Mercurial > games > semicongine
changeset 350:b75760e1a77b
did: improve error output, allow import of meshes without materials
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 19 Sep 2023 21:27:25 +0700 |
parents | 7df73da85181 |
children | 6f61e0bb89b7 |
files | src/semicongine/core/dynamic_arrays.nim src/semicongine/resources/mesh.nim |
diffstat | 2 files changed, 63 insertions(+), 14 deletions(-) [+] |
line wrap: on
line diff
--- a/src/semicongine/core/dynamic_arrays.nim Sun Sep 17 22:44:16 2023 +0700 +++ b/src/semicongine/core/dynamic_arrays.nim Tue Sep 19 21:27:25 2023 +0700 @@ -672,3 +672,49 @@ proc copy*(datalist: DataList): DataList = result = newDataList(datalist.theType) result.appendValues(datalist) + +func `$`*(list: DataList): string = + case list.theType + of Float32: $list.float32[] + of Float64: $list.float64[] + of Int8: $list.int8[] + of Int16: $list.int16[] + of Int32: $list.int32[] + of Int64: $list.int64[] + of UInt8: $list.uint8[] + of UInt16: $list.uint16[] + of UInt32: $list.uint32[] + of UInt64: $list.uint64[] + of Vec2I32: $list.vec2i32[] + of Vec2I64: $list.vec2i64[] + of Vec3I32: $list.vec3i32[] + of Vec3I64: $list.vec3i64[] + of Vec4I32: $list.vec4i32[] + of Vec4I64: $list.vec4i64[] + of Vec2U32: $list.vec2u32[] + of Vec2U64: $list.vec2u64[] + of Vec3U32: $list.vec3u32[] + of Vec3U64: $list.vec3u64[] + of Vec4U32: $list.vec4u32[] + of Vec4U64: $list.vec4u64[] + of Vec2F32: $list.vec2f32[] + of Vec2F64: $list.vec2f64[] + of Vec3F32: $list.vec3f32[] + of Vec3F64: $list.vec3f64[] + of Vec4F32: $list.vec4f32[] + of Vec4F64: $list.vec4f64[] + of Mat2F32: $list.mat2f32[] + of Mat2F64: $list.mat2f64[] + of Mat23F32: $list.mat23f32[] + of Mat23F64: $list.mat23f64[] + of Mat32F32: $list.mat32f32[] + of Mat32F64: $list.mat32f64[] + of Mat3F32: $list.mat3f32[] + of Mat3F64: $list.mat3f64[] + of Mat34F32: $list.mat34f32[] + of Mat34F64: $list.mat34f64[] + of Mat43F32: $list.mat43f32[] + of Mat43F64: $list.mat43f64[] + of Mat4F32: $list.mat4f32[] + of Mat4F64: $list.mat4f64[] + of Sampler2D: $list.texture[]
--- a/src/semicongine/resources/mesh.nim Sun Sep 17 22:44:16 2023 +0700 +++ b/src/semicongine/resources/mesh.nim Tue Sep 19 21:27:25 2023 +0700 @@ -45,7 +45,7 @@ 10497: VK_SAMPLER_ADDRESS_MODE_REPEAT }.toTable -proc getGPUType(accessor: JsonNode): DataType = +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()] @@ -57,29 +57,29 @@ case componentType of UInt32: return Vec2U32 of Float32: return Vec2F32 - else: raise newException(Exception, &"Unsupported data type: {componentType} {theType}") + 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: {componentType} {theType}") + 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: {componentType} {theType}") + 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: {componentType} {theType}") + 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: {componentType} {theType}") + 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: {componentType} {theType}") + 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" @@ -93,7 +93,7 @@ copyMem(dstPointer, addr mainBuffer[bufferOffset], result.len) proc getAccessorData(root: JsonNode, accessor: JsonNode, mainBuffer: seq[uint8]): DataList = - result = newDataList(thetype=accessor.getGPUType()) + result = newDataList(thetype=accessor.getGPUType("??")) result.setLen(accessor["count"].getInt()) let bufferView = root["bufferViews"][accessor["bufferView"].getInt()] @@ -221,11 +221,14 @@ if primitiveNode.hasKey("material"): materialId = uint16(primitiveNode["material"].getInt()) mesh[].appendAttributeData("materialIndex", newSeqWith(vertexCount, materialId)) - let material = loadMaterial(root, root["materials"][int(materialId)], mainBuffer, materialId) - # FIX: materialIndex is designed to support multiple different materials per mesh (as it is per vertex), - # but or current mesh/rendering implementation is only designed for a single material - # currently this is usually handled by adding the values as shader globals - mesh[].material = material + if "materials" in root and int(materialId) < root["materials"].len: + let material = loadMaterial(root, root["materials"][int(materialId)], mainBuffer, materialId) + # FIX: materialIndex is designed to support multiple different materials per mesh (as it is per vertex), + # but or current mesh/rendering implementation is only designed for a single material + # currently this is usually handled by adding the values as shader globals + mesh[].material = material + else: + mesh[].material = DEFAULT_MATERIAL if primitiveNode.hasKey("indices"): assert mesh[].indexType != None @@ -274,7 +277,7 @@ # prepare mesh attributes for attribute, accessor in meshNode["primitives"][0]["attributes"].pairs: - result[].initVertexAttribute(attribute.toLowerAscii, root["accessors"][accessor.getInt()].getGPUType()) + result[].initVertexAttribute(attribute.toLowerAscii, root["accessors"][accessor.getInt()].getGPUType(attribute)) result[].initVertexAttribute("materialIndex", UInt16) # add all mesh data