Refactored collada loader significantly

db4
Erik Charlebois 2010-01-30 19:48:10 -08:00
parent 1c8b4f08a4
commit e28c23c860
3 changed files with 299 additions and 117 deletions

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@ -1,7 +1,93 @@
! Copyright (C) 2010 Erik Charlebois
! See http://factorcode.org/license.txt for BSD license.
USING: help.markup help.crossref help.stylesheet help.topics help.syntax
definitions io prettyprint summary arrays math sequences vocabs strings
see ;
see xml.data hashtables ;
IN: collada
ABOUT: "collada"
ARTICLE: "collada" "Conversion of COLLADA assets"
"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" } "." ;
HELP: model
{ $class-description "Tuple of a packed attribute buffer, index buffer and vertex format suitable for a single OpenGL draw call." } ;
HELP: source
{ $class-description "Tuple of a vertex attribute semantic, offset in triangle index buffer and float data for a single vertex attribute." } ;
HELP: up-axis
{ $description "Dynamically-scoped variable with the up axis of the tags being read." } ;
HELP: unit-ratio
{ $description "Scaling ratio for the coordinates of the tags being read." } ;
HELP: missing-attr
{ $description "An error thrown when an attribute is missing from a tag." } ;
HELP: missing-child
{ $description "An error thrown when a child is missing from a tag." } ;
HELP: string>numbers ( string -- number-seq )
{ $values { "string" string } { "number-seq" sequence } }
{ $description "Splits a string on whitespace and converts the elements to a number sequence" } ;
HELP: x-up { $class-description "Right-handed 3D coordinate system where X is up." } ;
HELP: y-up { $class-description "Right-handed 3D coordinate system where Y is up." } ;
HELP: z-up { $class-description "Right-handed 3D coordinate system where Z is up." } ;
HELP: >y-up-axis!
{ $values { "sequence" sequence } { "from-axis" rh-up } { "sequence" sequence } }
{ $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." } ;
HELP: source>seq
{ $values { "source-tag" tag } { "up-axis" rh-up } { "scale" number } { "sequence" sequence } }
{ $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." } ;
HELP: source>pair
{ $values { "source-tag" tag } { "pair" pair } }
{ $description "Convert the source tag to an id and number sequence pair." } ;
HELP: mesh>sources
{ $values { "mesh-tag" tag } { "hashtable" pair } }
{ $description "Convert the mesh tag's source elements to a hashtable from id to number sequence." } ;
HELP: mesh>vertices
{ $values { "mesh-tag" tag } { "pair" pair } }
{ $description "Convert the mesh tag's vertices element to a pair for further lookup in " { $link collect-sources } ". " } ;
HELP: collect-sources
{ $values { "sources" hashtable } { "vertices" pair } { "inputs" tag sequence } { "soures" sequence } }
{ $description "Look up the sources for these " { $emphasis "input" } " elements and return a sequence of " { $link source } " tuples." } ;
HELP: group-indices
{ $values { "index-stride" number } { "triangle-count" number } { indices "sequence" } { "grouped-indices" sequence } }
{ $description "Groups the index sequence by triangle and then groups each triangle's indices by vertex." } ;
HELP: triangles>numbers
{ $values { "triangles-tag" tag } { "number-seq" sequence } }
{ $description "Converts the triangle data in a triangles tag from string form to a sequence of numbers." } ;
HELP: largest-offset+1
{ $values { "source-seq" sequence } { "largest-offset+1" number } }
{ $description "Finds the largest offset in the sequence of " { $link source } " tuples and adds 1, which is the index stride for " { $link group-indices } "." } ;
HELP: <model>
{ $values { "attribute-buffer" sequence } { "index-buffer" sequence } { "sources" sequence } { "model" model } }
{ $description "Converts the inputs to a form suitable for use with " { $vocab-link "gpu" } " and constructs a " { $link model } "." } ;
HELP: soa>aos
{ $values { "triangles-indices" sequence } { "sources" sequence } { "attribute-buffer" sequence } { "index-buffer" sequence } }
{ $description "Swizzles the input sources from a structure of arrays form to an array of structures form and generates a new index buffer." } ;
HELP: triangles>model
{ $values { "sources" sequence } { "vertices" pair } { "triangles-tag" tag } { "model" model } }
{ $description "Creates a " { $link model } " tuple from the given triangles tag, source set and vertices pair." } ;
HELP: mesh>triangles
{ $values { "souces" sequence } { "vertices" pair } { "mesh-tag" tag } { "models" sequence } }
{ $description "Creates a sequence of models from the triangles in the mesh tag." } ;
HELP: mesh>models
{ $values { "mesh-tag" tag } { "models" sequence } }
{ $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
specialized-arrays.instances.alien.c-types.float
specialized-arrays.instances.alien.c-types.uint splitting xml
xml.data xml.traversal math.order
combinators
images
gpu.shaders
io prettyprint
;
namespaces combinators images gpu.shaders io ;
IN: collada
TUPLE: model attribute-buffer index-buffer vertex-format ;
TUPLE: source semantic offset data ;
:: collect-sources ( sources vertices inputs -- sources )
inputs
[| input |
input "source" attr rest vertices first =
[
vertices second [| vertex |
vertex first
input "offset" attr string>number
vertex second rest sources at source boa
] map
]
[
input [ "semantic" attr ]
[ "offset" attr string>number ]
[ "source" attr rest sources at ] tri source boa
] if
] map flatten ;
SYMBOLS: up-axis unit-ratio ;
ERROR: missing-attr tag attr ;
ERROR: missing-child tag child-name ;
: string>numbers ( string -- number-seq )
" \t\n" split [ string>number ] map ; inline
" \t\n" split [ string>number ] map ;
: x/ ( x x -- x ) tag-named ; inline
: x@ ( x x -- x ) attr ; inline
: xt ( x -- x ) children>string ; inline
: x/ ( tag child-name -- child-tag )
[ tag-named ]
[ rot dup [ drop missing-child ] unless 2nip ]
2bi ; inline
: map-tags-named ( tag string quot -- seq )
: x@ ( tag attr-name -- attr-value )
[ attr ]
[ rot dup [ drop missing-attr ] unless 2nip ]
2bi ; inline
: xt ( tag -- content ) children>string ;
: x* ( tag child-name quot -- seq )
[ tags-named ] dip map ; inline
SINGLETONS: x-up y-up z-up ;
GENERIC: up-axis-swizzle! ( from-axis seq -- seq )
M: x-up up-axis-swizzle!
UNION: rh-up x-up y-up z-up ;
GENERIC: >y-up-axis! ( seq from-axis -- seq )
M: x-up >y-up-axis!
drop dup
[
[ 0 swap nth neg ]
[ 1 swap nth ]
[ 0 swap nth ]
[ 1 swap nth neg ]
[ 2 swap nth ] tri
swap -rot
] [
@ -58,83 +51,76 @@ M: x-up up-axis-swizzle!
[ 1 swap set-nth ]
[ 0 swap set-nth ] tri
] bi ;
M: y-up up-axis-swizzle! drop ;
M: z-up up-axis-swizzle!
M: y-up >y-up-axis! drop ;
M: z-up >y-up-axis!
drop dup
[
[ 0 swap nth ]
[ 1 swap nth ]
[ 2 swap nth neg ] tri
[ 1 swap nth neg ]
[ 2 swap nth ] tri
swap
] [
[ 2 swap set-nth ]
[ 1 swap set-nth ]
[ 0 swap set-nth ] tri
] bi ;
: source>array ( source-tag up-axis scale -- array )
: source>seq ( source-tag up-axis scale -- sequence )
rot
[ "float_array" x/ xt string>numbers [ * ] with map ]
[ nip "technique_common" x/ "accessor" x/ "stride" x@ string>number ] 2bi
<groups>
[ swap up-axis-swizzle! ] with map ;
[ swap >y-up-axis! ] with map ;
:: collada-mesh>model ( mesh-tag -- models )
mesh-tag "source" [
[ "id" x@ ]
[
[ "float_array" x/ xt string>numbers ]
[ "technique_common" x/ "accessor" x/ "stride" x@ string>number ] bi <groups>
] bi 2array
] map-tags-named >hashtable :> sources
: source>pair ( source-tag -- pair )
[ "id" x@ ]
[ up-axis get unit-ratio get source>seq ] bi 2array ;
mesh-tag "vertices" tag-named
[ "id" attr ]
: mesh>sources ( mesh-tag -- hashtable )
"source" [ source>pair ] x* >hashtable ;
: mesh>vertices ( mesh-tag -- pair )
"vertices" x/
[ "id" x@ ]
[ "input"
[
[ "semantic" x@ ]
[ "source" x@ ] bi 2array
] x*
] bi 2array ;
:: collect-sources ( sources vertices inputs -- sources )
inputs
[| input |
input "source" x@ rest vertices first =
[
vertices second [| vertex |
vertex first
input "offset" x@ string>number
vertex second rest sources at source boa
] map
]
[
input [ "semantic" x@ ]
[ "offset" x@ string>number ]
[ "source" x@ rest sources at ] tri source boa
] if
] map flatten ;
: group-indices ( index-stride triangle-count indices -- grouped-indices )
dup length rot / <groups> swap [ <groups> ] curry map ;
: triangles>numbers ( triangles-tag -- number-seq )
"p" x/ children>string " \t\n" split [ string>number ] map ;
: largest-offset+1 ( source-seq -- largest-offset+1 )
[ offset>> ] [ max ] map-reduce 1 + ;
: <model> ( attribute-buffer index-buffer sources -- model )
[ flatten >float-array ]
[ flatten >uint-array ]
[
"input" tags-named [
[ "semantic" attr ] [ "source" attr ] bi 2array
] map
]
bi 2array :> vertices
mesh-tag "triangles" tags-named
[| triangle |
triangle "count" attr string>number :> count
sources vertices triangle "input" tags-named collect-sources :> flattened-sources
triangle "p" tag-named children>string " \t\n" split [ string>number ] map :> indices
flattened-sources [ offset>> ] [ max ] map-reduce :> max-offset
indices dup length count / <groups> [ max-offset 1 + <groups> ] map :> triangles-indices
V{ } clone :> index-buffer
V{ } clone :> attribute-buffer
V{ } clone :> vertex-format
H{ } clone :> inverse-attribute-buffer
triangles-indices [
[
[| triangle-index triangle-offset |
triangle-index triangle-offset flattened-sources
[| index offset source |
source offset>> offset = [
index source data>> nth
] [ f ] if
] with with map sift flatten :> blah
blah inverse-attribute-buffer at [
index-buffer push
] [
attribute-buffer length
[ blah inverse-attribute-buffer set-at ]
[ index-buffer push ] bi
blah attribute-buffer push
] if*
] each-index
] each
] each
attribute-buffer flatten >float-array
index-buffer flatten >uint-array
flattened-sources [
[
{
[ semantic>> ]
[ drop float-components ]
@ -142,7 +128,55 @@ M: z-up up-axis-swizzle!
[ drop f ]
} cleave vertex-attribute boa
] map
model boa
] map
] tri* model boa ;
:: soa>aos ( triangles-indices sources -- attribute-buffer index-buffer )
V{ } clone :> attribute-buffer
V{ } clone :> index-buffer
H{ } clone :> inverse-attribute-buffer
triangles-indices [
[
[| triangle-index triangle-offset |
triangle-index triangle-offset sources
[| index offset source |
source offset>> offset = [
index source data>> nth
] [ f ] if
] with with map sift flatten :> attributes
attributes inverse-attribute-buffer at [
index-buffer push
] [
attribute-buffer length
[ attributes inverse-attribute-buffer set-at ]
[ index-buffer push ] bi
attributes attribute-buffer push
] if*
] each-index
] each
] each
attribute-buffer index-buffer ;
: triangles>model ( sources vertices triangles-tag -- model )
[ "input" tags-named collect-sources ] keep swap
;
[
largest-offset+1 swap
[ "count" x@ string>number ] [ triangles>numbers ] bi
group-indices
]
[
[ soa>aos ] keep <model>
] bi ;
: mesh>triangles ( sources vertices mesh-tag -- models )
"triangles" tags-named [ triangles>model ] with with map ;
: mesh>models ( mesh-tag -- models )
[
{ { up-axis z-up } { unit-ratio 0.5 } } [
mesh>sources
] bind
]
[ mesh>vertices ]
[ mesh>triangles ] tri ;

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@ -22,6 +22,7 @@ uniform mat4 mv_matrix, p_matrix;
uniform vec3 light_position;
attribute vec3 POSITION;
attribute vec3 NORMAL;
void main()
{
@ -33,13 +34,38 @@ void main()
GLSL-SHADER: collada-fragment-shader fragment-shader
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = vec4(1, 1, 0, 1);
}
;
GLSL-PROGRAM: collada-program
collada-vertex-shader collada-fragment-shader ;
GLSL-SHADER: debug-vertex-shader vertex-shader
uniform mat4 mv_matrix, p_matrix;
uniform vec3 light_position;
attribute vec3 POSITION;
attribute vec3 COLOR;
varying vec4 color;
void main()
{
gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
color = vec4(COLOR, 1);
}
;
GLSL-SHADER: debug-fragment-shader fragment-shader
varying vec4 color;
void main()
{
gl_FragColor = color;
}
;
GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
UNIFORM-TUPLE: collada-uniforms < mvp-uniforms
{ "light-position" vec3-uniform f } ;
@ -53,15 +79,17 @@ TUPLE: collada-world < wasd-world
VERTEX-FORMAT: collada-vertex
{ "POSITION" float-components 3 f }
{ f float-components 3 f } ;
{ "NORMAL" float-components 3 f } ;
:: mymax ( x y -- x ) x third y third > [ x ] [ y ] if ;
VERTEX-FORMAT: debug-vertex
{ "POSITION" float-components 3 f }
{ "COLOR" float-components 3 f } ;
: <collada-buffers> ( models -- buffers )
! drop
! float-array{ -0.5 0 0 0 0 0 0 1 0 0 0 0 0.5 0 0 0 0 0 }
! uint-array{ 0 1 2 }
! f model boa 1array
! drop
! float-array{ -0.5 0 0 1 0 0 0 1 0 0 1 0 0.5 0 0 0 0 1 }
! uint-array{ 0 1 2 }
! f model boa 1array
[
[ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
@ -84,7 +112,9 @@ VERTEX-FORMAT: collada-vertex
: <collada-state> ( -- collada-state )
collada-state new
"C:/Users/erikc/Downloads/mech.dae" file>xml "mesh" deep-tags-named [ collada-mesh>model ] map flatten >>models ;
#! "C:/Users/erikc/Downloads/mech.dae"
"/Users/erikc/Documents/mech.dae"
file>xml "mesh" deep-tags-named [ mesh>models ] map flatten >>models ;
M: collada-world begin-game-world
init-gpu
@ -96,21 +126,53 @@ M: collada-world begin-game-world
{ -10000.0 10000.0 10000.0 } ! light position
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 ;