2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #define MDL_VERSION_MIN 101
11 #define MDL_VERSION_NR 102
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,
20 k_shader_boundary
= 6,
25 enum mdl_surface_prop
{
26 k_surface_prop_concrete
= 0,
27 k_surface_prop_wood
= 1,
28 k_surface_prop_grass
= 2,
29 k_surface_prop_tiles
= 3,
30 k_surface_prop_metal
= 4
34 k_material_flag_skate_target
= 0x0001,
35 k_material_flag_collision
= 0x0002,
36 k_material_flag_grow_grass
= 0x0004,
37 k_material_flag_grindable
= 0x0008,
38 k_material_flag_invisible
= 0x0010,
39 k_material_flag_boundary
= 0x0020,
40 k_material_flag_preview_visibile
= 0x0040,
41 k_material_flag_walking
= 0x0080,
43 k_material_flag_ghosts
=
44 k_material_flag_boundary
|
45 k_material_flag_invisible
|
46 k_material_flag_walking
58 u8 colour
[4]; /* 4*8 */
59 u16 weights
[4];/* 4*16 */
60 u8 groups
[4]; /* 4*8 */
65 typedef struct mdl_context mdl_context
;
66 typedef struct mdl_array_ptr mdl_array_ptr
;
67 typedef struct mdl_vert mdl_vert
;
68 typedef struct mdl_transform mdl_transform
;
69 typedef struct mdl_submesh mdl_submesh
;
70 typedef struct mdl_material mdl_material
;
71 typedef struct mdl_bone mdl_bone
;
72 typedef struct mdl_armature mdl_armature
;
73 typedef struct mdl_animation mdl_animation
;
74 typedef struct mdl_transform mdl_keyframe
;
75 typedef struct mdl_mesh mdl_mesh
;
76 typedef struct mdl_file mdl_file
;
77 typedef struct mdl_texture mdl_texture
;
78 typedef struct mdl_array mdl_array
;
79 typedef struct mdl_header mdl_header
;
81 typedef struct glmesh glmesh
;
95 static void transform_identity( mdl_transform
*transform
)
97 v3_zero( transform
->co
);
98 q_identity( transform
->q
);
99 v3_fill( transform
->s
, 1.0f
);
102 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
104 v3_mul( transform
->s
, vec
, dest
);
105 q_mulv( transform
->q
, dest
, dest
);
108 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
110 mdl_transform_vector( transform
, co
, dest
);
111 v3_add( transform
->co
, dest
, dest
);
114 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
117 mdl_transform_point( a
, b
->co
, d
->co
);
118 q_mul( a
->q
, b
->q
, d
->q
);
120 v3_mul( a
->s
, b
->s
, d
->s
);
149 v3f conevx
, conevy
, coneva
;
155 k_bone_flag_deform
= 0x00000001,
156 k_bone_flag_ik
= 0x00000002,
157 k_bone_flag_cone_constraint
= 0x00000004
162 k_bone_collider_none
= 0,
163 k_bone_collider_box
= 1,
164 k_bone_collider_capsule
= 2
169 mdl_transform transform
;
192 u16 material_id
, flags
;
197 k_submesh_flag_none
= 0x0000,
198 k_submesh_flag_consumed
= 0x0001
203 mdl_transform transform
;
207 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
243 struct mdl_array_ptr
{
259 /* animation buffers */
265 u32 pack_base_offset
;
272 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
275 vg_file_print_invalid( mdl
->file
);
276 vg_fatal_error( "Corrupt model" );
280 * Model implementation
283 VG_STATIC u32
mdl_query_array_size( mdl_array
*arr
)
285 if( arr
->item_count
){
286 u32 size
= arr
->item_size
*arr
->item_count
;
287 return vg_align8(size
);
292 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
294 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
296 if( !info
->pack_size
){
297 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
298 vg_fatal_error( "Packed file is only a header; it is not packed" );
301 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
302 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
304 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
307 /* TODO: Rename these */
308 VG_STATIC
void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
311 if( arr
->item_count
){
312 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
313 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
315 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
319 VG_STATIC
void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
320 mdl_array
*arr
, void *lin_alloc
)
322 if( arr
->item_count
){
323 u32 size
= arr
->item_size
*arr
->item_count
;
324 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
325 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
);
330 ptr
->count
= arr
->item_count
;
331 ptr
->stride
= arr
->item_size
;
334 VG_STATIC
void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
336 return ((u8
*)arr
->data
) + index
*arr
->stride
;
339 VG_STATIC u32
mdl_arrcount( mdl_array_ptr
*arr
)
344 VG_STATIC mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
346 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
347 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
349 if( !strncmp(arr
->name
,name
,16) ){
357 VG_STATIC
int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
358 const char *name
, void *lin_alloc
)
360 mdl_array
*arr
= mdl_find_array( mdl
, name
);
363 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
374 VG_STATIC
int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
378 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
379 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
384 VG_STATIC
int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
388 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
389 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
390 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
391 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
392 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
393 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
394 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
395 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
400 VG_STATIC
int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
402 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
406 * if calling mdl_open, and the file does not exist, the game will fatal quit
408 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
410 memset( mdl
, 0, sizeof( mdl_context
) );
411 mdl
->file
= fopen( path
, "rb" );
414 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
415 vg_fatal_error( "see above for details" );
418 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
420 mdl_load_fatal_corrupt( mdl
);
422 if( mdl
->info
.version
< MDL_VERSION_MIN
){
423 vg_warn( "For model: %s\n", path
);
424 vg_warn( " version: %u (min: %u, current: %u)\n",
425 mdl
->info
.version
, MDL_VERSION_MIN
, MDL_VERSION_NR
);
427 vg_fatal_error( "Legacy model version incompatable" );
430 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
432 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
433 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
434 else mdl
->pack_base_offset
= 0;
440 VG_STATIC
void mdl_close( mdl_context
*mdl
)
446 /* useful things you can do with the model */
448 VG_STATIC
void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
450 q_m3x3( transform
->q
, mtx
);
451 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
452 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
453 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
454 v3_copy( transform
->co
, mtx
[3] );
457 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
459 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
464 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
466 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
468 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
474 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
475 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
478 * Simple mesh interface for OpenGL
479 * ----------------------------------------------------------------------------
482 VG_STATIC
void mesh_upload( glmesh
*mesh
,
483 mdl_vert
*verts
, u32 vert_count
,
484 u32
*indices
, u32 indice_count
)
486 //assert( mesh->loaded == 0 );
488 glGenVertexArrays( 1, &mesh
->vao
);
489 glGenBuffers( 1, &mesh
->vbo
);
490 glGenBuffers( 1, &mesh
->ebo
);
491 glBindVertexArray( mesh
->vao
);
493 size_t stride
= sizeof(mdl_vert
);
495 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
496 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
498 glBindVertexArray( mesh
->vao
);
499 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
500 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
501 indices
, GL_STATIC_DRAW
);
504 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
505 glEnableVertexAttribArray( 0 );
508 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
509 stride
, (void *)offsetof(mdl_vert
, norm
) );
510 glEnableVertexAttribArray( 1 );
513 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
514 stride
, (void *)offsetof(mdl_vert
, uv
) );
515 glEnableVertexAttribArray( 2 );
518 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
519 stride
, (void *)offsetof(mdl_vert
, colour
) );
520 glEnableVertexAttribArray( 3 );
523 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
524 stride
, (void *)offsetof(mdl_vert
, weights
) );
525 glEnableVertexAttribArray( 4 );
528 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
529 stride
, (void *)offsetof(mdl_vert
, groups
) );
530 glEnableVertexAttribArray( 5 );
534 mesh
->indice_count
= indice_count
;
538 VG_STATIC
void mesh_bind( glmesh
*mesh
)
540 glBindVertexArray( mesh
->vao
);
543 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
545 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
546 (void *)(start
*sizeof(u32
)) );
549 VG_STATIC
void mesh_draw( glmesh
*mesh
)
551 mesh_drawn( 0, mesh
->indice_count
);
554 VG_STATIC
void mesh_free( glmesh
*mesh
)
557 glDeleteVertexArrays( 1, &mesh
->vao
);
558 glDeleteBuffers( 1, &mesh
->ebo
);
559 glDeleteBuffers( 1, &mesh
->vbo
);
564 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
566 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
569 VG_STATIC mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
571 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
572 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
573 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
580 struct payload_glmesh_load
{
590 VG_STATIC
void async_mdl_load_glmesh( void *payload
, u32 size
)
592 struct payload_glmesh_load
*job
= payload
;
593 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
594 job
->indices
, job
->indice_count
);
597 /* TODO: Find out if this needs deprecating in favour of the new full loader */
598 VG_STATIC
void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
600 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
601 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
603 if( arr_vertices
&& arr_indices
){
604 u32 size_verts
= vg_align8(mdl_query_array_size( arr_vertices
)),
605 size_indices
= vg_align8(mdl_query_array_size( arr_indices
)),
606 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
607 total
= size_hdr
+ size_verts
+ size_indices
;
609 vg_async_item
*call
= vg_async_alloc( total
);
610 struct payload_glmesh_load
*job
= call
->payload
;
612 u8
*payload
= call
->payload
;
615 job
->verts
= (void*)(payload
+ size_hdr
);
616 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
617 job
->vertex_count
= arr_vertices
->item_count
;
618 job
->indice_count
= arr_indices
->item_count
;
620 mdl_load_array_file_buffer( mdl
, arr_vertices
, job
->verts
);
621 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
);
624 * Unpack the indices (if there are meshes)
625 * ---------------------------------------------------------
628 if( mdl_arrcount( &mdl
->submeshs
) ){
629 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
630 u32 offset
= sm
->vertex_count
;
632 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
633 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
634 u32
*indices
= job
->indices
+ sm
->indice_start
;
636 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
637 indices
[j
] += offset
;
639 offset
+= sm
->vertex_count
;
645 * -------------------------
648 vg_async_dispatch( call
, async_mdl_load_glmesh
);
651 vg_fatal_error( "no vertex/indice data\n" );
655 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
656 VG_STATIC
void mdl_async_full_load_std( mdl_context
*mdl
){
657 mdl_async_load_glmesh( mdl
, &mdl
->mesh
);
659 for( u32 i
=0; i
<mdl_arrcount( &mdl
->textures
); i
++ ){
660 vg_linear_clear( vg_mem
.scratch
);
661 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
663 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
664 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
666 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
667 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
, &tex
->glname
);