lovr/src/graphics/model.c

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#include "graphics/model.h"
#include "graphics/graphics.h"
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#include "resources/shaders.h"
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static void renderNode(Model* model, uint32_t nodeIndex, mat4 transform, int instances) {
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ModelNode* node = &model->data->nodes[nodeIndex];
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float globalTransform[16];
mat4_init(globalTransform, transform);
if (!model->animator || !lovrAnimatorEvaluate(model->animator, nodeIndex, globalTransform)) {
mat4_multiply(globalTransform, node->transform);
}
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if (node->mesh >= 0) {
ModelMesh* modelMesh = &model->data->meshes[node->mesh];
for (uint32_t i = 0; i < modelMesh->primitiveCount; i++) {
uint32_t primitiveIndex = modelMesh->firstPrimitive + i;
ModelPrimitive* primitive = &model->data->primitives[primitiveIndex];
Mesh* mesh = model->meshes[primitiveIndex];
uint32_t rangeStart, rangeCount;
lovrMeshGetDrawRange(mesh, &rangeStart, &rangeCount);
lovrGraphicsBatch(&(BatchRequest) {
.type = BATCH_MESH,
.params.mesh = {
.object = mesh,
.mode = primitive->mode,
.rangeStart = rangeStart,
.rangeCount = rangeCount,
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.instances = instances,
.pose = NULL
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},
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.transform = globalTransform
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//.material = model->materials[modelMesh->material]
});
}
}
for (uint32_t i = 0; i < node->childCount; i++) {
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renderNode(model, node->children[i], globalTransform, instances);
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}
}
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Model* lovrModelInit(Model* model, ModelData* data) {
model->data = data;
lovrRetain(data);
if (data->viewCount > 0) {
model->buffers = calloc(data->viewCount, sizeof(Buffer*));
for (int i = 0; i < data->viewCount; i++) {
ModelView* view = &data->views[i];
ModelBlob* blob = &data->blobs[view->blob];
model->buffers[i] = lovrBufferCreate(view->length, (uint8_t*) blob->data + view->offset, BUFFER_GENERIC, USAGE_STATIC, false);
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}
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}
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if (data->primitiveCount > 0) {
model->meshes = calloc(data->primitiveCount, sizeof(Mesh*));
for (int i = 0; i < data->primitiveCount; i++) {
ModelPrimitive* primitive = &data->primitives[i];
model->meshes[i] = lovrMeshCreateEmpty(primitive->mode);
bool setDrawRange = false;
for (int j = 0; j < MAX_DEFAULT_ATTRIBUTES; j++) {
if (primitive->attributes[j] >= 0) {
ModelAccessor* accessor = &data->accessors[primitive->attributes[j]];
lovrMeshAttachAttribute(model->meshes[i], lovrShaderAttributeNames[j], &(MeshAttribute) {
.buffer = model->buffers[accessor->view],
.offset = accessor->offset,
.stride = data->views[accessor->view].stride,
.type = accessor->type,
.components = accessor->components,
.enabled = true
});
if (!setDrawRange && primitive->indices == -1) {
lovrMeshSetDrawRange(model->meshes[i], 0, accessor->count);
setDrawRange = true;
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}
}
}
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lovrMeshAttachAttribute(model->meshes[i], "lovrDrawID", &(MeshAttribute) {
.buffer = lovrGraphicsGetIdentityBuffer(),
.type = U8,
.components = 1,
.divisor = 1,
.integer = true,
.enabled = true
});
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if (primitive->indices >= 0) {
ModelAccessor* accessor = &data->accessors[primitive->indices];
lovrMeshSetIndexBuffer(model->meshes[i], model->buffers[accessor->view], accessor->count, accessor->type == U16 ? 2 : 4);
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lovrMeshSetDrawRange(model->meshes[i], 0, accessor->count);
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}
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}
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}
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return model;
}
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void lovrModelDestroy(void* ref) {
Model* model = ref;
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for (int i = 0; i < model->data->viewCount; i++) {
lovrRelease(model->buffers[i]);
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}
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for (int i = 0; i < model->data->primitiveCount; i++) {
lovrRelease(model->meshes[i]);
}
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lovrRelease(model->data);
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}
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void lovrModelDraw(Model* model, mat4 transform, int instances) {
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renderNode(model, 0, transform, instances); // TODO use root
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}