Files
WickedEngine/Editor/ModelImporter_GLTF.cpp
T
2018-09-20 18:47:21 +01:00

878 lines
26 KiB
C++

#include "stdafx.h"
#include "wiSceneSystem.h"
#include "ModelImporter.h"
#include "Utility/stb_image.h"
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_STB_IMAGE
#define TINYGLTF_NO_STB_IMAGE_WRITE
#include "tiny_gltf.h"
#include <fstream>
#include <sstream>
using namespace std;
using namespace wiGraphicsTypes;
using namespace wiSceneSystem;
using namespace wiECS;
// Transform the data from glTF space to engine-space:
static const bool transform_to_LH = true;
namespace tinygltf
{
bool LoadImageData(Image *image, std::string *err, std::string *warn,
int req_width, int req_height, const unsigned char *bytes,
int size, void *)
{
(void)warn;
const int requiredComponents = 4;
int w, h, comp;
unsigned char *data = stbi_load_from_memory(bytes, size, &w, &h, &comp, requiredComponents);
if (!data) {
// NOTE: you can use `warn` instead of `err`
if (err) {
(*err) += "Unknown image format.\n";
}
return false;
}
if (w < 1 || h < 1) {
free(data);
if (err) {
(*err) += "Invalid image data.\n";
}
return false;
}
if (req_width > 0) {
if (req_width != w) {
free(data);
if (err) {
(*err) += "Image width mismatch.\n";
}
return false;
}
}
if (req_height > 0) {
if (req_height != h) {
free(data);
if (err) {
(*err) += "Image height mismatch.\n";
}
return false;
}
}
image->width = w;
image->height = h;
image->component = requiredComponents;
image->image.resize(static_cast<size_t>(w * h * image->component));
std::copy(data, data + w * h * image->component, image->image.begin());
free(data);
return true;
}
bool WriteImageData(const std::string *basepath, const std::string *filename,
Image *image, bool embedImages, void *)
{
assert(0); // TODO
return false;
}
}
void RegisterTexture2D(tinygltf::Image *image)
{
// We will load the texture2d by hand here and register to the resource manager
{
int width = image->width;
int height = image->height;
int channelCount = image->component;
const unsigned char* rgb = image->image.data();
if (rgb != nullptr)
{
TextureDesc desc;
desc.ArraySize = 1;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.Height = static_cast<uint32_t>(height);
desc.Width = static_cast<uint32_t>(width);
desc.MipLevels = (UINT)log2(max(width, height));
desc.MiscFlags = 0;
desc.Usage = USAGE_DEFAULT;
UINT mipwidth = width;
SubresourceData* InitData = new SubresourceData[desc.MipLevels];
for (UINT mip = 0; mip < desc.MipLevels; ++mip)
{
InitData[mip].pSysMem = rgb;
InitData[mip].SysMemPitch = static_cast<UINT>(mipwidth * channelCount);
mipwidth = max(1, mipwidth / 2);
}
Texture2D* tex = new Texture2D;
tex->RequestIndependentShaderResourcesForMIPs(true);
tex->RequestIndependentUnorderedAccessResourcesForMIPs(true);
HRESULT hr = wiRenderer::GetDevice()->CreateTexture2D(&desc, InitData, &tex);
assert(SUCCEEDED(hr));
if (tex != nullptr)
{
wiRenderer::AddDeferredMIPGen(tex);
if (image->name.empty())
{
static UINT imgcounter = 0;
stringstream ss("");
ss << "gltfLoader_image" << imgcounter++;
image->name = ss.str();
}
// We loaded the texture2d, so register to the resource manager to be retrieved later:
wiResourceManager::GetGlobal()->Register(image->name, tex, wiResourceManager::IMAGE);
}
}
}
}
struct LoaderState
{
tinygltf::Model gltfModel;
Scene scene;
unordered_map<const tinygltf::Node*, Entity> entityMap;
vector<Entity> materialArray;
vector<Entity> meshArray;
vector<Entity> armatureArray;
};
// Recursively loads nodes and resolves hierarchy:
void LoadNode(tinygltf::Node* node, Entity parent, LoaderState& state)
{
if (node == nullptr)
{
return;
}
Entity entity = INVALID_ENTITY;
if(node->mesh >= 0)
{
entity = state.scene.Entity_CreateObject(node->name);
ObjectComponent& object = *state.scene.objects.GetComponent(entity);
if (node->mesh < state.meshArray.size())
{
object.meshID = state.meshArray[node->mesh];
if (node->skin >= 0)
{
MeshComponent& mesh = *state.scene.meshes.GetComponent(object.meshID);
assert(!mesh.vertex_boneindices.empty());
mesh.armatureID = state.armatureArray[node->skin];
}
}
else
{
assert(0);
}
}
else if (node->camera >= 0)
{
if (node->name.empty())
{
static int camID = 0;
stringstream ss("");
ss << "cam" << camID++;
node->name = ss.str();
}
entity = state.scene.Entity_CreateCamera(node->name, (float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
}
if (entity == INVALID_ENTITY)
{
entity = CreateEntity();
state.scene.transforms.Create(entity);
}
state.entityMap[node] = entity;
TransformComponent& transform = *state.scene.transforms.GetComponent(entity);
if (!node->scale.empty())
{
transform.scale_local = XMFLOAT3((float)node->scale[0], (float)node->scale[1], (float)node->scale[2]);
}
if (!node->rotation.empty())
{
transform.rotation_local = XMFLOAT4((float)node->rotation[0], (float)node->rotation[1], (float)node->rotation[2], (float)node->rotation[3]);
}
if (!node->translation.empty())
{
transform.translation_local = XMFLOAT3((float)node->translation[0], (float)node->translation[1], (float)node->translation[2]);
}
// Important:
// Do NOT call UpdateTransform, because Attach will query parent world matrix, and invert it for bind matrix
// But here we load everything in bind space (relative to parent) already, so it must be IDENTITY!
if (parent != INVALID_ENTITY)
{
state.scene.Component_Attach(entity, parent);
}
if (!node->children.empty())
{
for (int child : node->children)
{
LoadNode(&state.gltfModel.nodes[child], entity, state);
}
}
}
void ImportModel_GLTF(const std::string& fileName)
{
string directory, name;
wiHelper::SplitPath(fileName, directory, name);
string extension = wiHelper::toUpper(wiHelper::GetExtensionFromFileName(name));
wiHelper::RemoveExtensionFromFileName(name);
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
loader.SetImageLoader(tinygltf::LoadImageData, nullptr);
loader.SetImageWriter(tinygltf::WriteImageData, nullptr);
LoaderState state;
bool ret;
if (!extension.compare("GLTF"))
{
ret = loader.LoadASCIIFromFile(&state.gltfModel, &err, &warn, fileName);
}
else
{
ret = loader.LoadBinaryFromFile(&state.gltfModel, &err, &warn, fileName); // for binary glTF(.glb)
}
if (!ret) {
wiHelper::messageBox(err, "GLTF error!");
}
Entity rootEntity = CreateEntity();
state.scene.transforms.Create(rootEntity);
// Create materials:
for (auto& x : state.gltfModel.materials)
{
Entity materialEntity = state.scene.Entity_CreateMaterial(x.name);
state.materialArray.push_back(materialEntity);
MaterialComponent& material = *state.scene.materials.GetComponent(materialEntity);
material.baseColor = XMFLOAT4(1, 1, 1, 1);
material.roughness = 1.0f;
material.metalness = 1.0f;
material.reflectance = 0.02f;
material.emissive = 0;
auto& baseColorTexture = x.values.find("baseColorTexture");
auto& metallicRoughnessTexture = x.values.find("metallicRoughnessTexture");
auto& normalTexture = x.additionalValues.find("normalTexture");
auto& emissiveTexture = x.additionalValues.find("emissiveTexture");
auto& occlusionTexture = x.additionalValues.find("occlusionTexture");
auto& baseColorFactor = x.values.find("baseColorFactor");
auto& roughnessFactor = x.values.find("roughnessFactor");
auto& metallicFactor = x.values.find("metallicFactor");
auto& emissiveFactor = x.additionalValues.find("emissiveFactor");
auto& alphaCutoff = x.additionalValues.find("alphaCutoff");
if (baseColorTexture != x.values.end())
{
auto& tex = state.gltfModel.textures[baseColorTexture->second.TextureIndex()];
auto& img = state.gltfModel.images[tex.source];
RegisterTexture2D(&img);
material.baseColorMapName = img.name;
}
else if(!state.gltfModel.images.empty())
{
// For some reason, we don't have diffuse texture, but have other textures
// I have a problem, because one model viewer displays textures on a model which has no basecolor set in its material...
// This is probably not how it should be (todo)
RegisterTexture2D(&state.gltfModel.images[0]);
material.baseColorMapName = state.gltfModel.images[0].name;
}
tinygltf::Image* img_nor = nullptr;
tinygltf::Image* img_met_rough = nullptr;
tinygltf::Image* img_emissive = nullptr;
if (normalTexture != x.additionalValues.end())
{
auto& tex = state.gltfModel.textures[normalTexture->second.TextureIndex()];
img_nor = &state.gltfModel.images[tex.source];
}
if (metallicRoughnessTexture != x.values.end())
{
auto& tex = state.gltfModel.textures[metallicRoughnessTexture->second.TextureIndex()];
img_met_rough = &state.gltfModel.images[tex.source];
}
if (emissiveTexture != x.additionalValues.end())
{
auto& tex = state.gltfModel.textures[emissiveTexture->second.TextureIndex()];
img_emissive = &state.gltfModel.images[tex.source];
}
// Now we will begin interleaving texture data to match engine layout:
if (img_nor != nullptr)
{
uint32_t* data32_roughness = nullptr;
if (img_met_rough != nullptr && img_met_rough->width == img_nor->width && img_met_rough->height == img_nor->height)
{
data32_roughness = (uint32_t*)img_met_rough->image.data();
}
else if (img_met_rough != nullptr)
{
wiBackLog::post("[gltf] Warning: there is a normalmap and roughness texture, but not the same size! Roughness will not be baked in!");
}
// Convert normal map:
uint32_t* data32 = (uint32_t*)img_nor->image.data();
for (int i = 0; i < img_nor->width * img_nor->height; ++i)
{
uint32_t pixel = data32[i];
float r = ((pixel >> 0) & 255) / 255.0f;
float g = ((pixel >> 8) & 255) / 255.0f;
float b = ((pixel >> 16) & 255) / 255.0f;
float a = ((pixel >> 24) & 255) / 255.0f;
// swap normal y direction:
g = 1 - g;
// reset roughness:
a = 1;
if (data32_roughness != nullptr)
{
// add roughness from texture (G):
a = ((data32_roughness[i] >> 8) & 255) / 255.0f;
a = max(1.0f / 255.0f, a); // disallow 0 roughness (but is it really a good idea to do it here???)
}
uint32_t rgba8 = 0;
rgba8 |= (uint32_t)(r * 255.0f) << 0;
rgba8 |= (uint32_t)(g * 255.0f) << 8;
rgba8 |= (uint32_t)(b * 255.0f) << 16;
rgba8 |= (uint32_t)(a * 255.0f) << 24;
data32[i] = rgba8;
}
RegisterTexture2D(img_nor);
material.normalMapName = img_nor->name;
}
if (img_met_rough != nullptr)
{
uint32_t* data32_emissive = nullptr;
if (img_emissive != nullptr && img_emissive->width == img_met_rough->width && img_emissive->height == img_met_rough->height)
{
data32_emissive = (uint32_t*)img_emissive->image.data();
}
uint32_t* data32 = (uint32_t*)img_met_rough->image.data();
for (int i = 0; i < img_met_rough->width * img_met_rough->height; ++i)
{
uint32_t pixel = data32[i];
float r = ((pixel >> 0) & 255) / 255.0f;
float g = ((pixel >> 8) & 255) / 255.0f;
float b = ((pixel >> 16) & 255) / 255.0f;
float a = ((pixel >> 24) & 255) / 255.0f;
float reflectance = 1;
float metalness = b;
float emissive = 0;
float sss = 1;
if (data32_emissive != nullptr)
{
// add emissive from texture (R):
// (Currently only supporting single channel emissive)
emissive = ((data32_emissive[i] >> 0) & 255) / 255.0f;
}
uint32_t rgba8 = 0;
rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
rgba8 |= (uint32_t)(sss * 255.0f) << 24;
data32[i] = rgba8;
}
RegisterTexture2D(img_met_rough);
material.surfaceMapName = img_met_rough->name;
}
else if (img_emissive != nullptr)
{
// No metalness texture, just emissive...
uint32_t* data32 = (uint32_t*)img_emissive->image.data();
if (data32 != nullptr)
{
for (int i = 0; i < img_emissive->width * img_emissive->height; ++i)
{
uint32_t pixel = data32[i];
float r = ((pixel >> 0) & 255) / 255.0f;
float g = ((pixel >> 8) & 255) / 255.0f;
float b = ((pixel >> 16) & 255) / 255.0f;
float a = ((pixel >> 24) & 255) / 255.0f;
float reflectance = 1;
float metalness = 1;
float emissive = r;
float sss = 1;
uint32_t rgba8 = 0;
rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
rgba8 |= (uint32_t)(sss * 255.0f) << 24;
data32[i] = rgba8;
}
RegisterTexture2D(img_emissive);
material.surfaceMapName = img_emissive->name;
}
}
// Retrieve textures by name:
if (!material.baseColorMapName.empty())
material.baseColorMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.baseColorMapName);
if (!material.normalMapName.empty())
material.normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.normalMapName);
if (!material.surfaceMapName.empty())
material.surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.surfaceMapName);
if (baseColorFactor != x.values.end())
{
material.baseColor.x = static_cast<float>(baseColorFactor->second.ColorFactor()[0]);
material.baseColor.y = static_cast<float>(baseColorFactor->second.ColorFactor()[1]);
material.baseColor.z = static_cast<float>(baseColorFactor->second.ColorFactor()[2]);
}
if (roughnessFactor != x.values.end())
{
material.roughness = static_cast<float>(roughnessFactor->second.Factor());
}
if (metallicFactor != x.values.end())
{
material.metalness = static_cast<float>(metallicFactor->second.Factor());
}
if (emissiveFactor != x.additionalValues.end())
{
material.emissive = static_cast<float>(emissiveFactor->second.ColorFactor()[0]);
}
if (alphaCutoff != x.additionalValues.end())
{
material.alphaRef = 1 - static_cast<float>(alphaCutoff->second.Factor());
}
}
if (state.materialArray.empty())
{
Entity materialEntity = state.scene.Entity_CreateMaterial("GLTFImport_defaultMaterial");
state.materialArray.push_back(materialEntity);
}
// Create meshes:
for (auto& x : state.gltfModel.meshes)
{
Entity meshEntity = state.scene.Entity_CreateMesh(x.name);
state.meshArray.push_back(meshEntity);
MeshComponent& mesh = *state.scene.meshes.GetComponent(meshEntity);
for (auto& prim : x.primitives)
{
assert(prim.indices >= 0);
// Fill indices:
const tinygltf::Accessor& accessor = state.gltfModel.accessors[prim.indices];
const tinygltf::BufferView& bufferView = state.gltfModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = state.gltfModel.buffers[bufferView.buffer];
int stride = accessor.ByteStride(bufferView);
size_t indexCount = accessor.count;
size_t indexOffset = mesh.indices.size();
mesh.indices.resize(indexOffset + indexCount);
mesh.subsets.push_back(MeshComponent::MeshSubset());
mesh.subsets.back().indexOffset = (uint32_t)indexOffset;
mesh.subsets.back().indexCount = (uint32_t)indexCount;
mesh.subsets.back().materialID = state.materialArray[max(0, prim.material)];
uint32_t vertexOffset = (uint32_t)mesh.vertex_positions.size();
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
if (stride == 1)
{
for (size_t i = 0; i < indexCount; i += 3)
{
mesh.indices[indexOffset + i + 0] = vertexOffset + data[i + 0];
mesh.indices[indexOffset + i + 1] = vertexOffset + data[i + 1];
mesh.indices[indexOffset + i + 2] = vertexOffset + data[i + 2];
}
}
else if (stride == 2)
{
for (size_t i = 0; i < indexCount; i += 3)
{
mesh.indices[indexOffset + i + 0] = vertexOffset + ((uint16_t*)data)[i + 0];
mesh.indices[indexOffset + i + 1] = vertexOffset + ((uint16_t*)data)[i + 1];
mesh.indices[indexOffset + i + 2] = vertexOffset + ((uint16_t*)data)[i + 2];
}
}
else if (stride == 4)
{
for (size_t i = 0; i < indexCount; i += 3)
{
mesh.indices[indexOffset + i + 0] = vertexOffset + ((uint32_t*)data)[i + 0];
mesh.indices[indexOffset + i + 1] = vertexOffset + ((uint32_t*)data)[i + 1];
mesh.indices[indexOffset + i + 2] = vertexOffset + ((uint32_t*)data)[i + 2];
}
}
else
{
assert(0 && "unsupported index stride!");
}
for (auto& attr : prim.attributes)
{
const string& attr_name = attr.first;
int attr_data = attr.second;
const tinygltf::Accessor& accessor = state.gltfModel.accessors[attr_data];
const tinygltf::BufferView& bufferView = state.gltfModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = state.gltfModel.buffers[bufferView.buffer];
int stride = accessor.ByteStride(bufferView);
size_t vertexCount = accessor.count;
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
if (!attr_name.compare("POSITION"))
{
mesh.vertex_positions.resize(vertexOffset + vertexCount);
assert(stride == 12);
for (size_t i = 0; i < vertexCount; ++i)
{
mesh.vertex_positions[vertexOffset + i] = ((XMFLOAT3*)data)[i];
}
}
else if (!attr_name.compare("NORMAL"))
{
mesh.vertex_normals.resize(vertexOffset + vertexCount);
assert(stride == 12);
for (size_t i = 0; i < vertexCount; ++i)
{
mesh.vertex_normals[vertexOffset + i] = ((XMFLOAT3*)data)[i];
}
}
else if (!attr_name.compare("TEXCOORD_0"))
{
mesh.vertex_texcoords.resize(vertexOffset + vertexCount);
assert(stride == 8);
for (size_t i = 0; i < vertexCount; ++i)
{
const XMFLOAT2& tex = ((XMFLOAT2*)data)[i];
mesh.vertex_texcoords[vertexOffset + i].x = tex.x;
mesh.vertex_texcoords[vertexOffset + i].y = tex.y;
}
}
else if (!attr_name.compare("JOINTS_0"))
{
mesh.vertex_boneindices.resize(vertexOffset + vertexCount);
if (stride == 4)
{
struct JointTmp
{
uint8_t ind[4];
};
for (size_t i = 0; i < vertexCount; ++i)
{
const JointTmp& joint = ((JointTmp*)data)[i];
mesh.vertex_boneindices[vertexOffset + i].x = joint.ind[0];
mesh.vertex_boneindices[vertexOffset + i].y = joint.ind[1];
mesh.vertex_boneindices[vertexOffset + i].z = joint.ind[2];
mesh.vertex_boneindices[vertexOffset + i].w = joint.ind[3];
}
}
else if (stride == 8)
{
struct JointTmp
{
uint16_t ind[4];
};
for (size_t i = 0; i < vertexCount; ++i)
{
const JointTmp& joint = ((JointTmp*)data)[i];
mesh.vertex_boneindices[vertexOffset + i].x = joint.ind[0];
mesh.vertex_boneindices[vertexOffset + i].y = joint.ind[1];
mesh.vertex_boneindices[vertexOffset + i].z = joint.ind[2];
mesh.vertex_boneindices[vertexOffset + i].w = joint.ind[3];
}
}
else
{
assert(0);
}
}
else if (!attr_name.compare("WEIGHTS_0"))
{
mesh.vertex_boneweights.resize(vertexOffset + vertexCount);
assert(stride == 16);
for (size_t i = 0; i < vertexCount; ++i)
{
mesh.vertex_boneweights[vertexOffset + i] = ((XMFLOAT4*)data)[i];
}
}
else if (!attr_name.compare("COLOR_0"))
{
mesh.vertex_colors.resize(vertexOffset + vertexCount);
assert(stride == 16);
for (size_t i = 0; i < vertexCount; ++i)
{
const XMFLOAT4& color = ((XMFLOAT4*)data)[i];
uint32_t rgba = wiMath::CompressColor(color);
mesh.vertex_colors[vertexOffset + i] = rgba;
}
}
}
}
mesh.CreateRenderData();
}
// Create armatures:
for (auto& skin : state.gltfModel.skins)
{
Entity armatureEntity = CreateEntity();
state.scene.names.Create(armatureEntity) = skin.name;
state.scene.layers.Create(armatureEntity);
TransformComponent& transform = state.scene.transforms.Create(armatureEntity);
ArmatureComponent& armature = state.scene.armatures.Create(armatureEntity);
state.armatureArray.push_back(armatureEntity);
if (transform_to_LH)
{
XMStoreFloat4x4(&armature.remapMatrix, XMMatrixScaling(1, 1, -1));
}
if (skin.inverseBindMatrices >= 0)
{
const tinygltf::Accessor &accessor = state.gltfModel.accessors[skin.inverseBindMatrices];
const tinygltf::BufferView &bufferView = state.gltfModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer &buffer = state.gltfModel.buffers[bufferView.buffer];
armature.inverseBindMatrices.resize(accessor.count);
memcpy(armature.inverseBindMatrices.data(), &buffer.data[accessor.byteOffset + bufferView.byteOffset], accessor.count * sizeof(XMFLOAT4X4));
}
else
{
assert(0);
}
}
// Create transform hierarchy, assign objects, meshes, armatures, cameras:
const tinygltf::Scene &gltfScene = state.gltfModel.scenes[max(0, state.gltfModel.defaultScene)];
for (size_t i = 0; i < gltfScene.nodes.size(); i++)
{
LoadNode(&state.gltfModel.nodes[gltfScene.nodes[i]], rootEntity, state);
}
// Create armature-bone mappings:
int armatureIndex = 0;
for (auto& skin : state.gltfModel.skins)
{
Entity entity = state.armatureArray[armatureIndex++];
ArmatureComponent& armature = *state.scene.armatures.GetComponent(entity);
const size_t jointCount = skin.joints.size();
armature.boneCollection.resize(jointCount);
// Create bone collection:
for (size_t i = 0; i < jointCount; ++i)
{
int jointIndex = skin.joints[i];
const tinygltf::Node& joint_node = state.gltfModel.nodes[jointIndex];
Entity boneEntity = state.entityMap[&joint_node];
armature.boneCollection[i] = boneEntity;
}
}
// Create animations:
for (auto& anim : state.gltfModel.animations)
{
Entity entity = CreateEntity();
state.scene.names.Create(entity) = anim.name;
AnimationComponent& animationcomponent = state.scene.animations.Create(entity);
animationcomponent.samplers.resize(anim.samplers.size());
animationcomponent.channels.resize(anim.channels.size());
for (size_t i = 0; i < anim.samplers.size(); ++i)
{
auto& sam = anim.samplers[i];
if (!sam.interpolation.compare("LINEAR"))
{
animationcomponent.samplers[i].mode = AnimationComponent::AnimationSampler::Mode::LINEAR;
}
else if (!sam.interpolation.compare("STEP"))
{
animationcomponent.samplers[i].mode = AnimationComponent::AnimationSampler::Mode::STEP;
}
// AnimationSampler input = keyframe times
{
const tinygltf::Accessor& accessor = state.gltfModel.accessors[sam.input];
const tinygltf::BufferView& bufferView = state.gltfModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = state.gltfModel.buffers[bufferView.buffer];
assert(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
int stride = accessor.ByteStride(bufferView);
size_t count = accessor.count;
animationcomponent.samplers[i].keyframe_times.resize(count);
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
assert(stride == 4);
for (size_t j = 0; j < count; ++j)
{
float time = ((float*)data)[j];
animationcomponent.samplers[i].keyframe_times[j] = time;
animationcomponent.start = min(animationcomponent.start, time);
animationcomponent.end = max(animationcomponent.end, time);
}
}
// AnimationSampler output = keyframe data
{
const tinygltf::Accessor& accessor = state.gltfModel.accessors[sam.output];
const tinygltf::BufferView& bufferView = state.gltfModel.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = state.gltfModel.buffers[bufferView.buffer];
int stride = accessor.ByteStride(bufferView);
size_t count = accessor.count;
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
switch (accessor.type)
{
case TINYGLTF_TYPE_VEC3:
{
assert(stride == sizeof(XMFLOAT3));
animationcomponent.samplers[i].keyframe_data.resize(count * 3);
for (size_t j = 0; j < count; ++j)
{
((XMFLOAT3*)animationcomponent.samplers[i].keyframe_data.data())[j] = ((XMFLOAT3*)data)[j];
}
}
break;
case TINYGLTF_TYPE_VEC4:
{
assert(stride == sizeof(XMFLOAT4));
animationcomponent.samplers[i].keyframe_data.resize(count * 4);
for (size_t j = 0; j < count; ++j)
{
((XMFLOAT4*)animationcomponent.samplers[i].keyframe_data.data())[j] = ((XMFLOAT4*)data)[j];
}
}
break;
default: assert(0); break;
}
}
}
for (size_t i = 0; i < anim.channels.size(); ++i)
{
auto& channel = anim.channels[i];
animationcomponent.channels[i].target = state.entityMap[&state.gltfModel.nodes[channel.target_node]];
assert(channel.sampler >= 0);
animationcomponent.channels[i].samplerIndex = (uint32_t)channel.sampler;
if (!channel.target_path.compare("scale"))
{
animationcomponent.channels[i].path = AnimationComponent::AnimationChannel::Path::SCALE;
}
else if (!channel.target_path.compare("rotation"))
{
animationcomponent.channels[i].path = AnimationComponent::AnimationChannel::Path::ROTATION;
}
else if (!channel.target_path.compare("translation"))
{
animationcomponent.channels[i].path = AnimationComponent::AnimationChannel::Path::TRANSLATION;
}
else
{
animationcomponent.channels[i].path = AnimationComponent::AnimationChannel::Path::UNKNOWN;
}
}
}
if (transform_to_LH)
{
TransformComponent& transform = *state.scene.transforms.GetComponent(rootEntity);
transform.scale_local.z = -transform.scale_local.z;
transform.SetDirty();
}
// We parented everything to a root transform, but we actually don't need that after loading model.
// Apply every transformation according to root transform, then remove root all together.
// We could also keep it, but right now, it seems better to delete and have less hierarchy
state.scene.Update(0);
state.scene.Component_DetachChildren(rootEntity);
state.scene.Entity_Remove(rootEntity);
wiRenderer::GetScene().Merge(state.scene);
}