+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef MODEL_H
#define MODEL_H
-#include "vg/vg.h"
+#include "common.h"
-typedef struct model model;
-typedef struct glmesh glmesh;
-typedef struct submodel submodel;
-typedef struct model_vert model_vert;
-typedef struct model_marker model_marker;
-typedef struct sdf_primative sdf_primative;
-typedef enum esdf_type esdf_type;
+
+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_surface_prop_tiles = 3
+};
+
+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
+};
#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,
- marker_count;
+ u8 colour[4]; /* 4*8 */
+ u16 weights[4];/* 4*16 */
+ u8 groups[4]; /* 4*8 */
};
-struct sdf_primative
+#pragma pack(pop)
+
+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_transform
{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
+ v3f co, s;
+ v4f q;
};
-struct submodel
+struct mdl_submesh
{
u32 indice_start,
indice_count,
vertex_start,
vertex_count;
-
+
boxf bbx;
- v3f pivot;
- sdf_primative sdf;
+ u32 material_id;
+};
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
+struct mdl_material
+{
+ u32 pstr_name,
+ shader,
+ flags,
+ surface_prop;
- char name[32];
+ v4f colour,
+ colour1;
+
+ u32 tex_diffuse,
+ tex_none0,
+ tex_none1;
};
-struct model_marker
+struct mdl_bone
{
- v3f co;
- v4f q;
- v3f s;
- char name[32];
+ v3f co, end;
+ u32 parent,
+ collider,
+ ik_target,
+ ik_pole,
+ flags,
+ pstr_name;
+
+ boxf hitbox;
+ v3f conevx, conevy, coneva;
+ float conet;
};
-struct model_vert
+enum bone_flag
{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
+ k_bone_flag_deform = 0x1,
+ k_bone_flag_ik = 0x2,
+ k_bone_flag_cone_constraint = 0x4
};
-#pragma pack(pop)
-struct glmesh
+enum bone_collider
{
- GLuint vao, vbo, ebo;
- u32 indice_count;
+ 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;
};
-#define VERTEX_STANDARD_ATTRIBUTES \
- "layout (location=0) in vec3 a_co;" \
- "layout (location=1) in vec3 a_norm;" \
- "layout (location=2) in vec4 a_colour;" \
- "layout (location=3) in vec2 a_uv;"
+struct mdl_animation
+{
+ u32 pstr_name,
+ length;
+ float rate;
+ u32 offset;
+};
-static void mesh_upload( glmesh *mesh,
- model_vert *verts, u32 vert_count,
- u32 *indices, u32 indice_count )
+struct mdl_mesh
{
- glGenVertexArrays( 1, &mesh->vao );
- glGenBuffers( 1, &mesh->vbo );
- glGenBuffers( 1, &mesh->ebo );
- glBindVertexArray( mesh->vao );
+ mdl_transform transform;
+ u32 submesh_start,
+ submesh_count,
+ pstr_name,
+ flags,
+ armature_id;
+};
- glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
- glBufferData( GL_ARRAY_BUFFER, vert_count*sizeof(model_vert),
- verts, GL_STATIC_DRAW );
+struct mdl_file
+{
+ u32 pstr_path,
+ pack_offset,
+ pack_size;
+};
- 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 );
+struct mdl_texture
+{
+ mdl_file file;
+ u32 type;
+};
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
+struct mdl_array
+{
+ u32 file_offset,
+ item_count,
+ item_size;
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
+ char name[16];
+};
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
+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,
- VG_CHECK_GL();
- mesh->indice_count = indice_count;
-}
+ /* pack data */
+ pack;
+};
-static void mesh_bind( glmesh *mesh )
+
+VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl )
{
- glBindVertexArray( mesh->vao );
+ fclose( mdl->file );
+ vg_file_print_invalid( mdl->file );
+ vg_fatal_exit_loop( "Corrupt model" );
}
-static void mesh_drawn( u32 start, u32 count )
+/*
+ * Model implementation
+ */
+
+VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr,
+ mdl_array *arr, void *lin_alloc )
{
- glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32)) );
+ if( arr->item_count ){
+ u32 size = arr->item_size*arr->item_count;
+ ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) );
+
+ fseek( mdl->file, arr->file_offset, SEEK_SET );
+ u64 l = fread( ptr->data, arr->item_size*arr->item_count, 1, mdl->file );
+
+ if( l != 1 )
+ mdl_load_fatal_corrupt( mdl );
+ }
+ else
+ ptr->data = NULL;
+
+ ptr->count = arr->item_count;
+ ptr->stride = arr->item_size;
}
-static void mesh_draw( glmesh *mesh )
+VG_STATIC void *mdl_arritm( mdl_array_ptr *arr, u32 index )
{
- mesh_drawn( 0, mesh->indice_count );
+ return ((u8 *)arr->data) + index*arr->stride;
}
-/*
- * Helper functions for file offsets
- * TODO: Revise this
- */
-static submodel *model_get_submodel( model *mdl, int id )
+VG_STATIC u32 mdl_arrcount( mdl_array_ptr *arr )
{
- return ((submodel*)(mdl+1)) + id;
+ return arr->count;
}
-static model_marker *model_get_marker( model *mdl, int id )
+VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
+ const char *name, void *lin_alloc )
{
- return ((model_marker*)model_get_submodel(mdl,mdl->layer_count)) + id;
+ for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
+ mdl_array *arr = mdl_arritm( &mdl->index, i );
+
+ if( !strncmp(arr->name,name,16) ){
+ mdl_load_array_file( mdl, ptr, arr, lin_alloc );
+ return 1;
+ }
+ }
+
+ ptr->data = NULL;
+ ptr->count = 0;
+ ptr->stride = 0;
+ return 0;
}
-static model_vert *model_vertex_base( model *mdl )
+VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc )
{
- return (model_vert *)model_get_marker( mdl, mdl->marker_count );
+ 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 u32 *model_indice_base( model *mdl )
+VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc )
{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
+ 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 );
+
+ return success;
}
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
+VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc )
{
- return model_vertex_base(mdl) + sub->vertex_start;
+ return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
}
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
+VG_STATIC int mdl_load_pack_block( mdl_context *mdl, void *lin_alloc )
{
- return model_indice_base(mdl) + sub->indice_start;
+ return mdl_load_array( mdl, &mdl->pack, "pack", lin_alloc );
}
-static submodel *submodel_get( model *mdl, const char *name )
+/*
+ * 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, void *lin_alloc )
{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- submodel *pmdl =model_get_submodel(mdl,i);
+ memset( mdl, 0, sizeof( mdl_context ) );
+ mdl->file = fopen( path, "rb" );
- if( !strcmp( pmdl->name, name ) )
- return pmdl;
+ 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_header), 1, mdl->file );
+ if( l != 1 )
+ mdl_load_fatal_corrupt( mdl );
+
+ mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc );
+}
+
+/*
+ * close file handle
+ */
+VG_STATIC void mdl_close( mdl_context *mdl )
+{
+ fclose( mdl->file );
+ mdl->file = NULL;
+}
+
+/* useful things you can do with the model */
+
+VG_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] );
+}
+
+VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
+{
+ return mdl_arritm( &mdl->strings, pstr );
+}
+
+/*
+ * Simple mesh interface for OpenGL
+ * ----------------------------------------------------------------------------
+ */
+
+typedef struct glmesh glmesh;
+struct glmesh
+{
+ GLuint vao, vbo, ebo;
+ u32 indice_count;
+ u32 loaded;
+};
+
+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 );
- return NULL;
+ /* 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 model_marker *model_marker_get( model *mdl, const char *name )
+VG_STATIC void mesh_bind( glmesh *mesh )
{
- for( int i=0; i<mdl->marker_count; i++ )
- {
- model_marker *mk = model_get_marker( mdl,i );
+ 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 );
+}
- if( !strcmp( mk->name, name ) )
- return mk;
+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;
}
-
- return NULL;
}
-static void submodel_draw( submodel *sm )
+VG_STATIC void mdl_draw_submesh( mdl_submesh *sm )
{
mesh_drawn( sm->indice_start, sm->indice_count );
}
-static void model_unpack( model *model, glmesh *mesh )
+/* WARNING: Destructive! Only use this once and then discard the context. */
+VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh )
{
- u32 offset = model_get_submodel( model, 0 )->vertex_count;
+ if( !mdl->submeshs.count )
+ vg_fatal_exit_loop( "Tried to unpack empty model file" );
- for( int i=1; i<model->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( model, i );
- u32 *indices = submodel_indice_data( model, sm );
+ 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 = mdl_arritm( &mdl->indices, sm->indice_start );
for( u32 j=0; j<sm->indice_count; j++ )
indices[j] += offset;
offset += sm->vertex_count;
}
- mesh_upload( mesh, model_vertex_base( model ), model->vertex_count,
- model_indice_base( model ), model->indice_count );
+ mesh_upload( mesh, mdl->verts.data, mdl->verts.count,
+ mdl->indices.data, mdl->indices.count );
}
-static void mesh_free( glmesh *mesh )
+VG_STATIC mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name )
{
- glDeleteVertexArrays( 1, &mesh->vao );
- glDeleteBuffers( 1, &mesh->ebo );
- glDeleteBuffers( 1, &mesh->vbo );
+ 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;
}
-
+
#endif