Files
filament/libs/gltfio/src/ResourceLoader.cpp
2020-12-05 15:24:34 -08:00

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41 KiB
C++

/*
* Copyright (C) 2020 The Android Open Source Project
*
* 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.
*/
#include <gltfio/ResourceLoader.h>
#include <gltfio/Image.h>
#include "FFilamentAsset.h"
#include "upcast.h"
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/MaterialInstance.h>
#include <filament/Texture.h>
#include <filament/VertexBuffer.h>
#include <geometry/SurfaceOrientation.h>
#include <utils/JobSystem.h>
#include <utils/Log.h>
#include <utils/Systrace.h>
#include <cgltf.h>
#include <math/quat.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <tsl/robin_map.h>
#include <string>
#if defined(__EMSCRIPTEN__) || defined(ANDROID)
#define USE_FILESYSTEM 0
#else
#define USE_FILESYSTEM 1
#include <utils/Path.h>
#endif
using namespace filament;
using namespace filament::math;
using namespace utils;
static const auto FREE_CALLBACK = [](void* mem, size_t, void*) { free(mem); };
namespace {
struct TextureCacheEntry {
Texture* texture;
std::atomic<stbi_uc*> texels;
uint32_t bufferSize;
int width;
int height;
int numComponents;
bool srgb;
bool completed;
};
using BufferTextureCache = tsl::robin_map<const void*, std::unique_ptr<TextureCacheEntry>>;
using UriTextureCache = tsl::robin_map<std::string, std::unique_ptr<TextureCacheEntry>>;
using UriDataCache = tsl::robin_map<std::string, gltfio::ResourceLoader::BufferDescriptor>;
}
namespace gltfio {
struct ResourceLoader::Impl {
Impl(const ResourceConfiguration& config) {
mGltfPath = std::string(config.gltfPath ? config.gltfPath : "");
mEngine = config.engine;
mNormalizeSkinningWeights = config.normalizeSkinningWeights;
mRecomputeBoundingBoxes = config.recomputeBoundingBoxes;
}
Engine* mEngine;
bool mNormalizeSkinningWeights;
bool mRecomputeBoundingBoxes;
std::string mGltfPath;
// User-provided resource data with URI string keys, populated with addResourceData().
// This is used on platforms without traditional file systems, such as Android and WebGL.
UriDataCache mUriDataCache;
// The two texture caches are populated while textures are being decoded, and they are no longer
// used after all textures have been finalized. Since multiple glTF textures might be loaded
// from a single URI or buffer pointer, these caches prevent needless re-decoding. There are
// two caches: one for URI-based textures and one for buffer-based textures.
BufferTextureCache mBufferTextureCache;
UriTextureCache mUriTextureCache;
int mNumDecoderTasks;
int mNumDecoderTasksFinished;
JobSystem::Job* mDecoderRootJob = nullptr;
FFilamentAsset* mCurrentAsset;
void computeTangents(FFilamentAsset* asset);
bool createTextures(bool async);
void cancelTextureDecoding();
void addTextureCacheEntry(const TextureSlot& tb);
void bindTextureToMaterial(const TextureSlot& tb);
void decodeSingleTexture();
void uploadPendingTextures();
void releasePendingTextures();
~Impl();
};
uint32_t computeBindingSize(const cgltf_accessor* accessor);
uint32_t computeBindingOffset(const cgltf_accessor* accessor);
// The AssetPool tracks references to raw source data (cgltf hierarchies) and frees them
// appropriately. It releases all source assets only after the pending upload count is zero and the
// client has destroyed the ResourceLoader object. If the ResourceLoader is destroyed while uploads
// are still pending, then the AssetPool will stay alive until all uploads are complete.
class AssetPool {
public:
AssetPool() {}
~AssetPool() {
for (auto asset : mAssets) {
asset->releaseSourceAsset();
}
}
void addAsset(FFilamentAsset* asset) {
mAssets.push_back(asset);
asset->acquireSourceAsset();
}
void addPendingUpload() {
++mPendingUploads;
}
static void onLoadedResource(void* buffer, size_t size, void* user) {
auto pool = (AssetPool*) user;
if (--pool->mPendingUploads == 0 && pool->mLoaderDestroyed) {
delete pool;
}
}
void onLoaderDestroyed() {
if (mPendingUploads == 0) {
delete this;
} else {
mLoaderDestroyed = true;
}
}
private:
std::vector<FFilamentAsset*> mAssets;
bool mLoaderDestroyed = false;
int mPendingUploads = 0;
};
static void importSkins(const cgltf_data* gltf, const NodeMap& nodeMap, SkinVector& dstSkins) {
dstSkins.resize(gltf->skins_count);
for (cgltf_size i = 0, len = gltf->nodes_count; i < len; ++i) {
const cgltf_node& node = gltf->nodes[i];
if (node.skin) {
int skinIndex = node.skin - &gltf->skins[0];
Entity entity = nodeMap.at(&node);
dstSkins[skinIndex].targets.push_back(entity);
}
}
for (cgltf_size i = 0, len = gltf->skins_count; i < len; ++i) {
Skin& dstSkin = dstSkins[i];
const cgltf_skin& srcSkin = gltf->skins[i];
if (srcSkin.name) {
dstSkin.name = srcSkin.name;
}
// Build a list of transformables for this skin, one for each joint.
// TODO: We've seen models with joint nodes that do not belong to the scene's node graph.
// e.g. BrainStem after Draco compression. That's why we have a fallback here. AssetManager
// should maybe create an Entity for every glTF node, period. (regardless of hierarchy)
// https://github.com/CesiumGS/gltf-pipeline/issues/532
dstSkin.joints.resize(srcSkin.joints_count);
for (cgltf_size i = 0, len = srcSkin.joints_count; i < len; ++i) {
auto iter = nodeMap.find(srcSkin.joints[i]);
if (iter == nodeMap.end()) {
dstSkin.joints[i] = nodeMap.begin()->second;
} else {
dstSkin.joints[i] = iter->second;
}
}
// Retain a copy of the inverse bind matrices because the source blob could be evicted later.
const cgltf_accessor* srcMatrices = srcSkin.inverse_bind_matrices;
dstSkin.inverseBindMatrices.resize(srcSkin.joints_count);
if (srcMatrices) {
auto dstMatrices = (uint8_t*) dstSkin.inverseBindMatrices.data();
uint8_t* bytes = (uint8_t*) srcMatrices->buffer_view->buffer->data;
auto srcBuffer = (void*) (bytes + srcMatrices->offset + srcMatrices->buffer_view->offset);
memcpy(dstMatrices, srcBuffer, srcSkin.joints_count * sizeof(mat4f));
}
}
}
static void convertBytesToShorts(uint16_t* dst, const uint8_t* src, size_t count) {
for (size_t i = 0; i < count; ++i) {
dst[i] = src[i];
}
}
static void decodeDracoMeshes(FFilamentAsset* asset) {
DracoCache* dracoCache = &asset->mDracoCache;
// For a given primitive and attribute, find the corresponding accessor.
auto findAccessor = [](const cgltf_primitive* prim, cgltf_attribute_type type, cgltf_int idx) {
for (cgltf_size i = 0; i < prim->attributes_count; i++) {
const cgltf_attribute& attr = prim->attributes[i];
if (attr.type == type && attr.index == idx) {
return attr.data;
}
}
return (cgltf_accessor*) nullptr;
};
// Go through every primitive and check if it has a Draco mesh.
for (auto pair : asset->mPrimitives) {
const cgltf_primitive* prim = pair.first;
VertexBuffer* vb = pair.second;
if (!prim->has_draco_mesh_compression) {
continue;
}
const cgltf_draco_mesh_compression& draco = prim->draco_mesh_compression;
// Check if we have already decoded this mesh.
DracoMesh* mesh = dracoCache->findOrCreateMesh(draco.buffer_view);
if (!mesh) {
slog.w << "Cannot decompress mesh, Draco decoding error." << io::endl;
continue;
}
// Copy over the decompressed data, converting the data type if necessary.
if (prim->indices) {
mesh->getFaceIndices(prim->indices);
}
// Go through each attribute in the decompressed mesh.
for (cgltf_size i = 0; i < draco.attributes_count; i++) {
// In cgltf, each Draco attribute's data pointer is an attribute id, not an accessor.
const uint32_t id = draco.attributes[i].data - asset->mSourceAsset->accessors;
// Find the destination accessor; this contains the desired component type, etc.
const cgltf_attribute_type type = draco.attributes[i].type;
const cgltf_int index = draco.attributes[i].index;
cgltf_accessor* accessor = findAccessor(prim, type, index);
if (!accessor) {
slog.w << "Cannot find matching accessor for Draco id " << id << io::endl;
continue;
}
// Copy over the decompressed data, converting the data type if necessary.
mesh->getVertexAttributes(id, accessor);
}
}
}
ResourceLoader::ResourceLoader(const ResourceConfiguration& config) :
mPool(new AssetPool), pImpl(new Impl(config)) { }
ResourceLoader::~ResourceLoader() {
mPool->onLoaderDestroyed();
delete pImpl;
}
void ResourceLoader::addResourceData(const char* uri, BufferDescriptor&& buffer) {
// Start an async marker the first time this is called and end it when
// finalization begins. This marker provides a rough indicator of how long
// the client is taking to load raw data blobs from storage.
if (pImpl->mUriDataCache.empty()) {
SYSTRACE_CONTEXT();
SYSTRACE_ASYNC_BEGIN("addResourceData", 1);
}
pImpl->mUriDataCache.emplace(uri, std::move(buffer));
}
bool ResourceLoader::hasResourceData(const char* uri) const {
return pImpl->mUriDataCache.find(uri) != pImpl->mUriDataCache.end();
}
bool ResourceLoader::loadResources(FilamentAsset* asset) {
FFilamentAsset* fasset = upcast(asset);
return loadResources(fasset, false);
}
bool ResourceLoader::loadResources(FFilamentAsset* asset, bool async) {
SYSTRACE_CONTEXT();
SYSTRACE_ASYNC_END("addResourceData", 1);
if (asset->mResourcesLoaded) {
return false;
}
mPool->addAsset(asset);
const cgltf_data* gltf = asset->mSourceAsset;
cgltf_options options {};
// For emscripten and Android builds we have a custom implementation of cgltf_load_buffers which
// looks inside a cache of externally-supplied data blobs, rather than loading from the
// filesystem.
SYSTRACE_NAME_BEGIN("Load buffers");
#if !USE_FILESYSTEM
if (gltf->buffers_count && !gltf->buffers[0].data && !gltf->buffers[0].uri && gltf->bin) {
if (gltf->bin_size < gltf->buffers[0].size) {
slog.e << "Bad size." << io::endl;
return false;
}
gltf->buffers[0].data = (void*) gltf->bin;
}
bool missingResources = false;
for (cgltf_size i = 0; i < gltf->buffers_count; ++i) {
if (gltf->buffers[i].data) {
continue;
}
const char* uri = gltf->buffers[i].uri;
if (uri == nullptr) {
continue;
}
if (strncmp(uri, "data:", 5) == 0) {
const char* comma = strchr(uri, ',');
if (comma && comma - uri >= 7 && strncmp(comma - 7, ";base64", 7) == 0) {
cgltf_result res = cgltf_load_buffer_base64(&options, gltf->buffers[i].size, comma + 1, &gltf->buffers[i].data);
if (res != cgltf_result_success) {
slog.e << "Unable to load " << uri << io::endl;
return false;
}
} else {
slog.e << "Unable to load " << uri << io::endl;
return false;
}
} else if (strstr(uri, "://") == nullptr) {
auto iter = pImpl->mUriDataCache.find(uri);
if (iter == pImpl->mUriDataCache.end()) {
slog.e << "Unable to load external resource: " << uri << io::endl;
missingResources = true;
}
// Make a copy to allow cgltf_free() to work as expected and prevent a double-free.
// TODO: Future versions of CGLTF will make this easier, see the following ticket.
// https://github.com/jkuhlmann/cgltf/issues/94
gltf->buffers[i].data = malloc(iter->second.size);
memcpy(gltf->buffers[i].data, iter->second.buffer, iter->second.size);
} else {
slog.e << "Unable to load " << uri << io::endl;
return false;
}
}
if (missingResources) {
slog.e << "Some external resources have not been added via addResourceData()" << io::endl;
return false;
}
#else
// Read data from the file system and base64 URIs.
cgltf_result result = cgltf_load_buffers(&options, (cgltf_data*) gltf, pImpl->mGltfPath.c_str());
if (result != cgltf_result_success) {
slog.e << "Unable to load resources." << io::endl;
return false;
}
#endif
SYSTRACE_NAME_END();
#ifndef NDEBUG
if (cgltf_validate((cgltf_data*) gltf) != cgltf_result_success) {
slog.e << "Failed cgltf validation." << io::endl;
return false;
}
#endif
// Decompress Draco meshes early on, which allows us to exploit subsequent processing such as
// tangent generation.
decodeDracoMeshes(asset);
// Normalize skinning weights, then "import" each skin into the asset by building a mapping of
// skins to their affected entities.
if (gltf->skins_count > 0) {
if (pImpl->mNormalizeSkinningWeights) {
normalizeSkinningWeights(asset);
}
if (!asset->isInstanced()) {
importSkins(gltf, asset->mNodeMap, asset->mSkins);
} else {
for (FFilamentInstance* instance : asset->mInstances) {
importSkins(gltf, instance->nodeMap, instance->skins);
}
}
}
if (pImpl->mRecomputeBoundingBoxes) {
updateBoundingBoxes(asset);
}
Engine& engine = *pImpl->mEngine;
// Upload VertexBuffer and IndexBuffer data to the GPU.
for (auto slot : asset->mBufferSlots) {
const cgltf_accessor* accessor = slot.accessor;
if (!accessor->buffer_view) {
continue;
}
auto bufferData = (const uint8_t*) accessor->buffer_view->buffer->data;
const uint8_t* data = computeBindingOffset(accessor) + bufferData;
const uint32_t size = computeBindingSize(accessor);
if (slot.vertexBuffer) {
mPool->addPendingUpload();
VertexBuffer::BufferDescriptor bd(data, size, AssetPool::onLoadedResource, mPool);
slot.vertexBuffer->setBufferAt(engine, slot.bufferIndex, std::move(bd));
continue;
}
assert(slot.indexBuffer);
if (accessor->component_type == cgltf_component_type_r_8u) {
const size_t size16 = size * 2;
uint16_t* data16 = (uint16_t*) malloc(size16);
convertBytesToShorts(data16, data, size);
IndexBuffer::BufferDescriptor bd(data16, size16, FREE_CALLBACK);
slot.indexBuffer->setBuffer(engine, std::move(bd));
continue;
}
mPool->addPendingUpload();
IndexBuffer::BufferDescriptor bd(data, size, AssetPool::onLoadedResource, mPool);
slot.indexBuffer->setBuffer(engine, std::move(bd));
}
// Apply sparse data modifications to base arrays, then upload the result.
applySparseData(asset);
// Compute surface orientation quaternions if necessary. This is similar to sparse data in that
// we need to generate the contents of a GPU buffer by processing one or more CPU buffer(s).
pImpl->computeTangents(asset);
// Non-textured renderables are now considered ready, so notify the dependency graph.
asset->mDependencyGraph.finalize();
pImpl->mCurrentAsset = asset;
// Finally, create Filament Textures and begin loading image files.
asset->mResourcesLoaded = pImpl->createTextures(async);
return asset->mResourcesLoaded;
}
bool ResourceLoader::asyncBeginLoad(FilamentAsset* asset) {
return loadResources(upcast(asset), true);
}
void ResourceLoader::asyncCancelLoad() {
pImpl->cancelTextureDecoding();
}
float ResourceLoader::asyncGetLoadProgress() const {
const float finished = pImpl->mNumDecoderTasksFinished;
const float total = pImpl->mNumDecoderTasks;
return total == 0 ? 0 : finished / total;
}
void ResourceLoader::asyncUpdateLoad() {
if (!UTILS_HAS_THREADING) {
pImpl->decodeSingleTexture();
}
pImpl->uploadPendingTextures();
}
void ResourceLoader::Impl::decodeSingleTexture() {
assert(!UTILS_HAS_THREADING);
int w, h, c;
// Check if any buffer-based textures haven't been decoded yet.
for (auto& pair : mBufferTextureCache) {
const uint8_t* sourceData = (const uint8_t*) pair.first;
TextureCacheEntry* entry = pair.second.get();
if (entry->texels) {
continue;
}
entry->texels = stbi_load_from_memory(sourceData, entry->bufferSize, &w, &h, &c, 4);
return;
}
// Check if any URI-based textures haven't been decoded yet.
for (auto& pair : mUriTextureCache) {
auto uri = pair.first;
TextureCacheEntry* entry = pair.second.get();
if (entry->texels) {
continue;
}
// First, check the user-supplied resource cache for this URI.
auto iter = mUriDataCache.find(uri);
if (iter != mUriDataCache.end()) {
const uint8_t* sourceData = (const uint8_t*) iter->second.buffer;
entry->texels = stbi_load_from_memory(sourceData, iter->second.size, &w, &h, &c, 4);
return;
}
// Otherwise load it from the file system if this platform supports it.
#if !USE_FILESYSTEM
slog.e << "Unable to load texture: " << uri << io::endl;
entry->completed = true;
mNumDecoderTasksFinished++;
return;
#else
Path fullpath = Path(mGltfPath).getParent() + uri;
entry->texels = stbi_load(fullpath.c_str(), &w, &h, &c, 4);
return;
#endif
}
}
void ResourceLoader::Impl::uploadPendingTextures() {
auto upload = [this](TextureCacheEntry* entry, Engine& engine) {
Texture* texture = entry->texture;
uint8_t* texels = entry->texels;
if (texture && texels && !entry->completed) {
Texture::PixelBufferDescriptor pbd(texels,
texture->getWidth() * texture->getHeight() * 4,
Texture::Format::RGBA, Texture::Type::UBYTE, FREE_CALLBACK);
texture->setImage(engine, 0, std::move(pbd));
texture->generateMipmaps(engine);
entry->completed = true;
mNumDecoderTasksFinished++;
mCurrentAsset->mDependencyGraph.markAsReady(texture);
}
};
for (auto& pair : mBufferTextureCache) upload(pair.second.get(), *mEngine);
for (auto& pair : mUriTextureCache) upload(pair.second.get(), *mEngine);
}
void ResourceLoader::Impl::releasePendingTextures() {
auto release = [this](TextureCacheEntry* entry, Engine& engine) {
Texture* texture = entry->texture;
uint8_t* texels = entry->texels;
if (texture && texels && !entry->completed) {
// Normally the ownership of these texels is transferred to PixelBufferDescriptor, but
// if uploads have been cancelled then we need to free them explicitly.
free(texels);
}
};
for (auto& pair : mBufferTextureCache) release(pair.second.get(), *mEngine);
for (auto& pair : mUriTextureCache) release(pair.second.get(), *mEngine);
}
void ResourceLoader::Impl::addTextureCacheEntry(const TextureSlot& tb) {
TextureCacheEntry* entry = nullptr;
const cgltf_texture* srcTexture = tb.texture;
const cgltf_buffer_view* bv = srcTexture->image->buffer_view;
const char* uri = srcTexture->image->uri;
const uint32_t totalSize = uint32_t(bv ? bv->size : 0);
void** data = bv ? &bv->buffer->data : nullptr;
const size_t offset = bv ? bv->offset : 0;
// Check if the texture binding uses BufferView data (i.e. it does not have a URI).
if (data) {
const uint8_t* sourceData = offset + (const uint8_t*) *data;
entry = mBufferTextureCache[sourceData] ? mBufferTextureCache[sourceData].get() : nullptr;
if (entry) {
return;
}
entry = (mBufferTextureCache[sourceData] = std::make_unique<TextureCacheEntry>()).get();
entry->srgb = tb.srgb;
stbi_info_from_memory(sourceData, totalSize, &entry->width, &entry->height,
&entry->numComponents);
entry->bufferSize = totalSize;
return;
}
// Check if we already created a Texture object for this URI.
entry = mUriTextureCache[uri] ? mUriTextureCache[uri].get() : nullptr;
if (entry) {
return;
}
entry = (mUriTextureCache[uri] = std::make_unique<TextureCacheEntry>()).get();
entry->srgb = tb.srgb;
// Check the user-supplied resource cache for this URI, otherwise peek at the file.
auto iter = mUriDataCache.find(uri);
if (iter != mUriDataCache.end()) {
const uint8_t* sourceData = (const uint8_t*) iter->second.buffer;
stbi_info_from_memory(sourceData, iter->second.size, &entry->width,
&entry->height, &entry->numComponents);
return;
}
#if !USE_FILESYSTEM
slog.e << "Unable to load texture: " << uri << io::endl;
#else
Path fullpath = Path(mGltfPath).getParent() + uri;
stbi_info(fullpath.c_str(), &entry->width, &entry->height, &entry->numComponents);
#endif
}
void ResourceLoader::Impl::bindTextureToMaterial(const TextureSlot& tb) {
FFilamentAsset* asset = mCurrentAsset;
const cgltf_texture* srcTexture = tb.texture;
const cgltf_buffer_view* bv = srcTexture->image->buffer_view;
const char* uri = srcTexture->image->uri;
void** data = bv ? &bv->buffer->data : nullptr;
const size_t offset = bv ? bv->offset : 0;
// First check if this is a buffer-based texture.
if (data) {
const uint8_t* sourceData = offset + (const uint8_t*) *data;
auto& entry = mBufferTextureCache[sourceData];
if (entry.get() && entry->texture) {
asset->bindTexture(tb, entry->texture);
}
return;
}
// Next check if this is a URI-based texture.
auto& entry = mUriTextureCache[uri];
if (entry.get() && entry->texture) {
asset->bindTexture(tb, entry->texture);
}
}
void ResourceLoader::Impl::cancelTextureDecoding() {
JobSystem* js = &mEngine->getJobSystem();
if (mDecoderRootJob) {
js->waitAndRelease(mDecoderRootJob);
mDecoderRootJob = nullptr;
}
releasePendingTextures();
mBufferTextureCache.clear();
mUriTextureCache.clear();
mCurrentAsset = nullptr;
mNumDecoderTasksFinished = 0;
mNumDecoderTasks = 0;
}
bool ResourceLoader::Impl::createTextures(bool async) {
// If any decoding jobs are still underway, wait for them to finish.
JobSystem* js = &mEngine->getJobSystem();
if (mDecoderRootJob) {
js->waitAndRelease(mDecoderRootJob);
mDecoderRootJob = nullptr;
}
mBufferTextureCache.clear();
mUriTextureCache.clear();
// First, determine texture dimensions and create texture cache entries.
FFilamentAsset* asset = mCurrentAsset;
for (auto slot : asset->mTextureSlots) {
addTextureCacheEntry(slot);
}
// Tally up the total number of textures that need to be decoded. Zero textures is a special
// case that needs to report 100% progress right away, so we set NumDecoderTasks and Finished
// both to 1. If they were both 0, this would indicate that loading has not started.
mNumDecoderTasks = mBufferTextureCache.size() + mUriTextureCache.size();
if (mNumDecoderTasks == 0) {
mNumDecoderTasks = 1;
mNumDecoderTasksFinished = 1;
} else {
mNumDecoderTasksFinished = 0;
}
// Next create blank Filament textures.
auto createTexture = [=](TextureCacheEntry* entry) {
entry->texture = Texture::Builder()
.width(entry->width)
.height(entry->height)
.levels(0xff)
.format(entry->srgb ? Texture::InternalFormat::SRGB8_A8 : Texture::InternalFormat::RGBA8)
.build(*mEngine);
asset->takeOwnership(entry->texture);
};
for (auto& pair : mBufferTextureCache) createTexture(pair.second.get());
for (auto& pair : mUriTextureCache) createTexture(pair.second.get());
// Bind the textures to material instances.
for (auto slot : asset->mTextureSlots) {
bindTextureToMaterial(slot);
}
// Before creating jobs for PNG / JPEG decoding, we might need to return early. On single
// threaded systems, it is usually fine to create jobs because the job system will simply
// execute serially. However if the client requests async behavior, then we need to wait
// until subsequent calls to asyncUpdateLoad().
if (!UTILS_HAS_THREADING && async) {
return true;
}
JobSystem::Job* parent = js->createJob();
// Kick off jobs that decode texels from buffer pointers.
for (auto& pair : mBufferTextureCache) {
const uint8_t* sourceData = (const uint8_t*) pair.first;
TextureCacheEntry* entry = pair.second.get();
JobSystem::Job* decode = jobs::createJob(*js, parent, [=] {
int width, height, comp;
entry->texels = stbi_load_from_memory(sourceData, entry->bufferSize,
&width, &height, &comp, 4);
});
js->run(decode);
}
// Kick off jobs that decode texels from URI strings.
for (auto& pair : mUriTextureCache) {
auto uri = pair.first;
TextureCacheEntry* entry = pair.second.get();
// First, check the user-supplied resource cache for this URI.
auto iter = mUriDataCache.find(uri);
if (iter != mUriDataCache.end()) {
const uint8_t* sourceData = (const uint8_t*) iter->second.buffer;
JobSystem::Job* decode = jobs::createJob(*js, parent, [=] {
int width, height, comp;
entry->texels = stbi_load_from_memory(sourceData, iter->second.size, &width,
&height, &comp, 4);
});
js->run(decode);
continue;
}
// Otherwise load it from the file system if this platform supports it.
#if !USE_FILESYSTEM
slog.e << "Unable to load texture: " << uri << io::endl;
return false;
#else
Path fullpath = Path(mGltfPath).getParent() + uri;
JobSystem::Job* decode = jobs::createJob(*js, parent, [=] {
int width, height, comp;
entry->texels = stbi_load(fullpath.c_str(), &width, &height, &comp, 4);
});
js->run(decode);
#endif
}
if (async) {
mDecoderRootJob = js->runAndRetain(parent);
return true;
}
// Wait for decoding to finish.
js->runAndWait(parent);
// Finally, upload texels to the GPU and generate mipmaps.
mCurrentAsset = asset;
uploadPendingTextures();
return true;
}
void ResourceLoader::Impl::computeTangents(FFilamentAsset* asset) {
SYSTRACE_CALL();
const cgltf_accessor* kGenerateTangents = &asset->mGenerateTangents;
const cgltf_accessor* kGenerateNormals = &asset->mGenerateNormals;
struct JobParams {
// Consumed by the job:
const cgltf_primitive* prim;
VertexBuffer* const vb;
const uint8_t slot;
const int morphTargetIndex;
// Produced by the job:
cgltf_size vertexCount;
short4* results;
};
constexpr int kMorphTargetUnused = -1;
auto computeQuats = [&](JobParams* params) {
const cgltf_primitive& prim = *params->prim;
const uint8_t slot = params->slot;
const int morphTargetIndex = params->morphTargetIndex;
// Declare vectors of normals and tangents, which we'll extract & convert from the source.
std::vector<float3> fp32Normals;
std::vector<float4> fp32Tangents;
std::vector<float3> fp32Positions;
std::vector<float2> fp32TexCoords;
std::vector<uint3> ui32Triangles;
cgltf_size vertexCount = 0;
// Build a mapping from cgltf_attribute_type to cgltf_accessor*.
const int NUM_ATTRIBUTES = 8;
const cgltf_accessor* accessors[NUM_ATTRIBUTES] = {};
// Collect accessors for normals, tangents, etc.
if (morphTargetIndex == kMorphTargetUnused) {
for (cgltf_size aindex = 0; aindex < prim.attributes_count; aindex++) {
const cgltf_attribute& attr = prim.attributes[aindex];
if (attr.index == 0) {
accessors[attr.type] = attr.data;
vertexCount = attr.data->count;
}
}
} else {
const cgltf_morph_target& morphTarget = prim.targets[morphTargetIndex];
for (cgltf_size aindex = 0; aindex < morphTarget.attributes_count; aindex++) {
const cgltf_attribute& attr = morphTarget.attributes[aindex];
if (attr.index == 0) {
accessors[attr.type] = attr.data;
vertexCount = attr.data->count;
}
}
}
params->vertexCount = vertexCount;
// At a minimum we need normals to generate tangents.
auto normalsInfo = accessors[cgltf_attribute_type_normal];
if (vertexCount == 0) {
return;
}
geometry::SurfaceOrientation::Builder sob;
sob.vertexCount(vertexCount);
// Convert normals into packed floats.
if (normalsInfo) {
assert(normalsInfo->count == vertexCount);
assert(normalsInfo->type == cgltf_type_vec3);
fp32Normals.resize(vertexCount);
cgltf_accessor_unpack_floats(normalsInfo, &fp32Normals[0].x, vertexCount * 3);
sob.normals(fp32Normals.data());
}
// Convert tangents into packed floats.
auto tangentsInfo = accessors[cgltf_attribute_type_tangent];
if (tangentsInfo) {
if (tangentsInfo->count != vertexCount || tangentsInfo->type != cgltf_type_vec4) {
slog.e << "Bad tangent count or type." << io::endl;
return;
}
fp32Tangents.resize(vertexCount);
cgltf_accessor_unpack_floats(tangentsInfo, &fp32Tangents[0].x, vertexCount * 4);
sob.tangents(fp32Tangents.data());
}
auto positionsInfo = accessors[cgltf_attribute_type_position];
if (positionsInfo) {
if (positionsInfo->count != vertexCount || positionsInfo->type != cgltf_type_vec3) {
slog.e << "Bad position count or type." << io::endl;
return;
}
fp32Positions.resize(vertexCount);
cgltf_accessor_unpack_floats(positionsInfo, &fp32Positions[0].x, vertexCount * 3);
sob.positions(fp32Positions.data());
}
if (prim.indices) {
size_t triangleCount = prim.indices->count / 3;
ui32Triangles.resize(triangleCount);
cgltf_size j = 0;
for (auto& triangle : ui32Triangles) {
triangle.x = cgltf_accessor_read_index(prim.indices, j++);
triangle.y = cgltf_accessor_read_index(prim.indices, j++);
triangle.z = cgltf_accessor_read_index(prim.indices, j++);
}
} else {
size_t triangleCount = vertexCount / 3;
ui32Triangles.resize(triangleCount);
cgltf_size j = 0;
for (auto& triangle : ui32Triangles) {
triangle.x = j++;
triangle.y = j++;
triangle.z = j++;
}
}
sob.triangleCount(ui32Triangles.size());
sob.triangles(ui32Triangles.data());
auto texcoordsInfo = accessors[cgltf_attribute_type_texcoord];
if (texcoordsInfo) {
if (texcoordsInfo->count != vertexCount || texcoordsInfo->type != cgltf_type_vec2) {
slog.e << "Bad texture coordinate count or type." << io::endl;
return;
}
fp32TexCoords.resize(vertexCount);
cgltf_accessor_unpack_floats(texcoordsInfo, &fp32TexCoords[0].x, vertexCount * 2);
sob.uvs(fp32TexCoords.data());
}
// Compute surface orientation quaternions.
params->results = (short4*) malloc(sizeof(short4) * vertexCount);
geometry::SurfaceOrientation* helper = sob.build();
helper->getQuats(params->results, vertexCount);
delete helper;
};
// Collect all TANGENT vertex attribute slots that need to be populated.
tsl::robin_map<VertexBuffer*, uint8_t> baseTangents;
tsl::robin_map<VertexBuffer*, uint8_t> morphTangents[4];
for (auto slot : asset->mBufferSlots) {
if (slot.accessor != kGenerateTangents && slot.accessor != kGenerateNormals) {
continue;
}
if (slot.morphTarget) {
morphTangents[slot.morphTarget - 1][slot.vertexBuffer] = slot.bufferIndex;
continue;
}
baseTangents[slot.vertexBuffer] = slot.bufferIndex;
}
// Create a job description for each primitive.
std::vector<JobParams> jobParams;
for (auto pair : asset->mPrimitives) {
VertexBuffer* vb = pair.second;
auto iter = baseTangents.find(vb);
if (iter != baseTangents.end()) {
jobParams.emplace_back(JobParams { pair.first, vb, iter->second, kMorphTargetUnused });
}
for (int morphTarget = 0; morphTarget < 4; morphTarget++) {
const auto& tangents = morphTangents[morphTarget];
auto iter = tangents.find(vb);
if (iter != tangents.end()) {
jobParams.emplace_back(JobParams { pair.first, vb, iter->second, morphTarget });
}
}
}
// Kick off jobs for computing tangent frames.
JobSystem* js = &mEngine->getJobSystem();
JobSystem::Job* parent = js->createJob();
for (JobParams& params : jobParams) {
JobParams* pptr = &params;
js->run(jobs::createJob(*js, parent, [pptr, computeQuats] { computeQuats(pptr); }));
}
js->runAndWait(parent);
// Finally, upload quaternions to the GPU from the main thread.
for (JobParams& params : jobParams) {
VertexBuffer::BufferDescriptor bd(params.results, params.vertexCount * sizeof(short4),
FREE_CALLBACK);
params.vb->setBufferAt(*mEngine, params.slot, std::move(bd));
}
}
ResourceLoader::Impl::~Impl() {
if (mDecoderRootJob) {
mEngine->getJobSystem().waitAndRelease(mDecoderRootJob);
}
}
void ResourceLoader::applySparseData(FFilamentAsset* asset) const {
for (auto slot : asset->mBufferSlots) {
const cgltf_accessor* accessor = slot.accessor;
if (!accessor->is_sparse) {
continue;
}
cgltf_size numFloats = accessor->count * cgltf_num_components(accessor->type);
cgltf_size numBytes = sizeof(float) * numFloats;
float* generated = (float*) malloc(numBytes);
cgltf_accessor_unpack_floats(accessor, generated, numFloats);
VertexBuffer::BufferDescriptor bd(generated, numBytes, FREE_CALLBACK);
slot.vertexBuffer->setBufferAt(*pImpl->mEngine, slot.bufferIndex, std::move(bd));
}
}
void ResourceLoader::normalizeSkinningWeights(FFilamentAsset* asset) const {
auto normalize = [](cgltf_accessor* data) {
if (data->type != cgltf_type_vec4 || data->component_type != cgltf_component_type_r_32f) {
slog.w << "Cannot normalize weights, unsupported attribute type." << io::endl;
return;
}
uint8_t* bytes = (uint8_t*) data->buffer_view->buffer->data;
float4* floats = (float4*) (bytes + data->offset + data->buffer_view->offset);
for (cgltf_size i = 0; i < data->count; ++i) {
float4 weights = floats[i];
float sum = weights.x + weights.y + weights.z + weights.w;
floats[i] = weights / sum;
}
};
const cgltf_data* gltf = asset->mSourceAsset;
cgltf_size mcount = gltf->meshes_count;
for (cgltf_size mindex = 0; mindex < mcount; ++mindex) {
const cgltf_mesh& mesh = gltf->meshes[mindex];
cgltf_size pcount = mesh.primitives_count;
for (cgltf_size pindex = 0; pindex < pcount; ++pindex) {
const cgltf_primitive& prim = mesh.primitives[pindex];
cgltf_size acount = prim.attributes_count;
for (cgltf_size aindex = 0; aindex < acount; ++aindex) {
const auto& attr = prim.attributes[aindex];
if (attr.type == cgltf_attribute_type_weights) {
normalize(attr.data);
}
}
}
}
}
void ResourceLoader::updateBoundingBoxes(FFilamentAsset* asset) const {
SYSTRACE_CALL();
auto& rm = pImpl->mEngine->getRenderableManager();
auto& tm = pImpl->mEngine->getTransformManager();
NodeMap& nodeMap = asset->isInstanced() ? asset->mInstances[0]->nodeMap : asset->mNodeMap;
// The purpose of the root node is to give the client a place for custom transforms.
// Since it is not part of the source model, it should be ignored when computing the
// bounding box.
TransformManager::Instance root = tm.getInstance(asset->getRoot());
std::vector<Entity> modelRoots(tm.getChildCount(root));
tm.getChildren(root, modelRoots.data(), modelRoots.size());
for (auto e : modelRoots) {
tm.setParent(tm.getInstance(e), 0);
}
auto computeBoundingBox = [](const cgltf_primitive* prim, Aabb* result) {
Aabb aabb;
for (cgltf_size slot = 0; slot < prim->attributes_count; slot++) {
const cgltf_attribute& attr = prim->attributes[slot];
const cgltf_accessor* accessor = attr.data;
const size_t dim = cgltf_num_components(accessor->type);
if (attr.type == cgltf_attribute_type_position && dim >= 3) {
std::vector<float> unpacked(accessor->count * dim);
cgltf_accessor_unpack_floats(accessor, unpacked.data(), unpacked.size());
for (cgltf_size i = 0, j = 0, n = accessor->count; i < n; ++i, j += dim) {
float3 pt(unpacked[j + 0], unpacked[j + 1], unpacked[j + 2]);
aabb.min = min(aabb.min, pt);
aabb.max = max(aabb.max, pt);
}
break;
}
}
*result = aabb;
};
// Collect all mesh primitives that we wish to find bounds for.
std::vector<cgltf_primitive const*> prims;
for (auto iter : nodeMap) {
const cgltf_mesh* mesh = iter.first->mesh;
if (mesh) {
for (cgltf_size index = 0, nprims = mesh->primitives_count; index < nprims; ++index) {
prims.push_back(&mesh->primitives[index]);
}
}
}
// Kick off a bounding box job for every primitive.
std::vector<Aabb> bounds(prims.size());
JobSystem* js = &pImpl->mEngine->getJobSystem();
JobSystem::Job* parent = js->createJob();
for (size_t i = 0; i < prims.size(); ++i) {
cgltf_primitive const* prim = prims[i];
Aabb* result = &bounds[i];
js->run(jobs::createJob(*js, parent, [prim, result, computeBoundingBox] {
computeBoundingBox(prim, result);
}));
}
js->runAndWait(parent);
// Compute the asset-level bounding box.
size_t primIndex = 0;
Aabb assetBounds;
for (auto iter : nodeMap) {
const cgltf_mesh* mesh = iter.first->mesh;
if (mesh) {
// Find the object-space bounds for the renderable by unioning the bounds of each prim.
Aabb aabb;
for (cgltf_size index = 0, nprims = mesh->primitives_count; index < nprims; ++index) {
Aabb primBounds = bounds[primIndex++];
aabb.min = min(aabb.min, primBounds.min);
aabb.max = max(aabb.max, primBounds.max);
}
auto renderable = rm.getInstance(iter.second);
rm.setAxisAlignedBoundingBox(renderable, Box().set(aabb.min, aabb.max));
// Transform this bounding box, then update the asset-level bounding box.
auto transformable = tm.getInstance(iter.second);
const mat4f worldTransform = tm.getWorldTransform(transformable);
const Aabb transformed = aabb.transform(worldTransform);
assetBounds.min = min(assetBounds.min, transformed.min);
assetBounds.max = max(assetBounds.max, transformed.max);
}
}
for (auto e : modelRoots) {
tm.setParent(tm.getInstance(e), root);
}
asset->mBoundingBox = assetBounds;
}
} // namespace gltfio