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
32 k_classtype_none
= 000,
33 k_classtype_bone
= 001,
34 k_classtype_skeleton
= 002,
35 k_classtype_skin
= 003,
36 k_classtype_world_light
= 004,
38 k_classtype_gate
= 100,
39 k_classtype_nonlocal_gate
= 101,
40 k_classtype_spawn
= 200,
41 k_classtype_water
= 300,
42 k_classtype_route
= 400,
43 k_classtype_route_node
= 401,
44 k_classtype_audio
= 500,
45 k_classtype_audio_sprite
= 502,
46 k_classtype_volume_audio
= 600,
51 k_shader_standard
= 0,
52 k_shader_standard_cutout
= 1,
53 k_shader_terrain_blend
= 2,
54 k_shader_standard_vertex_blend
= 3,
60 k_surface_prop_concrete
= 0,
61 k_surface_prop_wood
= 1,
62 k_surface_prop_grass
= 2,
63 k_surface_prop_tiles
= 3
68 k_material_flag_skate_surface
= 0x1,
69 k_material_flag_collision
= 0x2,
70 k_material_flag_grow_grass
= 0x4,
71 k_material_flag_grind_surface
= 0x8
76 k_bone_flag_deform
= 0x1,
78 k_bone_flag_collider_box
= 0x4,
79 k_bone_flag_collider_capsule
= 0x8,
80 k_bone_flag_collider_reserved0
= 0x10,
81 k_bone_flag_collider_reserved1
= 0x20,
82 k_bone_flag_collider_reserved2
= 0x40,
83 k_bone_flag_collider_reserved3
= 0x80,
84 k_bone_flag_collider_any
= k_bone_flag_collider_box
|
85 k_bone_flag_collider_capsule
|
86 k_bone_flag_collider_reserved0
|
87 k_bone_flag_collider_reserved1
|
88 k_bone_flag_collider_reserved2
|
89 k_bone_flag_collider_reserved3
,
90 k_bone_flag_cone_constraint
= 0x100,
91 k_bone_flag_force_u32
= 0xffffffff
103 u8 colour
[4]; /* 4*8 */
104 u16 weights
[4];/* 4*16 */
105 u8 groups
[4]; /* 4*8 */
147 u32 sub_uid
, /* allocated in-file... too bad. */
173 struct mdl_file_header
175 u32 identifier
, version
, file_length
, pad0
;
178 node_count
, node_offset
,
179 submesh_count
, submesh_offset
,
180 material_count
, material_offset
,
181 texture_count
, texture_offset
,
182 anim_count
, anim_offset
,
183 entdata_size
, entdata_offset
,
184 strings_size
, strings_offset
,
186 keyframe_count
, keyframe_offset
,
188 vertex_count
, vertex_offset
,
189 indice_count
, indice_offset
,
191 pack_size
, pack_offset
;
195 * Entity data structures
198 struct classtype_bone
/* 001 */
206 v3f conevx
, conevy
, coneva
;
210 struct classtype_skeleton
/* 002 */
219 struct classtype_skin
/* 003 */
224 struct classtype_world_light
/* 004 */
230 k_light_type_point_nighttime_only
,
231 k_light_type_spot_nighttime_only
235 v4f colour
; /* RGB, Energy */
240 struct classtype_gate
/* 100, 101 */
246 struct classtype_spawn
/* 200 */
251 struct classtype_water
/* 300 */
256 struct classtype_route
/* 400 */
263 struct classtype_route_node
/* 401 */
269 struct classtype_audio
/* 500 */
277 struct classtype_audio_sprite
/* 501 */
285 struct classtype_volume_audio
/* 600 */
290 struct classtype_volume_event
/* 601 */
301 mdl_file_header info
;
303 /* each buffer becomes availible after each _load function is called */
304 mdl_node
*node_buffer
; /* mdl_load_metadata() */
305 mdl_submesh
*submesh_buffer
;
306 mdl_material
*material_buffer
;
307 mdl_texture
*texture_buffer
;
308 mdl_animation
*anim_buffer
;
309 void *entdata_buffer
;
310 const char *string_buffer
;
312 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
314 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
317 void *pack
; /* mdl_load_pack_data() */
321 * Simple mesh interface for OpenGL
326 GLuint vao
, vbo
, ebo
;
331 VG_STATIC
void mesh_upload( glmesh
*mesh
,
332 mdl_vert
*verts
, u32 vert_count
,
333 u32
*indices
, u32 indice_count
)
335 //assert( mesh->loaded == 0 );
337 glGenVertexArrays( 1, &mesh
->vao
);
338 glGenBuffers( 1, &mesh
->vbo
);
339 glGenBuffers( 1, &mesh
->ebo
);
340 glBindVertexArray( mesh
->vao
);
342 size_t stride
= sizeof(mdl_vert
);
344 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
345 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
347 glBindVertexArray( mesh
->vao
);
348 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
349 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
350 indices
, GL_STATIC_DRAW
);
353 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
354 glEnableVertexAttribArray( 0 );
357 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
358 stride
, (void *)offsetof(mdl_vert
, norm
) );
359 glEnableVertexAttribArray( 1 );
362 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
363 stride
, (void *)offsetof(mdl_vert
, uv
) );
364 glEnableVertexAttribArray( 2 );
367 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
368 stride
, (void *)offsetof(mdl_vert
, colour
) );
369 glEnableVertexAttribArray( 3 );
372 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
373 stride
, (void *)offsetof(mdl_vert
, weights
) );
374 glEnableVertexAttribArray( 4 );
377 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
378 stride
, (void *)offsetof(mdl_vert
, groups
) );
379 glEnableVertexAttribArray( 5 );
383 mesh
->indice_count
= indice_count
;
387 VG_STATIC
void mesh_bind( glmesh
*mesh
)
389 glBindVertexArray( mesh
->vao
);
392 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
394 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
395 (void *)(start
*sizeof(u32
)) );
398 VG_STATIC
void mesh_draw( glmesh
*mesh
)
400 mesh_drawn( 0, mesh
->indice_count
);
403 VG_STATIC
void mesh_free( glmesh
*mesh
)
407 glDeleteVertexArrays( 1, &mesh
->vao
);
408 glDeleteBuffers( 1, &mesh
->ebo
);
409 glDeleteBuffers( 1, &mesh
->vbo
);
414 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
417 vg_file_print_invalid( mdl
->file
);
418 vg_fatal_exit_loop( "Corrupt model" );
422 * Model implementation
426 * you have two api options for loading a model, first, the easy way:
428 * will put the entire model straight into the linear_alloc
430 * or, to target different allocators:
434 * mdl_load_vertex_data
435 * mdl_load_indice_data
438 * these should ideally be called in quick succession to limit stalls.
442 * if calling mdl_open, and the file does not exist, the game will fatal quit
444 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
446 memset( mdl
, 0, sizeof( mdl_context
) );
447 mdl
->file
= fopen( path
, "rb" );
451 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
452 vg_fatal_exit_loop( "see above for details" );
455 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
457 mdl_load_fatal_corrupt( mdl
);
461 * Load all metadata (everything up until the large buffers). Probs at most 50k
463 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
467 u64 lheader
= sizeof(mdl_file_header
),
468 ldata
= mdl
->info
.keyframe_offset
- lheader
;
470 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
472 fseek( mdl
->file
, lheader
, SEEK_SET
);
473 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
477 vg_file_print_invalid( mdl
->file
);
478 vg_fatal_exit_loop( "Corrupt model" );
481 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
482 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
483 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
484 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
485 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
486 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
487 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
491 * Load just the mesh data
493 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
497 u64 size_verts
= vg_align8( mdl
->info
.vertex_count
* sizeof(mdl_vert
) ),
498 size_index
= vg_align8( mdl
->info
.indice_count
* sizeof(u32
) );
500 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
501 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
504 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
505 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
507 mdl_load_fatal_corrupt( mdl
);
510 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
511 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
513 mdl_load_fatal_corrupt( mdl
);
518 * Load animation data
520 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
524 if( mdl
->info
.keyframe_count
== 0 )
527 u64 size_kf
= vg_align8( mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
) );
528 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
530 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
531 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
533 mdl_load_fatal_corrupt( mdl
);
539 * TODO request specific files (low)
541 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
545 if( mdl
->info
.pack_size
== 0 )
548 mdl
->pack
= vg_linear_alloc( lin_alloc
, vg_align8( mdl
->info
.pack_size
) );
549 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
551 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
553 mdl_load_fatal_corrupt( mdl
);
559 VG_STATIC
void mdl_close( mdl_context
*mdl
)
565 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
566 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
568 /* Inspect the header by opening it, give us the size needed */
569 mdl_context temp_ctx
;
570 mdl_open( &temp_ctx
, path
);
572 /* create allocator */
573 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
) + 64;
574 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
577 /* copy context and load all other data */
578 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
579 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
581 mdl_load_metadata( ctx
, data
);
582 mdl_load_anim_data( ctx
, data
);
583 mdl_load_mesh_data( ctx
, data
);
584 mdl_load_pack_data( ctx
, data
);
592 * ----------------------------------------------------------------------------
593 * TODO: Clamp access and oob errors
595 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
597 return mdl
->string_buffer
+ pstr
;
600 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
602 return &mdl
->node_buffer
[id
];
605 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
607 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
609 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
611 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
618 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
619 mdl_node
*node
, u32 i
)
621 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
624 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
626 return &mdl
->index_buffer
[ sm
->indice_start
];
629 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
631 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
634 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
636 q_m3x3( pnode
->q
, transform
);
637 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
638 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
639 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
640 v3_copy( pnode
->co
, transform
[3] );
643 /* upload a mesh based on file submesh */
644 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
647 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
648 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
651 /* upload entire mesh from model */
652 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
654 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
656 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
658 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
659 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
661 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
662 indices
[j
] += offset
;
664 offset
+= sm
->vertex_count
;
667 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
668 mdl
->index_buffer
, mdl
->info
.indice_count
);
671 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
673 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
676 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
678 return mdl
->entdata_buffer
+ pnode
->offset
;
681 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
683 return mdl
->keyframe_buffer
+ anim
->offset
;
686 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
688 u32 lookup
[MDL_MATERIAL_MAX
];
690 for( int i
=0; i
<child
->info
.material_count
; i
++ )
692 mdl_material
*mi
= &child
->material_buffer
[i
];
693 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
697 for( int j
=0; j
<root
->info
.material_count
; j
++ )
699 mdl_material
*mj
= &root
->material_buffer
[j
];
700 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
702 if( !strcmp( si
, sj
) )
709 if( lookup
[i
] == 0 && i
!= 0 )
711 vg_warn( "Could not link material '%s' (not present in root model)\n",
716 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
718 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
719 sm
->material_id
= lookup
[sm
->material_id
];
723 VG_STATIC
void mdl_invert_uv_coordinates( mdl_context
*mdl
)
725 for( int i
=0; i
<mdl
->info
.vertex_count
; i
++ )
727 mdl_vert
*vert
= &mdl
->vertex_buffer
[i
];
728 vert
->uv
[1] = 1.0f
-vert
->uv
[1];