2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 typedef struct glmesh glmesh
;
12 typedef struct mdl_vert mdl_vert
;
13 typedef struct mdl_submesh mdl_submesh
;
14 typedef struct mdl_material mdl_material
;
15 typedef struct mdl_node mdl_node
;
16 typedef struct mdl_file_header mdl_file_header
;
17 typedef struct mdl_animation mdl_animation
;
18 typedef struct mdl_keyframe mdl_keyframe
;
19 typedef struct mdl_texture mdl_texture
;
20 typedef struct mdl_context mdl_context
;
22 #define MDL_SIZE_MAX 0x1000000
23 #define MDL_VERT_MAX 1000000
24 #define MDL_INDICE_MAX 1000000
25 #define MDL_MATERIAL_MAX 32
26 #define MDL_NODE_MAX 4000
27 #define MDL_SUBMESH_MAX 8000
28 #define MDL_STRING_LENGTH_MAX 64
34 k_classtype_spawn
= 3,
35 k_classtype_water
= 4,
36 k_classtype_route_node
= 8,
37 k_classtype_route
= 9,
38 k_classtype_bone
= 10,
39 k_classtype_skeleton
= 11,
40 k_classtype_skin
= 12,
41 k_classtype_audio
= 14,
42 k_classtype_trigger
= 100,
43 k_classtype_logic_achievement
= 101,
44 k_classtype_logic_relay
= 102
49 k_shader_standard
= 0,
50 k_shader_standard_cutout
= 1,
51 k_shader_terrain_blend
= 2,
52 k_shader_standard_vertex_blend
= 3,
58 k_surface_prop_concrete
= 0,
59 k_surface_prop_wood
= 1,
60 k_surface_prop_grass
= 2
65 k_material_flag_skate_surface
= 0x1,
66 k_material_flag_collision
= 0x2,
67 k_material_flag_grow_grass
= 0x4,
68 k_material_flag_grind_surface
= 0x8
73 k_bone_flag_deform
= 0x1,
75 k_bone_flag_collider_box
= 0x4,
76 k_bone_flag_collider_capsule
= 0x8,
77 k_bone_flag_collider_reserved0
= 0x10,
78 k_bone_flag_collider_reserved1
= 0x20,
79 k_bone_flag_collider_reserved2
= 0x40,
80 k_bone_flag_collider_reserved3
= 0x80,
81 k_bone_flag_collider_any
= k_bone_flag_collider_box
|
82 k_bone_flag_collider_capsule
|
83 k_bone_flag_collider_reserved0
|
84 k_bone_flag_collider_reserved1
|
85 k_bone_flag_collider_reserved2
|
86 k_bone_flag_collider_reserved3
,
87 k_bone_flag_cone_constraint
= 0x100,
88 k_bone_flag_force_u32
= 0xffffffff
100 u8 colour
[4]; /* 4*8 */
101 u16 weights
[4];/* 4*16 */
102 u8 groups
[4]; /* 4*8 */
144 u32 sub_uid
, /* allocated in-file... too bad. */
170 struct mdl_file_header
172 u32 identifier
, version
, file_length
, pad0
;
175 node_count
, node_offset
,
176 submesh_count
, submesh_offset
,
177 material_count
, material_offset
,
178 texture_count
, texture_offset
,
179 anim_count
, anim_offset
,
180 entdata_size
, entdata_offset
,
181 strings_size
, strings_offset
,
183 keyframe_count
, keyframe_offset
,
185 vertex_count
, vertex_offset
,
186 indice_count
, indice_offset
,
188 pack_size
, pack_offset
;
192 * Entity data structures
195 struct classtype_gate
201 struct classtype_spawn
206 struct classtype_water
211 struct classtype_route_node
216 struct classtype_route
223 struct classtype_bone
231 v3f conevx
, conevy
, coneva
;
235 struct classtype_skeleton
244 struct classtype_skin
249 struct classtype_trigger
254 struct classtype_logic_relay
259 struct classtype_logic_achievement
264 struct classtype_audio
278 mdl_file_header info
;
280 /* each buffer becomes availible after each _load function is called */
281 mdl_node
*node_buffer
; /* mdl_load_metadata() */
282 mdl_submesh
*submesh_buffer
;
283 mdl_material
*material_buffer
;
284 mdl_texture
*texture_buffer
;
285 mdl_animation
*anim_buffer
;
286 void *entdata_buffer
;
287 const char *string_buffer
;
289 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
291 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
294 void *pack
; /* mdl_load_pack_data() */
298 * Simple mesh interface for OpenGL
303 GLuint vao
, vbo
, ebo
;
308 VG_STATIC
void mesh_upload( glmesh
*mesh
,
309 mdl_vert
*verts
, u32 vert_count
,
310 u32
*indices
, u32 indice_count
)
312 //assert( mesh->loaded == 0 );
314 glGenVertexArrays( 1, &mesh
->vao
);
315 glGenBuffers( 1, &mesh
->vbo
);
316 glGenBuffers( 1, &mesh
->ebo
);
317 glBindVertexArray( mesh
->vao
);
319 size_t stride
= sizeof(mdl_vert
);
321 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
322 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
324 glBindVertexArray( mesh
->vao
);
325 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
326 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
327 indices
, GL_STATIC_DRAW
);
330 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
331 glEnableVertexAttribArray( 0 );
334 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
335 stride
, (void *)offsetof(mdl_vert
, norm
) );
336 glEnableVertexAttribArray( 1 );
339 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
340 stride
, (void *)offsetof(mdl_vert
, uv
) );
341 glEnableVertexAttribArray( 2 );
344 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
345 stride
, (void *)offsetof(mdl_vert
, colour
) );
346 glEnableVertexAttribArray( 3 );
349 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
350 stride
, (void *)offsetof(mdl_vert
, weights
) );
351 glEnableVertexAttribArray( 4 );
354 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
355 stride
, (void *)offsetof(mdl_vert
, groups
) );
356 glEnableVertexAttribArray( 5 );
360 mesh
->indice_count
= indice_count
;
364 VG_STATIC
void mesh_bind( glmesh
*mesh
)
366 glBindVertexArray( mesh
->vao
);
369 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
371 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
372 (void *)(start
*sizeof(u32
)) );
375 VG_STATIC
void mesh_draw( glmesh
*mesh
)
377 mesh_drawn( 0, mesh
->indice_count
);
380 VG_STATIC
void mesh_free( glmesh
*mesh
)
384 glDeleteVertexArrays( 1, &mesh
->vao
);
385 glDeleteBuffers( 1, &mesh
->ebo
);
386 glDeleteBuffers( 1, &mesh
->vbo
);
391 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
394 vg_file_print_invalid( mdl
->file
);
395 vg_fatal_exit_loop( "Corrupt model" );
399 * Model implementation
403 * you have two api options for loading a model, first, the easy way:
405 * will put the entire model straight into the linear_alloc
407 * or, to target different allocators:
411 * mdl_load_vertex_data
412 * mdl_load_indice_data
415 * these should ideally be called in quick succession to limit stalls.
419 * if calling mdl_open, and the file does not exist, the game will fatal quit
421 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
423 memset( mdl
, 0, sizeof( mdl_context
) );
424 mdl
->file
= fopen( path
, "rb" );
428 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
429 vg_fatal_exit_loop( "see above for details" );
432 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
434 mdl_load_fatal_corrupt( mdl
);
438 * Load all metadata (everything up until the large buffers). Probs at most 50k
440 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
444 u64 lheader
= sizeof(mdl_file_header
),
445 ldata
= mdl
->info
.keyframe_offset
- lheader
;
447 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
449 fseek( mdl
->file
, lheader
, SEEK_SET
);
450 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
454 vg_file_print_invalid( mdl
->file
);
455 vg_fatal_exit_loop( "Corrupt model" );
458 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
459 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
460 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
461 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
462 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
463 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
464 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
468 * Load just the mesh data
470 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
474 u64 size_verts
= vg_align8( mdl
->info
.vertex_count
* sizeof(mdl_vert
) ),
475 size_index
= vg_align8( mdl
->info
.indice_count
* sizeof(u32
) );
477 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
478 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
481 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
482 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
484 mdl_load_fatal_corrupt( mdl
);
487 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
488 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
490 mdl_load_fatal_corrupt( mdl
);
495 * Load animation data
497 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
501 if( mdl
->info
.keyframe_count
== 0 )
504 u64 size_kf
= vg_align8( mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
) );
505 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
507 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
508 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
510 mdl_load_fatal_corrupt( mdl
);
516 * TODO request specific files (low)
518 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
522 if( mdl
->info
.pack_size
== 0 )
525 mdl
->pack
= vg_linear_alloc( lin_alloc
, vg_align8( mdl
->info
.pack_size
) );
526 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
528 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
530 mdl_load_fatal_corrupt( mdl
);
536 VG_STATIC
void mdl_close( mdl_context
*mdl
)
542 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
543 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
545 /* Inspect the header by opening it, give us the size needed */
546 mdl_context temp_ctx
;
547 mdl_open( &temp_ctx
, path
);
549 /* create allocator */
550 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
) + 64;
551 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
554 /* copy context and load all other data */
555 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
556 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
558 mdl_load_metadata( ctx
, data
);
559 mdl_load_anim_data( ctx
, data
);
560 mdl_load_mesh_data( ctx
, data
);
561 mdl_load_pack_data( ctx
, data
);
569 * ----------------------------------------------------------------------------
570 * TODO: Clamp access and oob errors
572 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
574 return mdl
->string_buffer
+ pstr
;
577 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
579 return &mdl
->node_buffer
[id
];
582 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
584 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
586 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
588 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
595 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
596 mdl_node
*node
, u32 i
)
598 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
601 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
603 return &mdl
->index_buffer
[ sm
->indice_start
];
606 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
608 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
611 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
613 q_m3x3( pnode
->q
, transform
);
614 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
615 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
616 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
617 v3_copy( pnode
->co
, transform
[3] );
620 /* upload a mesh based on file submesh */
621 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
624 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
625 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
628 /* upload entire mesh from model */
629 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
631 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
633 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
635 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
636 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
638 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
639 indices
[j
] += offset
;
641 offset
+= sm
->vertex_count
;
644 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
645 mdl
->index_buffer
, mdl
->info
.indice_count
);
648 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
650 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
653 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
655 return mdl
->entdata_buffer
+ pnode
->offset
;
658 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
660 return mdl
->keyframe_buffer
+ anim
->offset
;
663 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
665 u32 lookup
[MDL_MATERIAL_MAX
];
667 for( int i
=0; i
<child
->info
.material_count
; i
++ )
669 mdl_material
*mi
= &child
->material_buffer
[i
];
670 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
674 for( int j
=0; j
<root
->info
.material_count
; j
++ )
676 mdl_material
*mj
= &root
->material_buffer
[j
];
677 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
679 if( !strcmp( si
, sj
) )
686 if( lookup
[i
] == 0 && i
!= 0 )
688 vg_warn( "Could not link material '%s' (not present in root model)\n",
693 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
695 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
696 sm
->material_id
= lookup
[sm
->material_id
];
700 VG_STATIC
void mdl_invert_uv_coordinates( mdl_context
*mdl
)
702 for( int i
=0; i
<mdl
->info
.vertex_count
; i
++ )
704 mdl_vert
*vert
= &mdl
->vertex_buffer
[i
];
705 vert
->uv
[1] = 1.0f
-vert
->uv
[1];