2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 typedef struct glmesh glmesh
;
12 typedef struct mdl_vert mdl_vert
;
13 typedef struct mdl_submesh mdl_submesh
;
14 typedef struct mdl_material mdl_material
;
15 typedef struct mdl_node mdl_node
;
16 typedef struct mdl_file_header mdl_file_header
;
17 typedef struct mdl_animation mdl_animation
;
18 typedef struct mdl_keyframe mdl_keyframe
;
19 typedef struct mdl_texture mdl_texture
;
20 typedef struct mdl_context mdl_context
;
22 #define MDL_SIZE_MAX 0x1000000
23 #define MDL_VERT_MAX 1000000
24 #define MDL_INDICE_MAX 1000000
25 #define MDL_MATERIAL_MAX 32
26 #define MDL_NODE_MAX 4000
27 #define MDL_SUBMESH_MAX 8000
28 #define MDL_STRING_LENGTH_MAX 64
34 k_classtype_spawn
= 3,
35 k_classtype_water
= 4,
36 k_classtype_route_node
= 8,
37 k_classtype_route
= 9,
38 k_classtype_bone
= 10,
39 k_classtype_skeleton
= 11,
40 k_classtype_skin
= 12,
41 k_classtype_audio
= 14,
42 k_classtype_trigger
= 100,
43 k_classtype_logic_achievement
= 101,
44 k_classtype_logic_relay
= 102,
45 k_classtype_world_light
= 200,
46 k_classtype_nonlocal_gate
= 300
51 k_shader_standard
= 0,
52 k_shader_standard_cutout
= 1,
53 k_shader_terrain_blend
= 2,
54 k_shader_standard_vertex_blend
= 3,
60 k_surface_prop_concrete
= 0,
61 k_surface_prop_wood
= 1,
62 k_surface_prop_grass
= 2
67 k_material_flag_skate_surface
= 0x1,
68 k_material_flag_collision
= 0x2,
69 k_material_flag_grow_grass
= 0x4,
70 k_material_flag_grind_surface
= 0x8
75 k_bone_flag_deform
= 0x1,
77 k_bone_flag_collider_box
= 0x4,
78 k_bone_flag_collider_capsule
= 0x8,
79 k_bone_flag_collider_reserved0
= 0x10,
80 k_bone_flag_collider_reserved1
= 0x20,
81 k_bone_flag_collider_reserved2
= 0x40,
82 k_bone_flag_collider_reserved3
= 0x80,
83 k_bone_flag_collider_any
= k_bone_flag_collider_box
|
84 k_bone_flag_collider_capsule
|
85 k_bone_flag_collider_reserved0
|
86 k_bone_flag_collider_reserved1
|
87 k_bone_flag_collider_reserved2
|
88 k_bone_flag_collider_reserved3
,
89 k_bone_flag_cone_constraint
= 0x100,
90 k_bone_flag_force_u32
= 0xffffffff
102 u8 colour
[4]; /* 4*8 */
103 u16 weights
[4];/* 4*16 */
104 u8 groups
[4]; /* 4*8 */
146 u32 sub_uid
, /* allocated in-file... too bad. */
172 struct mdl_file_header
174 u32 identifier
, version
, file_length
, pad0
;
177 node_count
, node_offset
,
178 submesh_count
, submesh_offset
,
179 material_count
, material_offset
,
180 texture_count
, texture_offset
,
181 anim_count
, anim_offset
,
182 entdata_size
, entdata_offset
,
183 strings_size
, strings_offset
,
185 keyframe_count
, keyframe_offset
,
187 vertex_count
, vertex_offset
,
188 indice_count
, indice_offset
,
190 pack_size
, pack_offset
;
194 * Entity data structures
197 struct classtype_gate
203 struct classtype_spawn
208 struct classtype_water
213 struct classtype_route_node
218 struct classtype_route
225 struct classtype_bone
233 v3f conevx
, conevy
, coneva
;
237 struct classtype_skeleton
246 struct classtype_skin
251 struct classtype_trigger
256 struct classtype_logic_relay
261 struct classtype_logic_achievement
266 struct classtype_audio
274 struct classtype_world_light
280 k_light_type_point_nighttime_only
,
281 k_light_type_spot_nighttime_only
285 v4f colour
; /* RGB, Energy */
295 mdl_file_header info
;
297 /* each buffer becomes availible after each _load function is called */
298 mdl_node
*node_buffer
; /* mdl_load_metadata() */
299 mdl_submesh
*submesh_buffer
;
300 mdl_material
*material_buffer
;
301 mdl_texture
*texture_buffer
;
302 mdl_animation
*anim_buffer
;
303 void *entdata_buffer
;
304 const char *string_buffer
;
306 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
308 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
311 void *pack
; /* mdl_load_pack_data() */
315 * Simple mesh interface for OpenGL
320 GLuint vao
, vbo
, ebo
;
325 VG_STATIC
void mesh_upload( glmesh
*mesh
,
326 mdl_vert
*verts
, u32 vert_count
,
327 u32
*indices
, u32 indice_count
)
329 //assert( mesh->loaded == 0 );
331 glGenVertexArrays( 1, &mesh
->vao
);
332 glGenBuffers( 1, &mesh
->vbo
);
333 glGenBuffers( 1, &mesh
->ebo
);
334 glBindVertexArray( mesh
->vao
);
336 size_t stride
= sizeof(mdl_vert
);
338 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
339 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
341 glBindVertexArray( mesh
->vao
);
342 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
343 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
344 indices
, GL_STATIC_DRAW
);
347 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
348 glEnableVertexAttribArray( 0 );
351 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
352 stride
, (void *)offsetof(mdl_vert
, norm
) );
353 glEnableVertexAttribArray( 1 );
356 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
357 stride
, (void *)offsetof(mdl_vert
, uv
) );
358 glEnableVertexAttribArray( 2 );
361 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
362 stride
, (void *)offsetof(mdl_vert
, colour
) );
363 glEnableVertexAttribArray( 3 );
366 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
367 stride
, (void *)offsetof(mdl_vert
, weights
) );
368 glEnableVertexAttribArray( 4 );
371 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
372 stride
, (void *)offsetof(mdl_vert
, groups
) );
373 glEnableVertexAttribArray( 5 );
377 mesh
->indice_count
= indice_count
;
381 VG_STATIC
void mesh_bind( glmesh
*mesh
)
383 glBindVertexArray( mesh
->vao
);
386 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
388 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
389 (void *)(start
*sizeof(u32
)) );
392 VG_STATIC
void mesh_draw( glmesh
*mesh
)
394 mesh_drawn( 0, mesh
->indice_count
);
397 VG_STATIC
void mesh_free( glmesh
*mesh
)
401 glDeleteVertexArrays( 1, &mesh
->vao
);
402 glDeleteBuffers( 1, &mesh
->ebo
);
403 glDeleteBuffers( 1, &mesh
->vbo
);
408 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
411 vg_file_print_invalid( mdl
->file
);
412 vg_fatal_exit_loop( "Corrupt model" );
416 * Model implementation
420 * you have two api options for loading a model, first, the easy way:
422 * will put the entire model straight into the linear_alloc
424 * or, to target different allocators:
428 * mdl_load_vertex_data
429 * mdl_load_indice_data
432 * these should ideally be called in quick succession to limit stalls.
436 * if calling mdl_open, and the file does not exist, the game will fatal quit
438 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
440 memset( mdl
, 0, sizeof( mdl_context
) );
441 mdl
->file
= fopen( path
, "rb" );
445 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
446 vg_fatal_exit_loop( "see above for details" );
449 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
451 mdl_load_fatal_corrupt( mdl
);
455 * Load all metadata (everything up until the large buffers). Probs at most 50k
457 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
461 u64 lheader
= sizeof(mdl_file_header
),
462 ldata
= mdl
->info
.keyframe_offset
- lheader
;
464 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
466 fseek( mdl
->file
, lheader
, SEEK_SET
);
467 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
471 vg_file_print_invalid( mdl
->file
);
472 vg_fatal_exit_loop( "Corrupt model" );
475 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
476 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
477 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
478 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
479 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
480 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
481 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
485 * Load just the mesh data
487 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
491 u64 size_verts
= vg_align8( mdl
->info
.vertex_count
* sizeof(mdl_vert
) ),
492 size_index
= vg_align8( mdl
->info
.indice_count
* sizeof(u32
) );
494 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
495 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
498 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
499 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
501 mdl_load_fatal_corrupt( mdl
);
504 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
505 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
507 mdl_load_fatal_corrupt( mdl
);
512 * Load animation data
514 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
518 if( mdl
->info
.keyframe_count
== 0 )
521 u64 size_kf
= vg_align8( mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
) );
522 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
524 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
525 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
527 mdl_load_fatal_corrupt( mdl
);
533 * TODO request specific files (low)
535 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
539 if( mdl
->info
.pack_size
== 0 )
542 mdl
->pack
= vg_linear_alloc( lin_alloc
, vg_align8( mdl
->info
.pack_size
) );
543 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
545 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
547 mdl_load_fatal_corrupt( mdl
);
553 VG_STATIC
void mdl_close( mdl_context
*mdl
)
559 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
560 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
562 /* Inspect the header by opening it, give us the size needed */
563 mdl_context temp_ctx
;
564 mdl_open( &temp_ctx
, path
);
566 /* create allocator */
567 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
) + 64;
568 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
571 /* copy context and load all other data */
572 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
573 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
575 mdl_load_metadata( ctx
, data
);
576 mdl_load_anim_data( ctx
, data
);
577 mdl_load_mesh_data( ctx
, data
);
578 mdl_load_pack_data( ctx
, data
);
586 * ----------------------------------------------------------------------------
587 * TODO: Clamp access and oob errors
589 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
591 return mdl
->string_buffer
+ pstr
;
594 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
596 return &mdl
->node_buffer
[id
];
599 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
601 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
603 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
605 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
612 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
613 mdl_node
*node
, u32 i
)
615 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
618 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
620 return &mdl
->index_buffer
[ sm
->indice_start
];
623 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
625 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
628 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
630 q_m3x3( pnode
->q
, transform
);
631 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
632 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
633 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
634 v3_copy( pnode
->co
, transform
[3] );
637 /* upload a mesh based on file submesh */
638 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
641 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
642 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
645 /* upload entire mesh from model */
646 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
648 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
650 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
652 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
653 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
655 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
656 indices
[j
] += offset
;
658 offset
+= sm
->vertex_count
;
661 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
662 mdl
->index_buffer
, mdl
->info
.indice_count
);
665 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
667 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
670 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
672 return mdl
->entdata_buffer
+ pnode
->offset
;
675 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
677 return mdl
->keyframe_buffer
+ anim
->offset
;
680 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
682 u32 lookup
[MDL_MATERIAL_MAX
];
684 for( int i
=0; i
<child
->info
.material_count
; i
++ )
686 mdl_material
*mi
= &child
->material_buffer
[i
];
687 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
691 for( int j
=0; j
<root
->info
.material_count
; j
++ )
693 mdl_material
*mj
= &root
->material_buffer
[j
];
694 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
696 if( !strcmp( si
, sj
) )
703 if( lookup
[i
] == 0 && i
!= 0 )
705 vg_warn( "Could not link material '%s' (not present in root model)\n",
710 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
712 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
713 sm
->material_id
= lookup
[sm
->material_id
];
717 VG_STATIC
void mdl_invert_uv_coordinates( mdl_context
*mdl
)
719 for( int i
=0; i
<mdl
->info
.vertex_count
; i
++ )
721 mdl_vert
*vert
= &mdl
->vertex_buffer
[i
];
722 vert
->uv
[1] = 1.0f
-vert
->uv
[1];