prosperon/source/engine/3d/model.c

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