/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-#ifndef MODEL_H
-#define MODEL_H
+#pragma once
-#include "common.h"
+#define MDL_VERSION_MIN 101
+#define MDL_VERSION_NR 105
-typedef struct glmesh glmesh;
-
-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_file_header mdl_file_header;
-typedef struct mdl_animation mdl_animation;
-typedef struct mdl_keyframe mdl_keyframe;
-typedef struct mdl_texture mdl_texture;
-typedef struct mdl_context mdl_context;
-
-#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 classtype
-{
- k_classtype_none = 0,
- k_classtype_gate = 1,
- k_classtype_spawn = 3,
- k_classtype_water = 4,
- k_classtype_route_node = 8,
- k_classtype_route = 9,
- k_classtype_bone = 10,
- k_classtype_skeleton = 11,
- k_classtype_skin = 12,
- k_classtype_audio = 14,
- k_classtype_trigger = 100,
- k_classtype_logic_achievement = 101,
- k_classtype_logic_relay = 102,
- k_classtype_point_light = 200,
- k_classtype_nonlocal_gate = 300
-};
-
-enum mdl_shader
-{
+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
-};
-
-enum mdl_surface_prop
-{
- k_surface_prop_concrete = 0,
- k_surface_prop_wood = 1,
- k_surface_prop_grass = 2
+ 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
};
-enum material_flag
-{
- k_material_flag_skate_surface = 0x1,
- k_material_flag_collision = 0x2,
- k_material_flag_grow_grass = 0x4,
- k_material_flag_grind_surface = 0x8
+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
};
-enum bone_flag
-{
- k_bone_flag_deform = 0x1,
- k_bone_flag_ik = 0x2,
- k_bone_flag_collider_box = 0x4,
- k_bone_flag_collider_capsule = 0x8,
- k_bone_flag_collider_reserved0 = 0x10,
- k_bone_flag_collider_reserved1 = 0x20,
- k_bone_flag_collider_reserved2 = 0x40,
- k_bone_flag_collider_reserved3 = 0x80,
- k_bone_flag_collider_any = k_bone_flag_collider_box |
- k_bone_flag_collider_capsule |
- k_bone_flag_collider_reserved0 |
- k_bone_flag_collider_reserved1 |
- k_bone_flag_collider_reserved2 |
- k_bone_flag_collider_reserved3,
- k_bone_flag_cone_constraint = 0x100,
- k_bone_flag_force_u32 = 0xffffffff
+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)
u8 groups[4]; /* 4*8 */
};
-struct mdl_submesh
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- u32 material_id;
-};
-
-struct mdl_texture
-{
- u32 pstr_name,
- pack_offset,
- pack_length;
-};
-
-struct mdl_material
-{
- u32 pstr_name,
- shader,
- flags,
- surface_prop;
+#pragma pack(pop)
- v4f colour,
- colour1;
+typedef u32 mdl_indice;
- u32 tex_diffuse,
- tex_decal,
- tex_normal;
-};
+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;
-struct mdl_node
+typedef struct glmesh glmesh;
+struct glmesh
{
- v3f co;
- v4f q;
- v3f s;
-
- u32 sub_uid, /* allocated in-file... too bad. */
- submesh_start,
- submesh_count,
- classtype,
- offset,
- parent,
- pstr_name;
+ GLuint vao, vbo, ebo;
+ u32 indice_count;
+ u32 loaded;
};
-struct mdl_keyframe
+struct mdl_transform
{
- v3f co;
+ v3f co, s;
v4f q;
- v3f s;
};
-struct mdl_animation
+static void transform_identity( mdl_transform *transform )
{
- u32 pstr_name,
- length;
-
- float rate;
-
- u32 offset;
-};
+ v3_zero( transform->co );
+ q_identity( transform->q );
+ v3_fill( transform->s, 1.0f );
+}
-struct mdl_file_header
+static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest )
{
- u32 identifier, version, file_length, pad0;
-
- u32
- node_count, node_offset,
- submesh_count, submesh_offset,
- material_count, material_offset,
- texture_count, texture_offset,
- anim_count, anim_offset,
- entdata_size, entdata_offset,
- strings_size, strings_offset,
-
- keyframe_count, keyframe_offset,
-
- vertex_count, vertex_offset,
- indice_count, indice_offset,
-
- pack_size, pack_offset;
-};
-
-/*
- * Entity data structures
- */
+ v3_mul( transform->s, vec, dest );
+ q_mulv( transform->q, dest, dest );
+}
-struct classtype_gate
+static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest )
{
- u32 target;
- v3f dims;
-};
+ mdl_transform_vector( transform, co, dest );
+ v3_add( transform->co, dest, dest );
+}
-struct classtype_spawn
+static void mdl_transform_mul( mdl_transform *a, mdl_transform *b,
+ mdl_transform *d )
{
- u32 pstr_alias;
-};
+ 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_water
+struct mdl_material
{
- u32 temp;
-};
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
-struct classtype_route_node
-{
- u32 target, target1;
-};
+ v4f colour,
+ colour1;
-struct classtype_route
-{
- u32 id_start;
- u32 pstr_name;
- v3f colour;
+ u32 tex_diffuse, /* Indexes start from 1. 0 if missing. */
+ tex_none0,
+ tex_none1;
};
-struct classtype_bone
+struct mdl_bone
{
- u32 flags,
+ v3f co, end;
+ u32 parent,
+ collider,
ik_target,
- ik_pole;
+ ik_pole,
+ flags,
+ pstr_name;
boxf hitbox;
-
v3f conevx, conevy, coneva;
float conet;
};
-struct classtype_skeleton
-{
- u32 channels,
- ik_count,
- collider_count,
- anim_start,
- anim_count;
-};
-
-struct classtype_skin
+enum bone_flag
{
- u32 skeleton;
+ k_bone_flag_deform = 0x00000001,
+ k_bone_flag_ik = 0x00000002,
+ k_bone_flag_cone_constraint = 0x00000004
};
-struct classtype_trigger
+enum bone_collider
{
- u32 target;
+ k_bone_collider_none = 0,
+ k_bone_collider_box = 1,
+ k_bone_collider_capsule = 2
};
-
-struct classtype_logic_relay
+
+struct mdl_armature
{
- u32 targets[4];
+ mdl_transform transform;
+ u32 bone_start,
+ bone_count,
+ anim_start,
+ anim_count;
};
-struct classtype_logic_achievement
+struct mdl_animation
{
- u32 pstr_name;
+ u32 pstr_name,
+ length;
+ float rate;
+ u32 offset;
};
-struct classtype_audio
+struct mdl_submesh
{
- u32 pstr_file,
- flags;
+ u32 indice_start,
+ indice_count,
+ vertex_start,
+ vertex_count;
- float volume;
+ boxf bbx;
+ u16 material_id, flags;
};
-struct classtype_point_light
+enum esubmesh_flags
{
- v4f colour; /* RGB, Energy */
+ k_submesh_flag_none = 0x0000,
+ k_submesh_flag_consumed = 0x0001
};
-#pragma pack(pop)
-
-
-struct mdl_context
+struct mdl_mesh
{
- FILE *file;
- mdl_file_header info;
-
- /* each buffer becomes availible after each _load function is called */
- mdl_node *node_buffer; /* mdl_load_metadata() */
- mdl_submesh *submesh_buffer;
- mdl_material *material_buffer;
- mdl_texture *texture_buffer;
- mdl_animation *anim_buffer;
- void *entdata_buffer;
- const char *string_buffer;
-
- mdl_keyframe *keyframe_buffer; /* mdl_load_anim_data() */
-
- mdl_vert *vertex_buffer; /* mdl_load_mesh_data() */
- u32 *index_buffer;
-
- void *pack; /* mdl_load_pack_data() */
+ mdl_transform transform;
+ u32 submesh_start,
+ submesh_count,
+ pstr_name,
+ entity_id, /* upper 16 bits: type, lower 16 bits: index */
+ armature_id;
};
-/*
- * Simple mesh interface for OpenGL
- */
-
-struct glmesh
+struct mdl_file
{
- GLuint vao, vbo, ebo;
- u32 indice_count;
- u32 loaded;
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
};
-VG_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;
-}
-
-VG_STATIC void mesh_bind( glmesh *mesh )
-{
- glBindVertexArray( mesh->vao );
-}
-
-VG_STATIC void mesh_drawn( u32 start, u32 count )
-{
- glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32)) );
-}
-
-VG_STATIC void mesh_draw( glmesh *mesh )
-{
- mesh_drawn( 0, mesh->indice_count );
-}
-
-VG_STATIC void mesh_free( glmesh *mesh )
-{
- if( mesh->loaded )
- {
- glDeleteVertexArrays( 1, &mesh->vao );
- glDeleteBuffers( 1, &mesh->ebo );
- glDeleteBuffers( 1, &mesh->vbo );
- mesh->loaded = 0;
- }
-}
-
-VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl )
-{
- fclose( mdl->file );
- vg_file_print_invalid( mdl->file );
- vg_fatal_exit_loop( "Corrupt model" );
-}
-
-/*
- * Model implementation
- *
- * TODO.
- *
- * you have two api options for loading a model, first, the easy way:
- * mdl_load ...
- * will put the entire model straight into the linear_alloc
- *
- * or, to target different allocators:
- *
- * mdl_open
- * mdl_load_metadata
- * mdl_load_vertex_data
- * mdl_load_indice_data
- * mdl_close
- *
- * these should ideally be called in quick succession to limit stalls.
- */
-
-/*
- * if calling mdl_open, and the file does not exist, the game will fatal quit
- */
-VG_STATIC void mdl_open( mdl_context *mdl, const char *path )
-{
- 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_exit_loop( "see above for details" );
- }
-
- u64 l = fread( &mdl->info, sizeof(mdl_file_header), 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
-}
-
-/*
- * Load all metadata (everything up until the large buffers). Probs at most 50k
- */
-VG_STATIC void mdl_load_metadata( mdl_context *mdl, void *lin_alloc )
-{
- assert( mdl->file );
-
- u64 lheader = sizeof(mdl_file_header),
- ldata = mdl->info.keyframe_offset - lheader;
-
- void *all_data = vg_linear_alloc( lin_alloc, ldata );
-
- fseek( mdl->file, lheader, SEEK_SET );
- u64 l = fread( all_data, ldata, 1, mdl->file );
-
- if( l != 1 )
- {
- vg_file_print_invalid( mdl->file );
- vg_fatal_exit_loop( "Corrupt model" );
- }
-
- mdl->node_buffer = all_data + (mdl->info.node_offset - lheader);
- mdl->submesh_buffer = all_data + (mdl->info.submesh_offset - lheader);
- mdl->material_buffer = all_data + (mdl->info.material_offset - lheader);
- mdl->texture_buffer = all_data + (mdl->info.texture_offset - lheader);
- mdl->anim_buffer = all_data + (mdl->info.anim_offset - lheader);
- mdl->entdata_buffer = all_data + (mdl->info.entdata_offset - lheader);
- mdl->string_buffer = all_data + (mdl->info.strings_offset - lheader);
-}
-
-/*
- * Load just the mesh data
- */
-VG_STATIC void mdl_load_mesh_data( mdl_context *mdl, void *lin_alloc )
-{
- assert( mdl->file );
-
- u64 size_verts = vg_align8( mdl->info.vertex_count * sizeof(mdl_vert) ),
- size_index = vg_align8( mdl->info.indice_count * sizeof(u32) );
-
- mdl->vertex_buffer = vg_linear_alloc( lin_alloc, size_verts );
- mdl->index_buffer = vg_linear_alloc( lin_alloc, size_index );
-
- {
- fseek( mdl->file, mdl->info.vertex_offset, SEEK_SET );
- u64 l = fread( mdl->vertex_buffer, size_verts, 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
- }
- {
- fseek( mdl->file, mdl->info.indice_offset, SEEK_SET );
- u64 l = fread( mdl->index_buffer, size_index, 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
- }
-}
-
-/*
- * Load animation data
- */
-VG_STATIC void mdl_load_anim_data( mdl_context *mdl, void *lin_alloc )
-{
- assert( mdl->file );
-
- if( mdl->info.keyframe_count == 0 )
- return;
-
- u64 size_kf = vg_align8( mdl->info.keyframe_count * sizeof(mdl_keyframe) );
- mdl->keyframe_buffer = vg_linear_alloc( lin_alloc, size_kf );
-
- fseek( mdl->file, mdl->info.keyframe_offset, SEEK_SET );
- u64 l = fread( mdl->keyframe_buffer, size_kf, 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
-}
-
-/*
- * Load pack contents
- *
- * TODO request specific files (low)
- */
-VG_STATIC void mdl_load_pack_data( mdl_context *mdl, void *lin_alloc )
+struct mdl_texture
{
- assert( mdl->file );
-
- if( mdl->info.pack_size == 0 )
- return;
-
- mdl->pack = vg_linear_alloc( lin_alloc, vg_align8( mdl->info.pack_size ) );
- fseek( mdl->file, mdl->info.pack_offset, SEEK_SET );
-
- u64 l = fread( mdl->pack, mdl->info.pack_size, 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
-}
+ mdl_file file;
+ u32 glname;
+};
-/*
- * close file handle
- */
-VG_STATIC void mdl_close( mdl_context *mdl )
+struct mdl_array
{
- fclose( mdl->file );
- mdl->file = NULL;
-}
+ u32 file_offset,
+ item_count,
+ item_size;
-/* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */
-VG_STATIC mdl_context *mdl_load_full( void *lin_alloc, const char *path )
-{
- /* Inspect the header by opening it, give us the size needed */
- mdl_context temp_ctx;
- mdl_open( &temp_ctx, path );
-
- /* create allocator */
- u32 tot_size = temp_ctx.info.file_length + sizeof( mdl_context ) + 64;
- void *data = vg_create_linear_allocator( lin_alloc, tot_size,
- VG_MEMORY_SYSTEM );
-
- /* copy context and load all other data */
- mdl_context *ctx = vg_linear_alloc( data, sizeof(mdl_context) );
- memcpy( ctx, &temp_ctx, sizeof(mdl_context) );
-
- mdl_load_metadata( ctx, data );
- mdl_load_anim_data( ctx, data );
- mdl_load_mesh_data( ctx, data );
- mdl_load_pack_data( ctx, data );
- mdl_close( ctx );
-
- return ctx;
-}
+ char name[16];
+};
-/*
- * Item getters
- * ----------------------------------------------------------------------------
- * TODO: Clamp access and oob errors
- */
-VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
+struct mdl_header
{
- return mdl->string_buffer + pstr;
-}
+ u32 version;
+ mdl_array index;
+};
-VG_STATIC mdl_node *mdl_node_from_id( mdl_context *mdl, u32 id )
-{
- return &mdl->node_buffer[id];
-}
+struct mdl_context{
+ FILE *file;
+ mdl_header info;
-VG_STATIC mdl_node *mdl_node_from_name( mdl_context *mdl, const char *name )
-{
- for( int i=0; i < mdl->info.node_count; i++ )
+ struct mdl_array_ptr
{
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- if( !strcmp( name, mdl_pstr( mdl, pnode->pstr_name )) )
- return pnode;
+ void *data;
+ u32 count, stride;
}
-
- return NULL;
-}
-
-VG_STATIC mdl_submesh *mdl_node_submesh( mdl_context *mdl,
- mdl_node *node, u32 i )
-{
- return &mdl->submesh_buffer[ node->submesh_start+i ];
-}
-
-VG_STATIC u32 *mdl_submesh_indices( mdl_context *mdl, mdl_submesh *sm )
-{
- return &mdl->index_buffer[ sm->indice_start ];
-}
-
-VG_STATIC mdl_vert *mdl_submesh_vertices( mdl_context *mdl, mdl_submesh *sm )
-{
- return &mdl->vertex_buffer[ sm->vertex_start ];
-}
+ index,
+
+ /* metadata */
+ strings,
+ meshs,
+ submeshs,
+ materials,
+ textures,
+ armatures,
+ bones,
+ animations,
+
+ /* animation buffers */
+ keyframes,
+
+ /* mesh buffers */
+ verts,
+ indices;
+ u32 pack_base_offset;
+
+ /* runtime */
+ glmesh mesh;
+};
-VG_STATIC void mdl_node_transform( mdl_node *pnode, m4x3f transform )
-{
- 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] );
-}
+void mesh_bind( glmesh *mesh );
+void mesh_drawn( u32 start, u32 count );
+void mesh_draw( glmesh *mesh );
+void mesh_free( glmesh *mesh );
-/* upload a mesh based on file submesh */
-VG_STATIC void mdl_unpack_submesh( mdl_context *mdl, glmesh *mesh,
- mdl_submesh *sm )
-{
- mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count,
- mdl_submesh_indices( mdl, sm ), sm->indice_count );
-}
+/* file context management */
+void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc );
+void mdl_close( mdl_context *mdl );
-/* upload entire mesh from model */
-VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh )
-{
- u32 offset = mdl->submesh_buffer[0].vertex_count;
+/* 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) )
- for( int i=1; i< mdl->info.submesh_count; i++ )
- {
- mdl_submesh *sm = &mdl->submesh_buffer[i];
- u32 *indices = mdl_submesh_indices( mdl, sm );
+/* array access */
+void *mdl_arritm( mdl_array_ptr *arr, u32 index );
+u32 mdl_arrcount( mdl_array_ptr *arr );
- for( u32 j=0; j<sm->indice_count; j++ )
- indices[j] += offset;
+/* pack access */
+void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst );
- offset += sm->vertex_count;
- }
+/* 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 );
- mesh_upload( mesh, mdl->vertex_buffer, mdl->info.vertex_count,
- mdl->index_buffer, mdl->info.indice_count );
-}
+/* load mesh */
+void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh, u32 *fixup_table );
-VG_STATIC void mdl_draw_submesh( mdl_submesh *sm )
-{
- mesh_drawn( sm->indice_start, sm->indice_count );
-}
+/* load textures and mesh */
+void mdl_async_full_load_std( mdl_context *mdl );
-VG_STATIC void *mdl_get_entdata( mdl_context *mdl, mdl_node *pnode )
-{
- return mdl->entdata_buffer + pnode->offset;
-}
+/* rendering */
+void mdl_draw_submesh( mdl_submesh *sm );
+mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name );
-VG_STATIC mdl_keyframe *mdl_get_animdata( mdl_context *mdl, mdl_animation *anim )
-{
- return mdl->keyframe_buffer + anim->offset;
-}
+/* 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 ) )
-VG_STATIC void mdl_link_materials( mdl_context *root, mdl_context *child )
-{
- u32 lookup[MDL_MATERIAL_MAX];
-
- for( int i=0; i<child->info.material_count; i++ )
- {
- mdl_material *mi = &child->material_buffer[i];
- const char *si = mdl_pstr( child, mi->pstr_name );
-
- lookup[i] = 0;
-
- for( int j=0; j<root->info.material_count; j++ )
- {
- mdl_material *mj = &root->material_buffer[j];
- const char *sj = mdl_pstr( root, mj->pstr_name );
-
- if( !strcmp( si, sj ) )
- {
- lookup[i] = j;
- break;
- }
- }
-
- if( lookup[i] == 0 && i != 0 )
- {
- vg_warn( "Could not link material '%s' (not present in root model)\n",
- si );
- }
- }
-
- for( int i=0; i<child->info.submesh_count; i++ )
- {
- mdl_submesh *sm = &child->submesh_buffer[i];
- sm->material_id = lookup[sm->material_id];
- }
-}
-
-VG_STATIC void mdl_invert_uv_coordinates( mdl_context *mdl )
-{
- for( int i=0; i<mdl->info.vertex_count; i++ )
- {
- mdl_vert *vert = &mdl->vertex_buffer[i];
- vert->uv[1] = 1.0f-vert->uv[1];
- }
-}
+void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx );
-#endif