#pragma once
-#include "vg/vg_io.h"
-#include "vg/vg_async.h"
-#include "vg/vg_tex.h"
-#include <string.h>
-#include <stdlib.h>
-#include <errno.h>
-
#define MDL_VERSION_MIN 101
#define MDL_VERSION_NR 105
v4f colour,
colour1;
- u32 tex_diffuse,
+ u32 tex_diffuse, /* Indexes start from 1. 0 if missing. */
tex_none0,
tex_none1;
};
FILE *file;
mdl_header info;
- struct mdl_array_ptr{
+ struct mdl_array_ptr
+ {
void *data;
u32 count, stride;
}
glmesh mesh;
};
+/* mesh. TODO: move? */
+void mesh_bind( glmesh *mesh );
+void mesh_drawn( u32 start, u32 count );
+void mesh_draw( glmesh *mesh );
+void mesh_free( glmesh *mesh );
-static void mdl_load_fatal_corrupt( mdl_context *mdl )
-{
- fclose( mdl->file );
- vg_file_print_invalid( mdl->file );
- vg_fatal_error( "Corrupt model" );
-}
-
-/*
- * Model implementation
- */
-
-static const char *mdl_pstr( mdl_context *mdl, u32 pstr );
-static
-void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst )
-{
- if( !info->pack_size ){
- vg_warn( "path: %s\n", mdl_pstr( mdl, info->pstr_path ) );
- vg_fatal_error( "Packed file is only a header; it is not packed" );
- }
-
- fseek( mdl->file, mdl->pack_base_offset+info->pack_offset, SEEK_SET );
- u64 l = fread( dst, info->pack_size, 1, mdl->file );
-
- if( l != 1 ) mdl_load_fatal_corrupt( mdl );
-}
-
-/* TODO: Rename these */
-static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr,
- void *buffer, u32 stride )
-{
- if( arr->item_count ){
- fseek( mdl->file, arr->file_offset, SEEK_SET );
-
- if( stride == arr->item_size ){
- u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file );
- if( l != 1 ) mdl_load_fatal_corrupt( mdl );
- }
- else {
- vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
- buffer, arr->item_size, stride, arr->item_count );
- if( stride < arr->item_size )
- vg_fatal_error( "not safe\n" );
-
- for( u32 i=0; i<arr->item_count; i++ ){
- u64 l = fread( buffer+i*stride, arr->item_size, 1, mdl->file );
- if( l != 1 ) mdl_load_fatal_corrupt( mdl );
- }
- }
- }
-}
-
-static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
- mdl_array *arr, void *lin_alloc, u32 stride )
-{
- if( stride < arr->item_size ){
- vg_error( "Structure max: %u. Got: %u\n", stride, arr->item_size );
- vg_fatal_error( "not safe\n" );
- }
-
- if( arr->item_count ){
- u32 size = stride*arr->item_count;
- ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) );
- mdl_load_array_file_buffer( mdl, arr, ptr->data, stride );
- }
- else{
- ptr->data = NULL;
- }
-
- ptr->stride = stride;
- ptr->count = arr->item_count;
-}
-
-static void *mdl_arritm( mdl_array_ptr *arr, u32 index )
-{
- return ((u8 *)arr->data) + index*arr->stride;
-}
-
-static u32 mdl_arrcount( mdl_array_ptr *arr )
-{
- return arr->count;
-}
-
-static mdl_array *mdl_find_array( mdl_context *mdl, const char *name )
-{
- for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
- mdl_array *arr = mdl_arritm( &mdl->index, i );
-
- if( !strncmp(arr->name,name,16) ){
- return arr;
- }
- }
-
- return NULL;
-}
-
-static int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
- const char *name, void *lin_alloc, u32 stride )
-{
- mdl_array *arr = mdl_find_array( mdl, name );
-
- if( arr ){
- mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride );
- return 1;
- }
- else{
- ptr->data = NULL;
- ptr->count = 0;
- ptr->stride = 0;
- return 0;
- }
-}
+/* file context management */
+void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc );
+void mdl_close( mdl_context *mdl );
+/* array loading */
+int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
+ const char *name, void *lin_alloc, u32 stride );
#define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \
_mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) )
-static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ){
- int success = 1;
-
- success &= MDL_LOAD_ARRAY( mdl, &mdl->verts, mdl_vert, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->indices, mdl_indice, lin_alloc );
-
- return success;
-}
-
-static int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ){
- int success = 1;
-
- success &= _mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc, 1 );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->meshs, mdl_mesh, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->submeshs, mdl_submesh, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->materials, mdl_material, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->textures, mdl_texture, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->armatures, mdl_armature, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->bones, mdl_bone, lin_alloc );
- success &= MDL_LOAD_ARRAY( mdl, &mdl->animations,mdl_animation,lin_alloc );
-
- return success;
-}
-
-static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ){
- return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc );
-}
-
-/*
- * if calling mdl_open, and the file does not exist, the game will fatal quit
- */
-static void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc )
-{
- memset( mdl, 0, sizeof( mdl_context ) );
- mdl->file = fopen( path, "rb" );
-
- if( !mdl->file ){
- vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
- vg_fatal_error( "see above for details" );
- }
-
- u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
-
- if( mdl->info.version < MDL_VERSION_MIN ){
- vg_warn( "For model: %s\n", path );
- vg_warn( " version: %u (min: %u, current: %u)\n",
- mdl->info.version, MDL_VERSION_MIN, MDL_VERSION_NR );
+/* array access */
+void *mdl_arritm( mdl_array_ptr *arr, u32 index );
+u32 mdl_arrcount( mdl_array_ptr *arr );
- vg_fatal_error( "Legacy model version incompatable" );
- }
+/* pack access */
+void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst );
- mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc,
- sizeof(mdl_array) );
+/* standard array groups */
+int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc );
+int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc );
+int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc );
- mdl_array *pack = mdl_find_array( mdl, "pack" );
- if( pack ) mdl->pack_base_offset = pack->file_offset;
- else mdl->pack_base_offset = 0;
-}
+/* load mesh */
+void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table );
-/*
- * close file handle
- */
-static void mdl_close( mdl_context *mdl )
-{
- fclose( mdl->file );
- mdl->file = NULL;
-}
+/* load textures and mesh */
+void mdl_async_full_load_std( mdl_context *mdl );
-/* useful things you can do with the model */
-
-static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
-{
- q_m3x3( transform->q, mtx );
- v3_muls( mtx[0], transform->s[0], mtx[0] );
- v3_muls( mtx[1], transform->s[1], mtx[1] );
- v3_muls( mtx[2], transform->s[2], mtx[2] );
- v3_copy( transform->co, mtx[3] );
-}
-
-static const char *mdl_pstr( mdl_context *mdl, u32 pstr )
-{
- return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4;
-}
-
-
-static int
-mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 )
-{
- u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr ));
- if( hash == djb2 ){
- if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1;
- else return 0;
- }
- else return 0;
-}
+/* rendering */
+void mdl_draw_submesh( mdl_submesh *sm );
+mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name );
+/* pstrs */
+const char *mdl_pstr( mdl_context *mdl, u32 pstr );
+int mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 );
#define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
-/*
- * Simple mesh interface for OpenGL
- * ----------------------------------------------------------------------------
- */
-
-static void mesh_upload( glmesh *mesh,
- mdl_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
-{
- //assert( mesh->loaded == 0 );
-
- glGenVertexArrays( 1, &mesh->vao );
- glGenBuffers( 1, &mesh->vbo );
- glGenBuffers( 1, &mesh->ebo );
- glBindVertexArray( mesh->vao );
-
- size_t stride = sizeof(mdl_vert);
-
- glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
- glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
-
- glBindVertexArray( mesh->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
- 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 );
-
- /* 2: uv */
- glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, uv) );
- glEnableVertexAttribArray( 2 );
-
- /* 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_ERR();
-
- mesh->indice_count = indice_count;
- mesh->loaded = 1;
-}
-
-static void mesh_bind( glmesh *mesh )
-{
- glBindVertexArray( mesh->vao );
-}
+void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx );
-static void mesh_drawn( u32 start, u32 count )
-{
- glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32)) );
-}
-
-static void mesh_draw( glmesh *mesh )
-{
- mesh_drawn( 0, mesh->indice_count );
-}
-
-static void mesh_free( glmesh *mesh )
-{
- if( mesh->loaded ){
- glDeleteVertexArrays( 1, &mesh->vao );
- glDeleteBuffers( 1, &mesh->ebo );
- glDeleteBuffers( 1, &mesh->vbo );
- mesh->loaded = 0;
- }
-}
-
-static void mdl_draw_submesh( mdl_submesh *sm )
-{
- mesh_drawn( sm->indice_start, sm->indice_count );
-}
-
-static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
-{
- for( u32 i=0; i<mdl_arrcount( &mdl->meshs ); i++ ){
- mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
- if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){
- return mesh;
- }
- }
- return NULL;
-}
-
-struct payload_glmesh_load{
- mdl_vert *verts;
- u32 *indices;
-
- u32 vertex_count,
- indice_count;
-
- glmesh *mesh;
-};
-
-static void async_mdl_load_glmesh( void *payload, u32 size )
-{
- struct payload_glmesh_load *job = payload;
- mesh_upload( job->mesh, job->verts, job->vertex_count,
- job->indices, job->indice_count );
-}
-
-static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh,
- u32 *fixup_table ){
- mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
- mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
-
- if( arr_vertices && arr_indices ){
- u32 size_verts = vg_align8(sizeof(mdl_vert)*arr_vertices->item_count),
- size_indices = vg_align8(sizeof(mdl_indice)*arr_indices->item_count),
- size_hdr = vg_align8(sizeof(struct payload_glmesh_load)),
- total = size_hdr + size_verts + size_indices;
-
- vg_async_item *call = vg_async_alloc( total );
- struct payload_glmesh_load *job = call->payload;
-
- u8 *payload = call->payload;
-
- job->mesh = mesh;
- job->verts = (void*)(payload + size_hdr);
- job->indices = (void*)(payload + size_hdr + size_verts);
- job->vertex_count = arr_vertices->item_count;
- job->indice_count = arr_indices->item_count;
-
- mdl_load_array_file_buffer( mdl, arr_vertices,
- job->verts, sizeof(mdl_vert) );
- mdl_load_array_file_buffer( mdl, arr_indices, job->indices,
- sizeof(mdl_indice) );
-
- if( fixup_table ){
- for( u32 i=0; i<job->vertex_count; i ++ ){
- mdl_vert *vert = &job->verts[i];
-
- for( u32 j=0; j<4; j++ ){
- vert->groups[j] = fixup_table[vert->groups[j]];
- }
- }
- }
-
- /*
- * Unpack the indices (if there are meshes)
- * ---------------------------------------------------------
- */
-
- if( mdl_arrcount( &mdl->submeshs ) ){
- mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 );
- u32 offset = sm->vertex_count;
-
- for( u32 i=1; i<mdl_arrcount( &mdl->submeshs ); i++ ){
- mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i );
- u32 *indices = job->indices + sm->indice_start;
-
- for( u32 j=0; j<sm->indice_count; j++ )
- indices[j] += offset;
-
- offset += sm->vertex_count;
- }
- }
-
- /*
- * Dispatch
- * -------------------------
- */
-
- vg_async_dispatch( call, async_mdl_load_glmesh );
- }
- else{
- vg_fatal_error( "no vertex/indice data\n" );
- }
-}
-
-/* uploads the glmesh, and textures. everything is saved into the mdl_context */
-static void mdl_async_full_load_std( mdl_context *mdl ){
- mdl_async_load_glmesh( mdl, &mdl->mesh, NULL );
-
- for( u32 i=0; i<mdl_arrcount( &mdl->textures ); i ++ ){
- vg_linear_clear( vg_mem.scratch );
- mdl_texture *tex = mdl_arritm( &mdl->textures, i );
-
- void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
- mdl_fread_pack_file( mdl, &tex->file, data );
-
- vg_tex2d_load_qoi_async( data, tex->file.pack_size,
- VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname );
- }
-}