Merge pull request #1 from SHADE-DP/tinygltf

TinyGltf Integration
This commit is contained in:
XiaoQiDigipen 2023-03-07 16:25:44 +08:00 committed by GitHub
commit 8efa4ab395
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16 changed files with 35477 additions and 634 deletions

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@ -1,2 +1,2 @@
rmdir "Dependencies/assimp" /S /Q
git clone https://github.com/SHADE-DP/assimp.git "Dependencies/assimp"
rmdir "Dependencies/tinygltf" /S /Q
git clone https://github.com/XiaoQiDigipen/tinygltf.git "Dependencies/tinygltf"

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@ -1,5 +1,3 @@
AssimpInclude = "%{prj.location}\\Dependencies\\assimp"
outputdir = "%{wks.location}/bin/%{cfg.buildcfg}"
interdir = "%{wks.location}/bin_int"
workspace "ModelCompile"
@ -22,62 +20,40 @@ project "ModelCompiler"
{
"%{prj.location}/src/**.h",
"%{prj.location}/src/**.cpp",
}
externalincludedirs
{
"%{AssimpInclude}\\include"
"%{prj.location}/src/**.hpp"
}
includedirs
{
"%{prj.location}/src",
"%{prj.location}/src"
}
externalwarnings "Off"
libdirs
{
"%{AssimpInclude}/lib/Debug",
"%{AssimpInclude}/lib/Release"
}
flags
{
"MultiProcessorCompile"
}
filter "configurations:Debug"
postbuildcommands
{
"xcopy /r /y /q \"%{AssimpInclude}\\bin\\Debug\\assimp-vc142-mtd.dll\" \"$(OutDir)\""
}
filter "configurations:Release"
postbuildcommands
{
"xcopy /r /y /q \"%{AssimpInclude}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\""
}
filter "configurations:Publish"
postbuildcommands
{
"xcopy /r /y /q \"%{AssimpInclude}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\""
}
warnings 'Extra'
defines {
"TINYGLTF_IMPLEMENTATION",
"TINYGLTF_NO_EXTERNAL_IMAGE",
"TINYGLTF_NO_INCLUDE_STB_IMAGE",
"TINYGLTF_NO_INCLUDE_STB_IMAGE_WRITE",
"TINYGLTF_NO_STB_IMAGE_WRITE",
"TINYGLTF_NO_STB_IMAGE"
}
filter "configurations:Debug"
symbols "On"
defines {"_DEBUG"}
links{"assimp-vc142-mtd.lib"}
filter "configurations:Release"
optimize "On"
defines{"_RELEASE"}
links{"assimp-vc142-mt.lib"}
filter "configurations:Publish"
optimize "On"
defines{"_RELEASE, _PUBLISH"}
links{"assimp-vc142-mt.lib"}

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@ -14,6 +14,96 @@
// Typedefs
typedef std::filesystem::path AssetPath;
enum class BUFFER_TARGET : int
{
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963
};
enum class ACCESSOR_COMPONENT_TYPE : int
{
BYTE = 5120,
U_BYTE = 5121,
SHORT = 5122,
U_SHORT = 5123,
U_INT = 5125,
FLOAT = 5126
};
constexpr size_t SizeOfType(ACCESSOR_COMPONENT_TYPE type)
{
switch(type)
{
case ACCESSOR_COMPONENT_TYPE::BYTE:
case ACCESSOR_COMPONENT_TYPE::U_BYTE:
return sizeof(char);
case ACCESSOR_COMPONENT_TYPE::SHORT:
case ACCESSOR_COMPONENT_TYPE::U_SHORT:
return sizeof(short);
case ACCESSOR_COMPONENT_TYPE::U_INT:
case ACCESSOR_COMPONENT_TYPE::FLOAT:
return sizeof(float);
default:
return 0;
}
}
enum class ACCESSOR_DATA_TYPE : int
{
SCALAR = 64 + 1,
VEC2 = 2,
VEC3 = 3,
VEC4 = 4,
MAT2 = 32 + 2,
MAT3 = 32 + 3,
MAT4 = 32 + 4,
VECTOR = 64 + 4,
MATRIX = 64 + 16
};
constexpr size_t CountOfType(ACCESSOR_DATA_TYPE type)
{
switch (type)
{
case ACCESSOR_DATA_TYPE::SCALAR:
return 1;
case ACCESSOR_DATA_TYPE::VEC2:
return 2;
case ACCESSOR_DATA_TYPE::VEC3:
return 3;
case ACCESSOR_DATA_TYPE::VEC4:
return 4;
case ACCESSOR_DATA_TYPE::MAT2:
return 2 * 2;
case ACCESSOR_DATA_TYPE::MAT3:
return 3 * 3;
case ACCESSOR_DATA_TYPE::MAT4:
return 4 * 4;
default:
return 0;
}
}
enum class PRIMITIVE_MODE : int
{
POINT = 0,
LINE = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLE = 4,
TRIANGLE_STRIP = 5,
TRIANLE_FAN = 6
};
constexpr std::string_view TRANSLATION_PATH{ "translation" };
constexpr std::string_view SCALE_PATH{ "scale" };
constexpr std::string_view ROTATION_PATH{ "rotation" };
constexpr std::string_view WEIGHTS_PATH{ "weights" };
constexpr std::string_view LINEAR_INTERPOLATION{ "LINEAR" };
constexpr std::string_view STEP_INTERPOLATION{ "STEP" };
constexpr std::string_view CUBICSPLINE_INTERPOLATION{ "CUBICSPLINE" };
//Directory
#ifdef _PUBLISH
constexpr std::string_view ASSET_ROOT{ "Assets" };
@ -30,6 +120,18 @@ constexpr std::string_view MODEL_EXTENSION {".shmodel"};
constexpr std::string_view FBX_EXTENSION{ ".fbx" };
constexpr std::string_view GLTF_EXTENSION{ ".gltf" };
// ATTRIBUTE NAMES
// BASIC NEEDED
constexpr std::string_view ATT_POSITION {"POSITION"};
constexpr std::string_view ATT_NORMAL { "NORMAL" };
constexpr std::string_view ATT_TANGENT { "TANGENT" };
constexpr std::string_view ATT_TEXCOORD { "TEXCOORD_0" };
// VARIABLE ATTRIBUTES
constexpr std::string_view ATT_WEIGHTS { "WEIGHTS_0" };
constexpr std::string_view ATT_JOINT{ "JOINTS_0" };
constexpr std::string_view ATT_COLOUR{ "COLOR_0" };
constexpr std::string_view EXTERNALS[] = {
FBX_EXTENSION,
GLTF_EXTENSION

26753
src/Includes/json.hpp Normal file

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8058
src/Includes/tiny_gltf.h Normal file

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@ -1,358 +0,0 @@
/*************************************************************************//**
* \file MeshCompiler.cpp
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Library to write data in MeshAsset into binary file for faster
* loading in the future
*
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#include "MeshCompiler.h"
#include "MeshWriter.h"
#include <assimp/postprocess.h>
#include <fstream>
#include <iostream>
#include <stack>
namespace SH_COMP
{
SHMat4 aiTransformToMat4(aiMatrix4x4 const& inMatrx)
{
SHMat4 result;
std::memcpy(
&result,
&inMatrx,
sizeof(result)
);
return result;
}
Assimp::Importer MeshCompiler::aiImporter;
uint32_t MeshCompiler::rigNodeIDCounter { 0 };
void MeshCompiler::ProcessNode(AiNodeConstPtr node, aiScene const& scene, MeshVectorRef meshes, RigData& rig) noexcept
{
if (node->mNumMeshes > 0)
{
aiMesh* mesh = scene.mMeshes[node->mMeshes[0]];
meshes.emplace_back();
GetMesh(*mesh, meshes.back());
meshes.back().name = node->mName.C_Str();
}
else if (node->mParent != nullptr)
{
BuildArmature(node, rig);
return;
}
for (auto i{ 0 }; i < node->mNumChildren; ++i)
{
ProcessNode(node->mChildren[i], scene, meshes, rig);
}
}
void MeshCompiler::GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept
{
meshData.vertexPosition.reserve(mesh.mNumVertices);
meshData.vertexNormal.reserve(mesh.mNumVertices);
meshData.vertexTangent.reserve(mesh.mNumVertices);
meshData.texCoords.reserve(mesh.mNumVertices);
meshData.bonesInfo.resize(mesh.mNumBones);
meshData.bones.resize(mesh.mNumBones);
for (auto i{ 0 }; i < mesh.mNumBones; ++i)
{
auto const& bone = *mesh.mBones[i];
auto& newBone = meshData.bones[i];
auto& newBoneInfo = meshData.bonesInfo[i];
newBone.name = bone.mName.C_Str();
newBoneInfo.charCount = newBone.name.length();
std::memcpy(&newBone.offset, &bone.mOffsetMatrix, sizeof(SHMat4));
newBone.weights.resize(bone.mNumWeights);
for (auto j{ 0 }; j < bone.mNumWeights; ++j)
{
newBone.weights[j].index = bone.mWeights[j].mVertexId;
newBone.weights[j].weight = bone.mWeights[j].mWeight;
}
newBoneInfo.weightCount = bone.mNumWeights;
}
for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
{
// Vertex position
SHVec3 vertex;
vertex.x = mesh.mVertices[i].x;
vertex.y = mesh.mVertices[i].y;
vertex.z = mesh.mVertices[i].z;
meshData.vertexPosition.push_back(vertex);
// Tex coords
SHVec2 texCoord{ 0.f, 0.f };
if (mesh.mTextureCoords[0])
{
texCoord.x = mesh.mTextureCoords[0][i].x;
texCoord.y = mesh.mTextureCoords[0][i].y;
}
meshData.texCoords.push_back(texCoord);
// Normals
SHVec3 normal{ 0.f, 0.f, 0.f };
if (mesh.mNormals)
{
normal.x = mesh.mNormals[i].x;
normal.y = mesh.mNormals[i].y;
normal.z = mesh.mNormals[i].z;
}
meshData.vertexNormal.push_back(normal);
// Tangent
SHVec3 tangent{ 0.f, 0.f, 0.f };
if (mesh.mTangents)
{
tangent.x = mesh.mTangents[i].x;
tangent.y = mesh.mTangents[i].y;
tangent.z = mesh.mTangents[i].z;
}
meshData.vertexTangent.push_back(tangent);
}
for (size_t i{ 0 }; i < mesh.mNumFaces; ++i)
{
aiFace face = mesh.mFaces[i];
for (size_t j{ 0 }; j < face.mNumIndices; ++j)
{
meshData.indices.push_back(face.mIndices[j]);
}
}
}
void MeshCompiler::BuildHeaders(ModelRef asset) noexcept
{
// Mesh Headers
asset.meshHeaders.resize(asset.meshes.size());
asset.header.meshCount = asset.meshes.size();
for (auto i{ 0 }; i < asset.header.meshCount; ++i)
{
auto const& mesh = asset.meshes[i];
auto& head = asset.meshHeaders[i];
head.charCount = mesh.name.size();
head.indexCount = mesh.indices.size();
head.vertexCount = mesh.vertexPosition.size();
head.boneCount = mesh.bonesInfo.size();
}
// Anim Headers
asset.animHeaders.resize(asset.anims.size());
asset.header.animCount = asset.anims.size();
for (auto i{ 0 }; i < asset.header.animCount; ++i)
{
auto const& anim = asset.anims[i];
auto& head = asset.animHeaders[i];
head.charCount = anim.name.size();
head.animNodeCount = anim.nodeChannels.size();
head.nodeHeaders.resize(head.animNodeCount);
for (auto j{ 0 }; j < head.animNodeCount; ++j)
{
auto const& animNode = anim.nodeChannels[j];
auto& nodeHeader = head.nodeHeaders[j];
nodeHeader.charCount = animNode.name.size();
nodeHeader.posKeyCount = animNode.positionKeys.size();
nodeHeader.rotKeyCount = animNode.rotationKeys.size();
nodeHeader.scaKeyCount = animNode.scaleKeys.size();
}
}
}
void MeshCompiler::BoneOffsetCopy(ModelRef asset) noexcept
{
if (asset.meshHeaders[0].boneCount == 0)
{
return;
}
auto const& boneVec {asset.meshes[0].bones};
std::stack<RigNodeData*> nodeStack;
nodeStack.push(asset.rig.root);
while(!nodeStack.empty())
{
auto& node = *nodeStack.top();
nodeStack.pop();
for (auto const& bone : boneVec)
{
if (node.name == bone.name)
{
node.offset = bone.offset;
break;
}
}
for (auto const& child : node.children)
{
nodeStack.push(child);
}
}
}
void MeshCompiler::ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept
{
// Size and read for number of animation clips
anims.resize(scene.mNumAnimations);
for (auto i{ 0 }; i < scene.mNumAnimations; ++i)
{
auto const& animData = *scene.mAnimations[i];
auto& anim = anims[i];
anim.name = animData.mName.C_Str();
anim.duration = animData.mDuration;
anim.ticksPerSecond = animData.mTicksPerSecond;
// Size and read for number of animation frames
anim.nodeChannels.resize(animData.mNumChannels);
for (auto j{ 0 }; j < animData.mNumChannels; ++j)
{
auto const& channelData = *animData.mChannels[j];
auto& node = anim.nodeChannels[j];
node.name = channelData.mNodeName.C_Str();
// Position Keys
node.positionKeys.resize(channelData.mNumPositionKeys);
for (auto k{ 0 }; k < channelData.mNumPositionKeys; ++k)
{
auto const& posKeyData = channelData.mPositionKeys[k];
auto& posKey = node.positionKeys[k];
posKey.time = posKeyData.mTime;
posKey.value.x = posKeyData.mValue.x;
posKey.value.y = posKeyData.mValue.y;
posKey.value.z = posKeyData.mValue.z;
}
// Rotation Keys
node.rotationKeys.resize(channelData.mNumRotationKeys);
for (auto k{ 0 }; k < channelData.mNumRotationKeys; ++k)
{
auto const& rotKeyData = channelData.mRotationKeys[k];
auto& rotKey = node.rotationKeys[k];
rotKey.time = rotKeyData.mTime;
rotKey.value.x = rotKeyData.mValue.x;
rotKey.value.y = rotKeyData.mValue.y;
rotKey.value.z = rotKeyData.mValue.z;
rotKey.value.w = rotKeyData.mValue.w;
}
// Scale Keys
node.scaleKeys.resize(channelData.mNumScalingKeys);
for (auto k{ 0 }; k < channelData.mNumScalingKeys; ++k)
{
auto const& scaKeyData = channelData.mScalingKeys[k];
auto& scaKey = node.scaleKeys[k];
scaKey.time = scaKeyData.mTime;
scaKey.value.x = scaKeyData.mValue.x;
scaKey.value.y = scaKeyData.mValue.y;
scaKey.value.z = scaKeyData.mValue.z;
}
}
}
}
std::pair<RigNodeData*, aiNode const*> MeshCompiler::PairHelper(AiNodeConstPtr node)
{
return std::make_pair(NewNode(node), node);
}
RigNodeData* MeshCompiler::NewNode(AiNodeConstPtr inNode)
{
return new RigNodeData(inNode->mName.C_Str(), aiTransformToMat4(inNode->mTransformation));
}
void MeshCompiler::LoadFromFile(AssetPath path, ModelRef asset) noexcept
{
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
//| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
//| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
//| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vector
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
//| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly
//| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4
);
if (!scene || !scene->HasMeshes())
{
std::cout << "ERROR in GLTF::ASSIMP: " << aiImporter.GetErrorString() << "\nFile: " << path.string() << std::endl;
return;
}
ProcessNode(scene->mRootNode, *scene, asset.meshes, asset.rig);
ParseAnimations(*scene, asset.anims);
aiImporter.FreeScene();
}
void MeshCompiler::BuildArmature(AiNodeConstPtr baseNode, RigData& rig) noexcept
{
// Build implementation copy of armature tree
// node collection write done later when writing to file
std::stack<std::pair<RigNodeData*, AiNodeConstPtr>> nodeStack;
nodeStack.emplace(PairHelper(baseNode));
rig.root = nodeStack.top().first;
while(!nodeStack.empty())
{
auto currPair = nodeStack.top();
nodeStack.pop();
auto currNode = currPair.first;
auto const& currAiNode = currPair.second;
int const iStart {static_cast<int>(currAiNode->mNumChildren - 1)};
rig.header.nodeCount++;
rig.header.charCounts.push_back(currNode->name.length());
for (int i {iStart}; i >= 0 ; --i)
{
auto newPair = PairHelper(currAiNode->mChildren[i]);
currNode->children.push_back(newPair.first);
nodeStack.push(newPair);
}
}
}
void MeshCompiler::LoadAndCompile(AssetPath path) noexcept
{
auto const asset = new ModelAsset();
LoadFromFile(path, *asset);
BuildHeaders(*asset);
BoneOffsetCopy(*asset);
MeshWriter::CompileMeshBinary(path, *asset);
delete asset;
}
}

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@ -12,44 +12,54 @@
*****************************************************************************/
#pragma once
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <vector>
#include "Types/AnimationAsset.h"
#include "Types/ModelAsset.h"
#include "AssetMacros.h"
//Forward Declare
namespace tinygltf
{
struct Accessor;
struct BufferView;
class Model;
}
namespace SH_COMP
{
using MeshVectorRef = std::vector<MeshData>&;
using AnimVectorRef = std::vector<AnimData>&;
using ModelRef = ModelAsset&;
using ModelData = tinygltf::Model;
using AccessorReference = std::vector<tinygltf::Accessor> const*;
using BufferViewReference = std::vector<tinygltf::BufferView> const*;
using BufferData = unsigned char const*;
class MeshCompiler
{
using MeshVectorRef = std::vector<MeshData>&;
using AnimVectorRef = std::vector<AnimData>&;
static AccessorReference accessors;
static BufferViewReference bufferViews;
static BufferData buffer;
using ModelRef = ModelAsset&;
static inline void LoadFromFile(AssetPath path, ModelRef asset) noexcept;
using AiNodeConstPtr = aiNode const*;
static inline void ProcessMesh(ModelData const& data, ModelRef asset) noexcept;
static inline void ProcessAnimationChannels(ModelData const& data, ModelRef asset) noexcept;
static inline void ProcessRigNodes(ModelData const& data, ModelRef asset) noexcept;
static Assimp::Importer aiImporter;
static uint32_t rigNodeIDCounter;
static inline void BuildHeaders(ModelRef asset) noexcept;
static void ProcessNode(AiNodeConstPtr node, aiScene const& scene, MeshVectorRef meshes, RigData& rig) noexcept;
static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
static void BuildHeaders(ModelRef asset) noexcept;
static void BoneOffsetCopy(ModelRef asset) noexcept;
static void BuildArmature(AiNodeConstPtr node, RigData& rig) noexcept;
static void ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept;
static std::pair<RigNodeData*, AiNodeConstPtr> PairHelper(AiNodeConstPtr node);
static RigNodeData* NewNode(AiNodeConstPtr inNode);
static void LoadFromFile(AssetPath path, ModelRef asset) noexcept;
template<typename T>
static void FetchData(int accessorID, std::vector<T>& dst);
template<typename T>
static void FetchChannelKeyFrame(int inputAcc, int outputAcc, std::vector<T>& dst);
public:
static void LoadAndCompile(AssetPath path) noexcept;
static inline void LoadAndCompile(AssetPath path) noexcept;
};
}
#include "MeshCompiler.hpp"

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@ -0,0 +1,324 @@
/*************************************************************************//**
* \file MeshCompiler.cpp
* \author Loh Xiao Qi
* \date 30 September 2022
* \brief Library to write data in MeshAsset into binary file for faster
* loading in the future
*
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#include "MeshCompiler.h"
#include "MeshWriter.h"
#include <fstream>
#include <iostream>
#include <algorithm>
#include "Includes/tiny_gltf.h"
#include <map>
#include <stack>
namespace SH_COMP
{
AccessorReference MeshCompiler::accessors{ nullptr };
BufferViewReference MeshCompiler::bufferViews{ nullptr };
BufferData MeshCompiler::buffer{ nullptr };
inline void MeshCompiler::LoadFromFile(AssetPath path, ModelRef asset) noexcept
{
ModelData model;
tinygltf::TinyGLTF loader;
std::string warn, error;
bool result = loader.LoadASCIIFromFile(&model, &error, &warn, path.string());
if (!warn.empty())
std::cout << "[TinyGLTF Warning]: " << warn << std::endl;
if (!error.empty())
std::cout << "[TinyGLTF Error]: " << error << std::endl;
if (!result)
{
std::cout << "TinyGLTF failed to parse.\n";
std::exit(1);
}
ProcessMesh(model, asset);
ProcessRigNodes(model, asset);
ProcessAnimationChannels(model, asset);
}
inline void MeshCompiler::ProcessMesh(ModelData const& data, ModelRef asset) noexcept
{
accessors = &data.accessors;
bufferViews = &data.bufferViews;
buffer = data.buffers[0].data.data();
for (auto const& mesh : data.meshes)
{
auto const& primitive { mesh.primitives[0] };
auto& meshIn {asset.meshes.emplace_back()};
meshIn.name = mesh.name;
try
{
FetchData(primitive.attributes.at(ATT_POSITION.data()), meshIn.vertexPosition);
FetchData(primitive.attributes.at(ATT_NORMAL.data()), meshIn.vertexNormal);
FetchData(primitive.attributes.at(ATT_TEXCOORD.data()), meshIn.texCoords);
FetchData(primitive.indices, meshIn.indices);
std::vector<SHVec4> intermediate;
FetchData(primitive.attributes.at(ATT_TANGENT.data()), intermediate);
meshIn.vertexTangent.resize(intermediate.size());
std::ranges::transform(
intermediate,
meshIn.vertexTangent.begin(),
[](auto const& inTan)
{
return SHVec3{ inTan.x, inTan.y, inTan.z };
}
);
}
catch (std::out_of_range e)
{
std::cout << "[Model Compiler] Failed to load critical data from gltf\n";
}
try
{
FetchData(primitive.attributes.at(ATT_WEIGHTS.data()), meshIn.weights);
FetchData(primitive.attributes.at(ATT_JOINT.data()), meshIn.joints);
}
catch(std::out_of_range e)
{
std::cout << "No weights and joints found for mesh: " << mesh.name << std::endl;
}
}
}
template <typename T>
void MeshCompiler::FetchData(int accessorID, std::vector<T>& dst)
{
auto const& accessor = (*accessors)[accessorID];
auto const& view = (*bufferViews)[accessor.bufferView];
auto const typeIdentifier{ static_cast<ACCESSOR_COMPONENT_TYPE>(accessor.componentType) };
auto const sizeIdentifier{ SizeOfType(typeIdentifier) };
auto const componentCount{ CountOfType(static_cast<ACCESSOR_DATA_TYPE>(accessor.type))};
auto const totalStrideBytes{ sizeIdentifier * componentCount };
dst.resize(accessor.count);
if (sizeof(T) == totalStrideBytes)
{
std::memcpy(
dst.data(),
buffer + view.byteOffset,
view.byteLength
);
return;
}
std::vector<std::byte> tempData(view.byteLength);
std::memcpy(
tempData.data(),
buffer + view.byteOffset,
view.byteLength
);
auto srcPtr{ tempData.data() };
T* dstPtr{ dst.data() };
size_t index{ 0 };
for (auto i{0}; i < accessor.count; ++i, ++index)
{
auto srcCompPtr{ srcPtr };
auto dstCompPtr{ reinterpret_cast<IndexType*>(dstPtr)};
for (auto j{0}; j < componentCount; ++j)
{
std::memcpy(
dstCompPtr,
srcCompPtr,
sizeIdentifier
);
srcCompPtr += sizeIdentifier;
++dstCompPtr;
}
srcPtr += totalStrideBytes;
++dstPtr;
}
}
template <typename T>
void MeshCompiler::FetchChannelKeyFrame(int inputAcc, int outputAcc, std::vector<T>& dst)
{
// ONLY ALLOW THIS FUNCTION TO BE USED ON KEY DATA STRUCT
static_assert(std::derived_from<T, KeyBase> == true);
std::vector<float> inputVec;
std::vector<SHVec4> outputVec;
FetchData(inputAcc, inputVec);
FetchData(outputAcc, outputVec);
dst.resize(inputVec.size());
std::ranges::transform(
inputVec,
outputVec,
dst.begin(),
[](float const& time, SHVec4 const& value)->T
{
return { time, value };
}
);
}
inline void MeshCompiler::BuildHeaders(ModelRef asset) noexcept
{
// Mesh Headers
asset.meshHeaders.resize(asset.meshes.size());
asset.header.meshCount = asset.meshes.size();
for (auto i{ 0 }; i < asset.header.meshCount; ++i)
{
auto const& mesh = asset.meshes[i];
auto& head = asset.meshHeaders[i];
head.charCount = mesh.name.size();
head.indexCount = mesh.indices.size();
head.vertexCount = mesh.vertexPosition.size();
head.hasWeights = mesh.weights.empty() ? false : true;
}
// Anim Headers
asset.animHeaders.resize(asset.anims.size());
asset.header.animCount = asset.anims.size();
for (auto i{ 0 }; i < asset.header.animCount; ++i)
{
auto const& anim = asset.anims[i];
auto& head = asset.animHeaders[i];
head.charCount = anim.name.size();
head.animNodeCount = anim.nodes.size();
head.frameCount = anim.nodes[0].positionKeys.size();
}
}
inline void MeshCompiler::LoadAndCompile(AssetPath path) noexcept
{
auto const asset = new ModelAsset();
LoadFromFile(path, *asset);
BuildHeaders(*asset);
MeshWriter::CompileMeshBinary(path, *asset);
delete asset;
}
inline void MeshCompiler::ProcessAnimationChannels(ModelData const& data, ModelRef asset) noexcept
{
if (data.animations.empty())
{
std::cout << "[Model Compiler] Animations do not exist\n";
return;
}
asset.anims.resize(data.animations.size());
for (auto i {0}; i < data.animations.size(); ++i)
{
auto const& animData{ data.animations[i] };
auto& anim{ asset.anims[i] };
anim.name = animData.name;
for (auto const& channel : animData.channels)
{
auto const& sampler{ animData.samplers[channel.sampler] };
auto const& targetNode{asset.nodeIndexMap[channel.target_node]};
// Resize nodes vector to latest largest index called
if (anim.nodes.size() <= targetNode)
anim.nodes.resize(targetNode + 1);
if (channel.target_path == TRANSLATION_PATH.data())
FetchChannelKeyFrame(sampler.input, sampler.output, anim.nodes[targetNode].positionKeys);
else if (channel.target_path == SCALE_PATH.data())
FetchChannelKeyFrame(sampler.input, sampler.output, anim.nodes[targetNode].scaleKeys);
else if (channel.target_path == ROTATION_PATH.data())
FetchChannelKeyFrame(sampler.input, sampler.output, anim.nodes[targetNode].rotationKeys);
anim.nodes[targetNode].interpolation =
sampler.interpolation == LINEAR_INTERPOLATION.data() ? AnimationInterpolation::LINEAR :
sampler.interpolation == STEP_INTERPOLATION.data() ? AnimationInterpolation::STEP :
sampler.interpolation == CUBICSPLINE_INTERPOLATION.data() ? AnimationInterpolation::CUBICSPLINE :
AnimationInterpolation::DEFAULT;
}
anim.duration = (anim.nodes[0].positionKeys.end() - 1)->time;
anim.ticksPerSecond = 1.f;
}
}
inline void MeshCompiler::ProcessRigNodes(ModelData const& data, ModelRef asset) noexcept
{
if (data.skins.empty())
{
std::cout << "[Model Compiler] Unable to load rigs without skin, aborting";
return;
}
auto& rig = asset.rig;
auto& header = rig.header;
auto const& skin = data.skins[0];
auto const jointsCount {skin.joints.size()};
auto const& joints = skin.joints;
auto const& nodeMap {asset.nodeIndexMap};
std::vector<SHMat4> inverseBindMatrices;
FetchData(skin.inverseBindMatrices, inverseBindMatrices);
for (auto i{0}; i < skin.joints.size(); ++i)
{
asset.nodeIndexMap.insert({skin.joints[i], i});
}
std::vector<NodeAsset> nodesOrdered;
nodesOrdered.reserve(jointsCount);
auto& nodes{ data.nodes };
for (auto i{0}; i < jointsCount; ++i)
{
auto const& node{nodes[joints[i]]};
std::vector<IndexType> intermediate(node.children.size());
std::ranges::transform(
node.children,
intermediate.begin(),
[nodeMap](auto const& index)->IndexType
{
return nodeMap.at(static_cast<uint32_t>(index));
}
);
nodesOrdered.emplace_back(
node.name,
static_cast<std::vector<IndexType> const&>(intermediate),
node.rotation,
node.scale,
node.translation,
node.matrix,
inverseBindMatrices[i]
);
nodesOrdered[i].inverseBindMatrix = inverseBindMatrices[i];
header.charCounts.emplace_back(node.name.size());
}
rig.nodes = std::move(nodesOrdered);
//Build header
header.startNode = 0;
header.nodeCount = rig.nodes.size();
}
}

View File

@ -57,36 +57,25 @@ namespace SH_COMP
sizeof(uint32_t) * header.indexCount
);
if (header.boneCount)
if (header.hasWeights)
{
file.write(
reinterpret_cast<char const*>(asset.bonesInfo.data()),
sizeof(MeshBoneInfo) * header.boneCount
);
for (auto const& bone : asset.bones)
{
file.write(
bone.name.data(),
bone.name.size()
);
file.write(
reinterpret_cast<char const*>(&bone.offset),
sizeof(SHMat4)
);
file.write(
reinterpret_cast<char const*>(bone.weights.data()),
sizeof(BoneWeight) * bone.weights.size()
);
}
file.write(
reinterpret_cast<char const*>(asset.weights.data()),
sizeof(SHVec4) * header.vertexCount
);
file.write(
reinterpret_cast<char const*>(asset.joints.data()),
sizeof(SHVec4i) * header.vertexCount
);
}
}
}
void MeshWriter::WriteAnimData(FileReference file, std::vector<AnimDataHeader> const& headers,
std::vector<AnimData> const& anims)
void MeshWriter::WriteAnimData(
FileReference file,
std::vector<AnimDataHeader> const& headers,
std::vector<AnimData> const& anims
)
{
for (auto i {0}; i < headers.size(); ++i)
@ -109,37 +98,22 @@ namespace SH_COMP
sizeof(double)
);
for (auto i{0}; i < header.animNodeCount; ++i)
{
WriteAnimNode(file, header.nodeHeaders[i], data.nodeChannels[i]);
}
for (auto const& node : data.nodes)
{
WriteAnimNode(file, node);
}
}
}
void MeshWriter::WriteAnimNode(FileReference file, AnimNodeInfo const& info, AnimNode const& node)
void MeshWriter::WriteAnimNode(FileReference file, AnimNode const& node)
{
file.write(
node.name.data(),
info.charCount
);
file.write(
reinterpret_cast<char const*>(&node.pre),
sizeof(AnimationBehaviour)
);
file.write(
reinterpret_cast<char const*>(&node.post),
sizeof(AnimationBehaviour)
reinterpret_cast<char const*>(&node.interpolation),
sizeof(AnimationInterpolation)
);
uint32_t const keySize = node.positionKeys.size();
file.write(
reinterpret_cast<char const*>(&keySize),
sizeof(uint32_t)
);
file.write(
reinterpret_cast<char const*>(node.positionKeys.data()),
sizeof(PositionKey) * keySize
@ -159,9 +133,8 @@ namespace SH_COMP
void MeshWriter::WriteRig(FileReference file, RigData const& data)
{
WriteRigHeader(file, data.header);
RigWriteNode* root {nullptr};
WriteRigNodeData(file, data,root);
WriteRigTree(file, root);
WriteRigNodeData(file, data);
WriteRigStructure(file, data);
}
void MeshWriter::WriteRigHeader(FileReference file, RigDataHeader const& header)
@ -171,90 +144,101 @@ namespace SH_COMP
sizeof(uint32_t)
);
file.write(
reinterpret_cast<char const*>(&header.startNode),
sizeof(uint32_t)
);
file.write(
reinterpret_cast<char const*>(header.charCounts.data()),
sizeof(uint32_t) * header.nodeCount
);
}
void MeshWriter::WriteRigNodeData(FileReference file, RigData const& rig, RigWriteNode*& treeRoot)
void MeshWriter::WriteRigNodeData(FileReference file, RigData const& rig)
{
// Build node collection and assign ID to each node BFS STYLE
// Build tree of nodes using ID
std::vector<RigNodeDataWrite> dataToWrite;
dataToWrite.reserve(rig.header.nodeCount);
std::stack<std::pair<RigWriteNode*, RigNodeData*>> nodeStack;
treeRoot = new RigWriteNode;
treeRoot->id = 0;
treeRoot->children.clear();
nodeStack.emplace(std::make_pair(treeRoot, rig.root));
while(!nodeStack.empty())
std::vector<IndexType> treeNodeWrite;
for (auto const& node : rig.nodes)
{
auto currPair = nodeStack.top();
nodeStack.pop();
auto currWriteNode = currPair.first;
auto currDataNode = currPair.second;
dataToWrite.emplace_back(currDataNode->name, currDataNode->transform, currDataNode->offset);
uint32_t idCounter = dataToWrite.size() + currDataNode->children.size() - 1;
for (auto i{0}; i < currDataNode->children.size(); ++i)
{
auto child = currDataNode->children[i];
auto newPair = std::make_pair(new RigWriteNode(), child);
newPair.first->id = idCounter - i;
currWriteNode->children.push_back(newPair.first);
nodeStack.push(newPair);
}
delete currDataNode;
}
for (auto const& data : dataToWrite)
{
file.write(data.name.c_str(), data.name.size());
file.write(
reinterpret_cast<char const*>(&data.transform),
node.name.data(),
node.name.size()
);
file.write(
reinterpret_cast<char const*>(&node.inverseBindMatrix),
sizeof(SHMat4)
);
//Build data flags
NodeDataFlag flag{ 0 };
if (!node.rotation.empty())
flag |= NODE_DATA_ROTATION;
if (!node.scale.empty())
flag |= NODE_DATA_SCALE;
if (!node.translation.empty())
flag |= NODE_DATA_TRANSLATION;
if (!node.matrix.empty())
flag |= NODE_DATA_MATRIX;
file.put(flag);
file.write(
reinterpret_cast<char const*>(&data.offset),
sizeof(SHMat4)
reinterpret_cast<char const*>(node.rotation.data()),
sizeof(double) * node.rotation.size()
);
file.write(
reinterpret_cast<char const*>(node.scale.data()),
sizeof(double) * node.scale.size()
);
file.write(
reinterpret_cast<char const*>(node.translation.data()),
sizeof(double) * node.translation.size()
);
file.write(
reinterpret_cast<char const*>(node.matrix.data()),
sizeof(double) * node.matrix.size()
);
}
}
void MeshWriter::WriteRigTree(FileReference file, RigWriteNode const* root)
void MeshWriter::WriteRigStructure(FileReference file, RigData const& rig)
{
std::queue<RigWriteNode const*> nodeQueue;
nodeQueue.push(root);
std::queue<std::pair<IndexType, NodeAsset const*>> nodeQueue;
nodeQueue.push(
std::make_pair(
rig.header.startNode,
rig.nodes.data() + rig.header.startNode
)
);
int ctr = 0;
while(!nodeQueue.empty())
while (!nodeQueue.empty())
{
auto node = nodeQueue.front();
auto const currentPair = nodeQueue.front();
auto const& node = *currentPair.second;
nodeQueue.pop();
file.write(
reinterpret_cast<char const*>(&node->id),
file.write(
reinterpret_cast<char const*>(&currentPair.first),
sizeof(IndexType)
);
auto const childCount{ static_cast<uint32_t>(node.children.size()) };
file.write(
reinterpret_cast<char const*>(&childCount),
sizeof(uint32_t)
);
uint32_t size = static_cast<uint32_t>(node->children.size());
file.write(
reinterpret_cast<char const*>(&size),
sizeof(uint32_t)
);
for (auto child : node->children)
for (auto const& child : node.children)
{
nodeQueue.push(child);
nodeQueue.push(std::make_pair(
child,
rig.nodes.data() + child
));
}
}
}
@ -276,26 +260,10 @@ namespace SH_COMP
if (asset.header.animCount > 0)
{
for(auto const& animHeader : asset.animHeaders)
{
file.write(
reinterpret_cast<char const*>(&animHeader.charCount),
sizeof(uint32_t)
);
file.write(
reinterpret_cast<char const*>(&animHeader.animNodeCount),
sizeof(uint32_t)
);
for (auto const& nodeHeader : animHeader.nodeHeaders)
{
file.write(
reinterpret_cast<char const*>(&nodeHeader),
sizeof(nodeHeader)
);
}
}
file.write(
reinterpret_cast<char const*>(asset.animHeaders.data()),
sizeof(AnimDataHeader) * asset.header.animCount
);
}
}
@ -304,7 +272,7 @@ namespace SH_COMP
WriteMeshData(file, asset.meshHeaders, asset.meshes);
WriteAnimData(file, asset.animHeaders, asset.anims);
if (asset.rig.root)
if (!asset.rig.nodes.empty())
{
WriteRig(file, asset.rig);
}

View File

@ -22,13 +22,12 @@ namespace SH_COMP
static void WriteMeshData(FileReference file, std::vector<MeshDataHeader> const& headers, std::vector<MeshData> const& meshes);
static void WriteAnimData(FileReference file, std::vector<AnimDataHeader> const& headers, std::vector<AnimData> const& anims);
static void WriteAnimNode(FileReference file, AnimNodeInfo const& info, AnimNode const& node);
static void WriteAnimNode(FileReference file, AnimNode const& node);
static void WriteRig(FileReference file, RigData const& data);
static void WriteRigHeader(FileReference file, RigDataHeader const& header);
static void WriteRigNodeData(FileReference file, RigData const& rig, RigWriteNode*& treeRoot);
static void WriteRigTree(FileReference file, RigWriteNode const* root);
//static void WriteRigNodes(FileReference file, RigDataHeader const& header, RigNode const* root);
static void WriteRigNodeData(FileReference file, RigData const& rig);
static void WriteRigStructure(FileReference file, RigData const& rig);
static void WriteHeaders(FileReference file, ModelConstRef asset);
static void WriteData(FileReference file, ModelConstRef asset);

View File

@ -8,16 +8,34 @@ namespace SH_COMP
float x, y;
};
struct SHVec3
{
float x, y, z;
};
struct SHVec4
{
float x, y, z, w;
};
struct SHVec3
{
SHVec3()
:x{ 0.f }, y{ 0.f }, z{ 0.f }
{}
SHVec3(SHVec4 const& rhs)
:x{ rhs.x }, y{ rhs.y }, z{ rhs.z }
{}
SHVec3(float inx, float iny, float inz)
:x{ iny }, y{ iny }, z{ inz }
{}
float x, y, z;
};
struct SHVec4i
{
uint32_t x, y, z, w;
};
struct SHMat4
{
float data[16];
@ -35,4 +53,7 @@ namespace SH_COMP
return true;
}
};
using IndexType = uint32_t;
}

View File

@ -12,64 +12,55 @@
#include "PseudoMath.h"
#include <vector>
#include <assimp/anim.h>
#include <string>
namespace SH_COMP
{
enum class AnimationBehaviour : uint8_t
enum class AnimationInterpolation : uint8_t
{
DEFAULT = 0x0,
CONSTANT = 0x1,
LINEAR = 0x2,
REPEAT = 0x3
DEFAULT = 0x1,
LINEAR = 0x1,
STEP = 0x2,
CUBICSPLINE = 0x3
};
// Base
struct KeyBase
{
float time;
};
// Smallest data containers
struct PositionKey
struct PositionKey :KeyBase
{
float time;
SHVec3 value;
};
struct RotationKey
struct RotationKey : KeyBase
{
float time;
SHVec4 value;
};
struct ScaleKey
struct ScaleKey :KeyBase
{
float time;
SHVec3 value;
};
// Headers for read/write
struct AnimNodeInfo
{
uint32_t charCount;
uint32_t posKeyCount;
uint32_t rotKeyCount;
uint32_t scaKeyCount;
};
struct AnimDataHeader
{
uint32_t charCount;
uint32_t animNodeCount;
std::vector<AnimNodeInfo> nodeHeaders;
uint32_t frameCount;
};
// Main data containers
struct AnimNode
{
std::string name;
AnimationBehaviour pre;
AnimationBehaviour post;
AnimationInterpolation interpolation;
std::vector<PositionKey> positionKeys;
std::vector<RotationKey> rotationKeys;
std::vector<ScaleKey> scaleKeys;
};
struct AnimData
@ -79,8 +70,7 @@ namespace SH_COMP
double duration;
double ticksPerSecond;
std::vector<AnimNode> nodeChannels;
//std::vector<aiMeshAnim*> meshChannels;
//std::vector<aiMeshMorphAnim*> morphMeshChannels;
//One node represents the animation transforms for one bone in the rig
std::vector<AnimNode> nodes;
};
}

View File

@ -12,37 +12,21 @@ namespace SH_COMP
uint32_t vertexCount;
uint32_t indexCount;
uint32_t charCount;
uint32_t boneCount;
};
struct MeshBoneInfo
{
uint32_t charCount;
uint32_t weightCount;
};
struct BoneWeight
{
uint32_t index;
float weight;
};
struct MeshBone
{
std::string name;
SHMat4 offset;
std::vector<BoneWeight> weights;
bool hasWeights;
};
struct MeshData
{
std::string name;
std::vector<SHVec3> vertexPosition;
std::vector<SHVec3> vertexTangent;
std::vector<SHVec3> vertexNormal;
std::vector<SHVec2> texCoords;
std::vector<uint32_t> indices;
std::vector<MeshBoneInfo> bonesInfo;
std::vector<MeshBone> bones;
std::vector<IndexType> indices;
//Variable data
std::vector<SHVec4> weights;
std::vector<SHVec4i> joints;
};
}

View File

@ -13,6 +13,7 @@
#pragma once
#include <vector>
#include <unordered_map>
#include "MeshAsset.h"
#include "AnimationAsset.h"
@ -30,12 +31,15 @@ namespace SH_COMP
struct ModelAsset
{
ModelAssetHeader header;
RigData rig;
std::vector<MeshDataHeader> meshHeaders;
std::vector<AnimDataHeader> animHeaders;
std::vector<MeshData> meshes;
std::vector<AnimData> anims;
};
RigData rig;
std::unordered_map<uint32_t, uint32_t> nodeIndexMap;
; };
}

View File

@ -8,40 +8,37 @@
namespace SH_COMP
{
using NodeDataFlag = unsigned char;
constexpr NodeDataFlag NODE_DATA_ROTATION = 0b0001;
constexpr NodeDataFlag NODE_DATA_SCALE = 0b0010;
constexpr NodeDataFlag NODE_DATA_TRANSLATION = 0b0100;
constexpr NodeDataFlag NODE_DATA_MATRIX = 0b1000;
//constexpr NodeDataFlag NODE_DATA_WEIGHTS = 0b10000;
struct RigDataHeader
{
uint32_t nodeCount;
IndexType startNode;
std::vector<uint32_t> charCounts;
};
struct RigNodeData
{
RigNodeData(const char* cstr, SHMat4 mat)
:name {cstr}, transform{mat} {}
std::string name;
SHMat4 transform;
SHMat4 offset;
std::vector<RigNodeData*> children;
};
struct RigNodeDataWrite
struct NodeAsset
{
std::string name;
SHMat4 transform;
SHMat4 offset;
};
struct RigWriteNode
{
uint32_t id;
std::vector<RigWriteNode*> children;
std::vector<IndexType> children;
std::vector<double>
rotation,
scale,
translation,
matrix;
//weights;
SHMat4 inverseBindMatrix;
};
struct RigData
{
RigDataHeader header;
// std::map<uint32_t, RigNodeData> nodeDataCollection;
RigNodeData* root;
std::vector<NodeAsset> nodes;
};
}

View File

@ -8,11 +8,11 @@
* or disclosure of this file or its contents without the prior
* written consent of Digipen Institute of Technology is prohibited.
******************************************************************************/
#include "Libraries/MeshCompiler.h"
#include <vector>
#include <filesystem>
#include <iostream>
int main(int argc, char* argv[])
{
@ -22,6 +22,7 @@ int main(int argc, char* argv[])
if (argc == 1)
{
#if 1
if (std::filesystem::is_directory(ASSET_ROOT))
{
for (auto& dir :
@ -41,6 +42,18 @@ int main(int argc, char* argv[])
std::cout << "Default path not found!" << std::endl;
return 1;
}
#else
for (auto& dir : std::filesystem::directory_iterator{ "./" })
{
if (dir.path().extension().string() == GLTF_EXTENSION ||
dir.path().extension().string() == FBX_EXTENSION)
{
auto path = dir.path();
path.make_preferred();
paths.push_back(path.string());
}
}
#endif
}
else if (argc > 1)
{
@ -57,7 +70,9 @@ int main(int argc, char* argv[])
}
#else
SH_COMP::MeshCompiler::LoadAndCompile("racoon.gltf");
(void)argc;
(void)argv;
SH_COMP::MeshCompiler::LoadAndCompile("MD_HomeownerV2.gltf");
#endif
return 0;