Entity does not own mesh.

This commit is contained in:
2026-04-13 09:40:40 -05:00
parent d02673e04a
commit 2b9ee8f721
8 changed files with 40 additions and 189 deletions
@@ -6,7 +6,6 @@
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetmeshloader.c
assettextureloader.c
assettilesetloader.c
)
@@ -1,122 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetmeshloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#define FAST_OBJ_IMPLEMENTATION
#include "fast_obj.h"
// Wraps assetfile_t for fast_obj callbacks. Only the primary OBJ file is
// opened through the ZIP; returning NULL for any secondary path (e.g. .mtl)
// causes fast_obj to skip material loading, which is fine for our use case.
static void* meshFileOpen(const char *path, void *user_data) {
assetfile_t *file = (assetfile_t *)user_data;
if(file->zipFile != NULL) return NULL;
errorret_t ret = assetFileOpen(file);
if(ret.code != ERROR_OK) return NULL;
return file;
}
static void meshFileClose(void *handle, void *user_data) {
if(handle == NULL) return;
assetfile_t *file = (assetfile_t *)handle;
errorCatch(assetFileClose(file));
}
static size_t meshFileRead(void *handle, void *dst, size_t bytes, void *user_data) {
if(handle == NULL) return 0;
assetfile_t *file = (assetfile_t *)handle;
errorret_t ret = assetFileRead(file, dst, bytes);
if(ret.code != ERROR_OK) return 0;
return (size_t)file->lastRead;
}
static unsigned long meshFileSize(void *handle, void *user_data) {
if(handle == NULL) return 0;
assetfile_t *file = (assetfile_t *)handle;
return (unsigned long)file->size;
}
errorret_t assetMeshLoader(assetfile_t *file) {
assertNotNull(file, "Asset file cannot be NULL.");
assertNotNull(file->output, "Asset file output cannot be NULL.");
fastObjCallbacks callbacks = {
.file_open = meshFileOpen,
.file_close = meshFileClose,
.file_read = meshFileRead,
.file_size = meshFileSize,
};
fastObjMesh *obj = fast_obj_read_with_callbacks(file->filename, &callbacks, file);
if(obj == NULL) {
errorThrow("Failed to parse OBJ: %s", file->filename);
}
// Count output vertices, triangulating any polygons via fan decomposition.
int32_t vertexCount = 0;
for(unsigned int i = 0; i < obj->face_count; i++) {
if(obj->face_vertices[i] >= 3) {
vertexCount += (int32_t)(obj->face_vertices[i] - 2) * 3;
}
}
if(vertexCount == 0) {
fast_obj_destroy(obj);
errorThrow("OBJ has no valid faces: %s", file->filename);
}
meshvertex_t *vertices = (meshvertex_t *)memoryAllocate(
sizeof(meshvertex_t) * vertexCount
);
memoryZero(vertices, sizeof(meshvertex_t) * vertexCount);
int32_t vi = 0;
fastObjIndex *idx = obj->indices;
for(unsigned int fi = 0; fi < obj->face_count; fi++) {
unsigned int fv = obj->face_vertices[fi];
// Fan triangulation: anchor at idx[0], triangle (0, j, j+1).
for(unsigned int j = 1; j + 1 < fv; j++) {
fastObjIndex corners[3] = { idx[0], idx[j], idx[j + 1] };
for(int c = 0; c < 3; c++) {
vertices[vi].color = COLOR_WHITE_4B;
unsigned int p = corners[c].p;
if(p > 0 && p < obj->position_count) {
vertices[vi].pos[0] = obj->positions[p * 3 + 0];
vertices[vi].pos[1] = obj->positions[p * 3 + 1];
vertices[vi].pos[2] = obj->positions[p * 3 + 2];
}
unsigned int t = corners[c].t;
if(t > 0 && t < obj->texcoord_count) {
vertices[vi].uv[0] = obj->texcoords[t * 2 + 0];
vertices[vi].uv[1] = obj->texcoords[t * 2 + 1];
}
vi++;
}
}
idx += fv;
}
fast_obj_destroy(obj);
errorret_t ret = meshInit(
(mesh_t *)file->output,
MESH_PRIMITIVE_TYPE_TRIANGLES,
vertexCount,
vertices
);
memoryFree(vertices);
return ret;
}
errorret_t assetMeshLoad(const char_t *path, mesh_t *out) {
return assetLoad(path, assetMeshLoader, NULL, out);
}
@@ -1,27 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "display/mesh/mesh.h"
/**
* Loads a mesh from an OBJ asset file.
*
* @param file Asset file to load from.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoader(assetfile_t *file);
/**
* Loads a mesh from the specified OBJ asset path.
*
* @param path Path to the OBJ asset.
* @param out Output mesh to load into.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoad(const char_t *path, mesh_t *out);
+16 -18
View File
@@ -18,17 +18,16 @@
#include "assert/assert.h"
#include "entity/entitymanager.h"
#include "game/game.h"
#include "asset/loader/display/assetmeshloader.h"
#include "display/mesh/quad.h"
engine_t ENGINE;
texture_t TEXTURE;
color_t TEXTURE_COLORS[] = {
COLOR_RED, COLOR_GREEN, COLOR_MAGENTA, COLOR_CYAN,
COLOR_BLUE, COLOR_WHITE, COLOR_YELLOW, COLOR_BLACK,
COLOR_CYAN, COLOR_MAGENTA, COLOR_GREEN, COLOR_RED,
COLOR_WHITE, COLOR_BLUE, COLOR_BLACK, COLOR_YELLOW
};
// texture_t TEXTURE;
// color_t TEXTURE_COLORS[] = {
// COLOR_RED, COLOR_GREEN, COLOR_MAGENTA, COLOR_CYAN,
// COLOR_BLUE, COLOR_WHITE, COLOR_YELLOW, COLOR_BLACK,
// COLOR_CYAN, COLOR_MAGENTA, COLOR_GREEN, COLOR_RED,
// COLOR_WHITE, COLOR_BLUE, COLOR_BLACK, COLOR_YELLOW
// };
entityid_t ent1;
componentid_t ent1Pos;
componentid_t ent1Mesh;
@@ -60,26 +59,25 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
camPos,
(vec3){ 0.0f, 0.0f, 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
(vec3){ 300.0f, 300.0f, 300.0f }
(vec3){ 3.0f, 3.0f, 3.0f }
);
componentid_t camCam = entityAddComponent(cam, COMPONENT_TYPE_CAMERA);
entityCameraSetZFar(cam, camCam, 5000.0f);
entityCameraSetZFar(cam, camCam, 100.0f);
ent1 = entityManagerAdd();
ent1Pos = entityAddComponent(ent1, COMPONENT_TYPE_POSITION);
ent1Mesh = entityAddComponent(ent1, COMPONENT_TYPE_MESH);
ent1Mat = entityAddComponent(ent1, COMPONENT_TYPE_MATERIAL);
textureInit(&TEXTURE, 4, 4, TEXTURE_FORMAT_RGBA, (texturedata_t){
.rgbaColors = TEXTURE_COLORS
});
// textureInit(&TEXTURE, 4, 4, TEXTURE_FORMAT_RGBA, (texturedata_t){
// .rgbaColors = TEXTURE_COLORS
// });
mesh_t *mesh = entityMeshGetMesh(ent1, ent1Mesh);
errorChain(assetMeshLoad("test/test.obj", mesh));
entityMeshSetMesh(ent1, ent1Mesh, &QUAD_MESH_SIMPLE);
shadermaterial_t *mat = entityMaterialGetShaderMaterial(ent1, ent1Mat);
mat->unlit.color = COLOR_BLACK;
mat->unlit.texture = &TEXTURE;
mat->unlit.color = COLOR_MAGENTA;
// mat->unlit.texture = &TEXTURE;
// EOF
@@ -14,7 +14,7 @@ void entityMeshInit(
entitymesh_t *comp = componentGetData(
entityId, componentId, COMPONENT_TYPE_MESH
);
comp->mesh.vertexCount = 0;
comp->mesh = NULL;
}
mesh_t * entityMeshGetMesh(
@@ -24,18 +24,16 @@ mesh_t * entityMeshGetMesh(
entitymesh_t *comp = componentGetData(
entityId, componentId, COMPONENT_TYPE_MESH
);
return &comp->mesh;
return comp->mesh;
}
void entityMeshDispose(
void entityMeshSetMesh(
const entityid_t entityId,
const componentid_t componentId
const componentid_t componentId,
mesh_t *mesh
) {
entitymesh_t *comp = componentGetData(
entityId, componentId, COMPONENT_TYPE_MESH
);
if(comp->mesh.vertexCount > 0) {
meshDispose(&comp->mesh);
comp->mesh.vertexCount = 0;
}
}
comp->mesh = mesh;
}
@@ -10,7 +10,7 @@
#include "display/mesh/mesh.h"
typedef struct {
mesh_t mesh;
mesh_t *mesh;
} entitymesh_t;
/**
@@ -37,13 +37,14 @@ mesh_t * entityMeshGetMesh(
);
/**
* Disposes of the entity mesh component, freeing GPU resources if the mesh
* was initialized.
* Sets the mesh associated with the entity mesh component.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param mesh A pointer to the mesh to associate with the entity mesh component.
*/
void entityMeshDispose(
void entityMeshSetMesh(
const entityid_t entityId,
const componentid_t componentId
);
const componentid_t componentId,
mesh_t *mesh
);
+1 -1
View File
@@ -12,5 +12,5 @@
X(POSITION, entityposition_t, position, entityPositionInit, NULL)
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL)
X(MESH, entitymesh_t, mesh, entityMeshInit, entityMeshDispose)
X(MESH, entitymesh_t, mesh, entityMeshInit, NULL)
X(MATERIAL, entitymaterial_t, material, entityMaterialInit, NULL)
+9 -5
View File
@@ -64,12 +64,19 @@ errorret_t sceneRender(void) {
entityCameraGetProjection(camEnt, camComp, proj);
entityPositionGetTransform(camEnt, camPos, view);
// For each mesh.
for(entityid_t meshIndex = 0; meshIndex < meshCount; meshIndex++) {
entityid_t meshEnt = meshEnts[meshIndex];
componentid_t meshComp = meshComps[meshIndex];
componentid_t meshPos = entityGetComponent(meshEnt, COMPONENT_TYPE_POSITION);
mesh_t *mesh = entityMeshGetMesh(meshEnt, meshComp);
if(mesh == NULL) {
continue;
}
componentid_t meshPos = entityGetComponent(
meshEnt, COMPONENT_TYPE_POSITION
);
if(meshPos == 0xFF) {
logError("Mesh entity without entity position found\n");
continue;
@@ -99,9 +106,6 @@ errorret_t sceneRender(void) {
errorChain(shaderSetMatrix(shader, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(shader, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetMaterial(shader, material));
// Mesh
mesh_t *mesh = entityMeshGetMesh(meshEnt, meshComp);
errorChain(meshDraw(mesh, 0, -1));
}
}