2021-11-30 21:29:18 -06:00
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#include "model.h"
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2023-04-24 17:22:18 -05:00
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#include "log.h"
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2021-11-30 21:29:18 -06:00
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#include "mesh.h"
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#include "resources.h"
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#include "shader.h"
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2023-04-24 17:22:18 -05:00
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#include "stb_ds.h"
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2021-11-30 21:29:18 -06:00
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#include <cgltf.h>
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#include <stdlib.h>
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#include <string.h>
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static struct {
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char *key;
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struct Texture *value;
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} *modelhash = NULL;
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static void processnode();
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static void processmesh();
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static void processtexture();
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struct model *GetExistingModel(const char *path) {
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if (!path || path[0] == '\0') return NULL;
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int index = shgeti(modelhash, path);
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if (index != -1) return modelhash[index].value;
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return MakeModel(path);
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}
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/* TODO: Make this a hash compare for speedup */
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struct model *MakeModel(const char *path) {
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cgltf_options options = {0};
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cgltf_data *data = NULL;
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cgltf_result result = cgltf_parse_file(&options, path, &data);
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if (!result == cgltf_result_success) {
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YughError("Could not read file %s.", path);
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return;
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}
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result = cgltf_load_buffers(&options, data, path);
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if (!result == cgltf_result_success) {
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YughError("Could not load buffers for file %s.", path);
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return;
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}
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struct model *model = malloc(sizeof(struct model));
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model->meshes = malloc(sizeof(struct mesh) * data->meshes_count);
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for (int i = 0; i < data->nodes_count; i++) {
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if (data->nodes[i].mesh) {
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cgltf_mesh *mesh = data->nodes[i].mesh;
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for (int j = 0; j < mesh->primitives_count; j++) {
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cgltf_primitive primitive = mesh->primitives[j];
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for (int k = 0; k < primitive.attributes_count; k++) {
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cgltf_attribute attribute = primitive.attributes[k];
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switch (attribute.type) {
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case cgltf_attribute_type_position:
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// float *vs = malloc(sizeof(float) * cgltf_accessor_unpack_floats(attribute.accessor, NULL, attribute.accessor.count);
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// cgltf_accessor_unpack_floats(attribute.accessor, vs, attribute.accessor.count);
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break;
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case cgltf_attribute_type_normal:
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break;
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case cgltf_attribute_type_tangent:
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break;
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case cgltf_attribute_type_texcoord:
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break;
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}
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}
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}
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}
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}
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}
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/* TODO: DELETE
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static void processnode() {
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for (uint32_t i = 0; i < node->mNumMeshes; i++) {
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aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
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*mp = processMesh(mesh, scene);
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mp++;
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}
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for (uint32_t i = 0; i < node->mNumChildren; i++) {
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processnode(node->mChildren[i], scene);
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}
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}
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*/
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static void processmesh() {
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/*
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Vertex *vertices =
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(Vertex *) malloc(sizeof(Vertex) * mesh->mNumVertices);
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Vertex *vp = vertices + mesh->mNumVertices;
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Vertex *p = vertices;
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for (int i = 0; i < mesh->mNumVertices; i++) {
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// positions
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(p + i)->Position.x = mesh->mVertices[i][0];
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(p + i)->Position.y = mesh->mVertices[i][1];
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(p + i)->Position.z = mesh->mVertices[i][2];
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// normals
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if (mesh->HasNormals()) {
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(p + i)->Normal.x = mesh->mNormals[i][0];
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(p + i)->Normal.y = mesh->mNormals[i].y;
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(p + i)->Normal.z = mesh->mNormals[i].z;
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}
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// texture coordinates
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if (mesh->mTextureCoords[0]) {
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glm::vec2 vec;
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// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
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// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
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(p + i)->TexCoords.x = mesh->mTextureCoords[0][i].x;
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(p + i)->TexCoords.y = mesh->mTextureCoords[0][i].y;
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// tangent
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(p + i)->Tangent.x = mesh->mTangents[i].x;
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(p + i)->Tangent.y = mesh->mTangents[i].y;
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(p + i)->Tangent.z = mesh->mTangents[i].z;
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// bitangent
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(p + i)->Bitangent.x = mesh->mBitangents[i].x;
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(p + i)->Bitangent.y = mesh->mBitangents[i].y;
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(p + i)->Bitangent.z = mesh->mBitangents[i].z;
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} else
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(p + i)->TexCoords = glm::vec2(0.0f, 0.0f);
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}
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// TODO: Done quickly, find better way. Go through for loop twice!
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int numindices = 0;
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// now walk through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
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numindices += mesh->mFaces[i].mNumIndices;
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}
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uint32_t *indices = (uint32_t *) malloc(sizeof(uint32_t) * numindices);
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uint32_t *ip = indices;
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for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
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for (uint32_t j = 0; j < mesh->mFaces[i].mNumIndices; j++) {
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*ip = mesh->mFaces[i].mIndices[j];
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ip++;
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}
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}
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// std::vector<Texture> textures;
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aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
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// TODO: Allocating 100 to be safe, can probably be way less
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textures_loaded = (Texture *) malloc(sizeof(Texture) * 100);
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tp = textures_loaded;
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// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
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// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
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// Same applies to other texture as the following list summarizes:
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// diffuse: texture_diffuseN
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// specular: texture_specularN
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// normal: texture_normalN
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// 1. diffuse maps
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loadMaterialTextures(material, aiTextureType_DIFFUSE,
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"texture_diffuse");
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// 2. specular maps
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loadMaterialTextures(material, aiTextureType_SPECULAR,
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"texture_specular");
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// 3. normal maps
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loadMaterialTextures(material, aiTextureType_NORMALS,
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"texture_normal");
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// 4. height maps
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loadMaterialTextures(material, aiTextureType_AMBIENT,
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"texture_height");
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// return a mesh object created from the extracted mesh data
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return Mesh(vertices, vp, indices, ip, textures_loaded, tp);
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*/
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}
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// TODO: This routine mallocs inside the function
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static void processtexture() {
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/*
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for (uint32_t i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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for (Texture * tpp = textures_loaded; tpp != tp; tpp++) {
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if (strcmp(tpp->path, str.data) == 0)
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goto next; // Check if we already have this texture
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}
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tp->id = TextureFromFile(str.data, this->directory);
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tp->type = (char *) malloc(sizeof(char) * strlen(typeName));
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strcpy(tp->type, typeName);
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tp->path = (char *) malloc(sizeof(char) * strlen(str.data));
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strcpy(tp->path, str.data);
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tp++;
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next:;
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}
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*/
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}
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void draw_models(struct model *model, struct shader *shader)
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{
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}
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// TODO: Come back to this; simple optimization
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void draw_model(struct model *model, struct shader *shader) {
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}
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