Files
filament/samples/app/MeshIO.cpp
2018-08-03 10:38:22 -07:00

199 lines
6.1 KiB
C++

/*
* Copyright (C) 2016 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 "MeshIO.h"
#include <iostream>
#include <string>
#include <vector>
#include <fcntl.h>
#if !defined(WIN32)
# include <unistd.h>
#else
# include <io.h>
#endif
#include <utils/EntityManager.h>
#include <utils/Path.h>
#include <math/vec2.h>
#include <math/vec4.h>
#include <filament/Box.h>
#include <filament/Engine.h>
#include <filament/Fence.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
using namespace filament;
using namespace math;
static size_t fileSize(int fd) {
size_t filesize;
filesize = (size_t) lseek(fd, 0, SEEK_END);
lseek(fd, 0, SEEK_SET);
return filesize;
}
struct Header {
uint32_t version;
uint32_t parts;
Box aabb;
uint32_t interleaved;
uint32_t offsetPosition;
uint32_t stridePosition;
uint32_t offsetTangents;
uint32_t strideTangents;
uint32_t offsetColor;
uint32_t strideColor;
uint32_t offsetUV0;
uint32_t strideUV0;
uint32_t offsetUV1;
uint32_t strideUV1;
uint32_t vertexCount;
uint32_t vertexSize;
uint32_t indexType;
uint32_t indexCount;
uint32_t indexSize;
};
struct Vertex {
half4 position;
short4 tangents;
ubyte4 color;
half2 uv0;
};
struct Part {
uint32_t offset;
uint32_t indexCount;
uint32_t minIndex;
uint32_t maxIndex;
uint32_t materialID;
Box aabb;
};
MeshIO::Mesh MeshIO::loadMeshFromFile(filament::Engine* engine, const utils::Path& path,
const std::map<std::string, filament::MaterialInstance*>& materials) {
Mesh mesh;
int fd = open(path.c_str(), O_RDONLY);
size_t size = fileSize(fd);
char* data = (char*) malloc(size);
read(fd, data, size);
if (data) {
char *p = data;
char magic[9];
memcpy(magic, (const char*) p, sizeof(char) * 8);
magic[8] = '\0';
p += sizeof(char) * 8;
if (!strcmp("FILAMESH", magic)) {
Header* header = (Header*) p;
p += sizeof(Header);
char* vertexData = p;
p += header->vertexSize;
char* indices = p;
p += header->indexSize;
Part* parts = (Part*) p;
p += header->parts * sizeof(Part);
uint32_t materialCount = (uint32_t) *p;
p += sizeof(uint32_t);
std::vector<std::string> partsMaterial;
partsMaterial.resize(materialCount);
for (size_t i = 0; i < materialCount; i++) {
uint32_t nameLength = (uint32_t) *p;
p += sizeof(uint32_t);
partsMaterial[i] = p;
p += nameLength + 1; // null terminated
}
mesh.indexBuffer = IndexBuffer::Builder()
.indexCount(header->indexCount)
.bufferType(header->indexType ? IndexBuffer::IndexType::USHORT
: IndexBuffer::IndexType::UINT)
.build(*engine);
mesh.indexBuffer->setBuffer(*engine,
IndexBuffer::BufferDescriptor(indices, header->indexSize));
VertexBuffer::Builder vbb;
vbb.vertexCount(header->vertexCount)
.bufferCount(1)
.normalized(VertexAttribute::TANGENTS)
.normalized(VertexAttribute::COLOR)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4,
header->offsetPosition, uint8_t(header->stridePosition))
.attribute(VertexAttribute::TANGENTS, 0, VertexBuffer::AttributeType::SHORT4,
header->offsetTangents, uint8_t(header->strideTangents))
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4,
header->offsetColor, uint8_t(header->strideColor))
.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::HALF2,
header->offsetUV0, uint8_t(header->strideUV0));
if (header->offsetUV1 != std::numeric_limits<uint32_t>::max() &&
header->strideUV1 != std::numeric_limits<uint32_t>::max()) {
vbb.attribute(VertexAttribute::UV1, 0, VertexBuffer::AttributeType::HALF2,
header->offsetUV1, uint8_t(header->strideUV1));
}
mesh.vertexBuffer = vbb.build(*engine);
VertexBuffer::BufferDescriptor buffer(vertexData, header->vertexSize);
mesh.vertexBuffer->setBufferAt(*engine, 0, std::move(buffer));
RenderableManager::Builder builder(header->parts);
builder.boundingBox(header->aabb);
for (size_t i = 0; i < header->parts; i++) {
builder.geometry(i, RenderableManager::PrimitiveType::TRIANGLES,
mesh.vertexBuffer, mesh.indexBuffer, parts[i].offset,
parts[i].minIndex, parts[i].maxIndex, parts[i].indexCount);
auto m = materials.find(partsMaterial[i]);
if (m != materials.end()) {
builder.material(i, m->second);
} else {
builder.material(i, materials.at("DefaultMaterial"));
}
}
mesh.renderable = utils::EntityManager::get().create();
builder.build(*engine, mesh.renderable);
}
Fence::waitAndDestroy(engine->createFence());
free(data);
}
close(fd);
return mesh;
}