Refactored collada loader significantly
parent
1c8b4f08a4
commit
e28c23c860
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@ -1,7 +1,93 @@
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! Copyright (C) 2010 Erik Charlebois
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! See http://factorcode.org/license.txt for BSD license.
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USING: help.markup help.crossref help.stylesheet help.topics help.syntax
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definitions io prettyprint summary arrays math sequences vocabs strings
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see ;
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see xml.data hashtables ;
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IN: collada
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ABOUT: "collada"
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ARTICLE: "collada" "Conversion of COLLADA assets"
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"The " { $vocab-link "collada" } " vocabulary implements words for converting COLLADA assets to data suitable for use with OpenGL. See the COLLADA documentation at " { $url "http://collada.org" } "." ;
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HELP: model
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{ $class-description "Tuple of a packed attribute buffer, index buffer and vertex format suitable for a single OpenGL draw call." } ;
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HELP: source
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{ $class-description "Tuple of a vertex attribute semantic, offset in triangle index buffer and float data for a single vertex attribute." } ;
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HELP: up-axis
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{ $description "Dynamically-scoped variable with the up axis of the tags being read." } ;
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HELP: unit-ratio
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{ $description "Scaling ratio for the coordinates of the tags being read." } ;
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HELP: missing-attr
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{ $description "An error thrown when an attribute is missing from a tag." } ;
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HELP: missing-child
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{ $description "An error thrown when a child is missing from a tag." } ;
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HELP: string>numbers ( string -- number-seq )
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{ $values { "string" string } { "number-seq" sequence } }
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{ $description "Splits a string on whitespace and converts the elements to a number sequence" } ;
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HELP: x-up { $class-description "Right-handed 3D coordinate system where X is up." } ;
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HELP: y-up { $class-description "Right-handed 3D coordinate system where Y is up." } ;
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HELP: z-up { $class-description "Right-handed 3D coordinate system where Z is up." } ;
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HELP: >y-up-axis!
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{ $values { "sequence" sequence } { "from-axis" rh-up } { "sequence" sequence } }
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{ $description "Destructively swizzles the first three elements of the input sequence to a right-handed 3D coordinate system where Y is up and returns the modified sequence." } ;
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HELP: source>seq
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{ $values { "source-tag" tag } { "up-axis" rh-up } { "scale" number } { "sequence" sequence } }
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{ $description "Convert the " { $emphasis "float_array" } " in a " { $emphasis "source tag" } " to a sequence of number sequences according to the element stride. The values are scaled according to " { $emphasis "scale" } " and swizzled from " { $emphasis "up-axis" } " so that the Y coordinate points up." } ;
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HELP: source>pair
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{ $values { "source-tag" tag } { "pair" pair } }
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{ $description "Convert the source tag to an id and number sequence pair." } ;
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HELP: mesh>sources
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{ $values { "mesh-tag" tag } { "hashtable" pair } }
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{ $description "Convert the mesh tag's source elements to a hashtable from id to number sequence." } ;
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HELP: mesh>vertices
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{ $values { "mesh-tag" tag } { "pair" pair } }
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{ $description "Convert the mesh tag's vertices element to a pair for further lookup in " { $link collect-sources } ". " } ;
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HELP: collect-sources
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{ $values { "sources" hashtable } { "vertices" pair } { "inputs" tag sequence } { "soures" sequence } }
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{ $description "Look up the sources for these " { $emphasis "input" } " elements and return a sequence of " { $link source } " tuples." } ;
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HELP: group-indices
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{ $values { "index-stride" number } { "triangle-count" number } { indices "sequence" } { "grouped-indices" sequence } }
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{ $description "Groups the index sequence by triangle and then groups each triangle's indices by vertex." } ;
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HELP: triangles>numbers
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{ $values { "triangles-tag" tag } { "number-seq" sequence } }
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{ $description "Converts the triangle data in a triangles tag from string form to a sequence of numbers." } ;
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HELP: largest-offset+1
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{ $values { "source-seq" sequence } { "largest-offset+1" number } }
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{ $description "Finds the largest offset in the sequence of " { $link source } " tuples and adds 1, which is the index stride for " { $link group-indices } "." } ;
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HELP: <model>
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{ $values { "attribute-buffer" sequence } { "index-buffer" sequence } { "sources" sequence } { "model" model } }
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{ $description "Converts the inputs to a form suitable for use with " { $vocab-link "gpu" } " and constructs a " { $link model } "." } ;
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HELP: soa>aos
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{ $values { "triangles-indices" sequence } { "sources" sequence } { "attribute-buffer" sequence } { "index-buffer" sequence } }
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{ $description "Swizzles the input sources from a structure of arrays form to an array of structures form and generates a new index buffer." } ;
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HELP: triangles>model
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{ $values { "sources" sequence } { "vertices" pair } { "triangles-tag" tag } { "model" model } }
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{ $description "Creates a " { $link model } " tuple from the given triangles tag, source set and vertices pair." } ;
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HELP: mesh>triangles
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{ $values { "souces" sequence } { "vertices" pair } { "mesh-tag" tag } { "models" sequence } }
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{ $description "Creates a sequence of models from the triangles in the mesh tag." } ;
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HELP: mesh>models
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{ $values { "mesh-tag" tag } { "models" sequence } }
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{ $description "Converts a triangle mesh to a set of models suitable for rendering with OpenGL." } ;
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@ -5,52 +5,45 @@ locals math math.parser sequences sequences.deep
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specialized-arrays.instances.alien.c-types.float
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specialized-arrays.instances.alien.c-types.uint splitting xml
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xml.data xml.traversal math.order
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combinators
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images
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gpu.shaders
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io prettyprint
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;
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namespaces combinators images gpu.shaders io ;
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IN: collada
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TUPLE: model attribute-buffer index-buffer vertex-format ;
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TUPLE: source semantic offset data ;
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:: collect-sources ( sources vertices inputs -- sources )
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inputs
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[| input |
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input "source" attr rest vertices first =
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[
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vertices second [| vertex |
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vertex first
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input "offset" attr string>number
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vertex second rest sources at source boa
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] map
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]
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[
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input [ "semantic" attr ]
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[ "offset" attr string>number ]
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[ "source" attr rest sources at ] tri source boa
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] if
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] map flatten ;
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SYMBOLS: up-axis unit-ratio ;
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ERROR: missing-attr tag attr ;
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ERROR: missing-child tag child-name ;
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: string>numbers ( string -- number-seq )
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" \t\n" split [ string>number ] map ; inline
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" \t\n" split [ string>number ] map ;
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: x/ ( x x -- x ) tag-named ; inline
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: x@ ( x x -- x ) attr ; inline
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: xt ( x -- x ) children>string ; inline
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: x/ ( tag child-name -- child-tag )
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[ tag-named ]
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[ rot dup [ drop missing-child ] unless 2nip ]
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2bi ; inline
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: map-tags-named ( tag string quot -- seq )
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: x@ ( tag attr-name -- attr-value )
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[ attr ]
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[ rot dup [ drop missing-attr ] unless 2nip ]
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2bi ; inline
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: xt ( tag -- content ) children>string ;
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: x* ( tag child-name quot -- seq )
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[ tags-named ] dip map ; inline
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SINGLETONS: x-up y-up z-up ;
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GENERIC: up-axis-swizzle! ( from-axis seq -- seq )
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M: x-up up-axis-swizzle!
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UNION: rh-up x-up y-up z-up ;
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GENERIC: >y-up-axis! ( seq from-axis -- seq )
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M: x-up >y-up-axis!
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drop dup
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[
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[ 0 swap nth neg ]
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[ 1 swap nth ]
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[ 0 swap nth ]
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[ 1 swap nth neg ]
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[ 2 swap nth ] tri
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swap -rot
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] [
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@ -58,83 +51,76 @@ M: x-up up-axis-swizzle!
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[ 1 swap set-nth ]
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[ 0 swap set-nth ] tri
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] bi ;
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M: y-up up-axis-swizzle! drop ;
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M: z-up up-axis-swizzle!
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M: y-up >y-up-axis! drop ;
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M: z-up >y-up-axis!
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drop dup
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[
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[ 0 swap nth ]
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[ 1 swap nth ]
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[ 2 swap nth neg ] tri
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[ 1 swap nth neg ]
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[ 2 swap nth ] tri
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swap
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] [
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[ 2 swap set-nth ]
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[ 1 swap set-nth ]
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[ 0 swap set-nth ] tri
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] bi ;
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: source>array ( source-tag up-axis scale -- array )
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: source>seq ( source-tag up-axis scale -- sequence )
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rot
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[ "float_array" x/ xt string>numbers [ * ] with map ]
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[ nip "technique_common" x/ "accessor" x/ "stride" x@ string>number ] 2bi
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<groups>
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[ swap up-axis-swizzle! ] with map ;
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[ swap >y-up-axis! ] with map ;
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:: collada-mesh>model ( mesh-tag -- models )
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mesh-tag "source" [
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[ "id" x@ ]
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[
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[ "float_array" x/ xt string>numbers ]
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[ "technique_common" x/ "accessor" x/ "stride" x@ string>number ] bi <groups>
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] bi 2array
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] map-tags-named >hashtable :> sources
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: source>pair ( source-tag -- pair )
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[ "id" x@ ]
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[ up-axis get unit-ratio get source>seq ] bi 2array ;
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mesh-tag "vertices" tag-named
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[ "id" attr ]
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: mesh>sources ( mesh-tag -- hashtable )
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"source" [ source>pair ] x* >hashtable ;
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: mesh>vertices ( mesh-tag -- pair )
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"vertices" x/
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[ "id" x@ ]
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[ "input"
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[
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[ "semantic" x@ ]
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[ "source" x@ ] bi 2array
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] x*
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] bi 2array ;
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:: collect-sources ( sources vertices inputs -- sources )
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inputs
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[| input |
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input "source" x@ rest vertices first =
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[
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vertices second [| vertex |
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vertex first
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input "offset" x@ string>number
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vertex second rest sources at source boa
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] map
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]
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[
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input [ "semantic" x@ ]
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[ "offset" x@ string>number ]
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[ "source" x@ rest sources at ] tri source boa
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] if
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] map flatten ;
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: group-indices ( index-stride triangle-count indices -- grouped-indices )
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dup length rot / <groups> swap [ <groups> ] curry map ;
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: triangles>numbers ( triangles-tag -- number-seq )
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"p" x/ children>string " \t\n" split [ string>number ] map ;
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: largest-offset+1 ( source-seq -- largest-offset+1 )
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[ offset>> ] [ max ] map-reduce 1 + ;
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: <model> ( attribute-buffer index-buffer sources -- model )
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[ flatten >float-array ]
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[ flatten >uint-array ]
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[
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"input" tags-named [
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[ "semantic" attr ] [ "source" attr ] bi 2array
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] map
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]
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bi 2array :> vertices
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mesh-tag "triangles" tags-named
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[| triangle |
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triangle "count" attr string>number :> count
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sources vertices triangle "input" tags-named collect-sources :> flattened-sources
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triangle "p" tag-named children>string " \t\n" split [ string>number ] map :> indices
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flattened-sources [ offset>> ] [ max ] map-reduce :> max-offset
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indices dup length count / <groups> [ max-offset 1 + <groups> ] map :> triangles-indices
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V{ } clone :> index-buffer
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V{ } clone :> attribute-buffer
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V{ } clone :> vertex-format
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H{ } clone :> inverse-attribute-buffer
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triangles-indices [
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[
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[| triangle-index triangle-offset |
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triangle-index triangle-offset flattened-sources
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[| index offset source |
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source offset>> offset = [
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index source data>> nth
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] [ f ] if
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] with with map sift flatten :> blah
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blah inverse-attribute-buffer at [
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index-buffer push
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] [
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attribute-buffer length
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[ blah inverse-attribute-buffer set-at ]
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[ index-buffer push ] bi
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blah attribute-buffer push
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] if*
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] each-index
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] each
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] each
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attribute-buffer flatten >float-array
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index-buffer flatten >uint-array
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flattened-sources [
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[
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{
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[ semantic>> ]
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[ drop float-components ]
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[ drop f ]
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} cleave vertex-attribute boa
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] map
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model boa
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] map
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] tri* model boa ;
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:: soa>aos ( triangles-indices sources -- attribute-buffer index-buffer )
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V{ } clone :> attribute-buffer
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V{ } clone :> index-buffer
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H{ } clone :> inverse-attribute-buffer
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triangles-indices [
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[
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[| triangle-index triangle-offset |
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triangle-index triangle-offset sources
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[| index offset source |
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source offset>> offset = [
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index source data>> nth
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] [ f ] if
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] with with map sift flatten :> attributes
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attributes inverse-attribute-buffer at [
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index-buffer push
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] [
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attribute-buffer length
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[ attributes inverse-attribute-buffer set-at ]
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[ index-buffer push ] bi
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attributes attribute-buffer push
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] if*
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] each-index
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] each
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] each
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attribute-buffer index-buffer ;
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: triangles>model ( sources vertices triangles-tag -- model )
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[ "input" tags-named collect-sources ] keep swap
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;
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[
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largest-offset+1 swap
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[ "count" x@ string>number ] [ triangles>numbers ] bi
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group-indices
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]
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[
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[ soa>aos ] keep <model>
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] bi ;
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: mesh>triangles ( sources vertices mesh-tag -- models )
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"triangles" tags-named [ triangles>model ] with with map ;
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: mesh>models ( mesh-tag -- models )
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[
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{ { up-axis z-up } { unit-ratio 0.5 } } [
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mesh>sources
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] bind
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]
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[ mesh>vertices ]
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[ mesh>triangles ] tri ;
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@ -22,6 +22,7 @@ uniform mat4 mv_matrix, p_matrix;
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uniform vec3 light_position;
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attribute vec3 POSITION;
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attribute vec3 NORMAL;
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void main()
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{
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@ -33,13 +34,38 @@ void main()
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GLSL-SHADER: collada-fragment-shader fragment-shader
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = vec4(1, 1, 0, 1);
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}
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;
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GLSL-PROGRAM: collada-program
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collada-vertex-shader collada-fragment-shader ;
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GLSL-SHADER: debug-vertex-shader vertex-shader
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uniform mat4 mv_matrix, p_matrix;
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uniform vec3 light_position;
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attribute vec3 POSITION;
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attribute vec3 COLOR;
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varying vec4 color;
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void main()
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{
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gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
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color = vec4(COLOR, 1);
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}
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;
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GLSL-SHADER: debug-fragment-shader fragment-shader
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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;
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GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
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UNIFORM-TUPLE: collada-uniforms < mvp-uniforms
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{ "light-position" vec3-uniform f } ;
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@ -53,15 +79,17 @@ TUPLE: collada-world < wasd-world
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VERTEX-FORMAT: collada-vertex
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{ "POSITION" float-components 3 f }
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{ f float-components 3 f } ;
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{ "NORMAL" float-components 3 f } ;
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:: mymax ( x y -- x ) x third y third > [ x ] [ y ] if ;
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VERTEX-FORMAT: debug-vertex
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{ "POSITION" float-components 3 f }
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{ "COLOR" float-components 3 f } ;
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: <collada-buffers> ( models -- buffers )
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! drop
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! float-array{ -0.5 0 0 0 0 0 0 1 0 0 0 0 0.5 0 0 0 0 0 }
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! uint-array{ 0 1 2 }
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! f model boa 1array
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! drop
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! float-array{ -0.5 0 0 1 0 0 0 1 0 0 1 0 0.5 0 0 0 0 1 }
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! uint-array{ 0 1 2 }
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! f model boa 1array
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[
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[ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
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[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
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@ -84,7 +112,9 @@ VERTEX-FORMAT: collada-vertex
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: <collada-state> ( -- collada-state )
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collada-state new
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"C:/Users/erikc/Downloads/mech.dae" file>xml "mesh" deep-tags-named [ collada-mesh>model ] map flatten >>models ;
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#! "C:/Users/erikc/Downloads/mech.dae"
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"/Users/erikc/Documents/mech.dae"
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file>xml "mesh" deep-tags-named [ mesh>models ] map flatten >>models ;
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M: collada-world begin-game-world
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init-gpu
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@ -96,21 +126,53 @@ M: collada-world begin-game-world
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{ -10000.0 10000.0 10000.0 } ! light position
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collada-uniforms boa ;
|
||||
|
||||
: draw-line ( world from to color -- )
|
||||
[ 3 head ] tri@ dup -rot append -rot append swap append >float-array
|
||||
underlying>> stream-upload draw-usage vertex-buffer byte-array>buffer
|
||||
debug-program <program-instance> debug-vertex buffer>vertex-array
|
||||
|
||||
{ 0 1 } >uint-array stream-upload draw-usage index-buffer byte-array>buffer
|
||||
2 '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
|
||||
|
||||
rot <collada-uniforms>
|
||||
|
||||
{
|
||||
{ "primitive-mode" [ 3drop lines-mode ] }
|
||||
{ "uniforms" [ nip nip ] }
|
||||
{ "vertex-array" [ drop drop ] }
|
||||
{ "indexes" [ drop nip ] }
|
||||
} 3<render-set> render ;
|
||||
|
||||
: draw-lines ( world lines -- )
|
||||
3 <groups> [ first3 draw-line ] with each ; inline
|
||||
|
||||
: draw-axes ( world -- )
|
||||
{ { 0 0 0 } { 1 0 0 } { 1 0 0 }
|
||||
{ 0 0 0 } { 0 1 0 } { 0 1 0 }
|
||||
{ 0 0 0 } { 0 0 1 } { 0 0 1 } } draw-lines ;
|
||||
|
||||
: draw-collada ( world -- )
|
||||
GL_COLOR_BUFFER_BIT glClear
|
||||
triangle-lines dup t <triangle-state> set-gpu-state
|
||||
[ collada>> vertex-arrays>> ]
|
||||
[ collada>> index-vectors>> ]
|
||||
[ <collada-uniforms> ]
|
||||
tri
|
||||
|
||||
[
|
||||
{
|
||||
{ "primitive-mode" [ 3drop triangles-mode ] }
|
||||
{ "uniforms" [ swap drop swap drop ] }
|
||||
{ "vertex-array" [ drop drop ] }
|
||||
{ "indexes" [ drop swap drop ] }
|
||||
} 3<render-set> render
|
||||
] curry 2each ;
|
||||
triangle-lines dup t <triangle-state> set-gpu-state
|
||||
[ collada>> vertex-arrays>> ]
|
||||
[ collada>> index-vectors>> ]
|
||||
[ <collada-uniforms> ]
|
||||
tri
|
||||
[
|
||||
{
|
||||
{ "primitive-mode" [ 3drop triangles-mode ] }
|
||||
{ "uniforms" [ nip nip ] }
|
||||
{ "vertex-array" [ drop drop ] }
|
||||
{ "indexes" [ drop nip ] }
|
||||
} 3<render-set> render
|
||||
] curry 2each
|
||||
]
|
||||
[
|
||||
draw-axes
|
||||
]
|
||||
bi ;
|
||||
|
||||
M: collada-world draw-world*
|
||||
draw-collada ;
|
||||
|
|
Loading…
Reference in New Issue