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118 lines
4.0 KiB
118 lines
4.0 KiB
using System; |
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using System.IO; |
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using System.Numerics; |
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using gaemstone.ECS; |
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using Silk.NET.OpenGL; |
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using static gaemstone.Client.Components.RenderingComponents; |
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using static gaemstone.Client.Components.ResourceComponents; |
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using static gaemstone.Client.Systems.Windowing; |
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using ModelRoot = SharpGLTF.Schema2.ModelRoot; |
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namespace gaemstone.Client.Systems; |
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[Module] |
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[DependsOn<gaemstone.Client.Components.RenderingComponents>] |
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[DependsOn<gaemstone.Client.Components.ResourceComponents>] |
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[DependsOn<gaemstone.Client.Systems.Windowing>] |
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public class MeshManager |
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{ |
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private const uint PositionAttribIndex = 0; |
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private const uint NormalAttribIndex = 1; |
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private const uint UvAttribIndex = 2; |
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[System] |
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public static void LoadMeshWhenDefined( |
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[Game] Canvas canvas, EntityRef entity, |
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Mesh _1, [Not] MeshHandle _2) |
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{ |
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var path = entity.GetFullPath(); |
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using var stream = Resources.GetStream(path); |
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var handle = CreateFromStream(canvas.GL, stream); |
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entity.Set(handle); |
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} |
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private static MeshHandle CreateFromStream(GL GL, Stream stream) |
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{ |
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var root = ModelRoot.ReadGLB(stream); |
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var primitive = root.LogicalMeshes[0].Primitives[0]; |
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var indices = primitive.IndexAccessor; |
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var vertices = primitive.VertexAccessors["POSITION"]; |
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var normals = primitive.VertexAccessors["NORMAL"]; |
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var vao = GL.GenVertexArray(); |
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GL.BindVertexArray(vao); |
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GL.CreateBufferFromData(indices.SourceBufferView.Content, |
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BufferTargetARB.ElementArrayBuffer); |
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GL.CreateBufferFromData(vertices.SourceBufferView.Content); |
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GL.EnableVertexAttribArray(PositionAttribIndex); |
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unsafe { GL.VertexAttribPointer(PositionAttribIndex, 3, |
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(VertexAttribPointerType)vertices.Encoding, vertices.Normalized, |
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(uint)vertices.SourceBufferView.ByteStride, (void*)vertices.ByteOffset); } |
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GL.CreateBufferFromData(normals.SourceBufferView.Content); |
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GL.EnableVertexAttribArray(NormalAttribIndex); |
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unsafe { GL.VertexAttribPointer(NormalAttribIndex, 3, |
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(VertexAttribPointerType)vertices.Encoding, vertices.Normalized, |
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(uint)vertices.SourceBufferView.ByteStride, (void*)vertices.ByteOffset); } |
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var numVertices = primitive.IndexAccessor.Count; |
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return new(vao, numVertices); |
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} |
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public static MeshHandle Create(GL GL, |
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ReadOnlySpan<ushort> indices, ReadOnlySpan<Vector3> vertices, |
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ReadOnlySpan<Vector3> normals, ReadOnlySpan<Vector2> uvs) |
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{ |
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var vao = GL.GenVertexArray(); |
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GL.BindVertexArray(vao); |
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GL.CreateBufferFromData(indices, BufferTargetARB.ElementArrayBuffer); |
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GL.CreateBufferFromData(vertices); |
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GL.EnableVertexAttribArray(PositionAttribIndex); |
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unsafe { GL.VertexAttribPointer(PositionAttribIndex, 3, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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if (!normals.IsEmpty) { |
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GL.CreateBufferFromData(normals); |
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GL.EnableVertexAttribArray(NormalAttribIndex); |
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unsafe { GL.VertexAttribPointer(NormalAttribIndex, 3, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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} |
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if (!uvs.IsEmpty) { |
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GL.CreateBufferFromData(uvs); |
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GL.EnableVertexAttribArray(UvAttribIndex); |
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unsafe { GL.VertexAttribPointer(UvAttribIndex, 2, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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} |
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return new(vao, indices.Length); |
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} |
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public static MeshHandle Create(GL GL, ReadOnlySpan<Vector3> vertices, |
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ReadOnlySpan<Vector3> normals, ReadOnlySpan<Vector2> uvs) |
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{ |
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var vao = GL.GenVertexArray(); |
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GL.BindVertexArray(vao); |
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GL.CreateBufferFromData(vertices); |
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GL.EnableVertexAttribArray(PositionAttribIndex); |
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unsafe { GL.VertexAttribPointer(PositionAttribIndex, 3, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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if (!normals.IsEmpty) { |
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GL.CreateBufferFromData(normals); |
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GL.EnableVertexAttribArray(NormalAttribIndex); |
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unsafe { GL.VertexAttribPointer(NormalAttribIndex, 3, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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} |
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if (!uvs.IsEmpty) { |
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GL.CreateBufferFromData(uvs); |
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GL.EnableVertexAttribArray(UvAttribIndex); |
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unsafe { GL.VertexAttribPointer(UvAttribIndex, 2, |
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VertexAttribPointerType.Float, false, 0, (void*)0); } |
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} |
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return new(vao, vertices.Length, false); |
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} |
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}
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