#include "skaterift.h"
#define MDL_VERSION_MIN 101
-#define MDL_VERSION_NR 102
+#define MDL_VERSION_NR 104
enum mdl_shader{
k_shader_standard = 0,
#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;
* Model implementation
*/
-static u32 mdl_query_array_size( mdl_array *arr )
-{
- if( arr->item_count ){
- u32 size = arr->item_size*arr->item_count;
- return vg_align8(size);
- }
- else return 0;
-}
-
static const char *mdl_pstr( mdl_context *mdl, u32 pstr );
static
void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst )
/* TODO: Rename these */
static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr,
- void *buffer )
+ void *buffer, u32 stride )
{
if( arr->item_count ){
fseek( mdl->file, arr->file_offset, SEEK_SET );
- u64 l = fread( buffer, arr->item_size*arr->item_count, 1, mdl->file );
- if( l != 1 ) mdl_load_fatal_corrupt( mdl );
+ 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 )
+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 = arr->item_size*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 );
+ mdl_load_array_file_buffer( mdl, arr, ptr->data, stride );
}
- else
+ else{
ptr->data = NULL;
-
+ }
+
+ ptr->stride = stride;
ptr->count = arr->item_count;
- ptr->stride = arr->item_size;
}
static void *mdl_arritm( mdl_array_ptr *arr, u32 index )
return NULL;
}
-static int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
- const char *name, void *lin_alloc )
+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 );
+ mdl_load_array_file( mdl, ptr, arr, lin_alloc, stride );
return 1;
}
else{
}
}
-static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc )
-{
+#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 );
+ 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 )
-{
+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 );
- 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 );
+ 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 );
+static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ){
+ return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc );
}
/*
vg_fatal_error( "Legacy model version incompatable" );
}
- mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc );
+ 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;
job->indices, job->indice_count );
}
-/* TODO: Find out if this needs deprecating in favour of the new full loader */
-static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh )
-{
+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(mdl_query_array_size( arr_vertices )),
- size_indices = vg_align8(mdl_query_array_size( 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;
job->vertex_count = arr_vertices->item_count;
job->indice_count = arr_indices->item_count;
- mdl_load_array_file_buffer( mdl, arr_vertices, job->verts );
- mdl_load_array_file_buffer( mdl, arr_indices, job->indices );
+ 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)
/* 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 );
+ mdl_async_load_glmesh( mdl, &mdl->mesh, NULL );
for( u32 i=0; i<mdl_arrcount( &mdl->textures ); i ++ ){
vg_linear_clear( vg_mem.scratch );