2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
12 k_shader_standard
= 0,
13 k_shader_standard_cutout
= 1,
14 k_shader_terrain_blend
= 2,
15 k_shader_standard_vertex_blend
= 3,
17 k_shader_invisible
= 5,
23 k_surface_prop_concrete
= 0,
24 k_surface_prop_wood
= 1,
25 k_surface_prop_grass
= 2,
26 k_surface_prop_tiles
= 3,
27 k_surface_prop_metal
= 4
32 k_material_flag_skate_target
= 0x1,
33 k_material_flag_collision
= 0x2,
34 k_material_flag_grow_grass
= 0x4,
35 k_material_flag_grindable
= 0x8,
36 k_material_flag_invisible
= 0x10,
37 k_material_flag_boundary
= 0x20
49 u8 colour
[4]; /* 4*8 */
50 u16 weights
[4];/* 4*16 */
51 u8 groups
[4]; /* 4*8 */
56 typedef struct mdl_context mdl_context
;
57 typedef struct mdl_array_ptr mdl_array_ptr
;
58 typedef struct mdl_vert mdl_vert
;
59 typedef struct mdl_transform mdl_transform
;
60 typedef struct mdl_submesh mdl_submesh
;
61 typedef struct mdl_material mdl_material
;
62 typedef struct mdl_bone mdl_bone
;
63 typedef struct mdl_armature mdl_armature
;
64 typedef struct mdl_animation mdl_animation
;
65 typedef struct mdl_transform mdl_keyframe
;
66 typedef struct mdl_mesh mdl_mesh
;
67 typedef struct mdl_file mdl_file
;
68 typedef struct mdl_texture mdl_texture
;
69 typedef struct mdl_array mdl_array
;
70 typedef struct mdl_header mdl_header
;
115 v3f conevx
, conevy
, coneva
;
121 k_bone_flag_deform
= 0x1,
122 k_bone_flag_ik
= 0x2,
123 k_bone_flag_cone_constraint
= 0x4
128 k_bone_collider_none
= 0,
129 k_bone_collider_box
= 1,
130 k_bone_collider_capsule
= 2
135 mdl_transform transform
;
152 mdl_transform transform
;
156 entity_id
, /* upper 16 bits: type, lower 16 bits: index */
210 /* animation buffers */
217 u32 pack_base_offset
;
224 VG_STATIC
void mdl_load_fatal_corrupt( mdl_context
*mdl
)
227 vg_file_print_invalid( mdl
->file
);
228 vg_fatal_exit_loop( "Corrupt model" );
232 * Model implementation
235 VG_STATIC u32
mdl_query_array_size( mdl_array
*arr
)
237 if( arr
->item_count
){
238 u32 size
= arr
->item_size
*arr
->item_count
;
239 return vg_align8(size
);
245 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
);
247 void mdl_fread_pack_file( mdl_context
*mdl
, mdl_file
*info
, void *dst
)
249 if( !info
->pack_size
){
250 vg_warn( "path: %s\n", mdl_pstr( mdl
, info
->pstr_path
) );
251 vg_fatal_exit_loop( "Packed file is only a header; it is not packed" );
254 fseek( mdl
->file
, mdl
->pack_base_offset
+info
->pack_offset
, SEEK_SET
);
255 u64 l
= fread( dst
, info
->pack_size
, 1, mdl
->file
);
258 mdl_load_fatal_corrupt( mdl
);
261 VG_STATIC
void mdl_load_array_file( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
262 mdl_array
*arr
, void *lin_alloc
)
264 if( arr
->item_count
){
265 u32 size
= arr
->item_size
*arr
->item_count
;
266 ptr
->data
= vg_linear_alloc( lin_alloc
, vg_align8(size
) );
268 fseek( mdl
->file
, arr
->file_offset
, SEEK_SET
);
269 u64 l
= fread( ptr
->data
, arr
->item_size
*arr
->item_count
, 1, mdl
->file
);
272 mdl_load_fatal_corrupt( mdl
);
277 ptr
->count
= arr
->item_count
;
278 ptr
->stride
= arr
->item_size
;
281 VG_STATIC
void *mdl_arritm( mdl_array_ptr
*arr
, u32 index
)
283 return ((u8
*)arr
->data
) + index
*arr
->stride
;
286 VG_STATIC u32
mdl_arrcount( mdl_array_ptr
*arr
)
291 VG_STATIC mdl_array
*mdl_find_array( mdl_context
*mdl
, const char *name
)
293 for( u32 i
=0; i
<mdl_arrcount(&mdl
->index
); i
++ ){
294 mdl_array
*arr
= mdl_arritm( &mdl
->index
, i
);
296 if( !strncmp(arr
->name
,name
,16) ){
304 VG_STATIC
int mdl_load_array( mdl_context
*mdl
, mdl_array_ptr
*ptr
,
305 const char *name
, void *lin_alloc
)
307 mdl_array
*arr
= mdl_find_array( mdl
, name
);
310 mdl_load_array_file( mdl
, ptr
, arr
, lin_alloc
);
321 VG_STATIC
int mdl_load_mesh_block( mdl_context
*mdl
, void *lin_alloc
)
325 success
&= mdl_load_array( mdl
, &mdl
->verts
, "mdl_vert", lin_alloc
);
326 success
&= mdl_load_array( mdl
, &mdl
->indices
, "mdl_indice", lin_alloc
);
331 VG_STATIC
int mdl_load_metadata_block( mdl_context
*mdl
, void *lin_alloc
)
335 success
&= mdl_load_array( mdl
, &mdl
->strings
, "strings", lin_alloc
);
336 success
&= mdl_load_array( mdl
, &mdl
->meshs
, "mdl_mesh", lin_alloc
);
337 success
&= mdl_load_array( mdl
, &mdl
->submeshs
, "mdl_submesh", lin_alloc
);
338 success
&= mdl_load_array( mdl
, &mdl
->materials
, "mdl_material", lin_alloc
);
339 success
&= mdl_load_array( mdl
, &mdl
->textures
, "mdl_texture", lin_alloc
);
340 success
&= mdl_load_array( mdl
, &mdl
->armatures
, "mdl_armature", lin_alloc
);
341 success
&= mdl_load_array( mdl
, &mdl
->bones
, "mdl_bone", lin_alloc
);
342 success
&= mdl_load_array( mdl
, &mdl
->animations
,"mdl_animation",lin_alloc
);
347 VG_STATIC
int mdl_load_animation_block( mdl_context
*mdl
, void *lin_alloc
)
349 return mdl_load_array( mdl
, &mdl
->keyframes
, "mdl_keyframe", lin_alloc
);
353 * if calling mdl_open, and the file does not exist, the game will fatal quit
355 VG_STATIC
void mdl_open( mdl_context
*mdl
, const char *path
, void *lin_alloc
)
357 memset( mdl
, 0, sizeof( mdl_context
) );
358 mdl
->file
= fopen( path
, "rb" );
361 vg_error( "mdl_open('%s'): %s\n", path
, strerror(errno
) );
362 vg_fatal_exit_loop( "see above for details" );
365 u64 l
= fread( &mdl
->info
, sizeof(mdl_header
), 1, mdl
->file
);
367 mdl_load_fatal_corrupt( mdl
);
369 mdl_load_array_file( mdl
, &mdl
->index
, &mdl
->info
.index
, lin_alloc
);
371 mdl_array
*pack
= mdl_find_array( mdl
, "pack" );
372 if( pack
) mdl
->pack_base_offset
= pack
->file_offset
;
373 else mdl
->pack_base_offset
= 0;
379 VG_STATIC
void mdl_close( mdl_context
*mdl
)
385 /* useful things you can do with the model */
387 VG_STATIC
void mdl_transform_m4x3( mdl_transform
*transform
, m4x3f mtx
)
389 q_m3x3( transform
->q
, mtx
);
390 v3_muls( mtx
[0], transform
->s
[0], mtx
[0] );
391 v3_muls( mtx
[1], transform
->s
[1], mtx
[1] );
392 v3_muls( mtx
[2], transform
->s
[2], mtx
[2] );
393 v3_copy( transform
->co
, mtx
[3] );
396 VG_STATIC
const char *mdl_pstr( mdl_context
*mdl
, u32 pstr
)
398 return mdl_arritm( &mdl
->strings
, pstr
);
402 * Simple mesh interface for OpenGL
403 * ----------------------------------------------------------------------------
406 typedef struct glmesh glmesh
;
409 GLuint vao
, vbo
, ebo
;
414 VG_STATIC
void mesh_upload( glmesh
*mesh
,
415 mdl_vert
*verts
, u32 vert_count
,
416 u32
*indices
, u32 indice_count
)
418 //assert( mesh->loaded == 0 );
420 glGenVertexArrays( 1, &mesh
->vao
);
421 glGenBuffers( 1, &mesh
->vbo
);
422 glGenBuffers( 1, &mesh
->ebo
);
423 glBindVertexArray( mesh
->vao
);
425 size_t stride
= sizeof(mdl_vert
);
427 glBindBuffer( GL_ARRAY_BUFFER
, mesh
->vbo
);
428 glBufferData( GL_ARRAY_BUFFER
, vert_count
*stride
, verts
, GL_STATIC_DRAW
);
430 glBindVertexArray( mesh
->vao
);
431 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mesh
->ebo
);
432 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, indice_count
*sizeof(u32
),
433 indices
, GL_STATIC_DRAW
);
436 glVertexAttribPointer( 0, 3, GL_FLOAT
, GL_FALSE
, stride
, (void*)0 );
437 glEnableVertexAttribArray( 0 );
440 glVertexAttribPointer( 1, 3, GL_FLOAT
, GL_FALSE
,
441 stride
, (void *)offsetof(mdl_vert
, norm
) );
442 glEnableVertexAttribArray( 1 );
445 glVertexAttribPointer( 2, 2, GL_FLOAT
, GL_FALSE
,
446 stride
, (void *)offsetof(mdl_vert
, uv
) );
447 glEnableVertexAttribArray( 2 );
450 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,
451 stride
, (void *)offsetof(mdl_vert
, colour
) );
452 glEnableVertexAttribArray( 3 );
455 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,
456 stride
, (void *)offsetof(mdl_vert
, weights
) );
457 glEnableVertexAttribArray( 4 );
460 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE
,
461 stride
, (void *)offsetof(mdl_vert
, groups
) );
462 glEnableVertexAttribArray( 5 );
466 mesh
->indice_count
= indice_count
;
470 VG_STATIC
void mesh_bind( glmesh
*mesh
)
472 glBindVertexArray( mesh
->vao
);
475 VG_STATIC
void mesh_drawn( u32 start
, u32 count
)
477 glDrawElements( GL_TRIANGLES
, count
, GL_UNSIGNED_INT
,
478 (void *)(start
*sizeof(u32
)) );
481 VG_STATIC
void mesh_draw( glmesh
*mesh
)
483 mesh_drawn( 0, mesh
->indice_count
);
486 VG_STATIC
void mesh_free( glmesh
*mesh
)
489 glDeleteVertexArrays( 1, &mesh
->vao
);
490 glDeleteBuffers( 1, &mesh
->ebo
);
491 glDeleteBuffers( 1, &mesh
->vbo
);
496 VG_STATIC
void mdl_draw_submesh( mdl_submesh
*sm
)
498 mesh_drawn( sm
->indice_start
, sm
->indice_count
);
501 /* WARNING: Destructive! Only use this once and then discard the context. */
502 VG_STATIC
void mdl_unpack_glmesh( mdl_context
*mdl
, glmesh
*mesh
)
504 if( !mdl
->submeshs
.count
)
505 vg_fatal_exit_loop( "Tried to unpack empty model file" );
507 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, 0 );
508 u32 offset
= sm
->vertex_count
;
510 for( u32 i
=1; i
<mdl_arrcount( &mdl
->submeshs
); i
++ ){
511 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, i
);
512 u32
*indices
= mdl_arritm( &mdl
->indices
, sm
->indice_start
);
514 for( u32 j
=0; j
<sm
->indice_count
; j
++ )
515 indices
[j
] += offset
;
517 offset
+= sm
->vertex_count
;
520 mesh_upload( mesh
, mdl
->verts
.data
, mdl
->verts
.count
,
521 mdl
->indices
.data
, mdl
->indices
.count
);
524 VG_STATIC mdl_mesh
*mdl_find_mesh( mdl_context
*mdl
, const char *name
)
526 for( u32 i
=0; i
<mdl_arrcount( &mdl
->meshs
); i
++ ){
527 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
528 if( !strcmp( name
, mdl_pstr( mdl
, mesh
->pstr_name
))){