#include "graphics/model.h" #include "graphics/graphics.h" #include "math/mat4.h" #include "math/vec3.h" #include static void renderNode(Model* model, int nodeIndex, int instances) { ModelNode* node = &model->modelData->nodes[nodeIndex]; if (node->primitives.length > 0) { lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, model->nodeTransforms[nodeIndex]); float globalInverse[16]; if (model->animator) { mat4_set(globalInverse, model->nodeTransforms[nodeIndex]); mat4_invert(globalInverse); } 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); } } if (!model->material && model->materials) { lovrMeshSetMaterial(model->mesh, model->materials[primitive->material]); } lovrMeshSetDrawRange(model->mesh, primitive->drawStart, primitive->drawCount); lovrMeshDraw(model->mesh, NULL, (float*) model->pose, instances); } lovrGraphicsPop(); } for (int i = 0; i < node->children.length; i++) { renderNode(model, node->children.data[i], instances); } } Model* lovrModelCreate(ModelData* modelData) { Model* model = lovrAlloc(sizeof(Model), lovrModelDestroy); if (!model) return NULL; lovrRetain(&modelData->ref); model->modelData = modelData; model->aabbDirty = true; model->animator = NULL; model->material = NULL; 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); lovrMeshUnmap(model->mesh); lovrMeshSetVertexMap(model->mesh, modelData->indices.raw, modelData->indexCount); lovrMeshSetRangeEnabled(model->mesh, true); 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); } 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); lovrMaterialSetScalar(material, SCALAR_METALNESS, materialData->metalness); lovrMaterialSetScalar(material, SCALAR_ROUGHNESS, materialData->roughness); lovrMaterialSetColor(material, COLOR_DIFFUSE, materialData->diffuseColor); lovrMaterialSetColor(material, COLOR_EMISSIVE, materialData->emissiveColor); lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, model->textures[materialData->diffuseTexture]); 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]); model->materials[i] = material; } } else { model->materials = NULL; } for (int i = 0; i < MAX_BONES; i++) { mat4_identity(model->pose[i]); } model->nodeTransforms = malloc(16 * modelData->nodeCount * sizeof(float)); for (int i = 0; i < modelData->nodeCount; i++) { ModelNode* node = &model->modelData->nodes[i]; mat4 transform = model->nodeTransforms[i]; if (node->parent >= 0) { mat4_set(transform, model->nodeTransforms[node->parent]); mat4_multiply(transform, node->transform); } else { mat4_set(transform, node->transform); } } return model; } void lovrModelDestroy(const Ref* ref) { Model* model = containerof(ref, Model); for (int i = 0; i < model->modelData->textures.length; i++) { if (model->textures[i]) { lovrRelease(&model->textures[i]->ref); } } 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); } free(model->textures); free(model->materials); lovrRelease(&model->modelData->ref); lovrRelease(&model->mesh->ref); free(model->nodeTransforms); free(model); } void lovrModelDraw(Model* model, mat4 transform, int instances) { if (model->modelData->nodeCount == 0) { return; } if (model->animator) { for (int i = 0; i < model->modelData->nodeCount; i++) { ModelNode* node = &model->modelData->nodes[i]; float localTransform[16]; mat4_identity(localTransform); if (!lovrAnimatorEvaluate(model->animator, node->name, localTransform)) { mat4_set(localTransform, node->transform); } mat4 globalTransform = model->nodeTransforms[i]; if (node->parent >= 0) { mat4_set(globalTransform, model->nodeTransforms[node->parent]); mat4_multiply(globalTransform, localTransform); } else { mat4_set(globalTransform, localTransform); } } } if (model->material) { lovrMeshSetMaterial(model->mesh, model->material); } lovrGraphicsPush(); lovrGraphicsMatrixTransform(MATRIX_MODEL, transform); renderNode(model, 0, instances); lovrGraphicsPop(); } 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); } } } 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); } } } Mesh* lovrModelGetMesh(Model* model) { return model->mesh; } const float* lovrModelGetAABB(Model* model) { if (model->aabbDirty) { lovrModelDataGetAABB(model->modelData, model->aabb); model->aabbDirty = false; } return model->aabb; }