#include "model.h" #include "log.h" #include "resources.h" #include "stb_ds.h" #include "font.h" #include "window.h" #include "gameobject.h" #include "libgen.h" //#include "diffuse.sglsl.h" #include "unlit.sglsl.h" #include "render.h" #include "HandmadeMath.h" #include "math.h" #include "time.h" #define CGLTF_IMPLEMENTATION #include #include #include #include "texture.h" #include "sokol/sokol_gfx.h" static struct { char *key; struct model *value; } *modelhash = NULL; static void processnode(); static void processmesh(); static void processtexture(); static sg_shader model_shader; static sg_pipeline model_pipe; struct bone_weights { char b1; char b2; char b3; char b4; }; struct mesh_v { HMM_Vec3 pos; struct uv_n uv; uint32_t norm; struct bone_weights bones; }; void model_init() { /* model_shader = sg_make_shader(diffuse_shader_desc(sg_query_backend())); model_pipe = sg_make_pipeline(&(sg_pipeline_desc){ .shader = model_shader, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT3, [1].format = SG_VERTEXFORMAT_USHORT2N, }, }, .index_type = SG_INDEXTYPE_UINT16, .cull_mode = SG_CULLMODE_FRONT, .depth.write_enabled = true, .depth.compare = SG_COMPAREFUNC_LESS_EQUAL }); */ model_shader = sg_make_shader(unlit_shader_desc(sg_query_backend())); model_pipe = sg_make_pipeline(&(sg_pipeline_desc){ .shader = model_shader, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT3, [1].format = SG_VERTEXFORMAT_USHORT2N, [1].buffer_index = 1, }, }, .index_type = SG_INDEXTYPE_UINT16, .cull_mode = SG_CULLMODE_FRONT, .depth.write_enabled = true, .depth.compare = SG_COMPAREFUNC_LESS_EQUAL }); } struct model *GetExistingModel(const char *path) { if (!path || path[0] == '\0') return NULL; int index = shgeti(modelhash, path); if (index != -1) return modelhash[index].value; return MakeModel(path); } cgltf_attribute *get_attr_type(cgltf_primitive *p, cgltf_attribute_type t) { for (int i = 0; i < p->attributes_count; i++) { if (p->attributes[i].type == t) return &p->attributes[i]; } return NULL; } unsigned short pack_short_texcoord(float x, float y) { unsigned short s; char xc = x*255; char yc = y*255; return (((unsigned short)yc) << 8) | xc; } uint32_t pack_int10_n2(float *norm) { uint32_t ni[3]; for (int i = 0; i < 3; i++) { ni[i] = fabs(norm[i]) * 511.0 + 0.5; ni[i] = (ni[i] > 511) ? 511 : ni[i]; ni[i] = ( norm[i] < 0.0 ) ? -ni[i] : ni[i]; } return (ni[0] & 0x3FF) | ( (ni[1] & 0x3FF) << 10) | ( (ni[2] & 0x3FF) << 20) | ( (0 & 0x3) << 30); } void mesh_add_material(mesh *mesh, cgltf_material *mat) { if (!mat) return; if (mat && mat->has_pbr_metallic_roughness) { cgltf_image *img = mat->pbr_metallic_roughness.base_color_texture.texture->image; if (img->buffer_view) { cgltf_buffer_view *buf = img->buffer_view; mesh->bind.fs.images[0] = texture_fromdata(buf->buffer->data, buf->size)->id; } else { const char *imp = seprint("%s/%s", dirname(mesh->model->path), img->uri); mesh->bind.fs.images[0] = texture_pullfromfile(imp)->id; free(imp); } } else mesh->bind.fs.images[0] = texture_pullfromfile("k")->id; mesh->bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){}); /* cgltf_texture *tex; if (tex = mat->normal_texture.texture) mesh->bind.fs.images[1] = texture_pullfromfile(tex->image->uri)->id; else mesh->bind.fs.images[1] = texture_pullfromfile("k")->id;*/ } sg_buffer texcoord_floats(float *f, int verts, int comp) { unsigned short packed[verts]; for (int i = 0, v = 0; v < verts; i+=comp, v++) packed[v] = pack_short_texcoord(f[i], f[i+1]); return sg_make_buffer(&(sg_buffer_desc){ .data.ptr = packed, .data.size = sizeof(unsigned short) * verts}); } sg_buffer normal_floats(float *f, int verts, int comp) { uint32_t packed_norms[verts]; for (int v = 0, i = 0; v < verts; v++, i+= comp) packed_norms[v] = pack_int10_n2(f+i); return sg_make_buffer(&(sg_buffer_desc){ .data.ptr = packed_norms, .data.size = sizeof(uint32_t) * verts}); } HMM_Vec3 index_to_vert(uint32_t idx, float *f) { return (HMM_Vec3){f[idx*3], f[idx*3+1], f[idx*3+2]}; } void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim) { uint16_t *idxs; if (prim->indices) { int c = prim->indices->count; idxs = malloc(sizeof(*idxs)*c); memcpy(idxs, cgltf_buffer_view_data(prim->indices->buffer_view), sizeof(uint16_t) * c); mesh->bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){ .data.ptr = idxs, .data.size = sizeof(uint16_t) * c, .type = SG_BUFFERTYPE_INDEXBUFFER}); mesh->idx_count = c; } else { YughWarn("Model does not have indices. Generating them."); int c = prim->attributes[0].data->count; mesh->idx_count = c; idxs = malloc(sizeof(*idxs)*c); for (int z = 0; z < c; z++) idxs[z] = z; mesh->bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){ .data.ptr = idxs, .data.size = sizeof(uint16_t) * c, .type = SG_BUFFERTYPE_INDEXBUFFER}); } free(idxs); mesh_add_material(mesh, prim->material); int has_norm = 0; for (int k = 0; k < prim->attributes_count; k++) { cgltf_attribute attribute = prim->attributes[k]; int n = cgltf_accessor_unpack_floats(attribute.data, NULL, 0); /* floats per vertex x num elements. In other words, total floats pulled */ int comp = cgltf_num_components(attribute.data->type); int verts = n/comp; float vs[n]; cgltf_accessor_unpack_floats(attribute.data, vs, n); switch (attribute.type) { case cgltf_attribute_type_position: mesh->bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .data.ptr = vs, .data.size = sizeof(float) * n}); break; case cgltf_attribute_type_normal: has_norm = 1; mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp); break; case cgltf_attribute_type_tangent: break; case cgltf_attribute_type_color: break; case cgltf_attribute_type_weights: break; case cgltf_attribute_type_joints: break; case cgltf_attribute_type_texcoord: mesh->bind.vertex_buffers[1] = texcoord_floats(vs, verts, comp); break; } } /* if (!has_norm) { cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position); int n = cgltf_accessor_unpack_floats(pa->data, NULL,0); int comp = 3; int verts = n/comp; uint32_t face_norms[verts]; float ps[n]; cgltf_accessor_unpack_floats(pa->data,ps,n); for (int i = 0; i < verts; i+=3) { HMM_Vec3 a = index_to_vert(i,ps); HMM_Vec3 b = index_to_vert(i+1,ps); HMM_Vec3 c = index_to_vert(i+2,ps); HMM_Vec3 norm = HMM_NormV3(HMM_Cross(HMM_SubV3(b,a), HMM_SubV3(c,a))); uint32_t packed_norm = pack_int10_n2(norm.Elements); face_norms[i] = face_norms[i+1] = face_norms[i+2] = packed_norm; } mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){ .data.ptr = face_norms, .data.size = sizeof(uint32_t) * verts}); }*/ } void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh) { mesh mesh = {0}; mesh.model = model; for (int i = 0; i < gltf_mesh->primitives_count; i++) mesh_add_primitive(&mesh, &gltf_mesh->primitives[i]); arrput(model->meshes,mesh); } void model_add_cgltf_anim(model *model, cgltf_animation *anim) { } void model_add_cgltf_skin(model *model, cgltf_skin *skin) { } void model_process_node(model *model, cgltf_node *node) { if (node->has_matrix) memcpy(model->matrix.Elements, node->matrix, sizeof(float)*16); if (node->mesh) model_add_cgltf_mesh(model, node->mesh); if (node->skin) model_add_cgltf_skin(model, node->skin); } void model_process_scene(model *model, cgltf_scene *scene) { for (int i = 0; i < scene->nodes_count; i++) model_process_node(model, scene->nodes[i]); } struct model *MakeModel(const char *path) { YughInfo("Making the model from %s.", path); cgltf_options options = {0}; cgltf_data *data = NULL; cgltf_result result = cgltf_parse_file(&options, path, &data); if (result) { YughError("CGLTF could not parse file %s, err %d.", path, result); return NULL; } result = cgltf_load_buffers(&options, data, path); if (result) { YughError("CGLTF could not load buffers for file %s, err %d.", path, result); return NULL; } struct model *model = calloc(1, sizeof(*model)); model->path = path; if (data->scenes_count == 0 || data->scenes_count > 1) return NULL; model_process_scene(model, data->scene); for (int i = 0; i < data->meshes_count; i++) model_add_cgltf_mesh(model, &data->meshes[i]); for (int i = 0; i < data->animations_count; i++) model_add_cgltf_anim(model, &data->animations[i]); shput(modelhash, path, model); return model; } /* eye position */ HMM_Vec3 eye = {0,0,100}; void draw_model(struct model *model, HMM_Mat4 amodel) { HMM_Mat4 proj = projection;//HMM_Perspective_RH_ZO(45, (float)mainwin.width / mainwin.height, 0.1, 10000); HMM_Vec3 center = {0.f, 0.f, 0.f}; HMM_Vec3 up = {0.f, 1.f, 0.f}; HMM_Mat4 view = HMM_LookAt_RH(eye, center, vUP); HMM_Mat4 vp = HMM_MulM4(proj, view); HMM_Mat4 mvp = HMM_MulM4(vp, amodel); HMM_Vec3 lp = {1, 1, 1}; HMM_Vec3 dir_dir = HMM_NormV3(HMM_SubV3(center, dirl_pos)); vs_p_t vs_p; memcpy(vs_p.vp, view.Elements, sizeof(float)*16); memcpy(vs_p.model, amodel.Elements, sizeof(float)*16); memcpy(vs_p.proj, proj.Elements, sizeof(float)*16); sg_apply_pipeline(model_pipe); sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vs_p, SG_RANGE_REF(vs_p)); for (int i = 0; i < arrlen(model->meshes); i++) { sg_apply_bindings(&model->meshes[i].bind); sg_draw(0, model->meshes[i].idx_count, 1); } } struct drawmodel *make_drawmodel(gameobject *go) { struct drawmodel *dm = malloc(sizeof(struct drawmodel)); dm->model = NULL; dm->amodel = HMM_M4D(1.f); dm->go = go; return dm; } void draw_drawmodel(struct drawmodel *dm) { if (!dm->model) return; struct gameobject *go = dm->go; HMM_Mat4 rst = t3d_go2world(go); draw_model(dm->model, rst); } void free_drawmodel(struct drawmodel *dm) { free(dm); }