X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=model.h;h=ae19f6f090d57848ff97fdb9d8f9df2533377a6e;hb=8d336ea2cde7c596296dbaf0d3ce27a82c6c6cf0;hp=95d6676e4d8589c512fd86a6a93436651250f28c;hpb=34a8df54eb962f3ad2e036355041f5bc5cabe5a0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/model.h b/model.h index 95d6676..ae19f6f 100644 --- a/model.h +++ b/model.h @@ -1,93 +1,51 @@ /* - * 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) @@ -104,613 +62,259 @@ struct mdl_vert 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; jindice_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; iinfo.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; 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_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]; - } -} +void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ); -#endif