195 lines
7.8 KiB
Lua
195 lines
7.8 KiB
Lua
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 pixel_data = love.filesystem.newFileData("pixel.glsl")
|
|
local vertex_data = love.filesystem.newFileData("vertex.glsl")
|
|
local shader = love.graphics.newShader(pixel_data, vertex_data)
|
|
|
|
local images_textures = {}
|
|
local node_instances = {}
|
|
|
|
local collada_scene
|
|
|
|
local index_buffer
|
|
|
|
collada_scene = {
|
|
load_buffers = function()
|
|
----------------------------------------------------------------------
|
|
-- index buffer
|
|
----------------------------------------------------------------------
|
|
|
|
local index_data = love.filesystem.newFileData("scene/test/test.idx")
|
|
index_buffer = love.graphics.newBuffer("uint32", index_data, { index = true, usage = "static" })
|
|
|
|
----------------------------------------------------------------------
|
|
-- 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)
|
|
local image_index = 0
|
|
for _, image in ipairs(images) do
|
|
assert(string.sub(image.uri, 1, 1) == ".")
|
|
path = base_path .. string.sub(image.uri, 2)
|
|
print("load image", path)
|
|
local image_data = love.image.newImageData(path)
|
|
local texture = love.graphics.newTexture(image_data)
|
|
images_textures[image_index] = texture
|
|
image_index = image_index + 1
|
|
end
|
|
end,
|
|
|
|
node_world_transform = function(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,
|
|
|
|
load_node_world_transforms = function(nodes)
|
|
local node_index = 0
|
|
for _, node in ipairs(nodes) do
|
|
world = collada_scene.node_world_transform(node)
|
|
node_instances[node_index] = { world = world }
|
|
node_index = node_index + 1
|
|
end
|
|
end,
|
|
|
|
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
|
|
shader:send(color_uniform, color_or_texture.color)
|
|
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])
|
|
else
|
|
assert(false)
|
|
end
|
|
end,
|
|
|
|
set_instance_material = function(instance_material)
|
|
local effect = instance_material.material.effect
|
|
|
|
if effect.type == collada_types.effect_type.BLINN then
|
|
collada_scene.set_color_or_texture(effect.blinn.emission, "emission_color", "emission_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.specular, "specular_color", "specular_sampler");
|
|
shader:send("shininess", effect.blinn.shininess);
|
|
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.ambient, "ambient_color", "ambient_sampler");
|
|
collada_scene.set_color_or_texture(effect.lambert.diffuse, "diffuse_color", "diffuse_sampler");
|
|
elseif effect.type == collada_types.effect_type.PHONG then
|
|
collada_scene.set_color_or_texture(effect.phong.emission, "emission_color", "emission_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.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
|
|
|
|
local texture_channel = {
|
|
instance_material.emission.input_set,
|
|
instance_material.ambient.input_set,
|
|
instance_material.diffuse.input_set,
|
|
instance_material.specular.input_set,
|
|
}
|
|
shader:send("texture_channel", texture_channel)
|
|
end,
|
|
|
|
draw_geometry = function(geometry, instance_materials)
|
|
local base_index_buffer_offset = geometry.mesh.index_buffer_offset / 4
|
|
|
|
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
|
|
|
|
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,
|
|
|
|
draw_node = function(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
|
|
collada_scene.draw_geometry(instance_geometry.geometry, instance_geometry.instance_materials)
|
|
end
|
|
end,
|
|
|
|
draw_nodes = function(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
|
|
collada_scene.draw_node(node_index, node, transform)
|
|
node_index = node_index + 1
|
|
end
|
|
end,
|
|
}
|
|
|
|
return {
|
|
draw_nodes = collada_scene.draw_nodes,
|
|
load_buffers = collada_scene.load_buffers,
|
|
load_node_world_transforms = collada_scene.load_node_world_transforms,
|
|
load_images = collada_scene.load_images,
|
|
}
|