2012-07-15 08:15:47 +02:00
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/*
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* This software is licensed under the terms of the MIT-License
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2017-02-11 04:52:08 +01:00
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* See COPYING for further information.
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2012-07-15 08:15:47 +02:00
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* ---
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2018-01-04 18:14:31 +01:00
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* Copyright (c) 2011-2018, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2018, Andrei Alexeyev <akari@alienslab.net>.
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2012-07-15 08:15:47 +02:00
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*/
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2017-11-25 20:45:11 +01:00
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#include "taisei.h"
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2012-07-15 08:15:47 +02:00
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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2018-04-12 16:08:48 +02:00
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#include "model.h"
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#include "list.h"
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#include "resource.h"
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#include "renderer/api.h"
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ResourceHandler model_res_handler = {
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.type = RES_MODEL,
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.typename = "model",
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.subdir = MDL_PATH_PREFIX,
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.procs = {
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.find = model_path,
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.check = check_model_path,
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.begin_load = load_model_begin,
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.end_load = load_model_end,
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.unload = unload_model,
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},
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};
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2017-03-02 11:23:30 +01:00
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static void parse_obj(const char *filename, ObjFileData *data);
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static void free_obj(ObjFileData *data);
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char* model_path(const char *name) {
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2017-03-07 02:13:06 +01:00
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return strjoin(MDL_PATH_PREFIX, name, MDL_EXTENSION, NULL);
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2017-03-02 11:23:30 +01:00
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}
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bool check_model_path(const char *path) {
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return strendswith(path, MDL_EXTENSION);
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}
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2017-03-13 06:44:39 +01:00
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typedef struct ModelLoadData {
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ObjFileData *obj;
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2018-04-12 16:08:48 +02:00
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GenericModelVertex *verts;
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2017-03-13 06:44:39 +01:00
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Model *model;
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} ModelLoadData;
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2017-03-02 11:23:30 +01:00
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2018-04-12 16:08:48 +02:00
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void* load_model_begin(const char *path, uint flags) {
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2017-03-13 06:44:39 +01:00
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Model *m = malloc(sizeof(Model));
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ObjFileData *data = malloc(sizeof(ObjFileData));
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2018-04-12 16:08:48 +02:00
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GenericModelVertex *verts;
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2017-03-02 11:23:30 +01:00
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2017-03-13 06:44:39 +01:00
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parse_obj(path, data);
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2017-03-02 11:23:30 +01:00
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2017-03-13 06:44:39 +01:00
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m->fverts = data->fverts;
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2018-04-12 16:08:48 +02:00
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m->indices = calloc(data->icount, sizeof(uint));
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2017-03-13 06:44:39 +01:00
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m->icount = data->icount;
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2017-03-02 11:23:30 +01:00
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2018-04-12 16:08:48 +02:00
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verts = calloc(data->icount, sizeof(GenericModelVertex));
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2017-03-02 11:23:30 +01:00
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2017-03-13 06:44:39 +01:00
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#define BADREF(filename,aux,n) { \
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log_warn("OBJ file '%s': Index %d: bad %s index reference\n", filename, n, aux); \
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2017-03-25 01:31:10 +01:00
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goto fail; \
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2017-03-13 06:44:39 +01:00
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}
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2017-03-02 11:23:30 +01:00
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2018-04-12 16:08:48 +02:00
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memset(verts, 0, data->icount*sizeof(GenericModelVertex));
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for(uint i = 0; i < data->icount; i++) {
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2017-03-02 11:23:30 +01:00
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int xi, ni, ti;
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2017-03-13 06:44:39 +01:00
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xi = data->indices[i][0]-1;
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if(xi < 0 || xi >= data->xcount)
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2017-03-02 11:23:30 +01:00
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BADREF(path, "vertex", i);
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2018-08-01 20:09:18 +02:00
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memcpy(verts[i].position, data->xs[xi], sizeof(vec3_noalign));
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2017-03-02 11:23:30 +01:00
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2017-03-13 06:44:39 +01:00
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if(data->tcount) {
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ti = data->indices[i][1]-1;
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if(ti < 0 || ti >= data->tcount)
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2017-03-02 11:23:30 +01:00
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BADREF(path, "texcoord", i);
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2018-04-12 16:08:48 +02:00
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verts[i].uv.s = data->texcoords[ti][0];
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verts[i].uv.t = data->texcoords[ti][1];
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2017-03-02 11:23:30 +01:00
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}
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2017-03-13 06:44:39 +01:00
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if(data->ncount) {
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ni = data->indices[i][2]-1;
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if(ni < 0 || ni >= data->ncount)
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2017-03-02 11:23:30 +01:00
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BADREF(path, "normal", ni);
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2018-08-01 20:09:18 +02:00
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memcpy(verts[i].normal, data->normals[ni], sizeof(vec3_noalign));
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2017-03-02 11:23:30 +01:00
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}
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2017-03-13 06:44:39 +01:00
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m->indices[i] = i;
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2017-03-02 11:23:30 +01:00
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}
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#undef BADREF
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2017-03-13 06:44:39 +01:00
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ModelLoadData *ldata = malloc(sizeof(ModelLoadData));
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ldata->obj = data;
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ldata->verts = verts;
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ldata->model = m;
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return ldata;
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2017-03-25 01:31:10 +01:00
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fail:
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free(m->indices);
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free(m);
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free(verts);
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free_obj(data);
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free(data);
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return NULL;
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2017-03-13 06:44:39 +01:00
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}
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2018-04-12 16:08:48 +02:00
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void* load_model_end(void *opaque, const char *path, uint flags) {
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VertexBuffer *vbuf= r_vertex_buffer_static_models();
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2017-03-13 06:44:39 +01:00
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ModelLoadData *ldata = opaque;
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if(!ldata) {
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return NULL;
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}
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OpenGL ES 3.0 rendering backend (#148)
* First steps towards shader transpilation
Needs to be manually enabled via -Dshader_transpiler=true.
Requires shaderc. https://github.com/google/shaderc
Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross
currently does not have an official C API, and crossc is too minimal to
be useful. The current plan is to extend crossc and vendor it, while
also sending PRs upstream.
* Integrate crossc; shader transpilation for GLES now works
* fix leak
* gles30 backend now playable on Mesa with 3.2 context
Some rendering issues are present. Identified so far:
- Marisa's lasers are invisible
- Death effect looks wrong
Also, a small pixmap manipulation library has been written, and the
texture uploading API redesigned around it.
* fix marisa lasers in GLES (uniform name clashed with builtin)
* fix player death effect in GLES (another name clash)
* Dump ANGLE's translated shader code in debug log
* fix screenshots
* Drop support for triangle fans, switch to strips
Fans offer no advantage over strips, and they've been removed in D3D10+,
so ANGLE has to emulate them.
* crude workaround for an ANGLE bug
* Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug)
* fix race condition in shaderc initialization
* New SDL_RWops interface for vertex buffers
* Optimize VBO streaming via buffering updates
Measurable performance improvement even with the main gl33 renderer,
drastic improvement with ANGLE.
* Fix the depth texture binding problem under ANGLE
Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal
formats are not supported in GLES 2.0 anyway, so not using them is
probably a good idea.
* fix GLES2.0 segfault (the backend still doesn't work, though)
* dump GL extensions at info log level, not debug
* get around a Mesa bug; more correct texture format table for GLES2
* Correct GLES3 texture format table according to the spec
Not a Mesa bug after all
* require crossc>=1.5.0, fallback to subproject
* Request at least 8bit per color channel in GL backends
* Forbid lto for static windows builds with shader_transpiler=true
* fix edge case segfault
* Add basic ANGLE bundling support to the build system
Windows only, and no NSIS support yet
* Fix various windows-related build system and installer brokenness
* Disable gles backends by default
* update documentation
2018-10-02 00:36:10 +02:00
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SDL_RWops *stream = r_vertex_buffer_get_stream(vbuf);
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size_t ioffset = SDL_RWtell(stream);
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2018-09-14 09:37:20 +02:00
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2017-03-13 06:44:39 +01:00
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for(int i = 0; i < ldata->obj->icount; ++i) {
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2018-04-12 16:08:48 +02:00
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ldata->model->indices[i] += ioffset / sizeof(GenericModelVertex);
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2017-03-13 06:44:39 +01:00
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}
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OpenGL ES 3.0 rendering backend (#148)
* First steps towards shader transpilation
Needs to be manually enabled via -Dshader_transpiler=true.
Requires shaderc. https://github.com/google/shaderc
Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross
currently does not have an official C API, and crossc is too minimal to
be useful. The current plan is to extend crossc and vendor it, while
also sending PRs upstream.
* Integrate crossc; shader transpilation for GLES now works
* fix leak
* gles30 backend now playable on Mesa with 3.2 context
Some rendering issues are present. Identified so far:
- Marisa's lasers are invisible
- Death effect looks wrong
Also, a small pixmap manipulation library has been written, and the
texture uploading API redesigned around it.
* fix marisa lasers in GLES (uniform name clashed with builtin)
* fix player death effect in GLES (another name clash)
* Dump ANGLE's translated shader code in debug log
* fix screenshots
* Drop support for triangle fans, switch to strips
Fans offer no advantage over strips, and they've been removed in D3D10+,
so ANGLE has to emulate them.
* crude workaround for an ANGLE bug
* Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug)
* fix race condition in shaderc initialization
* New SDL_RWops interface for vertex buffers
* Optimize VBO streaming via buffering updates
Measurable performance improvement even with the main gl33 renderer,
drastic improvement with ANGLE.
* Fix the depth texture binding problem under ANGLE
Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal
formats are not supported in GLES 2.0 anyway, so not using them is
probably a good idea.
* fix GLES2.0 segfault (the backend still doesn't work, though)
* dump GL extensions at info log level, not debug
* get around a Mesa bug; more correct texture format table for GLES2
* Correct GLES3 texture format table according to the spec
Not a Mesa bug after all
* require crossc>=1.5.0, fallback to subproject
* Request at least 8bit per color channel in GL backends
* Forbid lto for static windows builds with shader_transpiler=true
* fix edge case segfault
* Add basic ANGLE bundling support to the build system
Windows only, and no NSIS support yet
* Fix various windows-related build system and installer brokenness
* Disable gles backends by default
* update documentation
2018-10-02 00:36:10 +02:00
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SDL_RWwrite(stream, ldata->verts, sizeof(GenericModelVertex), ldata->obj->icount);
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2017-03-02 11:23:30 +01:00
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2017-03-13 06:44:39 +01:00
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free(ldata->verts);
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free_obj(ldata->obj);
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free(ldata->obj);
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Model *m = ldata->model;
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free(ldata);
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2017-03-02 11:23:30 +01:00
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return m;
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}
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void unload_model(void *model) { // Does not delete elements from the VBO, so doing this at runtime is leaking VBO space
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free(((Model*)model)->indices);
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free(model);
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}
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static void free_obj(ObjFileData *data) {
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free(data->xs);
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free(data->normals);
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free(data->texcoords);
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free(data->indices);
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}
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2017-02-28 18:47:47 +01:00
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static void parse_obj(const char *filename, ObjFileData *data) {
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2017-04-18 21:48:18 +02:00
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SDL_RWops *rw = vfs_open(filename, VFS_MODE_READ);
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2017-03-12 22:22:43 +01:00
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if(!rw) {
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2017-04-18 21:48:18 +02:00
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log_warn("VFS error: %s", vfs_get_error());
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2017-03-12 22:22:43 +01:00
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return;
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}
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2017-02-11 04:52:08 +01:00
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2017-03-13 06:44:39 +01:00
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char line[256], *save;
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2018-08-01 20:09:18 +02:00
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vec3_noalign buf;
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2012-07-15 08:15:47 +02:00
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char mode;
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int linen = 0;
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2017-02-11 04:52:08 +01:00
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2012-07-15 08:15:47 +02:00
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memset(data, 0, sizeof(ObjFileData));
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2017-02-11 04:52:08 +01:00
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2017-03-12 22:22:43 +01:00
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while(SDL_RWgets(rw, line, sizeof(line))) {
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2012-07-15 08:15:47 +02:00
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linen++;
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2017-02-11 04:52:08 +01:00
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2012-07-15 08:15:47 +02:00
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char *first;
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2017-03-13 06:44:39 +01:00
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first = strtok_r(line, " \n", &save);
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2017-02-11 04:52:08 +01:00
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2012-07-15 08:15:47 +02:00
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if(strcmp(first, "v") == 0)
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mode = 'v';
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else if(strcmp(first, "vt") == 0)
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mode = 't';
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else if(strcmp(first, "vn") == 0)
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mode = 'n';
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else if(strcmp(first, "f") == 0)
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mode = 'f';
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else
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mode = 0;
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2017-02-11 04:52:08 +01:00
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if(mode != 0 && mode != 'f') {
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2017-03-13 06:44:39 +01:00
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buf[0] = atof(strtok_r(NULL, " \n", &save));
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char *wtf = strtok_r(NULL, " \n", &save);
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buf[1] = atof(wtf);
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2012-07-15 08:15:47 +02:00
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if(mode != 't')
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2017-03-13 06:44:39 +01:00
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buf[2] = atof(strtok_r(NULL, " \n", &save));
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2017-02-11 04:52:08 +01:00
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2012-07-15 08:15:47 +02:00
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switch(mode) {
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case 'v':
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2018-08-01 20:09:18 +02:00
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data->xs = realloc(data->xs, sizeof(vec3_noalign)*(++data->xcount));
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memcpy(data->xs[data->xcount-1], buf, sizeof(vec3_noalign));
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2012-07-15 08:15:47 +02:00
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break;
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case 't':
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2018-08-01 20:09:18 +02:00
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data->texcoords = realloc(data->texcoords, sizeof(vec3_noalign)*(++data->tcount));
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memcpy(data->texcoords[data->tcount-1], buf, sizeof(vec3_noalign));
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2012-07-15 08:15:47 +02:00
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break;
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case 'n':
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2018-08-01 20:09:18 +02:00
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data->normals = realloc(data->normals, sizeof(vec3_noalign)*(++data->ncount));
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memcpy(data->normals[data->ncount-1], buf, sizeof(vec3_noalign));
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2012-07-15 08:15:47 +02:00
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break;
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}
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} else if(mode == 'f') {
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char *segment, *seg;
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int j = 0, jj;
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2018-08-01 20:09:18 +02:00
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ivec3_noalign ibuf;
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2012-07-15 08:15:47 +02:00
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memset(ibuf, 0, sizeof(ibuf));
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2017-02-11 04:52:08 +01:00
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2017-03-13 06:44:39 +01:00
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while((segment = strtok_r(NULL, " \n", &save))) {
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2012-07-18 13:42:04 +02:00
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seg = segment;
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2017-02-11 04:52:08 +01:00
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j++;
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2012-07-15 08:15:47 +02:00
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jj = 0;
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2012-07-18 13:42:04 +02:00
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while(jj < 3) {
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2012-07-15 08:15:47 +02:00
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ibuf[jj] = atoi(seg);
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jj++;
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2017-02-11 04:52:08 +01:00
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2012-07-18 13:42:04 +02:00
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while(*seg != '\0' && *(++seg) != '/');
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2017-02-11 04:52:08 +01:00
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2012-07-18 13:42:04 +02:00
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if(*seg == '\0')
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break;
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else
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seg++;
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2012-07-15 08:15:47 +02:00
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}
|
2017-02-11 04:52:08 +01:00
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2012-07-15 08:15:47 +02:00
|
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if(strstr(segment, "//")) {
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ibuf[2] = ibuf[1];
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ibuf[1] = 0;
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}
|
2017-02-11 04:52:08 +01:00
|
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2012-07-15 08:15:47 +02:00
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if(jj == 0 || jj > 3 || segment[0] == '/')
|
2017-03-13 17:03:51 +01:00
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log_fatal("OBJ file '%s:%d': Parsing error: Corrupt face definition", filename,linen);
|
2017-02-11 04:52:08 +01:00
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|
2018-08-01 20:09:18 +02:00
|
|
|
data->indices = realloc(data->indices, sizeof(ivec3_noalign)*(++data->icount));
|
|
|
|
memcpy(data->indices[data->icount-1], ibuf, sizeof(ivec3_noalign));
|
2012-07-15 08:15:47 +02:00
|
|
|
}
|
2012-07-18 13:42:04 +02:00
|
|
|
|
2012-07-15 08:15:47 +02:00
|
|
|
if(data->fverts == 0)
|
|
|
|
data->fverts = j;
|
2017-02-11 04:52:08 +01:00
|
|
|
|
2012-07-15 08:15:47 +02:00
|
|
|
if(data->fverts != j)
|
2017-03-13 17:03:51 +01:00
|
|
|
log_fatal("OBJ file '%s:%d': Parsing error: face vertex count must stay the same in the whole file", filename, linen);
|
2017-02-11 04:52:08 +01:00
|
|
|
|
2018-04-12 16:08:48 +02:00
|
|
|
if(data->fverts != 3)
|
|
|
|
log_fatal("OBJ file '%s:%d': Parsing error: face vertex count must be 3", filename, linen);
|
2012-07-15 08:15:47 +02:00
|
|
|
}
|
|
|
|
}
|
2017-02-11 04:52:08 +01:00
|
|
|
|
2017-03-12 22:22:43 +01:00
|
|
|
SDL_RWclose(rw);
|
2012-07-15 08:15:47 +02:00
|
|
|
}
|
2017-02-11 04:52:08 +01:00
|
|
|
|
2017-03-02 11:23:30 +01:00
|
|
|
Model* get_model(const char *name) {
|
2018-04-12 16:08:48 +02:00
|
|
|
return get_resource(RES_MODEL, name, RESF_DEFAULT)->data;
|
2012-07-15 08:15:47 +02:00
|
|
|
}
|
|
|
|
|