403 lines
10 KiB
C
403 lines
10 KiB
C
#include "model.h"
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#include "log.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 "font.h"
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#include "window.h"
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#include "gameobject.h"
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#include "libgen.h"
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//#include "diffuse.sglsl.h"
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#include "unlit.sglsl.h"
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#include "render.h"
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#include "HandmadeMath.h"
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#include "math.h"
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#include "time.h"
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#define CGLTF_IMPLEMENTATION
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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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#include "texture.h"
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#include "sokol/sokol_gfx.h"
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static struct {
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char *key;
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struct model *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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static sg_shader model_shader;
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static sg_pipeline model_pipe;
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struct bone_weights {
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char b1;
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char b2;
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char b3;
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char b4;
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};
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struct mesh_v {
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HMM_Vec3 pos;
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struct uv_n uv;
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uint32_t norm;
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struct bone_weights bones;
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};
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void model_init() {
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/* model_shader = sg_make_shader(diffuse_shader_desc(sg_query_backend()));
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model_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = model_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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.cull_mode = SG_CULLMODE_FRONT,
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.depth.write_enabled = true,
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.depth.compare = SG_COMPAREFUNC_LESS_EQUAL
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});
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*/
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model_shader = sg_make_shader(unlit_shader_desc(sg_query_backend()));
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model_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = model_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].buffer_index = 1,
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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.cull_mode = SG_CULLMODE_FRONT,
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.depth.write_enabled = true,
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.depth.compare = SG_COMPAREFUNC_LESS_EQUAL
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});
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}
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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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cgltf_attribute *get_attr_type(cgltf_primitive *p, cgltf_attribute_type t)
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{
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for (int i = 0; i < p->attributes_count; i++) {
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if (p->attributes[i].type == t)
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return &p->attributes[i];
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}
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return NULL;
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}
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unsigned short pack_short_texcoord(float c)
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{
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return c * USHRT_MAX;
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}
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uint32_t pack_int10_n2(float *norm)
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{
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uint32_t ni[3];
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for (int i = 0; i < 3; i++) {
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ni[i] = fabs(norm[i]) * 511.0 + 0.5;
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ni[i] = (ni[i] > 511) ? 511 : ni[i];
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ni[i] = ( norm[i] < 0.0 ) ? -ni[i] : ni[i];
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}
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return (ni[0] & 0x3FF) | ( (ni[1] & 0x3FF) << 10) | ( (ni[2] & 0x3FF) << 20) | ( (0 & 0x3) << 30);
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}
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void mesh_add_material(mesh *mesh, cgltf_material *mat)
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{
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if (!mat) return;
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if (mat && mat->has_pbr_metallic_roughness) {
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cgltf_image *img = mat->pbr_metallic_roughness.base_color_texture.texture->image;
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if (img->buffer_view) {
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cgltf_buffer_view *buf = img->buffer_view;
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mesh->bind.fs.images[0] = texture_fromdata(buf->buffer->data, buf->size)->id;
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} else {
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const char *imp = seprint("%s/%s", dirname(mesh->model->path), img->uri);
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mesh->bind.fs.images[0] = texture_pullfromfile(imp)->id;
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free(imp);
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}
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} else
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// Get "no texture" tex
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mesh->bind.fs.images[0] = texture_pullfromfile("k")->id;
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mesh->bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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cgltf_texture *tex;
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if (tex = mat->normal_texture.texture)
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mesh->bind.fs.images[1] = texture_pullfromfile(tex->image->uri)->id;
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else
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mesh->bind.fs.images[1] = texture_pullfromfile("k")->id;
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}
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void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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{
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uint16_t *idxs;
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if (prim->indices) {
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int c = prim->indices->count;
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idxs = malloc(sizeof(*idxs)*c);
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memcpy(idxs, cgltf_buffer_view_data(prim->indices->buffer_view), sizeof(uint16_t) * c);
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mesh->bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = idxs,
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.data.size = sizeof(uint16_t) * c,
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.type = SG_BUFFERTYPE_INDEXBUFFER});
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mesh->face_count = c;
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} else {
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YughWarn("Model does not have indices. Generating them.");
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int c = prim->attributes[0].data->count;
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mesh->face_count = c;
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idxs = malloc(sizeof(*idxs)*c);
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for (int z = 0; z < c; z++)
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idxs[z] = z;
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mesh->bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = idxs,
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.data.size = sizeof(uint16_t) * c,
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.type = SG_BUFFERTYPE_INDEXBUFFER});
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}
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free(idxs);
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mesh_add_material(mesh, prim->material);
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int has_norm = 0;
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for (int k = 0; k < prim->attributes_count; k++) {
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cgltf_attribute attribute = prim->attributes[k];
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int n = cgltf_accessor_unpack_floats(attribute.data, NULL, 0); /* floats per element x num elements */
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float *vs = malloc(sizeof(float)*n);
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cgltf_accessor_unpack_floats(attribute.data, vs, n);
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uint32_t *packed_norms;
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unsigned short *packed_coords;
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switch (attribute.type) {
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case cgltf_attribute_type_position:
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mesh->bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = vs,
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.data.size = sizeof(float) * n});
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break;
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case cgltf_attribute_type_normal:
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has_norm = 1;
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packed_norms = malloc(mesh->face_count * sizeof(uint32_t));
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for (int i = 0; i < mesh->face_count; i++)
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packed_norms[i] = pack_int10_n2(vs + i*3);
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mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = packed_norms,
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.data.size = sizeof(uint32_t) * mesh->face_count});
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free (packed_norms);
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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_color:
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break;
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case cgltf_attribute_type_weights:
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break;
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case cgltf_attribute_type_joints:
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break;
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case cgltf_attribute_type_texcoord:
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packed_coords = malloc(mesh->face_count * 2 * sizeof(unsigned short));
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for (int i = 0; i < mesh->face_count*2; i++)
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packed_coords[i] = pack_short_texcoord(vs[i]);
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mesh->bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = packed_coords,
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.data.size = sizeof(unsigned short) * 2 * mesh->face_count});
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free(packed_coords);
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break;
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}
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free(vs);
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}
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if (!has_norm) {
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uint32_t norms[mesh->face_count];
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cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position);
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int n = cgltf_accessor_unpack_floats(pa->data, NULL,0);
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float ps[n];
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cgltf_accessor_unpack_floats(pa->data,ps,n);
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for (int i = 0, face=0; i < mesh->face_count/3; i++, face+=9) {
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int o = face;
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HMM_Vec3 a = {ps[o], ps[o+1],ps[o+2]};
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o += 3;
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HMM_Vec3 b = {ps[o], ps[o+1],ps[o+2]};
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o += 3;
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HMM_Vec3 c = {ps[o], ps[o+1],ps[o+2]};
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HMM_Vec3 norm = HMM_NormV3(HMM_Cross(HMM_SubV3(b,a), HMM_SubV3(c,a)));
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uint32_t packed_norm = pack_int10_n2(norm.Elements);
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for (int j = 0; j < 3; j++)
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norms[i*3+j] = packed_norm;
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}
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mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = norms,
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.data.size = sizeof(uint32_t) * mesh->face_count
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});
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}
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}
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void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh)
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{
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mesh mesh = {0};
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mesh.model = model;
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for (int i = 0; i < gltf_mesh->primitives_count; i++)
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mesh_add_primitive(&mesh, &gltf_mesh->primitives[i]);
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arrput(model->meshes,mesh);
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}
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void model_add_cgltf_anim(model *model, cgltf_animation *anim)
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{
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}
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void model_add_cgltf_skin(model *model, cgltf_skin *skin)
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{
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}
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void model_process_node(model *model, cgltf_node *node)
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{
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if (node->has_matrix)
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memcpy(model->matrix.Elements, node->matrix, sizeof(float)*16);
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if (node->mesh)
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model_add_cgltf_mesh(model, node->mesh);
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if (node->skin)
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model_add_cgltf_skin(model, node->skin);
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}
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void model_process_scene(model *model, cgltf_scene *scene)
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{
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for (int i = 0; i < scene->nodes_count; i++)
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model_process_node(model, scene->nodes[i]);
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}
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struct model *MakeModel(const char *path)
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{
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YughInfo("Making the model from %s.", 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) {
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YughError("CGLTF could not parse file %s, err %d.", path, result);
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return NULL;
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}
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result = cgltf_load_buffers(&options, data, path);
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if (result) {
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YughError("CGLTF could not load buffers for file %s, err %d.", path, result);
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return NULL;
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}
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struct model *model = calloc(1, sizeof(*model));
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model->path = path;
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if (data->scenes_count == 0 || data->scenes_count > 1) return NULL;
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model_process_scene(model, data->scene);
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for (int i = 0; i < data->meshes_count; i++)
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model_add_cgltf_mesh(model, &data->meshes[i]);
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for (int i = 0; i < data->animations_count; i++)
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model_add_cgltf_anim(model, &data->animations[i]);
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shput(modelhash, path, model);
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return model;
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}
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/* eye position */
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HMM_Vec3 eye = {0,0,100};
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void draw_model(struct model *model, HMM_Mat4 amodel) {
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HMM_Mat4 proj = projection;//HMM_Perspective_RH_ZO(45, (float)mainwin.width / mainwin.height, 0.1, 10000);
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HMM_Vec3 center = {0.f, 0.f, 0.f};
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HMM_Vec3 up = {0.f, 1.f, 0.f};
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HMM_Mat4 view = HMM_LookAt_RH(eye, center, vUP);
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HMM_Mat4 vp = HMM_MulM4(proj, view);
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HMM_Mat4 mvp = HMM_MulM4(vp, amodel);
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HMM_Vec3 lp = {1, 1, 1};
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HMM_Vec3 dir_dir = HMM_NormV3(HMM_SubV3(center, dirl_pos));
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vs_p_t vs_p;
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memcpy(vs_p.vp, view.Elements, sizeof(float)*16);
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memcpy(vs_p.model, amodel.Elements, sizeof(float)*16);
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memcpy(vs_p.proj, proj.Elements, sizeof(float)*16);
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sg_apply_pipeline(model_pipe);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vs_p, SG_RANGE_REF(vs_p));
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for (int i = 0; i < arrlen(model->meshes); i++) {
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sg_apply_bindings(&model->meshes[i].bind);
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sg_draw(0, model->meshes[i].face_count, 1);
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}
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}
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struct drawmodel *make_drawmodel(int go)
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{
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struct drawmodel *dm = malloc(sizeof(struct drawmodel));
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dm->model = NULL;
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dm->amodel = HMM_M4D(1.f);
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dm->go = go;
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return dm;
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}
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void draw_drawmodel(struct drawmodel *dm)
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{
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if (!dm->model) return;
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struct gameobject *go = id2go(dm->go);
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HMM_Mat4 rst = t3d_go2world(go);
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draw_model(dm->model, rst);
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}
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void free_drawmodel(struct drawmodel *dm)
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{
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free(dm);
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}
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