strafe-client/lib/snf/src/map.rs

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Rust
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use std::io::Read;
use std::collections::HashMap;
use crate::newtypes;
use crate::file::BlockId;
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use binrw::{binrw,BinReaderExt,BinWriterExt};
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use strafesnet_common::model;
use strafesnet_common::aabb::Aabb;
use strafesnet_common::bvh::BvhNode;
use strafesnet_common::gameplay_modes;
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#[derive(Debug)]
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pub enum Error{
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InvalidHeader(binrw::Error),
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InvalidMode(newtypes::gameplay_modes::ModeError),
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InvalidBlockId(BlockId),
InvalidMeshId(model::MeshId),
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InvalidModelId(model::ModelId),
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InvalidTextureId(model::TextureId),
InvalidData(binrw::Error),
IO(std::io::Error),
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File(crate::file::Error),
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}
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impl std::fmt::Display for Error{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for Error{}
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/* block types
BLOCK_MAP_HEADER:
DefaultStyleInfo style_info
//bvh goes here
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u32 num_nodes
u32 num_spacial_blocks
u32 num_resource_blocks
u32 num_resources_external
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//node 0 parent node is implied to be None
for node_id in 1..num_nodes{
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u32 parent_node
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}
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//NOTE: alternate realities are not necessary.
//portals/wormholes simply use an in-model and and out-model.
//skyboxes are inverted models with a special shader.
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//ideally spacial blocks are sorted from distance to start zone
//texture blocks are inserted before the first spacial block they are used in
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for spacial_block_id in 0..num_spacial_blocks{
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u32 node_id
u32 block_id //data block
Aabb extents
}
//the order of these lists uniquely generates the incremental Ids
//MeshId, TextureId etc. based on resource type
//the first 8 bits of resource_uuid describe the type (mesh, texture, etc)
//if the map file references only external resources, num_resource_blocks = 0
for resource_idx in 0..num_resource_blocks{
Resource resource_type
u32 block_id
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}
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for resource_idx in 0..num_resources_external{
u128 resource_uuid
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}
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BLOCK_MAP_RESOURCE:
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Resource resource_type
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//an individual one of the following:
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- model (Mesh)
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- shader (compiled SPIR-V)
- image (JpegXL)
- sound (Opus)
- video (AV1)
- animation (Trey thing)
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BLOCK_MAP_REGION:
u64 num_models
for model_id in 0..num_models{
ModelInstance mode_instance
}
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*/
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//if you hash the resource itself and set the first 8 bits to this, that's the resource uuid
#[binrw]
#[brw(little,repr=u8)]
enum ResourceType{
Mesh,
Texture,
//Shader,
//Sound,
//Video,
//Animation,
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}
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const RESOURCE_TYPE_VARIANT_COUNT:u8=2;
#[binrw]
#[brw(little)]
struct ResourceId(u128);
impl ResourceId{
fn resource_type(&self)->Option<ResourceType>{
let discriminant=self.0 as u8;
//TODO: use this when it is stabilized https://github.com/rust-lang/rust/issues/73662
//if (discriminant as usize)<std::mem::variant_count::<ResourceType>(){
match discriminant<RESOURCE_TYPE_VARIANT_COUNT{
true=>Some(unsafe{std::mem::transmute::<u8,ResourceType>(discriminant)}),
false=>None,
}
}
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}
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struct ResourceMap<T>{
meshes:HashMap<strafesnet_common::model::MeshId,T>,
textures:HashMap<strafesnet_common::model::TextureId,T>,
}
impl<T> Default for ResourceMap<T>{
fn default()->Self{
Self{
meshes:HashMap::new(),
textures:HashMap::new(),
}
}
}
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#[binrw]
#[brw(little)]
struct SpacialBlockHeader{
id:BlockId,
extents:newtypes::aabb::Aabb,
}
#[binrw]
#[brw(little)]
struct ResourceBlockHeader{
resource:ResourceType,
id:BlockId,
}
#[binrw]
#[brw(little)]
struct ResourceExternalHeader{
resource_uuid:ResourceId,
}
#[binrw]
#[brw(little)]
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struct MapHeader{
num_spacial_blocks:u32,
num_resource_blocks:u32,
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//num_resources_external:u32,
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num_modes:u32,
num_attributes:u32,
num_render_configs:u32,
#[br(count=num_spacial_blocks)]
spacial_blocks:Vec<SpacialBlockHeader>,
#[br(count=num_resource_blocks)]
resource_blocks:Vec<ResourceBlockHeader>,
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//#[br(count=num_resources_external)]
//external_resources:Vec<ResourceExternalHeader>,
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#[br(count=num_modes)]
modes:Vec<newtypes::gameplay_modes::Mode>,
#[br(count=num_attributes)]
attributes:Vec<newtypes::gameplay_attributes::CollisionAttributes>,
#[br(count=num_render_configs)]
render_configs:Vec<newtypes::model::RenderConfig>,
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}
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#[binrw]
#[brw(little)]
struct Region{
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//consider including a bvh in the region instead of needing to rebalance the physics bvh on the fly
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model_count:u32,
#[br(count=model_count)]
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models:Vec<(u32,newtypes::model::Model)>,
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}
//code deduplication reused in into_complete_map
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fn read_region<R:BinReaderExt>(file:&mut crate::file::File<R>,block_id:BlockId)->Result<Vec<(model::ModelId,model::Model)>,Error>{
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//load region from disk
//parse the models and determine what resources need to be loaded
//load resources into self.resources
//return Region
let mut block=file.block_reader(block_id).map_err(Error::File)?;
let region:Region=block.read_le().map_err(Error::InvalidData)?;
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Ok(region.models.into_iter().map(|(model_id,model)|
(model::ModelId::new(model_id),model.into())
).collect())
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}
fn read_mesh<R:BinReaderExt>(file:&mut crate::file::File<R>,block_id:BlockId)->Result<model::Mesh,Error>{
let mut block=file.block_reader(block_id).map_err(Error::File)?;
let mesh:newtypes::model::Mesh=block.read_le().map_err(Error::InvalidData)?;
Ok(mesh.into())
}
fn read_texture<R:BinReaderExt>(file:&mut crate::file::File<R>,block_id:BlockId)->Result<Vec<u8>,Error>{
let mut block=file.block_reader(block_id).map_err(Error::File)?;
let mut texture=Vec::new();
block.read_to_end(&mut texture).map_err(Error::IO)?;
Ok(texture)
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}
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pub struct StreamableMap<R:BinReaderExt>{
file:crate::file::File<R>,
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//this includes every platform... move the unconstrained datas to their appropriate data block?
modes:gameplay_modes::Modes,
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//this is every possible attribute... need some sort of streaming system
attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
//this is every possible render configuration... shaders and such... need streaming
render_configs:Vec<strafesnet_common::model::RenderConfig>,
//this makes sense to keep in memory for streaming, a map of which blocks occupy what space
bvh:BvhNode<BlockId>,
//something something resources hashmaps
resource_blocks:ResourceMap<BlockId>,
//resource_external:ResourceMap<ResourceId>,
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}
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impl<R:BinReaderExt> StreamableMap<R>{
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pub(crate) fn new(mut file:crate::file::File<R>)->Result<Self,Error>{
//assume the file seek is in the right place to start reading a map header
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let header:MapHeader=file.data_mut().read_le().map_err(Error::InvalidHeader)?;
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let modes=header.modes.into_iter().map(TryInto::try_into).collect::<Result<_,_>>().map_err(Error::InvalidMode)?;
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let attributes=header.attributes.into_iter().map(Into::into).collect();
let render_configs=header.render_configs.into_iter().map(Into::into).collect();
let bvh=header.spacial_blocks.into_iter().map(|spacial_block|
(spacial_block.id,spacial_block.extents.into())
).collect();
//generate mesh ids and texture ids from resource list order
let mut resource_blocks=ResourceMap::default();
for resource_block_header in header.resource_blocks{
match resource_block_header.resource{
ResourceType::Mesh=>{
resource_blocks.meshes.insert(
//generate the id from the current length
model::MeshId::new(resource_blocks.meshes.len() as u32),
resource_block_header.id
);
},
ResourceType::Texture=>{
resource_blocks.textures.insert(
model::TextureId::new(resource_blocks.textures.len() as u32),
resource_block_header.id
);
},
}
}
Ok(Self{
file,
modes:strafesnet_common::gameplay_modes::Modes::new(modes),
attributes,
render_configs,
bvh:strafesnet_common::bvh::generate_bvh(bvh),
resource_blocks,
//resource_external:Default::default(),
})
}
pub fn get_intersecting_region_block_ids(&self,aabb:&Aabb)->Vec<BlockId>{
let mut block_ids=Vec::new();
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self.bvh.the_tester(aabb,&mut |&block_id|block_ids.push(block_id));
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block_ids
}
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pub fn load_region(&mut self,block_id:BlockId)->Result<Vec<(model::ModelId,model::Model)>,Error>{
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read_region(&mut self.file,block_id)
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}
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pub fn load_mesh(&mut self,mesh_id:model::MeshId)->Result<model::Mesh,Error>{
let block_id=*self.resource_blocks.meshes.get(&mesh_id).ok_or(Error::InvalidMeshId(mesh_id))?;
read_mesh(&mut self.file,block_id)
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}
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pub fn load_texture(&mut self,texture_id:model::TextureId)->Result<Vec<u8>,Error>{
let block_id=*self.resource_blocks.textures.get(&texture_id).ok_or(Error::InvalidTextureId(texture_id))?;
read_texture(&mut self.file,block_id)
}
pub fn into_complete_map(mut self)->Result<strafesnet_common::map::CompleteMap,Error>{
let mut block_ids=Vec::new();
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self.bvh.into_visitor(&mut |block_id|block_ids.push(block_id));
//count on reading the file in sequential order being fastest
block_ids.sort_unstable();
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//load all regions
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let mut model_pairs=HashMap::new();
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for block_id in block_ids{
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model_pairs.extend(read_region(&mut self.file,block_id)?);
}
let mut models=Vec::with_capacity(model_pairs.len());
for model_id in 0..model_pairs.len() as u32{
let model_id=model::ModelId::new(model_id);
models.push(model_pairs.remove(&model_id).ok_or(Error::InvalidModelId(model_id))?);
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}
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//load all meshes
let mut meshes=Vec::with_capacity(self.resource_blocks.meshes.len());
for mesh_id in 0..self.resource_blocks.meshes.len() as u32{
let mesh_id=model::MeshId::new(mesh_id);
let block_id=self.resource_blocks.meshes[&mesh_id];
meshes.push(read_mesh(&mut self.file,block_id)?);
};
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//load all textures
let mut textures=Vec::with_capacity(self.resource_blocks.textures.len());
for texture_id in 0..self.resource_blocks.textures.len() as u32{
let texture_id=model::TextureId::new(texture_id);
let block_id=self.resource_blocks.textures[&texture_id];
textures.push(read_texture(&mut self.file,block_id)?);
}
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Ok(strafesnet_common::map::CompleteMap{
modes:self.modes,
attributes:self.attributes,
meshes,
models,
textures,
render_configs:self.render_configs,
})
}
}
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const BVH_NODE_MAX_WEIGHT:usize=64*1024;//64 kB
fn collect_spacial_blocks(
block_location:&mut Vec<u64>,
block_headers:&mut Vec<SpacialBlockHeader>,
sequential_block_data:&mut std::io::Cursor<&mut Vec<u8>>,
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bvh_node:strafesnet_common::bvh::BvhWeightNode<usize,(model::ModelId,newtypes::model::Model)>
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)->Result<(),Error>{
//inspect the node weights top-down.
//When a node weighs less than the limit,
//serialize its entire contents into a region block
if *bvh_node.weight()<BVH_NODE_MAX_WEIGHT{
let mut models=Vec::new();
let mut model_count=0;
let extents=bvh_node.aabb().clone().into();
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bvh_node.into_visitor(&mut |(model_id,model)|{
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model_count+=1;
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models.push((model_id.get(),model));
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});
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let id=BlockId::new(block_headers.len() as u32+1);
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block_headers.push(SpacialBlockHeader{
id,
extents,
});
let region=Region{
model_count,
models,
};
binrw::BinWrite::write_le(&region,sequential_block_data).map_err(Error::InvalidData)?;
block_location.push(sequential_block_data.position());
}else{
match bvh_node.into_content(){
strafesnet_common::bvh::RecursiveContent::Branch(bvh_node_list)=>{
for bvh_node in bvh_node_list{
collect_spacial_blocks(block_location,block_headers,sequential_block_data,bvh_node)?;
}
},
strafesnet_common::bvh::RecursiveContent::Leaf(_)=>panic!(),//bvh branches are 20 leaves minimum
}
}
Ok(())
}
/// TODO: Optionally provide a bot that describes the path through the map
/// otherwise sort by distance to start zone
pub fn write_map<W:BinWriterExt>(mut writer:W,map:strafesnet_common::map::CompleteMap)->Result<(),Error>{
//serialize models and make a bvh that knows the file size of the branch
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let boxen=map.models.into_iter().enumerate().map(|(model_id,model)|{
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//grow your own aabb
let mesh=map.meshes.get(model.mesh.get() as usize).ok_or(Error::InvalidMeshId(model.mesh))?;
let mut aabb=strafesnet_common::aabb::Aabb::default();
for &pos in &mesh.unique_pos{
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aabb.grow(model.transform.transform_point3(pos).fix_1());
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}
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Ok(((model::ModelId::new(model_id as u32),model.into()),aabb))
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}).collect::<Result<Vec<_>,_>>()?;
let bvh=strafesnet_common::bvh::generate_bvh(boxen).weigh_contents(&|_|std::mem::size_of::<newtypes::model::Model>());
//build blocks
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//block location is initialized with two values
//the first value represents the location of the first byte after the file header
//the second value represents the first byte of the second data block
//the first data block is always the map header, so the difference is the map header size.
//this information is filled in later after the sizes are known.
let mut block_location=vec![0,0];//for file header
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let mut spacial_blocks=Vec::new();//for map header
let mut sequential_block_data=Vec::new();
let mut cursor_to_data=std::io::Cursor::new(&mut sequential_block_data);
collect_spacial_blocks(&mut block_location,&mut spacial_blocks,&mut cursor_to_data,bvh)?;
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let mut block_count=spacial_blocks.len() as u32+1;//continue block id
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let mut resource_blocks=Vec::new();//for map header
//meshes
for mesh in map.meshes.into_iter(){
resource_blocks.push(ResourceBlockHeader{
resource:ResourceType::Mesh,
id:BlockId::new(block_count),
});
block_count+=1;
let serializable_mesh:newtypes::model::Mesh=mesh.into();
binrw::BinWrite::write_le(&serializable_mesh,&mut cursor_to_data).map_err(Error::InvalidData)?;
block_location.push(cursor_to_data.position());
}
//textures
for mut texture in map.textures.into_iter(){
resource_blocks.push(ResourceBlockHeader{
resource:ResourceType::Texture,
id:BlockId::new(block_count),
});
block_count+=1;
sequential_block_data.append(&mut texture);
block_location.push(sequential_block_data.len() as u64);
}
//build header
let map_header=MapHeader{
num_spacial_blocks:spacial_blocks.len() as u32,
num_resource_blocks:resource_blocks.len() as u32,
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//num_resources_external:0,
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num_modes:map.modes.modes.len() as u32,
num_attributes:map.attributes.len() as u32,
num_render_configs:map.render_configs.len() as u32,
spacial_blocks,
resource_blocks,
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//external_resources:Vec::new(),
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modes:map.modes.modes.into_iter().map(Into::into).collect(),
attributes:map.attributes.into_iter().map(Into::into).collect(),
render_configs:map.render_configs.into_iter().map(Into::into).collect(),
};
let mut file_header=crate::file::Header{
fourcc:crate::file::FourCC::Map,
version:0,
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priming:0,
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resource:0,
block_count,
block_location,
};
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//probe header length
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let mut file_header_data=Vec::new();
binrw::BinWrite::write_le(&file_header,&mut std::io::Cursor::new(&mut file_header_data)).map_err(Error::InvalidData)?;
let mut map_header_data=Vec::new();
binrw::BinWrite::write_le(&map_header,&mut std::io::Cursor::new(&mut map_header_data)).map_err(Error::InvalidData)?;
//update file header according to probe data
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let mut offset=file_header_data.len() as u64;
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file_header.priming=offset;
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file_header.block_location[0]=offset;
offset+=map_header_data.len() as u64;
for position in &mut file_header.block_location[1..]{
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*position+=offset;
}
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//write (updated) file header
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writer.write_le(&file_header).map_err(Error::InvalidData)?;
//write map header
writer.write(&map_header_data).map_err(Error::IO)?;
//write blocks
writer.write(&sequential_block_data).map_err(Error::IO)?;
Ok(())
}