A 3d fps game made in OpenGL
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Symmetry/src/model.c

340 lines
12 KiB

#include "model.h"
#include "array.h"
#include "log.h"
#include "entity.h"
#include "shader.h"
#include "transform.h"
#include "texture.h"
#include "renderer.h"
#include "material.h"
#include "light.h"
#include "editor.h"
#include "geometry.h"
#include "variant.h"
#include "bounding_volumes.h"
#include "gl_load.h"
#include <assert.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#define MAX_NAME_LEN 64
static int num_culled = 0, num_rendered = 0, num_indices = 0;
static int num_culled_slot = -1, num_rendered_slot = -1, num_indices_slot = -1;
void model_init(void)
{
num_culled_slot = editor_debugvar_slot_create("Culled Geom", VT_INT);
num_rendered_slot = editor_debugvar_slot_create("Rendered Geom", VT_INT);
num_indices_slot = editor_debugvar_slot_create("Total Indices", VT_INT);
}
void model_create(struct Entity* entity, const char* geo_name, const char* material_name)
{
struct Model* model = &entity->model;
/* if no name is given for geometry, use default */
if(!geo_name) geo_name = "default.pamesh";
int geo_index = geom_create_from_file(geo_name);
model->geometry_index = geo_index;
if(!material_register_model(model, entity->id, material_name ? material_name : "Unshaded"))
{
log_error("model:create", "Unable to register model with Unshaded material, component not added");
model_destroy(entity);
}
}
void model_destroy(struct Entity* entity)
{
struct Model* model = &entity->model;
geom_remove(model->geometry_index);
model->geometry_index = -1;
material_unregister_model(model, entity->id);
/* deallocate all params */
for(int i = 0; i < array_len(model->material_params); i++)
free(model->material_params[i].value);
array_free(model->material_params);
model->material_params = NULL;
model->material = -1;
}
void model_render_all(struct Entity* camera_entity, int draw_mode)
{
static mat4 mvp;
struct Material* material_list = material_get_all_materials();
for(int i = 0; i < array_len(material_list); i++)
{
/* for each material, get all the registered models and render them */
struct Material* material = &material_list[i];
if(!material->active)
continue;
shader_bind(material->shader);
renderer_check_glerror("model:render_all:shader_bind");
for(int j = 0; j < array_len(material->registered_models); j++)
{
/* for each registered model, set up uniforms and render */
struct Entity* entity = entity_get(material->registered_models[j]);
struct Model* model = &entity->model;
struct Transform* transform = &entity->transform;
/* set material params for the model */
for(int k = 0; k < array_len(model->material_params); k++)
{
struct Material_Param* param = &model->material_params[k];
struct Uniform* uniform = &material->model_params[param->uniform_index];
shader_set_uniform(uniform->type, uniform->location, param->value);
renderer_check_glerror("model:render_all:material_param");
}
/* Set pipeline uniforms */
struct Render_Settings* render_settings = renderer_settings_get();
for(int k = 0; k < array_len(material->pipeline_params); k++)
{
/* TODO: change this into something better */
struct Uniform* uniform = &material->pipeline_params[k];
if(strcmp(uniform->name, "mvp") == 0)
{
mat4_identity(&mvp);
mat4_mul(&mvp, &camera_entity->camera.view_proj_mat, &transform->trans_mat);
shader_set_uniform(uniform->type, uniform->location, &mvp);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "model_mat") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &transform->trans_mat);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "view_mat") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &camera_entity->camera.view_mat);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "inv_model_mat") == 0)
{
mat4 inv_mat;
mat4_identity(&inv_mat);
mat4_inverse(&inv_mat, &transform->trans_mat);
shader_set_uniform(uniform->type, uniform->location, &inv_mat);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "fog.mode") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->fog.mode);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "fog.density") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->fog.density);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "fog.start_dist") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->fog.start_dist);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "fog.max_dist") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->fog.max_dist);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "fog.color") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->fog.color);
renderer_check_glerror("model:render_all:material_pipeline");
}
else if(strcmp(uniform->name, "ambient_light") == 0)
{
shader_set_uniform(uniform->type, uniform->location, &render_settings->ambient_light);
renderer_check_glerror("model:render_all:material_pipeline");
}
}
if(material->lit) /* Set light information */
{
int valid_light_count = 0;
int* light_index_list = light_get_valid_indices(&valid_light_count);
char uniform_name[MAX_NAME_LEN];
memset(uniform_name, '\0', MAX_NAME_LEN);
for(int i = 0; i < valid_light_count; i++)
{
struct Entity* light_entity = entity_get(light_index_list[i]);
struct Light* light = &light_entity->light; /* TODO: Cull lights according to camera frustum */
vec3 light_pos = {0, 0, 0};
transform_get_absolute_pos(light_entity, &light_pos);
if(light->type != LT_POINT)
{
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].direction", i);
transform_get_absolute_lookat(light_entity, &light_pos);
vec3_norm(&light_pos, &light_pos);
shader_set_uniform_vec3(material->shader, uniform_name, &light_pos);
memset(uniform_name, '\0', MAX_NAME_LEN);
}
if(light->type != LT_DIR)
{
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].position", i);
shader_set_uniform_vec3(material->shader, uniform_name, &light_pos);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].outer_angle", i);
shader_set_uniform_float(material->shader, uniform_name, light->outer_angle);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].inner_angle", i);
shader_set_uniform_float(material->shader, uniform_name, light->inner_angle);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].falloff", i);
shader_set_uniform_float(material->shader, uniform_name, light->falloff);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].radius", i);
shader_set_uniform_int(material->shader, uniform_name, light->radius);
memset(uniform_name, '\0', MAX_NAME_LEN);
}
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].color", i);
shader_set_uniform_vec3(material->shader, uniform_name, &light->color);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].intensity", i);
shader_set_uniform_float(material->shader, uniform_name, light->intensity);
memset(uniform_name, '\0', MAX_NAME_LEN);
snprintf(uniform_name, MAX_NAME_LEN, "lights[%d].type", i);
shader_set_uniform_int(material->shader, uniform_name, light->type);
memset(uniform_name, '\0', MAX_NAME_LEN);
}
shader_set_uniform_int(material->shader, "total_active_lights", valid_light_count);
vec3 camera_pos = {0, 0, 0};
transform_get_absolute_pos(camera_entity, &camera_pos);
shader_set_uniform_vec3(material->shader, "camera_pos", &camera_pos);
}
/* Render the geometry */
int indices = geom_render_in_frustum(model->geometry_index, &camera_entity->camera.frustum[0], entity, draw_mode);
if(indices > 0)
{
num_rendered++;
num_indices += indices;
}
else
{
num_culled++;
}
//geom_render(model->geometry_index, draw_mode);
for(int k = 0; k < array_len(model->material_params); k++)
{
/* unbind textures, if any */
struct Material_Param* param = &model->material_params[k];
struct Uniform* uniform = &material->model_params[param->uniform_index];
if(uniform->type == UT_TEX)
{
texture_unbind(*(int*)param->value);
renderer_check_glerror("model:render_all:unbind_texture_uniform");
}
}
}
shader_unbind();
}
editor_debugvar_slot_set_int(num_rendered_slot, num_rendered);
editor_debugvar_slot_set_int(num_culled_slot, num_culled);
editor_debugvar_slot_set_int(num_indices_slot, num_indices);
num_culled = num_rendered = num_indices = 0;
}
int model_set_material_param(struct Entity* entity, const char* name, void* value)
{
assert(name && value);
struct Model* model = &entity->model;
int success = 0;
struct Material* material = material_get(model->material);
for(int i = 0; i < array_len(model->material_params); i++)
{
struct Material_Param* param = &model->material_params[i];
struct Uniform* uniform = &material->model_params[param->uniform_index];
if(strcmp(uniform->name, name) == 0)
{
success = 1;
switch(uniform->type)
{
case UT_INT: *((int*)param->value) = *((int*)value); break;
case UT_FLOAT: *((float*)param->value) = *((float*)value); break;
case UT_VEC2: vec2_assign((vec2*)param->value, (vec2*)value); break;
case UT_VEC3: vec3_assign((vec3*)param->value, (vec3*)value); break;
case UT_VEC4: vec4_assign((vec4*)param->value, (vec4*)value); break;
case UT_MAT4: mat4_assign((mat4*)param->value, (mat4*)value); break;
case UT_TEX: *((int*)param->value) = *((int*)value); break;
default:
log_error("model:set_material_param", "Invalid parameter type");
success = 0;
break;
}
break; /* break for */
}
}
return success;
}
int model_get_material_param(struct Entity* entity, const char* name, void* value_out)
{
assert(name && value_out);
struct Model* model = &entity->model;
int success = 0;
struct Material* material = material_get(model->material);
for(int i = 0; i < array_len(model->material_params); i++)
{
struct Material_Param* param = &model->material_params[i];
struct Uniform* uniform = &material->model_params[param->uniform_index];
if(strcmp(uniform->name, name) == 0)
{
switch(uniform->type)
{
case UT_INT: *((int*)value_out) = *((int*)param->value); break;
case UT_FLOAT: *((float*)value_out) = *((float*)param->value); break;
case UT_VEC2: vec2_assign((vec2*)value_out, (vec2*)param->value); break;
case UT_VEC3: vec3_assign((vec3*)value_out, (vec3*)param->value); break;
case UT_VEC4: vec4_assign((vec4*)value_out, (vec4*)param->value); break;
case UT_MAT4: mat4_assign((mat4*)value_out, (mat4*)param->value); break;
}
success = 1;
break;
}
}
return success;
}
void model_render_all_debug(struct Entity* camera_entity,
int debug_shader,
int draw_mode,
const vec4* debug_color)
{
assert(debug_shader > -1);
shader_bind(debug_shader);
{
static mat4 mvp;
shader_set_uniform_vec4(debug_shader, "debug_color", debug_color);
struct Entity* entity_list = entity_get_all();
for(int i = 0; i < array_len(entity_list); i++)
{
if(!entity_list[i].renderable) continue;
struct Model* model = &entity_list[i].model;
struct Transform* transform = &entity_list[i].transform;
int geometry = model->geometry_index;
mat4_identity(&mvp);
mat4_mul(&mvp, &camera_entity->camera.view_proj_mat, &transform->trans_mat);
shader_set_uniform_mat4(debug_shader, "mvp", &mvp);
geom_render(geometry, draw_mode);
}
}
shader_unbind();
}