lovr/src/modules/data/modelData.c

576 lines
20 KiB
C

#include "data/modelData.h"
#include "data/blob.h"
#include "data/image.h"
#include "core/maf.h"
#include <stdlib.h>
#include <string.h>
static size_t typeSizes[] = {
[I8] = 1,
[U8] = 1,
[I16] = 2,
[U16] = 2,
[I32] = 4,
[U32] = 4,
[F32] = 4,
[SN10x3] = 4
};
static void* nullIO(const char* path, size_t* count) {
lovrThrow("Can't resolve external asset reference for model loaded from memory");
}
ModelData* lovrModelDataCreate(Blob* source, ModelDataIO* io) {
ModelData* model = lovrCalloc(sizeof(ModelData));
model->ref = 1;
if (!io) {
io = &nullIO;
}
if (!lovrModelDataInitGltf(model, source, io)) {
if (!lovrModelDataInitObj(model, source, io)) {
if (!lovrModelDataInitStl(model, source, io)) {
lovrThrow("Unable to load model from '%s'", source->name);
return NULL;
}
}
}
lovrModelDataFinalize(model);
return model;
}
void lovrModelDataDestroy(void* ref) {
ModelData* model = ref;
for (uint32_t i = 0; i < model->blobCount; i++) {
lovrRelease(model->blobs[i], lovrBlobDestroy);
}
for (uint32_t i = 0; i < model->imageCount; i++) {
lovrRelease(model->images[i], lovrImageDestroy);
}
map_free(&model->blendShapeMap);
map_free(&model->animationMap);
map_free(&model->materialMap);
map_free(&model->nodeMap);
lovrFree(model->vertices);
lovrFree(model->indices);
lovrFree(model->metadata);
lovrFree(model->data);
lovrFree(model);
}
// Batches allocations for all the ModelData arrays
void lovrModelDataAllocate(ModelData* model) {
size_t totalSize = 0;
size_t sizes[15];
size_t alignment = 8;
totalSize += sizes[0] = ALIGN(model->blobCount * sizeof(Blob*), alignment);
totalSize += sizes[1] = ALIGN(model->bufferCount * sizeof(ModelBuffer), alignment);
totalSize += sizes[2] = ALIGN(model->imageCount * sizeof(Image*), alignment);
totalSize += sizes[3] = ALIGN(model->attributeCount * sizeof(ModelAttribute), alignment);
totalSize += sizes[4] = ALIGN(model->primitiveCount * sizeof(ModelPrimitive), alignment);
totalSize += sizes[5] = ALIGN(model->materialCount * sizeof(ModelMaterial), alignment);
totalSize += sizes[6] = ALIGN(model->blendShapeCount * sizeof(ModelBlendShape), alignment);
totalSize += sizes[7] = ALIGN(model->animationCount * sizeof(ModelAnimation), alignment);
totalSize += sizes[8] = ALIGN(model->skinCount * sizeof(ModelSkin), alignment);
totalSize += sizes[9] = ALIGN(model->nodeCount * sizeof(ModelNode), alignment);
totalSize += sizes[10] = ALIGN(model->channelCount * sizeof(ModelAnimationChannel), alignment);
totalSize += sizes[11] = ALIGN(model->blendDataCount * sizeof(ModelBlendData), alignment);
totalSize += sizes[12] = ALIGN(model->childCount * sizeof(uint32_t), alignment);
totalSize += sizes[13] = ALIGN(model->jointCount * sizeof(uint32_t), alignment);
totalSize += sizes[14] = model->charCount * sizeof(char);
size_t offset = 0;
char* p = model->data = lovrCalloc(totalSize);
model->blobs = (Blob**) (p + offset), offset += sizes[0];
model->buffers = (ModelBuffer*) (p + offset), offset += sizes[1];
model->images = (Image**) (p + offset), offset += sizes[2];
model->attributes = (ModelAttribute*) (p + offset), offset += sizes[3];
model->primitives = (ModelPrimitive*) (p + offset), offset += sizes[4];
model->materials = (ModelMaterial*) (p + offset), offset += sizes[5];
model->blendShapes = (ModelBlendShape*) (p + offset), offset += sizes[6];
model->animations = (ModelAnimation*) (p + offset), offset += sizes[7];
model->skins = (ModelSkin*) (p + offset), offset += sizes[8];
model->nodes = (ModelNode*) (p + offset), offset += sizes[9];
model->channels = (ModelAnimationChannel*) (p + offset), offset += sizes[10];
model->blendData = (ModelBlendData*) (p + offset), offset += sizes[11];
model->children = (uint32_t*) (p + offset), offset += sizes[12];
model->joints = (uint32_t*) (p + offset), offset += sizes[13];
model->chars = (char*) (p + offset), offset += sizes[14];
map_init(&model->blendShapeMap, model->blendShapeCount);
map_init(&model->animationMap, model->animationCount);
map_init(&model->materialMap, model->materialCount);
map_init(&model->nodeMap, model->nodeCount);
}
void lovrModelDataFinalize(ModelData* model) {
for (uint32_t i = 0; i < model->primitiveCount; i++) {
model->primitives[i].skin = ~0u;
}
for (uint32_t i = 0; i < model->nodeCount; i++) {
ModelNode* node = &model->nodes[i];
if (node->primitiveCount > 0) {
for (uint32_t j = 0; j < model->nodeCount; j++) {
if (i == j || model->nodes[j].primitiveCount == 0 || node->primitiveIndex != model->nodes[j].primitiveIndex) continue;
lovrCheck(node->skin == model->nodes[j].skin, "Model has a mesh used with multiple different skins, which is not supported");
}
}
for (uint32_t j = node->primitiveIndex; j < node->primitiveIndex + node->primitiveCount; j++) {
model->primitives[j].skin = node->skin;
}
}
model->indexType = U16;
for (uint32_t i = 0; i < model->primitiveCount; i++) {
ModelPrimitive* primitive = &model->primitives[i];
uint32_t vertexCount = primitive->attributes[ATTR_POSITION]->count;
if (primitive->skin != ~0u) {
model->skins[primitive->skin].vertexCount += vertexCount;
model->skinnedVertexCount += vertexCount;
}
model->blendShapeVertexCount += vertexCount * primitive->blendShapeCount;
model->dynamicVertexCount += primitive->skin != ~0u || !!primitive->blendShapes ? vertexCount : 0;
model->vertexCount += vertexCount;
model->indexCount += primitive->indices ? primitive->indices->count : 0;
if (primitive->indices) {
if (primitive->indices->type == U32) {
primitive->indices->stride = 4;
model->indexType = U32;
} else {
primitive->indices->stride = 2;
}
}
for (uint32_t j = 0; j < MAX_DEFAULT_ATTRIBUTES; j++) {
ModelAttribute* attribute = primitive->attributes[j];
if (!attribute) continue;
attribute->stride = model->buffers[attribute->buffer].stride;
if (attribute->stride == 0) attribute->stride = typeSizes[attribute->type] * attribute->components;
}
for (uint32_t j = 0; j < primitive->blendShapeCount; j++) {
ModelBlendData* blendData = &primitive->blendShapes[j];
ModelAttribute* attributes[] = { blendData->positions, blendData->normals, blendData->tangents };
for (uint32_t k = 0; k < COUNTOF(attributes); k++) {
if (!attributes[k]) continue;
ModelAttribute* attribute = attributes[k];
attribute->stride = model->buffers[attribute->buffer].stride;
if (attribute->stride == 0) attribute->stride = typeSizes[attribute->type] * attribute->components;
}
}
}
for (uint32_t i = 0; i < model->nodeCount; i++) {
model->nodes[i].parent = ~0u;
}
for (uint32_t i = 0; i < model->nodeCount; i++) {
ModelNode* node = &model->nodes[i];
for (uint32_t j = 0; j < node->childCount; j++) {
model->nodes[node->children[j]].parent = i;
}
}
}
void lovrModelDataCopyAttribute(ModelData* data, ModelAttribute* attribute, char* dst, AttributeType type, uint32_t components, bool normalized, uint32_t count, size_t stride, uint8_t clear) {
char* src = attribute ? data->buffers[attribute->buffer].data + attribute->offset : NULL;
size_t size = components * typeSizes[type];
if (!attribute) {
for (uint32_t i = 0; i < count; i++, dst += stride) {
memset(dst, clear, size);
}
} else if (attribute->type == type && attribute->components >= components) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
memcpy(dst, src, size);
}
} else if (type == F32) {
if (attribute->type == U8 && attribute->normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((float*) dst)[j] = ((uint8_t*) src)[j] / 255.f;
}
}
} else if (attribute->type == U16 && attribute->normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((float*) dst)[j] = ((uint16_t*) src)[j] / 65535.f;
}
}
} else {
lovrUnreachable();
}
} else if (type == U8) {
if (attribute->type == U16 && attribute->normalized && normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((uint8_t*) dst)[j] = ((uint16_t*) src)[j] >> 8;
}
if (components == 4 && attribute->components == 3) {
((uint8_t*) dst)[3] = 255;
}
}
} else if (attribute->type == U16 && !attribute->normalized && !normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((uint8_t*) dst)[j] = (uint8_t) ((uint16_t*) src)[j];
}
}
} else if (attribute->type == I16 && !attribute->normalized && !normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((uint8_t*) dst)[j] = (uint8_t) ((int16_t*) src)[j];
}
}
} else if (attribute->type == F32 && normalized) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
for (uint32_t j = 0; j < components; j++) {
((uint8_t*) dst)[j] = ((float*) src)[j] * 255.f + .5f;
}
if (components == 4 && attribute->components == 3) {
((uint8_t*) dst)[3] = 255;
}
}
} else {
lovrUnreachable();
}
} else if (type == SN10x3) {
if (attribute->type == F32) {
for (uint32_t i = 0; i < count; i++, src += attribute->stride, dst += stride) {
float x = ((float*) src)[0];
float y = ((float*) src)[1];
float z = ((float*) src)[2];
float w = attribute->components == 4 ? ((float*) src)[3] : 0.f;
*(uint32_t*) dst =
((((uint32_t) (int32_t) (x * 511.f)) & 0x3ff) << 0) |
((((uint32_t) (int32_t) (y * 511.f)) & 0x3ff) << 10) |
((((uint32_t) (int32_t) (z * 511.f)) & 0x3ff) << 20) |
((((uint32_t) (int32_t) (w * 2.f)) & 0x003) << 30);
}
} else {
lovrUnreachable();
}
} else {
lovrUnreachable();
}
}
static void boundingBoxHelper(ModelData* model, uint32_t nodeIndex, float* parentTransform) {
ModelNode* node = &model->nodes[nodeIndex];
float m[16];
mat4_init(m, parentTransform);
if (node->hasMatrix) {
mat4_mul(m, node->transform.matrix);
} else {
float* T = node->transform.translation;
float* R = node->transform.rotation;
float* S = node->transform.scale;
mat4_translate(m, T[0], T[1], T[2]);
mat4_rotateQuat(m, R);
mat4_scale(m, S[0], S[1], S[2]);
}
for (uint32_t i = 0; i < node->primitiveCount; i++) {
ModelAttribute* position = model->primitives[node->primitiveIndex + i].attributes[ATTR_POSITION];
if (!position || !position->hasMin || !position->hasMax) {
continue;
}
float xa[3] = { position->min[0] * m[0], position->min[0] * m[1], position->min[0] * m[2] };
float xb[3] = { position->max[0] * m[0], position->max[0] * m[1], position->max[0] * m[2] };
float ya[3] = { position->min[1] * m[4], position->min[1] * m[5], position->min[1] * m[6] };
float yb[3] = { position->max[1] * m[4], position->max[1] * m[5], position->max[1] * m[6] };
float za[3] = { position->min[2] * m[8], position->min[2] * m[9], position->min[2] * m[10] };
float zb[3] = { position->max[2] * m[8], position->max[2] * m[9], position->max[2] * m[10] };
float min[3] = {
MIN(xa[0], xb[0]) + MIN(ya[0], yb[0]) + MIN(za[0], zb[0]) + m[12],
MIN(xa[1], xb[1]) + MIN(ya[1], yb[1]) + MIN(za[1], zb[1]) + m[13],
MIN(xa[2], xb[2]) + MIN(ya[2], yb[2]) + MIN(za[2], zb[2]) + m[14]
};
float max[3] = {
MAX(xa[0], xb[0]) + MAX(ya[0], yb[0]) + MAX(za[0], zb[0]) + m[12],
MAX(xa[1], xb[1]) + MAX(ya[1], yb[1]) + MAX(za[1], zb[1]) + m[13],
MAX(xa[2], xb[2]) + MAX(ya[2], yb[2]) + MAX(za[2], zb[2]) + m[14]
};
model->boundingBox[0] = MIN(model->boundingBox[0], min[0]);
model->boundingBox[1] = MAX(model->boundingBox[1], max[0]);
model->boundingBox[2] = MIN(model->boundingBox[2], min[1]);
model->boundingBox[3] = MAX(model->boundingBox[3], max[1]);
model->boundingBox[4] = MIN(model->boundingBox[4], min[2]);
model->boundingBox[5] = MAX(model->boundingBox[5], max[2]);
}
for (uint32_t i = 0; i < node->childCount; i++) {
boundingBoxHelper(model, node->children[i], m);
}
}
void lovrModelDataGetBoundingBox(ModelData* model, float box[6]) {
if (model->boundingBox[1] - model->boundingBox[0] == 0.f) {
boundingBoxHelper(model, model->rootNode, (float[16]) MAT4_IDENTITY);
}
memcpy(box, model->boundingBox, sizeof(model->boundingBox));
}
static void boundingSphereHelper(ModelData* model, uint32_t nodeIndex, uint32_t* pointIndex, float* points, float* parentTransform) {
ModelNode* node = &model->nodes[nodeIndex];
float m[16];
mat4_init(m, parentTransform);
if (node->hasMatrix) {
mat4_mul(m, node->transform.matrix);
} else {
float* T = node->transform.translation;
float* R = node->transform.rotation;
float* S = node->transform.scale;
mat4_translate(m, T[0], T[1], T[2]);
mat4_rotateQuat(m, R);
mat4_scale(m, S[0], S[1], S[2]);
}
for (uint32_t i = 0; i < node->primitiveCount; i++) {
ModelAttribute* position = model->primitives[node->primitiveIndex + i].attributes[ATTR_POSITION];
if (!position || !position->hasMin || !position->hasMax) {
continue;
}
float* min = position->min;
float* max = position->max;
float corners[8][3] = {
{ min[0], min[1], min[2] },
{ min[0], min[1], max[2] },
{ min[0], max[1], min[2] },
{ min[0], max[1], max[2] },
{ max[0], min[1], min[2] },
{ max[0], min[1], max[2] },
{ max[0], max[1], min[2] },
{ max[0], max[1], max[2] }
};
for (uint32_t j = 0; j < 8; j++) {
mat4_mulPoint(m, corners[j]);
vec3_init(points + 3 * (*pointIndex)++, corners[j]);
}
}
for (uint32_t i = 0; i < node->childCount; i++) {
boundingSphereHelper(model, node->children[i], pointIndex, points, m);
}
}
void lovrModelDataGetBoundingSphere(ModelData* model, float sphere[4]) {
if (model->boundingSphere[3] == 0.f) {
uint32_t totalPrimitiveCount = 0;
for (uint32_t i = 0; i < model->nodeCount; i++) {
totalPrimitiveCount += model->nodes[i].primitiveCount;
}
uint32_t pointCount = totalPrimitiveCount * 8;
float* points = lovrMalloc(pointCount * 3 * sizeof(float));
uint32_t pointIndex = 0;
boundingSphereHelper(model, model->rootNode, &pointIndex, points, (float[16]) MAT4_IDENTITY);
// Find point furthest away from first point
float max = 0.f;
float* a = NULL;
for (uint32_t i = 1; i < pointCount; i++) {
float d2 = vec3_distance2(&points[3 * i], &points[0]);
if (d2 > max) {
a = &points[3 * i];
max = d2;
}
}
// Find point furthest away from that point
max = 0.f;
float* b = NULL;
for (uint32_t i = 0; i < pointCount; i++) {
float d2 = vec3_distance2(&points[3 * i], a);
if (d2 > max) {
b = &points[3 * i];
max = d2;
}
}
// Create and refine sphere
float dx = a[0] - b[0];
float dy = a[1] - b[1];
float dz = a[2] - b[2];
float x = (a[0] + b[0]) / 2.f;
float y = (a[1] + b[1]) / 2.f;
float z = (a[2] + b[2]) / 2.f;
float r = sqrtf(dx * dx + dy * dy + dz * dz) / 2.f;
float r2 = r * r;
for (uint32_t i = 0; i < pointCount; i++) {
float dx = points[3 * i + 0] - x;
float dy = points[3 * i + 1] - y;
float dz = points[3 * i + 2] - z;
float d2 = dx * dx + dy * dy + dz * dz;
if (d2 > r2) {
r = sqrtf(d2);
r2 = r * r;
}
}
model->boundingSphere[0] = x;
model->boundingSphere[1] = y;
model->boundingSphere[2] = z;
model->boundingSphere[3] = r;
lovrFree(points);
}
memcpy(sphere, model->boundingSphere, sizeof(model->boundingSphere));
}
static void countVertices(ModelData* model, uint32_t nodeIndex, uint32_t* vertexCount, uint32_t* indexCount) {
ModelNode* node = &model->nodes[nodeIndex];
for (uint32_t i = 0; i < node->primitiveCount; i++) {
ModelPrimitive* primitive = &model->primitives[node->primitiveIndex + i];
ModelAttribute* positions = primitive->attributes[ATTR_POSITION];
if (!positions) continue;
// If 2 meshes in the node use the same vertex buffer, don't count the vertices twice
for (uint32_t j = 0; j < i; j++) {
if (model->primitives[node->primitiveIndex + j].attributes[ATTR_POSITION] == positions) {
positions = NULL;
break;
}
}
ModelAttribute* indices = primitive->indices;
uint32_t count = positions ? positions->count : 0;
*vertexCount += count;
*indexCount += indices ? indices->count : count;
}
for (uint32_t i = 0; i < node->childCount; i++) {
countVertices(model, node->children[i], vertexCount, indexCount);
}
}
static void collectVertices(ModelData* model, uint32_t nodeIndex, float** vertices, uint32_t** indices, uint32_t* baseIndex, float* parentTransform) {
ModelNode* node = &model->nodes[nodeIndex];
float m[16];
mat4_init(m, parentTransform);
if (node->hasMatrix) {
mat4_mul(m, node->transform.matrix);
} else {
float* T = node->transform.translation;
float* R = node->transform.rotation;
float* S = node->transform.scale;
mat4_translate(m, T[0], T[1], T[2]);
mat4_rotateQuat(m, R);
mat4_scale(m, S[0], S[1], S[2]);
}
uint32_t nodeBase = *baseIndex;
for (uint32_t i = 0; i < node->primitiveCount; i++) {
ModelPrimitive* primitive = &model->primitives[node->primitiveIndex + i];
ModelAttribute* positions = primitive->attributes[ATTR_POSITION];
ModelAttribute* index = primitive->indices;
if (!positions) continue;
uint32_t base = nodeBase;
// If 2 meshes in the node use the same vertex buffer, don't add the vertices twice
for (uint32_t j = 0; j < i; j++) {
if (model->primitives[node->primitiveIndex + j].attributes[ATTR_POSITION] == positions) {
break;
} else {
base += model->primitives[node->primitiveIndex + j].attributes[ATTR_POSITION]->count;
}
}
if (base == *baseIndex) {
char* data = (char*) model->buffers[positions->buffer].data + positions->offset;
size_t stride = positions->stride == 0 ? 3 * sizeof(float) : positions->stride;
for (uint32_t j = 0; j < positions->count; j++) {
float v[3];
memcpy(v, data, 3 * sizeof(float));
mat4_mulPoint(m, v);
vec3_init(*vertices, v);
*vertices += 3;
data += stride;
}
*baseIndex += positions->count;
}
if (indices && index) {
lovrAssert(index->type == U16 || index->type == U32, "Unreachable");
char* data = (char*) model->buffers[index->buffer].data + index->offset;
size_t stride = index->stride == 0 ? (index->type == U16 ? 2 : 4) : index->stride;
for (uint32_t j = 0; j < index->count; j++) {
**indices = (index->type == U16 ? ((uint32_t) *(uint16_t*) data) : *(uint32_t*) data) + base;
*indices += 1;
data += stride;
}
} else {
for (uint32_t j = 0; j < positions->count; j++) {
**indices = j + base;
*indices += 1;
}
}
}
for (uint32_t i = 0; i < node->childCount; i++) {
collectVertices(model, node->children[i], vertices, indices, baseIndex, m);
}
}
void lovrModelDataGetTriangles(ModelData* model, float** vertices, uint32_t** indices, uint32_t* vertexCount, uint32_t* indexCount) {
if (model->totalVertexCount == 0) {
countVertices(model, model->rootNode, &model->totalVertexCount, &model->totalIndexCount);
}
if (vertices && !model->vertices) {
uint32_t* tempIndices;
uint32_t baseIndex = 0;
model->vertices = lovrMalloc(model->totalVertexCount * 3 * sizeof(float));
model->indices = lovrMalloc(model->totalIndexCount * sizeof(uint32_t));
*vertices = model->vertices;
tempIndices = model->indices;
collectVertices(model, model->rootNode, vertices, &tempIndices, &baseIndex, (float[16]) MAT4_IDENTITY);
}
if (vertexCount) *vertexCount = model->totalVertexCount;
if (indexCount) *indexCount = model->totalIndexCount;
if (vertices) *vertices = model->vertices;
if (indices) *indices = model->indices;
}