💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

382 lines
12 KiB

/*
* Copyright (C) 2023 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 <engine/render/model.hpp>
#include <engine/resources/resource-loader.hpp>
#include <engine/resources/resource-manager.hpp>
#include <engine/render/vertex-attribute-location.hpp>
#include <engine/math/numbers.hpp>
#include <engine/utility/hash/fnv1a.hpp>
#include <bit>
#include <cstdint>
inline constexpr std::uint16_t vertex_attribute_position = 0b0000000000000001;
inline constexpr std::uint16_t vertex_attribute_uv = 0b0000000000000010;
inline constexpr std::uint16_t vertex_attribute_normal = 0b0000000000000100;
inline constexpr std::uint16_t vertex_attribute_tangent = 0b0000000000001000;
inline constexpr std::uint16_t vertex_attribute_color = 0b0000000000010000;
inline constexpr std::uint16_t vertex_attribute_bone_index = 0b0000000000100000;
inline constexpr std::uint16_t vertex_attribute_bone_weight = 0b0000000001000000;
inline constexpr std::uint16_t vertex_attribute_morph_target = 0b0000000010000000;
template <>
std::unique_ptr<render::model> resource_loader<render::model>::load(::resource_manager& resource_manager, deserialize_context& ctx)
{
// Read vertex format
std::uint16_t vertex_format_flags = 0;
ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&vertex_format_flags), 1);
// Read bones per vertex (if any)
std::uint8_t bones_per_vertex = 0;
if ((vertex_format_flags & vertex_attribute_bone_index) || (vertex_format_flags & vertex_attribute_bone_weight))
{
ctx.read8(reinterpret_cast<std::byte*>(&bones_per_vertex), 1);
}
// Read vertex count
std::uint32_t vertex_count = 0;
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&vertex_count), 1);
// Determine vertex stride
std::size_t vertex_stride = 0;
if (vertex_format_flags & vertex_attribute_position)
{
vertex_stride += sizeof(float) * 3;
}
if (vertex_format_flags & vertex_attribute_uv)
{
vertex_stride += sizeof(float) * 2;
}
if (vertex_format_flags & vertex_attribute_normal)
{
vertex_stride += sizeof(float) * 3;
}
if (vertex_format_flags & vertex_attribute_tangent)
{
vertex_stride += sizeof(float) * 4;
}
if (vertex_format_flags & vertex_attribute_color)
{
vertex_stride += sizeof(float) * 4;
}
if (vertex_format_flags & vertex_attribute_bone_index)
{
vertex_stride += sizeof(std::uint16_t) * bones_per_vertex;
}
if (vertex_format_flags & vertex_attribute_bone_weight)
{
vertex_stride += sizeof(float) * bones_per_vertex;
}
if (vertex_format_flags & vertex_attribute_morph_target)
{
vertex_stride += sizeof(float) * 3;
}
// Allocate vertex data
std::vector<std::byte> vertex_data(vertex_count * vertex_stride);
// Read vertices
if constexpr (std::endian::native == std::endian::little)
{
ctx.read8(vertex_data.data(), vertex_count * vertex_stride);
}
else
{
std::byte* vertex_data_offset = vertex_data.data();
for (std::uint32_t i = 0; i < vertex_count; ++i)
{
if (vertex_format_flags & vertex_attribute_position)
{
ctx.read32<std::endian::little>(vertex_data_offset, 3);
vertex_data_offset += sizeof(float) * 3;
}
if (vertex_format_flags & vertex_attribute_uv)
{
ctx.read32<std::endian::little>(vertex_data_offset, 2);
vertex_data_offset += sizeof(float) * 2;
}
if (vertex_format_flags & vertex_attribute_normal)
{
ctx.read32<std::endian::little>(vertex_data_offset, 3);
vertex_data_offset += sizeof(float) * 3;
}
if (vertex_format_flags & vertex_attribute_tangent)
{
ctx.read32<std::endian::little>(vertex_data_offset, 4);
vertex_data_offset += sizeof(float) * 4;
}
if (vertex_format_flags & vertex_attribute_color)
{
ctx.read32<std::endian::little>(vertex_data_offset, 4);
vertex_data_offset += sizeof(float) * 4;
}
if (vertex_format_flags & vertex_attribute_bone_index)
{
ctx.read16<std::endian::little>(vertex_data_offset, bones_per_vertex);
vertex_data_offset += sizeof(std::uint16_t) * bones_per_vertex;
}
if (vertex_format_flags & vertex_attribute_bone_weight)
{
ctx.read32<std::endian::little>(vertex_data_offset, bones_per_vertex);
vertex_data_offset += sizeof(float) * bones_per_vertex;
}
if (vertex_format_flags & vertex_attribute_morph_target)
{
ctx.read32<std::endian::little>(vertex_data_offset, 3);
vertex_data_offset += sizeof(float) * 3;
}
}
}
// Allocate model
std::unique_ptr<render::model> model = std::make_unique<render::model>();
// Build model vertex buffer
model->get_vertex_buffer() = std::make_shared<gl::vertex_buffer>(gl::buffer_usage::static_draw, vertex_data);
model->set_vertex_offset(0);
model->set_vertex_stride(vertex_stride);
// Free vertex data
vertex_data.clear();
// Build vertex input attributes
std::vector<gl::vertex_input_attribute> attributes(std::popcount(vertex_format_flags));
std::uint32_t vertex_offset = 0;
std::uint32_t attribute_index = 0;
if (vertex_format_flags & vertex_attribute_position)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::position;
attribute.binding = 0;
attribute.format = gl::format::r32g32b32_sfloat;
attribute.offset = vertex_offset;
vertex_offset += 3 * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_uv)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::uv;
attribute.binding = 0;
attribute.format = gl::format::r32g32_sfloat;
attribute.offset = vertex_offset;
vertex_offset += 2 * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_normal)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::normal;
attribute.binding = 0;
attribute.format = gl::format::r32g32b32_sfloat;
attribute.offset = vertex_offset;
vertex_offset += 3 * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_tangent)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::tangent;
attribute.binding = 0;
attribute.format = gl::format::r32g32b32a32_sfloat;
attribute.offset = vertex_offset;
vertex_offset += 4 * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_color)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::color;
attribute.binding = 0;
attribute.format = gl::format::r32g32b32a32_sfloat;
attribute.offset = vertex_offset;
vertex_offset += 4 * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_bone_index)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::bone_index;
attribute.binding = 0;
switch (bones_per_vertex)
{
case 1:
attribute.format = gl::format::r16_uint;
break;
case 2:
attribute.format = gl::format::r16g16_uint;
break;
case 3:
attribute.format = gl::format::r16g16b16_uint;
break;
case 4:
attribute.format = gl::format::r16g16b16a16_uint;
break;
default:
attribute.format = gl::format::undefined;
break;
}
attribute.offset = vertex_offset;
vertex_offset += bones_per_vertex * sizeof(std::uint16_t);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_bone_weight)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::bone_weight;
attribute.binding = 0;
switch (bones_per_vertex)
{
case 1:
attribute.format = gl::format::r32_sfloat;
break;
case 2:
attribute.format = gl::format::r32g32_sfloat;
break;
case 3:
attribute.format = gl::format::r32g32b32_sfloat;
break;
case 4:
attribute.format = gl::format::r32g32b32a32_sfloat;
break;
default:
attribute.format = gl::format::undefined;
break;
}
attribute.offset = vertex_offset;
vertex_offset += bones_per_vertex * sizeof(float);
++attribute_index;
}
if (vertex_format_flags & vertex_attribute_morph_target)
{
auto& attribute = attributes[attribute_index];
attribute.location = render::vertex_attribute_location::target;
attribute.binding = 0;
attribute.format = gl::format::r32g32b32_sfloat;
attribute.offset = vertex_offset;
// vertex_offset += 3 * sizeof(float);
// ++attribute_index;
}
// Build model vertex array
model->get_vertex_array() = std::make_shared<gl::vertex_array>(attributes);
// Read model bounds
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&model->get_bounds()), 6);
// Read material count
std::uint16_t material_count = 0;
ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&material_count), 1);
// Allocate material groups
model->get_groups().resize(material_count);
// Read materials
for (auto& group: model->get_groups())
{
// Read material name length
std::uint8_t material_name_length = 0;
ctx.read8(reinterpret_cast<std::byte*>(&material_name_length), 1);
// Read material name
std::string material_name(static_cast<std::size_t>(material_name_length), '\0');
ctx.read8(reinterpret_cast<std::byte*>(material_name.data()), material_name_length);
// Generate group ID by hashing material name
group.id = hash::fnv1a32<char>(material_name);
// Set group primitive topology
group.primitive_topology = gl::primitive_topology::triangle_list;
// Read index of first vertex
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&group.first_vertex), 1);
// Read vertex count
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&group.vertex_count), 1);
// Slugify material filename
std::string material_filename = material_name + ".mtl";
std::replace(material_filename.begin(), material_filename.end(), '_', '-');
// Load group material
group.material = resource_manager.load<render::material>(material_filename);
}
// Read skeleton
if ((vertex_format_flags & vertex_attribute_bone_index) || (vertex_format_flags & vertex_attribute_bone_weight))
{
::skeleton& skeleton = model->get_skeleton();
// Read bone count
std::uint16_t bone_count = 0;
ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&bone_count), 1);
// Resize skeleton
skeleton.add_bones(bone_count);
// Read bones
for (std::uint16_t i = 0; i < bone_count; ++i)
{
// Read bone name
hash::fnv1a32_t bone_name = {};
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_name), 1);
// Read bone parent index
std::uint16_t bone_parent_index = i;
ctx.read16<std::endian::little>(reinterpret_cast<std::byte*>(&bone_parent_index), 1);
// Construct bone transform
bone_transform_type bone_transform;
// Read bone translation
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(bone_transform.translation.data()), 3);
// Read bone rotation
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_transform.rotation.r), 1);
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(bone_transform.rotation.i.data()), 3);
// Set bone scale
bone_transform.scale = {1, 1, 1};
// Read bone length
float bone_length = 0.0f;
ctx.read32<std::endian::little>(reinterpret_cast<std::byte*>(&bone_length), 1);
// Set bone properties
skeleton.set_bone_name(i, bone_name);
skeleton.set_bone_parent(i, bone_parent_index);
skeleton.set_bone_transform(i, bone_transform);
}
// Update skeleton's rest pose
skeleton.update_rest_pose();
}
return model;
}