lovr/src/graphics/model.c

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#include "graphics/model.h"
#include "graphics/graphics.h"
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#include "math/mat4.h"
#include "math/vec3.h"
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#include <stdlib.h>
static void renderNode(Model* model, int nodeIndex, int instances) {
ModelNode* node = &model->modelData->nodes[nodeIndex];
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if (node->primitives.length > 0) {
lovrGraphicsPush();
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lovrGraphicsMatrixTransform(MATRIX_MODEL, model->nodeTransforms[nodeIndex]);
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float globalInverse[16];
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if (model->animator) {
mat4_set(globalInverse, model->nodeTransforms[nodeIndex]);
mat4_invert(globalInverse);
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}
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for (int i = 0; i < node->primitives.length; i++) {
ModelPrimitive* primitive = &model->modelData->primitives[node->primitives.data[i]];
if (model->animator) {
for (int i = 0; i < primitive->boneCount; i++) {
Bone* bone = &primitive->bones[i];
int nodeIndex = *(int*) map_get(&model->modelData->nodeMap, bone->name);
mat4 bonePose = model->pose[i];
mat4_identity(bonePose);
mat4_set(bonePose, globalInverse);
mat4_multiply(bonePose, model->nodeTransforms[nodeIndex]);
mat4_multiply(bonePose, bone->offset);
}
}
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if (!model->material && model->materials) {
lovrMeshSetMaterial(model->mesh, model->materials[primitive->material]);
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}
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lovrMeshSetDrawRange(model->mesh, primitive->drawStart, primitive->drawCount);
lovrMeshDraw(model->mesh, NULL, (float*) model->pose, instances);
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}
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lovrGraphicsPop();
}
for (int i = 0; i < node->children.length; i++) {
renderNode(model, node->children.data[i], instances);
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}
}
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Model* lovrModelCreate(ModelData* modelData) {
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Model* model = lovrAlloc(sizeof(Model), lovrModelDestroy);
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if (!model) return NULL;
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lovrRetain(&modelData->ref);
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model->modelData = modelData;
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model->aabbDirty = true;
model->animator = NULL;
model->material = NULL;
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model->mesh = lovrMeshCreate(modelData->vertexData->count, &modelData->vertexData->format, MESH_TRIANGLES, MESH_STATIC);
VertexPointer vertices = lovrMeshMap(model->mesh, 0, modelData->vertexData->count, false, true);
memcpy(vertices.raw, modelData->vertexData->data.raw, modelData->vertexData->count * modelData->vertexData->format.stride);
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lovrMeshUnmap(model->mesh);
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lovrMeshSetVertexMap(model->mesh, modelData->indices.raw, modelData->indexCount);
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lovrMeshSetRangeEnabled(model->mesh, true);
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if (modelData->textures.length > 0) {
model->textures = malloc(modelData->textures.length * sizeof(Texture*));
for (int i = 0; i < modelData->textures.length; i++) {
if (modelData->textures.data[i]) {
model->textures[i] = lovrTextureCreate(TEXTURE_2D, (TextureData**) &modelData->textures.data[i], 1, true, true);
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} else {
model->textures[i] = NULL;
}
}
} else {
model->textures = NULL;
}
if (modelData->materialCount > 0) {
model->materials = malloc(modelData->materialCount * sizeof(Material*));
for (int i = 0; i < modelData->materialCount; i++) {
ModelMaterial* materialData = &modelData->materials[i];
Material* material = lovrMaterialCreate(false);
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lovrMaterialSetScalar(material, SCALAR_METALNESS, materialData->metalness);
lovrMaterialSetScalar(material, SCALAR_ROUGHNESS, materialData->roughness);
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lovrMaterialSetColor(material, COLOR_DIFFUSE, materialData->diffuseColor);
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lovrMaterialSetColor(material, COLOR_EMISSIVE, materialData->emissiveColor);
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, model->textures[materialData->diffuseTexture]);
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lovrMaterialSetTexture(material, TEXTURE_EMISSIVE, model->textures[materialData->emissiveTexture]);
lovrMaterialSetTexture(material, TEXTURE_METALNESS, model->textures[materialData->metalnessTexture]);
lovrMaterialSetTexture(material, TEXTURE_ROUGHNESS, model->textures[materialData->roughnessTexture]);
lovrMaterialSetTexture(material, TEXTURE_OCCLUSION, model->textures[materialData->occlusionTexture]);
lovrMaterialSetTexture(material, TEXTURE_NORMAL, model->textures[materialData->normalTexture]);
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model->materials[i] = material;
}
} else {
model->materials = NULL;
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}
for (int i = 0; i < MAX_BONES; i++) {
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mat4_identity(model->pose[i]);
}
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model->nodeTransforms = malloc(16 * modelData->nodeCount * sizeof(float));
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for (int i = 0; i < modelData->nodeCount; i++) {
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ModelNode* node = &model->modelData->nodes[i];
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mat4 transform = model->nodeTransforms[i];
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if (node->parent >= 0) {
mat4_set(transform, model->nodeTransforms[node->parent]);
mat4_multiply(transform, node->transform);
} else {
mat4_set(transform, node->transform);
}
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}
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return model;
}
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void lovrModelDestroy(const Ref* ref) {
Model* model = containerof(ref, Model);
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for (int i = 0; i < model->modelData->textures.length; i++) {
if (model->textures[i]) {
lovrRelease(&model->textures[i]->ref);
}
}
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for (int i = 0; i < model->modelData->materialCount; i++) {
lovrRelease(&model->materials[i]->ref);
}
if (model->animator) {
lovrRelease(&model->animator->ref);
}
if (model->material) {
lovrRelease(&model->material->ref);
}
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free(model->textures);
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free(model->materials);
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lovrRelease(&model->modelData->ref);
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lovrRelease(&model->mesh->ref);
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free(model->nodeTransforms);
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free(model);
}
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void lovrModelDraw(Model* model, mat4 transform, int instances) {
if (model->modelData->nodeCount == 0) {
return;
}
if (model->animator) {
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for (int i = 0; i < model->modelData->nodeCount; i++) {
ModelNode* node = &model->modelData->nodes[i];
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float localTransform[16];
mat4_identity(localTransform);
if (!lovrAnimatorEvaluate(model->animator, node->name, localTransform)) {
mat4_set(localTransform, node->transform);
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}
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mat4 globalTransform = model->nodeTransforms[i];
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if (node->parent >= 0) {
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mat4_set(globalTransform, model->nodeTransforms[node->parent]);
mat4_multiply(globalTransform, localTransform);
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} else {
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mat4_set(globalTransform, localTransform);
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}
}
}
if (model->material) {
lovrMeshSetMaterial(model->mesh, model->material);
}
lovrGraphicsPush();
lovrGraphicsMatrixTransform(MATRIX_MODEL, transform);
renderNode(model, 0, instances);
lovrGraphicsPop();
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}
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Animator* lovrModelGetAnimator(Model* model) {
return model->animator;
}
void lovrModelSetAnimator(Model* model, Animator* animator) {
if (model->animator != animator) {
if (model->animator) {
lovrRelease(&model->animator->ref);
}
model->animator = animator;
if (animator) {
lovrRetain(&animator->ref);
}
}
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}
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int lovrModelGetAnimationCount(Model* model) {
return model->modelData->animationCount;
}
Material* lovrModelGetMaterial(Model* model) {
return model->material;
}
void lovrModelSetMaterial(Model* model, Material* material) {
if (model->material != material) {
if (model->material) {
lovrRelease(&model->material->ref);
}
model->material = material;
if (material) {
lovrRetain(&material->ref);
}
}
}
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Mesh* lovrModelGetMesh(Model* model) {
return model->mesh;
}
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const float* lovrModelGetAABB(Model* model) {
if (model->aabbDirty) {
lovrModelDataGetAABB(model->modelData, model->aabb);
model->aabbDirty = false;
}
return model->aabb;
}