2023-10-02 11:54:37 +00:00
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#include "util/gltf_loader.h"
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#include "log.h"
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#include "util/files.h"
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2023-12-10 20:57:47 +00:00
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#include "libs/mikktspace.h"
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2023-11-28 12:50:55 +00:00
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#include "libs/tiny_gltf.h"
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#include "components/mesh_renderable.h"
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2023-12-10 20:57:47 +00:00
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#include <components/transform.h>
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2023-11-28 12:50:55 +00:00
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namespace tg = tinygltf;
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2023-10-02 11:54:37 +00:00
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namespace engine::util {
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2023-12-10 20:57:47 +00:00
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static void DecomposeTransform(glm::mat4 transform, glm::vec3& pos, glm::quat& rot, glm::vec3& scale)
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{
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// get position
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pos.x = transform[3][0];
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pos.y = transform[3][1];
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pos.z = transform[3][2];
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// remove position from matrix
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transform[3][0] = 0.0f;
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transform[3][1] = 0.0f;
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transform[3][2] = 0.0f;
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// get scale
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scale.x = sqrtf(transform[0][0] * transform[0][0] + transform[0][1] * transform[0][1] + transform[0][2] * transform[0][2]);
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scale.y = sqrtf(transform[1][0] * transform[1][0] + transform[1][1] * transform[1][1] + transform[1][2] * transform[1][2]);
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scale.z = sqrtf(transform[2][0] * transform[2][0] + transform[2][1] * transform[2][1] + transform[2][2] * transform[2][2]);
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// remove scaling from matrix
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for (int row = 0; row < 3; row++) {
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transform[0][row] /= scale.x;
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transform[1][row] /= scale.y;
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transform[2][row] /= scale.z;
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}
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// get rotation
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rot = glm::quat_cast(transform);
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}
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static glm::mat4 MatFromDoubleArray(const std::vector<double>& arr)
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{
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glm::mat4 mat{};
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for (int i = 0; i < 4; ++i) {
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mat[i][0] = static_cast<float>(arr[i * 4 + 0]);
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mat[i][1] = static_cast<float>(arr[i * 4 + 1]);
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mat[i][2] = static_cast<float>(arr[i * 4 + 2]);
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mat[i][3] = static_cast<float>(arr[i * 4 + 3]);
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}
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return mat;
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}
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2023-12-12 09:56:37 +00:00
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static void CreateNodes(engine::Scene& app_scene, const tg::Scene& gl_scene, const tg::Model& gl_model, engine::Entity parent_entity, const tg::Node& node)
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{
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static int node_count = 0;
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int node_uuid = node_count++;
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glm::vec3 pos{0.0f, 0.0f, 0.0f};
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glm::quat rot{0.0f, 0.0f, 0.0f, 1.0f};
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glm::vec3 scale{1.0f, 1.0f, 1.0f};
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if (node.matrix.size() == 16) {
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const glm::mat4 matrix = MatFromDoubleArray(node.matrix);
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DecomposeTransform(matrix, pos, rot, scale);
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}
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else {
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if (node.translation.size() == 3) {
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pos.x = node.translation[0];
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pos.y = node.translation[1];
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pos.z = node.translation[2];
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}
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if (node.rotation.size() == 4) {
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rot.x = node.rotation[0];
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rot.y = node.rotation[1];
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rot.z = node.rotation[2];
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rot.w = node.rotation[3];
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}
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if (node.scale.size() == 3) {
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scale.x = node.scale[0];
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scale.y = node.scale[1];
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scale.z = node.scale[2];
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}
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}
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engine::Entity entity = app_scene.CreateEntity(std::string("test_node") + std::to_string(node_uuid), parent_entity, pos, rot, scale);
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if (node.mesh >= 0) {
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const tg::Mesh& mesh = gl_model.meshes.at(node.mesh);
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const tg::Primitive& prim = mesh.primitives.front(); // required
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if (prim.mode != TINYGLTF_MODE_TRIANGLES) throw std::runtime_error("glTF loader only supports triangles!");
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const tg::Accessor& indices_accessor = gl_model.accessors.at(prim.indices); // not required. TODO: handle no indices
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size_t indices_int_size = 0;
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if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE) indices_int_size = 1;
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if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) indices_int_size = 2;
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if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT) indices_int_size = 4;
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if (indices_int_size == 0) throw std::runtime_error("GLTF parse error!");
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const tg::BufferView& indices_bufferview = gl_model.bufferViews.at(indices_accessor.bufferView); // required for TG
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const size_t indices_byteoffset = indices_accessor.byteOffset + indices_bufferview.byteOffset;
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const tg::Buffer& indices_buffer = gl_model.buffers.at(indices_bufferview.buffer);
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std::unique_ptr<std::vector<uint32_t>> indices = nullptr;
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if (indices_int_size == 4) {
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const uint32_t* const indices_data = reinterpret_cast<const uint32_t*>(indices_buffer.data.data() + indices_byteoffset);
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// in future, let Mesh constructor use spans to avoid unneccesary copy here
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indices = std::make_unique<std::vector<uint32_t>>(indices_data, indices_data + indices_accessor.count);
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}
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else if (indices_int_size == 2) {
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indices = std::make_unique<std::vector<uint32_t>>();
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const uint16_t* const indices_data = reinterpret_cast<const uint16_t*>(indices_buffer.data.data() + indices_byteoffset);
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for (size_t i = 0; i < indices_accessor.count; ++i) {
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indices->push_back(indices_data[i]);
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}
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}
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if (indices == nullptr) {
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throw std::runtime_error("TODO: handle and support this");
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}
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const tg::Accessor& pos_accessor = gl_model.accessors.at(prim.attributes.at("POSITION"));
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if (pos_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("Position att. must be float!");
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if (pos_accessor.type != 3) throw std::runtime_error("Position att. dim. must be 3!");
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const tg::BufferView& pos_bufferview = gl_model.bufferViews.at(pos_accessor.bufferView);
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const size_t pos_byteoffset = pos_accessor.byteOffset + pos_bufferview.byteOffset;
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const size_t pos_bytestride = pos_accessor.ByteStride(pos_bufferview);
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const tg::Buffer& pos_buffer = gl_model.buffers.at(pos_bufferview.buffer);
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const tg::Accessor& norm_accessor = gl_model.accessors.at(prim.attributes.at("NORMAL"));
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if (norm_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("Normal att. must be float!");
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if (norm_accessor.type != 3) throw std::runtime_error("Normal att. dim. must be 3!");
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const tg::BufferView& norm_bufferview = gl_model.bufferViews.at(norm_accessor.bufferView);
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const size_t norm_byteoffset = norm_accessor.byteOffset + norm_bufferview.byteOffset;
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const size_t norm_bytestride = norm_accessor.ByteStride(norm_bufferview);
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const tg::Buffer& norm_buffer = gl_model.buffers.at(norm_bufferview.buffer);
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const tg::Accessor& uv_accessor = gl_model.accessors.at(prim.attributes.at("TEXCOORD_0"));
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if (uv_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("UV att. must be float!");
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if (uv_accessor.type != 2) throw std::runtime_error("UV att. dim. must be 2!");
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const tg::BufferView& uv_bufferview = gl_model.bufferViews.at(uv_accessor.bufferView);
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const size_t uv_byteoffset = uv_accessor.byteOffset + uv_bufferview.byteOffset;
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const size_t uv_bytestride = uv_accessor.ByteStride(uv_bufferview);
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const tg::Buffer& uv_buffer = gl_model.buffers.at(uv_bufferview.buffer);
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bool has_tangents = false;
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if (prim.attributes.contains("TANGENT")) {
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has_tangents = true;
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}
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std::vector<engine::Vertex> vertices(pos_accessor.count);
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// copy everything except tangents
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for (size_t i = 0; i < vertices.size(); ++i) {
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vertices[i].pos = *reinterpret_cast<const glm::vec3*>(&pos_buffer.data[pos_byteoffset + pos_bytestride * i]);
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vertices[i].norm = *reinterpret_cast<const glm::vec3*>(&norm_buffer.data[norm_byteoffset + norm_bytestride * i]);
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vertices[i].uv = *reinterpret_cast<const glm::vec2*>(&uv_buffer.data[uv_byteoffset + uv_bytestride * i]);
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}
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if (has_tangents) {
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const tg::Accessor& tangent_accessor = gl_model.accessors.at(prim.attributes.at("TANGENT"));
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if (tangent_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("Tangent att. must be float!");
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if (tangent_accessor.type != 4) throw std::runtime_error("Tangent att. dim. must be 4!");
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const tg::BufferView& tangent_bufferview = gl_model.bufferViews.at(tangent_accessor.bufferView);
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const size_t tangent_byteoffset = tangent_accessor.byteOffset + tangent_bufferview.byteOffset;
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const size_t tangent_bytestride = tangent_accessor.ByteStride(tangent_bufferview);
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const tg::Buffer& tangent_buffer = gl_model.buffers.at(tangent_bufferview.buffer);
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for (size_t i = 0; i < vertices.size(); ++i) {
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vertices[i].tangent = *reinterpret_cast<const glm::vec4*>(&tangent_buffer.data[tangent_byteoffset + tangent_bytestride * i]);
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}
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}
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else {
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// generate tangents if they're not in the file
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struct MeshData {
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engine::Vertex* vertices;
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const uint32_t* indices;
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size_t count;
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};
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MeshData meshData{};
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meshData.vertices = vertices.data();
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meshData.indices = indices->data();
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meshData.count = indices->size();
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SMikkTSpaceInterface mts_interface{};
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mts_interface.m_getNumFaces = [](const SMikkTSpaceContext* pContext) -> int {
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const MeshData* meshData = static_cast<const MeshData*>(pContext->m_pUserData);
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assert(meshData->count % 3 == 0);
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return meshData->count / 3;
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};
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mts_interface.m_getNumVerticesOfFace = [](const SMikkTSpaceContext*, const int) -> int { return 3; };
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mts_interface.m_getPosition = [](const SMikkTSpaceContext* pContext, float fvPosOut[], const int iFace, const int iVert) -> void {
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const MeshData* const meshData = static_cast<const MeshData*>(pContext->m_pUserData);
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const glm::vec3 pos = meshData->vertices[meshData->indices[iFace * 3 + iVert]].pos;
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fvPosOut[0] = pos.x;
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fvPosOut[1] = pos.y;
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fvPosOut[2] = pos.z;
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};
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mts_interface.m_getNormal = [](const SMikkTSpaceContext* pContext, float fvNormOut[], const int iFace, const int iVert) -> void {
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const MeshData* const meshData = static_cast<const MeshData*>(pContext->m_pUserData);
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const glm::vec3 norm = meshData->vertices[meshData->indices[iFace * 3 + iVert]].norm;
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fvNormOut[0] = norm.x;
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fvNormOut[1] = norm.y;
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fvNormOut[2] = norm.z;
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};
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mts_interface.m_getTexCoord = [](const SMikkTSpaceContext* pContext, float fvTexcOut[], const int iFace, const int iVert) -> void {
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const MeshData* const meshData = static_cast<const MeshData*>(pContext->m_pUserData);
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const glm::vec2 uv = meshData->vertices[meshData->indices[iFace * 3 + iVert]].uv;
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fvTexcOut[0] = uv.x;
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fvTexcOut[1] = uv.y;
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};
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mts_interface.m_setTSpaceBasic = [](const SMikkTSpaceContext* pContext, const float fvTangent[], const float fSign, const int iFace,
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const int iVert) -> void {
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MeshData* const meshData = static_cast<MeshData*>(pContext->m_pUserData);
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glm::vec4& tangent = meshData->vertices[meshData->indices[iFace * 3 + iVert]].tangent;
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tangent.x = fvTangent[0];
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tangent.y = fvTangent[1];
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tangent.z = fvTangent[2];
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tangent.w = fSign;
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};
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SMikkTSpaceContext mts_context{};
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mts_context.m_pInterface = &mts_interface;
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mts_context.m_pUserData = &meshData;
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bool tan_result = genTangSpaceDefault(&mts_context);
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if (tan_result == false) throw std::runtime_error("Failed to generate tangents!");
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}
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auto mesh_comp = app_scene.AddComponent<engine::MeshRenderableComponent>(entity);
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mesh_comp->mesh = std::make_unique<engine::Mesh>(app_scene.app()->renderer()->GetDevice(), vertices, *indices);
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// now get material
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mesh_comp->material = std::make_unique<engine::Material>(app_scene.app()->renderer(), app_scene.app()->GetResource<Shader>("builtin.fancy"));
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mesh_comp->material->SetAlbedoTexture(app_scene.app()->GetResource<Texture>("builtin.white"));
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mesh_comp->material->SetNormalTexture(app_scene.app()->GetResource<Texture>("builtin.normal"));
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if (prim.material >= 0) {
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const tg::Material& mat = gl_model.materials.at(prim.material);
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if (mat.alphaMode != "OPAQUE") {
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LOG_WARN("Non-opaque alpha modes are not supported yet");
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}
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if (mat.doubleSided == true) {
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LOG_WARN("Double-sided materials are not supported yet");
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}
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if (mat.normalTexture.index != -1) {
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if (mat.normalTexture.texCoord == 0) {
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if (mat.normalTexture.scale == 1.0) {
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const tg::Texture& norm_texture = gl_model.textures.at(mat.normalTexture.index);
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if (norm_texture.source != -1) {
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const tg::Image& norm_image = gl_model.images.at(norm_texture.source);
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if (norm_image.as_is == false && norm_image.bits == 8 && norm_image.pixel_type == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE) {
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// create texture on GPU
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mesh_comp->material->SetNormalTexture(std::make_unique<Texture>(app_scene.app()->renderer(), norm_image.image.data(),
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norm_image.width, norm_image.height,
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Texture::Filtering::kAnisotropic, false));
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}
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}
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}
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else {
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LOG_WARN("Normal texture has scaling which is unsupported. Ignoring normal map.");
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}
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}
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else {
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LOG_WARN("Normal texture doesn't specify UV0. Ignoring normal map.");
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}
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}
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if (mat.pbrMetallicRoughness.baseColorTexture.index != -1) {
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if (mat.pbrMetallicRoughness.baseColorTexture.texCoord == 0) {
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const tg::Texture& texture = gl_model.textures.at(mat.pbrMetallicRoughness.baseColorTexture.index);
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if (texture.source != -1) {
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const tg::Image& image = gl_model.images.at(texture.source);
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if (image.as_is == false && image.bits == 8 && image.pixel_type == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE) {
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// create texture on GPU
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mesh_comp->material->SetAlbedoTexture(std::make_unique<Texture>(app_scene.app()->renderer(), image.image.data(), image.width,
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image.height, Texture::Filtering::kAnisotropic, true));
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|
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}
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|
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}
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|
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}
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else {
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|
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LOG_WARN("Color texture doesn't specify UV0. Ignoring.");
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|
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|
}
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|
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}
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}
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2023-12-10 20:57:47 +00:00
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}
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|
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for (const int node : node.children) {
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|
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|
CreateNodes(app_scene, gl_scene, gl_model, entity, gl_model.nodes.at(node));
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|
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|
}
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|
|
|
}
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|
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|
2023-10-02 11:54:37 +00:00
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engine::Entity LoadGLTF(Scene& scene, const std::string& path, bool isStatic)
|
|
|
|
{
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|
|
|
|
2023-11-28 12:50:55 +00:00
|
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|
tg::TinyGLTF loader;
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|
|
|
tg::Model model;
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|
|
|
std::string err, warn;
|
|
|
|
|
|
|
|
loader.SetParseStrictness(tg::ParseStrictness::Strict);
|
|
|
|
|
|
|
|
const bool success = loader.LoadBinaryFromFile(&model, &err, &warn, path);
|
|
|
|
|
|
|
|
if (!warn.empty()) {
|
|
|
|
LOG_WARN("glTF Loader: {}", warn);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!err.empty()) {
|
|
|
|
LOG_ERROR("glTF Loader: {}", err);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!success) {
|
|
|
|
throw std::runtime_error("Failed to load glTF file!");
|
|
|
|
}
|
|
|
|
|
|
|
|
LOG_INFO("Loaded glTF model, contains {} scenes", model.scenes.size());
|
|
|
|
|
|
|
|
// test model loading
|
|
|
|
|
|
|
|
if (model.scenes.size() < 1) {
|
|
|
|
throw std::runtime_error("Need at least 1 scene");
|
|
|
|
}
|
|
|
|
|
|
|
|
int scene_index = 0;
|
|
|
|
if (model.defaultScene != -1) scene_index = model.defaultScene;
|
|
|
|
|
2023-12-10 20:57:47 +00:00
|
|
|
const tg::Scene& s = model.scenes.at(scene_index);
|
2023-11-28 12:50:55 +00:00
|
|
|
|
2023-12-10 20:57:47 +00:00
|
|
|
const Entity parent =
|
|
|
|
scene.CreateEntity("test_node", 0, glm::vec3{}, glm::quat{glm::one_over_root_two<float>(), glm::one_over_root_two<float>(), 0.0f, 0.0f});
|
2023-11-28 12:50:55 +00:00
|
|
|
|
2023-12-10 20:57:47 +00:00
|
|
|
for (int node : s.nodes) {
|
|
|
|
CreateNodes(scene, s, model, parent, model.nodes.at(node));
|
|
|
|
}
|
2023-10-02 11:54:37 +00:00
|
|
|
|
2023-12-10 20:57:47 +00:00
|
|
|
return parent;
|
2023-10-02 11:54:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace engine::util
|