/* * Tuxánci 2 - A first person shooter * Copyright (C) 2007-2011 Tuxánci Development Team * Copyright (C) 2025-2026 Connor Thomson * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #include #include "obj_model.h" #include "camera.h" #include "ta_sdl.h" #include "files.h" typedef struct ta_obj_uniforms { float mvp[16]; float model[16]; } ta_obj_uniforms; static SDL_GPUShader *ta_obj_shader(SDL_GPUDevice *device, const void *code, size_t size, SDL_GPUShaderStage stage) { SDL_GPUShaderCreateInfo info = { .code = code, .code_size = size, .entrypoint = "main", .format = SDL_GPU_SHADERFORMAT_SPIRV, .stage = stage, .num_uniform_buffers = stage == SDL_GPU_SHADERSTAGE_VERTEX ? 1 : 0, }; return ta_sdl_create_gpu_shader(device, &info); } static void ta_obj_identity(float *matrix) { for (int index = 0; index < 16; index++) matrix[index] = index % 5 == 0 ? 1.0f : 0.0f; } static void ta_obj_multiply(float *result, const float *left, const float *right) { float product[16]; for (int column = 0; column < 4; column++) for (int row = 0; row < 4; row++) { product[column * 4 + row] = 0.0f; for (int inner = 0; inner < 4; inner++) product[column * 4 + row] += left[inner * 4 + row] * right[column * 4 + inner]; } memcpy(result, product, sizeof(product)); } bool ta_obj_model_init(ta_obj_model *model, SDL_GPUDevice *device, const unsigned char *data, size_t size, SDL_GPUTextureFormat color_format, SDL_GPUTextureFormat depth_format, SDL_GPUSampleCount sample_count) { memset(model, 0, sizeof(*model)); if (!ta_obj_parse(data, size, &model->mesh) || model->mesh.vertex_count == 0) return false; float minimum[3]; float maximum[3]; memcpy(minimum, model->mesh.vertices[0].position, sizeof(minimum)); memcpy(maximum, minimum, sizeof(maximum)); for (size_t index = 1; index < model->mesh.vertex_count; index++) for (int axis = 0; axis < 3; axis++) { if (model->mesh.vertices[index].position[axis] < minimum[axis]) minimum[axis] = model->mesh.vertices[index].position[axis]; if (model->mesh.vertices[index].position[axis] > maximum[axis]) maximum[axis] = model->mesh.vertices[index].position[axis]; } float center[3] = {(minimum[0] + maximum[0]) * 0.5f, (minimum[1] + maximum[1]) * 0.5f, (minimum[2] + maximum[2]) * 0.5f}; float extent = maximum[0] - minimum[0]; for (int axis = 1; axis < 3; axis++) if (maximum[axis] - minimum[axis] > extent) extent = maximum[axis] - minimum[axis]; for (size_t index = 0; index < model->mesh.vertex_count; index++) for (int axis = 0; axis < 3; axis++) model->mesh.vertices[index].position[axis] = (model->mesh.vertices[index].position[axis] - center[axis]) * (2.2f / extent); SDL_GPUBufferCreateInfo buffer_info = {.usage = SDL_GPU_BUFFERUSAGE_VERTEX, .size = (Uint32)(model->mesh.vertex_count * sizeof(*model->mesh.vertices))}; model->vertex_buffer = SDL_CreateGPUBuffer(device, &buffer_info); if (!model->vertex_buffer) { ta_obj_free(&model->mesh); return false; } model->vertex_count = (Uint32)model->mesh.vertex_count; SDL_GPUShader *vertex_shader = ta_obj_shader(device, file_obj_vert_slang_spv_start, file_obj_vert_slang_spv_size, SDL_GPU_SHADERSTAGE_VERTEX); SDL_GPUShader *fragment_shader = ta_obj_shader(device, file_obj_frag_slang_spv_start, file_obj_frag_slang_spv_size, SDL_GPU_SHADERSTAGE_FRAGMENT); SDL_GPUVertexBufferDescription vertex_buffer = {.slot = 0, .pitch = sizeof(ta_obj_vertex), .input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX}; SDL_GPUVertexAttribute attributes[2] = { {.location = 0, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = 0}, {.location = 1, .buffer_slot = 0, .format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, .offset = sizeof(float) * 3}, }; SDL_GPUColorTargetDescription color_target = {.format = color_format}; SDL_GPUGraphicsPipelineCreateInfo pipeline_info = { .vertex_shader = vertex_shader, .fragment_shader = fragment_shader, .vertex_input_state = {.vertex_buffer_descriptions = &vertex_buffer, .num_vertex_buffers = 1, .vertex_attributes = attributes, .num_vertex_attributes = 2}, .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, .rasterizer_state = {.cull_mode = SDL_GPU_CULLMODE_NONE}, .depth_stencil_state = {.compare_op = SDL_GPU_COMPAREOP_LESS, .enable_depth_test = true, .enable_depth_write = true}, .multisample_state = {.sample_count = sample_count}, .target_info = {.num_color_targets = 1, .color_target_descriptions = &color_target, .depth_stencil_format = depth_format, .has_depth_stencil_target = true}, }; model->pipeline = ta_sdl_create_gpu_graphics_pipeline(device, &pipeline_info); SDL_ReleaseGPUShader(device, vertex_shader); SDL_ReleaseGPUShader(device, fragment_shader); return model->pipeline != NULL; } void ta_obj_model_upload(ta_obj_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPUDevice *device) { if (model->uploaded || !model->vertex_buffer) return; Uint32 size = (Uint32)(model->mesh.vertex_count * sizeof(*model->mesh.vertices)); SDL_GPUTransferBufferCreateInfo transfer_info = {.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, .size = size}; SDL_GPUTransferBuffer *transfer_buffer = ta_sdl_create_gpu_transfer_buffer(device, &transfer_info); void *mapped = ta_sdl_map_gpu_transfer_buffer(device, transfer_buffer, false); memcpy(mapped, model->mesh.vertices, size); SDL_UnmapGPUTransferBuffer(device, transfer_buffer); SDL_GPUCopyPass *copy_pass = ta_sdl_begin_gpu_copy_pass(command_buffer); SDL_GPUTransferBufferLocation source = {.transfer_buffer = transfer_buffer}; SDL_GPUBufferRegion destination = {.buffer = model->vertex_buffer, .size = size}; SDL_UploadToGPUBuffer(copy_pass, &source, &destination, false); SDL_EndGPUCopyPass(copy_pass); SDL_ReleaseGPUTransferBuffer(device, transfer_buffer); ta_obj_free(&model->mesh); model->uploaded = true; } void ta_obj_model_render(const ta_obj_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass, int window_width, int window_height) { if (!model->pipeline || !model->vertex_buffer || !model->uploaded) return; ta_obj_uniforms uniforms; float view[16]; float projection[16] = {0}; float view_model[16]; float rotation_x[16]; float rotation_y[16]; float rotation_z[16]; float rotation_xy[16]; float cosine = cosf(model->rotation[0]); float sine = sinf(model->rotation[0]); ta_obj_identity(rotation_x); rotation_x[5] = cosine; rotation_x[6] = sine; rotation_x[9] = -sine; rotation_x[10] = cosine; cosine = cosf(model->rotation[1]); sine = sinf(model->rotation[1]); ta_obj_identity(rotation_y); rotation_y[0] = cosine; rotation_y[2] = -sine; rotation_y[8] = sine; rotation_y[10] = cosine; cosine = cosf(model->rotation[2]); sine = sinf(model->rotation[2]); ta_obj_identity(rotation_z); rotation_z[0] = cosine; rotation_z[1] = sine; rotation_z[4] = -sine; rotation_z[5] = cosine; ta_obj_multiply(rotation_xy, rotation_y, rotation_x); ta_obj_multiply(uniforms.model, rotation_z, rotation_xy); uniforms.model[12] = model->position[0]; uniforms.model[13] = model->position[1]; uniforms.model[14] = model->position[2]; float aspect = (float)window_width / (float)window_height; float focal_length = 1.0f / tanf(22.5f * 0.01745329252f); float near_plane = 0.1f; float far_plane = 100.0f; ta_camera_get_view_matrix(view); projection[0] = focal_length / aspect; projection[5] = focal_length; projection[10] = far_plane / (near_plane - far_plane); projection[11] = -1.0f; projection[14] = near_plane * far_plane / (near_plane - far_plane); ta_obj_multiply(view_model, view, uniforms.model); ta_obj_multiply(uniforms.mvp, projection, view_model); SDL_PushGPUVertexUniformData(command_buffer, 0, &uniforms, sizeof(uniforms)); SDL_BindGPUGraphicsPipeline(render_pass, model->pipeline); SDL_GPUBufferBinding binding = {.buffer = model->vertex_buffer}; SDL_BindGPUVertexBuffers(render_pass, 0, &binding, 1); SDL_DrawGPUPrimitives(render_pass, model->vertex_count, 1, 0, 0); } void ta_obj_model_destroy(ta_obj_model *model, SDL_GPUDevice *device) { SDL_ReleaseGPUGraphicsPipeline(device, model->pipeline); SDL_ReleaseGPUBuffer(device, model->vertex_buffer); ta_obj_free(&model->mesh); memset(model, 0, sizeof(*model)); }