💿🐜 Antkeeper source code https://antkeeper.com
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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;
}