// 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 ? // 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