#include "../graphics/DirectionalLighting.hpp"
#include "../graphics/EntityMesh.hpp"
+#include <iostream>
#include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/io.hpp>
namespace blank {
Instance::Instance()
: model(nullptr)
-, state() {
+, state()
+, mesh()
+, tex_map()
+, hsl_mod(0.0f, 1.0f, 1.0f)
+, rgb_mod(1.0f) {
}
-void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
- model->RootPart().Render(M, state, prog);
+Instance::~Instance() {
+
+}
+
+Instance::Instance(const Instance &other)
+: model(other.model)
+, state(other.state)
+, mesh()
+, tex_map(other.tex_map)
+, hsl_mod(other.hsl_mod)
+, rgb_mod(other.rgb_mod) {
+
+}
+
+Instance &Instance::operator =(const Instance &other) {
+ model = other.model;
+ state = other.state;
+ mesh.clear();
+ tex_map = other.tex_map;
+ hsl_mod = other.hsl_mod;
+ rgb_mod = other.rgb_mod;
+ return *this;
+}
+
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
+ if (mesh.empty()) {
+ std::cout << "building meshes for instance" << std::endl;
+ mesh.resize(state.size());
+ model->RootPart().LoadMeshes(*this);
+ }
+ model->RootPart().Render(M, *this, prog);
+}
+
+void Instance::SetTextures(const std::vector<float> &t) {
+ tex_map = t;
+ mesh.clear();
+}
+
+void Instance::SetHSLModifier(const glm::vec3 &m) {
+ hsl_mod = m;
+ mesh.clear();
+}
+
+void Instance::SetRGBModifier(const glm::vec3 &m) {
+ rgb_mod = m;
+ mesh.clear();
}
void Model::Instantiate(Instance &inst) const {
inst.model = this;
inst.state.clear();
+ inst.mesh.clear();
inst.state.resize(part.size());
}
: id(0)
, bounds{ glm::vec3(0.0f), glm::vec3(0.0f) }
, initial()
-, mesh(nullptr)
+, shape(nullptr)
, parent(nullptr)
, children() {
}
}
-glm::mat4 Part::LocalTransform(
- const std::vector<State> &state
-) const noexcept {
- glm::mat4 transform(toMat4(initial.orientation * state[id].orientation));
- transform[3] = glm::vec4(initial.position + state[id].position, 1.0f);
+glm::mat4 Part::LocalTransform(const Instance &inst) const noexcept {
+ glm::mat4 transform(toMat4(initial.orientation * inst.state[id].orientation));
+ transform[3] = glm::vec4(initial.position + inst.state[id].position, 1.0f);
return transform;
}
-glm::mat4 Part::GlobalTransform(
- const std::vector<State> &state
-) const noexcept {
+glm::mat4 Part::GlobalTransform(const Instance &inst) const noexcept {
if (parent) {
- return parent->GlobalTransform(state) * LocalTransform(state);
+ return parent->GlobalTransform(inst) * LocalTransform(inst);
} else {
- return LocalTransform(state);
+ return LocalTransform(inst);
+ }
+}
+
+namespace {
+
+EntityMesh::Buffer buf;
+
+}
+
+void Part::LoadMeshes(Instance &inst) const {
+ if (shape && shape->IndexCount() > 0) {
+ buf.Clear();
+ buf.hsl_mods.resize(shape->VertexCount(), inst.hsl_mod);
+ buf.rgb_mods.resize(shape->VertexCount(), inst.rgb_mod);
+ shape->Fill(buf, inst.tex_map);
+ inst.mesh[id].reset(new EntityMesh());
+ inst.mesh[id]->Update(buf);
+ } else {
+ inst.mesh[id].reset();
+ }
+ for (const Part &part : children) {
+ part.LoadMeshes(inst);
}
}
void Part::Render(
const glm::mat4 &M,
- const std::vector<State> &state,
+ const Instance &inst,
DirectionalLighting &prog
) const {
- glm::mat4 transform = M * LocalTransform(state);
- if (mesh) {
+ glm::mat4 transform = M * LocalTransform(inst);
+ if (inst.mesh[id]) {
prog.SetM(transform);
- mesh->Draw();
+ inst.mesh[id]->Draw();
}
for (const Part &part : children) {
- part.Render(transform, state, prog);
+ part.Render(transform, inst, prog);
}
}
Skeletons::Skeletons()
-: skeletons()
-, meshes() {
+: skeletons() {
}
}
-void Skeletons::LoadHeadless() {
+void Skeletons::Load(const ShapeRegistry &shapes) {
skeletons.clear();
skeletons.reserve(4);
AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+ const Shape *shape = &shapes.Get("player_head_block");
{
skeletons.emplace_back(new Model);
skeletons[0]->ID(1);
skeletons[0]->RootPart().bounds = bounds;
+ skeletons[0]->RootPart().shape = shape;
skeletons[0]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[1]->ID(2);
skeletons[1]->RootPart().bounds = bounds;
+ skeletons[1]->RootPart().shape = shape;
skeletons[1]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[2]->ID(3);
skeletons[2]->RootPart().bounds = bounds;
+ skeletons[2]->RootPart().shape = shape;
skeletons[2]->Enumerate();
}
{
skeletons.emplace_back(new Model);
skeletons[3]->ID(4);
skeletons[3]->RootPart().bounds = bounds;
+ skeletons[3]->RootPart().shape = shape;
skeletons[3]->Enumerate();
}
}
-void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
- LoadHeadless();
- meshes.resize(4);
- const Shape &shape = shapes.Get("player_head_block");
- EntityMesh::Buffer buf;
- std::vector<float> tex_map;
- tex_map.push_back(tex_index.GetID("rock-1"));
- tex_map.push_back(tex_index.GetID("rock-face"));
- buf.Reserve(shape.VertexCount(), shape.IndexCount());
- {
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
- meshes[0].Update(buf);
- skeletons[0]->RootPart().mesh = &meshes[0];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- meshes[1].Update(buf);
- skeletons[1]->RootPart().mesh = &meshes[1];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
- meshes[2].Update(buf);
- skeletons[2]->RootPart().mesh = &meshes[2];
- }
- {
- buf.Clear();
- shape.Fill(buf, tex_map);
- buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
- buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.25f, 0.5f });
- meshes[3].Update(buf);
- skeletons[3]->RootPart().mesh = &meshes[3];
- }
-}
-
Model *Skeletons::ByID(std::uint16_t id) noexcept {
if (id == 0 || id > skeletons.size()) {
return nullptr;