Renderer/src/main/java/electrosphere/renderer/Model.java
austin 9407c13217
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Java

package electrosphere.renderer;
import electrosphere.renderer.actor.ActorAnimationMask;
import electrosphere.renderer.actor.ActorBoneRotator;
import electrosphere.renderer.actor.ActorMeshMask;
import electrosphere.renderer.actor.ActorShaderMask;
import electrosphere.renderer.actor.ActorStaticMorph;
import electrosphere.renderer.actor.ActorTextureMask;
import electrosphere.renderer.anim.AnimChannel;
import electrosphere.renderer.anim.Animation;
import electrosphere.renderer.loading.ModelPretransforms;
import electrosphere.renderer.loading.ModelPretransforms.MeshMetadata;
import electrosphere.renderer.anim.AnimNode;
import electrosphere.engine.Globals;
import electrosphere.logger.LoggerInterface;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import java.util.ListIterator;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
import org.lwjgl.PointerBuffer;
import org.lwjgl.assimp.AIMaterial;
import org.lwjgl.assimp.AIMesh;
import org.lwjgl.assimp.AIScene;
import static org.lwjgl.assimp.Assimp.*;
import static org.lwjgl.opengl.ARBVertexBufferObject.*;
import static org.lwjgl.opengl.ARBVertexProgram.*;
import org.lwjgl.opengl.GL11;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL13.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import electrosphere.renderer.texture.TextureMap;
import java.nio.FloatBuffer;
import java.util.HashMap;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Map;
import java.util.Stack;
import org.joml.Quaternionf;
import org.joml.Vector3d;
import org.lwjgl.assimp.AIAnimation;
import org.lwjgl.assimp.AIBone;
import org.lwjgl.assimp.AINode;
/**
*
* @author satellite
*/
public class Model {
boolean is_Ready_To_Display = false;
AIScene scene;
public List<Mesh> meshes;
public ArrayList<Animation> animations;
public ArrayList<Bone> bones;
public HashMap<String,Bone> boneMap;
HashMap<String,Animation> animMap;
public HashMap<String,AnimNode> node_map;
public ArrayList<Material> materials;
public Matrix4d modelMatrix = new Matrix4d();
ShaderProgram program;
Matrix4d globalInverseTransform;
AnimNode root_anim_node;
ActorMeshMask meshMask;
Map<String,ActorShaderMask> shaderMask = new HashMap<String,ActorShaderMask>();
Map<String,ActorTextureMask> textureMap = null;
public static Model createModelFromAiscene(String path, AIScene s){
Model rVal = new Model();
//
//set the scene
//
rVal.scene = s;
ModelPretransforms.ModelMetadata modelMetadata = Globals.modelPretransforms.getModel(path);
ModelPretransforms.GlobalTransform globalTransform = null;
if(modelMetadata != null){
globalTransform = modelMetadata.getGlobalTransform();
}
//
//load meshes
//
int meshCount = s.mNumMeshes();
PointerBuffer meshesBuffer = s.mMeshes();
rVal.meshes = new ArrayList<Mesh>();
while(meshesBuffer.hasRemaining()){
AIMesh aiMesh = AIMesh.create(meshesBuffer.get());
ModelPretransforms.MeshMetadata meshMetadata = null;
if(modelMetadata != null){
meshMetadata = modelMetadata.getMesh(aiMesh.mName().dataString());
}
Mesh currentMesh = Mesh.create_mesh_from_aimesh(aiMesh, meshMetadata);
rVal.meshes.add(currentMesh);
currentMesh.parent = rVal;
}
//
//register bones
//
rVal.bones = new ArrayList<Bone>();
rVal.boneMap = new HashMap<String, Bone>();
meshesBuffer.rewind();
while(meshesBuffer.hasRemaining()){
AIMesh currentMeshData = AIMesh.createSafe(meshesBuffer.get());
LoggerInterface.loggerRenderer.DEBUG("mesh name:" + currentMeshData.mName().dataString());
PointerBuffer boneBuffer = currentMeshData.mBones();
for(int j = 0; j < currentMeshData.mNumBones(); j++){
AIBone currentBone = AIBone.createSafe(boneBuffer.get());
String currentBoneName = currentBone.mName().dataString();
if(!rVal.boneMap.containsKey(currentBoneName)){
Bone boneObject = new Bone(currentBone);
rVal.boneMap.put(currentBoneName, boneObject);
rVal.bones.add(boneObject);
}
}
}
Iterator<Mesh> meshIterator = rVal.meshes.iterator();
rVal.bones = new ArrayList<Bone>();
rVal.boneMap = new HashMap<String,Bone>();
rVal.node_map = new HashMap<String, AnimNode>();
while(meshIterator.hasNext()){
Mesh currentMesh = meshIterator.next();
Iterator<Bone> boneIterator = currentMesh.bones.iterator();
ArrayList<Bone> to_remove_queue = new ArrayList<Bone>();
ArrayList<Bone> to_add_queue = new ArrayList<Bone>();
while(boneIterator.hasNext()){
Bone currentBone = boneIterator.next();
if(!rVal.boneMap.containsKey(currentBone.boneID)){
rVal.bones.add(currentBone);
rVal.boneMap.put(currentBone.boneID, currentBone);
}
}
boneIterator = to_remove_queue.iterator();
while(boneIterator.hasNext()){
currentMesh.bones.remove(boneIterator.next());
}
boneIterator = to_add_queue.iterator();
while(boneIterator.hasNext()){
currentMesh.bones.add(boneIterator.next());
}
}
//
//parse animation nodes and form hierarchy
//
AINode rootNode = s.mRootNode();
rVal.globalInverseTransform = electrosphere.util.Utilities.convertAIMatrixd(rootNode.mTransformation());
if(globalTransform != null){
rVal.globalInverseTransform.scale(globalTransform.getScale());
}
// System.out.println("Global inverse transform");
// System.out.println(globalInverseTransform);
rVal.root_anim_node = rVal.build_anim_node_map(s.mRootNode(),null);
//
//load animations
//
int animCount = s.mNumAnimations();
PointerBuffer animBuffer = s.mAnimations();
rVal.animations = new ArrayList<Animation>();
rVal.animMap = new HashMap<String,Animation>();
for(int i = 0; i < animCount; i++){
Animation newAnim = new Animation(AIAnimation.create(animBuffer.get(i)), i);
rVal.animations.add(newAnim);
rVal.animMap.put(newAnim.name,newAnim);
}
//
//Load materials
//
if(s.mNumMaterials() > 0){
rVal.materials = new ArrayList<Material>();
PointerBuffer material_buffer = s.mMaterials();
while(material_buffer.hasRemaining()){
rVal.materials.add(Material.load_material_from_aimaterial(AIMaterial.create(material_buffer.get())));
}
}
//garbage collect
System.gc();
return rVal;
}
public Model(){
/*
public boolean is_Ready_To_Display = false;
public AIScene scene;
public ArrayList<Mesh> meshes;
public ArrayList<Animation> animations;
public ArrayList<Bone> bones;
public HashMap<String,Bone> boneMap;
public HashMap<String,AnimNode> node_map = new HashMap();
public ArrayList<Material> materials;
public Matrix4f modelMatrix = new Matrix4f().translation(new Vector3f(0,0,0));
ShaderProgram program;
public Animation currentAnimation;
public Matrix4f globalInverseTransform;
*/
scene = null;
meshes = null;
animations = null;
bones = null;
boneMap = null;
node_map = null;
materials = null;
modelMatrix = new Matrix4d();
program = null;
globalInverseTransform = null;
}
public void free() {
aiReleaseImport(scene);
scene = null;
meshes = null;
}
public void draw(RenderPipelineState renderPipelineState){
// if(node_map != null && !node_map.isEmpty()){
// update_node_transform(root_anim_node);
// }
Iterator<Mesh> mesh_Iterator = meshes.iterator();
while(mesh_Iterator.hasNext()){
Mesh currentMesh = mesh_Iterator.next();
if(meshMask == null || (meshMask != null && !meshMask.isBlockedMesh(currentMesh.nodeID))){
//set shader
ShaderProgram original = currentMesh.shader;
ShaderProgram shader = getCorrectShader(shaderMask, currentMesh, currentMesh.shader);
currentMesh.shader = shader;
//set texture mask
if(this.textureMap != null && textureMap.containsKey(currentMesh.nodeID)){
currentMesh.setTextureMask(textureMap.get(currentMesh.nodeID));
}
//draw
currentMesh.complexDraw(renderPipelineState);
//reset texture mask
currentMesh.setTextureMask(null);
//reset shader
currentMesh.shader = original;
}
}
if(meshMask != null){
for(Mesh toDraw : meshMask.getToDrawMeshes()){
toDraw.bones = bones;
toDraw.parent = this;
ShaderProgram original = toDraw.shader;
ShaderProgram shader = getCorrectShader(shaderMask, toDraw, toDraw.shader);
toDraw.shader = shader;
toDraw.complexDraw(renderPipelineState);
toDraw.shader = original;
}
}
}
ShaderProgram getCorrectShader(Map<String,ActorShaderMask> shaderMask, Mesh mesh, ShaderProgram oldShader){
ShaderProgram rVal = oldShader;
if(shaderMask.containsKey(mesh.nodeID)){
ActorShaderMask specificMask = shaderMask.get(mesh.nodeID);
ShaderProgram overwriteShader = null;
if((overwriteShader = Globals.assetManager.fetchShader(specificMask.getVertexShaderPath(), specificMask.getGeometryShaderPath(), specificMask.getFragmentShaderPath())) != null){
// ShaderProgram oldProgram = mesh.shader;
rVal = overwriteShader;
}
}
return rVal;
}
// public void playAnimation(String s){
// this.currentAnimation = null;
// Iterator<Animation> animationIterator = animations.iterator();
// while(animationIterator.hasNext()){
// Animation current_iterator_item = animationIterator.next();
// if(current_iterator_item.name.equals(s)){
// this.currentAnimation = current_iterator_item;
// }
// }
// if(currentAnimation != null){
// // if(s.contains("Walk")){
// // currentAnimation.describeAnimation();
// //// currentAnimation.fullDescribeAnimation();
// // System.exit(0);
// // }
// currentAnimation.timeCurrent = 0;
// Iterator<AnimChannel> channelIterator = currentAnimation.channels.iterator();
// while(channelIterator.hasNext()){
// AnimChannel currentChannel = channelIterator.next();
// currentChannel.rewind();
// }
// }
// }
public void applyAnimationMask(String animationName, double time, List<String> mask){
Animation animationCurrent = animMap.get(animationName);
if(animationCurrent != null){
for(String boneName : mask){
AnimChannel currentChannel = animationCurrent.getChannel(boneName);
Bone currentBone = boneMap.get(currentChannel.getNodeID());
currentChannel.setTime(time);
// System.out.println(currentChannel + " " + currentBone);
if(currentBone != null){
// System.out.println("Applying to bone");
//T * S * R
currentBone.deform = new Matrix4d();
currentBone.deform.translate(currentChannel.getCurrentPosition());
currentBone.deform.rotate(currentChannel.getCurrentRotation());
currentBone.deform.scale(new Vector3d(currentChannel.getCurrentScale()));
}
}
}
}
// public void incrementTime(double time){
// if(currentAnimation != null){
// boolean isDone = currentAnimation.incrementTime(time);
// if(isDone){
// currentAnimation.timeCurrent = 0;
// Iterator<AnimChannel> channelIterator = currentAnimation.channels.iterator();
// while(channelIterator.hasNext()){
// AnimChannel currentChannel = channelIterator.next();
// currentChannel.rewind();
// }
// Iterator<Bone> boneIterator = bones.iterator();
// while(boneIterator.hasNext()){
// Bone currentBone = boneIterator.next();
// currentBone.transform = new Matrix4f();
// }
// currentAnimation = null;
// } else {
// //First we push transformFromParent into deform so that later in the pipeline bones without a current animation take on transformFromParent as their transformation to the hierarchy
// //I BELIEVE this is so that control bones still apply their offset to the hierarchy even when they're not animated :tm:
// //4/5/20
// // Iterator<Bone> boneIterator = bones.iterator();
// // while(boneIterator.hasNext()){
// // Bone currentBone = boneIterator.next();
// //// currentBone.deform = currentBone.transformFromParent;
// // }
// //Once that's done, for every channel we set the corresponding bone's deform to the channels TRS
// Iterator<AnimChannel> channelIterator = currentAnimation.channels.iterator();
// while(channelIterator.hasNext()){
// AnimChannel currentChannel = channelIterator.next();
// currentChannel.incrementTime(time);
// Bone currentBone = boneMap.get(currentChannel.getNodeID());
// if(currentBone != null){
// //T * S * R
// currentBone.deform = new Matrix4f();
// currentBone.deform.translate(currentChannel.getCurrentPosition());
// currentBone.deform.rotate(currentChannel.getCurrentRotation());
// currentBone.deform.scale(currentChannel.getCurrentScale());
// }
// }
// }
// }
// }
public void describeAllAnimations(){
if(animations.size() > 0){
System.out.println("=====================");
System.out.println(animations.size() + " animations available in model!");
Iterator<Animation> animIterator = animations.iterator();
while(animIterator.hasNext()){
Animation currentAnim = animIterator.next();
currentAnim.describeAnimation();
}
}
}
public final AnimNode build_anim_node_map(AINode node, AnimNode parent){
AnimNode node_object = new AnimNode(node.mName().dataString(), parent, node);
node_map.put(node_object.id, node_object);
if(boneMap.containsKey(node_object.id)){
node_object.is_bone = true;
}
int num_children = node.mNumChildren();
for(int i = 0; i < num_children; i++){
AnimNode temp_child = build_anim_node_map(AINode.create(node.mChildren().get(i)),node_object);
// if(boneMap.containsKey(node_object.id)){
// Bone parent_bone = boneMap.get(node_object.id);
// node_object.children.add(temp_child);
// if(boneMap.containsKey(temp_child.id)){
// Bone child_bone = boneMap.get(temp_child.id);
// parent_bone.children.add(child_bone);
// child_bone.parent = parent_bone;
// }
// }
node_object.children.add(temp_child);
}
return node_object;
}
public void updateNodeTransform(Map<String,ActorBoneRotator> boneRotators, ActorStaticMorph staticMorph){
if(this.root_anim_node != null){
update_node_transform(this.root_anim_node,boneRotators,staticMorph);
}
}
void update_node_transform(AnimNode n, Map<String,ActorBoneRotator> boneRotators, ActorStaticMorph staticMorph){
if(n.parent != null){
n.transform = new Matrix4d(n.parent.transform);
} else {
n.transform = new Matrix4d();
}
if(n.is_bone){
/*
Bone bone = boneList.get(j);
Node node = rootNode.findByName(bone.getBoneName());
Matrix4f boneMatrix = Node.getParentTransforms(node, i);
boneMatrix.mul(bone.getOffsetMatrix());
boneMatrix = new Matrix4f(rootTransformation).mul(boneMatrix);
frame.setMatrix(j, boneMatrix);
*/
//
//bone rotators (turrets, hair, etc)
Bone target_bone = boneMap.get(n.id);
n.transform = n.transform.mul(target_bone.deform);
if(boneRotators.containsKey(target_bone.boneID)){
n.transform.rotate(boneRotators.get(target_bone.boneID).getRotation());
}
//
//static morph (changing nose size, eye distance, etc)
Matrix4d bone_matrix = new Matrix4d(n.transform);
if(staticMorph != null && staticMorph.getBoneTransforms(n.id) != null){
bone_matrix.mul(staticMorph.getBoneTransforms(n.id).getTransform());
n.transform.mul(staticMorph.getBoneTransforms(n.id).getTransform());
}
//
//Calculate final offset from initial bone
bone_matrix.mul(target_bone.inverseBindPoseMatrix);
bone_matrix = new Matrix4d(globalInverseTransform).mul(bone_matrix);
target_bone.final_transform = bone_matrix;
// if(!toggled){
// System.out.println(n.id);
// System.out.println("Transform:");
// System.out.println(n.parent.transform);
// System.out.println(target_bone.deform);
// System.out.println(n.transform);
// System.out.println("Final transform:");
// System.out.println(globalInverseTransform);
// System.out.println(n.transform);
// System.out.println(target_bone.inverseBindPoseMatrix);
// System.out.println(target_bone.final_transform);
// System.out.println("\n\n\n\n");
// }
} else {
n.transform = n.transform.mul(electrosphere.util.Utilities.convertAIMatrix(n.raw_data.mTransformation()));
}
Iterator<AnimNode> node_iterator = n.children.iterator();
while(node_iterator.hasNext()){
AnimNode current_node = node_iterator.next();
update_node_transform(current_node,boneRotators,staticMorph);
}
}
public void drawUI(){
for(Mesh m : meshes){
m.complexDraw(Globals.renderingEngine.getRenderPipelineState());
}
}
public void pushUniformToMesh(String meshName, String uniformKey, Object uniform){
for(Mesh m : meshes){
if(m.nodeID.equals(meshName)){
m.setUniform(uniformKey, uniform);
}
}
}
public void listAllBoneIDs(){
for(String id : boneMap.keySet()){
System.out.println(id);
}
}
public Mesh getMesh(String meshName){
for(Mesh mesh : meshes){
if(mesh.nodeID.matches(meshName)){
return mesh;
}
}
return null;
}
public Animation getAnimation(String animName){
return animMap.get(animName);
}
public Map<String,ActorShaderMask> getShaderMask(){
return shaderMask;
}
public void describeHighLevel(){
System.out.println("Meshes: ");
for(Mesh mesh : meshes){
System.out.println(mesh.nodeID);
}
System.out.println("Animations: ");
for(Animation anim : animations){
System.out.println(anim.name);
}
System.out.println("Bones:");
for(Bone bone : bones){
System.out.println(bone.boneID);
}
}
public void setMeshMask(ActorMeshMask meshMask){
this.meshMask = meshMask;
}
public void setTextureMask(Map<String,ActorTextureMask> textureMask){
this.textureMap = textureMask;
}
/**
* Sets the shader program to use drawing the modal
* @param program The shader program
*/
public void setProgram(ShaderProgram program){
this.program = program;
}
/**
* Utility method to attempt overwriting the model's meshes with a new material
* @param material The material
*/
public void tryOverwriteMaterial(Material material){
for(Mesh mesh : meshes){
mesh.setMaterial(material);
}
}
}