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-rw-r--r--src/mesh.c232
1 files changed, 232 insertions, 0 deletions
diff --git a/src/mesh.c b/src/mesh.c
new file mode 100644
index 0000000..68e39d7
--- /dev/null
+++ b/src/mesh.c
@@ -0,0 +1,232 @@
+#include "mesh.h"
+
+static int honey_mesh_lua_draw(lua_State* L)
+{
+ honey_mesh* mesh;
+ int shader;
+ honey_lua_parse_arguments(L, 2,
+ HONEY_USERDATA, &mesh,
+ HONEY_INTEGER, &shader);
+ honey_mesh_draw(*mesh, shader);
+ return 0;
+}
+
+static int honey_mesh_lua_delete(lua_State* L)
+{
+ honey_mesh* mesh;
+ honey_lua_parse_arguments(L, 1, HONEY_USERDATA, &mesh);
+ honey_mesh_delete(*mesh);
+ return 0;
+}
+
+void honey_setup_mesh(lua_State* L)
+{
+ honey_lua_element mesh_elements[] = {
+ { "load", HONEY_FUNCTION, { .function = honey_mesh_load } },
+ { "draw", HONEY_FUNCTION, { .function = honey_mesh_lua_draw } },
+ { "delete", HONEY_FUNCTION, { .function = honey_mesh_lua_delete } },
+ };
+
+ honey_lua_create_table(L, mesh_elements, 2);
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+static honey_mesh assimp_to_honey_mesh(struct aiMesh* mesh,
+ struct aiScene* scene)
+{
+ unsigned int vertex_step = 6;
+ bool mesh_has_uvs = false;
+ unsigned int n_vertices = mesh->mNumVertices;
+
+ if (mesh->mTextureCoords[0]) {
+ mesh_has_uvs = true;
+ vertex_step = 8;
+ }
+
+ float* vertices = malloc(sizeof(float) * vertex_step * n_vertices);
+ for (int i=0; i<n_vertices; i++) {
+ int j = i*vertex_step;
+ /* positions */
+ vertices[j+0] = mesh->mVertices[i].x;
+ vertices[j+1] = mesh->mVertices[i].y;
+ vertices[j+2] = mesh->mVertices[i].z;
+
+ /* normals */
+ vertices[j+3] = mesh->mNormals[i].x;
+ vertices[j+4] = mesh->mNormals[i].y;
+ vertices[j+5] = mesh->mNormals[i].z;
+
+ /* uvs? */
+ if (mesh_has_uvs) {
+ vertices[j+6] = mesh->mTextureCoords[0][i].x;
+ vertices[j+7] = mesh->mTextureCoords[0][i].y;
+ }
+ }
+
+ unsigned int n_indices = mesh->mNumFaces*3;
+ unsigned int* indices = malloc(sizeof(unsigned int) * n_indices);
+ for (int i=0; i<mesh->mNumFaces; i++) {
+ int j = 3*i;
+ struct aiFace face = mesh->mFaces[i];
+ indices[j+0] = face.mIndices[0];
+ indices[j+1] = face.mIndices[1];
+ indices[j+2] = face.mIndices[2];
+ }
+
+ honey_mesh result;
+
+ if (mesh_has_uvs) {
+ unsigned int n_attributes = 3;
+ unsigned int attribute_sizes[] = { 3, 3, 2 };
+ honey_mesh_new(&result,
+ vertices, n_vertices,
+ n_attributes, attribute_sizes,
+ indices, n_indices);
+ }
+ else {
+ unsigned int n_attributes = 2;
+ unsigned int attribute_sizes[] = { 3, 3 };
+ honey_mesh_new(&result,
+ vertices, n_vertices,
+ n_attributes, attribute_sizes,
+ indices, n_indices);
+ }
+
+ free(vertices);
+ free(indices);
+
+ return result;
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+static void process_nodes_recursively(lua_State* L,
+ struct aiScene* scene,
+ struct aiNode* node,
+ int* n_meshes)
+{
+ for (int i=0; i<node->mNumMeshes; i++) {
+ honey_mesh* mesh = lua_newuserdata(L, sizeof(honey_mesh));
+ struct aiMesh* assimp_mesh = scene->mMeshes[node->mMeshes[i]];
+ *mesh = assimp_to_honey_mesh(assimp_mesh, scene);
+ lua_rawseti(L, -2, *n_meshes);
+ (*n_meshes)++;
+ }
+
+ for (int i=0; i<node->mNumChildren; i++) {
+ process_nodes_recursively(L, scene, node->mChildren[i], n_meshes);
+ }
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+int honey_mesh_load(lua_State* L)
+{
+ char* filename;
+ honey_lua_parse_arguments(L, 1, HONEY_STRING, &filename);
+
+ int n_meshes = 1;
+
+ struct aiScene* scene = aiImportFile(filename,
+ aiProcess_Triangulate |
+ aiProcess_FlipUVs);
+ if (scene == NULL) {
+ char* error;
+ honey_format_string(&error, "could not open file '%s'", filename);
+ lua_pushstring(L, error);
+ free(error);
+ lua_error(L);
+ }
+
+ if (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ||
+ scene->mRootNode == NULL) {
+ char* error;
+ honey_format_string(&error, "could not read mesh(es) in '%s'", filename);
+ lua_pushstring(L, error);
+ free(error);
+ lua_error(L);
+ }
+
+ lua_createtable(L, 0, 0);
+
+ process_nodes_recursively(L, scene, scene->mRootNode, &n_meshes);
+
+ return 1;
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+honey_result honey_mesh_new(honey_mesh* mesh,
+ float* vertices,
+ unsigned int n_vertices,
+ unsigned int n_attributes,
+ unsigned int* attribute_sizes,
+ unsigned int* indices,
+ unsigned int n_indices) {
+ if (vertices == NULL || n_vertices == 0) {
+ return HONEY_MESH_BAD_VERTEX_DATA;
+ }
+ if (indices == NULL || n_indices == 0) {
+ return HONEY_MESH_BAD_INDEX_DATA;
+ }
+
+ unsigned int vertex_size = 0;
+ for (int i=0; i<n_attributes; i++) {
+ vertex_size += attribute_sizes[i];
+ }
+
+ (*mesh).n_vertices = n_vertices;
+ (*mesh).n_indices = n_indices;
+
+ glGenVertexArrays(1, &((*mesh).vertex_array));
+ glGenBuffers(1, &((*mesh).vertex_buffer));
+ glGenBuffers(1, &((*mesh).element_buffer));
+
+ glBindVertexArray((*mesh).vertex_array);
+
+ glBindBuffer(GL_ARRAY_BUFFER, (*mesh).vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER,
+ vertex_size * n_vertices * sizeof(float),
+ vertices, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*mesh).element_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ n_indices * sizeof(unsigned int),
+ indices, GL_STATIC_DRAW);
+
+ /* set up vertex attributes */
+ unsigned int offset = 0;
+ for (int i=0; i<n_attributes; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(i,
+ attribute_sizes[i],
+ GL_FLOAT,
+ GL_FALSE,
+ vertex_size*sizeof(float),
+ (void*) (offset*sizeof(float)));
+ offset += attribute_sizes[i];
+ }
+
+ glBindVertexArray(0);
+
+ return HONEY_OK;
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+void honey_mesh_draw(honey_mesh mesh, int shader) {
+ glUseProgram(shader);
+
+ glBindVertexArray(mesh.vertex_array);
+ glDrawElements(GL_TRIANGLES, mesh.n_indices, GL_UNSIGNED_INT, 0);
+ glBindVertexArray(0);
+}
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+void honey_mesh_delete(honey_mesh mesh) {
+ glDeleteVertexArrays(1, &(mesh.vertex_array));
+ glDeleteBuffers(1, &(mesh.vertex_buffer));
+ glDeleteBuffers(1, &(mesh.element_buffer));
+}