prosperon/source/engine/model.c
2021-12-01 03:29:18 +00:00

282 lines
7.8 KiB
C

#include "model.h"
#include "mesh.h"
#include "resources.h"
#include "shader.h"
#include <SDL_image.h>
#include <cgltf.h>
#include <string.h>
static struct mModel *lastRendered;
static struct mModel *loadedModels[100];
static struct mModel **lastModel = loadedModels;
static void processnode();
static void processmesh();
static void processtexture();
struct mModel *GetExistingModel(const char *path)
{
struct mModel **model = loadedModels;
while (model++ != lastModel) {
if (!strcmp(path, (*model)->path))
goto end;
return MakeModel(path);
}
end:
return NULL;
}
/* TODO: Make this a hash compare for speedup */
struct mModel *MakeModel(const char *path)
{
char *modelPath =
(char *) malloc(sizeof(char) *
(strlen(DATA_PATH) + strlen(path) + 1));
modelPath[0] = '\0';
strcat(modelPath, DATA_PATH);
strcat(modelPath, path);
printf
("Created new model with modelPath %s, from data_path %s and path %s\n",
modelPath, DATA_PATH, path);
struct mModel *newmodel =
(struct mModel *) malloc(sizeof(struct mModel));
newmodel->path = path;
loadmodel(newmodel);
*lastModel++ = newmodel;
return newmodel;
}
// TODO: Come back to this; simple optimization
void draw_model(struct mModel *model, struct mShader *shader)
{
if (lastRendered != model) {
lastRendered = model;
for (uint32_t i = 0; i < (model->mp - model->meshes); i++)
DrawMesh(&model->meshes[i], shader);
} else {
for (uint32_t i = 0; i < (model->mp - model->meshes); i++)
DrawMeshAgain(&model->meshes[i]);
}
}
void loadmodel(struct mModel *model)
{
printf("Loading model at path %s\n", model->path);
/*
// Load model with cgltf
cgltf_options options = {0};
cgltf_data *data = NULL;
cgltf_result result = cgltf_parse_file(&options, model->path, &data);
meshes = (struct mMesh*)malloc(sizeof(Mesh)*cgltf_data->meshes_count);
directory = get_directory_from_path(model->path);
for (int i = 0; i < data->nodes_count; i++) {
if (data->nodes[i]->mesh) {
for (int j = 0; j < data->nodes[i]->mesh->primatives_count; j++) {
for (int k = 0; k < data->nodes[i]->mesh->primatives[j]->attributes_count; k++) {
switch(data->nodes[i]->mesh->primatives[j]->attributes[k]->type) {
case cgltf_attribute_type_position:
Vertex *vs = (Vertex*)malloc(sizeof(Vertex) * cgltf_accessor_unpack_floats(:::attributes[k]->accesor, NULL, attributes[k]->accessor.count);
cgltf_accessor_unpack_floats(:::attributes[k]->accessor, vs, attributes[k]->accessor.count);
break;
case cgltf_attribute_type_normal:
break;
case cgltf_attribute_type_tangent:
break;
case cgltf_attribute_type_texcoord:
break;
}
}
}
}
}
}
*/
/* TODO: DELETE
// read file via ASSIMP
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(path,
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE
|| !scene->mRootNode) {
YughLog(0, SDL_LOG_PRIORITY_ERROR,
"ASSIMP error: %s",
importer.GetErrorString());
return;
}
directory = get_directory_from_path(path);
meshes = (Mesh *) malloc(sizeof(Mesh) * 100);
mp = meshes;
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene); */
}
static void processnode()
{
/*
for (uint32_t i = 0; i < node->mNumMeshes; i++) {
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
*mp = processMesh(mesh, scene);
mp++;
}
for (uint32_t i = 0; i < node->mNumChildren; i++) {
processnode(node->mChildren[i], scene);
}
*/
}
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);
*/
}
// 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:;
}
*/
}