X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=model.c;fp=model.c;h=a04f5d5152cb2a2e922214a7e1c7aafaaac49082;hb=ad9ece78cdcf550c34d28af276567d7d18b67668;hp=0000000000000000000000000000000000000000;hpb=4eccfd7252f8ff165670842df537441afae5458b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/model.c b/model.c new file mode 100644 index 0000000..a04f5d5 --- /dev/null +++ b/model.c @@ -0,0 +1,451 @@ +/* + * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#pragma once + +#include "model.h" +#include "vg/vg_io.h" +#include "vg/vg_async.h" +#include "vg/vg_tex.h" +#include +#include +#include + +static void mdl_load_fatal_corrupt( mdl_context *mdl ) +{ + fclose( mdl->file ); + vg_file_print_invalid( mdl->file ); + vg_fatal_error( "Corrupt model" ); +} + +/* + * Model implementation + */ + +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 ); +} + +/* TODO: Rename these */ +static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr, + void *buffer, u32 stride ) +{ + 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; iitem_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, 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 = 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; +} + +void *mdl_arritm( mdl_array_ptr *arr, u32 index ) +{ + return ((u8 *)arr->data) + index*arr->stride; +} + +u32 mdl_arrcount( mdl_array_ptr *arr ) +{ + return arr->count; +} + +static mdl_array *mdl_find_array( mdl_context *mdl, const char *name ) +{ + for( u32 i=0; iindex); i++ ) + { + mdl_array *arr = mdl_arritm( &mdl->index, i ); + + if( !strncmp(arr->name,name,16) ) + return arr; + } + + return NULL; +} + +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, stride ); + return 1; + } + else + { + ptr->data = NULL; + ptr->count = 0; + ptr->stride = 0; + return 0; + } +} + +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 ); + + return success; +} + +int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) +{ + int success = 1; + + 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; +} + +int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ) +{ + return MDL_LOAD_ARRAY( mdl, &mdl->keyframes, mdl_keyframe, lin_alloc ); +} + +/* + * if calling mdl_open, and the file does not exist, the game will fatal quit + */ +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" ); + } + + u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file ); + if( l != 1 ) + mdl_load_fatal_corrupt( mdl ); + + 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 ); + + 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; +} + +/* + * close file handle + */ +void mdl_close( mdl_context *mdl ) +{ + fclose( mdl->file ); + mdl->file = NULL; +} + +/* useful things you can do with the model */ + +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] ); +} + +const char *mdl_pstr( mdl_context *mdl, u32 pstr ) +{ + return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4; +} + + +int mdl_pstreq( mdl_context *mdl, u32 pstr, const char *str, u32 djb2 ) +{ + u32 hash = *((u32 *)mdl_arritm( &mdl->strings, pstr )); + if( hash == djb2 ){ + if( !strcmp( str, mdl_pstr( mdl, pstr ))) return 1; + else return 0; + } + else return 0; +} + +/* + * Simple mesh interface for OpenGL + * ---------------------------------------------------------------------------- + */ + +static void mesh_upload( glmesh *mesh, + mdl_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 ); + + 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; +} + +void mesh_bind( glmesh *mesh ) +{ + glBindVertexArray( mesh->vao ); +} + +void mesh_drawn( u32 start, u32 count ) +{ + glDrawElements( GL_TRIANGLES, count, GL_UNSIGNED_INT, + (void *)(start*sizeof(u32)) ); +} + +void mesh_draw( glmesh *mesh ) +{ + mesh_drawn( 0, mesh->indice_count ); +} + +void mesh_free( glmesh *mesh ) +{ + if( mesh->loaded ) + { + glDeleteVertexArrays( 1, &mesh->vao ); + glDeleteBuffers( 1, &mesh->ebo ); + glDeleteBuffers( 1, &mesh->vbo ); + mesh->loaded = 0; + } +} + +void mdl_draw_submesh( mdl_submesh *sm ) +{ + mesh_drawn( sm->indice_start, sm->indice_count ); +} + +mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) +{ + for( u32 i=0; imeshs ); i++ ) + { + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); + if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))) + { + return mesh; + } + } + return NULL; +} + +struct payload_glmesh_load +{ + mdl_vert *verts; + u32 *indices; + + u32 vertex_count, + indice_count; + + glmesh *mesh; +}; + +static void _sync_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 ); +} + +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; ivertex_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) + * --------------------------------------------------------- + */ + + if( mdl_arrcount( &mdl->submeshs ) ) + { + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); + u32 offset = sm->vertex_count; + + for( u32 i=1; isubmeshs ); i++ ) + { + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); + u32 *indices = job->indices + sm->indice_start; + + for( u32 j=0; jindice_count; j++ ) + indices[j] += offset; + + offset += sm->vertex_count; + } + } + + /* + * Dispatch + * ------------------------- + */ + + vg_async_dispatch( call, _sync_mdl_load_glmesh ); + } + else + { + vg_fatal_error( "no vertex/indice data\n" ); + } +} + +/* uploads the glmesh, and textures. everything is saved into the mdl_context */ +void mdl_async_full_load_std( mdl_context *mdl ) +{ + mdl_async_load_glmesh( mdl, &mdl->mesh, NULL ); + + for( u32 i=0; itextures ); 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 ); + } +}