2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #define MDL_VERSION_NR 101
14 k_shader_standard
= 0,
15 k_shader_standard_cutout
= 1,
16 k_shader_terrain_blend
= 2,
17 k_shader_standard_vertex_blend
= 3,
19 k_shader_invisible
= 5,
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
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 k_material_flag_preview_visibile
= 0x00000040
52 u8 colour
[4]; /* 4*8 */
53 u16 weights
[4];/* 4*16 */
54 u8 groups
[4]; /* 4*8 */
59 typedef struct mdl_context mdl_context
;
60 typedef struct mdl_array_ptr mdl_array_ptr
;
61 typedef struct mdl_vert mdl_vert
;
62 typedef struct mdl_transform mdl_transform
;
63 typedef struct mdl_submesh mdl_submesh
;
64 typedef struct mdl_material mdl_material
;
65 typedef struct mdl_bone mdl_bone
;
66 typedef struct mdl_armature mdl_armature
;
67 typedef struct mdl_animation mdl_animation
;
68 typedef struct mdl_transform mdl_keyframe
;
69 typedef struct mdl_mesh mdl_mesh
;
70 typedef struct mdl_file mdl_file
;
71 typedef struct mdl_texture mdl_texture
;
72 typedef struct mdl_array mdl_array
;
73 typedef struct mdl_header mdl_header
;
81 static void transform_identity( mdl_transform
*transform
)
83 v3_zero( transform
->co
);
84 q_identity( transform
->q
);
85 v3_fill( transform
->s
, 1.0f
);
88 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
90 v3_mul( transform
->s
, vec
, dest
);
91 q_mulv( transform
->q
, dest
, dest
);
94 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
96 mdl_transform_vector( transform
, co
, dest
);
97 v3_add( transform
->co
, dest
, dest
);
100 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
103 mdl_transform_point( a
, b
->co
, d
->co
);
104 q_mul( a
->q
, b
->q
, d
->q
);
106 v3_mul( a
->s
, b
->s
, d
->s
);
135 v3f conevx
, conevy
, coneva
;
141 k_bone_flag_deform
= 0x00000001,
142 k_bone_flag_ik
= 0x00000002,
143 k_bone_flag_cone_constraint
= 0x00000004
148 k_bone_collider_none
= 0,
149 k_bone_collider_box
= 1,
150 k_bone_collider_capsule
= 2
155 mdl_transform transform
;
178 u16 material_id
, flags
;
183 k_submesh_flag_none
= 0x0000,
184 k_submesh_flag_consumed
= 0x0001
189 mdl_transform transform
;
193 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
247 /* animation buffers */
254 u32 pack_base_offset
;
261 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
264 vg_file_print_invalid( mdl
->file
);
265 vg_fatal_error( "Corrupt model" );
269 * Model implementation
272 VG_STATIC u32
mdl_query_array_size( mdl_array
*arr
)
274 if( arr
->item_count
){
275 u32 size
= arr
->item_size
*arr
->item_count
;
276 return vg_align8(size
);
281 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
283 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
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" );
290 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
291 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
293 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
296 /* TODO: Rename these */
297 VG_STATIC
void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
300 if( arr
->item_count
){
301 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
302 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
304 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
308 VG_STATIC
void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
309 mdl_array
*arr
, void *lin_alloc
)
311 if( arr
->item_count
){
312 u32 size
= arr
->item_size
*arr
->item_count
;
313 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
314 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
);
319 ptr
->count
= arr
->item_count
;
320 ptr
->stride
= arr
->item_size
;
323 VG_STATIC
void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
325 return ((u8
*)arr
->data
) + index
*arr
->stride
;
328 VG_STATIC u32
mdl_arrcount( mdl_array_ptr
*arr
)
333 VG_STATIC mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
335 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
336 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
338 if( !strncmp(arr
->name
,name
,16) ){
346 VG_STATIC
int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
347 const char *name
, void *lin_alloc
)
349 mdl_array
*arr
= mdl_find_array( mdl
, name
);
352 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
363 VG_STATIC
int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
367 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
368 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
373 VG_STATIC
int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
377 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
378 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
379 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
380 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
381 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
382 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
383 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
384 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
389 VG_STATIC
int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
391 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
395 * if calling mdl_open, and the file does not exist, the game will fatal quit
397 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
399 memset( mdl
, 0, sizeof( mdl_context
) );
400 mdl
->file
= fopen( path
, "rb" );
403 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
404 vg_fatal_error( "see above for details" );
407 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
409 mdl_load_fatal_corrupt( mdl
);
411 if( mdl
->info
.version
< MDL_VERSION_NR
){
412 vg_warn( "For model: %s\n", path
);
413 vg_warn( " version: %u (current: %u)\n", mdl
->info
.version
,
416 vg_fatal_error( "Legacy model version incompatable" );
419 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
421 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
422 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
423 else mdl
->pack_base_offset
= 0;
429 VG_STATIC
void mdl_close( mdl_context
*mdl
)
435 /* useful things you can do with the model */
437 VG_STATIC
void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
439 q_m3x3( transform
->q
, mtx
);
440 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
441 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
442 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
443 v3_copy( transform
->co
, mtx
[3] );
446 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
448 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
453 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
455 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
457 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
463 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
464 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
467 * Simple mesh interface for OpenGL
468 * ----------------------------------------------------------------------------
471 typedef struct glmesh glmesh
;
474 GLuint vao
, vbo
, ebo
;
479 VG_STATIC
void mesh_upload( glmesh
*mesh
,
480 mdl_vert
*verts
, u32 vert_count
,
481 u32
*indices
, u32 indice_count
)
483 //assert( mesh->loaded == 0 );
485 glGenVertexArrays( 1, &mesh
->vao
);
486 glGenBuffers( 1, &mesh
->vbo
);
487 glGenBuffers( 1, &mesh
->ebo
);
488 glBindVertexArray( mesh
->vao
);
490 size_t stride
= sizeof(mdl_vert
);
492 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
493 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
495 glBindVertexArray( mesh
->vao
);
496 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
497 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
498 indices
, GL_STATIC_DRAW
);
501 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
502 glEnableVertexAttribArray( 0 );
505 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
506 stride
, (void *)offsetof(mdl_vert
, norm
) );
507 glEnableVertexAttribArray( 1 );
510 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
511 stride
, (void *)offsetof(mdl_vert
, uv
) );
512 glEnableVertexAttribArray( 2 );
515 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
516 stride
, (void *)offsetof(mdl_vert
, colour
) );
517 glEnableVertexAttribArray( 3 );
520 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
521 stride
, (void *)offsetof(mdl_vert
, weights
) );
522 glEnableVertexAttribArray( 4 );
525 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
526 stride
, (void *)offsetof(mdl_vert
, groups
) );
527 glEnableVertexAttribArray( 5 );
531 mesh
->indice_count
= indice_count
;
535 VG_STATIC
void mesh_bind( glmesh
*mesh
)
537 glBindVertexArray( mesh
->vao
);
540 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
542 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
543 (void *)(start
*sizeof(u32
)) );
546 VG_STATIC
void mesh_draw( glmesh
*mesh
)
548 mesh_drawn( 0, mesh
->indice_count
);
551 VG_STATIC
void mesh_free( glmesh
*mesh
)
554 glDeleteVertexArrays( 1, &mesh
->vao
);
555 glDeleteBuffers( 1, &mesh
->ebo
);
556 glDeleteBuffers( 1, &mesh
->vbo
);
561 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
563 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
566 VG_STATIC mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
568 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
569 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
570 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
577 struct payload_glmesh_load
{
587 VG_STATIC
void async_mdl_load_glmesh( void *payload
, u32 size
)
589 struct payload_glmesh_load
*job
= payload
;
591 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
592 job
->indices
, job
->indice_count
);
595 VG_STATIC
void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
597 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
598 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
600 if( arr_vertices
&& arr_indices
){
601 u32 size_verts
= vg_align8(mdl_query_array_size( arr_vertices
)),
602 size_indices
= vg_align8(mdl_query_array_size( arr_indices
)),
603 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
604 total
= size_hdr
+ size_verts
+ size_indices
;
606 vg_async_item
*call
= vg_async_alloc( total
);
607 struct payload_glmesh_load
*job
= call
->payload
;
609 u8
*payload
= call
->payload
;
612 job
->verts
= (void*)(payload
+ size_hdr
);
613 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
614 job
->vertex_count
= arr_vertices
->item_count
;
615 job
->indice_count
= arr_indices
->item_count
;
617 mdl_load_array_file_buffer( mdl
, arr_vertices
, job
->verts
);
618 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
);
621 * Unpack the indices (if there are meshes)
622 * ---------------------------------------------------------
625 if( mdl_arrcount( &mdl
->submeshs
) ){
626 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
627 u32 offset
= sm
->vertex_count
;
629 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
630 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
631 u32
*indices
= job
->indices
+ sm
->indice_start
;
633 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
634 indices
[j
] += offset
;
636 offset
+= sm
->vertex_count
;
642 * -------------------------
645 vg_async_dispatch( call
, async_mdl_load_glmesh
);
648 vg_fatal_error( "no vertex/indice data\n" );