2 * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #include "vg/vg_async.h"
14 #define MDL_VERSION_MIN 101
15 #define MDL_VERSION_NR 105
18 k_shader_standard
= 0,
19 k_shader_standard_cutout
= 1,
20 k_shader_terrain_blend
= 2,
21 k_shader_standard_vertex_blend
= 3,
23 k_shader_invisible
= 5,
24 k_shader_boundary
= 6,
28 k_shader_foliage
= 10,
29 k_shader_override
= 30000
32 enum mdl_surface_prop
{
33 k_surface_prop_concrete
= 0,
34 k_surface_prop_wood
= 1,
35 k_surface_prop_grass
= 2,
36 k_surface_prop_tiles
= 3,
37 k_surface_prop_metal
= 4,
38 k_surface_prop_snow
= 5,
39 k_surface_prop_sand
= 6
43 k_material_flag_skate_target
= 0x0001,
44 k_material_flag_collision
= 0x0002,
45 k_material_flag_grow_grass
= 0x0004,
46 k_material_flag_grindable
= 0x0008,
47 k_material_flag_invisible
= 0x0010,
48 k_material_flag_boundary
= 0x0020,
49 k_material_flag_preview_visibile
= 0x0040,
50 k_material_flag_walking
= 0x0080,
52 k_material_flag_ghosts
=
53 k_material_flag_boundary
|
54 k_material_flag_invisible
|
55 k_material_flag_walking
67 u8 colour
[4]; /* 4*8 */
68 u16 weights
[4];/* 4*16 */
69 u8 groups
[4]; /* 4*8 */
74 typedef u32 mdl_indice
;
76 typedef struct mdl_context mdl_context
;
77 typedef struct mdl_array_ptr mdl_array_ptr
;
78 typedef struct mdl_vert mdl_vert
;
79 typedef struct mdl_transform mdl_transform
;
80 typedef struct mdl_submesh mdl_submesh
;
81 typedef struct mdl_material mdl_material
;
82 typedef struct mdl_bone mdl_bone
;
83 typedef struct mdl_armature mdl_armature
;
84 typedef struct mdl_animation mdl_animation
;
85 typedef struct mdl_transform mdl_keyframe
;
86 typedef struct mdl_mesh mdl_mesh
;
87 typedef struct mdl_file mdl_file
;
88 typedef struct mdl_texture mdl_texture
;
89 typedef struct mdl_array mdl_array
;
90 typedef struct mdl_header mdl_header
;
92 typedef struct glmesh glmesh
;
106 static void transform_identity( mdl_transform
*transform
)
108 v3_zero( transform
->co
);
109 q_identity( transform
->q
);
110 v3_fill( transform
->s
, 1.0f
);
113 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
115 v3_mul( transform
->s
, vec
, dest
);
116 q_mulv( transform
->q
, dest
, dest
);
119 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
121 mdl_transform_vector( transform
, co
, dest
);
122 v3_add( transform
->co
, dest
, dest
);
125 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
128 mdl_transform_point( a
, b
->co
, d
->co
);
129 q_mul( a
->q
, b
->q
, d
->q
);
131 v3_mul( a
->s
, b
->s
, d
->s
);
160 v3f conevx
, conevy
, coneva
;
166 k_bone_flag_deform
= 0x00000001,
167 k_bone_flag_ik
= 0x00000002,
168 k_bone_flag_cone_constraint
= 0x00000004
173 k_bone_collider_none
= 0,
174 k_bone_collider_box
= 1,
175 k_bone_collider_capsule
= 2
180 mdl_transform transform
;
203 u16 material_id
, flags
;
208 k_submesh_flag_none
= 0x0000,
209 k_submesh_flag_consumed
= 0x0001
214 mdl_transform transform
;
218 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
254 struct mdl_array_ptr
{
270 /* animation buffers */
276 u32 pack_base_offset
;
283 static void mdl_load_fatal_corrupt( mdl_context
*mdl
)
286 vg_file_print_invalid( mdl
->file
);
287 vg_fatal_error( "Corrupt model" );
291 * Model implementation
294 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
296 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
298 if( !info
->pack_size
){
299 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
300 vg_fatal_error( "Packed file is only a header; it is not packed" );
303 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
304 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
306 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
309 /* TODO: Rename these */
310 static void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
311 void *buffer
, u32 stride
)
313 if( arr
->item_count
){
314 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
316 if( stride
== arr
->item_size
){
317 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
318 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
321 vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
322 buffer
, arr
->item_size
, stride
, arr
->item_count
);
323 if( stride
< arr
->item_size
)
324 vg_fatal_error( "not safe\n" );
326 for( u32 i
=0; i
<arr
->item_count
; i
++ ){
327 u64 l
= fread( buffer
+i
*stride
, arr
->item_size
, 1, mdl
->file
);
328 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
334 static void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
335 mdl_array
*arr
, void *lin_alloc
, u32 stride
)
337 if( stride
< arr
->item_size
){
338 vg_error( "Structure max: %u. Got: %u\n", stride
, arr
->item_size
);
339 vg_fatal_error( "not safe\n" );
342 if( arr
->item_count
){
343 u32 size
= stride
*arr
->item_count
;
344 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
345 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
, stride
);
351 ptr
->stride
= stride
;
352 ptr
->count
= arr
->item_count
;
355 static void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
357 return ((u8
*)arr
->data
) + index
*arr
->stride
;
360 static u32
mdl_arrcount( mdl_array_ptr
*arr
)
365 static mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
367 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
368 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
370 if( !strncmp(arr
->name
,name
,16) ){
378 static int _mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
379 const char *name
, void *lin_alloc
, u32 stride
)
381 mdl_array
*arr
= mdl_find_array( mdl
, name
);
384 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
, stride
);
395 #define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \
396 _mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) )
398 static int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
){
401 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->verts
, mdl_vert
, lin_alloc
);
402 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->indices
, mdl_indice
, lin_alloc
);
407 static int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
){
410 success
&= _mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
, 1 );
411 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->meshs
, mdl_mesh
, lin_alloc
);
412 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->submeshs
, mdl_submesh
, lin_alloc
);
413 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->materials
, mdl_material
, lin_alloc
);
414 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->textures
, mdl_texture
, lin_alloc
);
415 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->armatures
, mdl_armature
, lin_alloc
);
416 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->bones
, mdl_bone
, lin_alloc
);
417 success
&= MDL_LOAD_ARRAY( mdl
, &mdl
->animations
,mdl_animation
,lin_alloc
);
422 static int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
){
423 return MDL_LOAD_ARRAY( mdl
, &mdl
->keyframes
, mdl_keyframe
, lin_alloc
);
427 * if calling mdl_open, and the file does not exist, the game will fatal quit
429 static void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
431 memset( mdl
, 0, sizeof( mdl_context
) );
432 mdl
->file
= fopen( path
, "rb" );
435 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
436 vg_fatal_error( "see above for details" );
439 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
441 mdl_load_fatal_corrupt( mdl
);
443 if( mdl
->info
.version
< MDL_VERSION_MIN
){
444 vg_warn( "For model: %s\n", path
);
445 vg_warn( " version: %u (min: %u, current: %u)\n",
446 mdl
->info
.version
, MDL_VERSION_MIN
, MDL_VERSION_NR
);
448 vg_fatal_error( "Legacy model version incompatable" );
451 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
,
454 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
455 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
456 else mdl
->pack_base_offset
= 0;
462 static void mdl_close( mdl_context
*mdl
)
468 /* useful things you can do with the model */
470 static void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
472 q_m3x3( transform
->q
, mtx
);
473 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
474 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
475 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
476 v3_copy( transform
->co
, mtx
[3] );
479 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
481 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
486 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
488 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
490 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
496 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
497 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
500 * Simple mesh interface for OpenGL
501 * ----------------------------------------------------------------------------
504 static void mesh_upload( glmesh
*mesh
,
505 mdl_vert
*verts
, u32 vert_count
,
506 u32
*indices
, u32 indice_count
)
508 //assert( mesh->loaded == 0 );
510 glGenVertexArrays( 1, &mesh
->vao
);
511 glGenBuffers( 1, &mesh
->vbo
);
512 glGenBuffers( 1, &mesh
->ebo
);
513 glBindVertexArray( mesh
->vao
);
515 size_t stride
= sizeof(mdl_vert
);
517 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
518 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
520 glBindVertexArray( mesh
->vao
);
521 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
522 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
523 indices
, GL_STATIC_DRAW
);
526 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
527 glEnableVertexAttribArray( 0 );
530 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
531 stride
, (void *)offsetof(mdl_vert
, norm
) );
532 glEnableVertexAttribArray( 1 );
535 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
536 stride
, (void *)offsetof(mdl_vert
, uv
) );
537 glEnableVertexAttribArray( 2 );
540 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
541 stride
, (void *)offsetof(mdl_vert
, colour
) );
542 glEnableVertexAttribArray( 3 );
545 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
546 stride
, (void *)offsetof(mdl_vert
, weights
) );
547 glEnableVertexAttribArray( 4 );
550 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
551 stride
, (void *)offsetof(mdl_vert
, groups
) );
552 glEnableVertexAttribArray( 5 );
556 mesh
->indice_count
= indice_count
;
560 static void mesh_bind( glmesh
*mesh
)
562 glBindVertexArray( mesh
->vao
);
565 static void mesh_drawn( u32 start
, u32 count
)
567 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
568 (void *)(start
*sizeof(u32
)) );
571 static void mesh_draw( glmesh
*mesh
)
573 mesh_drawn( 0, mesh
->indice_count
);
576 static void mesh_free( glmesh
*mesh
)
579 glDeleteVertexArrays( 1, &mesh
->vao
);
580 glDeleteBuffers( 1, &mesh
->ebo
);
581 glDeleteBuffers( 1, &mesh
->vbo
);
586 static void mdl_draw_submesh( mdl_submesh
*sm
)
588 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
591 static mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
593 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
594 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
595 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
602 struct payload_glmesh_load
{
612 static void async_mdl_load_glmesh( void *payload
, u32 size
)
614 struct payload_glmesh_load
*job
= payload
;
615 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
616 job
->indices
, job
->indice_count
);
619 static void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
,
621 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
622 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
624 if( arr_vertices
&& arr_indices
){
625 u32 size_verts
= vg_align8(sizeof(mdl_vert
)*arr_vertices
->item_count
),
626 size_indices
= vg_align8(sizeof(mdl_indice
)*arr_indices
->item_count
),
627 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
628 total
= size_hdr
+ size_verts
+ size_indices
;
630 vg_async_item
*call
= vg_async_alloc( total
);
631 struct payload_glmesh_load
*job
= call
->payload
;
633 u8
*payload
= call
->payload
;
636 job
->verts
= (void*)(payload
+ size_hdr
);
637 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
638 job
->vertex_count
= arr_vertices
->item_count
;
639 job
->indice_count
= arr_indices
->item_count
;
641 mdl_load_array_file_buffer( mdl
, arr_vertices
,
642 job
->verts
, sizeof(mdl_vert
) );
643 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
,
644 sizeof(mdl_indice
) );
647 for( u32 i
=0; i
<job
->vertex_count
; i
++ ){
648 mdl_vert
*vert
= &job
->verts
[i
];
650 for( u32 j
=0; j
<4; j
++ ){
651 vert
->groups
[j
] = fixup_table
[vert
->groups
[j
]];
657 * Unpack the indices (if there are meshes)
658 * ---------------------------------------------------------
661 if( mdl_arrcount( &mdl
->submeshs
) ){
662 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
663 u32 offset
= sm
->vertex_count
;
665 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
666 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
667 u32
*indices
= job
->indices
+ sm
->indice_start
;
669 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
670 indices
[j
] += offset
;
672 offset
+= sm
->vertex_count
;
678 * -------------------------
681 vg_async_dispatch( call
, async_mdl_load_glmesh
);
684 vg_fatal_error( "no vertex/indice data\n" );
688 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
689 static void mdl_async_full_load_std( mdl_context
*mdl
){
690 mdl_async_load_glmesh( mdl
, &mdl
->mesh
, NULL
);
692 for( u32 i
=0; i
<mdl_arrcount( &mdl
->textures
); i
++ ){
693 vg_linear_clear( vg_mem
.scratch
);
694 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
696 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
697 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
699 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
700 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
, &tex
->glname
);