/*
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* Copyright (C) 2017-2019 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 "resource-loader.hpp"
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#include "resource-manager.hpp"
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#include "../graphics/vertex-format.hpp"
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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struct MaterialGroup
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{
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std::string materialName;
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std::uint32_t indexOffset;
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std::uint32_t triangleCount;
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AABB bounds;
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};
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enum VertexFlags
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{
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UV = 1,
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TANGENT = 2,
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WEIGHTS = 4
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};
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struct ModelData
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{
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std::uint32_t groupCount;
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MaterialGroup* groups;
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std::uint32_t vertexFormat;
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std::uint32_t vertexCount;
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AABB bounds;
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float* vertexData;
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std::uint32_t* indexData;
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};
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struct BoneData
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{
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std::string name;
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std::uint16_t parent;
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std::uint16_t childCount;
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std::uint16_t* children;
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Vector3 translation;
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Quaternion rotation;
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float length;
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};
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struct KeyframeData
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{
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float time;
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Transform transform;
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};
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struct ChannelData
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{
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std::uint16_t id;
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std::uint16_t keyframeCount;
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KeyframeData* keyframes;
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};
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struct AnimationData
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{
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std::string name;
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float startTime;
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float endTime;
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std::uint16_t channelCount;
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ChannelData* channels;
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};
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struct SkeletonData
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{
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std::uint16_t boneCount;
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BoneData* bones;
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std::uint16_t animationCount;
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AnimationData* animations;
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};
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static void constructBoneHierarchy(Bone* bone, const BoneData* data, std::uint16_t index)
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{
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bone->setName(data[index].name);
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Transform transform;
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transform.translation = data[index].translation;
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transform.rotation = data[index].rotation;
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transform.scale = Vector3(1.0f);
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bone->setRelativeTransform(transform);
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bone->setLength(data[index].length);
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for (std::uint16_t i = 0; i < data[index].childCount; ++i)
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{
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constructBoneHierarchy(bone->createChild(), data, data[index].children[i]);
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}
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}
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template <typename T>
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inline static void read8(T* result, unsigned char** data)
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{
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std::uint8_t temp = (*data)[0];
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*result = *reinterpret_cast<T*>(&temp);
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*data += 1;
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}
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template <typename T>
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inline static void read16(T* result, unsigned char** data)
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{
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std::uint16_t temp = ((*data)[0] << 0) | ((*data)[1] << 8);
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*result = *reinterpret_cast<T*>(&temp);
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*data += 2;
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}
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template <typename T>
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inline static void read32(T* result, unsigned char** data)
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{
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std::uint32_t temp = ((*data)[0] << 0) | ((*data)[1] << 8) | ((*data)[2] << 16) | ((*data)[3] << 24);
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*result = *reinterpret_cast<T*>(&temp);
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*data += 4;
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}
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inline static void readString(std::string* result, unsigned char** data)
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{
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result->resize((*data)[0]);
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for (std::size_t i = 0; i < result->size(); ++i)
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{
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(*result)[i] = (*data)[i + 1];
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}
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*data += result->size() + 1;
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}
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template <>
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Model* ResourceLoader<Model>::load(ResourceManager* resourceManager, std::istream* is)
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{
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// Allocate file data buffer
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is->seekg(0, is->end);
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int filesize = is->tellg();
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unsigned char* buffer = new unsigned char[filesize];
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// Read file data into buffer
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is->seekg(0, is->beg);
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is->read(reinterpret_cast<char*>(&buffer[0]), filesize);
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unsigned char* bufferOffset = &buffer[0];
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// Allocate model data
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ModelData* modelData = new ModelData();
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SkeletonData* skeletonData = nullptr;
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// Allocate material groups
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read32(&modelData->groupCount, &bufferOffset);
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modelData->groups = new MaterialGroup[modelData->groupCount];
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// Read material groups (and calculate triangle count)
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std::uint32_t triangleCount = 0;
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for (std::size_t i = 0; i < modelData->groupCount; ++i)
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{
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MaterialGroup* group = &modelData->groups[i];
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readString(&group->materialName, &bufferOffset);
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read32(&group->indexOffset, &bufferOffset);
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read32(&group->triangleCount, &bufferOffset);
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// Read bounds
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Vector3 min;
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Vector3 max;
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read32(&min.x, &bufferOffset);
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read32(&min.y, &bufferOffset);
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read32(&min.z, &bufferOffset);
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read32(&max.x, &bufferOffset);
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read32(&max.y, &bufferOffset);
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read32(&max.z, &bufferOffset);
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group->bounds.setMin(min);
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group->bounds.setMax(max);
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triangleCount += group->triangleCount;
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}
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// Read vertex format and count
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read32(&modelData->vertexFormat, &bufferOffset);
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read32(&modelData->vertexCount, &bufferOffset);
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// Read bounds
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Vector3 min;
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Vector3 max;
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read32(&min.x, &bufferOffset);
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read32(&min.y, &bufferOffset);
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read32(&min.z, &bufferOffset);
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read32(&max.x, &bufferOffset);
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read32(&max.y, &bufferOffset);
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read32(&max.z, &bufferOffset);
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modelData->bounds.setMin(min);
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modelData->bounds.setMax(max);
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// Calculate vertex size
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std::uint32_t vertexSize =
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3 // Position
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+ 3 // Normal
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+ 2 * ((modelData->vertexFormat & UV) != 0) // UV
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+ 4 * ((modelData->vertexFormat & TANGENT) != 0) // Tangent
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+ 4 * ((modelData->vertexFormat & TANGENT) != 0) // Bitangent
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+ 4 * ((modelData->vertexFormat & WEIGHTS) != 0) // Indices
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+ 4 * ((modelData->vertexFormat & WEIGHTS) != 0); // Weights
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// Allocate vertex data
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modelData->vertexData = new float[modelData->vertexCount * vertexSize];
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// Read vertex data
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float* vertexDataOffset = &modelData->vertexData[0];
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for (std::size_t i = 0; i < modelData->vertexCount; ++i)
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{
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for (std::size_t j = 0; j < vertexSize; ++j)
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{
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read32(vertexDataOffset, &bufferOffset);
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++vertexDataOffset;
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}
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}
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// Allocate index data
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std::uint32_t indexCount = triangleCount * 3;
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modelData->indexData = new std::uint32_t[indexCount];
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// Read index data
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for (std::size_t i = 0; i < indexCount; ++i)
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{
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read32(&modelData->indexData[i], &bufferOffset);
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}
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// Read skeleton data
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if (modelData->vertexFormat & WEIGHTS)
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{
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// Allocate skeleton data
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skeletonData = new SkeletonData();
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skeletonData->animations = nullptr;
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// Read bone count
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read16(&skeletonData->boneCount, &bufferOffset);
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// Allocate bones
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skeletonData->bones = new BoneData[skeletonData->boneCount];
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// Read bones
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for (std::size_t i = 0; i < skeletonData->boneCount; ++i)
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{
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BoneData* bone = &skeletonData->bones[i];
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bone->children = nullptr;
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readString(&bone->name, &bufferOffset);
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read16(&bone->parent, &bufferOffset);
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read16(&bone->childCount, &bufferOffset);
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bone->children = new std::uint16_t[bone->childCount];
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for (std::size_t j = 0; j < bone->childCount; ++j)
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{
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read16(&bone->children[j], &bufferOffset);
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}
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read32(&bone->translation.x, &bufferOffset);
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read32(&bone->translation.y, &bufferOffset);
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read32(&bone->translation.z, &bufferOffset);
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read32(&bone->rotation.w, &bufferOffset);
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read32(&bone->rotation.x, &bufferOffset);
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read32(&bone->rotation.y, &bufferOffset);
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read32(&bone->rotation.z, &bufferOffset);
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read32(&bone->length, &bufferOffset);
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}
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// Read animation count
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read16(&skeletonData->animationCount, &bufferOffset);
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if (skeletonData->animationCount != 0)
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{
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// Allocate animations
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skeletonData->animations = new AnimationData[skeletonData->animationCount];
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// Read animations
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for (std::size_t i = 0; i < skeletonData->animationCount; ++i)
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{
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AnimationData* animation = &skeletonData->animations[i];
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// Read animation name
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readString(&animation->name, &bufferOffset);
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// Read time frame
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read32(&animation->startTime, &bufferOffset);
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read32(&animation->endTime, &bufferOffset);
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// Read channel count
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read16(&animation->channelCount, &bufferOffset);
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// Allocate channels
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animation->channels = new ChannelData[animation->channelCount];
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// Read channels
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for (std::size_t j = 0; j < animation->channelCount; ++j)
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{
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ChannelData* channel = &animation->channels[j];
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// Read channel ID
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read16(&channel->id, &bufferOffset);
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// Read keyframe count
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read16(&channel->keyframeCount, &bufferOffset);
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// Allocate keyframes
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channel->keyframes = new KeyframeData[channel->keyframeCount];
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// Read keyframes
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for (std::size_t k = 0; k < channel->keyframeCount; ++k)
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{
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KeyframeData* keyframe = &channel->keyframes[k];
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// Read keyframe time
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read32(&keyframe->time, &bufferOffset);
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// Read keyframe translation
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read32(&keyframe->transform.translation.x, &bufferOffset);
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read32(&keyframe->transform.translation.y, &bufferOffset);
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read32(&keyframe->transform.translation.z, &bufferOffset);
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// Read keyframe rotation
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read32(&keyframe->transform.rotation.w, &bufferOffset);
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read32(&keyframe->transform.rotation.x, &bufferOffset);
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read32(&keyframe->transform.rotation.y, &bufferOffset);
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read32(&keyframe->transform.rotation.z, &bufferOffset);
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// Read keyframe scale
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read32(&keyframe->transform.scale.x, &bufferOffset);
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read32(&keyframe->transform.scale.y, &bufferOffset);
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read32(&keyframe->transform.scale.z, &bufferOffset);
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}
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}
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}
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}
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}
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// Free file data buffer
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delete[] buffer;
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#if defined(DEBUG)
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std::uint32_t newVertexCount = triangleCount * 3;
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std::uint32_t newVertexSize = vertexSize + 3;
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float* newVertexData = new float[newVertexCount * newVertexSize];
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const Vector3 barycentricCoordinates[3] =
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{
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Vector3(1, 0, 0),
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Vector3(0, 1, 0),
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Vector3(0, 0, 1)
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};
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for (std::size_t i = 0; i < indexCount; i += 3)
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{
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// For each triangle vertex
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for (std::size_t j = 0; j < 3; ++j)
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{
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float* oldVertex = &modelData->vertexData[modelData->indexData[i + j] * vertexSize];
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float* newVertex = &newVertexData[(i + j) * newVertexSize];
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// Copy old vertex data
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for (std::size_t k = 0; k < vertexSize; ++k)
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{
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*(newVertex++) = *(oldVertex++);
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}
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// Add barycentric coordinates
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*(newVertex++) = barycentricCoordinates[j].x;
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*(newVertex++) = barycentricCoordinates[j].y;
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*(newVertex) = barycentricCoordinates[j].z;
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// Reassign indices
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modelData->indexData[i + j] = i + j;
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}
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}
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// Replace old vertex buffer with new vertex buffer
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vertexSize = newVertexSize;
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delete[] modelData->vertexData;
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modelData->vertexData = newVertexData;
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modelData->vertexCount = newVertexCount;
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#endif // DEBUG
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GLuint vao;
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GLuint vbo;
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GLuint ibo;
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// Generate and bind VAO
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// Generate and bind VBO, then upload vertex data
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * modelData->vertexCount, modelData->vertexData, GL_STATIC_DRAW);
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// Setup vertex attribute arrays
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std::size_t attribOffset = 0;
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std::size_t attribSize = 0;
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// Vertex position attribute
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attribSize = 3;
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glEnableVertexAttribArray(VERTEX_POSITION);
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glVertexAttribPointer(VERTEX_POSITION, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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// Vertex normal attribute
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attribSize = 3;
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glEnableVertexAttribArray(VERTEX_NORMAL);
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glVertexAttribPointer(VERTEX_NORMAL, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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// Vertex UV attribute
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if ((modelData->vertexFormat & UV) != 0)
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{
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attribSize = 2;
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glEnableVertexAttribArray(VERTEX_TEXCOORD);
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glVertexAttribPointer(VERTEX_TEXCOORD, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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}
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// Vertex tangent and bitangent attributes
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if ((modelData->vertexFormat & TANGENT) != 0)
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{
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// Tangent
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attribSize = 4;
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glEnableVertexAttribArray(VERTEX_TANGENT);
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glVertexAttribPointer(VERTEX_TANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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// Bitangent
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attribSize = 4;
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glEnableVertexAttribArray(VERTEX_BITANGENT);
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glVertexAttribPointer(VERTEX_BITANGENT, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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}
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// Vertex indices and weights attributes
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if ((modelData->vertexFormat & WEIGHTS) != 0)
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{
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// Indices
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attribSize = 4;
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glEnableVertexAttribArray(VERTEX_BONE_INDICES);
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glVertexAttribPointer(VERTEX_BONE_INDICES, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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// Weights
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attribSize = 4;
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glEnableVertexAttribArray(VERTEX_BONE_WEIGHTS);
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glVertexAttribPointer(VERTEX_BONE_WEIGHTS, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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}
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#if defined(DEBUG)
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{
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// Vertex barycentric coordinates attribute
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attribSize = 3;
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glEnableVertexAttribArray(VERTEX_BARYCENTRIC);
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glVertexAttribPointer(VERTEX_BARYCENTRIC, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
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attribOffset += attribSize;
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}
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#endif // DEBUG
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// Generate and bind IBO, then upload index data
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glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(std::uint32_t) * indexCount, modelData->indexData, GL_STATIC_DRAW);
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// Delete vertex and index data
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delete[] modelData->vertexData;
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delete[] modelData->indexData;
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// Allocate model
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Model* model = new Model();
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model->setVAO(vao);
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model->setVBO(vbo);
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model->setIBO(ibo);
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model->setVertexFormat(modelData->vertexFormat);
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model->setBounds(modelData->bounds);
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// Create model groups
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for (std::size_t i = 0; i < modelData->groupCount; ++i)
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{
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MaterialGroup* modelDataGroup = &modelData->groups[i];
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// Allocate model group
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Model::Group* modelGroup = new Model::Group();
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// Set model group name
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modelGroup->name = modelDataGroup->materialName;
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// Load material
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std::string materialFilename = modelDataGroup->materialName + std::string(".mtl");
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modelGroup->material = resourceManager->load<Material>(materialFilename);
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// Setup model group geometry
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modelGroup->indexOffset = modelDataGroup->indexOffset;
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modelGroup->triangleCount = modelDataGroup->triangleCount;
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modelGroup->bounds = modelDataGroup->bounds;
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// Add model group to model
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model->addGroup(modelGroup);
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}
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// Create skeleton
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if (skeletonData != nullptr)
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{
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// Allocate skeleton
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Skeleton* skeleton = new Skeleton();
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// Construct bone hierarchy from bone data
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constructBoneHierarchy(skeleton->getRootBone(), skeletonData->bones, 0);
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// Calculate bind pose
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skeleton->calculateBindPose();
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// Create animations
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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;
|
|
}
|
|
|