394 lines
15 KiB
Java
394 lines
15 KiB
Java
package electrosphere.renderer;
|
|
|
|
import electrosphere.renderer.anim.AnimChannel;
|
|
import electrosphere.renderer.anim.Animation;
|
|
import electrosphere.renderer.anim.AnimNode;
|
|
import electrosphere.main.Globals;
|
|
import java.io.File;
|
|
import java.util.ArrayList;
|
|
import java.util.List;
|
|
import java.util.ListIterator;
|
|
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.lwjgl.assimp.AIAnimation;
|
|
import org.lwjgl.assimp.AIBone;
|
|
import org.lwjgl.assimp.AINode;
|
|
|
|
/**
|
|
*
|
|
* @author satellite
|
|
*/
|
|
public class 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;
|
|
public ArrayList<Material> materials;
|
|
public Matrix4f modelMatrix = new Matrix4f();
|
|
ShaderProgram program;
|
|
public Animation currentAnimation;
|
|
public Matrix4f globalInverseTransform;
|
|
|
|
AnimNode root_anim_node;
|
|
|
|
public static Model createModelFromAiscene(AIScene s){
|
|
Model rVal = new Model();
|
|
//
|
|
//set the scene
|
|
//
|
|
rVal.scene = s;
|
|
|
|
//
|
|
//load meshes
|
|
//
|
|
int meshCount = s.mNumMeshes();
|
|
PointerBuffer meshesBuffer = s.mMeshes();
|
|
rVal.meshes = new ArrayList();
|
|
while(meshesBuffer.hasRemaining()){
|
|
Mesh currentMesh = Mesh.create_mesh_from_aimesh(AIMesh.create(meshesBuffer.get()));
|
|
rVal.meshes.add(currentMesh);
|
|
currentMesh.parent = rVal;
|
|
}
|
|
//
|
|
//register bones
|
|
//
|
|
rVal.bones = new ArrayList();
|
|
rVal.boneMap = new HashMap();
|
|
meshesBuffer.rewind();
|
|
while(meshesBuffer.hasRemaining()){
|
|
AIMesh currentMeshData = AIMesh.createSafe(meshesBuffer.get());
|
|
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();
|
|
rVal.boneMap = new HashMap();
|
|
rVal.node_map = new HashMap();
|
|
while(meshIterator.hasNext()){
|
|
Mesh currentMesh = meshIterator.next();
|
|
Iterator<Bone> boneIterator = currentMesh.bones.iterator();
|
|
ArrayList<Bone> to_remove_queue = new ArrayList();
|
|
ArrayList<Bone> to_add_queue = new ArrayList();
|
|
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.convertAIMatrix(rootNode.mTransformation());
|
|
// 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();
|
|
for(int i = 0; i < animCount; i++){
|
|
rVal.animations.add(new Animation(AIAnimation.create(animBuffer.get(i)), i));
|
|
}
|
|
//
|
|
//Load materials
|
|
//
|
|
if(s.mNumMaterials() > 0){
|
|
rVal.materials = new ArrayList();
|
|
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 Matrix4f();
|
|
program = null;
|
|
currentAnimation = null;
|
|
globalInverseTransform = null;
|
|
}
|
|
|
|
public void free() {
|
|
aiReleaseImport(scene);
|
|
scene = null;
|
|
meshes = null;
|
|
}
|
|
|
|
public void draw(boolean setShader, boolean bufferStandardUniforms, boolean bufferNonStandardUniforms, boolean useMaterial, boolean useShadowMap, boolean setBones, boolean useLight){
|
|
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();
|
|
currentMesh.complexDraw(setShader, bufferStandardUniforms, bufferNonStandardUniforms, useMaterial, useShadowMap, setBones, useLight);
|
|
}
|
|
}
|
|
|
|
|
|
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){
|
|
currentAnimation.timeCurrent = 0;
|
|
Iterator<AnimChannel> channelIterator = currentAnimation.channels.iterator();
|
|
while(channelIterator.hasNext()){
|
|
AnimChannel currentChannel = channelIterator.next();
|
|
currentChannel.rewind();
|
|
}
|
|
}
|
|
}
|
|
|
|
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.nodeID);
|
|
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 update_node_transform(AnimNode n){
|
|
if(n.parent != null){
|
|
n.transform = new Matrix4f(n.parent.transform);
|
|
} else {
|
|
n.transform = new Matrix4f();
|
|
}
|
|
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 target_bone = boneMap.get(n.id);
|
|
n.transform = n.transform.mul(target_bone.deform);
|
|
Matrix4f bone_matrix = new Matrix4f(n.transform).mul(target_bone.inverseBindPoseMatrix);
|
|
bone_matrix = new Matrix4f(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);
|
|
}
|
|
}
|
|
|
|
|
|
public void drawForDepthBuffer(){
|
|
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();
|
|
currentMesh.setUniform("model", modelMatrix);
|
|
if(currentMesh.hasBones){
|
|
currentMesh.complexDraw(false, false, true, false, false, true, false);
|
|
} else {
|
|
currentMesh.setUniform("hasBones", 0);
|
|
currentMesh.complexDraw(false, false, true, false, false, false, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void drawUI(){
|
|
for(Mesh m : meshes){
|
|
m.complexDraw(true, false, true, true, false, false, false);
|
|
}
|
|
}
|
|
|
|
public void drawFramebuffer(){
|
|
for(Mesh m : meshes){
|
|
m.complexDraw(true, false, true, false, false, false, false);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|