needs a lot of cleaning but lights are OK
[carveJwlIkooP6JGAAIwe30JlM.git] / model.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef MODEL_H
6 #define MODEL_H
7
8 #include "common.h"
9
10 typedef struct glmesh glmesh;
11
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;
21
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
29
30 enum classtype
31 {
32 k_classtype_none = 0,
33 k_classtype_gate = 1,
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
47 };
48
49 enum mdl_shader
50 {
51 k_shader_standard = 0,
52 k_shader_standard_cutout = 1,
53 k_shader_terrain_blend = 2,
54 k_shader_standard_vertex_blend = 3,
55 k_shader_water = 4
56 };
57
58 enum mdl_surface_prop
59 {
60 k_surface_prop_concrete = 0,
61 k_surface_prop_wood = 1,
62 k_surface_prop_grass = 2
63 };
64
65 enum material_flag
66 {
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
71 };
72
73 enum bone_flag
74 {
75 k_bone_flag_deform = 0x1,
76 k_bone_flag_ik = 0x2,
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
91 };
92
93 #pragma pack(push,1)
94
95 /* 48 byte */
96 struct mdl_vert
97 {
98 v3f co, /* 3*32 */
99 norm; /* 3*32 */
100 v2f uv; /* 2*32 */
101
102 u8 colour[4]; /* 4*8 */
103 u16 weights[4];/* 4*16 */
104 u8 groups[4]; /* 4*8 */
105 };
106
107 struct mdl_submesh
108 {
109 u32 indice_start,
110 indice_count,
111 vertex_start,
112 vertex_count;
113
114 boxf bbx;
115 u32 material_id;
116 };
117
118 struct mdl_texture
119 {
120 u32 pstr_name,
121 pack_offset,
122 pack_length;
123 };
124
125 struct mdl_material
126 {
127 u32 pstr_name,
128 shader,
129 flags,
130 surface_prop;
131
132 v4f colour,
133 colour1;
134
135 u32 tex_diffuse,
136 tex_decal,
137 tex_normal;
138 };
139
140 struct mdl_node
141 {
142 v3f co;
143 v4f q;
144 v3f s;
145
146 u32 sub_uid, /* allocated in-file... too bad. */
147 submesh_start,
148 submesh_count,
149 classtype,
150 offset,
151 parent,
152 pstr_name;
153 };
154
155 struct mdl_keyframe
156 {
157 v3f co;
158 v4f q;
159 v3f s;
160 };
161
162 struct mdl_animation
163 {
164 u32 pstr_name,
165 length;
166
167 float rate;
168
169 u32 offset;
170 };
171
172 struct mdl_file_header
173 {
174 u32 identifier, version, file_length, pad0;
175
176 u32
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,
184
185 keyframe_count, keyframe_offset,
186
187 vertex_count, vertex_offset,
188 indice_count, indice_offset,
189
190 pack_size, pack_offset;
191 };
192
193 /*
194 * Entity data structures
195 */
196
197 struct classtype_gate
198 {
199 u32 target;
200 v3f dims;
201 };
202
203 struct classtype_spawn
204 {
205 u32 pstr_alias;
206 };
207
208 struct classtype_water
209 {
210 u32 temp;
211 };
212
213 struct classtype_route_node
214 {
215 u32 target, target1;
216 };
217
218 struct classtype_route
219 {
220 u32 id_start;
221 u32 pstr_name;
222 v3f colour;
223 };
224
225 struct classtype_bone
226 {
227 u32 flags,
228 ik_target,
229 ik_pole;
230
231 boxf hitbox;
232
233 v3f conevx, conevy, coneva;
234 float conet;
235 };
236
237 struct classtype_skeleton
238 {
239 u32 channels,
240 ik_count,
241 collider_count,
242 anim_start,
243 anim_count;
244 };
245
246 struct classtype_skin
247 {
248 u32 skeleton;
249 };
250
251 struct classtype_trigger
252 {
253 u32 target;
254 };
255
256 struct classtype_logic_relay
257 {
258 u32 targets[4];
259 };
260
261 struct classtype_logic_achievement
262 {
263 u32 pstr_name;
264 };
265
266 struct classtype_audio
267 {
268 u32 pstr_file,
269 flags;
270
271 float volume;
272 };
273
274 struct classtype_world_light
275 {
276 enum light_type
277 {
278 k_light_type_point,
279 k_light_type_spot
280 }
281 type;
282
283 v4f colour; /* RGB, Energy */
284 float angle;
285 };
286
287 #pragma pack(pop)
288
289
290 struct mdl_context
291 {
292 FILE *file;
293 mdl_file_header info;
294
295 /* each buffer becomes availible after each _load function is called */
296 mdl_node *node_buffer; /* mdl_load_metadata() */
297 mdl_submesh *submesh_buffer;
298 mdl_material *material_buffer;
299 mdl_texture *texture_buffer;
300 mdl_animation *anim_buffer;
301 void *entdata_buffer;
302 const char *string_buffer;
303
304 mdl_keyframe *keyframe_buffer; /* mdl_load_anim_data() */
305
306 mdl_vert *vertex_buffer; /* mdl_load_mesh_data() */
307 u32 *index_buffer;
308
309 void *pack; /* mdl_load_pack_data() */
310 };
311
312 /*
313 * Simple mesh interface for OpenGL
314 */
315
316 struct glmesh
317 {
318 GLuint vao, vbo, ebo;
319 u32 indice_count;
320 u32 loaded;
321 };
322
323 VG_STATIC void mesh_upload( glmesh *mesh,
324 mdl_vert *verts, u32 vert_count,
325 u32 *indices, u32 indice_count )
326 {
327 //assert( mesh->loaded == 0 );
328
329 glGenVertexArrays( 1, &mesh->vao );
330 glGenBuffers( 1, &mesh->vbo );
331 glGenBuffers( 1, &mesh->ebo );
332 glBindVertexArray( mesh->vao );
333
334 size_t stride = sizeof(mdl_vert);
335
336 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
337 glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
338
339 glBindVertexArray( mesh->vao );
340 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
341 glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
342 indices, GL_STATIC_DRAW );
343
344 /* 0: coordinates */
345 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
346 glEnableVertexAttribArray( 0 );
347
348 /* 1: normal */
349 glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
350 stride, (void *)offsetof(mdl_vert, norm) );
351 glEnableVertexAttribArray( 1 );
352
353 /* 2: uv */
354 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
355 stride, (void *)offsetof(mdl_vert, uv) );
356 glEnableVertexAttribArray( 2 );
357
358 /* 3: colour */
359 glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
360 stride, (void *)offsetof(mdl_vert, colour) );
361 glEnableVertexAttribArray( 3 );
362
363 /* 4: weights */
364 glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
365 stride, (void *)offsetof(mdl_vert, weights) );
366 glEnableVertexAttribArray( 4 );
367
368 /* 5: groups */
369 glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
370 stride, (void *)offsetof(mdl_vert, groups) );
371 glEnableVertexAttribArray( 5 );
372
373 VG_CHECK_GL_ERR();
374
375 mesh->indice_count = indice_count;
376 mesh->loaded = 1;
377 }
378
379 VG_STATIC void mesh_bind( glmesh *mesh )
380 {
381 glBindVertexArray( mesh->vao );
382 }
383
384 VG_STATIC void mesh_drawn( u32 start, u32 count )
385 {
386 glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
387 (void *)(start*sizeof(u32)) );
388 }
389
390 VG_STATIC void mesh_draw( glmesh *mesh )
391 {
392 mesh_drawn( 0, mesh->indice_count );
393 }
394
395 VG_STATIC void mesh_free( glmesh *mesh )
396 {
397 if( mesh->loaded )
398 {
399 glDeleteVertexArrays( 1, &mesh->vao );
400 glDeleteBuffers( 1, &mesh->ebo );
401 glDeleteBuffers( 1, &mesh->vbo );
402 mesh->loaded = 0;
403 }
404 }
405
406 VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl )
407 {
408 fclose( mdl->file );
409 vg_file_print_invalid( mdl->file );
410 vg_fatal_exit_loop( "Corrupt model" );
411 }
412
413 /*
414 * Model implementation
415 *
416 * TODO.
417 *
418 * you have two api options for loading a model, first, the easy way:
419 * mdl_load ...
420 * will put the entire model straight into the linear_alloc
421 *
422 * or, to target different allocators:
423 *
424 * mdl_open
425 * mdl_load_metadata
426 * mdl_load_vertex_data
427 * mdl_load_indice_data
428 * mdl_close
429 *
430 * these should ideally be called in quick succession to limit stalls.
431 */
432
433 /*
434 * if calling mdl_open, and the file does not exist, the game will fatal quit
435 */
436 VG_STATIC void mdl_open( mdl_context *mdl, const char *path )
437 {
438 memset( mdl, 0, sizeof( mdl_context ) );
439 mdl->file = fopen( path, "rb" );
440
441 if( !mdl->file )
442 {
443 vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
444 vg_fatal_exit_loop( "see above for details" );
445 }
446
447 u64 l = fread( &mdl->info, sizeof(mdl_file_header), 1, mdl->file );
448 if( l != 1 )
449 mdl_load_fatal_corrupt( mdl );
450 }
451
452 /*
453 * Load all metadata (everything up until the large buffers). Probs at most 50k
454 */
455 VG_STATIC void mdl_load_metadata( mdl_context *mdl, void *lin_alloc )
456 {
457 assert( mdl->file );
458
459 u64 lheader = sizeof(mdl_file_header),
460 ldata = mdl->info.keyframe_offset - lheader;
461
462 void *all_data = vg_linear_alloc( lin_alloc, ldata );
463
464 fseek( mdl->file, lheader, SEEK_SET );
465 u64 l = fread( all_data, ldata, 1, mdl->file );
466
467 if( l != 1 )
468 {
469 vg_file_print_invalid( mdl->file );
470 vg_fatal_exit_loop( "Corrupt model" );
471 }
472
473 mdl->node_buffer = all_data + (mdl->info.node_offset - lheader);
474 mdl->submesh_buffer = all_data + (mdl->info.submesh_offset - lheader);
475 mdl->material_buffer = all_data + (mdl->info.material_offset - lheader);
476 mdl->texture_buffer = all_data + (mdl->info.texture_offset - lheader);
477 mdl->anim_buffer = all_data + (mdl->info.anim_offset - lheader);
478 mdl->entdata_buffer = all_data + (mdl->info.entdata_offset - lheader);
479 mdl->string_buffer = all_data + (mdl->info.strings_offset - lheader);
480 }
481
482 /*
483 * Load just the mesh data
484 */
485 VG_STATIC void mdl_load_mesh_data( mdl_context *mdl, void *lin_alloc )
486 {
487 assert( mdl->file );
488
489 u64 size_verts = vg_align8( mdl->info.vertex_count * sizeof(mdl_vert) ),
490 size_index = vg_align8( mdl->info.indice_count * sizeof(u32) );
491
492 mdl->vertex_buffer = vg_linear_alloc( lin_alloc, size_verts );
493 mdl->index_buffer = vg_linear_alloc( lin_alloc, size_index );
494
495 {
496 fseek( mdl->file, mdl->info.vertex_offset, SEEK_SET );
497 u64 l = fread( mdl->vertex_buffer, size_verts, 1, mdl->file );
498 if( l != 1 )
499 mdl_load_fatal_corrupt( mdl );
500 }
501 {
502 fseek( mdl->file, mdl->info.indice_offset, SEEK_SET );
503 u64 l = fread( mdl->index_buffer, size_index, 1, mdl->file );
504 if( l != 1 )
505 mdl_load_fatal_corrupt( mdl );
506 }
507 }
508
509 /*
510 * Load animation data
511 */
512 VG_STATIC void mdl_load_anim_data( mdl_context *mdl, void *lin_alloc )
513 {
514 assert( mdl->file );
515
516 if( mdl->info.keyframe_count == 0 )
517 return;
518
519 u64 size_kf = vg_align8( mdl->info.keyframe_count * sizeof(mdl_keyframe) );
520 mdl->keyframe_buffer = vg_linear_alloc( lin_alloc, size_kf );
521
522 fseek( mdl->file, mdl->info.keyframe_offset, SEEK_SET );
523 u64 l = fread( mdl->keyframe_buffer, size_kf, 1, mdl->file );
524 if( l != 1 )
525 mdl_load_fatal_corrupt( mdl );
526 }
527
528 /*
529 * Load pack contents
530 *
531 * TODO request specific files (low)
532 */
533 VG_STATIC void mdl_load_pack_data( mdl_context *mdl, void *lin_alloc )
534 {
535 assert( mdl->file );
536
537 if( mdl->info.pack_size == 0 )
538 return;
539
540 mdl->pack = vg_linear_alloc( lin_alloc, vg_align8( mdl->info.pack_size ) );
541 fseek( mdl->file, mdl->info.pack_offset, SEEK_SET );
542
543 u64 l = fread( mdl->pack, mdl->info.pack_size, 1, mdl->file );
544 if( l != 1 )
545 mdl_load_fatal_corrupt( mdl );
546 }
547
548 /*
549 * close file handle
550 */
551 VG_STATIC void mdl_close( mdl_context *mdl )
552 {
553 fclose( mdl->file );
554 mdl->file = NULL;
555 }
556
557 /* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
558 VG_STATIC mdl_context *mdl_load_full( void *lin_alloc, const char *path )
559 {
560 /* Inspect the header by opening it, give us the size needed */
561 mdl_context temp_ctx;
562 mdl_open( &temp_ctx, path );
563
564 /* create allocator */
565 u32 tot_size = temp_ctx.info.file_length + sizeof( mdl_context ) + 64;
566 void *data = vg_create_linear_allocator( lin_alloc, tot_size,
567 VG_MEMORY_SYSTEM );
568
569 /* copy context and load all other data */
570 mdl_context *ctx = vg_linear_alloc( data, sizeof(mdl_context) );
571 memcpy( ctx, &temp_ctx, sizeof(mdl_context) );
572
573 mdl_load_metadata( ctx, data );
574 mdl_load_anim_data( ctx, data );
575 mdl_load_mesh_data( ctx, data );
576 mdl_load_pack_data( ctx, data );
577 mdl_close( ctx );
578
579 return ctx;
580 }
581
582 /*
583 * Item getters
584 * ----------------------------------------------------------------------------
585 * TODO: Clamp access and oob errors
586 */
587 VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
588 {
589 return mdl->string_buffer + pstr;
590 }
591
592 VG_STATIC mdl_node *mdl_node_from_id( mdl_context *mdl, u32 id )
593 {
594 return &mdl->node_buffer[id];
595 }
596
597 VG_STATIC mdl_node *mdl_node_from_name( mdl_context *mdl, const char *name )
598 {
599 for( int i=0; i < mdl->info.node_count; i++ )
600 {
601 mdl_node *pnode = mdl_node_from_id( mdl, i );
602
603 if( !strcmp( name, mdl_pstr( mdl, pnode->pstr_name )) )
604 return pnode;
605 }
606
607 return NULL;
608 }
609
610 VG_STATIC mdl_submesh *mdl_node_submesh( mdl_context *mdl,
611 mdl_node *node, u32 i )
612 {
613 return &mdl->submesh_buffer[ node->submesh_start+i ];
614 }
615
616 VG_STATIC u32 *mdl_submesh_indices( mdl_context *mdl, mdl_submesh *sm )
617 {
618 return &mdl->index_buffer[ sm->indice_start ];
619 }
620
621 VG_STATIC mdl_vert *mdl_submesh_vertices( mdl_context *mdl, mdl_submesh *sm )
622 {
623 return &mdl->vertex_buffer[ sm->vertex_start ];
624 }
625
626 VG_STATIC void mdl_node_transform( mdl_node *pnode, m4x3f transform )
627 {
628 q_m3x3( pnode->q, transform );
629 v3_muls( transform[0], pnode->s[0], transform[0] );
630 v3_muls( transform[1], pnode->s[1], transform[1] );
631 v3_muls( transform[2], pnode->s[2], transform[2] );
632 v3_copy( pnode->co, transform[3] );
633 }
634
635 /* upload a mesh based on file submesh */
636 VG_STATIC void mdl_unpack_submesh( mdl_context *mdl, glmesh *mesh,
637 mdl_submesh *sm )
638 {
639 mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count,
640 mdl_submesh_indices( mdl, sm ), sm->indice_count );
641 }
642
643 /* upload entire mesh from model */
644 VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh )
645 {
646 u32 offset = mdl->submesh_buffer[0].vertex_count;
647
648 for( int i=1; i< mdl->info.submesh_count; i++ )
649 {
650 mdl_submesh *sm = &mdl->submesh_buffer[i];
651 u32 *indices = mdl_submesh_indices( mdl, sm );
652
653 for( u32 j=0; j<sm->indice_count; j++ )
654 indices[j] += offset;
655
656 offset += sm->vertex_count;
657 }
658
659 mesh_upload( mesh, mdl->vertex_buffer, mdl->info.vertex_count,
660 mdl->index_buffer, mdl->info.indice_count );
661 }
662
663 VG_STATIC void mdl_draw_submesh( mdl_submesh *sm )
664 {
665 mesh_drawn( sm->indice_start, sm->indice_count );
666 }
667
668 VG_STATIC void *mdl_get_entdata( mdl_context *mdl, mdl_node *pnode )
669 {
670 return mdl->entdata_buffer + pnode->offset;
671 }
672
673 VG_STATIC mdl_keyframe *mdl_get_animdata( mdl_context *mdl, mdl_animation *anim )
674 {
675 return mdl->keyframe_buffer + anim->offset;
676 }
677
678 VG_STATIC void mdl_link_materials( mdl_context *root, mdl_context *child )
679 {
680 u32 lookup[MDL_MATERIAL_MAX];
681
682 for( int i=0; i<child->info.material_count; i++ )
683 {
684 mdl_material *mi = &child->material_buffer[i];
685 const char *si = mdl_pstr( child, mi->pstr_name );
686
687 lookup[i] = 0;
688
689 for( int j=0; j<root->info.material_count; j++ )
690 {
691 mdl_material *mj = &root->material_buffer[j];
692 const char *sj = mdl_pstr( root, mj->pstr_name );
693
694 if( !strcmp( si, sj ) )
695 {
696 lookup[i] = j;
697 break;
698 }
699 }
700
701 if( lookup[i] == 0 && i != 0 )
702 {
703 vg_warn( "Could not link material '%s' (not present in root model)\n",
704 si );
705 }
706 }
707
708 for( int i=0; i<child->info.submesh_count; i++ )
709 {
710 mdl_submesh *sm = &child->submesh_buffer[i];
711 sm->material_id = lookup[sm->material_id];
712 }
713 }
714
715 VG_STATIC void mdl_invert_uv_coordinates( mdl_context *mdl )
716 {
717 for( int i=0; i<mdl->info.vertex_count; i++ )
718 {
719 mdl_vert *vert = &mdl->vertex_buffer[i];
720 vert->uv[1] = 1.0f-vert->uv[1];
721 }
722 }
723
724 #endif