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- // zlib open source license
- //
- // Copyright (c) 2019 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 "modelAPI.h"
- #include "imageAPI.h"
- #include "drawAPI.h"
- // TODO: Inline as much as possible from Model.h to modelAPI.cpp, to reduce call depth and make it easy to copy and modify the model implementation.
- #include "../implementation/render/model/Model.h"
- #include "../base/virtualStack.h"
- #include <limits>
- #define MUST_EXIST(OBJECT, METHOD) if (OBJECT.isNull()) { throwError("The " #OBJECT " handle was null in " #METHOD "\n"); }
- namespace dsr {
- Model model_create() {
- return handle_create<ModelImpl>().setName("Model");
- }
- Model model_clone(const Model& model) {
- MUST_EXIST(model,model_clone);
- return handle_create<ModelImpl>(model->filter, model->partBuffer, model->positionBuffer).setName("Cloned Model");
- }
- void model_setFilter(const Model& model, Filter filter) {
- MUST_EXIST(model,model_setFilter);
- model->filter = filter;
- }
- Filter model_getFilter(const Model& model) {
- MUST_EXIST(model,model_getFilter);
- return model->filter;
- }
- bool model_exists(const Model& model) {
- return model.isNotNull();
- }
- int model_addEmptyPart(Model& model, const String &name) {
- MUST_EXIST(model,model_addEmptyPart);
- return model->addEmptyPart(name);
- }
- int model_getNumberOfParts(const Model& model) {
- MUST_EXIST(model,model_getNumberOfParts);
- return model->getNumberOfParts();
- }
- void model_setPartName(Model& model, int partIndex, const String &name) {
- MUST_EXIST(model,model_setPartName);
- model->setPartName(partIndex, name);
- }
- String model_getPartName(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getPartName);
- return model->getPartName(partIndex);
- }
- int model_getNumberOfPoints(const Model& model) {
- MUST_EXIST(model,model_getNumberOfPoints);
- return model->getNumberOfPoints();
- }
- FVector3D model_getPoint(const Model& model, int pointIndex) {
- MUST_EXIST(model,model_getPoint);
- return model->getPoint(pointIndex);
- }
- void model_setPoint(Model& model, int pointIndex, const FVector3D& position) {
- MUST_EXIST(model,model_setPoint);
- model->setPoint(pointIndex, position);
- }
- int model_findPoint(const Model& model, const FVector3D &position, float threshold) {
- MUST_EXIST(model,model_findPoint);
- return model->findPoint(position, threshold);
- }
- int model_addPoint(const Model& model, const FVector3D &position) {
- MUST_EXIST(model,model_addPoint);
- return model->addPoint(position);
- }
- int model_addPointIfNeeded(Model& model, const FVector3D &position, float threshold) {
- MUST_EXIST(model,model_addPointIfNeeded);
- return model->addPointIfNeeded(position, threshold);
- }
- int model_getVertexPointIndex(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexPointIndex);
- return model->getVertexPointIndex(partIndex, polygonIndex, vertexIndex);
- }
- void model_setVertexPointIndex(Model& model, int partIndex, int polygonIndex, int vertexIndex, int pointIndex) {
- MUST_EXIST(model,model_setVertexPointIndex);
- model->setVertexPointIndex(partIndex, polygonIndex, vertexIndex, pointIndex);
- }
- FVector3D model_getVertexPosition(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexPosition);
- return model->getVertexPosition(partIndex, polygonIndex, vertexIndex);
- }
- FVector4D model_getVertexColor(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getVertexColor);
- return model->getVertexColor(partIndex, polygonIndex, vertexIndex);
- }
- void model_setVertexColor(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& color) {
- MUST_EXIST(model,model_setVertexColor);
- model->setVertexColor(partIndex, polygonIndex, vertexIndex, color);
- }
- FVector4D model_getTexCoord(const Model& model, int partIndex, int polygonIndex, int vertexIndex) {
- MUST_EXIST(model,model_getTexCoord);
- return model->getTexCoord(partIndex, polygonIndex, vertexIndex);
- }
- void model_setTexCoord(Model& model, int partIndex, int polygonIndex, int vertexIndex, const FVector4D& texCoord) {
- MUST_EXIST(model,model_setTexCoord);
- model->setTexCoord(partIndex, polygonIndex, vertexIndex, texCoord);
- }
- int model_addTriangle(Model& model, int partIndex, int pointA, int pointB, int pointC) {
- MUST_EXIST(model,model_addTriangle);
- return model->addPolygon(Polygon(pointA, pointB, pointC), partIndex);
- }
- int model_addQuad(Model& model, int partIndex, int pointA, int pointB, int pointC, int pointD) {
- MUST_EXIST(model,model_addQuad);
- return model->addPolygon(Polygon(pointA, pointB, pointC, pointD), partIndex);
- }
- int model_getNumberOfPolygons(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getNumberOfPolygons);
- return model->getNumberOfPolygons(partIndex);
- }
- int model_getPolygonVertexCount(const Model& model, int partIndex, int polygonIndex) {
- MUST_EXIST(model,model_getPolygonVertexCount);
- return model->getPolygonVertexCount(partIndex, polygonIndex);
- }
- TextureRgbaU8 model_getDiffuseMap(const Model& model, int partIndex) {
- MUST_EXIST(model,model_getDiffuseMap);
- return model->getDiffuseMap(partIndex);
- }
- void model_setDiffuseMap(Model& model, int partIndex, const TextureRgbaU8 &diffuseMap) {
- MUST_EXIST(model,model_setDiffuseMap);
- model->setDiffuseMap(diffuseMap, partIndex);
- }
- void model_setDiffuseMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) {
- MUST_EXIST(model,model_setDiffuseMapByName);
- model->setDiffuseMapByName(pool, filename, partIndex);
- }
- TextureRgbaU8 model_getLightMap(Model& model, int partIndex) {
- MUST_EXIST(model,model_getLightMap);
- return model->getLightMap(partIndex);
- }
- void model_setLightMap(Model& model, int partIndex, const TextureRgbaU8 &lightMap) {
- MUST_EXIST(model,model_setLightMap);
- model->setLightMap(lightMap, partIndex);
- }
- void model_setLightMapByName(Model& model, int partIndex, ResourcePool &pool, const String &filename) {
- MUST_EXIST(model,model_setLightMapByName);
- model->setLightMapByName(pool, filename, partIndex);
- }
- // Single-threaded rendering for the simple cases where you just want it to work
- void model_render(const Model& model, const Transform3D &modelToWorldTransform, ImageRgbaU8& colorBuffer, ImageF32& depthBuffer, const Camera &camera) {
- if (model.isNotNull()) {
- model->render((CommandQueue*)nullptr, colorBuffer, depthBuffer, modelToWorldTransform, camera);
- }
- }
- void model_renderDepth(const Model& model, const Transform3D &modelToWorldTransform, ImageF32& depthBuffer, const Camera &camera) {
- if (model.isNotNull()) {
- model->renderDepth(depthBuffer, modelToWorldTransform, camera);
- }
- }
- void model_getBoundingBox(const Model& model, FVector3D& minimum, FVector3D& maximum) {
- MUST_EXIST(model,model_getBoundingBox);
- minimum = model->minBound;
- maximum = model->maxBound;
- }
- void model_render_threaded(const Model& model, const Transform3D &modelToWorldTransform, Renderer& renderer, const Camera &camera) {
- MUST_EXIST(renderer, renderer_giveTask);
- // Skip rendering if we do not have any model.
- if (model.isNull()) {
- return;
- }
- // Check the renderer's state.
- #ifndef NDEBUG
- if (!renderer_takesTriangles(renderer)) {
- throwError("Cannot call renderer_giveTask before renderer_begin!\n");
- }
- #endif
- // Culling.
- if (!camera.isBoxSeen(model->minBound, model->maxBound, modelToWorldTransform)) return;
- // Occlusion.
- if (renderer_hasOccluders(renderer)) {
- FVector3D minimum, maximum;
- model_getBoundingBox(model, minimum, maximum);
- if (!renderer_isBoxVisible(renderer, minimum, maximum, modelToWorldTransform, camera)) return;
- }
- // Render the model by calling the renderer API for each triangle.
- // Get the filter.
- Filter filter = model->filter;
- // Transform and project all vertices.
- int positionCount = model->positionBuffer.length();
- VirtualStackAllocation<ProjectedPoint> projected(positionCount, "Projected points in renderer_giveTask");
- for (int vert = 0; vert < positionCount; vert++) {
- projected[vert] = camera.worldToScreen(modelToWorldTransform.transformPoint(model->positionBuffer[vert]));
- }
- for (int partIndex = 0; partIndex < model->partBuffer.length(); partIndex++) {
- // Get a pointer to the current part.
- Part *part = &(model->partBuffer[partIndex]);
- // Get textures.
- const TextureRgbaU8 diffuse = part->diffuseMap;
- const TextureRgbaU8 light = part->lightMap;
- for (int p = 0; p < part->polygonBuffer.length(); p++) {
- Polygon polygon = part->polygonBuffer[p];
- // Render first triangle in the polygon of indices 0, 1, 2.
- renderer_giveTask_triangle(renderer,
- projected[polygon.pointIndices[0]],
- projected[polygon.pointIndices[1]],
- projected[polygon.pointIndices[2]],
- polygon.colors[0],
- polygon.colors[1],
- polygon.colors[2],
- polygon.texCoords[0],
- polygon.texCoords[1],
- polygon.texCoords[2],
- diffuse, light, filter, camera
- );
- if (polygon.pointIndices[3] != -1) {
- // Render second triangle in the polygon of indices 0, 2, 3 to form a quad polygon.
- renderer_giveTask_triangle(renderer,
- projected[polygon.pointIndices[0]],
- projected[polygon.pointIndices[2]],
- projected[polygon.pointIndices[3]],
- polygon.colors[0],
- polygon.colors[2],
- polygon.colors[3],
- polygon.texCoords[0],
- polygon.texCoords[2],
- polygon.texCoords[3],
- diffuse, light, filter, camera
- );
- }
- }
- }
- }
- }
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