2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #define MDL_VERSION_MIN 101
11 #define MDL_VERSION_NR 103
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,
23 k_shader_override
= 30000
26 enum mdl_surface_prop
{
27 k_surface_prop_concrete
= 0,
28 k_surface_prop_wood
= 1,
29 k_surface_prop_grass
= 2,
30 k_surface_prop_tiles
= 3,
31 k_surface_prop_metal
= 4
35 k_material_flag_skate_target
= 0x0001,
36 k_material_flag_collision
= 0x0002,
37 k_material_flag_grow_grass
= 0x0004,
38 k_material_flag_grindable
= 0x0008,
39 k_material_flag_invisible
= 0x0010,
40 k_material_flag_boundary
= 0x0020,
41 k_material_flag_preview_visibile
= 0x0040,
42 k_material_flag_walking
= 0x0080,
44 k_material_flag_ghosts
=
45 k_material_flag_boundary
|
46 k_material_flag_invisible
|
47 k_material_flag_walking
59 u8 colour
[4]; /* 4*8 */
60 u16 weights
[4];/* 4*16 */
61 u8 groups
[4]; /* 4*8 */
66 typedef struct mdl_context mdl_context
;
67 typedef struct mdl_array_ptr mdl_array_ptr
;
68 typedef struct mdl_vert mdl_vert
;
69 typedef struct mdl_transform mdl_transform
;
70 typedef struct mdl_submesh mdl_submesh
;
71 typedef struct mdl_material mdl_material
;
72 typedef struct mdl_bone mdl_bone
;
73 typedef struct mdl_armature mdl_armature
;
74 typedef struct mdl_animation mdl_animation
;
75 typedef struct mdl_transform mdl_keyframe
;
76 typedef struct mdl_mesh mdl_mesh
;
77 typedef struct mdl_file mdl_file
;
78 typedef struct mdl_texture mdl_texture
;
79 typedef struct mdl_array mdl_array
;
80 typedef struct mdl_header mdl_header
;
82 typedef struct glmesh glmesh
;
96 static void transform_identity( mdl_transform
*transform
)
98 v3_zero( transform
->co
);
99 q_identity( transform
->q
);
100 v3_fill( transform
->s
, 1.0f
);
103 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
105 v3_mul( transform
->s
, vec
, dest
);
106 q_mulv( transform
->q
, dest
, dest
);
109 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
111 mdl_transform_vector( transform
, co
, dest
);
112 v3_add( transform
->co
, dest
, dest
);
115 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
118 mdl_transform_point( a
, b
->co
, d
->co
);
119 q_mul( a
->q
, b
->q
, d
->q
);
121 v3_mul( a
->s
, b
->s
, d
->s
);
150 v3f conevx
, conevy
, coneva
;
156 k_bone_flag_deform
= 0x00000001,
157 k_bone_flag_ik
= 0x00000002,
158 k_bone_flag_cone_constraint
= 0x00000004
163 k_bone_collider_none
= 0,
164 k_bone_collider_box
= 1,
165 k_bone_collider_capsule
= 2
170 mdl_transform transform
;
193 u16 material_id
, flags
;
198 k_submesh_flag_none
= 0x0000,
199 k_submesh_flag_consumed
= 0x0001
204 mdl_transform transform
;
208 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
244 struct mdl_array_ptr
{
260 /* animation buffers */
266 u32 pack_base_offset
;
273 static void mdl_load_fatal_corrupt( mdl_context
*mdl
)
276 vg_file_print_invalid( mdl
->file
);
277 vg_fatal_error( "Corrupt model" );
281 * Model implementation
284 static u32
mdl_query_array_size( mdl_array
*arr
)
286 if( arr
->item_count
){
287 u32 size
= arr
->item_size
*arr
->item_count
;
288 return vg_align8(size
);
293 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
295 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
297 if( !info
->pack_size
){
298 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
299 vg_fatal_error( "Packed file is only a header; it is not packed" );
302 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
303 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
305 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
308 /* TODO: Rename these */
309 static void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
312 if( arr
->item_count
){
313 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
314 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
316 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
320 static void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
321 mdl_array
*arr
, void *lin_alloc
)
323 if( arr
->item_count
){
324 u32 size
= arr
->item_size
*arr
->item_count
;
325 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
326 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
);
331 ptr
->count
= arr
->item_count
;
332 ptr
->stride
= arr
->item_size
;
335 static void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
337 return ((u8
*)arr
->data
) + index
*arr
->stride
;
340 static u32
mdl_arrcount( mdl_array_ptr
*arr
)
345 static mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
347 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
348 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
350 if( !strncmp(arr
->name
,name
,16) ){
358 static int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
359 const char *name
, void *lin_alloc
)
361 mdl_array
*arr
= mdl_find_array( mdl
, name
);
364 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
375 static int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
379 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
380 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
385 static int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
389 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
390 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
391 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
392 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
393 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
394 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
395 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
396 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
401 static int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
403 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
407 * if calling mdl_open, and the file does not exist, the game will fatal quit
409 static void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
411 memset( mdl
, 0, sizeof( mdl_context
) );
412 mdl
->file
= fopen( path
, "rb" );
415 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
416 vg_fatal_error( "see above for details" );
419 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
421 mdl_load_fatal_corrupt( mdl
);
423 if( mdl
->info
.version
< MDL_VERSION_MIN
){
424 vg_warn( "For model: %s\n", path
);
425 vg_warn( " version: %u (min: %u, current: %u)\n",
426 mdl
->info
.version
, MDL_VERSION_MIN
, MDL_VERSION_NR
);
428 vg_fatal_error( "Legacy model version incompatable" );
431 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
433 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
434 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
435 else mdl
->pack_base_offset
= 0;
441 static void mdl_close( mdl_context
*mdl
)
447 /* useful things you can do with the model */
449 static void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
451 q_m3x3( transform
->q
, mtx
);
452 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
453 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
454 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
455 v3_copy( transform
->co
, mtx
[3] );
458 static const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
460 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
465 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
467 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
469 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
475 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
476 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
479 * Simple mesh interface for OpenGL
480 * ----------------------------------------------------------------------------
483 static void mesh_upload( glmesh
*mesh
,
484 mdl_vert
*verts
, u32 vert_count
,
485 u32
*indices
, u32 indice_count
)
487 //assert( mesh->loaded == 0 );
489 glGenVertexArrays( 1, &mesh
->vao
);
490 glGenBuffers( 1, &mesh
->vbo
);
491 glGenBuffers( 1, &mesh
->ebo
);
492 glBindVertexArray( mesh
->vao
);
494 size_t stride
= sizeof(mdl_vert
);
496 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
497 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
499 glBindVertexArray( mesh
->vao
);
500 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
501 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
502 indices
, GL_STATIC_DRAW
);
505 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
506 glEnableVertexAttribArray( 0 );
509 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
510 stride
, (void *)offsetof(mdl_vert
, norm
) );
511 glEnableVertexAttribArray( 1 );
514 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
515 stride
, (void *)offsetof(mdl_vert
, uv
) );
516 glEnableVertexAttribArray( 2 );
519 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
520 stride
, (void *)offsetof(mdl_vert
, colour
) );
521 glEnableVertexAttribArray( 3 );
524 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
525 stride
, (void *)offsetof(mdl_vert
, weights
) );
526 glEnableVertexAttribArray( 4 );
529 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
530 stride
, (void *)offsetof(mdl_vert
, groups
) );
531 glEnableVertexAttribArray( 5 );
535 mesh
->indice_count
= indice_count
;
539 static void mesh_bind( glmesh
*mesh
)
541 glBindVertexArray( mesh
->vao
);
544 static void mesh_drawn( u32 start
, u32 count
)
546 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
547 (void *)(start
*sizeof(u32
)) );
550 static void mesh_draw( glmesh
*mesh
)
552 mesh_drawn( 0, mesh
->indice_count
);
555 static void mesh_free( glmesh
*mesh
)
558 glDeleteVertexArrays( 1, &mesh
->vao
);
559 glDeleteBuffers( 1, &mesh
->ebo
);
560 glDeleteBuffers( 1, &mesh
->vbo
);
565 static void mdl_draw_submesh( mdl_submesh
*sm
)
567 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
570 static mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
572 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
573 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
574 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
581 struct payload_glmesh_load
{
591 static void async_mdl_load_glmesh( void *payload
, u32 size
)
593 struct payload_glmesh_load
*job
= payload
;
594 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
595 job
->indices
, job
->indice_count
);
598 /* TODO: Find out if this needs deprecating in favour of the new full loader */
599 static void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
601 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
602 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
604 if( arr_vertices
&& arr_indices
){
605 u32 size_verts
= vg_align8(mdl_query_array_size( arr_vertices
)),
606 size_indices
= vg_align8(mdl_query_array_size( arr_indices
)),
607 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
608 total
= size_hdr
+ size_verts
+ size_indices
;
610 vg_async_item
*call
= vg_async_alloc( total
);
611 struct payload_glmesh_load
*job
= call
->payload
;
613 u8
*payload
= call
->payload
;
616 job
->verts
= (void*)(payload
+ size_hdr
);
617 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
618 job
->vertex_count
= arr_vertices
->item_count
;
619 job
->indice_count
= arr_indices
->item_count
;
621 mdl_load_array_file_buffer( mdl
, arr_vertices
, job
->verts
);
622 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
);
625 * Unpack the indices (if there are meshes)
626 * ---------------------------------------------------------
629 if( mdl_arrcount( &mdl
->submeshs
) ){
630 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
631 u32 offset
= sm
->vertex_count
;
633 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
634 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
635 u32
*indices
= job
->indices
+ sm
->indice_start
;
637 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
638 indices
[j
] += offset
;
640 offset
+= sm
->vertex_count
;
646 * -------------------------
649 vg_async_dispatch( call
, async_mdl_load_glmesh
);
652 vg_fatal_error( "no vertex/indice data\n" );
656 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
657 static void mdl_async_full_load_std( mdl_context
*mdl
){
658 mdl_async_load_glmesh( mdl
, &mdl
->mesh
);
660 for( u32 i
=0; i
<mdl_arrcount( &mdl
->textures
); i
++ ){
661 vg_linear_clear( vg_mem
.scratch
);
662 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
664 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
665 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
667 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
668 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
, &tex
->glname
);