2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #define MDL_VERSION_MIN 101
11 #define MDL_VERSION_NR 102
15 k_shader_standard
= 0,
16 k_shader_standard_cutout
= 1,
17 k_shader_terrain_blend
= 2,
18 k_shader_standard_vertex_blend
= 3,
20 k_shader_invisible
= 5,
21 k_shader_boundary
= 6,
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
36 k_material_flag_skate_target
= 0x00000001,
37 k_material_flag_collision
= 0x00000002,
38 k_material_flag_grow_grass
= 0x00000004,
39 k_material_flag_grindable
= 0x00000008,
40 k_material_flag_invisible
= 0x00000010,
41 k_material_flag_boundary
= 0x00000020,
42 k_material_flag_preview_visibile
= 0x00000040
54 u8 colour
[4]; /* 4*8 */
55 u16 weights
[4];/* 4*16 */
56 u8 groups
[4]; /* 4*8 */
61 typedef struct mdl_context mdl_context
;
62 typedef struct mdl_array_ptr mdl_array_ptr
;
63 typedef struct mdl_vert mdl_vert
;
64 typedef struct mdl_transform mdl_transform
;
65 typedef struct mdl_submesh mdl_submesh
;
66 typedef struct mdl_material mdl_material
;
67 typedef struct mdl_bone mdl_bone
;
68 typedef struct mdl_armature mdl_armature
;
69 typedef struct mdl_animation mdl_animation
;
70 typedef struct mdl_transform mdl_keyframe
;
71 typedef struct mdl_mesh mdl_mesh
;
72 typedef struct mdl_file mdl_file
;
73 typedef struct mdl_texture mdl_texture
;
74 typedef struct mdl_array mdl_array
;
75 typedef struct mdl_header mdl_header
;
77 typedef struct glmesh glmesh
;
91 static void transform_identity( mdl_transform
*transform
)
93 v3_zero( transform
->co
);
94 q_identity( transform
->q
);
95 v3_fill( transform
->s
, 1.0f
);
98 static void mdl_transform_vector( mdl_transform
*transform
, v3f vec
, v3f dest
)
100 v3_mul( transform
->s
, vec
, dest
);
101 q_mulv( transform
->q
, dest
, dest
);
104 static void mdl_transform_point( mdl_transform
*transform
, v3f co
, v3f dest
)
106 mdl_transform_vector( transform
, co
, dest
);
107 v3_add( transform
->co
, dest
, dest
);
110 static void mdl_transform_mul( mdl_transform
*a
, mdl_transform
*b
,
113 mdl_transform_point( a
, b
->co
, d
->co
);
114 q_mul( a
->q
, b
->q
, d
->q
);
116 v3_mul( a
->s
, b
->s
, d
->s
);
145 v3f conevx
, conevy
, coneva
;
151 k_bone_flag_deform
= 0x00000001,
152 k_bone_flag_ik
= 0x00000002,
153 k_bone_flag_cone_constraint
= 0x00000004
158 k_bone_collider_none
= 0,
159 k_bone_collider_box
= 1,
160 k_bone_collider_capsule
= 2
165 mdl_transform transform
;
188 u16 material_id
, flags
;
193 k_submesh_flag_none
= 0x0000,
194 k_submesh_flag_consumed
= 0x0001
199 mdl_transform transform
;
203 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
239 struct mdl_array_ptr
{
255 /* animation buffers */
261 u32 pack_base_offset
;
268 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
271 vg_file_print_invalid( mdl
->file
);
272 vg_fatal_error( "Corrupt model" );
276 * Model implementation
279 VG_STATIC u32
mdl_query_array_size( mdl_array
*arr
)
281 if( arr
->item_count
){
282 u32 size
= arr
->item_size
*arr
->item_count
;
283 return vg_align8(size
);
288 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
290 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
292 if( !info
->pack_size
){
293 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
294 vg_fatal_error( "Packed file is only a header; it is not packed" );
297 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
298 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
300 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
303 /* TODO: Rename these */
304 VG_STATIC
void mdl_load_array_file_buffer( mdl_context
*mdl
, mdl_array
*arr
,
307 if( arr
->item_count
){
308 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
309 u64 l
= fread( buffer
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
311 if( l
!= 1 ) mdl_load_fatal_corrupt( mdl
);
315 VG_STATIC
void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
316 mdl_array
*arr
, void *lin_alloc
)
318 if( arr
->item_count
){
319 u32 size
= arr
->item_size
*arr
->item_count
;
320 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
321 mdl_load_array_file_buffer( mdl
, arr
, ptr
->data
);
326 ptr
->count
= arr
->item_count
;
327 ptr
->stride
= arr
->item_size
;
330 VG_STATIC
void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
332 return ((u8
*)arr
->data
) + index
*arr
->stride
;
335 VG_STATIC u32
mdl_arrcount( mdl_array_ptr
*arr
)
340 VG_STATIC mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
342 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
343 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
345 if( !strncmp(arr
->name
,name
,16) ){
353 VG_STATIC
int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
354 const char *name
, void *lin_alloc
)
356 mdl_array
*arr
= mdl_find_array( mdl
, name
);
359 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
370 VG_STATIC
int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
374 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
375 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
380 VG_STATIC
int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
384 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
385 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
386 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
387 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
388 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
389 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
390 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
391 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
396 VG_STATIC
int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
398 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
402 * if calling mdl_open, and the file does not exist, the game will fatal quit
404 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
406 memset( mdl
, 0, sizeof( mdl_context
) );
407 mdl
->file
= fopen( path
, "rb" );
410 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
411 vg_fatal_error( "see above for details" );
414 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
416 mdl_load_fatal_corrupt( mdl
);
418 if( mdl
->info
.version
< MDL_VERSION_MIN
){
419 vg_warn( "For model: %s\n", path
);
420 vg_warn( " version: %u (min: %u, current: %u)\n",
421 mdl
->info
.version
, MDL_VERSION_MIN
, MDL_VERSION_NR
);
423 vg_fatal_error( "Legacy model version incompatable" );
426 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
428 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
429 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
430 else mdl
->pack_base_offset
= 0;
436 VG_STATIC
void mdl_close( mdl_context
*mdl
)
442 /* useful things you can do with the model */
444 VG_STATIC
void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
446 q_m3x3( transform
->q
, mtx
);
447 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
448 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
449 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
450 v3_copy( transform
->co
, mtx
[3] );
453 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
455 return ((char *)mdl_arritm( &mdl
->strings
, pstr
)) + 4;
460 mdl_pstreq( mdl_context
*mdl
, u32 pstr
, const char *str
, u32 djb2
)
462 u32 hash
= *((u32
*)mdl_arritm( &mdl
->strings
, pstr
));
464 if( !strcmp( str
, mdl_pstr( mdl
, pstr
))) return 1;
470 #define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
471 mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
474 * Simple mesh interface for OpenGL
475 * ----------------------------------------------------------------------------
478 VG_STATIC
void mesh_upload( glmesh
*mesh
,
479 mdl_vert
*verts
, u32 vert_count
,
480 u32
*indices
, u32 indice_count
)
482 //assert( mesh->loaded == 0 );
484 glGenVertexArrays( 1, &mesh
->vao
);
485 glGenBuffers( 1, &mesh
->vbo
);
486 glGenBuffers( 1, &mesh
->ebo
);
487 glBindVertexArray( mesh
->vao
);
489 size_t stride
= sizeof(mdl_vert
);
491 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
492 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
494 glBindVertexArray( mesh
->vao
);
495 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
496 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
497 indices
, GL_STATIC_DRAW
);
500 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
501 glEnableVertexAttribArray( 0 );
504 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
505 stride
, (void *)offsetof(mdl_vert
, norm
) );
506 glEnableVertexAttribArray( 1 );
509 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
510 stride
, (void *)offsetof(mdl_vert
, uv
) );
511 glEnableVertexAttribArray( 2 );
514 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
515 stride
, (void *)offsetof(mdl_vert
, colour
) );
516 glEnableVertexAttribArray( 3 );
519 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
520 stride
, (void *)offsetof(mdl_vert
, weights
) );
521 glEnableVertexAttribArray( 4 );
524 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
525 stride
, (void *)offsetof(mdl_vert
, groups
) );
526 glEnableVertexAttribArray( 5 );
530 mesh
->indice_count
= indice_count
;
534 VG_STATIC
void mesh_bind( glmesh
*mesh
)
536 glBindVertexArray( mesh
->vao
);
539 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
541 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
542 (void *)(start
*sizeof(u32
)) );
545 VG_STATIC
void mesh_draw( glmesh
*mesh
)
547 mesh_drawn( 0, mesh
->indice_count
);
550 VG_STATIC
void mesh_free( glmesh
*mesh
)
553 glDeleteVertexArrays( 1, &mesh
->vao
);
554 glDeleteBuffers( 1, &mesh
->ebo
);
555 glDeleteBuffers( 1, &mesh
->vbo
);
560 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
562 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
565 VG_STATIC mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
567 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
568 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
569 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){
576 struct payload_glmesh_load
{
586 VG_STATIC
void async_mdl_load_glmesh( void *payload
, u32 size
)
588 struct payload_glmesh_load
*job
= payload
;
589 mesh_upload( job
->mesh
, job
->verts
, job
->vertex_count
,
590 job
->indices
, job
->indice_count
);
593 /* TODO: Find out if this needs deprecating in favour of the new full loader */
594 VG_STATIC
void mdl_async_load_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
596 mdl_array
*arr_vertices
= mdl_find_array( mdl
, "mdl_vert" );
597 mdl_array
*arr_indices
= mdl_find_array( mdl
, "mdl_indice" );
599 if( arr_vertices
&& arr_indices
){
600 u32 size_verts
= vg_align8(mdl_query_array_size( arr_vertices
)),
601 size_indices
= vg_align8(mdl_query_array_size( arr_indices
)),
602 size_hdr
= vg_align8(sizeof(struct payload_glmesh_load
)),
603 total
= size_hdr
+ size_verts
+ size_indices
;
605 vg_async_item
*call
= vg_async_alloc( total
);
606 struct payload_glmesh_load
*job
= call
->payload
;
608 u8
*payload
= call
->payload
;
611 job
->verts
= (void*)(payload
+ size_hdr
);
612 job
->indices
= (void*)(payload
+ size_hdr
+ size_verts
);
613 job
->vertex_count
= arr_vertices
->item_count
;
614 job
->indice_count
= arr_indices
->item_count
;
616 mdl_load_array_file_buffer( mdl
, arr_vertices
, job
->verts
);
617 mdl_load_array_file_buffer( mdl
, arr_indices
, job
->indices
);
620 * Unpack the indices (if there are meshes)
621 * ---------------------------------------------------------
624 if( mdl_arrcount( &mdl
->submeshs
) ){
625 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
626 u32 offset
= sm
->vertex_count
;
628 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
629 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
630 u32
*indices
= job
->indices
+ sm
->indice_start
;
632 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
633 indices
[j
] += offset
;
635 offset
+= sm
->vertex_count
;
641 * -------------------------
644 vg_async_dispatch( call
, async_mdl_load_glmesh
);
647 vg_fatal_error( "no vertex/indice data\n" );
651 /* uploads the glmesh, and textures. everything is saved into the mdl_context */
652 VG_STATIC
void mdl_async_full_load_std( mdl_context
*mdl
){
653 mdl_async_load_glmesh( mdl
, &mdl
->mesh
);
655 for( u32 i
=0; i
<mdl_arrcount( &mdl
->textures
); i
++ ){
656 vg_linear_clear( vg_mem
.scratch
);
657 mdl_texture
*tex
= mdl_arritm( &mdl
->textures
, i
);
659 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex
->file
.pack_size
);
660 mdl_fread_pack_file( mdl
, &tex
->file
, data
);
662 vg_tex2d_load_qoi_async( data
, tex
->file
.pack_size
,
663 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
, &tex
->glname
);