love-demo/collada_scene.lua

158 lines
5.6 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 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
}