1044 lines
28 KiB
C++
1044 lines
28 KiB
C++
#include "engine/core.h"
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#include "engine/log.h"
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#include "engine/ifilesystem.h"
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#include "engine/camera.h"
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#include "render/texturesmanager.h"
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#include "render/modelsystem.h"
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#include "render/scenemanager.h"
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#include "render/renderdevice.h"
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#include "render/gl_shared.h"
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#include "render/texture2d.h"
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#include "render/shader.h"
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#include "render/shadersystem.h"
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#include "render/render.h"
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#include "render/debugrender.h"
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#include "render/gpu_buffer.h"
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#include "engine/camera.h"
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#include "engine/physics/physicsworld.h"
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#include <pugixml.hpp>
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extern int g_NumModels;
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static bool g_debugRenderScene = false;
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glm::vec3 g_ambientColor = glm::vec3(0.0f);
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static std::string getFileExtension(const std::string& filename)
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{
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size_t whereIsDot = filename.find_last_of('.');
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if (whereIsDot != std::string::npos) {
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return filename.substr(whereIsDot);
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}
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return "";
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}
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static std::string getFileNameWithoutExtension(const std::string& filename)
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{
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size_t lastindex = filename.find_last_of(".");
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if (lastindex != std::string::npos) {
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return filename.substr(0, lastindex);
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}
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return filename;
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}
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static std::string getFilenameWithoutPathAndExtension(const std::string& filename)
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{
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size_t whereIsDot = filename.find_last_of('.');
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size_t whereIsSlash = filename.find_last_of('/');
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if (whereIsSlash == std::string::npos) {
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whereIsSlash = filename.find_last_of('\\');
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}
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if (whereIsDot == std::string::npos && whereIsSlash == std::string::npos) {
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return filename;
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}
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std::string string = filename.substr(whereIsSlash + 1);
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whereIsDot = string.find_last_of('.');
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string = string.substr(0, whereIsDot);
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return string;
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}
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template <typename T>
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void TReadFile(FileHandle_t handle, T* value)
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{
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GetFileSystem()->ReadFile(handle, (void*)value, sizeof(T));
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}
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template <typename T>
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void TWriteFile(FileHandle_t handle, const T* value)
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{
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GetFileSystem()->WriteFile(handle, (void*)value, sizeof(T));
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}
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static void WriteString(FileHandle_t handle, const std::string& string)
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{
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uint16_t size = string.length();
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TWriteFile(handle, &size);
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GetFileSystem()->WriteFile(handle, (void*)string.c_str(), size);
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}
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static void ReadString(FileHandle_t handle, std::string& string)
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{
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uint16_t size;
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TReadFile(handle, &size);
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//string.resize(size + 1);
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string.resize(size);
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GetFileSystem()->ReadFile(handle, (void*)string.c_str(), size);
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//string[size] = '\0';
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}
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//#ifdef NDEBUG
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//#pragma comment(lib, "assimp-vc141-mt.lib")
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//#else
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//#pragma comment(lib, "assimp-vc141-mtd.lib")
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//#endif // NDEBUG
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//
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//inline static glm::mat4 Assimp2Glm(const aiMatrix4x4& from)
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//{
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// return glm::mat4(
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// (double)from.a1, (double)from.b1, (double)from.c1, (double)from.d1,
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// (double)from.a2, (double)from.b2, (double)from.c2, (double)from.d2,
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// (double)from.a3, (double)from.b3, (double)from.c3, (double)from.d3,
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// (double)from.a4, (double)from.b4, (double)from.c4, (double)from.d4
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// );
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//}
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//
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//SceneStaticMesh* createSceneStaticMesh(const aiScene* scene, aiMesh* mesh)
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//{
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// assert(scene);
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// assert(mesh);
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// //assert(mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE);
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//
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// std::vector<SceneStaticMeshVertex> vertices;
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// std::vector<uint32_t> indices;
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//
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// // reserve 1024 vertices and indices
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// vertices.reserve(1024);
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// indices.reserve(1024);
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//
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// for (uint32_t i = 0; i < mesh->mNumVertices; i++) {
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// SceneStaticMeshVertex vertex;
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//
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// // position
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// aiVector3D position = mesh->mVertices[i];
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// vertex.m_position.x = position.x;
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// vertex.m_position.y = position.y;
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// vertex.m_position.z = position.z;
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//
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// // normal
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// aiVector3D normal = mesh->mNormals[i];
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// vertex.m_normal.x = normal.x;
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// vertex.m_normal.y = normal.y;
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// vertex.m_normal.z = normal.z;
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//
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// static bool inverseTexCoords = true;
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//
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// if (inverseTexCoords) {
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// // texture coord 0 ( DIFFUSE )
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// if (mesh->mTextureCoords[0]) {
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// vertex.m_texcoord1.x = mesh->mTextureCoords[0][i].x;
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// vertex.m_texcoord1.y = mesh->mTextureCoords[0][i].y;
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// }
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// else {
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// vertex.m_texcoord1 = glm::vec2(0.0f, 0.0f);
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// }
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//
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// // texture coord 1 ( LIGHTMAP )
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// if (mesh->mTextureCoords[1]) {
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// vertex.m_texcoord0.x = mesh->mTextureCoords[1][i].x;
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// vertex.m_texcoord0.y = mesh->mTextureCoords[1][i].y;
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// }
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// else {
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// vertex.m_texcoord0 = glm::vec2(0.0f, 0.0f);
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// }
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// }
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// else {
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// // texture coord 0 ( DIFFUSE )
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// if (mesh->mTextureCoords[0]) {
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// vertex.m_texcoord0.x = mesh->mTextureCoords[0][i].x;
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// vertex.m_texcoord0.y = mesh->mTextureCoords[0][i].y;
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// }
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// else {
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// vertex.m_texcoord0 = glm::vec2(0.0f, 0.0f);
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// }
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//
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// // texture coord 0 ( LIGHTMAP )
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// if (mesh->mTextureCoords[1]) {
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// vertex.m_texcoord1.x = mesh->mTextureCoords[1][i].x;
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// vertex.m_texcoord1.y = mesh->mTextureCoords[1][i].y;
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// }
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// else {
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// vertex.m_texcoord1 = glm::vec2(0.0f, 0.0f);
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// }
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// }
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//
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// vertices.push_back(vertex);
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// }
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//
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// for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
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// aiFace face = mesh->mFaces[i];
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// for (uint32_t j = 0; j < face.mNumIndices; j++)
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// indices.push_back(face.mIndices[j]);
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// }
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//
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// aiMaterial* assImpMaterial = scene->mMaterials[mesh->mMaterialIndex];
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// aiString diffusePath;
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// assImpMaterial->GetTexture(aiTextureType_DIFFUSE, 0, &diffusePath);
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//
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// if (strlen(diffusePath.C_Str()) == 0) {
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// Logger::msg("Scene mesh '%s' has assImpMaterial, but diffuse texture is not specified.", mesh->mName.C_Str());
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// }
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//
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// Material* material = g_materialsManager->createMaterial("default_lightmap", diffusePath.C_Str());
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//
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// glm::mat4 transform = glm::identity<glm::mat4>();
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//
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// return new SceneStaticMesh(vertices, indices, material, transform);
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//}
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SceneManager* g_sceneManager;
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SceneManager::SceneManager()
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{
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m_sceneLoaded = false;
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DLightManager::GetInstance()->Clear();
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}
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SceneManager::~SceneManager()
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{
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m_sceneLoaded = false;
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}
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void SceneManager::loadScene(const char* filename)
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{
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unloadIfScenePresent();
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// Reset ambient color
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setAmbientColor(glm::vec3(0.0f));
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char filenameBuffer[kMaxPathLength];
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snprintf(filenameBuffer, kMaxPathLength, "data/levels/%s/%s.xml", filename, filename);
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FileHandle_t file = GetFileSystem()->OpenFile(filenameBuffer, "rb");
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SDL_assert_always(file != kInvalidFileHandleValue);
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size_t length = GetFileSystem()->GetFileLength(file);
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char* filedata = new char[length + 1];
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GetFileSystem()->ReadFile(file, filedata, length);
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filedata[length] = '\0';
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GetFileSystem()->CloseFile(file);
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pugi::xml_document doc;
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pugi::xml_parse_result result = doc.load_buffer(filedata, length);
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delete[] filedata;
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if (!result) {
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Core::Error("SceneManager::LoadScene: Error while reading level description file '%s'\nError: %s:%i",
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filenameBuffer, result.description(), result.offset);
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}
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pugi::xml_node root = doc.document_element();
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const char* scenefilename = root.child("LevelDescription").child("SceneFile").attribute("filename").value();
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pugi::xml_node ambientnode = root.child("LevelDescription").child("AmbientColor");
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if (ambientnode)
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{
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glm::vec3 color = glm::vec3(0.0f);
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color.r = ambientnode.attribute("r").as_float();
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color.g = ambientnode.attribute("g").as_float();
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color.b = ambientnode.attribute("b").as_float();
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setAmbientColor(color);
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}
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m_sceneName = getFileNameWithoutExtension(scenefilename);
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sprintf(filenameBuffer, "data/levels/%s/%s", filename, scenefilename);
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if (!GetFileSystem()->IsExist(filenameBuffer)) {
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Core::Error("SceneManager::LoadScene: scene file '%s' doesnt exist", scenefilename);
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}
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m_sceneFilename = filenameBuffer;
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if (getFileExtension(m_sceneFilename) == ".scene") {
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LoadSceneXML(m_sceneFilename.c_str());
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}
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Logger::Msg("loaded %u meshes", m_sceneMeshes.size());
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m_sceneLoaded = true;
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}
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void SceneManager::LoadSceneXML(const char* filename)
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{
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FileHandle_t file = GetFileSystem()->OpenFile(filename, "rb");
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SDL_assert_always(file != kInvalidFileHandleValue);
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size_t length = GetFileSystem()->GetFileLength(file);
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char* filedata = new char[length + 1];
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GetFileSystem()->ReadFile(file, filedata, length);
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filedata[length] = '\0';
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GetFileSystem()->CloseFile(file);
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pugi::xml_document doc;
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pugi::xml_parse_result result = doc.load_buffer(filedata, length);
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delete[] filedata;
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if (!result) {
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Core::Error("SceneManager::LoadSceneXML: Error while reading level description file '%s'\nError: %s:%i",
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filename, result.description(), result.offset);
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}
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for (pugi::xml_node staticMesh : doc.child("Scene").children("StaticMesh")) {
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const char* meshfilename = staticMesh.attribute("filename").as_string();
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if (meshfilename)
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loadStaticMesh(meshfilename);
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}
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}
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//void SceneManager::loadScene(const char* sceneName)
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//{
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// if (sceneName)
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// m_sceneName = getFileNameWithoutExtension(sceneName);
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//
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// if (!m_sceneName.size())
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// Core::Error("Scene::loadScene: Scene file is empty, check the 'SceneFile' attribute in level description.");
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//
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// m_sceneFilename = "data/levels/" + std::string(sceneName) + "/" + std::string(sceneName) + ".scene.xml";
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//
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// if (!GetFileSystem()->IsExist(m_sceneFilename.c_str()))
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// Core::Error("Scene::loadScene: scene file '%s' doesnt exist", m_sceneFilename.c_str());
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//
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// Logger::Msg("loading scene %s", m_sceneFilename.c_str());
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//
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// loadStaticMeshes();
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//
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// // Load lightmap
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//// m_lightmap = g_texturesManager->createTexture2D("**");
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//
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// //if (!scene->HasTextures()) {
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// // Core::error("Scene::loadScene: scene '%s' doesnt have textures. Please check assImpMaterial parameters!", scenefilename);
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// //}
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//
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// m_sceneLoaded = true;
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//}
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void SceneManager::loadSkybox(const char* skybox)
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{
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if (skybox && *skybox && strcmp(skybox, "none"))
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m_pSkybox = g_modelSystem->LoadModel(skybox);
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}
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void SceneManager::loadStaticMeshes()
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{
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//File* file = g_fileManager->openFile(m_sceneFilename.c_str(), FileAccess::Read);
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//file->seek(SeekDir::End, 0);
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//size_t length = file->tell();
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//file->seek(SeekDir::Begin, 0);
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//char* filedata = new char[length + 1];
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//file->read(filedata, length);
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//filedata[length] = '\0';
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//g_fileManager->closeFile(file);
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//Assimp::Importer importer;
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//const aiScene* scene = importer.ReadFileFromMemory(filedata, length,
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// aiProcessPreset_TargetRealtime_Quality | // some optimizations and safety checks
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// aiProcess_OptimizeMeshes | // minimize number of meshes
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// aiProcess_PreTransformVertices | // apply node matrices
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// // aiProcess_Triangulate |
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// aiProcess_SplitLargeMeshes |
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// aiProcess_TransformUVCoords /*|*/ // apply UV transformations
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///*aiProcess_FlipUVs*/);
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//delete[] filedata;
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//if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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// Core::error("Scene::loadScene: failed to load scene '%s'.\n%s", m_sceneName, importer.GetErrorString());
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//}
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//if (scene && !scene->HasMaterials()) {
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// Core::error("Scene::loadScene: scene '%s' doesnt have materials. Please check export parameters!", m_sceneName);
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//}
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//Logger::msg("loaded %u meshes", scene->mNumMeshes);
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//for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
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// m_sceneMeshes.push_back(createSceneStaticMesh(scene, scene->mMeshes[i]));
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//}
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}
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void SceneManager::loadStaticMesh(const char* filename)
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{
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char filenamebuf[kMaxPathLength];
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snprintf(filenamebuf, kMaxPathLength, "data/levels/%s/%s", m_sceneName.c_str(), filename);
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if (GetFileSystem()->IsExist(filenamebuf)) {
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SceneStaticMesh* staticMesh = new SceneStaticMesh();
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const char* ext = strrchr(filenamebuf, '.');
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if (ext && strcmp(ext, ".obj") == 0)
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staticMesh->LoadObj(filenamebuf);
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else if (ext && strcmp(ext, ".wmb") == 0)
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staticMesh->LoadBin(filenamebuf);
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m_sceneMeshes.push_back(staticMesh);
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}
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}
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bool SceneManager::isSceneLoaded()
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{
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return m_sceneLoaded;
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}
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void SceneManager::renderScene(const glm::mat4& cameraTranslation)
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{
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if (!isSceneLoaded())
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return;
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Camera* camera = g_cameraManager.GetActiveCamera();
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if (!camera)
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return;
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Frustum& frustum = camera->GetFrustum();
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for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin(); it != m_sceneMeshes.end(); ++it) {
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if (*it) {
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// cull mesh
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if (frustum.CullBoundingBox((*it)->GetBoundingBox()))
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continue;
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(*it)->RenderObjects();
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if (g_debugRenderScene)
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g_debugRender->DrawBoundingBox((*it)->GetBoundingBox(), glm::vec3(1.0f));
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}
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}
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// draw skybox
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//if (m_pSkybox)
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// m_pSkybox->renderObjects(cameraTranslation);
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//glActiveTexture(GL_TEXTURE1);
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//m_lightmap->bind();
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//if (g_lmTexFilter.getValueB()) {
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// //m_lightmap->setMin
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//}
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//m_lightmap->setWrapS(TextureWrap::ClampToEdge);
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//m_lightmap->setWrapT(TextureWrap::ClampToEdge);
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//for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin(); it != m_sceneMeshes.end(); ++it) {
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// if (*it) {
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// (*it)->renderObjects();
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// }
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//}
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//glActiveTexture(GL_TEXTURE1);
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//glBindTexture(GL_TEXTURE_2D, 0);
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}
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void SceneManager::unloadIfScenePresent()
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{
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if (!isSceneLoaded())
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return;
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unloadScene();
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}
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void SceneManager::replaceMaterial(const char* oldMaterialname, const char* newMaterialName)
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{
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}
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void SceneManager::replaceAllMaterialsWithBruteForce(const char* materialname)
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{
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/*for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin();
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it != m_sceneMeshes.end();
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++it)
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{
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SceneStaticMesh* mesh = (*it);
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assert(mesh);
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assert(mesh->m_material && "scene mesh has nullptr assImpMaterial");
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mesh->m_material = g_materialsManager->createMaterial(materialname,
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mesh->m_material->getTemplateMaterial()->m_diffuseTextures[0].c_str());
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}*/
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}
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void SceneManager::unloadScene()
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{
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Logger::Msg("deleting scene ...");
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if (m_sceneMeshes.empty())
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return;
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for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin();
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it != m_sceneMeshes.end();
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++it)
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{
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if (*it) {
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delete* it;
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*it = nullptr;
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}
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}
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m_sceneMeshes.clear();
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DLightManager::GetInstance()->Clear();
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m_sceneLoaded = false;
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}
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const char* SceneManager::getSceneName()
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{
|
|
return m_sceneName.c_str();
|
|
}
|
|
|
|
void SceneManager::toggleDebugRender()
|
|
{
|
|
g_debugRenderScene = !g_debugRenderScene;
|
|
}
|
|
|
|
void SceneManager::setAmbientColor(const glm::vec3& color)
|
|
{
|
|
g_ambientColor = color;
|
|
}
|
|
|
|
const glm::vec3& SceneManager::getAmbientColor()
|
|
{
|
|
return g_ambientColor;
|
|
}
|
|
|
|
// SceneStaticMesh
|
|
|
|
SceneStaticMesh::SceneStaticMesh() :
|
|
m_vb(nullptr),
|
|
m_ib(nullptr),
|
|
m_albedoTexture(nullptr),
|
|
m_vbcount(0),
|
|
m_ibcount(0)
|
|
{
|
|
}
|
|
|
|
SceneStaticMesh::~SceneStaticMesh()
|
|
{
|
|
if (m_ib) {
|
|
delete m_ib;
|
|
m_ib = nullptr;
|
|
}
|
|
|
|
if (m_vb) {
|
|
delete m_vb;
|
|
m_vb = nullptr;
|
|
}
|
|
}
|
|
|
|
void SceneStaticMesh::LoadObj(const char* filename)
|
|
{
|
|
std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
|
|
std::vector<glm::vec3> temp_vertices;
|
|
std::vector<glm::vec2> temp_uvs;
|
|
std::vector<glm::vec3> temp_normals;
|
|
|
|
std::vector<glm::vec3> out_vertices;
|
|
std::vector<glm::vec2> out_uvs;
|
|
std::vector<glm::vec3> out_normals;
|
|
|
|
FILE* file = fopen(filename, "r");
|
|
if (file == NULL) {
|
|
Msg("SceneStaticMesh::LoadObj: Impossible to open the file !");
|
|
return;
|
|
}
|
|
|
|
while (1) {
|
|
|
|
char lineHeader[128];
|
|
// read the first word of the line
|
|
int res = fscanf(file, "%s", lineHeader);
|
|
if (res == EOF)
|
|
break; // EOF = End Of File. Quit the loop.
|
|
|
|
// else : parse lineHeader
|
|
|
|
if (strcmp(lineHeader, "v") == 0) {
|
|
glm::vec3 vertex;
|
|
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
|
|
temp_vertices.push_back(vertex);
|
|
}
|
|
else if (strcmp(lineHeader, "vt") == 0) {
|
|
glm::vec2 uv;
|
|
fscanf(file, "%f %f\n", &uv.x, &uv.y);
|
|
uv.y = -uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders.
|
|
temp_uvs.push_back(uv);
|
|
}
|
|
else if (strcmp(lineHeader, "vn") == 0) {
|
|
glm::vec3 normal;
|
|
fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z);
|
|
temp_normals.push_back(normal);
|
|
}
|
|
else if (strcmp(lineHeader, "f") == 0) {
|
|
std::string vertex1, vertex2, vertex3;
|
|
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
|
|
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
|
|
if (matches != 9) {
|
|
Msg("SceneStaticMesh::LoadObj: File can't be read by our simple parser :-( Try exporting with other options");
|
|
fclose(file);
|
|
return;
|
|
}
|
|
vertexIndices.push_back(vertexIndex[0]);
|
|
vertexIndices.push_back(vertexIndex[1]);
|
|
vertexIndices.push_back(vertexIndex[2]);
|
|
uvIndices.push_back(uvIndex[0]);
|
|
uvIndices.push_back(uvIndex[1]);
|
|
uvIndices.push_back(uvIndex[2]);
|
|
normalIndices.push_back(normalIndex[0]);
|
|
normalIndices.push_back(normalIndex[1]);
|
|
normalIndices.push_back(normalIndex[2]);
|
|
}
|
|
else {
|
|
// Probably a comment, eat up the rest of the line
|
|
char stupidBuffer[1000];
|
|
fgets(stupidBuffer, 1000, file);
|
|
}
|
|
|
|
}
|
|
|
|
// For each vertex of each triangle
|
|
for (unsigned int i = 0; i < vertexIndices.size(); i++) {
|
|
|
|
// Get the indices of its attributes
|
|
unsigned int vertexIndex = vertexIndices[i];
|
|
unsigned int uvIndex = uvIndices[i];
|
|
unsigned int normalIndex = normalIndices[i];
|
|
|
|
// Get the attributes thanks to the index
|
|
glm::vec3 vertex = temp_vertices[vertexIndex - 1];
|
|
glm::vec2 uv = temp_uvs[uvIndex - 1];
|
|
glm::vec3 normal = temp_normals[normalIndex - 1];
|
|
|
|
// Put the attributes in buffers
|
|
out_vertices.push_back(vertex);
|
|
out_uvs.push_back(uv);
|
|
out_normals.push_back(normal);
|
|
|
|
}
|
|
|
|
fclose(file);
|
|
|
|
m_boundingBox.m_min = glm::vec3(FLT_MAX);
|
|
m_boundingBox.m_max = glm::vec3(FLT_MIN);
|
|
|
|
// Combine in to the one array
|
|
std::vector<StaticMeshVertex> vertices;
|
|
for (unsigned int i = 0; i < vertexIndices.size(); i++)
|
|
{
|
|
// Get the indices of its attributes
|
|
unsigned int vertexIndex = vertexIndices[i];
|
|
unsigned int uvIndex = uvIndices[i];
|
|
unsigned int normalIndex = normalIndices[i];
|
|
|
|
// Get the attributes thanks to the index
|
|
glm::vec3 vertex = temp_vertices[vertexIndex - 1];
|
|
glm::vec2 uv = temp_uvs[uvIndex - 1];
|
|
glm::vec3 normal = temp_normals[normalIndex - 1];
|
|
|
|
StaticMeshVertex vtx = {};
|
|
vtx.position = vertex;
|
|
vtx.normal = normal;
|
|
vtx.texcoord = uv;
|
|
vertices.push_back(vtx);
|
|
|
|
if (i == 0)
|
|
{
|
|
m_boundingBox.m_min = vertex;
|
|
m_boundingBox.m_max = vertex;
|
|
}
|
|
else
|
|
{
|
|
m_boundingBox.m_min = glm::min(m_boundingBox.m_min, vertex);
|
|
m_boundingBox.m_max = glm::max(m_boundingBox.m_max, vertex);
|
|
}
|
|
}
|
|
|
|
// Fill face indices
|
|
std::vector<uint32_t> indices;
|
|
for (uint32_t i = 0; i < vertices.size(); i++) {
|
|
indices.push_back(i);
|
|
}
|
|
|
|
std::string binaryCache = getFileNameWithoutExtension(filename);
|
|
binaryCache += ".wmb";
|
|
|
|
if (!GetFileSystem()->IsExist(binaryCache.c_str()))
|
|
{
|
|
FileHandle_t handle = GetFileSystem()->OpenFile(binaryCache.c_str(), "wb");
|
|
|
|
// write header
|
|
WriteString(handle, "StaticSceneMeshFile");
|
|
WriteString(handle, "0.1");
|
|
|
|
// write material file
|
|
|
|
std::string mtlfilename = getFileNameWithoutExtension(filename);
|
|
mtlfilename += ".mtl";
|
|
WriteString(handle, mtlfilename);
|
|
|
|
// write vertices
|
|
uint32_t vbcount = vertices.size();
|
|
TWriteFile(handle, &vbcount);
|
|
GetFileSystem()->WriteFile(handle, vertices.data(), vertices.size() * sizeof(StaticMeshVertex));
|
|
|
|
// write indices
|
|
uint32_t ibcount = indices.size();
|
|
TWriteFile(handle, &ibcount);
|
|
GetFileSystem()->WriteFile(handle, indices.data(), indices.size() * sizeof(uint32_t));
|
|
|
|
GetFileSystem()->CloseFile(handle);
|
|
}
|
|
|
|
// m_Vertices = vertices;
|
|
|
|
m_vb = g_renderDevice->CreateVertexBuffer(vertices.data(), (int)sizeof(StaticMeshVertex) * (int)vertices.size());
|
|
m_vbcount = vertices.size();
|
|
|
|
std::string mtlfilename = getFileNameWithoutExtension(filename);
|
|
mtlfilename += ".mtl";
|
|
LoadMtl(mtlfilename.c_str());
|
|
|
|
if (g_PhysicsWorld) {
|
|
g_PhysicsWorld->AddCollisionModel(vertices.data(), vertices.size(), indices.data(), indices.size());
|
|
}
|
|
}
|
|
|
|
void SceneStaticMesh::LoadBin(const char* filename)
|
|
{
|
|
FileHandle_t handle = GetFileSystem()->OpenFile(filename, "rb");
|
|
|
|
std::string header;
|
|
ReadString(handle, header);
|
|
if (header != "StaticSceneMeshFile")
|
|
Core::Error(" SceneStaticMesh::LoadBin: Error during scene loading!\n%s is not a proper scene mesh.\n%s (should be %s)", filename, header.c_str(), "StaticSceneMeshFile");
|
|
|
|
std::string version;
|
|
ReadString(handle, version);
|
|
if (version != "0.1")
|
|
Core::Error(" SceneStaticMesh::LoadBin: Error during scene loading!\n%s is outdated.\nversion %s (current is %s)", filename, version.c_str(), "0.1");
|
|
|
|
std::string mtlfilename;
|
|
ReadString(handle, mtlfilename);
|
|
|
|
LoadMtl(mtlfilename.c_str());
|
|
|
|
// read vertices
|
|
uint32_t vbcount;
|
|
TReadFile(handle, &vbcount);
|
|
|
|
std::vector<StaticMeshVertex> vertices;
|
|
vertices.resize(vbcount);
|
|
GetFileSystem()->ReadFile(handle, vertices.data(), vertices.size() * sizeof(StaticMeshVertex));
|
|
|
|
// read indices
|
|
uint32_t ibcount;
|
|
TReadFile(handle, &ibcount);
|
|
|
|
std::vector<unsigned int> vertexIndices;
|
|
vertexIndices.resize(ibcount);
|
|
GetFileSystem()->ReadFile(handle, vertexIndices.data(), vertexIndices.size() * sizeof(unsigned int));
|
|
|
|
// bbox calculation
|
|
for (unsigned int i = 0; i < vertices.size(); i++)
|
|
{
|
|
|
|
if (i == 0)
|
|
{
|
|
m_boundingBox.m_min = vertices[i].position;
|
|
m_boundingBox.m_max = vertices[i].position;
|
|
}
|
|
else
|
|
{
|
|
m_boundingBox.m_min = glm::min(m_boundingBox.m_min, vertices[i].position);
|
|
m_boundingBox.m_max = glm::max(m_boundingBox.m_max, vertices[i].position);
|
|
}
|
|
}
|
|
|
|
|
|
// create vb
|
|
m_vb = g_renderDevice->CreateVertexBuffer(vertices.data(), (int)sizeof(StaticMeshVertex) * (int)vertices.size());
|
|
m_vbcount = vertices.size();
|
|
|
|
// create ib ??
|
|
|
|
if (g_PhysicsWorld) {
|
|
g_PhysicsWorld->AddCollisionModel(vertices.data(), vertices.size(), vertexIndices.data(), vertexIndices.size());
|
|
}
|
|
|
|
GetFileSystem()->CloseFile(handle);
|
|
}
|
|
|
|
void SceneStaticMesh::LoadMtl(const char* filename)
|
|
{
|
|
FILE* file = fopen(filename, "r");
|
|
if (file == NULL) {
|
|
Msg("SceneStaticMesh::LoadObj: Impossible to open the file !");
|
|
return;
|
|
}
|
|
|
|
while (1) {
|
|
|
|
char lineHeader[128];
|
|
// read the first word of the line
|
|
int res = fscanf(file, "%s", lineHeader);
|
|
if (res == EOF)
|
|
break; // EOF = End Of File. Quit the loop.
|
|
|
|
if (strcmp(lineHeader, "map_Kd") == 0) {
|
|
char stupidBuffer[1000];
|
|
fgets(stupidBuffer, 1000, file);
|
|
|
|
char* textureFilename = stupidBuffer + 1;
|
|
|
|
int str_len = strlen(textureFilename);
|
|
|
|
if (textureFilename[str_len - 1] == '\n')
|
|
textureFilename[str_len - 1] = '\0';
|
|
|
|
|
|
m_albedoTexture = g_texturesManager->LoadTexture2D(textureFilename, true);
|
|
}
|
|
|
|
//if (strcmp(lineHeader, "v") == 0) {
|
|
// glm::vec3 vertex;
|
|
// fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
|
|
// temp_vertices.push_back(vertex);
|
|
//}
|
|
//else {
|
|
// // Probably a comment, eat up the rest of the line
|
|
// char stupidBuffer[1000];
|
|
// fgets(stupidBuffer, 1000, file);
|
|
//}
|
|
|
|
}
|
|
|
|
fclose(file);
|
|
}
|
|
|
|
static glm::mat4 s_identity = glm::mat4(1.0f);
|
|
|
|
void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albedoTexture, DLight* light)
|
|
{
|
|
extern Shader* g_unlitShader;
|
|
extern Shader* g_litShader;
|
|
|
|
SDL_assert(g_unlitShader);
|
|
SDL_assert(g_litShader);
|
|
|
|
Shader* shader = light ? g_litShader : g_unlitShader;
|
|
|
|
g_shaderSystem->SetShader(shader);
|
|
|
|
g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MODEL_MATRIX, &worldMatrix[0]);
|
|
|
|
glm::mat4 mvp = g_render->GetProjectionMatrix() * g_render->GetViewMatrix() * worldMatrix;
|
|
g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MVP_MATRIX, &mvp[0]);
|
|
|
|
Camera* camera = g_cameraManager.GetActiveCamera();
|
|
if (camera && shader->HasUniform(UNIFORM_CAMERA_POS))
|
|
{
|
|
glm::vec4 campos = glm::vec4(camera->GetPosition(), 1.0f);
|
|
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CAMERA_POS, &campos);
|
|
}
|
|
|
|
if (shader->HasUniform(UNIFORM_SUN_DIRECTION))
|
|
{
|
|
glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
if (light)
|
|
lightPos = glm::vec4(light->position, light->radius);
|
|
|
|
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_DIRECTION, &lightPos);
|
|
}
|
|
|
|
if (shader->HasUniform(UNIFORM_SUN_COLOR))
|
|
{
|
|
glm::vec4 lightColor = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
if (light)
|
|
lightColor = glm::vec4(light->color, 1.0f);
|
|
|
|
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_COLOR, &lightColor);
|
|
}
|
|
|
|
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
|
|
{
|
|
glm::vec4 lightColor = glm::vec4(g_sceneManager->getAmbientColor(), 1.0f);
|
|
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
|
|
}
|
|
|
|
g_texturesManager->SetTexture(0, albedoTexture);
|
|
g_shaderSystem->SetUniformSampler(shader, SAMPLER_ALBEDO, 0);
|
|
}
|
|
|
|
void SceneStaticMesh::RenderObjects()
|
|
{
|
|
glFrontFace(GL_CCW);
|
|
glDepthFunc(GL_LESS);
|
|
|
|
g_renderDevice->SetCullFace(true);
|
|
g_renderDevice->SetDepthTest(true);
|
|
g_renderDevice->SetDepthWrite(true);
|
|
g_renderDevice->SetBlending(false);
|
|
|
|
int numlights = DLightManager::GetInstance()->GetNumLights();
|
|
if (!numlights)
|
|
{
|
|
g_renderDevice->SetVerticesBuffer(m_vb);
|
|
|
|
R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, nullptr);
|
|
|
|
g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
|
|
|
|
g_NumModels++;
|
|
}
|
|
else
|
|
{
|
|
// first pass
|
|
|
|
g_renderDevice->SetVerticesBuffer(m_vb);
|
|
R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, DLightManager::GetInstance()->GetDLight(0));
|
|
g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
|
|
g_NumModels++; // overdraw YAAAY
|
|
|
|
if (numlights > 1)
|
|
{
|
|
// fragment passed, can turn off depth write
|
|
g_renderDevice->SetDepthWrite(false);
|
|
|
|
// testing only written fragments
|
|
glDepthFunc(GL_EQUAL);
|
|
|
|
// additive blending
|
|
g_renderDevice->SetBlending(true);
|
|
|
|
g_renderDevice->SetBlendingFunction(BF_ONE, BF_ONE);
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
for (int i = 1; i < numlights; i++)
|
|
{
|
|
g_renderDevice->SetVerticesBuffer(m_vb);
|
|
R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture, DLightManager::GetInstance()->GetDLight(i));
|
|
g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
|
|
g_NumModels++; // overdraw YAAAY
|
|
}
|
|
|
|
g_renderDevice->SetBlending(false);
|
|
glDepthFunc(GL_LESS);
|
|
}
|
|
}
|
|
}
|
|
|
|
DLightManager* DLightManager::GetInstance()
|
|
{
|
|
static DLightManager instance;
|
|
return &instance;
|
|
}
|
|
|
|
DLight* DLightManager::AllocLight()
|
|
{
|
|
return &m_dlights[m_numdlights++];
|
|
}
|
|
|
|
void DLightManager::Clear()
|
|
{
|
|
memset(m_dlights, 0, sizeof(m_dlights));
|
|
m_numdlights = 0;
|
|
}
|
|
|
|
DLight* DLightManager::GetDLight(int index)
|
|
{
|
|
if (index >= m_numdlights)
|
|
Core::Error("DLightManager::GetDLight: index is out of range");
|
|
|
|
return &m_dlights[index];
|
|
}
|
|
|
|
int DLightManager::GetNumLights()
|
|
{
|
|
return m_numdlights;
|
|
}
|
|
|
|
//void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albedoTexture)
|
|
//{
|
|
// extern Shader* g_unlitShader;
|
|
// extern Shader* g_litShader;
|
|
//
|
|
// SDL_assert(g_unlitShader);
|
|
// SDL_assert(g_litShader);
|
|
//
|
|
// Shader* shader = g_litShader;
|
|
//
|
|
// g_shaderSystem->SetShader(shader);
|
|
//
|
|
// g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MODEL_MATRIX, &worldMatrix[0]);
|
|
//
|
|
// glm::mat4 mvp = g_render->GetProjectionMatrix() * g_render->GetViewMatrix() * worldMatrix;
|
|
// g_shaderSystem->SetUniformMatrix(shader, UNIFORM_MVP_MATRIX, &mvp[0]);
|
|
//
|
|
// Camera* camera = g_cameraManager.GetActiveCamera();
|
|
// if (camera && shader->HasUniform(UNIFORM_CAMERA_POS))
|
|
// {
|
|
// glm::vec4 campos = glm::vec4(camera->GetPosition(), 1.0f);
|
|
// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_CAMERA_POS, &campos);
|
|
// }
|
|
//
|
|
// if (shader->HasUniform(UNIFORM_SUN_DIRECTION))
|
|
// {
|
|
// glm::vec4 lightPos = glm::vec4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
//
|
|
// // g_debugRender->DrawAxis(glm::vec3(lightPos));
|
|
//
|
|
// Camera* camera = g_cameraManager.GetActiveCamera();
|
|
// if (camera)
|
|
// lightPos = glm::vec4(camera->GetPosition(), 1.0f);
|
|
//
|
|
// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_DIRECTION, &lightPos);
|
|
// }
|
|
//
|
|
// if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
|
|
// {
|
|
// glm::vec4 lightColor = glm::vec4(0.1f);
|
|
// g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
|
|
// }
|
|
//
|
|
// g_texturesManager->SetTexture(0, albedoTexture);
|
|
// g_shaderSystem->SetUniformSampler(shader, SAMPLER_ALBEDO, 0);
|
|
//}
|
|
//
|
|
//void SceneStaticMesh::RenderObjects()
|
|
//{
|
|
// glFrontFace(GL_CCW);
|
|
// glDepthFunc(GL_LESS);
|
|
//
|
|
// g_renderDevice->SetCullFace(true);
|
|
// g_renderDevice->SetDepthTest(true);
|
|
// g_renderDevice->SetDepthWrite(true);
|
|
//
|
|
// g_renderDevice->SetBlending(false);
|
|
//
|
|
// g_renderDevice->SetVerticesBuffer(m_vb);
|
|
//
|
|
// R_SceneStaticMesh_BindShader(s_identity, m_albedoTexture);
|
|
//
|
|
// g_renderDevice->DrawArrays(PT_TRIANGLES, 0, m_vbcount);
|
|
//
|
|
// g_NumModels++;
|
|
//}
|