1 #include <dragonstd/tree.h>
5 #include "client/camera.h"
6 #include "client/client_config.h"
7 #include "client/frustum.h"
8 #include "client/gl_debug.h"
9 #include "client/model.h"
17 static List scene_new;
18 static pthread_mutex_t lock_scene_new;
21 static int cmp_batch_texture(const ModelBatchTexture *ta, const ModelBatchTexture *tb)
24 ta->vertices.siz > tb->vertices.siz ? -1 :
25 ta->vertices.siz < tb->vertices.siz ? +1 :
29 static int cmp_node(const ModelNode *node, const char *str)
31 if (str == node->name)
40 return strcmp(node->name, str);
43 static void transform_node(ModelNode *node)
46 mat4x4_mul(node->abs, node->parent->abs, node->rel);
48 mat4x4_dup(node->abs, node->rel);
50 list_itr(&node->children, &transform_node, NULL, NULL);
53 static void render_node(ModelNode *node)
58 for (size_t i = 0; i < node->meshes.siz; i++) {
59 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
61 glUseProgram(mesh->shader->prog); GL_DEBUG
62 glUniformMatrix4fv(mesh->shader->loc_transform, 1, GL_FALSE, node->abs[0]); GL_DEBUG
65 for (GLuint i = 0; i < mesh->num_textures; i++) {
66 glBindTextureUnit(i, mesh->textures[i]); GL_DEBUG
69 mesh_render(mesh->mesh);
72 list_itr(&node->children, &render_node, NULL, NULL);
75 static void free_node_meshes(ModelNode *node)
77 for (size_t i = 0; i < node->meshes.siz; i++) {
78 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
80 mesh_destroy(mesh->mesh);
84 list_clr(&node->children, &free_node_meshes, NULL, NULL);
87 static void delete_node(ModelNode *node)
89 for (size_t i = 0; i < node->meshes.siz; i++) {
90 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
95 list_clr(&node->children, &delete_node, NULL, NULL);
96 array_clr(&node->meshes);
101 static void init_node(ModelNode *node, ModelNode *parent)
103 if ((node->parent = parent))
104 list_apd(&parent->children, node);
106 list_ini(&node->children);
109 static void clone_mesh(ModelMesh *mesh)
111 GLuint *old_textures = mesh->textures;
112 memcpy(mesh->textures = malloc(mesh->num_textures * sizeof *mesh->textures),
113 old_textures, mesh->num_textures * sizeof *mesh->textures);
116 static ModelNode *clone_node(ModelNode *original, ModelNode *parent)
118 ModelNode *node = malloc(sizeof *node);
120 init_node(node, parent);
122 array_cln(&node->meshes, &original->meshes);
123 for (size_t i = 0; i < node->meshes.siz; i++)
124 clone_mesh(&((ModelMesh *) node->meshes.ptr)[i]);
126 list_itr(&original->children, &clone_node, node, NULL);
130 static int cmp_model(const Model *model, const f32 *distance)
132 return -f32_cmp(&model->distance, distance);
135 static void render_model(Model *model)
137 if (model->flags.wireframe) {
138 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); GL_DEBUG
141 render_node(model->root);
143 if (model->flags.wireframe) {
144 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GL_DEBUG
148 // step model help im stuck
149 static void model_step(Model *model, Tree *transparent, f64 dtime)
151 if (client_config.view_distance < (model->distance = sqrt(
152 pow(model->root->pos.x - camera.eye[0], 2) +
153 pow(model->root->pos.y - camera.eye[1], 2) +
154 pow(model->root->pos.z - camera.eye[2], 2))))
157 if (model->callbacks.step)
158 model->callbacks.step(model, dtime);
160 if (!model->root->visible)
163 if (model->flags.frustum_culling && frustum_cull((aabb3f32) {
164 v3f32_add(model->box.min, model->root->pos),
165 v3f32_add(model->box.max, model->root->pos)}))
168 // fixme: if there are multiple objects with the exact same distance, only one is rendered
169 if (model->flags.transparent)
170 tree_add(transparent, &model->distance, model, &cmp_model, NULL);
179 list_ini(&scene_new);
181 pthread_mutex_init(&lock_scene_new, NULL);
182 glGetIntegerv(GL_MAX_TEXTURE_UNITS, &units); GL_DEBUG
188 list_clr(&scene, &model_delete, NULL, NULL);
189 list_clr(&scene_new, &model_delete, NULL, NULL);
191 pthread_mutex_destroy(&lock_scene_new);
196 Model *model_create()
198 Model *model = malloc(sizeof *model);
199 model->root = model_node_create(NULL);
201 model->replace = NULL;
203 model->callbacks.step = NULL;
204 model->callbacks.delete = NULL;
206 model->flags.delete =
207 model->flags.wireframe =
208 model->flags.frustum_culling =
209 model->flags.transparent = 0;
214 Model *model_load(const char *path, const char *textures_path, Mesh *cube, ModelShader *shader)
216 Model *model = model_create();
219 array_ini(&stack, sizeof(ModelNode *), 5);
220 array_apd(&stack, &model->root);
222 FILE *file = fopen(path, "r");
224 fprintf(stderr, "[warning] failed to open model %s\n", path);
233 while ((length = getline(&line, &siz, file)) > 0) {
239 char *cursor = line - 1;
242 while (*++cursor == '\t')
245 if (tabs >= stack.siz) {
246 fprintf(stderr, "[warning] invalid indent in model %s in line %d\n", path, count);
250 ModelNode *node = model_node_create(((ModelNode **) stack.ptr)[tabs]);
253 char key[length + 1];
254 while (sscanf(cursor, "%s %n", key, &n) == 1) {
257 if (strcmp(key, "name") == 0) {
258 char name[length + 1];
260 if (sscanf(cursor, "%s %n", name, &n) == 1) {
265 node->name = strdup(name);
267 fprintf(stderr, "[warning] invalid value for name in model %s in line %d\n", path, count);
269 } else if (strcmp(key, "pos") == 0) {
270 if (sscanf(cursor, "%f %f %f %n", &node->pos.x, &node->pos.y, &node->pos.z, &n) == 3)
273 fprintf(stderr, "[warning] invalid value for pos in model %s in line %d\n", path, count);
274 } else if (strcmp(key, "rot") == 0) {
275 if (sscanf(cursor, "%f %f %f %n", &node->rot.x, &node->rot.y, &node->rot.z, &n) == 3)
278 fprintf(stderr, "[warning] invalid value for rot in model %s in line %d\n", path, count);
279 } else if (strcmp(key, "scale") == 0) {
280 if (sscanf(cursor, "%f %f %f %n", &node->scale.x, &node->scale.y, &node->scale.z, &n) == 3)
283 fprintf(stderr, "[warning] invalid value for scale in model %s in line %d\n", path, count);
284 } else if (strcmp(key, "cube") == 0) {
285 char texture[length + 1];
287 if (sscanf(cursor, "%s %n", texture, &n) == 1) {
290 char filepath[strlen(textures_path) + 1 + strlen(texture) + 1];
291 sprintf(filepath, "%s/%s", textures_path, texture);
292 Texture *texture = texture_load_cubemap(filepath, false);
294 model_node_add_mesh(node, &(ModelMesh) {
296 .textures = &texture->txo,
301 fprintf(stderr, "[warning] invalid value for cube in model %s in line %d\n", path, count);
304 fprintf(stderr, "[warning] invalid key '%s' in model %s in line %d\n", key, path, count);
308 model_node_transform(node);
310 stack.siz = tabs + 1;
311 array_apd(&stack, &node);
320 transform_node(model->root);
324 Model *model_clone(Model *original)
326 Model *model = malloc(sizeof *model);
328 model->root = clone_node(original->root, NULL);
332 void model_delete(Model *model)
334 if (model->callbacks.delete)
335 model->callbacks.delete(model);
337 delete_node(model->root);
341 void model_free_meshes(Model *model)
343 free_node_meshes(model->root);
346 void model_get_bones(Model *model, ModelBoneMapping *mappings, size_t num_mappings)
348 char *name, *cursor, *saveptr, *tok;
350 for (size_t i = 0; i < num_mappings; i++) {
351 name = cursor = strdup(mappings[i].name);
353 ModelNode *node = model->root;
355 while (node && (tok = strtok_r(cursor, ".", &saveptr))) {
356 node = list_get(&node->children, tok, &cmp_node, NULL);
361 *mappings[i].node = node;
363 fprintf(stderr, "[warning] no such bone: %s\n", mappings[i].name);
369 // ModelNode functions
371 ModelNode *model_node_create(ModelNode *parent)
373 ModelNode *node = malloc(sizeof *node);
375 node->visible = true;
376 node->pos = (v3f32) {0.0f, 0.0f, 0.0f};
377 node->rot = (v3f32) {0.0f, 0.0f, 0.0f};
378 node->scale = (v3f32) {1.0f, 1.0f, 1.0f};
379 array_ini(&node->meshes, sizeof(ModelMesh), 0);
380 init_node(node, parent);
384 void model_node_transform(ModelNode *node)
386 mat4x4_identity(node->rel);
388 mat4x4_translate(node->rel,
393 mat4x4_scale_aniso(node->rel, node->rel,
398 mat4x4_rotate_X(node->rel, node->rel, node->rot.x);
399 mat4x4_rotate_Y(node->rel, node->rel, node->rot.y);
400 mat4x4_rotate_Z(node->rel, node->rel, node->rot.z);
402 transform_node(node);
405 void model_node_add_mesh(ModelNode *node, const ModelMesh *mesh)
407 array_apd(&node->meshes, mesh);
408 clone_mesh(&((ModelMesh *) node->meshes.ptr)[node->meshes.siz - 1]);
411 void model_node_add_batch(ModelNode *node, ModelBatch *batch)
413 if (!batch->textures.siz) {
418 array_srt(&batch->textures, &cmp_batch_texture);
419 ModelBatchTexture *textures = batch->textures.ptr;
421 size_t num_meshes = ceil((double) batch->textures.siz / (double) units);
422 array_grw(&node->meshes, num_meshes);
423 ModelMesh *meshes = &((ModelMesh *) node->meshes.ptr)[node->meshes.siz - num_meshes];
425 for (size_t m = 0; m < num_meshes; m++) {
426 ModelMesh *mesh = &meshes[m];
428 mesh->mesh = malloc(sizeof *mesh->mesh);
429 mesh->mesh->layout = batch->layout;
430 mesh->mesh->vao = mesh->mesh->vbo = 0;
431 mesh->mesh->free_data = true;
433 mesh->textures = malloc(sizeof *mesh->textures * (mesh->num_textures =
434 ceil((double) (batch->textures.siz - m) / (double) num_meshes)));
436 mesh->shader = batch->shader;
438 mesh->mesh->count = 0;
439 for (size_t t = 0; t < mesh->num_textures; t++) {
440 ModelBatchTexture *texture = &textures[m + t * num_meshes];
441 mesh->mesh->count += texture->vertices.siz;
442 mesh->textures[t] = texture->texture;
444 for (size_t v = 0; v < texture->vertices.siz; v++)
445 *((f32 *) (texture->vertices.ptr + v * texture->vertices.mbs
446 + batch->off_tex_idx)) = t;
449 ModelBatchTexture *first = &textures[m];
450 first->vertices.cap = mesh->mesh->count;
451 first->vertices.ext = 0;
452 array_rlc(&first->vertices);
454 mesh->mesh->data = first->vertices.ptr;
456 for (size_t t = 1; t < mesh->num_textures; t++) {
457 ModelBatchTexture *texture = &textures[m + t * num_meshes];
458 memcpy(first->vertices.ptr + first->vertices.siz * first->vertices.mbs,
459 texture->vertices.ptr, texture->vertices.siz * texture->vertices.mbs);
460 first->vertices.siz += texture->vertices.siz;
462 array_clr(&texture->vertices);
466 array_clr(&batch->textures);
470 // ModelBatch functions
472 ModelBatch *model_batch_create(ModelShader *shader, VertexLayout *layout, size_t off_tex_idx)
474 ModelBatch *batch = malloc(sizeof *batch);
475 batch->shader = shader;
476 batch->layout = layout;
477 batch->off_tex_idx = off_tex_idx;
478 array_ini(&batch->textures, sizeof(ModelBatchTexture), 5);
482 void model_batch_free(ModelBatch *batch)
484 for (size_t i = 0; i < batch->textures.siz; i++)
485 array_clr(&((ModelBatchTexture *) batch->textures.ptr)[i].vertices);
487 array_clr(&batch->textures);
491 void model_batch_add_vertex(ModelBatch *batch, GLuint texture, const void *vertex)
493 ModelBatchTexture *batch_texture = NULL;
495 for (size_t i = 0; i <= batch->textures.siz; i++) {
496 if (i == batch->textures.siz) {
497 ModelBatchTexture new;
498 new.texture = texture;
499 array_ini(&new.vertices, batch->layout->size, 10000);
500 array_apd(&batch->textures, &new);
503 if ((batch_texture = &((ModelBatchTexture *) batch->textures.ptr)[i])->texture == texture)
507 array_apd(&batch_texture->vertices, vertex);
512 void model_scene_add(Model *model)
514 pthread_mutex_lock(&lock_scene_new);
515 list_apd(&scene_new, model);
516 pthread_mutex_unlock(&lock_scene_new);
519 void model_scene_render(f64 dtime)
521 pthread_mutex_lock(&lock_scene_new);
523 *scene.end = scene_new.fst;
524 scene.end = scene_new.end;
526 list_ini(&scene_new);
528 pthread_mutex_unlock(&lock_scene_new);
531 tree_ini(&transparent);
533 for (ListNode **node = &scene.fst; *node != NULL;) {
534 Model *model = (*node)->dat;
536 if (model->flags.delete) {
538 (*node)->dat = model->replace;
540 list_nrm(&scene, node);
544 node = &(*node)->nxt;
545 model_step(model, &transparent, dtime);
549 tree_clr(&transparent, &render_model, NULL, NULL, TRAVERSION_INORDER);