Support interleaved buffers

This commit is contained in:
bloeys
2022-01-26 08:04:50 +04:00
parent e1e617e4e4
commit 1109caef43
8 changed files with 199 additions and 199 deletions

View File

@ -11,8 +11,8 @@ import (
)
type Mesh struct {
Name string
BufObj *buffers.BufferObject
Name string
BufObjV2 buffers.Buffer
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
@ -27,20 +27,79 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
return nil, errors.New("No meshes found in file: " + modelPath)
}
mesh := &Mesh{Name: name, BufObj: buffers.NewBufferObject()}
mesh := &Mesh{Name: name}
sceneMesh := scene.Meshes[0]
mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Normals), buffers.BufUsageStatic, buffers.BufTypeNormal, buffers.DataTypeVec3)
mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Vertices), buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
mesh.BufObj.GenBufferUint32(flattenFaces(sceneMesh.Faces), buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
dataSize := len(sceneMesh.Vertices)*3 + len(sceneMesh.Normals)*3
mesh.BufObjV2 = buffers.NewBuffer(buffers.BufferLayout{
Elements: []buffers.BufferLayoutElement{
{DataType: buffers.DataTypeVec3},
{DataType: buffers.DataTypeVec3},
},
})
if len(sceneMesh.ColorSets) > 0 {
mesh.BufObj.GenBuffer(flattenVec4(sceneMesh.ColorSets[0]), buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec4)
mesh.BufObjV2.Layout.Elements = append(mesh.BufObjV2.Layout.Elements, buffers.BufferLayoutElement{DataType: buffers.DataTypeVec4})
dataSize += len(sceneMesh.ColorSets) * 4
mesh.BufObjV2.CalcValues()
}
positions := flattenVec3(sceneMesh.Vertices)
normals := flattenVec3(sceneMesh.Normals)
colors := []float32{}
if len(sceneMesh.ColorSets) > 0 {
colors = flattenVec4(sceneMesh.ColorSets[0])
}
var values []float32
if len(colors) > 0 {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
arrInfo{values: colors, valsPerComp: 4},
)
} else {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
)
}
mesh.BufObjV2.SetData(values)
mesh.BufObjV2.SetIndexBufData(flattenFaces(sceneMesh.Faces))
return mesh, nil
}
type arrInfo struct {
values []float32
valsPerComp int
}
func interleave(arrs ...arrInfo) []float32 {
if len(arrs) == 0 || len(arrs[0].values) == 0 {
panic("No input to interleave or arrays are empty")
}
size := 0
for i := 0; i < len(arrs); i++ {
size += len(arrs[i].values)
}
out := make([]float32, 0, size)
for posInArr := 0; posInArr < len(arrs[0].values)/arrs[0].valsPerComp; posInArr++ {
for arrToUse := 0; arrToUse < len(arrs); arrToUse++ {
for compToAdd := 0; compToAdd < arrs[arrToUse].valsPerComp; compToAdd++ {
out = append(out, arrs[arrToUse].values[posInArr*arrs[arrToUse].valsPerComp+compToAdd])
}
}
}
return out
}
func flattenVec3(vec3s []gglm.Vec3) []float32 {
floats := make([]float32, len(vec3s)*3)
@ -68,7 +127,7 @@ func flattenVec4(vec4s []gglm.Vec4) []float32 {
func flattenFaces(faces []asig.Face) []uint32 {
asserts.True(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
asserts.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {