#include "util/gltf_loader.h" #include "log.h" #include "util/files.h" #include "libs/mikktspace.h" #include "libs/tiny_gltf.h" #include "components/mesh_renderable.h" #include namespace tg = tinygltf; namespace engine::util { static void DecomposeTransform(glm::mat4 transform, glm::vec3& pos, glm::quat& rot, glm::vec3& scale) { // get position pos.x = transform[3][0]; pos.y = transform[3][1]; pos.z = transform[3][2]; // remove position from matrix transform[3][0] = 0.0f; transform[3][1] = 0.0f; transform[3][2] = 0.0f; // get scale scale.x = sqrtf(transform[0][0] * transform[0][0] + transform[0][1] * transform[0][1] + transform[0][2] * transform[0][2]); scale.y = sqrtf(transform[1][0] * transform[1][0] + transform[1][1] * transform[1][1] + transform[1][2] * transform[1][2]); scale.z = sqrtf(transform[2][0] * transform[2][0] + transform[2][1] * transform[2][1] + transform[2][2] * transform[2][2]); // remove scaling from matrix for (int row = 0; row < 3; row++) { transform[0][row] /= scale.x; transform[1][row] /= scale.y; transform[2][row] /= scale.z; } // get rotation rot = glm::quat_cast(transform); } static glm::mat4 MatFromDoubleArray(const std::vector& arr) { glm::mat4 mat{}; for (int i = 0; i < 4; ++i) { mat[i][0] = static_cast(arr[i * 4 + 0]); mat[i][1] = static_cast(arr[i * 4 + 1]); mat[i][2] = static_cast(arr[i * 4 + 2]); mat[i][3] = static_cast(arr[i * 4 + 3]); } return mat; } 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) { static int node_uuid = 0; const glm::mat4 matrix = MatFromDoubleArray(node.matrix); glm::vec3 pos; glm::quat rot; glm::vec3 scale; DecomposeTransform(matrix, pos, rot, scale); engine::Entity entity = app_scene.CreateEntity(std::string("test_node") + std::to_string(node_uuid), parent_entity, pos, rot, scale); if (node.mesh >= 0) { const tg::Mesh& mesh = gl_model.meshes.at(node.mesh); const tg::Primitive& prim = mesh.primitives.front(); // required if (prim.mode != TINYGLTF_MODE_TRIANGLES) throw std::runtime_error("glTF loader only supports triangles!"); const tg::Accessor& indices_accessor = gl_model.accessors.at(prim.indices); // not required. TODO: handle no indices size_t indices_int_size = 0; if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE) indices_int_size = 1; if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) indices_int_size = 2; if (indices_accessor.componentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT) indices_int_size = 4; if (indices_int_size == 0) throw std::runtime_error("GLTF parse error!"); const tg::BufferView& indices_bufferview = gl_model.bufferViews.at(indices_accessor.bufferView); // required for TG const size_t indices_byteoffset = indices_accessor.byteOffset + indices_bufferview.byteOffset; const tg::Buffer& indices_buffer = gl_model.buffers.at(indices_bufferview.buffer); if (indices_int_size != 4) throw std::runtime_error("TODO: handle and support this"); const uint32_t* const indices_data = reinterpret_cast(indices_buffer.data.data() + indices_byteoffset); // in future, let Mesh constructor use spans to avoid unneccesary copy here const std::vector indices(indices_data, indices_data + indices_accessor.count); const tg::Accessor& pos_accessor = gl_model.accessors.at(prim.attributes.at("POSITION")); if (pos_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("Position att. must be float!"); if (pos_accessor.type != 3) throw std::runtime_error("Position att. dim. must be 3!"); const tg::BufferView& pos_bufferview = gl_model.bufferViews.at(pos_accessor.bufferView); const size_t pos_byteoffset = pos_accessor.byteOffset + pos_bufferview.byteOffset; const size_t pos_bytestride = pos_accessor.ByteStride(pos_bufferview); const tg::Buffer& pos_buffer = gl_model.buffers.at(pos_bufferview.buffer); const tg::Accessor& norm_accessor = gl_model.accessors.at(prim.attributes.at("NORMAL")); if (norm_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("Normal att. must be float!"); if (norm_accessor.type != 3) throw std::runtime_error("Normal att. dim. must be 3!"); const tg::BufferView& norm_bufferview = gl_model.bufferViews.at(norm_accessor.bufferView); const size_t norm_byteoffset = norm_accessor.byteOffset + norm_bufferview.byteOffset; const size_t norm_bytestride = norm_accessor.ByteStride(norm_bufferview); const tg::Buffer& norm_buffer = gl_model.buffers.at(norm_bufferview.buffer); const tg::Accessor& uv_accessor = gl_model.accessors.at(prim.attributes.at("TEXCOORD_0")); if (uv_accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) throw std::runtime_error("UV att. must be float!"); if (uv_accessor.type != 2) throw std::runtime_error("UV att. dim. must be 2!"); const tg::BufferView& uv_bufferview = gl_model.bufferViews.at(uv_accessor.bufferView); const size_t uv_byteoffset = uv_accessor.byteOffset + uv_bufferview.byteOffset; const size_t uv_bytestride = uv_accessor.ByteStride(uv_bufferview); const tg::Buffer& uv_buffer = gl_model.buffers.at(uv_bufferview.buffer); std::vector vertices(pos_accessor.count); for (size_t i = 0; i < vertices.size(); ++i) { vertices[i].pos = *reinterpret_cast(&pos_buffer.data[pos_byteoffset + pos_bytestride * i]); vertices[i].norm = *reinterpret_cast(&norm_buffer.data[norm_byteoffset + norm_bytestride * i]); vertices[i].uv = *reinterpret_cast(&uv_buffer.data[uv_byteoffset + uv_bytestride * i]); } // create tangents struct MeshData { engine::Vertex* vertices; const uint32_t* indices; size_t count; }; MeshData meshData{}; meshData.vertices = vertices.data(); meshData.indices = indices.data(); meshData.count = indices.size(); SMikkTSpaceInterface mts_interface{}; mts_interface.m_getNumFaces = [](const SMikkTSpaceContext* pContext) -> int { return static_cast(pContext->m_pUserData)->count / 3; }; mts_interface.m_getNumVerticesOfFace = [](const SMikkTSpaceContext*, const int) -> int { return 3; }; mts_interface.m_getPosition = [](const SMikkTSpaceContext* pContext, float fvPosOut[], const int iFace, const int iVert) -> void { const MeshData* const meshData = static_cast(pContext->m_pUserData); const glm::vec3 pos = meshData->vertices[meshData->indices[iFace * 3 + iVert]].pos; fvPosOut[0] = pos.x; fvPosOut[1] = pos.y; fvPosOut[2] = pos.z; }; mts_interface.m_getNormal = [](const SMikkTSpaceContext* pContext, float fvNormOut[], const int iFace, const int iVert) -> void { const MeshData* const meshData = static_cast(pContext->m_pUserData); const glm::vec3 norm = meshData->vertices[meshData->indices[iFace * 3 + iVert]].norm; fvNormOut[0] = norm.x; fvNormOut[1] = norm.y; fvNormOut[2] = norm.z; }; mts_interface.m_getTexCoord = [](const SMikkTSpaceContext* pContext, float fvTexcOut[], const int iFace, const int iVert) -> void { const MeshData* const meshData = static_cast(pContext->m_pUserData); const glm::vec2 uv = meshData->vertices[meshData->indices[iFace * 3 + iVert]].uv; fvTexcOut[0] = uv.x; fvTexcOut[1] = uv.y; }; mts_interface.m_setTSpaceBasic = [](const SMikkTSpaceContext* pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert) -> void { MeshData* const meshData = static_cast(pContext->m_pUserData); glm::vec4& tangent = meshData->vertices[meshData->indices[iFace * 3 + iVert]].tangent; tangent.x = fvTangent[0]; tangent.y = fvTangent[1]; tangent.z = fvTangent[2]; tangent.w = fSign; }; SMikkTSpaceContext mts_context{}; mts_context.m_pInterface = &mts_interface; mts_context.m_pUserData = &meshData; bool tan_result = genTangSpaceDefault(&mts_context); if (tan_result == false) throw std::runtime_error("Failed to generate tangents!"); auto mesh_comp = app_scene.AddComponent(entity); mesh_comp->mesh = std::make_unique(app_scene.app()->renderer()->GetDevice(), vertices, indices); mesh_comp->material = std::make_unique(app_scene.app()->renderer(), app_scene.app()->GetResource("builtin.fancy")); mesh_comp->material->SetAlbedoTexture(app_scene.app()->GetResource("builtin.white")); mesh_comp->material->SetNormalTexture(app_scene.app()->GetResource("builtin.normal")); } for (const int node : node.children) { CreateNodes(app_scene, gl_scene, gl_model, entity, gl_model.nodes.at(node)); } ++node_uuid; } engine::Entity LoadGLTF(Scene& scene, const std::string& path, bool isStatic) { tg::TinyGLTF loader; tg::Model model; 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; const tg::Scene& s = model.scenes.at(scene_index); const Entity parent = scene.CreateEntity("test_node", 0, glm::vec3{}, glm::quat{glm::one_over_root_two(), glm::one_over_root_two(), 0.0f, 0.0f}); for (int node : s.nodes) { CreateNodes(scene, s, model, parent, model.nodes.at(node)); } return parent; } } // namespace engine::util