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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/render/model.hpp>
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#include <engine/resources/resource-loader.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/render/vertex-attribute-location.hpp>
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#include <engine/math/numbers.hpp>
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#include <engine/utility/hash/fnv1a.hpp>
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#include <bit>
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#include <cstdint>
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inline constexpr std::uint16_t vertex_attribute_position = 0b0000000000000001;
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inline constexpr std::uint16_t vertex_attribute_uv = 0b0000000000000010;
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inline constexpr std::uint16_t vertex_attribute_normal = 0b0000000000000100;
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inline constexpr std::uint16_t vertex_attribute_tangent = 0b0000000000001000;
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inline constexpr std::uint16_t vertex_attribute_color = 0b0000000000010000;
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inline constexpr std::uint16_t vertex_attribute_bone_index = 0b0000000000100000;
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inline constexpr std::uint16_t vertex_attribute_bone_weight = 0b0000000001000000;
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inline constexpr std::uint16_t vertex_attribute_morph_target = 0b0000000010000000;
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template <>
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std::unique_ptr<render::model> resource_loader<render::model>::load(::resource_manager& resource_manager, deserialize_context& ctx)
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{
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// Read vertex format
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std::uint16_t vertex_format_flags = 0;
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ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&vertex_format_flags), 1);
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// Read bones per vertex (if any)
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std::uint8_t bones_per_vertex = 0;
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if ((vertex_format_flags & vertex_attribute_bone_index) || (vertex_format_flags & vertex_attribute_bone_weight))
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{
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ctx.read8(reinterpret_cast<std::byte*>(&bones_per_vertex), 1);
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}
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// Read vertex count
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std::uint32_t vertex_count = 0;
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&vertex_count), 1);
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// Determine vertex stride
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std::size_t vertex_stride = 0;
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if (vertex_format_flags & vertex_attribute_position)
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{
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vertex_stride += sizeof(float) * 3;
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}
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if (vertex_format_flags & vertex_attribute_uv)
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{
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vertex_stride += sizeof(float) * 2;
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}
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if (vertex_format_flags & vertex_attribute_normal)
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{
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vertex_stride += sizeof(float) * 3;
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}
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if (vertex_format_flags & vertex_attribute_tangent)
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{
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vertex_stride += sizeof(float) * 4;
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}
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if (vertex_format_flags & vertex_attribute_color)
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{
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vertex_stride += sizeof(float) * 4;
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}
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if (vertex_format_flags & vertex_attribute_bone_index)
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{
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vertex_stride += sizeof(std::uint16_t) * bones_per_vertex;
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}
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if (vertex_format_flags & vertex_attribute_bone_weight)
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{
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vertex_stride += sizeof(float) * bones_per_vertex;
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}
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if (vertex_format_flags & vertex_attribute_morph_target)
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{
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vertex_stride += sizeof(float) * 3;
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}
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// Allocate vertex data
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std::vector<std::byte> vertex_data(vertex_count * vertex_stride);
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// Read vertices
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if constexpr (std::endian::native == std::endian::little)
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{
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ctx.read8(vertex_data.data(), vertex_count * vertex_stride);
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}
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else
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{
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std::byte* vertex_data_offset = vertex_data.data();
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for (std::uint32_t i = 0; i < vertex_count; ++i)
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{
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if (vertex_format_flags & vertex_attribute_position)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 3);
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vertex_data_offset += sizeof(float) * 3;
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}
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if (vertex_format_flags & vertex_attribute_uv)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 2);
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vertex_data_offset += sizeof(float) * 2;
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}
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if (vertex_format_flags & vertex_attribute_normal)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 3);
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vertex_data_offset += sizeof(float) * 3;
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}
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if (vertex_format_flags & vertex_attribute_tangent)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 4);
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vertex_data_offset += sizeof(float) * 4;
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}
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if (vertex_format_flags & vertex_attribute_color)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 4);
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vertex_data_offset += sizeof(float) * 4;
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}
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if (vertex_format_flags & vertex_attribute_bone_index)
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{
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ctx.read16<std::endian::little>(vertex_data_offset, bones_per_vertex);
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vertex_data_offset += sizeof(std::uint16_t) * bones_per_vertex;
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}
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if (vertex_format_flags & vertex_attribute_bone_weight)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, bones_per_vertex);
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vertex_data_offset += sizeof(float) * bones_per_vertex;
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}
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if (vertex_format_flags & vertex_attribute_morph_target)
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{
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ctx.read32<std::endian::little>(vertex_data_offset, 3);
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vertex_data_offset += sizeof(float) * 3;
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}
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}
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}
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// Allocate model
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std::unique_ptr<render::model> model = std::make_unique<render::model>();
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// Build model vertex buffer
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model->get_vertex_buffer() = std::make_shared<gl::vertex_buffer>(gl::buffer_usage::static_draw, vertex_data);
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model->set_vertex_offset(0);
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model->set_vertex_stride(vertex_stride);
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// Free vertex data
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vertex_data.clear();
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// Build vertex input attributes
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std::vector<gl::vertex_input_attribute> attributes(std::popcount(vertex_format_flags));
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std::uint32_t vertex_offset = 0;
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std::uint32_t attribute_index = 0;
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if (vertex_format_flags & vertex_attribute_position)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::position;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32b32_sfloat;
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attribute.offset = vertex_offset;
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vertex_offset += 3 * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_uv)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::uv;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32_sfloat;
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attribute.offset = vertex_offset;
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vertex_offset += 2 * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_normal)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::normal;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32b32_sfloat;
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attribute.offset = vertex_offset;
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vertex_offset += 3 * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_tangent)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::tangent;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32b32a32_sfloat;
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attribute.offset = vertex_offset;
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vertex_offset += 4 * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_color)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::color;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32b32a32_sfloat;
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attribute.offset = vertex_offset;
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vertex_offset += 4 * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_bone_index)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::bone_index;
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attribute.binding = 0;
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switch (bones_per_vertex)
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{
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case 1:
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attribute.format = gl::format::r16_uint;
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break;
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case 2:
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attribute.format = gl::format::r16g16_uint;
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break;
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case 3:
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attribute.format = gl::format::r16g16b16_uint;
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break;
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case 4:
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attribute.format = gl::format::r16g16b16a16_uint;
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break;
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default:
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attribute.format = gl::format::undefined;
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break;
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}
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attribute.offset = vertex_offset;
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vertex_offset += bones_per_vertex * sizeof(std::uint16_t);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_bone_weight)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::bone_weight;
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attribute.binding = 0;
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switch (bones_per_vertex)
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{
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case 1:
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attribute.format = gl::format::r32_sfloat;
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break;
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case 2:
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attribute.format = gl::format::r32g32_sfloat;
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break;
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case 3:
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attribute.format = gl::format::r32g32b32_sfloat;
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break;
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case 4:
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attribute.format = gl::format::r32g32b32a32_sfloat;
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break;
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default:
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attribute.format = gl::format::undefined;
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break;
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}
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attribute.offset = vertex_offset;
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vertex_offset += bones_per_vertex * sizeof(float);
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++attribute_index;
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}
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if (vertex_format_flags & vertex_attribute_morph_target)
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{
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auto& attribute = attributes[attribute_index];
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attribute.location = render::vertex_attribute_location::target;
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attribute.binding = 0;
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attribute.format = gl::format::r32g32b32_sfloat;
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attribute.offset = vertex_offset;
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// vertex_offset += 3 * sizeof(float);
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// ++attribute_index;
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}
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// Build model vertex array
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model->get_vertex_array() = std::make_shared<gl::vertex_array>(attributes);
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// Read model bounds
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&model->get_bounds()), 6);
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// Read material count
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std::uint16_t material_count = 0;
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ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&material_count), 1);
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// Allocate material groups
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model->get_groups().resize(material_count);
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// Read materials
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for (auto& group: model->get_groups())
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{
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// Read material name length
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std::uint8_t material_name_length = 0;
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ctx.read8(reinterpret_cast<std::byte*>(&material_name_length), 1);
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// Read material name
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std::string material_name(static_cast<std::size_t>(material_name_length), '\0');
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ctx.read8(reinterpret_cast<std::byte*>(material_name.data()), material_name_length);
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// Generate group ID by hashing material name
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group.id = hash::fnv1a32<char>(material_name);
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// Set group primitive topology
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group.primitive_topology = gl::primitive_topology::triangle_list;
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// Read index of first vertex
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&group.first_vertex), 1);
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// Read vertex count
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&group.vertex_count), 1);
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// Slugify material filename
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std::string material_filename = material_name + ".mtl";
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std::replace(material_filename.begin(), material_filename.end(), '_', '-');
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// Load group material
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group.material = resource_manager.load<render::material>(material_filename);
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}
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// Read skeleton
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if ((vertex_format_flags & vertex_attribute_bone_index) || (vertex_format_flags & vertex_attribute_bone_weight))
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{
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::skeleton& skeleton = model->get_skeleton();
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// Read bone count
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std::uint16_t bone_count = 0;
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ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&bone_count), 1);
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// Resize skeleton
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skeleton.add_bones(bone_count);
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// Read bones
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for (std::uint16_t i = 0; i < bone_count; ++i)
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{
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// Read bone name
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hash::fnv1a32_t bone_name = {};
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_name), 1);
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// Read bone parent index
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std::uint16_t bone_parent_index = i;
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ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&bone_parent_index), 1);
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// Construct bone transform
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bone_transform_type bone_transform;
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// Read bone translation
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(bone_transform.translation.data()), 3);
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// Read bone rotation
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_transform.rotation.r), 1);
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(bone_transform.rotation.i.data()), 3);
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// Set bone scale
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bone_transform.scale = {1, 1, 1};
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// Read bone length
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float bone_length = 0.0f;
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ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_length), 1);
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// Set bone properties
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skeleton.set_bone_name(i, bone_name);
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skeleton.set_bone_parent(i, bone_parent_index);
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skeleton.set_bone_transform(i, bone_transform);
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}
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// Update skeleton's rest pose
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skeleton.update_rest_pose();
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}
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return model;
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}
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