コード例 #1
0
        private int AddCoordinates(List <float> values)
        {
            // buffer preparation
            int startingBufferPoisition = _coordinatesBuffer.Count;

            _coordinatesBuffer.Capacity = startingBufferPoisition + values.Count * sizeof(float);


            // prepare to evaluate min max:
            float[] min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue };
            float[] max = new float[] { float.MinValue, float.MinValue, float.MinValue };


            int i = 0;

            foreach (var value in values)
            {
                // evaluate min/max
                if (value < min[i])
                {
                    min[i] = value;
                }
                if (value > max[i])
                {
                    max[i] = value;
                }
                i++;
                if (i > 2)
                {
                    i = 0;
                }

                // populate the buffer (previously expanded)
                _coordinatesBuffer.AddRange(BitConverter.GetBytes(value));
            }

            var coordAccessor = new gltf.Accessor()
            {
                BufferView    = 1,
                ByteOffset    = startingBufferPoisition,
                ComponentType = gltf.Accessor.ComponentTypeEnum.FLOAT,
                Normalized    = false,
                Count         = values.Count / 3,
                Type          = gltf.Accessor.TypeEnum.VEC3,
                Min           = min,
                Max           = max
            };

            // index to return
            var ret = _accessors.Count;

            _accessors.Add(coordAccessor);
            return(ret);
        }
コード例 #2
0
ファイル: BufferReader.cs プロジェクト: polytronicgr/larx
        private static byte[] readBuffer(string rootPath, Gltf.Gltf model, Gltf.Accessor accessor)
        {
            var bufferView = model.BufferViews[(int)accessor.BufferView];
            var buffer     = model.Buffers[bufferView.Buffer];

            using (var fs = new FileStream(Path.Combine(rootPath, buffer.Uri), FileMode.Open))
                using (var reader = new BinaryReader(fs))
                {
                    var byteArray = new byte[bufferView.ByteLength];

                    reader.BaseStream.Seek(bufferView.ByteOffset, SeekOrigin.Begin);
                    return(reader.ReadBytes(bufferView.ByteLength));
                }
        }
コード例 #3
0
        private int AddIndices(List <int> indices)
        {
            // evaulate min max
            //
            var MinMaxV = indices.Aggregate(new
            {
                MinV = int.MaxValue,
                MaxV = int.MinValue
            },
                                            (accumulator, o) => new
            {
                MinV = Math.Min(o, accumulator.MinV),
                MaxV = Math.Max(o, accumulator.MaxV)
            });


            gltf.Accessor.ComponentTypeEnum ct = gltf.Accessor.ComponentTypeEnum.BYTE;
            // depending on the count of positions and normals, we determine the index type
            //
            Func <int, byte[]> ToBits;
            var size = 0;

            if (!Prevent8bitIndices && MinMaxV.MaxV <= Math.Pow(2, 8))
            {
                ct     = gltf.Accessor.ComponentTypeEnum.UNSIGNED_BYTE;
                size   = sizeof(byte);
                ToBits = x => new byte[] { (byte)x };
            }
            else if (MinMaxV.MaxV <= Math.Pow(2, 16))
            {
                ct     = gltf.Accessor.ComponentTypeEnum.UNSIGNED_SHORT;
                size   = sizeof(short);
                ToBits = x => BitConverter.GetBytes((short)x);
            }
            else
            {
                ct     = gltf.Accessor.ComponentTypeEnum.UNSIGNED_INT;
                size   = sizeof(int);
                ToBits = x => BitConverter.GetBytes((int)x);
            }

            // the offset position needs to be a multiple of the size
            // (this is from a warning we received in beta testing)
            // so we inject some padding when needed
            //
            var padding = _indicesBuffer.Count % size;

            for (int i = 0; i < padding; i++)
            {
                _indicesBuffer.Add(0);
            }

            var indAccessor = new gltf.Accessor
            {
                BufferView    = 0,
                ComponentType = ct,
                ByteOffset    = _indicesBuffer.Count,
                Normalized    = false,
                Type          = gltf.Accessor.TypeEnum.SCALAR,
                Count         = indices.Count,
                Min           = new float[] { MinMaxV.MinV },
                Max           = new float[] { MinMaxV.MaxV }
            };

            var         IndexSize         = indices.Count * size;
            List <byte> indicesBufferData = new List <byte>(IndexSize);

            foreach (var index in indices)
            {
                var lst = ToBits(index);
                indicesBufferData.AddRange(lst);
            }
            _indicesBuffer.AddRange(indicesBufferData);
            var thisIndex = _accessors.Count;

            _accessors.Add(indAccessor);
            return(thisIndex);
        }
コード例 #4
0
ファイル: glTFLoader.cs プロジェクト: jpbruyere/vke.net
		//TODO: some buffer data are reused between primitives, and I duplicate the datas
		//buffers must be constructed without duplications
		public Mesh[] LoadMeshes<TVertex> (VkIndexType indexType, Buffer vbo, ulong vboOffset, Buffer ibo, ulong iboOffset) {
			ulong vCount, iCount;
			VkIndexType idxType;

			GetVertexCount (out vCount, out iCount, out idxType);

			int vertexByteSize = Marshal.SizeOf<TVertex> ();
			ulong vertSize = vCount * (ulong)vertexByteSize;
			ulong idxSize = iCount * (indexType == VkIndexType.Uint16 ? 2ul : 4ul);
			ulong size = vertSize + idxSize;

			int vertexCount = 0, indexCount = 0;
			int autoNamedMesh = 1;

			meshes = new List<Mesh> ();

			using (HostBuffer stagging = new HostBuffer (dev, VkBufferUsageFlags.TransferSrc, size)) {
				stagging.Map ();

				unsafe {

					Span<byte> stagVertPtrInit = new Span<byte>(stagging.MappedData.ToPointer (), (int)vertSize);
					Span<byte> stagIdxPtrInit = new Span<byte>((byte*)stagging.MappedData.ToPointer() + vertSize, (int)idxSize);
					Span<byte> stagVertPtr = stagVertPtrInit, stagIdxPtr = stagIdxPtrInit;

					foreach (GL.Mesh mesh in gltf.Meshes) {

						string meshName = mesh.Name;
						if (string.IsNullOrEmpty (meshName)) {
							meshName = "mesh_" + autoNamedMesh.ToString ();
							autoNamedMesh++;
						}
						Mesh m = new Mesh { Name = meshName };

						foreach (GL.MeshPrimitive p in mesh.Primitives) {
							GL.Accessor AccPos = null, AccNorm = null, AccUv = null, AccUv1 = null;

							int accessorIdx;
							if (p.Attributes.TryGetValue ("POSITION", out accessorIdx)) {
								AccPos = gltf.Accessors[accessorIdx];
								ensureBufferIsLoaded (gltf.BufferViews[(int)AccPos.BufferView].Buffer);
							}
							if (p.Attributes.TryGetValue ("NORMAL", out accessorIdx)) {
								AccNorm = gltf.Accessors[accessorIdx];
								ensureBufferIsLoaded (gltf.BufferViews[(int)AccNorm.BufferView].Buffer);
							}
							if (p.Attributes.TryGetValue ("TEXCOORD_0", out accessorIdx)) {
								AccUv = gltf.Accessors[accessorIdx];
								ensureBufferIsLoaded (gltf.BufferViews[(int)AccUv.BufferView].Buffer);
							}
							if (p.Attributes.TryGetValue ("TEXCOORD_1", out accessorIdx)) {
								AccUv1 = gltf.Accessors[accessorIdx];
								ensureBufferIsLoaded (gltf.BufferViews[(int)AccUv1.BufferView].Buffer);
							}

							Primitive prim = new Primitive {
								indexBase = (uint)indexCount,
								vertexBase = vertexCount,
								vertexCount = (uint)AccPos.Count,
								material = (uint)(p.Material ?? 0)
							};

							prim.bb.min.ImportFloatArray (AccPos.Min);
							prim.bb.max.ImportFloatArray (AccPos.Max);
							prim.bb.isValid = true;

							//Interleaving vertices
							Span<byte> inPosPtr = Span<byte>.Empty, inNormPtr = Span<byte>.Empty, inUvPtr = Span<byte>.Empty, inUv1Ptr = Span<byte>.Empty;

							GL.BufferView bv = gltf.BufferViews[(int)AccPos.BufferView];
							inPosPtr = loadedBuffers[bv.Buffer].Span.Slice (AccPos.ByteOffset + bv.ByteOffset);

							if (AccNorm != null) {
								bv = gltf.BufferViews[(int)AccNorm.BufferView];
								inNormPtr = loadedBuffers[bv.Buffer].Span.Slice (AccNorm.ByteOffset + bv.ByteOffset);
							}
							if (AccUv != null) {
								bv = gltf.BufferViews[(int)AccUv.BufferView];
								inUvPtr = loadedBuffers[bv.Buffer].Span.Slice (AccUv.ByteOffset + bv.ByteOffset);
							}
							if (AccUv1 != null) {
								bv = gltf.BufferViews[(int)AccUv1.BufferView];
								inUv1Ptr = loadedBuffers[bv.Buffer].Span.Slice (AccUv1.ByteOffset + bv.ByteOffset);
							}

							//TODO: use vertex attributes scan for copying data if they exists
							for (int j = 0; j < prim.vertexCount; j++) {
								inPosPtr.Slice (0, 12).CopyTo (stagVertPtr);
								inPosPtr = inPosPtr.Slice(12);
								if (!inNormPtr.IsEmpty) {
									inNormPtr.Slice (0, 12).CopyTo (stagVertPtr.Slice (12));
									inNormPtr = inNormPtr.Slice (12);
								}
								if (inUvPtr != null) {
									inUvPtr.Slice (0, 8).CopyTo (stagVertPtr.Slice (24));
									inUvPtr = inUvPtr.Slice (8);
								}
								if (inUv1Ptr != null) {
									inUv1Ptr.Slice (0, 8).CopyTo (stagVertPtr.Slice (32));
									inUv1Ptr = inUvPtr.Slice (8);
								}
								stagVertPtr = stagVertPtr.Slice (vertexByteSize);
							}

							/*Span<byte> s = stagVertPtrInit;
							for (int i = 0; i < s.Length; i++)
								Console.Write (s[i].ToString ("X2") + (i % 32 == 0 ? "\n" : " "));*/


							//indices loading
							if (p.Indices != null) {
								GL.Accessor acc = gltf.Accessors[(int)p.Indices];
								bv = gltf.BufferViews[(int)acc.BufferView];

								Span<byte> inIdxPtr = loadedBuffers[bv.Buffer].Span.Slice (acc.ByteOffset + bv.ByteOffset);

								//TODO:double check this, I dont seems to increment stag pointer
								if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_SHORT) {
									if (indexType == VkIndexType.Uint16) {
										inIdxPtr.Slice (0, acc.Count * 2).CopyTo (stagIdxPtr);
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2);
									} else {

										Span<uint> usPtr = MemoryMarshal.Cast<byte, uint> (stagIdxPtr);
										Span<ushort> inPtr = MemoryMarshal.Cast < byte, ushort> (inIdxPtr);
										for (int i = 0; i < acc.Count; i++)
											usPtr[i] = inPtr[i];
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4);
									}
								} else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_INT) {
									if (indexType == VkIndexType.Uint32) {
										inIdxPtr.Slice (0, acc.Count * 4).CopyTo (stagIdxPtr);
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4);
									} else {
										Span<ushort> usPtr = MemoryMarshal.Cast<byte, ushort> (stagIdxPtr);
										Span<uint> inPtr = MemoryMarshal.Cast<byte, uint> (inIdxPtr);

										for (int i = 0; i < acc.Count; i++) 
											usPtr[i] = (ushort)inPtr[i];
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2);
									}
								} else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_BYTE) {
									//convert
									if (indexType == VkIndexType.Uint16) {
										Span<ushort> usPtr = MemoryMarshal.Cast<byte, ushort> (stagIdxPtr);
										for (int i = 0; i < acc.Count; i++)
											usPtr[i] = (ushort)inIdxPtr[i];
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 2);
									} else {
										Span<uint> usPtr = MemoryMarshal.Cast<byte, uint> (stagIdxPtr);
										for (int i = 0; i < acc.Count; i++)
											usPtr[i] = (uint)inIdxPtr[i];
										stagIdxPtr = stagIdxPtr.Slice (acc.Count * 4);
									}
								} else
									throw new NotImplementedException ();

								prim.indexCount = (uint)acc.Count;
								indexCount += acc.Count;
							}

							m.AddPrimitive (prim);

							vertexCount += AccPos.Count;
						}
						meshes.Add (m);
					}

					/*ReadOnlySpan<byte> tmp = new ReadOnlySpan<byte> (stagging.MappedData.ToPointer (), (int)size);
					Memory<byte> mtmp = new Memory<byte> (tmp.ToArray());
					mtmp.Dump();*/
				}

				stagging.Unmap ();

				PrimaryCommandBuffer cmd = cmdPool.AllocateCommandBuffer ();
				cmd.Start (VkCommandBufferUsageFlags.OneTimeSubmit);

				stagging.CopyTo (cmd, vbo, vertSize, 0, vboOffset);
				if (iCount>0)
					stagging.CopyTo (cmd, ibo, idxSize, vertSize, iboOffset);

				cmd.End ();

				transferQ.Submit (cmd);

				dev.WaitIdle ();
				cmd.Free ();

			}

			return meshes.ToArray ();
		}
コード例 #5
0
ファイル: glTFLoader.cs プロジェクト: Svengali/vk.net
        //TODO: some buffer data are reused between primitives, and I duplicate the datas
        //buffers must be constructed without duplications
        public Mesh[] LoadMeshes <TVertex> (VkIndexType indexType, Buffer vbo, ulong vboOffset, Buffer ibo, ulong iboOffset)
        {
            ulong       vCount, iCount;
            VkIndexType idxType;

            GetVertexCount(out vCount, out iCount, out idxType);

            int   vertexByteSize = Marshal.SizeOf <TVertex> ();
            ulong vertSize       = vCount * (ulong)vertexByteSize;
            ulong idxSize        = iCount * (indexType == VkIndexType.Uint16 ? 2ul : 4ul);
            ulong size           = vertSize + idxSize;

            int vertexCount = 0, indexCount = 0;
            int autoNamedMesh = 1;

            meshes = new List <Mesh> ();

            using (HostBuffer stagging = new HostBuffer(dev, VkBufferUsageFlags.TransferSrc, size)) {
                stagging.Map();

                unsafe {
                    byte *stagVertPtrInit = (byte *)stagging.MappedData.ToPointer();
                    byte *stagIdxPtrInit  = (byte *)(stagging.MappedData.ToPointer()) + vertSize;
                    byte *stagVertPtr     = stagVertPtrInit;
                    byte *stagIdxPtr      = stagIdxPtrInit;

                    foreach (GL.Mesh mesh in gltf.Meshes)
                    {
                        string meshName = mesh.Name;
                        if (string.IsNullOrEmpty(meshName))
                        {
                            meshName = "mesh_" + autoNamedMesh.ToString();
                            autoNamedMesh++;
                        }
                        Mesh m = new Mesh {
                            Name = meshName
                        };

                        foreach (GL.MeshPrimitive p in mesh.Primitives)
                        {
                            GL.Accessor AccPos = null, AccNorm = null, AccUv = null, AccUv1 = null;

                            int accessorIdx;
                            if (p.Attributes.TryGetValue("POSITION", out accessorIdx))
                            {
                                AccPos = gltf.Accessors[accessorIdx];
                                EnsureBufferIsLoaded(gltf.BufferViews[(int)AccPos.BufferView].Buffer);
                            }
                            if (p.Attributes.TryGetValue("NORMAL", out accessorIdx))
                            {
                                AccNorm = gltf.Accessors[accessorIdx];
                                EnsureBufferIsLoaded(gltf.BufferViews[(int)AccNorm.BufferView].Buffer);
                            }
                            if (p.Attributes.TryGetValue("TEXCOORD_0", out accessorIdx))
                            {
                                AccUv = gltf.Accessors[accessorIdx];
                                EnsureBufferIsLoaded(gltf.BufferViews[(int)AccUv.BufferView].Buffer);
                            }
                            if (p.Attributes.TryGetValue("TEXCOORD_1", out accessorIdx))
                            {
                                AccUv1 = gltf.Accessors[accessorIdx];
                                EnsureBufferIsLoaded(gltf.BufferViews[(int)AccUv1.BufferView].Buffer);
                            }

                            Primitive prim = new Primitive {
                                indexBase   = (uint)indexCount,
                                vertexBase  = vertexCount,
                                vertexCount = (uint)AccPos.Count,
                                material    = (uint)(p.Material ?? 0)
                            };

                            prim.bb.min.ImportFloatArray(AccPos.Min);
                            prim.bb.max.ImportFloatArray(AccPos.Max);
                            prim.bb.isValid = true;

                            //Interleaving vertices
                            byte *inPosPtr = null, inNormPtr = null, inUvPtr = null, inUv1Ptr = null;

                            GL.BufferView bv = gltf.BufferViews[(int)AccPos.BufferView];
                            inPosPtr  = (byte *)bufferHandles[bv.Buffer].AddrOfPinnedObject().ToPointer();
                            inPosPtr += AccPos.ByteOffset + bv.ByteOffset;

                            if (AccNorm != null)
                            {
                                bv         = gltf.BufferViews[(int)AccNorm.BufferView];
                                inNormPtr  = (byte *)bufferHandles[bv.Buffer].AddrOfPinnedObject().ToPointer();
                                inNormPtr += AccNorm.ByteOffset + bv.ByteOffset;
                            }
                            if (AccUv != null)
                            {
                                bv       = gltf.BufferViews[(int)AccUv.BufferView];
                                inUvPtr  = (byte *)bufferHandles[bv.Buffer].AddrOfPinnedObject().ToPointer();
                                inUvPtr += AccUv.ByteOffset + bv.ByteOffset;
                            }
                            if (AccUv1 != null)
                            {
                                bv        = gltf.BufferViews[(int)AccUv1.BufferView];
                                inUv1Ptr  = (byte *)bufferHandles[bv.Buffer].AddrOfPinnedObject().ToPointer();
                                inUv1Ptr += AccUv1.ByteOffset + bv.ByteOffset;
                            }


                            for (int j = 0; j < prim.vertexCount; j++)
                            {
                                System.Buffer.MemoryCopy(inPosPtr, stagVertPtr, 12, 12);
                                inPosPtr += 12;
                                if (inNormPtr != null)
                                {
                                    System.Buffer.MemoryCopy(inNormPtr, stagVertPtr + 12, 12, 12);
                                    inNormPtr += 12;
                                }
                                if (inUvPtr != null)
                                {
                                    System.Buffer.MemoryCopy(inUvPtr, stagVertPtr + 24, 8, 8);
                                    inUvPtr += 8;
                                }
                                if (inUv1Ptr != null)
                                {
                                    System.Buffer.MemoryCopy(inUv1Ptr, stagVertPtr + 32, 8, 8);
                                    inUv1Ptr += 8;
                                }
                                stagVertPtr += vertexByteSize;
                            }

                            //indices loading
                            if (p.Indices != null)
                            {
                                GL.Accessor acc = gltf.Accessors[(int)p.Indices];
                                bv = gltf.BufferViews[(int)acc.BufferView];

                                byte *inIdxPtr = (byte *)bufferHandles[bv.Buffer].AddrOfPinnedObject().ToPointer();
                                inIdxPtr += acc.ByteOffset + bv.ByteOffset;

                                //TODO:double check this, I dont seems to increment stag pointer
                                if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_SHORT)
                                {
                                    if (indexType == VkIndexType.Uint16)
                                    {
                                        System.Buffer.MemoryCopy(inIdxPtr, stagIdxPtr, (long)acc.Count * 2, (long)acc.Count * 2);
                                        stagIdxPtr += (long)acc.Count * 2;
                                    }
                                    else
                                    {
                                        uint *  usPtr = (uint *)stagIdxPtr;
                                        ushort *inPtr = (ushort *)inIdxPtr;
                                        for (int i = 0; i < acc.Count; i++)
                                        {
                                            usPtr[i] = inPtr[i];
                                        }
                                        stagIdxPtr += (long)acc.Count * 4;
                                    }
                                }
                                else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_INT)
                                {
                                    if (indexType == VkIndexType.Uint32)
                                    {
                                        System.Buffer.MemoryCopy(inIdxPtr, stagIdxPtr, (long)acc.Count * 4, (long)acc.Count * 4);
                                        stagIdxPtr += (long)acc.Count * 4;
                                    }
                                    else
                                    {
                                        ushort *usPtr = (ushort *)stagIdxPtr;
                                        uint *  inPtr = (uint *)inIdxPtr;
                                        for (int i = 0; i < acc.Count; i++)
                                        {
                                            usPtr[i] = (ushort)inPtr[i];
                                        }
                                        stagIdxPtr += (long)acc.Count * 2;
                                    }
                                }
                                else if (acc.ComponentType == GL.Accessor.ComponentTypeEnum.UNSIGNED_BYTE)
                                {
                                    //convert
                                    if (indexType == VkIndexType.Uint16)
                                    {
                                        ushort *usPtr = (ushort *)stagIdxPtr;
                                        for (int i = 0; i < acc.Count; i++)
                                        {
                                            usPtr[i] = (ushort)inIdxPtr[i];
                                        }
                                        stagIdxPtr += (long)acc.Count * 2;
                                    }
                                    else
                                    {
                                        uint *usPtr = (uint *)stagIdxPtr;
                                        for (int i = 0; i < acc.Count; i++)
                                        {
                                            usPtr[i] = (uint)inIdxPtr[i];
                                        }
                                        stagIdxPtr += (long)acc.Count * 4;
                                    }
                                }
                                else
                                {
                                    throw new NotImplementedException();
                                }

                                prim.indexCount = (uint)acc.Count;
                                indexCount     += acc.Count;
                            }

                            m.AddPrimitive(prim);

                            vertexCount += AccPos.Count;
                        }
                        meshes.Add(m);
                    }
                }

                stagging.Unmap();

                CommandBuffer cmd = cmdPool.AllocateCommandBuffer();
                cmd.Start(VkCommandBufferUsageFlags.OneTimeSubmit);

                stagging.CopyTo(cmd, vbo, vertSize, 0, vboOffset);
                if (iCount > 0)
                {
                    stagging.CopyTo(cmd, ibo, idxSize, vertSize, iboOffset);
                }

                cmd.End();

                transferQ.Submit(cmd);

                dev.WaitIdle();
                cmd.Free();
            }

            return(meshes.ToArray());
        }