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1 #include "scene.h"
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2 #include "opengl.h"
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3 #include "goat3d.h"
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4
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5 static Mesh *load_mesh(goat3d_mesh *gmesh);
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6
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7 Scene::~Scene()
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8 {
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9 destroy();
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10 }
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11
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12 void Scene::destroy()
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13 {
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14 for(size_t i=0; i<objects.size(); i++) {
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15 delete objects[i];
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16 }
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17 objects.clear();
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18
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19 for(size_t i=0; i<meshes.size(); i++) {
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20 delete meshes[i];
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21 }
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22 meshes.clear();
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23
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24 for(size_t i=0; i<curves.size(); i++) {
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25 delete curves[i];
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26 }
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27 curves.clear();
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28 }
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29
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30 bool Scene::load(const char *fname)
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31 {
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32 goat3d *goat = goat3d_create();
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33 if(!goat) {
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34 return false;
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35 }
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36 if(goat3d_load(goat, fname) == -1) {
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37 return false;
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38 }
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39
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40 int num_meshes = goat3d_get_mesh_count(goat);
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41 for(int i=0; i<num_meshes; i++) {
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42 goat3d_mesh *gmesh = goat3d_get_mesh(goat, i);
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43 Mesh *mesh = load_mesh(gmesh);
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44 if(mesh) {
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45 meshes.push_back(mesh);
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46 }
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47 }
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48
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49 goat3d_free(goat);
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50 return true;
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51 }
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52
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53 bool Scene::save(const char *fname) const
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54 {
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55 return false; // TODO
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56 }
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57
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58 void Scene::draw(long msec) const
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59 {
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60 for(size_t i=0; i<objects.size(); i++) {
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61 objects[i]->draw(msec);
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62 }
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63
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64 if(objects.empty()) {
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65 printf("rendering meshes directly\n");
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66 for(size_t i=0; i<meshes.size(); i++) {
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67 meshes[i]->draw();
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68 }
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69 }
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70 }
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71
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72 static Mesh *load_mesh(goat3d_mesh *gmesh)
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73 {
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74 int nverts = goat3d_get_mesh_attrib_count(gmesh, GOAT3D_MESH_ATTR_VERTEX);
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75 float *data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_VERTEX);
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76
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77 if(!nverts || !data) {
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78 return 0;
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79 }
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80 int nfaces = goat3d_get_mesh_face_count(gmesh);
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81
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82 Mesh *mesh = new Mesh;
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83 const char *name = goat3d_get_mesh_name(gmesh);
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84 if(name) {
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85 mesh->set_name(name);
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86 }
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87
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88 mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, nverts, data);
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89
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90 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_NORMAL))) {
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91 mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, nverts, data);
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92 }
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93 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TANGENT))) {
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94 mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, nverts, data);
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95 }
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96 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
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97 mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts, data);
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98 }
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99 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_COLOR))) {
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100 mesh->set_attrib_data(MESH_ATTR_COLOR, 4, nverts, data);
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101 }
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102 if((data = (float*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_WEIGHT))) {
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103 mesh->set_attrib_data(MESH_ATTR_BONEWEIGHTS, 4, nverts, data);
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104 }
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105 int *idata = (int*)goat3d_get_mesh_attribs(gmesh, GOAT3D_MESH_ATTR_SKIN_MATRIX);
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106 if(idata) {
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107 for(int i=0; i<nverts; i++) {
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108 mesh->set_attrib(MESH_ATTR_BONEIDX, i, Vector4(idata[0], idata[1], idata[2], idata[3]));
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109 idata += 4;
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110 }
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111 }
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112
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113 if(nfaces && !(idata = goat3d_get_mesh_faces(gmesh))) {
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114 mesh->set_index_data(nfaces * 3, (unsigned int*)idata);
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115 }
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116 return mesh;
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117 }
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