-#include "vg/vg.h"
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
-typedef struct model model;
-typedef struct glmesh glmesh;
-typedef struct submodel submodel;
-typedef struct model_vert model_vert;
-typedef struct scene scene;
-typedef struct sdf_primative sdf_primative;
-typedef enum esdf_type esdf_type;
+#ifndef MODEL_H
+#define MODEL_H
+
+#include "skaterift.h"
+
+#define MDL_VERSION_MIN 101
+#define MDL_VERSION_NR 104
+
+enum mdl_shader{
+ k_shader_standard = 0,
+ k_shader_standard_cutout = 1,
+ k_shader_terrain_blend = 2,
+ k_shader_standard_vertex_blend = 3,
+ k_shader_water = 4,
+ k_shader_invisible = 5,
+ k_shader_boundary = 6,
+ k_shader_fxglow = 7,
+ k_shader_cubemap = 8,
+ k_shader_override = 30000
+};
+
+enum mdl_surface_prop{
+ k_surface_prop_concrete = 0,
+ k_surface_prop_wood = 1,
+ k_surface_prop_grass = 2,
+ k_surface_prop_tiles = 3,
+ k_surface_prop_metal = 4
+};
+
+enum material_flag{
+ k_material_flag_skate_target = 0x0001,
+ k_material_flag_collision = 0x0002,
+ k_material_flag_grow_grass = 0x0004,
+ k_material_flag_grindable = 0x0008,
+ k_material_flag_invisible = 0x0010,
+ k_material_flag_boundary = 0x0020,
+ k_material_flag_preview_visibile = 0x0040,
+ k_material_flag_walking = 0x0080,
+
+ k_material_flag_ghosts =
+ k_material_flag_boundary|
+ k_material_flag_invisible|
+ k_material_flag_walking
+};
#pragma pack(push,1)
-struct model
+
+/* 48 byte */
+struct mdl_vert
{
- u32 identifier;
+ v3f co, /* 3*32 */
+ norm; /* 3*32 */
+ v2f uv; /* 2*32 */
- u32 vertex_count,
- indice_count,
- layer_count;
+ u8 colour[4]; /* 4*8 */
+ u16 weights[4];/* 4*16 */
+ u8 groups[4]; /* 4*8 */
+};
+
+#pragma pack(pop)
+
+typedef u32 mdl_indice;
+
+typedef struct mdl_context mdl_context;
+typedef struct mdl_array_ptr mdl_array_ptr;
+typedef struct mdl_vert mdl_vert;
+typedef struct mdl_transform mdl_transform;
+typedef struct mdl_submesh mdl_submesh;
+typedef struct mdl_material mdl_material;
+typedef struct mdl_bone mdl_bone;
+typedef struct mdl_armature mdl_armature;
+typedef struct mdl_animation mdl_animation;
+typedef struct mdl_transform mdl_keyframe;
+typedef struct mdl_mesh mdl_mesh;
+typedef struct mdl_file mdl_file;
+typedef struct mdl_texture mdl_texture;
+typedef struct mdl_array mdl_array;
+typedef struct mdl_header mdl_header;
+
+typedef struct glmesh glmesh;
+struct glmesh
+{
+ GLuint vao, vbo, ebo;
+ u32 indice_count;
+ u32 loaded;
+};
+
+struct mdl_transform
+{
+ v3f co, s;
+ v4f q;
+};
+
+static void transform_identity( mdl_transform *transform )
+{
+ v3_zero( transform->co );
+ q_identity( transform->q );
+ v3_fill( transform->s, 1.0f );
+}
+
+static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
+{
+ v3_mul( transform->s, vec, dest );
+ q_mulv( transform->q, dest, dest );
+}
+
+static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
+{
+ mdl_transform_vector( transform, co, dest );
+ v3_add( transform->co, dest, dest );
+}
+
+static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
+ mdl_transform *d )
+{
+ mdl_transform_point( a, b->co, d->co );
+ q_mul( a->q, b->q, d->q );
+ q_normalize( d->q );
+ v3_mul( a->s, b->s, d->s );
+}
+
+struct mdl_material
+{
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
+
+ v4f colour,
+ colour1;
+
+ u32 tex_diffuse,
+ tex_none0,
+ tex_none1;
+};
+
+struct mdl_bone
+{
+ v3f co, end;
+ u32 parent,
+ collider,
+ ik_target,
+ ik_pole,
+ flags,
+ pstr_name;
+
+ boxf hitbox;
+ v3f conevx, conevy, coneva;
+ float conet;
+};
+
+enum bone_flag
+{
+ k_bone_flag_deform = 0x00000001,
+ k_bone_flag_ik = 0x00000002,
+ k_bone_flag_cone_constraint = 0x00000004
};
-struct sdf_primative
+enum bone_collider
{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
+ k_bone_collider_none = 0,
+ k_bone_collider_box = 1,
+ k_bone_collider_capsule = 2
+};
+
+struct mdl_armature
+{
+ mdl_transform transform;
+ u32 bone_start,
+ bone_count,
+ anim_start,
+ anim_count;
};
-struct submodel
+struct mdl_animation
+{
+ u32 pstr_name,
+ length;
+ float rate;
+ u32 offset;
+};
+
+struct mdl_submesh
{
u32 indice_start,
indice_count,
vertex_start,
vertex_count;
-
+
boxf bbx;
- sdf_primative sdf;
+ u16 material_id, flags;
+};
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
+enum esubmesh_flags
+{
+ k_submesh_flag_none = 0x0000,
+ k_submesh_flag_consumed = 0x0001
+};
- char name[32];
+struct mdl_mesh
+{
+ mdl_transform transform;
+ u32 submesh_start,
+ submesh_count,
+ pstr_name,
+ entity_id, /* upper 16 bits: type, lower 16 bits: index */
+ armature_id;
};
-struct model_vert
+struct mdl_file
{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
};
-#pragma pack(pop)
-struct glmesh
+struct mdl_texture
{
- GLuint vao, vbo, ebo;
- u32 indice_count;
+ mdl_file file;
+ u32 glname;
};
+struct mdl_array
+{
+ u32 file_offset,
+ item_count,
+ item_size;
+
+ char name[16];
+};
+
+struct mdl_header
+{
+ u32 version;
+ mdl_array index;
+};
+
+struct mdl_context{
+ FILE *file;
+ mdl_header info;
+
+ struct mdl_array_ptr{
+ void *data;
+ u32 count, stride;
+ }
+ index,
+
+ /* metadata */
+ strings,
+ meshs,
+ submeshs,
+ materials,
+ textures,
+ armatures,
+ bones,
+ animations,
+
+ /* animation buffers */
+ keyframes,
+
+ /* mesh buffers */
+ verts,
+ indices;
+ u32 pack_base_offset;
+
+ /* runtime */
+ 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 {
+ assert( stride >= arr->item_size );
+ vg_warn( "Applying alignment fixup to array @%p [%u -> %u] x %u\n",
+ buffer, arr->item_size, stride, arr->item_count );
+
+ 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 )
+{
+ assert( stride >= arr->item_size );
+
+ 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;
+ }
+}
+
+#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 );
+
+ vg_fatal_error( "Legacy model version incompatable" );
+ }
+
+ mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc,
+ sizeof(mdl_array) );
+
+ mdl_array *pack = mdl_find_array( mdl, "pack" );
+ if( pack ) mdl->pack_base_offset = pack->file_offset;
+ else mdl->pack_base_offset = 0;
+}
+
+/*
+ * close file handle
+ */
+static void mdl_close( mdl_context *mdl )
+{
+ fclose( mdl->file );
+ mdl->file = NULL;
+}
+
+/* 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;
+}
+
+#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,
- model_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
+ 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*sizeof(model_vert),
- verts, GL_STATIC_DRAW );
+ 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 );
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void*)0 );
+ /* 0: coordinates */
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
glEnableVertexAttribArray( 0 );
+ /* 1: normal */
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
+ stride, (void *)offsetof(mdl_vert, norm) );
glEnableVertexAttribArray( 1 );
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_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,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
+ /* 3: colour */
+ glVertexAttribPointer( 3, 4, GL_UNSIGNED_BYTE, GL_TRUE,
+ stride, (void *)offsetof(mdl_vert, colour) );
glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
+
+ /* 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 )
mesh_drawn( 0, mesh->indice_count );
}
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
+static void mesh_free( glmesh *mesh )
{
- return ((submodel*)(mdl+1)) + id;
+ if( mesh->loaded ){
+ glDeleteVertexArrays( 1, &mesh->vao );
+ glDeleteBuffers( 1, &mesh->ebo );
+ glDeleteBuffers( 1, &mesh->vbo );
+ mesh->loaded = 0;
+ }
}
-static model_vert *model_vertex_base( model *mdl )
+static void mdl_draw_submesh( mdl_submesh *sm )
{
- return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
+ mesh_drawn( sm->indice_start, sm->indice_count );
}
-static u32 *model_indice_base( model *mdl )
+static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
+ 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;
}
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
-{
- return model_vertex_base(mdl) + sub->vertex_start;
-}
+struct payload_glmesh_load{
+ mdl_vert *verts;
+ u32 *indices;
+
+ u32 vertex_count,
+ indice_count;
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
+ glmesh *mesh;
+};
+
+static void async_mdl_load_glmesh( void *payload, u32 size )
{
- return model_indice_base(mdl) + sub->indice_start;
+ struct payload_glmesh_load *job = payload;
+ mesh_upload( job->mesh, job->verts, job->vertex_count,
+ job->indices, job->indice_count );
}
-static submodel *submodel_get( model *mdl, const char *name )
+static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh )
{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- submodel *pmdl =model_get_submodel(mdl,i);
+ mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
+ mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
- if( !strcmp( pmdl->name, name ) )
- return pmdl;
- }
-
- return NULL;
-}
+ 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;
-static void submodel_draw( submodel *sm )
-{
- mesh_drawn( sm->indice_start, sm->indice_count );
-}
+ vg_async_item *call = vg_async_alloc( total );
+ struct payload_glmesh_load *job = call->payload;
-static void model_unpack( model *model, glmesh *mesh )
-{
- u32 offset = model_get_submodel( model, 0 )->vertex_count;
+ 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) );
+
+ /*
+ * 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;
- for( int i=1; i<model->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( model, i );
- u32 *indices = submodel_indice_data( model, sm );
+ offset += sm->vertex_count;
+ }
+ }
- for( u32 j=0; j<sm->indice_count; j++ )
- indices[j] += offset;
+ /*
+ * Dispatch
+ * -------------------------
+ */
- offset += sm->vertex_count;
+ 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 );
+
+ 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 );
- mesh_upload( mesh, model_vertex_base( model ), model->vertex_count,
- model_indice_base( model ), model->indice_count );
+ vg_tex2d_load_qoi_async( data, tex->file.pack_size,
+ VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname );
+ }
}
+
+#endif