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- /*
- * Copyright (C) 2017-2019 Christopher J. Howard
- *
- * This file is part of Antkeeper Source Code.
- *
- * Antkeeper Source Code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper Source Code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
- */
-
-
- #include "resource-loader.hpp"
- #include "resource-manager.hpp"
- #include "../graphics/vertex-format.hpp"
-
- #include <emergent/emergent.hpp>
- using namespace Emergent;
-
- struct MaterialGroup
- {
- std::string materialName;
- std::uint32_t indexOffset;
- std::uint32_t triangleCount;
- AABB bounds;
- };
-
- enum VertexFlags
- {
- UV = 1,
- TANGENT = 2,
- WEIGHTS = 4
- };
-
- struct ModelData
- {
- std::uint32_t groupCount;
- MaterialGroup* groups;
- std::uint32_t vertexFormat;
- std::uint32_t vertexCount;
- AABB bounds;
- float* vertexData;
- std::uint32_t* indexData;
- };
-
- struct BoneData
- {
- std::string name;
- std::uint16_t parent;
- std::uint16_t childCount;
- std::uint16_t* children;
- Vector3 translation;
- Quaternion rotation;
- float length;
- };
-
- struct KeyframeData
- {
- float time;
- Transform transform;
- };
-
- struct ChannelData
- {
- std::uint16_t id;
- std::uint16_t keyframeCount;
- KeyframeData* keyframes;
- };
-
- struct AnimationData
- {
- std::string name;
- float startTime;
- float endTime;
- std::uint16_t channelCount;
- ChannelData* channels;
- };
-
- struct SkeletonData
- {
- std::uint16_t boneCount;
- BoneData* bones;
- std::uint16_t animationCount;
- AnimationData* animations;
- };
-
- static void constructBoneHierarchy(Bone* bone, const BoneData* data, std::uint16_t index)
- {
- bone->setName(data[index].name);
-
- Transform transform;
- transform.translation = data[index].translation;
- transform.rotation = data[index].rotation;
- transform.scale = Vector3(1.0f);
-
- bone->setRelativeTransform(transform);
- bone->setLength(data[index].length);
-
- for (std::uint16_t i = 0; i < data[index].childCount; ++i)
- {
- constructBoneHierarchy(bone->createChild(), data, data[index].children[i]);
- }
- }
-
- template <typename T>
- inline static void read8(T* result, unsigned char** data)
- {
- std::uint8_t temp = (*data)[0];
- *result = *reinterpret_cast<T*>(&temp);
- *data += 1;
- }
-
- template <typename T>
- inline static void read16(T* result, unsigned char** data)
- {
- std::uint16_t temp = ((*data)[0] << 0) | ((*data)[1] << 8);
- *result = *reinterpret_cast<T*>(&temp);
- *data += 2;
- }
-
- template <typename T>
- inline static void read32(T* result, unsigned char** data)
- {
- std::uint32_t temp = ((*data)[0] << 0) | ((*data)[1] << 8) | ((*data)[2] << 16) | ((*data)[3] << 24);
- *result = *reinterpret_cast<T*>(&temp);
- *data += 4;
- }
-
- inline static void readString(std::string* result, unsigned char** data)
- {
- result->resize((*data)[0]);
- for (std::size_t i = 0; i < result->size(); ++i)
- {
- (*result)[i] = (*data)[i + 1];
- }
-
- *data += result->size() + 1;
- }
-
- template <>
- Model* ResourceLoader<Model>::load(ResourceManager* resourceManager, std::istream* is)
- {
- // Allocate file data buffer
- is->seekg(0, is->end);
- int filesize = is->tellg();
- unsigned char* buffer = new unsigned char[filesize];
-
- // Read file data into buffer
- is->seekg(0, is->beg);
- is->read(reinterpret_cast<char*>(&buffer[0]), filesize);
- unsigned char* bufferOffset = &buffer[0];
-
- // Allocate model data
- ModelData* modelData = new ModelData();
- SkeletonData* skeletonData = nullptr;
-
- // Allocate material groups
- read32(&modelData->groupCount, &bufferOffset);
- modelData->groups = new MaterialGroup[modelData->groupCount];
-
- // Read material groups (and calculate triangle count)
- std::uint32_t triangleCount = 0;
- for (std::size_t i = 0; i < modelData->groupCount; ++i)
- {
- MaterialGroup* group = &modelData->groups[i];
-
- readString(&group->materialName, &bufferOffset);
- read32(&group->indexOffset, &bufferOffset);
- read32(&group->triangleCount, &bufferOffset);
-
- // Read bounds
- Vector3 min;
- Vector3 max;
- read32(&min.x, &bufferOffset);
- read32(&min.y, &bufferOffset);
- read32(&min.z, &bufferOffset);
- read32(&max.x, &bufferOffset);
- read32(&max.y, &bufferOffset);
- read32(&max.z, &bufferOffset);
- group->bounds.setMin(min);
- group->bounds.setMax(max);
-
- triangleCount += group->triangleCount;
- }
-
- // Read vertex format and count
- read32(&modelData->vertexFormat, &bufferOffset);
- read32(&modelData->vertexCount, &bufferOffset);
-
- // Read bounds
- Vector3 min;
- Vector3 max;
- read32(&min.x, &bufferOffset);
- read32(&min.y, &bufferOffset);
- read32(&min.z, &bufferOffset);
- read32(&max.x, &bufferOffset);
- read32(&max.y, &bufferOffset);
- read32(&max.z, &bufferOffset);
- modelData->bounds.setMin(min);
- modelData->bounds.setMax(max);
-
- // Calculate vertex size
- std::uint32_t vertexSize =
- 3 // Position
- + 3 // Normal
- + 2 * ((modelData->vertexFormat & UV) != 0) // UV
- + 4 * ((modelData->vertexFormat & TANGENT) != 0) // Tangent
- + 4 * ((modelData->vertexFormat & TANGENT) != 0) // Bitangent
- + 4 * ((modelData->vertexFormat & WEIGHTS) != 0) // Indices
- + 4 * ((modelData->vertexFormat & WEIGHTS) != 0); // Weights
-
- // Allocate vertex data
- modelData->vertexData = new float[modelData->vertexCount * vertexSize];
-
- // Read vertex data
- float* vertexDataOffset = &modelData->vertexData[0];
- for (std::size_t i = 0; i < modelData->vertexCount; ++i)
- {
- for (std::size_t j = 0; j < vertexSize; ++j)
- {
- read32(vertexDataOffset, &bufferOffset);
- ++vertexDataOffset;
- }
- }
-
- // Allocate index data
- std::uint32_t indexCount = triangleCount * 3;
- modelData->indexData = new std::uint32_t[indexCount];
-
- // Read index data
- for (std::size_t i = 0; i < indexCount; ++i)
- {
- read32(&modelData->indexData[i], &bufferOffset);
- }
-
- // Read skeleton data
- if (modelData->vertexFormat & WEIGHTS)
- {
- // Allocate skeleton data
- skeletonData = new SkeletonData();
- skeletonData->animations = nullptr;
-
- // Read bone count
- read16(&skeletonData->boneCount, &bufferOffset);
-
- // Allocate bones
- skeletonData->bones = new BoneData[skeletonData->boneCount];
-
- // Read bones
- for (std::size_t i = 0; i < skeletonData->boneCount; ++i)
- {
- BoneData* bone = &skeletonData->bones[i];
- bone->children = nullptr;
-
- readString(&bone->name, &bufferOffset);
- read16(&bone->parent, &bufferOffset);
- read16(&bone->childCount, &bufferOffset);
- bone->children = new std::uint16_t[bone->childCount];
- for (std::size_t j = 0; j < bone->childCount; ++j)
- {
- read16(&bone->children[j], &bufferOffset);
- }
- read32(&bone->translation.x, &bufferOffset);
- read32(&bone->translation.y, &bufferOffset);
- read32(&bone->translation.z, &bufferOffset);
- read32(&bone->rotation.w, &bufferOffset);
- read32(&bone->rotation.x, &bufferOffset);
- read32(&bone->rotation.y, &bufferOffset);
- read32(&bone->rotation.z, &bufferOffset);
- read32(&bone->length, &bufferOffset);
- }
-
- // Read animation count
- read16(&skeletonData->animationCount, &bufferOffset);
-
- if (skeletonData->animationCount != 0)
- {
- // Allocate animations
- skeletonData->animations = new AnimationData[skeletonData->animationCount];
-
- // Read animations
- for (std::size_t i = 0; i < skeletonData->animationCount; ++i)
- {
- AnimationData* animation = &skeletonData->animations[i];
-
- // Read animation name
- readString(&animation->name, &bufferOffset);
-
- // Read time frame
- read32(&animation->startTime, &bufferOffset);
- read32(&animation->endTime, &bufferOffset);
-
- // Read channel count
- read16(&animation->channelCount, &bufferOffset);
-
- // Allocate channels
- animation->channels = new ChannelData[animation->channelCount];
-
- // Read channels
- for (std::size_t j = 0; j < animation->channelCount; ++j)
- {
- ChannelData* channel = &animation->channels[j];
-
- // Read channel ID
- read16(&channel->id, &bufferOffset);
-
- // Read keyframe count
- read16(&channel->keyframeCount, &bufferOffset);
-
- // Allocate keyframes
- channel->keyframes = new KeyframeData[channel->keyframeCount];
-
- // Read keyframes
- for (std::size_t k = 0; k < channel->keyframeCount; ++k)
- {
- KeyframeData* keyframe = &channel->keyframes[k];
-
- // Read keyframe time
- read32(&keyframe->time, &bufferOffset);
-
- // Read keyframe translation
- read32(&keyframe->transform.translation.x, &bufferOffset);
- read32(&keyframe->transform.translation.y, &bufferOffset);
- read32(&keyframe->transform.translation.z, &bufferOffset);
-
- // Read keyframe rotation
- read32(&keyframe->transform.rotation.w, &bufferOffset);
- read32(&keyframe->transform.rotation.x, &bufferOffset);
- read32(&keyframe->transform.rotation.y, &bufferOffset);
- read32(&keyframe->transform.rotation.z, &bufferOffset);
-
- // Read keyframe scale
- read32(&keyframe->transform.scale.x, &bufferOffset);
- read32(&keyframe->transform.scale.y, &bufferOffset);
- read32(&keyframe->transform.scale.z, &bufferOffset);
- }
- }
- }
- }
- }
-
- // Free file data buffer
- delete[] buffer;
-
- #if defined(DEBUG)
- std::uint32_t newVertexCount = triangleCount * 3;
- std::uint32_t newVertexSize = vertexSize + 3;
- float* newVertexData = new float[newVertexCount * newVertexSize];
- const Vector3 barycentricCoordinates[3] =
- {
- Vector3(1, 0, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, 1)
- };
-
- for (std::size_t i = 0; i < indexCount; i += 3)
- {
- // For each triangle vertex
- for (std::size_t j = 0; j < 3; ++j)
- {
- float* oldVertex = &modelData->vertexData[modelData->indexData[i + j] * vertexSize];
- float* newVertex = &newVertexData[(i + j) * newVertexSize];
-
- // Copy old vertex data
- for (std::size_t k = 0; k < vertexSize; ++k)
- {
- *(newVertex++) = *(oldVertex++);
- }
-
- // Add barycentric coordinates
- *(newVertex++) = barycentricCoordinates[j].x;
- *(newVertex++) = barycentricCoordinates[j].y;
- *(newVertex) = barycentricCoordinates[j].z;
-
- // Reassign indices
- modelData->indexData[i + j] = i + j;
- }
- }
-
- // Replace old vertex buffer with new vertex buffer
- vertexSize = newVertexSize;
- delete[] modelData->vertexData;
- modelData->vertexData = newVertexData;
- modelData->vertexCount = newVertexCount;
- #endif // DEBUG
-
- GLuint vao;
- GLuint vbo;
- GLuint ibo;
-
- // Generate and bind VAO
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
-
- // Generate and bind VBO, then upload vertex data
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * modelData->vertexCount, modelData->vertexData, GL_STATIC_DRAW);
-
- // Setup vertex attribute arrays
- std::size_t attribOffset = 0;
- std::size_t attribSize = 0;
-
- // Vertex position attribute
- attribSize = 3;
- glEnableVertexAttribArray(VERTEX_POSITION);
- glVertexAttribPointer(VERTEX_POSITION, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
-
- // Vertex normal attribute
- attribSize = 3;
- glEnableVertexAttribArray(VERTEX_NORMAL);
- glVertexAttribPointer(VERTEX_NORMAL, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
-
- // Vertex UV attribute
- if ((modelData->vertexFormat & UV) != 0)
- {
- attribSize = 2;
- glEnableVertexAttribArray(VERTEX_TEXCOORD);
- glVertexAttribPointer(VERTEX_TEXCOORD, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
- }
-
- // Vertex tangent and bitangent attributes
- if ((modelData->vertexFormat & TANGENT) != 0)
- {
- // Tangent
- attribSize = 4;
- glEnableVertexAttribArray(VERTEX_TANGENT);
- glVertexAttribPointer(VERTEX_TANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
-
- // Bitangent
- attribSize = 4;
- glEnableVertexAttribArray(VERTEX_BITANGENT);
- glVertexAttribPointer(VERTEX_BITANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
- }
-
- // Vertex indices and weights attributes
- if ((modelData->vertexFormat & WEIGHTS) != 0)
- {
- // Indices
- attribSize = 4;
- glEnableVertexAttribArray(VERTEX_BONE_INDICES);
- glVertexAttribPointer(VERTEX_BONE_INDICES, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
-
- // Weights
- attribSize = 4;
- glEnableVertexAttribArray(VERTEX_BONE_WEIGHTS);
- glVertexAttribPointer(VERTEX_BONE_WEIGHTS, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
- }
-
- #if defined(DEBUG)
- {
- // Vertex barycentric coordinates attribute
- attribSize = 3;
- glEnableVertexAttribArray(VERTEX_BARYCENTRIC);
- glVertexAttribPointer(VERTEX_BARYCENTRIC, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
- attribOffset += attribSize;
- }
- #endif // DEBUG
-
- // Generate and bind IBO, then upload index data
- glGenBuffers(1, &ibo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(std::uint32_t) * indexCount, modelData->indexData, GL_STATIC_DRAW);
-
- // Delete vertex and index data
- delete[] modelData->vertexData;
- delete[] modelData->indexData;
-
- // Allocate model
- Model* model = new Model();
- model->setVAO(vao);
- model->setVBO(vbo);
- model->setIBO(ibo);
- model->setVertexFormat(modelData->vertexFormat);
- model->setBounds(modelData->bounds);
-
- // Create model groups
- for (std::size_t i = 0; i < modelData->groupCount; ++i)
- {
- MaterialGroup* modelDataGroup = &modelData->groups[i];
-
- // Allocate model group
- Model::Group* modelGroup = new Model::Group();
-
- // Set model group name
- modelGroup->name = modelDataGroup->materialName;
-
- // Load material
- std::string materialFilename = modelDataGroup->materialName + std::string(".mtl");
- modelGroup->material = resourceManager->load<Material>(materialFilename);
-
- // Setup model group geometry
- modelGroup->indexOffset = modelDataGroup->indexOffset;
- modelGroup->triangleCount = modelDataGroup->triangleCount;
- modelGroup->bounds = modelDataGroup->bounds;
-
- // Add model group to model
- model->addGroup(modelGroup);
- }
-
- // Create skeleton
- if (skeletonData != nullptr)
- {
- // Allocate skeleton
- Skeleton* skeleton = new Skeleton();
-
- // Construct bone hierarchy from bone data
- constructBoneHierarchy(skeleton->getRootBone(), skeletonData->bones, 0);
-
- // Calculate bind pose
- skeleton->calculateBindPose();
-
- // Create animations
- for (std::size_t i = 0; i < skeletonData->animationCount; ++i)
- {
- AnimationData* animationData = &skeletonData->animations[i];
- AnimationClip<Transform>* clip = new AnimationClip<Transform>();
- clip->setInterpolator(lerp<Transform>);
-
- for (std::size_t j = 0; j < animationData->channelCount; ++j)
- {
- ChannelData* channelData = &animationData->channels[j];
- AnimationChannel<Transform>* channel = clip->addChannel(channelData->id);
- for (std::size_t k = 0; k < channelData->keyframeCount; ++k)
- {
- KeyframeData* keyframeData = &channelData->keyframes[k];
- channel->insertKeyframe(keyframeData->time, keyframeData->transform);
- }
- }
-
- // Add animation clip to skeleton
- skeleton->addAnimationClip(animationData->name, clip);
- }
-
- // Add skeleton to model
- model->setSkeleton(skeleton);
- }
-
- // Delete model data groups
- delete[] modelData->groups;
-
- // Delete model data
- delete modelData;
-
- // Delete skeleton data
- if (skeletonData != nullptr)
- {
- for (std::size_t i = 0; i < skeletonData->boneCount; ++i)
- {
- delete[] skeletonData->bones[i].children;
- }
- delete[] skeletonData->bones;
-
- for (std::size_t i = 0; i < skeletonData->animationCount; ++i)
- {
- AnimationData* animation = &skeletonData->animations[i];
- for (std::size_t j = 0; j < animation->channelCount; ++j)
- {
- delete[] animation->channels[j].keyframes;
- }
-
- delete[] animation->channels;
- }
- delete[] skeletonData->animations;
-
- delete skeletonData;
- }
-
- return model;
- }
-
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