#define MDL_SIZE_MAX 0x1000000
#define MDL_VERT_MAX 1000000
#define MDL_INDICE_MAX 1000000
-#define MDL_MATERIAL_MAX 500
+#define MDL_MATERIAL_MAX 32
#define MDL_NODE_MAX 4000
#define MDL_SUBMESH_MAX 8000
#define MDL_STRING_LENGTH_MAX 64
{
v3f co,
norm;
- v4f colour;
v2f uv;
+ u8 colour[4];
+ u16 weights[4];
+ u8 groups[4];
};
struct mdl_submesh
v3f s;
union{ u32 submesh_start, sub_uid; };
+
u32
submesh_count,
classtype,
offset,
+ children,
pstr_name;
};
submesh_count, submesh_offset,
material_count, material_offset,
node_count, node_offset,
- strings_offset, entdata_offset;
+ strings_offset, entdata_offset,
+ anim_count, anim_offset;
};
/*
struct classtype_gate
{
u32 target;
+ v3f dims;
};
struct classtype_spawn
u32 target, target1;
};
+struct classtype_instance
+{
+ u32 pstr_file;
+};
+
+struct classtype_capsule
+{
+ float height, radius;
+};
+
+struct classtype_route_node
+{
+ u32 target, target1;
+};
+
+struct classtype_route
+{
+ u32 pstr_name;
+ u32 id_start;
+ v3f colour;
+};
+
+struct classtype_bone
+{
+ u32 deform;
+};
+
+struct classtype_skeleton
+{
+ u32 anim_start,
+ anim_count;
+};
+
+struct classtype_skin
+{
+ u32 skeleton;
+};
+
#pragma pack(pop)
/*
glBufferData( GL_ELEMENT_ARRAY_BUFFER, indice_count*sizeof(u32),
indices, GL_STATIC_DRAW );
+ /* 0: coordinates */
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
glEnableVertexAttribArray( 0 );
+ /* 1: normal */
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
stride, (void *)offsetof(mdl_vert, norm) );
glEnableVertexAttribArray( 1 );
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, colour) );
+ /* 2: uv */
+ glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
+ stride, (void *)offsetof(mdl_vert, uv) );
glEnableVertexAttribArray( 2 );
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, uv) );
+ /* 3: colour */
+ glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, colour) );
glEnableVertexAttribArray( 3 );
+
+ /* 4: weights */
+ glVertexAttribPointer( 4, 4, GL_UNSIGNED_SHORT, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, weights) );
+ glEnableVertexAttribArray( 4 );
+
+ /* 5: groups */
+ glVertexAttribIPointer( 5, 4, GL_UNSIGNED_BYTE,
+ stride, (void *)offsetof(mdl_vert, groups) );
+ glEnableVertexAttribArray( 5 );
+
VG_CHECK_GL();
mesh->indice_count = indice_count;
return mdl_baseptr( mdl, mdl->entdata_offset ) + pnode->offset;
}
+static void mdl_link_materials( mdl_header *root, mdl_header *child )
+{
+ u32 lookup[MDL_MATERIAL_MAX];
+
+ for( int i=0; i<child->material_count; i++ )
+ {
+ mdl_material *mi = mdl_material_from_id( child, i );
+ const char *si = mdl_pstr( child, mi->pstr_name );
+
+ lookup[i] = 0;
+
+ for( int j=0; j<root->material_count; j++ )
+ {
+ mdl_material *mj = mdl_material_from_id( root, j );
+ const char *sj = mdl_pstr( root, mj->pstr_name );
+
+ if( !strcmp( si, sj ) )
+ {
+ lookup[i] = j;
+ break;
+ }
+ }
+
+ if( lookup[i] == 0 && i != 0 )
+ {
+ vg_warn( "Could not link material '%s' (not present in root model)\n",
+ si );
+ }
+ }
+
+ for( int i=0; i<child->submesh_count; i++ )
+ {
+ mdl_submesh *sm = mdl_submesh_from_id( child, i );
+ sm->material_id = lookup[sm->material_id];
+ }
+}
+
#endif