fix: dont calculate surface orientation for non-triangle geometry
This commit is contained in:
@@ -1,99 +1,168 @@
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#include <vector>
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#include "math.h"
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#include <filament/Engine.h>
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#include <filament/TransformManager.h>
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#include <filament/Texture.h>
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#include <filament/RenderableManager.h>
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#include <filament/Viewport.h>
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#include <filament/Frustum.h>
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#include <filament/RenderableManager.h>
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#include <filament/Texture.h>
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#include <filament/TransformManager.h>
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#include <filament/Viewport.h>
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#include <filament/geometry/SurfaceOrientation.h>
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#include <vector>
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#include "Log.hpp"
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#include "CustomGeometry.hpp"
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#include "Log.hpp"
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namespace thermion {
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using namespace filament;
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CustomGeometry::CustomGeometry(
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float* vertices,
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uint32_t numVertices,
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float* normals,
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uint32_t numNormals,
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float* uvs,
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uint32_t numUvs,
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uint16_t* indices,
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uint32_t numIndices,
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RenderableManager::PrimitiveType primitiveType,
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Engine* engine)
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CustomGeometry::CustomGeometry(float *vertices, uint32_t numVertices,
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float *normals, uint32_t numNormals, float *uvs,
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uint32_t numUvs, uint16_t *indices,
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uint32_t numIndices,
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RenderableManager::PrimitiveType primitiveType,
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Engine *engine)
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: numVertices(numVertices), numIndices(numIndices), _engine(engine) {
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this->primitiveType = primitiveType;
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this->vertices = new float[numVertices];
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std::memcpy(this->vertices, vertices, numVertices * sizeof(float));
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this->primitiveType = primitiveType;
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this->vertices = new float[numVertices];
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std::memcpy(this->vertices, vertices, numVertices * sizeof(float));
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if(numNormals > 0) {
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Log("numNormals %d", numNormals);
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this->normals = new float[numNormals];
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std::memcpy(this->normals, normals, numNormals * sizeof(float));
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} else {
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Log("no normals");
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}
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if (numNormals > 0) {
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this->normals = new float[numNormals];
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std::memcpy(this->normals, normals, numNormals * sizeof(float));
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}
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if(numUvs > 0) {
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Log("numUvs %d", numUvs);
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this->uvs = new float[numUvs];
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std::memcpy(this->uvs, uvs, numUvs * sizeof(float));
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} else {
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this->uvs = nullptr;
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}
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if (numUvs > 0) {
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this->uvs = new float[numUvs];
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std::memcpy(this->uvs, uvs, numUvs * sizeof(float));
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} else {
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this->uvs = nullptr;
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}
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this->indices = new uint16_t[numIndices];
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std::memcpy(this->indices, indices, numIndices * sizeof(uint16_t));
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this->indices = new uint16_t[numIndices];
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std::memcpy(this->indices, indices, numIndices * sizeof(uint16_t));
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computeBoundingBox();
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computeBoundingBox();
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}
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IndexBuffer* CustomGeometry::indexBuffer() const {
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IndexBuffer::BufferDescriptor::Callback indexCallback = [](void *buf, size_t,
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void *data)
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{
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IndexBuffer *CustomGeometry::indexBuffer() const {
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IndexBuffer::BufferDescriptor::Callback indexCallback = [](void *buf, size_t,
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void *data) {
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// free((void *)buf);
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};
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};
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auto indexBuffer = IndexBuffer::Builder()
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.indexCount(numIndices)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*_engine);
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auto indexBuffer = IndexBuffer::Builder()
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.indexCount(numIndices)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*_engine);
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indexBuffer->setBuffer(*_engine, IndexBuffer::BufferDescriptor(
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this->indices, indexBuffer->getIndexCount() * sizeof(uint16_t), indexCallback));
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return indexBuffer;
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indexBuffer->setBuffer(*_engine,
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IndexBuffer::BufferDescriptor(
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this->indices,
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indexBuffer->getIndexCount() * sizeof(uint16_t),
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indexCallback));
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return indexBuffer;
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}
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VertexBuffer* CustomGeometry::vertexBuffer() const {
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VertexBuffer::BufferDescriptor::Callback vertexCallback = [](void *buf, size_t,
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void *data)
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{
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// free((void *)buf);
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};
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VertexBuffer *CustomGeometry::vertexBuffer() const {
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VertexBuffer::BufferDescriptor::Callback vertexCallback =
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[](void *buf, size_t, void *data) {
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// free((void *)buf);
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};
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// Use provided UVs or create dummy UV data
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std::vector<filament::math::float2> *uvData;
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if (this->uvs != nullptr) {
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uvData = new std::vector<filament::math::float2>(
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(filament::math::float2 *)this->uvs,
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(filament::math::float2 *)(this->uvs + numVertices * 2));
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} else {
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uvData = new std::vector<filament::math::float2>(
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numVertices, filament::math::float2{0.0f, 0.0f});
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}
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// Create dummy vertex color data (white color for all vertices)
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auto dummyColors = new std::vector<filament::math::float4>(
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numVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
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auto vertexBufferBuilder =
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VertexBuffer::Builder()
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.vertexCount(numVertices)
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.attribute(VertexAttribute::POSITION, 0,
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VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::UV0, 1,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::UV1, 2,
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VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::COLOR, 3,
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VertexBuffer::AttributeType::FLOAT4);
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if (this->normals) {
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vertexBufferBuilder.bufferCount(5).attribute(
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VertexAttribute::TANGENTS, 4,
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filament::VertexBuffer::AttributeType::FLOAT4);
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} else {
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vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
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}
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auto vertexBuffer = vertexBufferBuilder.build(*_engine);
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vertexBuffer->setBufferAt(
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*_engine, 0,
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VertexBuffer::BufferDescriptor(
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this->vertices, vertexBuffer->getVertexCount() * sizeof(math::float3),
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vertexCallback));
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// Set UV0 buffer
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vertexBuffer->setBufferAt(
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*_engine, 1,
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VertexBuffer::BufferDescriptor(
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uvData->data(), uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data) {
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delete static_cast<std::vector<math::float2> *>(data);
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},
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uvData));
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// Set UV1 buffer (reusing UV0 data)
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vertexBuffer->setBufferAt(*_engine, 2,
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VertexBuffer::BufferDescriptor(
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uvData->data(),
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uvData->size() * sizeof(math::float2),
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[](void *buf, size_t, void *data) {
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// Do nothing here, as we're reusing the same
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// data as UV0
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},
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nullptr));
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// Set vertex color buffer
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vertexBuffer->setBufferAt(
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*_engine, 3,
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VertexBuffer::BufferDescriptor(
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dummyColors->data(), dummyColors->size() * sizeof(math::float4),
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[](void *buf, size_t, void *data) {
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delete static_cast<std::vector<math::float4> *>(data);
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},
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dummyColors));
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if (this->normals) {
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assert(this->primitiveType == RenderableManager::PrimitiveType::TRIANGLES);
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std::vector<filament::math::ushort3> triangles;
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for(int i=0; i < numIndices; i+=3) {
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filament::math::ushort3 triangle;
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triangle.x = this->indices[i];
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triangle.y = this->indices[i+1];
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triangle.z = this->indices[i+2];
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triangles.push_back(triangle);
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for (int i = 0; i < numIndices; i += 3) {
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filament::math::ushort3 triangle;
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triangle.x = this->indices[i];
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triangle.y = this->indices[i + 1];
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triangle.z = this->indices[i + 2];
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triangles.push_back(triangle);
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}
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// Create a SurfaceOrientation builder
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geometry::SurfaceOrientation::Builder builder;
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builder.vertexCount(numVertices)
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.normals((filament::math::float3*)normals)
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.positions((filament::math::float3*)this->vertices)
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.triangleCount(triangles.size())
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.triangles(triangles.data());
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.normals((filament::math::float3 *)normals)
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.positions((filament::math::float3 *)this->vertices)
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.triangleCount(triangles.size())
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.triangles(triangles.data());
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// Build the SurfaceOrientation object
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auto orientation = builder.build();
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@@ -101,94 +170,43 @@ VertexBuffer* CustomGeometry::vertexBuffer() const {
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auto quats = new std::vector<filament::math::quatf>(numVertices);
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orientation->getQuats(quats->data(), numVertices);
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// Use provided UVs or create dummy UV data
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std::vector<filament::math::float2>* uvData;
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if (this->uvs != nullptr) {
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uvData = new std::vector<filament::math::float2>((filament::math::float2*)this->uvs, (filament::math::float2*)(this->uvs + numVertices * 2));
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} else {
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uvData = new std::vector<filament::math::float2>(numVertices, filament::math::float2{0.0f, 0.0f});
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}
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// Create dummy vertex color data (white color for all vertices)
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auto dummyColors = new std::vector<filament::math::float4>(numVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
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auto vertexBufferBuilder = VertexBuffer::Builder()
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.vertexCount(numVertices)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::UV1, 2, VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::COLOR, 3, VertexBuffer::AttributeType::FLOAT4);
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if(this->normals) {
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vertexBufferBuilder
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.bufferCount(5)
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.attribute(VertexAttribute::TANGENTS, 4, filament::VertexBuffer::AttributeType::FLOAT4);
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} else {
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vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
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}
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auto vertexBuffer = vertexBufferBuilder
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.build(*_engine);
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vertexBuffer->setBufferAt(*_engine, 0, VertexBuffer::BufferDescriptor(
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this->vertices, vertexBuffer->getVertexCount() * sizeof(math::float3), vertexCallback));
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// Set UV0 buffer
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vertexBuffer->setBufferAt(*_engine, 1, VertexBuffer::BufferDescriptor(
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uvData->data(), uvData->size() * sizeof(math::float2),
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[](void* buf, size_t, void* data) {
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delete static_cast<std::vector<math::float2>*>(data);
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}, uvData));
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// Set UV1 buffer (reusing UV0 data)
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vertexBuffer->setBufferAt(*_engine, 2, VertexBuffer::BufferDescriptor(
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uvData->data(), uvData->size() * sizeof(math::float2),
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[](void* buf, size_t, void* data) {
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// Do nothing here, as we're reusing the same data as UV0
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}, nullptr));
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// Set vertex color buffer
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vertexBuffer->setBufferAt(*_engine, 3, VertexBuffer::BufferDescriptor(
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dummyColors->data(), dummyColors->size() * sizeof(math::float4),
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[](void* buf, size_t, void* data) {
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delete static_cast<std::vector<math::float4>*>(data);
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}, dummyColors));
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if(this->normals) {
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vertexBuffer->setBufferAt(*_engine, 4, VertexBuffer::BufferDescriptor(
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quats->data(), quats->size() * sizeof(math::quatf), [] (void *buf, size_t,
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void *data)
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{
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delete (std::vector<math::quatf>*)data;
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}, (void*)quats));
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}
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return vertexBuffer;
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vertexBuffer->setBufferAt(*_engine, 4,
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VertexBuffer::BufferDescriptor(
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quats->data(),
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quats->size() * sizeof(math::quatf),
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[](void *buf, size_t, void *data) {
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delete (std::vector<math::quatf> *)data;
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},
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(void *)quats));
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}
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return vertexBuffer;
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}
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CustomGeometry::~CustomGeometry() {
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delete[] vertices;
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delete[] indices;
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if (normals) delete[] normals;
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if (uvs) delete[] uvs;
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delete[] vertices;
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delete[] indices;
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if (normals)
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delete[] normals;
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if (uvs)
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delete[] uvs;
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}
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void CustomGeometry::computeBoundingBox() {
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float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
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float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
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float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
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float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
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for (uint32_t i = 0; i < numVertices; i += 3) {
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minX = std::min(vertices[i], minX);
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minY = std::min(vertices[i + 1], minY);
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minZ = std::min(vertices[i + 2], minZ);
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maxX = std::max(vertices[i], maxX);
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maxY = std::max(vertices[i + 1], maxY);
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maxZ = std::max(vertices[i + 2], maxZ);
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}
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for (uint32_t i = 0; i < numVertices; i += 3) {
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minX = std::min(vertices[i], minX);
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minY = std::min(vertices[i + 1], minY);
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minZ = std::min(vertices[i + 2], minZ);
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maxX = std::max(vertices[i], maxX);
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maxY = std::max(vertices[i + 1], maxY);
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maxZ = std::max(vertices[i + 2], maxZ);
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}
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boundingBox = Box{{minX, minY, minZ}, {maxX, maxY, maxZ}};
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boundingBox = Box{{minX, minY, minZ}, {maxX, maxY, maxZ}};
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}
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Box CustomGeometry::getBoundingBox() const {
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return boundingBox;
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}
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Box CustomGeometry::getBoundingBox() const { return boundingBox; }
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}
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} // namespace thermion
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