collada_scene: colored materials and lighting

This commit is contained in:
Zack Buhman 2026-02-24 03:54:56 +00:00
parent 5d1bdfc00f
commit 6534e64957
5 changed files with 272 additions and 152 deletions

View File

@ -450,6 +450,42 @@ mat4 = {
return M
end,
perspective_fov_rh = function(fov_angle_y, aspect_ratio, near_z, far_z)
assert(near_z > 0.0 and far_z > 0.0)
assert(not scalar.near_equal(fov_angle_y, 0.0, 0.00001 * 2.0))
assert(not scalar.near_equal(aspect_ratio, 0.0, 0.00001))
assert(not scalar.near_equal(far_z, near_z, 0.00001))
local sin_fov = sin(fov_angle_y)
local cos_fov = cos(fov_angle_y)
local height = cos_fov / sin_fov
local width = height / aspect_ratio
local f_range = far_z / (near_z - far_z)
local M = mat4()
M.m[0 * 4 + 0] = width
--M.m[0 * 4 + 1] = 0.0
--M.m[0 * 4 + 2] = 0.0
--M.m[0 * 4 + 3] = 0.0
--M.m[1 * 4 + 0] = 0.0
M.m[1 * 4 + 1] = height
--M.m[1 * 4 + 2] = 0.0
--M.m[1 * 4 + 3] = 0.0
--M.m[2 * 4 + 0] = 0.0
--M.m[2 * 4 + 1] = 0.0
M.m[2 * 4 + 2] = f_range
M.m[2 * 4 + 3] = -1.0
--M.m[3 * 4 + 0] = 0.0
--M.m[3 * 4 + 1] = 0.0
M.m[3 * 4 + 2] = f_range * near_z
--M.m[3 * 4 + 3] = 0.0
return M
end,
near_equal = function(M1, M2, epsilon)
local d00 = abs(M1.m[0 * 4 + 0] - M2.m[0 * 4 + 0])
local d01 = abs(M1.m[0 * 4 + 1] - M2.m[0 * 4 + 1])

157
collada_scene.lua Normal file
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@ -0,0 +1,157 @@
local _math = require '_math'
local mat4 = _math.mat4
local vec3 = _math.vec3
local vec4 = _math.vec4
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)
function load_geometries(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)
local draw_mode = "triangles"
local mesh = love.graphics.newMesh(attribute_list, draw_mode)
mesh:setIndexBuffer(index_buffer)
geometries_meshes[geometry] = mesh
end
end
local node_instances = {}
function node_world_transform(node)
local world
if node.parent_index >= 0 then
world = node_instances[node.parent_index].world
assert(world ~= nil)
else
world = mat4.identity()
end
for _, transform in ipairs(node.transforms) do
local m
if transform.type == collada_types.transform_type.LOOKAT then
assert(false)
elseif transform.type == collada_types.transform_type.MATRIX then
m = mat4.load_table(transform.matrix)
elseif transform.type == collada_types.transform_type.ROTATE then
local rotate = vec4.load_table(transform.rotate)
local w = rotate.f[3]
m = mat4.rotation_axis(rotate, scalar.convert_to_radians(w))
elseif transform.type == collada_types.transform_type.SCALE then
m = mat4.scaling_from_vector(vec3.load_table(transform.scale))
elseif transform.type == collada_types.transform_type.TRANSLATE then
m = mat4.translation_from_vector(vec3.load_table(transform.translate))
else
assert(false)
end
world = m * world
end
return world
end
function load_node_world_transforms(nodes)
local node_index = 0
for _, node in ipairs(nodes) do
world = node_world_transform(node)
node_instances[node_index] = { world = world }
node_index = node_index + 1
end
end
function set_color_or_texture(color_or_texture, color_uniform, sampler_uniform)
if color_or_texture.type == collada_types.color_or_texture_type.COLOR then
shader:send(color_uniform, color_or_texture.color)
elseif color_or_texture.type == collada_types.color_or_texture_type.TEXTURE then
assert(false)
--shader:send(sampler_uniform, )
else
assert(false)
end
end
function set_instance_material(instance_material)
effect = instance_material.material.effect
if effect.type == collada_types.effect_type.BLINN then
set_color_or_texture(effect.blinn.emission, "emission_color", "emission_sampler");
set_color_or_texture(effect.blinn.ambient, "ambient_color", "ambient_sampler");
set_color_or_texture(effect.blinn.diffuse, "diffuse_color", "diffuse_sampler");
set_color_or_texture(effect.blinn.specular, "specular_color", "specular_sampler");
shader:send("shininess", effect.blinn.shininess);
elseif effect.type == collada_types.effect_type.LAMBERT then
set_color_or_texture(effect.lambert.emission, "emission_color", "emission_sampler");
set_color_or_texture(effect.lambert.ambient, "ambient_color", "ambient_sampler");
set_color_or_texture(effect.lambert.diffuse, "diffuse_color", "diffuse_sampler");
elseif effect.type == collada_types.effect_type.PHONG then
set_color_or_texture(effect.phong.emission, "emission_color", "emission_sampler");
set_color_or_texture(effect.phong.ambient, "ambient_color", "ambient_sampler");
set_color_or_texture(effect.phong.diffuse, "diffuse_color", "diffuse_sampler");
set_color_or_texture(effect.phong.specular, "specular_color", "specular_sampler");
shader:send("shininess", effect.phong.shininess);
elseif effect.type == collada_types.effect_type.CONSTANT then
shader:send("emission_color", effect.constant.color)
else
assert(false)
end
end
function draw_geometry(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
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)
end
end
function draw_node(node_index, node, transform)
if node.type ~= collada_types.node_type.NODE then
return
end
if node.instance_geometries_count == 0 and node.instance_controllers_count == 0 then
return
end
local world = node_instances[node_index].world
transform = world * transform
shader:send("world_transform", "column", world.data)
shader:send("transform", "column", transform.data)
for _, instance_geometry in ipairs(node.instance_geometries) do
draw_geometry(instance_geometry.geometry, instance_geometry.instance_materials)
end
end
function draw_nodes(nodes, transform)
love.graphics.setShader(shader)
shader:send("view_position", {-88.57101, -71.71298, 104.5738, 1.0})
shader:send("light_position", {0.0, -56.804, 58.237, 1.0})
local node_index = 0
for _, node in ipairs(nodes) do
draw_node(node_index, node, transform)
node_index = node_index + 1
end
end
return {
draw_nodes = draw_nodes
}

159
main.lua
View File

@ -8,51 +8,7 @@ local vec3 = _math.vec3
local vec4 = _math.vec4
local scalar = _math.scalar
local scene_test = require 'scene.test.test'
local collada_types = require 'collada_types'
local pixelcode = [[
#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying float PixelId;
uniform sampler2D texture_sampler;
out vec4 outData;
void pixelmain()
{
vec4 texColor = texture(texture_sampler, PixelTexture.xy);
float intensity = min(max(dot(vec3(1, 1, 1), PixelNormal.xyz), 0), 1);
outData = vec4(texColor.xyz * (0.1 + intensity * intensity), 1.0);
}
]]
local vertexcode = [[
#pragma language glsl3
layout (location = 0) in vec4 VertexPosition;
layout (location = 1) in vec4 VertexNormal;
layout (location = 2) in vec4 VertexTexture;
uniform mat4 transform;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying float PixelId;
void vertexmain()
{
PixelNormal = VertexNormal * 0.5 + 0.5;
PixelTexture = VertexTexture;
PixelId = float(gl_VertexID) / (4800 * 3);
love_Position = transform * vec4(VertexPosition.xyz, 1);
}
]]
local shader = love.graphics.newShader(pixelcode, vertexcode)
local collada_scene = require 'collada_scene'
local vertexformat = {
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
@ -89,65 +45,6 @@ function pnt_attribute_list(vertex_buffer, offset)
}
end
local geometries_meshes = {}
function load_geometries(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)
local draw_mode = "triangles"
local mesh = love.graphics.newMesh(attribute_list, draw_mode)
mesh:setIndexBuffer(index_buffer)
geometries_meshes[geometry] = mesh
end
end
local node_instances = {}
function node_world_transform(node)
local world
if node.parent_index >= 0 then
world = node_instances[node.parent_index].world
assert(world ~= nil)
else
world = mat4.identity()
end
for _, transform in ipairs(node.transforms) do
local m
if transform.type == collada_types.transform_type.LOOKAT then
assert(false)
elseif transform.type == collada_types.transform_type.MATRIX then
m = mat4.load_table(transform.matrix)
elseif transform.type == collada_types.transform_type.ROTATE then
local rotate = vec4.load_table(transform.rotate)
local w = rotate.f[3]
m = mat4.rotation_axis(rotate, scalar.convert_to_radians(w))
elseif transform.type == collada_types.transform_type.SCALE then
m = mat4.scaling_from_vector(vec3.load_table(transform.scale))
elseif transform.type == collada_types.transform_type.TRANSLATE then
m = mat4.translation_from_vector(vec3.load_table(transform.translate))
else
assert(false)
end
world = m * world
end
return world
end
function load_node_world_transforms(nodes)
local node_index = 0
for _, node in ipairs(nodes) do
world = node_world_transform(node)
node_instances[node_index] = { world = world }
node_index = node_index + 1
end
end
function love.load(args)
love.window.setMode(1024, 1024, {depth=true})
@ -164,44 +61,6 @@ function love.load(args)
texture = love.graphics.newTexture(image_data)
end
function draw_geometry(geometry)
local base_index_buffer_offset = geometry.mesh.index_buffer_offset / 4
local mesh = geometries_meshes[geometry]
for triangle_index, triangles in pairs(geometry.mesh.triangles) do
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)
end
end
function draw_node(node_index, node, transform)
if node.type ~= collada_types.node_type.NODE then
return
end
if node.instance_geometries_count == 0 and node.instance_controllers_count == 0 then
return
end
local world = node_instances[node_index].world
transform = world * transform
shader:send("transform", "column", transform.data)
for _, instance_geometry in ipairs(node.instance_geometries) do
draw_geometry(instance_geometry.geometry)
end
end
function draw_nodes(nodes, transform)
local node_index = 0
for _, node in ipairs(nodes) do
draw_node(node_index, node, transform)
node_index = node_index + 1
end
end
local rotation = 0.0
function love.draw()
@ -210,10 +69,16 @@ function love.draw()
width, height = love.graphics.getDimensions()
local projection = mat4.perspective_rh(width / width * 0.1,
height / width * 0.1,
-- local projection = mat4.perspective_rh(width / width * 0.1,
-- height / width * 0.1,
-- 0.1,
-- 1000.0)
local aspect_ratio = width / height
local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 / 2),
aspect_ratio,
0.1,
1000.0)
local view = mat4.look_at_rh(vec3(-88.57101, -71.71298, 104.5738),
vec3(-19.90239, -27.72767, 54.6898),
vec3(0, 0, 1))
@ -224,12 +89,6 @@ function love.draw()
local transform = view * projection
shader:send("texture_sampler", texture)
rotation = rotation + 0.01
love.graphics.setShader(shader)
love.graphics.setDepthMode("less", true)
draw_nodes(scene_test.descriptor.nodes, transform)
end

44
pixel.glsl Normal file
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@ -0,0 +1,44 @@
#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
uniform vec4 emission_color;
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec4 specular_color;
uniform float shininess;
uniform vec4 view_position;
uniform vec4 light_position;
//uniform int4 texture_channel;
uniform sampler2D texture_sampler;
out vec4 out_color;
void pixelmain()
{
//vec4 texColor = texture(texture_sampler, PixelTexture.xy);
vec3 normal = normalize(PixelNormal.xyz);
vec3 view_direction = normalize(view_position.xyz - PixelWorldPosition.xyz);
vec3 light_direction = normalize(light_position.xyz - PixelWorldPosition.xyz);
vec3 reflect_light_direction = reflect(-light_direction, normal);
vec3 emission = emission_color.xyz;
vec3 ambient = ambient_color.xyz;
vec3 diffuse = diffuse_color.xyz;
vec3 specular = specular_color.xyz;
float diffuse_intensity = max(dot(normal, light_direction), 0.0);
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
vec3 color = emission * 0;
color += ambient * 0;
color += diffuse * diffuse_intensity;
color += specular * specular_intensity * 0.3;
out_color = vec4(color, 1.0);
}

24
vertex.glsl Normal file
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@ -0,0 +1,24 @@
#pragma language glsl3
layout (location = 0) in vec4 VertexPosition;
layout (location = 1) in vec4 VertexNormal;
layout (location = 2) in vec4 VertexTexture;
uniform mat4 world_transform;
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);
PixelWorldPosition = world_transform * vec4(VertexPosition.xyz, 1);
love_Position = transform * vec4(VertexPosition.xyz, 1);
}