1 #ifndef DALI_SCENE_LOADER_MESH_DEFINITION_H
2 #define DALI_SCENE_LOADER_MESH_DEFINITION_H
4 * Copyright (c) 2022 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-scene-loader/public-api/api.h"
22 #include "dali-scene-loader/public-api/blend-shape-details.h"
23 #include "dali-scene-loader/public-api/index.h"
24 #include "dali-scene-loader/public-api/mesh-geometry.h"
25 #include "dali-scene-loader/public-api/utils.h"
29 #include "dali/public-api/common/vector-wrapper.h"
36 * @brief Defines a mesh with its attributes, the primitive type to render it as,
37 * and the file to load it from with the offset and length information for the
38 * individual attribute buffers.
40 struct DALI_SCENE_LOADER_API MeshDefinition
42 using Vector = std::vector<std::pair<MeshDefinition, MeshGeometry>>;
46 INVALID = std::numeric_limits<uint32_t>::max()
51 FLIP_UVS_VERTICAL = NthBit(0),
52 U32_INDICES = NthBit(1), // default is unsigned short
53 U16_JOINT_IDS = NthBit(2), // default is floats
59 POSITIONS = NthBit(1),
61 TEX_COORDS = NthBit(3),
63 LEGACY_BITANGENTS = NthBit(5), // these are ignored; we're calculating them in the (PBR) shader.
65 WEIGHTS_0 = NthBit(7),
69 * @brief Describes raw data in terms of its position and size in a buffer.
74 uint32_t mOffset = INVALID; // the default means that the blob is undefined.
75 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.
76 uint16_t mStride = 0; // ignore if 0
77 uint16_t mElementSizeHint = 0; // ignore if 0 or stride == 0
78 std::vector<float> mMin;
79 std::vector<float> mMax;
81 static void ComputeMinMax(std::vector<float>& min, std::vector<float>& max, uint32_t numComponents, uint32_t count, const float* values);
83 static void ApplyMinMax(const std::vector<float>& min, const std::vector<float>& max, uint32_t count, float* values);
87 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 = {});
90 * @brief Calculates the size of a tightly-packed buffer for the elements from the blob.
92 uint32_t GetBufferSize() const;
95 * @brief Convenience method to tell whether a Blob has meaningful data.
97 bool IsDefined() const
99 return mOffset != INVALID;
103 * @brief Convenience method to tell whether the elements stored in the blob follow each
104 * other tightly. The opposite would be interleaving.
106 bool IsConsecutive() const
108 return mStride == 0 || mStride == mElementSizeHint;
112 * @brief Computes the min / max of the input value data.
113 * The min and max are stored in mMin and mMax.
115 * @param[in] numComponents number of components of data type. e.g., 3 for Vector3.
116 * @param[in] count The number of data.
117 * @param[in] values Data for the mesh.
119 void ComputeMinMax(uint32_t numComponents, uint32_t count, float* values);
122 * @brief Applies the min / max values, if they're defined in the model
124 * @param[in] count The number of data.
125 * @param[in] values Data for the mesh that min / max values will be applied.
127 void ApplyMinMax(uint32_t count, float* values) const;
131 * @brief A sparse blob describes a change in a reference Blob.
132 * @p indices describe what positions of the reference Blob change and
133 * @p values describe the new values.
137 SparseBlob() = default;
139 SparseBlob(const Blob& indices, const Blob& values, uint32_t count);
143 uint32_t mCount = 0u;
149 std::unique_ptr<SparseBlob> mSparse;
151 Accessor() = default;
153 Accessor(const Accessor&) = delete;
154 Accessor& operator=(const Accessor&) = delete;
156 Accessor(Accessor&&) = default;
157 Accessor& operator=(Accessor&&) = default;
159 Accessor(const MeshDefinition::Blob& blob,
160 const MeshDefinition::SparseBlob& sparse);
162 bool IsDefined() const
164 return mBlob.IsDefined() || (mSparse && (mSparse->mIndices.IsDefined() && mSparse->mValues.IsDefined()));
169 * @brief Stores a blend shape.
185 Property::Type mType;
186 uint32_t mNumElements;
187 std::vector<uint8_t> mData;
189 void AttachBuffer(Geometry& g) const;
192 std::vector<uint16_t> mIndices;
193 std::vector<Attrib> mAttribs;
195 unsigned int mBlendShapeBufferOffset{0};
196 Dali::Vector<float> mBlendShapeUnnormalizeFactor;
197 PixelData mBlendShapeData;
200 MeshDefinition() = default;
202 MeshDefinition(const MeshDefinition&) = delete;
203 MeshDefinition& operator=(const MeshDefinition&) = delete;
205 MeshDefinition(MeshDefinition&&) = default;
206 MeshDefinition& operator=(MeshDefinition&&) = default;
209 * @brief Determines whether the mesh definition is that of a quad.
214 * @brief Determines whether the mesh is used for skeletal animation.
216 bool IsSkinned() const;
219 * @brief Whether the mesh has blend shapes.
221 bool HasBlendShapes() const;
224 * @brief Requests normals to be generated.
225 * @note Generation happens in LoadRaw().
226 * @note Must have Vector3 positions defined.
228 void RequestNormals();
231 * @brief Requests tangents to be generated.
232 * @note Generation happens in LoadRaw().
233 * @note Must have Vector3 normals defined.
235 void RequestTangents();
238 * @brief Loads raw geometry data, which includes index (optional) and
239 * attribute buffers, as well as blend shape data. This is then returned.
240 * @note This can be done on any thread.
242 RawData LoadRaw(const std::string& modelsPath);
245 * @brief Creates a MeshGeometry based firstly on the value of the uri member:
246 * if it is "quad", a textured quad is created; otherwise it uses the
247 * attribute (and index) buffers and blend shape information (if available)
249 * If mFlipVertical was set, the UVs are flipped in Y, i.e. v = 1.0 - v.
251 MeshGeometry Load(RawData&& raw) const;
254 uint32_t mFlags = 0x0;
255 Geometry::Type mPrimitiveType = Geometry::TRIANGLES;
259 Accessor mNormals; // data can be generated based on positions
262 Accessor mTangents; // data can be generated based on normals and texCoords (the latter isn't mandatory; the results will be better if available)
265 Property::Type mTangentType{Property::VECTOR3};
267 Blob mBlendShapeHeader;
268 std::vector<BlendShape> mBlendShapes;
269 BlendShapes::Version mBlendShapeVersion = BlendShapes::Version::INVALID;
271 Index mSkeletonIdx = INVALID_INDEX;
274 } // namespace SceneLoader
277 #endif //DALI_SCENE_LOADER_MESH_DEFINITION_H