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83 lines
5.2 KiB
Odin
83 lines
5.2 KiB
Odin
// Implementation of the HxA 3D asset format
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// HxA is a interchangeable graphics asset format.
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// Designed by Eskil Steenberg. @quelsolaar / eskil 'at' obsession 'dot' se / www.quelsolaar.com
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//
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// Author of this Odin package: Ginger Bill
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//
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// Following comment is copied from the original C-implementation
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// ---------
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// -Does the world need another Graphics file format?
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// Unfortunately, Yes. All existing formats are either too large and complicated to be implemented from
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// scratch, or don't have some basic features needed in modern computer graphics.
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// -Who is this format for?
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// For people who want a capable open Graphics format that can be implemented from scratch in
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// a few hours. It is ideal for graphics researchers, game developers or other people who
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// wants to build custom graphics pipelines. Given how easy it is to parse and write, it
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// should be easy to write utilities that process assets to preform tasks like: generating
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// normals, light-maps, tangent spaces, Error detection, GPU optimization, LOD generation,
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// and UV mapping.
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// -Why store images in the format when there are so many good image formats already?
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// Yes there are, but only for 2D RGB/RGBA images. A lot of computer graphics rendering rely
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// on 1D, 3D, cube, multilayer, multi channel, floating point bitmap buffers. There almost no
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// formats for this kind of data. Also 3D files that reference separate image files rely on
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// file paths, and this often creates issues when the assets are moved. By including the
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// texture data in the files directly the assets become self contained.
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// -Why doesn't the format support <insert whatever>?
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// Because the entire point is to make a format that can be implemented. Features like NURBSs,
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// Construction history, or BSP trees would make the format too large to serve its purpose.
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// The facilities of the formats to store meta data should make the format flexible enough
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// for most uses. Adding HxA support should be something anyone can do in a days work.
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//
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// Structure:
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// ----------
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// HxA is designed to be extremely simple to parse, and is therefore based around conventions. It has
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// a few basic structures, and depending on how they are used they mean different things. This means
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// that you can implement a tool that loads the entire file, modifies the parts it cares about and
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// leaves the rest intact. It is also possible to write a tool that makes all data in the file
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// editable without the need to understand its use. It is also possible for anyone to use the format
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// to store data axillary data. Anyone who wants to store data not covered by a convention can submit
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// a convention to extend the format. There should never be a convention for storing the same data in
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// two differed ways.
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// The data is story in a number of nodes that are stored in an array. Each node stores an array of
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// meta data. Meta data can describe anything you want, and a lot of conventions will use meta data
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// to store additional information, for things like transforms, lights, shaders and animation.
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// Data for Vertices, Corners, Faces, and Pixels are stored in named layer stacks. Each stack consists
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// of a number of named layers. All layers in the stack have the same number of elements. Each layer
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// describes one property of the primitive. Each layer can have multiple channels and each layer can
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// store data of a different type.
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//
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// HaX stores 3 kinds of nodes
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// - Pixel data.
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// - Polygon geometry data.
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// - Meta data only.
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//
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// Pixel Nodes stores pixels in a layer stack. A layer may store things like Albedo, Roughness,
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// Reflectance, Light maps, Masks, Normal maps, and Displacement. Layers use the channels of the
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// layers to store things like color. The length of the layer stack is determined by the type and
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// dimensions stored in the
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//
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// Geometry data is stored in 3 separate layer stacks for: vertex data, corner data and face data. The
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// vertex data stores things like verities, blend shapes, weight maps, and vertex colors. The first
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// layer in a vertex stack has to be a 3 channel layer named "position" describing the base position
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// of the vertices. The corner stack describes data per corner or edge of the polygons. It can be used
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// for things like UV, normals, and adjacency. The first layer in a corner stack has to be a 1 channel
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// integer layer named "index" describing the vertices used to form polygons. The last value in each
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// polygon has a negative - 1 index to indicate the end of the polygon.
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//
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// Example:
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// A quad and a tri with the vertex index:
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// [0, 1, 2, 3] [1, 4, 2]
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// is stored:
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// [0, 1, 2, -4, 1, 4, -3]
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// The face stack stores values per face. the length of the face stack has to match the number of
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// negative values in the index layer in the corner stack. The face stack can be used to store things
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// like material index.
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//
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// Storage
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// -------
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// All data is stored in little endian byte order with no padding. The layout mirrors the structs
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// defined below with a few exceptions. All names are stored as a 8-bit unsigned integer indicating
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// the length of the name followed by that many characters. Termination is not stored in the file.
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// Text strings stored in meta data are stored the same way as names, but instead of a 8-bit unsigned
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// integer a 32-bit unsigned integer is used.
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package encoding_hxa |