mirror of
https://github.com/AquariaOSE/Aquaria.git
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461 lines
13 KiB
C++
461 lines
13 KiB
C++
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Model.h"
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#include "Core.h"
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#include "cal3d/cal3d.h"
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#include "../ExternalLibs/glpng.h"
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const std::string modelPath = "models/";
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Model::Model() : RenderObject()
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{
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m_calModel = 0;
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//, coreModel("poot")
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m_calCoreModel = new CalCoreModel("model");
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if (!m_calCoreModel)
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{
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errorLog("Model: failed: new CalCoreModel");
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}
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m_motionBlend[0] = 0.6f;
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m_motionBlend[1] = 0.1f;
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m_motionBlend[2] = 0.3f;
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m_animationCount = 0;
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m_meshCount = 0;
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m_renderScale = 1.0f;
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m_lodLevel = 1.0f;
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cull = false;
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}
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void Model::destroy()
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{
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RenderObject::destroy();
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}
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bool Model::load(const std::string& _strFilename)
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{
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// open the model configuration file
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std::ifstream file;
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std::string strFilename(core->adjustFilenameCase(_strFilename));
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file.open(strFilename.c_str(), std::ios::in | std::ios::binary);
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if(!file)
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{
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std::ostringstream os;
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os << "Failed to open model configuration file '" << strFilename << "'." << std::endl;
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errorLog(os.str());
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return false;
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}
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// initialize the data path
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std::string strPath = m_path;
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// initialize the animation count
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int animationCount;
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animationCount = 0;
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// parse all lines from the model configuration file
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int line;
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for(line = 1; ; line++)
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{
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// read the next model configuration line
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std::string strBuffer;
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std::getline(file, strBuffer);
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// stop if we reached the end of file
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if(file.eof()) break;
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// check if an error happend while reading from the file
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if(!file)
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{
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std::cerr << "Error while reading from the model configuration file '" << strFilename << "'." << std::endl;
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return false;
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}
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// find the first non-whitespace character
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std::string::size_type pos;
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pos = strBuffer.find_first_not_of(" \t");
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// check for empty lines
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if((pos == std::string::npos) || (strBuffer[pos] == '\n') || (strBuffer[pos] == '\r') || (strBuffer[pos] == 0)) continue;
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// check for comment lines
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if(strBuffer[pos] == '#') continue;
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// get the key
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std::string strKey;
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strKey = strBuffer.substr(pos, strBuffer.find_first_of(" =\t\n\r", pos) - pos);
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pos += strKey.size();
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// get the '=' character
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pos = strBuffer.find_first_not_of(" \t", pos);
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if((pos == std::string::npos) || (strBuffer[pos] != '='))
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{
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std::cerr << strFilename << "(" << line << "): Invalid syntax." << std::endl;
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return false;
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}
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// find the first non-whitespace character after the '=' character
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pos = strBuffer.find_first_not_of(" \t", pos + 1);
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// get the data
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std::string strData;
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strData = strBuffer.substr(pos, strBuffer.find_first_of("\n\r", pos) - pos);
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// handle the model creation
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if(strKey == "scale")
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{
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// set rendering scale factor
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m_renderScale = atof(strData.c_str());
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}
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else if(strKey == "path")
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{
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// set the new path for the data files if one hasn't been set already
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if (m_path == "") strPath = strData;
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}
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else if(strKey == "skeleton")
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{
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// load core skeleton
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std::cout << "Loading skeleton '" << strData << "'..." << std::endl;
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if(!m_calCoreModel->loadCoreSkeleton(strPath + strData))
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{
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CalError::printLastError();
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return false;
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}
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}
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else if(strKey == "animation")
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{
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// load core animation
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std::cout << "Loading animation '" << strData << "'..." << std::endl;
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m_animationId[animationCount] = m_calCoreModel->loadCoreAnimation(strPath + strData);
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if(m_animationId[animationCount] == -1)
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{
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CalError::printLastError();
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return false;
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}
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animationCount++;
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}
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else if(strKey == "mesh")
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{
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// load core mesh
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std::cout << "Loading mesh '" << strData << "'..." << std::endl;
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if(m_calCoreModel->loadCoreMesh(strPath + strData) == -1)
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{
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CalError::printLastError();
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return false;
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}
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}
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else if(strKey == "material")
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{
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// load core material
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std::cout << "Loading material '" << strData << "'..." << std::endl;
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if(m_calCoreModel->loadCoreMaterial(strPath + strData) == -1)
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{
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CalError::printLastError();
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return false;
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}
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}
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else
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{
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std::cerr << strFilename << "(" << line << "): Invalid syntax." << std::endl;
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return false;
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}
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}
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// explicitely close the file
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file.close();
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// load all textures and store the opengl texture id in the corresponding map in the material
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int materialId;
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for(materialId = 0; materialId < m_calCoreModel->getCoreMaterialCount(); materialId++)
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{
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// get the core material
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CalCoreMaterial *pCoreMaterial;
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pCoreMaterial = m_calCoreModel->getCoreMaterial(materialId);
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// loop through all maps of the core material
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int mapId;
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for(mapId = 0; mapId < pCoreMaterial->getMapCount(); mapId++)
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{
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// get the filename of the texture
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std::string strFilename;
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strFilename = pCoreMaterial->getMapFilename(mapId);
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// load the texture from the file
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GLuint textureId;
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pngInfo info;
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textureId = pngBind((strPath + strFilename).c_str(), PNG_BUILDMIPMAPS, PNG_ALPHA, &info, GL_CLAMP, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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//loadTexture(strPath + strFilename);
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// store the opengl texture id in the user data of the map
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pCoreMaterial->setMapUserData(mapId, (Cal::UserData)textureId);
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}
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}
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// make one material thread for each material
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// NOTE: this is not the right way to do it, but this viewer can't do the right
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// mapping without further information on the model etc.
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for(materialId = 0; materialId < m_calCoreModel->getCoreMaterialCount(); materialId++)
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{
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// create the a material thread
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m_calCoreModel->createCoreMaterialThread(materialId);
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// initialize the material thread
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m_calCoreModel->setCoreMaterialId(materialId, 0, materialId);
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}
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// Calculate Bounding Boxes
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m_calCoreModel->getCoreSkeleton()->calculateBoundingBoxes(m_calCoreModel);
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m_calModel = new CalModel(m_calCoreModel);
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// attach all meshes to the model
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int meshId;
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for(meshId = 0; meshId < m_calCoreModel->getCoreMeshCount(); meshId++)
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{
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m_calModel->attachMesh(meshId);
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}
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// set the material set of the whole model
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m_calModel->setMaterialSet(0);
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// set initial animation state
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/*
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m_state = STATE_MOTION;
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION], m_motionBlend[0], 0.0f);
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION + 1], m_motionBlend[1], 0.0f);
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m_calModel->getMixer()->blendCycle(m_animationId[STATE_MOTION + 2], m_motionBlend[2], 0.0f);
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*/
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return true;
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}
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void Model::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (m_calModel)
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m_calModel->update(dt);
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}
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void Model::renderMesh(bool bWireframe, bool bLight)
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{
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// get the renderer of the model
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CalRenderer *pCalRenderer;
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pCalRenderer = m_calModel->getRenderer();
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// begin the rendering loop
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if(!pCalRenderer->beginRendering()) return;
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// set wireframe mode if necessary
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if(bWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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// set the global OpenGL states
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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// set the lighting mode if necessary
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if(bLight)
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{
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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// we will use vertex arrays, so enable them
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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// get the number of meshes
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int meshCount;
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meshCount = pCalRenderer->getMeshCount();
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// render all meshes of the model
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int meshId;
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for(meshId = 0; meshId < meshCount; meshId++)
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{
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// get the number of submeshes
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int submeshCount;
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submeshCount = pCalRenderer->getSubmeshCount(meshId);
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// render all submeshes of the mesh
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int submeshId;
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for(submeshId = 0; submeshId < submeshCount; submeshId++)
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{
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// select mesh and submesh for further data access
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if(pCalRenderer->selectMeshSubmesh(meshId, submeshId))
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{
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unsigned char meshColor[4];
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GLfloat materialColor[4];
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// set the material ambient color
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pCalRenderer->getAmbientColor(&meshColor[0]);
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materialColor[0] = meshColor[0] / 255.0f; materialColor[1] = meshColor[1] / 255.0f; materialColor[2] = meshColor[2] / 255.0f; materialColor[3] = meshColor[3] / 255.0f;
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glMaterialfv(GL_FRONT, GL_AMBIENT, materialColor);
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// set the material diffuse color
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pCalRenderer->getDiffuseColor(&meshColor[0]);
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materialColor[0] = meshColor[0] / 255.0f; materialColor[1] = meshColor[1] / 255.0f; materialColor[2] = meshColor[2] / 255.0f; materialColor[3] = meshColor[3] / 255.0f;
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glMaterialfv(GL_FRONT, GL_DIFFUSE, materialColor);
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// set the vertex color if we have no lights
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if(!bLight)
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{
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glColor4fv(materialColor);
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}
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// set the material specular color
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pCalRenderer->getSpecularColor(&meshColor[0]);
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materialColor[0] = meshColor[0] / 255.0f; materialColor[1] = meshColor[1] / 255.0f; materialColor[2] = meshColor[2] / 255.0f; materialColor[3] = meshColor[3] / 255.0f;
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glMaterialfv(GL_FRONT, GL_SPECULAR, materialColor);
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// set the material shininess factor
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float shininess;
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shininess = 50.0f; //TODO: pCalRenderer->getShininess();
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glMaterialfv(GL_FRONT, GL_SHININESS, &shininess);
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// get the transformed vertices of the submesh
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static float meshVertices[30000][3];
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int vertexCount;
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vertexCount = pCalRenderer->getVertices(&meshVertices[0][0]);
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// get the transformed normals of the submesh
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static float meshNormals[30000][3];
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pCalRenderer->getNormals(&meshNormals[0][0]);
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// get the texture coordinates of the submesh
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static float meshTextureCoordinates[30000][2];
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int textureCoordinateCount;
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textureCoordinateCount = pCalRenderer->getTextureCoordinates(0, &meshTextureCoordinates[0][0]);
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// get the faces of the submesh
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static CalIndex meshFaces[50000][3];
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int faceCount;
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faceCount = pCalRenderer->getFaces(&meshFaces[0][0]);
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// set the vertex and normal buffers
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glVertexPointer(3, GL_FLOAT, 0, &meshVertices[0][0]);
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glNormalPointer(GL_FLOAT, 0, &meshNormals[0][0]);
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// set the texture coordinate buffer and state if necessary
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if((pCalRenderer->getMapCount() > 0) && (textureCoordinateCount > 0))
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{
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_COLOR_MATERIAL);
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// set the texture id we stored in the map user data
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glBindTexture(GL_TEXTURE_2D, (GLuint)pCalRenderer->getMapUserData(0));
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// set the texture coordinate buffer
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glTexCoordPointer(2, GL_FLOAT, 0, &meshTextureCoordinates[0][0]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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// draw the submesh
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if(sizeof(CalIndex)==2)
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glDrawElements(GL_TRIANGLES, faceCount * 3, GL_UNSIGNED_SHORT, &meshFaces[0][0]);
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else
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glDrawElements(GL_TRIANGLES, faceCount * 3, GL_UNSIGNED_INT, &meshFaces[0][0]);
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// disable the texture coordinate state if necessary
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if((pCalRenderer->getMapCount() > 0) && (textureCoordinateCount > 0))
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{
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glDisable(GL_COLOR_MATERIAL);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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// DEBUG-CODE //////////////////////////////////////////////////////////////////
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/*
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glBegin(GL_LINES);
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glColor3f(1.0f, 1.0f, 1.0f);
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int vertexId;
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for(vertexId = 0; vertexId < vertexCount; vertexId++)
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{
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const float scale = 0.3f;
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glVertex3f(meshVertices[vertexId][0], meshVertices[vertexId][1], meshVertices[vertexId][2]);
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glVertex3f(meshVertices[vertexId][0] + meshNormals[vertexId][0] * scale, meshVertices[vertexId][1] + meshNormals[vertexId][1] * scale, meshVertices[vertexId][2] + meshNormals[vertexId][2] * scale);
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}
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glEnd();
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*/
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////////////////////////////////////////////////////////////////////////////////
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}
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}
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}
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// clear vertex array state
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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// reset the lighting mode
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if(bLight)
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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// reset the global OpenGL states
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glDisable(GL_DEPTH_TEST);
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// reset wireframe mode if necessary
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if(bWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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||
|
}
|
||
|
|
||
|
// end the rendering
|
||
|
pCalRenderer->endRendering();
|
||
|
}
|
||
|
|
||
|
void Model::onRender()
|
||
|
{
|
||
|
/*
|
||
|
glClearDepth(1.0f);
|
||
|
core->resize3D();
|
||
|
*/
|
||
|
|
||
|
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||
|
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
|
||
|
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
|
||
|
// check if we need to render the mesh
|
||
|
renderMesh(false, false);
|
||
|
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
|
||
|
}
|