2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #define MDL_VERSION_MIN 101
11 #define MDL_VERSION_NR 104
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,
24 k_shader_foliage
= 10,
25 k_shader_override
= 30000
28 enum mdl_surface_prop
{
29 k_surface_prop_concrete
= 0,
30 k_surface_prop_wood
= 1,
31 k_surface_prop_grass
= 2,
32 k_surface_prop_tiles
= 3,
33 k_surface_prop_metal
= 4
37 k_material_flag_skate_target
= 0x0001,
38 k_material_flag_collision
= 0x0002,
39 k_material_flag_grow_grass
= 0x0004,
40 k_material_flag_grindable
= 0x0008,
41 k_material_flag_invisible
= 0x0010,
42 k_material_flag_boundary
= 0x0020,
43 k_material_flag_preview_visibile
= 0x0040,
44 k_material_flag_walking
= 0x0080,
46 k_material_flag_ghosts
=
47 k_material_flag_boundary
|
48 k_material_flag_invisible
|
49 k_material_flag_walking
61 u8 colour
[4]; /* 4*8 */
62 u16 weights
[4];/* 4*16 */
63 u8 groups
[4]; /* 4*8 */
68 typedef u32 mdl_indice
;
70 typedef struct mdl_context mdl_context
;
71 typedef struct mdl_array_ptr mdl_array_ptr
;
72 typedef struct mdl_vert mdl_vert
;
73 typedef struct mdl_transform mdl_transform
;
74 typedef struct mdl_submesh mdl_submesh
;
75 typedef struct mdl_material mdl_material
;
76 typedef struct mdl_bone mdl_bone
;
77 typedef struct mdl_armature mdl_armature
;
78 typedef struct mdl_animation mdl_animation
;
79 typedef struct mdl_transform mdl_keyframe
;
80 typedef struct mdl_mesh mdl_mesh
;
81 typedef struct mdl_file mdl_file
;
82 typedef struct mdl_texture mdl_texture
;
83 typedef struct mdl_array mdl_array
;
84 typedef struct mdl_header mdl_header
;
86 typedef struct glmesh glmesh
;
100 static void transform_identity( mdl_transform
*transform
)
102 v3_zero( transform
->co
);
103 q_identity( transform
->q
);
104 v3_fill( transform
->s
, 1.0f
);
107 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
109 v3_mul( transform
->s
, vec
, dest
);
110 q_mulv( transform
->q
, dest
, dest
);
113 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
115 mdl_transform_vector( transform
, co
, dest
);
116 v3_add( transform
->co
, dest
, dest
);
119 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
122 mdl_transform_point( a
, b
->co
, d
->co
);
123 q_mul( a
->q
, b
->q
, d
->q
);
125 v3_mul( a
->s
, b
->s
, d
->s
);
154 v3f conevx
, conevy
, coneva
;
160 k_bone_flag_deform
= 0x00000001,
161 k_bone_flag_ik
= 0x00000002,
162 k_bone_flag_cone_constraint
= 0x00000004
167 k_bone_collider_none
= 0,
168 k_bone_collider_box
= 1,
169 k_bone_collider_capsule
= 2
174 mdl_transform transform
;
197 u16 material_id
, flags
;
202 k_submesh_flag_none
= 0x0000,
203 k_submesh_flag_consumed
= 0x0001
208 mdl_transform transform
;
212 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
248 struct mdl_array_ptr
{
264 /* animation buffers */
270 u32 pack_base_offset
;
277 static void mdl_load_fatal_corrupt( mdl_context
*mdl
)
280 vg_file_print_invalid( mdl
->file
);
281 vg_fatal_error( "Corrupt model" );
285 * Model implementation
288 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
290 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
292 if( !info
->pack_size
){
293 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
294 vg_fatal_error( "Packed file is only a header; it is not packed" );
297 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
298 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
300 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
303 /* TODO: Rename these */
304 static void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
305 void *buffer
, u32 stride
)
307 if( arr
->item_count
){
308 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
310 if( stride
== arr
->item_size
){
311 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
312 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
315 vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
316 buffer
, arr
->item_size
, stride
, arr
->item_count
);
317 if( stride
< arr
->item_size
)
318 vg_fatal_error( "not safe\n" );
320 for( u32 i
=0; i
<arr
->item_count
; i
++ ){
321 u64 l
= fread( buffer
+i
*stride
, arr
->item_size
, 1, mdl
->file
);
322 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
328 static void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
329 mdl_array
*arr
, void *lin_alloc
, u32 stride
)
331 if( stride
< arr
->item_size
){
332 vg_error( "Structure max: %u. Got: %u\n", stride
, arr
->item_size
);
333 vg_fatal_error( "not safe\n" );
336 if( arr
->item_count
){
337 u32 size
= stride
*arr
->item_count
;
338 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
339 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
, stride
);
345 ptr
->stride
= stride
;
346 ptr
->count
= arr
->item_count
;
349 static void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
351 return ((u8
*)arr
->data
) + index
*arr
->stride
;
354 static u32
mdl_arrcount( mdl_array_ptr
*arr
)
359 static mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
361 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
362 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
364 if( !strncmp(arr
->name
,name
,16) ){
372 static int _mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
373 const char *name
, void *lin_alloc
, u32 stride
)
375 mdl_array
*arr
= mdl_find_array( mdl
, name
);
378 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
, stride
);
389 #define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \
390 _mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) )
392 static int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
){
395 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->verts
, mdl_vert
, lin_alloc
);
396 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->indices
, mdl_indice
, lin_alloc
);
401 static int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
){
404 success
&= _mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
, 1 );
405 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->meshs
, mdl_mesh
, lin_alloc
);
406 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->submeshs
, mdl_submesh
, lin_alloc
);
407 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->materials
, mdl_material
, lin_alloc
);
408 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->textures
, mdl_texture
, lin_alloc
);
409 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->armatures
, mdl_armature
, lin_alloc
);
410 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->bones
, mdl_bone
, lin_alloc
);
411 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->animations
,mdl_animation
,lin_alloc
);
416 static int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
){
417 return MDL_LOAD_ARRAY( mdl
, &mdl
->keyframes
, mdl_keyframe
, lin_alloc
);
421 * if calling mdl_open, and the file does not exist, the game will fatal quit
423 static void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
425 memset( mdl
, 0, sizeof( mdl_context
) );
426 mdl
->file
= fopen( path
, "rb" );
429 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
430 vg_fatal_error( "see above for details" );
433 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
435 mdl_load_fatal_corrupt( mdl
);
437 if( mdl
->info
.version
< MDL_VERSION_MIN
){
438 vg_warn( "For model: %s\n", path
);
439 vg_warn( " version: %u (min: %u, current: %u)\n",
440 mdl
->info
.version
, MDL_VERSION_MIN
, MDL_VERSION_NR
);
442 vg_fatal_error( "Legacy model version incompatable" );
445 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
,
448 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
449 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
450 else mdl
->pack_base_offset
= 0;
456 static void mdl_close( mdl_context
*mdl
)
462 /* useful things you can do with the model */
464 static void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
466 q_m3x3( transform
->q
, mtx
);
467 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
468 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
469 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
470 v3_copy( transform
->co
, mtx
[3] );
473 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
475 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
480 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
482 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
484 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
490 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
491 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
494 * Simple mesh interface for OpenGL
495 * ----------------------------------------------------------------------------
498 static void mesh_upload( glmesh
*mesh
,
499 mdl_vert
*verts
, u32 vert_count
,
500 u32
*indices
, u32 indice_count
)
502 //assert( mesh->loaded == 0 );
504 glGenVertexArrays( 1, &mesh
->vao
);
505 glGenBuffers( 1, &mesh
->vbo
);
506 glGenBuffers( 1, &mesh
->ebo
);
507 glBindVertexArray( mesh
->vao
);
509 size_t stride
= sizeof(mdl_vert
);
511 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
512 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
514 glBindVertexArray( mesh
->vao
);
515 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
516 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
517 indices
, GL_STATIC_DRAW
);
520 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
521 glEnableVertexAttribArray( 0 );
524 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
525 stride
, (void *)offsetof(mdl_vert
, norm
) );
526 glEnableVertexAttribArray( 1 );
529 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
530 stride
, (void *)offsetof(mdl_vert
, uv
) );
531 glEnableVertexAttribArray( 2 );
534 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
535 stride
, (void *)offsetof(mdl_vert
, colour
) );
536 glEnableVertexAttribArray( 3 );
539 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
540 stride
, (void *)offsetof(mdl_vert
, weights
) );
541 glEnableVertexAttribArray( 4 );
544 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
545 stride
, (void *)offsetof(mdl_vert
, groups
) );
546 glEnableVertexAttribArray( 5 );
550 mesh
->indice_count
= indice_count
;
554 static void mesh_bind( glmesh
*mesh
)
556 glBindVertexArray( mesh
->vao
);
559 static void mesh_drawn( u32 start
, u32 count
)
561 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
562 (void *)(start
*sizeof(u32
)) );
565 static void mesh_draw( glmesh
*mesh
)
567 mesh_drawn( 0, mesh
->indice_count
);
570 static void mesh_free( glmesh
*mesh
)
573 glDeleteVertexArrays( 1, &mesh
->vao
);
574 glDeleteBuffers( 1, &mesh
->ebo
);
575 glDeleteBuffers( 1, &mesh
->vbo
);
580 static void mdl_draw_submesh( mdl_submesh
*sm
)
582 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
585 static mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
587 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
588 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
589 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
596 struct payload_glmesh_load
{
606 static void async_mdl_load_glmesh( void *payload
, u32 size
)
608 struct payload_glmesh_load
*job
= payload
;
609 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
610 job
->indices
, job
->indice_count
);
613 static void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
,
615 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
616 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
618 if( arr_vertices
&& arr_indices
){
619 u32 size_verts
= vg_align8(sizeof(mdl_vert
)*arr_vertices
->item_count
),
620 size_indices
= vg_align8(sizeof(mdl_indice
)*arr_indices
->item_count
),
621 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
622 total
= size_hdr
+ size_verts
+ size_indices
;
624 vg_async_item
*call
= vg_async_alloc( total
);
625 struct payload_glmesh_load
*job
= call
->payload
;
627 u8
*payload
= call
->payload
;
630 job
->verts
= (void*)(payload
+ size_hdr
);
631 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
632 job
->vertex_count
= arr_vertices
->item_count
;
633 job
->indice_count
= arr_indices
->item_count
;
635 mdl_load_array_file_buffer( mdl
, arr_vertices
,
636 job
->verts
, sizeof(mdl_vert
) );
637 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
,
638 sizeof(mdl_indice
) );
641 for( u32 i
=0; i
<job
->vertex_count
; i
++ ){
642 mdl_vert
*vert
= &job
->verts
[i
];
644 for( u32 j
=0; j
<4; j
++ ){
645 vert
->groups
[j
] = fixup_table
[vert
->groups
[j
]];
651 * Unpack the indices (if there are meshes)
652 * ---------------------------------------------------------
655 if( mdl_arrcount( &mdl
->submeshs
) ){
656 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
657 u32 offset
= sm
->vertex_count
;
659 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
660 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
661 u32
*indices
= job
->indices
+ sm
->indice_start
;
663 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
664 indices
[j
] += offset
;
666 offset
+= sm
->vertex_count
;
672 * -------------------------
675 vg_async_dispatch( call
, async_mdl_load_glmesh
);
678 vg_fatal_error( "no vertex/indice data\n" );
682 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
683 static void mdl_async_full_load_std( mdl_context
*mdl
){
684 mdl_async_load_glmesh( mdl
, &mdl
->mesh
, NULL
);
686 for( u32 i
=0; i
<mdl_arrcount( &mdl
->textures
); i
++ ){
687 vg_linear_clear( vg_mem
.scratch
);
688 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
690 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
691 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
693 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
694 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
, &tex
->glname
);