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
142 u32 sub_uid
, /* allocated in-file... too bad. */
168 struct mdl_file_header
170 u32 identifier
, version
, file_length
, pad0
;
173 node_count
, node_offset
,
174 submesh_count
, submesh_offset
,
175 material_count
, material_offset
,
176 texture_count
, texture_offset
,
177 anim_count
, anim_offset
,
178 entdata_size
, entdata_offset
,
179 strings_size
, strings_offset
,
181 keyframe_count
, keyframe_offset
,
183 vertex_count
, vertex_offset
,
184 indice_count
, indice_offset
,
186 pack_size
, pack_offset
;
190 * Entity data structures
193 struct classtype_gate
199 struct classtype_spawn
204 struct classtype_water
209 struct classtype_route_node
214 struct classtype_route
221 struct classtype_bone
229 v3f conevx
, conevy
, coneva
;
233 struct classtype_skeleton
242 struct classtype_skin
247 struct classtype_trigger
252 struct classtype_logic_relay
257 struct classtype_logic_achievement
262 struct classtype_audio
276 mdl_file_header info
;
278 /* each buffer becomes availible after each _load function is called */
279 mdl_node
*node_buffer
; /* mdl_load_metadata() */
280 mdl_submesh
*submesh_buffer
;
281 mdl_material
*material_buffer
;
282 mdl_texture
*texture_buffer
;
283 mdl_animation
*anim_buffer
;
284 void *entdata_buffer
;
285 const char *string_buffer
;
287 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
289 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
292 void *pack
; /* mdl_load_pack_data() */
296 * Simple mesh interface for OpenGL
301 GLuint vao
, vbo
, ebo
;
306 VG_STATIC
void mesh_upload( glmesh
*mesh
,
307 mdl_vert
*verts
, u32 vert_count
,
308 u32
*indices
, u32 indice_count
)
310 //assert( mesh->loaded == 0 );
312 glGenVertexArrays( 1, &mesh
->vao
);
313 glGenBuffers( 1, &mesh
->vbo
);
314 glGenBuffers( 1, &mesh
->ebo
);
315 glBindVertexArray( mesh
->vao
);
317 size_t stride
= sizeof(mdl_vert
);
319 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
320 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
322 glBindVertexArray( mesh
->vao
);
323 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
324 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
325 indices
, GL_STATIC_DRAW
);
328 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
329 glEnableVertexAttribArray( 0 );
332 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
333 stride
, (void *)offsetof(mdl_vert
, norm
) );
334 glEnableVertexAttribArray( 1 );
337 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
338 stride
, (void *)offsetof(mdl_vert
, uv
) );
339 glEnableVertexAttribArray( 2 );
342 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
343 stride
, (void *)offsetof(mdl_vert
, colour
) );
344 glEnableVertexAttribArray( 3 );
347 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
348 stride
, (void *)offsetof(mdl_vert
, weights
) );
349 glEnableVertexAttribArray( 4 );
352 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
353 stride
, (void *)offsetof(mdl_vert
, groups
) );
354 glEnableVertexAttribArray( 5 );
358 mesh
->indice_count
= indice_count
;
362 VG_STATIC
void mesh_bind( glmesh
*mesh
)
364 glBindVertexArray( mesh
->vao
);
367 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
369 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
370 (void *)(start
*sizeof(u32
)) );
373 VG_STATIC
void mesh_draw( glmesh
*mesh
)
375 mesh_drawn( 0, mesh
->indice_count
);
378 VG_STATIC
void mesh_free( glmesh
*mesh
)
382 glDeleteVertexArrays( 1, &mesh
->vao
);
383 glDeleteBuffers( 1, &mesh
->ebo
);
384 glDeleteBuffers( 1, &mesh
->vbo
);
389 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
392 vg_file_print_invalid( mdl
->file
);
393 vg_fatal_exit_loop( "Corrupt model" );
397 * Model implementation
401 * you have two api options for loading a model, first, the easy way:
403 * will put the entire model straight into the linear_alloc
405 * or, to target different allocators:
409 * mdl_load_vertex_data
410 * mdl_load_indice_data
413 * these should ideally be called in quick succession to limit stalls.
417 * if calling mdl_open, and the file does not exist, the game will fatal quit
419 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
421 memset( mdl
, 0, sizeof( mdl_context
) );
422 mdl
->file
= fopen( path
, "rb" );
426 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
427 vg_fatal_exit_loop( "see above for details" );
430 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
432 mdl_load_fatal_corrupt( mdl
);
436 * Load all metadata (everything up until the large buffers). Probs at most 50k
438 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
442 u64 lheader
= sizeof(mdl_file_header
),
443 ldata
= mdl
->info
.keyframe_offset
- lheader
;
445 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
447 fseek( mdl
->file
, lheader
, SEEK_SET
);
448 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
452 vg_file_print_invalid( mdl
->file
);
453 vg_fatal_exit_loop( "Corrupt model" );
456 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
457 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
458 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
459 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
460 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
461 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
462 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
466 * Load just the mesh data
468 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
472 u64 size_verts
= vg_align8( mdl
->info
.vertex_count
* sizeof(mdl_vert
) ),
473 size_index
= vg_align8( mdl
->info
.indice_count
* sizeof(u32
) );
475 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
476 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
479 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
480 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
482 mdl_load_fatal_corrupt( mdl
);
485 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
486 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
488 mdl_load_fatal_corrupt( mdl
);
493 * Load animation data
495 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
499 if( mdl
->info
.keyframe_count
== 0 )
502 u64 size_kf
= vg_align8( mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
) );
503 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
505 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
506 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
508 mdl_load_fatal_corrupt( mdl
);
514 * TODO request specific files (low)
516 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
520 if( mdl
->info
.pack_size
== 0 )
523 mdl
->pack
= vg_linear_alloc( lin_alloc
, vg_align8( mdl
->info
.pack_size
) );
524 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
526 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
528 mdl_load_fatal_corrupt( mdl
);
534 VG_STATIC
void mdl_close( mdl_context
*mdl
)
540 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
541 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
543 /* Inspect the header by opening it, give us the size needed */
544 mdl_context temp_ctx
;
545 mdl_open( &temp_ctx
, path
);
547 /* create allocator */
548 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
) + 64;
549 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
552 /* copy context and load all other data */
553 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
554 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
556 mdl_load_metadata( ctx
, data
);
557 mdl_load_anim_data( ctx
, data
);
558 mdl_load_mesh_data( ctx
, data
);
559 mdl_load_pack_data( ctx
, data
);
567 * ----------------------------------------------------------------------------
568 * TODO: Clamp access and oob errors
570 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
572 return mdl
->string_buffer
+ pstr
;
575 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
577 return &mdl
->node_buffer
[id
];
580 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
582 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
584 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
586 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
593 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
594 mdl_node
*node
, u32 i
)
596 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
599 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
601 return &mdl
->index_buffer
[ sm
->indice_start
];
604 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
606 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
609 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
611 q_m3x3( pnode
->q
, transform
);
612 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
613 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
614 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
615 v3_copy( pnode
->co
, transform
[3] );
618 /* upload a mesh based on file submesh */
619 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
622 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
623 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
626 /* upload entire mesh from model */
627 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
629 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
631 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
633 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
634 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
636 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
637 indices
[j
] += offset
;
639 offset
+= sm
->vertex_count
;
642 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
643 mdl
->index_buffer
, mdl
->info
.indice_count
);
646 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
648 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
651 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
653 return mdl
->entdata_buffer
+ pnode
->offset
;
656 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
658 return mdl
->keyframe_buffer
+ anim
->offset
;
661 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
663 u32 lookup
[MDL_MATERIAL_MAX
];
665 for( int i
=0; i
<child
->info
.material_count
; i
++ )
667 mdl_material
*mi
= &child
->material_buffer
[i
];
668 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
672 for( int j
=0; j
<root
->info
.material_count
; j
++ )
674 mdl_material
*mj
= &root
->material_buffer
[j
];
675 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
677 if( !strcmp( si
, sj
) )
684 if( lookup
[i
] == 0 && i
!= 0 )
686 vg_warn( "Could not link material '%s' (not present in root model)\n",
691 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
693 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
694 sm
->material_id
= lookup
[sm
->material_id
];
698 VG_STATIC
void mdl_invert_uv_coordinates( mdl_context
*mdl
)
700 for( int i
=0; i
<mdl
->info
.vertex_count
; i
++ )
702 mdl_vert
*vert
= &mdl
->vertex_buffer
[i
];
703 vert
->uv
[1] = 1.0f
-vert
->uv
[1];