/*
* Copyright 2019-2020 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
#include <vector>
#include <array>
#include <memory>
#include <cfloat>
#include <unordered_map>
#include <mutex>
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/RenderDevice.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/DeviceContext.h"
#include "../../../DiligentCore/Common/interface/RefCntAutoPtr.hpp"
#include "../../../DiligentCore/Common/interface/AdvancedMath.hpp"
#include "GLTFResourceManager.hpp"
namespace tinygltf
{
class Node;
class Model;
} // namespace tinygltf
namespace Diligent
{
namespace GLTF
{
struct GLTFCacheInfo
{
GLTFResourceManager* pResourceMgr = nullptr;
Uint8 IndexBufferIdx = 0;
Uint8 VertexBuffer0Idx = 0;
Uint8 VertexBuffer1Idx = 0;
};
struct Material
{
Material() noexcept
{
TextureIds.fill(-1);
}
enum PBR_WORKFLOW
{
PBR_WORKFLOW_METALL_ROUGH = 0,
PBR_WORKFLOW_SPEC_GLOSS
};
// Material attributes packed in a shader-friendly format
struct ShaderAttribs
{
float4 BaseColorFactor = float4{1, 1, 1, 1};
float4 EmissiveFactor = float4{1, 1, 1, 1};
float4 SpecularFactor = float4{1, 1, 1, 1};
int Workflow = PBR_WORKFLOW_METALL_ROUGH;
float BaseColorUVSelector = -1;
float PhysicalDescriptorUVSelector = -1;
float NormalUVSelector = -1;
float OcclusionUVSelector = -1;
float EmissiveUVSelector = -1;
float BaseColorSlice = 0;
float PhysicalDescriptorSlice = 0;
float NormalSlice = 0;
float OcclusionSlice = 0;
float EmissiveSlice = 0;
float MetallicFactor = 1;
float RoughnessFactor = 1;
int UseAlphaMask = 0;
float AlphaCutoff = 0.5f;
float Dummy0;
// When texture atlas is used, UV scale and bias applied to
// each texture coordinate set
float4 BaseColorUVScaleBias = float4{1, 1, 0, 0};
float4 PhysicalDescriptorUVScaleBias = float4{1, 1, 0, 0};
float4 NormalUVScaleBias = float4{1, 1, 0, 0};
float4 OcclusionUVScaleBias = float4{1, 1, 0, 0};
float4 EmissiveUVScaleBias = float4{1, 1, 0, 0};
};
static_assert(sizeof(ShaderAttribs) % 16 == 0, "ShaderAttribs struct must be 16-byte aligned");
ShaderAttribs Attribs;
enum ALPHA_MODE
{
ALPHAMODE_OPAQUE,
ALPHAMODE_MASK,
ALPHAMODE_BLEND
};
ALPHA_MODE AlphaMode = ALPHAMODE_OPAQUE;
bool DoubleSided = false;
enum TEXTURE_ID
{
// Base color for metallic-roughness workflow or
// diffuse color for specular-glossinees workflow
TEXTURE_ID_BASE_COLOR = 0,
// Metallic-roughness or specular-glossinees map
TEXTURE_ID_PHYSICAL_DESC,
TEXTURE_ID_NORMAL_MAP,
TEXTURE_ID_OCCLUSION,
TEXTURE_ID_EMISSIVE,
TEXTURE_ID_NUM_TEXTURES
};
// Texture indices in Model.Textures array
std::array<int, TEXTURE_ID_NUM_TEXTURES> TextureIds = {};
};
struct Primitive
{
Uint32 FirstIndex = 0;
Uint32 IndexCount = 0;
Uint32 VertexCount = 0;
Material& material;
bool hasIndices;
BoundBox BB;
bool IsValidBB = false;
Primitive(Uint32 _FirstIndex,
Uint32 _IndexCount,
Uint32 _VertexCount,
Material& _material) :
FirstIndex{_FirstIndex},
IndexCount{_IndexCount},
VertexCount{_VertexCount},
material{_material},
hasIndices{_IndexCount > 0}
{
}
void SetBoundingBox(const float3& min, const float3& max)
{
BB.Min = min;
BB.Max = max;
IsValidBB = true;
}
};
struct Mesh
{
std::vector<std::unique_ptr<Primitive>> Primitives;
BoundBox BB;
bool IsValidBB = false;
struct TransformData
{
static constexpr Uint32 MaxNumJoints = 128u;
float4x4 matrix;
float4x4 jointMatrix[MaxNumJoints] = {};
int jointcount = 0;
};
TransformData Transforms;
Mesh(IRenderDevice* pDevice, const float4x4& matrix);
void SetBoundingBox(const float3& min, const float3& max);
};
struct Node;
struct Skin
{
std::string Name;
Node* pSkeletonRoot = nullptr;
std::vector<float4x4> InverseBindMatrices;
std::vector<Node*> Joints;
};
struct Node
{
std::string Name;
Node* Parent = nullptr;
Uint32 Index;
std::vector<std::unique_ptr<Node>> Children;
float4x4 Matrix;
std::unique_ptr<Mesh> _Mesh;
Skin* _Skin = nullptr;
Int32 SkinIndex = -1;
float3 Translation;
float3 Scale = float3(1.0f, 1.0f, 1.0f);
Quaternion Rotation;
BoundBox BVH;
BoundBox AABB;
bool IsValidBVH = false;
float4x4 LocalMatrix() const;
float4x4 GetMatrix() const;
void Update();
};
struct AnimationChannel
{
enum PATH_TYPE
{
TRANSLATION,
ROTATION,
SCALE
};
PATH_TYPE PathType;
Node* node = nullptr;
Uint32 SamplerIndex = static_cast<Uint32>(-1);
};
struct AnimationSampler
{
enum INTERPOLATION_TYPE
{
LINEAR,
STEP,
CUBICSPLINE
};
INTERPOLATION_TYPE Interpolation;
std::vector<float> Inputs;
std::vector<float4> OutputsVec4;
};
struct Animation
{
std::string Name;
std::vector<AnimationSampler> Samplers;
std::vector<AnimationChannel> Channels;
float Start = std::numeric_limits<float>::max();
float End = std::numeric_limits<float>::min();
};
struct Model
{
struct VertexAttribs0
{
float3 pos;
float3 normal;
float2 uv0;
float2 uv1;
};
struct VertexAttribs1
{
float4 joint0;
float4 weight0;
};
enum BUFFER_ID
{
BUFFER_ID_VERTEX0 = 0,
BUFFER_ID_VERTEX1,
BUFFER_ID_INDEX,
BUFFER_ID_NUM_BUFFERS
};
Uint32 IndexCount = 0;
/// Transformation matrix that transforms unit cube [0,1]x[0,1]x[0,1] into
/// axis-aligned bounding box in model space.
float4x4 AABBTransform;
std::vector<std::unique_ptr<Node>> Nodes;
std::vector<Node*> LinearNodes;
std::vector<std::unique_ptr<Skin>> Skins;
std::vector<RefCntAutoPtr<ISampler>> TextureSamplers;
std::vector<Material> Materials;
std::vector<Animation> Animations;
std::vector<std::string> Extensions;
struct Dimensions
{
float3 min = float3{+FLT_MAX, +FLT_MAX, +FLT_MAX};
float3 max = float3{-FLT_MAX, -FLT_MAX, -FLT_MAX};
} dimensions;
struct TextureCacheType
{
std::mutex TexturesMtx;
std::unordered_map<std::string, RefCntWeakPtr<ITexture>> Textures;
};
Model(IRenderDevice* pDevice,
IDeviceContext* pContext,
const std::string& filename,
TextureCacheType* pTextureCache = nullptr,
GLTFCacheInfo* pCache = nullptr);
~Model();
void UpdateAnimation(Uint32 index, float time);
void PrepareGPUResources(IRenderDevice* pDevice, IDeviceContext* pCtx);
IBuffer* GetBuffer(BUFFER_ID BuffId, IRenderDevice* pDevice, IDeviceContext* pCtx)
{
VERIFY_EXPR(BuffId < BUFFER_ID_NUM_BUFFERS);
auto& Buff = Buffers[BuffId];
if (Buff.pBuffer)
return Buff.pBuffer;
else if (Buff.pCacheAllocation)
return Buff.pCacheAllocation->GetBuffer(pDevice, pCtx);
else
return nullptr;
}
Uint32 GetFirstIndexLocation() const
{
auto& IndBuff = Buffers[BUFFER_ID_INDEX];
VERIFY(!IndBuff.pCacheAllocation || IndBuff.pCacheAllocation->GetRegion().UnalignedOffset % sizeof(Uint32) == 0,
"Allocation offset is not multiple of sizeof(Uint32)");
return IndBuff.pCacheAllocation ?
static_cast<Uint32>(IndBuff.pCacheAllocation->GetRegion().UnalignedOffset / sizeof(Uint32)) :
0;
}
Uint32 GetBaseVertex() const
{
auto& VertBuff = Buffers[BUFFER_ID_VERTEX0];
VERIFY(!VertBuff.pCacheAllocation || VertBuff.pCacheAllocation->GetRegion().UnalignedOffset % sizeof(VertexAttribs0) == 0,
"Allocation offset is not multiple of sizeof(VertexAttribs0)");
return VertBuff.pCacheAllocation ?
static_cast<Uint32>(VertBuff.pCacheAllocation->GetRegion().UnalignedOffset / sizeof(VertexAttribs0)) :
0;
}
ITexture* GetTexture(Uint32 Index, IRenderDevice* pDevice, IDeviceContext* pCtx)
{
auto& TexInfo = Textures[Index];
if (TexInfo.pTexture)
return TexInfo.pTexture;
else if (TexInfo.pCacheAllocation)
return TexInfo.pCacheAllocation->GetTexture(pDevice, pCtx);
else
return nullptr;
}
const float4& GetUVScaleBias(Uint32 Index)
{
return Textures[Index].UVScaleBias;
}
private:
void LoadFromFile(IRenderDevice* pDevice,
IDeviceContext* pContext,
const std::string& filename,
TextureCacheType* pTextureCache,
GLTFCacheInfo* pCache);
void LoadNode(IRenderDevice* pDevice,
Node* parent,
const tinygltf::Node& gltf_node,
uint32_t nodeIndex,
const tinygltf::Model& gltf_model);
void LoadSkins(const tinygltf::Model& gltf_model);
void LoadTextures(IRenderDevice* pDevice,
const tinygltf::Model& gltf_model,
const std::string& BaseDir,
TextureCacheType* pTextureCache);
void LoadTextureSamplers(IRenderDevice* pDevice, const tinygltf::Model& gltf_model);
void LoadMaterials(const tinygltf::Model& gltf_model);
void LoadAnimations(const tinygltf::Model& gltf_model);
void CalculateBoundingBox(Node* node, const Node* parent);
void GetSceneDimensions();
Node* FindNode(Node* parent, Uint32 index);
Node* NodeFromIndex(uint32_t index);
GLTFCacheInfo CacheInfo;
struct ResourceInitData;
std::unique_ptr<ResourceInitData> InitData;
struct BufferInfo
{
RefCntAutoPtr<IBuffer> pBuffer;
RefCntAutoPtr<GLTFResourceManager::BufferAllocation> pCacheAllocation;
};
std::array<BufferInfo, BUFFER_ID_NUM_BUFFERS> Buffers;
struct TextureInfo
{
RefCntAutoPtr<ITexture> pTexture;
float4 UVScaleBias{1, 1, 0, 0};
RefCntAutoPtr<GLTFResourceManager::TextureAllocation> pCacheAllocation;
bool IsValid() const
{
return pTexture || pCacheAllocation;
}
};
std::vector<TextureInfo> Textures;
};
} // namespace GLTF
} // namespace Diligent