2021-11-30 21:29:18 -06:00
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#include "mesh.h"
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2022-02-06 10:14:57 -06:00
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#include "render.h"
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2021-11-30 21:29:18 -06:00
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#include "shader.h"
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#include "texture.h"
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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2022-11-19 17:13:57 -06:00
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void DrawMesh(struct mesh *mesh, struct shader *shader)
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2021-11-30 21:29:18 -06:00
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{
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// bind appropriate textures
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uint32_t diffuseNr = 1;
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uint32_t specularNr = 1;
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uint32_t normalNr = 1;
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uint32_t heightNr = 1;
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2022-06-28 22:13:39 -05:00
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for (int i = 0; i < (mesh->te - mesh->textures); i++) {
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// glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
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// retrieve texture number (the N in diffuse_textureN)
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char number = 0;
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// TODO: malloc every single frame ... nope! Change to stack
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/*char *name = malloc(sizeof(char) *(strlen(mesh->textures[i].type) + 2));*/
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/*
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if (mesh->textures[i].type == TEX_DIFF)
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number = diffuseNr++;
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else if (mesh->textures[i].type == TEX_SPEC)
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number = specularNr++;
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else if (mesh->textures[i].type == TEX_NORM)
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number = normalNr++;
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else if (mesh->textures[i].type == TEX_HEIGHT)
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number = heightNr++;
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*/
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/*
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glUniform1i(glGetUniformLocation(shader->id, name), i);
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glBindTexture(GL_TEXTURE_2D, mesh->textures[i].id);
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free(name);
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*/
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}
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// draw mesh
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glBindVertexArray(mesh->VAO);
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DrawMeshAgain(mesh);
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// DEBUG
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// triCount += indices.size() / 3;
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}
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2022-11-19 17:13:57 -06:00
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void DrawMeshAgain(struct mesh *mesh)
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{
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}
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struct mesh *MakeMesh(struct Vertex *vertices, struct Vertex *ve,
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uint32_t * indices, uint32_t * ie,
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struct Texture *textures, struct Texture *te)
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{
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struct mesh *newmesh = (struct mesh *) malloc(sizeof(struct mesh));
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newmesh->vertices = vertices;
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newmesh->ve = ve;
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newmesh->indices = indices;
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newmesh->ie = ie;
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newmesh->textures = textures;
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newmesh->te = te;
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setupmesh(newmesh);
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return newmesh;
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}
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void setupmesh(struct mesh *mesh)
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{
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/*
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// create buffers/arrays
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glGenVertexArrays(1, &mesh->VAO);
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glGenBuffers(1, &mesh->VBO);
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glGenBuffers(1, &mesh->EBO);
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glBindVertexArray(mesh->VAO);
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// load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to vevc array which
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// again translates to 3/2 floats which translates to a byte array.
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glBufferData(GL_ARRAY_BUFFER,
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(mesh->ve - mesh->vertices) * sizeof(struct Vertex),
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&mesh->vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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(mesh->ie - mesh->indices) * sizeof(uint32_t),
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&mesh->indices[0], GL_STATIC_DRAW);
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// set the vertex attribute pointers
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// vertex Positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), NULL);
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// vertex normals
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glEnableVertexAttribArray(1);
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// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Normal[3]));
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// vertex texture coords
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glEnableVertexAttribArray(2);
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// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, TexCoords[2]));
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// vertex tangent
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glEnableVertexAttribArray(3);
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// glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Tangent[3]));
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// vertex bitangent
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glEnableVertexAttribArray(4);
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// glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Bitangent[3]));
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// Bone ids
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex,
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m_BoneIDs
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[MAX_BONE_INFLUENCE]));
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// Weights
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glEnableVertexAttribArray(6);
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// glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, m_Weights));
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glBindVertexArray(0);
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*/
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}
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