatal_error( "Legacy model version incompatable" );
420 }
421
422 mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc );
423
424 mdl_array *pack = mdl_find_array( mdl, "pack" );
425 if( pack ) mdl->pack_base_offset = pack->file_offset;
426 else mdl->pack_base_offset = 0;
427 }
428
429 /*
430 * close file handle
431 */
432 VG_STATIC void mdl_close( mdl_context *mdl )
433 {
434 fclose( mdl->file );
435 mdl->file = NULL;
436 }
437
438 /* useful things you can do with the model */
439
440 VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
441 {
442 q_m3x3( transform->q, mtx );
443 v3_muls( mtx[0], transform->s[0], mtx[0] );
444 v3_muls( mtx[1], transform->s[1], mtx[1] );
445 v3_muls( mtx[2], transform->s[2], mtx[2] );
446 v3_copy( transform->co, mtx[3] );
447 }
448
449 VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
450 {
451 return mdl_arritm( &mdl->strings, pstr );
452 }
453
454 /*
455 * Simple mesh interface for OpenGL
456 * ----------------------------------------------------------------------------
457 */
458
459 typedef struct glmesh glmesh;
460 struct glmesh
461 {
462 GLuint vao, vbo, ebo;
463 u32 indice_count;
464 u32 loaded;
465 };
466
467 VG_STATIC void mesh_upload( glmesh *mesh,
468 mdl_vert *verts, u32 vert_count,
469 u32 *indices, u32 indice_count )
470 {
471 //assert( mesh->loaded == 0 );
472
473 glGenVertexArrays( 1, &mesh->vao );
474 glGenBuffers( 1, &mesh->vbo );
475 glGenBuffers( 1, &mesh->ebo );
476 glBindVertexArray( mesh->vao );
477
478 size_t stride = sizeof(mdl_vert);
479
480 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
481 glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
482
483 glBindVertexArray( mesh->vao );
484 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
485 glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
486 indices, GL_STATIC_DRAW );
487
488 /* 0: coordinates */
489 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
490 glEnableVertexAttribArray( 0 );
491
492 /* 1: normal */
493 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
494 stride, (void *)offsetof(mdl_vert, norm) );
495 glEnableVertexAttribArray( 1 );
496
497 /* 2: uv */
498 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
499 stride, (void *)offsetof(mdl_vert, uv) );
500 glEnableVertexAttribArray( 2 );
501
502 /* 3: colour */
503 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
504 stride, (void *)offsetof(mdl_vert, colour) );
505 glEnableVertexAttribArray( 3 );
506
507 /* 4: weights */
508 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
509 stride, (void *)offsetof(mdl_vert, weights) );
510 glEnableVertexAttribArray( 4 );
511
512 /* 5: groups */
513 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
514 stride, (void *)offsetof(mdl_vert, groups) );
515 glEnableVertexAttribArray( 5 );
516
517 VG_CHECK_GL_ERR();
518
519 mesh->indice_count = indice_count;
520 mesh->loaded = 1;
521 }
522
523 VG_STATIC void mesh_bind( glmesh *mesh )
524 {
525 glBindVertexArray( mesh->vao );
526 }
527
528 VG_STATIC void mesh_drawn( u32 start, u32 count )
529 {
530 glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
531 (void *)(start*sizeof(u32)) );
532 }
533
534 VG_STATIC void mesh_draw( glmesh *mesh )
535 {
536 mesh_drawn( 0, mesh->indice_count );
537 }
538
539 VG_STATIC void mesh_free( glmesh *mesh )
540 {
541 if( mesh->loaded ){
542 glDeleteVertexArrays( 1, &mesh->vao );
543 glDeleteBuffers( 1, &mesh->ebo );
544 glDeleteBuffers( 1, &mesh->vbo );
545 mesh->loaded = 0;
546 }
547 }
548
549 VG_STATIC void mdl_draw_submesh( mdl_submesh *sm )
550 {
551 mesh_drawn( sm->indice_start, sm->indice_count );
552 }
553
554 VG_STATIC mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
555 {
556 for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
557 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
558 if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){
559 return mesh;
560 }
561 }
562 return NULL;
563 }
564
565 struct payload_glmesh_load{
566 mdl_vert *verts;
567 u32 *indices;
568
569 u32 vertex_count,
570 indice_count;
571
572 glmesh *mesh;
573 };
574
575 VG_STATIC void async_mdl_load_glmesh( void *payload, u32 size )
576 {
577 struct payload_glmesh_load *job = payload;
578
579 mesh_upload( job->mesh, job->verts, job->vertex_count,
580 job->indices, job->indice_count );
581 }
582
583 VG_STATIC void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh )
584 {
585 mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
586 mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
587
588 if( arr_vertices && arr_indices ){
589 u32 size_verts = vg_align8(mdl_query_array_size( arr_vertices )),
590 size_indices = vg_align8(mdl_query_array_size( arr_indices )),
591 size_hdr = vg_align8(sizeof(struct payload_glmesh_load)),
592 total = size_hdr + size_verts + size_indices;
593
594 vg_async_item *call = vg_async_alloc( total );
595 struct payload_glmesh_load *job = call->payload;
596
597 u8 *payload = call->payload;
598
599 job->mesh = mesh;
600 job->verts = (void*)(payload + size_hdr);
601 job->indices = (void*)(payload + size_hdr + size_verts);
602 job->vertex_count = arr_vertices->item_count;
603 job->indice_count = arr_indices->item_count;
604
605 mdl_load_array_file_buffer( mdl, arr_vertices, job->verts );
606 mdl_load_array_file_buffer( mdl, arr_indices, job->indices );
607
608 /*
609 * Unpack the indices (if there are meshes)
610 * ---------------------------------------------------------
611 */
612
613 if( mdl_arrcount( &mdl->submeshs ) ){
614 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 );
615 u32 offset = sm->vertex_count;
616
617 for( u32 i=1; i<mdl_arrcount( &mdl->submeshs ); i++ ){
618 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i );
619 u32 *indices = job->indices + sm->indice_start;
620
621 for( u32 j=0; j<sm->indice_count; j++ )
622 indices[j] += offset;
623
624 offset += sm->vertex_count;
625 }
626 }
627
628 /*
629 * Dispatch
630 * -------------------------
631 */
632
633 vg_async_dispatch( call, async_mdl_load_glmesh );
634 }
635 else{
636 vg_fatal_error( "no vertex/indice data\n" );
637 }
638 }
639
640 #endif