-#include "BlockModel.hpp"
#include "Model.hpp"
-#include "OutlineModel.hpp"
-#include "SpriteModel.hpp"
+#include "ModelRegistry.hpp"
+#include "Instance.hpp"
+#include "Part.hpp"
+
+#include "Shape.hpp"
+#include "ShapeRegistry.hpp"
+#include "../io/TokenStreamReader.hpp"
+#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include "../shared/ResourceIndex.hpp"
#include <iostream>
+#include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/io.hpp>
namespace blank {
-Model::Model() noexcept
-: va(0)
-, handle{}
-, count(0) {
- glGenVertexArrays(1, &va);
- glGenBuffers(ATTRIB_COUNT, handle);
-}
+Instance::Instance()
+: model(nullptr)
+, state() {
-Model::~Model() noexcept {
- glDeleteBuffers(ATTRIB_COUNT, handle);
- glDeleteVertexArrays(1, &va);
}
-Model::Model(Model &&other) noexcept
-: va(other.va)
-, count(other.count) {
- other.va = 0;
- for (int i = 0; i < ATTRIB_COUNT; ++i) {
- handle[i] = other.handle[i];
- other.handle[i] = 0;
- }
-}
+Instance::~Instance() {
-Model &Model::operator =(Model &&other) noexcept {
- std::swap(va, other.va);
- for (int i = 0; i < ATTRIB_COUNT; ++i) {
- std::swap(handle[i], other.handle[i]);
- }
- count = other.count;
- return *this;
-}
-
-void Model::Update(const Buffer &buf) noexcept {
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, buf.vertices.size() * sizeof(glm::vec3), buf.vertices.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_VERTEX);
- glVertexAttribPointer(
- ATTRIB_VERTEX, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (buf.colors.size() < buf.vertices.size()) {
- std::cerr << "Model: not enough colors!" << std::endl;
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
- glBufferData(GL_ARRAY_BUFFER, buf.colors.size() * sizeof(glm::vec3), buf.colors.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_COLOR);
- glVertexAttribPointer(
- ATTRIB_COLOR, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (buf.normals.size() < buf.vertices.size()) {
- std::cerr << "Model: not enough normals!" << std::endl;
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
- glBufferData(GL_ARRAY_BUFFER, buf.normals.size() * sizeof(glm::vec3), buf.normals.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_NORMAL);
- glVertexAttribPointer(
- ATTRIB_NORMAL, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
- count = buf.indices.size();
}
-
-void Model::Draw() const noexcept {
- glBindVertexArray(va);
- glDrawElements(
- GL_TRIANGLES, // how
- count, // count
- GL_UNSIGNED_INT, // type
- nullptr // offset
- );
+Part::State &Instance::BodyState() noexcept {
+ return state[model->GetBodyPart().ID()];
}
-
-BlockModel::BlockModel() noexcept
-: va(0)
-, handle{}
-, count(0) {
- glGenVertexArrays(1, &va);
- glGenBuffers(ATTRIB_COUNT, handle);
+glm::mat4 Instance::BodyTransform() const noexcept {
+ return model->GetBodyPart().GlobalTransform(*this);
}
-BlockModel::~BlockModel() noexcept {
- glDeleteBuffers(ATTRIB_COUNT, handle);
- glDeleteVertexArrays(1, &va);
+Part::State &Instance::EyesState() noexcept {
+ return state[model->GetEyesPart().ID()];
}
-BlockModel::BlockModel(BlockModel &&other) noexcept
-: va(other.va)
-, count(other.count) {
- other.va = 0;
- for (int i = 0; i < ATTRIB_COUNT; ++i) {
- handle[i] = other.handle[i];
- other.handle[i] = 0;
- }
+glm::mat4 Instance::EyesTransform() const noexcept {
+ return model->GetEyesPart().GlobalTransform(*this);
}
-BlockModel &BlockModel::operator =(BlockModel &&other) noexcept {
- std::swap(va, other.va);
- for (int i = 0; i < ATTRIB_COUNT; ++i) {
- std::swap(handle[i], other.handle[i]);
- }
- count = other.count;
- return *this;
+void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
+ model->RootPart().Render(M, *this, prog);
}
-void BlockModel::Update(const Buffer &buf) noexcept {
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, buf.vertices.size() * sizeof(glm::vec3), buf.vertices.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_VERTEX);
- glVertexAttribPointer(
- ATTRIB_VERTEX, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (buf.colors.size() < buf.vertices.size()) {
- std::cerr << "BlockModel: not enough colors!" << std::endl;
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
- glBufferData(GL_ARRAY_BUFFER, buf.colors.size() * sizeof(glm::vec3), buf.colors.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_COLOR);
- glVertexAttribPointer(
- ATTRIB_COLOR, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (buf.lights.size() < buf.vertices.size()) {
- std::cerr << "BlockModel: not enough lights!" << std::endl;
- }
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_LIGHT]);
- glBufferData(GL_ARRAY_BUFFER, buf.lights.size() * sizeof(float), buf.lights.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_LIGHT);
- glVertexAttribPointer(
- ATTRIB_LIGHT, // location (for shader)
- 1, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, buf.indices.size() * sizeof(Index), buf.indices.data(), GL_STATIC_DRAW);
- count = buf.indices.size();
-}
+Model::Model()
+: id(0)
+, root()
+, part()
+, body_id(0)
+, eyes_id(0) {
-void BlockModel::Draw() const noexcept {
- glBindVertexArray(va);
- glDrawElements(
- GL_TRIANGLES, // how
- count, // count
- GL_UNSIGNED_INT, // type
- nullptr // offset
- );
}
-OutlineModel::OutlineModel() noexcept
-: vertices()
-, colors()
-, indices()
-, va(0)
-, handle{}
-, dirty(false) {
- glGenVertexArrays(1, &va);
- glGenBuffers(ATTRIB_COUNT, handle);
+void Model::Enumerate() {
+ part.clear();
+ part.resize(root.Enumerate(0), nullptr);
+ root.Index(part);
}
-OutlineModel::~OutlineModel() noexcept {
- glDeleteBuffers(ATTRIB_COUNT, handle);
- glDeleteVertexArrays(1, &va);
+void Model::Instantiate(Instance &inst) const {
+ inst.model = this;
+ inst.state.clear();
+ inst.state.resize(part.size());
}
-void OutlineModel::Clear() noexcept {
- vertices.clear();
- colors.clear();
- indices.clear();
- Invalidate();
-}
+ModelRegistry::ModelRegistry()
+: models()
+, name_index() {
-void OutlineModel::Reserve(int v, int i) {
- vertices.reserve(v);
- colors.reserve(v);
- indices.reserve(i);
}
+Model &ModelRegistry::Add(const std::string &name) {
+ models.emplace_back(new Model());
+ models.back()->ID(models.size());
+ name_index[name] = &*models.back();
+ return *models.back();
+}
-void OutlineModel::Update() noexcept {
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_VERTEX);
- glVertexAttribPointer(
- ATTRIB_VERTEX, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (colors.size() < vertices.size()) {
- std::cerr << "OutlineModel: not enough colors!" << std::endl;
- colors.resize(vertices.size(), { 1, 0, 1 });
+Model &ModelRegistry::Get(const std::string &name) {
+ auto entry = name_index.find(name);
+ if (entry != name_index.end()) {
+ return *entry->second;
+ } else {
+ throw std::runtime_error("unknown model " + name);
}
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
- glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_COLOR);
- glVertexAttribPointer(
- ATTRIB_COLOR, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
-
- dirty = false;
}
-
-void OutlineModel::Draw() noexcept {
- glBindVertexArray(va);
-
- if (dirty) {
- Update();
+const Model &ModelRegistry::Get(const std::string &name) const {
+ auto entry = name_index.find(name);
+ if (entry != name_index.end()) {
+ return *entry->second;
+ } else {
+ throw std::runtime_error("unknown model " + name);
}
-
- glEnable(GL_LINE_SMOOTH);
- glLineWidth(2.0f);
-
- glDrawElements(
- GL_LINES, // how
- indices.size(), // count
- GL_UNSIGNED_SHORT, // type
- nullptr // offset
- );
}
-SpriteModel::SpriteModel() noexcept
-: vertices()
-, coords()
-, indices()
-, va(0)
-, handle{}
-, dirty(false) {
- glGenVertexArrays(1, &va);
- glGenBuffers(ATTRIB_COUNT, handle);
+Part::Part()
+: parent(nullptr)
+, shape(nullptr)
+, children()
+, tex_map()
+, mesh()
+, initial()
+, hsl_mod(0, 255, 255)
+, rgb_mod(255, 255, 255)
+, id(0) {
+
+}
+
+Part::~Part() {
+
+}
+
+void Part::Read(TokenStreamReader &in, ResourceIndex &tex_index, const ShapeRegistry &shapes) {
+ std::string name;
+ std::string shape_name;
+ std::string tex_name;
+ glm::vec3 color_conv;
+ in.Skip(Token::ANGLE_BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
+ in.ReadIdentifier(name);
+ in.Skip(Token::EQUALS);
+ if (name == "shape") {
+ in.ReadIdentifier(shape_name);
+ shape = &shapes.Get(shape_name);
+ } else if (name == "position") {
+ in.ReadVec(initial.position);
+ } else if (name == "orientation") {
+ in.ReadQuat(initial.orientation);
+ } else if (name == "hsl_mod") {
+ in.ReadVec(color_conv);
+ hsl_mod = EntityMesh::ColorMod(color_conv * 255.0f);
+ } else if (name == "rgb_mod") {
+ in.ReadVec(color_conv);
+ rgb_mod = EntityMesh::ColorMod(color_conv * 255.0f);
+ } else if (name == "textures") {
+ in.Skip(Token::BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::BRACKET_CLOSE) {
+ in.ReadString(tex_name);
+ tex_map.push_back(tex_index.GetID(tex_name));
+ if (in.Peek().type == Token::COMMA) {
+ in.Skip(Token::COMMA);
+ }
+ }
+ in.Skip(Token::BRACKET_CLOSE);
+ } else if (name == "children") {
+ in.Skip(Token::BRACKET_OPEN);
+ while (in.HasMore() && in.Peek().type != Token::BRACKET_CLOSE) {
+ Part &child = AddChild();
+ child.Read(in, tex_index, shapes);
+ if (in.Peek().type == Token::COMMA) {
+ in.Skip(Token::COMMA);
+ }
+ }
+ in.Skip(Token::BRACKET_CLOSE);
+ } else {
+ while (in.HasMore() && in.Peek().type != Token::SEMICOLON) {
+ in.Next();
+ }
+ }
+ in.Skip(Token::SEMICOLON);
+ }
+ in.Skip(Token::ANGLE_BRACKET_CLOSE);
}
-SpriteModel::~SpriteModel() noexcept {
- glDeleteBuffers(ATTRIB_COUNT, handle);
- glDeleteVertexArrays(1, &va);
+Part &Part::AddChild() {
+ children.emplace_back();
+ children.back().parent = this;
+ return children.back();
}
-
-void SpriteModel::Clear() noexcept {
- vertices.clear();
- coords.clear();
- indices.clear();
- Invalidate();
+std::uint16_t Part::Enumerate(std::uint16_t counter) noexcept {
+ id = counter++;
+ for (Part &part : children) {
+ counter = part.Enumerate(counter);
+ }
+ return counter;
}
-void SpriteModel::Reserve(int v, int i) {
- vertices.reserve(v);
- coords.reserve(v);
- indices.reserve(i);
+void Part::Index(std::vector<Part *> &index) noexcept {
+ index[id] = this;
+ for (Part &part : children) {
+ part.Index(index);
+ }
}
-
-void SpriteModel::LoadRect(
- float w, float h,
- const glm::vec2 &pivot,
- const glm::vec2 &tex_begin,
- const glm::vec2 &tex_end
-) {
- Clear();
- Reserve(4, 6);
-
- 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);
-
- indices.assign({ 0, 2, 1, 1, 2, 3 });
-
- Invalidate();
+glm::mat4 Part::LocalTransform(const Instance &inst) const noexcept {
+ glm::mat4 transform(glm::toMat4(initial.orientation * inst.state[id].orientation));
+ transform[3] = glm::vec4(initial.position + inst.state[id].position, 1.0f);
+ return transform;
}
-
-void SpriteModel::Update() noexcept {
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Position), vertices.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_VERTEX);
- glVertexAttribPointer(
- ATTRIB_VERTEX, // location (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
-#ifndef NDEBUG
- if (coords.size() < vertices.size()) {
- std::cerr << "SpriteModel: not enough coords!" << std::endl;
- coords.resize(vertices.size(), { 1, 1 });
+glm::mat4 Part::GlobalTransform(const Instance &inst) const noexcept {
+ if (parent) {
+ return parent->GlobalTransform(inst) * LocalTransform(inst);
+ } else {
+ return LocalTransform(inst);
}
-#endif
- glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_TEXCOORD]);
- glBufferData(GL_ARRAY_BUFFER, coords.size() * sizeof(TexCoord), coords.data(), GL_STATIC_DRAW);
- glEnableVertexAttribArray(ATTRIB_TEXCOORD);
- glVertexAttribPointer(
- ATTRIB_TEXCOORD, // location (for shader)
- 2, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle[ATTRIB_INDEX]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), indices.data(), GL_STATIC_DRAW);
-
- dirty = false;
}
+namespace {
-void SpriteModel::Draw() noexcept {
- glBindVertexArray(va);
+EntityMesh::Buffer buf;
- if (dirty) {
- Update();
- }
+}
- glDrawElements(
- GL_TRIANGLES, // how
- indices.size(), // count
- GL_UNSIGNED_SHORT, // type
- nullptr // offset
- );
+void Part::Render(
+ const glm::mat4 &M,
+ const Instance &inst,
+ DirectionalLighting &prog
+) const {
+ glm::mat4 transform = M * LocalTransform(inst);
+ if (shape && shape->IndexCount() > 0) {
+ if (!mesh) {
+ buf.Clear();
+ buf.hsl_mods.resize(shape->VertexCount(), hsl_mod);
+ buf.rgb_mods.resize(shape->VertexCount(), rgb_mod);
+ shape->Fill(buf, tex_map);
+ mesh.reset(new EntityMesh());
+ mesh->Update(buf);
+ }
+ prog.SetM(transform);
+ mesh->Draw();
+ }
+ for (const Part &part : children) {
+ part.Render(transform, inst, prog);
+ }
}
}