2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
13 k_shader_standard
= 0,
14 k_shader_standard_cutout
= 1,
15 k_shader_terrain_blend
= 2,
16 k_shader_standard_vertex_blend
= 3,
22 k_surface_prop_concrete
= 0,
23 k_surface_prop_wood
= 1,
24 k_surface_prop_grass
= 2,
25 k_surface_prop_tiles
= 3
30 k_material_flag_skate_surface
= 0x1,
31 k_material_flag_collision
= 0x2,
32 k_material_flag_grow_grass
= 0x4,
33 k_material_flag_grind_surface
= 0x8
45 u8 colour
[4]; /* 4*8 */
46 u16 weights
[4];/* 4*16 */
47 u8 groups
[4]; /* 4*8 */
52 typedef struct mdl_context mdl_context
;
53 typedef struct mdl_array_ptr mdl_array_ptr
;
54 typedef struct mdl_vert mdl_vert
;
55 typedef struct mdl_transform mdl_transform
;
56 typedef struct mdl_submesh mdl_submesh
;
57 typedef struct mdl_material mdl_material
;
58 typedef struct mdl_bone mdl_bone
;
59 typedef struct mdl_armature mdl_armature
;
60 typedef struct mdl_animation mdl_animation
;
61 typedef struct mdl_transform mdl_keyframe
;
62 typedef struct mdl_mesh mdl_mesh
;
63 typedef struct mdl_file mdl_file
;
64 typedef struct mdl_texture mdl_texture
;
65 typedef struct mdl_array mdl_array
;
66 typedef struct mdl_header mdl_header
;
111 v3f conevx
, conevy
, coneva
;
117 k_bone_flag_deform
= 0x1,
118 k_bone_flag_ik
= 0x2,
119 k_bone_flag_cone_constraint
= 0x4
124 k_bone_collider_none
= 0,
125 k_bone_collider_box
= 1,
126 k_bone_collider_capsule
= 2
131 mdl_transform transform
;
148 mdl_transform transform
;
206 /* animation buffers */
218 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
221 vg_file_print_invalid( mdl
->file
);
222 vg_fatal_exit_loop( "Corrupt model" );
226 * Model implementation
229 VG_STATIC
void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
230 mdl_array
*arr
, void *lin_alloc
)
232 if( arr
->item_count
){
233 u32 size
= arr
->item_size
*arr
->item_count
;
234 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
236 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
237 u64 l
= fread( ptr
->data
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
240 mdl_load_fatal_corrupt( mdl
);
245 ptr
->count
= arr
->item_count
;
246 ptr
->stride
= arr
->item_size
;
249 VG_STATIC
void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
251 return ((u8
*)arr
->data
) + index
*arr
->stride
;
254 VG_STATIC u32
mdl_arrcount( mdl_array_ptr
*arr
)
259 VG_STATIC
int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
260 const char *name
, void *lin_alloc
)
262 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
263 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
265 if( !strncmp(arr
->name
,name
,16) ){
266 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
277 VG_STATIC
int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
281 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
282 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
287 VG_STATIC
int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
291 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
292 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
293 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
294 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
295 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
296 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
297 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
298 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
303 VG_STATIC
int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
305 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
308 VG_STATIC
int mdl_load_pack_block( mdl_context
*mdl
, void *lin_alloc
)
310 return mdl_load_array( mdl
, &mdl
->pack
, "pack", lin_alloc
);
314 * if calling mdl_open, and the file does not exist, the game will fatal quit
316 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
318 memset( mdl
, 0, sizeof( mdl_context
) );
319 mdl
->file
= fopen( path
, "rb" );
322 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
323 vg_fatal_exit_loop( "see above for details" );
326 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
328 mdl_load_fatal_corrupt( mdl
);
330 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
336 VG_STATIC
void mdl_close( mdl_context
*mdl
)
342 /* useful things you can do with the model */
344 VG_STATIC
void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
346 q_m3x3( transform
->q
, mtx
);
347 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
348 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
349 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
350 v3_copy( transform
->co
, mtx
[3] );
353 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
355 return mdl_arritm( &mdl
->strings
, pstr
);
359 * Simple mesh interface for OpenGL
360 * ----------------------------------------------------------------------------
363 typedef struct glmesh glmesh
;
366 GLuint vao
, vbo
, ebo
;
371 VG_STATIC
void mesh_upload( glmesh
*mesh
,
372 mdl_vert
*verts
, u32 vert_count
,
373 u32
*indices
, u32 indice_count
)
375 //assert( mesh->loaded == 0 );
377 glGenVertexArrays( 1, &mesh
->vao
);
378 glGenBuffers( 1, &mesh
->vbo
);
379 glGenBuffers( 1, &mesh
->ebo
);
380 glBindVertexArray( mesh
->vao
);
382 size_t stride
= sizeof(mdl_vert
);
384 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
385 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
387 glBindVertexArray( mesh
->vao
);
388 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
389 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
390 indices
, GL_STATIC_DRAW
);
393 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
394 glEnableVertexAttribArray( 0 );
397 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
398 stride
, (void *)offsetof(mdl_vert
, norm
) );
399 glEnableVertexAttribArray( 1 );
402 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
403 stride
, (void *)offsetof(mdl_vert
, uv
) );
404 glEnableVertexAttribArray( 2 );
407 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
408 stride
, (void *)offsetof(mdl_vert
, colour
) );
409 glEnableVertexAttribArray( 3 );
412 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
413 stride
, (void *)offsetof(mdl_vert
, weights
) );
414 glEnableVertexAttribArray( 4 );
417 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
418 stride
, (void *)offsetof(mdl_vert
, groups
) );
419 glEnableVertexAttribArray( 5 );
423 mesh
->indice_count
= indice_count
;
427 VG_STATIC
void mesh_bind( glmesh
*mesh
)
429 glBindVertexArray( mesh
->vao
);
432 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
434 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
435 (void *)(start
*sizeof(u32
)) );
438 VG_STATIC
void mesh_draw( glmesh
*mesh
)
440 mesh_drawn( 0, mesh
->indice_count
);
443 VG_STATIC
void mesh_free( glmesh
*mesh
)
446 glDeleteVertexArrays( 1, &mesh
->vao
);
447 glDeleteBuffers( 1, &mesh
->ebo
);
448 glDeleteBuffers( 1, &mesh
->vbo
);
453 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
455 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
458 /* WARNING: Destructive! Only use this once and then discard the context. */
459 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
461 if( !mdl
->submeshs
.count
)
462 vg_fatal_exit_loop( "Tried to unpack empty model file" );
464 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
465 u32 offset
= sm
->vertex_count
;
467 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
468 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
469 u32
*indices
= mdl_arritm( &mdl
->indices
, sm
->indice_start
);
471 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
472 indices
[j
] += offset
;
474 offset
+= sm
->vertex_count
;
477 mesh_upload( mesh
, mdl
->verts
.data
, mdl
->verts
.count
,
478 mdl
->indices
.data
, mdl
->indices
.count
);
481 VG_STATIC mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
483 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
484 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
485 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){