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Diffstat (limited to 'tools/graphics-app-framework/model.cpp')
| -rw-r--r-- | tools/graphics-app-framework/model.cpp | 566 |
1 files changed, 566 insertions, 0 deletions
diff --git a/tools/graphics-app-framework/model.cpp b/tools/graphics-app-framework/model.cpp new file mode 100644 index 000000000..5d3a850e4 --- /dev/null +++ b/tools/graphics-app-framework/model.cpp @@ -0,0 +1,566 @@ +// model.cpp +#include "model.h" + +#include "window.h" + +#define TINYOBJLOADER_IMPLEMENTATION +#include "../../external/tinyobjloader/tiny_obj_loader.h" + +#define STB_IMAGE_IMPLEMENTATION +#include "../../external/stb/stb_image.h" + +#define STB_IMAGE_RESIZE_IMPLEMENTATION +#include "../../external/stb/stb_image_resize.h" + +#include "../../external/glm/glm/glm.hpp" +#include "../../external/glm/glm/gtc/matrix_transform.hpp" +#include "../../external/glm/glm/gtc/constants.hpp" + +#include <memory> +#include <unordered_map> +#include <unordered_set> + +namespace gfx { + +// TinyObj provides a tuple type that bundles up indices, but doesn't +// provide equality comparison or hashing for that type. We'd like +// to have a hash function so that we can unique indices. +// +// In the simplest case, we could define hashing and operator== operations +// directly on `tinobj::index_t`, but that would create problems if they +// revise their API. +// +// We will instead define our own wrapper type that supports equality +// comparisons. +// +struct ObjIndexKey +{ + tinyobj::index_t index; +}; + +bool operator==(ObjIndexKey const& left, ObjIndexKey const& right) +{ + return left.index.vertex_index == right.index.vertex_index + && left.index.normal_index == right.index.normal_index + && left.index.texcoord_index == right.index.texcoord_index; +} + +struct Hasher +{ + template<typename T> + void add(T const& v) + { + state ^= std::hash<T>()(v) + 0x9e3779b9 + (state << 6) + (state >> 2); + } + size_t state = 0; +}; + +struct SmoothingGroupVertexID +{ + size_t smoothingGroup; + size_t positionID; +}; +bool operator==(SmoothingGroupVertexID const& left, SmoothingGroupVertexID const& right) +{ + return left.smoothingGroup == right.smoothingGroup + && left.positionID == right.positionID; +} + +} + +namespace std +{ + template<> struct hash<gfx::ObjIndexKey> + { + size_t operator()(gfx::ObjIndexKey const& key) const + { + gfx::Hasher hasher; + hasher.add(key.index.vertex_index); + hasher.add(key.index.normal_index); + hasher.add(key.index.texcoord_index); + return hasher.state; + } + }; + + template<> struct hash<gfx::SmoothingGroupVertexID> + { + size_t operator()(gfx::SmoothingGroupVertexID const& id) const + { + gfx::Hasher hasher; + hasher.add(id.smoothingGroup); + hasher.add(id.positionID); + return hasher.state; + } + }; +} + +namespace gfx +{ + +RefPtr<TextureResource> loadTextureImage( + Renderer* renderer, + char const* path) +{ + int extentX = 0; + int extentY = 0; + int originalChannelCount = 0; + int requestedChannelCount = 4; // force to 4-component result + stbi_uc* data = stbi_load( + path, + &extentX, + &extentY, + &originalChannelCount, + requestedChannelCount); + if(!data) + return nullptr; + + int channelCount = requestedChannelCount ? requestedChannelCount : originalChannelCount; + + Format format; + switch(channelCount) + { + default: + return nullptr; + + case 4: format = Format::RGBA_Unorm_UInt8; + + // TODO: handle other cases here if/when we stop forcing 4-component + // results when loading the image with stb_image. + } + + std::vector<void*> subresourceInitData; + std::vector<ptrdiff_t> mipRowStrides; + + ptrdiff_t stride = extentX * channelCount * sizeof(stbi_uc); + + subresourceInitData.push_back(data); + mipRowStrides.push_back(stride); + + // create down-sampled images for the different mip levels + bool generateMips = true; + if(generateMips) + { + int prevExtentX = extentX; + int prevExtentY = extentY; + stbi_uc* prevData = data; + int prevStride = int(stride); + + for(;;) + { + if(prevExtentX == 1 && prevExtentY == 1) + break; + + int newExtentX = prevExtentX / 2; + int newExtentY = prevExtentY / 2; + + if(!newExtentX) newExtentX = 1; + if(!newExtentY) newExtentY = 1; + + stbi_uc* newData = (stbi_uc*) malloc(newExtentX * newExtentY * channelCount * sizeof(stbi_uc)); + int newStride = int(newExtentX * channelCount * sizeof(stbi_uc)); + + stbir_resize_uint8_srgb( + prevData, prevExtentX, prevExtentY, prevStride, + newData, newExtentX, newExtentY, newStride, + channelCount, + STBIR_ALPHA_CHANNEL_NONE, + STBIR_FLAG_ALPHA_PREMULTIPLIED); + + subresourceInitData.push_back(newData); + mipRowStrides.push_back(newStride); + + prevExtentX = newExtentX; + prevExtentY = newExtentY; + prevData = newData; + prevStride = newStride; + } + } + + int mipCount = (int) mipRowStrides.size(); + + TextureResource::Desc desc; + desc.init2D(Resource::Type::Texture2D, format, extentX, extentY, mipCount); + + TextureResource::Data initData; + initData.numSubResources = mipCount; + initData.numMips = mipCount; + initData.subResources = &subresourceInitData[0]; + initData.mipRowStrides = &mipRowStrides[0]; + + auto texture = renderer->createTextureResource( + Resource::Usage::PixelShaderResource, + desc, + &initData); + + free(data); + + return texture; +} + +static std::string makeString(const char* start, const char* end) +{ + return std::string(start, size_t(end - start)); +} + +Result ModelLoader::load( + char const* inputPath, + void** outModel) +{ + // TODO: need to actually allocate/load the data + + tinyobj::attrib_t objVertexAttributes; + std::vector<tinyobj::shape_t> objShapes; + std::vector<tinyobj::material_t> objMaterials; + + std::string baseDir; + if( auto lastSlash = strrchr(inputPath, '/') ) + { + baseDir = makeString(inputPath, lastSlash); + } + + std::string diagnostics; + bool shouldTriangulate = true; + bool success = tinyobj::LoadObj( + &objVertexAttributes, + &objShapes, + &objMaterials, + &diagnostics, + inputPath, + baseDir.size() ? baseDir.c_str() : nullptr, + shouldTriangulate); + + if(!diagnostics.empty()) + { + log("%s", diagnostics.c_str()); + } + if(!success) + { + return SLANG_FAIL; + } + + // Translate each material imported by TinyObj into a format that + // we can actually use for rendering. + // + std::vector<void*> materials; + for(auto& objMaterial : objMaterials) + { + MaterialData materialData; + + materialData.diffuseColor = glm::vec3( + objMaterial.diffuse[0], + objMaterial.diffuse[1], + objMaterial.diffuse[2]); + + materialData.specularColor = glm::vec3( + objMaterial.specular[0], + objMaterial.specular[1], + objMaterial.specular[2]); + + materialData.specularity = objMaterial.shininess; + + // load any referenced textures here + if(objMaterial.diffuse_texname.length()) + { + materialData.diffuseMap = loadTextureImage( + renderer, + objMaterial.diffuse_texname.c_str()); + } + + auto material = callbacks->createMaterial(materialData); + materials.push_back(material); + } + + // Flip the winding order on all faces if we are asked to... + // + if(loadFlags & LoadFlag::FlipWinding) + { + for(auto& objShape : objShapes) + { + size_t objIndexCounter = 0; + size_t objFaceCounter = 0; + for(auto objFaceVertexCount : objShape.mesh.num_face_vertices) + { + size_t beginIndex = objIndexCounter; + size_t endIndex = beginIndex + objFaceVertexCount; + objIndexCounter = endIndex; + + size_t halfCount = objFaceVertexCount / 2; + for(size_t ii = 0; ii < halfCount; ++ii) + { + std::swap( + objShape.mesh.indices[beginIndex + ii], + objShape.mesh.indices[endIndex - (ii + 1)]); + } + } + } + + } + + // Identify cases where a face has a vertex without a normal, and in that + // case remember that the given vertex needs to be "smoothed" as part of + // the smoothing group for that face. Note that it is possible for the + // same vertex (position) to be part of faces in distinct smoothing groups. + // + std::unordered_map<SmoothingGroupVertexID, size_t> smoothedVertexNormals; + size_t firstSmoothedNormalID = objVertexAttributes.normals.size() / 3; + size_t flatFaceCounter = 0; + for(auto& objShape : objShapes) + { + size_t objIndexCounter = 0; + size_t objFaceCounter = 0; + for(auto objFaceVertexCount : objShape.mesh.num_face_vertices) + { + const size_t flatFaceIndex = flatFaceCounter++; + const size_t objFaceIndex = objFaceCounter++; + size_t smoothingGroup = objShape.mesh.smoothing_group_ids[objFaceIndex]; + if(!smoothingGroup) + { + smoothingGroup = ~flatFaceIndex; + } + + for(size_t objFaceVertex = 0; objFaceVertex < objFaceVertexCount; ++objFaceVertex) + { + tinyobj::index_t& objIndex = objShape.mesh.indices[objIndexCounter++]; + + if(objIndex.normal_index < 0) + { + SmoothingGroupVertexID smoothVertexID; + smoothVertexID.positionID = objIndex.vertex_index; + smoothVertexID.smoothingGroup = smoothingGroup; + + if(smoothedVertexNormals.find(smoothVertexID) == smoothedVertexNormals.end()) + { + size_t normalID = objVertexAttributes.normals.size() / 3; + objVertexAttributes.normals.push_back(0); + objVertexAttributes.normals.push_back(0); + objVertexAttributes.normals.push_back(0); + + smoothedVertexNormals.insert(std::make_pair(smoothVertexID, normalID)); + + objIndex.normal_index = int(normalID); + } + } + } + } + } + // + // Having identified which vertices we need to smooth, we will make another + // pass to compute face normals and apply them to the vertices that belong + // to the same smoothing group. + // + flatFaceCounter = 0; + for(auto& objShape : objShapes) + { + size_t objIndexCounter = 0; + size_t objFaceCounter = 0; + for(auto objFaceVertexCount : objShape.mesh.num_face_vertices) + { + const size_t flatFaceIndex = flatFaceCounter++; + const size_t objFaceIndex = objFaceCounter++; + size_t smoothingGroup = objShape.mesh.smoothing_group_ids[objFaceIndex]; + if(!smoothingGroup) + { + smoothingGroup = ~flatFaceIndex; + } + + glm::vec3 faceNormal; + if(objFaceVertexCount >= 3) + { + glm::vec3 v[3]; + for(size_t objFaceVertex = 0; objFaceVertex < 3; ++objFaceVertex) + { + tinyobj::index_t objIndex = objShape.mesh.indices[objIndexCounter + objFaceVertex]; + if(objIndex.vertex_index >= 0) + { + v[objFaceVertex] = glm::vec3( + objVertexAttributes.vertices[3 * objIndex.vertex_index + 0], + objVertexAttributes.vertices[3 * objIndex.vertex_index + 1], + objVertexAttributes.vertices[3 * objIndex.vertex_index + 2]); + } + } + faceNormal = cross(v[1] - v[0], v[2] - v[0]); + } + + // Add this face normal to any to-be-smoothed vertex on the face. + for(size_t objFaceVertex = 0; objFaceVertex < objFaceVertexCount; ++objFaceVertex) + { + tinyobj::index_t objIndex = objShape.mesh.indices[objIndexCounter++]; + + SmoothingGroupVertexID smoothVertexID; + smoothVertexID.positionID = objIndex.vertex_index; + smoothVertexID.smoothingGroup = smoothingGroup; + + auto ii = smoothedVertexNormals.find(smoothVertexID); + if(ii != smoothedVertexNormals.end()) + { + size_t normalID = ii->second; + objVertexAttributes.normals[normalID * 3 + 0] += faceNormal.x; + objVertexAttributes.normals[normalID * 3 + 1] += faceNormal.y; + objVertexAttributes.normals[normalID * 3 + 2] += faceNormal.z; + } + } + } + } + // + // Once we've added all contributions from each smoothing group, + // we can normalize the normals to compute the area-weighted average. + // + size_t normalCount = objVertexAttributes.normals.size() / 3; + for(size_t ii = firstSmoothedNormalID; ii < normalCount; ++ii) + { + glm::vec3 normal = glm::vec3( + objVertexAttributes.normals[3 * ii + 0], + objVertexAttributes.normals[3 * ii + 1], + objVertexAttributes.normals[3 * ii + 2]); + + normal = normalize(normal); + + objVertexAttributes.normals[3 * ii + 0] = normal.x; + objVertexAttributes.normals[3 * ii + 1] = normal.y; + objVertexAttributes.normals[3 * ii + 2] = normal.z; + } + + // TODO: we should sort the faces to group faces with + // the same material ID together, in case they weren't + // grouped in the original file. + + // We need to undo the .obj indexing stuff so that we have + // standard position/normal/etc. data in a single flat array + + std::unordered_map<ObjIndexKey, Index> mapObjIndexToFlatIndex; + std::vector<Vertex> flatVertices; + std::vector<Index> flatIndices; + + MeshData* currentMesh = nullptr; + MeshData currentMeshStorage; + + std::vector<void*> meshes; + + void* defaultMaterial = nullptr; + + for(auto& objShape : objShapes) + { + size_t objIndexCounter = 0; + size_t objFaceCounter = 0; + for(auto objFaceVertexCount : objShape.mesh.num_face_vertices) + { + size_t objFaceIndex = objFaceCounter++; + int faceMaterialID = objShape.mesh.material_ids[objFaceIndex]; + void* faceMaterial = nullptr; + if( faceMaterialID < 0 ) + { + if( !defaultMaterial ) + { + MaterialData defaultMaterialData; + defaultMaterialData.diffuseColor = glm::vec3(0.5, 0.5, 0.5); + defaultMaterial = callbacks->createMaterial(defaultMaterialData); + } + faceMaterial = defaultMaterial; + } + else + { + faceMaterial = materials[faceMaterialID]; + } + + if(!currentMesh || (faceMaterial != currentMesh->material)) + { + // finish old mesh. + if(currentMesh) + { + meshes.push_back(callbacks->createMesh(*currentMesh)); + } + + // Need to start a new mesh. + currentMesh = ¤tMeshStorage; + currentMesh->material = faceMaterial; + currentMesh->firstIndex = (int)flatIndices.size(); + currentMesh->indexCount = 0; + } + + for(size_t objFaceVertex = 0; objFaceVertex < objFaceVertexCount; ++objFaceVertex) + { + tinyobj::index_t objIndex = objShape.mesh.indices[objIndexCounter++]; + ObjIndexKey objIndexKey; objIndexKey.index = objIndex; + + + Index flatIndex = Index(-1); + auto iter = mapObjIndexToFlatIndex.find(objIndexKey); + if(iter != mapObjIndexToFlatIndex.end()) + { + flatIndex = iter->second; + } + else + { + Vertex flatVertex; + if(objIndex.vertex_index >= 0) + { + flatVertex.position = scale * glm::vec3( + objVertexAttributes.vertices[3 * objIndex.vertex_index + 0], + objVertexAttributes.vertices[3 * objIndex.vertex_index + 1], + objVertexAttributes.vertices[3 * objIndex.vertex_index + 2]); + } + if(objIndex.normal_index >= 0) + { + flatVertex.normal = glm::vec3( + objVertexAttributes.normals[3 * objIndex.normal_index + 0], + objVertexAttributes.normals[3 * objIndex.normal_index + 1], + objVertexAttributes.normals[3 * objIndex.normal_index + 2]); + } + if(objIndex.texcoord_index >= 0) + { + flatVertex.uv = glm::vec2( + objVertexAttributes.texcoords[2 * objIndex.texcoord_index + 0], + objVertexAttributes.texcoords[2 * objIndex.texcoord_index + 1]); + } + + flatIndex = uint32_t(flatVertices.size()); + mapObjIndexToFlatIndex.insert(std::make_pair(objIndexKey, flatIndex)); + flatVertices.push_back(flatVertex); + } + + flatIndices.push_back(flatIndex); + currentMesh->indexCount++; + } + } + } + + // finish last mesh. + if(currentMesh) + { + meshes.push_back(callbacks->createMesh(*currentMesh)); + } + + ModelData modelData; + + modelData.vertexCount = (int)flatVertices.size(); + modelData.indexCount = (int)flatIndices.size(); + + modelData.meshCount = int(meshes.size()); + modelData.meshes = meshes.data(); + + BufferResource::Desc vertexBufferDesc; + vertexBufferDesc.init(modelData.vertexCount * sizeof(Vertex)); + vertexBufferDesc.setDefaults(Resource::Usage::VertexBuffer); + + modelData.vertexBuffer = renderer->createBufferResource( + Resource::Usage::VertexBuffer, + vertexBufferDesc, + flatVertices.data()); + if(!modelData.vertexBuffer) return SLANG_FAIL; + + BufferResource::Desc indexBufferDesc; + indexBufferDesc.init(modelData.indexCount * sizeof(Index)); + vertexBufferDesc.setDefaults(Resource::Usage::IndexBuffer); + + modelData.indexBuffer = renderer->createBufferResource( + Resource::Usage::IndexBuffer, + indexBufferDesc, + flatIndices.data()); + if(!modelData.indexBuffer) return SLANG_FAIL; + + *outModel = callbacks->createModel(modelData); + + return SLANG_OK; +} + +} // gfx |
