Files
pke/src/render/scenemanager.cpp
2026-03-07 17:25:11 +03:00

1044 lines
28 KiB
C++

#include "engine/core.h"
#include "engine/log.h"
#include "engine/ifilesystem.h"
#include "engine/camera.h"
#include "render/texturesmanager.h"
#include "render/modelsystem.h"
#include "render/scenemanager.h"
#include "render/renderdevice.h"
#include "render/gl_shared.h"
#include "render/texture2d.h"
#include "render/shader.h"
#include "render/shadersystem.h"
#include "render/render.h"
#include "render/debugrender.h"
#include "render/gpu_buffer.h"
#include "engine/camera.h"
#include "engine/physics/physicsworld.h"
#include <pugixml.hpp>
extern int g_NumModels;
static bool g_debugRenderScene = false;
glm::vec3 g_ambientColor = glm::vec3(0.0f);
static std::string getFileExtension(const std::string& filename)
{
size_t whereIsDot = filename.find_last_of('.');
if (whereIsDot != std::string::npos) {
return filename.substr(whereIsDot);
}
return "";
}
static std::string getFileNameWithoutExtension(const std::string& filename)
{
size_t lastindex = filename.find_last_of(".");
if (lastindex != std::string::npos) {
return filename.substr(0, lastindex);
}
return filename;
}
static std::string getFilenameWithoutPathAndExtension(const std::string& filename)
{
size_t whereIsDot = filename.find_last_of('.');
size_t whereIsSlash = filename.find_last_of('/');
if (whereIsSlash == std::string::npos) {
whereIsSlash = filename.find_last_of('\\');
}
if (whereIsDot == std::string::npos && whereIsSlash == std::string::npos) {
return filename;
}
std::string string = filename.substr(whereIsSlash + 1);
whereIsDot = string.find_last_of('.');
string = string.substr(0, whereIsDot);
return string;
}
template <typename T>
void TReadFile(FileHandle_t handle, T* value)
{
GetFileSystem()->ReadFile(handle, (void*)value, sizeof(T));
}
template <typename T>
void TWriteFile(FileHandle_t handle, const T* value)
{
GetFileSystem()->WriteFile(handle, (void*)value, sizeof(T));
}
static void WriteString(FileHandle_t handle, const std::string& string)
{
uint16_t size = string.length();
TWriteFile(handle, &size);
GetFileSystem()->WriteFile(handle, (void*)string.c_str(), size);
}
static void ReadString(FileHandle_t handle, std::string& string)
{
uint16_t size;
TReadFile(handle, &size);
//string.resize(size + 1);
string.resize(size);
GetFileSystem()->ReadFile(handle, (void*)string.c_str(), size);
//string[size] = '\0';
}
//#ifdef NDEBUG
//#pragma comment(lib, "assimp-vc141-mt.lib")
//#else
//#pragma comment(lib, "assimp-vc141-mtd.lib")
//#endif // NDEBUG
//
//inline static glm::mat4 Assimp2Glm(const aiMatrix4x4& from)
//{
// return glm::mat4(
// (double)from.a1, (double)from.b1, (double)from.c1, (double)from.d1,
// (double)from.a2, (double)from.b2, (double)from.c2, (double)from.d2,
// (double)from.a3, (double)from.b3, (double)from.c3, (double)from.d3,
// (double)from.a4, (double)from.b4, (double)from.c4, (double)from.d4
// );
//}
//
//SceneStaticMesh* createSceneStaticMesh(const aiScene* scene, aiMesh* mesh)
//{
// assert(scene);
// assert(mesh);
// //assert(mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE);
//
// std::vector<SceneStaticMeshVertex> vertices;
// std::vector<uint32_t> indices;
//
// // reserve 1024 vertices and indices
// vertices.reserve(1024);
// indices.reserve(1024);
//
// for (uint32_t i = 0; i < mesh->mNumVertices; i++) {
// SceneStaticMeshVertex vertex;
//
// // position
// aiVector3D position = mesh->mVertices[i];
// vertex.m_position.x = position.x;
// vertex.m_position.y = position.y;
// vertex.m_position.z = position.z;
//
// // normal
// aiVector3D normal = mesh->mNormals[i];
// vertex.m_normal.x = normal.x;
// vertex.m_normal.y = normal.y;
// vertex.m_normal.z = normal.z;
//
// static bool inverseTexCoords = true;
//
// if (inverseTexCoords) {
// // texture coord 0 ( DIFFUSE )
// if (mesh->mTextureCoords[0]) {
// vertex.m_texcoord1.x = mesh->mTextureCoords[0][i].x;
// vertex.m_texcoord1.y = mesh->mTextureCoords[0][i].y;
// }
// else {
// vertex.m_texcoord1 = glm::vec2(0.0f, 0.0f);
// }
//
// // texture coord 1 ( LIGHTMAP )
// if (mesh->mTextureCoords[1]) {
// vertex.m_texcoord0.x = mesh->mTextureCoords[1][i].x;
// vertex.m_texcoord0.y = mesh->mTextureCoords[1][i].y;
// }
// else {
// vertex.m_texcoord0 = glm::vec2(0.0f, 0.0f);
// }
// }
// else {
// // texture coord 0 ( DIFFUSE )
// if (mesh->mTextureCoords[0]) {
// vertex.m_texcoord0.x = mesh->mTextureCoords[0][i].x;
// vertex.m_texcoord0.y = mesh->mTextureCoords[0][i].y;
// }
// else {
// vertex.m_texcoord0 = glm::vec2(0.0f, 0.0f);
// }
//
// // texture coord 0 ( LIGHTMAP )
// if (mesh->mTextureCoords[1]) {
// vertex.m_texcoord1.x = mesh->mTextureCoords[1][i].x;
// vertex.m_texcoord1.y = mesh->mTextureCoords[1][i].y;
// }
// else {
// vertex.m_texcoord1 = glm::vec2(0.0f, 0.0f);
// }
// }
//
// vertices.push_back(vertex);
// }
//
// for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
// aiFace face = mesh->mFaces[i];
// for (uint32_t j = 0; j < face.mNumIndices; j++)
// indices.push_back(face.mIndices[j]);
// }
//
// aiMaterial* assImpMaterial = scene->mMaterials[mesh->mMaterialIndex];
// aiString diffusePath;
// assImpMaterial->GetTexture(aiTextureType_DIFFUSE, 0, &diffusePath);
//
// if (strlen(diffusePath.C_Str()) == 0) {
// Logger::msg("Scene mesh '%s' has assImpMaterial, but diffuse texture is not specified.", mesh->mName.C_Str());
// }
//
// Material* material = g_materialsManager->createMaterial("default_lightmap", diffusePath.C_Str());
//
// glm::mat4 transform = glm::identity<glm::mat4>();
//
// return new SceneStaticMesh(vertices, indices, material, transform);
//}
SceneManager* g_sceneManager;
SceneManager::SceneManager()
{
m_sceneLoaded = false;
DLightManager::GetInstance()->Clear();
}
SceneManager::~SceneManager()
{
m_sceneLoaded = false;
}
void SceneManager::loadScene(const char* filename)
{
unloadIfScenePresent();
// Reset ambient color
setAmbientColor(glm::vec3(0.0f));
char filenameBuffer[kMaxPathLength];
snprintf(filenameBuffer, kMaxPathLength, "data/levels/%s/%s.xml", filename, filename);
FileHandle_t file = GetFileSystem()->OpenFile(filenameBuffer, "rb");
SDL_assert_always(file != kInvalidFileHandleValue);
size_t length = GetFileSystem()->GetFileLength(file);
char* filedata = new char[length + 1];
GetFileSystem()->ReadFile(file, filedata, length);
filedata[length] = '\0';
GetFileSystem()->CloseFile(file);
pugi::xml_document doc;
pugi::xml_parse_result result = doc.load_buffer(filedata, length);
delete[] filedata;
if (!result) {
Core::Error("SceneManager::LoadScene: Error while reading level description file '%s'\nError: %s:%i",
filenameBuffer, result.description(), result.offset);
}
pugi::xml_node root = doc.document_element();
const char* scenefilename = root.child("LevelDescription").child("SceneFile").attribute("filename").value();
pugi::xml_node ambientnode = root.child("LevelDescription").child("AmbientColor");
if (ambientnode)
{
glm::vec3 color = glm::vec3(0.0f);
color.r = ambientnode.attribute("r").as_float();
color.g = ambientnode.attribute("g").as_float();
color.b = ambientnode.attribute("b").as_float();
setAmbientColor(color);
}
m_sceneName = getFileNameWithoutExtension(scenefilename);
sprintf(filenameBuffer, "data/levels/%s/%s", filename, scenefilename);
if (!GetFileSystem()->IsExist(filenameBuffer)) {
Core::Error("SceneManager::LoadScene: scene file '%s' doesnt exist", scenefilename);
}
m_sceneFilename = filenameBuffer;
if (getFileExtension(m_sceneFilename) == ".scene") {
LoadSceneXML(m_sceneFilename.c_str());
}
Logger::Msg("loaded %u meshes", m_sceneMeshes.size());
m_sceneLoaded = true;
}
void SceneManager::LoadSceneXML(const char* filename)
{
FileHandle_t file = GetFileSystem()->OpenFile(filename, "rb");
SDL_assert_always(file != kInvalidFileHandleValue);
size_t length = GetFileSystem()->GetFileLength(file);
char* filedata = new char[length + 1];
GetFileSystem()->ReadFile(file, filedata, length);
filedata[length] = '\0';
GetFileSystem()->CloseFile(file);
pugi::xml_document doc;
pugi::xml_parse_result result = doc.load_buffer(filedata, length);
delete[] filedata;
if (!result) {
Core::Error("SceneManager::LoadSceneXML: Error while reading level description file '%s'\nError: %s:%i",
filename, result.description(), result.offset);
}
for (pugi::xml_node staticMesh : doc.child("Scene").children("StaticMesh")) {
const char* meshfilename = staticMesh.attribute("filename").as_string();
if (meshfilename)
loadStaticMesh(meshfilename);
}
}
//void SceneManager::loadScene(const char* sceneName)
//{
// if (sceneName)
// m_sceneName = getFileNameWithoutExtension(sceneName);
//
// if (!m_sceneName.size())
// Core::Error("Scene::loadScene: Scene file is empty, check the 'SceneFile' attribute in level description.");
//
// m_sceneFilename = "data/levels/" + std::string(sceneName) + "/" + std::string(sceneName) + ".scene.xml";
//
// if (!GetFileSystem()->IsExist(m_sceneFilename.c_str()))
// Core::Error("Scene::loadScene: scene file '%s' doesnt exist", m_sceneFilename.c_str());
//
// Logger::Msg("loading scene %s", m_sceneFilename.c_str());
//
// loadStaticMeshes();
//
// // Load lightmap
//// m_lightmap = g_texturesManager->createTexture2D("**");
//
// //if (!scene->HasTextures()) {
// // Core::error("Scene::loadScene: scene '%s' doesnt have textures. Please check assImpMaterial parameters!", scenefilename);
// //}
//
// m_sceneLoaded = true;
//}
void SceneManager::loadSkybox(const char* skybox)
{
if (skybox && *skybox && strcmp(skybox, "none"))
m_pSkybox = g_modelSystem->LoadModel(skybox);
}
void SceneManager::loadStaticMeshes()
{
//File* file = g_fileManager->openFile(m_sceneFilename.c_str(), FileAccess::Read);
//file->seek(SeekDir::End, 0);
//size_t length = file->tell();
//file->seek(SeekDir::Begin, 0);
//char* filedata = new char[length + 1];
//file->read(filedata, length);
//filedata[length] = '\0';
//g_fileManager->closeFile(file);
//Assimp::Importer importer;
//const aiScene* scene = importer.ReadFileFromMemory(filedata, length,
// aiProcessPreset_TargetRealtime_Quality | // some optimizations and safety checks
// aiProcess_OptimizeMeshes | // minimize number of meshes
// aiProcess_PreTransformVertices | // apply node matrices
// // aiProcess_Triangulate |
// aiProcess_SplitLargeMeshes |
// aiProcess_TransformUVCoords /*|*/ // apply UV transformations
///*aiProcess_FlipUVs*/);
//delete[] filedata;
//if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
// Core::error("Scene::loadScene: failed to load scene '%s'.\n%s", m_sceneName, importer.GetErrorString());
//}
//if (scene && !scene->HasMaterials()) {
// Core::error("Scene::loadScene: scene '%s' doesnt have materials. Please check export parameters!", m_sceneName);
//}
//Logger::msg("loaded %u meshes", scene->mNumMeshes);
//for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
// m_sceneMeshes.push_back(createSceneStaticMesh(scene, scene->mMeshes[i]));
//}
}
void SceneManager::loadStaticMesh(const char* filename)
{
char filenamebuf[kMaxPathLength];
snprintf(filenamebuf, kMaxPathLength, "data/levels/%s/%s", m_sceneName.c_str(), filename);
if (GetFileSystem()->IsExist(filenamebuf)) {
SceneStaticMesh* staticMesh = new SceneStaticMesh();
const char* ext = strrchr(filenamebuf, '.');
if (ext && strcmp(ext, ".obj") == 0)
staticMesh->LoadObj(filenamebuf);
else if (ext && strcmp(ext, ".wmb") == 0)
staticMesh->LoadBin(filenamebuf);
m_sceneMeshes.push_back(staticMesh);
}
}
bool SceneManager::isSceneLoaded()
{
return m_sceneLoaded;
}
void SceneManager::renderScene(const glm::mat4& cameraTranslation)
{
if (!isSceneLoaded())
return;
Camera* camera = g_cameraManager.GetActiveCamera();
if (!camera)
return;
Frustum& frustum = camera->GetFrustum();
for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin(); it != m_sceneMeshes.end(); ++it) {
if (*it) {
// cull mesh
if (frustum.CullBoundingBox((*it)->GetBoundingBox()))
continue;
(*it)->RenderObjects();
if (g_debugRenderScene)
g_debugRender->DrawBoundingBox((*it)->GetBoundingBox(), glm::vec3(1.0f));
}
}
// draw skybox
//if (m_pSkybox)
// m_pSkybox->renderObjects(cameraTranslation);
//glActiveTexture(GL_TEXTURE1);
//m_lightmap->bind();
//if (g_lmTexFilter.getValueB()) {
// //m_lightmap->setMin
//}
//m_lightmap->setWrapS(TextureWrap::ClampToEdge);
//m_lightmap->setWrapT(TextureWrap::ClampToEdge);
//for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin(); it != m_sceneMeshes.end(); ++it) {
// if (*it) {
// (*it)->renderObjects();
// }
//}
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, 0);
}
void SceneManager::unloadIfScenePresent()
{
if (!isSceneLoaded())
return;
unloadScene();
}
void SceneManager::replaceMaterial(const char* oldMaterialname, const char* newMaterialName)
{
}
void SceneManager::replaceAllMaterialsWithBruteForce(const char* materialname)
{
/*for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin();
it != m_sceneMeshes.end();
++it)
{
SceneStaticMesh* mesh = (*it);
assert(mesh);
assert(mesh->m_material && "scene mesh has nullptr assImpMaterial");
mesh->m_material = g_materialsManager->createMaterial(materialname,
mesh->m_material->getTemplateMaterial()->m_diffuseTextures[0].c_str());
}*/
}
void SceneManager::unloadScene()
{
Logger::Msg("deleting scene ...");
if (m_sceneMeshes.empty())
return;
for (std::list<SceneStaticMesh*>::iterator it = m_sceneMeshes.begin();
it != m_sceneMeshes.end();
++it)
{
if (*it) {
delete* it;
*it = nullptr;
}
}
m_sceneMeshes.clear();
DLightManager::GetInstance()->Clear();
m_sceneLoaded = false;
}
const char* SceneManager::getSceneName()
{
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++;
//}