project-aster/samples/03_model_render/model_loader.h

129 lines
3.5 KiB
C++

// =============================================
// Aster: model_loader.h
// Copyright (c) 2020-2024 Anish Bhobe
// =============================================
#pragma once
#include "buffer.h"
#include "global.h"
#include "image.h"
#include "render_resource_manager.h"
#include <tiny_gltf.h>
struct TextureHandle;
struct Texture;
constexpr auto GLTF_ASCII_FILE_EXTENSION = ".gltf";
constexpr auto GLTF_BINARY_FILE_EXTENSION = ".glb";
struct MeshPrimitive
{
u32 m_VertexOffset;
i32 m_NormalOffset; // <0 for invalid
i32 m_TexCoord0Offset; // <0 for invalid
u32 m_FirstIndex;
u32 m_IndexCount;
i32 m_MaterialIdx; // <0 for invalid
};
struct Nodes
{
eastl::vector<mat4> m_Transforms;
eastl::vector<i32> m_Parents;
void
Add(const mat4& transform, i32 parent = -1)
{
m_Transforms.push_back(transform);
m_Parents.push_back(parent);
}
[[nodiscard]] u32
Count() const
{
return Cast<u32>(m_Transforms.size());
}
[[nodiscard]] usize
GetTransformByteSize() const
{
return m_Transforms.size() * sizeof m_Transforms[0];
}
[[nodiscard]] const mat4 *
GetTransformPtr() const
{
return m_Transforms.data();
}
};
struct Material
{
vec4 m_AlbedoFactor; // 16 16
vec3 m_EmissionFactor; // 12 28
f32 m_MetalFactor; // 04 32
f32 m_RoughFactor; // 04 36
TextureHandle m_AlbedoTex; // 04 40
TextureHandle m_NormalTex; // 04 44
TextureHandle m_MetalRoughTex; // 04 48
TextureHandle m_OcclusionTex; // 04 52
TextureHandle m_EmissionTex; // 04 56
};
struct Model
{
GpuResourceManager *m_ResourceManager;
eastl::vector<TextureHandle> m_TextureHandles;
Nodes m_Nodes;
BufferHandle m_MaterialsHandle;
BufferHandle m_VertexPositionHandle;
BufferHandle m_NormalHandle;
BufferHandle m_TexCoord0Handle;
BufferHandle m_VertexColorHandle;
IndexBuffer m_IndexBuffer;
eastl::vector<MeshPrimitive> m_MeshPrimitives;
Model(GpuResourceManager *resourceManager, eastl::vector<TextureHandle> &&textureHandles, Nodes&& nodes,
BufferHandle materialsHandle, BufferHandle vertexPosHandle, BufferHandle normalHandle, BufferHandle uv0Handle, BufferHandle vertexColor,
const IndexBuffer &indexBuffer, const eastl::vector<MeshPrimitive> &meshPrimitives);
Model(Model &&other) noexcept;
Model &operator=(Model &&other) noexcept;
~Model();
DISALLOW_COPY_AND_ASSIGN(Model);
};
struct ModelLoader
{
GpuResourceManager *const m_ResourceManager;
vk::CommandPool m_CommandPool;
vk::CommandBuffer m_CommandBuffer;
vk::Queue m_TransferQueue;
u32 m_TransferQueueIndex;
u32 m_GraphicsQueueIndex;
ModelLoader(GpuResourceManager *resourceManager, vk::Queue transferQueue, u32 transferQueueIndex,
u32 graphicsQueueIndex);
~ModelLoader();
TextureHandle LoadImage(vk::CommandBuffer commandBuffer, StagingBuffer *stagingBuffer,
tinygltf::Image *image) const;
Model LoadModel(cstr path, cstr name = nullptr, bool batched = false);
constexpr static auto ANormal = "NORMAL";
constexpr static auto APosition = "POSITION";
constexpr static auto ATangent = "TANGENT";
constexpr static auto ATexCoord0 = "TEXCOORD_0";
constexpr static auto ATexCoord1 = "TEXCOORD_1";
constexpr static auto AColor0 = "COLOR_0";
constexpr static auto AJoints0 = "JOINTS_0";
constexpr static auto AWeights0 = "WEIGHTS_0";
};