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 }