diff options
author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
commit | dfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch) | |
tree | a470b91a90716d7ea46fde53ed395449c24583a2 /archive/src/resources/gltf.c | |
parent | 54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff) |
delete documentation workflow
Diffstat (limited to 'archive/src/resources/gltf.c')
-rw-r--r-- | archive/src/resources/gltf.c | 596 |
1 files changed, 596 insertions, 0 deletions
diff --git a/archive/src/resources/gltf.c b/archive/src/resources/gltf.c new file mode 100644 index 0000000..66ae1b6 --- /dev/null +++ b/archive/src/resources/gltf.c @@ -0,0 +1,596 @@ +#include <assert.h> +#include <stdlib.h> +#include <string.h> +#include "animation.h" +#include "colours.h" +#include "core.h" +#include "defines.h" +#include "file.h" +#include "loaders.h" +#include "log.h" +#include "maths.h" +#include "maths_types.h" +#include "mem.h" +#include "pbr.h" +#include "platform.h" +#include "ral_types.h" +#include "render.h" +#include "render_types.h" +#include "str.h" + +#define CGLTF_IMPLEMENTATION +#include <cgltf.h> + +extern Core g_core; + +/* GLTF Loading Pipeline + ===================== */ + +struct face { + cgltf_uint indices[3]; +}; +typedef struct face face; + +KITC_DECL_TYPED_ARRAY(Vec3) +KITC_DECL_TYPED_ARRAY(Vec2) +KITC_DECL_TYPED_ARRAY(Vec4u) +KITC_DECL_TYPED_ARRAY(Vec4i) +KITC_DECL_TYPED_ARRAY(Vec4) +KITC_DECL_TYPED_ARRAY(face) +KITC_DECL_TYPED_ARRAY(i32) + +size_t GLTF_LoadMaterials(cgltf_data* data, Str8 relative_path, Material_darray* out_materials); + +ModelHandle ModelLoad_gltf(const char* path, bool invert_texture_y) { + size_t arena_size = MB(1); + arena scratch = arena_create(malloc(arena_size), arena_size); + + TRACE("Loading model at Path %s\n", path); + path_opt relative_path = path_parent(&scratch, path); + if (!relative_path.has_value) { + WARN("Couldnt get a relative path for the path to use for loading materials & textures later"); + } + const char* file_string = string_from_file(path); + + ModelHandle handle; + Model* model = Model_pool_alloc(&g_core.models, &handle); + model->name = Str8_cstr_view(path); + + bool success = + model_load_gltf_str(file_string, path, relative_path.path, model, invert_texture_y); + + if (!success) { + FATAL("Couldnt load GLTF file at path %s", path); + ERROR_EXIT("Load fails are considered crash-worthy right now. This will change later.\n"); + } + + arena_free_all(&scratch); + arena_free_storage(&scratch); + return handle; +} + +void assert_path_type_matches_component_type(cgltf_animation_path_type target_path, + cgltf_accessor* output) { + if (target_path == cgltf_animation_path_type_rotation) { + assert(output->component_type == cgltf_component_type_r_32f); + assert(output->type == cgltf_type_vec4); + } +} + +// TODO: Brainstorm how I can make this simpler and break it up into more testable pieces + +void load_position_components(Vec3_darray* positions, cgltf_accessor* accessor) { + TRACE("Loading %d vec3 position components", accessor->count); + CASSERT_MSG(accessor->component_type == cgltf_component_type_r_32f, + "Positions components are floats"); + CASSERT_MSG(accessor->type == cgltf_type_vec3, "Vertex positions should be a vec3"); + + for (cgltf_size v = 0; v < accessor->count; ++v) { + Vec3 pos; + cgltf_accessor_read_float(accessor, v, &pos.x, 3); + Vec3_darray_push(positions, pos); + } +} + +void load_normal_components(Vec3_darray* normals, cgltf_accessor* accessor) { + TRACE("Loading %d vec3 normal components", accessor->count); + CASSERT_MSG(accessor->component_type == cgltf_component_type_r_32f, + "Normal vector components are floats"); + CASSERT_MSG(accessor->type == cgltf_type_vec3, "Vertex normals should be a vec3"); + + for (cgltf_size v = 0; v < accessor->count; ++v) { + Vec3 pos; + cgltf_accessor_read_float(accessor, v, &pos.x, 3); + Vec3_darray_push(normals, pos); + } +} + +void load_texcoord_components(Vec2_darray* texcoords, cgltf_accessor* accessor) { + TRACE("Load texture coordinates from accessor"); + CASSERT(accessor->component_type == cgltf_component_type_r_32f); + CASSERT_MSG(accessor->type == cgltf_type_vec2, "Texture coordinates should be a vec2"); + + for (cgltf_size v = 0; v < accessor->count; ++v) { + Vec2 tex; + bool success = cgltf_accessor_read_float(accessor, v, &tex.x, 2); + if (!success) { + ERROR("Error loading tex coord"); + } + Vec2_darray_push(texcoords, tex); + } +} + +void load_joint_index_components(Vec4i_darray* joint_indices, cgltf_accessor* accessor) { + TRACE("Load joint indices from accessor"); + CASSERT(accessor->component_type == cgltf_component_type_r_16u); + CASSERT_MSG(accessor->type == cgltf_type_vec4, "Joint indices should be a vec4"); + Vec4i tmp_joint_index; + Vec4 joints_as_floats; + for (cgltf_size v = 0; v < accessor->count; ++v) { + cgltf_accessor_read_float(accessor, v, &joints_as_floats.x, 4); + tmp_joint_index.x = (u32)joints_as_floats.x; + tmp_joint_index.y = (u32)joints_as_floats.y; + tmp_joint_index.z = (u32)joints_as_floats.z; + tmp_joint_index.w = (u32)joints_as_floats.w; + printf("Joints affecting vertex %d : %d %d %d %d\n", v, tmp_joint_index.x, tmp_joint_index.y, + tmp_joint_index.z, tmp_joint_index.w); + Vec4i_darray_push(joint_indices, tmp_joint_index); + } +} + +bool model_load_gltf_str(const char* file_string, const char* filepath, Str8 relative_path, + Model* out_model, bool invert_textures_y) { + TRACE("Load GLTF from string"); + + // Setup temps + Vec3_darray* tmp_positions = Vec3_darray_new(1000); + Vec3_darray* tmp_normals = Vec3_darray_new(1000); + Vec2_darray* tmp_uvs = Vec2_darray_new(1000); + Vec4i_darray* tmp_joint_indices = Vec4i_darray_new(1000); + Vec4_darray* tmp_weights = Vec4_darray_new(1000); + Material_darray* tmp_materials = Material_darray_new(1); + Mesh_darray* tmp_meshes = Mesh_darray_new(1); + i32_darray* tmp_material_indexes = i32_darray_new(1); + + Joint_darray* joints = Joint_darray_new(256); + + cgltf_options options = { 0 }; + cgltf_data* data = NULL; + cgltf_result result = cgltf_parse_file(&options, filepath, &data); + if (result != cgltf_result_success) { + WARN("gltf load failed"); + // TODO: cleanup arrays(allocate all from arena ?) + return false; + } + + cgltf_load_buffers(&options, data, filepath); + DEBUG("loaded buffers"); + + // --- Skin + size_t num_skins = data->skins_count; + bool is_skinned = false; + Armature main_skeleton = { 0 }; + if (num_skins == 1) { + is_skinned = true; + } else if (num_skins > 1) { + WARN("GLTF files with more than 1 skin are not supported"); + return false; + } + + if (is_skinned) { + cgltf_skin* gltf_skin = data->skins; + DEBUG("loading skin %s", gltf_skin->name); + size_t num_joints = gltf_skin->joints_count; + DEBUG("# Joints %d", num_joints); + + // Create our data that will be placed onto the model + Armature armature = { .label = "test_skin" }; + printf("Skin %s\n", gltf_skin->name); + // armature.label = Clone_cstr(&armature.arena, gltf_skin->name); + armature.joints = joints; // ! Make sure not to free this + + cgltf_accessor* gltf_inverse_bind_matrices = gltf_skin->inverse_bind_matrices; + + // --- Joints + // for each one we'll spit out a joint + for (size_t i = 0; i < num_joints; i++) { + // Get the joint and assign its node index for later referencing + cgltf_node* joint_node = gltf_skin->joints[i]; + TRACE("Joint %d (node index %d)", i, cgltf_node_index(data, joint_node)); + Joint joint_i = { .debug_label = "test_joint", + .node_idx = cgltf_node_index(data, joint_node), + .inverse_bind_matrix = mat4_ident() }; + + if (joint_node->children_count > 0 && !joint_node->has_translation && + !joint_node->has_rotation) { + WARN("Joint node with index %d is the root node", i); + joint_i.transform_components = TRANSFORM_DEFAULT; + joint_i.parent = -1; + for (u32 c_i = 0; c_i < joint_node->children_count; c_i++) { + joint_i.children[c_i] = cgltf_node_index(data, joint_node->children[c_i]); + joint_i.children_count++; + } + } else { + TRACE("Storing joint transform"); + joint_i.transform_components = TRANSFORM_DEFAULT; + if (joint_node->has_translation) { + memcpy(&joint_i.transform_components.position, &joint_node->translation, 3 * sizeof(f32)); + } + if (joint_node->has_rotation) { + memcpy(&joint_i.transform_components.rotation, &joint_node->rotation, 4 * sizeof(f32)); + } + if (joint_node->has_scale) { + memcpy(&joint_i.transform_components.scale, &joint_node->scale, 3 * sizeof(f32)); + } + joint_i.parent = cgltf_node_index(data, joint_node->parent); + } + // Calculate and store the starting transform of the joint + joint_i.local_transform = transform_to_mat(&joint_i.transform_components); + // Read in the inverse bind matrix + cgltf_accessor_read_float(gltf_inverse_bind_matrices, i, &joint_i.inverse_bind_matrix.data[0], + 16); + Joint_darray_push(armature.joints, joint_i); + } + main_skeleton = armature; + // out_model->armature = armature; + // out_model->has_joints = true; + } + + // --- Materials + size_t num_materials = GLTF_LoadMaterials(data, relative_path, tmp_materials); + + // --- Meshes + size_t num_meshes = data->meshes_count; + TRACE("Num meshes %d", num_meshes); + for (size_t m = 0; m < num_meshes; m++) { + printf("Primitive count %d\n", data->meshes[m].primitives_count); + for (size_t prim_i = 0; prim_i < data->meshes[m].primitives_count; prim_i++) { + DEBUG("Primitive %d\n", prim_i); + + cgltf_primitive primitive = data->meshes[m].primitives[prim_i]; + DEBUG("Found %d attributes", primitive.attributes_count); + + for (cgltf_size a = 0; a < primitive.attributes_count; a++) { + cgltf_attribute attribute = primitive.attributes[a]; + if (attribute.type == cgltf_attribute_type_position) { + cgltf_accessor* accessor = attribute.data; + load_position_components(tmp_positions, accessor); + } else if (attribute.type == cgltf_attribute_type_normal) { + cgltf_accessor* accessor = attribute.data; + load_normal_components(tmp_normals, accessor); + } else if (attribute.type == cgltf_attribute_type_texcoord) { + cgltf_accessor* accessor = attribute.data; + load_texcoord_components(tmp_uvs, accessor); + } else if (attribute.type == cgltf_attribute_type_joints) { + TRACE("Load joint indices from accessor"); + cgltf_accessor* accessor = attribute.data; + load_joint_index_components(tmp_joint_indices, accessor); + } else if (attribute.type == cgltf_attribute_type_weights) { + TRACE("Load joint weights from accessor"); + cgltf_accessor* accessor = attribute.data; + CASSERT(accessor->component_type == cgltf_component_type_r_32f); + CASSERT(accessor->type == cgltf_type_vec4); + + for (cgltf_size v = 0; v < accessor->count; ++v) { + Vec4 weights; + cgltf_accessor_read_float(accessor, v, &weights.x, 4); + printf("Weights affecting vertex %d : %f %f %f %f\n", v, weights.x, weights.y, + weights.z, weights.w); + Vec4_darray_push(tmp_weights, weights); + } + } else { + WARN("Unhandled cgltf_attribute_type: %s. skipping..", attribute.name); + } + } + // mesh.vertex_bone_data = vertex_bone_data_darray_new(1); + i32 mat_idx = -1; + if (primitive.material != NULL) { + DEBUG("Primitive Material %s", primitive.material->name); + // FIXME! + for (u32 i = 0; i < Material_darray_len(tmp_materials); i++) { + printf("%s vs %s \n", primitive.material->name, tmp_materials->data[i].name); + if (strcmp(primitive.material->name, tmp_materials->data[i].name) == 0) { + INFO("Found material"); + mat_idx = i; + i32_darray_push(tmp_material_indexes, mat_idx); + break; + } + } + } else { + i32_darray_push(tmp_material_indexes, -1); + } + + TRACE("Vertex data has been loaded"); + + Vertex_darray* geo_vertices = Vertex_darray_new(3); + u32_darray* geo_indices = u32_darray_new(0); + + // Store vertices + printf("Positions %d Normals %d UVs %d\n", tmp_positions->len, tmp_normals->len, + tmp_uvs->len); + // assert(tmp_positions->len == tmp_normals->len); + // assert(tmp_normals->len == tmp_uvs->len); + bool has_normals = tmp_normals->len > 0; + bool has_uvs = tmp_uvs->len > 0; + for (u32 v_i = 0; v_i < tmp_positions->len; v_i++) { + Vertex v = { 0 }; + if (is_skinned) { + v.skinned_3d.position = tmp_positions->data[v_i]; + v.skinned_3d.normal = has_normals ? tmp_normals->data[v_i] : VEC3_ZERO, + v.skinned_3d.tex_coords = has_uvs ? tmp_uvs->data[v_i] : vec2_create(0., 0.); + v.skinned_3d.bone_ids = tmp_joint_indices->data[v_i]; + v.skinned_3d.bone_weights = tmp_weights->data[v_i]; + } else { + v.static_3d.position = tmp_positions->data[v_i]; + v.static_3d.normal = has_normals ? tmp_normals->data[v_i] : VEC3_ZERO, + v.static_3d.tex_coords = has_uvs ? tmp_uvs->data[v_i] : vec2_create(0., 0.); + } + Vertex_darray_push(geo_vertices, v); + }; + + // Store indices + cgltf_accessor* indices = primitive.indices; + if (primitive.indices > 0) { + WARN("indices! %d", indices->count); + + // store indices + for (cgltf_size i = 0; i < indices->count; ++i) { + cgltf_uint ei; + cgltf_accessor_read_uint(indices, i, &ei, 1); + u32_darray_push(geo_indices, ei); + } + + Geometry* geometry = malloc(sizeof(Geometry)); + geometry->format = is_skinned ? VERTEX_SKINNED : VERTEX_STATIC_3D; + geometry->has_indices = true; + geometry->vertices = geo_vertices; + geometry->indices = geo_indices; + geometry->index_count = geo_indices->len; + + Mesh m = Mesh_Create(geometry, false); + if (is_skinned) { + m.is_skinned = true; + m.armature = main_skeleton; + } + Mesh_darray_push(tmp_meshes, m); + + Vec3_darray_clear(tmp_positions); + Vec3_darray_clear(tmp_normals); + Vec2_darray_clear(tmp_uvs); + Vec4i_darray_clear(tmp_joint_indices); + Vec4_darray_clear(tmp_weights); + } else { + WARN("No indices found. Ignoring mesh..."); + } + } + + // --- Animations + size_t num_animations = data->animations_count; + TRACE("Num animations %d", num_animations); + + if (num_animations > 0) { + if (!out_model->animations) { + out_model->animations = AnimationClip_darray_new(num_animations); + } + out_model->anim_arena = arena_create(malloc(MB(1)), MB(1)); + arena* arena = &out_model->anim_arena; + + // Iterate over each animation in the GLTF + for (int anim_idx = 0; anim_idx < data->animations_count; anim_idx++) { + cgltf_animation animation = data->animations[anim_idx]; + AnimationClip clip = { 0 }; + clip.clip_name = "test anim clip"; + clip.channels = AnimationSampler_darray_new(1); + + // for each animation, loop through all the channels + for (size_t c = 0; c < animation.channels_count; c++) { + cgltf_animation_channel channel = animation.channels[c]; + + AnimationSampler sampler = { 0 }; + + KeyframeKind data_type; + + switch (channel.target_path) { + case cgltf_animation_path_type_rotation: + data_type = KEYFRAME_ROTATION; + break; + case cgltf_animation_path_type_translation: + data_type = KEYFRAME_TRANSLATION; + break; + case cgltf_animation_path_type_scale: + data_type = KEYFRAME_SCALE; + break; + case cgltf_animation_path_type_weights: + data_type = KEYFRAME_WEIGHTS; + WARN("Morph target weights arent supported yet"); + return false; + default: + WARN("unsupported animation type"); + return false; + } + + sampler.current_index = 0; + sampler.animation.interpolation = INTERPOLATION_LINEAR; // NOTE: hardcoded for now + + // Keyframe times + size_t n_frames = channel.sampler->input->count; + CASSERT_MSG(channel.sampler->input->component_type == cgltf_component_type_r_32f, + "Expected animation sampler input component to be type f32"); + f32* times = arena_alloc(arena, n_frames * sizeof(f32)); + sampler.animation.n_timestamps = n_frames; + sampler.animation.timestamps = times; + cgltf_accessor_unpack_floats(channel.sampler->input, times, n_frames); + + // Keyframe values + size_t n_values = channel.sampler->output->count; + CASSERT_MSG(n_frames == n_values, "keyframe times = keyframe values"); + + Keyframes keyframes = { 0 }; + keyframes.kind = data_type; + keyframes.count = n_values; + keyframes.values = arena_alloc(arena, n_values * sizeof(Keyframe)); + for (cgltf_size v = 0; v < channel.sampler->output->count; ++v) { + switch (data_type) { + case KEYFRAME_ROTATION: { + Quat rot; + cgltf_accessor_read_float(channel.sampler->output, v, &rot.x, 4); + // printf("Quat %f %f %f %f\n", rot.x, rot.y, rot.z, rot.w); + keyframes.values[v].rotation = rot; + break; + } + case KEYFRAME_TRANSLATION: { + Vec3 trans; + cgltf_accessor_read_float(channel.sampler->output, v, &trans.x, 3); + keyframes.values[v].translation = trans; + break; + } + case KEYFRAME_SCALE: { + Vec3 scale; + cgltf_accessor_read_float(channel.sampler->output, v, &scale.x, 3); + keyframes.values[v].scale = scale; + break; + } + case KEYFRAME_WEIGHTS: { + // TODO: morph weights + break; + } + } + } + sampler.animation.values = keyframes; + sampler.min = channel.sampler->input->min[0]; + sampler.max = channel.sampler->input->max[0]; + + // *target_property = sampler; + printf("%d timestamps between %f and %f\n", sampler.animation.n_timestamps, sampler.min, + sampler.max); + + // TODO: get target + size_t target_index = cgltf_node_index(data, channel.target_node); + size_t joint_index = 0; + bool found = false; + for (u32 ji = 0; ji < main_skeleton.joints->len; ji++) { + if (main_skeleton.joints->data[ji].node_idx == target_index) { + joint_index = ji; + found = true; + break; + } + } + if (!found) { + WARN("Coulndnt find joint index"); + } + sampler.target_joint_idx = + joint_index; // NOTE: this assuming the target is a joint at the moment + AnimationSampler_darray_push(clip.channels, sampler); + } + + AnimationClip_darray_push(out_model->animations, clip); + } + } + + // exit(0); + } + + num_meshes = tmp_meshes->len; + + // we now have an array of meshes, materials, and the material which each mesh should get + out_model->meshes = malloc(num_meshes * sizeof(MeshHandle)); + out_model->mesh_count = num_meshes; + out_model->materials = malloc(num_materials * sizeof(MaterialHandle)); + out_model->material_count = num_materials; + + MaterialHandle* mat_handles = calloc(num_materials, sizeof(MaterialHandle)); + for (u32 mat_i = 0; mat_i < num_materials; mat_i++) { + mat_handles[mat_i] = + Material_pool_insert(Render_GetMaterialPool(), &tmp_materials->data[mat_i]); + } + memcpy(out_model->materials, mat_handles, num_materials * sizeof(MaterialHandle)); + + for (u32 mesh_i = 0; mesh_i < num_meshes; mesh_i++) { + i32 mat_idx = tmp_material_indexes->data[mesh_i]; + if (mat_idx > 0) { + tmp_meshes->data[mesh_i].material = mat_handles[mat_idx]; + + } else { + Material default_mat = PBRMaterialDefault(); + tmp_meshes->data[mesh_i].material = + Material_pool_insert(Render_GetMaterialPool(), &default_mat); + } + MeshHandle mesh = Mesh_pool_insert(Render_GetMeshPool(), &tmp_meshes->data[mesh_i]); + out_model->meshes[mesh_i] = mesh; + } + + free(mat_handles); + + return true; +} + +const char* bool_yes_no(bool pred) { return pred ? "Yes" : "No"; } + +// Loads all materials +size_t GLTF_LoadMaterials(cgltf_data* data, Str8 relative_path, Material_darray* out_materials) { + size_t num_materials = data->materials_count; + TRACE("Num materials %d", num_materials); + for (size_t m = 0; m < num_materials; m++) { + cgltf_material gltf_material = data->materials[m]; + TRACE("Loading material '%s'", gltf_material.name); + cgltf_pbr_metallic_roughness pbr = gltf_material.pbr_metallic_roughness; + + Material our_material = PBRMaterialDefault(); // focusing on PBR materials for now + + our_material.base_colour = + vec3(pbr.base_color_factor[0], pbr.base_color_factor[1], pbr.base_color_factor[2]); + our_material.metallic = pbr.metallic_factor; + our_material.roughness = pbr.roughness_factor; + + // -- albedo / base colour + cgltf_texture_view albedo_tex_view = pbr.base_color_texture; + bool has_albedo_texture = albedo_tex_view.texture != NULL; + TRACE("Has PBR base colour texture? %s", bool_yes_no(has_albedo_texture)); + printf("Base colour factor: %f %f %f\n", pbr.base_color_factor[0], pbr.base_color_factor[1], + pbr.base_color_factor[2]); + if (has_albedo_texture) { + char albedo_map_path[1024]; + snprintf(albedo_map_path, sizeof(albedo_map_path), "%s/%s", relative_path.buf, + albedo_tex_view.texture->image->uri); + our_material.albedo_map = TextureLoadFromFile(albedo_map_path); + } else { + our_material.albedo_map = Render_GetWhiteTexture(); + WARN("GLTF model has no albedo map"); + our_material.base_colour = + vec3_create(pbr.base_color_factor[0], pbr.base_color_factor[1], pbr.base_color_factor[2]); + } + + // -- metallic + cgltf_texture_view metal_rough_tex_view = pbr.metallic_roughness_texture; + printf("Metal factor: %f\n", pbr.metallic_factor); + printf("Roughness factor: %f\n", pbr.roughness_factor); + if (metal_rough_tex_view.texture != NULL) { + char metal_rough_map_path[1024]; + snprintf(metal_rough_map_path, sizeof(metal_rough_map_path), "%s/%s", relative_path.buf, + metal_rough_tex_view.texture->image->uri); + our_material.metallic_roughness_map = TextureLoadFromFile(metal_rough_map_path); + } else { + WARN("GLTF model has no metal/roughness map"); + our_material.metallic = pbr.metallic_factor; + our_material.roughness = pbr.roughness_factor; + } + + cgltf_texture_view normal_tex_view = gltf_material.normal_texture; + if (normal_tex_view.texture != NULL) { + char normal_map_path[1024]; + snprintf(normal_map_path, sizeof(normal_map_path), "%s/%s", relative_path.buf, + normal_tex_view.texture->image->uri); + our_material.normal_map = TextureLoadFromFile(normal_map_path); + } else { + WARN("GLTF model has no normal map"); + } + + u32 string_length = strlen(gltf_material.name) + 1; + assert(string_length < 64); + strcpy(our_material.name, gltf_material.name); + + Material_darray_push(out_materials, our_material); + } + + return out_materials->len; +} |