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); }
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)); } }
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); }
//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 (); }
//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()); }