]> git.localhorst.tv Git - blank.git/blobdiff - src/model/model.cpp
linear model instance state
[blank.git] / src / model / model.cpp
index b834298ac6c5354dff984b55fa4bc3b8b245c839..632a5b64289533c343c18fd1a18ef35b28cf0ba2 100644 (file)
-#include "BlockModel.hpp"
-#include "EntityModel.hpp"
-#include "OutlineModel.hpp"
-#include "SpriteModel.hpp"
+#include "Model.hpp"
+#include "Instance.hpp"
+#include "Skeletons.hpp"
 
-#include <algorithm>
-#include <iostream>
+#include "Shape.hpp"
+#include "ShapeRegistry.hpp"
+#include "../app/TextureIndex.hpp"
+#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/EntityMesh.hpp"
+
+#include <glm/gtx/quaternion.hpp>
 
 
 namespace blank {
 
-void EntityModel::Update(const Buffer &buf) noexcept {
-#ifndef NDEBUG
-       if (buf.colors.size() < buf.vertices.size()) {
-               std::cerr << "EntityModel: not enough colors!" << std::endl;
-       }
-       if (buf.normals.size() < buf.vertices.size()) {
-               std::cerr << "EntityModel: not enough normals!" << std::endl;
-       }
-#endif
+Instance::Instance()
+: model(nullptr)
+, state() {
+
+}
 
-       vao.Bind();
-       vao.PushAttribute(ATTRIB_VERTEX, buf.vertices);
-       vao.PushAttribute(ATTRIB_COLOR, buf.colors);
-       vao.PushAttribute(ATTRIB_NORMAL, buf.normals);
-       vao.PushIndices(ATTRIB_INDEX, buf.indices);
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) const {
+       model->RootPart().Render(M, state, prog);
 }
 
 
-void EntityModel::Draw() const noexcept {
-       vao.DrawTriangleElements();
+Model::Model()
+: id(0)
+, root()
+, part() {
+
 }
 
+void Model::Enumerate() {
+       part.clear();
+       part.resize(root.Enumerate(0), nullptr);
+       root.Index(part);
+}
+
+void Model::Instantiate(Instance &inst) const {
+       inst.model = this;
+       inst.state.clear();
+       inst.state.resize(part.size());
+}
 
-void BlockModel::Update(const Buffer &buf) noexcept {
-#ifndef NDEBUG
-       if (buf.colors.size() < buf.vertices.size()) {
-               std::cerr << "BlockModel: not enough colors!" << std::endl;
-       }
-       if (buf.lights.size() < buf.vertices.size()) {
-               std::cerr << "BlockModel: not enough lights!" << std::endl;
-       }
-#endif
 
-       vao.Bind();
-       vao.PushAttribute(ATTRIB_VERTEX, buf.vertices);
-       vao.PushAttribute(ATTRIB_COLOR, buf.colors);
-       vao.PushAttribute(ATTRIB_LIGHT, buf.lights);
-       vao.PushIndices(ATTRIB_INDEX, buf.indices);
+Part::Part()
+: id(0)
+, bounds{ glm::vec3(0.0f), glm::vec3(0.0f) }
+, initial()
+, mesh(nullptr)
+, parent(nullptr)
+, children() {
+
 }
 
+Part::~Part() {
 
-void BlockModel::Draw() const noexcept {
-       vao.DrawTriangleElements();
 }
 
+Part &Part::AddChild() {
+       children.emplace_back();
+       children.back().parent = this;
+       return children.back();
+}
 
-void OutlineModel::Update(const Buffer &buf) noexcept {
-#ifndef NDEBUG
-       if (buf.colors.size() < buf.vertices.size()) {
-               std::cerr << "OutlineModel: not enough colors!" << std::endl;
+std::uint16_t Part::Enumerate(std::uint16_t counter) noexcept {
+       id = counter++;
+       for (Part &part : children) {
+               counter = part.Enumerate(counter);
        }
-#endif
-
-       vao.Bind();
-       vao.PushAttribute(ATTRIB_VERTEX, buf.vertices);
-       vao.PushAttribute(ATTRIB_COLOR, buf.colors);
-       vao.PushIndices(ATTRIB_INDEX, buf.indices);
+       return counter;
 }
 
+void Part::Index(std::vector<Part *> &index) noexcept {
+       index[id] = this;
+       for (Part &part : children) {
+               part.Index(index);
+       }
+}
 
-void OutlineModel::Draw() noexcept {
-       glEnable(GL_LINE_SMOOTH);
-       glLineWidth(2.0f);
-       vao.DrawLineElements();
+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);
+       return transform;
 }
 
+glm::mat4 Part::GlobalTransform(
+       const std::vector<State> &state
+) const noexcept {
+       if (parent) {
+               return parent->GlobalTransform(state) * LocalTransform(state);
+       } else {
+               return LocalTransform(state);
+       }
+}
 
-void SpriteModel::Buffer::LoadRect(
-       float w, float h,
-       const glm::vec2 &pivot,
-       const glm::vec2 &tex_begin,
-       const glm::vec2 &tex_end
-) {
-       Clear();
-       Reserve(4, 6);
+void Part::Render(
+       const glm::mat4 &M,
+       const std::vector<State> &state,
+       DirectionalLighting &prog
+) const {
+       glm::mat4 transform = M * LocalTransform(state);
+       if (mesh) {
+               prog.SetM(transform);
+               mesh->Draw();
+       }
+       for (const Part &part : children) {
+               part.Render(transform, state, prog);
+       }
+}
 
-       vertices.emplace_back( -pivot.x,  -pivot.y, 0.0f);
-       vertices.emplace_back(w-pivot.x,  -pivot.y, 0.0f);
-       vertices.emplace_back( -pivot.x, h-pivot.y, 0.0f);
-       vertices.emplace_back(w-pivot.x, h-pivot.y, 0.0f);
 
-       coords.emplace_back(tex_begin.x, tex_begin.y);
-       coords.emplace_back(tex_end.x,   tex_begin.y);
-       coords.emplace_back(tex_begin.x, tex_end.y);
-       coords.emplace_back(tex_end.x,   tex_end.y);
+Skeletons::Skeletons()
+: skeletons()
+, meshes() {
 
-       indices.assign({ 0, 2, 1, 1, 2, 3 });
 }
 
+Skeletons::~Skeletons() {
 
-void SpriteModel::Update(const Buffer &buf) noexcept {
-#ifndef NDEBUG
-       if (buf.coords.size() < buf.vertices.size()) {
-               std::cerr << "SpriteModel: not enough coords!" << std::endl;
+}
+
+void Skeletons::LoadHeadless() {
+       skeletons.clear();
+       skeletons.reserve(4);
+       AABB bounds{{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }};
+       {
+               skeletons.emplace_back(new Model);
+               skeletons[0]->ID(1);
+               skeletons[0]->RootPart().bounds = bounds;
+               skeletons[0]->Enumerate();
+       }
+       {
+               skeletons.emplace_back(new Model);
+               skeletons[1]->ID(2);
+               skeletons[1]->RootPart().bounds = bounds;
+               skeletons[1]->Enumerate();
+       }
+       {
+               skeletons.emplace_back(new Model);
+               skeletons[2]->ID(3);
+               skeletons[2]->RootPart().bounds = bounds;
+               skeletons[2]->Enumerate();
+       }
+       {
+               skeletons.emplace_back(new Model);
+               skeletons[3]->ID(4);
+               skeletons[3]->RootPart().bounds = bounds;
+               skeletons[3]->Enumerate();
        }
-#endif
+}
 
-       vao.Bind();
-       vao.PushAttribute(ATTRIB_VERTEX, buf.vertices);
-       vao.PushAttribute(ATTRIB_TEXCOORD, buf.coords);
-       vao.PushIndices(ATTRIB_INDEX, buf.indices);
+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;
+       } else {
+               return skeletons[id - 1].get();
+       }
+}
 
-void SpriteModel::Draw() noexcept {
-       vao.DrawTriangleElements();
+const Model *Skeletons::ByID(std::uint16_t id) const noexcept {
+       if (id == 0 || id > skeletons.size()) {
+               return nullptr;
+       } else {
+               return skeletons[id - 1].get();
+       }
 }
 
 }