Files
cup_edit/ios/src/morph/GPUMorphHelper.h
2021-11-23 15:51:50 +08:00

82 lines
2.5 KiB
C++

/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "FFilamentAsset.h"
#include "FFilamentInstance.h"
#include "filament/Texture.h"
#include "filament/Engine.h"
#include <math/vec4.h>
#include <tsl/robin_map.h>
#include <vector>
using namespace filament;
struct cgltf_node;
struct cgltf_mesh;
struct cgltf_primitive;
namespace gltfio {
///
/// A GPUMorphHelper instance can be created per mesh (this avoids creating textures for meshes that do not require animation).
/// For each primitive in the mesh, a texture is created to store the target positions and normals.
/// The texture is laid out as x * 1 * z, where z is the number of morph targets and x is the number of vertices for the primitive.
/// A MaterialInstance is created for each primitive, then applied to the entity identified by entityName.
///
class GPUMorphHelper {
public:
using Entity = utils::Entity;
GPUMorphHelper(FFilamentAsset *asset, const char* meshName, int* primitives, int numPrimitives);
~GPUMorphHelper();
void applyWeights(float const *weights, size_t count) noexcept;
private:
struct GltfTarget {
const void *bufferObject;
uint32_t bufferSize;
int morphTargetIndex;
cgltf_attribute_type type;
};
struct GltfPrimitive {
filament::VertexBuffer *vertexBuffer;
Texture* texture;
std::vector <GltfTarget> targets; // TODO: flatten this?
const char* materialName;
cgltf_size numTargets = 0;
cgltf_size numVertices = 0;
MaterialInstance* materialInstance;
};
int numAttributes = 2;
void addPrimitive(cgltf_mesh const *mesh, int primitiveIndex);
void createTextures();
cgltf_mesh const* targetMesh;
FFilamentAsset *mAsset;
std::vector<std::unique_ptr<GltfPrimitive>> animatablePrimitives;
};
}