Mercurial > games > semicongine
view semiconginev2/gltf.nim @ 1243:7e55fde39ca8
did: prepare for gltf importer and cleanup old engine code
author | sam <sam@basx.dev> |
---|---|
date | Mon, 22 Jul 2024 17:49:48 +0700 |
parents | |
children | d594b1d07d49 |
line wrap: on
line source
type glTFHeader = object magic: uint32 version: uint32 length: uint32 glTFData = object structuredContent: JsonNode binaryBufferData: seq[uint8] const JSON_CHUNK = 0x4E4F534A BINARY_CHUNK = 0x004E4942 ACCESSOR_TYPE_MAP = { 5120: Int8, 5121: UInt8, 5122: Int16, 5123: UInt16, 5125: UInt32, 5126: Float32, }.toTable SAMPLER_FILTER_MODE_MAP = { 9728: VK_FILTER_NEAREST, 9729: VK_FILTER_LINEAR, 9984: VK_FILTER_NEAREST, 9985: VK_FILTER_LINEAR, 9986: VK_FILTER_NEAREST, 9987: VK_FILTER_LINEAR, }.toTable SAMPLER_WRAP_MODE_MAP = { 33071: VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, 33648: VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT, 10497: VK_SAMPLER_ADDRESS_MODE_REPEAT }.toTable GLTF_MATERIAL_MAPPING = { "color": "baseColorFactor", "emissiveColor": "emissiveFactor", "metallic": "metallicFactor", "roughness", "roughnessFactor", "baseTexture": "baseColorTexture", "metallicRoughnessTexture": "metallicRoughnessTexture", "normalTexture": "normalTexture", "occlusionTexture": "occlusionTexture", "emissiveTexture": "emissiveTexture", }.toTable proc getGPUType(accessor: JsonNode, attribute: string): DataType = # TODO: no full support for all datatypes that glTF may provide # semicongine/core/gpu_data should maybe generated with macros to allow for all combinations let componentType = ACCESSOR_TYPE_MAP[accessor["componentType"].getInt()] let theType = accessor["type"].getStr() case theType of "SCALAR": return componentType of "VEC2": case componentType of UInt32: return Vec2U32 of Float32: return Vec2F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") of "VEC3": case componentType of UInt32: return Vec3U32 of Float32: return Vec3F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") of "VEC4": case componentType of UInt32: return Vec4U32 of Float32: return Vec4F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") of "MAT2": case componentType of Float32: return Vec4F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") of "MAT3": case componentType of Float32: return Vec4F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") of "MAT4": case componentType of Float32: return Vec4F32 else: raise newException(Exception, &"Unsupported data type for attribute '{attribute}': {componentType} {theType}") proc getBufferViewData(bufferView: JsonNode, mainBuffer: seq[uint8], baseBufferOffset = 0): seq[uint8] = assert bufferView["buffer"].getInt() == 0, "Currently no external buffers supported" result = newSeq[uint8](bufferView["byteLength"].getInt()) let bufferOffset = bufferView["byteOffset"].getInt() + baseBufferOffset var dstPointer = addr result[0] if bufferView.hasKey("byteStride"): raise newException(Exception, "Unsupported feature: byteStride in buffer view") copyMem(dstPointer, addr mainBuffer[bufferOffset], result.len) proc getAccessorData(root: JsonNode, accessor: JsonNode, mainBuffer: seq[uint8]): DataList = result = InitDataList(thetype = accessor.getGPUType("??")) result.SetLen(accessor["count"].getInt()) let bufferView = root["bufferViews"][accessor["bufferView"].getInt()] assert bufferView["buffer"].getInt() == 0, "Currently no external buffers supported" if accessor.hasKey("sparse"): raise newException(Exception, "Sparce accessors are currently not implemented") let accessorOffset = if accessor.hasKey("byteOffset"): accessor["byteOffset"].getInt() else: 0 let length = bufferView["byteLength"].getInt() let bufferOffset = bufferView["byteOffset"].getInt() + accessorOffset var dstPointer = result.GetPointer() if bufferView.hasKey("byteStride"): warn "Congratulations, you try to test a feature (loading buffer data with stride attributes) that we have no idea where it is used and how it can be tested (need a coresponding *.glb file)." # we don't support stride, have to convert stuff here... does this even work? for i in 0 ..< int(result.len): copyMem(dstPointer, addr mainBuffer[bufferOffset + i * bufferView["byteStride"].getInt()], int(result.thetype.Size)) dstPointer = cast[pointer](cast[uint](dstPointer) + result.thetype.Size) else: copyMem(dstPointer, addr mainBuffer[bufferOffset], length) proc loadImage(root: JsonNode, imageIndex: int, mainBuffer: seq[uint8]): Image[RGBAPixel] = if root["images"][imageIndex].hasKey("uri"): raise newException(Exception, "Unsupported feature: Load images from external files") let bufferView = root["bufferViews"][root["images"][imageIndex]["bufferView"].getInt()] let imgData = newStringStream(cast[string](getBufferViewData(bufferView, mainBuffer))) let imageType = root["images"][imageIndex]["mimeType"].getStr() case imageType of "image/bmp": result = ReadBMP(imgData) of "image/png": result = ReadPNG(imgData) else: raise newException(Exception, "Unsupported feature: Load image of type " & imageType) proc loadTexture(root: JsonNode, textureIndex: int, mainBuffer: seq[uint8]): Texture = let textureNode = root["textures"][textureIndex] result = Texture(isGrayscale: false) result.colorImage = loadImage(root, textureNode["source"].getInt(), mainBuffer) result.name = root["images"][textureNode["source"].getInt()]["name"].getStr() if result.name == "": result.name = &"Texture{textureIndex}" if textureNode.hasKey("sampler"): let sampler = root["samplers"][textureNode["sampler"].getInt()] if sampler.hasKey("magFilter"): result.sampler.magnification = SAMPLER_FILTER_MODE_MAP[sampler["magFilter"].getInt()] if sampler.hasKey("minFilter"): result.sampler.minification = SAMPLER_FILTER_MODE_MAP[sampler["minFilter"].getInt()] if sampler.hasKey("wrapS"): result.sampler.wrapModeS = SAMPLER_WRAP_MODE_MAP[sampler["wrapS"].getInt()] if sampler.hasKey("wrapT"): result.sampler.wrapModeT = SAMPLER_WRAP_MODE_MAP[sampler["wrapS"].getInt()] proc loadMaterial(root: JsonNode, materialNode: JsonNode, defaultMaterial: MaterialType, mainBuffer: seq[uint8]): MaterialData = let pbr = materialNode["pbrMetallicRoughness"] var attributes: Table[string, DataList] # color if defaultMaterial.attributes.contains("color"): attributes["color"] = InitDataList(thetype = Vec4F32) if pbr.hasKey(GLTF_MATERIAL_MAPPING["color"]): attributes["color"] = @[NewVec4f( pbr[GLTF_MATERIAL_MAPPING["color"]][0].getFloat(), pbr[GLTF_MATERIAL_MAPPING["color"]][1].getFloat(), pbr[GLTF_MATERIAL_MAPPING["color"]][2].getFloat(), pbr[GLTF_MATERIAL_MAPPING["color"]][3].getFloat(), )] else: attributes["color"] = @[NewVec4f(1, 1, 1, 1)] # pbr material values for factor in ["metallic", "roughness"]: if defaultMaterial.attributes.contains(factor): attributes[factor] = InitDataList(thetype = Float32) if pbr.hasKey(GLTF_MATERIAL_MAPPING[factor]): attributes[factor] = @[float32(pbr[GLTF_MATERIAL_MAPPING[factor]].getFloat())] else: attributes[factor] = @[0.5'f32] # pbr material textures for texture in ["baseTexture", "metallicRoughnessTexture"]: if defaultMaterial.attributes.contains(texture): attributes[texture] = InitDataList(thetype = TextureType) # attributes[texture & "Index"] = InitDataList(thetype=UInt8) if pbr.hasKey(GLTF_MATERIAL_MAPPING[texture]): attributes[texture] = @[loadTexture(root, pbr[GLTF_MATERIAL_MAPPING[texture]]["index"].getInt(), mainBuffer)] else: attributes[texture] = @[EMPTY_TEXTURE] # generic material textures for texture in ["normalTexture", "occlusionTexture", "emissiveTexture"]: if defaultMaterial.attributes.contains(texture): attributes[texture] = InitDataList(thetype = TextureType) # attributes[texture & "Index"] = InitDataList(thetype=UInt8) if materialNode.hasKey(GLTF_MATERIAL_MAPPING[texture]): attributes[texture] = @[loadTexture(root, materialNode[texture]["index"].getInt(), mainBuffer)] else: attributes[texture] = @[EMPTY_TEXTURE] # emissiv color if defaultMaterial.attributes.contains("emissiveColor"): attributes["emissiveColor"] = InitDataList(thetype = Vec3F32) if materialNode.hasKey(GLTF_MATERIAL_MAPPING["emissiveColor"]): attributes["emissiveColor"] = @[NewVec3f( materialNode[GLTF_MATERIAL_MAPPING["emissiveColor"]][0].getFloat(), materialNode[GLTF_MATERIAL_MAPPING["emissiveColor"]][1].getFloat(), materialNode[GLTF_MATERIAL_MAPPING["emissiveColor"]][2].getFloat(), )] else: attributes["emissiveColor"] = @[NewVec3f(1'f32, 1'f32, 1'f32)] result = InitMaterialData(theType = defaultMaterial, name = materialNode["name"].getStr(), attributes = attributes) proc loadMesh(meshname: string, root: JsonNode, primitiveNode: JsonNode, materials: seq[MaterialData], mainBuffer: seq[uint8]): Mesh = if primitiveNode.hasKey("mode") and primitiveNode["mode"].getInt() != 4: raise newException(Exception, "Currently only TRIANGLE mode is supported for geometry mode") var indexType = None let indexed = primitiveNode.hasKey("indices") if indexed: # TODO: Tiny indices var indexCount = root["accessors"][primitiveNode["indices"].getInt()]["count"].getInt() if indexCount < int(high(uint16)): indexType = Small else: indexType = Big result = Mesh( instanceTransforms: @[Unit4F32], indexType: indexType, name: meshname, vertexCount: 0, ) for attribute, accessor in primitiveNode["attributes"].pairs: let data = root.getAccessorData(root["accessors"][accessor.getInt()], mainBuffer) if result.vertexCount == 0: result.vertexCount = data.len assert data.len == result.vertexCount result[].InitVertexAttribute(attribute.toLowerAscii, data) if primitiveNode.hasKey("material"): let materialId = primitiveNode["material"].getInt() result[].material = materials[materialId] else: result[].material = EMPTY_MATERIAL.InitMaterialData() if primitiveNode.hasKey("indices"): assert result[].indexType != None let data = root.getAccessorData(root["accessors"][primitiveNode["indices"].getInt()], mainBuffer) var tri: seq[int] case data.thetype of UInt16: for entry in data[uint16][]: tri.add int(entry) if tri.len == 3: # FYI gltf uses counter-clockwise indexing result[].AppendIndicesData(tri[0], tri[1], tri[2]) tri.setLen(0) of UInt32: for entry in data[uint32][]: tri.add int(entry) if tri.len == 3: # FYI gltf uses counter-clockwise indexing result[].AppendIndicesData(tri[0], tri[1], tri[2]) tri.setLen(0) else: raise newException(Exception, &"Unsupported index data type: {data.thetype}") # TODO: getting from gltf to vulkan system is still messed up somehow, see other TODO Transform[Vec3f](result[], "position", Scale(1, -1, 1)) proc loadNode(root: JsonNode, node: JsonNode, materials: seq[MaterialData], mainBuffer: var seq[uint8]): MeshTree = result = MeshTree() # mesh if node.hasKey("mesh"): let mesh = root["meshes"][node["mesh"].getInt()] for primitive in mesh["primitives"]: result.children.add MeshTree(mesh: loadMesh(mesh["name"].getStr(), root, primitive, materials, mainBuffer)) # transformation if node.hasKey("matrix"): var mat: Mat4 for i in 0 ..< node["matrix"].len: mat[i] = node["matrix"][i].getFloat() result.transform = mat else: var (t, r, s) = (Unit4F32, Unit4F32, Unit4F32) if node.hasKey("translation"): t = Translate( float32(node["translation"][0].getFloat()), float32(node["translation"][1].getFloat()), float32(node["translation"][2].getFloat()) ) if node.hasKey("rotation"): t = Rotate( float32(node["rotation"][3].getFloat()), NewVec3f( float32(node["rotation"][0].getFloat()), float32(node["rotation"][1].getFloat()), float32(node["rotation"][2].getFloat()) ) ) if node.hasKey("scale"): t = Scale( float32(node["scale"][0].getFloat()), float32(node["scale"][1].getFloat()), float32(node["scale"][2].getFloat()) ) result.transform = t * r * s result.transform = Scale(1, -1, 1) * result.transform # children if node.hasKey("children"): for childNode in node["children"]: result.children.add loadNode(root, root["nodes"][childNode.getInt()], materials, mainBuffer) proc loadMeshTree(root: JsonNode, scenenode: JsonNode, materials: seq[MaterialData], mainBuffer: var seq[uint8]): MeshTree = result = MeshTree() for nodeId in scenenode["nodes"]: result.children.add loadNode(root, root["nodes"][nodeId.getInt()], materials, mainBuffer) # TODO: getting from gltf to vulkan system is still messed up somehow (i.e. not consistent for different files), see other TODO # result.transform = Scale(1, -1, 1) result.updateTransforms() proc ReadglTF*(stream: Stream, defaultMaterial: MaterialType): seq[MeshTree] = var header: glTFHeader data: glTFData for name, value in fieldPairs(header): stream.read(value) assert header.magic == 0x46546C67 assert header.version == 2 var chunkLength = stream.readUint32() assert stream.readUint32() == JSON_CHUNK data.structuredContent = parseJson(stream.readStr(int(chunkLength))) chunkLength = stream.readUint32() assert stream.readUint32() == BINARY_CHUNK data.binaryBufferData.setLen(chunkLength) assert stream.readData(addr data.binaryBufferData[0], int(chunkLength)) == int(chunkLength) # check that the refered buffer is the same as the binary chunk # external binary buffers are not supported assert data.structuredContent["buffers"].len == 1 assert not data.structuredContent["buffers"][0].hasKey("uri") let bufferLenDiff = int(chunkLength) - data.structuredContent["buffers"][0]["byteLength"].getInt() assert 0 <= bufferLenDiff and bufferLenDiff <= 3 # binary buffer may be aligned to 4 bytes debug "Loading mesh: ", data.structuredContent.pretty var materials: seq[MaterialData] for materialnode in data.structuredContent["materials"]: materials.add data.structuredContent.loadMaterial(materialnode, defaultMaterial, data.binaryBufferData) for scenedata in data.structuredContent["scenes"]: result.add data.structuredContent.loadMeshTree(scenedata, materials, data.binaryBufferData)