901 lines
26 KiB
C++
901 lines
26 KiB
C++
#include "stdafx.h"
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#include "ModelImporter.h"
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#include "Utility/stb_image.h"
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#define TINYGLTF_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#include "tiny_gltf.h"
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#include <fstream>
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#include <sstream>
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using namespace std;
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using namespace wiGraphicsTypes;
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using namespace wiSceneSystem;
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using namespace wiECS;
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// Transform the data from glTF space to engine-space:
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const bool transform_to_LH = true;
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namespace tinygltf
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{
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bool LoadImageData(Image *image, std::string *err, std::string *warn,
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int req_width, int req_height, const unsigned char *bytes,
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int size, void *)
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{
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(void)warn;
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const int requiredComponents = 4;
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int w, h, comp;
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unsigned char *data = stbi_load_from_memory(bytes, size, &w, &h, &comp, requiredComponents);
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if (!data) {
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// NOTE: you can use `warn` instead of `err`
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if (err) {
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(*err) += "Unknown image format.\n";
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}
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return false;
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}
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if (w < 1 || h < 1) {
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free(data);
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if (err) {
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(*err) += "Invalid image data.\n";
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}
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return false;
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}
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if (req_width > 0) {
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if (req_width != w) {
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free(data);
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if (err) {
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(*err) += "Image width mismatch.\n";
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}
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return false;
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}
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}
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if (req_height > 0) {
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if (req_height != h) {
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free(data);
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if (err) {
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(*err) += "Image height mismatch.\n";
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}
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return false;
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}
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}
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image->width = w;
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image->height = h;
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image->component = requiredComponents;
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image->image.resize(static_cast<size_t>(w * h * image->component));
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std::copy(data, data + w * h * image->component, image->image.begin());
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free(data);
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return true;
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}
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bool WriteImageData(const std::string *basepath, const std::string *filename,
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Image *image, bool embedImages, void *)
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{
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assert(0); // TODO
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return false;
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}
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}
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void RegisterTexture2D(tinygltf::Image *image)
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{
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// We will load the texture2d by hand here and register to the resource manager
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{
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int width = image->width;
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int height = image->height;
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int channelCount = image->component;
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const unsigned char* rgb = image->image.data();
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if (rgb != nullptr)
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{
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TextureDesc desc;
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desc.ArraySize = 1;
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desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
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desc.CPUAccessFlags = 0;
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desc.Format = FORMAT_R8G8B8A8_UNORM;
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desc.Height = static_cast<uint32_t>(height);
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desc.Width = static_cast<uint32_t>(width);
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desc.MipLevels = (UINT)log2(max(width, height));
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desc.MiscFlags = 0;
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desc.Usage = USAGE_DEFAULT;
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UINT mipwidth = width;
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SubresourceData* InitData = new SubresourceData[desc.MipLevels];
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for (UINT mip = 0; mip < desc.MipLevels; ++mip)
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{
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InitData[mip].pSysMem = rgb;
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InitData[mip].SysMemPitch = static_cast<UINT>(mipwidth * channelCount);
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mipwidth = max(1, mipwidth / 2);
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}
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Texture2D* tex = new Texture2D;
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tex->RequestIndependentShaderResourcesForMIPs(true);
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tex->RequestIndependentUnorderedAccessResourcesForMIPs(true);
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HRESULT hr = wiRenderer::GetDevice()->CreateTexture2D(&desc, InitData, &tex);
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assert(SUCCEEDED(hr));
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if (tex != nullptr)
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{
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wiRenderer::AddDeferredMIPGen(tex);
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if (image->name.empty())
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{
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static UINT imgcounter = 0;
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stringstream ss("");
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ss << "gltfLoader_image" << imgcounter++;
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image->name = ss.str();
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}
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// We loaded the texture2d, so register to the resource manager to be retrieved later:
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wiResourceManager::GetGlobal()->Register(image->name, tex, wiResourceManager::IMAGE);
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}
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}
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}
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}
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struct LoaderState
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{
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tinygltf::Model gltfModel;
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Entity modelEntity;
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unordered_map<const tinygltf::Node*, Entity> entityMap;
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vector<Entity> materialArray;
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vector<Entity> meshArray;
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vector<Entity> armatureArray;
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};
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// Recursively loads nodes and resolves hierarchy:
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void LoadNode(tinygltf::Node* node, Entity parent, LoaderState& state)
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{
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if (node == nullptr)
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{
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return;
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}
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Scene& scene = wiRenderer::GetScene();
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ModelComponent& model = *scene.models.GetComponent(state.modelEntity);
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Entity entity = INVALID_ENTITY;
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if(node->mesh >= 0)
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{
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entity = scene.Entity_CreateObject(node->name);
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ObjectComponent& object = *scene.objects.GetComponent(entity);
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if (node->mesh < state.meshArray.size())
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{
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object.meshID = state.meshArray[node->mesh];
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if (node->skin >= 0)
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{
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MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
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assert(!mesh.vertices_BON.empty());
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mesh.armatureID = state.armatureArray[node->skin];
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}
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}
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else
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{
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assert(0);
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}
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}
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else if (node->camera >= 0)
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{
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if (node->name.empty())
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{
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static int camID = 0;
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stringstream ss("");
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ss << "cam" << camID++;
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node->name = ss.str();
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}
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entity = scene.Entity_CreateCamera(node->name, (float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
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model.cameras.insert(entity);
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}
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if (entity == INVALID_ENTITY)
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{
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entity = CreateEntity();
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scene.owned_entities.insert(entity);
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scene.transforms.Create(entity);
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}
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state.entityMap[node] = entity;
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TransformComponent& transform = *scene.transforms.GetComponent(entity);
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if (!node->scale.empty())
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{
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transform.scale_local = XMFLOAT3((float)node->scale[0], (float)node->scale[1], (float)node->scale[2]);
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}
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if (!node->rotation.empty())
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{
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transform.rotation_local = XMFLOAT4((float)node->rotation[0], (float)node->rotation[1], (float)node->rotation[2], (float)node->rotation[3]);
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}
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if (!node->translation.empty())
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{
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transform.translation_local = XMFLOAT3((float)node->translation[0], (float)node->translation[1], (float)node->translation[2]);
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}
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transform.UpdateTransform();
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if (parent != INVALID_ENTITY)
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{
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scene.Component_Attach(entity, parent);
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}
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if (!node->children.empty())
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{
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for (int child : node->children)
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{
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LoadNode(&state.gltfModel.nodes[child], entity, state);
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}
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}
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}
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Entity ImportModel_GLTF(const std::string& fileName)
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{
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string directory, name;
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wiHelper::SplitPath(fileName, directory, name);
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string extension = wiHelper::toUpper(wiHelper::GetExtensionFromFileName(name));
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wiHelper::RemoveExtensionFromFileName(name);
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tinygltf::TinyGLTF loader;
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std::string err;
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std::string warn;
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loader.SetImageLoader(tinygltf::LoadImageData, nullptr);
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loader.SetImageWriter(tinygltf::WriteImageData, nullptr);
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LoaderState state;
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bool ret;
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if (!extension.compare("GLTF"))
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{
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ret = loader.LoadASCIIFromFile(&state.gltfModel, &err, &warn, fileName);
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}
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else
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{
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ret = loader.LoadBinaryFromFile(&state.gltfModel, &err, &warn, fileName); // for binary glTF(.glb)
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}
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if (!ret) {
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wiHelper::messageBox(err, "GLTF error!");
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return INVALID_ENTITY;
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}
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Scene& scene = wiRenderer::GetScene();
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state.modelEntity = scene.Entity_CreateModel(name);
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ModelComponent& model = *scene.models.GetComponent(state.modelEntity);
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TransformComponent& model_transform = *scene.transforms.GetComponent(state.modelEntity);
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model_transform.UpdateTransform(); // everything will be attached to this, so values need to be up to date
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// Create materials:
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for (auto& x : state.gltfModel.materials)
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{
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Entity materialEntity = scene.Entity_CreateMaterial(x.name);
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model.materials.insert(materialEntity);
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state.materialArray.push_back(materialEntity);
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MaterialComponent& material = *scene.materials.GetComponent(materialEntity);
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material.baseColor = XMFLOAT4(1, 1, 1, 1);
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material.roughness = 1.0f;
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material.metalness = 1.0f;
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material.reflectance = 0.02f;
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material.emissive = 0;
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auto& baseColorTexture = x.values.find("baseColorTexture");
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auto& metallicRoughnessTexture = x.values.find("metallicRoughnessTexture");
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auto& normalTexture = x.additionalValues.find("normalTexture");
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auto& emissiveTexture = x.additionalValues.find("emissiveTexture");
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auto& occlusionTexture = x.additionalValues.find("occlusionTexture");
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auto& baseColorFactor = x.values.find("baseColorFactor");
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auto& roughnessFactor = x.values.find("roughnessFactor");
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auto& metallicFactor = x.values.find("metallicFactor");
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auto& emissiveFactor = x.additionalValues.find("emissiveFactor");
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auto& alphaCutoff = x.additionalValues.find("alphaCutoff");
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if (baseColorTexture != x.values.end())
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{
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auto& tex = state.gltfModel.textures[baseColorTexture->second.TextureIndex()];
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auto& img = state.gltfModel.images[tex.source];
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RegisterTexture2D(&img);
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material.baseColorMapName = img.name;
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}
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else if(!state.gltfModel.images.empty())
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{
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// For some reason, we don't have diffuse texture, but have other textures
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// I have a problem, because one model viewer displays textures on a model which has no basecolor set in its material...
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// This is probably not how it should be (todo)
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RegisterTexture2D(&state.gltfModel.images[0]);
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material.baseColorMapName = state.gltfModel.images[0].name;
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}
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tinygltf::Image* img_nor = nullptr;
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tinygltf::Image* img_met_rough = nullptr;
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tinygltf::Image* img_emissive = nullptr;
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if (normalTexture != x.additionalValues.end())
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{
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auto& tex = state.gltfModel.textures[normalTexture->second.TextureIndex()];
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img_nor = &state.gltfModel.images[tex.source];
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}
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if (metallicRoughnessTexture != x.values.end())
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{
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auto& tex = state.gltfModel.textures[metallicRoughnessTexture->second.TextureIndex()];
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img_met_rough = &state.gltfModel.images[tex.source];
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}
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if (emissiveTexture != x.additionalValues.end())
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{
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auto& tex = state.gltfModel.textures[emissiveTexture->second.TextureIndex()];
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img_emissive = &state.gltfModel.images[tex.source];
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}
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// Now we will begin interleaving texture data to match engine layout:
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if (img_nor != nullptr)
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{
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uint32_t* data32_roughness = nullptr;
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if (img_met_rough != nullptr && img_met_rough->width == img_nor->width && img_met_rough->height == img_nor->height)
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{
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data32_roughness = (uint32_t*)img_met_rough->image.data();
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}
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else if (img_met_rough != nullptr)
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{
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wiBackLog::post("[gltf] Warning: there is a normalmap and roughness texture, but not the same size! Roughness will not be baked in!");
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}
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// Convert normal map:
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uint32_t* data32 = (uint32_t*)img_nor->image.data();
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for (int i = 0; i < img_nor->width * img_nor->height; ++i)
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{
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uint32_t pixel = data32[i];
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float r = ((pixel >> 0) & 255) / 255.0f;
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float g = ((pixel >> 8) & 255) / 255.0f;
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float b = ((pixel >> 16) & 255) / 255.0f;
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float a = ((pixel >> 24) & 255) / 255.0f;
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// swap normal y direction:
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g = 1 - g;
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// reset roughness:
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a = 1;
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if (data32_roughness != nullptr)
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{
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// add roughness from texture (G):
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a = ((data32_roughness[i] >> 8) & 255) / 255.0f;
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a = max(1.0f / 255.0f, a); // disallow 0 roughness (but is it really a good idea to do it here???)
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}
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uint32_t rgba8 = 0;
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rgba8 |= (uint32_t)(r * 255.0f) << 0;
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rgba8 |= (uint32_t)(g * 255.0f) << 8;
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rgba8 |= (uint32_t)(b * 255.0f) << 16;
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rgba8 |= (uint32_t)(a * 255.0f) << 24;
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data32[i] = rgba8;
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}
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RegisterTexture2D(img_nor);
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material.normalMapName = img_nor->name;
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}
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if (img_met_rough != nullptr)
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{
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uint32_t* data32_emissive = nullptr;
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if (img_emissive != nullptr && img_emissive->width == img_met_rough->width && img_emissive->height == img_met_rough->height)
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{
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data32_emissive = (uint32_t*)img_emissive->image.data();
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}
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uint32_t* data32 = (uint32_t*)img_met_rough->image.data();
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for (int i = 0; i < img_met_rough->width * img_met_rough->height; ++i)
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{
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uint32_t pixel = data32[i];
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float r = ((pixel >> 0) & 255) / 255.0f;
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float g = ((pixel >> 8) & 255) / 255.0f;
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float b = ((pixel >> 16) & 255) / 255.0f;
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float a = ((pixel >> 24) & 255) / 255.0f;
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float reflectance = 1;
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float metalness = b;
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float emissive = 0;
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float sss = 1;
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if (data32_emissive != nullptr)
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{
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// add emissive from texture (R):
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// (Currently only supporting single channel emissive)
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emissive = ((data32_emissive[i] >> 0) & 255) / 255.0f;
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}
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uint32_t rgba8 = 0;
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rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
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rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
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rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
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rgba8 |= (uint32_t)(sss * 255.0f) << 24;
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data32[i] = rgba8;
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}
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RegisterTexture2D(img_met_rough);
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material.surfaceMapName = img_met_rough->name;
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}
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else if (img_emissive != nullptr)
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{
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// No metalness texture, just emissive...
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uint32_t* data32 = (uint32_t*)img_emissive->image.data();
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if (data32 != nullptr)
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{
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for (int i = 0; i < img_emissive->width * img_emissive->height; ++i)
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{
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uint32_t pixel = data32[i];
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float r = ((pixel >> 0) & 255) / 255.0f;
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float g = ((pixel >> 8) & 255) / 255.0f;
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float b = ((pixel >> 16) & 255) / 255.0f;
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float a = ((pixel >> 24) & 255) / 255.0f;
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float reflectance = 1;
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float metalness = 1;
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float emissive = r;
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float sss = 1;
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uint32_t rgba8 = 0;
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rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
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rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
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rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
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rgba8 |= (uint32_t)(sss * 255.0f) << 24;
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data32[i] = rgba8;
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}
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RegisterTexture2D(img_emissive);
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material.surfaceMapName = img_emissive->name;
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}
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}
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// Retrieve textures by name:
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if (!material.baseColorMapName.empty())
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material.baseColorMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.baseColorMapName);
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if (!material.normalMapName.empty())
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material.normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.normalMapName);
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if (!material.surfaceMapName.empty())
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material.surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material.surfaceMapName);
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if (baseColorFactor != x.values.end())
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{
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material.baseColor.x = static_cast<float>(baseColorFactor->second.ColorFactor()[0]);
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material.baseColor.y = static_cast<float>(baseColorFactor->second.ColorFactor()[1]);
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material.baseColor.z = static_cast<float>(baseColorFactor->second.ColorFactor()[2]);
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}
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if (roughnessFactor != x.values.end())
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{
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material.roughness = static_cast<float>(roughnessFactor->second.Factor());
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}
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if (metallicFactor != x.values.end())
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{
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material.metalness = static_cast<float>(metallicFactor->second.Factor());
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}
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if (emissiveFactor != x.additionalValues.end())
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{
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material.emissive = static_cast<float>(emissiveFactor->second.ColorFactor()[0]);
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}
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if (alphaCutoff != x.additionalValues.end())
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{
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material.alphaRef = 1 - static_cast<float>(alphaCutoff->second.Factor());
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}
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}
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// Create meshes:
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for (auto& x : state.gltfModel.meshes)
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{
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|
Entity meshEntity = scene.Entity_CreateMesh(x.name);
|
|
|
|
model.meshes.insert(meshEntity);
|
|
state.meshArray.push_back(meshEntity);
|
|
|
|
MeshComponent& mesh = *scene.meshes.GetComponent(meshEntity);
|
|
|
|
mesh.renderable = true;
|
|
|
|
XMFLOAT3 min = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX);
|
|
XMFLOAT3 max = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
|
|
|
|
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 count = accessor.count;
|
|
|
|
size_t offset = mesh.indices.size();
|
|
mesh.indices.resize(offset + count);
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
if (stride == 1)
|
|
{
|
|
for (size_t i = 0; i < count; i += 3)
|
|
{
|
|
mesh.indices[offset + i + 0] = data[i + 0];
|
|
mesh.indices[offset + i + 1] = data[i + 1];
|
|
mesh.indices[offset + i + 2] = data[i + 2];
|
|
}
|
|
}
|
|
else if (stride == 2)
|
|
{
|
|
for (size_t i = 0; i < count; i += 3)
|
|
{
|
|
mesh.indices[offset + i + 0] = ((uint16_t*)data)[i + 0];
|
|
mesh.indices[offset + i + 1] = ((uint16_t*)data)[i + 1];
|
|
mesh.indices[offset + i + 2] = ((uint16_t*)data)[i + 2];
|
|
}
|
|
}
|
|
else if (stride == 4)
|
|
{
|
|
for (size_t i = 0; i < count; i += 3)
|
|
{
|
|
mesh.indices[offset + i + 0] = ((uint32_t*)data)[i + 0];
|
|
mesh.indices[offset + i + 1] = ((uint32_t*)data)[i + 1];
|
|
mesh.indices[offset + i + 2] = ((uint32_t*)data)[i + 2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0 && "unsupported index stride!");
|
|
}
|
|
|
|
|
|
// Create mesh subset:
|
|
MeshComponent::MeshSubset subset;
|
|
|
|
if (prim.material >= 0)
|
|
{
|
|
subset.materialID = state.materialArray[prim.material];
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
mesh.subsets.push_back(subset);
|
|
}
|
|
|
|
bool hasBoneWeights = false;
|
|
bool hasBoneIndices = false;
|
|
|
|
int matIndex = -1;
|
|
for (auto& prim : x.primitives)
|
|
{
|
|
matIndex++;
|
|
size_t offset = mesh.vertices_FULL.size();
|
|
|
|
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 count = accessor.count;
|
|
|
|
if (mesh.vertices_FULL.size() == offset)
|
|
{
|
|
mesh.vertices_FULL.resize(offset + count);
|
|
}
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
if (!attr_name.compare("POSITION"))
|
|
{
|
|
assert(stride == 12);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
XMFLOAT3 pos = ((XMFLOAT3*)data)[i];
|
|
|
|
if (transform_to_LH)
|
|
{
|
|
pos.z = -pos.z;
|
|
}
|
|
|
|
mesh.vertices_FULL[offset + i].pos = XMFLOAT4(pos.x, pos.y, pos.z, 0);
|
|
|
|
min = wiMath::Min(min, pos);
|
|
max = wiMath::Max(max, pos);
|
|
}
|
|
}
|
|
else if (!attr_name.compare("NORMAL"))
|
|
{
|
|
assert(stride == 12);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& nor = ((XMFLOAT3*)data)[i];
|
|
|
|
mesh.vertices_FULL[offset + i].nor.x = nor.x;
|
|
mesh.vertices_FULL[offset + i].nor.y = nor.y;
|
|
mesh.vertices_FULL[offset + i].nor.z = -nor.z;
|
|
}
|
|
}
|
|
else if (!attr_name.compare("TEXCOORD_0"))
|
|
{
|
|
assert(stride == 8);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT2& tex = ((XMFLOAT2*)data)[i];
|
|
|
|
mesh.vertices_FULL[offset + i].tex.x = tex.x;
|
|
mesh.vertices_FULL[offset + i].tex.y = tex.y;
|
|
mesh.vertices_FULL[offset + i].tex.z = (float)matIndex /*prim.material*/;
|
|
}
|
|
}
|
|
else if (!attr_name.compare("JOINTS_0"))
|
|
{
|
|
if (stride == 4)
|
|
{
|
|
hasBoneIndices = true;
|
|
struct JointTmp
|
|
{
|
|
uint8_t ind[4];
|
|
};
|
|
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const JointTmp& joint = ((JointTmp*)data)[i];
|
|
|
|
mesh.vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
|
|
mesh.vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
|
|
mesh.vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
|
|
mesh.vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
|
|
}
|
|
}
|
|
else if (stride == 8)
|
|
{
|
|
hasBoneIndices = true;
|
|
struct JointTmp
|
|
{
|
|
uint16_t ind[4];
|
|
};
|
|
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const JointTmp& joint = ((JointTmp*)data)[i];
|
|
|
|
mesh.vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
|
|
mesh.vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
|
|
mesh.vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
|
|
mesh.vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
}
|
|
else if (!attr_name.compare("WEIGHTS_0"))
|
|
{
|
|
hasBoneWeights = true;
|
|
assert(stride == 16);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
mesh.vertices_FULL[offset + i].wei = ((XMFLOAT4*)data)[i];
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
mesh.aabb.create(min, max);
|
|
mesh.CreateRenderData();
|
|
|
|
model.meshes.insert(meshEntity);
|
|
}
|
|
|
|
// Create armatures:
|
|
for (auto& skin : state.gltfModel.skins)
|
|
{
|
|
Entity armatureEntity = CreateEntity();
|
|
scene.owned_entities.insert(armatureEntity);
|
|
scene.names.Create(armatureEntity) = skin.name;
|
|
scene.layers.Create(armatureEntity);
|
|
TransformComponent& transform = scene.transforms.Create(armatureEntity);
|
|
ArmatureComponent& armature = scene.armatures.Create(armatureEntity);
|
|
|
|
model.armatures.insert(armatureEntity);
|
|
|
|
state.armatureArray.push_back(armatureEntity);
|
|
|
|
if (transform_to_LH)
|
|
{
|
|
XMStoreFloat4x4(&armature.skinningRemap, XMMatrixScaling(1, 1, -1));
|
|
}
|
|
}
|
|
|
|
// Create transform hierarchy, assign objects, meshes, armatures, cameras:
|
|
const tinygltf::Scene &gltfScene = state.gltfModel.scenes[state.gltfModel.defaultScene];
|
|
for (size_t i = 0; i < gltfScene.nodes.size(); i++)
|
|
{
|
|
LoadNode(&state.gltfModel.nodes[gltfScene.nodes[i]], INVALID_ENTITY, state);
|
|
}
|
|
|
|
// Create bone components (transforms for them are already in place):
|
|
int i = 0;
|
|
for (auto& skin : state.gltfModel.skins)
|
|
{
|
|
Entity entity = state.armatureArray[i++];
|
|
ArmatureComponent& armature = *scene.armatures.GetComponent(entity);
|
|
|
|
const size_t jointCount = skin.joints.size();
|
|
|
|
// 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];
|
|
BoneComponent& bone = scene.bones.Create(boneEntity);
|
|
|
|
armature.boneCollection.push_back(boneEntity);
|
|
|
|
TransformComponent& bone_transform = *scene.transforms.GetComponent(boneEntity);
|
|
XMMATRIX bind = XMLoadFloat4x4(&bone_transform.world);
|
|
bind = XMMatrixInverse(nullptr, bind);
|
|
XMStoreFloat4x4(&bone.inverseBindPoseMatrix, bind);
|
|
}
|
|
}
|
|
|
|
int animID = 0;
|
|
for (auto& anim : state.gltfModel.animations)
|
|
{
|
|
Entity entity = CreateEntity();
|
|
scene.owned_entities.insert(entity);
|
|
scene.names.Create(entity) = anim.name;
|
|
AnimationComponent& animationcomponent = scene.animations.Create(entity);
|
|
|
|
for (auto& channel : anim.channels)
|
|
{
|
|
const tinygltf::AnimationSampler& sam = anim.samplers[channel.sampler];
|
|
|
|
animationcomponent.channels.push_back(AnimationComponent::AnimationChannel());
|
|
animationcomponent.channels.back().target = state.entityMap[&state.gltfModel.nodes[channel.target_node]];
|
|
|
|
// 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.channels.back().keyframe_times.resize(count);
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
assert(stride == 4);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
animationcomponent.channels.back().keyframe_times[i] = ((float*)data)[i];
|
|
}
|
|
|
|
}
|
|
|
|
// 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;
|
|
|
|
//// Unfortunately, GLTF stores absolute values for animation nodes, but the engine needs relative
|
|
//// Absolute = animation * rest (so the rest matrix is baked into animation, this can't be blended like we do now)
|
|
//// Relative = animation (so we can blend all animation tracks however we want, then post multiply with the rest matrix after blending)
|
|
//const XMMATRIX invRest = XMMatrixInverse(nullptr, XMLoadFloat4x4(&bone->world_rest));
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
if (!channel.target_path.compare("scale"))
|
|
{
|
|
animationcomponent.channels.back().type = AnimationComponent::AnimationChannel::Type::SCALE;
|
|
animationcomponent.channels.back().keyframe_data.resize(count * 3);
|
|
|
|
assert(stride == sizeof(XMFLOAT3));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& sca = ((XMFLOAT3*)data)[i];
|
|
((XMFLOAT3*)animationcomponent.channels.back().keyframe_data.data())[i] = sca;
|
|
|
|
//// Remove rest matrix from animation track:
|
|
//XMMATRIX mat = XMMatrixScalingFromVector(XMLoadFloat3(&sca));
|
|
//mat = mat * invRest;
|
|
//XMVECTOR s, r, t;
|
|
//XMMatrixDecompose(&s, &r, &t, mat);
|
|
|
|
//XMStoreFloat3(&((XMFLOAT3*)animationcomponent.channels.back().keyframe_data.data())[i], s);
|
|
}
|
|
}
|
|
else if (!channel.target_path.compare("rotation"))
|
|
{
|
|
animationcomponent.channels.back().type = AnimationComponent::AnimationChannel::Type::ROTATION;
|
|
animationcomponent.channels.back().keyframe_data.resize(count * 4);
|
|
|
|
assert(stride == sizeof(XMFLOAT4));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT4& rot = ((XMFLOAT4*)data)[i];
|
|
((XMFLOAT4*)animationcomponent.channels.back().keyframe_data.data())[i] = rot;
|
|
|
|
//// Remove rest matrix from animation track:
|
|
//XMMATRIX mat = XMMatrixRotationQuaternion(XMLoadFloat4(&rot));
|
|
//mat = mat * invRest;
|
|
//XMVECTOR s, r, t;
|
|
//XMMatrixDecompose(&s, &r, &t, mat);
|
|
|
|
//XMStoreFloat4(&((XMFLOAT4*)animationcomponent.channels.back().keyframe_data.data())[i], r);
|
|
}
|
|
}
|
|
else if (!channel.target_path.compare("translation"))
|
|
{
|
|
animationcomponent.channels.back().type = AnimationComponent::AnimationChannel::Type::TRANSLATION;
|
|
animationcomponent.channels.back().keyframe_data.resize(count * 3);
|
|
|
|
assert(stride == sizeof(XMFLOAT3));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& tra = ((XMFLOAT3*)data)[i];
|
|
((XMFLOAT3*)animationcomponent.channels.back().keyframe_data.data())[i] = tra;
|
|
|
|
//// Remove rest matrix from animation track:
|
|
//XMMATRIX mat = XMMatrixTranslationFromVector(XMLoadFloat3(&tra));
|
|
//mat = mat * invRest;
|
|
//XMVECTOR s, r, t;
|
|
//XMMatrixDecompose(&s, &r, &t, mat);
|
|
|
|
//XMStoreFloat3(&((XMFLOAT3*)animationcomponent.channels.back().keyframe_data.data())[i], t);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return state.modelEntity;
|
|
}
|