+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef MODEL_H
#define MODEL_H
-#include "common.h"
-
-typedef struct glmesh glmesh;
+#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
+};
-typedef struct mdl_vert mdl_vert;
-typedef struct mdl_submesh mdl_submesh;
-typedef struct mdl_material mdl_material;
-typedef struct mdl_node mdl_node;
-typedef struct mdl_header mdl_header;
+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
+};
-#define MDL_SIZE_MAX 0x1000000
-#define MDL_VERT_MAX 1000000
-#define MDL_INDICE_MAX 1000000
-#define MDL_MATERIAL_MAX 32
-#define MDL_NODE_MAX 4000
-#define MDL_SUBMESH_MAX 8000
-#define MDL_STRING_LENGTH_MAX 64
+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)
+/* 48 byte */
struct mdl_vert
{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
-};
+ v3f co, /* 3*32 */
+ norm; /* 3*32 */
+ v2f uv; /* 2*32 */
-struct mdl_submesh
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- u32 material_id;
+ u8 colour[4]; /* 4*8 */
+ u16 weights[4];/* 4*16 */
+ u8 groups[4]; /* 4*8 */
};
-struct mdl_material
+#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
{
- u32 pstr_name;
+ GLuint vao, vbo, ebo;
+ u32 indice_count;
+ u32 loaded;
};
-struct mdl_node
+struct mdl_transform
{
- v3f co;
+ v3f co, s;
v4f q;
- v3f s;
-
- union{ u32 submesh_start, sub_uid; };
- u32
- submesh_count,
- classtype,
- offset,
- pstr_name;
};
-struct mdl_header
+static void transform_identity( mdl_transform *transform )
{
- u32 identifier, version, file_length;
+ v3_zero( transform->co );
+ q_identity( transform->q );
+ v3_fill( transform->s, 1.0f );
+}
- u32 vertex_count, vertex_offset,
- indice_count, indice_offset,
- submesh_count, submesh_offset,
- material_count, material_offset,
- node_count, node_offset,
- strings_offset, entdata_offset;
-};
+static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
+{
+ v3_mul( transform->s, vec, dest );
+ q_mulv( transform->q, dest, dest );
+}
-/*
- * Entity data structures
- */
+static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
+{
+ mdl_transform_vector( transform, co, dest );
+ v3_add( transform->co, dest, dest );
+}
-struct classtype_block
+static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
+ mdl_transform *d )
{
- boxf bbx;
-};
+ 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 classtype_gate
+struct mdl_material
{
- u32 target;
- v3f dims;
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
+
+ v4f colour,
+ colour1;
+
+ u32 tex_diffuse,
+ tex_none0,
+ tex_none1;
};
-struct classtype_spawn
+struct mdl_bone
{
- u32 target;
+ v3f co, end;
+ u32 parent,
+ collider,
+ ik_target,
+ ik_pole,
+ flags,
+ pstr_name;
+
+ boxf hitbox;
+ v3f conevx, conevy, coneva;
+ float conet;
};
-struct classtype_water
+enum bone_flag
{
- u32 temp;
+ k_bone_flag_deform = 0x00000001,
+ k_bone_flag_ik = 0x00000002,
+ k_bone_flag_cone_constraint = 0x00000004
};
-struct classtype_car_path
+enum bone_collider
{
- u32 target, target1;
+ 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 classtype_instance
+struct mdl_animation
{
- u32 pstr_file;
+ u32 pstr_name,
+ length;
+ float rate;
+ u32 offset;
};
-struct classtype_capsule
+struct mdl_submesh
{
- float height, radius;
+ u32 indice_start,
+ indice_count,
+ vertex_start,
+ vertex_count;
+
+ boxf bbx;
+ u16 material_id, flags;
};
-struct classtype_route_node
+enum esubmesh_flags
{
- u32 target, target1;
+ k_submesh_flag_none = 0x0000,
+ k_submesh_flag_consumed = 0x0001
};
-struct classtype_route
+struct mdl_mesh
{
- u32 pstr_name;
- u32 id_start;
- v3f colour;
+ mdl_transform transform;
+ u32 submesh_start,
+ submesh_count,
+ pstr_name,
+ entity_id, /* upper 16 bits: type, lower 16 bits: index */
+ armature_id;
};
-#pragma pack(pop)
+struct mdl_file
+{
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
+};
-/*
- * Simple mesh interface for OpenGL
- */
+struct mdl_texture
+{
+ mdl_file file;
+ u32 glname;
+};
-struct glmesh
+struct mdl_array
{
- GLuint vao, vbo, ebo;
- u32 indice_count;
+ u32 file_offset,
+ item_count,
+ item_size;
+
+ char name[16];
};
-static void mesh_upload( glmesh *mesh,
- mdl_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
+struct mdl_header
{
- glGenVertexArrays( 1, &mesh->vao );
- glGenBuffers( 1, &mesh->vbo );
- glGenBuffers( 1, &mesh->ebo );
- glBindVertexArray( mesh->vao );
+ u32 version;
+ mdl_array index;
+};
- size_t stride = sizeof(mdl_vert);
+struct mdl_context{
+ FILE *file;
+ mdl_header info;
- glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
- glBufferData( GL_ARRAY_BUFFER, vert_count*stride, verts, GL_STATIC_DRAW );
+ 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;
+};
- 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, stride, (void*)0 );
- glEnableVertexAttribArray( 0 );
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, norm) );
- glEnableVertexAttribArray( 1 );
+static void mdl_load_fatal_corrupt( mdl_context *mdl )
+{
+ fclose( mdl->file );
+ vg_file_print_invalid( mdl->file );
+ vg_fatal_error( "Corrupt model" );
+}
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, colour) );
- glEnableVertexAttribArray( 2 );
+/*
+ * Model implementation
+ */
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- stride, (void *)offsetof(mdl_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
- mesh->indice_count = indice_count;
+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 );
}
-static void mesh_bind( glmesh *mesh )
+/* TODO: Rename these */
+static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr,
+ void *buffer, u32 stride )
{
- glBindVertexArray( mesh->vao );
+ 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 mesh_drawn( u32 start, u32 count )
+static void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
+ mdl_array *arr, void *lin_alloc, u32 stride )
{
- glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32)) );
+ 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 mesh_draw( glmesh *mesh )
+static void *mdl_arritm( mdl_array_ptr *arr, u32 index )
{
- mesh_drawn( 0, mesh->indice_count );
+ return ((u8 *)arr->data) + index*arr->stride;
}
-static void mesh_free( glmesh *mesh )
+static u32 mdl_arrcount( mdl_array_ptr *arr )
{
- glDeleteVertexArrays( 1, &mesh->vao );
- glDeleteBuffers( 1, &mesh->ebo );
- glDeleteBuffers( 1, &mesh->vbo );
+ 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;
+ }
+ }
-/*
- * Model implementation
- */
+ return NULL;
+}
-static mdl_header *mdl_load( const char *path )
+static int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
+ const char *name, void *lin_alloc, u32 stride )
{
- i64 size;
- mdl_header *header = vg_asset_read_s( path, &size );
+ mdl_array *arr = mdl_find_array( mdl, name );
- /*
- * Check file is valid
- */
- if( !header )
- {
- vg_error( "Could not open '%s'\n", path );
- return NULL;
+ if( arr ){
+ mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride );
+ return 1;
}
-
- if( size < sizeof(mdl_header) )
- {
- free( header );
- vg_error( "Invalid file '%s' (too small for header)\n", path );
- return NULL;
+ else{
+ ptr->data = NULL;
+ ptr->count = 0;
+ ptr->stride = 0;
+ return 0;
}
+}
- if( header->file_length != size )
- {
- vg_error( "Invalid file '%s'"
- "(wrong .file_length, %ub != real file size %ub)\n",
- path, header->file_length, size );
- free( header );
- return NULL;
- }
+#define MDL_LOAD_ARRAY( MDL, PTR, STRUCT, ALLOCATOR ) \
+ _mdl_load_array( MDL, PTR, #STRUCT, ALLOCATOR, sizeof(STRUCT) )
- /*
- * Validate offsets and memory sections, to ensure all arrays are in-bounds,
- * and that they do not overlap.
- */
+static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ){
+ int success = 1;
- struct memregion
- {
- const char *desc;
- u32 count, max_count, size, offset;
- }
- regions[] = {
- {
- "Vertices",
- header->vertex_count, MDL_VERT_MAX,
- sizeof(mdl_vert), header->vertex_offset
- },
- {
- "Indices",
- header->indice_count, MDL_INDICE_MAX,
- sizeof(u32), header->indice_offset
- },
- {
- "Submesh",
- header->submesh_count, MDL_SUBMESH_MAX,
- sizeof(mdl_submesh), header->submesh_offset
- },
- {
- "Materials",
- header->material_count, MDL_MATERIAL_MAX,
- sizeof(mdl_material), header->material_offset
- },
- {
- "Nodes",
- header->node_count, MDL_NODE_MAX,
- sizeof(mdl_node), header->node_count
- }
- };
+ success &= MDL_LOAD_ARRAY( mdl, &mdl->verts, mdl_vert, lin_alloc );
+ success &= MDL_LOAD_ARRAY( mdl, &mdl->indices, mdl_indice, lin_alloc );
- for( int i=0; i<vg_list_size(regions); i++ )
- {
- struct memregion *ri = ®ions[i];
+ return success;
+}
- if( ri->count == 0 )
- continue;
+static int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ){
+ int success = 1;
- if( ri->count > ri->max_count )
- {
- free( header );
- vg_error( "'%s': '%s' buffer exceeds the maximum (%u/%u)\n",
- path, ri->desc, ri->count, ri->max_count );
- return NULL;
- }
+ 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 );
- if( ri->offset >= header->file_length )
- {
- free( header );
- vg_error( "'%s': '%s' buffer offset is out of range\n",
- path, ri->desc );
- return NULL;
- }
+ return success;
+}
- if( ri->offset + ri->size*ri->count > header->file_length )
- {
- free( header );
- vg_error( "'%s': '%s' buffer size is out of range\n",
- path, ri->desc );
- return NULL;
- }
+static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ){
+ return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc );
+}
- for( int j=0; j<vg_list_size(regions); j++ )
- {
- struct memregion *rj = ®ions[j];
- if( rj->count == 0 )
- continue;
-
- if( ri->offset >= rj->offset &&
- (ri->offset+ri->size*ri->count < rj->offset+rj->size*rj->count))
- {
- free( header );
- vg_error( "'%s': '%s' buffer overlaps '%s'\n",
- path, ri->desc, rj->desc );
- return NULL;
- }
- }
+/*
+ * 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" );
}
- /*
- * Pointer validation TODO(workshop)
- */
+ u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
+ if( l != 1 )
+ mdl_load_fatal_corrupt( mdl );
- /*
- * strings TODO(workshop)
- */
+ 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 );
- return header;
+ 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;
}
-static void *mdl_baseptr( mdl_header *mdl, u32 offset )
+/*
+ * close file handle
+ */
+static void mdl_close( mdl_context *mdl )
{
- return (void *)mdl + offset;
+ fclose( mdl->file );
+ mdl->file = NULL;
}
-static const char *mdl_pstr( mdl_header *mdl, u32 pstr )
+/* useful things you can do with the model */
+
+static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
{
- return (const char *)(mdl_baseptr( mdl, mdl->strings_offset )) + pstr;
+ 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 mdl_node *mdl_node_from_id( mdl_header *mdl, u32 id )
+static const char *mdl_pstr( mdl_context *mdl, u32 pstr )
{
- return ((mdl_node *)mdl_baseptr( mdl, mdl->node_offset )) + id;
+ return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4;
}
-static mdl_node *mdl_node_from_name( mdl_header *mdl, const char *name )
+
+static int
+mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 )
{
- for( int i=0; i<mdl->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- if( !strcmp( name, mdl_pstr( mdl, pnode->pstr_name )) )
- return pnode;
+ u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr ));
+ if( hash == djb2 ){
+ if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1;
+ else return 0;
}
-
- return NULL;
+ else return 0;
}
-static mdl_submesh *mdl_submesh_from_id( mdl_header *mdl, u32 id )
-{
- if( id >= mdl->submesh_count )
- return NULL;
+#define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\
+ mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) )
- return ((mdl_submesh *)mdl_baseptr( mdl, mdl->submesh_offset )) + id;
-}
+/*
+ * Simple mesh interface for OpenGL
+ * ----------------------------------------------------------------------------
+ */
-static mdl_submesh *mdl_node_submesh( mdl_header *mdl, mdl_node *node, u32 i )
+static void mesh_upload( glmesh *mesh,
+ mdl_vert *verts, u32 vert_count,
+ u32 *indices, u32 indice_count )
{
- if( i >= node->submesh_count )
- return NULL;
+ //assert( mesh->loaded == 0 );
- return mdl_submesh_from_id( mdl, node->submesh_start+i );
-}
+ glGenVertexArrays( 1, &mesh->vao );
+ glGenBuffers( 1, &mesh->vbo );
+ glGenBuffers( 1, &mesh->ebo );
+ glBindVertexArray( mesh->vao );
-static u32 *mdl_submesh_indices( mdl_header *mdl, mdl_submesh *sm )
-{
- return ((u32 *)mdl_baseptr( mdl, mdl->indice_offset )) + sm->indice_start;
-}
+ size_t stride = sizeof(mdl_vert);
-static mdl_vert *mdl_submesh_vertices( mdl_header *mdl, mdl_submesh *sm )
-{
- return ((mdl_vert *)mdl_baseptr(mdl,mdl->vertex_offset)) + sm->vertex_start;
+ 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 mdl_material *mdl_material_from_id( mdl_header *mdl, u32 id )
+static void mesh_bind( glmesh *mesh )
{
- return ((mdl_material *)mdl_baseptr(mdl,mdl->material_offset)) + id;
+ glBindVertexArray( mesh->vao );
}
-static void mdl_node_transform( mdl_node *pnode, m4x3f transform )
+static void mesh_drawn( u32 start, u32 count )
{
- q_m3x3( pnode->q, transform );
- v3_muls( transform[0], pnode->s[0], transform[0] );
- v3_muls( transform[1], pnode->s[1], transform[1] );
- v3_muls( transform[2], pnode->s[2], transform[2] );
- v3_copy( pnode->co, transform[3] );
+ glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
+ (void *)(start*sizeof(u32)) );
}
-static void mdl_unpack_submesh( mdl_header *mdl, glmesh *mesh, mdl_submesh *sm )
+static void mesh_draw( glmesh *mesh )
{
- mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count,
- mdl_submesh_indices( mdl, sm ), sm->indice_count );
+ mesh_drawn( 0, mesh->indice_count );
}
-static void mdl_unpack_glmesh( mdl_header *mdl, glmesh *mesh )
+static void mesh_free( glmesh *mesh )
{
- u32 offset = mdl_submesh_from_id( mdl, 0 )->vertex_count;
-
- for( int i=1; i< mdl->submesh_count; i++ )
- {
- mdl_submesh *sm = mdl_submesh_from_id( mdl, i );
- u32 *indices = mdl_submesh_indices( mdl, sm );
-
- for( u32 j=0; j<sm->indice_count; j++ )
- indices[j] += offset;
-
- offset += sm->vertex_count;
+ if( mesh->loaded ){
+ glDeleteVertexArrays( 1, &mesh->vao );
+ glDeleteBuffers( 1, &mesh->ebo );
+ glDeleteBuffers( 1, &mesh->vbo );
+ mesh->loaded = 0;
}
-
- mdl_vert *vertex_base = mdl_baseptr( mdl, mdl->vertex_offset );
- u32 *indice_base = mdl_baseptr( mdl, mdl->indice_offset );
-
- mesh_upload( mesh, vertex_base, mdl->vertex_count,
- indice_base, mdl->indice_count );
}
static void mdl_draw_submesh( mdl_submesh *sm )
mesh_drawn( sm->indice_start, sm->indice_count );
}
-static void *mdl_get_entdata( mdl_header *mdl, mdl_node *pnode )
+static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
{
- return mdl_baseptr( mdl, mdl->entdata_offset ) + pnode->offset;
+ 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 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 );
+struct payload_glmesh_load{
+ mdl_vert *verts;
+ u32 *indices;
- lookup[i] = 0;
+ u32 vertex_count,
+ indice_count;
- 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;
+ 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]];
+ }
}
}
- if( lookup[i] == 0 && i != 0 )
- {
- vg_warn( "Could not link material '%s' (not present in root model)\n",
- si );
+ /*
+ * 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;
+ }
}
- }
- 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];
+ /*
+ * 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 );
+ }
+}
+
#endif