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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 updateGlobalNodeTransform(Model* model, uint32_t nodeIndex, mat4 transform) {
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ModelNode* node = &model->data->nodes[nodeIndex];
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mat4 globalTransform = model->globalNodeTransforms + 16 * nodeIndex;
mat4_set(globalTransform, transform);
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if (!model->animator || !lovrAnimatorEvaluate(model->animator, nodeIndex, globalTransform)) {
mat4_multiply(globalTransform, node->transform);
}
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for (uint32_t i = 0; i < node->childCount; i++) {
updateGlobalNodeTransform(model, node->children[i], globalTransform);
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}
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}
static void renderNode(Model* model, uint32_t nodeIndex, int instances) {
ModelNode* node = &model->data->nodes[nodeIndex];
mat4 globalTransform = model->globalNodeTransforms + 16 * nodeIndex;
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if (node->mesh >= 0) {
ModelMesh* modelMesh = &model->data->meshes[node->mesh];
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float pose[16 * MAX_BONES];
if (node->skin >= 0 && model->animator) {
ModelSkin* skin = &model->data->skins[node->skin];
for (uint32_t j = 0; j < skin->jointCount; j++) {
mat4 globalJointTransform = model->globalNodeTransforms + 16 * skin->joints[j];
ModelAccessor* inverseBindMatrices = &model->data->accessors[skin->inverseBindMatrices];
ModelView* view = &model->data->views[inverseBindMatrices->view];
mat4 inverseBindMatrix = (float*) ((uint8_t*) model->data->blobs[view->blob].data + view->offset + inverseBindMatrices->offset + 16 * j * sizeof(float));
mat4 jointPose = pose + 16 * j;
mat4_set(jointPose, globalTransform);
mat4_invert(jointPose);
mat4_multiply(jointPose, globalJointTransform);
mat4_multiply(jointPose, inverseBindMatrix);
}
}
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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,
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.pose = node->skin >= 0 ? pose : NULL
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},
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.transform = globalTransform
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});
}
}
for (uint32_t i = 0; i < node->childCount; i++) {
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renderNode(model, node->children[i], 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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model->globalNodeTransforms = malloc(16 * sizeof(float) * model->data->nodeCount);
for (int i = 0; i < model->data->nodeCount; i++) {
mat4_identity(model->globalNodeTransforms + 16 * i);
}
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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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updateGlobalNodeTransform(model, 0, transform);
renderNode(model, 0, instances); // TODO use root
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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) {
lovrRetain(animator);
lovrRelease(model->animator);
model->animator = animator;
}
}