X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=model.h;h=a182e51293d9b1d18901e1671d2d39d92a251f1f;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=4a310695f27784dda33164f7b7f494bcde36b87b;hpb=0136a935c00e3ea1f231fd88b38b44982fd409ac;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/model.h b/model.h index 4a31069..a182e51 100644 --- a/model.h +++ b/model.h @@ -1,94 +1,52 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef MODEL_H #define MODEL_H -#include "common.h" +#include "skaterift.h" -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_world_light = 200, - k_classtype_nonlocal_gate = 300 -}; +#define MDL_VERSION_MIN 101 +#define MDL_VERSION_NR 104 -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 + 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 mdl_surface_prop -{ +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 + k_surface_prop_tiles = 3, + k_surface_prop_metal = 4 }; -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) @@ -105,24 +63,68 @@ struct mdl_vert u8 groups[4]; /* 4*8 */ }; -struct mdl_submesh +#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 { - u32 indice_start, - indice_count, - vertex_start, - vertex_count; - - boxf bbx; - u32 material_id; + GLuint vao, vbo, ebo; + u32 indice_count; + u32 loaded; }; -struct mdl_texture +struct mdl_transform { - u32 pstr_name, - pack_offset, - pack_length; + v3f co, s; + v4f q; }; +static void transform_identity( mdl_transform *transform ) +{ + v3_zero( transform->co ); + q_identity( transform->q ); + v3_fill( transform->s, 1.0f ); +} + +static void mdl_transform_vector( mdl_transform *transform, v3f vec, v3f dest ) +{ + v3_mul( transform->s, vec, dest ); + q_mulv( transform->q, dest, dest ); +} + +static void mdl_transform_point( mdl_transform *transform, v3f co, v3f dest ) +{ + mdl_transform_vector( transform, co, dest ); + v3_add( transform->co, dest, dest ); +} + +static void mdl_transform_mul( mdl_transform *a, mdl_transform *b, + mdl_transform *d ) +{ + 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 mdl_material { u32 pstr_name, @@ -134,198 +136,368 @@ struct mdl_material colour1; u32 tex_diffuse, - tex_decal, - tex_normal; + tex_none0, + tex_none1; }; -struct mdl_node +struct mdl_bone { - v3f co; - v4f q; - v3f s; - - u32 sub_uid, /* allocated in-file... too bad. */ - submesh_start, - submesh_count, - classtype, - offset, - parent, + v3f co, end; + u32 parent, + collider, + ik_target, + ik_pole, + flags, pstr_name; + + boxf hitbox; + v3f conevx, conevy, coneva; + float conet; +}; + +enum bone_flag +{ + k_bone_flag_deform = 0x00000001, + k_bone_flag_ik = 0x00000002, + k_bone_flag_cone_constraint = 0x00000004 }; -struct mdl_keyframe +enum bone_collider { - v3f co; - v4f q; - v3f s; + 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; }; struct mdl_animation { u32 pstr_name, length; - float rate; - u32 offset; }; -struct mdl_file_header +struct mdl_submesh { - 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, + u32 indice_start, + indice_count, + vertex_start, + vertex_count; - pack_size, pack_offset; + boxf bbx; + u16 material_id, flags; }; -/* - * Entity data structures - */ - -struct classtype_gate +enum esubmesh_flags { - u32 target; - v3f dims; + k_submesh_flag_none = 0x0000, + k_submesh_flag_consumed = 0x0001 }; -struct classtype_spawn +struct mdl_mesh { - u32 pstr_alias; + mdl_transform transform; + u32 submesh_start, + submesh_count, + pstr_name, + entity_id, /* upper 16 bits: type, lower 16 bits: index */ + armature_id; }; -struct classtype_water +struct mdl_file { - u32 temp; + u32 pstr_path, + pack_offset, + pack_size; }; -struct classtype_route_node +struct mdl_texture { - u32 target, target1; + mdl_file file; + u32 glname; }; -struct classtype_route +struct mdl_array { - u32 id_start; - u32 pstr_name; - v3f colour; + u32 file_offset, + item_count, + item_size; + + char name[16]; }; -struct classtype_bone +struct mdl_header { - u32 flags, - ik_target, - ik_pole; + u32 version; + mdl_array index; +}; - boxf hitbox; +struct mdl_context{ + FILE *file; + mdl_header info; - v3f conevx, conevy, coneva; - float conet; + 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; }; -struct classtype_skeleton + +static void mdl_load_fatal_corrupt( mdl_context *mdl ) { - u32 channels, - ik_count, - collider_count, - anim_start, - anim_count; -}; + fclose( mdl->file ); + vg_file_print_invalid( mdl->file ); + vg_fatal_error( "Corrupt model" ); +} -struct classtype_skin +/* + * Model implementation + */ + +static const char *mdl_pstr( mdl_context *mdl, u32 pstr ); +static +void mdl_fread_pack_file( mdl_context *mdl, mdl_file *info, void *dst ) { - u32 skeleton; -}; + 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 ); -struct classtype_trigger + 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 ) { - u32 target; -}; + if( arr->item_count ){ + fseek( mdl->file, arr->file_offset, SEEK_SET ); -struct classtype_logic_relay + 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 ) { - u32 targets[4]; -}; + 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; +} -struct classtype_logic_achievement +static void *mdl_arritm( mdl_array_ptr *arr, u32 index ) { - u32 pstr_name; -}; + return ((u8 *)arr->data) + index*arr->stride; +} -struct classtype_audio +static u32 mdl_arrcount( mdl_array_ptr *arr ) { - u32 pstr_file, - flags; + return arr->count; +} - float volume; -}; +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; + } + } -struct classtype_world_light + return NULL; +} + +static int _mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, + const char *name, void *lin_alloc, u32 stride ) { - enum light_type - { - k_light_type_point, - k_light_type_spot, - k_light_type_point_nighttime_only, - k_light_type_spot_nighttime_only - } - type; + mdl_array *arr = mdl_find_array( mdl, name ); - v4f colour; /* RGB, Energy */ - float angle, range; -}; + 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; + } +} -#pragma pack(pop) +#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 ); -struct mdl_context + return success; +} + +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, 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 ); +} + +/* + * if calling mdl_open, and the file does not exist, the game will fatal quit + */ +static void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ) { - FILE *file; - mdl_file_header info; + memset( mdl, 0, sizeof( mdl_context ) ); + mdl->file = fopen( path, "rb" ); - /* 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; + if( !mdl->file ){ + vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) ); + vg_fatal_error( "see above for details" ); + } - mdl_keyframe *keyframe_buffer; /* mdl_load_anim_data() */ + u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file ); + if( l != 1 ) + mdl_load_fatal_corrupt( mdl ); - mdl_vert *vertex_buffer; /* mdl_load_mesh_data() */ - u32 *index_buffer; + 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 ); - void *pack; /* mdl_load_pack_data() */ -}; + 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; +} /* - * Simple mesh interface for OpenGL + * close file handle */ +static void mdl_close( mdl_context *mdl ) +{ + fclose( mdl->file ); + mdl->file = NULL; +} -struct glmesh +/* useful things you can do with the model */ + +static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) { - GLuint vao, vbo, ebo; - u32 indice_count; - u32 loaded; -}; + 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] ); +} + +static const char *mdl_pstr( mdl_context *mdl, u32 pstr ) +{ + return ((char *)mdl_arritm( &mdl->strings, pstr )) + 4; +} + + +static 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; +} -VG_STATIC void mesh_upload( glmesh *mesh, - mdl_vert *verts, u32 vert_count, - u32 *indices, u32 indice_count ) +#define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\ + mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) ) + +/* + * Simple mesh interface for OpenGL + * ---------------------------------------------------------------------------- + */ + +static void mesh_upload( glmesh *mesh, + mdl_vert *verts, u32 vert_count, + u32 *indices, u32 indice_count ) { //assert( mesh->loaded == 0 ); @@ -379,26 +551,25 @@ VG_STATIC void mesh_upload( glmesh *mesh, mesh->loaded = 1; } -VG_STATIC void mesh_bind( glmesh *mesh ) +static void mesh_bind( glmesh *mesh ) { glBindVertexArray( mesh->vao ); } -VG_STATIC void mesh_drawn( u32 start, u32 count ) +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 ) +static void mesh_draw( glmesh *mesh ) { mesh_drawn( 0, mesh->indice_count ); } -VG_STATIC void mesh_free( glmesh *mesh ) +static void mesh_free( glmesh *mesh ) { - if( mesh->loaded ) - { + if( mesh->loaded ){ glDeleteVertexArrays( 1, &mesh->vao ); glDeleteBuffers( 1, &mesh->ebo ); glDeleteBuffers( 1, &mesh->vbo ); @@ -406,322 +577,122 @@ VG_STATIC void mesh_free( glmesh *mesh ) } } -VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl ) +static void mdl_draw_submesh( mdl_submesh *sm ) { - 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); + mesh_drawn( sm->indice_start, sm->indice_count ); } -/* - * Load just the mesh data - */ -VG_STATIC void mdl_load_mesh_data( mdl_context *mdl, void *lin_alloc ) +static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) { - 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 ); + 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; } -/* - * 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 ) -{ - assert( mdl->file ); +struct payload_glmesh_load{ + mdl_vert *verts; + u32 *indices; - 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 ); + u32 vertex_count, + indice_count; - u64 l = fread( mdl->pack, mdl->info.pack_size, 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); -} + glmesh *mesh; +}; -/* - * close file handle - */ -VG_STATIC void mdl_close( mdl_context *mdl ) +static void async_mdl_load_glmesh( void *payload, u32 size ) { - fclose( mdl->file ); - mdl->file = NULL; + struct payload_glmesh_load *job = payload; + mesh_upload( job->mesh, job->verts, job->vertex_count, + job->indices, job->indice_count ); } -/* 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 ); +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(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]]; + } + } + } - /* 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 ); + /* + * Unpack the indices (if there are meshes) + * --------------------------------------------------------- + */ - /* copy context and load all other data */ - mdl_context *ctx = vg_linear_alloc( data, sizeof(mdl_context) ); - memcpy( ctx, &temp_ctx, sizeof(mdl_context) ); + if( mdl_arrcount( &mdl->submeshs ) ){ + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); + u32 offset = sm->vertex_count; - 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 ); + for( u32 i=1; isubmeshs ); i++ ){ + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); + u32 *indices = job->indices + sm->indice_start; - return ctx; -} + for( u32 j=0; jindice_count; j++ ) + indices[j] += offset; -/* - * Item getters - * ---------------------------------------------------------------------------- - * TODO: Clamp access and oob errors - */ -VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr ) -{ - return mdl->string_buffer + pstr; -} + offset += sm->vertex_count; + } + } -VG_STATIC mdl_node *mdl_node_from_id( mdl_context *mdl, u32 id ) -{ - return &mdl->node_buffer[id]; -} + /* + * Dispatch + * ------------------------- + */ -VG_STATIC mdl_node *mdl_node_from_name( mdl_context *mdl, const char *name ) -{ - for( int i=0; i < mdl->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); - - if( !strcmp( name, mdl_pstr( mdl, pnode->pstr_name )) ) - return pnode; + vg_async_dispatch( call, async_mdl_load_glmesh ); } - - 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 ]; -} - -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] ); -} - -/* 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 ); -} - -/* upload entire mesh from model */ -VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh ) -{ - u32 offset = mdl->submesh_buffer[0].vertex_count; - - for( int i=1; i< mdl->info.submesh_count; i++ ) - { - mdl_submesh *sm = &mdl->submesh_buffer[i]; - u32 *indices = mdl_submesh_indices( mdl, sm ); - - for( u32 j=0; jindice_count; j++ ) - indices[j] += offset; - - offset += sm->vertex_count; + else{ + vg_fatal_error( "no vertex/indice data\n" ); } - - mesh_upload( mesh, mdl->vertex_buffer, mdl->info.vertex_count, - mdl->index_buffer, mdl->info.indice_count ); -} - -VG_STATIC void mdl_draw_submesh( mdl_submesh *sm ) -{ - mesh_drawn( sm->indice_start, sm->indice_count ); } -VG_STATIC void *mdl_get_entdata( mdl_context *mdl, mdl_node *pnode ) -{ - return mdl->entdata_buffer + pnode->offset; -} - -VG_STATIC mdl_keyframe *mdl_get_animdata( mdl_context *mdl, mdl_animation *anim ) -{ - return mdl->keyframe_buffer + anim->offset; -} - -VG_STATIC void mdl_link_materials( mdl_context *root, mdl_context *child ) -{ - u32 lookup[MDL_MATERIAL_MAX]; +/* 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, NULL ); - for( int i=0; iinfo.material_count; i++ ) - { - mdl_material *mi = &child->material_buffer[i]; - const char *si = mdl_pstr( child, mi->pstr_name ); + for( u32 i=0; itextures ); i ++ ){ + vg_linear_clear( vg_mem.scratch ); + mdl_texture *tex = mdl_arritm( &mdl->textures, i ); - lookup[i] = 0; + void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size ); + mdl_fread_pack_file( mdl, &tex->file, data ); - for( int j=0; jinfo.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; iinfo.submesh_count; i++ ) - { - mdl_submesh *sm = &child->submesh_buffer[i]; - sm->material_id = lookup[sm->material_id]; + vg_tex2d_load_qoi_async( data, tex->file.pack_size, + VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, &tex->glname ); } } - -VG_STATIC void mdl_invert_uv_coordinates( mdl_context *mdl ) -{ - for( int i=0; iinfo.vertex_count; i++ ) - { - mdl_vert *vert = &mdl->vertex_buffer[i]; - vert->uv[1] = 1.0f-vert->uv[1]; - } -} - + #endif