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rcbc_data.c
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673 lines (568 loc) · 15.3 KB
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#include <assert.h>
#include "rcbc.h"
#include "rcbc_data.h"
#include "console.h"
#include "GL/gl.h"
#define SWAP(a,b) tmp = a; a = b; b = tmp;
/**
* Converts to the correct hand rule for OpenGL, deals with various
* COLLADA axis directions.
* @param up_axis X_UP, Y_UP or Z_UP depending on COLLADA format.
* @param x Pointer to the X cordinate to process.
* @param y Pointer to the Y cordiniate to process.
* @param z Pointer to the Z cordiniate to process.
*/
void RCBC_FixAxis(const int up_axis, GLfloat *x, GLfloat *y, GLfloat *z) {
GLfloat tmp;
// Work out axis mappings
if(up_axis == X_UP) {
*y = -*y;
SWAP(*x, *y);
} else if (up_axis == Y_UP) {
// No changes for sane coordinate system
} else if (up_axis == Z_UP) {
SWAP(*y, *z);
*x = -*x;
}
}
/**
* Model Deconstructor.
* @param model Model to free.
* @see Model
* @see Model_Model()
* \memberof Model
*/
void Model_0Model(Model* model) {
DEBUG_M("Entering function...");
DEBUG_M("Deleting visual scene %p...", model->visual_scene);
DELETE(model->visual_scene);
DEBUG_M("Deleting geometries...");
//List_DeleteData(model->geometries); //This is handled by List_DeleteMissing and the SceneNode
List_NullifyData(model->geometries);
DELETE(model->geometries);
DEBUG_M("freeing self...");
free(model);
}
/**
* Model class function binds.
* @see Model
*/
static const ClassFunctions Model_c = {
(void*)Model_0Model
};
/**
* Model Constructor.
* @return A new blank model, or NULL.
* @see Model
* @see Model_0Model()
* \memberof Model
*/
Model* Model_Model() {
DEBUG_M("Entering function...");
//ALLOCATE(Model, model);
Model* model = malloc(sizeof(Model));
model->class_ = &Model_c;
model->visual_scene = NULL;
model->geometries = NEW(List);
return model;
}
/**
* ModelTempory deconstructor.
* @param the ModelTempory to free.
* @see ModelTempory
* @see ModelTempory_ModelTempory()
* \memberof ModelTempory
*/
void ModelTempory_0ModelTempory(ModelTempory* tempory) {
DEBUG_M("Entering function...");
DEBUG_H("\tDeleting sinks...");
Hookup_Debug(tempory->sinks);
List_DeleteData(tempory->sinks);
DELETE(tempory->sinks);
DEBUG_H("\tDeleting sources...");
List_DeleteData(tempory->sources);
DELETE(tempory->sources);
DEBUG_H("\tDeleting unsorted...");
List_DeleteData(tempory->unsorted);
DELETE(tempory->unsorted);
DEBUG_H("\tDeleting deleteme...");
List_DeleteData(tempory->deleteme);
DELETE(tempory->deleteme);
DEBUG_H("\tfreeing freeme...");
List_FreeData(tempory->freeme);
DELETE(tempory->freeme);
/*DEBUG_H("\tDeleting image_sources...");
List_DeleteData(tempory->image_sources);
DELETE(tempory->image_sources);*/
free(tempory);
}
/**
* ModelTempory class function binds.
*/
static const ClassFunctions ModelTempory_c = {
(void*)ModelTempory_0ModelTempory
};
/**
* ModelTempory constructor.
* @return A new ModelTempory or NULL on error.
* @see ModelTempory
* @see ModelTempory_0ModelTempory()
* \memberof ModelTempory
*/
ModelTempory* ModelTempory_ModelTempory() {
DEBUG_M("Entering function...");
//ALLOCATE(ModelTempory, tempory);
ModelTempory* tempory = malloc(sizeof(ModelTempory));
tempory->class_ = &ModelTempory_c;
tempory->model = NULL;
tempory->sinks = NEW(List);
tempory->sources = NEW(List);
//tempory->image_sources = NEW(List);
tempory->unsorted = NEW(List);
tempory->images = NULL;
tempory->freeme = NEW(List);
tempory->deleteme = NEW(List);
tempory->up_axis = Y_UP;
DEBUG_M("Exiting function...", COLOUR_LIGHT_BLUE);
return tempory;
}
/**
* Rotate deconstructor.
* @param rotate The Rotate to free.
* \memberof Rotate
*/
void Rotate_0Rotate(Rotate* rotate) {
DEBUG_M("Entering function...");
free(rotate);
}
/**
* Rotate class function binds.
*/
static const ClassFunctions Rotate_c = {
(void*)Rotate_0Rotate
};
/**
* Rotate constructor.
* @return a new blank Rotate or NULL on error.
* \memberof Rotate
*/
Rotate* Rotate_Rotate() {
DEBUG_M("Entering function...");
ALLOCATE(Rotate, rotate);
rotate->class_ = &Rotate_c;
rotate->x = 0.0f;
rotate->y = 0.0f;
rotate->z = 0.0f;
rotate->angle = 0.0f;
return rotate;
}
/**
* SceneNode deconstructor.
* @param node The node to free.
* \memberof SceneNode
*/
void SceneNode_0SceneNode(SceneNode *node) {
DEBUG_M("Entering function...");
assert(node);
#warning ['TODO']: Free SceneNode memory recusivly, right now it leaks...
DEBUG_H("Deleting mesh...");
DELETE(node->mesh);
node->mesh = NULL;
DEBUG_H("Deleting Child node...");
DELETE(node->child);
DEBUG_H("Deleting next node...");
DELETE(node->next);
DEBUG_H("Deleting rotations...");
List_DeleteData(node->rotations);
DELETE(node->rotations);
node->rotations = NULL;
DEBUG_H("Deleting self...");
free(node);
}
/**
* SceneNode class function binds.
*/
static const ClassFunctions SceneNode_c = {
(void*)SceneNode_0SceneNode
};
/**
* SceneNode constructor
* @return A new SceneNode or NULL on error.
* \memberof SceneNode
*/
SceneNode* SceneNode_SceneNode() {
DEBUG_M("Entering function...");
ALLOCATE(SceneNode, node);
node->class_ = &SceneNode_c;
node->mesh = NULL;
node->translate[0] = 0.0f;
node->translate[1] = 0.0f;
node->translate[2] = 0.0f;
node->rotations = NEW(List);
node->scale[0] = 1.0f;
node->scale[1] = 1.0f;
node->scale[2] = 1.0f;
node->next = NULL;
node->prev = NULL;
node->child = NULL;
node->parent = NULL;
DEBUG(DEBUG_MEDIUM, "end of function");
return node;
}
/**
* Dump some visual scene node info for debugging.
* @param node The node to dump.
* \memberof SceneNode
*/
void SceneNodeDebugInfo(SceneNode* node) {
DEBUG(DEBUG_VERY_HIGH, "%sSceneNodeDebugInfo", COLOUR_LIGHT_BLUE);
//ListNode* itr = node->rotations->first;
DEBUG(DEBUG_VERY_HIGH, "Node: Scale %f %f %f", node->scale[0], node->scale[1], node->scale[2]);
DEBUG(DEBUG_VERY_HIGH, " Translate %f %f %f", node->translate[0], node->translate[1], node->translate[2]);
/*for(itr; itr; itr=itr->next) {
Rotate* rotation = itr->data;
DEBUG(DEBUG_VERY_HIGH, " Rotation %f %f %f %f", rotation->x, rotation->y, rotation->z, rotation->angle);
}*/
#warning ['TODO']: Fix this?...
}
/**
* Mesh deconstructor.
* @param mesh The mesh to free.
* \memberof Mesh
*/
void Mesh_0Mesh(Mesh *mesh) {
DEBUG_M("Entering function...");
if(!mesh) {
return;
}
DELETE(mesh->triangles);
free(mesh);
}
/**
* Mesh class function binds.
*/
static const ClassFunctions Mesh_c = {
(void*)Mesh_0Mesh
};
/**
* Mesh constructor.
* @return A new blank mesh or NULL on error.
* \memberof Mesh
*/
Mesh* Mesh_Mesh() {
DEBUG_M("Entering function...");
ALLOCATE(Mesh, mesh);
mesh->class_ = &Mesh_c;
mesh->triangles = NULL;
return mesh;
}
/**
* FloatArray deconstructor.
* @param array The float array to free.
* \memberof FloatArray
*/
void FloatArray_0FloatArray(FloatArray* array) {
DEBUG_M("Entering function...");
free(array->values);
free(array);
}
/**
* FloatArray class function binds.
*/
static const ClassFunctions FloatArray_c = {
(void*)FloatArray_0FloatArray
};
/**
* FloatArray constructor.
* @param count The number of floats in the array.
* @return An emprty float array with count elements or NULL on error.
* \memberof FloatArray
*/
FloatArray* FloatArray_FloatArray(int count) {
DEBUG_M("Entering function...");
ALLOCATE(FloatArray, array);
array->values = calloc(1, count * sizeof(GLfloat));
if(!array->values) {
DELETE(array);
ERROR("Failed to allocate float array values...");
return NULL;
}
array->class_ = &FloatArray_c;
array->count = count;
return array;
}
/**
* A debuging function.
* @param The array to dump.
* \memberof FloatArray
*/
void FloatArray_Dump(FloatArray* array) {
int i;
DEBUG_H("Float array dumping %d values\n", array->count);
for(i = 0; i < array->count; i++) {
printf("%f, ", array->values[i]);
}
printf("\n");
}
/**
* UnsortedTriangles deconstructor.
* @param triangles Pointer to UnsortedTriangles to free.
* \memberof UnsortedTriangles
*/
void UnsortedTriangles_0UnsortedTriangles(UnsortedTriangles* triangles) {
DEBUG_M("Entering function...");
#warning ['TODO']: Remove this commented code
// These should be handled when tempory is nuked
//DELETE(triangles->vertices);
//DELETE(triangles->normals);
//DELETE(triangles->texcoords);
#warning ['TODO']: Do textures get done here?
//DELETE(triangles->image);
free(triangles->indices);
free(triangles);
}
static const ClassFunctions UnsortedTriangles_c = {
(void*)UnsortedTriangles_0UnsortedTriangles
};
/**
* UnsortedTriangles constructor.
* @param count Number of triangles.
* @return A new empty UnsortedTriangles of specified size, NULL on err.
* \memberof UnsortedTriangles
*/
UnsortedTriangles* UnsortedTriangles_UnsortedTriangles(int count) {
DEBUG_M("Entering function...");
ALLOCATE(UnsortedTriangles, triangles);
triangles->count = count;
triangles->class_ = &UnsortedTriangles_c;
return triangles;
}
/**
* Allocates space for raw COLLADA triangle indices.
* @trinalges Pointer to UnsortedTriangles that needs space allocated.
* @return 1 on error or 0 on success.
* \memberof UnsortedTriangles
*/
int UnsortedTrianglesAllocateIndices(UnsortedTriangles* triangles) {
DEBUG_M("Entering function...");
assert(triangles);
free(triangles->indices);
triangles->indices = malloc(sizeof(int) * triangles->count * triangles->inputs * 3);
if(!triangles->indices) {
ERROR("Failed to allocate index space for unsorted tringles %s", triangles->count, triangles->inputs, SYMBOL_WARNING);
return 1;
}
return 0;
}
/**
* Image deconstructor.
* @param image Pointer to the image to deconstruct.
* @see Image_Image()
* \memberof Image
*/
void Image_0Image(Image* image) {
DEBUG_M("Entering function %p, '%s'...", image, image->filename);
assert(image);
/*
#warning ['TODO']: Unload texture data if it exists, should we do this here?...
//image->refs--;
DEBUG_H("\tImage '%s' refs @ %d", image->filename, image->refs);
if(image->refs <= 0) {
DEBUG_H("\tFreeing image...");
#warning ['TODO']: Free me
//FREE ME
if(image->filename) {
free(image->filename);
image->filename = NULL;
}
if(image->id != 0) {
#ifndef _SKIPGL
//SOIL_free_image_data(image->id);
//glDeleteTextures( 1, &image->id);
#endif
image->id = 0;
}
free(image);
}
//free(image);*/
if(image->filename) {
free(image->filename);
image->filename = NULL;
}
if(image->id != 0) {
#ifndef _SKIPGL
//SOIL_free_image_data(image->id);
//glDeleteTextures( 1, &image->id);
#endif
image->id = 0;
}
free(image);
};
/**
* Reduces the refrence count by 1.
* \memberof Image
*/
void Image_DeRefrence(Image* image) {
image->refs--;
}
static const ClassFunctions Image_c = {
(void*)Image_0Image
};
/**
* Image Constructor.
* \memberof Image
*/
Image* Image_Image(char* filename) {
DEBUG_M("Entering function...");
DEBUG_H("Getting filename length...");
int filename_size = sizeof(char) * strlen(filename) + 1;
DEBUG_H("Size(%d) mallocing Image", filename_size);
Image* image = malloc(sizeof(Image));
image->class_ = &Image_c;
image->filename = malloc(filename_size);
image->id = 0;
strncpy(image->filename, filename, filename_size);
DEBUG_H("Finished... created %p", image);
return image;
}
/**
* Finds an Images based on its filename
* \memberof Image
*/
Image* Image_FindByName(List* images, char* filename) {
DEBUG_M("Entering function...");
assert(images);
assert(filename);
#warning ['TODO']: Remove debug...
ListNode* node = images->first;
while(node) {
if(strcasecmp( ((Image*)node->data)->filename, filename) == 0 ) {
return node->data;
}
node = node->next;
}
return NULL;
}
/**
* Adds a image to the list of images or returns one already there.
* Sets or increases the ref count of the image.
* \memberof Image
*/
Image* Image_Add(List* images, char* filename, int refs) {
DEBUG_M("Entering function... '%s' %d", filename, refs);
assert(images);
assert(filename);
Image* image = Image_FindByName(images, filename);
if(image) {
image->refs += refs;
} else {
image = NEW(Image, filename);
image->refs = refs;
ListAdd(images, image);
}
return image;
}
/**
* Triangles deconstructor
* \memberof Triangles
*/
void Triangles_0Triangles(Triangles* triangles) {
DEBUG_M("Entering function...");
if(!triangles) {return;}
if(triangles->vertices) {
DELETE(triangles->vertices);
triangles->vertices = NULL;
}
if(triangles->normals) {
DELETE(triangles->normals);
triangles->normals = NULL;
}
if(triangles->texcoords) {
DELETE(triangles->texcoords);
triangles->texcoords = NULL;
}
if(triangles->image) {
Image_DeRefrence(triangles->image);
triangles->image = NULL;
}
free(triangles);
}
static const ClassFunctions Triangles_c = {
(void*)Triangles_0Triangles
};
/**
* Triangles constructor.
* \memberof Triangles
*/
Triangles* Triangles_Triangles(int count) {
DEBUG_M("Entering function...");
ALLOCATE(Triangles, triangles);
triangles->class_ = &Triangles_c;
triangles->count = count;
triangles->vertices = NULL;
triangles->normals = NULL;
triangles->texcoords = NULL;
triangles->image = NULL;
return triangles;
}
/**
* This takes a COLLADA interlaced-indexed model and turns it into vertex arrays.
* \memberof ModelTempory
*/
void RCBC_SortTriangles(ModelTempory* tempory, UnsortedTriangles* unsorted) {
DEBUG_M("Entering function...");
int i;
Triangles* triangles = NEW(Triangles, unsorted->count);
*unsorted->ptr = triangles;
triangles->count = unsorted->count;
triangles->image = unsorted->image;
/* Process vertices */
if(unsorted->vertices) {
int v = 0;
triangles->vertices = NEW(FloatArray, unsorted->count * 3 * 3);
for(i = unsorted->vertices_offset; i < 3 * unsorted->count * unsorted->inputs; i+=unsorted->inputs) {
int index = unsorted->indices[i] * 3;
triangles->vertices->values[v] = unsorted->vertices->values[index++]*-1;
triangles->vertices->values[v+1] = unsorted->vertices->values[index++];
triangles->vertices->values[v+2] = unsorted->vertices->values[index];
RCBC_FixAxis(tempory->up_axis, &triangles->vertices->values[v], &triangles->vertices->values[v+1], &triangles->vertices->values[v+2]);
v+=3;
}
}
/* Process normals */
if(unsorted->normals) {
int v = 0;
triangles->normals = NEW(FloatArray, unsorted->count * 3 * 3);
for(i = unsorted->normals_offset; i < 3 * unsorted->count * unsorted->inputs; i+=unsorted->inputs) {
int index = unsorted->indices[i] * 3;
triangles->normals->values[v] = -unsorted->normals->values[index++];
triangles->normals->values[v+1] = unsorted->normals->values[index++];
triangles->normals->values[v+2] = unsorted->normals->values[index];
RCBC_FixAxis(tempory->up_axis, &triangles->normals->values[v], &triangles->normals->values[v+1], &triangles->normals->values[v+2]);
v+=3;
}
}
/* Process normals */
if(unsorted->texcoords) {
int v = 0;
triangles->texcoords = NEW(FloatArray, unsorted->count * 2 * 3);
for(i = unsorted->texcoords_offset; i < 3 * unsorted->count * unsorted->inputs; i+=unsorted->inputs) {
int index = unsorted->indices[i] * 2;
triangles->texcoords->values[v++] = unsorted->texcoords->values[index];
triangles->texcoords->values[v++] = unsorted->texcoords->values[index+1];
}
}
}
/**
* Checks to see if a ooc class is an Image.
* @parm tocheck Pointer to the ooc class to check.
* \memberof Image
*/
int isImage(void* tocheck) {
//Image* testimg = NEW(Image, "");
Image* image = (Image*)tocheck;
if(image->class_->deconstructor == Image_c.deconstructor) {
return 1;
}
return 0;
}