use of org.joml.Matrix4f in project Terasology by MovingBlocks.
the class SkeletonRenderer method renderOpaque.
@Override
public void renderOpaque() {
Vector3fc cameraPosition = worldRenderer.getActiveCamera().getPosition();
Quaternionf worldRot = new Quaternionf();
Vector3f worldPos = new Vector3f();
Quaternionf inverseWorldRot = new Quaternionf();
FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16);
FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12);
for (EntityRef entity : entityManager.getEntitiesWith(SkeletalMeshComponent.class, LocationComponent.class)) {
SkeletalMeshComponent skeletalMesh = entity.getComponent(SkeletalMeshComponent.class);
if (skeletalMesh.mesh == null || skeletalMesh.material == null || skeletalMesh.boneEntities == null || !skeletalMesh.material.isRenderable()) {
continue;
}
AABBf aabb;
MeshAnimation animation = skeletalMesh.animation;
if (animation != null) {
aabb = animation.getAabb();
} else {
aabb = skeletalMesh.mesh.getStaticAabb();
}
LocationComponent location = entity.getComponent(LocationComponent.class);
location.getWorldRotation(worldRot);
worldRot.invert(inverseWorldRot);
location.getWorldPosition(worldPos);
float worldScale = location.getWorldScale();
aabb = aabb.transform(new Matrix4f().translationRotateScale(worldPos, worldRot, worldScale), new AABBf());
// Scale bounding box for skeletalMesh.
Vector3f scale = skeletalMesh.scale;
Vector3f aabbCenter = aabb.center(new Vector3f());
Vector3f scaledExtents = aabb.extent(new Vector3f()).mul(scale.x(), scale.y(), scale.z());
aabb = new AABBf(aabbCenter, aabbCenter).expand(scaledExtents);
if (!worldRenderer.getActiveCamera().hasInSight(aabb)) {
continue;
}
skeletalMesh.material.enable();
skeletalMesh.material.setFloat("sunlight", 1.0f, true);
skeletalMesh.material.setFloat("blockLight", 1.0f, true);
skeletalMesh.material.setFloat3("colorOffset", skeletalMesh.color.rf(), skeletalMesh.color.gf(), skeletalMesh.color.bf(), true);
skeletalMesh.material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix());
skeletalMesh.material.bindTextures();
Vector3f worldPositionCameraSpace = new Vector3f();
worldPos.sub(cameraPosition, worldPositionCameraSpace);
worldPositionCameraSpace.y += skeletalMesh.heightOffset;
Matrix4f matrixCameraSpace = new Matrix4f().translationRotateScale(worldPositionCameraSpace, worldRot, worldScale);
Matrix4f modelViewMatrix = worldRenderer.getActiveCamera().getViewMatrix().mul(matrixCameraSpace, new Matrix4f());
modelViewMatrix.get(tempMatrixBuffer44);
skeletalMesh.material.setMatrix4("modelViewMatrix", tempMatrixBuffer44, true);
modelViewMatrix.normal(new Matrix3f()).get(tempMatrixBuffer33);
skeletalMesh.material.setMatrix3("normalMatrix", tempMatrixBuffer33, true);
skeletalMesh.material.setFloat("sunlight", worldRenderer.getMainLightIntensityAt(worldPos), true);
skeletalMesh.material.setFloat("blockLight", worldRenderer.getBlockLightIntensityAt(worldPos), true);
Matrix4f[] boneTransforms = new Matrix4f[skeletalMesh.mesh.getBones().size()];
for (Bone bone : skeletalMesh.mesh.getBones()) {
EntityRef boneEntity = skeletalMesh.boneEntities.get(bone.getName());
if (boneEntity == null) {
boneEntity = EntityRef.NULL;
}
LocationComponent boneLocation = boneEntity.getComponent(LocationComponent.class);
if (boneLocation != null) {
Matrix4f boneTransform = new Matrix4f();
boneLocation.getRelativeTransform(boneTransform, entity);
boneTransform.mul(bone.getInverseBindMatrix());
boneTransforms[bone.getIndex()] = boneTransform.transpose();
} else {
logger.warn("Unable to resolve bone \"{}\"", bone.getName());
boneTransforms[bone.getIndex()] = new Matrix4f();
}
}
((OpenGLSkeletalMesh) skeletalMesh.mesh).setScaleTranslate(skeletalMesh.scale, skeletalMesh.translate);
((OpenGLSkeletalMesh) skeletalMesh.mesh).render(Arrays.asList(boneTransforms));
}
}
use of org.joml.Matrix4f in project Terasology by MovingBlocks.
the class SkeletonRenderer method renderOverlay.
@Override
public void renderOverlay() {
if (config.getRendering().getDebug().isRenderSkeletons()) {
meshData.reallocate(0, 0);
meshData.indices.rewind();
meshData.position.rewind();
meshData.color0.rewind();
Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition();
Matrix4f relMat = new Matrix4f();
Matrix4f relFinal = new Matrix4f();
Matrix4f entityTransform = new Matrix4f();
Matrix4f result = new Matrix4f();
Vector3f currentPos = new Vector3f();
int index = 0;
for (EntityRef entity : entityManager.getEntitiesWith(SkeletalMeshComponent.class, LocationComponent.class)) {
SkeletalMeshComponent skeletalMesh = entity.getComponent(SkeletalMeshComponent.class);
LocationComponent locationComponent = entity.getComponent(LocationComponent.class);
if (skeletalMesh.boneEntities == null) {
continue;
}
Vector3f location = locationComponent.getWorldPosition(new Vector3f());
Quaternionf rotation = locationComponent.getWorldRotation(new Quaternionf());
// transformation of the entity
entityTransform.translationRotateScale(location, rotation, 1.0f);
// position is referenced around (0,0,0) (worldposition - cameraposition)
Vector3f worldPositionCameraSpace = cameraPosition.negate(new Vector3f());
// same heightOffset is applied to worldPositionCameraSpace from #renderOpaque()
// TODO: resolve repeated logic for transformation applied to bones
worldPositionCameraSpace.y += skeletalMesh.heightOffset;
Matrix4f matrixCameraSpace = new Matrix4f().translationRotateScale(worldPositionCameraSpace, new Quaternionf(), 1.0f);
Matrix4f modelViewMatrix = new Matrix4f(worldRenderer.getActiveCamera().getViewMatrix()).mul(matrixCameraSpace);
material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix());
material.setMatrix4("modelViewMatrix", modelViewMatrix, true);
for (Bone bone : skeletalMesh.mesh.getBones()) {
Bone parentBone = bone.getParent();
EntityRef boneEntity = skeletalMesh.boneEntities.get(bone.getName());
if (parentBone == null) {
continue;
}
// TODO: the position of the bone is de-coupled from the actual translation/scale
EntityRef boneParentEntity = skeletalMesh.boneEntities.get(parentBone.getName());
LocationComponent locCompA = boneEntity.getComponent(LocationComponent.class);
LocationComponent locCompB = boneParentEntity.getComponent(LocationComponent.class);
// need to calculate the relative transformation from the entity to the start of the bone
locCompA.getRelativeTransform(relMat.identity(), entity);
// entityTransform * (scale, translation) * relativeMat * [x,y,z,1]
result.set(entityTransform).mul(relFinal.identity().scale(skeletalMesh.scale).translate(skeletalMesh.translate).mul(relMat)).transformPosition(// get the position of the start of the bone
currentPos.zero());
// the start of the bone
meshData.position.put(currentPos);
// need to calculate the relative transformation from the entity to the connecting bone
locCompB.getRelativeTransform(relMat.identity(), entity);
// entityTransform * (scale, translation) * relativeMat * [x,y,z,1]
result.set(entityTransform).mul(relFinal.identity().scale(skeletalMesh.scale).translate(skeletalMesh.translate).mul(relMat)).transformPosition(// get the position to the connecting bone
currentPos.zero());
// the end of the bone
meshData.position.put(currentPos);
meshData.color0.put(Color.white);
meshData.color0.put(Color.white);
meshData.indices.putAll(new int[] { index, index + 1 });
index += 2;
}
}
GL33.glDepthFunc(GL33.GL_ALWAYS);
material.enable();
mesh.reload(meshData);
mesh.render();
GL33.glDepthFunc(GL33.GL_LEQUAL);
}
}
use of org.joml.Matrix4f in project Terasology by MovingBlocks.
the class MeshRenderer method renderEntitiesByMaterial.
private void renderEntitiesByMaterial(SetMultimap<Material, EntityRef> meshByMaterial) {
Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition();
Quaternionf worldRot = new Quaternionf();
Vector3f worldPos = new Vector3f();
Matrix3f normalMatrix = new Matrix3f();
Matrix4f matrixCameraSpace = new Matrix4f();
Matrix4f modelViewMatrix = new Matrix4f();
FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16);
FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12);
for (Material material : meshByMaterial.keySet()) {
if (material.isRenderable()) {
material.enable();
material.setFloat("sunlight", 1.0f, true);
material.setFloat("blockLight", 1.0f, true);
material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix(), true);
material.bindTextures();
Set<EntityRef> entities = meshByMaterial.get(material);
lastRendered = entities.size();
for (EntityRef entity : entities) {
MeshComponent meshComp = entity.getComponent(MeshComponent.class);
LocationComponent location = entity.getComponent(LocationComponent.class);
if (isHidden(entity, meshComp) || location == null || meshComp.mesh == null) {
continue;
}
Vector3f worldPosition = location.getWorldPosition(new Vector3f());
if (!worldPosition.isFinite() && !isRelevant(entity, worldPosition)) {
continue;
}
if (meshComp.mesh.isDisposed()) {
logger.error("Attempted to render disposed mesh");
continue;
}
worldRot.set(location.getWorldRotation(new Quaternionf()));
worldPos.set(location.getWorldPosition(new Vector3f()));
float worldScale = location.getWorldScale();
Vector3f offsetFromCamera = worldPos.sub(cameraPosition, new Vector3f());
matrixCameraSpace.translationRotateScale(offsetFromCamera, worldRot, worldScale);
AABBf aabb = meshComp.mesh.getAABB().transform(new Matrix4f().translationRotateScale(worldPos, worldRot, worldScale), new AABBf());
if (worldRenderer.getActiveCamera().hasInSight(aabb)) {
modelViewMatrix.set(worldRenderer.getActiveCamera().getViewMatrix()).mul(matrixCameraSpace);
modelViewMatrix.get(tempMatrixBuffer44);
modelViewMatrix.normal(normalMatrix).get(tempMatrixBuffer33);
material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix(), true);
material.setMatrix4("modelViewMatrix", tempMatrixBuffer44, true);
material.setMatrix3("normalMatrix", tempMatrixBuffer33, true);
material.setFloat3("colorOffset", meshComp.color.rf(), meshComp.color.gf(), meshComp.color.bf(), true);
material.setFloat("sunlight", worldRenderer.getMainLightIntensityAt(worldPos), true);
material.setFloat("blockLight", Math.max(worldRenderer.getBlockLightIntensityAt(worldPos), meshComp.selfLuminance), true);
meshComp.mesh.render();
}
}
}
}
}
use of org.joml.Matrix4f in project chunkstories by Hugobros3.
the class AssimpMeshLoader method tomat4.
private Matrix4f tomat4(Mat4 mat4) {
Matrix4f mat = new Matrix4f();
mat.m00(mat4.v00());
mat.m01(mat4.v01());
mat.m02(mat4.v02());
mat.m03(mat4.v03());
mat.m10(mat4.v10());
mat.m11(mat4.v11());
mat.m12(mat4.v12());
mat.m13(mat4.v13());
mat.m20(mat4.v20());
mat.m21(mat4.v21());
mat.m22(mat4.v22());
mat.m23(mat4.v23());
mat.m30(mat4.v30());
mat.m31(mat4.v31());
mat.m32(mat4.v32());
mat.m33(mat4.v33());
mat.transpose();
return mat;
}
use of org.joml.Matrix4f in project chunkstories by Hugobros3.
the class NativeAssimpMesh method tomat4.
private Matrix4f tomat4(AIMatrix4x4 m) {
Matrix4f mat = new Matrix4f();
mat.m00(m.a1());
mat.m01(m.a2());
mat.m02(m.a3());
mat.m03(m.a4());
mat.m10(m.b1());
mat.m11(m.b2());
mat.m12(m.b3());
mat.m13(m.b4());
mat.m20(m.c1());
mat.m21(m.c2());
mat.m22(m.c3());
mat.m23(m.c4());
mat.m30(m.d1());
mat.m31(m.d2());
mat.m32(m.d3());
mat.m33(m.d4());
return mat;
}
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