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