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 |
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+// 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_ |