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
49 k_shader_standard
= 0,
50 k_shader_standard_cutout
= 1,
51 k_shader_terrain_blend
= 2,
52 k_shader_standard_vertex_blend
= 3,
106 u32 sub_uid
, /* allocated in-file... too bad. */
132 struct mdl_file_header
134 u32 identifier
, version
, file_length
, pad0
;
137 node_count
, node_offset
,
138 submesh_count
, submesh_offset
,
139 material_count
, material_offset
,
140 texture_count
, texture_offset
,
141 anim_count
, anim_offset
,
142 entdata_size
, entdata_offset
,
143 strings_size
, strings_offset
,
145 keyframe_count
, keyframe_offset
,
147 vertex_count
, vertex_offset
,
148 indice_count
, indice_offset
,
150 pack_size
, pack_offset
;
154 * Entity data structures
157 struct classtype_gate
163 struct classtype_spawn
168 struct classtype_water
173 struct classtype_route_node
178 struct classtype_route
185 struct classtype_bone
197 struct classtype_skeleton
206 struct classtype_skin
211 struct classtype_trigger
216 struct classtype_logic_relay
221 struct classtype_logic_achievement
226 struct classtype_audio
240 mdl_file_header info
;
242 /* each buffer becomes availible after each _load function is called */
243 mdl_node
*node_buffer
; /* mdl_load_metadata() */
244 mdl_submesh
*submesh_buffer
;
245 mdl_material
*material_buffer
;
246 mdl_texture
*texture_buffer
;
247 mdl_animation
*anim_buffer
;
248 void *entdata_buffer
;
249 const char *string_buffer
;
251 mdl_keyframe
*keyframe_buffer
; /* mdl_load_anim_data() */
253 mdl_vert
*vertex_buffer
; /* mdl_load_mesh_data() */
256 void *pack
; /* mdl_load_pack_data() */
260 * Simple mesh interface for OpenGL
265 GLuint vao
, vbo
, ebo
;
270 VG_STATIC
void mesh_upload( glmesh
*mesh
,
271 mdl_vert
*verts
, u32 vert_count
,
272 u32
*indices
, u32 indice_count
)
274 //assert( mesh->loaded == 0 );
276 glGenVertexArrays( 1, &mesh
->vao
);
277 glGenBuffers( 1, &mesh
->vbo
);
278 glGenBuffers( 1, &mesh
->ebo
);
279 glBindVertexArray( mesh
->vao
);
281 size_t stride
= sizeof(mdl_vert
);
283 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
284 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
286 glBindVertexArray( mesh
->vao
);
287 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
288 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
289 indices
, GL_STATIC_DRAW
);
292 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
293 glEnableVertexAttribArray( 0 );
296 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
297 stride
, (void *)offsetof(mdl_vert
, norm
) );
298 glEnableVertexAttribArray( 1 );
301 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
302 stride
, (void *)offsetof(mdl_vert
, uv
) );
303 glEnableVertexAttribArray( 2 );
306 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
307 stride
, (void *)offsetof(mdl_vert
, colour
) );
308 glEnableVertexAttribArray( 3 );
311 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
312 stride
, (void *)offsetof(mdl_vert
, weights
) );
313 glEnableVertexAttribArray( 4 );
316 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
317 stride
, (void *)offsetof(mdl_vert
, groups
) );
318 glEnableVertexAttribArray( 5 );
322 mesh
->indice_count
= indice_count
;
326 VG_STATIC
void mesh_bind( glmesh
*mesh
)
328 glBindVertexArray( mesh
->vao
);
331 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
333 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
334 (void *)(start
*sizeof(u32
)) );
337 VG_STATIC
void mesh_draw( glmesh
*mesh
)
339 mesh_drawn( 0, mesh
->indice_count
);
342 VG_STATIC
void mesh_free( glmesh
*mesh
)
346 glDeleteVertexArrays( 1, &mesh
->vao
);
347 glDeleteBuffers( 1, &mesh
->ebo
);
348 glDeleteBuffers( 1, &mesh
->vbo
);
353 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
356 vg_file_print_invalid( mdl
->file
);
357 vg_fatal_exit_loop( "Corrupt model" );
361 * Model implementation
365 * you have two api options for loading a model, first, the easy way:
367 * will put the entire model straight into the linear_alloc
369 * or, to target different allocators:
373 * mdl_load_vertex_data
374 * mdl_load_indice_data
377 * these should ideally be called in quick succession to limit stalls.
381 * if calling mdl_open, and the file does not exist, the game will fatal quit
383 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
)
385 memset( mdl
, 0, sizeof( mdl_context
) );
386 mdl
->file
= fopen( path
, "rb" );
390 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
391 vg_fatal_exit_loop( "see above for details" );
394 u64 l
= fread( &mdl
->info
, sizeof(mdl_file_header
), 1, mdl
->file
);
396 mdl_load_fatal_corrupt( mdl
);
400 * Load all metadata (everything up until the large buffers). Probs at most 50k
402 VG_STATIC
void mdl_load_metadata( mdl_context
*mdl
, void *lin_alloc
)
406 u64 lheader
= sizeof(mdl_file_header
),
407 ldata
= mdl
->info
.keyframe_offset
- lheader
;
409 void *all_data
= vg_linear_alloc( lin_alloc
, ldata
);
411 fseek( mdl
->file
, lheader
, SEEK_SET
);
412 u64 l
= fread( all_data
, ldata
, 1, mdl
->file
);
416 vg_file_print_invalid( mdl
->file
);
417 vg_fatal_exit_loop( "Corrupt model" );
420 mdl
->node_buffer
= all_data
+ (mdl
->info
.node_offset
- lheader
);
421 mdl
->submesh_buffer
= all_data
+ (mdl
->info
.submesh_offset
- lheader
);
422 mdl
->material_buffer
= all_data
+ (mdl
->info
.material_offset
- lheader
);
423 mdl
->texture_buffer
= all_data
+ (mdl
->info
.texture_offset
- lheader
);
424 mdl
->anim_buffer
= all_data
+ (mdl
->info
.anim_offset
- lheader
);
425 mdl
->entdata_buffer
= all_data
+ (mdl
->info
.entdata_offset
- lheader
);
426 mdl
->string_buffer
= all_data
+ (mdl
->info
.strings_offset
- lheader
);
430 * Load just the mesh data
432 VG_STATIC
void mdl_load_mesh_data( mdl_context
*mdl
, void *lin_alloc
)
436 u64 size_verts
= mdl
->info
.vertex_count
* sizeof(mdl_vert
),
437 size_index
= mdl
->info
.indice_count
* sizeof(u32
);
439 mdl
->vertex_buffer
= vg_linear_alloc( lin_alloc
, size_verts
);
440 mdl
->index_buffer
= vg_linear_alloc( lin_alloc
, size_index
);
443 fseek( mdl
->file
, mdl
->info
.vertex_offset
, SEEK_SET
);
444 u64 l
= fread( mdl
->vertex_buffer
, size_verts
, 1, mdl
->file
);
446 mdl_load_fatal_corrupt( mdl
);
449 fseek( mdl
->file
, mdl
->info
.indice_offset
, SEEK_SET
);
450 u64 l
= fread( mdl
->index_buffer
, size_index
, 1, mdl
->file
);
452 mdl_load_fatal_corrupt( mdl
);
457 * Load animation data
459 VG_STATIC
void mdl_load_anim_data( mdl_context
*mdl
, void *lin_alloc
)
463 if( mdl
->info
.keyframe_count
== 0 )
466 u64 size_kf
= mdl
->info
.keyframe_count
* sizeof(mdl_keyframe
);
467 mdl
->keyframe_buffer
= vg_linear_alloc( lin_alloc
, size_kf
);
469 fseek( mdl
->file
, mdl
->info
.keyframe_offset
, SEEK_SET
);
470 u64 l
= fread( mdl
->keyframe_buffer
, size_kf
, 1, mdl
->file
);
472 mdl_load_fatal_corrupt( mdl
);
478 * TODO request specific files (low)
480 VG_STATIC
void mdl_load_pack_data( mdl_context
*mdl
, void *lin_alloc
)
484 if( mdl
->info
.pack_size
== 0 )
487 mdl
->pack
= vg_linear_alloc( lin_alloc
, mdl
->info
.pack_size
);
488 fseek( mdl
->file
, mdl
->info
.pack_offset
, SEEK_SET
);
490 u64 l
= fread( mdl
->pack
, mdl
->info
.pack_size
, 1, mdl
->file
);
492 mdl_load_fatal_corrupt( mdl
);
498 VG_STATIC
void mdl_close( mdl_context
*mdl
)
504 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
505 VG_STATIC mdl_context
*mdl_load_full( void *lin_alloc
, const char *path
)
507 /* Inspect the header by opening it, give us the size needed */
508 mdl_context temp_ctx
;
509 mdl_open( &temp_ctx
, path
);
511 /* create allocator */
512 u32 tot_size
= temp_ctx
.info
.file_length
+ sizeof( mdl_context
);
513 void *data
= vg_create_linear_allocator( lin_alloc
, tot_size
,
516 /* copy context and load all other data */
517 mdl_context
*ctx
= vg_linear_alloc( data
, sizeof(mdl_context
) );
518 memcpy( ctx
, &temp_ctx
, sizeof(mdl_context
) );
520 mdl_load_metadata( ctx
, data
);
521 mdl_load_anim_data( ctx
, data
);
522 mdl_load_mesh_data( ctx
, data
);
523 mdl_load_pack_data( ctx
, data
);
531 * ----------------------------------------------------------------------------
532 * TODO: Clamp access and oob errors
534 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
536 return mdl
->string_buffer
+ pstr
;
539 VG_STATIC mdl_node
*mdl_node_from_id( mdl_context
*mdl
, u32 id
)
541 return &mdl
->node_buffer
[id
];
544 VG_STATIC mdl_node
*mdl_node_from_name( mdl_context
*mdl
, const char *name
)
546 for( int i
=0; i
< mdl
->info
.node_count
; i
++ )
548 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
550 if( !strcmp( name
, mdl_pstr( mdl
, pnode
->pstr_name
)) )
557 VG_STATIC mdl_submesh
*mdl_node_submesh( mdl_context
*mdl
,
558 mdl_node
*node
, u32 i
)
560 return &mdl
->submesh_buffer
[ node
->submesh_start
+i
];
563 VG_STATIC u32
*mdl_submesh_indices( mdl_context
*mdl
, mdl_submesh
*sm
)
565 return &mdl
->index_buffer
[ sm
->indice_start
];
568 VG_STATIC mdl_vert
*mdl_submesh_vertices( mdl_context
*mdl
, mdl_submesh
*sm
)
570 return &mdl
->vertex_buffer
[ sm
->vertex_start
];
573 VG_STATIC
void mdl_node_transform( mdl_node
*pnode
, m4x3f transform
)
575 q_m3x3( pnode
->q
, transform
);
576 v3_muls( transform
[0], pnode
->s
[0], transform
[0] );
577 v3_muls( transform
[1], pnode
->s
[1], transform
[1] );
578 v3_muls( transform
[2], pnode
->s
[2], transform
[2] );
579 v3_copy( pnode
->co
, transform
[3] );
582 /* upload a mesh based on file submesh */
583 VG_STATIC
void mdl_unpack_submesh( mdl_context
*mdl
, glmesh
*mesh
,
586 mesh_upload( mesh
, mdl_submesh_vertices( mdl
, sm
), sm
->vertex_count
,
587 mdl_submesh_indices( mdl
, sm
), sm
->indice_count
);
590 /* upload entire mesh from model */
591 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
593 u32 offset
= mdl
->submesh_buffer
[0].vertex_count
;
595 for( int i
=1; i
< mdl
->info
.submesh_count
; i
++ )
597 mdl_submesh
*sm
= &mdl
->submesh_buffer
[i
];
598 u32
*indices
= mdl_submesh_indices( mdl
, sm
);
600 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
601 indices
[j
] += offset
;
603 offset
+= sm
->vertex_count
;
606 mesh_upload( mesh
, mdl
->vertex_buffer
, mdl
->info
.vertex_count
,
607 mdl
->index_buffer
, mdl
->info
.indice_count
);
610 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
612 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
615 VG_STATIC
void *mdl_get_entdata( mdl_context
*mdl
, mdl_node
*pnode
)
617 return mdl
->entdata_buffer
+ pnode
->offset
;
620 VG_STATIC mdl_keyframe
*mdl_get_animdata( mdl_context
*mdl
, mdl_animation
*anim
)
622 return mdl
->keyframe_buffer
+ anim
->offset
;
625 VG_STATIC
void mdl_link_materials( mdl_context
*root
, mdl_context
*child
)
627 u32 lookup
[MDL_MATERIAL_MAX
];
629 for( int i
=0; i
<child
->info
.material_count
; i
++ )
631 mdl_material
*mi
= &child
->material_buffer
[i
];
632 const char *si
= mdl_pstr( child
, mi
->pstr_name
);
636 for( int j
=0; j
<root
->info
.material_count
; j
++ )
638 mdl_material
*mj
= &root
->material_buffer
[j
];
639 const char *sj
= mdl_pstr( root
, mj
->pstr_name
);
641 if( !strcmp( si
, sj
) )
648 if( lookup
[i
] == 0 && i
!= 0 )
650 vg_warn( "Could not link material '%s' (not present in root model)\n",
655 for( int i
=0; i
<child
->info
.submesh_count
; i
++ )
657 mdl_submesh
*sm
= &child
->submesh_buffer
[i
];
658 sm
->material_id
= lookup
[sm
->material_id
];