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Syoyo Fujita 2026e03fab Add how to compile doc. 2017-11-27 01:01:06 +09:00
130 changed files with 9530 additions and 71031 deletions
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blank_issues_enabled: false
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---
name: Issue report
about: Create a report
title: ''
labels: ''
assignees: ''
---
**Describe the issue**
A clear and concise description of what the issue is.
**To Reproduce**
- OS
- Compiler, compiler version, compile options
- Please attach minimal and reproducible .glTF file if you got an issue related to .glTF data
**Expected behaviour**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
Add any other context about the problem here.
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name: C/C++ CI
on: [push, pull_request]
jobs:
# compile with older gcc4.8
build-gcc48:
runs-on: ubuntu-18.04
name: Build with gcc 4.8
steps:
- name: Checkout
uses: actions/checkout@v1
- name: Build
run: |
sudo apt-get update
sudo apt-get install -y build-essential
sudo apt-get install -y gcc-4.8 g++-4.8
g++-4.8 -std=c++11 -o loader_example loader_example.cc
- name: NoexceptBuild
run: |
g++-4.8 -DTINYGLTF_NOEXCEPTION -std=c++11 -o loader_example loader_example.cc
- name: RapidjsonBuild
run: |
git clone https://github.com/Tencent/rapidjson
g++-4.8 -DTINYGLTF_USE_RAPIDJSON -I./rapidjson/include/rapidjson -std=c++11 -o loader_example loader_example.cc
# compile with mingw gcc cross
build-mingw-cross:
runs-on: ubuntu-18.04
name: Build with MinGW gcc cross
steps:
- name: Checkout
uses: actions/checkout@v1
- name: Build
run: |
sudo apt-get update
sudo apt-get install -y build-essential
sudo apt-get install -y mingw-w64
x86_64-w64-mingw32-g++ -std=c++11 -o loader_example loader_example.cc
# Windows(x64) + Visual Studio 2019 build
build-windows-msvc:
runs-on: windows-latest
name: Build for Windows(x64, MSVC)
# Use system installed cmake
# https://help.github.com/en/actions/reference/software-installed-on-github-hosted-runners
steps:
- name: Checkout
uses: actions/checkout@v1
- name: Configure
run: |
mkdir build
cd build
cmake -G "Visual Studio 16 2019" -DTINYGLTF_BUILD_LOADER_EXAMPLE=On -DTINYGLTF_BUILD_GL_EXAMPLES=Off -DTINYGLTF_BUILD_VALIDATOR_EXAMPLE=On ..
cd ..
- name: Build
run: cmake --build build --config Release
build-linux:
runs-on: ubuntu-latest
name: Buld with gcc
steps:
- uses: actions/checkout@v2
- name: build
run: |
g++ -std=c++11 -o loader_example loader_example.cc
- name: test
run: |
./loader_example models/Cube/Cube.gltf
- name: tests
run: |
cd tests
g++ -I../ -std=c++11 -g -O0 -o tester tester.cc
./tester
cd ..
- name: noexcept_tests
run: |
cd tests
g++ -DTINYGLTF_NOEXCEPTION -I../ -std=c++11 -g -O0 -o tester_noexcept tester.cc
./tester_noexcept
cd ..
build-rapidjson-linux:
runs-on: ubuntu-latest
name: Buld with gcc + rapidjson
steps:
- uses: actions/checkout@v2
- name: build
run: |
git clone https://github.com/Tencent/rapidjson
g++ -v
g++ -DTINYGLTF_USE_RAPIDJSON -I./rapidjson/include/rapidjson -std=c++11 -o loader_example loader_example.cc
- name: loader_example_test
run: |
./loader_example models/Cube/Cube.gltf
- name: tests
run: |
cd tests
g++ -DTINYGLTF_USE_RAPIDJSON -I../rapidjson/include/rapidjson -I../ -std=c++11 -g -O0 -o tester tester.cc
./tester
cd ..
- name: noexcept_tests
run: |
cd tests
g++ -DTINYGLTF_USE_RAPIDJSON -I../rapidjson/include/rapidjson -DTINYGLTF_NOEXCEPTION -I../ -std=c++11 -g -O0 -o tester_noexcept tester.cc
./tester_noexcept
cd ..
# Cross-compile for aarch64 linux target
build-cross-aarch64:
runs-on: ubuntu-18.04
name: Build on cross aarch64
steps:
- name: Checkout
uses: actions/checkout@v1
- name: Build
run: |
sudo apt-get update
sudo apt-get install -y build-essential
sudo apt-get install -y gcc-8-aarch64-linux-gnu g++-8-aarch64-linux-gnu
git clone https://github.com/Tencent/rapidjson
aarch64-linux-gnu-g++-8 -DTINYGLTF_USE_RAPIDJSON -I./rapidjson/include/rapidjson -std=c++11 -g -O0 -o loader_example loader_example.cc
# macOS clang
build-macos:
runs-on: macos-latest
name: Build on macOS
steps:
- name: Checkout
uses: actions/checkout@v1
- name: Build
run: |
clang++ -std=c++11 -g -O0 -o loader_example loader_example.cc
./loader_example models/Cube/Cube.gltf
git clone https://github.com/Tencent/rapidjson
clang++ -DTINYGLTF_USE_RAPIDJSON -I./rapidjson/include/rapidjson -std=c++11 -g -O0 -o loader_example loader_example.cc
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# CMake
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
Makefile
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
#Files created by the CI scripts (downloading and installing premake)
premake5
premake5.tar.gz
#built examples
/examples/raytrace/bin/
#visual studio files
*.sln
*.vcxproj*
.vs
#binary directories
bin/
obj/
#runtime gui config
imgui.ini
#visual stuido code
.vscode
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
loader_example
tests/tester
tests/tester_noexcept
tests/issue-97.gltf
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#!/bin/bash
if [[ "$TRAVIS_OS_NAME" == "osx" ]]
then
brew upgrade
curl -o premake5.tar.gz https://github.com/premake/premake-core/releases/download/v5.0.0-alpha12/premake-5.0.0-alpha12-macosx.tar.gz
else
wget https://github.com/premake/premake-core/releases/download/v5.0.0-alpha12/premake-5.0.0-alpha12-linux.tar.gz -O premake5.tar.gz
fi
tar xzf premake5.tar.gz
+7 -26
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@@ -7,15 +7,15 @@ matrix:
sources:
- george-edison55-precise-backports
- ubuntu-toolchain-r-test
- llvm-toolchain-trusty-3.9
- llvm-toolchain-precise-3.7
packages:
- g++-4.9
- clang-3.9
- clang-3.7
compiler: clang
env: COMPILER_VERSION=3.9 BUILD_TYPE=Debug
env: COMPILER_VERSION=3.7 BUILD_TYPE=Debug
- addons: *1
compiler: clang
env: COMPILER_VERSION=3.9 BUILD_TYPE=Release
env: COMPILER_VERSION=3.7 BUILD_TYPE=Release
- addons: &2
apt:
sources:
@@ -30,34 +30,15 @@ matrix:
env: COMPILER_VERSION=4.9 BUILD_TYPE=Release EXTRA_CXXFLAGS="-fsanitize=address"
- addons: *1
compiler: clang
env: COMPILER_VERSION=3.9 BUILD_TYPE=Debug CFLAGS="-O0" CXXFLAGS="-O0"
- addons: &3
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-4.8
compiler: gcc
env: COMPILER_VERSION=4.8 BUILD_TYPE=Debug
- addons: *3
compiler: gcc
env: COMPILER_VERSION=4.8 BUILD_TYPE=Release
env: COMPILER_VERSION=3.7 BUILD_TYPE=Debug CFLAGS="-O0" CXXFLAGS="-O0"
before_install:
- ./.travis-before-install.sh
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew upgrade; fi
script:
- export CC="${CC}-${COMPILER_VERSION}"
- export CXX="${CXX}-${COMPILER_VERSION}"
- ${CC} -v
- ${CXX} ${EXTRA_CXXFLAGS} -std=c++11 -Wall -g -o loader_example loader_example.cc
- ${CXX} ${EXTRA_CXXFLAGS} -Wall -g -o loader_example loader_example.cc
- ./loader_example ./models/Cube/Cube.gltf
- cd tests
- clang++ -v
- make
- ./tester
- ./tester_noexcept
- cd ../examples/raytrace
- ../../premake5 gmake
- make
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cmake_minimum_required(VERSION 3.6)
PROJECT (tinygltf)
SET(CMAKE_CXX_STANDARD 11)
option(TINYGLTF_BUILD_LOADER_EXAMPLE "Build loader_example" ON)
option(TINYGLTF_BUILD_GL_EXAMPLES "Build GL exampels(requires glfw, OpenGL, etc)" OFF)
option(TINYGLTF_BUILD_VALIDATOR_EXAMPLE "Build validator example" OFF)
option(TINYGLTF_BUILD_BUILDER_EXAMPLE "Build glTF builder example" OFF)
if (TINYGLTF_BUILD_LOADER_EXAMPLE)
ADD_EXECUTABLE ( loader_example
loader_example.cc
)
endif (TINYGLTF_BUILD_LOADER_EXAMPLE)
if (TINYGLTF_BUILD_GL_EXAMPLES)
ADD_SUBDIRECTORY ( examples/gltfutil )
ADD_SUBDIRECTORY ( examples/glview )
endif (TINYGLTF_BUILD_GL_EXAMPLES)
if (TINYGLTF_BUILD_VALIDATOR_EXAMPLE)
ADD_SUBDIRECTORY ( examples/validator )
endif (TINYGLTF_BUILD_VALIDATOR_EXAMPLE)
if (TINYGLTF_BUILD_BUILDER_EXAMPLE)
ADD_SUBDIRECTORY ( examples/build-gltf )
endif (TINYGLTF_BUILD_BUILDER_EXAMPLE)
#
# TinuGLTF is a header-only library, so no library build. just install header files.
#
INSTALL ( FILES
json.hpp
stb_image.h
stb_image_write.h
tiny_gltf.h
DESTINATION
include
)
INSTALL ( FILES
cmake/TinyGLTFConfig.cmake
DESTINATION
cmake
)
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MIT License
Copyright (c) 2017 Syoyo Fujita, Aurélien Chatelain and many contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Use this for strict compilation check(will work on clang 3.8+)
#EXTRA_CXXFLAGS := -fsanitize=address -Wall -Werror -Weverything -Wno-c++11-long-long -Wno-c++98-compat
# With draco
# EXTRA_CXXFLAGS := -I../draco/src/ -I../draco/build -DTINYGLTF_ENABLE_DRACO -L../draco/build
# EXTRA_LINKFLAGS := -L../draco/build/ -ldracodec -ldraco
#EXTRA_CXXFLAGS := -fsanitize=address -Wall -Werror -Weverything -Wno-c++11-long-long -DTINYGLTF_APPLY_CLANG_WEVERYTHING
all:
clang++ $(EXTRA_CXXFLAGS) -std=c++11 -g -O0 -o loader_example loader_example.cc $(EXTRA_LINKFLAGS)
clang++ $(EXTRA_CXXFLAGS) -g -O0 -o loader_example loader_example.cc
lint:
deps/cpplint.py tiny_gltf.h
./cpplint.py tiny_gltf_loader.h
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# Header only C++ tiny glTF library(loader/saver).
`TinyGLTF` is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
`TinyGLTF` uses Niels Lohmann's json library(https://github.com/nlohmann/json), so now it requires C++11 compiler.
If you are looking for old, C++03 version, please use `devel-picojson` branch(but not maintained anymore).
`TinyGLTF` is a header only C++ glTF 2.0 https://github.com/KhronosGroup/glTF library.
## Status
- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
- v2.1.0 release(Draco support)
- v2.0.0 release(22 Aug, 2018)!
### Branches
* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson)
Work in process(`devel` branch). Very near to release, but need more tests and examples.
## Builds
@@ -23,89 +12,43 @@ If you are looking for old, C++03 version, please use `devel-picojson` branch(bu
[![Build status](https://ci.appveyor.com/api/projects/status/warngenu9wjjhlm8?svg=true)](https://ci.appveyor.com/project/syoyo/tinygltf)
![C/C++ CI](https://github.com/syoyo/tinygltf/workflows/C/C++%20CI/badge.svg)
## Features
* Written in portable C++. C++-11 with STL dependency only.
* Written in portable C++. C++-03 with STL dependency only.
* [x] macOS + clang(LLVM)
* [x] iOS + clang
* [x] Linux + gcc/clang
* [x] Windows + MinGW
* [x] Windows + Visual Studio 2015 Update 3 or later.
* Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile `json.hpp`.
* [x] Android NDK
* [x] Android + CrystaX(NDK drop-in replacement) GCC
* [x] Web using Emscripten(LLVM)
* Moderate parsing time and memory consumption.
* glTF specification v2.0.0
* [x] ASCII glTF
* [x] Load
* [x] Save
* [x] Binary glTF(GLB)
* [x] Load
* [x] Save(.bin embedded .glb)
* [x] PBR material description
* Buffers
* [x] Parse BASE64 encoded embedded buffer data(DataURI).
* [x] Parse BASE64 encoded embedded buffer fata(DataURI).
* [x] Load `.bin` file.
* Image(Using stb_image)
* [x] Parse BASE64 encoded embedded image data(DataURI).
* [x] Parse BASE64 encoded embedded image fata(DataURI).
* [x] Load external image file.
* [x] Load PNG(8bit and 16bit)
* [x] Load JPEG(8bit only)
* [x] Load BMP
* [x] Load GIF
* [x] Custom Image decoder callback(e.g. for decoding OpenEXR image)
* Morph traget
* [x] Sparse accessor
* Load glTF from memory
* Custom callback handler
* [x] Image load
* [x] Image save
* Extensions
* [x] Draco mesh decoding
* [ ] Draco mesh encoding
## Note on extension property
In extension(`ExtensionMap`), JSON number value is parsed as int or float(number) and stored as `tinygltf::Value` object. If you want a floating point value from `tinygltf::Value`, use `GetNumberAsDouble()` method.
`IsNumber()` returns true if the underlying value is an int value or a floating point value.
* [x] PNG(8bit only)
* [x] JPEG(8bit only)
* [x] BMP
* [x] GIF
## Examples
* [glview](examples/glview) : Simple glTF geometry viewer.
* [validator](examples/validator) : Simple glTF validator with JSON schema.
* [basic](examples/basic) : Basic glTF viewer with texturing support.
* [build-gltf](examples/build-gltf) : Build simple glTF scene from a scratch.
## Projects using TinyGLTF
* px_render Single header C++ Libraries for Thread Scheduling, Rendering, and so on... https://github.com/pplux/px
* Physical based rendering with Vulkan using glTF 2.0 models https://github.com/SaschaWillems/Vulkan-glTF-PBR
* GLTF loader plugin for OGRE 2.1. Support for PBR materials via HLMS/PBS https://github.com/Ybalrid/Ogre_glTF
* [TinyGltfImporter](http://doc.magnum.graphics/magnum/classMagnum_1_1Trade_1_1TinyGltfImporter.html) plugin for [Magnum](https://github.com/mosra/magnum), a lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
* [Diligent Engine](https://github.com/DiligentGraphics/DiligentEngine) - A modern cross-platform low-level graphics library and rendering framework
* Lighthouse 2: a rendering framework for real-time ray tracing / path tracing experiments. https://github.com/jbikker/lighthouse2
* [QuickLook GLTF](https://github.com/toshiks/glTF-quicklook) - quicklook plugin for macos. Also SceneKit wrapper for tinygltf.
* [GlslViewer](https://github.com/patriciogonzalezvivo/glslViewer) - live GLSL coding for MacOS and Linux
* [Vulkan-Samples](https://github.com/KhronosGroup/Vulkan-Samples) - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
* [TDME2](https://github.com/andreasdr/tdme2) - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
* [SanityEngine](https://github.com/DethRaid/SanityEngine) - A C++/D3D12 renderer focused on the personal and proessional development of its developer
* Your projects here! (Please send PR)
## TODOs
* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing.
* [ ] Mesh Compression/decompression(Open3DGC, etc)
* [x] Load Draco compressed mesh
* [ ] Save Draco compressed mesh
* [ ] Open3DGC?
* [x] Support `extensions` and `extras` property
* [ ] Write C++ code generator from json schema for robust parsing.
* [ ] Serialization
* [ ] Compression/decompression(Open3DGC, etc)
* [ ] Support `extensions` and `extras` property
* [ ] HDR image?
* [ ] OpenEXR extension through TinyEXR.
* [ ] 16bit PNG support in Serialization
* [ ] Write example and tests for `animation` and `skin`
* [ ] Write tests for `animation` and `skin`
## Licenses
@@ -113,40 +56,31 @@ TinyGLTF is licensed under MIT license.
TinyGLTF uses the following third party libraries.
* json.hpp : Copyright (c) 2013-2017 Niels Lohmann. MIT license.
* picojson.h : Copyright 2009-2010 Cybozu Labs, Inc. Copyright 2011-2014 Kazuho Oku
* base64 : Copyright (C) 2004-2008 René Nyffenegger
* stb_image.h : v2.08 - public domain image loader - [Github link](https://github.com/nothings/stb/blob/master/stb_image.h)
* stb_image_write.h : v1.09 - public domain image writer - [Github link](https://github.com/nothings/stb/blob/master/stb_image_write.h)
* stb_image.h : v2.08 - public domain image loader - http://nothings.org/stb_image.h
## Build and example
Copy `stb_image.h`, `stb_image_write.h`, `json.hpp` and `tiny_gltf.h` to your project.
Copy `stb_image.h`, `picojson.h` and `tiny_gltf.h` to your project.
### Loading glTF 2.0 model
```c++
```
// Define these only in *one* .cc file.
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
#include "tiny_gltf.h"
using namespace tinygltf;
Model model;
Model model;
TinyGLTF loader;
std::string err;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, argv[1]);
//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, argv[1]); // for binary glTF(.glb)
if (!warn.empty()) {
printf("Warn: %s\n", warn.c_str());
}
bool ret = loader.LoadASCIIFromFile(&model, &err, argv[1]);
//bool ret = loader.LoadBinaryFromFile(&model, &err, argv[1]); // for binary glTF(.glb)
if (!err.empty()) {
printf("Err: %s\n", err.c_str());
}
@@ -157,75 +91,19 @@ if (!ret) {
}
```
#### Loader options
* `TinyGLTF::SetPreserveimageChannels(bool onoff)`. `true` to preserve image channels as stored in image file for loaded image. `false` by default for backward compatibility(image channels are widen to `RGBA` 4 channels). Effective only when using builtin image loader(STB image loader).
## Compile options
* `TINYGLTF_NOEXCEPTION` : Disable C++ exception in JSON parsing. You can use `-fno-exceptions` or by defining the symbol `JSON_NOEXCEPTION` and `TINYGLTF_NOEXCEPTION` to fully remove C++ exception codes when compiling TinyGLTF.
* `TINYGLTF_NO_STB_IMAGE` : Do not load images with stb_image. Instead use `TinyGLTF::SetImageLoader(LoadimageDataFunction LoadImageData, void *user_data)` to set a callback for loading images.
* `TINYGLTF_NO_STB_IMAGE_WRITE` : Do not write images with stb_image_write. Instead use `TinyGLTF::SetImageWriter(WriteimageDataFunction WriteImageData, void *user_data)` to set a callback for writing images.
* `TINYGLTF_NO_EXTERNAL_IMAGE` : Do not try to load external image file. This option would be helpful if you do not want to load image files during glTF parsing.
* `TINYGLTF_ANDROID_LOAD_FROM_ASSETS`: Load all files from packaged app assets instead of the regular file system. **Note:** You must pass a valid asset manager from your android app to `tinygltf::asset_manager` beforehand.
* `TINYGLTF_ENABLE_DRACO`: Enable Draco compression. User must provide include path and link correspnding libraries in your project file.
* `TINYGLTF_NO_INCLUDE_JSON `: Disable including `json.hpp` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
* `TINYGLTF_NO_INCLUDE_STB_IMAGE `: Disable including `stb_image.h` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
* `TINYGLTF_NO_INCLUDE_STB_IMAGE_WRITE `: Disable including `stb_image_write.h` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
* `TINYGLTF_USE_RAPIDJSON` : Use RapidJSON as a JSON parser/serializer. RapidJSON files are not included in TinyGLTF repo. Please set an include path to RapidJSON if you enable this featrure.
* `TINYGLTF_USE_CPP14` : Use C++14 feature(requires C++14 compiler). This may give better performance than C++11.
### Saving gltTF 2.0 model
* Buffers.
* [x] To file
* [x] Embedded
* [ ] Draco compressed?
* [x] Images
* [x] To file
* [x] Embedded
* Binary(.glb)
* [x] .bin embedded single .glb
* [ ] External .bin
T.B.W.
## Running tests.
### glTF parsing test
#### Setup
### Setup
Python 2.6 or 2.7 required.
Git clone https://github.com/KhronosGroup/glTF-Sample-Models to your local dir.
#### Run parsing test
### Run test
After building `loader_example`, edit `test_runner.py`, then,
```bash
$ python test_runner.py
```
### Unit tests
```bash
$ cd tests
$ make
$ ./tester
$ ./tester_noexcept
```
### Fuzzing tests
See `tests/fuzzer` for details.
After running fuzzer on Ryzen9 3950X a week, at least `LoadASCIIFromString` looks safe except for out-of-memory error in Fuzzer.
We may be better to introduce bounded memory size checking when parsing glTF data.
## Third party licenses
* json.hpp : Licensed under the MIT License <http://opensource.org/licenses/MIT>. Copyright (c) 2013-2017 Niels Lohmann <http://nlohmann.me>.
* stb_image : Public domain.
* catch : Copyright (c) 2012 Two Blue Cubes Ltd. All rights reserved. Distributed under the Boost Software License, Version 1.0.
* RapidJSON : Copyright (C) 2015 THL A29 Limited, a Tencent company, and Milo Yip. All rights reserved. http://rapidjson.org/
* dlib(uridecode, uriencode) : Copyright (C) 2003 Davis E. King Boost Software License 1.0. http://dlib.net/dlib/server/server_http.cpp.html
$ python test_runner.py
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@@ -1,8 +1,5 @@
version: 0.9.{build}
image:
- Visual Studio 2015
# scripts that runs after repo cloning.
install:
- vcsetup.bat
@@ -13,6 +10,3 @@ configuration: Release
build:
parallel: true
project: TinyGLTFSolution.sln
after_build:
- examples.bat
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@@ -1,15 +0,0 @@
# -*- cmake -*-
# - Find TinyGLTF
# TinyGLTF_INCLUDE_DIR TinyGLTF's include directory
FIND_PACKAGE ( PackageHandleStandardArgs )
SET ( TinyGLTF_INCLUDE_DIR "${TinyGLTF_DIR}/../include" CACHE STRING "TinyGLTF include directory")
FIND_FILE ( TinyGLTF_HEADER tiny_gltf.h PATHS ${TinyGLTF_INCLUDE_DIR} )
IF (NOT TinyGLTF_HEADER)
MESSAGE ( FATAL_ERROR "Unable to find tiny_gltf.h, TinyGLTF_INCLUDE_DIR = ${TinyGLTF_INCLUDE_DIR}")
ENDIF ()
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cd examples\raytrace
..\..\tools\windows\premake5.exe vs2015
msbuild NanoSGSolution.sln /property:Configuration=Release
-8
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@@ -1,8 +0,0 @@
.vs
Debug
Release
x64
packages
!*.sln
!*.vcxproj*
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# Basic glTF viewer
## Requirements
* glew
* glfw3
* premake5(linux)
* OpenGL 3.3+ GPU
## Build on Linux and macOS
```
$ premake5 gmake
$ make
```
## Build on Visual Studio
Plese use solution file located at `basic` folder.
## Limitation
There are so many limitations in this example(e.g. no PBR shader. the shader only shows texture of textures[0] if available).
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28010.2050
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "basic", "basic.vcxproj", "{0589AC44-0CF3-40D8-8D89-68393CFD40F3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Debug|x64.ActiveCfg = Debug|x64
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Debug|x64.Build.0 = Debug|x64
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Debug|x86.ActiveCfg = Debug|Win32
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Debug|x86.Build.0 = Debug|Win32
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Release|x64.ActiveCfg = Release|x64
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Release|x64.Build.0 = Release|x64
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Release|x86.ActiveCfg = Release|Win32
{0589AC44-0CF3-40D8-8D89-68393CFD40F3}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {055E97C4-43DC-41B4-8D61-4FDDBC7B1EF7}
EndGlobalSection
EndGlobal
-159
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@@ -1,159 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>15.0</VCProjectVersion>
<ProjectGuid>{0589AC44-0CF3-40D8-8D89-68393CFD40F3}</ProjectGuid>
<RootNamespace>basic</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v142</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v142</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v142</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v142</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions);_CRT_SECURE_NO_WARNINGS</PreprocessorDefinitions>
</ClCompile>
<Link>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies);opengl32.lib</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions);_CRT_SECURE_NO_WARNINGS</PreprocessorDefinitions>
</ClCompile>
<Link>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies);opengl32.lib</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions);_CRT_SECURE_NO_WARNINGS</PreprocessorDefinitions>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies);opengl32.lib</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions);_CRT_SECURE_NO_WARNINGS</PreprocessorDefinitions>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies);opengl32.lib</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\main.cpp" />
<ClCompile Include="..\shaders.cpp" />
<ClCompile Include="..\window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\shaders.h" />
<ClInclude Include="..\window.h" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets" Condition="Exists('packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets')" />
<Import Project="packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets" Condition="Exists('packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets')" />
<Import Project="packages\glm.0.9.9.200\build\native\glm.targets" Condition="Exists('packages\glm.0.9.9.200\build\native\glm.targets')" />
</ImportGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets'))" />
<Error Condition="!Exists('packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets'))" />
<Error Condition="!Exists('packages\glm.0.9.9.200\build\native\glm.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\glm.0.9.9.200\build\native\glm.targets'))" />
</Target>
</Project>
@@ -1,39 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\window.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\shaders.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\window.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\shaders.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project>
-4
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@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
</Project>
-6
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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="glm" version="0.9.9.200" targetFramework="native" />
<package id="nupengl.core" version="0.1.0.1" targetFramework="native" />
<package id="nupengl.core.redist" version="0.1.0.1" targetFramework="native" />
</packages>
-381
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@@ -1,381 +0,0 @@
#include <fstream>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include "shaders.h"
#include "window.h"
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_NOEXCEPTION
#define JSON_NOEXCEPTION
#include "../../tiny_gltf.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
bool loadModel(tinygltf::Model &model, const char *filename) {
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
bool res = loader.LoadASCIIFromFile(&model, &err, &warn, filename);
if (!warn.empty()) {
std::cout << "WARN: " << warn << std::endl;
}
if (!err.empty()) {
std::cout << "ERR: " << err << std::endl;
}
if (!res)
std::cout << "Failed to load glTF: " << filename << std::endl;
else
std::cout << "Loaded glTF: " << filename << std::endl;
return res;
}
std::map<int, GLuint> bindMesh(std::map<int, GLuint> vbos,
tinygltf::Model &model, tinygltf::Mesh &mesh) {
for (size_t i = 0; i < model.bufferViews.size(); ++i) {
const tinygltf::BufferView &bufferView = model.bufferViews[i];
if (bufferView.target == 0) { // TODO impl drawarrays
std::cout << "WARN: bufferView.target is zero" << std::endl;
continue; // Unsupported bufferView.
/*
From spec2.0 readme:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0
... drawArrays function should be used with a count equal to
the count property of any of the accessors referenced by the
attributes property (they are all equal for a given
primitive).
*/
}
const tinygltf::Buffer &buffer = model.buffers[bufferView.buffer];
std::cout << "bufferview.target " << bufferView.target << std::endl;
GLuint vbo;
glGenBuffers(1, &vbo);
vbos[i] = vbo;
glBindBuffer(bufferView.target, vbo);
std::cout << "buffer.data.size = " << buffer.data.size()
<< ", bufferview.byteOffset = " << bufferView.byteOffset
<< std::endl;
glBufferData(bufferView.target, bufferView.byteLength,
&buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW);
}
for (size_t i = 0; i < mesh.primitives.size(); ++i) {
tinygltf::Primitive primitive = mesh.primitives[i];
tinygltf::Accessor indexAccessor = model.accessors[primitive.indices];
for (auto &attrib : primitive.attributes) {
tinygltf::Accessor accessor = model.accessors[attrib.second];
int byteStride =
accessor.ByteStride(model.bufferViews[accessor.bufferView]);
glBindBuffer(GL_ARRAY_BUFFER, vbos[accessor.bufferView]);
int size = 1;
if (accessor.type != TINYGLTF_TYPE_SCALAR) {
size = accessor.type;
}
int vaa = -1;
if (attrib.first.compare("POSITION") == 0) vaa = 0;
if (attrib.first.compare("NORMAL") == 0) vaa = 1;
if (attrib.first.compare("TEXCOORD_0") == 0) vaa = 2;
if (vaa > -1) {
glEnableVertexAttribArray(vaa);
glVertexAttribPointer(vaa, size, accessor.componentType,
accessor.normalized ? GL_TRUE : GL_FALSE,
byteStride, BUFFER_OFFSET(accessor.byteOffset));
} else
std::cout << "vaa missing: " << attrib.first << std::endl;
}
if (model.textures.size() > 0) {
// fixme: Use material's baseColor
tinygltf::Texture &tex = model.textures[0];
if (tex.source > -1) {
GLuint texid;
glGenTextures(1, &texid);
tinygltf::Image &image = model.images[tex.source];
glBindTexture(GL_TEXTURE_2D, texid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLenum format = GL_RGBA;
if (image.component == 1) {
format = GL_RED;
} else if (image.component == 2) {
format = GL_RG;
} else if (image.component == 3) {
format = GL_RGB;
} else {
// ???
}
GLenum type = GL_UNSIGNED_BYTE;
if (image.bits == 8) {
// ok
} else if (image.bits == 16) {
type = GL_UNSIGNED_SHORT;
} else {
// ???
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
format, type, &image.image.at(0));
}
}
}
return vbos;
}
// bind models
void bindModelNodes(std::map<int, GLuint> vbos, tinygltf::Model &model,
tinygltf::Node &node) {
if ((node.mesh >= 0) && (node.mesh < model.meshes.size())) {
bindMesh(vbos, model, model.meshes[node.mesh]);
}
for (size_t i = 0; i < node.children.size(); i++) {
assert((node.children[i] >= 0) && (node.children[i] < model.nodes.size()));
bindModelNodes(vbos, model, model.nodes[node.children[i]]);
}
}
GLuint bindModel(tinygltf::Model &model) {
std::map<int, GLuint> vbos;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
const tinygltf::Scene &scene = model.scenes[model.defaultScene];
for (size_t i = 0; i < scene.nodes.size(); ++i) {
assert((scene.nodes[i] >= 0) && (scene.nodes[i] < model.nodes.size()));
bindModelNodes(vbos, model, model.nodes[scene.nodes[i]]);
}
glBindVertexArray(0);
// cleanup vbos
for (size_t i = 0; i < vbos.size(); ++i) {
glDeleteBuffers(1, &vbos[i]);
}
return vao;
}
void drawMesh(tinygltf::Model &model, tinygltf::Mesh &mesh) {
for (size_t i = 0; i < mesh.primitives.size(); ++i) {
tinygltf::Primitive primitive = mesh.primitives[i];
tinygltf::Accessor indexAccessor = model.accessors[primitive.indices];
glDrawElements(primitive.mode, indexAccessor.count,
indexAccessor.componentType,
BUFFER_OFFSET(indexAccessor.byteOffset));
}
}
// recursively draw node and children nodes of model
void drawModelNodes(tinygltf::Model &model, tinygltf::Node &node) {
if ((node.mesh >= 0) && (node.mesh < model.meshes.size())) {
drawMesh(model, model.meshes[node.mesh]);
}
for (size_t i = 0; i < node.children.size(); i++) {
drawModelNodes(model, model.nodes[node.children[i]]);
}
}
void drawModel(GLuint vao, tinygltf::Model &model) {
glBindVertexArray(vao);
const tinygltf::Scene &scene = model.scenes[model.defaultScene];
for (size_t i = 0; i < scene.nodes.size(); ++i) {
drawModelNodes(model, model.nodes[scene.nodes[i]]);
}
glBindVertexArray(0);
}
void dbgModel(tinygltf::Model &model) {
for (auto &mesh : model.meshes) {
std::cout << "mesh : " << mesh.name << std::endl;
for (auto &primitive : mesh.primitives) {
const tinygltf::Accessor &indexAccessor =
model.accessors[primitive.indices];
std::cout << "indexaccessor: count " << indexAccessor.count << ", type "
<< indexAccessor.componentType << std::endl;
tinygltf::Material &mat = model.materials[primitive.material];
for (auto &mats : mat.values) {
std::cout << "mat : " << mats.first.c_str() << std::endl;
}
for (auto &image : model.images) {
std::cout << "image name : " << image.uri << std::endl;
std::cout << " size : " << image.image.size() << std::endl;
std::cout << " w/h : " << image.width << "/" << image.height
<< std::endl;
}
std::cout << "indices : " << primitive.indices << std::endl;
std::cout << "mode : "
<< "(" << primitive.mode << ")" << std::endl;
for (auto &attrib : primitive.attributes) {
std::cout << "attribute : " << attrib.first.c_str() << std::endl;
}
}
}
}
glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat) {
// Camera matrix
glm::mat4 view = glm::lookAt(
pos, // Camera in World Space
lookat, // and looks at the origin
glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
);
return view;
}
glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w,
int h) {
glm::mat4 Projection =
glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f);
// Or, for an ortho camera :
// glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f);
// // In world coordinates
glm::mat4 mvp = Projection * view_mat * model_mat;
return mvp;
}
void displayLoop(Window &window, const std::string &filename) {
Shaders shader = Shaders();
glUseProgram(shader.pid);
// grab uniforms to modify
GLuint MVP_u = glGetUniformLocation(shader.pid, "MVP");
GLuint sun_position_u = glGetUniformLocation(shader.pid, "sun_position");
GLuint sun_color_u = glGetUniformLocation(shader.pid, "sun_color");
tinygltf::Model model;
if (!loadModel(model, filename.c_str())) return;
GLuint vao = bindModel(model);
// dbgModel(model); return;
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 model_mat = glm::mat4(1.0f);
glm::mat4 model_rot = glm::mat4(1.0f);
glm::vec3 model_pos = glm::vec3(-3, 0, -3);
// generate a camera view, based on eye-position and lookAt world-position
glm::mat4 view_mat = genView(glm::vec3(2, 2, 20), model_pos);
glm::vec3 sun_position = glm::vec3(3.0, 10.0, -5.0);
glm::vec3 sun_color = glm::vec3(1.0);
while (!window.Close()) {
window.Resize();
glClearColor(0.2, 0.2, 0.2, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 trans =
glm::translate(glm::mat4(1.0f), model_pos); // reposition model
model_rot = glm::rotate(model_rot, glm::radians(0.8f),
glm::vec3(0, 1, 0)); // rotate model on y axis
model_mat = trans * model_rot;
// build a model-view-projection
GLint w, h;
glfwGetWindowSize(window.window, &w, &h);
glm::mat4 mvp = genMVP(view_mat, model_mat, 45.0f, w, h);
glUniformMatrix4fv(MVP_u, 1, GL_FALSE, &mvp[0][0]);
glUniform3fv(sun_position_u, 1, &sun_position[0]);
glUniform3fv(sun_color_u, 1, &sun_color[0]);
drawModel(vao, model);
glfwSwapBuffers(window.window);
glfwPollEvents();
}
}
static void error_callback(int error, const char *description) {
(void)error;
fprintf(stderr, "Error: %s\n", description);
}
int main(int argc, char **argv) {
std::string filename = "../../../models/Cube/Cube.gltf";
if (argc > 1) {
filename = argv[1];
}
glfwSetErrorCallback(error_callback);
if (!glfwInit()) return -1;
// Force create OpenGL 3.3
// NOTE(syoyo): Linux + NVIDIA driver segfaults for some reason? commenting out glfwWindowHint will work.
// Note (PE): On laptops with intel hd graphics card you can overcome the segfault by enabling experimental, see below (tested on lenovo thinkpad)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glewExperimental = GL_TRUE;
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
Window window = Window(800, 600, "TinyGLTF basic example");
glfwMakeContextCurrent(window.window);
#ifdef __APPLE__
// https://stackoverflow.com/questions/50192625/openggl-segmentation-fault
glewExperimental = GL_TRUE;
#endif
glewInit();
std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION)
<< std::endl;
if (!GLEW_VERSION_3_3) {
std::cerr << "OpenGL 3.3 is required to execute this app." << std::endl;
return EXIT_FAILURE;
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
displayLoop(window, filename);
glfwTerminate();
return 0;
}
-44
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@@ -1,44 +0,0 @@
solution "basic_viewer"
-- location ( "build" )
configurations { "Debug", "Release" }
platforms {"native", "x64", "x32"}
project "basic_viewer"
kind "ConsoleApp"
language "C++"
cppdialect "C++11"
files { "main.cpp", "shaders.cpp", "window.cpp" }
includedirs { "./" }
includedirs { "../../" }
includedirs { "../common/glm" }
configuration { "linux" }
linkoptions { "`pkg-config --libs glfw3`" }
links { "GL", "GLU", "m", "GLEW", "X11", "Xrandr", "Xinerama", "Xi", "Xxf86vm", "Xcursor", "dl" }
configuration { "windows" }
-- Edit path to glew and GLFW3 fit to your environment.
includedirs { "../../../../local/glew-1.13.0/include/" }
includedirs { "../../../../local/glfw-3.2.bin.WIN32/include/" }
libdirs { "../../../../local/glew-1.13.0/lib/Release/Win32/" }
libdirs { "../../../../local/glfw-3.2.bin.WIN32/lib-vc2013/" }
links { "glfw3", "gdi32", "winmm", "user32", "glew32", "glu32","opengl32", "kernel32" }
defines { "_CRT_SECURE_NO_WARNINGS" }
configuration { "macosx" }
includedirs { "/usr/local/include" }
buildoptions { "-Wno-deprecated-declarations" }
libdirs { "/usr/local/lib" }
links { "glfw", "GLEW" }
linkoptions { "-framework OpenGL", "-framework Cocoa", "-framework IOKit", "-framework CoreVideo" }
configuration "Debug"
defines { "DEBUG" }
symbols "On"
warnings "Extra"
configuration "Release"
defines { "NDEBUG" }
optimize "On"
warnings "Extra"
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-114
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@@ -1,114 +0,0 @@
#include "shaders.h"
#include <iostream>
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
std::string FragmentShaderCode =
"#version 330 core\n\
in vec3 normal;\n\
in vec3 position;\n\
in vec2 texcoord;\n\
\n\
uniform sampler2D tex;\n\
uniform vec3 sun_position; \n\
uniform vec3 sun_color; \n\
\n\
out vec4 color;\n\
void main() {\n\
float lum = max(dot(normal, normalize(sun_position)), 0.0);\n\
color = texture(tex, texcoord) * vec4((0.3 + 0.7 * lum) * sun_color, 1.0);\n\
}\n\
";
std::string VertexShaderCode =
"#version 330 core\n\
layout(location = 0) in vec3 in_vertex;\n\
layout(location = 1) in vec3 in_normal;\n\
layout(location = 2) in vec2 in_texcoord;\n\
\n\
uniform mat4 MVP;\n\
\n\
out vec3 normal;\n\
out vec3 position;\n\
out vec2 texcoord;\n\
\n\
void main(){\n\
gl_Position = MVP * vec4(in_vertex, 1);\n\
position = gl_Position.xyz;\n\
normal = normalize(mat3(MVP) * in_normal);\n\
position = in_vertex;\n\
texcoord = in_texcoord;\n\
}";
Shaders::Shaders()
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
this->pid = ProgramID;
}
Shaders::~Shaders()
{
}
-13
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@@ -1,13 +0,0 @@
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
class Shaders
{
public:
GLuint pid;
Shaders();
~Shaders();
};
-27
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@@ -1,27 +0,0 @@
#include "window.h"
Window::Window(int x, int y, const char* title)
{
GLFWwindow* window = glfwCreateWindow(x, y, title, NULL, NULL);
this->window = window;
}
Window::~Window()
{
glfwDestroyWindow(this->window);
}
void Window::Resize()
{
GLint w, h;
glfwGetWindowSize(this->window, &w, &h);
glViewport(0, 0, w, h);
}
int Window::Close()
{
return glfwWindowShouldClose(this->window);
}
-15
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@@ -1,15 +0,0 @@
#pragma once
#include <GLFW/glfw3.h>
class Window
{
public:
GLFWwindow* window;
Window(int x, int y, const char* title);
~Window();
void Resize();
int Close();
};
-2
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@@ -1,2 +0,0 @@
all:
$(CXX) -o create_triangle_gltf -I../../ create_triangle_gltf.cpp
@@ -1,121 +0,0 @@
// An example of how to generate a gltf file from scratch. This example
// was translated from the pygltlib documentation in the pypi project page,
// which in turn is based on the Khronos Sample Models at:
//
// https://github.com/KhronosGroup/glTF-Sample-Models
//
// This example is released under the MIT license.
//
// 2021-02-25 Thu
// Dov Grobgeld <dov.grobgeld@gmail.com>
// Define these only in *one* .cc file.
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
#include "tiny_gltf.h"
int main(int argc, char **argv)
{
// Create a model with a single mesh and save it as a gltf file
tinygltf::Model m;
tinygltf::Scene scene;
tinygltf::Mesh mesh;
tinygltf::Primitive primitive;
tinygltf::Node node;
tinygltf::Buffer buffer;
tinygltf::BufferView bufferView1;
tinygltf::BufferView bufferView2;
tinygltf::Accessor accessor1;
tinygltf::Accessor accessor2;
tinygltf::Asset asset;
// This is the raw data buffer.
buffer.data = {
// 6 bytes of indices and two bytes of padding
0x00,0x00,0x01,0x00,0x02,0x00,0x00,0x00,
// 36 bytes of floating point numbers
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x80,0x3f,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x80,0x3f,
0x00,0x00,0x00,0x00};
// "The indices of the vertices (ELEMENT_ARRAY_BUFFER) take up 6 bytes in the
// start of the buffer.
bufferView1.buffer = 0;
bufferView1.byteOffset=0;
bufferView1.byteLength=6;
bufferView1.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
// The vertices take up 36 bytes (3 vertices * 3 floating points * 4 bytes)
// at position 8 in the buffer and are of type ARRAY_BUFFER
bufferView2.buffer = 0;
bufferView2.byteOffset=8;
bufferView2.byteLength=36;
bufferView2.target = TINYGLTF_TARGET_ARRAY_BUFFER;
// Describe the layout of bufferView1, the indices of the vertices
accessor1.bufferView = 0;
accessor1.byteOffset = 0;
accessor1.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
accessor1.count = 3;
accessor1.type = TINYGLTF_TYPE_SCALAR;
accessor1.maxValues.push_back(2);
accessor1.minValues.push_back(0);
// Describe the layout of bufferView2, the vertices themself
accessor2.bufferView = 1;
accessor2.byteOffset = 0;
accessor2.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
accessor2.count = 3;
accessor2.type = TINYGLTF_TYPE_VEC3;
accessor2.maxValues = {1.0, 1.0, 0.0};
accessor2.minValues = {0.0, 0.0, 0.0};
// Build the mesh primitive and add it to the mesh
primitive.indices = 0; // The index of the accessor for the vertex indices
primitive.attributes["POSITION"] = 1; // The index of the accessor for positions
primitive.material = 0;
primitive.mode = TINYGLTF_MODE_TRIANGLES;
mesh.primitives.push_back(primitive);
// Other tie ups
node.mesh = 0;
scene.nodes.push_back(0); // Default scene
// Define the asset. The version is required
asset.version = "2.0";
asset.generator = "tinygltf";
// Now all that remains is to tie back all the loose objects into the
// our single model.
m.scenes.push_back(scene);
m.meshes.push_back(mesh);
m.nodes.push_back(node);
m.buffers.push_back(buffer);
m.bufferViews.push_back(bufferView1);
m.bufferViews.push_back(bufferView2);
m.accessors.push_back(accessor1);
m.accessors.push_back(accessor2);
m.asset = asset;
// Create a simple material
tinygltf::Material mat;
mat.pbrMetallicRoughness.baseColorFactor = {1.0f, 0.9f, 0.9f, 1.0f};
mat.doubleSided = true;
m.materials.push_back(mat);
// Save it to a file
tinygltf::TinyGLTF gltf;
gltf.WriteGltfSceneToFile(&m, "triangle.gltf",
true, // embedImages
true, // embedBuffers
true, // pretty print
false); // write binary
exit(0);
}
-21
View File
@@ -1,21 +0,0 @@
Copyright (c) 2005-2018 Lode Vandevenne
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
+253 -358
View File
@@ -21,9 +21,7 @@
// SOFTWARE.
#include "imgui.h"
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include "ImGuizmo.h"
@@ -67,8 +65,6 @@ namespace ImGuizmo
//template <typename T> T LERP(T x, T y, float z) { return (x + (y - x)*z); }
template <typename T> T Clamp(T x, T y, T z) { return ((x<y) ? y : ((x>z) ? z : x)); }
template <typename T> T max(T x, T y) { return (x > y) ? x : y; }
template <typename T> T min(T x, T y) { return (x < y) ? x : y; }
template <typename T> bool IsWithin(T x, T y, T z) { return (x>=y) && (x<=z); }
struct matrix_t;
struct vec_t
@@ -90,7 +86,7 @@ namespace ImGuizmo
vec_t& operator -= (const vec_t& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; }
vec_t& operator += (const vec_t& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; }
vec_t& operator *= (const vec_t& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; }
vec_t& operator *= (float v) { x *= v; y *= v; z *= v; w *= v; return *this; }
vec_t& operator *= (float v) { x *= v; y *= v; z *= v; w *= v; return *this; }
vec_t operator * (float f) const;
vec_t operator - () const;
@@ -103,7 +99,7 @@ namespace ImGuizmo
float LengthSq() const { return (x*x + y*y + z*z); };
vec_t Normalize() { (*this) *= (1.f / Length()); return (*this); }
vec_t Normalize(const vec_t& v) { this->Set(v.x, v.y, v.z, v.w); this->Normalize(); return (*this); }
vec_t Abs() const;
vec_t Abs() const;
void Cross(const vec_t& v)
{
vec_t res;
@@ -151,6 +147,7 @@ namespace ImGuizmo
vec_t vec_t::operator + (const vec_t& v) const { return makeVect(x + v.x, y + v.y, z + v.z, w + v.w); }
vec_t vec_t::operator * (const vec_t& v) const { return makeVect(x * v.x, y * v.y, z * v.z, w * v.w); }
vec_t vec_t::Abs() const { return makeVect(fabsf(x), fabsf(y), fabsf(z)); }
ImVec2 operator+ (const ImVec2& a, const ImVec2& b) { return ImVec2(a.x + b.x, a.y + b.y); }
vec_t Normalized(const vec_t& v) { vec_t res; res = v; res.Normalize(); return res; }
vec_t Cross(const vec_t& v1, const vec_t& v2)
@@ -191,7 +188,7 @@ namespace ImGuizmo
{
vec_t right, up, dir, position;
} v;
vec_t component[4];
vec_t component[4];
};
matrix_t(const matrix_t& other) { memcpy(&m16[0], &other.m16[0], sizeof(float) * 16); }
@@ -494,7 +491,7 @@ namespace ImGuizmo
SCALE_Y,
SCALE_Z,
SCALE_XYZ,
BOUNDS
BOUNDS
};
struct Context
@@ -523,7 +520,6 @@ namespace ImGuizmo
vec_t mRayOrigin;
vec_t mRayVector;
float mRadiusSquareCenter;
ImVec2 mScreenSquareCenter;
ImVec2 mScreenSquareMin;
ImVec2 mScreenSquareMax;
@@ -555,25 +551,23 @@ namespace ImGuizmo
bool mBelowPlaneLimit[3];
float mAxisFactor[3];
// bounds stretching
vec_t mBoundsPivot;
vec_t mBoundsAnchor;
vec_t mBoundsPlan;
vec_t mBoundsLocalPivot;
int mBoundsBestAxis;
int mBoundsAxis[2];
bool mbUsingBounds;
matrix_t mBoundsMatrix;
// bounds stretching
vec_t mBoundsPivot;
vec_t mBoundsAnchor;
vec_t mBoundsPlan;
vec_t mBoundsLocalPivot;
int mBoundsBestAxis;
int mBoundsAxis[2];
bool mbUsingBounds;
matrix_t mBoundsMatrix;
//
int mCurrentOperation;
float mX = 0.f;
float mY = 0.f;
float mWidth = 0.f;
float mHeight = 0.f;
float mXMax = 0.f;
float mYMax = 0.f;
float mX = 0.f;
float mY = 0.f;
float mWidth = 0.f;
float mHeight = 0.f;
};
static Context gContext;
@@ -583,11 +577,7 @@ namespace ImGuizmo
static const vec_t directionUnary[3] = { makeVect(1.f, 0.f, 0.f), makeVect(0.f, 1.f, 0.f), makeVect(0.f, 0.f, 1.f) };
static const ImU32 directionColor[3] = { 0xFF0000AA, 0xFF00AA00, 0xFFAA0000 };
// Alpha: 100%: FF, 87%: DE, 70%: B3, 54%: 8A, 50%: 80, 38%: 61, 12%: 1F
static const ImU32 planeBorderColor[3] = { 0xFFAA0000, 0xFF0000AA, 0xFF00AA00 };
static const ImU32 planeColor[3] = { 0x610000AA, 0x6100AA00, 0x61AA0000 };
static const ImU32 selectionColor = 0x8A1080FF;
static const ImU32 selectionColor = 0xFF1080FF;
static const ImU32 inactiveColor = 0x99999999;
static const ImU32 translationLineColor = 0xAAAAAAAA;
static const char *translationInfoMask[] = { "X : %5.3f", "Y : %5.3f", "Z : %5.3f", "X : %5.3f Y : %5.3f", "Y : %5.3f Z : %5.3f", "X : %5.3f Z : %5.3f", "X : %5.3f Y : %5.3f Z : %5.3f" };
@@ -608,16 +598,18 @@ namespace ImGuizmo
static ImVec2 worldToPos(const vec_t& worldPos, const matrix_t& mat)
{
//ImGuiIO& io = ImGui::GetIO();
vec_t trans;
trans.TransformPoint(worldPos, mat);
trans *= 0.5f / trans.w;
trans += makeVect(0.5f, 0.5f);
trans.y = 1.f - trans.y;
trans.x *= gContext.mWidth;
trans.y *= gContext.mHeight;
trans.x += gContext.mX;
trans.y += gContext.mY;
return ImVec2(trans.x, trans.y);
trans.x *= gContext.mWidth;
trans.y *= gContext.mHeight;
trans.x += gContext.mX;
trans.y += gContext.mY;
return ImVec2(trans.x, trans.y);
}
static void ComputeCameraRay(vec_t &rayOrigin, vec_t &rayDir)
@@ -627,9 +619,9 @@ namespace ImGuizmo
matrix_t mViewProjInverse;
mViewProjInverse.Inverse(gContext.mViewMat * gContext.mProjectionMat);
float mox = ((io.MousePos.x - gContext.mX) / gContext.mWidth) * 2.f - 1.f;
float moy = (1.f - ((io.MousePos.y - gContext.mY) / gContext.mHeight)) * 2.f - 1.f;
float mox = ((io.MousePos.x - gContext.mX) / gContext.mWidth) * 2.f - 1.f;
float moy = (1.f - ((io.MousePos.y - gContext.mY) / gContext.mHeight)) * 2.f - 1.f;
rayOrigin.Transform(makeVect(mox, moy, 0.f, 1.f), mViewProjInverse);
rayOrigin *= 1.f / rayOrigin.w;
vec_t rayEnd;
@@ -649,38 +641,23 @@ namespace ImGuizmo
return -(numer / denom);
}
static bool IsInContextRect( ImVec2 p )
{
return IsWithin( p.x, gContext.mX, gContext.mXMax ) && IsWithin(p.y, gContext.mY, gContext.mYMax );
}
void SetRect(float x, float y, float width, float height)
{
gContext.mX = x;
gContext.mY = y;
gContext.mWidth = width;
gContext.mHeight = height;
gContext.mXMax = gContext.mX + gContext.mWidth;
gContext.mYMax = gContext.mY + gContext.mXMax;
}
void SetDrawlist()
{
gContext.mDrawList = ImGui::GetWindowDrawList();
gContext.mX = x;
gContext.mY = y;
gContext.mWidth = width;
gContext.mHeight = height;
}
void BeginFrame()
{
ImGuiIO& io = ImGui::GetIO();
const ImU32 flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus;
ImGui::SetNextWindowSize(io.DisplaySize);
ImGui::Begin("gizmo", NULL, io.DisplaySize, 0, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus);
gContext.mDrawList = ImGui::GetWindowDrawList();
ImGui::PushStyleColor(ImGuiCol_WindowBg, 0);
ImGui::Begin("gizmo", NULL, flags);
gContext.mDrawList = ImGui::GetWindowDrawList();
ImGui::End();
ImGui::PopStyleColor();
}
bool IsUsing()
@@ -696,11 +673,11 @@ namespace ImGuizmo
void Enable(bool enable)
{
gContext.mbEnable = enable;
if (!enable)
{
gContext.mbUsing = false;
gContext.mbUsingBounds = false;
}
if (!enable)
{
gContext.mbUsing = false;
gContext.mbUsingBounds = false;
}
}
static float GetUniform(const vec_t& position, const matrix_t& mat)
@@ -761,8 +738,7 @@ namespace ImGuizmo
{
int colorPlaneIndex = (i + 2) % 3;
colors[i + 1] = (type == (int)(MOVE_X + i)) ? selectionColor : directionColor[i];
colors[i + 4] = (type == (int)(MOVE_XY + i)) ? selectionColor : planeColor[colorPlaneIndex];
colors[i + 4] = (type == MOVE_SCREEN) ? selectionColor : colors[i + 4];
colors[i + 4] = (type == (int)(MOVE_XY + i)) ? selectionColor : directionColor[colorPlaneIndex];
}
break;
case ROTATE:
@@ -775,6 +751,8 @@ namespace ImGuizmo
for (int i = 0; i < 3; i++)
colors[i + 1] = (type == (int)(SCALE_X + i)) ? selectionColor : directionColor[i];
break;
default:
break;
}
}
else
@@ -870,6 +848,7 @@ namespace ImGuizmo
static void DrawRotationGizmo(int type)
{
ImDrawList* drawList = gContext.mDrawList;
//ImGuiIO& io = ImGui::GetIO();
// colors
ImU32 colors[7];
@@ -878,7 +857,6 @@ namespace ImGuizmo
vec_t cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye);
cameraToModelNormalized.TransformVector(gContext.mModelInverse);
gContext.mRadiusSquareCenter = screenRotateSize * gContext.mHeight;
for (int axis = 0; axis < 3; axis++)
{
ImVec2 circlePos[halfCircleSegmentCount];
@@ -892,14 +870,9 @@ namespace ImGuizmo
vec_t pos = makeVect(axisPos[axis], axisPos[(axis+1)%3], axisPos[(axis+2)%3]) * gContext.mScreenFactor;
circlePos[i] = worldToPos(pos, gContext.mMVP);
}
float radiusAxis = sqrtf( (ImLengthSqr(worldToPos(gContext.mModel.v.position, gContext.mViewProjection) - circlePos[0]) ));
if(radiusAxis > gContext.mRadiusSquareCenter)
gContext.mRadiusSquareCenter = radiusAxis;
drawList->AddPolyline(circlePos, halfCircleSegmentCount, colors[3 - axis], false, 2);
drawList->AddPolyline(circlePos, halfCircleSegmentCount, colors[3 - axis], false, 2, true);
}
drawList->AddCircle(worldToPos(gContext.mModel.v.position, gContext.mViewProjection), gContext.mRadiusSquareCenter, colors[0], 64, 3.f);
drawList->AddCircle(worldToPos(gContext.mModel.v.position, gContext.mViewProjection), screenRotateSize * gContext.mHeight, colors[0], 64);
if (gContext.mbUsing)
{
@@ -916,8 +889,8 @@ namespace ImGuizmo
pos *= gContext.mScreenFactor;
circlePos[i] = worldToPos(pos + gContext.mModel.v.position, gContext.mViewProjection);
}
drawList->AddConvexPolyFilled(circlePos, halfCircleSegmentCount, 0x801080FF);
drawList->AddPolyline(circlePos, halfCircleSegmentCount, 0xFF1080FF, true, 2);
drawList->AddConvexPolyFilled(circlePos, halfCircleSegmentCount, 0x801080FF, true);
drawList->AddPolyline(circlePos, halfCircleSegmentCount, 0xFF1080FF, true, 2, true);
ImVec2 destinationPosOnScreen = circlePos[1];
char tmps[512];
@@ -945,6 +918,9 @@ namespace ImGuizmo
ImU32 colors[7];
ComputeColors(colors, type, SCALE);
// draw screen cirle
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 12.f, colors[0], 32);
// draw
vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f };
@@ -966,20 +942,17 @@ namespace ImGuizmo
if (gContext.mbUsing)
{
drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, 0xFF404040, 3.f);
drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, 0xFF404040);
drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, 0xFF404040, 6.f);
drawList->AddCircleFilled(worldDirSSpaceNoScale, 10.f, 0xFF404040);
}
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
drawList->AddCircleFilled(worldDirSSpace, 6.f, colors[i + 1]);
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 6.f);
drawList->AddCircleFilled(worldDirSSpace, 10.f, colors[i + 1]);
if (gContext.mAxisFactor[i] < 0.f)
DrawHatchedAxis(dirPlaneX * scaleDisplay[i]);
}
}
// draw screen cirle
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
if (gContext.mbUsing)
{
@@ -1005,21 +978,21 @@ namespace ImGuizmo
static void DrawTranslationGizmo(int type)
{
ImDrawList* drawList = gContext.mDrawList;
if (!drawList)
return;
if (!drawList)
return;
// colors
ImU32 colors[7];
ComputeColors(colors, type, TRANSLATE);
const ImVec2 origin = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
// draw screen quad
drawList->AddRectFilled(gContext.mScreenSquareMin, gContext.mScreenSquareMax, colors[0], 2.f);
// draw
bool belowAxisLimit = false;
bool belowPlaneLimit = false;
for (unsigned int i = 0; i < 3; ++i)
for (unsigned int i = 0; i < 3; i++)
{
vec_t dirPlaneX, dirPlaneY;
bool belowAxisLimit, belowPlaneLimit;
ComputeTripodAxisAndVisibility(i, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
// draw axis
@@ -1028,20 +1001,8 @@ namespace ImGuizmo
ImVec2 baseSSpace = worldToPos(dirPlaneX * 0.1f * gContext.mScreenFactor, gContext.mMVP);
ImVec2 worldDirSSpace = worldToPos(dirPlaneX * gContext.mScreenFactor, gContext.mMVP);
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
// Arrow head begin
ImVec2 dir(origin - worldDirSSpace);
float d = sqrtf(ImLengthSqr(dir));
dir /= d; // Normalize
dir *= 6.0f;
ImVec2 ortogonalDir(dir.y, -dir.x); // Perpendicular vector
ImVec2 a(worldDirSSpace + dir);
drawList->AddTriangleFilled(worldDirSSpace - dir, a + ortogonalDir, a - ortogonalDir, colors[i + 1]);
// Arrow head end
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 6.f);
if (gContext.mAxisFactor[i] < 0.f)
DrawHatchedAxis(dirPlaneX);
}
@@ -1050,18 +1011,15 @@ namespace ImGuizmo
if (belowPlaneLimit)
{
ImVec2 screenQuadPts[4];
for (int j = 0; j < 4; ++j)
for (int j = 0; j < 4; j++)
{
vec_t cornerWorldPos = (dirPlaneX * quadUV[j * 2] + dirPlaneY * quadUV[j * 2 + 1]) * gContext.mScreenFactor;
screenQuadPts[j] = worldToPos(cornerWorldPos, gContext.mMVP);
}
drawList->AddPolyline(screenQuadPts, 4, planeBorderColor[i], true, 1.0f);
drawList->AddConvexPolyFilled(screenQuadPts, 4, colors[i + 4]);
drawList->AddConvexPolyFilled(screenQuadPts, 4, colors[i + 4], true);
}
}
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
if (gContext.mbUsing)
{
ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
@@ -1082,233 +1040,176 @@ namespace ImGuizmo
}
}
static bool CanActivate()
{
if (ImGui::IsMouseClicked(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive())
return true;
return false;
}
static void HandleAndDrawLocalBounds(float *bounds, matrix_t *matrix, float *snapValues)
{
ImGuiIO& io = ImGui::GetIO();
ImDrawList* drawList = gContext.mDrawList;
ImGuiIO& io = ImGui::GetIO();
ImDrawList* drawList = gContext.mDrawList;
// compute best projection axis
vec_t axesWorldDirections[3];
vec_t bestAxisWorldDirection = { 0.0f, 0.0f, 0.0f, 0.0f };
int axes[3];
unsigned int numAxes = 1;
axes[0] = gContext.mBoundsBestAxis;
int bestAxis = axes[0];
if (!gContext.mbUsingBounds)
{
numAxes = 0;
float bestDot = 0.f;
for (unsigned int i = 0; i < 3; i++)
{
vec_t dirPlaneNormalWorld;
dirPlaneNormalWorld.TransformVector(directionUnary[i], gContext.mModelSource);
dirPlaneNormalWorld.Normalize();
// compute best projection axis
vec_t bestAxisWorldDirection;
int bestAxis = gContext.mBoundsBestAxis;
if (!gContext.mbUsingBounds)
{
float bestDot = 0.f;
for (unsigned int i = 0; i < 3; i++)
{
vec_t dirPlaneNormalWorld;
dirPlaneNormalWorld.TransformVector(directionUnary[i], gContext.mModelSource);
dirPlaneNormalWorld.Normalize();
float dt = fabsf( Dot(Normalized(gContext.mCameraEye - gContext.mModelSource.v.position), dirPlaneNormalWorld) );
if ( dt >= bestDot )
{
bestDot = dt;
bestAxis = i;
bestAxisWorldDirection = dirPlaneNormalWorld;
}
float dt = Dot(Normalized(gContext.mCameraEye - gContext.mModelSource.v.position), dirPlaneNormalWorld);
if (fabsf(dt) >= bestDot)
{
bestDot = fabsf(dt);
bestAxis = i;
bestAxisWorldDirection = dirPlaneNormalWorld;
}
}
}
if( dt >= 0.1f )
{
axes[numAxes] = i;
axesWorldDirections[numAxes] = dirPlaneNormalWorld;
++numAxes;
}
}
}
// corners
vec_t aabb[4];
if( numAxes == 0 )
{
axes[0] = bestAxis;
axesWorldDirections[0] = bestAxisWorldDirection;
numAxes = 1;
}
else if( bestAxis != axes[0] )
{
unsigned int bestIndex = 0;
for (unsigned int i = 0; i < numAxes; i++)
{
if( axes[i] == bestAxis )
{
bestIndex = i;
break;
}
}
int tempAxis = axes[0];
axes[0] = axes[bestIndex];
axes[bestIndex] = tempAxis;
vec_t tempDirection = axesWorldDirections[0];
axesWorldDirections[0] = axesWorldDirections[bestIndex];
axesWorldDirections[bestIndex] = tempDirection;
}
int secondAxis = (bestAxis + 1) % 3;
int thirdAxis = (bestAxis + 2) % 3;
for (unsigned int axisIndex = 0; axisIndex < numAxes; ++axisIndex)
{
bestAxis = axes[axisIndex];
bestAxisWorldDirection = axesWorldDirections[axisIndex];
for (int i = 0; i < 4; i++)
{
aabb[i][3] = aabb[i][bestAxis] = 0.f;
aabb[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)];
aabb[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))];
}
// corners
vec_t aabb[4];
// draw bounds
unsigned int anchorAlpha = gContext.mbEnable ? 0xFF000000 : 0x80000000;
int secondAxis = (bestAxis + 1) % 3;
int thirdAxis = (bestAxis + 2) % 3;
matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection;
for (int i = 0; i < 4;i++)
{
ImVec2 worldBound1 = worldToPos(aabb[i], boundsMVP);
ImVec2 worldBound2 = worldToPos(aabb[(i+1)%4], boundsMVP);
float boundDistance = sqrtf(ImLengthSqr(worldBound1 - worldBound2));
int stepCount = (int)(boundDistance / 10.f);
float stepLength = 1.f / (float)stepCount;
for (int j = 0; j < stepCount; j++)
{
float t1 = (float)j * stepLength;
float t2 = (float)j * stepLength + stepLength * 0.5f;
ImVec2 worldBoundSS1 = ImLerp(worldBound1, worldBound2, ImVec2(t1, t1));
ImVec2 worldBoundSS2 = ImLerp(worldBound1, worldBound2, ImVec2(t2, t2));
drawList->AddLine(worldBoundSS1, worldBoundSS2, 0xAAAAAA + anchorAlpha, 3.f);
}
vec_t midPoint = (aabb[i] + aabb[(i + 1) % 4] ) * 0.5f;
ImVec2 midBound = worldToPos(midPoint, boundsMVP);
static const float AnchorBigRadius = 8.f;
static const float AnchorSmallRadius = 6.f;
bool overBigAnchor = ImLengthSqr(worldBound1 - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
bool overSmallAnchor = ImLengthSqr(midBound - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
for (int i = 0; i < 4; i++)
{
aabb[i][3] = aabb[i][bestAxis] = 0.f;
aabb[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)];
aabb[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))];
}
unsigned int bigAnchorColor = overBigAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
unsigned int smallAnchorColor = overSmallAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
drawList->AddCircleFilled(worldBound1, AnchorBigRadius, bigAnchorColor);
drawList->AddCircleFilled(midBound, AnchorSmallRadius, smallAnchorColor);
int oppositeIndex = (i + 2) % 4;
// big anchor on corners
if (!gContext.mbUsingBounds && gContext.mbEnable && overBigAnchor && io.MouseDown[0])
{
gContext.mBoundsPivot.TransformPoint(aabb[(i + 2) % 4], gContext.mModelSource);
gContext.mBoundsAnchor.TransformPoint(aabb[i], gContext.mModelSource);
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
gContext.mBoundsBestAxis = bestAxis;
gContext.mBoundsAxis[0] = secondAxis;
gContext.mBoundsAxis[1] = thirdAxis;
// draw bounds
unsigned int anchorAlpha = gContext.mbEnable ? 0xFF000000 : 0x80000000;
gContext.mBoundsLocalPivot.Set(0.f);
gContext.mBoundsLocalPivot[secondAxis] = aabb[oppositeIndex][secondAxis];
gContext.mBoundsLocalPivot[thirdAxis] = aabb[oppositeIndex][thirdAxis];
matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection;
for (int i = 0; i < 4;i++)
{
ImVec2 worldBound1 = worldToPos(aabb[i], boundsMVP);
ImVec2 worldBound2 = worldToPos(aabb[(i+1)%4], boundsMVP);
if( !IsInContextRect( worldBound1 ) || !IsInContextRect( worldBound2 ) )
{
continue;
}
float boundDistance = sqrtf(ImLengthSqr(worldBound1 - worldBound2));
int stepCount = (int)(boundDistance / 10.f);
stepCount = min( stepCount, 1000 );
float stepLength = 1.f / (float)stepCount;
for (int j = 0; j < stepCount; j++)
{
float t1 = (float)j * stepLength;
float t2 = (float)j * stepLength + stepLength * 0.5f;
ImVec2 worldBoundSS1 = ImLerp(worldBound1, worldBound2, ImVec2(t1, t1));
ImVec2 worldBoundSS2 = ImLerp(worldBound1, worldBound2, ImVec2(t2, t2));
drawList->AddLine(worldBoundSS1, worldBoundSS2, 0xAAAAAA + anchorAlpha, 3.f);
}
vec_t midPoint = (aabb[i] + aabb[(i + 1) % 4] ) * 0.5f;
ImVec2 midBound = worldToPos(midPoint, boundsMVP);
static const float AnchorBigRadius = 8.f;
static const float AnchorSmallRadius = 6.f;
bool overBigAnchor = ImLengthSqr(worldBound1 - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
bool overSmallAnchor = ImLengthSqr(midBound - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
gContext.mbUsingBounds = true;
gContext.mBoundsMatrix = gContext.mModelSource;
}
// small anchor on middle of segment
if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && io.MouseDown[0])
{
vec_t midPointOpposite = (aabb[(i + 2) % 4] + aabb[(i + 3) % 4]) * 0.5f;
gContext.mBoundsPivot.TransformPoint(midPointOpposite, gContext.mModelSource);
gContext.mBoundsAnchor.TransformPoint(midPoint, gContext.mModelSource);
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
gContext.mBoundsBestAxis = bestAxis;
int indices[] = { secondAxis , thirdAxis };
gContext.mBoundsAxis[0] = indices[i%2];
gContext.mBoundsAxis[1] = -1;
unsigned int bigAnchorColor = overBigAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
unsigned int smallAnchorColor = overSmallAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
drawList->AddCircleFilled(worldBound1, AnchorBigRadius, bigAnchorColor);
drawList->AddCircleFilled(midBound, AnchorSmallRadius, smallAnchorColor);
int oppositeIndex = (i + 2) % 4;
// big anchor on corners
if (!gContext.mbUsingBounds && gContext.mbEnable && overBigAnchor && CanActivate())
{
gContext.mBoundsPivot.TransformPoint(aabb[(i + 2) % 4], gContext.mModelSource);
gContext.mBoundsAnchor.TransformPoint(aabb[i], gContext.mModelSource);
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
gContext.mBoundsBestAxis = bestAxis;
gContext.mBoundsAxis[0] = secondAxis;
gContext.mBoundsAxis[1] = thirdAxis;
gContext.mBoundsLocalPivot.Set(0.f);
gContext.mBoundsLocalPivot[gContext.mBoundsAxis[0]] = aabb[oppositeIndex][indices[i % 2]];// bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f);
gContext.mBoundsLocalPivot.Set(0.f);
gContext.mBoundsLocalPivot[secondAxis] = aabb[oppositeIndex][secondAxis];
gContext.mBoundsLocalPivot[thirdAxis] = aabb[oppositeIndex][thirdAxis];
gContext.mbUsingBounds = true;
gContext.mBoundsMatrix = gContext.mModelSource;
}
}
if (gContext.mbUsingBounds)
{
matrix_t scale;
scale.SetToIdentity();
gContext.mbUsingBounds = true;
gContext.mBoundsMatrix = gContext.mModelSource;
}
// small anchor on middle of segment
if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && CanActivate())
{
vec_t midPointOpposite = (aabb[(i + 2) % 4] + aabb[(i + 3) % 4]) * 0.5f;
gContext.mBoundsPivot.TransformPoint(midPointOpposite, gContext.mModelSource);
gContext.mBoundsAnchor.TransformPoint(midPoint, gContext.mModelSource);
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
gContext.mBoundsBestAxis = bestAxis;
int indices[] = { secondAxis , thirdAxis };
gContext.mBoundsAxis[0] = indices[i%2];
gContext.mBoundsAxis[1] = -1;
// compute projected mouse position on plan
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mBoundsPlan);
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
gContext.mBoundsLocalPivot.Set(0.f);
gContext.mBoundsLocalPivot[gContext.mBoundsAxis[0]] = aabb[oppositeIndex][indices[i % 2]];// bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f);
// compute a reference and delta vectors base on mouse move
vec_t deltaVector = (newPos - gContext.mBoundsPivot).Abs();
vec_t referenceVector = (gContext.mBoundsAnchor - gContext.mBoundsPivot).Abs();
gContext.mbUsingBounds = true;
gContext.mBoundsMatrix = gContext.mModelSource;
}
}
if (gContext.mbUsingBounds)
{
matrix_t scale;
scale.SetToIdentity();
// for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length
for (int i = 0; i < 2; i++)
{
int axisIndex = gContext.mBoundsAxis[i];
if (axisIndex == -1)
continue;
// compute projected mouse position on plan
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mBoundsPlan);
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
float ratioAxis = 1.f;
vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex].Abs();
// compute a reference and delta vectors base on mouse move
vec_t deltaVector = (newPos - gContext.mBoundsPivot).Abs();
vec_t referenceVector = (gContext.mBoundsAnchor - gContext.mBoundsPivot).Abs();
float dtAxis = axisDir.Dot(referenceVector);
float boundSize = bounds[axisIndex + 3] - bounds[axisIndex];
if (dtAxis > FLT_EPSILON)
ratioAxis = axisDir.Dot(deltaVector) / dtAxis;
// for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length
for (int i = 0; i < 2; i++)
{
int axisIndex1 = gContext.mBoundsAxis[i];
if (axisIndex1 == -1)
continue;
if (snapValues)
{
float length = boundSize * ratioAxis;
ComputeSnap(&length, snapValues[axisIndex]);
if (boundSize > FLT_EPSILON)
ratioAxis = length / boundSize;
}
scale.component[axisIndex] *= ratioAxis;
}
float ratioAxis = 1.f;
vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex1].Abs();
// transform matrix
matrix_t preScale, postScale;
preScale.Translation(-gContext.mBoundsLocalPivot);
postScale.Translation(gContext.mBoundsLocalPivot);
matrix_t res = preScale * scale * postScale * gContext.mBoundsMatrix;
*matrix = res;
float dtAxis = axisDir.Dot(referenceVector);
float boundSize = bounds[axisIndex1 + 3] - bounds[axisIndex1];
if (dtAxis > FLT_EPSILON)
ratioAxis = axisDir.Dot(deltaVector) / dtAxis;
// info text
char tmps[512];
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
ImFormatString(tmps, sizeof(tmps), "X: %.2f Y: %.2f Z:%.2f"
, (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length() * scale.component[0].Length()
, (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length() * scale.component[1].Length()
, (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length() * scale.component[2].Length()
);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
}
if (snapValues)
{
float length = boundSize * ratioAxis;
ComputeSnap(&length, snapValues[axisIndex1]);
if (boundSize > FLT_EPSILON)
ratioAxis = length / boundSize;
}
scale.component[axisIndex1] *= ratioAxis;
}
// transform matrix
matrix_t preScale, postScale;
preScale.Translation(-gContext.mBoundsLocalPivot);
postScale.Translation(gContext.mBoundsLocalPivot);
matrix_t res = preScale * scale * postScale * gContext.mBoundsMatrix;
*matrix = res;
// info text
char tmps[512];
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
ImFormatString(tmps, sizeof(tmps), "X: %.2f Y: %.2f Z:%.2f"
, (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length() * scale.component[0].Length()
, (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length() * scale.component[1].Length()
, (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length() * scale.component[2].Length()
);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
}
if (!io.MouseDown[0])
gContext.mbUsingBounds = false;
if( gContext.mbUsingBounds )
break;
}
if (!io.MouseDown[0])
gContext.mbUsingBounds = false;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -1354,7 +1255,7 @@ namespace ImGuizmo
vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f };
float dist = deltaScreen.Length();
if (dist >= (gContext.mRadiusSquareCenter - 1.0f) && dist < (gContext.mRadiusSquareCenter + 1.0f))
if (dist >= (screenRotateSize - 0.002f) * gContext.mHeight && dist < (screenRotateSize + 0.002f) * gContext.mHeight)
type = ROTATE_SCREEN;
const vec_t planNormals[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir};
@@ -1426,7 +1327,6 @@ namespace ImGuizmo
// move
if (gContext.mbUsing)
{
ImGui::CaptureMouseFromApp();
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
@@ -1485,9 +1385,8 @@ namespace ImGuizmo
// find new possible way to move
vec_t gizmoHitProportion;
type = GetMoveType(&gizmoHitProportion);
if (CanActivate() && type != NONE)
if (io.MouseDown[0] && type != NONE)
{
ImGui::CaptureMouseFromApp();
gContext.mbUsing = true;
gContext.mCurrentOperation = type;
const vec_t movePlanNormal[] = { gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.up, -gContext.mCameraDir };
@@ -1510,9 +1409,8 @@ namespace ImGuizmo
{
// find new possible way to scale
type = GetScaleType();
if (CanActivate() && type != NONE)
if (io.MouseDown[0] && type != NONE)
{
ImGui::CaptureMouseFromApp();
gContext.mbUsing = true;
gContext.mCurrentOperation = type;
const vec_t movePlanNormal[] = { gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.dir, gContext.mModel.v.up, gContext.mModel.v.right, -gContext.mCameraDir };
@@ -1531,7 +1429,6 @@ namespace ImGuizmo
// scale
if (gContext.mbUsing)
{
ImGui::CaptureMouseFromApp();
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor;
@@ -1551,7 +1448,7 @@ namespace ImGuizmo
gContext.mScale[axisIndex] = max(ratio, 0.001f);
}
else
{
{
float scaleDelta = (io.MousePos.x - gContext.mSaveMousePosx) * 0.01f;
gContext.mScale.Set(max(1.f + scaleDelta, 0.001f));
}
@@ -1595,15 +1492,14 @@ namespace ImGuizmo
if (!gContext.mbUsing)
{
type = GetRotateType();
if (type == ROTATE_SCREEN)
{
applyRotationLocaly = true;
}
if (CanActivate() && type != NONE)
if (io.MouseDown[0] && type != NONE)
{
ImGui::CaptureMouseFromApp();
gContext.mbUsing = true;
gContext.mCurrentOperation = type;
const vec_t rotatePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, -gContext.mCameraDir };
@@ -1627,7 +1523,6 @@ namespace ImGuizmo
// rotation
if (gContext.mbUsing)
{
ImGui::CaptureMouseFromApp();
gContext.mRotationAngle = ComputeAngleOnPlan();
if (snap)
{
@@ -1732,41 +1627,41 @@ namespace ImGuizmo
int type = NONE;
if (gContext.mbEnable)
{
if (!gContext.mbUsingBounds)
{
switch (operation)
{
case ROTATE:
HandleRotation(matrix, deltaMatrix, type, snap);
break;
case TRANSLATE:
HandleTranslation(matrix, deltaMatrix, type, snap);
break;
case SCALE:
HandleScale(matrix, deltaMatrix, type, snap);
break;
}
}
if (!gContext.mbUsingBounds)
{
switch (operation)
{
case ROTATE:
HandleRotation(matrix, deltaMatrix, type, snap);
break;
case TRANSLATE:
HandleTranslation(matrix, deltaMatrix, type, snap);
break;
case SCALE:
HandleScale(matrix, deltaMatrix, type, snap);
break;
}
}
}
if (localBounds && !gContext.mbUsing)
HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap);
if (localBounds && !gContext.mbUsing)
HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap);
if (!gContext.mbUsingBounds)
{
switch (operation)
{
case ROTATE:
DrawRotationGizmo(type);
break;
case TRANSLATE:
DrawTranslationGizmo(type);
break;
case SCALE:
DrawScaleGizmo(type);
break;
}
}
if (!gContext.mbUsingBounds)
{
switch (operation)
{
case ROTATE:
DrawRotationGizmo(type);
break;
case TRANSLATE:
DrawTranslationGizmo(type);
break;
case SCALE:
DrawScaleGizmo(type);
break;
}
}
}
void DrawCube(const float *view, const float *projection, float *matrix)
@@ -1818,7 +1713,7 @@ namespace ImGuizmo
continue;
// draw face with lighter color
gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, directionColor[normalIndex] | 0x808080);
gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, directionColor[normalIndex] | 0x808080, true);
}
}
};
-3
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@@ -112,9 +112,6 @@ void EditTransform(const Camera& camera, matrix_t& matrix)
namespace ImGuizmo
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
IMGUI_API void SetDrawlist();
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
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+4 -5
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@@ -17,7 +17,6 @@
#include "OpenGLWindow/X11OpenGLWindow.h"
#endif
#include <imgui_internal.h>
#include <cstdio>
#define IMGUI_B3G_CONTROL (300)
@@ -123,12 +122,12 @@ void ImGui_ImplBtGui_RenderDrawLists(ImDrawData* draw_data) {
(GLsizei)last_viewport[3]);
}
static const char* ImGui_ImplBtGui_GetClipboardText(void* user_ctx) {
static const char* ImGui_ImplBtGui_GetClipboardText() {
// @todo
return NULL; // glfwGetClipboardString(g_Window);
}
static void ImGui_ImplBtGui_SetClipboardText(void* user_ctx, const char* text) {
static void ImGui_ImplBtGui_SetClipboardText(const char* text) {
// @todo
return;
// glfwSetClipboardString(g_Window, text);
@@ -260,7 +259,7 @@ bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window) {
io.SetClipboardTextFn = ImGui_ImplBtGui_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplBtGui_GetClipboardText;
#ifdef _WIN32
// io.ImeWindowHandle = glfwGetWin32Window(g_Window);
//io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
#if 0
@@ -278,7 +277,7 @@ bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window) {
void ImGui_ImplBtGui_Shutdown() {
ImGui_ImplBtGui_InvalidateDeviceObjects();
ImGui::Shutdown(ImGui::GetCurrentContext());
ImGui::Shutdown();
}
void ImGui_ImplBtGui_NewFrame(int mouse_x, int mouse_y) {
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+605 -1505
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-36
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@@ -1,36 +0,0 @@
cmake_minimum_required(VERSION 3.5)
project(dxview)
find_package(glfw3 CONFIG REQUIRED)
find_package(spdlog CONFIG REQUIRED)
add_executable(dxview
src/Viewer.h
src/Viewer.cc
src/dxview.cc
)
target_include_directories(dxview
PRIVATE
../../
)
target_compile_definitions(dxview
PRIVATE
DXVIEW_SWAP_CHAIN_BUFFER_COUNT=3
DXVIEW_RES_DIR=L"${PROJECT_SOURCE_DIR}/res"
)
target_link_libraries(dxview
PRIVATE
dxgi
d3dcompiler
d3d12
glfw
spdlog::spdlog
)
set_target_properties(dxview
PROPERTIES
CXX_STANDARD 17
)
-37
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@@ -1,37 +0,0 @@
# DirectX glTF Viewer
## Overview
This project was motivated by a lack of sample code demonstrating the graphics API agnostic nature of the glTF specification. The sample code is written using modern C++ and DirectX 12 for the client application.
## Features
* [x] DirectX 12
* [ ] Loader
* [ ] Animation
* [ ] Morph Target
* [ ] Physical Base Rendering
* [ ] Environment Map
## Dependencies
* [CMake](https://github.com/Kitware/CMake)
* [Vcpkg](https://github.com/Microsoft/vcpkg)
* [GLFW](https://github.com/glfw/glfw)
* [spdlog](https://github.com/gabime/spdlog)
## Building
### Install dependencies
```
vcpkg install glfw3:x64-windows
vcpkg install spdlog:x64-windows
```
### Generate Project Files
```
mkdir build
cmake . -B build -DCMAKE_TOOLCHAIN_FILE=${VCPKG_DIR}/script/buildsystem/vcpkg.cmake
```
-3
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@@ -1,3 +0,0 @@
float4 main() : SV_Target {
return float4(0.5, 0.5, 0.5, 1.0);
}
-52
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@@ -1,52 +0,0 @@
struct RS2PS {
float4 position : SV_POSITION;
#ifdef HAS_TEXCOORD_0
float2 texcoord_0: TEXCOORD_0;
#endif
};
struct TextureInfo {
uint textureIndex;
uint samplerIndex;
};
struct PBRMetallicRoughness {
float4 baseColorFactor;
TextureInfo baseColorTexture;
float metallicFactor;
float roughnessFactor;
TextureInfo metallicRoughnessTexture;
};
cbuffer Material : register(b2) {
PBRMetallicRoughness pbrMetallicRoughness;
};
Texture2D textures[5] : register(t0);
SamplerState samplerState[5] : register(s0);
float4 getBaseColor(float2 uv) {
float4 baseColor = pbrMetallicRoughness.baseColorFactor;
#ifdef HAS_TEXCOORD_0
TextureInfo baseColorTexture = pbrMetallicRoughness.baseColorTexture;
if (baseColorTexture.textureIndex >= 0) {
baseColor *= textures[baseColorTexture.textureIndex].Sample(samplerState[baseColorTexture.samplerIndex], uv);
}
#endif
return baseColor;
}
float4 main(RS2PS input) : SV_Target {
float2 uv = float2(0.0, 0.0);
#ifdef HAS_TEXCOORD_0
uv = input.texcoord_0;
#endif
float4 color = getBaseColor(uv);
return color;
}
-46
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@@ -1,46 +0,0 @@
struct IA2VS {
float3 position : POSITION;
#ifdef HAS_NORMAL
float3 normal : NORMAL;
#endif
#ifdef HAS_TANGENT
float4 tangent : TANGENT;
#endif
#ifdef HAS_TEXCOORD_0
float2 texcoord_0: TEXCOORD_0;
#endif
};
struct VS2RS {
float4 position : SV_POSITION;
#ifdef HAS_TEXCOORD_0
float2 texcoord_0: TEXCOORD_0;
#endif
};
cbuffer Camera : register(b0) {
float4x4 V;
float4x4 P;
float4x4 VP;
};
cbuffer Node : register(b1) {
float4x4 M;
};
VS2RS main(IA2VS input) {
VS2RS output;
output.position = mul(float4(input.position, 1.0), M);
output.position = mul(output.position, V);
output.position = mul(output.position, P);
#ifdef HAS_TEXCOORD_0
output.texcoord_0 = input.texcoord_0;
#endif
return output;
}
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@@ -1,130 +0,0 @@
#ifndef DXVIEW_VIEWER_GUARD
#define DXVIEW_VIEWER_GUARD
#include <DirectXMath.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <tiny_gltf.h>
#include <wrl.h>
#include <filesystem>
#include <map>
#include <string>
#include <vector>
using Microsoft::WRL::ComPtr;
enum RenderPassType { RENDER_PASS_TYPE_PRESENT = 0, RENDER_PASS_TYPE_COUNT };
struct RenderTarget {
ComPtr<ID3D12Resource> pTexture;
D3D12_CPU_DESCRIPTOR_HANDLE viewDescriptor;
};
struct TextureInfo {
int32_t textureIndex;
int32_t samplerIndex;
};
struct PBRMetallicRoughness {
DirectX::XMFLOAT4 baseColorFactor;
TextureInfo baseColorTexture;
float metallicFactor;
float roughnessFactor;
TextureInfo metallicRoughnessTexture;
};
struct Material {
std::string name;
D3D12_BLEND_DESC blendDesc;
D3D12_RASTERIZER_DESC rasterizerDesc;
ComPtr<ID3D12Resource> pBuffer;
void* pBufferData;
ComPtr<ID3D12DescriptorHeap> pSRVDescriptorHeap;
ComPtr<ID3D12DescriptorHeap> pSamplerDescriptorHeap;
};
struct Attribute {
std::string name;
DXGI_FORMAT format;
D3D12_VERTEX_BUFFER_VIEW vertexBufferView;
};
struct Primitive {
std::vector<Attribute> attributes;
uint32_t vertexCount;
D3D12_PRIMITIVE_TOPOLOGY primitiveTopology;
D3D12_INDEX_BUFFER_VIEW indexBufferView;
uint32_t indexCount;
Material* pMaterial;
ComPtr<ID3D12RootSignature> pRootSignature;
ComPtr<ID3D12PipelineState> pPipelineState;
};
struct Mesh {
std::string name;
std::vector<Primitive> primitives;
};
struct Node {
DirectX::XMFLOAT4X4 M;
};
struct Camera {
DirectX::XMFLOAT4X4 V;
DirectX::XMFLOAT4X4 P;
DirectX::XMFLOAT4X4 VP;
};
class Viewer {
public:
Viewer(HWND window, tinygltf::Model* pModel);
void update(double deltaTime);
void render(double deltaTime);
private:
void initDirectX(HWND window);
void buildRenderTargets();
void buildResources();
void buildBuffers(std::vector<ComPtr<ID3D12Resource> >* pStagingResources);
void buildImages(std::vector<ComPtr<ID3D12Resource> >* pStagingResources);
void buildSamplerDescs();
void buildMaterials();
void buildMeshes();
void buildNodes();
void drawNode(uint64_t nodeIndex);
private:
tinygltf::Model* pModel_;
ComPtr<IDXGIFactory1> pFactory_;
ComPtr<IDXGIAdapter1> pAdapter_;
ComPtr<ID3D12Device> pDevice_;
ComPtr<ID3D12CommandQueue> pDirectCommandQueue_;
UINT64 directFenceValue_;
ComPtr<ID3D12Fence> pDirectFence_;
ComPtr<ID3D12CommandQueue> pCopyCommandQueue_;
UINT64 copyFenceValue_;
ComPtr<ID3D12Fence> pCopyFence_;
ComPtr<IDXGISwapChain3> pSwapChain_;
ComPtr<ID3D12Resource> pSwapChainBuffers_[DXVIEW_SWAP_CHAIN_BUFFER_COUNT];
ComPtr<ID3D12CommandAllocator>
pDirectCommandAllocators_[DXVIEW_SWAP_CHAIN_BUFFER_COUNT];
ComPtr<ID3D12GraphicsCommandList> pDirectCommandList_;
ComPtr<ID3D12CommandAllocator> pCopyCommandAllocator_;
ComPtr<ID3D12GraphicsCommandList> pCopyCommandList_;
UINT descriptorIncrementSize_[D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES];
ComPtr<ID3D12DescriptorHeap>
pRTVDescriptorHeaps_[DXVIEW_SWAP_CHAIN_BUFFER_COUNT];
std::vector<RenderTarget> renderTargets_[DXVIEW_SWAP_CHAIN_BUFFER_COUNT];
std::vector<ComPtr<ID3D12Resource> > pBuffers_;
std::vector<ComPtr<ID3D12Resource> > pTextures_;
std::vector<D3D12_SAMPLER_DESC> samplerDescs_;
std::vector<Material> materials_;
std::vector<Mesh> meshes_;
std::vector<ComPtr<ID3D12Resource> > pNodeBuffers_;
ComPtr<ID3D12Resource> pCameraBuffer_;
};
#endif
-90
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@@ -1,90 +0,0 @@
#define GLFW_EXPOSE_NATIVE_WIN32
#define TINYGLTF_IMPLEMENTATION
#define STBI_MSC_SECURE_CRT
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <spdlog/spdlog.h>
#include <tiny_gltf.h>
#undef GLFW_EXPOSE_NATIVE_WIN32
#undef TINYGLTF_IMPLEMENTATION
#undef STBI_MSC_SECURE_CRT
#undef STB_IMAGE_IMPLEMENTATION
#undef STB_IMAGE_WRITE_IMPLEMENTATION
#include <iostream>
#include <string>
#include "Viewer.h"
static void onError(int error, const char* message) {
spdlog::error("[{}] {}", error, message);
}
static void onRender(Viewer* pViewer, double deltaTime) {
pViewer->update(deltaTime);
pViewer->render(deltaTime);
}
int main(int argc, char* argv[]) {
tinygltf::TinyGLTF context;
tinygltf::Model model;
std::string error;
std::string warning;
if (!context.LoadASCIIFromFile(&model, &error, &warning, argv[1])) {
if (!error.empty()) {
spdlog::error("{}", error);
}
if (!warning.empty()) {
spdlog::warn("{}", warning);
}
exit(EXIT_FAILURE);
}
GLFWwindow* pWindow;
glfwSetErrorCallback(onError);
if (!glfwInit()) {
spdlog::error("Fail to initialize GLFW!!!");
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
pWindow = glfwCreateWindow(512, 512, "dxview", nullptr, nullptr);
if (!pWindow) {
spdlog::error("Fail to create GLFWwindow!!!");
glfwTerminate();
exit(EXIT_FAILURE);
}
auto pViewer = std::make_unique<Viewer>(glfwGetWin32Window(pWindow), &model);
if (!pViewer) {
spdlog::error("Fail to create Viewer");
glfwDestroyWindow(pWindow);
glfwTerminate();
exit(EXIT_FAILURE);
}
auto prevTimeStamp = glfwGetTime();
while (!glfwWindowShouldClose(pWindow)) {
auto currTimeStamp = glfwGetTime();
onRender(pViewer.get(), currTimeStamp - prevTimeStamp);
prevTimeStamp = currTimeStamp;
glfwPollEvents();
}
glfwDestroyWindow(pWindow);
glfwTerminate();
exit(EXIT_SUCCESS);
}
-16
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@@ -1,16 +0,0 @@
cmake_minimum_required(VERSION 3.6)
project(gltfutil)
set(CMAKE_CXX_STANDARD 11)
include_directories(../../)
include_directories(../common/)
file(GLOB gltfutil_sources *.cc *.h)
add_executable(gltfutil ${gltfutil_sources} ../common/lodepng.cpp)
install ( TARGETS
gltfutil
DESTINATION
bin
)
-61
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@@ -1,61 +0,0 @@
#include <algorithm>
#include <array>
#include <fstream>
#include <iostream>
#include <string>
#include "texture_dumper.h"
namespace gltfutil {
enum class ui_mode { cli, interactive };
enum class cli_action { not_set, help, dump };
enum class FileType { Ascii, Binary, Unknown };
/// Probe inside the file, or check the extension to determine if we have to
/// load a text file, or a binary file
FileType detectType(const std::string& path) {
// Quickly open the file as binary and chekc if there's the gltf binary magic
// number
{
auto probe = std::ifstream(path, std::ios_base::binary);
if (!probe) throw std::runtime_error("Could not open " + path);
std::array<char, 5> buffer;
for (size_t i{0}; i < 4; ++i) probe >> buffer[i];
buffer[4] = 0;
if (std::string("glTF") == std::string(buffer.data())) {
std::cout
<< "Detected binary file thanks to the magic number at the start!\n";
return FileType::Binary;
}
}
// If we don't have any better, check the file extension.
auto extension = path.substr(path.find_last_of('.') + 1);
std::transform(std::begin(extension), std::end(extension),
std::begin(extension),
[](char c) { return char(::tolower(int(c))); });
if (extension == "gltf") return FileType::Ascii;
if (extension == "glb") return FileType::Binary;
return FileType::Unknown;
}
struct configuration {
std::string input_path, output_dir;
ui_mode mode;
cli_action action = cli_action::not_set;
texture_dumper::texture_output_format requested_format =
texture_dumper::texture_output_format::not_specified;
bool use_exr = false;
bool has_output_dir;
bool is_valid() {
// TODO impl check
return true;
}
};
} // namespace gltfutil
-136
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@@ -1,136 +0,0 @@
#include <iostream>
#include <string>
#include "gltfuilconfig.h"
#include "texture_dumper.h"
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#include <tiny_gltf.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
#define TINYEXR_IMPLEMENTATION
#include "tinyexr.h"
namespace gltfutil {
int usage(int ret = 0) {
using std::cout;
cout << "gltfutil: tool for manipulating gltf files\n"
<< " usage information:\n\n"
<< "\t gltfutil (-d|-h|) (-f [png|bmp|tga]) [path to .gltf/glb] (-o "
"[path to output directory])\n\n"
//<< "\t\t -i: start in interactive mode\n"
<< "\t\t -d: dump enclosed content (image assets)\n"
<< "\t\t -f: file format for image output\n"
<< "\t\t -o: ouptput directory path\n"
<< "\t\t -e: Use OpenEXR format for 16bit image\n"
<< "\t\t -h: print this help\n";
return ret;
}
int arg_error() {
(void)usage();
return -1;
}
int parse_args(int argc, char** argv) {
gltfutil::configuration config;
for (size_t i = 1; i < size_t(argc); ++i) {
char* arg = argv[i];
if (arg[0] == '-') switch (arg[1]) {
case 'h':
return usage(0);
break;
case 'd':
config.mode = ui_mode::cli;
config.action = cli_action::dump;
break;
case 'e':
config.use_exr = true;
break;
case 'i':
config.mode = ui_mode::interactive;
break;
case 'o':
i++;
config.output_dir = argv[i];
break;
case 'f':
i++;
config.requested_format =
texture_dumper::get_fromat_from_string(argv[i]);
break;
default:
return arg_error();
}
else {
// set the input path
config.input_path = argv[i];
}
}
if (config.is_valid()) {
tinygltf::TinyGLTF loader;
tinygltf::Model model;
std::string error;
std::string warning;
bool state;
switch (detectType(config.input_path)) {
case FileType::Ascii:
state = loader.LoadASCIIFromFile(&model, &error, &warning, config.input_path);
break;
case FileType::Binary:
state = loader.LoadBinaryFromFile(&model, &error, &warning, config.input_path);
break;
case FileType::Unknown:
default:
return arg_error();
break;
}
std::cerr << "state is " << state << '\n';
if (config.mode == ui_mode::interactive) {
// interactive usage now;
// TODO impl
} else {
switch (config.action) {
case cli_action::help:
return usage();
break;
case cli_action::dump: {
texture_dumper dumper(model);
if (config.use_exr) {
dumper.set_use_exr(true);
}
if (config.requested_format !=
texture_dumper::texture_output_format::not_specified)
dumper.set_output_format(config.requested_format);
if (config.output_dir.empty())
dumper.dump_to_folder();
else
dumper.dump_to_folder(config.output_dir);
} break;
default:
return arg_error();
}
}
} else {
return arg_error();
}
return 0;
}
} // namespace gltfutil
int main(int argc, char* argv[]) {
if (argc == 1) return gltfutil::usage();
if (argc > 1) return gltfutil::parse_args(argc, argv);
}
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@@ -1,169 +0,0 @@
#include <algorithm>
#include <iostream>
#include "stb_image_write.h"
#include "texture_dumper.h"
#include "lodepng.h" // ../common
#include "tinyexr.h"
#include <tiny_gltf.h>
using namespace gltfutil;
using namespace tinygltf;
using std::cout;
static LodePNGColorType GetLodePNGColorType(int channels) {
if (channels == 1) {
return LodePNGColorType::LCT_GREY;
} else if (channels == 2) {
return LodePNGColorType::LCT_GREY_ALPHA;
} else if (channels == 3) {
return LodePNGColorType::LCT_RGB;
} else if (channels == 4) {
return LodePNGColorType::LCT_RGBA;
} else {
std::cerr << "??? unsupported channels " << channels << "\n";
return LodePNGColorType::LCT_RGB; // FIXME(syoyo): Raise error
}
}
static void ToBigEndian(std::vector<uint8_t>* image) {
assert(image->size() % 2 == 0);
union {
unsigned int i;
char c[4];
} bint = {0x01020304};
bool is_big_endian = (bint.c[0] == 1);
if (is_big_endian) {
return;
}
uint16_t *ptr = reinterpret_cast<uint16_t *>(image->data());
size_t n = image->size() / 2;
for (size_t i = 0; i < n; i++) {
ptr[i] = ((0xFF00 & ptr[i]) >> 8) | ((0x00FF & ptr[i]) << 8);
}
}
static bool Save16bitImageAsEXR(const std::string& filename,
const tinygltf::Image& image) {
assert(image.bits == 16);
std::vector<float> buf(image.width * image.height * image.component);
// widen to float image.
// Store as is(i.e, pixel value range is [0.0, 65535.0])
const unsigned short* ptr =
reinterpret_cast<const unsigned short*>(image.image.data());
for (size_t i = 0; i < image.width * image.height * image.component; i++) {
buf[i] = float(ptr[i]);
}
const char* err = nullptr;
int ret = SaveEXR(buf.data(), image.width, image.height, image.component,
/* save_as_fp16 */ 0, filename.c_str(), &err);
if (err) {
std::cerr << "EXR err: " << err << std::endl;
FreeEXRErrorMessage(err);
return false;
}
return (ret == TINYEXR_SUCCESS);
}
texture_dumper::texture_dumper(const Model& input)
: model(input), configured_format(texture_output_format::png) {
cout << "Texture dumper\n";
}
void texture_dumper::dump_to_folder(const std::string& path) {
cout << "dumping to folder " << path << '\n';
cout << "model file has " << model.textures.size() << " textures.\n";
size_t index = 0;
for (const auto& texture : model.textures) {
index++;
const auto& image = model.images[texture.source];
cout << "image name is: \"" << image.name << "\"\n";
cout << "image size is: " << image.width << 'x' << image.height << '\n';
cout << "pixel channel count :" << image.component << '\n';
cout << "pixel bit depth :" << image.bits << '\n';
std::string basename =
image.name.empty() ? std::to_string(index) : image.name;
unsigned char* bytes_to_write =
const_cast<unsigned char*>(image.image.data());
std::string filename;
switch (configured_format) {
case texture_output_format::png:
filename = path + "/" + basename + ".png";
if (this->use_exr) {
if (image.pixel_type == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) {
filename = path + "/" + basename + ".exr";
}
}
std::cout << "Image will be written to " << filename << '\n';
if (image.pixel_type == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) {
if (this->use_exr) {
bool ret = Save16bitImageAsEXR(filename, image);
assert(ret);
} else {
// Use lodepng to save 16bit PNG.
// NOTE(syoyo): `loadpng::encode` requires image data must be stored in big endian.
std::vector<uint8_t> tmp = image.image; // copy
ToBigEndian(&tmp);
unsigned ret = lodepng::encode(
filename, tmp.data(), image.width, image.height,
GetLodePNGColorType(image.component), /* bits */ 16);
assert(ret == 0); // 0 = no err.
}
} else {
// TODO(syoyo): check status
stbi_write_png(filename.c_str(), image.width, image.height,
image.component, bytes_to_write, 0);
}
break;
case texture_output_format::bmp:
filename = path + "/" + basename + ".bmp";
std::cout << "Image will be written to " << filename << '\n';
stbi_write_bmp(filename.c_str(), image.width, image.height,
image.component, bytes_to_write);
break;
case texture_output_format::tga:
filename = path + "/" + basename + ".tga";
std::cout << "Image will be written to " << filename << '\n';
stbi_write_tga(filename.c_str(), image.width, image.height,
image.component, bytes_to_write);
break;
}
}
}
void texture_dumper::set_output_format(texture_output_format format) {
configured_format = format;
}
texture_dumper::texture_output_format texture_dumper::get_fromat_from_string(
const std::string& str) {
std::string type = str;
std::transform(str.begin(), str.end(), type.begin(), ::tolower);
if (type == "png") return texture_output_format::png;
if (type == "bmp") return texture_output_format::bmp;
if (type == "tga") return texture_output_format::tga;
return texture_output_format::not_specified;
}
-27
View File
@@ -1,27 +0,0 @@
#pragma once
#include <string>
#include <tiny_gltf.h>
namespace gltfutil {
class texture_dumper {
public:
enum class texture_output_format { png, bmp, tga, not_specified };
private:
const tinygltf::Model& model;
texture_output_format configured_format;
bool use_exr = false; // Use EXR for 16bit image?
public:
texture_dumper(const tinygltf::Model& inputModel);
void dump_to_folder(const std::string& path = "./");
void set_output_format(texture_output_format format);
void set_use_exr(const bool value) {
use_exr = value;
}
static texture_output_format get_fromat_from_string(const std::string& str);
};
} // namespace gltfutil
-7
View File
@@ -1,7 +0,0 @@
.vs
Debug
x64
packages
!*.sln
!*.vcxproj*
-69
View File
@@ -1,69 +0,0 @@
cmake_minimum_required(VERSION 3.5)
project(glview)
set ( CMAKE_PREFIX_PATH cmake )
set ( DRACO_DIR "" CACHE STRING "Path to draco" )
find_package ( GLEW REQUIRED )
find_package ( GLFW3 REQUIRED )
find_package ( OpenGL REQUIRED )
if (APPLE)
find_library(COCOA_LIBRARY Cocoa)
find_library(COREVIDEO_LIBRARY CoreVideo)
find_library(IOKIT_LIBRARY IOKit)
else ()
if (NOT WIN32)
# This means it is Unices
set ( GLFW3_UNIX_LINK_LIBRARIES X11 Xxf86vm Xrandr Xi Xinerama Xcursor )
find_package (Threads)
endif()
endif (APPLE)
set(CMAKE_CXX_STANDARD 11)
if (DEFINED DRACO_DIR)
if (DRACO_DIR STREQUAL "")
else ()
# TODO(syoyo): better CMake script for draco
add_definitions(-DTINYGLTF_ENABLE_DRACO)
include_directories(${DRACO_DIR}/include)
link_directories(${DRACO_DIR}/lib)
set(DRACO_LIBRARY draco)
endif ()
endif()
include_directories(
../../
../common
# ${OPENGL_INCLUDE_DIR}
${GLEW_INCLUDE_DIR}
${GLFW3_INCLUDE_DIR}
)
add_executable(glview
glview.cc
../common/trackball.cc
)
target_link_libraries ( glview
${DRACO_LIBRARY}
${GLFW3_UNIX_LINK_LIBRARIES}
${GLEW_LIBRARY}
${GLFW3_glfw_LIBRARY}
${OPENGL_gl_LIBRARY}
${OPENGL_glu_LIBRARY}
${COCOA_LIBRARY}
${COREVIDEO_LIBRARY}
${IOKIT_LIBRARY}
${CMAKE_DL_LIBS}
${CMAKE_THREAD_LIBS_INIT}
)
install ( TARGETS
glview
DESTINATION
bin
)
+2 -15
View File
@@ -2,11 +2,9 @@ Simple OpenGL viewer for glTF geometry.
## Requirements
* premake5 : Requires recent `premake5`(alpha12 or later) for macosx and linux. `premake5` for windows is included in `$tinygltf/tools/window` directory.
* premake4 : Requires recent `premake4` for macosx and linux, `premake5` for windows.
* GLEW
* Ubuntu 16.04: sudo apt install libglew-dev
* glfw3
* Ubuntu 16.04: sudo apt install libglfw3-dev
### MacOSX and Linux
@@ -19,7 +17,7 @@ Simple OpenGL viewer for glTF geometry.
### Windows(not tested well)
Edit glew and glfw path in `premake5.lua`, then
Edit glew and glfw path in `premake4.lua`, then
> premake5.exe vs2013
@@ -27,17 +25,6 @@ Open .sln in Visual Studio 2013
When running .exe, glew and glfw dll must exist in the working directory.
#### Build with Draco(optional)
Assume CMake build.
```
$ mkdir build
$ cd build
$ cmake -DDRACO_DIR=/path/to/draco ../
$ make
```
## TODO
* [ ] PBR Material
-71
View File
@@ -1,71 +0,0 @@
#-*-cmake-*-
#
# yue.nicholas@gmail.com
#
# This auxiliary CMake file helps in find the glfw3 headers and libraries
#
# GLFW3_FOUND set if glfw3 is found.
# GLFW3_INCLUDE_DIR glfw3's include directory
# GLFW3_LIBRARY_DIR glfw3's library directory
# GLFW3_LIBRARIES all glfw3 libraries
FIND_PACKAGE (Threads)
FIND_PACKAGE ( PackageHandleStandardArgs )
FIND_PATH( GLFW3_LOCATION include/GLFW/glfw3.h
"$ENV{GLFW3_HOME}"
)
FIND_PACKAGE_HANDLE_STANDARD_ARGS ( GLFW3
REQUIRED_VARS GLFW3_LOCATION
)
IF (GLFW3_FOUND)
SET( GLFW3_INCLUDE_DIR "${GLFW3_LOCATION}/include" CACHE STRING "GLFW3 include path")
IF (GLFW3_USE_STATIC_LIBS)
FIND_LIBRARY ( GLFW3_glfw_LIBRARY libglfw3.a ${GLFW3_LOCATION}/lib
)
ELSE (GLFW3_USE_STATIC_LIBS)
# On windows build, we need to look for glfw3
IF (WIN32)
SET ( GLFW3_LIBRARY_NAME glfw3 )
ELSE ()
SET ( GLFW3_LIBRARY_NAME glfw )
ENDIF()
FIND_LIBRARY ( GLFW3_glfw_LIBRARY ${GLFW3_LIBRARY_NAME} ${GLFW3_LOCATION}/lib
)
ENDIF (GLFW3_USE_STATIC_LIBS)
IF (APPLE)
FIND_LIBRARY ( COCOA_LIBRARY Cocoa )
FIND_LIBRARY ( IOKIT_LIBRARY IOKit )
FIND_LIBRARY ( COREVIDEO_LIBRARY CoreVideo )
ELSEIF (UNIX AND NOT APPLE)
SET ( GLFW3_REQUIRED_X11_LIBRARIES
X11
Xi
Xrandr
Xinerama
Xcursor
Xxf86vm
m
${CMAKE_DL_LIBS}
${CMAKE_THREAD_LIBS_INIT}
)
ENDIF ()
SET ( GLFW3_LIBRARIES
${OPENGL_gl_LIBRARY}
${OPENGL_glu_LIBRARY}
${GLFW3_glfw_LIBRARY}
# UNIX
${GLFW3_REQUIRED_X11_LIBRARIES}
# APPLE
${COCOA_LIBRARY}
${IOKIT_LIBRARY}
${COREVIDEO_LIBRARY}
CACHE STRING "GLFW3 required libraries"
)
ENDIF ()
+223 -395
View File
@@ -12,21 +12,11 @@
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#ifdef _WIN32
#include "../common/trackball.h"
#else
#include "trackball.h"
#endif
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#ifdef _WIN32
#include "../../tiny_gltf.h"
#else
#include "tiny_gltf.h"
#endif
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
@@ -54,9 +44,7 @@ float eye[3], lookat[3], up[3];
GLFWwindow *window;
typedef struct {
GLuint vb;
} GLBufferState;
typedef struct { GLuint vb; } GLBufferState;
typedef struct {
std::vector<GLuint> diffuseTex; // for each primitive in mesh
@@ -255,26 +243,6 @@ void motionFunc(GLFWwindow *window, double mouse_x, double mouse_y) {
prevMouseY = mouse_y;
}
static size_t ComponentTypeByteSize(int type) {
switch (type) {
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE:
case TINYGLTF_COMPONENT_TYPE_BYTE:
return sizeof(char);
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT:
case TINYGLTF_COMPONENT_TYPE_SHORT:
return sizeof(short);
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT:
case TINYGLTF_COMPONENT_TYPE_INT:
return sizeof(int);
case TINYGLTF_COMPONENT_TYPE_FLOAT:
return sizeof(float);
case TINYGLTF_COMPONENT_TYPE_DOUBLE:
return sizeof(double);
default:
return 0;
}
}
static void SetupMeshState(tinygltf::Model &model, GLuint progId) {
// Buffer
{
@@ -285,117 +253,14 @@ static void SetupMeshState(tinygltf::Model &model, GLuint progId) {
continue; // Unsupported bufferView.
}
int sparse_accessor = -1;
for (size_t a_i = 0; a_i < model.accessors.size(); ++a_i) {
const auto &accessor = model.accessors[a_i];
if (accessor.bufferView == i) {
std::cout << i << " is used by accessor " << a_i << std::endl;
if (accessor.sparse.isSparse) {
std::cout
<< "WARN: this bufferView has at least one sparse accessor to "
"it. We are going to load the data as patched by this "
"sparse accessor, not the original data"
<< std::endl;
sparse_accessor = a_i;
break;
}
}
}
const tinygltf::Buffer &buffer = model.buffers[bufferView.buffer];
GLBufferState state;
glGenBuffers(1, &state.vb);
glBindBuffer(bufferView.target, state.vb);
std::cout << "buffer.size= " << buffer.data.size()
<< ", byteOffset = " << bufferView.byteOffset << std::endl;
if (sparse_accessor < 0)
glBufferData(bufferView.target, bufferView.byteLength,
&buffer.data.at(0) + bufferView.byteOffset,
GL_STATIC_DRAW);
else {
const auto accessor = model.accessors[sparse_accessor];
// copy the buffer to a temporary one for sparse patching
unsigned char *tmp_buffer = new unsigned char[bufferView.byteLength];
memcpy(tmp_buffer, buffer.data.data() + bufferView.byteOffset,
bufferView.byteLength);
const size_t size_of_object_in_buffer =
ComponentTypeByteSize(accessor.componentType);
const size_t size_of_sparse_indices =
ComponentTypeByteSize(accessor.sparse.indices.componentType);
const auto &indices_buffer_view =
model.bufferViews[accessor.sparse.indices.bufferView];
const auto &indices_buffer = model.buffers[indices_buffer_view.buffer];
const auto &values_buffer_view =
model.bufferViews[accessor.sparse.values.bufferView];
const auto &values_buffer = model.buffers[values_buffer_view.buffer];
for (size_t sparse_index = 0; sparse_index < accessor.sparse.count;
++sparse_index) {
int index = 0;
// std::cout << "accessor.sparse.indices.componentType = " <<
// accessor.sparse.indices.componentType << std::endl;
switch (accessor.sparse.indices.componentType) {
case TINYGLTF_COMPONENT_TYPE_BYTE:
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE:
index = (int)*(
unsigned char *)(indices_buffer.data.data() +
indices_buffer_view.byteOffset +
accessor.sparse.indices.byteOffset +
(sparse_index * size_of_sparse_indices));
break;
case TINYGLTF_COMPONENT_TYPE_SHORT:
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT:
index = (int)*(
unsigned short *)(indices_buffer.data.data() +
indices_buffer_view.byteOffset +
accessor.sparse.indices.byteOffset +
(sparse_index * size_of_sparse_indices));
break;
case TINYGLTF_COMPONENT_TYPE_INT:
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT:
index = (int)*(
unsigned int *)(indices_buffer.data.data() +
indices_buffer_view.byteOffset +
accessor.sparse.indices.byteOffset +
(sparse_index * size_of_sparse_indices));
break;
}
std::cout << "updating sparse data at index : " << index
<< std::endl;
// index is now the target of the sparse index to patch in
const unsigned char *read_from =
values_buffer.data.data() +
(values_buffer_view.byteOffset +
accessor.sparse.values.byteOffset) +
(sparse_index * (size_of_object_in_buffer * accessor.type));
/*
std::cout << ((float*)read_from)[0] << "\n";
std::cout << ((float*)read_from)[1] << "\n";
std::cout << ((float*)read_from)[2] << "\n";
*/
unsigned char *write_to =
tmp_buffer + index * (size_of_object_in_buffer * accessor.type);
memcpy(write_to, read_from, size_of_object_in_buffer * accessor.type);
}
// debug:
/*for(size_t p = 0; p < bufferView.byteLength/sizeof(float); p++)
{
float* b = (float*)tmp_buffer;
std::cout << "modified_buffer [" << p << "] = " << b[p] << '\n';
}*/
glBufferData(bufferView.target, bufferView.byteLength, tmp_buffer,
GL_STATIC_DRAW);
delete[] tmp_buffer;
}
glBufferData(bufferView.target, bufferView.byteLength,
&buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW);
glBindBuffer(bufferView.target, 0);
gBufferState[i] = state;
@@ -403,55 +268,55 @@ static void SetupMeshState(tinygltf::Model &model, GLuint progId) {
}
#if 0 // TODO(syoyo): Implement
// Texture
{
for (size_t i = 0; i < model.meshes.size(); i++) {
const tinygltf::Mesh &mesh = model.meshes[i];
// Texture
{
for (size_t i = 0; i < model.meshes.size(); i++) {
const tinygltf::Mesh &mesh = model.meshes[i];
gMeshState[mesh.name].diffuseTex.resize(mesh.primitives.size());
for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
const tinygltf::Primitive &primitive = mesh.primitives[primId];
gMeshState[mesh.name].diffuseTex.resize(mesh.primitives.size());
for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
const tinygltf::Primitive &primitive = mesh.primitives[primId];
gMeshState[mesh.name].diffuseTex[primId] = 0;
gMeshState[mesh.name].diffuseTex[primId] = 0;
if (primitive.material < 0) {
continue;
}
tinygltf::Material &mat = model.materials[primitive.material];
// printf("material.name = %s\n", mat.name.c_str());
if (mat.values.find("diffuse") != mat.values.end()) {
std::string diffuseTexName = mat.values["diffuse"].string_value;
if (model.textures.find(diffuseTexName) != model.textures.end()) {
tinygltf::Texture &tex = model.textures[diffuseTexName];
if (scene.images.find(tex.source) != model.images.end()) {
tinygltf::Image &image = model.images[tex.source];
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(tex.target, texId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (primitive.material < 0) {
continue;
}
tinygltf::Material &mat = model.materials[primitive.material];
// printf("material.name = %s\n", mat.name.c_str());
if (mat.values.find("diffuse") != mat.values.end()) {
std::string diffuseTexName = mat.values["diffuse"].string_value;
if (model.textures.find(diffuseTexName) != model.textures.end()) {
tinygltf::Texture &tex = model.textures[diffuseTexName];
if (scene.images.find(tex.source) != model.images.end()) {
tinygltf::Image &image = model.images[tex.source];
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(tex.target, texId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Ignore Texture.fomat.
GLenum format = GL_RGBA;
if (image.component == 3) {
format = GL_RGB;
}
glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
image.height, 0, format, tex.type,
&image.image.at(0));
// Ignore Texture.fomat.
GLenum format = GL_RGBA;
if (image.component == 3) {
format = GL_RGB;
}
glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
image.height, 0, format, tex.type,
&image.image.at(0));
CheckErrors("texImage2D");
glBindTexture(tex.target, 0);
CheckErrors("texImage2D");
glBindTexture(tex.target, 0);
printf("TexId = %d\n", texId);
gMeshState[mesh.name].diffuseTex[primId] = texId;
}
}
}
}
}
}
printf("TexId = %d\n", texId);
gMeshState[mesh.name].diffuseTex[primId] = texId;
}
}
}
}
}
}
#endif
glUseProgram(progId);
@@ -472,164 +337,164 @@ static void SetupMeshState(tinygltf::Model &model, GLuint progId) {
#if 0 // TODO(syoyo): Implement
// Setup curves geometry extension
static void SetupCurvesState(tinygltf::Scene &scene, GLuint progId) {
// Find curves primitive.
{
std::map<std::string, tinygltf::Mesh>::const_iterator it(
scene.meshes.begin());
std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(
scene.meshes.end());
// Find curves primitive.
{
std::map<std::string, tinygltf::Mesh>::const_iterator it(
scene.meshes.begin());
std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(
scene.meshes.end());
for (; it != itEnd; it++) {
const tinygltf::Mesh &mesh = it->second;
for (; it != itEnd; it++) {
const tinygltf::Mesh &mesh = it->second;
// Currently we only support one primitive per mesh.
if (mesh.primitives.size() > 1) {
continue;
}
// Currently we only support one primitive per mesh.
if (mesh.primitives.size() > 1) {
continue;
}
for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
const tinygltf::Primitive &primitive = mesh.primitives[primId];
for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
const tinygltf::Primitive &primitive = mesh.primitives[primId];
gMeshState[mesh.name].diffuseTex[primId] = 0;
gMeshState[mesh.name].diffuseTex[primId] = 0;
if (primitive.material.empty()) {
continue;
}
if (primitive.material.empty()) {
continue;
}
bool has_curves = false;
if (primitive.extras.IsObject()) {
if (primitive.extras.Has("ext_mode")) {
const tinygltf::Value::Object &o =
primitive.extras.Get<tinygltf::Value::Object>();
const tinygltf::Value &ext_mode = o.find("ext_mode")->second;
bool has_curves = false;
if (primitive.extras.IsObject()) {
if (primitive.extras.Has("ext_mode")) {
const tinygltf::Value::Object &o =
primitive.extras.Get<tinygltf::Value::Object>();
const tinygltf::Value &ext_mode = o.find("ext_mode")->second;
if (ext_mode.IsString()) {
const std::string &str = ext_mode.Get<std::string>();
if (str.compare("curves") == 0) {
has_curves = true;
}
}
}
}
if (ext_mode.IsString()) {
const std::string &str = ext_mode.Get<std::string>();
if (str.compare("curves") == 0) {
has_curves = true;
}
}
}
}
if (!has_curves) {
continue;
}
if (!has_curves) {
continue;
}
// Construct curves buffer
const tinygltf::Accessor &vtx_accessor =
scene.accessors[primitive.attributes.find("POSITION")->second];
const tinygltf::Accessor &nverts_accessor =
scene.accessors[primitive.attributes.find("NVERTS")->second];
const tinygltf::BufferView &vtx_bufferView =
scene.bufferViews[vtx_accessor.bufferView];
const tinygltf::BufferView &nverts_bufferView =
scene.bufferViews[nverts_accessor.bufferView];
const tinygltf::Buffer &vtx_buffer =
scene.buffers[vtx_bufferView.buffer];
const tinygltf::Buffer &nverts_buffer =
scene.buffers[nverts_bufferView.buffer];
// Construct curves buffer
const tinygltf::Accessor &vtx_accessor =
scene.accessors[primitive.attributes.find("POSITION")->second];
const tinygltf::Accessor &nverts_accessor =
scene.accessors[primitive.attributes.find("NVERTS")->second];
const tinygltf::BufferView &vtx_bufferView =
scene.bufferViews[vtx_accessor.bufferView];
const tinygltf::BufferView &nverts_bufferView =
scene.bufferViews[nverts_accessor.bufferView];
const tinygltf::Buffer &vtx_buffer =
scene.buffers[vtx_bufferView.buffer];
const tinygltf::Buffer &nverts_buffer =
scene.buffers[nverts_bufferView.buffer];
// std::cout << "vtx_bufferView = " << vtx_accessor.bufferView <<
// std::endl;
// std::cout << "nverts_bufferView = " << nverts_accessor.bufferView <<
// std::endl;
// std::cout << "vtx_buffer.size = " << vtx_buffer.data.size() <<
// std::endl;
// std::cout << "nverts_buffer.size = " << nverts_buffer.data.size() <<
// std::endl;
// std::cout << "vtx_bufferView = " << vtx_accessor.bufferView <<
// std::endl;
// std::cout << "nverts_bufferView = " << nverts_accessor.bufferView <<
// std::endl;
// std::cout << "vtx_buffer.size = " << vtx_buffer.data.size() <<
// std::endl;
// std::cout << "nverts_buffer.size = " << nverts_buffer.data.size() <<
// std::endl;
const int *nverts =
reinterpret_cast<const int *>(nverts_buffer.data.data());
const float *vtx =
reinterpret_cast<const float *>(vtx_buffer.data.data());
const int *nverts =
reinterpret_cast<const int *>(nverts_buffer.data.data());
const float *vtx =
reinterpret_cast<const float *>(vtx_buffer.data.data());
// Convert to GL_LINES data.
std::vector<float> line_pts;
size_t vtx_offset = 0;
for (int k = 0; k < static_cast<int>(nverts_accessor.count); k++) {
for (int n = 0; n < nverts[k] - 1; n++) {
// Convert to GL_LINES data.
std::vector<float> line_pts;
size_t vtx_offset = 0;
for (int k = 0; k < static_cast<int>(nverts_accessor.count); k++) {
for (int n = 0; n < nverts[k] - 1; n++) {
line_pts.push_back(vtx[3 * (vtx_offset + n) + 0]);
line_pts.push_back(vtx[3 * (vtx_offset + n) + 1]);
line_pts.push_back(vtx[3 * (vtx_offset + n) + 2]);
line_pts.push_back(vtx[3 * (vtx_offset + n) + 0]);
line_pts.push_back(vtx[3 * (vtx_offset + n) + 1]);
line_pts.push_back(vtx[3 * (vtx_offset + n) + 2]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 0]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 1]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 2]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 0]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 1]);
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 2]);
// std::cout << "p0 " << vtx[3 * (vtx_offset + n) + 0] << ", "
// << vtx[3 * (vtx_offset + n) + 1] << ", "
// << vtx[3 * (vtx_offset + n) + 2] << std::endl;
// std::cout << "p0 " << vtx[3 * (vtx_offset + n) + 0] << ", "
// << vtx[3 * (vtx_offset + n) + 1] << ", "
// << vtx[3 * (vtx_offset + n) + 2] << std::endl;
// std::cout << "p1 " << vtx[3 * (vtx_offset + n+1) + 0] << ", "
// << vtx[3 * (vtx_offset + n+1) + 1] << ", "
// << vtx[3 * (vtx_offset + n+1) + 2] << std::endl;
}
// std::cout << "p1 " << vtx[3 * (vtx_offset + n+1) + 0] << ", "
// << vtx[3 * (vtx_offset + n+1) + 1] << ", "
// << vtx[3 * (vtx_offset + n+1) + 2] << std::endl;
}
vtx_offset += nverts[k];
}
vtx_offset += nverts[k];
}
GLCurvesState state;
glGenBuffers(1, &state.vb);
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
glBufferData(GL_ARRAY_BUFFER, line_pts.size() * sizeof(float),
line_pts.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLCurvesState state;
glGenBuffers(1, &state.vb);
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
glBufferData(GL_ARRAY_BUFFER, line_pts.size() * sizeof(float),
line_pts.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
state.count = line_pts.size() / 3;
gCurvesMesh[mesh.name] = state;
state.count = line_pts.size() / 3;
gCurvesMesh[mesh.name] = state;
// Material
tinygltf::Material &mat = scene.materials[primitive.material];
// printf("material.name = %s\n", mat.name.c_str());
if (mat.values.find("diffuse") != mat.values.end()) {
std::string diffuseTexName = mat.values["diffuse"].string_value;
if (scene.textures.find(diffuseTexName) != scene.textures.end()) {
tinygltf::Texture &tex = scene.textures[diffuseTexName];
if (scene.images.find(tex.source) != scene.images.end()) {
tinygltf::Image &image = scene.images[tex.source];
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(tex.target, texId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Material
tinygltf::Material &mat = scene.materials[primitive.material];
// printf("material.name = %s\n", mat.name.c_str());
if (mat.values.find("diffuse") != mat.values.end()) {
std::string diffuseTexName = mat.values["diffuse"].string_value;
if (scene.textures.find(diffuseTexName) != scene.textures.end()) {
tinygltf::Texture &tex = scene.textures[diffuseTexName];
if (scene.images.find(tex.source) != scene.images.end()) {
tinygltf::Image &image = scene.images[tex.source];
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(tex.target, texId);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Ignore Texture.fomat.
GLenum format = GL_RGBA;
if (image.component == 3) {
format = GL_RGB;
}
glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
image.height, 0, format, tex.type,
&image.image.at(0));
// Ignore Texture.fomat.
GLenum format = GL_RGBA;
if (image.component == 3) {
format = GL_RGB;
}
glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
image.height, 0, format, tex.type,
&image.image.at(0));
CheckErrors("texImage2D");
glBindTexture(tex.target, 0);
CheckErrors("texImage2D");
glBindTexture(tex.target, 0);
printf("TexId = %d\n", texId);
gMeshState[mesh.name].diffuseTex[primId] = texId;
}
}
}
}
}
}
printf("TexId = %d\n", texId);
gMeshState[mesh.name].diffuseTex[primId] = texId;
}
}
}
}
}
}
glUseProgram(progId);
GLint vtloc = glGetAttribLocation(progId, "in_vertex");
GLint nrmloc = glGetAttribLocation(progId, "in_normal");
GLint uvloc = glGetAttribLocation(progId, "in_texcoord");
glUseProgram(progId);
GLint vtloc = glGetAttribLocation(progId, "in_vertex");
GLint nrmloc = glGetAttribLocation(progId, "in_normal");
GLint uvloc = glGetAttribLocation(progId, "in_texcoord");
GLint diffuseTexLoc = glGetUniformLocation(progId, "diffuseTex");
GLint isCurvesLoc = glGetUniformLocation(progId, "uIsCurves");
GLint diffuseTexLoc = glGetUniformLocation(progId, "diffuseTex");
GLint isCurvesLoc = glGetUniformLocation(progId, "uIsCurves");
gGLProgramState.attribs["POSITION"] = vtloc;
gGLProgramState.attribs["NORMAL"] = nrmloc;
gGLProgramState.attribs["TEXCOORD_0"] = uvloc;
gGLProgramState.uniforms["diffuseTex"] = diffuseTexLoc;
gGLProgramState.uniforms["uIsCurves"] = isCurvesLoc;
gGLProgramState.attribs["POSITION"] = vtloc;
gGLProgramState.attribs["NORMAL"] = nrmloc;
gGLProgramState.attribs["TEXCOORD_0"] = uvloc;
gGLProgramState.uniforms["diffuseTex"] = diffuseTexLoc;
gGLProgramState.uniforms["uIsCurves"] = isCurvesLoc;
};
#endif
@@ -681,14 +546,10 @@ static void DrawMesh(tinygltf::Model &model, const tinygltf::Mesh &mesh) {
(it->first.compare("NORMAL") == 0) ||
(it->first.compare("TEXCOORD_0") == 0)) {
if (gGLProgramState.attribs[it->first] >= 0) {
// Compute byteStride from Accessor + BufferView combination.
int byteStride =
accessor.ByteStride(model.bufferViews[accessor.bufferView]);
assert(byteStride != -1);
glVertexAttribPointer(gGLProgramState.attribs[it->first], size,
accessor.componentType,
accessor.normalized ? GL_TRUE : GL_FALSE,
byteStride, BUFFER_OFFSET(accessor.byteOffset));
accessor.componentType, accessor.normalized ? GL_TRUE : GL_FALSE,
model.bufferViews[accessor.bufferView].byteStride,
BUFFER_OFFSET(accessor.byteOffset));
CheckErrors("vertex attrib pointer");
glEnableVertexAttribArray(gGLProgramState.attribs[it->first]);
CheckErrors("enable vertex attrib array");
@@ -742,32 +603,32 @@ static void DrawMesh(tinygltf::Model &model, const tinygltf::Mesh &mesh) {
#if 0 // TODO(syoyo): Implement
static void DrawCurves(tinygltf::Scene &scene, const tinygltf::Mesh &mesh) {
(void)scene;
(void)scene;
if (gCurvesMesh.find(mesh.name) == gCurvesMesh.end()) {
return;
}
if (gCurvesMesh.find(mesh.name) == gCurvesMesh.end()) {
return;
}
if (gGLProgramState.uniforms["isCurvesLoc"] >= 0) {
glUniform1i(gGLProgramState.uniforms["isCurvesLoc"], 1);
}
if (gGLProgramState.uniforms["isCurvesLoc"] >= 0) {
glUniform1i(gGLProgramState.uniforms["isCurvesLoc"], 1);
}
GLCurvesState &state = gCurvesMesh[mesh.name];
GLCurvesState &state = gCurvesMesh[mesh.name];
if (gGLProgramState.attribs["POSITION"] >= 0) {
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
glVertexAttribPointer(gGLProgramState.attribs["POSITION"], 3, GL_FLOAT,
GL_FALSE, /* stride */ 0, BUFFER_OFFSET(0));
CheckErrors("curve: vertex attrib pointer");
glEnableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
CheckErrors("curve: enable vertex attrib array");
}
if (gGLProgramState.attribs["POSITION"] >= 0) {
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
glVertexAttribPointer(gGLProgramState.attribs["POSITION"], 3, GL_FLOAT,
GL_FALSE, /* stride */ 0, BUFFER_OFFSET(0));
CheckErrors("curve: vertex attrib pointer");
glEnableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
CheckErrors("curve: enable vertex attrib array");
}
glDrawArrays(GL_LINES, 0, state.count);
glDrawArrays(GL_LINES, 0, state.count);
if (gGLProgramState.attribs["POSITION"] >= 0) {
glDisableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
}
if (gGLProgramState.attribs["POSITION"] >= 0) {
glDisableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
}
}
#endif
@@ -802,14 +663,10 @@ static void DrawNode(tinygltf::Model &model, const tinygltf::Node &node) {
// std::cout << it->first << std::endl;
// FIXME(syoyo): Refactor.
// DrawCurves(scene, it->second);
if (node.mesh > -1) {
assert(node.mesh < model.meshes.size());
DrawMesh(model, model.meshes[node.mesh]);
}
DrawMesh(model, model.meshes[node.mesh]);
// Draw child nodes.
for (size_t i = 0; i < node.children.size(); i++) {
assert(node.children[i] < model.nodes.size());
DrawNode(model, model.nodes[node.children[i]]);
}
@@ -818,19 +675,18 @@ static void DrawNode(tinygltf::Model &model, const tinygltf::Node &node) {
static void DrawModel(tinygltf::Model &model) {
#if 0
std::map<std::string, tinygltf::Mesh>::const_iterator it(scene.meshes.begin());
std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(scene.meshes.end());
std::map<std::string, tinygltf::Mesh>::const_iterator it(scene.meshes.begin());
std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(scene.meshes.end());
for (; it != itEnd; it++) {
DrawMesh(scene, it->second);
DrawCurves(scene, it->second);
}
for (; it != itEnd; it++) {
DrawMesh(scene, it->second);
DrawCurves(scene, it->second);
}
#else
// If the glTF asset has at least one scene, and doesn't define a default one
// just show the first one we can find
assert(model.scenes.size() > 0);
int scene_to_display = model.defaultScene > -1 ? model.defaultScene : 0;
const tinygltf::Scene &scene = model.scenes[scene_to_display];
// TODO(syoyo): Support non-default scenes.
assert(model.defaultScene >= 0);
const tinygltf::Scene &scene = model.scenes[model.defaultScene];
for (size_t i = 0; i < scene.nodes.size(); i++) {
DrawNode(model, model.nodes[scene.nodes[i]]);
}
@@ -861,8 +717,8 @@ static void PrintNodes(const tinygltf::Scene &scene) {
int main(int argc, char **argv) {
if (argc < 2) {
std::cout << "glview input.gltf <scale>" << std::endl;
std::cout << "defaulting to example cube model" << std::endl;
std::cout << "glview input.gltf <scale>\n" << std::endl;
return 0;
}
float scale = 1.0f;
@@ -873,31 +729,16 @@ int main(int argc, char **argv) {
tinygltf::Model model;
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
#ifdef _WIN32
#ifdef _DEBUG
std::string input_filename(argv[1] ? argv[1]
: "../../../models/Cube/Cube.gltf");
#endif
#else
std::string input_filename(argv[1] ? argv[1] : "../../models/Cube/Cube.gltf");
#endif
std::string input_filename(argv[1]);
std::string ext = GetFilePathExtension(input_filename);
bool ret = false;
if (ext.compare("glb") == 0) {
// assume binary glTF.
ret =
loader.LoadBinaryFromFile(&model, &err, &warn, input_filename.c_str());
ret = loader.LoadBinaryFromFile(&model, &err, input_filename.c_str());
} else {
// assume ascii glTF.
ret = loader.LoadASCIIFromFile(&model, &err, &warn, input_filename.c_str());
}
if (!warn.empty()) {
printf("Warn: %s\n", warn.c_str());
ret = loader.LoadASCIIFromFile(&model, &err, input_filename.c_str());
}
if (!err.empty()) {
@@ -911,19 +752,17 @@ int main(int argc, char **argv) {
Init();
// DBG
PrintNodes(model.scenes[model.defaultScene > -1 ? model.defaultScene : 0]);
PrintNodes(model.scenes[model.defaultScene]);
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW." << std::endl;
return -1;
}
std::stringstream ss;
ss << "Simple glTF viewer: " << input_filename;
char title[1024];
sprintf(title, "Simple glTF viewer: %s", input_filename.c_str());
std::string title = ss.str();
window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL);
window = glfwCreateWindow(width, height, title, NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to open GLFW window. " << std::endl;
glfwTerminate();
@@ -949,23 +788,12 @@ int main(int argc, char **argv) {
reshapeFunc(window, width, height);
GLuint vertId = 0, fragId = 0, progId = 0;
#ifdef _WIN32
#ifdef _DEBUG
const char *shader_frag_filename = "../shader.frag";
const char *shader_vert_filename = "../shader.vert";
#endif
#else
const char *shader_frag_filename = "shader.frag";
const char *shader_vert_filename = "shader.vert";
#endif
if (false == LoadShader(GL_VERTEX_SHADER, vertId, shader_vert_filename)) {
if (false == LoadShader(GL_VERTEX_SHADER, vertId, "shader.vert")) {
return -1;
}
CheckErrors("load vert shader");
if (false == LoadShader(GL_FRAGMENT_SHADER, fragId, shader_frag_filename)) {
if (false == LoadShader(GL_FRAGMENT_SHADER, fragId, "shader.frag")) {
return -1;
}
CheckErrors("load frag shader");
-31
View File
@@ -1,31 +0,0 @@

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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{D078BB24-377E-497B-8045-03AF2A0547ED}.Debug|x86.Build.0 = Debug|Win32
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{D078BB24-377E-497B-8045-03AF2A0547ED}.Release|x64.Build.0 = Release|x64
{D078BB24-377E-497B-8045-03AF2A0547ED}.Release|x86.ActiveCfg = Release|Win32
{D078BB24-377E-497B-8045-03AF2A0547ED}.Release|x86.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
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GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {DB7C2F91-06C9-4BD8-95BF-04814E0C62DA}
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-152
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@@ -1,152 +0,0 @@
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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</PropertyGroup>
<Error Condition="!Exists('..\packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\nupengl.core.redist.0.1.0.1\build\native\nupengl.core.redist.targets'))" />
<Error Condition="!Exists('..\packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\nupengl.core.0.1.0.1\build\native\nupengl.core.targets'))" />
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</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project>
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
</Project>
-5
View File
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="nupengl.core" version="0.1.0.1" targetFramework="native" />
<package id="nupengl.core.redist" version="0.1.0.1" targetFramework="native" />
</packages>
@@ -7,11 +7,9 @@ solution "glview"
kind "ConsoleApp"
language "C++"
cppdialect "C++11"
files { "glview.cc", "../common/trackball.cc" }
files { "glview.cc", "trackball.cc" }
includedirs { "./" }
includedirs { "../../" }
includedirs { "../common/" }
configuration { "linux" }
linkoptions { "`pkg-config --libs glfw3`" }
@@ -35,10 +33,9 @@ solution "glview"
configuration "Debug"
defines { "DEBUG" }
symbols "On"
warnings "Extra"
flags { "Symbols", "ExtraWarnings"}
configuration "Release"
defines { "NDEBUG" }
optimize "On"
warnings "Extra"
flags { "Optimize", "ExtraWarnings"}
+292
View File
@@ -0,0 +1,292 @@
/*
* (c) Copyright 1993, 1994, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* Trackball code:
*
* Implementation of a virtual trackball.
* Implemented by Gavin Bell, lots of ideas from Thant Tessman and
* the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
*
* Vector manip code:
*
* Original code from:
* David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
*
* Much mucking with by:
* Gavin Bell
*/
#include <math.h>
#include "trackball.h"
/*
* This size should really be based on the distance from the center of
* rotation to the point on the object underneath the mouse. That
* point would then track the mouse as closely as possible. This is a
* simple example, though, so that is left as an Exercise for the
* Programmer.
*/
#define TRACKBALLSIZE (0.8)
/*
* Local function prototypes (not defined in trackball.h)
*/
static float tb_project_to_sphere(float, float, float);
static void normalize_quat(float[4]);
static void vzero(float *v) {
v[0] = 0.0;
v[1] = 0.0;
v[2] = 0.0;
}
static void vset(float *v, float x, float y, float z) {
v[0] = x;
v[1] = y;
v[2] = z;
}
static void vsub(const float *src1, const float *src2, float *dst) {
dst[0] = src1[0] - src2[0];
dst[1] = src1[1] - src2[1];
dst[2] = src1[2] - src2[2];
}
static void vcopy(const float *v1, float *v2) {
register int i;
for (i = 0; i < 3; i++)
v2[i] = v1[i];
}
static void vcross(const float *v1, const float *v2, float *cross) {
float temp[3];
temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
vcopy(temp, cross);
}
static float vlength(const float *v) {
return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
static void vscale(float *v, float div) {
v[0] *= div;
v[1] *= div;
v[2] *= div;
}
static void vnormal(float *v) { vscale(v, 1.0 / vlength(v)); }
static float vdot(const float *v1, const float *v2) {
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
}
static void vadd(const float *src1, const float *src2, float *dst) {
dst[0] = src1[0] + src2[0];
dst[1] = src1[1] + src2[1];
dst[2] = src1[2] + src2[2];
}
/*
* Ok, simulate a track-ball. Project the points onto the virtual
* trackball, then figure out the axis of rotation, which is the cross
* product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
* Note: This is a deformed trackball-- is a trackball in the center,
* but is deformed into a hyperbolic sheet of rotation away from the
* center. This particular function was chosen after trying out
* several variations.
*
* It is assumed that the arguments to this routine are in the range
* (-1.0 ... 1.0)
*/
void trackball(float q[4], float p1x, float p1y, float p2x, float p2y) {
float a[3]; /* Axis of rotation */
float phi; /* how much to rotate about axis */
float p1[3], p2[3], d[3];
float t;
if (p1x == p2x && p1y == p2y) {
/* Zero rotation */
vzero(q);
q[3] = 1.0;
return;
}
/*
* First, figure out z-coordinates for projection of P1 and P2 to
* deformed sphere
*/
vset(p1, p1x, p1y, tb_project_to_sphere(TRACKBALLSIZE, p1x, p1y));
vset(p2, p2x, p2y, tb_project_to_sphere(TRACKBALLSIZE, p2x, p2y));
/*
* Now, we want the cross product of P1 and P2
*/
vcross(p2, p1, a);
/*
* Figure out how much to rotate around that axis.
*/
vsub(p1, p2, d);
t = vlength(d) / (2.0 * TRACKBALLSIZE);
/*
* Avoid problems with out-of-control values...
*/
if (t > 1.0)
t = 1.0;
if (t < -1.0)
t = -1.0;
phi = 2.0 * asin(t);
axis_to_quat(a, phi, q);
}
/*
* Given an axis and angle, compute quaternion.
*/
void axis_to_quat(float a[3], float phi, float q[4]) {
vnormal(a);
vcopy(a, q);
vscale(q, sin(phi / 2.0));
q[3] = cos(phi / 2.0);
}
/*
* Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
* if we are away from the center of the sphere.
*/
static float tb_project_to_sphere(float r, float x, float y) {
float d, t, z;
d = sqrt(x * x + y * y);
if (d < r * 0.70710678118654752440) { /* Inside sphere */
z = sqrt(r * r - d * d);
} else { /* On hyperbola */
t = r / 1.41421356237309504880;
z = t * t / d;
}
return z;
}
/*
* Given two rotations, e1 and e2, expressed as quaternion rotations,
* figure out the equivalent single rotation and stuff it into dest.
*
* This routine also normalizes the result every RENORMCOUNT times it is
* called, to keep error from creeping in.
*
* NOTE: This routine is written so that q1 or q2 may be the same
* as dest (or each other).
*/
#define RENORMCOUNT 97
void add_quats(float q1[4], float q2[4], float dest[4]) {
static int count = 0;
float t1[4], t2[4], t3[4];
float tf[4];
vcopy(q1, t1);
vscale(t1, q2[3]);
vcopy(q2, t2);
vscale(t2, q1[3]);
vcross(q2, q1, t3);
vadd(t1, t2, tf);
vadd(t3, tf, tf);
tf[3] = q1[3] * q2[3] - vdot(q1, q2);
dest[0] = tf[0];
dest[1] = tf[1];
dest[2] = tf[2];
dest[3] = tf[3];
if (++count > RENORMCOUNT) {
count = 0;
normalize_quat(dest);
}
}
/*
* Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0
* If they don't add up to 1.0, dividing by their magnitued will
* renormalize them.
*
* Note: See the following for more information on quaternions:
*
* - Shoemake, K., Animating rotation with quaternion curves, Computer
* Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
* - Pletinckx, D., Quaternion calculus as a basic tool in computer
* graphics, The Visual Computer 5, 2-13, 1989.
*/
static void normalize_quat(float q[4]) {
int i;
float mag;
mag = (q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
for (i = 0; i < 4; i++)
q[i] /= mag;
}
/*
* Build a rotation matrix, given a quaternion rotation.
*
*/
void build_rotmatrix(float m[4][4], const float q[4]) {
m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
m[0][3] = 0.0;
m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
m[1][1] = 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
m[1][3] = 0.0;
m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
m[2][3] = 0.0;
m[3][0] = 0.0;
m[3][1] = 0.0;
m[3][2] = 0.0;
m[3][3] = 1.0;
}
+75
View File
@@ -0,0 +1,75 @@
/*
* (c) Copyright 1993, 1994, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* trackball.h
* A virtual trackball implementation
* Written by Gavin Bell for Silicon Graphics, November 1988.
*/
/*
* Pass the x and y coordinates of the last and current positions of
* the mouse, scaled so they are from (-1.0 ... 1.0).
*
* The resulting rotation is returned as a quaternion rotation in the
* first paramater.
*/
void trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
void negate_quat(float *q, float *qn);
/*
* Given two quaternions, add them together to get a third quaternion.
* Adding quaternions to get a compound rotation is analagous to adding
* translations to get a compound translation. When incrementally
* adding rotations, the first argument here should be the new
* rotation, the second and third the total rotation (which will be
* over-written with the resulting new total rotation).
*/
void add_quats(float *q1, float *q2, float *dest);
/*
* A useful function, builds a rotation matrix in Matrix based on
* given quaternion.
*/
void build_rotmatrix(float m[4][4], const float q[4]);
/*
* This function computes a quaternion based on an axis (defined by
* the given vector) and an angle about which to rotate. The angle is
* expressed in radians. The result is put into the third argument.
*/
void axis_to_quat(float a[3], float phi, float q[4]);
+9 -109
View File
@@ -1,128 +1,28 @@
# NanoSG
# Raytrace example
Simple, minimal and header-only scene graph library for NanoRT.
Simple raytracing example with OpenGL preview
NanoSG itself shoud be compiled with C++-03 compiler, but demo code uses C++11 features.
![screenshot of the demo program](images/nanosg-demo.png)
![Animation showing node manipulation](https://media.giphy.com/media/l3JDO29fMFndyObHW/giphy.gif)
## Build
### Linux or macOS
```bash
premake5 gmake
make
```
$ premake5 gmake
$ make
```
### Windows
```bash
premake5 vs2015
```
$ premake5 vs2015
```
## Data structure
### Node
Node represents scene graph node. Tansformation node or Mesh(shape) node.
Node is interpreted as transformation node when passing `nullptr` to Node class constructure.
Node can contain multiple children.
### Scene
Scene contains root nodes and provides the method to find an intersection of nodes.
## User defined data structure
Following are required in user application.
### Mesh class
Current example code assumes mesh is all composed of triangle meshes.
Following method must be implemented for `Scene::Traversal`.
```cpp
///
/// Get the geometric normal and the shading normal at `face_idx' th face.
///
template<typename T>
void GetNormal(T Ng[3], T Ns[3], const unsigned int face_idx, const T u, const T v) const;
```
### Intersection class
Represents intersection(hit) information.
### Transform
Transformation is done in the following procedure.
`M' = parent_xform x local_xform x local_pivot`
## Memory management
`Scene` and `Node` does not create a copy of asset data(e.g. vertices, indices). Thus user must care about memory management of scene assets in user side.
## API
API is still subject to change.
### Node
```cpp
void Node::SetName(const std::string &name);
```
Set (unique) name for the node.
```cpp
void Node::AddChild(const type &child);
```
Add node as child node.
```cpp
void Node::SetLocalXform(const T xform[4][4]) {
```
Set local transformation matrix. Default is identity matrix.
### Scene
```cpp
bool Scene::AddNode(const Node<T, M> &node);
```
Add a node to the scene.
```cpp
bool Scene::Commit() {
```
Commit the scene. After adding nodes to the scene or changed transformation matrix, call this `Commit` before tracing rays.
`Commit` triggers BVH build in each nodes and updates node's transformation matrix.
```cpp
template<class H>
bool Scene::Traverse(nanort::Ray<T> &ray, H *isect, const bool cull_back_face = false) const;
```
Trace ray into the scene and find an intersection.
Returns `true` when there is an intersection and hit information is stored in `isect`.
## TODO
* [ ] Compute pivot point of each node(mesh).
## Third party libraries and its icenses
## Third party libraries and its icenses.
* picojson : BSD license.
* bt3gui : zlib license.
* bt3gui : zlib license.
* glew : BSD/MIT license.
* tinyobjloader : MIT license.
* glm : The Happy Bunny License (Modified MIT License). Copyright (c) 2005 - 2017 G-Truc Creation
+8 -22
View File
@@ -1,23 +1,9 @@
{
"commented_out_obj_filename": "cornellbox_suzanne.obj",
"gltf_filename": "../../models/Cube/Cube.gltf",
"scene_scale": 1.0,
"width": 512,
"height": 512,
"eye": [
0,
2.5,
15
],
"up": [
0,
1,
0
],
"look_at": [
0,
0,
0
],
"dummy": 0
{ "gltf_filename" : "../../models/Cube/Cube.gltf",
"scene_scale" : 1.0,
"width" : 512,
"height" : 512,
"eye" : [0, 2.5, 15],
"up" : [0, 1, 0],
"look_at" : [0, 0, 0],
"dummy" : 0
}
File diff suppressed because it is too large Load Diff
+12 -460
View File
@@ -1,12 +1,11 @@
#include "gltf-loader.h"
#include <iostream>
#include <memory> // c++11
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_STB_IMAGE_WRITE
#include <tiny_gltf.h>
#define STB_IMAGE_IMPLEMENTATION
#include "tiny_gltf.h"
namespace example {
static std::string GetFilePathExtension(const std::string &FileName) {
if (FileName.find_last_of(".") != std::string::npos)
return FileName.substr(FileName.find_last_of(".") + 1);
@@ -16,30 +15,24 @@ static std::string GetFilePathExtension(const std::string &FileName) {
///
/// Loads glTF 2.0 mesh
///
bool LoadGLTF(const std::string &filename, float scale,
std::vector<Mesh<float> > *meshes,
std::vector<Material> *materials,
std::vector<Texture> *textures) {
bool LoadGLTF(const std::string &filename, float scale, std::vector<Mesh<float> > *meshes, std::vector<Material> *materials, std::vector<Texture> *textures)
{
// TODO(syoyo): Texture
// TODO(syoyo): Material
tinygltf::Model model;
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
const std::string ext = GetFilePathExtension(filename);
std::string ext = GetFilePathExtension(filename);
bool ret = false;
if (ext.compare("glb") == 0) {
// assume binary glTF.
ret = loader.LoadBinaryFromFile(&model, &err, &warn, filename.c_str());
ret = loader.LoadBinaryFromFile(&model, &err, filename.c_str());
} else {
// assume ascii glTF.
ret = loader.LoadASCIIFromFile(&model, &err, &warn, filename.c_str());
}
if (!warn.empty()) {
std::cout << "glTF parse warning: " << warn << std::endl;
ret = loader.LoadASCIIFromFile(&model, &err, filename.c_str());
}
if (!err.empty()) {
@@ -50,448 +43,7 @@ bool LoadGLTF(const std::string &filename, float scale,
return false;
}
std::cout << "loaded glTF file has:\n"
<< model.accessors.size() << " accessors\n"
<< model.animations.size() << " animations\n"
<< model.buffers.size() << " buffers\n"
<< model.bufferViews.size() << " bufferViews\n"
<< model.materials.size() << " materials\n"
<< model.meshes.size() << " meshes\n"
<< model.nodes.size() << " nodes\n"
<< model.textures.size() << " textures\n"
<< model.images.size() << " images\n"
<< model.skins.size() << " skins\n"
<< model.samplers.size() << " samplers\n"
<< model.cameras.size() << " cameras\n"
<< model.scenes.size() << " scenes\n"
<< model.lights.size() << " lights\n";
// Iterate through all the meshes in the glTF file
for (const auto &gltfMesh : model.meshes) {
std::cout << "Current mesh has " << gltfMesh.primitives.size()
<< " primitives:\n";
// Create a mesh object
Mesh<float> loadedMesh(sizeof(float) * 3);
// To store the min and max of the buffer (as 3D vector of floats)
v3f pMin = {}, pMax = {};
// Store the name of the glTF mesh (if defined)
loadedMesh.name = gltfMesh.name;
// For each primitive
for (const auto &meshPrimitive : gltfMesh.primitives) {
// Boolean used to check if we have converted the vertex buffer format
bool convertedToTriangleList = false;
// This permit to get a type agnostic way of reading the index buffer
std::unique_ptr<intArrayBase> indicesArrayPtr = nullptr;
{
const auto &indicesAccessor = model.accessors[meshPrimitive.indices];
const auto &bufferView = model.bufferViews[indicesAccessor.bufferView];
const auto &buffer = model.buffers[bufferView.buffer];
const auto dataAddress = buffer.data.data() + bufferView.byteOffset +
indicesAccessor.byteOffset;
const auto byteStride = indicesAccessor.ByteStride(bufferView);
const auto count = indicesAccessor.count;
// Allocate the index array in the pointer-to-base declared in the
// parent scope
switch (indicesAccessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_BYTE:
indicesArrayPtr =
std::unique_ptr<intArray<char> >(new intArray<char>(
arrayAdapter<char>(dataAddress, count, byteStride)));
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE:
indicesArrayPtr = std::unique_ptr<intArray<unsigned char> >(
new intArray<unsigned char>(arrayAdapter<unsigned char>(
dataAddress, count, byteStride)));
break;
case TINYGLTF_COMPONENT_TYPE_SHORT:
indicesArrayPtr =
std::unique_ptr<intArray<short> >(new intArray<short>(
arrayAdapter<short>(dataAddress, count, byteStride)));
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT:
indicesArrayPtr = std::unique_ptr<intArray<unsigned short> >(
new intArray<unsigned short>(arrayAdapter<unsigned short>(
dataAddress, count, byteStride)));
break;
case TINYGLTF_COMPONENT_TYPE_INT:
indicesArrayPtr = std::unique_ptr<intArray<int> >(new intArray<int>(
arrayAdapter<int>(dataAddress, count, byteStride)));
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT:
indicesArrayPtr = std::unique_ptr<intArray<unsigned int> >(
new intArray<unsigned int>(arrayAdapter<unsigned int>(
dataAddress, count, byteStride)));
break;
default:
break;
}
}
const auto &indices = *indicesArrayPtr;
if (indicesArrayPtr) {
std::cout << "indices: ";
for (size_t i(0); i < indicesArrayPtr->size(); ++i) {
std::cout << indices[i] << " ";
loadedMesh.faces.push_back(indices[i]);
}
std::cout << '\n';
}
switch (meshPrimitive.mode) {
// We re-arrange the indices so that it describe a simple list of
// triangles
case TINYGLTF_MODE_TRIANGLE_FAN:
if (!convertedToTriangleList) {
std::cout << "TRIANGLE_FAN\n";
// This only has to be done once per primitive
convertedToTriangleList = true;
// We steal the guts of the vector
auto triangleFan = std::move(loadedMesh.faces);
loadedMesh.faces.clear();
// Push back the indices that describe just one triangle one by one
for (size_t i{2}; i < triangleFan.size(); ++i) {
loadedMesh.faces.push_back(triangleFan[0]);
loadedMesh.faces.push_back(triangleFan[i - 1]);
loadedMesh.faces.push_back(triangleFan[i]);
}
}
case TINYGLTF_MODE_TRIANGLE_STRIP:
if (!convertedToTriangleList) {
std::cout << "TRIANGLE_STRIP\n";
// This only has to be done once per primitive
convertedToTriangleList = true;
auto triangleStrip = std::move(loadedMesh.faces);
loadedMesh.faces.clear();
for (size_t i{2}; i < triangleStrip.size(); ++i) {
loadedMesh.faces.push_back(triangleStrip[i - 2]);
loadedMesh.faces.push_back(triangleStrip[i - 1]);
loadedMesh.faces.push_back(triangleStrip[i]);
}
}
case TINYGLTF_MODE_TRIANGLES: // this is the simpliest case to handle
{
std::cout << "TRIANGLES\n";
for (const auto &attribute : meshPrimitive.attributes) {
const auto attribAccessor = model.accessors[attribute.second];
const auto &bufferView =
model.bufferViews[attribAccessor.bufferView];
const auto &buffer = model.buffers[bufferView.buffer];
const auto dataPtr = buffer.data.data() + bufferView.byteOffset +
attribAccessor.byteOffset;
const auto byte_stride = attribAccessor.ByteStride(bufferView);
const auto count = attribAccessor.count;
std::cout << "current attribute has count " << count
<< " and stride " << byte_stride << " bytes\n";
std::cout << "attribute string is : " << attribute.first << '\n';
if (attribute.first == "POSITION") {
std::cout << "found position attribute\n";
// get the position min/max for computing the boundingbox
pMin.x = attribAccessor.minValues[0];
pMin.y = attribAccessor.minValues[1];
pMin.z = attribAccessor.minValues[2];
pMax.x = attribAccessor.maxValues[0];
pMax.y = attribAccessor.maxValues[1];
pMax.z = attribAccessor.maxValues[2];
switch (attribAccessor.type) {
case TINYGLTF_TYPE_VEC3: {
switch (attribAccessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT:
std::cout << "Type is FLOAT\n";
// 3D vector of float
v3fArray positions(
arrayAdapter<v3f>(dataPtr, count, byte_stride));
std::cout << "positions's size : " << positions.size()
<< '\n';
for (size_t i{0}; i < positions.size(); ++i) {
const auto v = positions[i];
std::cout << "positions[" << i << "]: (" << v.x << ", "
<< v.y << ", " << v.z << ")\n";
loadedMesh.vertices.push_back(v.x * scale);
loadedMesh.vertices.push_back(v.y * scale);
loadedMesh.vertices.push_back(v.z * scale);
}
}
break;
case TINYGLTF_COMPONENT_TYPE_DOUBLE: {
std::cout << "Type is DOUBLE\n";
switch (attribAccessor.type) {
case TINYGLTF_TYPE_VEC3: {
v3dArray positions(
arrayAdapter<v3d>(dataPtr, count, byte_stride));
for (size_t i{0}; i < positions.size(); ++i) {
const auto v = positions[i];
std::cout << "positions[" << i << "]: (" << v.x
<< ", " << v.y << ", " << v.z << ")\n";
loadedMesh.vertices.push_back(v.x * scale);
loadedMesh.vertices.push_back(v.y * scale);
loadedMesh.vertices.push_back(v.z * scale);
}
} break;
default:
// TODO Handle error
break;
}
break;
default:
break;
}
} break;
}
}
if (attribute.first == "NORMAL") {
std::cout << "found normal attribute\n";
switch (attribAccessor.type) {
case TINYGLTF_TYPE_VEC3: {
std::cout << "Normal is VEC3\n";
switch (attribAccessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT: {
std::cout << "Normal is FLOAT\n";
v3fArray normals(
arrayAdapter<v3f>(dataPtr, count, byte_stride));
// IMPORTANT: We need to reorder normals (and texture
// coordinates into "facevarying" order) for each face
// For each triangle :
for (size_t i{0}; i < indices.size() / 3; ++i) {
// get the i'th triange's indexes
auto f0 = indices[3 * i + 0];
auto f1 = indices[3 * i + 1];
auto f2 = indices[3 * i + 2];
// get the 3 normal vectors for that face
v3f n0, n1, n2;
n0 = normals[f0];
n1 = normals[f1];
n2 = normals[f2];
// Put them in the array in the correct order
loadedMesh.facevarying_normals.push_back(n0.x);
loadedMesh.facevarying_normals.push_back(n0.y);
loadedMesh.facevarying_normals.push_back(n0.z);
loadedMesh.facevarying_normals.push_back(n1.x);
loadedMesh.facevarying_normals.push_back(n1.y);
loadedMesh.facevarying_normals.push_back(n1.z);
loadedMesh.facevarying_normals.push_back(n2.x);
loadedMesh.facevarying_normals.push_back(n2.y);
loadedMesh.facevarying_normals.push_back(n2.z);
}
} break;
case TINYGLTF_COMPONENT_TYPE_DOUBLE: {
std::cout << "Normal is DOUBLE\n";
v3dArray normals(
arrayAdapter<v3d>(dataPtr, count, byte_stride));
// IMPORTANT: We need to reorder normals (and texture
// coordinates into "facevarying" order) for each face
// For each triangle :
for (size_t i{0}; i < indices.size() / 3; ++i) {
// get the i'th triange's indexes
auto f0 = indices[3 * i + 0];
auto f1 = indices[3 * i + 1];
auto f2 = indices[3 * i + 2];
// get the 3 normal vectors for that face
v3d n0, n1, n2;
n0 = normals[f0];
n1 = normals[f1];
n2 = normals[f2];
// Put them in the array in the correct order
loadedMesh.facevarying_normals.push_back(n0.x);
loadedMesh.facevarying_normals.push_back(n0.y);
loadedMesh.facevarying_normals.push_back(n0.z);
loadedMesh.facevarying_normals.push_back(n1.x);
loadedMesh.facevarying_normals.push_back(n1.y);
loadedMesh.facevarying_normals.push_back(n1.z);
loadedMesh.facevarying_normals.push_back(n2.x);
loadedMesh.facevarying_normals.push_back(n2.y);
loadedMesh.facevarying_normals.push_back(n2.z);
}
} break;
default:
std::cerr << "Unhandeled componant type for normal\n";
}
} break;
default:
std::cerr << "Unhandeled vector type for normal\n";
}
// Face varying comment on the normals is also true for the UVs
if (attribute.first == "TEXCOORD_0") {
std::cout << "Found texture coordinates\n";
switch (attribAccessor.type) {
case TINYGLTF_TYPE_VEC2: {
std::cout << "TEXTCOORD is VEC2\n";
switch (attribAccessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT: {
std::cout << "TEXTCOORD is FLOAT\n";
v2fArray uvs(
arrayAdapter<v2f>(dataPtr, count, byte_stride));
for (size_t i{0}; i < indices.size() / 3; ++i) {
// get the i'th triange's indexes
auto f0 = indices[3 * i + 0];
auto f1 = indices[3 * i + 1];
auto f2 = indices[3 * i + 2];
// get the texture coordinates for each triangle's
// vertices
v2f uv0, uv1, uv2;
uv0 = uvs[f0];
uv1 = uvs[f1];
uv2 = uvs[f2];
// push them in order into the mesh data
loadedMesh.facevarying_uvs.push_back(uv0.x);
loadedMesh.facevarying_uvs.push_back(uv0.y);
loadedMesh.facevarying_uvs.push_back(uv1.x);
loadedMesh.facevarying_uvs.push_back(uv1.y);
loadedMesh.facevarying_uvs.push_back(uv2.x);
loadedMesh.facevarying_uvs.push_back(uv2.y);
}
} break;
case TINYGLTF_COMPONENT_TYPE_DOUBLE: {
std::cout << "TEXTCOORD is DOUBLE\n";
v2dArray uvs(
arrayAdapter<v2d>(dataPtr, count, byte_stride));
for (size_t i{0}; i < indices.size() / 3; ++i) {
// get the i'th triange's indexes
auto f0 = indices[3 * i + 0];
auto f1 = indices[3 * i + 1];
auto f2 = indices[3 * i + 2];
v2d uv0, uv1, uv2;
uv0 = uvs[f0];
uv1 = uvs[f1];
uv2 = uvs[f2];
loadedMesh.facevarying_uvs.push_back(uv0.x);
loadedMesh.facevarying_uvs.push_back(uv0.y);
loadedMesh.facevarying_uvs.push_back(uv1.x);
loadedMesh.facevarying_uvs.push_back(uv1.y);
loadedMesh.facevarying_uvs.push_back(uv2.x);
loadedMesh.facevarying_uvs.push_back(uv2.y);
}
} break;
default:
std::cerr << "unrecognized vector type for UV";
}
} break;
default:
std::cerr << "unreconized componant type for UV";
}
}
}
}
break;
default:
std::cerr << "primitive mode not implemented";
break;
// These aren't triangles:
case TINYGLTF_MODE_POINTS:
case TINYGLTF_MODE_LINE:
case TINYGLTF_MODE_LINE_LOOP:
std::cerr << "primitive is not triangle based, ignoring";
}
}
// bbox :
v3f bCenter;
bCenter.x = 0.5f * (pMax.x - pMin.x) + pMin.x;
bCenter.y = 0.5f * (pMax.y - pMin.y) + pMin.y;
bCenter.z = 0.5f * (pMax.z - pMin.z) + pMin.z;
for (size_t v = 0; v < loadedMesh.vertices.size() / 3; v++) {
loadedMesh.vertices[3 * v + 0] -= bCenter.x;
loadedMesh.vertices[3 * v + 1] -= bCenter.y;
loadedMesh.vertices[3 * v + 2] -= bCenter.z;
}
loadedMesh.pivot_xform[0][0] = 1.0f;
loadedMesh.pivot_xform[0][1] = 0.0f;
loadedMesh.pivot_xform[0][2] = 0.0f;
loadedMesh.pivot_xform[0][3] = 0.0f;
loadedMesh.pivot_xform[1][0] = 0.0f;
loadedMesh.pivot_xform[1][1] = 1.0f;
loadedMesh.pivot_xform[1][2] = 0.0f;
loadedMesh.pivot_xform[1][3] = 0.0f;
loadedMesh.pivot_xform[2][0] = 0.0f;
loadedMesh.pivot_xform[2][1] = 0.0f;
loadedMesh.pivot_xform[2][2] = 1.0f;
loadedMesh.pivot_xform[2][3] = 0.0f;
loadedMesh.pivot_xform[3][0] = bCenter.x;
loadedMesh.pivot_xform[3][1] = bCenter.y;
loadedMesh.pivot_xform[3][2] = bCenter.z;
loadedMesh.pivot_xform[3][3] = 1.0f;
// TODO handle materials
for (size_t i{0}; i < loadedMesh.faces.size(); ++i)
loadedMesh.material_ids.push_back(materials->at(0).id);
meshes->push_back(loadedMesh);
ret = true;
}
}
// Iterate through all texture declaration in glTF file
for (const auto &gltfTexture : model.textures) {
std::cout << "Found texture!";
Texture loadedTexture;
const auto &image = model.images[gltfTexture.source];
loadedTexture.components = image.component;
loadedTexture.width = image.width;
loadedTexture.height = image.height;
const auto size =
image.component * image.width * image.height * sizeof(unsigned char);
loadedTexture.image = new unsigned char[size];
memcpy(loadedTexture.image, image.image.data(), size);
textures->push_back(loadedTexture);
}
return ret;
return false;
}
} // namespace example
} // namespace example
+5 -152
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@@ -1,166 +1,19 @@
#ifndef EXAMPLE_GLTF_LOADER_H_
#define EXAMPLE_GLTF_LOADER_H_
#include <stdexcept>
#include <string>
#include <vector>
#include <string>
#include "material.h"
#include "mesh.h"
#include "material.h"
namespace example {
/// Adapts an array of bytes to an array of T. Will advace of byte_stride each
/// elements.
template <typename T>
struct arrayAdapter {
/// Pointer to the bytes
const unsigned char *dataPtr;
/// Number of elements in the array
const size_t elemCount;
/// Stride in bytes between two elements
const size_t stride;
/// Construct an array adapter.
/// \param ptr Pointer to the start of the data, with offset applied
/// \param count Number of elements in the array
/// \param byte_stride Stride betweens elements in the array
arrayAdapter(const unsigned char *ptr, size_t count, size_t byte_stride)
: dataPtr(ptr), elemCount(count), stride(byte_stride) {}
/// Returns a *copy* of a single element. Can't be used to modify it.
T operator[](size_t pos) const {
if (pos >= elemCount)
throw std::out_of_range(
"Tried to access beyond the last element of an array adapter with "
"count " +
std::to_string(elemCount) + " while getting elemnet number " +
std::to_string(pos));
return *(reinterpret_cast<const T *>(dataPtr + pos * stride));
}
};
/// Interface of any adapted array that returns ingeger data
struct intArrayBase {
virtual ~intArrayBase() = default;
virtual unsigned int operator[](size_t) const = 0;
virtual size_t size() const = 0;
};
/// Interface of any adapted array that returns float data
struct floatArrayBase {
virtual ~floatArrayBase() = default;
virtual float operator[](size_t) const = 0;
virtual size_t size() const = 0;
};
/// An array that loads interger types, returns them as int
template <class T>
struct intArray : public intArrayBase {
arrayAdapter<T> adapter;
intArray(const arrayAdapter<T> &a) : adapter(a) {}
unsigned int operator[](size_t position) const override {
return static_cast<unsigned int>(adapter[position]);
}
size_t size() const override { return adapter.elemCount; }
};
template <class T>
struct floatArray : public floatArrayBase {
arrayAdapter<T> adapter;
floatArray(const arrayAdapter<T> &a) : adapter(a) {}
float operator[](size_t position) const override {
return static_cast<float>(adapter[position]);
}
size_t size() const override { return adapter.elemCount; }
};
#pragma pack(push, 1)
template <typename T>
struct v2 {
T x, y;
};
/// 3D vector of floats without padding
template <typename T>
struct v3 {
T x, y, z;
};
/// 4D vector of floats without padding
template <typename T>
struct v4 {
T x, y, z, w;
};
#pragma pack(pop)
using v2f = v2<float>;
using v3f = v3<float>;
using v4f = v4<float>;
using v2d = v2<double>;
using v3d = v3<double>;
using v4d = v4<double>;
struct v2fArray {
arrayAdapter<v2f> adapter;
v2fArray(const arrayAdapter<v2f> &a) : adapter(a) {}
v2f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v3fArray {
arrayAdapter<v3f> adapter;
v3fArray(const arrayAdapter<v3f> &a) : adapter(a) {}
v3f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v4fArray {
arrayAdapter<v4f> adapter;
v4fArray(const arrayAdapter<v4f> &a) : adapter(a) {}
v4f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v2dArray {
arrayAdapter<v2d> adapter;
v2dArray(const arrayAdapter<v2d> &a) : adapter(a) {}
v2d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v3dArray {
arrayAdapter<v3d> adapter;
v3dArray(const arrayAdapter<v3d> &a) : adapter(a) {}
v3d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v4dArray {
arrayAdapter<v4d> adapter;
v4dArray(const arrayAdapter<v4d> &a) : adapter(a) {}
v4d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
///
/// Loads glTF 2.0 mesh
///
bool LoadGLTF(const std::string &filename, float scale,
std::vector<Mesh<float> > *meshes,
std::vector<Material> *materials, std::vector<Texture> *textures);
bool LoadGLTF(const std::string &filename, float scale, std::vector<Mesh<float> > *meshes, std::vector<Material> *materials, std::vector<Texture> *textures);
} // namespace example
}
#endif // EXAMPLE_GLTF_LOADER_H_
#endif // EXAMPLE_GLTF_LOADER_H_
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+166 -227
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@@ -53,13 +53,12 @@ THE SOFTWARE.
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iostream>
#include <limits>
#include <map>
#include <sstream>
#include <string>
#include <vector>
#include <sstream>
#include <map>
#include <atomic> // C++11
#include <chrono> // C++11
@@ -73,23 +72,22 @@ THE SOFTWARE.
#if defined(_MSC_VER)
#pragma warning(push)
#pragma warning(disable : 4201)
#pragma warning(disable: 4201)
#endif
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/quaternion.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/mat4x4.hpp"
#include "glm/gtc/quaternion.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#if defined(_MSC_VER)
#pragma warning(pop)
#endif
#include "gltf-loader.h"
#include "nanosg.h"
#include "obj-loader.h"
#include "render-config.h"
#include "render.h"
#include "gltf-loader.h"
#include "trackball.h"
#ifdef WIN32
@@ -98,17 +96,19 @@ THE SOFTWARE.
#endif
#endif
b3gDefaultOpenGLWindow *window = 0;
#define SHOW_BUFFER_COLOR (0)
#define SHOW_BUFFER_NORMAL (1)
#define SHOW_BUFFER_POSITION (2)
#define SHOW_BUFFER_DEPTH (3)
#define SHOW_BUFFER_TEXCOORD (4)
#define SHOW_BUFFER_VARYCOORD (5)
b3gDefaultOpenGLWindow* window = 0;
int gWidth = 512;
int gHeight = 512;
int gMousePosX = -1, gMousePosY = -1;
bool gMouseLeftDown = false;
// FIX issue when max passes is done - no modes is switched. pass must be set to
// 0 when mode is changed
int gShowBufferMode_prv = SHOW_BUFFER_COLOR;
int gShowBufferMode = SHOW_BUFFER_COLOR;
bool gTabPressed = false;
bool gShiftPressed = false;
float gShowPositionScale = 1.0f;
@@ -128,7 +128,8 @@ std::atomic<bool> gSceneDirty;
example::RenderConfig gRenderConfig;
std::mutex gMutex;
struct RenderLayer {
struct RenderLayer
{
std::vector<float> displayRGBA; // Accumurated image.
std::vector<float> rgba;
std::vector<float> auxRGBA; // Auxiliary buffer
@@ -142,12 +143,14 @@ struct RenderLayer {
RenderLayer gRenderLayer;
struct Camera {
struct Camera
{
glm::mat4 view;
glm::mat4 projection;
};
struct ManipConfig {
struct ManipConfig
{
glm::vec3 snapTranslation;
glm::vec3 snapRotation;
glm::vec3 snapScale;
@@ -198,12 +201,9 @@ void RenderThread() {
// gRenderCancel may be set to true in main loop.
// Render() will repeatedly check this flag inside the rendering loop.
bool ret = example::Renderer::Render(
&gRenderLayer.rgba.at(0), &gRenderLayer.auxRGBA.at(0),
&gRenderLayer.sampleCounts.at(0), gCurrQuat, gScene, gAsset,
gRenderConfig, gRenderCancel,
gShowBufferMode // added mode passing
);
bool ret =
example::Renderer::Render(&gRenderLayer.rgba.at(0), &gRenderLayer.auxRGBA.at(0), &gRenderLayer.sampleCounts.at(0),
gCurrQuat, gScene, gAsset, gRenderConfig, gRenderCancel);
if (ret) {
std::lock_guard<std::mutex> guard(gMutex);
@@ -219,18 +219,16 @@ void RenderThread() {
}
}
void InitRender(example::RenderConfig *rc) {
void InitRender(example::RenderConfig* rc) {
rc->pass = 0;
rc->max_passes = 128;
gRenderLayer.sampleCounts.resize(rc->width * rc->height);
std::fill(gRenderLayer.sampleCounts.begin(), gRenderLayer.sampleCounts.end(),
0.0);
std::fill(gRenderLayer.sampleCounts.begin(), gRenderLayer.sampleCounts.end(), 0.0);
gRenderLayer.displayRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.displayRGBA.begin(), gRenderLayer.displayRGBA.end(),
0.0);
std::fill(gRenderLayer.displayRGBA.begin(), gRenderLayer.displayRGBA.end(), 0.0);
gRenderLayer.rgba.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.rgba.begin(), gRenderLayer.rgba.end(), 0.0);
@@ -239,23 +237,19 @@ void InitRender(example::RenderConfig *rc) {
std::fill(gRenderLayer.auxRGBA.begin(), gRenderLayer.auxRGBA.end(), 0.0);
gRenderLayer.normalRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.normalRGBA.begin(), gRenderLayer.normalRGBA.end(),
0.0);
std::fill(gRenderLayer.normalRGBA.begin(), gRenderLayer.normalRGBA.end(), 0.0);
gRenderLayer.positionRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.positionRGBA.begin(), gRenderLayer.positionRGBA.end(),
0.0);
std::fill(gRenderLayer.positionRGBA.begin(), gRenderLayer.positionRGBA.end(), 0.0);
gRenderLayer.depthRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.depthRGBA.begin(), gRenderLayer.depthRGBA.end(), 0.0);
gRenderLayer.texCoordRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.texCoordRGBA.begin(), gRenderLayer.texCoordRGBA.end(),
0.0);
std::fill(gRenderLayer.texCoordRGBA.begin(), gRenderLayer.texCoordRGBA.end(), 0.0);
gRenderLayer.varyCoordRGBA.resize(rc->width * rc->height * 4);
std::fill(gRenderLayer.varyCoordRGBA.begin(),
gRenderLayer.varyCoordRGBA.end(), 0.0);
std::fill(gRenderLayer.varyCoordRGBA.begin(), gRenderLayer.varyCoordRGBA.end(), 0.0);
rc->normalImage = &gRenderLayer.normalRGBA.at(0);
rc->positionImage = &gRenderLayer.positionRGBA.at(0);
@@ -274,18 +268,19 @@ void checkErrors(std::string desc) {
}
}
static int CreateDisplayTextureGL(const float *data, int width, int height,
int components) {
GLuint id;
glGenTextures(1, &id);
static int CreateDisplayTextureGL(const float *data, int width,
int height, int components) {
GLuint id;
glGenTextures(1, &id);
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLenum format = GL_RGBA;
if (components == 1) {
format = GL_LUMINANCE;
@@ -295,15 +290,15 @@ static int CreateDisplayTextureGL(const float *data, int width, int height,
format = GL_RGB;
} else if (components == 4) {
format = GL_RGBA;
} else {
assert(0); // "Invalid components"
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_FLOAT,
data);
} else {
assert(0); // "Invalid components"
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
GL_FLOAT, data);
glBindTexture(GL_TEXTURE_2D, last_texture);
return static_cast<int>(id);
}
@@ -317,10 +312,8 @@ void keyboardCallback(int keycode, int state) {
// reset.
trackball(gCurrQuat, 0.0f, 0.0f, 0.0f, 0.0f);
// clear buffer.
memset(gRenderLayer.rgba.data(), 0,
sizeof(float) * gRenderConfig.width * gRenderConfig.height * 4);
memset(gRenderLayer.sampleCounts.data(), 0,
sizeof(int) * gRenderConfig.width * gRenderConfig.height);
memset(gRenderLayer.rgba.data(), 0, sizeof(float) * gRenderConfig.width * gRenderConfig.height * 4);
memset(gRenderLayer.sampleCounts.data(), 0, sizeof(int) * gRenderConfig.width * gRenderConfig.height);
} else if (keycode == 9) {
gTabPressed = (state == 1);
} else if (keycode == B3G_SHIFT) {
@@ -337,10 +330,9 @@ void keyboardCallback(int keycode, int state) {
}
void mouseMoveCallback(float x, float y) {
if (gMouseLeftDown) {
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
gSceneDirty = true;
// RequestRender();
} else {
float w = static_cast<float>(gRenderConfig.width);
float h = static_cast<float>(gRenderConfig.height);
@@ -379,34 +371,31 @@ void mouseButtonCallback(int button, int state, float x, float y) {
(void)y;
ImGui_ImplBtGui_SetMouseButtonState(button, (state == 1));
if (button == 0 && !state)
gMouseLeftDown = false; // prevent sticky trackball after using gizmo
ImGuiIO &io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
if (button == 0 && !state) {
if (ImGuizmo::IsUsing()) {
return;
}
// left button
if (button == 0) {
if (state) {
gMouseLeftDown = true;
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
} else {
trackball(gPrevQuat, 0.0f, 0.0f, 0.0f, 0.0f);
}
} else {
gMouseLeftDown = false;
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
gSceneDirty = true;
RequestRender();
}
}
} else {
// left button
if (button == 0) {
if (state) {
gMouseLeftDown = true;
if (ImGuizmo::IsOver() || ImGuizmo::IsUsing()) {
} else {
trackball(gPrevQuat, 0.0f, 0.0f, 0.0f, 0.0f);
}
} else {
}
}
}
}
void resizeCallback(float width, float height) {
// GLfloat h = (GLfloat)height / (GLfloat)width;
//GLfloat h = (GLfloat)height / (GLfloat)width;
GLfloat xmax, znear, zfar;
znear = 1.0f;
@@ -417,7 +406,7 @@ void resizeCallback(float width, float height) {
gHeight = static_cast<int>(height);
}
inline float pseudoColor(float v, int ch) {
inline float pesudoColor(float v, int ch) {
if (ch == 0) { // red
if (v <= 0.5f)
return 0.f;
@@ -482,7 +471,7 @@ void UpdateDisplayTextureGL(GLint tex_id, int width, int height) {
for (size_t i = 0; i < buf.size(); i++) {
float v = (gRenderLayer.depthRGBA[i] - d_min) / d_diff;
if (gShowDepthPeseudoColor) {
buf[i] = pseudoColor(v, i % 4);
buf[i] = pesudoColor(v, i % 4);
} else {
buf[i] = v;
}
@@ -502,31 +491,31 @@ void UpdateDisplayTextureGL(GLint tex_id, int width, int height) {
disp.resize(width * height * 4);
{
for (size_t y = 0; y < height; y++) {
memcpy(&disp[4 * (y * width)], &buf[4 * ((height - y - 1) * width)],
sizeof(float) * 4 * width);
memcpy(&disp[4 * (y * width)], &buf[4 * ((height - y - 1) * width)], sizeof(float) * 4 * width);
}
}
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT,
disp.data());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, disp.data());
glBindTexture(GL_TEXTURE_2D, 0);
// glRasterPos2i(-1, -1);
// glDrawPixels(width, height, GL_RGBA, GL_FLOAT,
//glRasterPos2i(-1, -1);
//glDrawPixels(width, height, GL_RGBA, GL_FLOAT,
// static_cast<const GLvoid*>(&buf.at(0)));
}
void EditTransform(const ManipConfig &config, const Camera &camera,
glm::mat4 &matrix) {
void EditTransform(const ManipConfig &config, const Camera& camera, glm::mat4& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90)) mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69)) mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate",
mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
@@ -535,15 +524,14 @@ void EditTransform(const ManipConfig &config, const Camera &camera,
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(&matrix[0][0], matrixTranslation,
matrixRotation, matrixScale);
ImGuizmo::DecomposeMatrixToComponents(&matrix[0][0], matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation,
matrixScale, &matrix[0][0]);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, &matrix[0][0]);
if (mCurrentGizmoOperation != ImGuizmo::SCALE) {
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
@@ -551,32 +539,33 @@ void EditTransform(const ManipConfig &config, const Camera &camera,
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83)) useSnap = !useSnap;
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
glm::vec3 snap;
switch (mCurrentGizmoOperation) {
case ImGuizmo::TRANSLATE:
snap = config.snapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.snapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.snapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.snapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.snapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.snapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO &io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(&camera.view[0][0], &camera.projection[0][0],
mCurrentGizmoOperation, mCurrentGizmoMode, &matrix[0][0],
NULL, useSnap ? &snap.x : NULL);
ImGuizmo::Manipulate(&camera.view[0][0], &camera.projection[0][0], mCurrentGizmoOperation, mCurrentGizmoMode, &matrix[0][0], NULL, useSnap ? &snap.x : NULL);
}
void DrawMesh(const example::Mesh<float> *mesh) {
void DrawMesh(const example::Mesh<float> *mesh)
{
// TODO(LTE): Use vertex array or use display list.
glBegin(GL_TRIANGLES);
@@ -590,17 +579,20 @@ void DrawMesh(const example::Mesh<float> *mesh) {
glNormal3f(mesh->facevarying_normals[9 * i + 0],
mesh->facevarying_normals[9 * i + 1],
mesh->facevarying_normals[9 * i + 2]);
glVertex3f(mesh->vertices[3 * f0 + 0], mesh->vertices[3 * f0 + 1],
glVertex3f(mesh->vertices[3 * f0 + 0],
mesh->vertices[3 * f0 + 1],
mesh->vertices[3 * f0 + 2]);
glNormal3f(mesh->facevarying_normals[9 * i + 3],
mesh->facevarying_normals[9 * i + 4],
mesh->facevarying_normals[9 * i + 5]);
glVertex3f(mesh->vertices[3 * f1 + 0], mesh->vertices[3 * f1 + 1],
glVertex3f(mesh->vertices[3 * f1 + 0],
mesh->vertices[3 * f1 + 1],
mesh->vertices[3 * f1 + 2]);
glNormal3f(mesh->facevarying_normals[9 * i + 6],
mesh->facevarying_normals[9 * i + 7],
mesh->facevarying_normals[9 * i + 8]);
glVertex3f(mesh->vertices[3 * f2 + 0], mesh->vertices[3 * f2 + 1],
glVertex3f(mesh->vertices[3 * f2 + 0],
mesh->vertices[3 * f2 + 1],
mesh->vertices[3 * f2 + 2]);
}
@@ -610,19 +602,23 @@ void DrawMesh(const example::Mesh<float> *mesh) {
unsigned int f1 = mesh->faces[3 * i + 1];
unsigned int f2 = mesh->faces[3 * i + 2];
glVertex3f(mesh->vertices[3 * f0 + 0], mesh->vertices[3 * f0 + 1],
glVertex3f(mesh->vertices[3 * f0 + 0],
mesh->vertices[3 * f0 + 1],
mesh->vertices[3 * f0 + 2]);
glVertex3f(mesh->vertices[3 * f1 + 0], mesh->vertices[3 * f1 + 1],
glVertex3f(mesh->vertices[3 * f1 + 0],
mesh->vertices[3 * f1 + 1],
mesh->vertices[3 * f1 + 2]);
glVertex3f(mesh->vertices[3 * f2 + 0], mesh->vertices[3 * f2 + 1],
glVertex3f(mesh->vertices[3 * f2 + 0],
mesh->vertices[3 * f2 + 1],
mesh->vertices[3 * f2 + 2]);
}
}
glEnd();
glEnd();
}
void DrawNode(const nanosg::Node<float, example::Mesh<float> > &node) {
void DrawNode(const nanosg::Node<float, example::Mesh<float> > &node)
{
glPushMatrix();
glMultMatrixf(node.GetLocalXformPtr());
@@ -638,8 +634,8 @@ void DrawNode(const nanosg::Node<float, example::Mesh<float> > &node) {
}
// Draw scene with OpenGL
void DrawScene(const nanosg::Scene<float, example::Mesh<float> > &scene,
const Camera &camera) {
void DrawScene(const nanosg::Scene<float, example::Mesh<float> > &scene, const Camera &camera)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
@@ -653,12 +649,11 @@ void DrawScene(const nanosg::Scene<float, example::Mesh<float> > &scene,
const float light_diffuse[4] = {0.5f, 0.5f, 0.5f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, &light0_pos[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, &light_diffuse[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, &light_diffuse[0]);
glLightfv(GL_LIGHT1, GL_POSITION, &light1_pos[0]);
glLightfv(GL_LIGHT1, GL_DIFFUSE, &light_diffuse[0]);
glLightfv(GL_LIGHT1, GL_DIFFUSE, &light_diffuse[0]);
const std::vector<nanosg::Node<float, example::Mesh<float> > > &root_nodes =
scene.GetNodes();
const std::vector<nanosg::Node<float, example::Mesh<float> > > &root_nodes = scene.GetNodes();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -680,12 +675,15 @@ void DrawScene(const nanosg::Scene<float, example::Mesh<float> > &scene,
glDisable(GL_LIGHT1);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
}
void BuildSceneItems(std::vector<std::string> *display_names,
std::vector<std::string> *names,
const nanosg::Node<float, example::Mesh<float> > &node,
int indent) {
void BuildSceneItems(
std::vector<std::string> *display_names,
std::vector<std::string> *names,
const nanosg::Node<float, example::Mesh<float> > &node,
int indent)
{
if (node.GetName().empty()) {
// Skip a node with empty name.
return;
@@ -701,16 +699,14 @@ void BuildSceneItems(std::vector<std::string> *display_names,
display_names->push_back(display_name);
names->push_back(node.GetName());
for (size_t i = 0; i < node.GetChildren().size(); i++) {
BuildSceneItems(display_names, names, node.GetChildren()[i], indent + 1);
}
}
// tigra: add default material
example::Material default_material;
int main(int argc, char **argv) {
int main(int argc, char** argv) {
std::string config_filename = "config.json";
if (argc > 1) {
@@ -733,47 +729,13 @@ int main(int argc, char **argv) {
std::vector<example::Material> materials;
std::vector<example::Texture> textures;
// tigra: set default material to 95% white diffuse
default_material.diffuse[0] = 0.95f;
default_material.diffuse[1] = 0.95f;
default_material.diffuse[2] = 0.95f;
default_material.specular[0] = 0;
default_material.specular[1] = 0;
default_material.specular[2] = 0;
// Material pushed as first material on the list
materials.push_back(default_material);
if (!gRenderConfig.obj_filename.empty()) {
bool ret = LoadObj(gRenderConfig.obj_filename, gRenderConfig.scene_scale,
&meshes, &materials, &textures);
if (!ret) {
std::cerr << "Failed to load .obj [ " << gRenderConfig.obj_filename
<< " ]" << std::endl;
return -1;
}
}
if (!gRenderConfig.gltf_filename.empty()) {
std::cout << "Found gltf file : " << gRenderConfig.gltf_filename << "\n";
bool ret =
LoadGLTF(gRenderConfig.gltf_filename, gRenderConfig.scene_scale,
&meshes, &materials, &textures);
if (!ret) {
std::cerr << "Failed to load glTF file [ "
<< gRenderConfig.gltf_filename << " ]" << std::endl;
return -1;
}
}
if (textures.size() > 0) {
materials[0].diffuse_texid = 0;
bool ret = LoadGLTF(gRenderConfig.gltf_filename, gRenderConfig.scene_scale, &meshes, &materials, &textures);
if (!ret) {
std::cerr << "Failed to load glTF [ " << gRenderConfig.gltf_filename << " ]" << std::endl;
return -1;
}
gAsset.materials = materials;
gAsset.default_material = default_material;
gAsset.textures = textures;
for (size_t n = 0; n < meshes.size(); n++) {
@@ -782,20 +744,12 @@ int main(int argc, char **argv) {
}
for (size_t n = 0; n < gAsset.meshes.size(); n++) {
nanosg::Node<float, example::Mesh<float> > node(&gAsset.meshes[n]);
// case where the name of a mesh isn't defined in the loaded file
if (gAsset.meshes[n].name.empty()) {
std::string generatedName = "unnamed_" + std::to_string(n);
gAsset.meshes[n].name = generatedName;
meshes[n].name = generatedName;
}
node.SetName(meshes[n].name);
node.SetLocalXform(meshes[n].pivot_xform); // Use mesh's pivot transform
// as node's local transform.
node.SetLocalXform(meshes[n].pivot_xform); // Use mesh's pivot transform as node's local transform.
gNodes.push_back(node);
gScene.AddNode(node);
}
@@ -807,12 +761,11 @@ int main(int argc, char **argv) {
float bmin[3], bmax[3];
gScene.GetBoundingBox(bmin, bmax);
printf(" # of nodes : %d\n", int(gNodes.size()));
printf(" Scene Bmin : %f, %f, %f\n", bmin[0], bmin[1],
bmin[2]);
printf(" Scene Bmax : %f, %f, %f\n", bmax[0], bmax[1],
bmax[2]);
}
printf(" Scene Bmin : %f, %f, %f\n", bmin[0], bmin[1], bmin[2]);
printf(" Scene Bmax : %f, %f, %f\n", bmax[0], bmax[1], bmax[2]);
}
std::vector<const char *> imgui_node_names;
std::vector<std::string> display_node_names;
std::vector<std::string> node_names;
@@ -820,14 +773,13 @@ int main(int argc, char **argv) {
{
for (size_t i = 0; i < gScene.GetNodes().size(); i++) {
BuildSceneItems(&display_node_names, &node_names, gScene.GetNodes()[i],
/* indent */ 0);
BuildSceneItems(&display_node_names, &node_names, gScene.GetNodes()[i], /* indent */0);
}
// List of strings for imgui.
// Assume nodes in the scene does not change.
for (size_t i = 0; i < display_node_names.size(); i++) {
// std::cout << "name : " << display_node_names[i] << std::endl;
//std::cout << "name : " << display_node_names[i] << std::endl;
imgui_node_names.push_back(display_node_names[i].c_str());
}
@@ -836,13 +788,13 @@ int main(int argc, char **argv) {
nanosg::Node<float, example::Mesh<float> > *node;
if (gScene.FindNode(node_names[i], &node)) {
// std::cout << "id : " << i << ", name : " << node_names[i] <<
// std::endl;
//std::cout << "id : " << i << ", name : " << node_names[i] << std::endl;
node_map[i] = node;
}
}
}
window = new b3gDefaultOpenGLWindow;
b3gWindowConstructionInfo ci;
#ifdef USE_OPENGL2
@@ -882,12 +834,11 @@ int main(int argc, char **argv) {
window->setResizeCallback(resizeCallback);
checkErrors("resize");
ImGui::CreateContext();
ImGui_ImplBtGui_Init(window);
ImGuiIO &io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
// io.Fonts->AddFontFromFileTTF("./DroidSans.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("./DroidSans.ttf", 15.0f);
glm::mat4 projection(1.0f);
glm::mat4 view(1.0f);
@@ -910,7 +861,7 @@ int main(int argc, char **argv) {
ImGuizmo::BeginFrame();
ImGuizmo::Enable(true);
// ImGuiIO &io = ImGui::GetIO();
//ImGuiIO &io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGui::Begin("UI");
@@ -946,7 +897,7 @@ int main(int argc, char **argv) {
ImGui::InputFloat("show pos scale", &gShowPositionScale);
ImGui::InputFloat2("show depth range", gShowDepthRange);
ImGui::Checkbox("show depth pseudo color", &gShowDepthPeseudoColor);
ImGui::Checkbox("show depth pesudo color", &gShowDepthPeseudoColor);
}
ImGui::End();
@@ -957,47 +908,38 @@ int main(int argc, char **argv) {
checkErrors("clear");
// fix max passes issue
if (gShowBufferMode_prv != gShowBufferMode) {
gRenderConfig.pass = 0;
gShowBufferMode_prv = gShowBufferMode;
}
// Render display window
{
static GLint gl_texid = -1;
if (gl_texid < 0) {
gl_texid = CreateDisplayTextureGL(NULL, gRenderConfig.width,
gRenderConfig.height, 4);
gl_texid = CreateDisplayTextureGL(NULL, gRenderConfig.width, gRenderConfig.height, 4);
}
// Refresh texture until rendering finishes.
if (gRenderConfig.pass < gRenderConfig.max_passes) {
// FIXME(LTE): Do not update GL texture frequently.
UpdateDisplayTextureGL(gl_texid, gRenderConfig.width,
gRenderConfig.height);
UpdateDisplayTextureGL(gl_texid, gRenderConfig.width, gRenderConfig.height);
}
ImGui::Begin("Render");
ImTextureID tex_id =
reinterpret_cast<void *>(static_cast<intptr_t>(gl_texid));
ImTextureID tex_id = reinterpret_cast<void *>(
static_cast<intptr_t>(gl_texid));
ImGui::Image(tex_id, ImVec2(256, 256), ImVec2(0, 0),
ImVec2(1, 1)); // Setup camera and draw imguizomo
ImVec2(1, 1));// Setup camera and draw imguizomo
ImGui::End();
}
// scene graph tree
glm::mat4 node_matrix;
static int node_selected_index = 0;
static int node_selected = 0;
{
ImGui::Begin("Scene");
ImGui::ListBox("Node list", &node_selected_index, imgui_node_names.data(),
imgui_node_names.size(), 16);
auto node_selected = node_map.at(node_selected_index);
node_matrix = glm::make_mat4(node_selected->GetLocalXformPtr());
ImGui::ListBox("Node list", &node_selected, imgui_node_names.data(), imgui_node_names.size(), 16);
node_matrix = glm::make_mat4(node_map[node_selected]->GetLocalXformPtr());
ImGui::End();
}
@@ -1022,14 +964,11 @@ int main(int argc, char **argv) {
up[2] = gRenderConfig.up[2];
// NOTE(LTE): w, then (x,y,z) for glm::quat.
glm::quat rot =
glm::quat(gCurrQuat[3], gCurrQuat[0], gCurrQuat[1], gCurrQuat[2]);
glm::quat rot = glm::quat(gCurrQuat[3], gCurrQuat[0], gCurrQuat[1], gCurrQuat[2]);
glm::mat4 rm = glm::mat4_cast(rot);
view = glm::lookAt(eye, lookat, up) * glm::inverse(glm::mat4_cast(rot));
projection = glm::perspective(
45.0f, float(window->getWidth()) / float(window->getHeight()), 0.01f,
1000.0f);
projection = glm::perspective (45.0f, float(window->getWidth()) / float(window->getHeight()), 0.01f, 1000.0f);
camera.view = view;
camera.projection = projection;
@@ -1039,10 +978,10 @@ int main(int argc, char **argv) {
float mat[4][4];
memcpy(mat, &node_matrix[0][0], sizeof(float) * 16);
node_map[node_selected_index]->SetLocalXform(mat);
node_map[node_selected]->SetLocalXform(mat);
checkErrors("edit_transform");
ImGui::End();
}
+2 -8
View File
@@ -3,15 +3,10 @@
#include <cstdlib>
#ifdef __clang__
#pragma clang diagnostic push
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif
namespace example {
// TODO(syoyo): Support PBR material.
struct Material {
// float ambient[3];
float diffuse[3];
@@ -58,7 +53,6 @@ struct Texture {
int width;
int height;
int components;
int _pad_;
unsigned char* image;
Texture() {
+1 -7
View File
@@ -4,7 +4,6 @@
#include <vector>
#include <algorithm>
#include <cmath>
#include <limits>
namespace example {
@@ -70,13 +69,9 @@ inline void calculate_normal(T Nn[3], const T v0[3], const T v1[3], const T v2[3
template<typename T>
class Mesh {
public:
explicit Mesh(const size_t vertex_stride) :
stride(vertex_stride) {
}
std::string name;
std::vector<T> vertices; /// stride * num_vertices
std::vector<T> vertices; /// [xyz] * num_vertices
std::vector<T> facevarying_normals; /// [xyz] * 3(triangle) * num_faces
std::vector<T> facevarying_tangents; /// [xyz] * 3(triangle) * num_faces
std::vector<T> facevarying_binormals; /// [xyz] * 3(triangle) * num_faces
@@ -87,7 +82,6 @@ class Mesh {
std::vector<unsigned int> material_ids; /// index x num_faces
T pivot_xform[4][4];
size_t stride; /// stride for vertex data.
// --- Required methods in Scene::Traversal. ---
-1
View File
@@ -1 +0,0 @@
#include "nanort.h"
+125 -208
View File
@@ -44,13 +44,6 @@ THE SOFTWARE.
namespace nanort {
#ifdef __clang__
#pragma clang diagnostic push
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif
// Parallelized BVH build is not yet fully tested,
// thus turn off if you face a problem when building BVH.
#define NANORT_ENABLE_PARALLEL_BUILD (1)
@@ -308,7 +301,9 @@ class real3 {
real3 operator/(const real3 &f2) const {
return real3(x() / f2.x(), y() / f2.y(), z() / f2.z());
}
real3 operator-() const { return real3(-x(), -y(), -z()); }
real3 operator-() const {
return real3(-x(), -y(), -z());
}
T operator[](int i) const { return v[i]; }
T &operator[](int i) { return v[i]; }
@@ -335,8 +330,8 @@ template <typename T>
inline real3<T> vnormalize(const real3<T> &rhs) {
real3<T> v = rhs;
T len = vlength(rhs);
if (std::fabs(len) > static_cast<T>(1.0e-6)) {
T inv_len = static_cast<T>(1.0) / len;
if (fabs(len) > 1.0e-6f) {
float inv_len = 1.0f / len;
v.v[0] *= inv_len;
v.v[1] *= inv_len;
v.v[2] *= inv_len;
@@ -368,7 +363,9 @@ inline const real *get_vertex_addr(const real *p, const size_t idx,
template <typename T = float>
class Ray {
public:
Ray() : min_t(static_cast<T>(0.0)), max_t(std::numeric_limits<T>::max()) {
Ray()
: min_t(static_cast<T>(0.0))
, max_t(std::numeric_limits<T>::max()) {
org[0] = static_cast<T>(0.0);
org[1] = static_cast<T>(0.0);
org[2] = static_cast<T>(0.0);
@@ -377,11 +374,11 @@ class Ray {
dir[2] = static_cast<T>(-1.0);
}
T org[3]; // must set
T dir[3]; // must set
T min_t; // minimum ray hit distance.
T max_t; // maximum ray hit distance.
T inv_dir[3]; // filled internally
T org[3]; // must set
T dir[3]; // must set
T min_t; // minium ray hit distance.
T max_t; // maximum ray hit distance.
T inv_dir[3]; // filled internally
int dir_sign[3]; // filled internally
};
@@ -389,38 +386,6 @@ template <typename T = float>
class BVHNode {
public:
BVHNode() {}
BVHNode(const BVHNode &rhs) {
bmin[0] = rhs.bmin[0];
bmin[1] = rhs.bmin[1];
bmin[2] = rhs.bmin[2];
flag = rhs.flag;
bmax[0] = rhs.bmax[0];
bmax[1] = rhs.bmax[1];
bmax[2] = rhs.bmax[2];
axis = rhs.axis;
data[0] = rhs.data[0];
data[1] = rhs.data[1];
}
BVHNode &operator=(const BVHNode &rhs) {
bmin[0] = rhs.bmin[0];
bmin[1] = rhs.bmin[1];
bmin[2] = rhs.bmin[2];
flag = rhs.flag;
bmax[0] = rhs.bmax[0];
bmax[1] = rhs.bmax[1];
bmax[2] = rhs.bmax[2];
axis = rhs.axis;
data[0] = rhs.data[0];
data[1] = rhs.data[1];
return (*this);
}
~BVHNode() {}
T bmin[3];
@@ -515,26 +480,14 @@ class BBox {
}
};
template <typename T>
class NodeHit {
template<typename T>
class NodeHit
{
public:
NodeHit()
: t_min(std::numeric_limits<T>::max()),
t_max(-std::numeric_limits<T>::max()),
node_id(static_cast<unsigned int>(-1)) {}
NodeHit(const NodeHit<T> &rhs) {
t_min = rhs.t_min;
t_max = rhs.t_max;
node_id = rhs.node_id;
}
NodeHit &operator=(const NodeHit<T> &rhs) {
t_min = rhs.t_min;
t_max = rhs.t_max;
node_id = rhs.node_id;
return (*this);
: t_min(std::numeric_limits<T>::max())
, t_max(-std::numeric_limits<T>::max())
, node_id(static_cast<unsigned int>(-1)) {
}
~NodeHit() {}
@@ -544,8 +497,9 @@ class NodeHit {
unsigned int node_id;
};
template <typename T>
class NodeHitComparator {
template<typename T>
class NodeHitComparator
{
public:
inline bool operator()(const NodeHit<T> &a, const NodeHit<T> &b) {
return a.t_min < b.t_min;
@@ -558,37 +512,29 @@ class BVHAccel {
BVHAccel() : pad0_(0) { (void)pad0_; }
~BVHAccel() {}
///
/// Build BVH for input primitives.
///
template <class P, class Pred>
bool Build(const unsigned int num_primitives, const P &p, const Pred &pred,
const BVHBuildOptions<T> &options = BVHBuildOptions<T>());
template<class P, class Pred>
bool Build(const unsigned int num_primitives,
const P &p, const Pred &pred, const BVHBuildOptions<T> &options = BVHBuildOptions<T>());
///
/// Get statistics of built BVH tree. Valid after Build()
///
BVHBuildStatistics GetStatistics() const { return stats_; }
///
/// Dump built BVH to the file.
///
bool Dump(const char *filename);
///
/// Load BVH binary
///
bool Load(const char *filename);
void Debug();
///
/// Traverse into BVH along ray and find closest hit point & primitive if
/// found
///
template <class I, class H>
bool Traverse(const Ray<T> &ray, const I &intersector, H *isect,
const BVHTraceOptions &options = BVHTraceOptions()) const;
template<class I, class H>
bool Traverse(const Ray<T> &ray,
const I &intersector,
H *isect,
const BVHTraceOptions& options = BVHTraceOptions()) const;
#if 0
/// Multi-hit ray traversal
@@ -605,17 +551,16 @@ class BVHAccel {
/// List up nodes which intersects along the ray.
/// This function is useful for two-level BVH traversal.
///
template <class I>
bool ListNodeIntersections(const Ray<T> &ray, int max_intersections,
template<class I>
bool ListNodeIntersections(const Ray<T> &ray,
int max_intersections,
const I &intersector,
StackVector<NodeHit<T>, 128> *hits) const;
const std::vector<BVHNode<T> > &GetNodes() const { return nodes_; }
const std::vector<unsigned int> &GetIndices() const { return indices_; }
///
/// Returns bounding box of built BVH.
///
void BoundingBox(T bmin[3], T bmax[3]) const {
if (nodes_.empty()) {
bmin[0] = bmin[1] = bmin[2] = std::numeric_limits<T>::max();
@@ -644,7 +589,7 @@ class BVHAccel {
std::vector<ShallowNodeInfo> shallow_node_infos_;
/// Builds shallow BVH tree recursively.
template <class P, class Pred>
template<class P, class Pred>
unsigned int BuildShallowTree(std::vector<BVHNode<T> > *out_nodes,
unsigned int left_idx, unsigned int right_idx,
unsigned int depth,
@@ -653,22 +598,22 @@ class BVHAccel {
#endif
/// Builds BVH tree recursively.
template <class P, class Pred>
template<class P, class Pred>
unsigned int BuildTree(BVHBuildStatistics *out_stat,
std::vector<BVHNode<T> > *out_nodes,
unsigned int left_idx, unsigned int right_idx,
unsigned int depth, const P &p, const Pred &pred);
template <class I>
template<class I>
bool TestLeafNode(const BVHNode<T> &node, const Ray<T> &ray,
const I &intersector) const;
template <class I>
bool TestLeafNodeIntersections(
const BVHNode<T> &node, const Ray<T> &ray, const int max_intersections,
const I &intersector,
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >,
NodeHitComparator<T> > *isect_pq) const;
template<class I>
bool TestLeafNodeIntersections(const BVHNode<T> &node,
const Ray<T> &ray,
const int max_intersections,
const I &intersector,
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >, NodeHitComparator<T> > *isect_pq) const;
#if 0
template<class I, class H, class Comp>
@@ -718,7 +663,7 @@ class TriangleSAHPred {
T center = p0[axis] + p1[axis] + p2[axis];
return (center < pos * static_cast<T>(3.0));
return (center < pos * 3.0);
}
private:
@@ -817,7 +762,7 @@ class TriangleIntersector {
/// distance `t`,
/// varycentric coordinate `u` and `v`.
/// Returns true if there's intersection.
bool Intersect(T *t_inout, const unsigned int prim_index) const {
bool Intersect(T *t_inout, unsigned int prim_index) const {
if ((prim_index < trace_options_.prim_ids_range[0]) ||
(prim_index >= trace_options_.prim_ids_range[1])) {
return false;
@@ -846,13 +791,8 @@ class TriangleIntersector {
T V = Ax * Cy - Ay * Cx;
T W = Bx * Ay - By * Ax;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wfloat-equal"
#endif
// Fall back to test against edges using double precision.
if (U == static_cast<T>(0.0) || V == static_cast<T>(0.0) || W == static_cast<T>(0.0)) {
if (U == 0.0 || V == 0.0 || W == 0.0) {
double CxBy = static_cast<double>(Cx) * static_cast<double>(By);
double CyBx = static_cast<double>(Cy) * static_cast<double>(Bx);
U = static_cast<T>(CxBy - CyBx);
@@ -867,19 +807,15 @@ class TriangleIntersector {
}
if (trace_options_.cull_back_face) {
if (U < static_cast<T>(0.0) || V < static_cast<T>(0.0) || W < static_cast<T>(0.0)) return false;
if (U < 0.0 || V < 0.0 || W < 0.0) return false;
} else {
if ((U < static_cast<T>(0.0) || V < static_cast<T>(0.0) || W < static_cast<T>(0.0)) && (U > static_cast<T>(0.0) || V > static_cast<T>(0.0) || W > static_cast<T>(0.0))) {
if ((U < 0.0 || V < 0.0 || W < 0.0) && (U > 0.0 || V > 0.0 || W > 0.0)) {
return false;
}
}
T det = U + V + W;
if (det == static_cast<T>(0.0)) return false;
#ifdef __clang__
#pragma clang diagnostic pop
#endif
if (det == 0.0) return false;
const T Az = ray_coeff_.Sz * A[ray_coeff_.kz];
const T Bz = ray_coeff_.Sz * B[ray_coeff_.kz];
@@ -893,10 +829,6 @@ class TriangleIntersector {
return false;
}
if (tt < t_min_) {
return false;
}
(*t_inout) = tt;
// Use Thomas-Mueller style barycentric coord.
// U + V + W = 1.0 and interp(p) = U * p0 + V * p1 + W * p2
@@ -952,8 +884,6 @@ class TriangleIntersector {
trace_options_ = trace_options;
t_min_ = ray.min_t;
u_ = 0.0f;
v_ = 0.0f;
}
@@ -971,20 +901,19 @@ class TriangleIntersector {
}
private:
const T *vertices_;
const unsigned int *faces_;
const size_t vertex_stride_bytes_;
mutable real3<T> ray_org_;
mutable RayCoeff ray_coeff_;
mutable BVHTraceOptions trace_options_;
mutable T t_min_;
mutable T t_;
mutable T u_;
mutable T v_;
mutable T t_;
mutable T u_;
mutable T v_;
mutable unsigned int prim_id_;
int _pad_;
};
//
@@ -1021,8 +950,7 @@ struct BinBuffer {
template <typename T>
inline T CalculateSurfaceArea(const real3<T> &min, const real3<T> &max) {
real3<T> box = max - min;
return static_cast<T>(2.0) *
(box[0] * box[1] + box[1] * box[2] + box[2] * box[0]);
return static_cast<T>(2.0) * (box[0] * box[1] + box[1] * box[2] + box[2] * box[0]);
}
template <typename T>
@@ -1066,12 +994,12 @@ inline void ContributeBinBuffer(BinBuffer *bins, // [out]
real3<T> scene_size, scene_inv_size;
scene_size = scene_max - scene_min;
for (int i = 0; i < 3; ++i) {
assert(scene_size[i] >= static_cast<T>(0.0));
assert(scene_size[i] >= 0.0);
if (scene_size[i] > static_cast<T>(0.0)) {
if (scene_size[i] > 0.0) {
scene_inv_size[i] = bin_size / scene_size[i];
} else {
scene_inv_size[i] = static_cast<T>(0.0);
scene_inv_size[i] = 0.0;
}
}
@@ -1129,8 +1057,7 @@ inline T SAH(size_t ns1, T leftArea, size_t ns2, T rightArea, T invS, T Taabb,
T Ttri) {
T sah;
sah = static_cast<T>(2.0) * Taabb +
(leftArea * invS) * static_cast<T>(ns1) * Ttri +
sah = static_cast<T>(2.0) * Taabb + (leftArea * invS) * static_cast<T>(ns1) * Ttri +
(rightArea * invS) * static_cast<T>(ns2) * Ttri;
return sah;
@@ -1152,22 +1079,22 @@ inline bool FindCutFromBinBuffer(T *cut_pos, // [out] xyz
T pos;
T minCost[3];
T costTtri = static_cast<T>(1.0) - costTaabb;
T costTtri = 1.0f - costTaabb;
(*minCostAxis) = 0;
bsize = bmax - bmin;
bstep = bsize * (static_cast<T>(1.0) / bins->bin_size);
bstep = bsize * (1.0f / bins->bin_size);
saTotal = CalculateSurfaceArea(bmin, bmax);
T invSaTotal = static_cast<T>(0.0);
T invSaTotal = 0.0f;
if (saTotal > kEPS) {
invSaTotal = static_cast<T>(1.0) / saTotal;
invSaTotal = 1.0f / saTotal;
}
for (int j = 0; j < 3; ++j) {
//
// Compute SAH cost for the right side of each cell of the bbox.
// Compute SAH cost for right side of each cell of the bbox.
// Exclude both extreme side of the bbox.
//
// i: 0 1 2 3
@@ -1176,7 +1103,7 @@ inline bool FindCutFromBinBuffer(T *cut_pos, // [out] xyz
// +----+----+----+----+----+
//
T minCostPos = bmin[j] + static_cast<T>(1.0) * bstep[j];
T minCostPos = bmin[j] + 0.5f * bstep[j];
minCost[j] = std::numeric_limits<T>::max();
left = 0;
@@ -1200,7 +1127,7 @@ inline bool FindCutFromBinBuffer(T *cut_pos, // [out] xyz
// +1 for i since we want a position on right side of the cell.
//
pos = bmin[j] + (i + static_cast<T>(1.0)) * bstep[j];
pos = bmin[j] + (i + 0.5f) * bstep[j];
bmaxLeft[j] = pos;
bminRight[j] = pos;
@@ -1353,14 +1280,11 @@ inline void GetBoundingBox(real3<T> *bmin, real3<T> *bmax,
//
#if NANORT_ENABLE_PARALLEL_BUILD
template <typename T>
template <class P, class Pred>
unsigned int BVHAccel<T>::BuildShallowTree(std::vector<BVHNode<T> > *out_nodes,
unsigned int left_idx,
unsigned int right_idx,
unsigned int depth,
unsigned int max_shallow_depth,
const P &p, const Pred &pred) {
template <typename T> template<class P, class Pred>
unsigned int BVHAccel<T>::BuildShallowTree(
std::vector<BVHNode<T> > *out_nodes, unsigned int left_idx,
unsigned int right_idx, unsigned int depth, unsigned int max_shallow_depth,
const P &p, const Pred &pred) {
assert(left_idx <= right_idx);
unsigned int offset = static_cast<unsigned int>(out_nodes->size());
@@ -1500,13 +1424,11 @@ unsigned int BVHAccel<T>::BuildShallowTree(std::vector<BVHNode<T> > *out_nodes,
}
#endif
template <typename T>
template <class P, class Pred>
unsigned int BVHAccel<T>::BuildTree(BVHBuildStatistics *out_stat,
std::vector<BVHNode<T> > *out_nodes,
unsigned int left_idx,
unsigned int right_idx, unsigned int depth,
const P &p, const Pred &pred) {
template <typename T> template<class P, class Pred>
unsigned int BVHAccel<T>::BuildTree(
BVHBuildStatistics *out_stat, std::vector<BVHNode<T> > *out_nodes,
unsigned int left_idx, unsigned int right_idx, unsigned int depth,
const P &p, const Pred &pred) {
assert(left_idx <= right_idx);
unsigned int offset = static_cast<unsigned int>(out_nodes->size());
@@ -1632,10 +1554,10 @@ unsigned int BVHAccel<T>::BuildTree(BVHBuildStatistics *out_stat,
return offset;
}
template <typename T>
template <class P, class Pred>
bool BVHAccel<T>::Build(unsigned int num_primitives, const P &p,
const Pred &pred, const BVHBuildOptions<T> &options) {
template <typename T> template<class P, class Pred>
bool BVHAccel<T>::Build(unsigned int num_primitives,
const P &p, const Pred &pred,
const BVHBuildOptions<T> &options) {
options_ = options;
stats_ = BVHBuildStatistics();
@@ -1644,10 +1566,6 @@ bool BVHAccel<T>::Build(unsigned int num_primitives, const P &p,
assert(options_.bin_size > 1);
if (num_primitives == 0) {
return false;
}
unsigned int n = num_primitives;
//
@@ -1779,9 +1697,15 @@ void BVHAccel<T>::Debug() {
}
for (size_t i = 0; i < nodes_.size(); i++) {
printf("node[%d] : bmin %f, %f, %f, bmax %f, %f, %f\n", int(i),
nodes_[i].bmin[0], nodes_[i].bmin[1], nodes_[i].bmin[1],
nodes_[i].bmax[0], nodes_[i].bmax[1], nodes_[i].bmax[1]);
printf("node[%d] : bmin %f, %f, %f, bmax %f, %f, %f\n",
int(i),
nodes_[i].bmin[0],
nodes_[i].bmin[1],
nodes_[i].bmin[1],
nodes_[i].bmax[0],
nodes_[i].bmax[1],
nodes_[i].bmax[1]);
}
}
@@ -1789,7 +1713,7 @@ template <typename T>
bool BVHAccel<T>::Dump(const char *filename) {
FILE *fp = fopen(filename, "wb");
if (!fp) {
// fprintf(stderr, "[BVHAccel] Cannot write a file: %s\n", filename);
//fprintf(stderr, "[BVHAccel] Cannot write a file: %s\n", filename);
return false;
}
@@ -1820,7 +1744,7 @@ template <typename T>
bool BVHAccel<T>::Load(const char *filename) {
FILE *fp = fopen(filename, "rb");
if (!fp) {
// fprintf(stderr, "Cannot open file: %s\n", filename);
//fprintf(stderr, "Cannot open file: %s\n", filename);
return false;
}
@@ -1891,10 +1815,10 @@ inline bool IntersectRayAABB(T *tminOut, // [out]
return false; // no hit
}
template <typename T>
template <class I>
inline bool BVHAccel<T>::TestLeafNode(const BVHNode<T> &node, const Ray<T> &ray,
const I &intersector) const {
template <typename T> template<class I>
inline bool BVHAccel<T>::TestLeafNode(const BVHNode<T> &node,
const Ray<T> &ray,
const I &intersector) const {
bool hit = false;
unsigned int num_primitives = node.data[0];
@@ -1917,18 +1841,20 @@ inline bool BVHAccel<T>::TestLeafNode(const BVHNode<T> &node, const Ray<T> &ray,
T local_t = t;
if (intersector.Intersect(&local_t, prim_idx)) {
// Update isect state
t = local_t;
if (local_t > ray.min_t) {
// Update isect state
t = local_t;
intersector.Update(t, prim_idx);
hit = true;
intersector.Update(t, prim_idx);
hit = true;
}
}
}
return hit;
}
#if 0 // TODO(LTE): Implement
#if 0 // TODO(LTE): Implement
template <typename T> template<class I, class H, class Comp>
bool BVHAccel<T>::MultiHitTestLeafNode(
std::priority_queue<H, std::vector<H>, Comp> *isect_pq,
@@ -2002,10 +1928,11 @@ bool BVHAccel<T>::MultiHitTestLeafNode(
}
#endif
template <typename T>
template <class I, class H>
bool BVHAccel<T>::Traverse(const Ray<T> &ray, const I &intersector, H *isect,
const BVHTraceOptions &options) const {
template <typename T> template<class I, class H>
bool BVHAccel<T>::Traverse(const Ray<T> &ray,
const I &intersector,
H *isect,
const BVHTraceOptions &options) const {
const int kMaxStackDepth = 512;
T hit_t = ray.max_t;
@@ -2072,14 +1999,13 @@ bool BVHAccel<T>::Traverse(const Ray<T> &ray, const I &intersector, H *isect,
return hit;
}
template <typename T>
template <class I>
inline bool BVHAccel<T>::TestLeafNodeIntersections(
const BVHNode<T> &node, const Ray<T> &ray, const int max_intersections,
const I &intersector,
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >,
NodeHitComparator<T> > *isect_pq) const {
template <typename T> template<class I>
inline bool BVHAccel<T>::TestLeafNodeIntersections(const BVHNode<T> &node,
const Ray<T> &ray,
const int max_intersections,
const I &intersector,
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >, NodeHitComparator<T> > *isect_pq) const {
bool hit = false;
unsigned int num_primitives = node.data[0];
@@ -2117,6 +2043,7 @@ inline bool BVHAccel<T>::TestLeafNodeIntersections(
isect_pq->pop();
isect_pq->push(isect);
}
}
}
@@ -2125,11 +2052,11 @@ inline bool BVHAccel<T>::TestLeafNodeIntersections(
return hit;
}
template <typename T>
template <class I>
bool BVHAccel<T>::ListNodeIntersections(
const Ray<T> &ray, int max_intersections, const I &intersector,
StackVector<NodeHit<T>, 128> *hits) const {
template <typename T> template<class I>
bool BVHAccel<T>::ListNodeIntersections(const Ray<T> &ray,
int max_intersections,
const I &intersector,
StackVector<NodeHit<T>, 128> *hits) const {
const int kMaxStackDepth = 512;
T hit_t = ray.max_t;
@@ -2139,19 +2066,14 @@ bool BVHAccel<T>::ListNodeIntersections(
node_stack[0] = 0;
// Stores furthest intersection at top
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >,
NodeHitComparator<T> >
isect_pq;
std::priority_queue<NodeHit<T>, std::vector<NodeHit<T> >, NodeHitComparator<T> > isect_pq;
(*hits)->clear();
int dir_sign[3];
dir_sign[0] =
ray.dir[0] < static_cast<T>(0.0) ? 1 : 0;
dir_sign[1] =
ray.dir[1] < static_cast<T>(0.0) ? 1 : 0;
dir_sign[2] =
ray.dir[2] < static_cast<T>(0.0) ? 1 : 0;
dir_sign[0] = ray.dir[0] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
dir_sign[1] = ray.dir[1] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
dir_sign[2] = ray.dir[2] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
// @fixme { Check edge case; i.e., 1/0 }
real3<T> ray_inv_dir;
@@ -2186,8 +2108,7 @@ bool BVHAccel<T>::ListNodeIntersections(
} else { // leaf node
if (hit) {
TestLeafNodeIntersections(node, ray, max_intersections, intersector,
&isect_pq);
TestLeafNodeIntersections(node, ray, max_intersections, intersector, &isect_pq);
}
}
}
@@ -2211,7 +2132,7 @@ bool BVHAccel<T>::ListNodeIntersections(
return false;
}
#if 0 // TODO(LTE): Implement
#if 0 // TODO(LTE): Implement
template <typename T> template<class I, class H, class Comp>
bool BVHAccel<T>::MultiHitTraverse(const Ray<T> &ray,
int max_intersections,
@@ -2304,10 +2225,6 @@ bool BVHAccel<T>::MultiHitTraverse(const Ray<T> &ray,
}
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
} // namespace nanort
#endif // NANORT_H_
+203 -185
View File
@@ -31,36 +31,35 @@ THE SOFTWARE.
#endif
#endif
#include <iostream>
#include <limits>
#include <vector>
#include <iostream>
#include "nanort.h"
namespace nanosg {
template <class T>
template<class T>
class PrimitiveInterface;
template <class T>
class PrimitiveInterface {
public:
void print() { static_cast<T &>(this)->print(); }
template<class T>
class PrimitiveInterface{
public:
void print(){ static_cast<T &>(this)->print(); }
};
class SpherePrimitive : PrimitiveInterface<SpherePrimitive> {
public:
void print() { std::cout << "Sphere" << std::endl; }
public:
void print(){ std::cout << "Sphere" << std::endl; }
};
// 4x4 matrix
template <typename T>
class Matrix {
public:
template <typename T> class Matrix {
public:
Matrix();
~Matrix();
static void Print(const T m[4][4]) {
static void Print(T m[4][4]) {
for (int i = 0; i < 4; i++) {
printf("m[%d] = %f, %f, %f, %f\n", i, m[i][0], m[i][1], m[i][2], m[i][3]);
}
@@ -233,15 +232,18 @@ class Matrix {
dst[1] = tmp[1];
dst[2] = tmp[2];
}
};
// typedef Matrix<float> Matrixf;
// typedef Matrix<double> Matrixd;
//typedef Matrix<float> Matrixf;
//typedef Matrix<double> Matrixd;
template<typename T>
static void XformBoundingBox(T xbmin[3], // out
T xbmax[3], // out
T bmin[3], T bmax[3],
T m[4][4]) {
template <typename T>
static void XformBoundingBox(T xbmin[3], // out
T xbmax[3], // out
T bmin[3], T bmax[3], T m[4][4]) {
// create bounding vertex from (bmin, bmax)
T b[8][3];
@@ -284,6 +286,7 @@ static void XformBoundingBox(T xbmin[3], // out
xbmax[2] = xb[0][2];
for (int i = 1; i < 8; i++) {
xbmin[0] = std::min(xb[i][0], xbmin[0]);
xbmin[1] = std::min(xb[i][1], xbmin[1]);
xbmin[2] = std::min(xb[i][2], xbmin[2]);
@@ -294,45 +297,48 @@ static void XformBoundingBox(T xbmin[3], // out
}
}
template <typename T>
struct Intersection {
template<typename T>
struct Intersection
{
// required fields.
T t; // hit distance
unsigned int prim_id; // primitive ID of the hit
float u;
float v;
T t; // hit distance
unsigned int prim_id; // primitive ID of the hit
float u;
float v;
unsigned int node_id; // node ID of the hit.
nanort::real3<T> P; // intersection point
nanort::real3<T> Ns; // shading normal
nanort::real3<T> Ng; // geometric normal
unsigned int node_id; // node ID of the hit.
nanort::real3<T> P; // intersection point
nanort::real3<T> Ns; // shading normal
nanort::real3<T> Ng; // geometric normal
};
///
/// Renderable node
///
template <typename T, class M>
class Node {
template<typename T, class M>
class Node
{
public:
typedef Node<T, M> type;
explicit Node(const M *mesh) : mesh_(mesh) {
xbmin_[0] = xbmin_[1] = xbmin_[2] = std::numeric_limits<T>::max();
xbmax_[0] = xbmax_[1] = xbmax_[2] = -std::numeric_limits<T>::max();
explicit Node(const M *mesh)
: mesh_(mesh)
{
xbmin_[0] = xbmin_[1] = xbmin_[2] = std::numeric_limits<T>::max();
xbmax_[0] = xbmax_[1] = xbmax_[2] = -std::numeric_limits<T>::max();
lbmin_[0] = lbmin_[1] = lbmin_[2] = std::numeric_limits<T>::max();
lbmax_[0] = lbmax_[1] = lbmax_[2] = -std::numeric_limits<T>::max();
lbmin_[0] = lbmin_[1] = lbmin_[2] = std::numeric_limits<T>::max();
lbmax_[0] = lbmax_[1] = lbmax_[2] = -std::numeric_limits<T>::max();
Matrix<T>::Identity(local_xform_);
Matrix<T>::Identity(xform_);
Matrix<T>::Identity(inv_xform_);
Matrix<T>::Identity(inv_xform33_);
inv_xform33_[3][3] = static_cast<T>(0.0);
Matrix<T>::Identity(inv_transpose_xform33_);
inv_transpose_xform33_[3][3] = static_cast<T>(0.0);
}
Matrix<T>::Identity(inv_xform33_); inv_xform33_[3][3] = static_cast<T>(0.0);
Matrix<T>::Identity(inv_transpose_xform33_); inv_transpose_xform33_[3][3] = static_cast<T>(0.0);
~Node() {}
}
~Node() {}
void Copy(const type &rhs) {
Matrix<T>::Copy(local_xform_, rhs.local_xform_);
@@ -363,44 +369,53 @@ class Node {
children_ = rhs.children_;
}
Node(const type &rhs) { Copy(rhs); }
Node(const type &rhs) {
Copy(rhs);
}
const type &operator=(const type &rhs) {
Copy(rhs);
return (*this);
}
void SetName(const std::string &name) { name_ = name; }
void SetName(const std::string &name) {
name_ = name;
}
const std::string &GetName() const { return name_; }
const std::string &GetName() const {
return name_;
}
///
/// Add child node.
///
void AddChild(const type &child) { children_.push_back(child); }
void AddChild(const type &child) {
children_.push_back(child);
}
///
/// Get chidren
///
const std::vector<type> &GetChildren() const { return children_; }
const std::vector<type> &GetChildren() const {
return children_;
}
std::vector<type> &GetChildren() { return children_; }
std::vector<type> &GetChildren() {
return children_;
}
///
/// Update internal state.
///
void Update(const T parent_xform[4][4]) {
if (!accel_.IsValid() && mesh_ && (mesh_->vertices.size() > 3) && (mesh_->faces.size() >= 3)) {
///
/// Update internal state.
///
void Update(const T parent_xform[4][4]) {
if (!accel_.IsValid() && mesh_ && (mesh_->vertices.size() > 3) &&
(mesh_->faces.size() >= 3)) {
// Assume mesh is composed of triangle faces only.
nanort::TriangleMesh<float> triangle_mesh(
mesh_->vertices.data(), mesh_->faces.data(), mesh_->stride);
nanort::TriangleSAHPred<float> triangle_pred(
mesh_->vertices.data(), mesh_->faces.data(), mesh_->stride);
nanort::TriangleMesh<float> triangle_mesh(mesh_->vertices.data(), mesh_->faces.data(), sizeof(float) * 3);
nanort::TriangleSAHPred<float> triangle_pred(mesh_->vertices.data(), mesh_->faces.data(), sizeof(float) * 3);
bool ret =
accel_.Build(static_cast<unsigned int>(mesh_->faces.size()) / 3,
triangle_mesh, triangle_pred);
bool ret = accel_.Build(int(mesh_->faces.size()) / 3, triangle_mesh, triangle_pred);
// Update local bbox.
if (ret) {
@@ -418,7 +433,7 @@ class Node {
Matrix<T>::Copy(inv_xform_, xform_);
Matrix<T>::Inverse(inv_xform_);
// Clear translation, then inverse(xform)
// Clear translation, then inverse(xform)
Matrix<T>::Copy(inv_xform33_, xform_);
inv_xform33_[3][0] = static_cast<T>(0.0);
inv_xform33_[3][1] = static_cast<T>(0.0);
@@ -433,61 +448,67 @@ class Node {
for (size_t i = 0; i < children_.size(); i++) {
children_[i].Update(xform_);
}
}
}
///
/// Set local transformation.
///
///
/// Set local transformation.
///
void SetLocalXform(const T xform[4][4]) {
memcpy(local_xform_, xform, sizeof(float) * 16);
}
const T *GetLocalXformPtr() const { return &local_xform_[0][0]; }
const T *GetXformPtr() const { return &xform_[0][0]; }
const M *GetMesh() const { return mesh_; }
const nanort::BVHAccel<T> &GetAccel() const { return accel_; }
inline void GetWorldBoundingBox(T bmin[3], T bmax[3]) const {
bmin[0] = xbmin_[0];
bmin[1] = xbmin_[1];
bmin[2] = xbmin_[2];
bmax[0] = xbmax_[0];
bmax[1] = xbmax_[1];
bmax[2] = xbmax_[2];
const T *GetLocalXformPtr() const {
return &local_xform_[0][0];
}
inline void GetLocalBoundingBox(T bmin[3], T bmax[3]) const {
bmin[0] = lbmin_[0];
bmin[1] = lbmin_[1];
bmin[2] = lbmin_[2];
bmax[0] = lbmax_[0];
bmax[1] = lbmax_[1];
bmax[2] = lbmax_[2];
const T *GetXformPtr() const {
return &xform_[0][0];
}
T local_xform_[4][4]; // Node's local transformation matrix.
T xform_[4][4]; // Parent xform x local_xform.
T inv_xform_[4][4]; // inverse(xform). world -> local
T inv_xform33_[4][4]; // inverse(xform0 with upper-left 3x3 elemets only(for
// transforming direction vector)
T inv_transpose_xform33_[4][4]; // inverse(transpose(xform)) with upper-left
// 3x3 elements only(for transforming normal
// vector)
const M *GetMesh() const {
return mesh_;
}
const nanort::BVHAccel<T> &GetAccel() const {
return accel_;
}
inline void GetWorldBoundingBox(T bmin[3], T bmax[3]) const {
bmin[0] = xbmin_[0];
bmin[1] = xbmin_[1];
bmin[2] = xbmin_[2];
bmax[0] = xbmax_[0];
bmax[1] = xbmax_[1];
bmax[2] = xbmax_[2];
}
inline void GetLocalBoundingBox(T bmin[3], T bmax[3]) const {
bmin[0] = lbmin_[0];
bmin[1] = lbmin_[1];
bmin[2] = lbmin_[2];
bmax[0] = lbmax_[0];
bmax[1] = lbmax_[1];
bmax[2] = lbmax_[2];
}
T local_xform_[4][4]; // Node's local transformation matrix.
T xform_[4][4]; // Parent xform x local_xform.
T inv_xform_[4][4]; // inverse(xform). world -> local
T inv_xform33_[4][4]; // inverse(xform0 with upper-left 3x3 elemets only(for transforming direction vector)
T inv_transpose_xform33_[4][4]; // inverse(transpose(xform)) with upper-left 3x3 elements only(for transforming normal vector)
private:
// bounding box(local space)
T lbmin_[3];
T lbmax_[3];
// bounding box after xform(world space)
T xbmin_[3];
T xbmax_[3];
// bounding box(local space)
T lbmin_[3];
T lbmax_[3];
// bounding box after xform(world space)
T xbmin_[3];
T xbmax_[3];
nanort::BVHAccel<T> accel_;
std::string name_;
@@ -495,16 +516,16 @@ class Node {
const M *mesh_;
std::vector<type> children_;
};
// -------------------------------------------------
// Predefined SAH predicator for cube.
template <typename T, class M>
template<typename T, class M>
class NodeBBoxPred {
public:
NodeBBoxPred(const std::vector<Node<T, M> > *nodes)
: axis_(0), pos_(0.0f), nodes_(nodes) {}
NodeBBoxPred(const std::vector<Node<T, M> >* nodes) : axis_(0), pos_(0.0f), nodes_(nodes) {}
void Set(int axis, float pos) const {
axis_ = axis;
@@ -517,8 +538,8 @@ class NodeBBoxPred {
T bmin[3], bmax[3];
(*nodes_)[i].GetWorldBoundingBox(bmin, bmax);
(*nodes_)[i].GetWorldBoundingBox(bmin, bmax);
T center = bmax[axis] - bmin[axis];
return (center < pos);
@@ -530,15 +551,15 @@ class NodeBBoxPred {
const std::vector<Node<T, M> > *nodes_;
};
template <typename T, class M>
template<typename T, class M>
class NodeBBoxGeometry {
public:
NodeBBoxGeometry(const std::vector<Node<T, M> > *nodes) : nodes_(nodes) {}
NodeBBoxGeometry(const std::vector<Node<T, M> >* nodes)
: nodes_(nodes) {}
/// Compute bounding box for `prim_index`th cube.
/// This function is called for each primitive in BVH build.
void BoundingBox(nanort::real3<T> *bmin, nanort::real3<T> *bmax,
unsigned int prim_index) const {
void BoundingBox(nanort::real3<T>* bmin, nanort::real3<T>* bmax, unsigned int prim_index) const {
T a[3], b[3];
(*nodes_)[prim_index].GetWorldBoundingBox(a, b);
(*bmin)[0] = a[0];
@@ -549,11 +570,10 @@ class NodeBBoxGeometry {
(*bmax)[2] = b[2];
}
const std::vector<Node<T, M> > *nodes_;
const std::vector<Node<T, M> >* nodes_;
mutable nanort::real3<T> ray_org_;
mutable nanort::real3<T> ray_dir_;
mutable nanort::BVHTraceOptions trace_options_;
int _pad_;
};
class NodeBBoxIntersection {
@@ -567,13 +587,14 @@ class NodeBBoxIntersection {
unsigned int prim_id;
};
template <typename T, class M>
template<typename T, class M>
class NodeBBoxIntersector {
public:
NodeBBoxIntersector(const std::vector<Node<T, M> > *nodes) : nodes_(nodes) {}
NodeBBoxIntersector(const std::vector<Node<T, M> >* nodes)
: nodes_(nodes) {}
bool Intersect(float* out_t_min, float *out_t_max, unsigned int prim_index) const {
bool Intersect(float *out_t_min, float *out_t_max,
unsigned int prim_index) const {
T bmin[3], bmax[3];
(*nodes_)[prim_index].GetWorldBoundingBox(bmin, bmax);
@@ -613,7 +634,7 @@ class NodeBBoxIntersector {
/// Prepare BVH traversal(e.g. compute inverse ray direction)
/// This function is called only once in BVH traversal.
void PrepareTraversal(const nanort::Ray<float> &ray) const {
void PrepareTraversal(const nanort::Ray<float>& ray) const {
ray_org_[0] = ray.org[0];
ray_org_[1] = ray.org[1];
ray_org_[2] = ray.org[2];
@@ -627,37 +648,40 @@ class NodeBBoxIntersector {
ray_inv_dir_[1] = static_cast<T>(1.0) / ray.dir[1];
ray_inv_dir_[2] = static_cast<T>(1.0) / ray.dir[2];
ray_dir_sign_[0] = ray.dir[0] < static_cast<T>(0.0) ? 1 : 0;
ray_dir_sign_[1] = ray.dir[1] < static_cast<T>(0.0) ? 1 : 0;
ray_dir_sign_[2] = ray.dir[2] < static_cast<T>(0.0) ? 1 : 0;
ray_dir_sign_[0] = ray.dir[0] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
ray_dir_sign_[1] = ray.dir[1] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
ray_dir_sign_[2] = ray.dir[2] < static_cast<T>(0.0) ? static_cast<T>(1) : static_cast<T>(0);
}
const std::vector<Node<T, M> > *nodes_;
const std::vector<Node<T, M> >* nodes_;
mutable nanort::real3<T> ray_org_;
mutable nanort::real3<T> ray_dir_;
mutable nanort::real3<T> ray_inv_dir_;
mutable int ray_dir_sign_[3];
};
template <typename T, class M>
class Scene {
template<typename T, class M>
class Scene
{
public:
Scene() {
Scene() {
bmin_[0] = bmin_[1] = bmin_[2] = std::numeric_limits<T>::max();
bmax_[0] = bmax_[1] = bmax_[2] = -std::numeric_limits<T>::max();
}
~Scene() {}
~Scene() {};
///
/// Add intersectable node to the scene.
///
bool AddNode(const Node<T, M> &node) {
bool AddNode(const Node<T, M> &node) {
nodes_.push_back(node);
return true;
}
const std::vector<Node<T, M> > &GetNodes() const { return nodes_; }
const std::vector<Node<T, M> > &GetNodes() const {
return nodes_;
}
bool FindNode(const std::string &name, Node<T, M> **found_node) {
if (!found_node) {
@@ -678,15 +702,11 @@ class Scene {
return false;
}
///
/// Commit the scene. Must be called before tracing rays into the scene.
///
bool Commit() {
// the scene should contains something
if (nodes_.size() == 0) {
std::cerr << "You are attempting to commit an empty scene!\n";
return false;
}
// Update nodes.
for (size_t i = 0; i < nodes_.size(); i++) {
@@ -699,26 +719,21 @@ class Scene {
// Build toplevel BVH.
NodeBBoxGeometry<T, M> geom(&nodes_);
NodeBBoxPred<T, M> pred(&nodes_);
// FIXME(LTE): Limit one leaf contains one node bbox primitive. This would
// work, but would be inefficient.
// e.g. will miss some node when constructed BVH depth is larger than the
// value of BVHBuildOptions.
// Implement more better and efficient BVH build and traverse for Toplevel
// BVH.
// FIXME(LTE): Limit one leaf contains one node bbox primitive. This would work, but would be inefficient.
// e.g. will miss some node when constructed BVH depth is larger than the value of BVHBuildOptions.
// Implement more better and efficient BVH build and traverse for Toplevel BVH.
nanort::BVHBuildOptions<T> build_options;
build_options.min_leaf_primitives = 1;
bool ret = toplevel_accel_.Build(static_cast<unsigned int>(nodes_.size()),
geom, pred, build_options);
bool ret = toplevel_accel_.Build(static_cast<unsigned int>(nodes_.size()), geom, pred, build_options);
nanort::BVHBuildStatistics stats = toplevel_accel_.GetStatistics();
(void)stats;
// toplevel_accel_.Debug();
//toplevel_accel_.Debug();
if (ret) {
toplevel_accel_.BoundingBox(bmin_, bmax_);
toplevel_accel_.BoundingBox(bmin_, bmax_);
} else {
// Set invalid bbox value.
bmin_[0] = std::numeric_limits<T>::max();
@@ -751,54 +766,51 @@ class Scene {
/// First find the intersection of nodes' bounding box using toplevel BVH.
/// Then, trace into the hit node to find the intersection of the primitive.
///
template <class H>
bool Traverse(nanort::Ray<T> &ray, H *isect,
const bool cull_back_face = false) const {
template<class H>
bool Traverse(nanort::Ray<T> &ray, H *isect, const bool cull_back_face = false) const {
if (!toplevel_accel_.IsValid()) {
return false;
}
const int kMaxIntersections = 64;
const int kMaxIntersections = 64;
bool has_hit = false;
NodeBBoxIntersector<T, M> isector(&nodes_);
nanort::StackVector<nanort::NodeHit<T>, 128> node_hits;
bool may_hit = toplevel_accel_.ListNodeIntersections(ray, kMaxIntersections,
isector, &node_hits);
bool may_hit = toplevel_accel_.ListNodeIntersections(ray, kMaxIntersections, isector, &node_hits);
if (may_hit) {
T t_max = std::numeric_limits<T>::max();
T t_nearest = t_max;
if (may_hit) {
T t_max = std::numeric_limits<T>::max();
T t_nearest = t_max;
nanort::BVHTraceOptions trace_options;
trace_options.cull_back_face = cull_back_face;
// Find actual intersection point.
for (size_t i = 0; i < node_hits->size(); i++) {
// Early cull test.
// Find actual intersection point.
for (size_t i = 0; i < node_hits->size(); i++) {
// Early cull test.
if (t_nearest < node_hits[i].t_min) {
// printf("near: %f, t_min: %f, t_max: %f\n", t_nearest,
// node_hits[i].t_min, node_hits[i].t_max);
//printf("near: %f, t_min: %f, t_max: %f\n", t_nearest, node_hits[i].t_min, node_hits[i].t_max);
continue;
}
assert(node_hits[i].node_id < nodes_.size());
const Node<T, M> &node = nodes_[node_hits[i].node_id];
// Transform ray into node's local space
// Transform ray into node's local space
// TODO(LTE): Set ray tmin and tmax
nanort::Ray<T> local_ray;
Matrix<T>::MultV(local_ray.org, node.inv_xform_, ray.org);
Matrix<T>::MultV(local_ray.dir, node.inv_xform33_, ray.dir);
nanort::TriangleIntersector<T, H> triangle_intersector(
node.GetMesh()->vertices.data(), node.GetMesh()->faces.data(),
node.GetMesh()->stride);
nanort::TriangleIntersector<T, H> triangle_intersector(node.GetMesh()->vertices.data(), node.GetMesh()->faces.data(), sizeof(T) * 3);
H local_isect;
bool hit = node.GetAccel().Traverse(local_ray, triangle_intersector,
&local_isect);
bool hit = node.GetAccel().Traverse(local_ray, triangle_intersector, &local_isect);
if (hit) {
// Calulcate hit distance in world coordiante.
@@ -816,7 +828,6 @@ class Scene {
po[2] = world_P[2] - ray.org[2];
float t_world = vlength(po);
// printf("tworld %f, tnear %f\n", t_world, t_nearest);
if (t_world < t_nearest) {
t_nearest = t_world;
@@ -828,30 +839,36 @@ class Scene {
isect->v = local_isect.v;
// TODO(LTE): Implement
T Ng[3], Ns[3]; // geometric normal, shading normal.
node.GetMesh()->GetNormal(Ng, Ns, isect->prim_id, isect->u,
isect->v);
T Ng[3], Ns[3]; // geometric normal, shading normal.
node.GetMesh()->GetNormal(Ng, Ns, isect->prim_id, isect->u, isect->v);
// Convert position and normal into world coordinate.
isect->t = t_world;
Matrix<T>::MultV(isect->P, node.xform_, local_P);
Matrix<T>::MultV(isect->Ng, node.inv_transpose_xform33_, Ng);
Matrix<T>::MultV(isect->Ns, node.inv_transpose_xform33_, Ns);
}
Matrix<T>::MultV(isect->Ng, node.inv_transpose_xform33_,
Ng);
Matrix<T>::MultV(isect->Ns, node.inv_transpose_xform33_,
Ns);
}
}
}
}
}
}
return has_hit;
}
private:
///
/// Find a node by name.
///
bool FindNodeRecursive(const std::string &name, Node<T, M> *root,
Node<T, M> **found_node) {
///
bool FindNodeRecursive(const std::string &name, Node<T, M> *root, Node<T, M> **found_node) {
if (root->GetName().compare(name) == 0) {
(*found_node) = root;
return true;
@@ -865,18 +882,19 @@ class Scene {
}
return false;
}
// Scene bounding box.
// Valid after calling `Commit()`.
T bmin_[3];
T bmax_[3];
// Toplevel BVH accel.
nanort::BVHAccel<T> toplevel_accel_;
std::vector<Node<T, M> > nodes_;
std::vector<Node<T, M> > nodes_;
};
} // namespace nanosg
} // namespace nanosg
#endif // NANOSG_H_
#endif // NANOSG_H_
-458
View File
@@ -1,458 +0,0 @@
#include "obj-loader.h"
#include "nanort.h" // for float3
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wreserved-id-macro"
#pragma clang diagnostic ignored "-Wc++98-compat-pedantic"
#pragma clang diagnostic ignored "-Wcast-align"
#pragma clang diagnostic ignored "-Wpadded"
#pragma clang diagnostic ignored "-Wold-style-cast"
#pragma clang diagnostic ignored "-Wsign-conversion"
#pragma clang diagnostic ignored "-Wvariadic-macros"
#pragma clang diagnostic ignored "-Wc++11-extensions"
#pragma clang diagnostic ignored "-Wdisabled-macro-expansion"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion"
#endif
#if __has_warning("-Wcomma")
#pragma clang diagnostic ignored "-Wcomma"
#endif
#if __has_warning("-Wcast-qual")
#pragma clang diagnostic ignored "-Wcast-qual"
#endif
#endif
#include "stb_image.h"
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#include <iostream>
#ifdef NANOSG_USE_CXX11
#include <unordered_map>
#else
#include <map>
#endif
#define USE_TEX_CACHE 1
namespace example {
typedef nanort::real3<float> float3;
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wexit-time-destructors"
#pragma clang diagnostic ignored "-Wglobal-constructors"
#endif
// TODO(LTE): Remove global static definition.
#ifdef NANOSG_USE_CXX11
static std::unordered_map<std::string, int> hashed_tex;
#else
static std::map<std::string, int> hashed_tex;
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
inline void CalcNormal(float3 &N, float3 v0, float3 v1, float3 v2) {
float3 v10 = v1 - v0;
float3 v20 = v2 - v0;
N = vcross(v20, v10);
N = vnormalize(N);
}
static std::string GetBaseDir(const std::string &filepath) {
if (filepath.find_last_of("/\\") != std::string::npos)
return filepath.substr(0, filepath.find_last_of("/\\"));
return "";
}
static int LoadTexture(const std::string &filename,
std::vector<Texture> *textures) {
int idx;
if (filename.empty()) return -1;
std::cout << " Loading texture : " << filename << std::endl;
Texture texture;
// tigra: find in cache. get index
if (USE_TEX_CACHE) {
if (hashed_tex.find(filename) != hashed_tex.end()) {
puts("from cache");
return hashed_tex[filename];
}
}
int w, h, n;
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &n, 0);
if (data) {
texture.width = w;
texture.height = h;
texture.components = n;
size_t n_elem = size_t(w * h * n);
texture.image = new unsigned char[n_elem];
for (size_t i = 0; i < n_elem; i++) {
texture.image[i] = data[i];
}
free(data);
textures->push_back(texture);
idx = int(textures->size()) - 1;
// tigra: store index to cache
if (USE_TEX_CACHE) {
hashed_tex[filename] = idx;
}
return idx;
}
std::cout << " Failed to load : " << filename << std::endl;
return -1;
}
static void ComputeBoundingBoxOfMesh(float bmin[3], float bmax[3],
const example::Mesh<float> &mesh) {
bmin[0] = bmin[1] = bmin[2] = std::numeric_limits<float>::max();
bmax[0] = bmax[1] = bmax[2] = -std::numeric_limits<float>::max();
for (size_t i = 0; i < mesh.vertices.size() / 3; i++) {
bmin[0] = std::min(bmin[0], mesh.vertices[3 * i + 0]);
bmin[1] = std::min(bmin[1], mesh.vertices[3 * i + 1]);
bmin[2] = std::min(bmin[1], mesh.vertices[3 * i + 2]);
bmax[0] = std::max(bmax[0], mesh.vertices[3 * i + 0]);
bmax[1] = std::max(bmax[1], mesh.vertices[3 * i + 1]);
bmax[2] = std::max(bmax[2], mesh.vertices[3 * i + 2]);
}
}
bool LoadObj(const std::string &filename, float scale,
std::vector<Mesh<float> > *meshes,
std::vector<Material> *out_materials,
std::vector<Texture> *out_textures) {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err;
std::string basedir = GetBaseDir(filename) + "/";
const char *basepath = (basedir.compare("/") == 0) ? NULL : basedir.c_str();
// auto t_start = std::chrono::system_clock::now();
bool ret =
tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename.c_str(),
basepath, /* triangulate */ true);
// auto t_end = std::chrono::system_clock::now();
// std::chrono::duration<double, std::milli> ms = t_end - t_start;
if (!err.empty()) {
std::cerr << err << std::endl;
}
if (!ret) {
return false;
}
// std::cout << "[LoadOBJ] Parse time : " << ms.count() << " [msecs]"
// << std::endl;
std::cout << "[LoadOBJ] # of shapes in .obj : " << shapes.size() << std::endl;
std::cout << "[LoadOBJ] # of materials in .obj : " << materials.size()
<< std::endl;
{
size_t total_num_vertices = 0;
size_t total_num_faces = 0;
total_num_vertices = attrib.vertices.size() / 3;
std::cout << " vertices : " << attrib.vertices.size() / 3 << std::endl;
for (size_t i = 0; i < shapes.size(); i++) {
std::cout << " shape[" << i << "].name : " << shapes[i].name
<< std::endl;
std::cout << " shape[" << i
<< "].indices : " << shapes[i].mesh.indices.size() << std::endl;
assert((shapes[i].mesh.indices.size() % 3) == 0);
total_num_faces += shapes[i].mesh.indices.size() / 3;
// tigra: empty name convert to _id
if (shapes[i].name.length() == 0) {
#ifdef NANOSG_USE_CXX11
shapes[i].name = "_" + std::to_string(i);
#else
std::stringstream ss;
ss << i;
shapes[i].name = "_" + ss.str();
#endif
std::cout << " EMPTY shape[" << i << "].name, new : " << shapes[i].name
<< std::endl;
}
}
std::cout << "[LoadOBJ] # of faces: " << total_num_faces << std::endl;
std::cout << "[LoadOBJ] # of vertices: " << total_num_vertices << std::endl;
}
// TODO(LTE): Implement tangents and binormals
for (size_t i = 0; i < shapes.size(); i++) {
Mesh<float> mesh(/* stride */ sizeof(float) * 3);
mesh.name = shapes[i].name;
const size_t num_faces = shapes[i].mesh.indices.size() / 3;
mesh.faces.resize(num_faces * 3);
mesh.material_ids.resize(num_faces);
mesh.facevarying_normals.resize(num_faces * 3 * 3);
mesh.facevarying_uvs.resize(num_faces * 3 * 2);
mesh.vertices.resize(num_faces * 3 * 3);
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
// reorder vertices. may create duplicated vertices.
size_t f0 = size_t(shapes[i].mesh.indices[3 * f + 0].vertex_index);
size_t f1 = size_t(shapes[i].mesh.indices[3 * f + 1].vertex_index);
size_t f2 = size_t(shapes[i].mesh.indices[3 * f + 2].vertex_index);
mesh.vertices[9 * f + 0] = scale * attrib.vertices[3 * f0 + 0];
mesh.vertices[9 * f + 1] = scale * attrib.vertices[3 * f0 + 1];
mesh.vertices[9 * f + 2] = scale * attrib.vertices[3 * f0 + 2];
mesh.vertices[9 * f + 3] = scale * attrib.vertices[3 * f1 + 0];
mesh.vertices[9 * f + 4] = scale * attrib.vertices[3 * f1 + 1];
mesh.vertices[9 * f + 5] = scale * attrib.vertices[3 * f1 + 2];
mesh.vertices[9 * f + 6] = scale * attrib.vertices[3 * f2 + 0];
mesh.vertices[9 * f + 7] = scale * attrib.vertices[3 * f2 + 1];
mesh.vertices[9 * f + 8] = scale * attrib.vertices[3 * f2 + 2];
mesh.faces[3 * f + 0] = static_cast<unsigned int>(3 * f + 0);
mesh.faces[3 * f + 1] = static_cast<unsigned int>(3 * f + 1);
mesh.faces[3 * f + 2] = static_cast<unsigned int>(3 * f + 2);
mesh.material_ids[f] =
static_cast<unsigned int>(shapes[i].mesh.material_ids[f]);
}
if (attrib.normals.size() > 0) {
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
size_t f0, f1, f2;
f0 = size_t(shapes[i].mesh.indices[3 * f + 0].normal_index);
f1 = size_t(shapes[i].mesh.indices[3 * f + 1].normal_index);
f2 = size_t(shapes[i].mesh.indices[3 * f + 2].normal_index);
if (f0 > 0 && f1 > 0 && f2 > 0) {
float n0[3], n1[3], n2[3];
n0[0] = attrib.normals[3 * f0 + 0];
n0[1] = attrib.normals[3 * f0 + 1];
n0[2] = attrib.normals[3 * f0 + 2];
n1[0] = attrib.normals[3 * f1 + 0];
n1[1] = attrib.normals[3 * f1 + 1];
n1[2] = attrib.normals[3 * f1 + 2];
n2[0] = attrib.normals[3 * f2 + 0];
n2[1] = attrib.normals[3 * f2 + 1];
n2[2] = attrib.normals[3 * f2 + 2];
mesh.facevarying_normals[3 * (3 * f + 0) + 0] = n0[0];
mesh.facevarying_normals[3 * (3 * f + 0) + 1] = n0[1];
mesh.facevarying_normals[3 * (3 * f + 0) + 2] = n0[2];
mesh.facevarying_normals[3 * (3 * f + 1) + 0] = n1[0];
mesh.facevarying_normals[3 * (3 * f + 1) + 1] = n1[1];
mesh.facevarying_normals[3 * (3 * f + 1) + 2] = n1[2];
mesh.facevarying_normals[3 * (3 * f + 2) + 0] = n2[0];
mesh.facevarying_normals[3 * (3 * f + 2) + 1] = n2[1];
mesh.facevarying_normals[3 * (3 * f + 2) + 2] = n2[2];
} else { // face contains invalid normal index. calc geometric normal.
f0 = size_t(shapes[i].mesh.indices[3 * f + 0].vertex_index);
f1 = size_t(shapes[i].mesh.indices[3 * f + 1].vertex_index);
f2 = size_t(shapes[i].mesh.indices[3 * f + 2].vertex_index);
float3 v0, v1, v2;
v0[0] = attrib.vertices[3 * f0 + 0];
v0[1] = attrib.vertices[3 * f0 + 1];
v0[2] = attrib.vertices[3 * f0 + 2];
v1[0] = attrib.vertices[3 * f1 + 0];
v1[1] = attrib.vertices[3 * f1 + 1];
v1[2] = attrib.vertices[3 * f1 + 2];
v2[0] = attrib.vertices[3 * f2 + 0];
v2[1] = attrib.vertices[3 * f2 + 1];
v2[2] = attrib.vertices[3 * f2 + 2];
float3 N;
CalcNormal(N, v0, v1, v2);
mesh.facevarying_normals[3 * (3 * f + 0) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 0) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 0) + 2] = N[2];
mesh.facevarying_normals[3 * (3 * f + 1) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 1) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 1) + 2] = N[2];
mesh.facevarying_normals[3 * (3 * f + 2) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 2) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 2) + 2] = N[2];
}
}
} else {
// calc geometric normal
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
size_t f0, f1, f2;
f0 = size_t(shapes[i].mesh.indices[3 * f + 0].vertex_index);
f1 = size_t(shapes[i].mesh.indices[3 * f + 1].vertex_index);
f2 = size_t(shapes[i].mesh.indices[3 * f + 2].vertex_index);
float3 v0, v1, v2;
v0[0] = attrib.vertices[3 * f0 + 0];
v0[1] = attrib.vertices[3 * f0 + 1];
v0[2] = attrib.vertices[3 * f0 + 2];
v1[0] = attrib.vertices[3 * f1 + 0];
v1[1] = attrib.vertices[3 * f1 + 1];
v1[2] = attrib.vertices[3 * f1 + 2];
v2[0] = attrib.vertices[3 * f2 + 0];
v2[1] = attrib.vertices[3 * f2 + 1];
v2[2] = attrib.vertices[3 * f2 + 2];
float3 N;
CalcNormal(N, v0, v1, v2);
mesh.facevarying_normals[3 * (3 * f + 0) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 0) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 0) + 2] = N[2];
mesh.facevarying_normals[3 * (3 * f + 1) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 1) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 1) + 2] = N[2];
mesh.facevarying_normals[3 * (3 * f + 2) + 0] = N[0];
mesh.facevarying_normals[3 * (3 * f + 2) + 1] = N[1];
mesh.facevarying_normals[3 * (3 * f + 2) + 2] = N[2];
}
}
if (attrib.texcoords.size() > 0) {
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
size_t f0, f1, f2;
f0 = size_t(shapes[i].mesh.indices[3 * f + 0].texcoord_index);
f1 = size_t(shapes[i].mesh.indices[3 * f + 1].texcoord_index);
f2 = size_t(shapes[i].mesh.indices[3 * f + 2].texcoord_index);
if (f0 > 0 && f1 > 0 && f2 > 0) {
float3 n0, n1, n2;
n0[0] = attrib.texcoords[2 * f0 + 0];
n0[1] = attrib.texcoords[2 * f0 + 1];
n1[0] = attrib.texcoords[2 * f1 + 0];
n1[1] = attrib.texcoords[2 * f1 + 1];
n2[0] = attrib.texcoords[2 * f2 + 0];
n2[1] = attrib.texcoords[2 * f2 + 1];
mesh.facevarying_uvs[2 * (3 * f + 0) + 0] = n0[0];
mesh.facevarying_uvs[2 * (3 * f + 0) + 1] = n0[1];
mesh.facevarying_uvs[2 * (3 * f + 1) + 0] = n1[0];
mesh.facevarying_uvs[2 * (3 * f + 1) + 1] = n1[1];
mesh.facevarying_uvs[2 * (3 * f + 2) + 0] = n2[0];
mesh.facevarying_uvs[2 * (3 * f + 2) + 1] = n2[1];
}
}
}
// Compute pivot translation and add offset to the vertices.
float bmin[3], bmax[3];
ComputeBoundingBoxOfMesh(bmin, bmax, mesh);
float bcenter[3];
bcenter[0] = 0.5f * (bmax[0] - bmin[0]) + bmin[0];
bcenter[1] = 0.5f * (bmax[1] - bmin[1]) + bmin[1];
bcenter[2] = 0.5f * (bmax[2] - bmin[2]) + bmin[2];
for (size_t v = 0; v < mesh.vertices.size() / 3; v++) {
mesh.vertices[3 * v + 0] -= bcenter[0];
mesh.vertices[3 * v + 1] -= bcenter[1];
mesh.vertices[3 * v + 2] -= bcenter[2];
}
mesh.pivot_xform[0][0] = 1.0f;
mesh.pivot_xform[0][1] = 0.0f;
mesh.pivot_xform[0][2] = 0.0f;
mesh.pivot_xform[0][3] = 0.0f;
mesh.pivot_xform[1][0] = 0.0f;
mesh.pivot_xform[1][1] = 1.0f;
mesh.pivot_xform[1][2] = 0.0f;
mesh.pivot_xform[1][3] = 0.0f;
mesh.pivot_xform[2][0] = 0.0f;
mesh.pivot_xform[2][1] = 0.0f;
mesh.pivot_xform[2][2] = 1.0f;
mesh.pivot_xform[2][3] = 0.0f;
mesh.pivot_xform[3][0] = bcenter[0];
mesh.pivot_xform[3][1] = bcenter[1];
mesh.pivot_xform[3][2] = bcenter[2];
mesh.pivot_xform[3][3] = 1.0f;
meshes->push_back(mesh);
}
// material_t -> Material and Texture
out_materials->resize(materials.size());
out_textures->resize(0);
for (size_t i = 0; i < materials.size(); i++) {
(*out_materials)[i].diffuse[0] = materials[i].diffuse[0];
(*out_materials)[i].diffuse[1] = materials[i].diffuse[1];
(*out_materials)[i].diffuse[2] = materials[i].diffuse[2];
(*out_materials)[i].specular[0] = materials[i].specular[0];
(*out_materials)[i].specular[1] = materials[i].specular[1];
(*out_materials)[i].specular[2] = materials[i].specular[2];
(*out_materials)[i].id = int(i);
// map_Kd
(*out_materials)[i].diffuse_texid =
LoadTexture(materials[i].diffuse_texname, out_textures);
// map_Ks
(*out_materials)[i].specular_texid =
LoadTexture(materials[i].specular_texname, out_textures);
}
return true;
}
} // namespace example
-19
View File
@@ -1,19 +0,0 @@
#ifndef EXAMPLE_OBJ_LOADER_H_
#define EXAMPLE_OBJ_LOADER_H_
#include <vector>
#include <string>
#include "mesh.h"
#include "material.h"
namespace example {
///
/// Loads wavefront .obj mesh
///
bool LoadObj(const std::string &filename, float scale, std::vector<Mesh<float> > *meshes, std::vector<Material> *materials, std::vector<Texture> *textures);
}
#endif // EXAMPLE_OBJ_LOADER_H_
+2 -8
View File
@@ -1,19 +1,12 @@
newoption {
trigger = "with-gtk3nfd",
description = "Build with native file dialog support(GTK3 required. Linux only)"
}
newoption {
trigger = "asan",
description = "Enable Address Sanitizer(gcc5+ ang clang only)"
}
sources = {
"stbi-impl.cc",
"main.cc",
"render.cc",
"render-config.cc",
"obj-loader.cc",
"gltf-loader.cc",
"matrix.cc",
"../common/trackball.cc",
@@ -23,7 +16,7 @@ sources = {
"../common/imgui/ImGuizmo.cpp",
}
solution "NanoSGSolution"
solution "RaytraceSolution"
configurations { "Release", "Debug" }
if os.is("Windows") then
@@ -60,6 +53,7 @@ solution "NanoSGSolution"
end
if os.is("Windows") then
flags { "FatalCompileWarnings" }
warnings "Extra" -- /W4
defines { "NOMINMAX" }
+1 -13
View File
@@ -29,24 +29,12 @@ bool LoadRenderConfig(example::RenderConfig* config, const char* filename) {
picojson::object o = v.get<picojson::object>();
if (o.find("obj_filename") != o.end()) {
if (o["obj_filename"].is<std::string>()) {
config->obj_filename = o["obj_filename"].get<std::string>();
}
}
if (o.find("gltf_filename") != o.end()) {
if (o["gltf_filename"].is<std::string>()) {
config->gltf_filename = o["gltf_filename"].get<std::string>();
}
}
if (o.find("eson_filename") != o.end()) {
if (o["eson_filename"].is<std::string>()) {
config->eson_filename = o["eson_filename"].get<std::string>();
}
}
config->scene_scale = 1.0f;
if (o.find("scene_scale") != o.end()) {
if (o["scene_scale"].is<double>()) {
@@ -119,4 +107,4 @@ bool LoadRenderConfig(example::RenderConfig* config, const char* filename) {
return true;
}
} // namespace example
}
-2
View File
@@ -28,9 +28,7 @@ typedef struct {
float *varycoordImage;
// Scene input info
std::string obj_filename;
std::string gltf_filename;
std::string eson_filename;
float scene_scale;
} RenderConfig;
+17 -65
View File
@@ -200,7 +200,6 @@ void BuildCameraFrame(float3* origin, float3* corner, float3* u, float3* v,
}
}
#if 0 // TODO(LTE): Not used method. Delete.
nanort::Ray<float> GenerateRay(const float3& origin, const float3& corner,
const float3& du, const float3& dv, float u,
float v) {
@@ -218,12 +217,9 @@ nanort::Ray<float> GenerateRay(const float3& origin, const float3& corner,
ray.org[1] = origin[1];
ray.org[2] = origin[2];
ray.dir[0] = dir[0];
ray.dir[1] = dir[1];
ray.dir[2] = dir[2];
return ray;
}
#endif
void FetchTexture(const Texture &texture, float u, float v, float* col) {
int tx = u * texture.width;
@@ -239,15 +235,10 @@ bool Renderer::Render(float* rgba, float* aux_rgba, int* sample_counts,
const nanosg::Scene<float, example::Mesh<float>> &scene,
const example::Asset &asset,
const RenderConfig& config,
std::atomic<bool>& cancelFlag,
int &_showBufferMode
) {
std::atomic<bool>& cancelFlag) {
//if (!gAccel.IsValid()) {
// return false;
//}
int width = config.width;
int height = config.height;
@@ -309,19 +300,6 @@ bool Renderer::Render(float* rgba, float* aux_rgba, int* sample_counts,
float u1 = pcg32_random(&rng);
float3 dir;
//for modes not a "color"
if(_showBufferMode != SHOW_BUFFER_COLOR)
{
//only one pass
if(config.pass > 0)
continue;
//to the center of pixel
u0 = 0.5f;
u1 = 0.5f;
}
dir = corner + (float(x) + u0) * u +
(float(config.height - y - 1) + u1) * v;
dir = vnormalize(dir);
@@ -342,9 +320,6 @@ bool Renderer::Render(float* rgba, float* aux_rgba, int* sample_counts,
const std::vector<Material> &materials = asset.materials;
const std::vector<Texture> &textures = asset.textures;
const Mesh<float> &mesh = asset.meshes[isect.node_id];
//tigra: add default material
const Material &default_material = asset.default_material;
float3 p;
p[0] =
@@ -435,49 +410,26 @@ bool Renderer::Render(float* rgba, float* aux_rgba, int* sample_counts,
// Fetch texture
unsigned int material_id =
mesh.material_ids[isect.prim_id];
//printf("material_id=%d materials=%lld\n", material_id, materials.size());
float diffuse_col[3];
int diffuse_texid = materials[material_id].diffuse_texid;
if (diffuse_texid >= 0) {
FetchTexture(textures[diffuse_texid], UV[0], UV[1], diffuse_col);
} else {
diffuse_col[0] = materials[material_id].diffuse[0];
diffuse_col[1] = materials[material_id].diffuse[1];
diffuse_col[2] = materials[material_id].diffuse[2];
}
float specular_col[3];
//tigra: material_id is ok
if(material_id<materials.size())
{
//printf("ok mat\n");
int diffuse_texid = materials[material_id].diffuse_texid;
if (diffuse_texid >= 0) {
FetchTexture(textures[diffuse_texid], UV[0], UV[1], diffuse_col);
} else {
diffuse_col[0] = materials[material_id].diffuse[0];
diffuse_col[1] = materials[material_id].diffuse[1];
diffuse_col[2] = materials[material_id].diffuse[2];
}
int specular_texid = materials[material_id].specular_texid;
if (specular_texid >= 0) {
FetchTexture(textures[specular_texid], UV[0], UV[1], specular_col);
} else {
specular_col[0] = materials[material_id].specular[0];
specular_col[1] = materials[material_id].specular[1];
specular_col[2] = materials[material_id].specular[2];
}
}
else
//tigra: wrong material_id, use default_material
{
//printf("default_material\n");
diffuse_col[0] = default_material.diffuse[0];
diffuse_col[1] = default_material.diffuse[1];
diffuse_col[2] = default_material.diffuse[2];
specular_col[0] = default_material.specular[0];
specular_col[1] = default_material.specular[1];
specular_col[2] = default_material.specular[2];
}
int specular_texid = materials[material_id].specular_texid;
if (specular_texid >= 0) {
FetchTexture(textures[specular_texid], UV[0], UV[1], specular_col);
} else {
specular_col[0] = materials[material_id].specular[0];
specular_col[1] = materials[material_id].specular[1];
specular_col[2] = materials[material_id].specular[2];
}
// Simple shading
float NdotV = fabsf(vdot(N, dir));
+1 -16
View File
@@ -3,15 +3,6 @@
#include <atomic> // C++11
//mode definitions now here
#define SHOW_BUFFER_COLOR (0)
#define SHOW_BUFFER_NORMAL (1)
#define SHOW_BUFFER_POSITION (2)
#define SHOW_BUFFER_DEPTH (3)
#define SHOW_BUFFER_TEXCOORD (4)
#define SHOW_BUFFER_VARYCOORD (5)
#include "render-config.h"
#include "nanosg.h"
#include "mesh.h"
@@ -22,9 +13,6 @@ namespace example {
struct Asset {
std::vector<Mesh<float> > meshes;
std::vector<Material> materials;
//tigra: add default material
Material default_material;
std::vector<Texture> textures;
};
@@ -35,10 +23,7 @@ class Renderer {
/// Returns false when the rendering was canceled.
static bool Render(float* rgba, float* aux_rgba, int *sample_counts, float quat[4],
const nanosg::Scene<float, Mesh<float>> &scene, const Asset &asset, const RenderConfig& config,
std::atomic<bool>& cancel_flag,
int& _showBufferMode
);
const nanosg::Scene<float, Mesh<float>> &scene, const Asset &asset, const RenderConfig& config, std::atomic<bool>& cancel_flag);
};
};
-3
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@@ -1,3 +0,0 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
-357
View File
@@ -1,357 +0,0 @@
# GNU Make project makefile autogenerated by Premake
ifndef config
config=release_native
endif
ifndef verbose
SILENT = @
endif
.PHONY: clean prebuild prelink
ifeq ($(config),release_native)
RESCOMP = windres
TARGETDIR = bin/native/Release
TARGET = $(TARGETDIR)/view
OBJDIR = obj/native/Release
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -O2 -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -O2 -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS)
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
ifeq ($(config),release_x64)
RESCOMP = windres
TARGETDIR = bin/x64/Release
TARGET = $(TARGETDIR)/view
OBJDIR = obj/x64/Release
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -m64 -O2 -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -m64 -O2 -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS) -L/usr/lib64 -m64
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
ifeq ($(config),release_x32)
RESCOMP = windres
TARGETDIR = bin/x32/Release
TARGET = $(TARGETDIR)/view
OBJDIR = obj/x32/Release
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -m32 -O2 -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -m32 -O2 -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS) -L/usr/lib32 -m32
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
ifeq ($(config),debug_native)
RESCOMP = windres
TARGETDIR = bin/native/Debug
TARGET = $(TARGETDIR)/view_debug
OBJDIR = obj/native/Debug
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1 -DDEBUG
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS)
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
ifeq ($(config),debug_x64)
RESCOMP = windres
TARGETDIR = bin/x64/Debug
TARGET = $(TARGETDIR)/view_debug
OBJDIR = obj/x64/Debug
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1 -DDEBUG
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -m64 -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -m64 -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS) -L/usr/lib64 -m64
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
ifeq ($(config),debug_x32)
RESCOMP = windres
TARGETDIR = bin/x32/Debug
TARGET = $(TARGETDIR)/view_debug
OBJDIR = obj/x32/Debug
DEFINES += -DGLEW_INIT_OPENGL11_FUNCTIONS=1 -DGLEW_STATIC -DGLEW_DYNAMIC_LOAD_ALL_GLX_FUNCTIONS=1 -DDEBUG
INCLUDES += -I../common/ThirdPartyLibs/Glew -I. -I../.. -I../common -I../common/imgui -I../common/glm
FORCE_INCLUDE +=
ALL_CPPFLAGS += $(CPPFLAGS) -MMD -MP $(DEFINES) $(INCLUDES)
ALL_CFLAGS += $(CFLAGS) $(ALL_CPPFLAGS) -m32 -g
ALL_CXXFLAGS += $(CXXFLAGS) $(ALL_CPPFLAGS) -m32 -g -std=c++11
ALL_RESFLAGS += $(RESFLAGS) $(DEFINES) $(INCLUDES)
LIBS += -lX11 -lpthread -ldl
LDDEPS +=
ALL_LDFLAGS += $(LDFLAGS) -L/usr/lib32 -m32
LINKCMD = $(CXX) -o "$@" $(OBJECTS) $(RESOURCES) $(ALL_LDFLAGS) $(LIBS)
define PREBUILDCMDS
endef
define PRELINKCMDS
endef
define POSTBUILDCMDS
endef
all: prebuild prelink $(TARGET)
@:
endif
OBJECTS := \
$(OBJDIR)/X11OpenGLWindow.o \
$(OBJDIR)/glew.o \
$(OBJDIR)/ImGuizmo.o \
$(OBJDIR)/imgui.o \
$(OBJDIR)/imgui_draw.o \
$(OBJDIR)/imgui_impl_btgui.o \
$(OBJDIR)/trackball.o \
$(OBJDIR)/gltf-loader.o \
$(OBJDIR)/main.o \
$(OBJDIR)/matrix.o \
$(OBJDIR)/obj-loader.o \
$(OBJDIR)/render-config.o \
$(OBJDIR)/render.o \
$(OBJDIR)/stbi-impl.o \
RESOURCES := \
CUSTOMFILES := \
SHELLTYPE := msdos
ifeq (,$(ComSpec)$(COMSPEC))
SHELLTYPE := posix
endif
ifeq (/bin,$(findstring /bin,$(SHELL)))
SHELLTYPE := posix
endif
$(TARGET): $(GCH) ${CUSTOMFILES} $(OBJECTS) $(LDDEPS) $(RESOURCES)
@echo Linking viwewer
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(TARGETDIR)
else
$(SILENT) mkdir $(subst /,\\,$(TARGETDIR))
endif
$(SILENT) $(LINKCMD)
$(POSTBUILDCMDS)
clean:
@echo Cleaning viwewer
ifeq (posix,$(SHELLTYPE))
$(SILENT) rm -f $(TARGET)
$(SILENT) rm -rf $(OBJDIR)
else
$(SILENT) if exist $(subst /,\\,$(TARGET)) del $(subst /,\\,$(TARGET))
$(SILENT) if exist $(subst /,\\,$(OBJDIR)) rmdir /s /q $(subst /,\\,$(OBJDIR))
endif
prebuild:
$(PREBUILDCMDS)
prelink:
$(PRELINKCMDS)
ifneq (,$(PCH))
$(OBJECTS): $(GCH) $(PCH)
$(GCH): $(PCH)
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) -x c++-header $(ALL_CXXFLAGS) -o "$@" -MF "$(@:%.gch=%.d)" -c "$<"
endif
$(OBJDIR)/X11OpenGLWindow.o: ../common/OpenGLWindow/X11OpenGLWindow.cpp
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/glew.o: ../common/ThirdPartyLibs/Glew/glew.c
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CC) $(ALL_CFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/ImGuizmo.o: ../common/imgui/ImGuizmo.cpp
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/imgui.o: ../common/imgui/imgui.cpp
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/imgui_draw.o: ../common/imgui/imgui_draw.cpp
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/imgui_impl_btgui.o: ../common/imgui/imgui_impl_btgui.cpp
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/trackball.o: ../common/trackball.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/gltf-loader.o: gltf-loader.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/main.o: main.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/matrix.o: matrix.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/obj-loader.o: obj-loader.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/render-config.o: render-config.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/render.o: render.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
$(OBJDIR)/stbi-impl.o: stbi-impl.cc
@echo $(notdir $<)
ifeq (posix,$(SHELLTYPE))
$(SILENT) mkdir -p $(OBJDIR)
else
$(SILENT) mkdir $(subst /,\\,$(OBJDIR))
endif
$(SILENT) $(CXX) $(ALL_CXXFLAGS) $(FORCE_INCLUDE) -o "$@" -MF "$(@:%.o=%.d)" -c "$<"
-include $(OBJECTS:%.o=%.d)
ifneq (,$(PCH))
-include $(OBJDIR)/$(notdir $(PCH)).d
endif
-2
View File
@@ -1,2 +0,0 @@
all:
clang++ -std=c++11 -I../../ -g -O1 -o saver main.cc
-1
View File
@@ -1 +0,0 @@
# Simple serialization API sample.
-53
View File
@@ -1,53 +0,0 @@
#include <fstream>
#include <iostream>
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
//#define TINYGLTF_NO_STB_IMAGE_WRITE
#ifndef TINYGLTF_NO_STB_IMAGE_WRITE
#define STB_IMAGE_WRITE_IMPLEMENTATION
#endif
// If using a modern Microsoft Compiler, this define supress compilation
// warnings in stb_image_write
//#define STBI_MSC_SECURE_CRT
#include "tiny_gltf.h"
int main(int argc, char *argv[]) {
if (argc != 3) {
std::cout << "Needs input.gltf output.gltf" << std::endl;
return EXIT_FAILURE;
}
tinygltf::Model model;
tinygltf::TinyGLTF loader;
std::string err;
std::string warn;
std::string input_filename(argv[1]);
std::string output_filename(argv[2]);
std::string embedded_filename =
output_filename.substr(0, output_filename.size() - 5) + "-Embedded.gltf";
// assume ascii glTF.
bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, input_filename.c_str());
if (!warn.empty()) {
std::cout << "warn : " << warn << std::endl;
}
if (!ret) {
if (!err.empty()) {
std::cerr << err << std::endl;
}
return EXIT_FAILURE;
}
loader.WriteGltfSceneToFile(&model, output_filename);
// Embedd buffers and images
#ifndef TINYGLTF_NO_STB_IMAGE_WRITE
loader.WriteGltfSceneToFile(&model, embedded_filename, true, true);
#endif
return EXIT_SUCCESS;
}
-6
View File
@@ -45,9 +45,3 @@ endif()
# test-zone
# enable_testing()
install ( TARGETS
tinygltf-validator
DESTINATION
bin
)
+13 -3
View File
@@ -9,7 +9,7 @@ Experimental. W.I.P.
## Requirements
* C++11 compiler
* CMake
* CMake 3.2 or later
## How to build
@@ -20,10 +20,20 @@ $ cmake ..
$ make
```
## How to use
## How to run
First clone glTF repo somewhere to get glTF schema JSON files.
```
$ gltf-validator /path/to/file.gltf /path/to/gltf-schema
$ cd ~/work # Choose your favorite dir.
$ git clone https://github.com/KhronosGroup/glTF
$ export GLTF_DIR=~/work/glTF
```
Then, specify the directory of glTF 2.0 schema JSONs and a glTF file.
```
$ ./tinygltf-validator $GLTF_DIR/specification/2.0/schema/ ../../models/Cube/Cube.gltf
```
## Third party licenses
-15
View File
@@ -1,15 +0,0 @@
# Python script which generates C++11 code from JSON schema.
## Requirements
* python3
* jsonref
## Generate
Run `gen.py` by specifing the path to glTF schema directory(from https://github.com/KhronosGroup/glTF.git)
```
$ python gen.py /path/to/glTF/specification/2.0/schema
```
-34
View File
@@ -1,34 +0,0 @@
#!/usr/bin/env python
# -*- coding: utf-8 -*-
import sys, os
import subprocess
import json
from pprint import pprint
import jsonref
# glTF 2.0
schema_files = [
"glTF.schema.json"
]
def main():
if len(sys.argv) < 2:
print("Requires path to glTF scheme directory.")
sys.exit(-1)
gltf_schema_dir = sys.argv[1]
gltf_schema_filepath = os.path.join(gltf_schema_dir, schema_files[0])
if not os.path.exists(gltf_schema_filepath):
print("File not found: {}".format(gltf_schema_filepath))
sys.exit(-1)
gltf_schema_uri = 'file://{}/'.format(gltf_schema_dir)
with open(gltf_schema_filepath) as schema_file:
j = jsonref.loads(schema_file.read(), base_uri=gltf_schema_uri, jsonschema=True)
pprint(j)
main()
-20406
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File diff suppressed because it is too large Load Diff
+17 -353
View File
@@ -1,9 +1,5 @@
//
// TODO(syoyo): Print extensions and extras for each glTF object.
//
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "tiny_gltf.h"
#include <cstdio>
@@ -139,7 +135,7 @@ static std::string PrintParameterType(int ty) {
#endif
static std::string PrintWrapMode(int mode) {
if (mode == TINYGLTF_TEXTURE_WRAP_REPEAT) {
if (mode == TINYGLTF_TEXTURE_WRAP_RPEAT) {
return "REPEAT";
} else if (mode == TINYGLTF_TEXTURE_WRAP_CLAMP_TO_EDGE) {
return "CLAMP_TO_EDGE";
@@ -175,10 +171,7 @@ static std::string PrintIntArray(const std::vector<int> &arr) {
std::stringstream ss;
ss << "[ ";
for (size_t i = 0; i < arr.size(); i++) {
ss << arr[i];
if (i != arr.size() - 1) {
ss << ", ";
}
ss << arr[i] << ((i != arr.size() - 1) ? ", " : "");
}
ss << " ]";
@@ -193,10 +186,7 @@ static std::string PrintFloatArray(const std::vector<double> &arr) {
std::stringstream ss;
ss << "[ ";
for (size_t i = 0; i < arr.size(); i++) {
ss << arr[i];
if (i != arr.size() - 1) {
ss << ", ";
}
ss << arr[i] << ((i != arr.size() - 1) ? ", " : "");
}
ss << " ]";
@@ -220,22 +210,8 @@ static std::string PrintParameterValue(const tinygltf::Parameter &param) {
}
}
#if 0
static std::string PrintParameterMap(const tinygltf::ParameterMap &pmap) {
std::stringstream ss;
ss << pmap.size() << std::endl;
for (auto &kv : pmap) {
ss << kv.first << " : " << PrintParameterValue(kv.second) << std::endl;
}
return ss.str();
}
#endif
static std::string PrintValue(const std::string &name,
const tinygltf::Value &value, const int indent,
const bool tag = true) {
const tinygltf::Value &value, const int indent) {
std::stringstream ss;
if (value.IsObject()) {
@@ -243,45 +219,19 @@ static std::string PrintValue(const std::string &name,
tinygltf::Value::Object::const_iterator it(o.begin());
tinygltf::Value::Object::const_iterator itEnd(o.end());
for (; it != itEnd; it++) {
ss << PrintValue(it->first, it->second, indent + 1) << std::endl;
ss << PrintValue(name, it->second, indent + 1);
}
} else if (value.IsString()) {
if (tag) {
ss << Indent(indent) << name << " : " << value.Get<std::string>();
} else {
ss << Indent(indent) << value.Get<std::string>() << " ";
}
ss << Indent(indent) << name << " : " << value.Get<std::string>()
<< std::endl;
} else if (value.IsBool()) {
if (tag) {
ss << Indent(indent) << name << " : " << value.Get<bool>();
} else {
ss << Indent(indent) << value.Get<bool>() << " ";
}
ss << Indent(indent) << name << " : " << value.Get<bool>() << std::endl;
} else if (value.IsNumber()) {
if (tag) {
ss << Indent(indent) << name << " : " << value.Get<double>();
} else {
ss << Indent(indent) << value.Get<double>() << " ";
}
ss << Indent(indent) << name << " : " << value.Get<double>() << std::endl;
} else if (value.IsInt()) {
if (tag) {
ss << Indent(indent) << name << " : " << value.Get<int>();
} else {
ss << Indent(indent) << value.Get<int>() << " ";
}
} else if (value.IsArray()) {
// TODO(syoyo): Better pretty printing of array item
ss << Indent(indent) << name << " [ \n";
for (size_t i = 0; i < value.Size(); i++) {
ss << PrintValue("", value.Get(int(i)), indent + 1, /* tag */ false);
if (i != (value.ArrayLen() - 1)) {
ss << ", \n";
}
}
ss << "\n" << Indent(indent) << "] ";
ss << Indent(indent) << name << " : " << value.Get<int>() << std::endl;
}
// @todo { binary }
// @todo { binary, array }
return ss.str();
}
@@ -322,15 +272,6 @@ static void DumpStringIntMap(const std::map<std::string, int> &m, int indent) {
}
}
static void DumpExtensions(const tinygltf::ExtensionMap &extension,
const int indent) {
// TODO(syoyo): pritty print Value
for (auto &e : extension) {
std::cout << Indent(indent) << e.first << std::endl;
std::cout << PrintValue("extensions", e.second, indent + 1) << std::endl;
}
}
static void DumpPrimitive(const tinygltf::Primitive &primitive, int indent) {
std::cout << Indent(indent) << "material : " << primitive.material
<< std::endl;
@@ -342,80 +283,8 @@ static void DumpPrimitive(const tinygltf::Primitive &primitive, int indent) {
<< std::endl;
DumpStringIntMap(primitive.attributes, indent + 1);
DumpExtensions(primitive.extensions, indent);
std::cout << Indent(indent) << "extras :" << std::endl
<< PrintValue("extras", primitive.extras, indent + 1) << std::endl;
if (!primitive.extensions_json_string.empty()) {
std::cout << Indent(indent + 1) << "extensions(JSON string) = "
<< primitive.extensions_json_string << "\n";
}
if (!primitive.extras_json_string.empty()) {
std::cout << Indent(indent + 1)
<< "extras(JSON string) = " << primitive.extras_json_string
<< "\n";
}
}
static void DumpTextureInfo(const tinygltf::TextureInfo &texinfo,
const int indent) {
std::cout << Indent(indent) << "index : " << texinfo.index << "\n";
std::cout << Indent(indent) << "texCoord : TEXCOORD_" << texinfo.texCoord
<< "\n";
DumpExtensions(texinfo.extensions, indent + 1);
std::cout << PrintValue("extras", texinfo.extras, indent + 1) << "\n";
if (!texinfo.extensions_json_string.empty()) {
std::cout << Indent(indent)
<< "extensions(JSON string) = " << texinfo.extensions_json_string
<< "\n";
}
if (!texinfo.extras_json_string.empty()) {
std::cout << Indent(indent)
<< "extras(JSON string) = " << texinfo.extras_json_string << "\n";
}
}
static void DumpNormalTextureInfo(const tinygltf::NormalTextureInfo &texinfo,
const int indent) {
std::cout << Indent(indent) << "index : " << texinfo.index << "\n";
std::cout << Indent(indent) << "texCoord : TEXCOORD_" << texinfo.texCoord
<< "\n";
std::cout << Indent(indent) << "scale : " << texinfo.scale << "\n";
DumpExtensions(texinfo.extensions, indent + 1);
std::cout << PrintValue("extras", texinfo.extras, indent + 1) << "\n";
}
static void DumpOcclusionTextureInfo(
const tinygltf::OcclusionTextureInfo &texinfo, const int indent) {
std::cout << Indent(indent) << "index : " << texinfo.index << "\n";
std::cout << Indent(indent) << "texCoord : TEXCOORD_" << texinfo.texCoord
<< "\n";
std::cout << Indent(indent) << "strength : " << texinfo.strength << "\n";
DumpExtensions(texinfo.extensions, indent + 1);
std::cout << PrintValue("extras", texinfo.extras, indent + 1) << "\n";
}
static void DumpPbrMetallicRoughness(const tinygltf::PbrMetallicRoughness &pbr,
const int indent) {
std::cout << Indent(indent)
<< "baseColorFactor : " << PrintFloatArray(pbr.baseColorFactor)
<< "\n";
std::cout << Indent(indent) << "baseColorTexture :\n";
DumpTextureInfo(pbr.baseColorTexture, indent + 1);
std::cout << Indent(indent) << "metallicFactor : " << pbr.metallicFactor
<< "\n";
std::cout << Indent(indent) << "roughnessFactor : " << pbr.roughnessFactor
<< "\n";
std::cout << Indent(indent) << "metallicRoughnessTexture :\n";
DumpTextureInfo(pbr.metallicRoughnessTexture, indent + 1);
DumpExtensions(pbr.extensions, indent + 1);
std::cout << PrintValue("extras", pbr.extras, indent + 1) << "\n";
}
static void Dump(const tinygltf::Model &model) {
@@ -438,7 +307,6 @@ static void Dump(const tinygltf::Model &model) {
for (size_t i = 0; i < model.scenes.size(); i++) {
std::cout << Indent(1) << "scene[" << i
<< "] name : " << model.scenes[i].name << std::endl;
DumpExtensions(model.scenes[i].extensions, 1);
}
}
@@ -476,7 +344,7 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(2) << "min : [";
for (size_t k = 0; k < accessor.minValues.size(); k++) {
std::cout << accessor.minValues[k]
<< ((k != accessor.minValues.size() - 1) ? ", " : "");
<< ((i != accessor.minValues.size() - 1) ? ", " : "");
}
std::cout << "]" << std::endl;
}
@@ -484,34 +352,10 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(2) << "max : [";
for (size_t k = 0; k < accessor.maxValues.size(); k++) {
std::cout << accessor.maxValues[k]
<< ((k != accessor.maxValues.size() - 1) ? ", " : "");
<< ((i != accessor.maxValues.size() - 1) ? ", " : "");
}
std::cout << "]" << std::endl;
}
if (accessor.sparse.isSparse) {
std::cout << Indent(2) << "sparse:" << std::endl;
std::cout << Indent(3) << "count : " << accessor.sparse.count
<< std::endl;
std::cout << Indent(3) << "indices: " << std::endl;
std::cout << Indent(4)
<< "bufferView : " << accessor.sparse.indices.bufferView
<< std::endl;
std::cout << Indent(4)
<< "byteOffset : " << accessor.sparse.indices.byteOffset
<< std::endl;
std::cout << Indent(4) << "componentType: "
<< PrintComponentType(accessor.sparse.indices.componentType)
<< "(" << accessor.sparse.indices.componentType << ")"
<< std::endl;
std::cout << Indent(3) << "values : " << std::endl;
std::cout << Indent(4)
<< "bufferView : " << accessor.sparse.values.bufferView
<< std::endl;
std::cout << Indent(4)
<< "byteOffset : " << accessor.sparse.values.byteOffset
<< std::endl;
}
}
}
@@ -570,21 +414,6 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(2)
<< "target : " << PrintTarget(bufferView.target)
<< std::endl;
std::cout << Indent(1) << "-------------------------------------\n";
DumpExtensions(bufferView.extensions, 1);
std::cout << PrintValue("extras", bufferView.extras, 2) << std::endl;
if (!bufferView.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< bufferView.extensions_json_string << "\n";
}
if (!bufferView.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << bufferView.extras_json_string
<< "\n";
}
}
}
@@ -595,21 +424,6 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(1) << "name : " << buffer.name << std::endl;
std::cout << Indent(2) << "byteLength : " << buffer.data.size()
<< std::endl;
std::cout << Indent(1) << "-------------------------------------\n";
DumpExtensions(buffer.extensions, 1);
std::cout << PrintValue("extras", buffer.extras, 2) << std::endl;
if (!buffer.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< buffer.extensions_json_string << "\n";
}
if (!buffer.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << buffer.extras_json_string
<< "\n";
}
}
}
@@ -618,55 +432,16 @@ static void Dump(const tinygltf::Model &model) {
<< std::endl;
for (size_t i = 0; i < model.materials.size(); i++) {
const tinygltf::Material &material = model.materials[i];
std::cout << Indent(1) << "name : " << material.name
<< std::endl;
std::cout << Indent(1) << "alphaMode : " << material.alphaMode
<< std::endl;
std::cout << Indent(1)
<< "alphaCutoff : " << material.alphaCutoff
<< std::endl;
std::cout << Indent(1) << "doubleSided : "
<< (material.doubleSided ? "true" : "false") << std::endl;
std::cout << Indent(1) << "emissiveFactor : "
<< PrintFloatArray(material.emissiveFactor) << std::endl;
std::cout << Indent(1) << "pbrMetallicRoughness :\n";
DumpPbrMetallicRoughness(material.pbrMetallicRoughness, 2);
std::cout << Indent(1) << "normalTexture :\n";
DumpNormalTextureInfo(material.normalTexture, 2);
std::cout << Indent(1) << "occlusionTexture :\n";
DumpOcclusionTextureInfo(material.occlusionTexture, 2);
std::cout << Indent(1) << "emissiveTexture :\n";
DumpTextureInfo(material.emissiveTexture, 2);
std::cout << Indent(1) << "---- legacy material parameter ----\n";
std::cout << Indent(1) << "name : " << material.name << std::endl;
std::cout << Indent(1) << "values(items=" << material.values.size() << ")"
<< std::endl;
tinygltf::ParameterMap::const_iterator p(material.values.begin());
tinygltf::ParameterMap::const_iterator pEnd(material.values.end());
for (; p != pEnd; p++) {
std::cout << Indent(2) << p->first << ": "
<< PrintParameterValue(p->second) << std::endl;
}
std::cout << Indent(1) << "-------------------------------------\n";
DumpExtensions(material.extensions, 1);
std::cout << PrintValue("extras", material.extras, 2) << std::endl;
if (!material.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< material.extensions_json_string << "\n";
}
if (!material.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << material.extras_json_string
<< "\n";
}
}
}
@@ -689,19 +464,6 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(2) << "width : " << image.width << std::endl;
std::cout << Indent(2) << "height : " << image.height << std::endl;
std::cout << Indent(2) << "component : " << image.component << std::endl;
DumpExtensions(image.extensions, 1);
std::cout << PrintValue("extras", image.extras, 2) << std::endl;
if (!image.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< image.extensions_json_string << "\n";
}
if (!image.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << image.extras_json_string
<< "\n";
}
}
}
@@ -713,19 +475,6 @@ static void Dump(const tinygltf::Model &model) {
<< std::endl;
std::cout << Indent(1) << "source : " << texture.source
<< std::endl;
DumpExtensions(texture.extensions, 1);
std::cout << PrintValue("extras", texture.extras, 2) << std::endl;
if (!texture.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< texture.extensions_json_string << "\n";
}
if (!texture.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << texture.extras_json_string
<< "\n";
}
}
}
@@ -747,20 +496,6 @@ static void Dump(const tinygltf::Model &model) {
std::cout << Indent(2)
<< "wrapT : " << PrintWrapMode(sampler.wrapT)
<< std::endl;
DumpExtensions(sampler.extensions, 1);
std::cout << PrintValue("extras", sampler.extras, 2) << std::endl;
if (!sampler.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< sampler.extensions_json_string << "\n";
}
if (!sampler.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << sampler.extras_json_string
<< "\n";
}
}
}
@@ -793,63 +528,8 @@ static void Dump(const tinygltf::Model &model) {
<< "znear : " << camera.orthographic.znear
<< std::endl;
}
std::cout << Indent(1) << "-------------------------------------\n";
DumpExtensions(camera.extensions, 1);
std::cout << PrintValue("extras", camera.extras, 2) << std::endl;
if (!camera.extensions_json_string.empty()) {
std::cout << Indent(2) << "extensions(JSON string) = "
<< camera.extensions_json_string << "\n";
}
if (!camera.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << camera.extras_json_string
<< "\n";
}
}
}
{
std::cout << "skins(items=" << model.skins.size() << ")" << std::endl;
for (size_t i = 0; i < model.skins.size(); i++) {
const tinygltf::Skin &skin = model.skins[i];
std::cout << Indent(1) << "name : " << skin.name << std::endl;
std::cout << Indent(2)
<< "inverseBindMatrices : " << skin.inverseBindMatrices
<< std::endl;
std::cout << Indent(2) << "skeleton : " << skin.skeleton
<< std::endl;
std::cout << Indent(2)
<< "joints : " << PrintIntArray(skin.joints)
<< std::endl;
std::cout << Indent(1) << "-------------------------------------\n";
DumpExtensions(skin.extensions, 1);
std::cout << PrintValue("extras", skin.extras, 2) << std::endl;
if (!skin.extensions_json_string.empty()) {
std::cout << Indent(2)
<< "extensions(JSON string) = " << skin.extensions_json_string
<< "\n";
}
if (!skin.extras_json_string.empty()) {
std::cout << Indent(2)
<< "extras(JSON string) = " << skin.extras_json_string
<< "\n";
}
}
}
// toplevel extensions
{
std::cout << "extensions(items=" << model.extensions.size() << ")"
<< std::endl;
DumpExtensions(model.extensions, 1);
}
}
int main(int argc, char **argv) {
@@ -858,37 +538,21 @@ int main(int argc, char **argv) {
exit(1);
}
// Store original JSON string for `extras` and `extensions`
bool store_original_json_for_extras_and_extensions = false;
if (argc > 2) {
store_original_json_for_extras_and_extensions = true;
}
tinygltf::Model model;
tinygltf::TinyGLTF gltf_ctx;
std::string err;
std::string warn;
std::string input_filename(argv[1]);
std::string ext = GetFilePathExtension(input_filename);
gltf_ctx.SetStoreOriginalJSONForExtrasAndExtensions(
store_original_json_for_extras_and_extensions);
bool ret = false;
if (ext.compare("glb") == 0) {
std::cout << "Reading binary glTF" << std::endl;
// assume binary glTF.
ret = gltf_ctx.LoadBinaryFromFile(&model, &err, &warn,
input_filename.c_str());
ret = gltf_ctx.LoadBinaryFromFile(&model, &err, input_filename.c_str());
} else {
std::cout << "Reading ASCII glTF" << std::endl;
// assume ascii glTF.
ret =
gltf_ctx.LoadASCIIFromFile(&model, &err, &warn, input_filename.c_str());
}
if (!warn.empty()) {
printf("Warn: %s\n", warn.c_str());
ret = gltf_ctx.LoadASCIIFromFile(&model, &err, input_filename.c_str());
}
if (!err.empty()) {
@@ -1,67 +0,0 @@
{
"scenes": [
{
"nodes": [0]
}
],
"nodes": [
{
"mesh": 0
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"POSITION": 1
},
"indices": 0
}
]
}
],
"buffers": [
{
"uri": "simpleTriangle.bin",
"byteLength": 44
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 1e300,
"target": 34963
},
{
"buffer": 0,
"byteOffset": 8,
"byteLength": 36,
"target": 34962
}
],
"accessors": [
{
"bufferView": 0,
"byteOffset": 0,
"componentType": 5123,
"count": 3,
"type": "SCALAR",
"max": [2],
"min": [0]
},
{
"bufferView": 1,
"byteOffset": 0,
"componentType": 5126,
"count": 3,
"type": "VEC3",
"max": [1, 1, 0],
"min": [0, 0, 0]
}
],
"asset": {
"version": "2.0"
}
}
@@ -1,53 +0,0 @@
{
"scenes": [],
"nodes": [],
"meshes": [
{
"primitives": [
{
"attributes": {},
"indices": 0
}
]
}
],
"buffers": [
{
"uri": "simpleTriangle.bin",
"byteLength": 44
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 6,
"target": 34963
},
{
"buffer": 1,
"byteOffset": 0,
"byteLength": 6,
"target": 34963
}
],
"images": [
{
"bufferView": 1,
"mimeType": "image/png"
}
],
"accessors": [
{
"bufferView": 0,
"componentType": 5123,
"count": 3,
"type": "SCALAR",
"max": [2],
"min": [0]
}
],
"asset": {
"version": "2.0"
}
}
@@ -1,36 +0,0 @@
{
"scenes": [],
"nodes": [],
"buffers": [],
"meshes": [
{
"primitives": [
{
"attributes": {},
"indices": 0
}
]
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 6,
"target": 34963
}
],
"accessors": [
{
"bufferView": 1,
"componentType": 5123,
"count": 3,
"type": "SCALAR",
"max": [2],
"min": [0]
}
],
"asset": {
"version": "2.0"
}
}

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