mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-13 14:00:27 +01:00
296 lines
8.1 KiB
C++
296 lines
8.1 KiB
C++
#include "CGLTFMeshFileLoader.h"
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#include "CMeshBuffer.h"
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#include "coreutil.h"
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#include "IAnimatedMesh.h"
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#include "IReadFile.h"
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#include "irrTypes.h"
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#include "path.h"
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#include "S3DVertex.h"
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#include "SAnimatedMesh.h"
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#include "SColor.h"
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#include "SMesh.h"
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#include "vector3d.h"
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#define TINYGLTF_IMPLEMENTATION
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#include <tiny_gltf.h>
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#include <cstddef>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <tuple>
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#include <vector>
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template <class T>
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struct Span
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{
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T* buffer = nullptr;
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std::size_t size = 0;
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};
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class BufferOffset
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{
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public:
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BufferOffset(const std::vector<unsigned char>& buf,
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const std::size_t offset)
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: m_buf(buf)
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, m_offset(offset)
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{
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}
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BufferOffset(const BufferOffset& other, const std::size_t fromOffset)
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: m_buf(other.m_buf)
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, m_offset(other.m_offset + fromOffset)
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{
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}
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unsigned char at(const std::size_t fromOffset) const
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{
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return m_buf.at(m_offset + fromOffset);
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}
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private:
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const std::vector<unsigned char>& m_buf;
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std::size_t m_offset;
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};
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// A helper function to disable tinygltf embedded image loading
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bool dummyImageLoader(tinygltf::Image *a, const int b, std::string *c,
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std::string *d, int e, int f, const unsigned char * g,
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int h, void *user_pointer)
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{
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return false;
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};
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namespace irr
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{
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namespace scene
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{
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static bool tryParseGLTF(io::IReadFile* file, tinygltf::Model& model)
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{
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tinygltf::TinyGLTF loader {};
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// Stop embedded textures from making model fail to load
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loader.SetImageLoader(dummyImageLoader, nullptr);
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std::string err {};
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std::string warn {};
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auto buf = std::make_unique<char[]>(file->getSize());
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file->read(buf.get(), file->getSize());
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if (err != "") {
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return false;
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}
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return loader.LoadASCIIFromString(&model, &err, &warn, buf.get(),
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file->getSize(), "", 1);
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}
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template <class T>
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static T readPrimitive(const BufferOffset& readFrom)
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{
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unsigned char d[sizeof(T)]{};
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for (std::size_t i = 0; i < sizeof(T); ++i) {
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d[i] = readFrom.at(i);
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}
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T dest;
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std::memcpy(&dest, d, sizeof(dest));
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return dest;
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}
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static core::vector2df readVec2DF(const BufferOffset& readFrom)
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{
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return core::vector2df(readPrimitive<float>(readFrom),
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readPrimitive<float>(BufferOffset( readFrom, sizeof(float))));
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}
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static core::vector3df readVec3DF(const BufferOffset& readFrom,
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const float scale = 1.0f)
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{
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// glTF's coordinate system is right-handed, Irrlicht's is left-handed
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// glTF's +Z axis corresponds to Irrlicht's -Z axis
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return core::vector3df(
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scale * readPrimitive<float>(readFrom),
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scale * readPrimitive<float>(BufferOffset(readFrom, sizeof(float))),
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-scale * readPrimitive<float>(BufferOffset(readFrom, 2 *
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sizeof(float))));
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}
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float getScale(const tinygltf::Model& model)
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{
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if (model.nodes[0].scale.size() > 0) {
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return static_cast<float>(model.nodes[0].scale[0]);
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}
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return 1.0f;
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}
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static void copyPositions(const tinygltf::Model& model,
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const Span<video::S3DVertex> vertices, const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[
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model.accessors[accessorId].bufferView];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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float scale = getScale(model);
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for (std::size_t i = 0; i < count; i++) {
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const auto v = readVec3DF(BufferOffset(
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buffer.data, view.byteOffset + (3 * sizeof(float) * i)),scale);
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vertices.buffer[i].Pos = v;
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}
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}
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static void copyNormals(const tinygltf::Model& model,
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const Span<video::S3DVertex> vertices,const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[
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model.accessors[accessorId].bufferView];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; i++) {
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const auto n = readVec3DF(BufferOffset( buffer.data,
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view.byteOffset + 3 * sizeof(float) * i ));
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vertices.buffer[i].Normal = n;
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}
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}
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static void copyTCoords(const tinygltf::Model& model,
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const Span<video::S3DVertex> vertices, const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[
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model.accessors[accessorId].bufferView];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; ++i) {
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const auto t = readVec2DF(BufferOffset(
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buffer.data, view.byteOffset + 2 * sizeof(float) * i));
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vertices.buffer[i].TCoords = t;
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}
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}
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static void getIndices(const tinygltf::Model& model,
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const std::size_t accessorId, std::vector<u16>& indicesBuffer)
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{
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const auto& view = model.bufferViews[
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model.accessors[accessorId].bufferView];
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const auto& modelIndices = model.buffers[view.buffer];
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auto buffOffset = BufferOffset(modelIndices.data, view.byteOffset);
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auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; i++) {
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indicesBuffer[i] = readPrimitive<u16>(BufferOffset(
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buffOffset, i * sizeof(u16)));
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}
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}
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//Returns a tuple of the current counts (current_vertex_index,
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// current_normals_index, current_tcoords_index)
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static void getVertices
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( const tinygltf::Model& model, const std::size_t accessorId,
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Span<video::S3DVertex>& verticesBuffer,
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std::size_t mesh_index, std::size_t primitive_index )
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{
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copyPositions(model, verticesBuffer, accessorId);
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const auto normalsField = model.meshes[mesh_index]
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.primitives[primitive_index].attributes.find("NORMAL");
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if (normalsField != model.meshes[mesh_index]
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.primitives[primitive_index].attributes.end()) {
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copyNormals(model, verticesBuffer, normalsField->second);
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}
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const auto tCoordsField = model.meshes[mesh_index]
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.primitives[primitive_index].attributes.find("TEXCOORD_0");
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if (tCoordsField != model.meshes[mesh_index]
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.primitives[primitive_index].attributes.end()) {
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copyTCoords(model, verticesBuffer, tCoordsField->second);
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}
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}
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CGLTFMeshFileLoader::CGLTFMeshFileLoader() noexcept
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{
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}
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bool CGLTFMeshFileLoader::isALoadableFileExtension(
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const io::path& filename) const
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{
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return core::hasFileExtension(filename, "gltf");
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}
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IAnimatedMesh* CGLTFMeshFileLoader::createMesh(io::IReadFile* file)
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{
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tinygltf::Model model{};
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if (file->getSize() == 0 || !tryParseGLTF(file, model)) {
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return nullptr;
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}
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// Create the base mesh
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SMesh* mesh { new SMesh {} };
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// Iterate models
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for (std::size_t mesh_index = 0;
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mesh_index < model.meshes.size(); mesh_index++) {
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// Iterate primitives
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for (std::size_t primitive_index = 0; primitive_index < model
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.meshes[mesh_index].primitives.size(); primitive_index++) {
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const auto positionAccessorId = model.meshes[mesh_index]
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.primitives[primitive_index].attributes["POSITION"];
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const auto indicesAccessorId = model.meshes[mesh_index]
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.primitives[primitive_index].indices;
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// Creates counts for preallocation
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std::size_t vertices_count = model.accessors[positionAccessorId].count;
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// We must count to create containers for the data
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// Create new buffer for vertices, positions, and normals
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auto* vertexBuffer = new video::S3DVertex[vertices_count]();
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// This is used to copy data into the vertexBuffer
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Span<video::S3DVertex> verticesBuffer{vertexBuffer,vertices_count};
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// Create dynamic indices buffer so it's easier to work with.
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// Preallocate needed resources to boost game startup speed
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std::vector<u16> indicesBuffer(model.accessors[
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indicesAccessorId].count);
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getIndices(model, indicesAccessorId, indicesBuffer);
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getVertices(model, positionAccessorId, verticesBuffer,
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mesh_index, primitive_index);
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// Inverse the order of indices due to the axis of the model being
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// inverted when going from left handed to right handed coordinates
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std::reverse(indicesBuffer.begin(),indicesBuffer.end());
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// Create the mesh buffer
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SMeshBuffer* meshbuf { new SMeshBuffer {} };
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meshbuf->append(vertexBuffer, vertices_count, indicesBuffer.data(),
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indicesBuffer.size());
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mesh->addMeshBuffer(meshbuf);
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}
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}
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// Create the mesh animations
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SAnimatedMesh* animatedMesh { new SAnimatedMesh {} };
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animatedMesh->addMesh(mesh);
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return animatedMesh;
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}
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} // namespace scene
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} // namespace irr
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