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- // zlib open source license
- //
- // Copyright (c) 2017 to 2025 David Forsgren Piuva
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- #define DSR_INTERNAL_ACCESS
- #include "Model.h"
- #include "../constants.h"
- #include "../../api/imageAPI.h"
- #include "../../api/textureAPI.h"
- #include "../../base/virtualStack.h"
- using namespace dsr;
- #define CHECK_PART_INDEX(PART_INDEX, EXIT_STMT) if (PART_INDEX < 0 || PART_INDEX >= this->partBuffer.length()) { printText("Part index ", PART_INDEX, " is out of range 0..", this->partBuffer.length() - 1, "!\n"); EXIT_STMT; }
- #define CHECK_POLYGON_INDEX(PART_PTR, POLYGON_INDEX, EXIT_STMT) if (POLYGON_INDEX < 0 || POLYGON_INDEX >= PART_PTR->polygonBuffer.length()) { printText("Polygon index ", POLYGON_INDEX, " is out of range 0..", PART_PTR->polygonBuffer.length() - 1, "!\n"); EXIT_STMT; }
- #define CHECK_POINT_INDEX(POINT_INDEX, EXIT_STMT) if (POINT_INDEX < 0 || POINT_INDEX >= this->positionBuffer.length()) { printText("Position index ", POINT_INDEX, " is out of range 0..", this->positionBuffer.length() - 1, "!\n"); EXIT_STMT; }
- #define CHECK_PART_POLYGON_INDEX(PART_INDEX, POLYGON_INDEX, EXIT_STMT) { \
- CHECK_PART_INDEX(PART_INDEX, EXIT_STMT); \
- const Part *PartPtr = &(this->partBuffer[PART_INDEX]); \
- CHECK_POLYGON_INDEX(PartPtr, POLYGON_INDEX, EXIT_STMT); \
- }
- #define CHECK_VERTEX_INDEX(VERTEX_INDEX, EXIT_STMT) if (VERTEX_INDEX < 0 || VERTEX_INDEX > 3) { printText("Vertex index ", VERTEX_INDEX, " is out of the fixed range 0..3 for triangles and quads!\n"); EXIT_STMT; }
- Polygon::Polygon(const Vertex &vertA, const Vertex &vertB, const Vertex &vertC) {
- this->pointIndices[0] = vertA.pointIndex;
- this->pointIndices[1] = vertB.pointIndex;
- this->pointIndices[2] = vertC.pointIndex;
- this->pointIndices[3] = -1;
- this->texCoords[0] = vertA.data.texCoord;
- this->texCoords[1] = vertB.data.texCoord;
- this->texCoords[2] = vertC.data.texCoord;
- this->texCoords[3] = FVector4D();
- this->colors[0] = vertA.data.color;
- this->colors[1] = vertB.data.color;
- this->colors[2] = vertC.data.color;
- this->colors[3] = FVector4D();
- }
- Polygon::Polygon(const Vertex &vertA, const Vertex &vertB, const Vertex &vertC, const Vertex &vertD) {
- this->pointIndices[0] = vertA.pointIndex;
- this->pointIndices[1] = vertB.pointIndex;
- this->pointIndices[2] = vertC.pointIndex;
- this->pointIndices[3] = vertD.pointIndex;
- this->texCoords[0] = vertA.data.texCoord;
- this->texCoords[1] = vertB.data.texCoord;
- this->texCoords[2] = vertC.data.texCoord;
- this->texCoords[3] = vertD.data.texCoord;
- this->colors[0] = vertA.data.color;
- this->colors[1] = vertB.data.color;
- this->colors[2] = vertC.data.color;
- this->colors[3] = vertD.data.color;
- }
- Polygon::Polygon(int indexA, int indexB, int indexC) {
- this->pointIndices[0] = indexA;
- this->pointIndices[1] = indexB;
- this->pointIndices[2] = indexC;
- this->pointIndices[3] = -1;
- this->texCoords[0] = FVector4D(0.0f, 0.0f, 0.0f, 0.0f);
- this->texCoords[1] = FVector4D(1.0f, 0.0f, 1.0f, 0.0f);
- this->texCoords[2] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->texCoords[3] = FVector4D(0.0f, 1.0f, 0.0f, 1.0f);
- this->colors[0] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[1] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[2] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[3] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- }
- Polygon::Polygon(int indexA, int indexB, int indexC, int indexD) {
- this->pointIndices[0] = indexA;
- this->pointIndices[1] = indexB;
- this->pointIndices[2] = indexC;
- this->pointIndices[3] = indexD;
- this->texCoords[0] = FVector4D(0.0f, 0.0f, 0.0f, 0.0f);
- this->texCoords[1] = FVector4D(1.0f, 0.0f, 1.0f, 0.0f);
- this->texCoords[2] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->texCoords[3] = FVector4D(0.0f, 1.0f, 0.0f, 1.0f);
- this->colors[0] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[1] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[2] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- this->colors[3] = FVector4D(1.0f, 1.0f, 1.0f, 1.0f);
- }
- int Polygon::getVertexCount() const {
- if (this->pointIndices[0] < 0) {
- return 0;
- } else if (this->pointIndices[1] < 0) {
- return 1;
- } else if (this->pointIndices[2] < 0) {
- return 2;
- } else if (this->pointIndices[3] < 0) {
- return 3;
- } else {
- return 4;
- }
- }
- Part::Part(String name) : name(name) {}
- Part::Part(const TextureRgbaU8 &diffuseMap, const TextureRgbaU8 &lightMap, const List<Polygon> &polygonBuffer, const String &name) :
- diffuseMap(diffuseMap), lightMap(lightMap), polygonBuffer(polygonBuffer), name(name) {}
- Part Part::clone() const { return Part(this->diffuseMap, this->lightMap, this->polygonBuffer, this->name); }
- int Part::getPolygonCount() const {
- return this->polygonBuffer.length();
- }
- int Part::getPolygonVertexCount(int polygonIndex) const {
- CHECK_POLYGON_INDEX(this, polygonIndex, return -1);
- return this->polygonBuffer[polygonIndex].getVertexCount();
- }
- // Precondition:
- // TODO: Make a "validated" flag to check reference integrity before drawing models
- // Only decreasing the length of the point buffer, changing a position index or adding new polygons should set it to false
- // Only running validation before rendering should set it from false to true
- // point indices may not go outside of projected's array range
- static void renderTriangleFromPolygon(CommandQueue *commandQueue, ImageRgbaU8 *targetImage, ImageF32 *depthBuffer, const Camera &camera, const Polygon &polygon, int triangleIndex, const ProjectedPoint *projected, Filter filter, const TextureRgbaU8 *diffuse, const TextureRgbaU8 *light) {
- // Triangle fan starting from the first vertex of the polygon
- int indexA = 0;
- int indexB = 1 + triangleIndex;
- int indexC = 2 + triangleIndex;
- ProjectedPoint posA = projected[polygon.pointIndices[indexA]];
- ProjectedPoint posB = projected[polygon.pointIndices[indexB]];
- ProjectedPoint posC = projected[polygon.pointIndices[indexC]];
- // Read texture coordinates and convert to planar format in the constructor
- TriangleTexCoords texCoords(polygon.texCoords[indexA], polygon.texCoords[indexB], polygon.texCoords[indexC]);
- // Read colors and convert to planar format in the constructor
- TriangleColors colors(polygon.colors[indexA], polygon.colors[indexB], polygon.colors[indexC]);
- renderTriangleFromData(commandQueue, targetImage, depthBuffer, camera, posA, posB, posC, filter, diffuse, light, texCoords, colors);
- }
- void Part::render(CommandQueue *commandQueue, ImageRgbaU8* targetImage, ImageF32* depthBuffer, const Transform3D &modelToWorldTransform, const Camera &camera, Filter filter, const ProjectedPoint* projected) const {
- // Get textures
- const TextureRgbaU8 *diffuse = &(this->diffuseMap);
- const TextureRgbaU8 *light = &(this->lightMap);
- for (int p = 0; p < this->polygonBuffer.length(); p++) {
- Polygon polygon = this->polygonBuffer[p];
- if (polygon.pointIndices[3] == -1) {
- // Render triangle
- renderTriangleFromPolygon(commandQueue, targetImage, depthBuffer, camera, polygon, 0, projected, filter, diffuse, light);
- } else {
- // Render quad
- renderTriangleFromPolygon(commandQueue, targetImage, depthBuffer, camera, polygon, 0, projected, filter, diffuse, light);
- renderTriangleFromPolygon(commandQueue, targetImage, depthBuffer, camera, polygon, 1, projected, filter, diffuse, light);
- }
- }
- }
- void Part::renderDepth(ImageF32* depthBuffer, const Transform3D &modelToWorldTransform, const Camera &camera, const ProjectedPoint* projected) const {
- for (int p = 0; p < this->polygonBuffer.length(); p++) {
- Polygon polygon = this->polygonBuffer[p];
- if (polygon.pointIndices[3] == -1) {
- // Render triangle
- ProjectedPoint posA = projected[polygon.pointIndices[0]];
- ProjectedPoint posB = projected[polygon.pointIndices[1]];
- ProjectedPoint posC = projected[polygon.pointIndices[2]];
- renderTriangleFromDataDepth(depthBuffer, camera, posA, posB, posC);
- } else {
- // Render quad
- ProjectedPoint posA = projected[polygon.pointIndices[0]];
- ProjectedPoint posB = projected[polygon.pointIndices[1]];
- ProjectedPoint posC = projected[polygon.pointIndices[2]];
- ProjectedPoint posD = projected[polygon.pointIndices[3]];
- renderTriangleFromDataDepth(depthBuffer, camera, posA, posB, posC);
- renderTriangleFromDataDepth(depthBuffer, camera, posA, posC, posD);
- }
- }
- }
- void ModelImpl::render(CommandQueue *commandQueue, ImageRgbaU8* targetImage, ImageF32* depthBuffer, const Transform3D &modelToWorldTransform, const Camera &camera) const {
- if (camera.isBoxSeen(this->minBound, this->maxBound, modelToWorldTransform)) {
- // Transform and project all vertices
- int positionCount = positionBuffer.length();
- VirtualStackAllocation<ProjectedPoint> projected(positionCount, "Projected points in ModelImpl::render");
- for (int vert = 0; vert < positionCount; vert++) {
- projected[vert] = camera.worldToScreen(modelToWorldTransform.transformPoint(positionBuffer[vert]));
- }
- for (int partIndex = 0; partIndex < this->partBuffer.length(); partIndex++) {
- this->partBuffer[partIndex].render(commandQueue, targetImage, depthBuffer, modelToWorldTransform, camera, this->filter, projected.getUnsafe());
- }
- }
- }
- void ModelImpl::renderDepth(ImageF32* depthBuffer, const Transform3D &modelToWorldTransform, const Camera &camera) const {
- if (camera.isBoxSeen(this->minBound, this->maxBound, modelToWorldTransform)) {
- // Transform and project all vertices
- int positionCount = positionBuffer.length();
- VirtualStackAllocation<ProjectedPoint> projected(positionCount, "Projected points in ModelImpl::renderDepth");
- for (int vert = 0; vert < positionCount; vert++) {
- projected[vert] = camera.worldToScreen(modelToWorldTransform.transformPoint(positionBuffer[vert]));
- }
- for (int partIndex = 0; partIndex < this->partBuffer.length(); partIndex++) {
- this->partBuffer[partIndex].renderDepth(depthBuffer, modelToWorldTransform, camera, projected.getUnsafe());
- }
- }
- }
- ModelImpl::ModelImpl() {}
- ModelImpl::ModelImpl(Filter filter, const List<Part> &partBuffer, const List<FVector3D> &positionBuffer) :
- filter(filter),
- positionBuffer(positionBuffer),
- partBuffer(partBuffer) {}
- ModelImpl::ModelImpl(const ModelImpl &old) :
- filter(old.filter),
- positionBuffer(old.positionBuffer),
- partBuffer(old.partBuffer) {}
- int ModelImpl::addEmptyPart(const String& name) {
- return this->partBuffer.pushConstructGetIndex(name);
- }
- int ModelImpl::getNumberOfParts() const {
- return this->partBuffer.length();
- }
- void ModelImpl::setPartName(int partIndex, const String &name) {
- CHECK_PART_INDEX(partIndex, return);
- this->partBuffer[partIndex].name = name;
- }
- String ModelImpl::getPartName(int partIndex) const {
- CHECK_PART_INDEX(partIndex, return "");
- return this->partBuffer[partIndex].name;
- }
- TextureRgbaU8 ModelImpl::getDiffuseMap(int partIndex) const {
- CHECK_PART_INDEX(partIndex, return TextureRgbaU8());
- return this->partBuffer[partIndex].diffuseMap;
- }
- void ModelImpl::setDiffuseMap(const TextureRgbaU8 &diffuseMap, int partIndex) {
- CHECK_PART_INDEX(partIndex, return);
- this->partBuffer[partIndex].diffuseMap = diffuseMap;
- }
- void ModelImpl::setDiffuseMapByName(ResourcePool &pool, const String &filename, int partIndex) {
- CHECK_PART_INDEX(partIndex, return);
- const TextureRgbaU8 texture = pool.fetchTextureRgba(filename, 5);
- if (texture_exists(texture)) {
- this->setDiffuseMap(texture, partIndex);
- }
- }
- TextureRgbaU8 ModelImpl::getLightMap(int partIndex) const {
- CHECK_PART_INDEX(partIndex, return TextureRgbaU8());
- return this->partBuffer[partIndex].lightMap;
- }
- void ModelImpl::setLightMap(const TextureRgbaU8 &lightMap, int partIndex) {
- CHECK_PART_INDEX(partIndex, return);
- this->partBuffer[partIndex].lightMap = lightMap;
- }
- void ModelImpl::setLightMapByName(ResourcePool &pool, const String &filename, int partIndex) {
- CHECK_PART_INDEX(partIndex, return);
- const TextureRgbaU8 texture = pool.fetchTextureRgba(filename, 1); // TODO: Allow configuring the number of mip levels and selecting a sampler somehow.
- if (texture_exists(texture)) {
- this->setLightMap(texture, partIndex);
- }
- }
- int ModelImpl::addPolygon(Polygon polygon, int partIndex) {
- CHECK_PART_INDEX(partIndex, return -1);
- return this->partBuffer[partIndex].polygonBuffer.pushGetIndex(polygon);
- }
- int ModelImpl::getNumberOfPolygons(int partIndex) const {
- CHECK_PART_INDEX(partIndex, return -1);
- return this->partBuffer[partIndex].getPolygonCount();
- }
- int ModelImpl::getPolygonVertexCount(int partIndex, int polygonIndex) const {
- CHECK_PART_INDEX(partIndex, return -1);
- return this->partBuffer[partIndex].getPolygonVertexCount(polygonIndex);
- }
- int ModelImpl::getNumberOfPoints() const {
- return this->positionBuffer.length();
- }
- void ModelImpl::expandBound(const FVector3D& point) {
- if (this->minBound.x > point.x) { this->minBound.x = point.x; }
- if (this->minBound.y > point.y) { this->minBound.y = point.y; }
- if (this->minBound.z > point.z) { this->minBound.z = point.z; }
- if (this->maxBound.x < point.x) { this->maxBound.x = point.x; }
- if (this->maxBound.y < point.y) { this->maxBound.y = point.y; }
- if (this->maxBound.z < point.z) { this->maxBound.z = point.z; }
- }
- int ModelImpl::findPoint(const FVector3D &position, float threshold) const {
- float bestDistance = threshold;
- int bestIndex = -1;
- for (int index = 0; index < this->positionBuffer.length(); index++) {
- float distance = length(position - this->getPoint(index));
- if (distance < bestDistance) {
- bestDistance = distance;
- bestIndex = index;
- }
- }
- return bestIndex;
- }
- FVector3D ModelImpl::getPoint(int pointIndex) const {
- CHECK_POINT_INDEX(pointIndex, return FVector3D());
- return this->positionBuffer[pointIndex];
- }
- void ModelImpl::setPoint(int pointIndex, const FVector3D& position) {
- CHECK_POINT_INDEX(pointIndex, return);
- this->expandBound(position);
- this->positionBuffer[pointIndex] = position;
- }
- int ModelImpl::addPoint(const FVector3D &position) {
- this->expandBound(position);
- return this->positionBuffer.pushGetIndex(position);
- }
- int ModelImpl::addPointIfNeeded(const FVector3D &position, float threshold) {
- int existingIndex = this->findPoint(position, threshold);
- if (existingIndex > -1) {
- return existingIndex;
- } else {
- return addPoint(position);
- }
- }
- int ModelImpl::getVertexPointIndex(int partIndex, int polygonIndex, int vertexIndex) const {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return -1);
- CHECK_VERTEX_INDEX(vertexIndex, return -1);
- return partBuffer[partIndex].polygonBuffer[polygonIndex].pointIndices[vertexIndex];
- }
- void ModelImpl::setVertexPointIndex(int partIndex, int polygonIndex, int vertexIndex, int pointIndex) {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return);
- CHECK_VERTEX_INDEX(vertexIndex, return);
- partBuffer[partIndex].polygonBuffer[polygonIndex].pointIndices[vertexIndex] = pointIndex;
- }
- FVector3D ModelImpl::getVertexPosition(int partIndex, int polygonIndex, int vertexIndex) const {
- int pointIndex = getVertexPointIndex(partIndex, polygonIndex, vertexIndex);
- if (pointIndex > -1 && pointIndex < this->getNumberOfPoints()) {
- return this->getPoint(pointIndex);
- } else {
- return FVector3D();
- }
- }
- FVector4D ModelImpl::getVertexColor(int partIndex, int polygonIndex, int vertexIndex) const {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return FVector4D());
- CHECK_VERTEX_INDEX(vertexIndex, return FVector4D());
- return partBuffer[partIndex].polygonBuffer[polygonIndex].colors[vertexIndex];
- }
- void ModelImpl::setVertexColor(int partIndex, int polygonIndex, int vertexIndex, const FVector4D& color) {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return);
- CHECK_VERTEX_INDEX(vertexIndex, return);
- partBuffer[partIndex].polygonBuffer[polygonIndex].colors[vertexIndex] = color;
- }
- FVector4D ModelImpl::getTexCoord(int partIndex, int polygonIndex, int vertexIndex) const {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return FVector4D());
- CHECK_VERTEX_INDEX(vertexIndex, return FVector4D());
- return partBuffer[partIndex].polygonBuffer[polygonIndex].texCoords[vertexIndex];
- }
- void ModelImpl::setTexCoord(int partIndex, int polygonIndex, int vertexIndex, const FVector4D& texCoord) {
- CHECK_PART_POLYGON_INDEX(partIndex, polygonIndex, return);
- CHECK_VERTEX_INDEX(vertexIndex, return);
- partBuffer[partIndex].polygonBuffer[polygonIndex].texCoords[vertexIndex] = texCoord;
- }
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