-#include "vg/vg.h"
+/*
+ * Copyright (C) 2021-2024 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;
+#pragma once
-#pragma pack(push,1)
-struct model
-{
- u32 identifier;
+#define MDL_VERSION_MIN 101
+#define MDL_VERSION_NR 106
- u32 vertex_count,
- indice_count,
- layer_count;
+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_walking = 9,
+ k_shader_foliage = 10,
+ k_shader_override = 30000
};
-struct sdf_primative
-{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
+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,
+ k_surface_prop_snow = 5,
+ k_surface_prop_sand = 6
};
-struct submodel
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- sdf_primative sdf;
-
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
+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,
- char name[32];
+ k_material_flag_ghosts =
+ k_material_flag_boundary|
+ k_material_flag_invisible|
+ k_material_flag_walking
};
-struct model_vert
+#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 */
+
+ 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 vao, vbo, ebo;
u32 indice_count;
+ u32 loaded;
};
-static void mesh_upload( glmesh *mesh,
- model_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
-{
- glGenVertexArrays( 1, &mesh->vao );
- glGenBuffers( 1, &mesh->vbo );
- glGenBuffers( 1, &mesh->ebo );
- glBindVertexArray( mesh->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
- glBufferData( GL_ARRAY_BUFFER, vert_count*sizeof(model_vert),
- 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 );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
-
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
-
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
- mesh->indice_count = indice_count;
-}
+struct mdl_transform
+{
+ v3f co, s;
+ v4f q;
+};
-static void mesh_bind( glmesh *mesh )
+static void transform_identity( mdl_transform *transform )
{
- glBindVertexArray( mesh->vao );
+ v3_zero( transform->co );
+ q_identity( transform->q );
+ v3_fill( transform->s, 1.0f );
}
-static void mesh_drawn( u32 start, u32 count )
+static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
{
- glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32)) );
+ v3_mul( transform->s, vec, dest );
+ q_mulv( transform->q, dest, dest );
}
-static void mesh_draw( glmesh *mesh )
+static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
{
- mesh_drawn( 0, mesh->indice_count );
+ mdl_transform_vector( transform, co, dest );
+ v3_add( transform->co, dest, dest );
}
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
+static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
+ mdl_transform *d )
{
- return ((submodel*)(mdl+1)) + id;
+ 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 );
}
-static model_vert *model_vertex_base( model *mdl )
+struct mdl_file
{
- return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
-}
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
+};
-static u32 *model_indice_base( model *mdl )
+#if (MDL_VERSION_MIN <= 105)
+struct mdl_material_v105
{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
-}
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
+
+ v4f colour,
+ colour1;
+
+ u32 tex_diffuse, /* Indexes start from 1. 0 if missing. */
+ tex_none0,
+ tex_none1;
+};
+#endif
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
+struct mdl_material
{
- return model_vertex_base(mdl) + sub->vertex_start;
-}
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
+ union
+ {
+ struct
+ {
+ u32 offset, size;
+ /* -> vg_msg containing KV properties */
+ }
+ kvs;
+ void *compiled; /* -> shader specific structure for render */
+ }
+ props;
+};
+
+struct mdl_bone
{
- return model_indice_base(mdl) + sub->indice_start;
-}
+ v3f co, end;
+ u32 parent,
+ collider,
+ ik_target,
+ ik_pole,
+ flags,
+ pstr_name;
-static submodel *submodel_get( model *mdl, const char *name )
+ boxf hitbox;
+ v3f conevx, conevy, coneva;
+ float conet;
+};
+
+enum bone_flag
{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- submodel *pmdl =model_get_submodel(mdl,i);
+ k_bone_flag_deform = 0x00000001,
+ k_bone_flag_ik = 0x00000002,
+ k_bone_flag_cone_constraint = 0x00000004
+};
- if( !strcmp( pmdl->name, name ) )
- return pmdl;
- }
-
- return NULL;
-}
+enum bone_collider
+{
+ 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;
+};
-static void submodel_draw( submodel *sm )
+struct mdl_animation
{
- mesh_drawn( sm->indice_start, sm->indice_count );
-}
+ u32 pstr_name,
+ length;
+ float rate;
+ u32 offset;
+};
-static void model_unpack( model *model, glmesh *mesh )
+struct mdl_submesh
{
- u32 offset = model_get_submodel( model, 0 )->vertex_count;
+ u32 indice_start,
+ indice_count,
+ vertex_start,
+ vertex_count;
- for( int i=1; i<model->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( model, i );
- u32 *indices = submodel_indice_data( model, sm );
+ boxf bbx;
+ u16 material_id, flags;
+};
+
+enum esubmesh_flags
+{
+ k_submesh_flag_none = 0x0000,
+ k_submesh_flag_consumed = 0x0001
+};
+
+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 mdl_texture
+{
+ 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;
+};
- for( u32 j=0; j<sm->indice_count; j++ )
- indices[j] += offset;
+struct mdl_context
+{
+ FILE *file;
+ mdl_header info;
- offset += sm->vertex_count;
+ 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;
+};
+
+void mesh_bind( glmesh *mesh );
+void mesh_drawn( u32 start, u32 count );
+void mesh_draw( glmesh *mesh );
+void mesh_free( glmesh *mesh );
+
+/* 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) )
+
+/* array access */
+void *mdl_arritm( mdl_array_ptr *arr, u32 index );
+u32 mdl_arrcount( mdl_array_ptr *arr );
+
+/* pack access */
+void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst );
+
+/* 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 );
+int mdl_load_materials( mdl_context *mdl, void *lin_alloc );
+
+/* load mesh */
+void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table );
+
+/* load textures and mesh */
+void mdl_async_full_load_std( mdl_context *mdl );
+
+/* rendering */
+void mdl_draw_submesh( mdl_submesh *sm );
+mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name );
+mdl_submesh *mdl_find_submesh( mdl_context *mdl, const char *mesh_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 ) )
+
+void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx );
- mesh_upload( mesh, model_vertex_base( model ), model->vertex_count,
- model_indice_base( model ), model->indice_count );
-}