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Basic submeshe support
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@ -10,9 +10,16 @@ import (
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"github.com/bloeys/nmage/buffers"
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)
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type SubMesh struct {
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BaseVertex int32
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BaseIndex uint32
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IndexCount int32
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}
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type Mesh struct {
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Name string
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Buf buffers.Buffer
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Name string
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Buf buffers.Buffer
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SubMeshes []SubMesh
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}
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func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
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@ -27,32 +34,68 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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return nil, errors.New("No meshes found in file: " + modelPath)
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}
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mesh := &Mesh{Name: name}
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sceneMesh := scene.Meshes[0]
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mesh.Buf = buffers.NewBuffer()
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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mesh := &Mesh{
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Name: name,
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Buf: buffers.NewBuffer(),
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SubMeshes: make([]SubMesh, 0, 1),
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}
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layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
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// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
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var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
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var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
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}
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mesh.Buf.SetLayout(layoutToUse...)
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for i := 0; i < len(scene.Meshes); i++ {
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var values []float32
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arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
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sceneMesh := scene.Meshes[i]
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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println("Zeroing tex coords for submesh", i)
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}
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layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
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}
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if i == 0 {
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mesh.Buf.SetLayout(layoutToUse...)
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} else {
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// @NOTE: Require that all submeshes have the same vertex buffer layout
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firstSubmeshLayout := mesh.Buf.GetLayout()
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assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
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for i := 0; i < len(firstSubmeshLayout); i++ {
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if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
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panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
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}
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}
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}
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arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
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}
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indices := flattenFaces(sceneMesh.Faces)
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mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
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// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
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BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
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// Which index (in the index buffer) to start from
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BaseIndex: uint32(len(indexBufData)),
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// How many indices in this submesh
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IndexCount: int32(len(indices)),
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})
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vertexBufData = append(vertexBufData, interleave(arrs...)...)
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indexBufData = append(indexBufData, indices...)
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}
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values = interleave(arrs...)
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mesh.Buf.SetData(values)
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mesh.Buf.SetIndexBufData(flattenFaces(sceneMesh.Faces))
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// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
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mesh.Buf.SetData(vertexBufData)
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mesh.Buf.SetIndexBufData(indexBufData)
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return mesh, nil
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}
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