567 lines
13 KiB
C
567 lines
13 KiB
C
#include <dragonstd/tree.h>
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#include <getline.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <pthread.h>
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#include "client/camera.h"
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#include "client/client_config.h"
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#include "client/frustum.h"
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#include "client/opengl.h"
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#include "client/model.h"
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typedef struct {
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GLuint texture;
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Array vertices;
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} ModelBatchTexture;
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static List scene;
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static List scene_new;
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static pthread_mutex_t lock_scene_new;
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static GLint units;
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static int cmp_batch_texture(const ModelBatchTexture *ta, const ModelBatchTexture *tb)
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{
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return
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ta->vertices.siz > tb->vertices.siz ? -1 :
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ta->vertices.siz < tb->vertices.siz ? +1 :
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0;
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}
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static int cmp_node(const ModelNode *node, const char *str)
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{
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if (str == node->name)
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return 0;
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if (!node->name)
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return -1;
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if (!str)
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return +1;
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return strcmp(node->name, str);
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}
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static void transform_node(ModelNode *node)
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{
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if (node->parent)
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mat4x4_mul(node->abs, node->parent->abs, node->rel);
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else
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mat4x4_dup(node->abs, node->rel);
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list_itr(&node->children, &transform_node, NULL, NULL);
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}
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static void render_node(ModelNode *node)
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{
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if (!node->visible)
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return;
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if (node->clockwise) {
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glFrontFace(GL_CW); GL_DEBUG
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}
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for (size_t i = 0; i < node->meshes.siz; i++) {
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ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
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if (!mesh->mesh)
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continue;
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glUseProgram(mesh->shader->prog); GL_DEBUG
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glUniformMatrix4fv(mesh->shader->loc_transform, 1, GL_FALSE, node->abs[0]); GL_DEBUG
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// bind textures
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for (GLuint i = 0; i < mesh->num_textures; i++) {
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glBindTextureUnit(i, mesh->textures[i]); GL_DEBUG
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}
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mesh_render(mesh->mesh);
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}
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list_itr(&node->children, &render_node, NULL, NULL);
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if (node->clockwise) {
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glFrontFace(GL_CCW); GL_DEBUG
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}
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}
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static void free_node_meshes(ModelNode *node)
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{
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for (size_t i = 0; i < node->meshes.siz; i++) {
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ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
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mesh_destroy(mesh->mesh);
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free(mesh->mesh);
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}
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list_clr(&node->children, &free_node_meshes, NULL, NULL);
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}
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static void delete_node(ModelNode *node)
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{
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for (size_t i = 0; i < node->meshes.siz; i++) {
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ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
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if (mesh->textures)
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free(mesh->textures);
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}
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list_clr(&node->children, &delete_node, NULL, NULL);
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array_clr(&node->meshes);
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free(node);
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}
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static void init_node(ModelNode *node, ModelNode *parent)
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{
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if ((node->parent = parent))
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list_apd(&parent->children, node);
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list_ini(&node->children);
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}
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static void clone_mesh(ModelMesh *mesh)
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{
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GLuint *old_textures = mesh->textures;
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memcpy(mesh->textures = malloc(mesh->num_textures * sizeof *mesh->textures),
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old_textures, mesh->num_textures * sizeof *mesh->textures);
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}
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static ModelNode *clone_node(ModelNode *original, ModelNode *parent)
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{
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ModelNode *node = malloc(sizeof *node);
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*node = *original;
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init_node(node, parent);
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array_cln(&node->meshes, &original->meshes);
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for (size_t i = 0; i < node->meshes.siz; i++)
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clone_mesh(&((ModelMesh *) node->meshes.ptr)[i]);
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list_itr(&original->children, &clone_node, node, NULL);
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return node;
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}
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static int cmp_model(const Model *model, const f32 *distance)
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{
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return -f32_cmp(&model->distance, distance);
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}
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static void render_model(Model *model)
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{
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if (model->callbacks.before_render)
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model->callbacks.before_render(model);
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render_node(model->root);
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if (model->callbacks.after_render)
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model->callbacks.after_render(model);
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}
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// step model help im stuck
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static void model_step(Model *model, Tree *transparent, f64 dtime)
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{
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if (model->callbacks.step)
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model->callbacks.step(model, dtime);
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if (client_config.view_distance < (model->distance = sqrt(
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pow(model->root->pos.x - camera.eye[0], 2) +
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pow(model->root->pos.y - camera.eye[1], 2) +
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pow(model->root->pos.z - camera.eye[2], 2))))
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return;
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if (!model->root->visible)
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return;
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if (model->flags.frustum_culling && frustum_cull((aabb3f32) {
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v3f32_add(model->box.min, model->root->pos),
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v3f32_add(model->box.max, model->root->pos)}))
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return;
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// fixme: if there are multiple objects with the exact same distance, only one is rendered
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if (model->flags.transparent)
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tree_add(transparent, &model->distance, model, &cmp_model, NULL);
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else
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render_model(model);
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}
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// init
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void model_init()
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{
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list_ini(&scene);
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list_ini(&scene_new);
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pthread_mutex_init(&lock_scene_new, NULL);
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units = opengl_texture_batch_units();
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}
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// ded
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void model_deinit()
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{
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list_clr(&scene, &model_delete, NULL, NULL);
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list_clr(&scene_new, &model_delete, NULL, NULL);
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pthread_mutex_destroy(&lock_scene_new);
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}
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// Model functions
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Model *model_create()
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{
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Model *model = malloc(sizeof *model);
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model->root = model_node_create(NULL);
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model->extra = NULL;
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model->replace = NULL;
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model->callbacks.step = NULL;
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model->callbacks.before_render = NULL;
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model->callbacks.after_render = NULL;
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model->callbacks.delete = NULL;
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model->flags.delete =
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model->flags.frustum_culling =
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model->flags.transparent = 0;
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return model;
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}
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Model *model_load(const char *path, const char *textures_path, Mesh *cube, ModelShader *shader)
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{
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Model *model = model_create();
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Array stack;
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array_ini(&stack, sizeof(ModelNode *), 5);
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array_apd(&stack, &model->root);
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FILE *file = fopen(path, "r");
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if (!file) {
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fprintf(stderr, "[warning] failed to open model %s\n", path);
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return NULL;
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}
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char *line = NULL;
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size_t siz = 0;
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ssize_t length;
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int count = 0;
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while ((length = getline(&line, &siz, file)) > 0) {
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count++;
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if (*line == '#')
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continue;
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char *cursor = line - 1;
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size_t tabs = 0;
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while (*++cursor == '\t')
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tabs++;
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if (tabs >= stack.siz) {
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fprintf(stderr, "[warning] invalid indent in model %s in line %d\n", path, count);
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continue;
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}
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ModelNode *node = model_node_create(((ModelNode **) stack.ptr)[tabs]);
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int n;
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char key[length + 1];
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while (sscanf(cursor, "%s %n", key, &n) == 1) {
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cursor += n;
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if (strcmp(key, "name") == 0) {
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char name[length + 1];
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if (sscanf(cursor, "%s %n", name, &n) == 1) {
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cursor += n;
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if (node->name)
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free(node->name);
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node->name = strdup(name);
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} else {
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fprintf(stderr, "[warning] invalid value for name in model %s in line %d\n", path, count);
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}
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} else if (strcmp(key, "pos") == 0) {
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if (sscanf(cursor, "%f %f %f %n", &node->pos.x, &node->pos.y, &node->pos.z, &n) == 3)
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cursor += n;
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else
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fprintf(stderr, "[warning] invalid value for pos in model %s in line %d\n", path, count);
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} else if (strcmp(key, "rot") == 0) {
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if (sscanf(cursor, "%f %f %f %n", &node->rot.x, &node->rot.y, &node->rot.z, &n) == 3)
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cursor += n;
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else
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fprintf(stderr, "[warning] invalid value for rot in model %s in line %d\n", path, count);
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node->rot = v3f32_scale(node->rot, M_PI / 180.0);
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} else if (strcmp(key, "scale") == 0) {
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if (sscanf(cursor, "%f %f %f %n", &node->scale.x, &node->scale.y, &node->scale.z, &n) == 3)
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cursor += n;
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else
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fprintf(stderr, "[warning] invalid value for scale in model %s in line %d\n", path, count);
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} else if (strcmp(key, "clockwise") == 0) {
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node->clockwise = 1;
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} else if (strcmp(key, "cube") == 0) {
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char texture[length + 1];
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if (sscanf(cursor, "%s %n", texture, &n) == 1) {
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cursor += n;
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char filepath[strlen(textures_path) + 1 + strlen(texture) + 1];
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sprintf(filepath, "%s/%s", textures_path, texture);
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Texture *texture = texture_load_cubemap(filepath, false);
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model_node_add_mesh(node, &(ModelMesh) {
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.mesh = cube,
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.textures = &texture->txo,
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.num_textures = 1,
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.shader = shader,
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});
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} else {
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fprintf(stderr, "[warning] invalid value for cube in model %s in line %d\n", path, count);
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}
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} else {
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fprintf(stderr, "[warning] invalid key '%s' in model %s in line %d\n", key, path, count);
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}
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}
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model_node_transform(node);
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stack.siz = tabs + 1;
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array_apd(&stack, &node);
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}
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if (line)
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free(line);
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fclose(file);
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array_clr(&stack);
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transform_node(model->root);
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return model;
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}
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Model *model_clone(Model *original)
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{
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Model *model = malloc(sizeof *model);
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*model = *original;
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model->root = clone_node(original->root, NULL);
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return model;
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}
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void model_delete(Model *model)
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{
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if (model->callbacks.delete)
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model->callbacks.delete(model);
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delete_node(model->root);
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free(model);
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}
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void model_free_meshes(Model *model)
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{
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free_node_meshes(model->root);
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}
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void model_get_bones(Model *model, ModelBoneMapping *mappings, size_t num_mappings)
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{
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char *name, *cursor, *saveptr, *tok;
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for (size_t i = 0; i < num_mappings; i++) {
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name = cursor = strdup(mappings[i].name);
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ModelNode *node = model->root;
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while (node && (tok = strtok_r(cursor, ".", &saveptr))) {
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node = list_get(&node->children, tok, &cmp_node, NULL);
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cursor = NULL;
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}
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if (node)
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*mappings[i].node = node;
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else
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fprintf(stderr, "[warning] no such bone: %s\n", mappings[i].name);
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free(name);
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}
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}
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// ModelNode functions
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ModelNode *model_node_create(ModelNode *parent)
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{
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ModelNode *node = malloc(sizeof *node);
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node->name = NULL;
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node->visible = 1;
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node->clockwise = 0;
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node->pos = (v3f32) {0.0f, 0.0f, 0.0f};
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node->rot = (v3f32) {0.0f, 0.0f, 0.0f};
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node->scale = (v3f32) {1.0f, 1.0f, 1.0f};
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array_ini(&node->meshes, sizeof(ModelMesh), 0);
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init_node(node, parent);
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return node;
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}
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void model_node_transform(ModelNode *node)
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{
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mat4x4_identity(node->rel);
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mat4x4_translate(node->rel,
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node->pos.x,
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node->pos.y,
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node->pos.z);
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mat4x4_scale_aniso(node->rel, node->rel,
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node->scale.x,
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node->scale.y,
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node->scale.z);
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mat4x4_rotate_X(node->rel, node->rel, node->rot.x);
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mat4x4_rotate_Y(node->rel, node->rel, node->rot.y);
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mat4x4_rotate_Z(node->rel, node->rel, node->rot.z);
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transform_node(node);
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}
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void model_node_add_mesh(ModelNode *node, const ModelMesh *mesh)
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{
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array_apd(&node->meshes, mesh);
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clone_mesh(&((ModelMesh *) node->meshes.ptr)[node->meshes.siz - 1]);
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}
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void model_node_add_batch(ModelNode *node, ModelBatch *batch)
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{
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if (!batch->textures.siz) {
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free(batch);
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return;
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}
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array_srt(&batch->textures, &cmp_batch_texture);
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ModelBatchTexture *textures = batch->textures.ptr;
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size_t num_meshes = ceil((double) batch->textures.siz / (double) units);
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array_grw(&node->meshes, num_meshes);
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ModelMesh *meshes = &((ModelMesh *) node->meshes.ptr)[node->meshes.siz - num_meshes];
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for (size_t m = 0; m < num_meshes; m++) {
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ModelMesh *mesh = &meshes[m];
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mesh->mesh = malloc(sizeof *mesh->mesh);
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mesh->mesh->layout = batch->layout;
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mesh->mesh->vao = mesh->mesh->vbo = 0;
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mesh->mesh->free_data = true;
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mesh->textures = malloc(sizeof *mesh->textures * (mesh->num_textures =
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ceil((double) (batch->textures.siz - m) / (double) num_meshes)));
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mesh->shader = batch->shader;
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mesh->mesh->count = 0;
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for (size_t t = 0; t < mesh->num_textures; t++) {
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ModelBatchTexture *texture = &textures[m + t * num_meshes];
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mesh->mesh->count += texture->vertices.siz;
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mesh->textures[t] = texture->texture;
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for (size_t v = 0; v < texture->vertices.siz; v++)
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*((f32 *) (texture->vertices.ptr + v * texture->vertices.mbs
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+ batch->off_tex_idx)) = t;
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}
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ModelBatchTexture *first = &textures[m];
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first->vertices.cap = mesh->mesh->count;
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first->vertices.ext = 0;
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array_rlc(&first->vertices);
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mesh->mesh->data = first->vertices.ptr;
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for (size_t t = 1; t < mesh->num_textures; t++) {
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ModelBatchTexture *texture = &textures[m + t * num_meshes];
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memcpy(first->vertices.ptr + first->vertices.siz * first->vertices.mbs,
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texture->vertices.ptr, texture->vertices.siz * texture->vertices.mbs);
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first->vertices.siz += texture->vertices.siz;
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array_clr(&texture->vertices);
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}
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}
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array_clr(&batch->textures);
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free(batch);
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}
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// ModelBatch functions
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ModelBatch *model_batch_create(ModelShader *shader, VertexLayout *layout, size_t off_tex_idx)
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{
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ModelBatch *batch = malloc(sizeof *batch);
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batch->shader = shader;
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batch->layout = layout;
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batch->off_tex_idx = off_tex_idx;
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array_ini(&batch->textures, sizeof(ModelBatchTexture), 5);
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return batch;
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}
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void model_batch_free(ModelBatch *batch)
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{
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for (size_t i = 0; i < batch->textures.siz; i++)
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array_clr(&((ModelBatchTexture *) batch->textures.ptr)[i].vertices);
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array_clr(&batch->textures);
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free(batch);
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}
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void model_batch_add_vertex(ModelBatch *batch, GLuint texture, const void *vertex)
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{
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ModelBatchTexture *batch_texture = NULL;
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for (size_t i = 0; i <= batch->textures.siz; i++) {
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if (i == batch->textures.siz) {
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ModelBatchTexture new;
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new.texture = texture;
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array_ini(&new.vertices, batch->layout->size, 10000);
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array_apd(&batch->textures, &new);
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}
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if ((batch_texture = &((ModelBatchTexture *) batch->textures.ptr)[i])->texture == texture)
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break;
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}
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array_apd(&batch_texture->vertices, vertex);
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}
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// scene functions
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void model_scene_add(Model *model)
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{
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pthread_mutex_lock(&lock_scene_new);
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list_apd(&scene_new, model);
|
|
pthread_mutex_unlock(&lock_scene_new);
|
|
}
|
|
|
|
void model_scene_render(f64 dtime)
|
|
{
|
|
pthread_mutex_lock(&lock_scene_new);
|
|
if (scene_new.fst) {
|
|
*scene.end = scene_new.fst;
|
|
scene.end = scene_new.end;
|
|
|
|
list_ini(&scene_new);
|
|
}
|
|
pthread_mutex_unlock(&lock_scene_new);
|
|
|
|
Tree transparent;
|
|
tree_ini(&transparent);
|
|
|
|
for (ListNode **node = &scene.fst; *node != NULL;) {
|
|
Model *model = (*node)->dat;
|
|
|
|
if (model->flags.delete) {
|
|
if (model->replace)
|
|
(*node)->dat = model->replace;
|
|
else
|
|
list_nrm(&scene, node);
|
|
|
|
model_delete(model);
|
|
} else {
|
|
node = &(*node)->nxt;
|
|
model_step(model, &transparent, dtime);
|
|
}
|
|
}
|
|
|
|
tree_clr(&transparent, &render_model, NULL, NULL, TRAVERSION_INORDER);
|
|
}
|