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,
45 k_classtype_point_light
= 200
50 k_shader_standard
= 0,
51 k_shader_standard_cutout
= 1,
52 k_shader_terrain_blend
= 2,
53 k_shader_standard_vertex_blend
= 3,
59 k_surface_prop_concrete
= 0,
60 k_surface_prop_wood
= 1,
61 k_surface_prop_grass
= 2
66 k_material_flag_skate_surface
= 0x1,
67 k_material_flag_collision
= 0x2,
68 k_material_flag_grow_grass
= 0x4,
69 k_material_flag_grind_surface
= 0x8
74 k_bone_flag_deform
= 0x1,
76 k_bone_flag_collider_box
= 0x4,
77 k_bone_flag_collider_capsule
= 0x8,
78 k_bone_flag_collider_reserved0
= 0x10,
79 k_bone_flag_collider_reserved1
= 0x20,
80 k_bone_flag_collider_reserved2
= 0x40,
81 k_bone_flag_collider_reserved3
= 0x80,
82 k_bone_flag_collider_any
= k_bone_flag_collider_box
|
83 k_bone_flag_collider_capsule
|
84 k_bone_flag_collider_reserved0
|
85 k_bone_flag_collider_reserved1
|
86 k_bone_flag_collider_reserved2
|
87 k_bone_flag_collider_reserved3
,
88 k_bone_flag_cone_constraint
= 0x100,
89 k_bone_flag_force_u32
= 0xffffffff
101 u8 colour
[4]; /* 4*8 */
102 u16 weights
[4];/* 4*16 */
103 u8 groups
[4]; /* 4*8 */
145 u32 sub_uid
, /* allocated in-file... too bad. */
171 struct mdl_file_header
173 u32 identifier
, version
, file_length
, pad0
;
176 node_count
, node_offset
,
177 submesh_count
, submesh_offset
,
178 material_count
, material_offset
,
179 texture_count
, texture_offset
,
180 anim_count
, anim_offset
,
181 entdata_size
, entdata_offset
,
182 strings_size
, strings_offset
,
184 keyframe_count
, keyframe_offset
,
186 vertex_count
, vertex_offset
,
187 indice_count
, indice_offset
,
189 pack_size
, pack_offset
;
193 * Entity data structures
196 struct classtype_gate
202 struct classtype_spawn
207 struct classtype_water
212 struct classtype_route_node
217 struct classtype_route
224 struct classtype_bone
232 v3f conevx
, conevy
, coneva
;
236 struct classtype_skeleton
245 struct classtype_skin
250 struct classtype_trigger
255 struct classtype_logic_relay
260 struct classtype_logic_achievement
265 struct classtype_audio
273 struct classtype_point_light
275 v4f colour
; /* RGB, Energy */
284 mdl_file_header info
;
286 /* each buffer becomes availible after each _load function is called */
287 mdl_node
*node_buffer
; /* mdl_load_metadata() */
288 mdl_submesh
*submesh_buffer
;
289 mdl_material
*material_buffer
;
290 mdl_texture
*texture_buffer
;
291 mdl_animation
*anim_buffer
;
292 void *entdata_buffer
;
293 const char *string_buffer
;
295 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
297 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
300 void *pack
; /* mdl_load_pack_data() */
304 * Simple mesh interface for OpenGL
309 GLuint vao
, vbo
, ebo
;
314 VG_STATIC
void mesh_upload( glmesh
*mesh
,
315 mdl_vert
*verts
, u32 vert_count
,
316 u32
*indices
, u32 indice_count
)
318 //assert( mesh->loaded == 0 );
320 glGenVertexArrays( 1, &mesh
->vao
);
321 glGenBuffers( 1, &mesh
->vbo
);
322 glGenBuffers( 1, &mesh
->ebo
);
323 glBindVertexArray( mesh
->vao
);
325 size_t stride
= sizeof(mdl_vert
);
327 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
328 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
330 glBindVertexArray( mesh
->vao
);
331 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
332 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
333 indices
, GL_STATIC_DRAW
);
336 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
337 glEnableVertexAttribArray( 0 );
340 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
341 stride
, (void *)offsetof(mdl_vert
, norm
) );
342 glEnableVertexAttribArray( 1 );
345 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
346 stride
, (void *)offsetof(mdl_vert
, uv
) );
347 glEnableVertexAttribArray( 2 );
350 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
351 stride
, (void *)offsetof(mdl_vert
, colour
) );
352 glEnableVertexAttribArray( 3 );
355 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
356 stride
, (void *)offsetof(mdl_vert
, weights
) );
357 glEnableVertexAttribArray( 4 );
360 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
361 stride
, (void *)offsetof(mdl_vert
, groups
) );
362 glEnableVertexAttribArray( 5 );
366 mesh
->indice_count
= indice_count
;
370 VG_STATIC
void mesh_bind( glmesh
*mesh
)
372 glBindVertexArray( mesh
->vao
);
375 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
377 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
378 (void *)(start
*sizeof(u32
)) );
381 VG_STATIC
void mesh_draw( glmesh
*mesh
)
383 mesh_drawn( 0, mesh
->indice_count
);
386 VG_STATIC
void mesh_free( glmesh
*mesh
)
390 glDeleteVertexArrays( 1, &mesh
->vao
);
391 glDeleteBuffers( 1, &mesh
->ebo
);
392 glDeleteBuffers( 1, &mesh
->vbo
);
397 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
400 vg_file_print_invalid( mdl
->file
);
401 vg_fatal_exit_loop( "Corrupt model" );
405 * Model implementation
409 * you have two api options for loading a model, first, the easy way:
411 * will put the entire model straight into the linear_alloc
413 * or, to target different allocators:
417 * mdl_load_vertex_data
418 * mdl_load_indice_data
421 * these should ideally be called in quick succession to limit stalls.
425 * if calling mdl_open, and the file does not exist, the game will fatal quit
427 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
429 memset( mdl
, 0, sizeof( mdl_context
) );
430 mdl
->file
= fopen( path
, "rb" );
434 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
435 vg_fatal_exit_loop( "see above for details" );
438 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
440 mdl_load_fatal_corrupt( mdl
);
444 * Load all metadata (everything up until the large buffers). Probs at most 50k
446 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
450 u64 lheader
= sizeof(mdl_file_header
),
451 ldata
= mdl
->info
.keyframe_offset
- lheader
;
453 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
455 fseek( mdl
->file
, lheader
, SEEK_SET
);
456 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
460 vg_file_print_invalid( mdl
->file
);
461 vg_fatal_exit_loop( "Corrupt model" );
464 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
465 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
466 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
467 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
468 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
469 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
470 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
474 * Load just the mesh data
476 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
480 u64 size_verts
= vg_align8( mdl
->info
.vertex_count
* sizeof(mdl_vert
) ),
481 size_index
= vg_align8( mdl
->info
.indice_count
* sizeof(u32
) );
483 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
484 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
487 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
488 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
490 mdl_load_fatal_corrupt( mdl
);
493 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
494 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
496 mdl_load_fatal_corrupt( mdl
);
501 * Load animation data
503 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
507 if( mdl
->info
.keyframe_count
== 0 )
510 u64 size_kf
= vg_align8( mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
) );
511 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
513 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
514 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
516 mdl_load_fatal_corrupt( mdl
);
522 * TODO request specific files (low)
524 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
528 if( mdl
->info
.pack_size
== 0 )
531 mdl
->pack
= vg_linear_alloc( lin_alloc
, vg_align8( mdl
->info
.pack_size
) );
532 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
534 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
536 mdl_load_fatal_corrupt( mdl
);
542 VG_STATIC
void mdl_close( mdl_context
*mdl
)
548 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
549 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
551 /* Inspect the header by opening it, give us the size needed */
552 mdl_context temp_ctx
;
553 mdl_open( &temp_ctx
, path
);
555 /* create allocator */
556 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
) + 64;
557 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
560 /* copy context and load all other data */
561 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
562 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
564 mdl_load_metadata( ctx
, data
);
565 mdl_load_anim_data( ctx
, data
);
566 mdl_load_mesh_data( ctx
, data
);
567 mdl_load_pack_data( ctx
, data
);
575 * ----------------------------------------------------------------------------
576 * TODO: Clamp access and oob errors
578 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
580 return mdl
->string_buffer
+ pstr
;
583 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
585 return &mdl
->node_buffer
[id
];
588 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
590 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
592 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
594 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
601 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
602 mdl_node
*node
, u32 i
)
604 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
607 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
609 return &mdl
->index_buffer
[ sm
->indice_start
];
612 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
614 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
617 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
619 q_m3x3( pnode
->q
, transform
);
620 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
621 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
622 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
623 v3_copy( pnode
->co
, transform
[3] );
626 /* upload a mesh based on file submesh */
627 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
630 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
631 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
634 /* upload entire mesh from model */
635 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
637 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
639 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
641 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
642 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
644 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
645 indices
[j
] += offset
;
647 offset
+= sm
->vertex_count
;
650 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
651 mdl
->index_buffer
, mdl
->info
.indice_count
);
654 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
656 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
659 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
661 return mdl
->entdata_buffer
+ pnode
->offset
;
664 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
666 return mdl
->keyframe_buffer
+ anim
->offset
;
669 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
671 u32 lookup
[MDL_MATERIAL_MAX
];
673 for( int i
=0; i
<child
->info
.material_count
; i
++ )
675 mdl_material
*mi
= &child
->material_buffer
[i
];
676 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
680 for( int j
=0; j
<root
->info
.material_count
; j
++ )
682 mdl_material
*mj
= &root
->material_buffer
[j
];
683 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
685 if( !strcmp( si
, sj
) )
692 if( lookup
[i
] == 0 && i
!= 0 )
694 vg_warn( "Could not link material '%s' (not present in root model)\n",
699 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
701 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
702 sm
->material_id
= lookup
[sm
->material_id
];
706 VG_STATIC
void mdl_invert_uv_coordinates( mdl_context
*mdl
)
708 for( int i
=0; i
<mdl
->info
.vertex_count
; i
++ )
710 mdl_vert
*vert
= &mdl
->vertex_buffer
[i
];
711 vert
->uv
[1] = 1.0f
-vert
->uv
[1];