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 // fixme: blending issues still occur
22 static int cmp_batch_texture(const ModelBatchTexture *ta, const ModelBatchTexture *tb)
25 ta->vertices.siz > tb->vertices.siz ? -1 :
26 ta->vertices.siz < tb->vertices.siz ? +1 :
30 static int cmp_node(const ModelNode *node, const char *str)
32 if (str == node->name)
41 return strcmp(node->name, str);
44 static void transform_node(ModelNode *node)
47 mat4x4_mul(node->abs, node->parent->abs, node->rel);
49 mat4x4_dup(node->abs, node->rel);
51 list_itr(&node->children, &transform_node, NULL, NULL);
54 static void render_node(ModelNode *node)
59 for (size_t i = 0; i < node->meshes.siz; i++) {
60 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
62 glUseProgram(mesh->shader->prog); GL_DEBUG
63 glUniformMatrix4fv(mesh->shader->loc_transform, 1, GL_FALSE, node->abs[0]); GL_DEBUG
66 for (GLuint i = 0; i < mesh->num_textures; i++) {
67 glBindTextureUnit(i, mesh->textures[i]); GL_DEBUG
70 mesh_render(mesh->mesh);
73 list_itr(&node->children, &render_node, NULL, NULL);
76 static void free_node_meshes(ModelNode *node)
78 for (size_t i = 0; i < node->meshes.siz; i++) {
79 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
81 mesh_destroy(mesh->mesh);
85 list_clr(&node->children, &free_node_meshes, NULL, NULL);
88 static void delete_node(ModelNode *node)
90 for (size_t i = 0; i < node->meshes.siz; i++) {
91 ModelMesh *mesh = &((ModelMesh *) node->meshes.ptr)[i];
96 list_clr(&node->children, &delete_node, NULL, NULL);
97 array_clr(&node->meshes);
102 static void init_node(ModelNode *node, ModelNode *parent)
104 if ((node->parent = parent))
105 list_apd(&parent->children, node);
107 list_ini(&node->children);
110 static void clone_mesh(ModelMesh *mesh)
112 GLuint *old_textures = mesh->textures;
113 memcpy(mesh->textures = malloc(mesh->num_textures * sizeof *mesh->textures),
114 old_textures, mesh->num_textures * sizeof *mesh->textures);
117 static ModelNode *clone_node(ModelNode *original, ModelNode *parent)
119 ModelNode *node = malloc(sizeof *node);
121 init_node(node, parent);
123 array_cln(&node->meshes, &original->meshes);
124 for (size_t i = 0; i < node->meshes.siz; i++)
125 clone_mesh(&((ModelMesh *) node->meshes.ptr)[i]);
127 list_itr(&original->children, &clone_node, node, NULL);
131 static int cmp_model(const Model *model, const f32 *distance)
133 return f32_cmp(&model->distance, distance);
136 static void render_model(Model *model)
138 if (model->flags.wireframe) {
139 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); GL_DEBUG
142 render_node(model->root);
144 if (model->flags.wireframe) {
145 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GL_DEBUG
149 // step model help im stuck
150 static void model_step(Model *model, Tree *transparent, f64 dtime)
152 if (client_config.view_distance < (model->distance = sqrt(
153 pow(model->root->pos.x - camera.eye[0], 2) +
154 pow(model->root->pos.y - camera.eye[1], 2) +
155 pow(model->root->pos.z - camera.eye[2], 2))))
158 if (model->callbacks.step)
159 model->callbacks.step(model, dtime);
161 if (!model->root->visible)
164 if (model->flags.frustum_culling && frustum_cull((aabb3f32) {
165 v3f32_add(model->box.min, model->root->pos),
166 v3f32_add(model->box.max, model->root->pos)}))
169 // fixme: if there are multiple objects with the exact same distance, only one is rendered
170 if (model->flags.transparent)
171 tree_add(transparent, &model->distance, model, &cmp_model, NULL);
180 list_ini(&scene_new);
182 pthread_mutex_init(&lock_scene_new, NULL);
183 glGetIntegerv(GL_MAX_TEXTURE_UNITS, &units); GL_DEBUG
189 list_clr(&scene, &model_delete, NULL, NULL);
190 list_clr(&scene_new, &model_delete, NULL, NULL);
192 pthread_mutex_destroy(&lock_scene_new);
197 Model *model_create()
199 Model *model = malloc(sizeof *model);
200 model->root = model_node_create(NULL);
202 model->replace = NULL;
204 model->callbacks.step = NULL;
205 model->callbacks.delete = NULL;
207 model->flags.delete =
208 model->flags.wireframe =
209 model->flags.frustum_culling =
210 model->flags.transparent = 0;
215 Model *model_load(const char *path, const char *textures_path, Mesh *cube, ModelShader *shader)
217 Model *model = model_create();
220 array_ini(&stack, sizeof(ModelNode *), 5);
221 array_apd(&stack, &model->root);
223 FILE *file = fopen(path, "r");
225 fprintf(stderr, "[warning] failed to open model %s\n", path);
234 while ((length = getline(&line, &siz, file)) > 0) {
240 char *cursor = line - 1;
243 while (*++cursor == '\t')
246 if (tabs >= stack.siz) {
247 fprintf(stderr, "[warning] invalid indent in model %s in line %d\n", path, count);
251 ModelNode *node = model_node_create(((ModelNode **) stack.ptr)[tabs]);
254 char key[length + 1];
255 while (sscanf(cursor, "%s %n", key, &n) == 1) {
258 if (strcmp(key, "name") == 0) {
259 char name[length + 1];
261 if (sscanf(cursor, "%s %n", name, &n) == 1) {
266 node->name = strdup(name);
268 fprintf(stderr, "[warning] invalid value for name in model %s in line %d\n", path, count);
270 } else if (strcmp(key, "pos") == 0) {
271 if (sscanf(cursor, "%f %f %f %n", &node->pos.x, &node->pos.y, &node->pos.z, &n) == 3)
274 fprintf(stderr, "[warning] invalid value for pos in model %s in line %d\n", path, count);
275 } else if (strcmp(key, "rot") == 0) {
276 if (sscanf(cursor, "%f %f %f %n", &node->rot.x, &node->rot.y, &node->rot.z, &n) == 3)
279 fprintf(stderr, "[warning] invalid value for rot in model %s in line %d\n", path, count);
280 } else if (strcmp(key, "scale") == 0) {
281 if (sscanf(cursor, "%f %f %f %n", &node->scale.x, &node->scale.y, &node->scale.z, &n) == 3)
284 fprintf(stderr, "[warning] invalid value for scale in model %s in line %d\n", path, count);
285 } else if (strcmp(key, "cube") == 0) {
286 char texture[length + 1];
288 if (sscanf(cursor, "%s %n", texture, &n) == 1) {
291 char filepath[strlen(textures_path) + 1 + strlen(texture) + 1];
292 sprintf(filepath, "%s/%s", textures_path, texture);
293 Texture *texture = texture_load_cubemap(filepath);
295 model_node_add_mesh(node, &(ModelMesh) {
297 .textures = &texture->txo,
302 fprintf(stderr, "[warning] invalid value for cube in model %s in line %d\n", path, count);
305 fprintf(stderr, "[warning] invalid key '%s' in model %s in line %d\n", key, path, count);
309 model_node_transform(node);
311 stack.siz = tabs + 1;
312 array_apd(&stack, &node);
321 transform_node(model->root);
325 Model *model_clone(Model *original)
327 Model *model = malloc(sizeof *model);
329 model->root = clone_node(original->root, NULL);
333 void model_delete(Model *model)
335 if (model->callbacks.delete)
336 model->callbacks.delete(model);
338 delete_node(model->root);
342 void model_free_meshes(Model *model)
344 free_node_meshes(model->root);
347 void model_get_bones(Model *model, ModelBoneMapping *mappings, size_t num_mappings)
349 char *name, *cursor, *saveptr, *tok;
351 for (size_t i = 0; i < num_mappings; i++) {
352 name = cursor = strdup(mappings[i].name);
354 ModelNode *node = model->root;
356 while (node && (tok = strtok_r(cursor, ".", &saveptr))) {
357 node = list_get(&node->children, tok, &cmp_node, NULL);
362 *mappings[i].node = node;
364 fprintf(stderr, "[warning] no such bone: %s\n", mappings[i].name);
370 // ModelNode functions
372 ModelNode *model_node_create(ModelNode *parent)
374 ModelNode *node = malloc(sizeof *node);
376 node->visible = true;
377 node->pos = (v3f32) {0.0f, 0.0f, 0.0f};
378 node->rot = (v3f32) {0.0f, 0.0f, 0.0f};
379 node->scale = (v3f32) {1.0f, 1.0f, 1.0f};
380 array_ini(&node->meshes, sizeof(ModelMesh), 0);
381 init_node(node, parent);
385 void model_node_transform(ModelNode *node)
387 mat4x4_identity(node->rel);
389 mat4x4_translate(node->rel,
394 mat4x4_scale_aniso(node->rel, node->rel,
399 mat4x4_rotate_X(node->rel, node->rel, node->rot.x);
400 mat4x4_rotate_Y(node->rel, node->rel, node->rot.y);
401 mat4x4_rotate_Z(node->rel, node->rel, node->rot.z);
403 transform_node(node);
406 void model_node_add_mesh(ModelNode *node, const ModelMesh *mesh)
408 array_apd(&node->meshes, mesh);
409 clone_mesh(&((ModelMesh *) node->meshes.ptr)[node->meshes.siz - 1]);
412 void model_node_add_batch(ModelNode *node, ModelBatch *batch)
414 if (!batch->textures.siz) {
419 array_srt(&batch->textures, &cmp_batch_texture);
420 ModelBatchTexture *textures = batch->textures.ptr;
422 size_t num_meshes = ceil((double) batch->textures.siz / (double) units);
423 array_grw(&node->meshes, num_meshes);
424 ModelMesh *meshes = node->meshes.ptr + node->meshes.siz - num_meshes;
426 for (size_t m = 0; m < num_meshes; m++) {
427 ModelMesh *mesh = &meshes[m];
429 mesh->mesh = malloc(sizeof *mesh->mesh);
430 mesh->mesh->layout = batch->layout;
431 mesh->mesh->vao = mesh->mesh->vbo = 0;
432 mesh->mesh->free_data = true;
434 mesh->textures = malloc(sizeof *mesh->textures * (mesh->num_textures =
435 ceil((double) (batch->textures.siz - m) / (double) num_meshes)));
437 mesh->shader = batch->shader;
439 mesh->mesh->count = 0;
440 for (size_t t = 0; t < mesh->num_textures; t++) {
441 ModelBatchTexture *texture = &textures[m + t * num_meshes];
442 mesh->mesh->count += texture->vertices.siz;
443 mesh->textures[t] = texture->texture;
445 for (size_t v = 0; v < texture->vertices.siz; v++)
446 *((f32 *) (texture->vertices.ptr + v * texture->vertices.mbs
447 + batch->off_tex_idx)) = t;
450 ModelBatchTexture *first = &textures[m];
451 first->vertices.cap = mesh->mesh->count;
452 first->vertices.ext = 0;
453 array_rlc(&first->vertices);
455 mesh->mesh->data = first->vertices.ptr;
457 for (size_t t = 1; t < mesh->num_textures; t++) {
458 ModelBatchTexture *texture = &textures[m + t * num_meshes];
459 memcpy(first->vertices.ptr + first->vertices.siz * first->vertices.mbs,
460 texture->vertices.ptr, texture->vertices.siz * texture->vertices.mbs);
461 first->vertices.siz += texture->vertices.siz;
463 array_clr(&texture->vertices);
467 array_clr(&batch->textures);
471 // ModelBatch functions
473 ModelBatch *model_batch_create(ModelShader *shader, VertexLayout *layout, size_t off_tex_idx)
475 ModelBatch *batch = malloc(sizeof *batch);
476 batch->shader = shader;
477 batch->layout = layout;
478 batch->off_tex_idx = off_tex_idx;
479 array_ini(&batch->textures, sizeof(ModelBatchTexture), 5);
483 void model_batch_free(ModelBatch *batch)
485 for (size_t i = 0; i < batch->textures.siz; i++)
486 array_clr(&((ModelBatchTexture *) batch->textures.ptr)[i].vertices);
488 array_clr(&batch->textures);
492 void model_batch_add_vertex(ModelBatch *batch, GLuint texture, const void *vertex)
494 ModelBatchTexture *batch_texture = NULL;
496 for (size_t i = 0; i <= batch->textures.siz; i++) {
497 if (i == batch->textures.siz) {
498 ModelBatchTexture new;
499 new.texture = texture;
500 array_ini(&new.vertices, batch->layout->size, 10000);
501 array_apd(&batch->textures, &new);
504 if ((batch_texture = &((ModelBatchTexture *) batch->textures.ptr)[i])->texture == texture)
508 array_apd(&batch_texture->vertices, vertex);
513 void model_scene_add(Model *model)
515 pthread_mutex_lock(&lock_scene_new);
516 list_apd(&scene_new, model);
517 pthread_mutex_unlock(&lock_scene_new);
520 void model_scene_render(f64 dtime)
522 pthread_mutex_lock(&lock_scene_new);
524 *scene.end = scene_new.fst;
525 scene.end = scene_new.end;
527 list_ini(&scene_new);
529 pthread_mutex_unlock(&lock_scene_new);
532 tree_ini(&transparent);
534 for (ListNode **node = &scene.fst; *node != NULL;) {
535 Model *model = (*node)->dat;
537 if (model->flags.delete) {
539 (*node)->dat = model->replace;
541 list_nrm(&scene, node);
545 node = &(*node)->nxt;
546 model_step(model, &transparent, dtime);
550 tree_clr(&transparent, &render_model, NULL, NULL, TRAVERSION_INORDER);