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loadmodel.lua
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loadmodel.lua
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--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
-- file: loadmodel.lua
-- brief: utilities for the custom lua 3d model format
-- author: Dave Rodgers
--
-- Copyright (C) 2007.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local insert = table.insert
local debug = 1
--------------------------------------------------------------------------------
local currMat = nil
local defMat = {
ambient = { 0.2, 0.2, 0.2, 1.0 },
diffuse = { 0.8, 0.8, 0.8, 1.0 },
emission = { 0.0, 0.0, 0.0, 1.0 },
specular = { 0.0, 0.0, 0.0, 1.0 },
shininess = 0.0,
texture = "",
lighting = true
}
local function SanitizeMaterial(mat)
for k,v in pairs(defMat) do
if (mat[k] == nil) then
mat[k] = v
end
if ((type(v) == "table") and (mat[k][4] == nil)) then
mat[k][4] = 1.0 -- make the colors r/g/b/A
end
end
end
--------------------------------------------------------------------------------
local function AlmostEqual(a, b)
return (math.abs(a - b) < 0.001)
end
local function SameColor(a, b)
if (AlmostEqual(a[1], b[1]) and
AlmostEqual(a[2], b[2]) and
AlmostEqual(a[3], b[3]) and
AlmostEqual(a[4], b[4])) then
return true
end
return false
end
local function CompareColor(a, b)
if (not AlmostEqual(a[1], b[1])) then return (a[1] < b[1]) and -1 or 1 end
if (not AlmostEqual(a[2], b[2])) then return (a[2] < b[2]) and -1 or 1 end
if (not AlmostEqual(a[3], b[3])) then return (a[3] < b[3]) and -1 or 1 end
if (not AlmostEqual(a[4], b[4])) then return (a[4] < b[4]) and -1 or 1 end
return 0
end
local function CompareMaterials(matPairA, matPairB)
local matA = matPairA[1]
local matB = matPairB[1]
local alphaA = matA.diffuse[4]
local alphaB = matB.diffuse[4]
if (not AlmostEqual(alphaA, alphaB)) then return (alphaA > alphaB) end
if (matA.texture < matB.texture) then return false end
if (matA.texture > matB.texture) then return true end
if (matA.lighting ~= matB.lighting) then return matA.lighting end
if (matA.lighting) then
if (not AlmostEqual(matA.shininess, matB.shininess)) then
return (matA.shininess < matB.shininess)
end
local cmpAmbient = CompareColor(matA.ambient, matB.ambient)
if (cmpAmbient ~= 0) then return (cmpAmbient > 0) end
local cmpDiffuse = CompareColor(matA.diffuse, matB.diffuse)
if (cmpDiffuse ~= 0) then return (cmpDiffuse > 0) end
local cmpSpecular = CompareColor(matA.specular, matB.specular)
if (cmpSpecular ~= 0) then return (cmpSpecular > 0) end
local cmpEmission = CompareColor(matA.emission, matB.emission)
if (cmpEmission ~= 0) then return (cmpEmission > 0) end
end
return false
end
local function SortMaterials(obj, mats)
local sorted = {}
for matname in pairs(obj.mats) do
local mat = mats[matname]
if (mat == nil) then
mat = defMat
end
insert(sorted, { mat, matname })
end
table.sort(sorted, CompareMaterials)
if (debug > 0) then
for k,v in ipairs(sorted) do
print(k, v[2])
end
end
return sorted
end
local function SetupMaterial(mat, useDepthMask)
if (currmat == nil) then
-- set all our states
if (mat.texture ~= "") then
gl.Texture(mat.texture)
else
gl.Texture(false)
end
if (useDepthMask) then
gl.DepthMask(mat.diffuse[4] >= 1.0)
end
gl.Lighting(mat.lighting)
if (not mat.lighting) then
gl.Color(mat.diffuse)
else
gl.Material({
ambient = mat.ambient,
diffuse = mat.diffuse,
specular = mat.specular,
emission = mat.emission,
shininess = mat.shininess
})
end
currmat = mat
return
end
if (mat.texture ~= currmat.texture) then
if (mat.texture ~= "") then
gl.Texture(mat.texture)
else
gl.Texture(false)
end
end
if (useDepthMask) then
local next = (mat.diffuse[4] >= 1.0)
local curr = (currmat.diffuse[4] >= 1.0)
if (next ~= curr) then
gl.DepthMask(next)
end
end
if (mat.lighting ~= currmat.lighting) then
gl.Lighting(mat.lighting)
end
if (not mat.lighting) then
if ((currmat.lighting) or
(not SameColor(currmat.diffuse, mat.diffuse))) then
gl.Color(mat.diffuse)
end
else
changeAll = (not currmat.lighting)
local changes = {}
if (changeAll or (not SameColor(currmat.ambient, mat.ambient))) then
changes.ambient = mat.ambient
end
if (changeAll or (not SameColor(currmat.diffuse, mat.diffuse))) then
changes.diffuse = mat.diffuse
end
if (changeAll or (not SameColor(currmat.specular, mat.specular))) then
changes.specular = mat.specular
end
if (changeAll or (not SameColor(currmat.emission, mat.emission))) then
changes.emission = mat.emission
end
if (changeAll or (not AlmostEqual(currmat.shininess, mat.shininess))) then
changes.shininess = mat.shininess
end
gl.Material(changes)
end
currmat = mat
end
local function SetParam(index, array, name, elem)
if ((index == nil) or (index <= 0)) then
return
end
local data = array[index]
if (data == nil) then
print("indexing error: " .. index .. "[" .. name .. "]")
else
elem[name] = data
end
end
local function DrawObject(obj, mats, v, t, n, c, noMaterials, noDepthMask)
currmat = nil
if (debug > 0) then print("obj.name = " .. obj.name) end
local sortedMats = SortMaterials(obj, mats)
for _,matPair in ipairs(sortedMats) do
local mat = matPair[1]
local matname = matPair[2]
local faces = obj.mats[matname]
if (not noMaterials) then
SetupMaterial(mat, not noDepthMask)
end
local glBeginEnd = gl.BeginEnd
local glVertex = gl.Vertex
local glNormal = gl.Normal
local glTexCoord = gl.TexCoord
local glColor = gl.Color
for fi,face in ipairs(faces) do
glBeginEnd(GL.TRIANGLE_FAN, function()
for _,elem in ipairs(face) do
local vi, ti, ni, ci = elem[1], elem[2], elem[3], elem[4]
if (ci and (ci > 0)) then glColor (c[ci]) end
if (ni and (ni > 0)) then glNormal (n[ni]) end
if (ti and (ti > 0)) then glTexCoord (t[ti]) end
if (vi and (vi > 0)) then glVertex (v[vi]) end
end
end)
if (debug > 1) then
print("SHAPE: " .. obj.name .. " || " .. matname .. " || face:" .. fi)
for k1,v1 in ipairs(faceTbl) do
print(k1,v1)
for k2,v2 in pairs(v1) do
print(" " .. k2,v2)
for k3,v3 in pairs(v2) do
print(" " .. k3,v3)
end
end
end
end
end
end
return
end
--------------------------------------------------------------------------------
local function Append(old, new)
for _,f in ipairs(new) do
insert(old, f)
end
end
local function MergeObjects(objs)
if (objs == nil) then return nil end
if (objs[1] == nil) then return {} end
local obj = objs[1]
for i,nextobj in ipairs(objs) do
if (i > 1) then
for matname,faces in pairs(nextobj.mats) do
local oldfaces = obj.mats[matname]
if (oldfaces) then
Append(oldfaces, faces)
else
obj.mats[matname] = faces
end
end
end
end
return obj
end
--------------------------------------------------------------------------------
local function LoadModel(data)
local version, objs, mats, v, t, n, c, exts
if (type(data) == 'table') then
version, objs, mats, v, t, n, c, exts = unpack(data)
elseif (type(data) == 'string') then
version, objs, mats, v, t, n, c, exts = include(data)
else
print("bad data passed to LoadModel(string|table)")
return nil
end
if (objs == nil) then
print("LoadModel() failed to load: " .. tostring(data))
return nil
end
-- make sure the materials are valid
for name,mat in pairs(mats) do
SanitizeMaterial(mat)
end
-- cache the counts
local vCount = #v
local tCount = #t
local nCount = #n
local cCount = #c
objs.vCount = vCount
objs.tCount = tCount
objs.nCount = nCount
objs.cCount = cCount
-- setup the draw calls
for _,obj in ipairs(objs) do
local obj = obj
obj.Draw = function(useDepthMask)
return DrawObject(obj, mats, v, t, n, c, useDepthMask)
end
end
-- setup the merge call
objs.Merge = MergeObjects
return objs, mats, v, t, n, c, exts
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
return LoadModel
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------