use of org.terasology.rendering.opengl.OpenGLSkeletalMesh in project Terasology by MovingBlocks.
the class SkeletonRenderer method renderOpaque.
@Override
public void renderOpaque() {
Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition();
Quat4f worldRot = new Quat4f();
Vector3f worldPos = new Vector3f();
Quat4f inverseWorldRot = new Quat4f();
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;
}
AABB 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);
inverseWorldRot.inverse(worldRot);
location.getWorldPosition(worldPos);
float worldScale = location.getWorldScale();
aabb = aabb.transform(worldRot, worldPos, worldScale);
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();
worldPositionCameraSpace.sub(worldPos, cameraPosition);
worldPos.y -= skeletalMesh.heightOffset;
Matrix4f matrixCameraSpace = new Matrix4f(worldRot, worldPositionCameraSpace, worldScale);
Matrix4f modelViewMatrix = MatrixUtils.calcModelViewMatrix(worldRenderer.getActiveCamera().getViewMatrix(), matrixCameraSpace);
MatrixUtils.matrixToFloatBuffer(modelViewMatrix, tempMatrixBuffer44);
skeletalMesh.material.setMatrix4("worldViewMatrix", tempMatrixBuffer44, true);
MatrixUtils.matrixToFloatBuffer(MatrixUtils.calcNormalMatrix(modelViewMatrix), tempMatrixBuffer33);
skeletalMesh.material.setMatrix3("normalMatrix", tempMatrixBuffer33, true);
skeletalMesh.material.setFloat("sunlight", worldRenderer.getMainLightIntensityAt(worldPos), true);
skeletalMesh.material.setFloat("blockLight", worldRenderer.getBlockLightIntensityAt(worldPos), true);
List<Vector3f> bonePositions = Lists.newArrayListWithCapacity(skeletalMesh.mesh.getVertexCount());
List<Quat4f> boneRotations = Lists.newArrayListWithCapacity(skeletalMesh.mesh.getVertexCount());
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) {
Vector3f pos = boneLocation.getWorldPosition();
pos.sub(worldPos);
inverseWorldRot.rotate(pos, pos);
bonePositions.add(pos);
Quat4f rot = new Quat4f(inverseWorldRot);
rot.mul(boneLocation.getWorldRotation());
boneRotations.add(rot);
} else {
logger.warn("Unable to resolve bone \"{}\"", bone.getName());
bonePositions.add(new Vector3f());
boneRotations.add(new Quat4f());
}
}
((OpenGLSkeletalMesh) skeletalMesh.mesh).setScaleTranslate(skeletalMesh.scale, skeletalMesh.translate);
((OpenGLSkeletalMesh) skeletalMesh.mesh).render(bonePositions, boneRotations);
}
}
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