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Étienne Fildadut 2022-09-16 20:01:07 +09:00
parent 5ee56f6aff
commit 77ece0b9a6
6 changed files with 519 additions and 2 deletions

91
gltf/draw.can Normal file
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@ -0,0 +1,91 @@
--- drawing facilities for glTF models
-- 2x2 white texture, used as a default for undefined textures in materials
let whiteTexture = love.graphics.newCanvas(2,2)
whiteTexture:renderTo(()
love.graphics.setColor(1,1,1)
love.graphics.rectangle("fill",0,0,2,2)
end)
-- send a uniform to the shader if possible
let maybeSend = (s, name, val)
if s:hasUniform(name) then
s:send(name, val)
end
end
let maybeSendTexture = (s, name, tex)
if s:hasUniform(name) then
if tex then
s:send(name, tex.index.image)
else
s:send(name, whiteTexture)
end
end
end
-- apply a material to the shader & LÖVE state
let applyMaterial = (s, mat)
maybeSend(s, "baseColorFactor", mat.pbrMetallicRoughness.baseColorFactor)
maybeSendTexture(s, "baseColorTexture", mat.pbrMetallicRoughness.baseColorTexture)
maybeSend(s, "metallicFactor", mat.pbrMetallicRoughness.metallicFactor)
maybeSend(s, "roughnessFactor", mat.pbrMetallicRoughness.roughnessFactor)
maybeSendTexture(s, "metallicRoughnessTexture", mat.pbrMetallicRoughness.metallicRoughnessTexture)
maybeSendTexture(s, "normalTexture", mat.normalTexture)
maybeSendTexture(s, "occlusionTexture", mat.occlusionTexture)
if mat.occlusionTexture then
maybeSend(s, "occlusionTextureStrength", mat.occlusionTexture.strength)
else
maybeSend(s, "occlusionTextureStrength", 1)
end
maybeSendTexture(s, "emissiveTexture", mat.emissiveTexture)
if mat.emissiveTexture then
maybeSend(s, "emissiveTextureScale", mat.emissiveTexture.scale)
else
maybeSend(s, "emissiveTextureScale", 1)
end
maybeSend(s, "emissiveFactor", mat.emissiveFactor)
if mat.alphaMode == "BLEND" then
love.graphics.setBlendMode("alpha")
maybeSend(s, "alphaCutoff", 0)
else
love.graphics.setBlendMode("replace")
maybeSend(s, "alphaCutoff", mat.alphaMode == "BLEND" and mat.alphaCutoff or 0)
end
if mat.doubleSided then
love.graphics.setMeshCullMode("none")
else
love.graphics.setMeshCullMode("back")
end
end
-- draw a glTF node and its children
let drawNode = (node, s)
if node.mesh then
s:send("modelMatrix", "column", node.matrix)
for _, primitive in ipairs(node.mesh.primitives) do
applyMaterial(s, primitive.material)
love.graphics.draw(primitive.mesh)
end
end
for _, child in ipairs(node.children) do
drawNode(child, s)
end
end
-- draw the main scene from glTF data
-- shader s is optional; will use current shder if not given
let drawMainScene = (gltf, s)
love.graphics.push("all")
love.graphics.setDepthMode("lequal", true)
if s then
love.graphics.setShader(s)
else
s = love.graphics.getShader()
end
for _, node in ipairs(gltf.scene.nodes) do
drawNode(node, s)
end
love.graphics.pop("all")
end
return drawMainScene

23
gltf/gltf.can Normal file
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-- TODO: documentation
let loader = require((...):gsub("gltf$", "loader"))
let draw = require((...):gsub("gltf$", "draw"))
-- glTF object methods
let gltf_mt = {
-- loaded glTF data; see loader.can for details on its structure
gltf = nil,
-- draw the glTF object; if shader is not given, will use the current shader
-- see draw.can for the uniforms passed to the shader
draw = :(shader)
draw(@gltf, shader)
end
}
gltf_mt.__index = gltf_mt
--- create new glTF object from a filepath
return function(path)
return setmetatable({
gltf = loader(path)
}, gltf_mt)
end

1
gltf/init.lua Normal file
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@ -0,0 +1 @@
return require((...)..".gltf")

398
gltf/loader.can Normal file
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-- glTF 2.0 loader
-- see TODOs for missing features
let json_decode
do
let r, json = pcall(require, "json")
if not r then json = require((...):gsub("gltf%.loader$", "lib.json")) end
json_decode = json.decode
end
let cpml = require("cpml")
let mat4, vec3, quat = cpml.mat4, cpml.vec3, cpml.quat
let dunpack = string.unpack or love.data.unpack
--- Enums and the string that will be used to represent their values.
let attributeName = {
POSITION = "VertexPosition",
NORMAL = "VertexNormal",
TANGENT = "VertexTangent",
TEXCOORD_0 = "VertexTexCoord",
TEXCOORD_1 = "VertexTexCoord1",
COLOR_0 = "VertexColor",
JOINTS_0 = "VertexJoints",
WEIGHTS_0 = "VertexWeights"
}
let componentType = {
[5120] = "byte",
[5121] = "unsigned byte",
[5122] = "short",
[5123] = "unsigned short",
[5125] = "int",
[5126] = "float"
}
let samplerEnum = {
[9728] = "nearest",
[9729] = "linear",
[9984] = "nearest_mipmap_nearest",
[9985] = "linear_mipmap_nearest",
[9986] = "nearest_mipmap_linear",
[9987] = "linear_mipmap_linear",
[33071] = "clamp",
[33648] = "mirroredrepeat",
[10497] = "repeat"
}
let mode = {
[0] = "points",
[1] = "lines",
[2] = "line_loop",
[3] = "line_strip",
[4] = "triangles",
[5] = "strip",
[6] = "fan"
}
--- Load a glTF file and returns it.
-- The Lua table returned mirror the glTF structure, except:
-- * nodes, buffers, textures, etc. referenced using indices are replaced by an actual reference to the object
-- * node.matrix are replaced by corresponding mat4 objects from cpml and is calculated from TRS when undefined
-- * node.rotation, node.translation, node.scale replaced by quat and vec3 objects from cpml
-- * optional fields are intialized whith their standard default value (if any)
-- * enums number are replaced by the corresponding string (like accessor.componentType, primitive.mode)
-- if there is a LÖVE equivalent of this value, it is used (for example the wrap modes for textures);
-- otherwise the string is the same as the OpenGL name but in lowercase
-- new fields:
-- * camera.matrix: the projection matrix
-- * set a data field in buffers with the decoded/loaded data as a string
-- * set a image field in textures with the loaded LÖVE image
-- * set a data field in accessors as a list of components (either list of scalar or list of list)
-- * accessor.components contains component size
-- * the default material is created at materials[0]
-- * objects with name will have an associated field in list where they are present
-- This implementation will not perform data consistency checks and have absolute trust in the exporter.
let gltf = (path)
let f = assert(io.open(path, "r"))
let t = json_decode(f:read("*a"))
f:close()
-- asset
if t.asset.minVersion then
let maj, min = t.asset.minVersion:match("^(%d+)%.(%d+)$")
assert(maj == "2" and min == "0", "asset require at least glTF version %s.%s but we only support 2.0":format(maj, min))
else
let maj, min = t.asset.version:match("^(%d+)%.(%d+)$")
assert(maj == "2", "asset require glTF version %s.%s but we only support 2.x":format(maj, min))
end
-- empty lists
t.nodes or= {}
t.scenes or= {}
t.cameras or= {}
t.meshes or= {}
t.buffers or= {}
t.bufferViews or = {}
t.accessors or= {}
t.materials or= {}
t.textures or= {}
t.images or= {}
t.samplers or= {}
t.skins or= {}
t.animations or= {}
-- scenes
for _, scene in ipairs(t.scenes) do
if scene.name then t.scenes[scene.name] = scene end
for i, node in ipairs(scene.nodes) do
scene.nodes[i] = t.nodes[node+1]
if scene.nodes[i].name then scene.nodes[scene.nodes[i].name] = scene.nodes[i] end
end
end
-- scene
if t.scene then
t.scene = t.scenes[t.scene+1]
end
-- nodes
for _, node in ipairs(t.nodes) do
if node.name then t.nodes[node.name] = node end
node.children or= {}
for i, child in ipairs(node.children) do
node.children[i] = t.nodes[child+1]
end
if node.matrix then
node.matrix = mat4(node.matrix)
else
node.translation or= {0,0,0}
node.rotation or= {0,0,0,1}
node.scale or= {1,1,1}
node.translation = vec3(node.translation)
node.rotation = quat(node.rotation)
node.scale = vec3(node.scale)
-- build a default transformation matrix from TRS
node.matrix = mat4.identity()
node.matrix:scale(node.matrix, node.scale)
node.matrix:mul(mat4.from_quaternion(node.rotation), node.matrix)
node.matrix:translate(node.matrix, node.translation)
end
if node.mesh then
node.mesh = t.meshes[node.mesh+1]
end
if node.camera then
node.camera = t.cameras[node.camera+1]
end
end
-- buffers
for i, buffer in ipairs(t.buffers) do
if i == 1 and not buffer.uri then
error("no support for glb-stored buffer") -- TODO
end
if buffer.uri:match("data:") then
local data = buffer.uri:match("^data:.-,(.*)$")
if buffer.uri:match("^data:.-;base64,") then
buffer.data = love.data.decode("string", "base64", data):sub(1, buffer.byteLength+1)
else
buffer.data = data:gsub("%%(%x%x)", (hex)
return love.data.decode("string", "hex", hex)
end):sub(1, buffer.byteLength+1)
end
else
let bf = assert(io.open(buffer.uri, "r"), "can't find ressource %s":format(buffer.uri))
let s = bf:read("*a")
bf:close()
buffer.data = s:sub(1, buffer.byteLength+1)
end
end
-- bufferViews
for _, view in ipairs(t.bufferViews) do
view.buffer = t.buffers[view.buffer+1]
view.byteOffset or= 0
-- TODO target
end
-- accessors
for _, accessor in ipairs(t.accessors) do
accessor.bufferView = t.bufferViews[accessor.bufferView+1]
accessor.byteOffset or= 0
let view = accessor.bufferView
let data = view.buffer.data
-- get component type and size
let fmt, size
accessor.componentType = componentType[accessor.componentType]
if accessor.componentType == "byte" then
fmt, size = "b", 1
elseif accessor.componentType == "unsigned byte" then
fmt, size = "B", 1
elseif accessor.componentType == "short" then
fmt, size = "h", 2
elseif accessor.componentType == "unsigned short" then
fmt, size = "H", 2
elseif accessor.componentType == "unsigned int" then
fmt, size = "I4", 4
elseif accessor.componentType == "float" then
fmt, size = "f", 4
end
-- get element type and size
if accessor.type == "SCALAR" then
accessor.components, fmt = 1, fmt
elseif accessor.type == "VEC2" then
accessor.components, fmt = 2, fmt:rep(2)
elseif accessor.type == "VEC3" then
accessor.components, fmt = 3, fmt:rep(3)
elseif accessor.type == "VEC4" then
accessor.components, fmt = 4, fmt:rep(4)
elseif accessor.type == "MAT2" then
accessor.components = 4
fmt = (fmt:rep(2) .. "x":rep(4 - (size*2)%4)):rep(2) -- padding at each column start
elseif accessor.type == "MAT3" then
accessor.components = 9
fmt = (fmt:rep(3) .. "x":rep(4 - (size*3)%4)):rep(3)
elseif accessor.type == "MAT4" then
accessor.components = 16
fmt = (fmt:rep(4) .. "x":rep(4 - (size*4)%4)):rep(4)
end
fmt =.. "<" -- little endian
-- extract elements from raw data
accessor.data = {}
let i = view.byteOffset+1 + accessor.byteOffset
let stop = view.byteOffset+1 + view.byteLength
let count = 0
while i < stop and count < accessor.count do
local d = { dunpack(fmt, data, i) }
d[#d] = nil
if accessor.components > 1 then
table.insert(accessor.data, d)
else
table.insert(accessor.data, d[1])
end
count += 1
i += view.byteStride or (size * accessor.components)
end
-- TODO sparse accessor
end
-- images
for _, image in ipairs(t.images) do
if image.uri then
image.image = love.graphics.newImage(image.uri)
else
image.bufferView = t.bufferViews[image.bufferView+1]
let view = image.bufferView
let data = view.buffer.data
image.data = love.image.newImageData(love.data.newByteData(data:sub(view.byteOffset+1, view.byteOffset+view.byteLength)))
end
end
-- samplers
for _, sampler in ipairs(t.samplers) do
sampler.wrapS or= 10497
sampler.wrapT or= 10497
sampler.magFilter = samplerEnum[sampler.magFilter]
sampler.minFilter = samplerEnum[sampler.minFilter]
sampler.wrapS = samplerEnum[sampler.wrapS]
sampler.wrapT = samplerEnum[sampler.wrapT]
end
-- textures
for _, texture in ipairs(t.textures) do
texture.source = t.images[texture.source+1] or {}
texture.sampler = t.samplers[texture.sampler+1]
-- make LÖVE image
let mag = texture.sampler.magFilter
let min = texture.sampler.minFilter
let mip
if min:match("_mipmap_") then
min, mip = min:match("^(.*)_mipmap_(.*)$") -- use mipmap; get the filtering used for both mipmaps and min
end
texture.image = love.graphics.newImage(texture.source.data, { mipmaps = not not mip })
texture.image:setFilter(min or "linear", mag)
if mip then texture.image:setMipmapFilter(mip) end
texture.image:setWrap(texture.sampler.wrapS, texture.sampler.wrapT)
end
-- default material
t.materials[0] = {
pbrMetallicRoughness = {
baseColorFactor = {1,1,1,1},
metallicFactor = 1,
roughnessFactor = 1
},
emissiveFactor = {0,0,0},
alphaMode = "OPAQUE",
alphaCutoff = .5,
doubleSided = false
}
-- materials
for _, material in ipairs(t.materials) do
material.pbrMetallicRoughness or= {}
material.pbrMetallicRoughness.baseColorFactor or= {1,1,1,1}
if material.pbrMetallicRoughness.baseColorTexture then
material.pbrMetallicRoughness.baseColorTexture.index = t.textures[material.pbrMetallicRoughness.baseColorTexture.index+1]
material.pbrMetallicRoughness.baseColorTexture.texCoord or= 0
end
material.pbrMetallicRoughness.metallicFactor or= 1
material.pbrMetallicRoughness.roughnessFactor or= 1
if material.pbrMetallicRoughness.metallicRoughnessTexture then
material.pbrMetallicRoughness.metallicRoughnessTexture.index = t.textures[material.pbrMetallicRoughness.metallicRoughnessTexture.index+1]
material.pbrMetallicRoughness.metallicRoughnessTexture.texCoord or= 0
end
if material.normalTexture then
material.normalTexture.index = t.textures[material.normalTexture.index+1]
material.normalTexture.texCoord or= 0
material.normalTexture.scale or= 1
end
if material.occlusionTexture then
material.occlusionTexture.index = t.textures[material.occlusionTexture.index+1]
material.occlusionTexture.texCoord or= 0
material.occlusionTexture.strength or= 1
end
if material.emissiveTexture then
material.emissiveTexture.index = t.textures[material.emissiveTexture.index+1]
material.emissiveTexture.texCoord or= 0
end
material.emissiveFactor or= {0,0,0}
material.alphaMode or= "OPAQUE"
material.alphaCutoff or= .5
material.doubleSided or= false
end
-- meshes
for _, mesh in ipairs(t.meshes) do
for _, primitive in ipairs(mesh.primitives) do
let vertexformat = {}
let vertices = {}
for n, v in pairs(primitive.attributes) do
let accessor = t.accessors[v+1]
primitive.attributes[n] = accessor
table.insert(vertexformat, { attributeName[n] or n, accessor.componentType, accessor.components })
for i, x in ipairs(accessor.data) do
let vertex = vertices[i]
if not vertex then
table.insert(vertices, i, {})
vertex = vertices[i]
end
for _, c in ipairs(x) do
table.insert(vertex, c)
end
end
end
if primitive.mode then
primitive.mode = mode[primitive.mode]
else
primitive.mode = "triangles"
end
primitive.mesh = love.graphics.newMesh(vertexformat, vertices, primitive.mode)
if primitive.indices then
primitive.indices = [ for _, i in ipairs(t.accessors[primitive.indices+1].data) do i+1 end ]
primitive.mesh:setVertexMap(primitive.indices)
end
primitive.material = t.materials[(primitive.material or -1)+1]
if primitive.material.pbrMetallicRoughness.baseColorTexture then
primitive.mesh:setTexture(primitive.material.pbrMetallicRoughness.baseColorTexture.index.image)
end
-- TODO targets
end
end
-- cameras
for _, camera in ipairs(t.cameras) do
if camera.name then t.cameras[camera.name] = camera end
if camera.type == "perspective" then
camera.perspective.aspectRatio or= 16/9
camera.matrix = mat4.from_perspective(camera.perspective.yfov, camera.perspective.aspectRatio, camera.perspective.znear, camera.perspective.zfar)
elseif camera.type == "orthographic" then
camera.matrix = mat4.from_ortho(0, 0, camera.orthographic.xmag, camera.orthographic.ymag, camera.orthographic.znear, camera.orthographic.zfar)
end
end
-- TODO skins
-- TODO animations
-- TODO extensions
-- TODO glb
return t
end
return gltf

View file

@ -62,12 +62,16 @@ ubiquitousse = {
-- @see ecs -- @see ecs
ecs = nil, ecs = nil,
--- Input management, if available. --- Input management, if available.
-- TODO: not currently generated with LDoc. -- TODO: documentation not currently generated with LDoc.
-- @see input -- @see input
input = nil, input = nil,
--- LDtk level import, if available. --- LDtk level import, if available.
-- @see ldtk -- @see ldtk
ldtk = nil, ldtk = nil,
--- glTF model import, if available.
-- TODO: documentation not currently generated with LDoc.
-- @see gltf
gltf = nil,
--- Scene management, if available. --- Scene management, if available.
-- @see scene -- @see scene
scene = nil, scene = nil,
@ -100,7 +104,7 @@ end
package.loaded[p] = ubiquitousse package.loaded[p] = ubiquitousse
-- Require external submodules -- Require external submodules
for _, m in ipairs{"signal", "asset", "ecs", "input", "scene", "timer", "util", "ldtk"} do for _, m in ipairs{"signal", "asset", "ecs", "input", "scene", "timer", "util", "ldtk", "gltf"} do
local s, t = pcall(require, p.."."..m) local s, t = pcall(require, p.."."..m)
if s then if s then
ubiquitousse[m] = t ubiquitousse[m] = t