Support retrieving extra properties & raw mesh from gltf mesh
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ff1c144f25
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663f7bc5f4
3 changed files with 48 additions and 5 deletions
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@ -3,6 +3,7 @@
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#include <psemek/gfx/gltf_parser.hpp>
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#include <psemek/gfx/drawable.hpp>
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#include <psemek/gfx/texture.hpp>
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#include <psemek/geom/simplex.hpp>
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#include <psemek/util/span.hpp>
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#include <psemek/util/blob.hpp>
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@ -17,11 +18,15 @@ namespace psemek::gfx
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{
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gfx::drawable * drawable;
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std::optional<std::size_t> material;
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util::span<geom::point<float, 3> const> vertices;
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util::span<geom::triangle<std::uint32_t> const> triangles;
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};
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virtual gltf_asset::material const & material(std::size_t index) const = 0;
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virtual gfx::texture_2d const & texture(std::size_t index) const = 0;
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virtual util::span<primitive const> mesh(std::string_view name) const = 0;
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virtual gltf_asset::extra const * mesh_property(std::string_view mesh_name, std::string_view property_name) const = 0;
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virtual ~gltf_mesh() {}
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};
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@ -6,6 +6,7 @@
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#include <psemek/geom/quaternion.hpp>
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#include <psemek/geom/affine_transform.hpp>
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#include <psemek/geom/easing.hpp>
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#include <psemek/util/hstring.hpp>
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#include <vector>
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#include <string>
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@ -19,7 +20,7 @@ namespace psemek::gfx
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struct gltf_asset
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{
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using extra = std::variant<float, std::vector<float>, std::string>;
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using extras_map = std::unordered_map<std::string, extra>;
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using extras_map = std::unordered_map<util::hstring, extra>;
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struct node
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{
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@ -1,4 +1,5 @@
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#include <psemek/gfx/gltf_mesh.hpp>
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#include <psemek/gfx/gltf_accessor_iterator.hpp>
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#include <psemek/gfx/array.hpp>
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#include <psemek/gfx/buffer.hpp>
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#include <psemek/util/hstring.hpp>
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@ -21,6 +22,9 @@ namespace psemek::gfx
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std::size_t index_offset;
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GLenum index_type;
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std::vector<geom::point<float, 3>> vertices;
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std::vector<geom::triangle<std::uint32_t>> triangles;
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void draw() const override
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{
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vao.bind();
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@ -46,16 +50,32 @@ namespace psemek::gfx
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util::span<primitive const> mesh(std::string_view name) const override
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{
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if (auto it = meshes_.find(name); it != meshes_.end())
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return it->second;
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return it->second.primitives;
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return {};
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}
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gltf_asset::extra const * mesh_property(std::string_view mesh_name, std::string_view property_name) const override
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{
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if (auto it = meshes_.find(mesh_name); it != meshes_.end())
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if (auto jt = it->second.extras.find(property_name); jt != it->second.extras.end())
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return &(jt->second);
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return nullptr;
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}
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private:
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struct mesh_data
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{
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std::vector<primitive> primitives;
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gltf_asset::extras_map extras;
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std::vector<geom::point<float, 3>> vertices;
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std::vector<geom::triangle<std::uint32_t>> triangles;
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};
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std::vector<gltf_asset::material> materials_;
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std::vector<gfx::texture_2d> textures_;
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std::vector<gfx::buffer> buffers_;
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std::vector<std::unique_ptr<drawable_impl>> drawables_;
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std::unordered_map<util::hstring, std::vector<primitive>> meshes_;
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std::unordered_map<util::hstring, mesh_data> meshes_;
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};
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gltf_mesh_impl::gltf_mesh_impl(gltf_asset const & asset, std::function<util::blob(std::string const &)> uri_loader)
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@ -91,6 +111,7 @@ namespace psemek::gfx
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continue;
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auto & target_mesh = meshes_[node.name];
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target_mesh.extras = node.extras;
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auto const & mesh = asset.meshes[*node.mesh];
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@ -111,11 +132,12 @@ namespace psemek::gfx
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drawable.index_count = indices_accessor.count;
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}
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std::pair<GLuint, std::optional<std::size_t>> attributes[3] =
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std::pair<GLuint, std::optional<std::size_t>> attributes[] =
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{
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{0, primitive.position},
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{1, primitive.normal},
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{2, primitive.texcoord},
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{3, primitive.color},
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};
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for (auto const & attribute : attributes)
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@ -130,7 +152,22 @@ namespace psemek::gfx
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gl::VertexAttribPointer(attribute.first, attribute_size(accessor.type), accessor.component_type, accessor.normalized, 0, reinterpret_cast<void const *>(view.offset));
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}
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target_mesh.push_back({&drawable, primitive.material});
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{
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auto indices = accessor_range<std::uint32_t>(asset, primitive.indices);
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for (auto it = indices.it_begin; it != indices.it_end;)
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{
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auto i0 = *it++;
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auto i1 = *it++;
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auto i2 = *it++;
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drawable.triangles.push_back({i0, i1, i2});
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}
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}
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if (primitive.position)
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for (auto const & p : accessor_range<geom::point<float, 3>>(asset, *primitive.position))
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drawable.vertices.push_back(p);
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target_mesh.primitives.push_back({&drawable, primitive.material, drawable.vertices, drawable.triangles});
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}
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}
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}
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