collada_scene: draw sci_fi_ship

This commit is contained in:
Zack Buhman 2026-02-26 17:38:39 +00:00
parent 8d8c87c5b0
commit a2f4a31dcf
13 changed files with 3277 additions and 72 deletions

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@ -7,9 +7,12 @@ local scalar = _math.scalar
local collada_types = require 'collada_types' local collada_types = require 'collada_types'
local pixel_data = love.filesystem.newFileData("pixel.glsl") local pixel_data = love.filesystem.newFileData("pixel.glsl")
--local vertex_data = love.filesystem.newFileData("vertex.glsl") local vertex_static_data = love.filesystem.newFileData("vertex_static.glsl")
local vertex_data = love.filesystem.newFileData("skinned_vertex.glsl") local vertex_skinned_data = love.filesystem.newFileData("vertex_skinned.glsl")
local shader = love.graphics.newShader(pixel_data, vertex_data) local shader_static = love.graphics.newShader(pixel_data, vertex_static_data)
local shader_skinned = love.graphics.newShader(pixel_data, vertex_skinned_data)
local current_shader
local images_textures = {} local images_textures = {}
local node_instances = {} local node_instances = {}
@ -19,12 +22,12 @@ local collada_scene
local index_buffer local index_buffer
collada_scene = { collada_scene = {
load_buffers = function() load_buffers = function(idx_path, vtx_path, vjw_path)
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- index buffer -- index buffer
---------------------------------------------------------------------- ----------------------------------------------------------------------
local index_data = love.filesystem.newFileData("scene/noodle/noodle.idx") local index_data = love.filesystem.newFileData(idx_path)
index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" }) index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
---------------------------------------------------------------------- ----------------------------------------------------------------------
@ -36,18 +39,21 @@ collada_scene = {
{ name = 'Normal', format = 'floatvec4' }, { name = 'Normal', format = 'floatvec4' },
{ name = 'Texture', format = 'floatvec4' }, { name = 'Texture', format = 'floatvec4' },
} }
local vtx_data = love.filesystem.newFileData("scene/noodle/noodle.vtx") local vtx_data = love.filesystem.newFileData(vtx_path)
local vtx_shaderstorage_buffer = love.graphics.newBuffer(vtx_format, vtx_data, { shaderstorage = true, usage = "static" }) local vtx_shaderstorage_buffer = love.graphics.newBuffer(vtx_format, vtx_data, { shaderstorage = true, usage = "static" })
local vjw_format = { local vjw_format = {
{ name = 'Joint', format = 'int32vec4' }, { name = 'Joint', format = 'int32vec4' },
{ name = 'Weight', format = 'floatvec4' }, { name = 'Weight', format = 'floatvec4' },
} }
local vjw_data = love.filesystem.newFileData("scene/noodle/noodle.vjw") shader_static:send("VertexPNTLayout", vtx_shaderstorage_buffer)
local vjw_shaderstorage_buffer = love.graphics.newBuffer(vjw_format, vjw_data, { shaderstorage = true, usage = "static" }) shader_skinned:send("VertexPNTLayout", vtx_shaderstorage_buffer)
shader:send("VertexPNTLayout", vtx_shaderstorage_buffer) local vjw_data = love.filesystem.newFileData(vjw_path)
shader:send("VertexJWLayout", vjw_shaderstorage_buffer) if vjw_data:getSize() ~= 0 then
local vjw_shaderstorage_buffer = love.graphics.newBuffer(vjw_format, vjw_data, { shaderstorage = true, usage = "static" })
shader_skinned:send("VertexJWLayout", vjw_shaderstorage_buffer)
end
end, end,
load_images = function(base_path, images) load_images = function(base_path, images)
@ -65,9 +71,9 @@ collada_scene = {
set_color_or_texture = function(color_or_texture, color_uniform, sampler_uniform) set_color_or_texture = function(color_or_texture, color_uniform, sampler_uniform)
if color_or_texture.type == collada_types.color_or_texture_type.COLOR then if color_or_texture.type == collada_types.color_or_texture_type.COLOR then
shader:send(color_uniform, color_or_texture.color) current_shader:send(color_uniform, color_or_texture.color)
elseif color_or_texture.type == collada_types.color_or_texture_type.TEXTURE then elseif color_or_texture.type == collada_types.color_or_texture_type.TEXTURE then
shader:send(sampler_uniform, images_textures[color_or_texture.texture.image_index]) current_shader:send(sampler_uniform, images_textures[color_or_texture.texture.image_index])
else else
assert(false) assert(false)
end end
@ -81,7 +87,7 @@ collada_scene = {
collada_scene.set_color_or_texture(effect.blinn.ambient, "ambient_color", "ambient_sampler"); collada_scene.set_color_or_texture(effect.blinn.ambient, "ambient_color", "ambient_sampler");
collada_scene.set_color_or_texture(effect.blinn.diffuse, "diffuse_color", "diffuse_sampler"); collada_scene.set_color_or_texture(effect.blinn.diffuse, "diffuse_color", "diffuse_sampler");
collada_scene.set_color_or_texture(effect.blinn.specular, "specular_color", "specular_sampler"); collada_scene.set_color_or_texture(effect.blinn.specular, "specular_color", "specular_sampler");
shader:send("shininess", effect.blinn.shininess); current_shader:send("shininess", effect.blinn.shininess);
elseif effect.type == collada_types.effect_type.LAMBERT then elseif effect.type == collada_types.effect_type.LAMBERT then
collada_scene.set_color_or_texture(effect.lambert.emission, "emission_color", "emission_sampler"); collada_scene.set_color_or_texture(effect.lambert.emission, "emission_color", "emission_sampler");
collada_scene.set_color_or_texture(effect.lambert.ambient, "ambient_color", "ambient_sampler"); collada_scene.set_color_or_texture(effect.lambert.ambient, "ambient_color", "ambient_sampler");
@ -91,9 +97,9 @@ collada_scene = {
collada_scene.set_color_or_texture(effect.phong.ambient, "ambient_color", "ambient_sampler"); collada_scene.set_color_or_texture(effect.phong.ambient, "ambient_color", "ambient_sampler");
collada_scene.set_color_or_texture(effect.phong.diffuse, "diffuse_color", "diffuse_sampler"); collada_scene.set_color_or_texture(effect.phong.diffuse, "diffuse_color", "diffuse_sampler");
collada_scene.set_color_or_texture(effect.phong.specular, "specular_color", "specular_sampler"); collada_scene.set_color_or_texture(effect.phong.specular, "specular_color", "specular_sampler");
shader:send("shininess", effect.phong.shininess); current_shader:send("shininess", effect.phong.shininess);
elseif effect.type == collada_types.effect_type.CONSTANT then elseif effect.type == collada_types.effect_type.CONSTANT then
shader:send("emission_color", effect.constant.color) current_shader:send("emission_color", effect.constant.color)
else else
assert(false) assert(false)
end end
@ -104,7 +110,7 @@ collada_scene = {
instance_material.diffuse.input_set, instance_material.diffuse.input_set,
instance_material.specular.input_set, instance_material.specular.input_set,
} }
shader:send("texture_channel", texture_channel) current_shader:send("texture_channel", texture_channel)
end, end,
draw_geometry = function(geometry, instance_materials) draw_geometry = function(geometry, instance_materials)
@ -119,7 +125,7 @@ collada_scene = {
local index_count = triangles.count * 3 local index_count = triangles.count * 3
local vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3) local vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3)
shader:send("VertexPNTOffset", vertex_offset) current_shader:send("VertexPNTOffset", vertex_offset)
love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset) love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset)
end end
end, end,
@ -142,9 +148,9 @@ collada_scene = {
local index_count = triangles.count * 3 local index_count = triangles.count * 3
local mesh_vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3) local mesh_vertex_offset = mesh.vertex_buffer_offset / (4 * 4 * 3)
shader:send("VertexPNTOffset", mesh_vertex_offset) current_shader:send("VertexPNTOffset", mesh_vertex_offset)
local skin_vertex_offset = skin.vertex_buffer_offset / (4 * 4 * 2) local skin_vertex_offset = skin.vertex_buffer_offset / (4 * 4 * 2)
shader:send("VertexJWOffset", skin_vertex_offset) current_shader:send("VertexJWOffset", skin_vertex_offset)
love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset) love.graphics.drawFromShader(index_buffer, index_count, 1, 1 + index_offset)
end end
@ -168,17 +174,17 @@ collada_scene = {
--joints[1].data, --joints[1].data,
--joints[2].data, --joints[2].data,
--joints[3].data) --joints[3].data)
shader:send("Joints", "column", current_shader:send("Joints", "column",
mat4.store_table(joints[1]), mat4.store_table(joints[1]),
mat4.store_table(joints[2]), mat4.store_table(joints[2]),
mat4.store_table(joints[3])) mat4.store_table(joints[3]))
collada_scene.draw_skin(instance_controller.controller.skin, collada_scene.draw_skin(instance_controller.controller.skin,
instance_controller.instance_materials) instance_controller.instance_materials)
end end
end, end,
draw_node = function(node_state, node, node_instance, transform) draw_node = function(view_position, light_position, node_state, node, node_instance, transform)
if node.type ~= collada_types.node_type.NODE then if node.type ~= collada_types.node_type.NODE then
return return
end end
@ -189,22 +195,38 @@ collada_scene = {
local world = node_instance.world local world = node_instance.world
transform = world * transform transform = world * transform
shader:send("world_transform", "column", world.data)
shader:send("transform", "column", transform.data)
collada_scene.draw_instance_geometries(node.instance_geometries) if node.instance_geometries_count > 0 then
collada_scene.draw_instance_controllers(node_state, node.instance_controllers) current_shader = shader_static
love.graphics.setShader(current_shader)
current_shader:send("view_position", view_position)
current_shader:send("light_position", light_position)
current_shader:send("world_transform", "column", world.data)
current_shader:send("transform", "column", transform.data)
collada_scene.draw_instance_geometries(node.instance_geometries)
end
if node.instance_controllers_count > 0 then
current_shader = shader_skinned
love.graphics.setShader(current_shader)
current_shader:send("view_position", view_position)
current_shader:send("light_position", light_position)
current_shader:send("world_transform", "column", world.data)
current_shader:send("transform", "column", transform.data)
collada_scene.draw_instance_controllers(node_state, node.instance_controllers)
end
end, end,
draw_nodes = function(node_state, transform) draw_nodes = function(node_state, transform)
love.graphics.setShader(shader) local view_position = {-630.43401, -528.53392, 474.3912, 1.0}
shader:send("view_position", {-88.57101, -71.71298, 104.5738, 1.0}) local light_position = {-403.649, -165.804, 317.237, 1.0}
shader:send("light_position", {-26.649, -56.804, 58.237, 1.0})
local node_index = 0 local node_index = 0
for _, node in ipairs(node_state.nodes) do for _, node in ipairs(node_state.nodes) do
local node_instance = node_state.node_instances[node_index] local node_instance = node_state.node_instances[node_index]
collada_scene.draw_node(node_state, node, node_instance, transform) collada_scene.draw_node(view_position, light_position, node_state, node, node_instance, transform)
node_index = node_index + 1 node_index = node_index + 1
end end
end, end,

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@ -13,16 +13,21 @@ local collada_scene_node_state = require 'collada_scene.node_state'
local scene_test = require 'scene.test.test' local scene_test = require 'scene.test.test'
local scene_noodle = require 'scene.noodle.noodle' local scene_noodle = require 'scene.noodle.noodle'
local scene_sci_fi_ship = require 'scene.sci_fi_ship.sci_fi_ship'
local node_state local node_state
function love.load(args) function love.load(args)
love.window.setMode(1024, 1024, {depth=true}) love.window.setMode(1024, 1024, {depth=true})
collada_scene.load_buffers() local scene = scene_sci_fi_ship
collada_scene.load_images("scene/noodle", scene_noodle.descriptor.images)
node_state = collada_scene_node_state(scene_noodle.descriptor.nodes) local idx_path = "scene/sci_fi_ship/sci_fi_ship.idx"
local vtx_path = "scene/sci_fi_ship/sci_fi_ship.vtx"
local vjw_path = "scene/sci_fi_ship/sci_fi_ship.vjw"
collada_scene.load_buffers(idx_path, vtx_path, vjw_path)
collada_scene.load_images("scene/sci_fi_ship", scene.descriptor.images)
node_state = collada_scene_node_state(scene.descriptor.nodes)
end end
local rotation = 0.0 local rotation = 0.0
@ -35,12 +40,12 @@ function love.draw()
width, height = love.graphics.getDimensions() width, height = love.graphics.getDimensions()
local aspect_ratio = width / height local aspect_ratio = width / height
local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45), local projection = mat4.perspective_fov_rh(scalar.convert_to_radians(45 * 0.5),
aspect_ratio, aspect_ratio,
0.1, 0.1,
1000.0) 10000.0)
local view = mat4.look_at_rh(vec3(-54.43401, -35.53392, 57.3912), local view = mat4.look_at_rh(vec3(-630.43401, -528.53392, 474.3912),
vec3(0.0, 0.0, 13.41141), vec3(0.0, 0.0, 13.41141),
vec3(0, 0, 1)) vec3(0, 0, 1))

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@ -57,7 +57,7 @@ void pixelmain()
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess); float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
vec3 color = emission.xyz * 0; vec3 color = emission.xyz * 0;
color += ambient.xyz * 0; color += ambient.xyz * 0.05;
color += diffuse.xyz * diffuse_intensity; color += diffuse.xyz * diffuse_intensity;
color += specular.xyz * specular_intensity * 0.3; color += specular.xyz * specular_intensity * 0.3;

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@ -0,0 +1,4 @@
RES_SCENES_SCI_FI_SHIP_VTX RCDATA "sci_fi_ship.vtx"
RES_SCENES_SCI_FI_SHIP_VJW RCDATA "sci_fi_ship.vjw"
RES_SCENES_SCI_FI_SHIP_IDX RCDATA "sci_fi_ship.idx"

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@ -1,33 +0,0 @@
#pragma language glsl4
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;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
void vertexmain()
{
vertex_t Vertex = VertexBuffer[VertexOffset + gl_VertexID];
PixelNormal = world_transform * vec4(Vertex.Normal.xyz, 0);
PixelTexture = Vertex.Texture;
PixelWorldPosition = world_transform * vec4(Vertex.Position.xyz, 1);
love_Position = transform * vec4(Vertex.Position.xyz, 1);
}

33
vertex_static.glsl Normal file
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@ -0,0 +1,33 @@
#pragma language glsl4
struct vertex_t {
vec4 Position;
vec4 Normal;
vec4 Texture;
};
layout (std430) readonly buffer VertexPNTLayout
{
vertex_t VertexPNTBuffer[];
};
uniform int VertexPNTOffset;
uniform mat4 world_transform;
uniform mat4 transform;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
void vertexmain()
{
vertex_t VertexPNT = VertexPNTBuffer[VertexPNTOffset + gl_VertexID];
PixelNormal = world_transform * vec4(VertexPNT.Normal.xyz, 0);
PixelTexture = VertexPNT.Texture;
PixelWorldPosition = world_transform * vec4(VertexPNT.Position.xyz, 1);
love_Position = transform * vec4(VertexPNT.Position.xyz, 1);
}