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1 // Copyright 2017 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #ifndef CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ | |
6 #define CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ | |
7 | |
8 #include <map> | |
9 #include <memory> | |
10 #include <string> | |
11 #include <vector> | |
12 | |
13 #include "ui/gl/gl_bindings.h" | |
14 | |
15 namespace vr_shell { | |
16 | |
17 namespace gltf { | |
18 | |
19 enum Type { | |
20 SCALAR = 0, | |
21 VEC2, | |
22 VEC3, | |
23 VEC4, | |
24 MAT2, | |
25 MAT3, | |
26 MAT4, | |
27 }; | |
28 | |
29 Type GetType(const std::string& type); | |
30 | |
31 // A Buffer is data stored as binary blob in little-endian format. | |
32 using Buffer = std::string; | |
33 | |
34 // The following structures match the objects defined in glTF 1.0 standard. | |
35 // https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#properties -reference | |
36 | |
37 // A BufferView is subset of data in a buffer. | |
38 struct BufferView { | |
39 const Buffer* buffer; | |
40 int byte_length = 0; | |
41 int byte_offset; | |
42 int target = GL_ARRAY_BUFFER; | |
43 }; | |
44 | |
45 // An Accessor is a typed view into a BufferView. | |
46 struct Accessor { | |
47 const BufferView* buffer_view; | |
48 int byte_offset; | |
49 // TODO(acondor): byte_stride is on BufferView in glTF 2.0. | |
50 int byte_stride = 0; | |
51 int component_type; | |
52 int count; | |
53 Type type; | |
54 }; | |
55 | |
56 // A Mesh is a set of primitives to be rendered. | |
57 struct Mesh { | |
58 // A Primitive describes a geometry to be rendered. | |
59 struct Primitive { | |
60 std::map<std::string, const Accessor*> attributes; | |
61 const Accessor* indices; | |
62 int mode; | |
63 Primitive(); | |
64 ~Primitive(); | |
65 }; | |
66 | |
67 std::vector<std::unique_ptr<Primitive>> primitives; | |
68 Mesh(); | |
69 ~Mesh(); | |
70 }; | |
71 | |
72 // A Node in the node hierarchy. | |
73 struct Node { | |
74 std::vector<const Node*> children; | |
75 // TODO(acondor): There is only one mesh per node in glTF 2.0. | |
76 std::vector<const Mesh*> meshes; | |
77 Node(); | |
78 ~Node(); | |
79 }; | |
80 | |
81 // The root nodes of a scene. | |
82 struct Scene { | |
83 std::vector<const Node*> nodes; | |
84 Scene(); | |
85 ~Scene(); | |
86 }; | |
87 | |
88 class Asset { | |
89 public: | |
90 Asset(); | |
91 virtual ~Asset(); | |
92 | |
93 std::size_t AddBuffer(std::unique_ptr<Buffer> buffer) { | |
bajones
2017/03/21 15:44:23
I know this are all pretty simple functions, but I
acondor_
2017/03/22 16:25:28
Done.
| |
94 auto id = buffers_.size(); | |
95 buffers_.push_back(std::move(buffer)); | |
96 return id; | |
97 } | |
98 | |
99 std::size_t AddBufferView(std::unique_ptr<BufferView> buffer_view) { | |
100 auto id = buffer_views_.size(); | |
101 buffer_views_.push_back(std::move(buffer_view)); | |
102 return id; | |
103 } | |
104 | |
105 std::size_t AddAccessor(std::unique_ptr<Accessor> accessor) { | |
106 auto id = accessors_.size(); | |
107 accessors_.push_back(std::move(accessor)); | |
108 return id; | |
109 } | |
110 | |
111 std::size_t AddMesh(std::unique_ptr<Mesh> mesh) { | |
112 auto id = meshes_.size(); | |
113 meshes_.push_back(std::move(mesh)); | |
114 return id; | |
115 } | |
116 | |
117 std::size_t AddNode(std::unique_ptr<Node> node) { | |
118 auto id = nodes_.size(); | |
119 nodes_.push_back(std::move(node)); | |
120 return id; | |
121 } | |
122 | |
123 std::size_t AddScene(std::unique_ptr<Scene> scene) { | |
124 auto id = scenes_.size(); | |
125 scenes_.push_back(std::move(scene)); | |
126 return id; | |
127 } | |
128 | |
129 const Buffer* GetBuffer(std::size_t id) const { | |
130 return id < buffers_.size() ? buffers_[id].get() : nullptr; | |
131 } | |
132 | |
133 const BufferView* GetBufferView(std::size_t id) const { | |
134 return id < buffer_views_.size() ? buffer_views_[id].get() : nullptr; | |
135 } | |
136 | |
137 const Accessor* GetAccessor(std::size_t id) const { | |
138 return id < accessors_.size() ? accessors_[id].get() : nullptr; | |
139 } | |
140 | |
141 const Mesh* GetMesh(std::size_t id) const { | |
142 return id < meshes_.size() ? meshes_[id].get() : nullptr; | |
143 } | |
144 | |
145 const Node* GetNode(std::size_t id) const { | |
146 return id < nodes_.size() ? nodes_[id].get() : nullptr; | |
147 } | |
148 | |
149 const Scene* GetScene(std::size_t id) const { | |
150 return id < scenes_.size() ? scenes_[id].get() : nullptr; | |
151 } | |
152 | |
153 const Scene* GetScene() const { return scene_; } | |
154 | |
155 void SetScene(const Scene* scene) { scene_ = scene; } | |
156 | |
157 private: | |
158 std::vector<std::unique_ptr<Buffer>> buffers_; | |
159 std::vector<std::unique_ptr<BufferView>> buffer_views_; | |
160 std::vector<std::unique_ptr<Accessor>> accessors_; | |
161 std::vector<std::unique_ptr<Mesh>> meshes_; | |
162 std::vector<std::unique_ptr<Node>> nodes_; | |
163 std::vector<std::unique_ptr<Scene>> scenes_; | |
164 const Scene* scene_; | |
165 }; | |
166 | |
167 } // namespace gltf | |
168 | |
169 } // namespace vr_shell | |
170 | |
171 #endif // CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ | |
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