collada_scene: replaces all uses of love.graphics.Mesh with vertex pulling

This commit is contained in:
Zack Buhman 2026-02-24 17:28:31 +00:00
parent bef01af5e8
commit 025d2707ee
5 changed files with 53 additions and 70 deletions

View File

@ -6,8 +6,6 @@ local scalar = _math.scalar
local collada_types = require 'collada_types'
local geometries_meshes = {}
local pixel_data = love.filesystem.newFileData("pixel.glsl")
local vertex_data = love.filesystem.newFileData("vertex.glsl")
local shader = love.graphics.newShader(pixel_data, vertex_data)
@ -17,18 +15,29 @@ local node_instances = {}
local collada_scene
local index_buffer
collada_scene = {
load_geometries = function(vertex_buffer, index_buffer, geometries)
for _, geometry in ipairs(geometries) do
local offset = geometry.mesh.vertex_buffer_offset / (4 * 3 * 3)
local attribute_list = pnt_attribute_list(vertex_buffer, offset)
load_buffers = function()
----------------------------------------------------------------------
-- index buffer
----------------------------------------------------------------------
local draw_mode = "triangles"
local mesh = love.graphics.newMesh(attribute_list, draw_mode)
mesh:setIndexBuffer(index_buffer)
local index_data = love.filesystem.newFileData("scene/test/test.idx")
index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
geometries_meshes[geometry] = mesh
end
----------------------------------------------------------------------
-- vertex shader storage buffer
----------------------------------------------------------------------
local format = {
{ name = 'Position', format = 'floatvec4' },
{ name = 'Normal', format = 'floatvec4' },
{ name = 'Texture', format = 'floatvec4' },
}
local vertex_data = love.filesystem.newFileData("scene/test/test.vtx")
local shaderstorage_buffer = love.graphics.newBuffer(format, vertex_data, { shaderstorage = true, usage = "static" })
shader:send("VertexLayout", shaderstorage_buffer)
end,
load_images = function(base_path, images)
@ -132,16 +141,16 @@ collada_scene = {
draw_geometry = function(geometry, instance_materials)
local base_index_buffer_offset = geometry.mesh.index_buffer_offset / 4
local mesh = geometries_meshes[geometry]
for _, instance_material in ipairs(instance_materials) do
collada_scene.set_instance_material(instance_material)
local triangles = geometry.mesh.triangles[instance_material.element_index + 1]
local index_offset = base_index_buffer_offset + triangles.index_offset
local index_count = triangles.count * 3
mesh:setDrawRange(1 + index_offset, index_count)
love.graphics.draw(mesh, 0, 0, 0, 0, 0)
local vertex_offset = geometry.mesh.vertex_buffer_offset / (4 * 4 * 3)
shader:send("VertexOffset", vertex_offset)
love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset)
end
end,
@ -179,7 +188,7 @@ collada_scene = {
return {
draw_nodes = collada_scene.draw_nodes,
load_geometries = collada_scene.load_geometries,
load_buffers = collada_scene.load_buffers,
load_node_world_transforms = collada_scene.load_node_world_transforms,
load_images = collada_scene.load_images,
}

View File

@ -11,50 +11,15 @@ local scene_test = require 'scene.test.test'
local collada_scene = require 'collada_scene'
local vertexformat = {
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
{ name = 'VertexNormal', format = 'floatvec3', location = 1 },
{ name = 'VertexTexture', format = 'floatvec3', location = 2 },
{ name = 'VertexPosition', format = 'floatvec4', location = 0 },
{ name = 'VertexNormal', format = 'floatvec4', location = 1 },
{ name = 'VertexTexture', format = 'floatvec4', location = 2 },
}
function pnt_attribute_list(vertex_buffer, offset)
return {
{
buffer = vertex_buffer,
location = 0,
name = "VertexPosition",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
{
buffer = vertex_buffer,
location = 1,
name = "VertexNormal",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
{
buffer = vertex_buffer,
location = 2,
name = "VertexTexture",
nameinbuffer = nil,
step = "pervertex",
startindex = 1 + offset,
},
}
end
function love.load(args)
love.window.setMode(1024, 1024, {depth=true})
local vertex_data = love.filesystem.newFileData("scene/test/test.vtx")
local index_data = love.filesystem.newFileData("scene/test/test.idx")
local vertex_buffer = love.graphics.newBuffer(vertexformat, vertex_data, { vertex = true, usage = "static" })
local index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
collada_scene.load_geometries(vertex_buffer, index_buffer, scene_test.descriptor.geometries)
collada_scene.load_buffers()
collada_scene.load_node_world_transforms(scene_test.descriptor.nodes)
collada_scene.load_images("scene/test", scene_test.descriptor.images)
end

View File

@ -196,7 +196,7 @@ local geometry_geom_plane = {
triangles_count = 1,
vertex_buffer_offset = 0,
vertex_buffer_size = 367236,
vertex_buffer_size = 489648,
index_buffer_offset = 0,
index_buffer_size = 240000,
@ -214,8 +214,8 @@ local geometry_geom_torus_knot23 = {
triangles = triangles_geom_torus_knot23,
triangles_count = 1,
vertex_buffer_offset = 367236,
vertex_buffer_size = 94068,
vertex_buffer_offset = 489648,
vertex_buffer_size = 125424,
index_buffer_offset = 240000,
index_buffer_size = 57600,
@ -233,8 +233,8 @@ local geometry_geom_torusknot25 = {
triangles = triangles_geom_torusknot25,
triangles_count = 1,
vertex_buffer_offset = 461304,
vertex_buffer_size = 86832,
vertex_buffer_offset = 615072,
vertex_buffer_size = 115776,
index_buffer_offset = 297600,
index_buffer_size = 28800,

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@ -1,8 +1,17 @@
#pragma language glsl3
#pragma language glsl4
layout (location = 0) in vec4 VertexPosition;
layout (location = 1) in vec4 VertexNormal;
layout (location = 2) in vec4 VertexTexture;
struct vertex_t {
vec4 Position;
vec4 Normal;
vec4 Texture;
};
layout (std430) readonly buffer VertexLayout
{
vertex_t VertexBuffer[];
};
uniform int VertexOffset;
uniform mat4 world_transform;
uniform mat4 transform;
@ -10,15 +19,15 @@ uniform mat4 transform;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
varying float PixelId;
void vertexmain()
{
PixelNormal = world_transform * vec4(VertexNormal.xyz, 0);
PixelTexture = VertexTexture;
PixelId = float(gl_VertexID) / (4800 * 3);
vertex_t Vertex = VertexBuffer[VertexOffset + gl_VertexID];
PixelWorldPosition = world_transform * vec4(VertexPosition.xyz, 1);
PixelNormal = world_transform * vec4(Vertex.Normal.xyz, 0);
PixelTexture = Vertex.Texture;
love_Position = transform * vec4(VertexPosition.xyz, 1);
PixelWorldPosition = world_transform * vec4(Vertex.Position.xyz, 1);
love_Position = transform * vec4(Vertex.Position.xyz, 1);
}