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add VEC3 model loader
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MihailRis committed Oct 24, 2024
1 parent b3d942b commit 91f45ad
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215 changes: 215 additions & 0 deletions src/coders/vec3.cpp
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#include "vec3.hpp"

#include <stdexcept>

#include "byte_utils.hpp"
#include "util/data_io.hpp"
#include "util/stringutil.hpp"
#include "graphics/core/Model.hpp"

inline constexpr int VERSION = 1;

inline constexpr int FLAG_ZLIB = 0x1;
inline constexpr int FLAG_16BIT_INDICES = 0x2;

using namespace vec3;

vec3::Model::~Model() = default;

enum AttributeType {
POSITION = 0,
UV,
NORMAL,
COLOR
};

struct VertexAttribute {
AttributeType type;
int flags;
util::Buffer<float> data;

VertexAttribute() = default;

VertexAttribute(VertexAttribute&&) = default;

VertexAttribute& operator=(VertexAttribute&& o) {
type = o.type;
flags = o.flags;
data = std::move(o.data);
return *this;
}
};

static VertexAttribute load_attribute(ByteReader& reader) {
auto type = static_cast<AttributeType>(reader.get());
int flags = reader.get();
assert(type >= POSITION && flags <= COLOR);
if (flags != 0) {
throw std::runtime_error("attribute compression is not supported yet");
}
int size = reader.getInt32();

util::Buffer<float> data(size / sizeof(float));
reader.get(reinterpret_cast<char*>(data.data()), size);
if (dataio::is_big_endian()) {
for (int i = 0; i < data.size(); i++) {
data[i] = dataio::swap(data[i]);
}
}
return VertexAttribute {type, flags, std::move(data)};
}

static model::Mesh build_mesh(
const std::vector<VertexAttribute>& attrs,
const util::Buffer<uint16_t>& indices,
const std::string& texture
) {
const glm::vec3* coords = nullptr;
const glm::vec2* uvs = nullptr;
const glm::vec3* normals = nullptr;

int coordsIndex, uvsIndex, normalsIndex;

for (int i = 0; i < attrs.size(); i++) {
const auto& attr = attrs[i];
switch (attr.type) {
case POSITION:
coords = reinterpret_cast<const glm::vec3*>(attr.data.data());
coordsIndex = i;
break;
case UV:
uvs = reinterpret_cast<const glm::vec2*>(attr.data.data());
uvsIndex = i;
break;
case NORMAL:
normals = reinterpret_cast<const glm::vec3*>(attr.data.data());
normalsIndex = i;
break;
case COLOR: // unused
break;
}
}
std::vector<model::Vertex> vertices;
int attrsCount = attrs.size();
int verticesCount = indices.size() / attrsCount;
for (int i = 0; i < verticesCount; i++) {
model::Vertex vertex {};
if (coords) {
vertex.coord = coords[indices[i * attrsCount + coordsIndex]];
}
if (uvs) {
vertex.uv = uvs[indices[i * attrsCount + uvsIndex]];
}
if (normals) {
vertex.normal = normals[indices[i * attrsCount + normalsIndex]];
}
}
return model::Mesh {texture, std::move(vertices)};
}

static model::Mesh load_mesh(ByteReader& reader) {
int triangleCount = reader.getInt32();
int materialId = reader.getInt16();
int flags = reader.getInt16();
int attributeCount = reader.getInt16();
if (flags == FLAG_ZLIB) {
throw std::runtime_error("compression is not supported yet");
}
assert(flags == 0);
std::vector<VertexAttribute> attributes;
for (int i = 0; i < attributeCount; i++) {
attributes.push_back(load_attribute(reader));
}

util::Buffer<uint16_t> indices(triangleCount * 3 * attributeCount);
if ((flags & FLAG_16BIT_INDICES) == 0){
util::Buffer<uint8_t> smallIndices(indices.size());
reader.get(
reinterpret_cast<char*>(smallIndices.data()),
indices.size() * sizeof(uint8_t)
);
for (int i = 0; i < indices.size(); i++) {
indices[i] = smallIndices[i];
}
}
if (dataio::is_big_endian()) {
for (int i = 0; i < indices.size(); i++) {
indices[i] = dataio::swap(indices[i]);
}
}
return build_mesh(
attributes,
indices,
// encode material index to UTF-8 because materials are not loaded yet
util::wstr2str_utf8(std::wstring({static_cast<wchar_t>(materialId)}))
);
}

static Model load_model(ByteReader& reader) {
int nameLength = reader.getInt16();
assert(nameLength >= 0);
float x = reader.getFloat32();
float y = reader.getFloat32();
float z = reader.getFloat32();
int meshCount = reader.getInt32();
assert(meshCount >= 0);

std::vector<model::Mesh> meshes;
for (int i = 0; i < meshCount; i++) {
meshes.push_back(load_mesh(reader));
}
util::Buffer<char> chars(nameLength);
reader.get(chars.data(), nameLength);
std::string name(chars.data(), nameLength);
return Model {std::move(name), model::Model {std::move(meshes)}, {x, y, z}};
}

static Material load_material(ByteReader& reader) {
int flags = reader.getInt16();
int nameLength = reader.getInt16();
assert(nameLength >= 0);
util::Buffer<char> chars(nameLength);
reader.get(chars.data(), nameLength);
std::string name(chars.data(), nameLength);
return Material {flags, std::move(name)};
}

File vec3::load(
const std::string_view file, const util::Buffer<ubyte>& src
) {
ByteReader reader(src.data(), src.size());

// Header
reader.checkMagic("\0\0VEC3\0\0", 8);
int version = reader.getInt16();
int reserved = reader.getInt16();
if (version > VERSION) {
throw std::runtime_error("unsupported VEC3 version");
}
assert(reserved == 0);

// Body
int modelCount = reader.getInt16();
int materialCount = reader.getInt16();
assert(modelCount >= 0);
assert(materialCount >= 0);

std::unordered_map<std::string, Model> models;
for (int i = 0; i < modelCount; i++) {
Model model = load_model(reader);
models[model.name] = std::move(model);
}
std::vector<Material> materials;
for (int i = 0; i < materialCount; i++) {
materials.push_back(load_material(reader));
}

// Resolve textures
for (auto& [_, model] : models) {
for (auto& mesh : model.model.meshes) {
int materialId = util::str2wstr_utf8(mesh.texture).at(0);
mesh.texture = materials.at(materialId).name;
}
}
return File {std::move(models), std::move(materials)};
}
36 changes: 36 additions & 0 deletions src/coders/vec3.hpp
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#pragma once

#include <memory>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include <unordered_map>

#include "typedefs.hpp"
#include "util/Buffer.hpp"
#include "graphics/core/Model.hpp"

/// See /doc/specs/vec3_model_spec.md
namespace vec3 {
struct Material {
int flags;
std::string name;
};

struct Model {
std::string name;
model::Model model;
glm::vec3 origin;

Model& operator=(Model&&) = default;

~Model();
};

struct File {
std::unordered_map<std::string, Model> models;
std::vector<Material> materials;
};

File load(const std::string_view file, const util::Buffer<ubyte>& src);
}
12 changes: 12 additions & 0 deletions test/coders/vec3.cpp
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#include <gtest/gtest.h>

#include "coders/vec3.hpp"
#include "files/files.hpp"

TEST(VEC3, Decode) {
auto file = std::filesystem::u8path(
"../res/content/base/models/demo.vec3"
);
auto bytes = files::read_bytes_buffer(file);
auto model = vec3::load(file.u8string(), bytes);
}

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