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1 #include <dragonstd/tree.h>
2 #include <stdio.h>
3 #include <stdlib.h>
4 #include <pthread.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"
10
11 typedef struct {
12         GLuint texture;
13         Array vertices;
14 } ModelBatchTexture;
15
16 static List scene;
17 static List scene_new;
18 static pthread_mutex_t lock_scene_new;
19 static GLint units;
20
21 static int cmp_batch_texture(const ModelBatchTexture *ta, const ModelBatchTexture *tb)
22 {
23         return
24                 ta->vertices.siz > tb->vertices.siz ? -1 :
25                 ta->vertices.siz < tb->vertices.siz ? +1 :
26                 0;
27 }
28
29 static int cmp_node(const ModelNode *node, const char *str)
30 {
31         if (str == node->name)
32                 return 0;
33
34         if (!node->name)
35                 return -1;
36
37         if (!str)
38                 return +1;
39
40         return strcmp(node->name, str);
41 }
42
43 static void transform_node(ModelNode *node)
44 {
45         if (node->parent)
46                 mat4x4_mul(node->abs, node->parent->abs, node->rel);
47         else
48                 mat4x4_dup(node->abs, node->rel);
49
50         list_itr(&node->children, &transform_node, NULL, NULL);
51 }
52
53 static void render_node(ModelNode *node)
54 {
55         if (!node->visible)
56                 return;
57
58         if (node->clockwise) {
59                 glFrontFace(GL_CW); GL_DEBUG
60         }
61
62         for (size_t i = 0; i < node->meshes.siz; i++) {
63                 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
64
65                 if (!mesh->mesh)
66                         continue;
67
68                 glUseProgram(mesh->shader->prog); GL_DEBUG
69                 glUniformMatrix4fv(mesh->shader->loc_transform, 1, GL_FALSE, node->abs[0]); GL_DEBUG
70
71                 // bind textures
72                 for (GLuint i = 0; i < mesh->num_textures; i++) {
73                         glBindTextureUnit(i, mesh->textures[i]); GL_DEBUG
74                 }
75
76                 mesh_render(mesh->mesh);
77         }
78
79         list_itr(&node->children, &render_node, NULL, NULL);
80
81         if (node->clockwise) {
82                 glFrontFace(GL_CCW); GL_DEBUG
83         }
84 }
85
86 static void free_node_meshes(ModelNode *node)
87 {
88         for (size_t i = 0; i < node->meshes.siz; i++) {
89                 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
90
91                 mesh_destroy(mesh->mesh);
92                 free(mesh->mesh);
93         }
94
95         list_clr(&node->children, &free_node_meshes, NULL, NULL);
96 }
97
98 static void delete_node(ModelNode *node)
99 {
100         for (size_t i = 0; i < node->meshes.siz; i++) {
101                 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
102
103                 if (mesh->textures)
104                         free(mesh->textures);
105         }
106         list_clr(&node->children, &delete_node, NULL, NULL);
107         array_clr(&node->meshes);
108
109         free(node);
110 }
111
112 static void init_node(ModelNode *node, ModelNode *parent)
113 {
114         if ((node->parent = parent))
115                 list_apd(&parent->children, node);
116
117         list_ini(&node->children);
118 }
119
120 static void clone_mesh(ModelMesh *mesh)
121 {
122         GLuint *old_textures = mesh->textures;
123         memcpy(mesh->textures = malloc(mesh->num_textures * sizeof *mesh->textures),
124                 old_textures, mesh->num_textures * sizeof *mesh->textures);
125 }
126
127 static ModelNode *clone_node(ModelNode *original, ModelNode *parent)
128 {
129         ModelNode *node = malloc(sizeof *node);
130         *node = *original;
131         init_node(node, parent);
132
133         array_cln(&node->meshes, &original->meshes);
134         for (size_t i = 0; i < node->meshes.siz; i++)
135                 clone_mesh(&((ModelMesh *) node->meshes.ptr)[i]);
136
137         list_itr(&original->children, &clone_node, node, NULL);
138         return node;
139 }
140
141 static int cmp_model(const Model *model, const f32 *distance)
142 {
143         return -f32_cmp(&model->distance, distance);
144 }
145
146 static void render_model(Model *model)
147 {
148         if (model->flags.wireframe) {
149                 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); GL_DEBUG
150         }
151
152         render_node(model->root);
153
154         if (model->flags.wireframe) {
155                 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GL_DEBUG
156         }
157 }
158
159 // step model help im stuck
160 static void model_step(Model *model, Tree *transparent, f64 dtime)
161 {
162         if (client_config.view_distance < (model->distance = sqrt(
163                         pow(model->root->pos.x - camera.eye[0], 2) +
164                         pow(model->root->pos.y - camera.eye[1], 2) +
165                         pow(model->root->pos.z - camera.eye[2], 2))))
166                 return;
167
168         if (model->callbacks.step)
169                 model->callbacks.step(model, dtime);
170
171         if (!model->root->visible)
172                 return;
173
174         if (model->flags.frustum_culling && frustum_cull((aabb3f32) {
175                         v3f32_add(model->box.min, model->root->pos),
176                         v3f32_add(model->box.max, model->root->pos)}))
177                 return;
178
179         // fixme: if there are multiple objects with the exact same distance, only one is rendered
180         if (model->flags.transparent)
181                 tree_add(transparent, &model->distance, model, &cmp_model, NULL);
182         else
183                 render_model(model);
184 }
185
186 // init
187 void model_init()
188 {
189         list_ini(&scene);
190         list_ini(&scene_new);
191
192         pthread_mutex_init(&lock_scene_new, NULL);
193         glGetIntegerv(GL_MAX_TEXTURE_UNITS, &units); GL_DEBUG
194 }
195
196 // ded
197 void model_deinit()
198 {
199         list_clr(&scene, &model_delete, NULL, NULL);
200         list_clr(&scene_new, &model_delete, NULL, NULL);
201
202         pthread_mutex_destroy(&lock_scene_new);
203 }
204
205 // Model functions
206
207 Model *model_create()
208 {
209         Model *model = malloc(sizeof *model);
210         model->root = model_node_create(NULL);
211         model->extra = NULL;
212         model->replace = NULL;
213
214         model->callbacks.step = NULL;
215         model->callbacks.delete = NULL;
216
217         model->flags.delete =
218                 model->flags.wireframe =
219                 model->flags.frustum_culling =
220                 model->flags.transparent = 0;
221
222         return model;
223 }
224
225 Model *model_load(const char *path, const char *textures_path, Mesh *cube, ModelShader *shader)
226 {
227         Model *model = model_create();
228
229         Array stack;
230         array_ini(&stack, sizeof(ModelNode *), 5);
231         array_apd(&stack, &model->root);
232
233         FILE *file = fopen(path, "r");
234         if (!file) {
235                 fprintf(stderr, "[warning] failed to open model %s\n", path);
236                 return NULL;
237         }
238
239         char *line = NULL;
240         size_t siz = 0;
241         ssize_t length;
242         int count = 0;
243
244         while ((length = getline(&line, &siz, file)) > 0) {
245                 count++;
246
247                 if (*line == '#')
248                         continue;
249
250                 char *cursor = line - 1;
251
252                 size_t tabs = 0;
253                 while (*++cursor == '\t')
254                         tabs++;
255
256                 if (tabs >= stack.siz) {
257                         fprintf(stderr, "[warning] invalid indent in model %s in line %d\n", path, count);
258                         continue;
259                 }
260
261                 ModelNode *node = model_node_create(((ModelNode **) stack.ptr)[tabs]);
262
263                 int n;
264                 char key[length + 1];
265                 while (sscanf(cursor, "%s %n", key, &n) == 1) {
266                         cursor += n;
267
268                         if (strcmp(key, "name") == 0) {
269                                 char name[length + 1];
270
271                                 if (sscanf(cursor, "%s %n", name, &n) == 1) {
272                                         cursor += n;
273
274                                         if (node->name)
275                                                 free(node->name);
276                                         node->name = strdup(name);
277                                 } else {
278                                         fprintf(stderr, "[warning] invalid value for name in model %s in line %d\n", path, count);
279                                 }
280                         } else if (strcmp(key, "pos") == 0) {
281                                 if (sscanf(cursor, "%f %f %f %n", &node->pos.x, &node->pos.y, &node->pos.z, &n) == 3)
282                                         cursor += n;
283                                 else
284                                         fprintf(stderr, "[warning] invalid value for pos in model %s in line %d\n", path, count);
285                         } else if (strcmp(key, "rot") == 0) {
286                                 if (sscanf(cursor, "%f %f %f %n", &node->rot.x, &node->rot.y, &node->rot.z, &n) == 3)
287                                         cursor += n;
288                                 else
289                                         fprintf(stderr, "[warning] invalid value for rot in model %s in line %d\n", path, count);
290
291                                 node->rot = v3f32_scale(node->rot, M_PI / 180.0);
292                         } else if (strcmp(key, "scale") == 0) {
293                                 if (sscanf(cursor, "%f %f %f %n", &node->scale.x, &node->scale.y, &node->scale.z, &n) == 3)
294                                         cursor += n;
295                                 else
296                                         fprintf(stderr, "[warning] invalid value for scale in model %s in line %d\n", path, count);
297                         } else if (strcmp(key, "clockwise") == 0) {
298                                 node->clockwise = 1;
299                         } else if (strcmp(key, "cube") == 0) {
300                                 char texture[length + 1];
301
302                                 if (sscanf(cursor, "%s %n", texture, &n) == 1) {
303                                         cursor += n;
304
305                                         char filepath[strlen(textures_path) + 1 + strlen(texture) + 1];
306                                         sprintf(filepath, "%s/%s", textures_path, texture);
307                                         Texture *texture = texture_load_cubemap(filepath, false);
308
309                                         model_node_add_mesh(node, &(ModelMesh) {
310                                                 .mesh = cube,
311                                                 .textures = &texture->txo,
312                                                 .num_textures = 1,
313                                                 .shader = shader,
314                                         });
315                                 } else {
316                                         fprintf(stderr, "[warning] invalid value for cube in model %s in line %d\n", path, count);
317                                 }
318                         } else {
319                                 fprintf(stderr, "[warning] invalid key '%s' in model %s in line %d\n", key, path, count);
320                         }
321                 }
322
323                 model_node_transform(node);
324
325                 stack.siz = tabs + 1;
326                 array_apd(&stack, &node);
327         }
328
329         if (line)
330                 free(line);
331
332         fclose(file);
333         array_clr(&stack);
334
335         transform_node(model->root);
336         return model;
337 }
338
339 Model *model_clone(Model *original)
340 {
341         Model *model = malloc(sizeof *model);
342         *model = *original;
343         model->root = clone_node(original->root, NULL);
344         return model;
345 }
346
347 void model_delete(Model *model)
348 {
349         if (model->callbacks.delete)
350                 model->callbacks.delete(model);
351
352         delete_node(model->root);
353         free(model);
354 }
355
356 void model_free_meshes(Model *model)
357 {
358         free_node_meshes(model->root);
359 }
360
361 void model_get_bones(Model *model, ModelBoneMapping *mappings, size_t num_mappings)
362 {
363         char *name, *cursor, *saveptr, *tok;
364
365         for (size_t i = 0; i < num_mappings; i++) {
366                 name = cursor = strdup(mappings[i].name);
367
368                 ModelNode *node = model->root;
369
370                 while (node && (tok = strtok_r(cursor, ".", &saveptr))) {
371                         node = list_get(&node->children, tok, &cmp_node, NULL);
372                         cursor = NULL;
373                 }
374
375                 if (node)
376                         *mappings[i].node = node;
377                 else
378                         fprintf(stderr, "[warning] no such bone: %s\n", mappings[i].name);
379
380                 free(name);
381         }
382 }
383
384 // ModelNode functions
385
386 ModelNode *model_node_create(ModelNode *parent)
387 {
388         ModelNode *node = malloc(sizeof *node);
389         node->name = NULL;
390         node->visible = 1;
391         node->clockwise = 0;
392         node->pos = (v3f32) {0.0f, 0.0f, 0.0f};
393         node->rot = (v3f32) {0.0f, 0.0f, 0.0f};
394         node->scale = (v3f32) {1.0f, 1.0f, 1.0f};
395         array_ini(&node->meshes, sizeof(ModelMesh), 0);
396         init_node(node, parent);
397         return node;
398 }
399
400 void model_node_transform(ModelNode *node)
401 {
402         mat4x4_identity(node->rel);
403
404         mat4x4_translate(node->rel,
405                 node->pos.x,
406                 node->pos.y,
407                 node->pos.z);
408
409         mat4x4_scale_aniso(node->rel, node->rel,
410                 node->scale.x,
411                 node->scale.y,
412                 node->scale.z);
413
414         mat4x4_rotate_X(node->rel, node->rel, node->rot.x);
415         mat4x4_rotate_Y(node->rel, node->rel, node->rot.y);
416         mat4x4_rotate_Z(node->rel, node->rel, node->rot.z);
417
418         transform_node(node);
419 }
420
421 void model_node_add_mesh(ModelNode *node, const ModelMesh *mesh)
422 {
423         array_apd(&node->meshes, mesh);
424         clone_mesh(&((ModelMesh *) node->meshes.ptr)[node->meshes.siz - 1]);
425 }
426
427 void model_node_add_batch(ModelNode *node, ModelBatch *batch)
428 {
429         if (!batch->textures.siz) {
430                 free(batch);
431                 return;
432         }
433
434         array_srt(&batch->textures, &cmp_batch_texture);
435         ModelBatchTexture *textures = batch->textures.ptr;
436
437         size_t num_meshes = ceil((double) batch->textures.siz / (double) units);
438         array_grw(&node->meshes, num_meshes);
439         ModelMesh *meshes = &((ModelMesh *) node->meshes.ptr)[node->meshes.siz - num_meshes];
440
441         for (size_t m = 0; m < num_meshes; m++) {
442                 ModelMesh *mesh = &meshes[m];
443
444                 mesh->mesh = malloc(sizeof *mesh->mesh);
445                 mesh->mesh->layout = batch->layout;
446                 mesh->mesh->vao = mesh->mesh->vbo = 0;
447                 mesh->mesh->free_data = true;
448
449                 mesh->textures = malloc(sizeof *mesh->textures * (mesh->num_textures =
450                         ceil((double) (batch->textures.siz - m) / (double) num_meshes)));
451
452                 mesh->shader = batch->shader;
453
454                 mesh->mesh->count = 0;
455                 for (size_t t = 0; t < mesh->num_textures; t++) {
456                         ModelBatchTexture *texture = &textures[m + t * num_meshes];
457                         mesh->mesh->count += texture->vertices.siz;
458                         mesh->textures[t] = texture->texture;
459
460                         for (size_t v = 0; v < texture->vertices.siz; v++)
461                                 *((f32 *) (texture->vertices.ptr + v * texture->vertices.mbs
462                                         + batch->off_tex_idx)) = t;
463                 }
464
465                 ModelBatchTexture *first = &textures[m];
466                 first->vertices.cap = mesh->mesh->count;
467                 first->vertices.ext = 0;
468                 array_rlc(&first->vertices);
469
470                 mesh->mesh->data = first->vertices.ptr;
471
472                 for (size_t t = 1; t < mesh->num_textures; t++) {
473                         ModelBatchTexture *texture = &textures[m + t * num_meshes];
474                         memcpy(first->vertices.ptr + first->vertices.siz * first->vertices.mbs,
475                                 texture->vertices.ptr, texture->vertices.siz * texture->vertices.mbs);
476                         first->vertices.siz += texture->vertices.siz;
477
478                         array_clr(&texture->vertices);
479                 }
480         }
481
482         array_clr(&batch->textures);
483         free(batch);
484 }
485
486 // ModelBatch functions
487
488 ModelBatch *model_batch_create(ModelShader *shader, VertexLayout *layout, size_t off_tex_idx)
489 {
490         ModelBatch *batch = malloc(sizeof *batch);
491         batch->shader = shader;
492         batch->layout = layout;
493         batch->off_tex_idx = off_tex_idx;
494         array_ini(&batch->textures, sizeof(ModelBatchTexture), 5);
495         return batch;
496 }
497
498 void model_batch_free(ModelBatch *batch)
499 {
500         for (size_t i = 0; i < batch->textures.siz; i++)
501                 array_clr(&((ModelBatchTexture *) batch->textures.ptr)[i].vertices);
502
503         array_clr(&batch->textures);
504         free(batch);
505 }
506
507 void model_batch_add_vertex(ModelBatch *batch, GLuint texture, const void *vertex)
508 {
509         ModelBatchTexture *batch_texture = NULL;
510
511         for (size_t i = 0; i <= batch->textures.siz; i++) {
512                 if (i == batch->textures.siz) {
513                         ModelBatchTexture new;
514                         new.texture = texture;
515                         array_ini(&new.vertices, batch->layout->size, 10000);
516                         array_apd(&batch->textures, &new);
517                 }
518
519                 if ((batch_texture = &((ModelBatchTexture *) batch->textures.ptr)[i])->texture == texture)
520                         break;
521         }
522
523         array_apd(&batch_texture->vertices, vertex);
524 }
525
526 // scene functions
527
528 void model_scene_add(Model *model)
529 {
530         pthread_mutex_lock(&lock_scene_new);
531         list_apd(&scene_new, model);
532         pthread_mutex_unlock(&lock_scene_new);
533 }
534
535 void model_scene_render(f64 dtime)
536 {
537         pthread_mutex_lock(&lock_scene_new);
538         if (scene_new.fst) {
539                 *scene.end = scene_new.fst;
540                 scene.end = scene_new.end;
541
542                 list_ini(&scene_new);
543         }
544         pthread_mutex_unlock(&lock_scene_new);
545
546         Tree transparent;
547         tree_ini(&transparent);
548
549         for (ListNode **node = &scene.fst; *node != NULL;) {
550                 Model *model = (*node)->dat;
551
552                 if (model->flags.delete) {
553                         if (model->replace)
554                                 (*node)->dat = model->replace;
555                         else
556                                 list_nrm(&scene, node);
557
558                         model_delete(model);
559                 } else {
560                         node = &(*node)->nxt;
561                         model_step(model, &transparent, dtime);
562                 }
563         }
564
565         tree_clr(&transparent, &render_model, NULL, NULL, TRAVERSION_INORDER);
566 }