From 6b8af9cf83851c075c6c9514b1deaa931c2b19a4 Mon Sep 17 00:00:00 2001 From: Thomas Guillermo Albers Raviola Date: Fri, 16 Jan 2026 23:02:32 +0100 Subject: Initial commit --- 08-august/src/renderer/shape.c | 335 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 335 insertions(+) create mode 100644 08-august/src/renderer/shape.c (limited to '08-august/src/renderer/shape.c') diff --git a/08-august/src/renderer/shape.c b/08-august/src/renderer/shape.c new file mode 100644 index 0000000..7f274df --- /dev/null +++ b/08-august/src/renderer/shape.c @@ -0,0 +1,335 @@ +#include "shape.h" +#include +#include +#include +#include "../util/util.h" + +#define NUM_ARRAY_ELEMENTS(a) sizeof(a) / sizeof(*a) + +shape_t *Shape_CreateFromRawData(vertex_t* vertices, GLsizeiptr vertexBuffersize, + GLushort* indices, GLsizeiptr indexBuffersize) +{ + shape_t *shape = malloc( sizeof(shape_t) ); + + shape->num_indices = ( indexBuffersize / sizeof(GLushort) ); + + glGenVertexArrays(1, &shape->vao); + glGenBuffers(1, &shape->vbo); + glGenBuffers(1, &shape->ebo); + + glBindVertexArray(shape->vao); + + glBindBuffer(GL_ARRAY_BUFFER, shape->vbo); + glBufferData(GL_ARRAY_BUFFER, vertexBuffersize, vertices, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shape->ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffersize, indices, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + glEnableVertexAttribArray(3); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (const void*)offsetof(vertex_t, position) ); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (const void*)offsetof(vertex_t, texCoord) ); + glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (const void*)offsetof(vertex_t, normal) ); + glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (const void*)offsetof(vertex_t, tangent) ); + + glBindVertexArray(0); + + return shape; +} + +shape_t* Shape_MakeSkyBox(float size) +{ + vec3_t positions[] = + { + {-size, size, -size}, {-size, -size, -size}, {+size, -size, -size}, + {+size, -size, -size}, {+size, +size, -size}, {-size, +size, -size}, + + {-size, -size, +size}, {-size, -size, -size}, {-size, +size, -size}, + {-size, +size, -size}, {-size, +size, +size}, {-size, -size, +size}, + + {+size, -size, -size}, {+size, -size, +size}, {+size, +size, +size}, + {+size, +size, +size}, {+size, +size, -size}, {+size, -size, -size}, + + {-size, -size, +size}, {-size, +size, +size}, {+size, +size, +size}, + {+size, +size, +size}, {+size, -size, +size}, {-size, -size, +size}, + + {-size, +size, -size}, {+size, +size, -size}, {+size, +size, +size}, + {+size, +size, +size}, {-size, +size, +size}, {-size, +size, -size}, + + {-size, -size, -size}, {-size, -size, +size}, {+size, -size, -size}, + {+size, -size, -size}, {-size, -size, +size}, {+size, -size, +size} + }; + + shape_t *shape = malloc( sizeof(shape_t) ); + + shape->num_indices = 0; + + glGenVertexArrays(1, &shape->vao); + glGenBuffers(1, &shape->vbo); + shape->ebo = 0; + + glBindVertexArray(shape->vao); + + glBindBuffer(GL_ARRAY_BUFFER, shape->vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0 ); + + glBindVertexArray(0); + + return shape; +} + +static const int BUFFER_size = 128; + +typedef struct +{ + vertex_t *data; + GLushort *indices; + + vec3_t *positions; + vec2_t *textures; + vec3_t *normals; + vec3_t *tangents; + + unsigned int vertex_count, index_count; + unsigned int index_pointer; + + GLubyte hasTextCoords, hasNormals; +} OBJ_Mesh; + +static vertex_t *search_index(vertex_t *pkey, vertex_t *pelem, unsigned int vertex_count) +{ + int i; + for(i = 0; i < vertex_count; i++) + { + if(pelem[i].position.x == pkey->position.x && + pelem[i].position.y == pkey->position.y && + pelem[i].position.z == pkey->position.z && + pelem[i].texCoord.x == pkey->texCoord.x && + pelem[i].texCoord.y == pkey->texCoord.y && + pelem[i].normal.x == pkey->normal.x && + pelem[i].normal.y == pkey->normal.y && + pelem[i].normal.z == pkey->normal.z) + { + return &pelem[i]; + } + } + return NULL; +} + +static void calculate_tangents(OBJ_Mesh *mesh) +{ + int i; + for(i = 0; i < mesh->index_count; i += 3) + { + int i0 = i; + int i1 = i + 1; + int i2 = i + 2; + + vec3_t *v0 = &mesh->positions[i0]; + vec3_t *v1 = &mesh->positions[i1]; + vec3_t *v2 = &mesh->positions[i2]; + + vec2_t *uv0 = &mesh->textures[i0]; + vec2_t *uv1 = &mesh->textures[i1]; + vec2_t *uv2 = &mesh->textures[i2]; + + vec3_t deltaPos1 = vec3_sub(v1, v0); + vec3_t deltaPos2 = vec3_sub(v2, v0); + + vec2_t deltaUV1 = vec2_sub(uv1, uv0); + vec2_t deltaUV2 = vec2_sub(uv2, uv0); + + GLfloat r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x); + + deltaPos1 = vec3_scalar_mul(&deltaPos1, deltaUV2.y); + deltaPos2 = vec3_scalar_mul(&deltaPos2, deltaUV1.y); + + vec3_t tangent = vec3_sub(&deltaPos1, &deltaPos2); + tangent = vec3_scalar_mul(&tangent, r); + + mesh->tangents[i2] = tangent; + mesh->tangents[i1] = tangent; + mesh->tangents[i0] = tangent; + } + /* + We normalize the tangents at the end of the parse_obj_index loop + for(i = 0; i < mesh.index_count; i++) + { + mesh.tangents[i] = vec3_normalize(&mesh.tangents[i]); + } + */ +} + +static void parse_obj_index(OBJ_Mesh *mesh, vertex_t *current_vertex) +{ + vertex_t *indexOnArray = search_index(current_vertex, mesh->data, mesh->vertex_count); + + /* We check if the vertex was already loaded, so the index points to the created vertex instead of repeating data*/ + if(indexOnArray == NULL) + { + mesh->data = (vertex_t*) realloc( mesh->data, sizeof(vertex_t) * (++mesh->vertex_count) ); + + /* We make the index point to the last vertex added */ + mesh->indices[mesh->index_pointer] = mesh->vertex_count - 1; + + mesh->data[mesh->vertex_count - 1] = *current_vertex; + } + else + { + GLushort index = (GLushort)(indexOnArray - mesh->data); + mesh->data[index].tangent = vec3_add( &mesh->data[index].tangent, + ¤t_vertex->tangent ); + + /* We make the index point to the previus vertex added instead of creating a new one */ + mesh->indices[mesh->index_pointer] = index; + } + + mesh->index_pointer += 1; +} + +shape_t* Shape_LoadOBJ(const char* path) +{ + OBJ_Mesh mesh; + memset( &mesh, 0, sizeof(OBJ_Mesh) ); + + vec3_t *positions = NULL; + vec3_t *normals = NULL; + vec2_t *textures = NULL; + + vertex_t current_vertex; + + unsigned int positions_count = 0, normals_count = 0, textures_count = 0; + + int count = 0, i; + int texture[3], normal[3], verts[3]; + + FILE *file = fopen(path, "r"); + if(file == NULL) + Util_FatalError("%s file could not be loaded!", path); + + char buffer[BUFFER_size]; + while( !feof(file) ) + { + fgets(buffer, BUFFER_size, file); + switch(buffer[0]) + { + case 'v': + if(buffer[1] == 't') + { + textures = (vec2_t*) realloc(textures, sizeof(vec2_t) * (++textures_count) ); + count = sscanf(buffer, "vt %f %f\n", &textures[textures_count - 1].x, + &textures[textures_count - 1].y); + + if(count != 2) + Util_FatalError("Bad texture coordinates on .obj file"); + } + else if(buffer[1] == 'n') + { + normals = (vec3_t*) realloc(normals, sizeof(vec3_t) * (++normals_count) ); + count = sscanf(buffer, "vn %f %f %f\n", &normals[normals_count - 1].x, + &normals[normals_count - 1].y, &normals[normals_count - 1].z); + + if(count != 3) + Util_FatalError("Bad normals data on .obj file"); + } + else + { + positions = (vec3_t*) realloc(positions, sizeof(vec3_t) * (++positions_count) ); + count = sscanf(buffer, "v %f %f %f\n", &positions[positions_count - 1].x, + &positions[positions_count - 1].y, &positions[positions_count - 1].z); + + if(count != 3) + Util_FatalError("Bad vertices data on .obj file"); + } + break; + case 'f': + mesh.index_count += 3; + + mesh.positions = realloc(mesh.positions, mesh.index_count * sizeof(vec3_t) ); + mesh.textures = realloc(mesh.textures, mesh.index_count * sizeof(vec2_t) ); + mesh.normals = realloc(mesh.normals, mesh.index_count * sizeof(vec3_t) ); + + count = sscanf(buffer, "f %d/%d/%d %d/%d/%d %d/%d/%d\n", + &verts[0], &texture[0], &normal[0], + &verts[1], &texture[1], &normal[1], + &verts[2], &texture[2], &normal[2]); + + if(count != 9) + Util_FatalError("Bad face data on .obj file"); + + mesh.positions[mesh.index_count - 3] = positions[ verts[0] - 1 ]; + mesh.textures[mesh.index_count - 3] = textures[ texture[0] - 1 ]; + mesh.normals[mesh.index_count - 3] = normals[ normal[0] - 1 ]; + + mesh.positions[mesh.index_count - 2] = positions[ verts[1] - 1 ]; + mesh.textures[mesh.index_count - 2] = textures[ texture[1] - 1 ]; + mesh.normals[mesh.index_count - 2] = normals[ normal[1] - 1 ]; + + mesh.positions[mesh.index_count - 1] = positions[ verts[2] - 1 ]; + mesh.textures[mesh.index_count - 1] = textures[ texture[2] - 1 ]; + mesh.normals[mesh.index_count - 1] = normals[ normal[2] - 1 ]; + + break; + default: + break; + } + } + + mesh.indices = malloc( mesh.index_count * sizeof(GLushort) ); + mesh.tangents = malloc( mesh.index_count * sizeof(vec3_t) ); + calculate_tangents(&mesh); + + for(i = 0; i < mesh.index_count; i++) + { + current_vertex = (vertex_t){.position = mesh.positions[i], .texCoord = mesh.textures[i], + .normal = mesh.normals[i], .tangent = mesh.tangents[i] }; + parse_obj_index(&mesh, ¤t_vertex); + } + + for(i = 0; i < mesh.vertex_count; i++) + { + mesh.data[i].tangent = vec3_normalize(&mesh.data[i].tangent); + } + + free(mesh.positions); + free(mesh.normals); + free(mesh.textures); + free(mesh.tangents); + + free(positions); + free(textures); + free(normals); + + fclose(file); + + GLsizeiptr vertexBuffersize = mesh.vertex_count * sizeof(vertex_t); + GLsizeiptr indexBuffersize = mesh.index_count * sizeof(GLushort); + + shape_t* shape = Shape_CreateFromRawData(mesh.data, vertexBuffersize, mesh.indices, indexBuffersize); + + free(mesh.data); + free(mesh.indices); + + return shape; +} + +void Shape_Free(shape_t* shape) +{ + if(shape) + { + if(shape->vbo) + glDeleteBuffers(1, &shape->vbo); + if(shape->ebo) + glDeleteBuffers(1, &shape->ebo); + if(shape->vao) + glDeleteVertexArrays(1, &shape->vao); + free(shape); + } +} -- cgit v1.2.3