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how-to-vulkan/ktx/tests/loadtests/glloadtests/utils/GLMeshLoader.hpp
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2026-06-14 19:09:18 +01:00

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/*
* Copyright 2017-2020 Mark Callow.
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <stdlib.h>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <map>
#include <stdexcept>
#include <vector>
#ifdef _WIN32
#include <windows.h>
#include <fcntl.h>
#include <io.h>
#else
#endif
// Emscripten assimp port not yet available.
#if !defined(__EMSCRIPTEN__)
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#endif
#include "disable_glm_warnings.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "reenable_warnings.h"
#if defined(__ANDROID__)
#include <android/asset_manager.h>
#endif
//#include <glad/glad.h>
namespace glMeshLoader
{
typedef enum VertexLayout {
VERTEX_LAYOUT_POSITION = 0x0,
VERTEX_LAYOUT_NORMAL = 0x1,
VERTEX_LAYOUT_COLOR = 0x2,
VERTEX_LAYOUT_UV = 0x3,
VERTEX_LAYOUT_TANGENT = 0x4,
VERTEX_LAYOUT_BITANGENT = 0x5,
VERTEX_LAYOUT_DUMMY_FLOAT = 0x6,
VERTEX_LAYOUT_DUMMY_VEC4 = 0x7
} VertexLayout;
struct MeshBufferInfo
{
GLuint name = 0;
size_t size = 0;
};
struct MeshBuffer
{
GLuint vao = 0;
MeshBufferInfo vertices;
MeshBufferInfo indices;
GLuint primitiveType;
uint32_t indexCount = 0;
glm::vec3 dim;
glm::mat4 modelTransform; // To display the model correctly in the
// GL coordinate system.
void FreeGLResources() {
if (vertices.name)
glDeleteBuffers(1, &vertices.name);
if (indices.name)
glDeleteBuffers(1, &indices.name);
if (vao)
glDeleteVertexArrays(1, &vao);
}
~MeshBuffer() {
FreeGLResources();
}
glm::mat4& getModelTransform() { return modelTransform; }
void Draw() {
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
};
#if !defined(__EMSCRIPTEN__)
// Get vertex size from vertex layout
static uint32_t vertexSize(std::vector<glMeshLoader::VertexLayout> layout)
{
uint32_t vSize = 0;
for (auto& layoutDetail : layout)
{
switch (layoutDetail)
{
// UV only has two components
case VERTEX_LAYOUT_UV:
vSize += 2 * sizeof(float);
break;
default:
vSize += 3 * sizeof(float);
}
}
return vSize;
}
#endif
}
#if !defined(__EMSCRIPTEN__)
// Simple mesh class for getting all the necessary stuff from models
// loaded via ASSIMP.
class GLMeshLoader {
private:
struct Vertex
{
glm::vec3 m_pos;
glm::vec2 m_tex;
glm::vec3 m_normal;
glm::vec3 m_color;
glm::vec3 m_tangent;
glm::vec3 m_binormal;
Vertex() {}
Vertex(const glm::vec3& pos, const glm::vec2& tex, const glm::vec3& normal, const glm::vec3& tangent, const glm::vec3& bitangent, const glm::vec3& color)
{
m_pos = pos;
m_tex = tex;
m_normal = normal;
m_color = color;
m_tangent = tangent;
m_binormal = bitangent;
}
};
struct MeshEntry {
uint32_t NumIndices;
uint32_t MaterialIndex;
uint32_t vertexBase;
uint32_t primitiveType;
std::vector<Vertex> Vertices;
std::vector<unsigned int> Indices;
};
aiMatrix4x4 rootTransform;
public:
#if defined(__ANDROID__)
AAssetManager* assetManager = nullptr;
#endif
std::vector<MeshEntry> m_Entries;
struct Dimension
{
glm::vec3 min = glm::vec3(FLT_MAX);
glm::vec3 max = glm::vec3(-FLT_MAX);
glm::vec3 size;
} dim;
uint32_t numVertices = 0;
Assimp::Importer importer;
const aiScene* pScene;
~GLMeshLoader()
{
m_Entries.clear();
}
// Load a mesh with some default flags
void LoadMesh(const std::string& filename)
{
int flags = aiProcess_Triangulate | aiProcess_PreTransformVertices
| aiProcess_JoinIdenticalVertices
| aiProcess_CalcTangentSpace
| aiProcess_GenSmoothNormals;
LoadMesh(filename, flags);
}
// Load the mesh with custom flags
void LoadMesh(const std::string& filename, int flags)
{
#if defined(__ANDROID__)
// Meshes are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(assetManager, filename.c_str(),
AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
void *meshData = malloc(size);
AAsset_read(asset, meshData, size);
AAsset_close(asset);
pScene = importer.ReadFileFromMemory(meshData, size, flags);
free(meshData);
#else
pScene = importer.ReadFile(filename.c_str(), flags);
#endif
if(!pScene || pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE
|| !pScene->mRootNode)
{
std::stringstream message;
message << " Import via ASSIMP from\"" << filename << "\" failed. "
<< importer.GetErrorString() << std::endl;
throw std::runtime_error(message.str());
}
InitFromScene(pScene, filename);
#if 0
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
#endif
rootTransform = pScene->mRootNode->mTransformation;
}
void InitFromScene(const aiScene* pSrcScene, const std::string& /*filename*/)
{
m_Entries.resize(pSrcScene->mNumMeshes);
// Counters
for (unsigned int i = 0; i < m_Entries.size(); i++)
{
m_Entries[i].vertexBase = numVertices;
numVertices += pSrcScene->mMeshes[i]->mNumVertices;
}
// Initialize the meshes in the scene one by one
for (unsigned int i = 0; i < m_Entries.size(); i++)
{
const aiMesh* paiMesh = pSrcScene->mMeshes[i];
InitMesh(i, paiMesh, pSrcScene);
}
}
void InitMesh(unsigned int index, const aiMesh* paiMesh, const aiScene* pSrcScene)
{
m_Entries[index].MaterialIndex = paiMesh->mMaterialIndex;
aiColor3D pColor(0.f, 0.f, 0.f);
pSrcScene->mMaterials[paiMesh->mMaterialIndex]->Get(AI_MATKEY_COLOR_DIFFUSE, pColor);
aiVector3D Zero3D(0.0f, 0.0f, 0.0f);
for (unsigned int i = 0; i < paiMesh->mNumVertices; i++) {
aiVector3D* pPos = &(paiMesh->mVertices[i]);
aiVector3D* pNormal = &(paiMesh->mNormals[i]);
aiVector3D *pTexCoord;
if (paiMesh->HasTextureCoords(0))
{
pTexCoord = &(paiMesh->mTextureCoords[0][i]);
}
else {
pTexCoord = &Zero3D;
}
aiVector3D* pTangent = (paiMesh->HasTangentsAndBitangents()) ?
&(paiMesh->mTangents[i]) : &Zero3D;
aiVector3D* pBiTangent = (paiMesh->HasTangentsAndBitangents()) ?
&(paiMesh->mBitangents[i]) : &Zero3D;
Vertex v(glm::vec3(pPos->x, -pPos->y, pPos->z),
glm::vec2(pTexCoord->x , pTexCoord->y),
glm::vec3(pNormal->x, pNormal->y, pNormal->z),
glm::vec3(pTangent->x, pTangent->y, pTangent->z),
glm::vec3(pBiTangent->x, pBiTangent->y, pBiTangent->z),
glm::vec3(pColor.r, pColor.g, pColor.b)
);
dim.max.x = fmax(pPos->x, dim.max.x);
dim.max.y = fmax(pPos->y, dim.max.y);
dim.max.z = fmax(pPos->z, dim.max.z);
dim.min.x = fmin(pPos->x, dim.min.x);
dim.min.y = fmin(pPos->y, dim.min.y);
dim.min.z = fmin(pPos->z, dim.min.z);
m_Entries[index].Vertices.push_back(v);
}
dim.size = dim.max - dim.min;
for (unsigned int i = 0; i < paiMesh->mNumFaces; i++)
{
const aiFace& Face = paiMesh->mFaces[i];
if (Face.mNumIndices != 3)
continue;
m_Entries[index].Indices.push_back(Face.mIndices[0]);
m_Entries[index].Indices.push_back(Face.mIndices[1]);
m_Entries[index].Indices.push_back(Face.mIndices[2]);
}
switch (paiMesh->mPrimitiveTypes) {
case aiPrimitiveType_POINT:
m_Entries[index].primitiveType = GL_POINTS ;
break;
case aiPrimitiveType_LINE:
m_Entries[index].primitiveType = GL_LINES;
break;
case aiPrimitiveType_TRIANGLE:
m_Entries[index].primitiveType = GL_TRIANGLES;
break;
default: assert(false); // Shouldn't happen because of triangulate.
}
}
void CreateBuffers(glMeshLoader::MeshBuffer& meshBuffer,
std::vector<glMeshLoader::VertexLayout> layout,
float scale)
{
std::vector<float> vertexBuffer;
for (uint32_t m = 0; m < m_Entries.size(); m++)
{
for (uint32_t i = 0; i < m_Entries[m].Vertices.size(); i++)
{
// Push vertex data depending on layout
for (auto& layoutDetail : layout)
{
// Position
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_POSITION)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_pos.x * scale);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_pos.y * scale);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_pos.z * scale);
}
// Normal
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_NORMAL)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_normal.x);
vertexBuffer.push_back(-m_Entries[m].Vertices[i].m_normal.y);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_normal.z);
}
// Texture coordinates
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_UV)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_tex.s);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_tex.t);
}
// Color
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_COLOR)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_color.r);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_color.g);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_color.b);
}
// Tangent
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_TANGENT)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_tangent.x);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_tangent.y);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_tangent.z);
}
// Bitangent
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_BITANGENT)
{
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_binormal.x);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_binormal.y);
vertexBuffer.push_back(m_Entries[m].Vertices[i].m_binormal.z);
}
// Dummy layout components for padding
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_DUMMY_FLOAT)
{
vertexBuffer.push_back(0.0f);
}
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_DUMMY_VEC4)
{
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
}
}
}
}
meshBuffer.vertices.size = vertexBuffer.size() * sizeof(float);
dim.min *= scale;
dim.max *= scale;
dim.size *= scale;
meshBuffer.modelTransform[0][0] = rootTransform.a1;
meshBuffer.modelTransform[0][1] = rootTransform.b1;
meshBuffer.modelTransform[0][2] = rootTransform.c1;
meshBuffer.modelTransform[0][3] = rootTransform.d1;
meshBuffer.modelTransform[1][0] = rootTransform.a2;
meshBuffer.modelTransform[1][1] = rootTransform.b2;
meshBuffer.modelTransform[1][2] = rootTransform.c2;
meshBuffer.modelTransform[1][3] = rootTransform.d2;
meshBuffer.modelTransform[2][0] = rootTransform.a3;
meshBuffer.modelTransform[2][1] = rootTransform.b3;
meshBuffer.modelTransform[2][2] = rootTransform.c3;
meshBuffer.modelTransform[2][3] = rootTransform.d3;
meshBuffer.modelTransform[3][0] = rootTransform.a4;
meshBuffer.modelTransform[3][1] = rootTransform.b4;
meshBuffer.modelTransform[3][2] = rootTransform.c4;
meshBuffer.modelTransform[3][3] = rootTransform.d4;
std::vector<uint32_t> indexBuffer;
for (uint32_t m = 0; m < m_Entries.size(); m++)
{
uint32_t indexBase = (uint32_t)indexBuffer.size();
for (uint32_t i = 0; i < m_Entries[m].Indices.size(); i++)
{
indexBuffer.push_back(m_Entries[m].Indices[i] + indexBase);
}
}
meshBuffer.indices.size = indexBuffer.size() * sizeof(uint32_t);
meshBuffer.indexCount = (uint32_t)indexBuffer.size();
meshBuffer.primitiveType = m_Entries[0].primitiveType;
// Make the GL buffers
glGenVertexArrays(1, &meshBuffer.vao);
glBindVertexArray(meshBuffer.vao);
// Setup vertices.
glGenBuffers(1, &meshBuffer.vertices.name);
glBindBuffer(GL_ARRAY_BUFFER, meshBuffer.vertices.name);
// Create the buffer data store and upload the vertices.
glBufferData(GL_ARRAY_BUFFER, meshBuffer.vertices.size,
vertexBuffer.data(), GL_STATIC_DRAW);
GLuint attribNumber = 0;
GLsizeiptr attribOffset = 0;
GLsizei stride = vertexSize(layout);
for (auto& layoutDetail : layout)
{
// Position
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_POSITION) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 3, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 3;
attribNumber++;
}
// Normal
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_NORMAL) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 3, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 3;
attribNumber++;
}
// Texture coordinates
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_UV) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 2, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 2;
attribNumber++;
}
// Color
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_COLOR) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 3, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 3;
attribNumber++;
}
// Tangent
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_TANGENT) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 3, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 3;
attribNumber++;
}
// Bitangent
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_BITANGENT) {
glEnableVertexAttribArray(attribNumber);
glVertexAttribPointer(attribNumber, 3, GL_FLOAT, GL_FALSE,
stride, (void *)attribOffset);
attribOffset += sizeof(float) * 3;
attribNumber++;
}
// Dummy layout components for padding
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_DUMMY_FLOAT) {
vertexBuffer.push_back(0.0f);
}
if (layoutDetail == glMeshLoader::VERTEX_LAYOUT_DUMMY_VEC4) {
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
vertexBuffer.push_back(0.0f);
}
}
// Setup indices
glGenBuffers(1, &meshBuffer.indices.name);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshBuffer.indices.name);
// Create the buffer data store and upload the elements.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, meshBuffer.indices.size,
indexBuffer.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
};
#endif // !defined(__EMSCRIPTEN__)