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- /*
- Eskil Steenberg's `HxA` 3D asset interchange 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.
- For 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
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