From ad9ece78cdcf550c34d28af276567d7d18b67668 Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 3 Mar 2024 09:37:06 +0000 Subject: [PATCH] small refactor of model loading --- addon.c | 1 + font.h | 1 + model.c | 451 +++++++++++++++++++++++++++++++++++++++++++++++++ model.h | 449 ++++-------------------------------------------- player.c | 1 + player_glide.c | 59 +++---- player_glide.h | 2 - scene.h | 1 + skaterift.c | 1 + 9 files changed, 517 insertions(+), 449 deletions(-) create mode 100644 model.c diff --git a/addon.c b/addon.c index b67db74..59b3e32 100644 --- a/addon.c +++ b/addon.c @@ -4,6 +4,7 @@ #include "vg/vg_msg.h" #include "steam.h" #include "workshop.h" +#include struct addon_system addon_system; diff --git a/font.h b/font.h index 608c71d..c229aa7 100644 --- a/font.h +++ b/font.h @@ -6,6 +6,7 @@ #include "shaders/scene_font.h" #include "world_render.h" #include "depth_compare.h" +#include enum efont_SRglyph{ k_SRglyph_end = 0x00, /* control characters */ diff --git a/model.c b/model.c new file mode 100644 index 0000000..a04f5d5 --- /dev/null +++ b/model.c @@ -0,0 +1,451 @@ +/* + * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#pragma once + +#include "model.h" +#include "vg/vg_io.h" +#include "vg/vg_async.h" +#include "vg/vg_tex.h" +#include +#include +#include + +static void mdl_load_fatal_corrupt( mdl_context *mdl ) +{ + fclose( mdl->file ); + vg_file_print_invalid( mdl->file ); + vg_fatal_error( "Corrupt model" ); +} + +/* + * Model implementation + */ + +void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst ) +{ + if( !info->pack_size ) + { + vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) ); + vg_fatal_error( "Packed file is only a header; it is not packed" ); + } + + fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET ); + u64 l = fread( dst, info->pack_size, 1, mdl->file ); + + if( l != 1 ) mdl_load_fatal_corrupt( mdl ); +} + +/* TODO: Rename these */ +static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr, + void *buffer, u32 stride ) +{ + if( arr->item_count ) + { + fseek( mdl->file, arr->file_offset, SEEK_SET ); + + if( stride == arr->item_size ) + { + u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file ); + if( l != 1 ) mdl_load_fatal_corrupt( mdl ); + } + else + { + vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n", + buffer, arr->item_size, stride, arr->item_count ); + if( stride < arr->item_size ) + vg_fatal_error( "not safe\n" ); + + for( u32 i=0; iitem_count; i++ ) + { + u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file ); + if( l != 1 ) mdl_load_fatal_corrupt( mdl ); + } + } + } +} + +static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr, + mdl_array *arr, void *lin_alloc, u32 stride ) +{ + if( stride < arr->item_size ) + { + vg_error( "Structure max: %u. Got: %u\n", stride, arr->item_size ); + vg_fatal_error( "not safe\n" ); + } + + if( arr->item_count ) + { + u32 size = stride*arr->item_count; + ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) ); + mdl_load_array_file_buffer( mdl, arr, ptr->data, stride ); + } + else + { + ptr->data = NULL; + } + + ptr->stride = stride; + ptr->count = arr->item_count; +} + +void *mdl_arritm( mdl_array_ptr *arr, u32 index ) +{ + return ((u8 *)arr->data) + index*arr->stride; +} + +u32 mdl_arrcount( mdl_array_ptr *arr ) +{ + return arr->count; +} + +static mdl_array *mdl_find_array( mdl_context *mdl, const char *name ) +{ + for( u32 i=0; iindex); i++ ) + { + mdl_array *arr = mdl_arritm( &mdl->index, i ); + + if( !strncmp(arr->name,name,16) ) + return arr; + } + + return NULL; +} + +int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, + const char *name, void *lin_alloc, u32 stride ) +{ + mdl_array *arr = mdl_find_array( mdl, name ); + + if( arr ) + { + mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride ); + return 1; + } + else + { + ptr->data = NULL; + ptr->count = 0; + ptr->stride = 0; + return 0; + } +} + +int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ) +{ + int success = 1; + + success &= MDL_LOAD_ARRAY( mdl, &mdl->verts, mdl_vert, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->indices, mdl_indice, lin_alloc ); + + return success; +} + +int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) +{ + int success = 1; + + success &= _mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc, 1 ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->meshs, mdl_mesh, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->submeshs, mdl_submesh, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->textures, mdl_texture, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->armatures, mdl_armature, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->bones, mdl_bone, lin_alloc ); + success &= MDL_LOAD_ARRAY( mdl, &mdl->animations,mdl_animation,lin_alloc ); + + return success; +} + +int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ) +{ + return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc ); +} + +/* + * if calling mdl_open, and the file does not exist, the game will fatal quit + */ +void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ) +{ + memset( mdl, 0, sizeof( mdl_context ) ); + mdl->file = fopen( path, "rb" ); + + if( !mdl->file ) + { + vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) ); + vg_fatal_error( "see above for details" ); + } + + u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file ); + if( l != 1 ) + mdl_load_fatal_corrupt( mdl ); + + if( mdl->info.version < MDL_VERSION_MIN ) + { + vg_warn( "For model: %s\n", path ); + vg_warn( " version: %u (min: %u, current: %u)\n", + mdl->info.version, MDL_VERSION_MIN, MDL_VERSION_NR ); + + vg_fatal_error( "Legacy model version incompatable" ); + } + + mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc, + sizeof(mdl_array) ); + + mdl_array *pack = mdl_find_array( mdl, "pack" ); + if( pack ) mdl->pack_base_offset = pack->file_offset; + else mdl->pack_base_offset = 0; +} + +/* + * close file handle + */ +void mdl_close( mdl_context *mdl ) +{ + fclose( mdl->file ); + mdl->file = NULL; +} + +/* useful things you can do with the model */ + +void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) +{ + q_m3x3( transform->q, mtx ); + v3_muls( mtx[0], transform->s[0], mtx[0] ); + v3_muls( mtx[1], transform->s[1], mtx[1] ); + v3_muls( mtx[2], transform->s[2], mtx[2] ); + v3_copy( transform->co, mtx[3] ); +} + +const char *mdl_pstr( mdl_context *mdl, u32 pstr ) +{ + return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4; +} + + +int mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 ) +{ + u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr )); + if( hash == djb2 ){ + if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1; + else return 0; + } + else return 0; +} + +/* + * Simple mesh interface for OpenGL + * ---------------------------------------------------------------------------- + */ + +static void mesh_upload( glmesh *mesh, + mdl_vert *verts, u32 vert_count, + u32 *indices, u32 indice_count ) +{ + glGenVertexArrays( 1, &mesh->vao ); + glGenBuffers( 1, &mesh->vbo ); + glGenBuffers( 1, &mesh->ebo ); + glBindVertexArray( mesh->vao ); + + size_t stride = sizeof(mdl_vert); + + glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo ); + glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW ); + + glBindVertexArray( mesh->vao ); + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32), + indices, GL_STATIC_DRAW ); + + /* 0: coordinates */ + glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 ); + glEnableVertexAttribArray( 0 ); + + /* 1: normal */ + glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, + stride, (void *)offsetof(mdl_vert, norm) ); + glEnableVertexAttribArray( 1 ); + + /* 2: uv */ + glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, + stride, (void *)offsetof(mdl_vert, uv) ); + glEnableVertexAttribArray( 2 ); + + /* 3: colour */ + glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE, + stride, (void *)offsetof(mdl_vert, colour) ); + glEnableVertexAttribArray( 3 ); + + /* 4: weights */ + glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE, + stride, (void *)offsetof(mdl_vert, weights) ); + glEnableVertexAttribArray( 4 ); + + /* 5: groups */ + glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE, + stride, (void *)offsetof(mdl_vert, groups) ); + glEnableVertexAttribArray( 5 ); + + VG_CHECK_GL_ERR(); + + mesh->indice_count = indice_count; + mesh->loaded = 1; +} + +void mesh_bind( glmesh *mesh ) +{ + glBindVertexArray( mesh->vao ); +} + +void mesh_drawn( u32 start, u32 count ) +{ + glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT, + (void *)(start*sizeof(u32)) ); +} + +void mesh_draw( glmesh *mesh ) +{ + mesh_drawn( 0, mesh->indice_count ); +} + +void mesh_free( glmesh *mesh ) +{ + if( mesh->loaded ) + { + glDeleteVertexArrays( 1, &mesh->vao ); + glDeleteBuffers( 1, &mesh->ebo ); + glDeleteBuffers( 1, &mesh->vbo ); + mesh->loaded = 0; + } +} + +void mdl_draw_submesh( mdl_submesh *sm ) +{ + mesh_drawn( sm->indice_start, sm->indice_count ); +} + +mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) +{ + for( u32 i=0; imeshs ); i++ ) + { + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); + if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))) + { + return mesh; + } + } + return NULL; +} + +struct payload_glmesh_load +{ + mdl_vert *verts; + u32 *indices; + + u32 vertex_count, + indice_count; + + glmesh *mesh; +}; + +static void _sync_mdl_load_glmesh( void *payload, u32 size ) +{ + struct payload_glmesh_load *job = payload; + mesh_upload( job->mesh, job->verts, job->vertex_count, + job->indices, job->indice_count ); +} + +void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table ) +{ + mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" ); + mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" ); + + if( arr_vertices && arr_indices ) + { + u32 size_verts = vg_align8(sizeof(mdl_vert)*arr_vertices->item_count), + size_indices = vg_align8(sizeof(mdl_indice)*arr_indices->item_count), + size_hdr = vg_align8(sizeof(struct payload_glmesh_load)), + total = size_hdr + size_verts + size_indices; + + vg_async_item *call = vg_async_alloc( total ); + struct payload_glmesh_load *job = call->payload; + + u8 *payload = call->payload; + + job->mesh = mesh; + job->verts = (void*)(payload + size_hdr); + job->indices = (void*)(payload + size_hdr + size_verts); + job->vertex_count = arr_vertices->item_count; + job->indice_count = arr_indices->item_count; + + mdl_load_array_file_buffer( mdl, arr_vertices, + job->verts, sizeof(mdl_vert) ); + mdl_load_array_file_buffer( mdl, arr_indices, job->indices, + sizeof(mdl_indice) ); + + if( fixup_table ) + { + for( u32 i=0; ivertex_count; i ++ ) + { + mdl_vert *vert = &job->verts[i]; + + for( u32 j=0; j<4; j++ ) + { + vert->groups[j] = fixup_table[vert->groups[j]]; + } + } + } + + /* + * Unpack the indices (if there are meshes) + * --------------------------------------------------------- + */ + + if( mdl_arrcount( &mdl->submeshs ) ) + { + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); + u32 offset = sm->vertex_count; + + for( u32 i=1; isubmeshs ); i++ ) + { + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); + u32 *indices = job->indices + sm->indice_start; + + for( u32 j=0; jindice_count; j++ ) + indices[j] += offset; + + offset += sm->vertex_count; + } + } + + /* + * Dispatch + * ------------------------- + */ + + vg_async_dispatch( call, _sync_mdl_load_glmesh ); + } + else + { + vg_fatal_error( "no vertex/indice data\n" ); + } +} + +/* uploads the glmesh, and textures. everything is saved into the mdl_context */ +void mdl_async_full_load_std( mdl_context *mdl ) +{ + mdl_async_load_glmesh( mdl, &mdl->mesh, NULL ); + + for( u32 i=0; itextures ); i ++ ) + { + vg_linear_clear( vg_mem.scratch ); + mdl_texture *tex = mdl_arritm( &mdl->textures, i ); + + void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size ); + mdl_fread_pack_file( mdl, &tex->file, data ); + + vg_tex2d_load_qoi_async( data, tex->file.pack_size, + VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname ); + } +} diff --git a/model.h b/model.h index bc0ab66..a5254c2 100644 --- a/model.h +++ b/model.h @@ -4,13 +4,6 @@ #pragma once -#include "vg/vg_io.h" -#include "vg/vg_async.h" -#include "vg/vg_tex.h" -#include -#include -#include - #define MDL_VERSION_MIN 101 #define MDL_VERSION_NR 105 @@ -141,7 +134,7 @@ struct mdl_material v4f colour, colour1; - u32 tex_diffuse, + u32 tex_diffuse, /* Indexes start from 1. 0 if missing. */ tex_none0, tex_none1; }; @@ -251,7 +244,8 @@ struct mdl_context{ FILE *file; mdl_header info; - struct mdl_array_ptr{ + struct mdl_array_ptr + { void *data; u32 count, stride; } @@ -279,424 +273,49 @@ struct mdl_context{ glmesh mesh; }; +/* mesh. TODO: move? */ +void mesh_bind( glmesh *mesh ); +void mesh_drawn( u32 start, u32 count ); +void mesh_draw( glmesh *mesh ); +void mesh_free( glmesh *mesh ); -static void mdl_load_fatal_corrupt( mdl_context *mdl ) -{ - fclose( mdl->file ); - vg_file_print_invalid( mdl->file ); - vg_fatal_error( "Corrupt model" ); -} - -/* - * Model implementation - */ - -static const char *mdl_pstr( mdl_context *mdl, u32 pstr ); -static -void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst ) -{ - if( !info->pack_size ){ - vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) ); - vg_fatal_error( "Packed file is only a header; it is not packed" ); - } - - fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET ); - u64 l = fread( dst, info->pack_size, 1, mdl->file ); - - if( l != 1 ) mdl_load_fatal_corrupt( mdl ); -} - -/* TODO: Rename these */ -static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr, - void *buffer, u32 stride ) -{ - if( arr->item_count ){ - fseek( mdl->file, arr->file_offset, SEEK_SET ); - - if( stride == arr->item_size ){ - u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file ); - if( l != 1 ) mdl_load_fatal_corrupt( mdl ); - } - else { - vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n", - buffer, arr->item_size, stride, arr->item_count ); - if( stride < arr->item_size ) - vg_fatal_error( "not safe\n" ); - - for( u32 i=0; iitem_count; i++ ){ - u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file ); - if( l != 1 ) mdl_load_fatal_corrupt( mdl ); - } - } - } -} - -static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr, - mdl_array *arr, void *lin_alloc, u32 stride ) -{ - if( stride < arr->item_size ){ - vg_error( "Structure max: %u. Got: %u\n", stride, arr->item_size ); - vg_fatal_error( "not safe\n" ); - } - - if( arr->item_count ){ - u32 size = stride*arr->item_count; - ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) ); - mdl_load_array_file_buffer( mdl, arr, ptr->data, stride ); - } - else{ - ptr->data = NULL; - } - - ptr->stride = stride; - ptr->count = arr->item_count; -} - -static void *mdl_arritm( mdl_array_ptr *arr, u32 index ) -{ - return ((u8 *)arr->data) + index*arr->stride; -} - -static u32 mdl_arrcount( mdl_array_ptr *arr ) -{ - return arr->count; -} - -static mdl_array *mdl_find_array( mdl_context *mdl, const char *name ) -{ - for( u32 i=0; iindex); i++ ){ - mdl_array *arr = mdl_arritm( &mdl->index, i ); - - if( !strncmp(arr->name,name,16) ){ - return arr; - } - } - - return NULL; -} - -static int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, - const char *name, void *lin_alloc, u32 stride ) -{ - mdl_array *arr = mdl_find_array( mdl, name ); - - if( arr ){ - mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride ); - return 1; - } - else{ - ptr->data = NULL; - ptr->count = 0; - ptr->stride = 0; - return 0; - } -} +/* file context management */ +void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ); +void mdl_close( mdl_context *mdl ); +/* array loading */ +int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, + const char *name, void *lin_alloc, u32 stride ); #define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \ _mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) ) -static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ){ - int success = 1; - - success &= MDL_LOAD_ARRAY( mdl, &mdl->verts, mdl_vert, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->indices, mdl_indice, lin_alloc ); - - return success; -} - -static int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ){ - int success = 1; - - success &= _mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc, 1 ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->meshs, mdl_mesh, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->submeshs, mdl_submesh, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->textures, mdl_texture, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->armatures, mdl_armature, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->bones, mdl_bone, lin_alloc ); - success &= MDL_LOAD_ARRAY( mdl, &mdl->animations,mdl_animation,lin_alloc ); - - return success; -} - -static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ){ - return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc ); -} - -/* - * if calling mdl_open, and the file does not exist, the game will fatal quit - */ -static void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ) -{ - memset( mdl, 0, sizeof( mdl_context ) ); - mdl->file = fopen( path, "rb" ); - - if( !mdl->file ){ - vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) ); - vg_fatal_error( "see above for details" ); - } - - u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); - - if( mdl->info.version < MDL_VERSION_MIN ){ - vg_warn( "For model: %s\n", path ); - vg_warn( " version: %u (min: %u, current: %u)\n", - mdl->info.version, MDL_VERSION_MIN, MDL_VERSION_NR ); +/* array access */ +void *mdl_arritm( mdl_array_ptr *arr, u32 index ); +u32 mdl_arrcount( mdl_array_ptr *arr ); - vg_fatal_error( "Legacy model version incompatable" ); - } +/* pack access */ +void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst ); - mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc, - sizeof(mdl_array) ); +/* standard array groups */ +int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ); +int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ); +int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ); - mdl_array *pack = mdl_find_array( mdl, "pack" ); - if( pack ) mdl->pack_base_offset = pack->file_offset; - else mdl->pack_base_offset = 0; -} +/* load mesh */ +void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table ); -/* - * close file handle - */ -static void mdl_close( mdl_context *mdl ) -{ - fclose( mdl->file ); - mdl->file = NULL; -} +/* load textures and mesh */ +void mdl_async_full_load_std( mdl_context *mdl ); -/* useful things you can do with the model */ - -static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) -{ - q_m3x3( transform->q, mtx ); - v3_muls( mtx[0], transform->s[0], mtx[0] ); - v3_muls( mtx[1], transform->s[1], mtx[1] ); - v3_muls( mtx[2], transform->s[2], mtx[2] ); - v3_copy( transform->co, mtx[3] ); -} - -static const char *mdl_pstr( mdl_context *mdl, u32 pstr ) -{ - return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4; -} - - -static int -mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 ) -{ - u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr )); - if( hash == djb2 ){ - if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1; - else return 0; - } - else return 0; -} +/* rendering */ +void mdl_draw_submesh( mdl_submesh *sm ); +mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ); +/* pstrs */ +const char *mdl_pstr( mdl_context *mdl, u32 pstr ); +int mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 ); #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\ mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) ) -/* - * Simple mesh interface for OpenGL - * ---------------------------------------------------------------------------- - */ - -static void mesh_upload( glmesh *mesh, - mdl_vert *verts, u32 vert_count, - u32 *indices, u32 indice_count ) -{ - //assert( mesh->loaded == 0 ); - - glGenVertexArrays( 1, &mesh->vao ); - glGenBuffers( 1, &mesh->vbo ); - glGenBuffers( 1, &mesh->ebo ); - glBindVertexArray( mesh->vao ); - - size_t stride = sizeof(mdl_vert); - - glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo ); - glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW ); - - glBindVertexArray( mesh->vao ); - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo ); - glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32), - indices, GL_STATIC_DRAW ); - - /* 0: coordinates */ - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 ); - glEnableVertexAttribArray( 0 ); - - /* 1: normal */ - glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, - stride, (void *)offsetof(mdl_vert, norm) ); - glEnableVertexAttribArray( 1 ); - - /* 2: uv */ - glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, - stride, (void *)offsetof(mdl_vert, uv) ); - glEnableVertexAttribArray( 2 ); - - /* 3: colour */ - glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE, - stride, (void *)offsetof(mdl_vert, colour) ); - glEnableVertexAttribArray( 3 ); - - /* 4: weights */ - glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE, - stride, (void *)offsetof(mdl_vert, weights) ); - glEnableVertexAttribArray( 4 ); - - /* 5: groups */ - glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE, - stride, (void *)offsetof(mdl_vert, groups) ); - glEnableVertexAttribArray( 5 ); - - VG_CHECK_GL_ERR(); - - mesh->indice_count = indice_count; - mesh->loaded = 1; -} - -static void mesh_bind( glmesh *mesh ) -{ - glBindVertexArray( mesh->vao ); -} +void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ); -static void mesh_drawn( u32 start, u32 count ) -{ - glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT, - (void *)(start*sizeof(u32)) ); -} - -static void mesh_draw( glmesh *mesh ) -{ - mesh_drawn( 0, mesh->indice_count ); -} - -static void mesh_free( glmesh *mesh ) -{ - if( mesh->loaded ){ - glDeleteVertexArrays( 1, &mesh->vao ); - glDeleteBuffers( 1, &mesh->ebo ); - glDeleteBuffers( 1, &mesh->vbo ); - mesh->loaded = 0; - } -} - -static void mdl_draw_submesh( mdl_submesh *sm ) -{ - mesh_drawn( sm->indice_start, sm->indice_count ); -} - -static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) -{ - for( u32 i=0; imeshs ); i++ ){ - mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){ - return mesh; - } - } - return NULL; -} - -struct payload_glmesh_load{ - mdl_vert *verts; - u32 *indices; - - u32 vertex_count, - indice_count; - - glmesh *mesh; -}; - -static void async_mdl_load_glmesh( void *payload, u32 size ) -{ - struct payload_glmesh_load *job = payload; - mesh_upload( job->mesh, job->verts, job->vertex_count, - job->indices, job->indice_count ); -} - -static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, - u32 *fixup_table ){ - mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" ); - mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" ); - - if( arr_vertices && arr_indices ){ - u32 size_verts = vg_align8(sizeof(mdl_vert)*arr_vertices->item_count), - size_indices = vg_align8(sizeof(mdl_indice)*arr_indices->item_count), - size_hdr = vg_align8(sizeof(struct payload_glmesh_load)), - total = size_hdr + size_verts + size_indices; - - vg_async_item *call = vg_async_alloc( total ); - struct payload_glmesh_load *job = call->payload; - - u8 *payload = call->payload; - - job->mesh = mesh; - job->verts = (void*)(payload + size_hdr); - job->indices = (void*)(payload + size_hdr + size_verts); - job->vertex_count = arr_vertices->item_count; - job->indice_count = arr_indices->item_count; - - mdl_load_array_file_buffer( mdl, arr_vertices, - job->verts, sizeof(mdl_vert) ); - mdl_load_array_file_buffer( mdl, arr_indices, job->indices, - sizeof(mdl_indice) ); - - if( fixup_table ){ - for( u32 i=0; ivertex_count; i ++ ){ - mdl_vert *vert = &job->verts[i]; - - for( u32 j=0; j<4; j++ ){ - vert->groups[j] = fixup_table[vert->groups[j]]; - } - } - } - - /* - * Unpack the indices (if there are meshes) - * --------------------------------------------------------- - */ - - if( mdl_arrcount( &mdl->submeshs ) ){ - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); - u32 offset = sm->vertex_count; - - for( u32 i=1; isubmeshs ); i++ ){ - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); - u32 *indices = job->indices + sm->indice_start; - - for( u32 j=0; jindice_count; j++ ) - indices[j] += offset; - - offset += sm->vertex_count; - } - } - - /* - * Dispatch - * ------------------------- - */ - - vg_async_dispatch( call, async_mdl_load_glmesh ); - } - else{ - vg_fatal_error( "no vertex/indice data\n" ); - } -} - -/* uploads the glmesh, and textures. everything is saved into the mdl_context */ -static void mdl_async_full_load_std( mdl_context *mdl ){ - mdl_async_load_glmesh( mdl, &mdl->mesh, NULL ); - - for( u32 i=0; itextures ); i ++ ){ - vg_linear_clear( vg_mem.scratch ); - mdl_texture *tex = mdl_arritm( &mdl->textures, i ); - - void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size ); - mdl_fread_pack_file( mdl, &tex->file, data ); - - vg_tex2d_load_qoi_async( data, tex->file.pack_size, - VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname ); - } -} diff --git a/player.c b/player.c index bbe76ea..8321fee 100644 --- a/player.c +++ b/player.c @@ -22,6 +22,7 @@ #include "player_skate.h" #include "player_basic_info.h" #include "player_glide.h" +#include i32 k_invert_y = 0; struct localplayer localplayer = diff --git a/player_glide.c b/player_glide.c index 06070de..dd820fb 100644 --- a/player_glide.c +++ b/player_glide.c @@ -453,32 +453,15 @@ void player_glide_bind(void) mdl_open( mdl, "models/glider.mdl", alloc ); mdl_load_metadata_block( mdl, alloc ); - - vg_linear_clear( vg_mem.scratch ); - - u32 count = mdl_arrcount( &mdl->textures ); - player_glide.glider_textures = - vg_linear_alloc( alloc, vg_align8(sizeof(GLuint)*(count+1))); - player_glide.glider_textures[0] = vg.tex_missing; - mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL ); - - for( u32 i=0; itextures, i ); - void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size ); - mdl_fread_pack_file( mdl, &tex->file, data ); - vg_tex2d_load_qoi_async( data, tex->file.pack_size, - VG_TEX2D_LINEAR|VG_TEX2D_CLAMP, - &player_glide.glider_textures[i+1] ); - } + mdl_async_full_load_std( mdl ); /* load trail positions */ mdl_array_ptr markers; MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch ); + mdl_close( mdl ); - for( u32 i=0; itransform.co, player_glide.trail_positions[ player_glide.trail_count ++ ] ); @@ -487,10 +470,9 @@ void player_glide_bind(void) break; } - mdl_close( mdl ); - /* allocate effects */ - for( u32 i=0; imeshs); i ++ ){ + for( u32 i=0; imeshs); i ++ ) + { mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); m4x3f mmmdl; @@ -548,7 +531,8 @@ void render_glider_model( vg_camera *cam, world_instance *world, if( shader == k_board_shader_player ) shader_model_board_view_uMdl( mmmdl ); - else if( shader == k_board_shader_entity ){ + else if( shader == k_board_shader_entity ) + { m4x4f m4mmmdl; m4x3_expand( mmmdl, m4mmmdl ); m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl ); @@ -557,17 +541,28 @@ void render_glider_model( vg_camera *cam, world_instance *world, shader_model_entity_uPvmPrev( m4mmmdl ); } - for( u32 j=0; jsubmesh_count; j ++ ){ + for( u32 j=0; jsubmesh_count; j ++ ) + { mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); - if( !sm->material_id ) { + if( !sm->material_id ) + { vg_error( "Invalid material ID 0\n" ); continue; } mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 ); - if( mat->tex_diffuse != current_tex ){ - glBindTexture( GL_TEXTURE_2D, - player_glide.glider_textures[ mat->tex_diffuse ] ); + if( mat->tex_diffuse != current_tex ) + { + GLuint tex = vg.tex_missing; + + if( mat->tex_diffuse ) + { + u32 index = mat->tex_diffuse-1; + mdl_texture *ptex = mdl_arritm( &mdl->textures, index ); + tex = ptex->glname; + } + + glBindTexture( GL_TEXTURE_2D, tex ); current_tex = mat->tex_diffuse; } diff --git a/player_glide.h b/player_glide.h index 061a04d..cbb1fb5 100644 --- a/player_glide.h +++ b/player_glide.h @@ -51,8 +51,6 @@ struct player_glide v3f trail_positions[2]; mdl_context glider; - GLuint *glider_textures; - glmesh glider_mesh; } extern player_glide; extern struct player_subsystem_interface player_subsystem_glide; diff --git a/scene.h b/scene.h index 06f36bb..8d6f57a 100644 --- a/scene.h +++ b/scene.h @@ -1,5 +1,6 @@ #pragma once #include "vg/vg_bvh.h" +#include "vg/vg_async.h" #include "common.h" #include "model.h" diff --git a/skaterift.c b/skaterift.c index 3457671..cbb9692 100644 --- a/skaterift.c +++ b/skaterift.c @@ -779,3 +779,4 @@ void vg_gui(void) #include "world_volumes.c" #include "world_water.c" #include "ent_npc.c" +#include "model.c" -- 2.25.1