1 #ifndef DALI_SCENE3D_LOADER_MESH_DEFINITION_H
2 #define DALI_SCENE3D_LOADER_MESH_DEFINITION_H
4 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
21 #include <dali/public-api/common/vector-wrapper.h>
25 #include <dali-scene3d/public-api/api.h>
26 #include <dali-scene3d/public-api/loader/blend-shape-details.h>
27 #include <dali-scene3d/public-api/loader/buffer-definition.h>
28 #include <dali-scene3d/public-api/loader/index.h>
29 #include <dali-scene3d/public-api/loader/mesh-geometry.h>
30 #include <dali-scene3d/public-api/loader/utils.h>
32 namespace Dali::Scene3D::Loader
35 * @brief Defines a mesh with its attributes, the primitive type to render it as,
36 * and the file to load it from with the offset and length information for the
37 * individual attribute buffers.
39 struct DALI_SCENE3D_API MeshDefinition
41 using Vector = std::vector<std::pair<MeshDefinition, MeshGeometry>>;
45 INVALID = std::numeric_limits<uint32_t>::max()
50 FLIP_UVS_VERTICAL = NthBit(0),
51 U32_INDICES = NthBit(1), // default is unsigned short
52 U8_INDICES = NthBit(2), // default is unsigned short
53 U16_JOINT_IDS = NthBit(3), // default is floats
54 U8_JOINT_IDS = NthBit(4),
55 U16_WEIGHT = NthBit(5), // default is floats
56 U8_WEIGHT = NthBit(6),
57 S8_POSITION = NthBit(7), // default is floats
58 U8_POSITION = NthBit(8), // default is floats
59 S16_POSITION = NthBit(9), // default is floats
60 U16_POSITION = NthBit(10), // default is floats
61 S8_NORMAL = NthBit(11), // default is floats
62 S16_NORMAL = NthBit(12), // default is floats
63 S8_TANGENT = NthBit(13), // default is floats
64 S16_TANGENT = NthBit(14), // default is floats
65 S8_TEXCOORD = NthBit(15), // default is floats
66 U8_TEXCOORD = NthBit(16), // default is floats
67 S16_TEXCOORD = NthBit(17), // default is floats
68 U16_TEXCOORD = NthBit(18), // default is floats
71 enum FlagMasks : uint32_t
73 POSITIONS_MASK = 0x780,
74 NORMALS_MASK = 0x1800,
75 TANGENTS_MASK = 0x6000,
76 TEXCOORDS_MASK = 0x78000,
82 POSITIONS = NthBit(1),
84 TEX_COORDS = NthBit(3),
86 LEGACY_BITANGENTS = NthBit(5), // these are ignored; we're calculating them in the (PBR) shader.
88 WEIGHTS_0 = NthBit(7),
92 * @brief Describes raw data in terms of its position and size in a buffer.
97 uint32_t mOffset = INVALID; // the default means that the blob is undefined.
98 uint32_t mLength = 0; // if the blob is undefined, its data may still be generated. This is enabled by setting length to some non-0 value. Refer to MeshDefinition for details.
99 uint16_t mStride = 0; // ignore if 0
100 uint16_t mElementSizeHint = 0; // ignore if 0 or stride == 0
101 std::vector<float> mMin;
102 std::vector<float> mMax;
104 static void ComputeMinMax(std::vector<float>& min, std::vector<float>& max, uint32_t numComponents, uint32_t count, const float* values);
106 static void ApplyMinMax(const std::vector<float>& min, const std::vector<float>& max, uint32_t count, float* values, std::vector<uint32_t>* sparseIndices = nullptr);
110 Blob(const Blob&) = default;
111 Blob& operator=(const Blob&) = default;
113 Blob(Blob&&) = default;
114 Blob& operator=(Blob&&) = default;
116 Blob(uint32_t offset, uint32_t length, uint16_t stride = 0, uint16_t elementSizeHint = 0, const std::vector<float>& min = {}, const std::vector<float>& max = {});
119 * @brief Calculates the size of a tightly-packed buffer for the elements from the blob.
121 uint32_t GetBufferSize() const;
124 * @brief Convenience method to tell whether a Blob has meaningful data.
126 bool IsDefined() const
128 return mOffset != INVALID;
132 * @brief Convenience method to tell whether the elements stored in the blob follow each
133 * other tightly. The opposite would be interleaving.
135 bool IsConsecutive() const
137 return mStride == 0 || mStride == mElementSizeHint;
141 * @brief Computes the min / max of the input value data.
142 * The min and max are stored in mMin and mMax.
144 * @param[in] numComponents number of components of data type. e.g., 3 for Vector3.
145 * @param[in] count The number of data.
146 * @param[in] values Data for the mesh.
148 void ComputeMinMax(uint32_t numComponents, uint32_t count, float* values);
151 * @brief Applies the min / max values, if they're defined in the model
153 * @param[in] count The number of data.
154 * @param[in] values Data for the mesh that min / max values will be applied.
155 * @param[in] sparseIndices Pointer to array of sparse indices (or nullptr if not provided)
158 void ApplyMinMax(uint32_t count, float* values, std::vector<uint32_t>* sparseIndices = nullptr) const;
162 * @brief A sparse blob describes a change in a reference Blob.
163 * @p indices describe what positions of the reference Blob change and
164 * @p values describe the new values.
168 SparseBlob() = default;
170 SparseBlob(const SparseBlob&) = default;
171 SparseBlob& operator=(const SparseBlob&) = default;
173 SparseBlob(SparseBlob&&) = default;
174 SparseBlob& operator=(SparseBlob&&) = default;
176 SparseBlob(const Blob& indices, const Blob& values, uint32_t count);
177 SparseBlob(Blob&& indices, Blob&& values, uint32_t count);
181 uint32_t mCount = 0u;
187 std::unique_ptr<SparseBlob> mSparse;
188 Index mBufferIdx = INVALID_INDEX;
189 bool mNormalized{false};
191 Accessor() = default;
193 Accessor(const Accessor&) = delete;
194 Accessor& operator=(const Accessor&) = delete;
196 Accessor(Accessor&&) = default;
197 Accessor& operator=(Accessor&&) = default;
199 Accessor(const MeshDefinition::Blob& blob,
200 const MeshDefinition::SparseBlob& sparse,
201 Index bufferIndex = INVALID_INDEX,
202 bool normalized = false);
204 Accessor(MeshDefinition::Blob&& blob,
205 MeshDefinition::SparseBlob&& sparse,
206 Index bufferIndex = INVALID_INDEX,
207 bool normalized = false);
209 bool IsDefined() const
211 return mBlob.IsDefined() || (mSparse && (mSparse->mIndices.IsDefined() && mSparse->mValues.IsDefined()));
216 * @brief Stores a blend shape.
225 uint32_t mFlags = 0x0;
233 Property::Type mType;
234 uint32_t mNumElements;
235 std::vector<uint8_t> mData;
237 void AttachBuffer(Geometry& g) const;
240 std::vector<uint16_t> mIndices;
241 std::vector<Attrib> mAttribs;
243 unsigned int mBlendShapeBufferOffset{0};
244 Dali::Vector<float> mBlendShapeUnnormalizeFactor;
245 PixelData mBlendShapeData;
248 MeshDefinition() = default;
250 MeshDefinition(const MeshDefinition&) = delete;
251 MeshDefinition& operator=(const MeshDefinition&) = delete;
253 MeshDefinition(MeshDefinition&&) = default;
254 MeshDefinition& operator=(MeshDefinition&&) = default;
257 * @brief Determines whether the mesh definition is that of a quad.
262 * @brief Determines whether the mesh is used for skeletal animation.
264 bool IsSkinned() const;
267 * @brief Whether the mesh has blend shapes.
269 bool HasBlendShapes() const;
272 * @brief Requests normals to be generated.
273 * @note Generation happens in LoadRaw().
274 * @note Must have Vector3 positions defined.
276 void RequestNormals();
279 * @brief Requests tangents to be generated.
280 * @note Generation happens in LoadRaw().
281 * @note Must have Vector3 normals defined.
283 void RequestTangents();
286 * @brief Loads raw geometry data, which includes index (optional) and
287 * attribute buffers, as well as blend shape data. This is then returned.
288 * @note This can be done on any thread.
290 RawData LoadRaw(const std::string& modelsPath, BufferDefinition::Vector& buffers);
293 * @brief Creates a MeshGeometry based firstly on the value of the uri member:
294 * if it is "quad", a textured quad is created; otherwise it uses the
295 * attribute (and index) buffers and blend shape information (if available)
297 * If mFlipVertical was set, the UVs are flipped in Y, i.e. v = 1.0 - v.
299 MeshGeometry Load(RawData&& raw) const;
302 * @brief Retrieves what Components information is in this mesh's BlendShape.
304 * @param[out] hasPositions True if the BlendShape has position components
305 * @param[out] hasNormals True if the BlendShape has normal components
306 * @param[out] hasTangents True if the BlendShape has tangent components
308 void RetrieveBlendShapeComponents(bool& hasPositions, bool& hasNormals, bool& hasTangents) const;
311 std::shared_ptr<RawData> mRawData;
312 uint32_t mFlags = 0x0;
313 Geometry::Type mPrimitiveType = Geometry::TRIANGLES;
314 std::string mUri; // When the mesh data is loaded from embedded resources, this URI is used as a data stream.
317 Accessor mNormals; // data can be generated based on positions
318 Accessor mTangents; // data can be generated based on normals and texCoords (the latter isn't mandatory; the results will be better if available)
319 std::vector<Accessor> mTexCoords;
320 std::vector<Accessor> mColors;
321 std::vector<Accessor> mJoints;
322 std::vector<Accessor> mWeights;
323 Property::Type mTangentType{Property::VECTOR3};
325 Blob mBlendShapeHeader;
326 std::vector<BlendShape> mBlendShapes;
327 BlendShapes::Version mBlendShapeVersion = BlendShapes::Version::INVALID;
329 Index mSkeletonIdx = INVALID_INDEX;
330 ModelPrimitive mModelPrimitive;
333 } // namespace Dali::Scene3D::Loader
335 #endif //DALI_SCENE3D_LOADER_MESH_DEFINITION_H