CHUNK STUFF

This commit is contained in:
2026-06-27 17:19:44 -05:00
parent f17b0bfcfb
commit bb020c36c1
18 changed files with 514 additions and 359 deletions
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+1
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@@ -16,3 +16,4 @@ add_subdirectory(display)
add_subdirectory(locale)
add_subdirectory(json)
add_subdirectory(chunk)
add_subdirectory(dmf)
+6
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@@ -45,4 +45,10 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
.loadAsync = assetChunkLoaderAsync,
.dispose = assetChunkDispose
},
[ASSET_LOADER_TYPE_DMF] = {
.loadSync = assetDmfLoaderSync,
.loadAsync = assetDmfLoaderAsync,
.dispose = assetDmfDispose
},
};
+5
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@@ -12,6 +12,7 @@
#include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/chunk/assetchunkloader.h"
#include "asset/loader/dmf/assetdmfloader.h"
typedef enum {
ASSET_LOADER_TYPE_NULL,
@@ -22,6 +23,7 @@ typedef enum {
ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_CHUNK,
ASSET_LOADER_TYPE_DMF,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
@@ -33,6 +35,7 @@ typedef union {
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetchunkloaderinput_t chunk;
assetdmfloaderinput_t dmf;
} assetloaderinput_t;
typedef union {
@@ -42,6 +45,7 @@ typedef union {
assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json;
assetchunkloaderloading_t chunk;
assetdmfloaderloading_t dmf;
} assetloaderloading_t;
typedef union {
@@ -51,6 +55,7 @@ typedef union {
assetlocaleoutput_t locale;
assetjsonoutput_t json;
assetchunkoutput_t chunk;
assetdmfoutput_t dmf;
} assetloaderoutput_t;
typedef struct assetloading_s assetloading_t;
+13 -13
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@@ -92,22 +92,22 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
"Chunk mesh count exceeds maximum."
);
uint32_t poolOffset = 0;
for(uint8_t m = 0; m < out->meshCount; m++) {
uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(data + offset));
offset += sizeof(uint32_t);
assertTrue(
poolOffset + vertCount <= CHUNK_VERTEX_COUNT,
"Chunk vertex data exceeds pool."
);
out->meshVertCounts[m] = vertCount;
uint8_t nameLen = 0;
while(
data[offset + nameLen] != '\0' &&
nameLen < CHUNK_MESH_NAME_MAX - 1
) {
nameLen++;
}
memoryCopy(out->meshNames[m], data + offset, nameLen);
out->meshNames[m][nameLen] = '\0';
offset += nameLen + 1;
memoryCopy(
&out->vertices[poolOffset],
data + offset,
vertCount * sizeof(meshvertex_t)
out->meshOffsets[m], data + offset, sizeof(vec3)
);
offset += vertCount * sizeof(meshvertex_t);
poolOffset += vertCount;
offset += sizeof(vec3);
}
memoryFree(data);
@@ -9,7 +9,7 @@
#include "asset/assetfile.h"
#include "rpg/overworld/chunk.h"
#define ASSET_CHUNK_FILE_VERSION 2
#define ASSET_CHUNK_FILE_VERSION 3
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
@@ -34,8 +34,8 @@ typedef struct {
typedef struct {
tile_t tiles[CHUNK_TILE_COUNT];
uint8_t meshCount;
uint32_t meshVertCounts[CHUNK_MESH_COUNT_MAX];
meshvertex_t vertices[CHUNK_VERTEX_COUNT];
char_t meshNames[CHUNK_MESH_COUNT_MAX][CHUNK_MESH_NAME_MAX];
vec3 meshOffsets[CHUNK_MESH_COUNT_MAX];
} assetchunkoutput_t;
/**
@@ -50,7 +50,8 @@ errorret_t assetChunkLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for chunk assets. Validates the DCF binary previously
* read by the async phase and populates the output assetchunkoutput_t.
* read by the async phase and populates the output assetchunkoutput_t with
* tile data and DMF mesh names.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
+9
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@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetdmfloader.c
)
+136
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@@ -0,0 +1,136 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetdmfloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetDmfLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
if(loading->loading.dmf.state != ASSET_DMF_LOADING_STATE_READ_FILE) {
errorOk();
}
assertNull(loading->loading.dmf.data, "Data already defined?");
assetfile_t *file = &loading->loading.dmf.file;
assetLoaderErrorChain(loading,
assetFileInit(file, loading->entry->name, NULL, NULL)
);
uint8_t *data = memoryAllocate(file->size);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
assertTrue(
file->lastRead == file->size,
"Failed to read entire DMF file."
);
loading->loading.dmf.data = data;
loading->loading.dmf.state = ASSET_DMF_LOADING_STATE_CREATE_MESH;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetDmfLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_DMF, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.dmf.state) {
case ASSET_DMF_LOADING_STATE_INITIAL:
loading->loading.dmf.state = ASSET_DMF_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_DMF_LOADING_STATE_CREATE_MESH:
break;
default:
errorOk();
}
uint8_t *data = loading->loading.dmf.data;
assertNotNull(data, "DMF data should have been loaded by now.");
if(data[0] != 'D' || data[1] != 'M' || data[2] != 'F') {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid DMF file header");
}
uint32_t version = endianLittleToHost32(*(uint32_t *)(data + 4));
if(version != ASSET_DMF_FILE_VERSION) {
memoryFree(data);
assetLoaderErrorThrow(
loading, "Unsupported DMF version %u", version
);
}
uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(data + 8));
assetdmfoutput_t *out = &loading->entry->data.dmf;
if(vertCount == 0) {
memoryFree(data);
loading->loading.dmf.data = NULL;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
out->vertices = memoryAllocate(vertCount * sizeof(meshvertex_t));
memoryCopy(
out->vertices, data + 12, vertCount * sizeof(meshvertex_t)
);
memoryFree(data);
loading->loading.dmf.data = NULL;
errorret_t ret = meshInit(
&out->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
(int32_t)vertCount,
out->vertices
);
if(errorIsNotOk(ret)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
memoryFree(out->vertices);
out->vertices = NULL;
errorChain(ret);
}
ret = meshFlush(&out->mesh, 0, (int32_t)vertCount);
if(errorIsNotOk(ret)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
meshDispose(&out->mesh);
memoryFree(out->vertices);
out->vertices = NULL;
errorChain(ret);
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetDmfDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_DMF, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
assetdmfoutput_t *out = &entry->data.dmf;
if(out->vertices != NULL) {
errorChain(meshDispose(&out->mesh));
memoryFree(out->vertices);
out->vertices = NULL;
}
errorOk();
}
@@ -0,0 +1,65 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "display/mesh/mesh.h"
#define ASSET_DMF_FILE_VERSION 1
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assetdmfloaderinput_t;
typedef enum {
ASSET_DMF_LOADING_STATE_INITIAL,
ASSET_DMF_LOADING_STATE_READ_FILE,
ASSET_DMF_LOADING_STATE_CREATE_MESH,
ASSET_DMF_LOADING_STATE_DONE
} assetdmfloadingstate_t;
typedef struct {
assetfile_t file;
assetdmfloadingstate_t state;
uint8_t *data;
} assetdmfloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetdmfoutput_t;
/**
* Asynchronous loader for DMF mesh assets. Reads the raw DMF file bytes
* into the loading buffer so the sync phase can parse without blocking
* the main thread on I/O.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for DMF mesh assets. Parses the DMF binary read by
* the async phase, then initializes and flushes the mesh to the GPU.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfLoaderSync(assetloading_t *loading);
/**
* Disposer for DMF mesh assets. Disposes the mesh and frees the vertex
* buffer.
*
* @param entry Asset entry containing the DMF data to dispose.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfDispose(assetentry_t *entry);
+6 -6
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@@ -8,21 +8,21 @@
#pragma once
#include "rpg/overworld/tile.h"
#include "worldpos.h"
#include "display/mesh/mesh.h"
#include "display/spritebatch/spritebatch.h"
#define CHUNK_MESH_COUNT_MAX 10
#define CHUNK_VERTEX_COUNT 8192
#define CHUNK_MESH_NAME_MAX 64
#define CHUNK_ENTITY_COUNT_MAX 10
typedef struct assetentry_s assetentry_t;
typedef struct chunk_s {
chunkpos_t position;
tile_t tiles[CHUNK_TILE_COUNT];
uint8_t meshCount;
uint32_t meshVertCounts[CHUNK_MESH_COUNT_MAX];
meshvertex_t vertices[CHUNK_VERTEX_COUNT];
mesh_t meshes[CHUNK_MESH_COUNT_MAX];
char_t meshNames[CHUNK_MESH_COUNT_MAX][CHUNK_MESH_NAME_MAX];
vec3 meshOffsets[CHUNK_MESH_COUNT_MAX];
assetentry_t *meshEntries[CHUNK_MESH_COUNT_MAX];
uint8_t entities[CHUNK_ENTITY_COUNT_MAX];
} chunk_t;
+41 -100
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@@ -9,6 +9,7 @@
#include "util/memory.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
#include "rpg/entity/entity.h"
#include "util/string.h"
@@ -17,20 +18,6 @@ map_t MAP;
errorret_t mapInit() {
memoryZero(&MAP, sizeof(map_t));
// Setup chunk meshes
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
for(uint8_t j = 0; j < CHUNK_MESH_COUNT_MAX; j++) {
errorChain(meshInit(
&chunk->meshes[j],
MESH_PRIMITIVE_TYPE_TRIANGLES,
CHUNK_VERTEX_COUNT,
chunk->vertices
));
}
}
// Perform "initial load"
MAP.loaded = true;
int32_t i = 0;
for(chunkunit_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
@@ -54,61 +41,6 @@ bool_t mapIsLoaded() {
return MAP.loaded;
}
// errorret_t mapLoad(const char_t *path, const chunkpos_t position) {
// assertStrLenMin(path, 1, "Map file path cannot be empty");
// assertStrLenMax(path, MAP_FILE_PATH_MAX - 1, "Map file path too long");
// if(stringCompare(MAP.filePath, path) == 0) {
// // Same map, no need to reload
// errorOk();
// }
// chunkindex_t i;
// // Unload all loaded chunks
// if(mapIsLoaded()) {
// for(i = 0; i < MAP_CHUNK_COUNT; i++) {
// mapChunkUnload(&MAP.chunks[i]);
// }
// }
// // Store the map file path
// stringCopy(MAP.filePath, path, MAP_FILE_PATH_MAX);
// // Determine directory path (it is dirname)
// stringCopy(MAP.dirPath, path, MAP_FILE_PATH_MAX);
// char_t *last = stringFindLastChar(MAP.dirPath, '/');
// if(last == NULL) errorThrow("Invalid map file path");
// // Store filename, sans extension
// stringCopy(MAP.fileName, last + 1, MAP_FILE_PATH_MAX);
// *last = '\0'; // Terminate to get directory path
// last = stringFindLastChar(MAP.fileName, '.');
// if(last == NULL) errorThrow("Map file name has no extension");
// *last = '\0'; // Terminate to remove extension
// // Reset map position
// MAP.chunkPosition = position;
// // Perform "initial load"
// i = 0;
// for(chunkunit_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
// for(chunkunit_t y = 0; y < MAP_CHUNK_HEIGHT; y++) {
// for(chunkunit_t x = 0; x < MAP_CHUNK_WIDTH; x++) {
// chunk_t *chunk = &MAP.chunks[i];
// chunk->position.x = x + position.x;
// chunk->position.y = y + position.y;
// chunk->position.z = z + position.z;
// MAP.chunkOrder[i] = chunk;
// errorChain(mapChunkLoad(chunk));
// i++;
// }
// }
// }
// errorOk();
// }
errorret_t mapPositionSet(const chunkpos_t newPos) {
if(!mapIsLoaded()) errorThrow("No map loaded");
@@ -117,7 +49,6 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
errorOk();
}
// Determine which chunks remain loaded
chunkindex_t chunksRemaining[MAP_CHUNK_COUNT] = {0};
chunkindex_t chunksFreed[MAP_CHUNK_COUNT] = {0};
@@ -125,7 +56,6 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
uint32_t freedCount = 0;
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
// Will this chunk remain loaded?
chunk_t *chunk = &MAP.chunks[i];
if(
chunk->position.x >= newPos.x &&
@@ -137,23 +67,18 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
chunk->position.z >= newPos.z &&
chunk->position.z < newPos.z + MAP_CHUNK_DEPTH
) {
// Stays loaded
chunksRemaining[remainingCount++] = i;
continue;
}
// Not remaining loaded
chunksFreed[freedCount++] = i;
}
// Unload the freed chunks
for(chunkindex_t i = 0; i < freedCount; i++) {
chunk_t *chunk = &MAP.chunks[chunksFreed[i]];
mapChunkUnload(chunk);
}
// This can probably be optimized later, for now we check each chunk and see
// if it needs loading or not, and update the chunk order
chunkindex_t orderIndex = 0;
for(chunkunit_t zOff = 0; zOff < MAP_CHUNK_DEPTH; zOff++) {
for(chunkunit_t yOff = 0; yOff < MAP_CHUNK_HEIGHT; yOff++) {
@@ -162,7 +87,6 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
newPos.x + xOff, newPos.y + yOff, newPos.z + zOff
};
// Is this chunk already loaded (was not unloaded earlier)?
chunkindex_t chunkIndex = -1;
for(chunkindex_t i = 0; i < remainingCount; i++) {
chunk_t *chunk = &MAP.chunks[chunksRemaining[i]];
@@ -171,9 +95,7 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
break;
}
// Need to load this chunk
if(chunkIndex == -1) {
// Find a freed chunk to reuse
chunkIndex = chunksFreed[--freedCount];
chunk_t *chunk = &MAP.chunks[chunkIndex];
chunk->position = newChunkPos;
@@ -185,7 +107,6 @@ errorret_t mapPositionSet(const chunkpos_t newPos) {
}
}
// Update map position
MAP.chunkPosition = newPos;
errorOk();
@@ -198,14 +119,11 @@ void mapUpdate() {
errorret_t mapDispose() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
mapChunkUnload(&MAP.chunks[i]);
for(uint8_t j = 0; j < CHUNK_MESH_COUNT_MAX; j++) {
errorChain(meshDispose(&MAP.chunks[i].meshes[j]));
}
}
errorOk();
}
void mapChunkUnload(chunk_t* chunk) {
void mapChunkUnload(chunk_t *chunk) {
uint8_t chunkIndex = (uint8_t)(chunk - MAP.chunks);
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
if(chunk->entities[i] == 0xFF) continue;
@@ -220,10 +138,16 @@ void mapChunkUnload(chunk_t* chunk) {
entity->type = ENTITY_TYPE_NULL;
}
}
for(uint8_t m = 0; m < chunk->meshCount; m++) {
if(chunk->meshEntries[m] == NULL) continue;
assetUnlockEntry(chunk->meshEntries[m]);
chunk->meshEntries[m] = NULL;
}
chunk->meshCount = 0;
}
errorret_t mapChunkLoad(chunk_t* chunk) {
errorret_t mapChunkLoad(chunk_t *chunk) {
if(!mapIsLoaded()) errorThrow("No map loaded");
memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
@@ -253,25 +177,42 @@ errorret_t mapChunkLoad(chunk_t* chunk) {
}
memoryCopy(chunk->tiles, entry->data.chunk.tiles, sizeof(chunk->tiles));
memoryCopy(
chunk->vertices, entry->data.chunk.vertices, sizeof(chunk->vertices)
);
memoryCopy(
chunk->meshVertCounts,
entry->data.chunk.meshVertCounts,
sizeof(chunk->meshVertCounts)
);
uint8_t meshCount = entry->data.chunk.meshCount;
for(uint8_t m = 0; m < meshCount; m++) {
stringCopy(
chunk->meshNames[m],
entry->data.chunk.meshNames[m],
CHUNK_MESH_NAME_MAX
);
glm_vec3_copy(entry->data.chunk.meshOffsets[m], chunk->meshOffsets[m]);
}
assetUnlockEntry(entry);
if(meshCount == 0) errorOk();
chunk->meshCount = meshCount;
for(uint8_t m = 0; m < meshCount; m++) {
if(chunk->meshVertCounts[m] == 0) continue;
errorChain(meshFlush(
&chunk->meshes[m], 0, (int32_t)chunk->meshVertCounts[m]
));
assetentry_t *meshEntry = assetLock(
chunk->meshNames[m], ASSET_LOADER_TYPE_DMF, NULL
);
if(meshEntry == NULL) {
for(uint8_t j = 0; j < m; j++) {
assetUnlockEntry(chunk->meshEntries[j]);
chunk->meshEntries[j] = NULL;
}
errorThrow("Failed to lock mesh: %s", chunk->meshNames[m]);
}
ret = assetRequireLoaded(meshEntry);
if(errorIsNotOk(ret)) {
assetUnlockEntry(meshEntry);
for(uint8_t j = 0; j < m; j++) {
assetUnlockEntry(chunk->meshEntries[j]);
chunk->meshEntries[j] = NULL;
}
return ret;
}
chunk->meshEntries[m] = meshEntry;
}
chunk->meshCount = meshCount;
errorOk();
}
@@ -296,7 +237,7 @@ chunkindex_t mapGetChunkIndexAt(const chunkpos_t position) {
return chunkPosToIndex(&relPos);
}
chunk_t* mapGetChunk(const uint8_t index) {
chunk_t *mapGetChunk(const uint8_t index) {
if(index >= MAP_CHUNK_COUNT) return NULL;
if(!mapIsLoaded()) return NULL;
return MAP.chunkOrder[index];
+1
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@@ -6,6 +6,7 @@
*/
#pragma once
#include "error/error.h"
#include "rpg/overworld/chunk.h"
#define MAP_FILE_PATH_MAX 128
+23 -22
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@@ -19,6 +19,9 @@
#include "rpg/entity/entity.h"
#include "rpg/rpgcamera.h"
#include "asset/loader/assetloader.h"
#include "asset/loader/assetentry.h"
#define TEXTURE_CHUNK_SIZE 16
static texture_t TEXTURE_CHUNK;
@@ -140,35 +143,33 @@ errorret_t sceneOverworldDrawChunks() {
}
};
// Pass 1: draw all base meshes with the shared chunk texture (no mid-loop
// texture swaps).
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
if(chunk->meshCount == 0) continue;
if(chunk->meshVertCounts[0] == 0) continue;
errorChain(meshDraw(
&chunk->meshes[0], 0, (int32_t)chunk->meshVertCounts[0]
));
}
// Pass 2: draw each chunk's additional meshes (indices 1..meshCount-1).
// Vertices are packed sequentially in the pool, so accumulate the offset.
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
uint32_t vertOffset = chunk->meshVertCounts[0];
for(uint8_t m = 1; m < chunk->meshCount; m++) {
if(chunk->meshVertCounts[m] > 0) {
errorChain(meshDraw(
&chunk->meshes[m],
(int32_t)vertOffset,
(int32_t)chunk->meshVertCounts[m]
));
}
vertOffset += chunk->meshVertCounts[m];
worldpos_t wp;
chunkPosToWorldPos(&chunk->position, &wp);
vec3 wpf = { (float_t)wp.x, (float_t)wp.y, (float_t)wp.z };
for(uint8_t m = 0; m < chunk->meshCount; m++) {
if(chunk->meshEntries[m] == NULL) continue;
vec3 pos;
glm_vec3_add(wpf, chunk->meshOffsets[m], pos);
mat4 model;
glm_translate_make(model, pos);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
errorChain(meshDraw(&chunk->meshEntries[m]->data.dmf.mesh, 0, -1));
}
}
// Restore identity model so subsequent renders (e.g. entities) are
// not affected by the last chunk transform.
mat4 identity;
glm_mat4_identity(identity);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, identity));
errorOk();
}
+119 -43
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@@ -4,7 +4,8 @@
# https://opensource.org/licenses/MIT
"""
Converts DCF chunk files from version 1 to version 2.
Converts DCF chunk files (version 1 or 2) to version 3 and generates the
companion DMF (Dusk Mesh Format) files that version 3 references.
Version 1 format (after 8-byte header + tiles):
uint32_t vertCount
@@ -13,37 +14,51 @@ Version 1 format (after 8-byte header + tiles):
Version 2 format (after 8-byte header + tiles):
uint8_t meshCount
for each mesh:
uint32_t vertCount
uint32_t vertCount
meshvertex_t vertices[vertCount]
Version 3 format (after 8-byte header + tiles):
uint8_t meshCount
for each mesh:
null-terminated string (path to companion .dmf asset)
DMF format:
Bytes 0-3: DMF\x00
Bytes 4-7: uint32_t version = 1 (little-endian)
Bytes 8-11: uint32_t vertCount (little-endian)
Bytes 12+: meshvertex_t vertices[vertCount]
Usage:
python3 -m tools.asset.chunk <input.dcf> [output.dcf]
If output is omitted the input file is updated in place.
DMF files are written to assets/meshes/ beside the chunks/ directory.
"""
import struct
import sys
import os
# Must match src/dusk/rpg/overworld/chunk.h
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 32
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 32
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH # 8192
CHUNK_MESH_COUNT_MAX = 10
CHUNK_VERTEX_COUNT = 8192
CHUNK_MESH_NAME_MAX = 64
# C enum (int) = 4 bytes; meshvertex_t = uv[2]+pos[3] floats = 20 bytes
TILE_SIZE = 4
VERTEX_SIZE = 20 # 2 floats UV + 3 floats pos, MESH_ENABLE_COLOR=0
VERTEX_SIZE = 20
FILE_MAGIC = b'DCF'
VERSION_IN = 1
VERSION_OUT = 2
DMF_MAGIC = b'DMF\x00'
VERSION_OUT = 3
DMF_VERSION = 1
def read_v1(path):
def read_dcf(path):
"""Read a v1 or v2 DCF file. Returns (tiles, meshes) where meshes is a
list of raw vertex byte strings, one per mesh."""
with open(path, 'rb') as f:
data = f.read()
@@ -51,34 +66,66 @@ def read_v1(path):
raise ValueError(f"{path}: not a DCF file")
version = struct.unpack_from('<I', data, 4)[0]
if version != VERSION_IN:
raise ValueError(f"{path}: expected version {VERSION_IN}, got {version}")
if version not in (1, 2):
raise ValueError(
f"{path}: expected version 1 or 2, got {version}"
)
offset = 8
tiles_bytes = CHUNK_TILE_COUNT * TILE_SIZE
tiles = data[offset:offset + tiles_bytes]
offset += tiles_bytes
tiles_size = CHUNK_TILE_COUNT * TILE_SIZE
tiles = data[offset:offset + tiles_size]
offset += tiles_size
vert_count = struct.unpack_from('<I', data, offset)[0]
offset += 4
meshes = []
verts = data[offset:offset + vert_count * VERTEX_SIZE]
if len(verts) != vert_count * VERTEX_SIZE:
raise ValueError(f"{path}: truncated vertex data")
if version == 1:
vert_count = struct.unpack_from('<I', data, offset)[0]
offset += 4
verts = data[offset:offset + vert_count * VERTEX_SIZE]
if len(verts) != vert_count * VERTEX_SIZE:
raise ValueError(f"{path}: truncated vertex data")
if vert_count > 0:
meshes.append(verts)
else:
mesh_count = data[offset]
offset += 1
for _ in range(mesh_count):
vert_count = struct.unpack_from('<I', data, offset)[0]
offset += 4
verts = data[offset:offset + vert_count * VERTEX_SIZE]
if len(verts) != vert_count * VERTEX_SIZE:
raise ValueError(f"{path}: truncated vertex data")
offset += vert_count * VERTEX_SIZE
if vert_count > 0:
meshes.append(verts)
return tiles, vert_count, verts
return tiles, meshes
def write_v2(path, tiles, vert_count, verts):
if vert_count > CHUNK_VERTEX_COUNT:
print(
f" Warning: {vert_count} vertices exceeds pool "
f"({CHUNK_VERTEX_COUNT}); truncating."
)
vert_count = CHUNK_VERTEX_COUNT
verts = verts[:vert_count * VERTEX_SIZE]
def write_dmf(path, vertex_bytes):
vert_count = len(vertex_bytes) // VERTEX_SIZE
buf = bytearray()
buf += DMF_MAGIC
buf += struct.pack('<I', DMF_VERSION)
buf += struct.pack('<I', vert_count)
buf += vertex_bytes
with open(path, 'wb') as f:
f.write(buf)
print(
f' Wrote DMF {path}: '
f'{vert_count} vertices, {len(buf)} bytes'
)
mesh_count = 1 if vert_count > 0 else 0
def write_v3(dcf_path, tiles, mesh_names, mesh_offsets=None):
"""Write a v3 DCF that references the given DMF asset paths.
mesh_offsets is an optional list of (x, y, z) tuples, one per mesh.
Defaults to (0, 0, 0) for each mesh when omitted.
"""
mesh_count = len(mesh_names)
if mesh_offsets is None:
mesh_offsets = [(0.0, 0.0, 0.0)] * mesh_count
buf = bytearray()
buf += FILE_MAGIC
@@ -86,34 +133,63 @@ def write_v2(path, tiles, vert_count, verts):
buf += struct.pack('<I', VERSION_OUT)
buf += tiles
buf += struct.pack('<B', mesh_count)
if mesh_count > 0:
buf += struct.pack('<I', vert_count)
buf += verts
with open(path, 'wb') as f:
for name, offset in zip(mesh_names, mesh_offsets):
encoded = name.encode('ascii')
if len(encoded) >= CHUNK_MESH_NAME_MAX:
raise ValueError(
f"Mesh name too long (>= {CHUNK_MESH_NAME_MAX}): {name}"
)
buf += encoded + b'\x00'
buf += struct.pack('<3f', offset[0], offset[1], offset[2])
with open(dcf_path, 'wb') as f:
f.write(buf)
print(
f" Wrote {path}: version {VERSION_OUT}, "
f"{mesh_count} mesh(es), {vert_count} vertices."
f' Wrote DCF {dcf_path}: '
f'version {VERSION_OUT}, {mesh_count} mesh(es)'
)
def main():
args = sys.argv[1:]
if not args:
print("Usage: python3 -m tools.asset.chunk <input.dcf> [output.dcf]")
print(
"Usage: python3 -m tools.asset.chunk "
"<input.dcf> [output.dcf]"
)
sys.exit(1)
src = args[0]
dst = args[1] if len(args) > 1 else src
print(f"Reading {src} ...")
tiles, vert_count, verts = read_v1(src)
print(f" tiles={CHUNK_TILE_COUNT}, vertices={vert_count}")
tiles, meshes = read_dcf(src)
print(
f" tiles={CHUNK_TILE_COUNT}, "
f"meshes={len(meshes)}, "
f"total_verts="
f"{sum(len(m) // VERTEX_SIZE for m in meshes)}"
)
# Derive chunk base name from the DCF filename (e.g. "0_0_0" from
# "0_0_0.dcf") to name DMF files "chunk_0_0_0_0.dmf" etc.
base = os.path.splitext(os.path.basename(dst))[0]
# assets/meshes/ sits beside assets/chunks/ (one dir up from the DCF).
meshes_dir = os.path.normpath(
os.path.join(os.path.dirname(os.path.abspath(dst)), '..', 'meshes')
)
os.makedirs(meshes_dir, exist_ok=True)
print(f"Writing DMF files to {meshes_dir} ...")
mesh_names = []
for idx, verts in enumerate(meshes):
dmf_filename = f'chunk_{base}_{idx}.dmf'
dmf_path = os.path.join(meshes_dir, dmf_filename)
write_dmf(dmf_path, verts)
mesh_names.append(f'meshes/{dmf_filename}')
print(f"Writing {dst} ...")
write_v2(dst, tiles, vert_count, verts)
write_v3(dst, tiles, mesh_names)
if __name__ == '__main__':
-160
View File
@@ -1,160 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
"""
Generates chunk 0_0_0.dcf with a small hill in the centre.
Hill layout (tile coordinates, 0-based):
y=5: . . . . . . N N . . . . . . . . RAMP_NORTH (south slope)
y=6: . . . . . E H H W . . . . . . . Hill top (H), RAMP_EAST/WEST
y=7: . . . . . E H H W . . . . . . .
y=8: . . . . . . S S . . . . . . . . RAMP_SOUTH (north slope)
x=6 x=7
"""
import struct, os
# Must match src/dusk/rpg/overworld/chunk.h and tile.h
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 32
CHUNK_W_F = float(CHUNK_WIDTH)
TILE_NULL = 0
TILE_GROUND = 1
TILE_RAMP_NORTH = 2
TILE_RAMP_SOUTH = 3
TILE_RAMP_EAST = 4
TILE_RAMP_WEST = 5
TILE_SIZE = 4 # sizeof(tile_t) = sizeof(int)
VERT_SIZE = 20 # sizeof(meshvertex_t): uv[2] + pos[3] floats
FILE_VER = 2
# Hill geometry parameters
HILL_X = frozenset({6, 7})
HILL_Y = frozenset({6, 7})
HILL_H = 1.0
def tile_idx(cx, cy, cz):
return cz * CHUNK_WIDTH * CHUNK_HEIGHT + cy * CHUNK_WIDTH + cx
def make_vert(u, v, px, py, pz):
return struct.pack('<5f', u, v, px, py, pz)
def quad_verts(cx, cy, z_sw, z_se, z_ne, z_nw):
"""
Build 6 vertices (2 triangles) for a tile quad.
Heights at each corner: SW=south-west, SE=south-east,
NE=north-east, NW=north-west.
UV formula (verified against existing DCF data):
u = (cy + within_x) / CHUNK_WIDTH where within_x in {0,1}
v = (cx + within_y) / CHUNK_HEIGHT where within_y in {0,1}
"""
u0 = cy / CHUNK_W_F
u1 = (cy + 1) / CHUNK_W_F
v0 = cx / CHUNK_W_F
v1 = (cx + 1) / CHUNK_W_F
x0, x1 = float(cx), float(cx + 1)
y0, y1 = float(cy), float(cy + 1)
SW = make_vert(u0, v0, x0, y0, float(z_sw))
SE = make_vert(u1, v0, x1, y0, float(z_se))
NE = make_vert(u1, v1, x1, y1, float(z_ne))
NW = make_vert(u0, v1, x0, y1, float(z_nw))
return SW + SE + NE + SW + NE + NW
def flat(cx, cy, z):
return quad_verts(cx, cy, z, z, z, z)
def ramp_north(cx, cy):
return quad_verts(cx, cy, 0, 0, HILL_H, HILL_H)
def ramp_south(cx, cy):
return quad_verts(cx, cy, HILL_H, HILL_H, 0, 0)
def ramp_east(cx, cy):
return quad_verts(cx, cy, 0, HILL_H, HILL_H, 0)
def ramp_west(cx, cy):
return quad_verts(cx, cy, HILL_H, 0, 0, HILL_H)
def generate():
tiles = [TILE_GROUND] * (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
ramps_n = frozenset((cx, 5) for cx in HILL_X)
ramps_s = frozenset((cx, 8) for cx in HILL_X)
ramps_e = frozenset((5, cy) for cy in HILL_Y)
ramps_w = frozenset((8, cy) for cy in HILL_Y)
for cx, cy in ramps_n:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_NORTH
for cx, cy in ramps_s:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_SOUTH
for cx, cy in ramps_e:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_EAST
for cx, cy in ramps_w:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_WEST
for cx in HILL_X:
for cy in HILL_Y:
tiles[tile_idx(cx, cy, 1)] = TILE_GROUND
verts = bytearray()
for cx in range(CHUNK_WIDTH):
for cy in range(CHUNK_HEIGHT):
pos = (cx, cy)
if cx in HILL_X and cy in HILL_Y:
continue
if pos in ramps_n:
verts += ramp_north(cx, cy)
elif pos in ramps_s:
verts += ramp_south(cx, cy)
elif pos in ramps_e:
verts += ramp_east(cx, cy)
elif pos in ramps_w:
verts += ramp_west(cx, cy)
else:
verts += flat(cx, cy, 0)
for cx in sorted(HILL_X):
for cy in sorted(HILL_Y):
verts += flat(cx, cy, HILL_H)
vert_count = len(verts) // VERT_SIZE
tile_bytes = struct.pack(f'<{len(tiles)}i', *tiles)
buf = bytearray()
buf += b'DCF\x00'
buf += struct.pack('<I', FILE_VER)
buf += tile_bytes
buf += struct.pack('<B', 1)
buf += struct.pack('<I', vert_count)
buf += verts
return buf, vert_count
if __name__ == '__main__':
out = os.path.join(
os.path.dirname(__file__), '..', '..', '..', 'assets', 'chunks',
'0_0_0.dcf'
)
out = os.path.normpath(out)
buf, vert_count = generate()
with open(out, 'wb') as f:
f.write(buf)
print(f'Wrote {out}: {vert_count} vertices, {len(buf)} bytes')
+4
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@@ -0,0 +1,4 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
+69
View File
@@ -0,0 +1,69 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
"""
Writes DMF (Dusk Mesh Format) files.
DMF format:
Bytes 0-3: DMF\x00 (magic)
Bytes 4-7: uint32_t version = 1 (little-endian)
Bytes 8-11: uint32_t vertCount (little-endian)
Bytes 12+: meshvertex_t vertices[vertCount]
Each vertex is 20 bytes: uv[2] + pos[3] (5 floats, LE)
Usage:
python3 -m tools.asset.dmf <output.dmf> <vertices.bin>
Reads raw vertex bytes from vertices.bin and writes a DMF file.
"""
import struct
import sys
import os
MAGIC = b'DMF\x00'
VERSION = 1
VERTEX_SIZE = 20
def write_dmf(path, vertex_bytes):
if len(vertex_bytes) % VERTEX_SIZE != 0:
raise ValueError(
f"Vertex data size {len(vertex_bytes)} is not a "
f"multiple of {VERTEX_SIZE}"
)
vert_count = len(vertex_bytes) // VERTEX_SIZE
buf = bytearray()
buf += MAGIC
buf += struct.pack('<I', VERSION)
buf += struct.pack('<I', vert_count)
buf += vertex_bytes
with open(path, 'wb') as f:
f.write(buf)
print(
f'Wrote {path}: {vert_count} vertices, {len(buf)} bytes'
)
return vert_count
def main():
args = sys.argv[1:]
if len(args) != 2:
print(
"Usage: python3 -m tools.asset.dmf "
"<output.dmf> <vertices.bin>"
)
sys.exit(1)
dst = args[0]
src = args[1]
with open(src, 'rb') as f:
vertex_bytes = f.read()
write_dmf(dst, vertex_bytes)
if __name__ == '__main__':
main()