diff options
Diffstat (limited to 'Spear/Render/RenderModel.c')
| -rw-r--r-- | Spear/Render/RenderModel.c | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/Spear/Render/RenderModel.c b/Spear/Render/RenderModel.c new file mode 100644 index 0000000..3d18a4b --- /dev/null +++ b/Spear/Render/RenderModel.c | |||
| @@ -0,0 +1,232 @@ | |||
| 1 | #include "RenderModel.h" | ||
| 2 | #include <stdlib.h> // free | ||
| 3 | #include <string.h> // memcpy | ||
| 4 | #include <stdio.h> | ||
| 5 | |||
| 6 | |||
| 7 | static void safe_free (void* ptr) | ||
| 8 | { | ||
| 9 | if (ptr) | ||
| 10 | { | ||
| 11 | free (ptr); | ||
| 12 | ptr = 0; | ||
| 13 | } | ||
| 14 | } | ||
| 15 | |||
| 16 | |||
| 17 | /// Populate elements of an animated model to be rendered from | ||
| 18 | /// start to end in a loop. | ||
| 19 | /*int populate_elements_animated (Model* model_asset, RenderModel* model) | ||
| 20 | { | ||
| 21 | size_t nverts = model_asset->numVertices; | ||
| 22 | size_t ntriangles = model_asset->numTriangles; | ||
| 23 | size_t nframes = model_asset->numFrames; | ||
| 24 | size_t n = nframes * ntriangles * 3; | ||
| 25 | |||
| 26 | model->elements = malloc (56 * n); | ||
| 27 | if (!model->elements) return -1; | ||
| 28 | |||
| 29 | // Populate elements. | ||
| 30 | |||
| 31 | size_t f, i; | ||
| 32 | |||
| 33 | char* elem = (char*) model->elements; | ||
| 34 | vec3* v1 = model_asset->vertices; | ||
| 35 | vec3* v2 = v1 + nverts; | ||
| 36 | vec3* n1 = model_asset->normals; | ||
| 37 | vec3* n2 = n1 + nverts; | ||
| 38 | texCoord* tex = model_asset->texCoords; | ||
| 39 | |||
| 40 | for (f = 0; f < nframes; ++f) | ||
| 41 | { | ||
| 42 | triangle* t = model_asset->triangles; | ||
| 43 | |||
| 44 | for (i = 0; i < ntriangles; ++i) | ||
| 45 | { | ||
| 46 | *((vec3*) elem) = v1[t->vertexIndices[0]]; | ||
| 47 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[0]]; | ||
| 48 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[0]]; | ||
| 49 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[0]]; | ||
| 50 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[0]]; | ||
| 51 | elem += 56; | ||
| 52 | |||
| 53 | *((vec3*) elem) = v1[t->vertexIndices[1]]; | ||
| 54 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[1]]; | ||
| 55 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[1]]; | ||
| 56 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[1]]; | ||
| 57 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[1]]; | ||
| 58 | elem += 56; | ||
| 59 | |||
| 60 | *((vec3*) elem) = v1[t->vertexIndices[2]]; | ||
| 61 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[2]]; | ||
| 62 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[2]]; | ||
| 63 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[2]]; | ||
| 64 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[2]]; | ||
| 65 | elem += 56; | ||
| 66 | |||
| 67 | t++; | ||
| 68 | } | ||
| 69 | |||
| 70 | v1 += nverts; | ||
| 71 | v2 += nverts; | ||
| 72 | n1 += nverts; | ||
| 73 | n2 += nverts; | ||
| 74 | |||
| 75 | if (f == nframes-2) | ||
| 76 | { | ||
| 77 | v2 = model_asset->vertices; | ||
| 78 | n2 = model_asset->normals; | ||
| 79 | } | ||
| 80 | } | ||
| 81 | |||
| 82 | return 0; | ||
| 83 | }*/ | ||
| 84 | |||
| 85 | |||
| 86 | /// Populate elements of an animated model according to its frames | ||
| 87 | /// of animation. | ||
| 88 | int populate_elements_animated (Model* model_asset, RenderModel* model) | ||
| 89 | { | ||
| 90 | size_t nverts = model_asset->numVertices; | ||
| 91 | size_t ntriangles = model_asset->numTriangles; | ||
| 92 | size_t nframes = model_asset->numFrames; | ||
| 93 | size_t n = nframes * ntriangles * 3; | ||
| 94 | |||
| 95 | model->elements = malloc (56 * n); | ||
| 96 | if (!model->elements) return -1; | ||
| 97 | |||
| 98 | // Populate elements. | ||
| 99 | |||
| 100 | unsigned f, i, j, u; | ||
| 101 | |||
| 102 | char* elem = (char*) model->elements; | ||
| 103 | animation* anim = model_asset->animations; | ||
| 104 | |||
| 105 | for (i = 0; i < model_asset->numAnimations; ++i, anim++) | ||
| 106 | { | ||
| 107 | unsigned start = anim->start; | ||
| 108 | unsigned end = anim->end; | ||
| 109 | |||
| 110 | char singleFrameAnim = start == end; | ||
| 111 | |||
| 112 | vec3* v1 = model_asset->vertices + start*nverts; | ||
| 113 | vec3* v2 = singleFrameAnim ? v1 : v1 + nverts; | ||
| 114 | vec3* n1 = model_asset->normals + start*nverts; | ||
| 115 | vec3* n2 = singleFrameAnim ? n1 : n1 + nverts; | ||
| 116 | texCoord* tex = model_asset->texCoords; | ||
| 117 | |||
| 118 | for (u = start; u <= end; ++u) | ||
| 119 | { | ||
| 120 | triangle* t = model_asset->triangles; | ||
| 121 | |||
| 122 | for (j = 0; j < ntriangles; ++j, t++) | ||
| 123 | { | ||
| 124 | *((vec3*) elem) = v1[t->vertexIndices[0]]; | ||
| 125 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[0]]; | ||
| 126 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[0]]; | ||
| 127 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[0]]; | ||
| 128 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[0]]; | ||
| 129 | elem += 56; | ||
| 130 | |||
| 131 | *((vec3*) elem) = v1[t->vertexIndices[1]]; | ||
| 132 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[1]]; | ||
| 133 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[1]]; | ||
| 134 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[1]]; | ||
| 135 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[1]]; | ||
| 136 | elem += 56; | ||
| 137 | |||
| 138 | *((vec3*) elem) = v1[t->vertexIndices[2]]; | ||
| 139 | *((vec3*) (elem + 12)) = v2[t->vertexIndices[2]]; | ||
| 140 | *((vec3*) (elem + 24)) = n1[t->vertexIndices[2]]; | ||
| 141 | *((vec3*) (elem + 36)) = n2[t->vertexIndices[2]]; | ||
| 142 | *((texCoord*) (elem + 48)) = tex[t->textureIndices[2]]; | ||
| 143 | elem += 56; | ||
| 144 | } | ||
| 145 | |||
| 146 | // Advance to the next frame of animation of the current | ||
| 147 | // animation. | ||
| 148 | v1 += nverts; | ||
| 149 | v2 += nverts; | ||
| 150 | n1 += nverts; | ||
| 151 | n2 += nverts; | ||
| 152 | |||
| 153 | // Reset the secondary pointers to the beginning of the | ||
| 154 | // animation when we are about to reach the last frame. | ||
| 155 | if (u == end-1) | ||
| 156 | { | ||
| 157 | v2 = model_asset->vertices + start*nverts; | ||
| 158 | n2 = model_asset->normals + start*nverts; | ||
| 159 | } | ||
| 160 | } | ||
| 161 | } | ||
| 162 | |||
| 163 | return 0; | ||
| 164 | } | ||
| 165 | |||
| 166 | |||
| 167 | int populate_elements_static (Model* model_asset, RenderModel* model) | ||
| 168 | { | ||
| 169 | size_t nverts = model_asset->numVertices; | ||
| 170 | size_t ntriangles = model_asset->numTriangles; | ||
| 171 | size_t n = ntriangles * 3; | ||
| 172 | |||
| 173 | model->elements = malloc (32 * n); | ||
| 174 | if (!model->elements) return -1; | ||
| 175 | |||
| 176 | // Populate elements. | ||
| 177 | |||
| 178 | size_t f, i; | ||
| 179 | |||
| 180 | char* elem = (char*) model->elements; | ||
| 181 | vec3* vert = model_asset->vertices; | ||
| 182 | vec3* norm = model_asset->normals; | ||
| 183 | texCoord* tex = model_asset->texCoords; | ||
| 184 | |||
| 185 | triangle* t = model_asset->triangles; | ||
| 186 | |||
| 187 | for (i = 0; i < ntriangles; ++i) | ||
| 188 | { | ||
| 189 | *((vec3*) elem) = vert[t->vertexIndices[0]]; | ||
| 190 | *((vec3*) (elem + 12)) = norm[t->vertexIndices[0]]; | ||
| 191 | *((texCoord*) (elem + 24)) = tex[t->textureIndices[0]]; | ||
| 192 | elem += 32; | ||
| 193 | |||
| 194 | *((vec3*) elem) = vert[t->vertexIndices[1]]; | ||
| 195 | *((vec3*) (elem + 12)) = norm[t->vertexIndices[1]]; | ||
| 196 | *((texCoord*) (elem + 24)) = tex[t->textureIndices[1]]; | ||
| 197 | elem += 32; | ||
| 198 | |||
| 199 | *((vec3*) elem) = vert[t->vertexIndices[2]]; | ||
| 200 | *((vec3*) (elem + 12)) = norm[t->vertexIndices[2]]; | ||
| 201 | *((texCoord*) (elem + 24)) = tex[t->textureIndices[2]]; | ||
| 202 | elem += 32; | ||
| 203 | |||
| 204 | t++; | ||
| 205 | } | ||
| 206 | |||
| 207 | return 0; | ||
| 208 | } | ||
| 209 | |||
| 210 | |||
| 211 | int render_model_from_model_asset (Model* model_asset, RenderModel* model) | ||
| 212 | { | ||
| 213 | U32 ntriangles = model_asset->numTriangles; | ||
| 214 | U32 nframes = model_asset->numFrames; | ||
| 215 | |||
| 216 | int result; | ||
| 217 | if (nframes > 1) result = populate_elements_animated (model_asset, model); | ||
| 218 | else result = populate_elements_static (model_asset, model); | ||
| 219 | |||
| 220 | if (result != 0) return result; | ||
| 221 | |||
| 222 | model->numFrames = nframes; | ||
| 223 | model->numVertices = ntriangles * 3; // Number of vertices per frame. | ||
| 224 | |||
| 225 | return 0; | ||
| 226 | } | ||
| 227 | |||
| 228 | |||
| 229 | void render_model_free (RenderModel* model) | ||
| 230 | { | ||
| 231 | safe_free (model->elements); | ||
| 232 | } | ||
