stack trace on error and critical logs; set logging level
This commit is contained in:
parent
2ab0f33d3f
commit
a39aee66f5
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@ -1,282 +1,232 @@
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#include "model.h"
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#include "log.h"
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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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#include "stb_ds.h"
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#include <cgltf.h>
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#include <string.h>
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#include <stdlib.h>
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#include "log.h"
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#include <string.h>
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static struct model *lastRendered;
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static struct model *loadedModels[100];
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static struct model **lastModel = loadedModels;
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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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struct model *GetExistingModel(const char *path)
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{
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struct model **model = loadedModels;
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int index = shgeti(modelhash, path);
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if (index != -1) return modelhash[index].value;
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while (model++ != lastModel) {
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if (!strcmp(path, (*model)->path))
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goto end;
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return MakeModel(path);
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}
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end:
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return NULL;
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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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{
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char *modelPath =
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(char *) malloc(sizeof(char) *
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(strlen(DATA_PATH) + strlen(path) + 1));
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modelPath[0] = '\0';
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strcat(modelPath, DATA_PATH);
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strcat(modelPath, path);
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printf
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("Created new model with modelPath %s, from data_path %s and path %s\n",
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modelPath, DATA_PATH, path);
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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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struct model *newmodel =
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(struct model *) malloc(sizeof(struct model));
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newmodel->path = path;
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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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loadmodel(newmodel);
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*lastModel++ = newmodel;
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return newmodel;
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}
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result = cgltf_load_buffers(&options, data, path);
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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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if (lastRendered != model) {
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lastRendered = model;
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for (int i = 0; i < (model->mp - model->meshes); i++)
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DrawMesh(&model->meshes[i], shader);
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} else {
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for (uint32_t i = 0; i < (model->mp - model->meshes); i++)
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DrawMeshAgain(&model->meshes[i]);
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}
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}
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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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void loadmodel(struct model *model)
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{
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YughInfo("Loading model at path %s", model->path);
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/*
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// Load model with cgltf
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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, model->path, &data);
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struct model *model = malloc(sizeof(struct model));
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meshes = (struct mesh*)malloc(sizeof(Mesh)*cgltf_data->meshes_count);
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model->meshes = malloc(sizeof(struct mesh) * data->meshes_count);
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directory = get_directory_from_path(model->path);
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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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for (int i = 0; i < data->nodes_count; i++) {
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if (data->nodes[i]->mesh) {
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for (int j = 0; j < data->nodes[i]->mesh->primatives_count; j++) {
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case cgltf_attribute_type_normal:
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break;
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for (int k = 0; k < data->nodes[i]->mesh->primatives[j]->attributes_count; k++) {
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switch(data->nodes[i]->mesh->primatives[j]->attributes[k]->type) {
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case cgltf_attribute_type_position:
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Vertex *vs = (Vertex*)malloc(sizeof(Vertex) * cgltf_accessor_unpack_floats(:::attributes[k]->accesor, NULL, attributes[k]->accessor.count);
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cgltf_accessor_unpack_floats(:::attributes[k]->accessor, vs, attributes[k]->accessor.count);
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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_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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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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/* TODO: DELETE
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// read file via ASSIMP
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(path,
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aiProcess_Triangulate |
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aiProcess_GenSmoothNormals |
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aiProcess_FlipUVs |
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aiProcess_CalcTangentSpace);
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// check for errors
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE
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|| !scene->mRootNode) {
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YughLog(0, SDL_LOG_PRIORITY_ERROR,
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"ASSIMP error: %s",
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importer.GetErrorString());
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return;
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}
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directory = get_directory_from_path(path);
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meshes = (Mesh *) malloc(sizeof(Mesh) * 100);
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mp = meshes;
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene); */
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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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static void processnode()
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{
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/*
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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->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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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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}
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static void processmesh()
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{
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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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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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// 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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// 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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// 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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// 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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} 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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// 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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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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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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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/*
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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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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->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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tp++;
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next:;
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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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*/
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}
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@ -7,9 +7,6 @@ struct shader;
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struct model {
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struct mesh *meshes;
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struct mesh *mp;
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char *directory;
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const char *path;
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char *name;
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};
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/* Get the model at a path, or create and return if it doesn't exist */
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@ -22,5 +19,6 @@ struct model *MakeModel(const char *path);
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|||
void loadmodel(struct model *model);
|
||||
|
||||
void draw_model(struct model *model, struct shader *shader);
|
||||
void draw_models(struct model *model, struct shader *shader);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -8,7 +8,14 @@
|
|||
#include <unistd.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#define logLevel 0
|
||||
int logLevel = 1;
|
||||
|
||||
/* Four levels of log:
|
||||
0 info
|
||||
1 warn
|
||||
2 error
|
||||
3 critical
|
||||
*/
|
||||
|
||||
//char *logstr[] = { "INFO", "WARN", "\x1b[1;31mERROR\x1b[0m", "CRITICAL" };
|
||||
char *logstr[] = { "info", "warn", "error", "critical" };
|
||||
|
@ -37,19 +44,23 @@ void mYughLog(int category, int priority, int line, const char *file, const char
|
|||
char buffer[ERROR_BUFFER] = { '\0' };
|
||||
snprintf(buffer, ERROR_BUFFER, "%s:%d: %s, %s: %s\n", file, line, logstr[priority], catstr[category], msgbuffer);
|
||||
|
||||
fprintf(stderr, "%s", buffer);
|
||||
fflush(stderr);
|
||||
log_print(buffer);
|
||||
}
|
||||
}
|
||||
|
||||
strncat(consolelog, buffer, CONSOLE_BUF);
|
||||
void log_print(const char *str)
|
||||
{
|
||||
fprintf(stderr, "%s", str);
|
||||
fflush(stderr);
|
||||
|
||||
if (logfile) {
|
||||
fprintf(logfile, "%s", buffer);
|
||||
fflush(logfile);
|
||||
}
|
||||
strncat(consolelog, str, CONSOLE_BUF);
|
||||
|
||||
snprintf(lastlog, ERROR_BUFFER, "%s", buffer);
|
||||
if (logfile) {
|
||||
fprintf(logfile, "%s", str);
|
||||
fflush(logfile);
|
||||
}
|
||||
|
||||
}
|
||||
snprintf(lastlog, ERROR_BUFFER, "%s", str);
|
||||
}
|
||||
|
||||
void log_setfile(char *file) {
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
extern char lastlog[];
|
||||
extern char consolelog[];
|
||||
extern int logLevel;
|
||||
|
||||
#if DBG
|
||||
#define YughLog(cat, pri, msg, ...) mYughLog(cat, pri, __LINE__, __FILE__, msg, ##__VA_ARGS__)
|
||||
|
@ -35,5 +36,6 @@ void FlushGLErrors();
|
|||
|
||||
void log_setfile(char *file);
|
||||
void log_cat(FILE *f);
|
||||
void log_print(const char *str);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -608,14 +608,12 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
case 11:
|
||||
str = JS_ToCString(js, argv[1]);
|
||||
ret = JS_NewInt64(js, file_mod_secs(str));
|
||||
JS_FreeCString(js,str);
|
||||
return ret;
|
||||
break;
|
||||
|
||||
case 12:
|
||||
str = JS_ToCString(js,argv[2]);
|
||||
sprite_loadtex(id2sprite(js2int(argv[1])), str, js2glrect(argv[3]));
|
||||
JS_FreeCString(js,str);
|
||||
break;
|
||||
break;
|
||||
|
||||
case 13:
|
||||
str = JS_ToCString(js,argv[1]);
|
||||
|
@ -722,16 +720,13 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
case 38:
|
||||
str = JS_ToCString(js,argv[1]);
|
||||
ret = JS_NewString(js, slurp_text(str));
|
||||
JS_FreeCString(js,str);
|
||||
return ret;
|
||||
break;
|
||||
|
||||
case 39:
|
||||
str = JS_ToCString(js,argv[1]);
|
||||
str2 = JS_ToCString(js,argv[2]);
|
||||
ret = JS_NewInt64(js, slurp_write(str, str2));
|
||||
JS_FreeCString(js,str);
|
||||
JS_FreeCString(js,str2);
|
||||
return ret;
|
||||
break;
|
||||
|
||||
case 40:
|
||||
id2go(js2int(argv[1]))->filter.categories = js2bitmask(argv[2]);
|
||||
|
@ -923,6 +918,18 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
str = JS_ToCString(js, argv[1]);
|
||||
window_set_icon(str);
|
||||
break;
|
||||
|
||||
case 91:
|
||||
str = JS_ToCString(js,argv[1]);
|
||||
log_print(str);
|
||||
break;
|
||||
|
||||
case 92:
|
||||
logLevel = js2int(argv[1]);
|
||||
break;
|
||||
|
||||
case 93:
|
||||
ret = int2js(logLevel);
|
||||
}
|
||||
|
||||
if (str)
|
||||
|
|
|
@ -50,6 +50,24 @@ time_t file_mod_secs(const char *file) {
|
|||
return attr.st_mtime;
|
||||
}
|
||||
|
||||
void js_dump_stack()
|
||||
{
|
||||
JSValue exception = JS_GetException(js);
|
||||
JSValue val = JS_GetPropertyStr(js, exception, "stack");
|
||||
if (!JS_IsUndefined(val)) {
|
||||
const char *name = JS_ToCString(js, JS_GetPropertyStr(js, exception, "name"));
|
||||
const char *msg = JS_ToCString(js, JS_GetPropertyStr(js, exception, "message"));
|
||||
const char *stack = JS_ToCString(js, val);
|
||||
YughError("%s :: %s\n%s", name, msg, stack);
|
||||
|
||||
JS_FreeCString(js, name);
|
||||
JS_FreeCString(js, msg);
|
||||
JS_FreeCString(js, stack);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
int js_print_exception(JSValue v)
|
||||
{
|
||||
if (JS_IsException(v)) {
|
||||
|
@ -73,7 +91,7 @@ int script_dofile(const char *file) {
|
|||
const char *script = slurp_text(file);
|
||||
if (!script) {
|
||||
YughError("Can't find file %s.", file);
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
JSValue obj = JS_Eval(js, script, strlen(script), file, 0);
|
||||
js_print_exception(obj);
|
||||
|
|
|
@ -20,6 +20,7 @@ void script_update(double dt);
|
|||
void script_draw();
|
||||
|
||||
void duk_run_err();
|
||||
void js_dump_stack();
|
||||
|
||||
void script_editor();
|
||||
void script_call(const char *f);
|
||||
|
|
|
@ -20,8 +20,6 @@ struct Texture *tex_default;
|
|||
/* If an empty string or null is put for path, loads default texture */
|
||||
struct Texture *texture_pullfromfile(const char *path)
|
||||
{
|
||||
if (!path || path[0] == '\0') { return NULL; }
|
||||
|
||||
int index = shgeti(texhash, path);
|
||||
if (index != -1)
|
||||
return texhash[index].value;
|
||||
|
@ -49,8 +47,9 @@ struct Texture *texture_pullfromfile(const char *path)
|
|||
unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
|
||||
|
||||
if (data == NULL) {
|
||||
YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason());
|
||||
return NULL;
|
||||
YughError("STBI failed to load file %s with message: %s\nOpening default instead.", path, stbi_failure_reason());
|
||||
print_stacktrace();
|
||||
return texture_pullfromfile("./icons/no_tex.png");
|
||||
}
|
||||
tex->data = data;
|
||||
|
||||
|
@ -94,11 +93,6 @@ struct Texture *texture_pullfromfile(const char *path)
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
|
||||
|
||||
|
||||
// stbi_image_free(data);
|
||||
|
||||
if (shlen(texhash) == 0)
|
||||
sh_new_arena(texhash);
|
||||
|
||||
|
@ -122,8 +116,6 @@ struct Texture *texture_loadfromfile(const char *path)
|
|||
{
|
||||
struct Texture *new = texture_pullfromfile(path);
|
||||
|
||||
if (new == NULL) { new = texture_pullfromfile("./icons/no_tex.png"); }
|
||||
|
||||
if (new->id == 0) {
|
||||
glGenTextures(1, &new->id);
|
||||
|
||||
|
|
|
@ -58,19 +58,12 @@ int fps;
|
|||
#define SIM_PAUSE 2
|
||||
#define SIM_STEP 3
|
||||
|
||||
void seghandle(int sig) {
|
||||
/*
|
||||
#ifdef __linux__
|
||||
void print_stacktrace()
|
||||
{
|
||||
void *ents[512];
|
||||
size_t size;
|
||||
|
||||
size = backtrace(ents, 512);
|
||||
if (strsignal(sig)) {
|
||||
YughCritical("CRASH! Signal: %s.", strsignal(sig));
|
||||
}
|
||||
else {
|
||||
YughCritical("CRASH! Signal: %d.", sig);
|
||||
}
|
||||
|
||||
YughCritical("====================BACKTRACE====================");
|
||||
char **stackstr = backtrace_symbols(ents, size);
|
||||
|
@ -81,11 +74,23 @@ void seghandle(int sig) {
|
|||
YughCritical(stackstr[i]);
|
||||
}
|
||||
|
||||
duk_dump_stack(duk);
|
||||
js_dump_stack();
|
||||
|
||||
}
|
||||
|
||||
void seghandle(int sig) {
|
||||
#ifdef __linux__
|
||||
if (strsignal(sig)) {
|
||||
YughCritical("CRASH! Signal: %s.", strsignal(sig));
|
||||
}
|
||||
else {
|
||||
YughCritical("CRASH! Signal: %d.", sig);
|
||||
}
|
||||
|
||||
print_stacktrace();
|
||||
|
||||
exit(1);
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
void compile_script(const char *file)
|
||||
|
@ -135,6 +140,10 @@ int main(int argc, char **args) {
|
|||
compile_script(args[2]);
|
||||
exit(0);
|
||||
|
||||
case 'm':
|
||||
logLevel = atoi(args[2]);
|
||||
break;
|
||||
|
||||
case 'h':
|
||||
printf("-l Set log file\n");
|
||||
printf("-p Launch engine in play mode instead of editor mode\n");
|
||||
|
@ -172,6 +181,8 @@ int main(int argc, char **args) {
|
|||
signal(SIGSEGV, seghandle);
|
||||
signal(SIGABRT, seghandle);
|
||||
signal(SIGFPE, seghandle);
|
||||
signal(SIGBUS, seghandle);
|
||||
|
||||
#endif
|
||||
|
||||
FILE *gameinfo = NULL;
|
||||
|
@ -185,14 +196,15 @@ int main(int argc, char **args) {
|
|||
YughInfo("Refresh rate is %d", vidmode->refreshRate);
|
||||
|
||||
renderMS = 1.0/vidmode->refreshRate;
|
||||
|
||||
input_init();
|
||||
openglInit();
|
||||
|
||||
if (ed)
|
||||
script_dofile("scripts/editor.js");
|
||||
else
|
||||
script_dofile("game.js");
|
||||
script_dofile("scripts/play.js");
|
||||
|
||||
input_init();
|
||||
openglInit();
|
||||
while (!want_quit()) {
|
||||
double elapsed = glfwGetTime() - lastTick;
|
||||
deltaT = elapsed;
|
||||
|
|
|
@ -9,6 +9,7 @@ void sim_stop();
|
|||
void sim_step();
|
||||
int phys_stepping();
|
||||
void set_timescale(float val);
|
||||
void print_stacktrace();
|
||||
|
||||
int frame_fps();
|
||||
|
||||
|
|
|
@ -169,39 +169,3 @@ var Nuke = {
|
|||
Object.defineProperty(Nuke, "curwin", {enumerable:false});
|
||||
Object.defineProperty(Nuke, "defaultrect", {enumerable:false});
|
||||
|
||||
|
||||
var Log = {
|
||||
print(msg, lvl) {
|
||||
var lg;
|
||||
if (typeof msg === 'object') {
|
||||
lg = JSON.stringify(msg, null, 2);
|
||||
} else {
|
||||
lg = msg;
|
||||
}
|
||||
|
||||
var stack = (new Error()).stack;
|
||||
var n = stack.next('\n',0)+1;
|
||||
n = stack.next('\n', n)+1;
|
||||
var nnn = stack.slice(n);
|
||||
var fmatch = nnn.match(/\(.*\:/);
|
||||
var file = fmatch ? fmatch[0].shift(1).shift(-1) : "nofile";
|
||||
var lmatch = nnn.match(/\:\d*\)/);
|
||||
var line = lmatch ? lmatch[0].shift(1).shift(-1) : "0";
|
||||
|
||||
yughlog(lvl, lg, file, line);
|
||||
},
|
||||
|
||||
info(msg) {
|
||||
this.print(msg, 0);
|
||||
},
|
||||
|
||||
warn(msg) {
|
||||
this.print(msg, 1);
|
||||
},
|
||||
|
||||
error(msg) {
|
||||
this.print(msg, 2);
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,6 +1,68 @@
|
|||
|
||||
var Log = {
|
||||
set level(x) { cmd(92,x); },
|
||||
get level() { return cmd(93); },
|
||||
print(msg, lvl) {
|
||||
var lg;
|
||||
if (typeof msg === 'object') {
|
||||
lg = JSON.stringify(msg, null, 2);
|
||||
} else {
|
||||
lg = msg;
|
||||
}
|
||||
|
||||
var stack = (new Error()).stack;
|
||||
var n = stack.next('\n',0)+1;
|
||||
n = stack.next('\n', n)+1;
|
||||
var nnn = stack.slice(n);
|
||||
var fmatch = nnn.match(/\(.*\:/);
|
||||
var file = fmatch ? fmatch[0].shift(1).shift(-1) : "nofile";
|
||||
var lmatch = nnn.match(/\:\d*\)/);
|
||||
var line = lmatch ? lmatch[0].shift(1).shift(-1) : "0";
|
||||
|
||||
yughlog(lvl, lg, file, line);
|
||||
},
|
||||
|
||||
info(msg) {
|
||||
this.print(msg, 0);
|
||||
},
|
||||
|
||||
warn(msg) {
|
||||
this.print(msg, 1);
|
||||
},
|
||||
|
||||
error(msg) {
|
||||
this.print(msg, 2);
|
||||
this.stack(1);
|
||||
},
|
||||
|
||||
critical(msg) {
|
||||
this.print(msg,3);
|
||||
this.stack(1);
|
||||
},
|
||||
|
||||
write(msg) {
|
||||
cmd(91,msg);
|
||||
},
|
||||
|
||||
stack(skip) {
|
||||
var stack = (new Error()).stack;
|
||||
var n = stack.next('\n',0)+1;
|
||||
for (var i = 0; i < skip; i++)
|
||||
n = stack.next('\n', n)+1;
|
||||
|
||||
this.write(stack.slice(n));
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
var files = {};
|
||||
function load(file) {
|
||||
var modtime = cmd(0, file);
|
||||
|
||||
if (modtime === 0) {
|
||||
Log.stack();
|
||||
return false;
|
||||
}
|
||||
files[file] = modtime;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue