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Vulkan2021
VkCV Framework
Commits
7b86534f
Commit
7b86534f
authored
3 years ago
by
Trevor Hollmann
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[
#79
] Add/Improve TODO comments throughout the file.
parent
34ae8a34
No related branches found
No related tags found
1 merge request
!69
Resolve "Rework Asset Loader API"
Pipeline
#26026
passed
3 years ago
Stage: build
Stage: deploy
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1 changed file
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+48
-16
48 additions, 16 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
with
48 additions
and
16 deletions
modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+
48
−
16
View file @
7b86534f
...
@@ -88,8 +88,12 @@ int createTextures(const std::vector<fx::gltf::Texture> &tex_src,
...
@@ -88,8 +88,12 @@ int createTextures(const std::vector<fx::gltf::Texture> &tex_src,
dst
.
clear
();
dst
.
clear
();
dst
.
reserve
(
tex_src
.
size
());
dst
.
reserve
(
tex_src
.
size
());
for
(
int
i
=
0
;
i
<
tex_src
.
size
();
i
++
)
{
for
(
int
i
=
0
;
i
<
tex_src
.
size
();
i
++
)
{
// TODO Image objects in glTF can have a URI _or_ a bufferView
// TODO Image objects in glTF can have
// and a mimeType; but here we are always assuming a URI.
// 1) a URI
// 2) a bufferView and a mimeType
// to describe where/how to load the data, but here we are
// always assuming a URI. In order to load files where images
// have no URI, we need to handle the second case as well here.
std
::
string
uri
=
dir
+
"/"
+
img_src
[
tex_src
[
i
].
source
].
uri
;
std
::
string
uri
=
dir
+
"/"
+
img_src
[
tex_src
[
i
].
source
].
uri
;
int
w
,
h
,
c
;
int
w
,
h
,
c
;
...
@@ -220,11 +224,15 @@ std::array<float, 16> computeModelMatrix(std::array<float, 3> translation, std::
...
@@ -220,11 +224,15 @@ std::array<float, 16> computeModelMatrix(std::array<float, 3> translation, std::
}
}
/* TODO Should probably be a member function of vkcv::asset::Material */
bool
materialHasTexture
(
const
Material
*
const
m
,
const
PBRTextureTarget
t
)
bool
materialHasTexture
(
const
Material
*
const
m
,
const
PBRTextureTarget
t
)
{
{
return
m
->
textureMask
&
bitflag
(
t
);
return
m
->
textureMask
&
bitflag
(
t
);
}
}
/**
* TODO document
*/
int
translateSamplerMode
(
const
fx
::
gltf
::
Sampler
::
WrappingMode
mode
)
int
translateSamplerMode
(
const
fx
::
gltf
::
Sampler
::
WrappingMode
mode
)
{
{
switch
(
mode
)
{
switch
(
mode
)
{
...
@@ -238,6 +246,11 @@ int translateSamplerMode(const fx::gltf::Sampler::WrappingMode mode)
...
@@ -238,6 +246,11 @@ int translateSamplerMode(const fx::gltf::Sampler::WrappingMode mode)
}
}
}
}
/**
* TODO document
* Most of the documenting comment above the struct {...} Sampler definition in
* the header could be moved here.
*/
int
translateSampler
(
const
fx
::
gltf
::
Sampler
&
src
,
vkcv
::
asset
::
Sampler
&
dst
)
int
translateSampler
(
const
fx
::
gltf
::
Sampler
&
src
,
vkcv
::
asset
::
Sampler
&
dst
)
{
{
dst
.
minLOD
=
0
;
dst
.
minLOD
=
0
;
...
@@ -277,11 +290,10 @@ int translateSampler(const fx::gltf::Sampler &src, vkcv::asset::Sampler &dst)
...
@@ -277,11 +290,10 @@ int translateSampler(const fx::gltf::Sampler &src, vkcv::asset::Sampler &dst)
dst
.
addressModeU
=
translateSamplerMode
(
src
.
wrapS
);
dst
.
addressModeU
=
translateSamplerMode
(
src
.
wrapS
);
dst
.
addressModeV
=
translateSamplerMode
(
src
.
wrapT
);
dst
.
addressModeV
=
translateSamplerMode
(
src
.
wrapT
);
// XXX What's a good heuristic for W?
// TODO There is no information about wrapping for a third axis in
if
(
src
.
wrapS
==
src
.
wrapT
)
// glTF... what's a good heuristic we can use to set addressModeW?
dst
.
addressModeW
=
dst
.
addressModeU
;
// The following hardocded solution is only a temporary hack.
else
dst
.
addressModeW
=
VK_SAMPLER_ADDRESS_MODE_REPEAT
;
dst
.
addressModeW
=
VK_SAMPLER_ADDRESS_MODE_REPEAT
;
return
ASSET_SUCCESS
;
return
ASSET_SUCCESS
;
}
}
...
@@ -302,7 +314,9 @@ int loadScene(const std::string &path, Scene &scene){
...
@@ -302,7 +314,9 @@ int loadScene(const std::string &path, Scene &scene){
recurseExceptionPrint
(
e
,
path
);
recurseExceptionPrint
(
e
,
path
);
return
ASSET_ERROR
;
return
ASSET_ERROR
;
}
}
// TODO use std::filesystem::path instead of std::string for path/uri?
// TODO use std::filesystem::path instead of std::string for path/uri.
// Using simple strings and assuming the path separator symbol to be "/" is
// not safe across different operating systems.
size_t
pos
=
path
.
find_last_of
(
"/"
);
size_t
pos
=
path
.
find_last_of
(
"/"
);
auto
dir
=
path
.
substr
(
0
,
pos
);
auto
dir
=
path
.
substr
(
0
,
pos
);
...
@@ -320,6 +334,8 @@ int loadScene(const std::string &path, Scene &scene){
...
@@ -320,6 +334,8 @@ int loadScene(const std::string &path, Scene &scene){
std
::
vector
<
int
>
vertexGroupsIndices
;
std
::
vector
<
int
>
vertexGroupsIndices
;
fx
::
gltf
::
Mesh
const
&
objectMesh
=
sceneObjects
.
meshes
[
i
];
fx
::
gltf
::
Mesh
const
&
objectMesh
=
sceneObjects
.
meshes
[
i
];
// TODO This loop should be moved to its own function just like the
// code for loading textures and getting vertex attributes.
for
(
int
j
=
0
;
j
<
objectMesh
.
primitives
.
size
();
j
++
){
for
(
int
j
=
0
;
j
<
objectMesh
.
primitives
.
size
();
j
++
){
fx
::
gltf
::
Primitive
const
&
objectPrimitive
=
objectMesh
.
primitives
[
j
];
fx
::
gltf
::
Primitive
const
&
objectPrimitive
=
objectMesh
.
primitives
[
j
];
std
::
vector
<
VertexAttribute
>
vertexAttributes
;
std
::
vector
<
VertexAttribute
>
vertexAttributes
;
...
@@ -400,8 +416,10 @@ int loadScene(const std::string &path, Scene &scene){
...
@@ -400,8 +416,10 @@ int loadScene(const std::string &path, Scene &scene){
attribute
.
offset
-=
relevantBufferOffset
;
attribute
.
offset
-=
relevantBufferOffset
;
}
}
// FIXME This does the same in each iteration of the loop and
// should be moved outside the loop
const
size_t
numVertexGroups
=
objectMesh
.
primitives
.
size
();
const
size_t
numVertexGroups
=
objectMesh
.
primitives
.
size
();
vertexGroups
.
reserve
(
numVertexGroups
);
// FIXME this is a bug
vertexGroups
.
reserve
(
numVertexGroups
);
vertexGroups
.
push_back
({
vertexGroups
.
push_back
({
static_cast
<
PrimitiveMode
>
(
objectPrimitive
.
mode
),
static_cast
<
PrimitiveMode
>
(
objectPrimitive
.
mode
),
...
@@ -425,6 +443,11 @@ int loadScene(const std::string &path, Scene &scene){
...
@@ -425,6 +443,11 @@ int loadScene(const std::string &path, Scene &scene){
meshes
.
push_back
(
mesh
);
meshes
.
push_back
(
mesh
);
}
}
// TODO Are we sure that every node has a mesh defined? What if there is a
// node with just a Camera? Will it have a default value for the mesh index
// like 0? In that case we'd overwrite the model matrix of the mesh at
// Scene.meshes[0].modelMatrix...
// I'm not 100% certain, but this looks wrong to me, please double-check!
for
(
int
m
=
0
;
m
<
sceneObjects
.
nodes
.
size
();
m
++
)
{
for
(
int
m
=
0
;
m
<
sceneObjects
.
nodes
.
size
();
m
++
)
{
meshes
[
sceneObjects
.
nodes
[
m
].
mesh
].
modelMatrix
=
computeModelMatrix
(
sceneObjects
.
nodes
[
m
].
translation
,
meshes
[
sceneObjects
.
nodes
[
m
].
mesh
].
modelMatrix
=
computeModelMatrix
(
sceneObjects
.
nodes
[
m
].
translation
,
sceneObjects
.
nodes
[
m
].
scale
,
sceneObjects
.
nodes
[
m
].
scale
,
...
@@ -438,19 +461,28 @@ int loadScene(const std::string &path, Scene &scene){
...
@@ -438,19 +461,28 @@ int loadScene(const std::string &path, Scene &scene){
missing
,
path
.
c_str
());
missing
,
path
.
c_str
());
}
}
// TODO creating the materials should be moved to its own function just
// like with textures, vertex groups and vertex attributes before
if
(
sceneObjects
.
materials
.
size
()
>
0
){
if
(
sceneObjects
.
materials
.
size
()
>
0
){
materials
.
reserve
(
sceneObjects
.
materials
.
size
());
materials
.
reserve
(
sceneObjects
.
materials
.
size
());
for
(
int
l
=
0
;
l
<
sceneObjects
.
materials
.
size
();
l
++
){
for
(
int
l
=
0
;
l
<
sceneObjects
.
materials
.
size
();
l
++
){
fx
::
gltf
::
Material
material
=
sceneObjects
.
materials
[
l
];
fx
::
gltf
::
Material
material
=
sceneObjects
.
materials
[
l
];
// TODO I think we shouldn't set the index for a texture target if
// TODO When constructing the the vkcv::asset::Material we need to
// it isn't defined. So we need to test first if there is a normal
// test what kind of texture targets it has and then define the
// texture before assigning material.normalTexture.index.
// textureMask for it.
// About the bitmask: If a normal texture is there, modify the
// Also, what does the fx::gltf::Material do with indices of
// materials textureMask like this:
// texture targets that don't exist? Maybe we shouldn't set the
// mat.textureMask |= bitflag(asset::normal);
// index for eb. the normalTexture if there is no normal texture...
// It may be a good idea to create an extra function for creating a
// material and adding it to the materials array instead of trying
// to fit it all into one push_back({...}) call.
//
// Example for using the bitmask: If a normal texture is there,
// modify the materials textureMask like this:
// mat.textureMask |= bitflag(asset::PBRTextureTarget::normal);
materials
.
push_back
({
materials
.
push_back
({
0
,
// TODO
0
,
// TODO
set this mask
material
.
pbrMetallicRoughness
.
baseColorTexture
.
index
,
material
.
pbrMetallicRoughness
.
baseColorTexture
.
index
,
material
.
pbrMetallicRoughness
.
metallicRoughnessTexture
.
index
,
material
.
pbrMetallicRoughness
.
metallicRoughnessTexture
.
index
,
material
.
normalTexture
.
index
,
material
.
normalTexture
.
index
,
...
...
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