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

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11 KiB

#include "geometry.h"
#include "array.h"
#include "string_utils.h"
#include "file_io.h"
#include "log.h"
#include "renderer.h"
#include "bounding_volumes.h"
#include "transform.h"
#include "gl_load.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include <float.h>
struct Geometry
{
char* filename;
int draw_indexed;
uint vao;
uint vertex_vbo;
uint uv_vbo;
uint normal_vbo;
uint color_vbo;
uint index_vbo;
int ref_count;
vec3* vertices;
vec3* vertex_colors;
vec3* normals;
vec2* uvs;
uint* indices;
struct Bounding_Box bounding_box;
struct Bounding_Sphere bounding_sphere;
};
/* Data */
static struct Geometry* geometry_list;
static int* empty_indices;
static GLenum* draw_modes;
static int load_from_file(struct Geometry* geometry, const char* filename);
static void create_vao(struct Geometry* geometry);
static struct Geometry* generate_new_index(int* out_new_index);
void geom_init(void)
{
geometry_list = array_new(struct Geometry);
empty_indices = array_new(int);
draw_modes = array_new_cap(GLenum, GDM_NUM_DRAWMODES);
draw_modes[GDM_TRIANGLES] = GL_TRIANGLES;
draw_modes[GDM_LINES] = GL_LINES;
draw_modes[GDM_POINTS] = GL_POINTS;
}
int geom_find(const char* filename)
{
int index = -1;
for(int i = 0; i < array_len(geometry_list); i++)
{
struct Geometry* geometry = &geometry_list[i];
if(strcmp(geometry->filename, filename) == 0)
{
index = i;
break;
}
}
return index;
}
void geom_bounding_volume_generate(int index)
{
struct Geometry* geometry = &geometry_list[index];
struct Bounding_Box* box = &geometry->bounding_box;
struct Bounding_Sphere* sphere = &geometry->bounding_sphere;
vec3_fill(&box->max, -FLT_MIN, -FLT_MIN, -FLT_MIN);
vec3_fill(&box->min, FLT_MAX, FLT_MAX, FLT_MAX);
vec3_fill(&sphere->center, 0.f, 0.f, 0.f);
sphere->radius = 0.f;
for(int i = 0; i < array_len(geometry->vertices); i++)
{
vec3* vertex = &geometry->vertices[i];
if(vertex->x > box->max.x) box->max.x = vertex->x;
if(vertex->y > box->max.y) box->max.y = vertex->y;
if(vertex->z > box->max.z) box->max.z = vertex->z;
if(vertex->x < box->min.x) box->min.x = vertex->x;
if(vertex->y < box->min.y) box->min.y = vertex->y;
if(vertex->z < box->min.z) box->min.z = vertex->z;
}
vec3_add(&sphere->center, &box->max, &box->min);
vec3_scale(&sphere->center, &sphere->center, 0.5f);
vec3 len_vec;
vec3_sub(&len_vec, &box->max, &sphere->center);
sphere->radius = fabsf(vec3_len(&len_vec));
}
void geom_bounding_volume_generate_all(void)
{
for(int i = 0; i < array_len(geometry_list); i++)
geom_bounding_volume_generate(i);
}
static struct Geometry* generate_new_index(int* out_new_index)
{
assert(out_new_index);
int empty_len = array_len(empty_indices);
struct Geometry* new_geo = NULL;
if(empty_len > 0)
{
*out_new_index = empty_indices[empty_len - 1];
array_pop(empty_indices);
new_geo = &geometry_list[*out_new_index];
}
else
{
new_geo = array_grow(geometry_list, struct Geometry);
*out_new_index = array_len(geometry_list) - 1;
}
return new_geo;
}
int geom_create_from_file(const char* name)
{
assert(name);
// check if exists
int index = geom_find(name);
if(index == -1)
{
/* add new geometry object or overwrite existing one */
struct Geometry* new_geo = NULL;
new_geo = generate_new_index(&index);
assert(new_geo);
if(load_from_file(new_geo, name))
{
create_vao(new_geo);
geom_bounding_volume_generate(index);
}
else
{
/* TODO: Some error here, find it and fix it */
array_pop(geometry_list);
index = -1;
}
}
else
{
geometry_list[index].ref_count++;
}
return index;
}
int geom_create(const char* name,
vec3* vertices,
vec2* uvs,
vec3* normals,
uint* indices,
vec3* vertex_colors)
{
assert(name && vertices && uvs && normals && indices);
int index = -1;
/* add new geometry object or overwrite existing one */
struct Geometry* new_geo = NULL;
new_geo = generate_new_index(&index);
assert(new_geo);
new_geo->filename = str_new(name);
new_geo->vertices = array_new_cap(vec3, array_len(vertices));
array_copy(vertices, new_geo->vertices);
new_geo->normals = array_new_cap(vec3, array_len(normals));
array_copy(normals, new_geo->normals);
new_geo->uvs = array_new_cap(vec2, array_len(uvs));
array_copy(uvs, new_geo->uvs);
new_geo->indices = array_new_cap(uint, array_len(indices));
array_copy(indices, new_geo->indices);
if(vertex_colors)
{
new_geo->vertex_colors = array_new_cap(vec3, array_len(vertex_colors));
array_copy(vertex_colors, new_geo->vertex_colors);
}
else
{
new_geo->vertex_colors = array_new(vec3);
}
create_vao(new_geo);
//generateBoundingBox(index);
return index;
}
void geom_remove(int index)
{
if(index >= 0 && index < array_len(geometry_list))
{
struct Geometry* geometry = &geometry_list[index];
if(geometry->ref_count >= 0)
{
geometry->ref_count--;
if(geometry->ref_count < 0)
{
if(geometry->indices) array_free(geometry->indices);
if(geometry->vertices) array_free(geometry->vertices);
if(geometry->uvs) array_free(geometry->uvs);
if(geometry->normals) array_free(geometry->normals);
if(geometry->vertex_colors) array_free(geometry->vertex_colors);
if(geometry->filename) free(geometry->filename);
geometry->indices = NULL;
geometry->vertices = NULL;
geometry->uvs = NULL;
geometry->normals = NULL;
geometry->vertex_colors = NULL;
geometry->filename = NULL;
array_push(empty_indices, index, int);
}
}
}
}
void geom_cleanup(void)
{
for(int i = 0; i < array_len(geometry_list); i++)
geom_remove(i);
array_free(geometry_list);
array_free(empty_indices);
array_free(draw_modes);
}
static int load_from_file(struct Geometry* geometry, const char* filename)
{
assert(filename);
int success = 1;
char* full_path = str_new("models/%s", filename);
FILE* file = io_file_open(full_path, "rb");
free(full_path);
if(file)
{
const uint32 INDEX_SIZE = sizeof(uint32);
const uint32 VEC3_SIZE = sizeof(vec3);
const uint32 VEC2_SIZE = sizeof(vec2);
uint32 header[4];
size_t bytes_read = 0;
if((bytes_read = fread(header, INDEX_SIZE, 4, file)) <= 0)
{
log_error("geometry:load_from_file", "Read failed");
success = 0;
}
else
{
uint32 indices_count = header[0];
uint32 vertices_count = header[1];
uint32 normals_count = header[2];
uint32 uvs_count = header[3];
// Indices
geometry->indices = array_new_cap(uint, indices_count);
fread(geometry->indices, INDEX_SIZE, indices_count, file);
array_match_len_cap(geometry->indices);
// Vertices
geometry->vertices = array_new_cap(vec3, vertices_count);
fread(geometry->vertices, VEC3_SIZE, vertices_count, file);
array_match_len_cap(geometry->vertices);
// Normals
geometry->normals = array_new_cap(vec3, normals_count);
fread(geometry->normals, VEC3_SIZE, normals_count, file);
array_match_len_cap(geometry->normals);
// Uvs
geometry->uvs = array_new_cap(vec2, uvs_count);
fread(geometry->uvs, VEC2_SIZE, uvs_count, file);
array_match_len_cap(geometry->uvs);
geometry->vertex_colors = array_new(vec3);
}
fclose(file);
geometry->filename = str_new(filename);
geometry->draw_indexed = 1;
geometry->ref_count++;
}
else
{
success = 0;
}
return success;
}
static void create_vao(struct Geometry* geometry)
{
// TODO: Add support for different model formats and interleaving VBO
assert(geometry);
glGenVertexArrays(1, &geometry->vao);
glBindVertexArray(geometry->vao);
glGenBuffers(1, &geometry->vertex_vbo);
glBindBuffer(GL_ARRAY_BUFFER, geometry->vertex_vbo);
glBufferData(GL_ARRAY_BUFFER,
array_len(geometry->vertices) * sizeof(vec3),
geometry->vertices,
GL_STATIC_DRAW);
renderer_check_glerror("Geometry::create_vbo::vertex");
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
if(array_len(geometry->normals) > 0)
{
glGenBuffers(1, &geometry->normal_vbo);
glBindBuffer(GL_ARRAY_BUFFER, geometry->normal_vbo);
glBufferData(GL_ARRAY_BUFFER,
array_len(geometry->normals) * sizeof(vec3),
geometry->normals,
GL_STATIC_DRAW);
renderer_check_glerror("Geometry::create_vbo::normal");
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 0, 0);
}
if(array_len(geometry->uvs) > 0)
{
glGenBuffers(1, &geometry->uv_vbo);
glBindBuffer(GL_ARRAY_BUFFER, geometry->uv_vbo);
glBufferData(GL_ARRAY_BUFFER,
array_len(geometry->uvs) * sizeof(vec2),
geometry->uvs,
GL_STATIC_DRAW);
renderer_check_glerror("Geometry::create_vbo::uv");
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
if(array_len(geometry->vertex_colors) > 0)
{
glGenBuffers(1, &geometry->color_vbo);
glBindBuffer(GL_ARRAY_BUFFER, geometry->color_vbo);
glBufferData(GL_ARRAY_BUFFER,
array_len(geometry->vertex_colors) * sizeof(vec3),
geometry->vertex_colors,
GL_STATIC_DRAW);
renderer_check_glerror("Geometry::create_vbo::color");
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
if(array_len(geometry->indices) > 0)
{
glGenBuffers(1, &geometry->index_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geometry->index_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
array_len(geometry->indices) * sizeof(GLuint),
geometry->indices,
GL_STATIC_DRAW);
geometry->draw_indexed = 1;
}
glBindVertexArray(0);
}
void geom_render(int index, enum Geometry_Draw_Mode draw_mode)
{
assert((int)draw_mode > -1 && draw_mode < GDM_NUM_DRAWMODES);
struct Geometry* geo = &geometry_list[index];
glBindVertexArray(geo->vao);
if(geo->draw_indexed)
glDrawElements(draw_modes[draw_mode], array_len(geo->indices), GL_UNSIGNED_INT, (void*)0);
else
glDrawArrays(draw_modes[draw_mode], 0, array_len(geo->vertices));
glBindVertexArray(0);
}
int geom_render_in_frustum(int index,
vec4* frustum,
struct Transform* transform,
enum Geometry_Draw_Mode draw_mode)
{
int rendered = 0;
struct Geometry* geometry = &geometry_list[index];
int intersection = bv_intersect_frustum_sphere(frustum, &geometry->bounding_sphere, transform);
if(intersection == IT_INTERSECT || intersection == IT_INSIDE)
{
geom_render(index, draw_mode);
rendered = array_len(geometry->indices);
/* intersection = bv_intersect_frustum_box(frustum, &geometry->bounding_box, transform); */
/* if(intersection == IT_INTERSECT || intersection == IT_INSIDE) */
/* { */
/* geom_render(index, draw_mode); */
/* rendered = array_len(geometry->indices); */
/* } */
}
return rendered;
}
struct Bounding_Sphere* geom_bounding_sphere_get(int index)
{
assert(index > -1 && index < array_len(geometry_list));
return &geometry_list[index].bounding_sphere;
}