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