X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=model.h;h=dae6038bbc04543d4221449829ba5e6eee386610;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=05790c655d204ed18668b8e1b101c4f03cba2989;hpb=e70b6d550d63af95cafd9ffdee1918faf02a6892;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/model.h b/model.h index 05790c6..dae6038 100644 --- a/model.h +++ b/model.h @@ -1,24 +1,29 @@ /* - * 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" +#define MDL_VERSION_MIN 101 +#define MDL_VERSION_NR 103 -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_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, @@ -26,12 +31,20 @@ enum mdl_surface_prop k_surface_prop_metal = 4 }; -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 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) @@ -66,22 +79,47 @@ typedef struct mdl_texture mdl_texture; typedef struct mdl_array mdl_array; typedef struct mdl_header mdl_header; +typedef struct glmesh glmesh; +struct glmesh +{ + GLuint vao, vbo, ebo; + u32 indice_count; + u32 loaded; +}; + struct mdl_transform { v3f co, s; v4f q; }; -struct mdl_submesh +static void transform_identity( mdl_transform *transform ) { - u32 indice_start, - indice_count, - vertex_start, - vertex_count; + v3_zero( transform->co ); + q_identity( transform->q ); + v3_fill( transform->s, 1.0f ); +} - boxf bbx; - u32 material_id; -}; +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 { @@ -115,9 +153,9 @@ struct mdl_bone enum bone_flag { - k_bone_flag_deform = 0x1, - k_bone_flag_ik = 0x2, - k_bone_flag_cone_constraint = 0x4 + k_bone_flag_deform = 0x00000001, + k_bone_flag_ik = 0x00000002, + k_bone_flag_cone_constraint = 0x00000004 }; enum bone_collider @@ -144,13 +182,30 @@ struct mdl_animation u32 offset; }; +struct mdl_submesh +{ + u32 indice_start, + indice_count, + vertex_start, + vertex_count; + + boxf bbx; + u16 material_id, flags; +}; + +enum esubmesh_flags +{ + k_submesh_flag_none = 0x0000, + k_submesh_flag_consumed = 0x0001 +}; + struct mdl_mesh { mdl_transform transform; u32 submesh_start, submesh_count, pstr_name, - flags, + entity_id, /* upper 16 bits: type, lower 16 bits: index */ armature_id; }; @@ -164,7 +219,7 @@ struct mdl_file struct mdl_texture { mdl_file file; - u32 type; + u32 glname; }; struct mdl_array @@ -182,13 +237,11 @@ struct mdl_header mdl_array index; }; -struct mdl_context -{ +struct mdl_context{ FILE *file; mdl_header info; - struct mdl_array_ptr - { + struct mdl_array_ptr{ void *data; u32 count, stride; } @@ -210,57 +263,67 @@ struct mdl_context /* mesh buffers */ verts, indices; - u32 pack_base_offset; - - /* pack data */ - //pack; + + /* runtime */ + glmesh mesh; }; -VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl ) +static void mdl_load_fatal_corrupt( mdl_context *mdl ) { fclose( mdl->file ); vg_file_print_invalid( mdl->file ); - vg_fatal_exit_loop( "Corrupt model" ); + vg_fatal_error( "Corrupt model" ); } /* * Model implementation */ -VG_STATIC u32 mdl_query_array_size( mdl_array *arr ) +static u32 mdl_query_array_size( mdl_array *arr ) { if( arr->item_count ){ u32 size = arr->item_size*arr->item_count; return vg_align8(size); } - else - return 0; + else return 0; } -VG_STATIC +static const char *mdl_pstr( mdl_context *mdl, u32 pstr ); +static 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 ); + if( l != 1 ) mdl_load_fatal_corrupt( mdl ); } -VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr, +/* TODO: Rename these */ +static void mdl_load_array_file_buffer( mdl_context *mdl, mdl_array *arr, + void *buffer ) +{ + if( arr->item_count ){ + fseek( mdl->file, arr->file_offset, SEEK_SET ); + u64 l = fread( buffer, arr->item_size*arr->item_count, 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 ) { 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 ); + mdl_load_array_file_buffer( mdl, arr, ptr->data ); } else ptr->data = NULL; @@ -269,17 +332,17 @@ VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr, ptr->stride = arr->item_size; } -VG_STATIC void *mdl_arritm( mdl_array_ptr *arr, u32 index ) +static void *mdl_arritm( mdl_array_ptr *arr, u32 index ) { return ((u8 *)arr->data) + index*arr->stride; } -VG_STATIC u32 mdl_arrcount( mdl_array_ptr *arr ) +static u32 mdl_arrcount( mdl_array_ptr *arr ) { return arr->count; } -VG_STATIC mdl_array *mdl_find_array( mdl_context *mdl, const char *name ) +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 ); @@ -292,7 +355,7 @@ VG_STATIC mdl_array *mdl_find_array( mdl_context *mdl, const char *name ) return NULL; } -VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, +static int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, const char *name, void *lin_alloc ) { mdl_array *arr = mdl_find_array( mdl, name ); @@ -309,7 +372,7 @@ VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, } } -VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ) +static int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ) { int success = 1; @@ -319,7 +382,7 @@ VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ) return success; } -VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) +static int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) { int success = 1; @@ -335,35 +398,36 @@ VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) return success; } -VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ) +static int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ) { return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc ); } -#if 0 -VG_STATIC int mdl_load_pack_block( mdl_context *mdl, void *lin_alloc ) -{ - return mdl_load_array( mdl, &mdl->pack, "pack", lin_alloc ); -} -#endif - /* * 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 ) +static 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_exit_loop( "see above for details" ); + 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 ); mdl_array *pack = mdl_find_array( mdl, "pack" ); @@ -374,7 +438,7 @@ VG_STATIC void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ) /* * close file handle */ -VG_STATIC void mdl_close( mdl_context *mdl ) +static void mdl_close( mdl_context *mdl ) { fclose( mdl->file ); mdl->file = NULL; @@ -382,7 +446,7 @@ VG_STATIC void mdl_close( mdl_context *mdl ) /* useful things you can do with the model */ -VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) +static void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) { q_m3x3( transform->q, mtx ); v3_muls( mtx[0], transform->s[0], mtx[0] ); @@ -391,25 +455,32 @@ VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) v3_copy( transform->co, mtx[3] ); } -VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr ) +static const char *mdl_pstr( mdl_context *mdl, u32 pstr ) { - return mdl_arritm( &mdl->strings, 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; +} + +#define MDL_CONST_PSTREQ( MDL, Q, CONSTSTR )\ + mdl_pstreq( MDL, Q, CONSTSTR, vg_strdjb2( CONSTSTR ) ) + /* * 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, +static void mesh_upload( glmesh *mesh, mdl_vert *verts, u32 vert_count, u32 *indices, u32 indice_count ) { @@ -465,23 +536,23 @@ 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 ){ glDeleteVertexArrays( 1, &mesh->vao ); @@ -491,43 +562,111 @@ VG_STATIC void mesh_free( glmesh *mesh ) } } -VG_STATIC void mdl_draw_submesh( mdl_submesh *sm ) +static void mdl_draw_submesh( mdl_submesh *sm ) { mesh_drawn( sm->indice_start, sm->indice_count ); } -/* WARNING: Destructive! Only use this once and then discard the context. */ -VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh ) +static mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) { - if( !mdl->submeshs.count ) - vg_fatal_exit_loop( "Tried to unpack empty model file" ); - - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); - u32 offset = sm->vertex_count; + 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; +} - for( u32 i=1; isubmeshs ); i++ ){ - mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); - u32 *indices = mdl_arritm( &mdl->indices, sm->indice_start ); +struct payload_glmesh_load{ + mdl_vert *verts; + u32 *indices; - for( u32 j=0; jindice_count; j++ ) - indices[j] += offset; + u32 vertex_count, + indice_count; - offset += sm->vertex_count; - } + glmesh *mesh; +}; - mesh_upload( mesh, mdl->verts.data, mdl->verts.count, - mdl->indices.data, mdl->indices.count ); +static void async_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 ); } -VG_STATIC mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) +/* TODO: Find out if this needs deprecating in favour of the new full loader */ +static void mdl_async_load_glmesh( mdl_context *mdl, glmesh *mesh ) { - 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; + 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(mdl_query_array_size( arr_vertices )), + size_indices = vg_align8(mdl_query_array_size( arr_indices )), + 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 ); + mdl_load_array_file_buffer( mdl, arr_indices, job->indices ); + + /* + * 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, async_mdl_load_glmesh ); + } + else{ + vg_fatal_error( "no vertex/indice data\n" ); + } +} + +/* 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 ); + + 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 ); } - return NULL; } #endif