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