aboutsummaryrefslogtreecommitdiff
path: root/core/encoding/hxa/doc.odin
blob: 16b94a2430558c9ec3de5fe19cd0eed52fbce2c8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
// Implementation of the HxA 3D asset format
// HxA is a interchangeable graphics asset format.
// Designed by Eskil Steenberg. @quelsolaar / eskil 'at' obsession 'dot' se / www.quelsolaar.com
//
// Author of this Odin package: Ginger Bill
//
// Following comment is copied from the original C-implementation
// ---------
// -Does the world need another Graphics file format?
// 	Unfortunately, Yes. All existing formats are either too large and complicated to be implemented from
// 	scratch, or don't have some basic features needed in modern computer graphics.
// -Who is this format for?
// 	For people who want a capable open Graphics format that can be implemented from scratch in
// 	a few hours. It is ideal for graphics researchers, game developers or other people who
// 	wants to build custom graphics pipelines. Given how easy it is to parse and write, it
// 	should be easy to write utilities that process assets to preform tasks like: generating
// 	normals, light-maps, tangent spaces, Error detection, GPU optimization, LOD generation,
// 	and UV mapping.
// -Why store images in the format when there are so many good image formats already?
// 	Yes there are, but only for 2D RGB/RGBA images. A lot of computer graphics rendering rely
// 	on 1D, 3D, cube, multilayer, multi channel, floating point bitmap buffers. There almost no
// 	formats for this kind of data. Also 3D files that reference separate image files rely on
// 	file paths, and this often creates issues when the assets are moved. By including the
// 	texture data in the files directly the assets become self contained.
// -Why doesn't the format support <insert whatever>?
// 	Because the entire point is to make a format that can be implemented. Features like NURBSs,
// 	Construction history, or BSP trees would make the format too large to serve its purpose.
// 	The facilities of the formats to store meta data should make the format flexible enough
// 	for most uses. Adding HxA support should be something anyone can do in a days work.

// Structure:
// ----------
// HxA is designed to be extremely simple to parse, and is therefore based around conventions. It has
// a few basic structures, and depending on how they are used they mean different things. This means
// that you can implement a tool that loads the entire file, modifies the parts it cares about and
// leaves the rest intact. It is also possible to write a tool that makes all data in the file
// editable without the need to understand its use. It is also possible for anyone to use the format
// to store data axillary data. Anyone who wants to store data not covered by a convention can submit
// a convention to extend the format. There should never be a convention for storing the same data in
// two differed ways.
// The data is story in a number of nodes that are stored in an array. Each node stores an array of
// meta data. Meta data can describe anything you want, and a lot of conventions will use meta data
// to store additional information, for things like transforms, lights, shaders and animation.
// Data for Vertices, Corners, Faces, and Pixels are stored in named layer stacks. Each stack consists
// of a number of named layers. All layers in the stack have the same number of elements. Each layer
// describes one property of the primitive. Each layer can have multiple channels and each layer can
// store data of a different type.

// HaX stores 3 kinds of nodes
// 	- Pixel data.
// 	- Polygon geometry data.
// 	- Meta data only.

// Pixel Nodes stores pixels in a layer stack. A layer may store things like Albedo, Roughness,
// Reflectance, Light maps, Masks, Normal maps, and Displacement. Layers use the channels of the
// layers to store things like color. The length of the layer stack is determined by the type and
// dimensions stored in the

// Geometry data is stored in 3 separate layer stacks for: vertex data, corner data and face data. The
// vertex data stores things like verities, blend shapes, weight maps, and vertex colors. The first
// layer in a vertex stack has to be a 3 channel layer named "position" describing the base position
// of the vertices. The corner stack describes data per corner or edge of the polygons. It can be used
// for things like UV, normals, and adjacency. The first layer in a corner stack has to be a 1 channel
// integer layer named "index" describing the vertices used to form polygons. The last value in each
// polygon has a negative - 1 index to indicate the end of the polygon.

// Example:
// 	A quad and a tri with the vertex index:
// 		[0, 1, 2, 3] [1, 4, 2]
// 	is stored:
// 		[0, 1, 2, -4, 1, 4, -3]
// The face stack stores values per face. the length of the face stack has to match the number of
// negative values in the index layer in the corner stack. The face stack can be used to store things
// like material index.

// Storage
// -------
// All data is stored in little endian byte order with no padding. The layout mirrors the structs
// defined below with a few exceptions. All names are stored as a 8-bit unsigned integer indicating
// the length of the name followed by that many characters. Termination is not stored in the file.
// Text strings stored in meta data are stored the same way as names, but instead of a 8-bit unsigned
// integer a 32-bit unsigned integer is used.
package encoding_hxa