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164 lines
4.1 KiB
164 lines
4.1 KiB
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#include "dumbLog.h" |
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#include "entity.h" |
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void initEntityRG(Entity& e, rg_shader_program& shader, bool use_normals); |
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bool initEntityROs(Entity& e); |
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bool convertMeshInfo(meMeshInfo* mesh, render_object* ro, bool use_normals, bool use_texture); |
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bool |
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entInit(Entity& e, const char* data_dir, rg_shader_program& shader) |
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{ |
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e.world_transform = glm::mat4(1.0); |
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entScale(e, e.scale); |
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uint max_len = 256; // TODO: define max_len for property strings |
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char full_path[max_len]; |
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if (utilConcatPath(full_path, data_dir, e.model_filename, max_len)) { |
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if (meLoadFromFile(e.mesh_group, data_dir, full_path)) { |
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initEntityRG(e, shader, e.mesh_group.use_normals); |
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entSetWorldPosition(e, e.translation.x, e.translation.y, e.translation.z); |
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if (!initEntityROs(e)) |
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goto cleanup; |
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} else { |
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goto cleanup; |
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} |
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} else { |
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LOG(Error) << data_dir << " + " << e.model_filename << " is too long\n"; |
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goto cleanup; |
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} |
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return true; |
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cleanup: |
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entFree(e); |
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return false; |
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} |
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void |
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entFree(Entity& e) |
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{ |
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meFreeMeshGroup(e.mesh_group); |
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rgFree(e.ren_group); |
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} |
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void |
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entSetWorldPosition(Entity& e, float x, float y, float z) |
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{ |
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e.world_transform[3][0] = e.translation.x = x; |
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e.world_transform[3][1] = e.translation.y = y; |
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e.world_transform[3][2] = e.translation.z = z; |
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} |
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void |
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initEntityRG(Entity& e, rg_shader_program& shader, bool use_normals) |
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{ |
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render_group* rg = UTIL_ALLOC(1, render_group); |
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e.ren_group = rg; |
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e.ren_group->shader = shader; |
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rg->draw_indexed = true; |
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rg->draw_mode = GL_TRIANGLES; |
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rg->use_normals = use_normals; |
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uint num_meshes = rg->num_objects = e.mesh_group.num_meshes; |
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rg->render_objects = UTIL_ALLOC(num_meshes, render_object*); |
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} |
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bool |
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initEntityROs(Entity& e) |
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{ |
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render_group* rg = e.ren_group; |
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for (uint i = 0; i < e.mesh_group.num_meshes; i++) |
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{ |
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meMeshInfo* mesh = e.mesh_group.meshes[i]; |
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uint buffer_len = mesh->num_vertices * 3; |
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uint index_len = mesh->num_indices; |
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render_object* ro = rgAllocateRenderObject(buffer_len, index_len); |
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rg->render_objects[i] = ro; |
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if (ro == nullptr) |
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return false; |
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if (!convertMeshInfo(mesh, ro, rg->use_normals, mesh->use_texture)) { |
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rgFree(rg); |
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return false; |
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} |
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if (mesh->use_texture) { |
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ro->use_texture = true; |
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if (!rgInitGLTexture(ro->tex_id, mesh->diffuse_texture)) { |
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LOG(Error) << "Error initializing GL texture\n"; |
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return false; |
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} |
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} |
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} |
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return true; |
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} |
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bool |
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convertMeshInfo(meMeshInfo* mesh, render_object* ro, bool use_normals, bool use_texture) |
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{ |
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uint vertex_buf_len = mesh->num_vertices * 3; |
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GLfloat* vertex_buf = ro->vertex_buffer.buffer; |
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GLfloat* normal_buf = ro->normal_buffer.buffer; |
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GLfloat* uv_buf = ro->uv_buffer.buffer; |
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uint* index_buf = ro->index_buffer.buffer; |
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if (!vertex_buf || !normal_buf || !index_buf) |
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return false; |
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// dump vertices, colors, normals, and texture coords into render_group buffers |
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uint vertex_index = 0; |
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uint vertex_prop_index = 0; |
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for (uint i = 0; i < vertex_buf_len; i++) { |
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const glm::vec3& vertex = mesh->vertices[vertex_index]; |
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switch (vertex_prop_index) { |
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case 0: vertex_buf[i] = vertex.x; break; |
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case 1: vertex_buf[i] = vertex.y; break; |
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case 2: vertex_buf[i] = vertex.z; break; |
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} |
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if (use_normals) { |
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const glm::vec3& normal = mesh->normals[vertex_index]; |
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switch (vertex_prop_index) { |
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case 0: normal_buf[i] = normal.x; break; |
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case 1: normal_buf[i] = normal.y; break; |
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case 2: normal_buf[i] = normal.z; break; |
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} |
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} |
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if (use_texture) { |
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const glm::vec3& uv = mesh->texture_coords[vertex_index]; |
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switch (vertex_prop_index) { |
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case 0: uv_buf[i] = uv.x; break; |
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case 1: uv_buf[i] = uv.y; break; |
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case 2: uv_buf[i] = uv.z; break; |
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} |
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} |
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vertex_prop_index++; |
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if (vertex_prop_index == 3) { |
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vertex_prop_index = 0; |
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vertex_index++; |
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} |
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} |
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// dump indices |
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for (uint i = 0; i < mesh->num_indices; i++) |
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index_buf[i] = mesh->indices[i]; |
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rgInitGLFloatBuffer(&ro->vertex_buffer, GL_DYNAMIC_DRAW, GL_ARRAY_BUFFER); |
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if (use_normals) |
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rgInitGLFloatBuffer(&ro->normal_buffer, GL_STATIC_DRAW, GL_ARRAY_BUFFER); |
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if (use_texture) |
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rgInitGLFloatBuffer(&ro->uv_buffer, GL_STATIC_DRAW, GL_ARRAY_BUFFER); |
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rgInitGLIndexBuffer(&ro->index_buffer, GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); |
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return true; |
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}
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