Chromium Code Reviews| Index: chrome/browser/android/vr_shell/gltf_asset.h |
| diff --git a/chrome/browser/android/vr_shell/gltf_asset.h b/chrome/browser/android/vr_shell/gltf_asset.h |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..c269d2a7c4bdd385aa1ac7f4eca5ae6d1aba4743 |
| --- /dev/null |
| +++ b/chrome/browser/android/vr_shell/gltf_asset.h |
| @@ -0,0 +1,171 @@ |
| +// Copyright 2017 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#ifndef CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ |
| +#define CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ |
| + |
| +#include <map> |
| +#include <memory> |
| +#include <string> |
| +#include <vector> |
| + |
| +#include "ui/gl/gl_bindings.h" |
| + |
| +namespace vr_shell { |
| + |
| +namespace gltf { |
| + |
| +enum Type { |
| + SCALAR = 0, |
| + VEC2, |
| + VEC3, |
| + VEC4, |
| + MAT2, |
| + MAT3, |
| + MAT4, |
| +}; |
| + |
| +Type GetType(const std::string& type); |
| + |
| +// A Buffer is data stored as binary blob in little-endian format. |
| +using Buffer = std::string; |
| + |
| +// The following structures match the objects defined in glTF 1.0 standard. |
| +// https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#properties-reference |
| + |
| +// A BufferView is subset of data in a buffer. |
| +struct BufferView { |
| + const Buffer* buffer; |
| + int byte_length = 0; |
| + int byte_offset; |
| + int target = GL_ARRAY_BUFFER; |
| +}; |
| + |
| +// An Accessor is a typed view into a BufferView. |
| +struct Accessor { |
| + const BufferView* buffer_view; |
| + int byte_offset; |
| + // TODO(acondor): byte_stride is on BufferView in glTF 2.0. |
| + int byte_stride = 0; |
| + int component_type; |
| + int count; |
| + Type type; |
| +}; |
| + |
| +// A Mesh is a set of primitives to be rendered. |
| +struct Mesh { |
| + // A Primitive describes a geometry to be rendered. |
| + struct Primitive { |
| + std::map<std::string, const Accessor*> attributes; |
| + const Accessor* indices; |
| + int mode; |
| + Primitive(); |
| + ~Primitive(); |
| + }; |
| + |
| + std::vector<std::unique_ptr<Primitive>> primitives; |
| + Mesh(); |
| + ~Mesh(); |
| +}; |
| + |
| +// A Node in the node hierarchy. |
| +struct Node { |
| + std::vector<const Node*> children; |
| + // TODO(acondor): There is only one mesh per node in glTF 2.0. |
| + std::vector<const Mesh*> meshes; |
| + Node(); |
| + ~Node(); |
| +}; |
| + |
| +// The root nodes of a scene. |
| +struct Scene { |
| + std::vector<const Node*> nodes; |
| + Scene(); |
| + ~Scene(); |
| +}; |
| + |
| +class Asset { |
| + public: |
| + Asset(); |
| + virtual ~Asset(); |
| + |
| + 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.
|
| + auto id = buffers_.size(); |
| + buffers_.push_back(std::move(buffer)); |
| + return id; |
| + } |
| + |
| + std::size_t AddBufferView(std::unique_ptr<BufferView> buffer_view) { |
| + auto id = buffer_views_.size(); |
| + buffer_views_.push_back(std::move(buffer_view)); |
| + return id; |
| + } |
| + |
| + std::size_t AddAccessor(std::unique_ptr<Accessor> accessor) { |
| + auto id = accessors_.size(); |
| + accessors_.push_back(std::move(accessor)); |
| + return id; |
| + } |
| + |
| + std::size_t AddMesh(std::unique_ptr<Mesh> mesh) { |
| + auto id = meshes_.size(); |
| + meshes_.push_back(std::move(mesh)); |
| + return id; |
| + } |
| + |
| + std::size_t AddNode(std::unique_ptr<Node> node) { |
| + auto id = nodes_.size(); |
| + nodes_.push_back(std::move(node)); |
| + return id; |
| + } |
| + |
| + std::size_t AddScene(std::unique_ptr<Scene> scene) { |
| + auto id = scenes_.size(); |
| + scenes_.push_back(std::move(scene)); |
| + return id; |
| + } |
| + |
| + const Buffer* GetBuffer(std::size_t id) const { |
| + return id < buffers_.size() ? buffers_[id].get() : nullptr; |
| + } |
| + |
| + const BufferView* GetBufferView(std::size_t id) const { |
| + return id < buffer_views_.size() ? buffer_views_[id].get() : nullptr; |
| + } |
| + |
| + const Accessor* GetAccessor(std::size_t id) const { |
| + return id < accessors_.size() ? accessors_[id].get() : nullptr; |
| + } |
| + |
| + const Mesh* GetMesh(std::size_t id) const { |
| + return id < meshes_.size() ? meshes_[id].get() : nullptr; |
| + } |
| + |
| + const Node* GetNode(std::size_t id) const { |
| + return id < nodes_.size() ? nodes_[id].get() : nullptr; |
| + } |
| + |
| + const Scene* GetScene(std::size_t id) const { |
| + return id < scenes_.size() ? scenes_[id].get() : nullptr; |
| + } |
| + |
| + const Scene* GetScene() const { return scene_; } |
| + |
| + void SetScene(const Scene* scene) { scene_ = scene; } |
| + |
| + private: |
| + std::vector<std::unique_ptr<Buffer>> buffers_; |
| + std::vector<std::unique_ptr<BufferView>> buffer_views_; |
| + std::vector<std::unique_ptr<Accessor>> accessors_; |
| + std::vector<std::unique_ptr<Mesh>> meshes_; |
| + std::vector<std::unique_ptr<Node>> nodes_; |
| + std::vector<std::unique_ptr<Scene>> scenes_; |
| + const Scene* scene_; |
| +}; |
| + |
| +} // namespace gltf |
| + |
| +} // namespace vr_shell |
| + |
| +#endif // CHROME_BROWSER_ANDROID_VR_SHELL_GLTF_ASSET_H_ |