#include "graphics/model.h" #include "graphics/graphics.h" #include "math/mat4.h" #include "math/vec3.h" #include static void renderNode(Model* model, int nodeIndex) { ModelNode* node = &model->modelData->nodes[nodeIndex]; Material* currentMaterial = lovrGraphicsGetMaterial(); int useMaterials = currentMaterial->isDefault; lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, node->transform); for (int i = 0; i < node->primitives.length; i++) { ModelPrimitive* primitive = &model->modelData->primitives[node->primitives.data[i]]; if (useMaterials) { lovrGraphicsSetMaterial(model->materials[primitive->material]); } lovrMeshSetDrawRange(model->mesh, primitive->drawStart, primitive->drawCount); lovrMeshDraw(model->mesh, NULL); } for (int i = 0; i < node->children.length; i++) { renderNode(model, node->children.data[i]); } lovrGraphicsPop(); if (useMaterials) { lovrGraphicsSetMaterial(currentMaterial); } } Model* lovrModelCreate(ModelData* modelData) { Model* model = lovrAlloc(sizeof(Model), lovrModelDestroy); if (!model) return NULL; model->modelData = modelData; MeshFormat format; vec_init(&format); MeshAttribute attribute = { .name = "lovrPosition", .type = MESH_FLOAT, .count = 3 }; vec_push(&format, attribute); if (modelData->hasNormals) { MeshAttribute attribute = { .name = "lovrNormal", .type = MESH_FLOAT, .count = 3 }; vec_push(&format, attribute); } if (modelData->hasUVs) { MeshAttribute attribute = { .name = "lovrTexCoord", .type = MESH_FLOAT, .count = 2 }; vec_push(&format, attribute); } model->mesh = lovrMeshCreate(modelData->vertexCount, &format, MESH_TRIANGLES, MESH_STATIC); void* data = lovrMeshMap(model->mesh, 0, modelData->vertexCount, 0, 1); memcpy(data, modelData->vertices, modelData->vertexCount * modelData->vertexSize * sizeof(float)); lovrMeshUnmap(model->mesh); lovrMeshSetVertexMap(model->mesh, modelData->indices, modelData->indexCount); lovrMeshSetRangeEnabled(model->mesh, 1); model->materials = malloc(modelData->materialCount * sizeof(Material*)); for (int i = 0; i < modelData->materialCount; i++) { model->materials[i] = lovrMaterialCreate(&modelData->materials[i], 0); } vec_deinit(&format); return model; } void lovrModelDestroy(const Ref* ref) { Model* model = containerof(ref, Model); for (int i = 0; i < model->modelData->materialCount; i++) { lovrRelease(&model->materials[i]->ref); } free(model->materials); lovrModelDataDestroy(model->modelData); lovrRelease(&model->mesh->ref); free(model); } void lovrModelDraw(Model* model, mat4 transform) { if (model->modelData->nodeCount == 0) { return; } lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); renderNode(model, 0); lovrGraphicsPop(); } Mesh* lovrModelGetMesh(Model* model) { return model->mesh; }