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1 /*
2  * Copyright (C) 2023 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 #include "gltf2.h"
16 
17 #include <3d/gltf/gltf.h>
18 #include <3d/intf_graphics_context.h>
19 #include <core/ecs/intf_ecs.h>
20 #include <core/ecs/intf_entity_manager.h>
21 #include <core/intf_engine.h>
22 #include <core/io/intf_file_manager.h>
23 #include <core/log.h>
24 #include <core/plugin/intf_plugin_register.h>
25 #include <render/device/intf_gpu_resource_manager.h>
26 #include <render/intf_render_context.h>
27 
28 #include "data.h"
29 #include "gltf2_exporter.h"
30 #include "gltf2_importer.h"
31 #include "gltf2_loader.h"
32 
33 CORE3D_BEGIN_NAMESPACE()
34 using namespace BASE_NS;
35 using namespace CORE_NS;
36 
Gltf2(IGraphicsContext & graphicsContext)37 Gltf2::Gltf2(IGraphicsContext& graphicsContext)
38     : engine_(&(graphicsContext.GetRenderContext().GetEngine())), renderContext_(&graphicsContext.GetRenderContext()),
39       fileManager_(engine_->GetFileManager())
40 {}
41 
Gltf2(IFileManager & fileManager)42 Gltf2::Gltf2(IFileManager& fileManager) : fileManager_(fileManager) {}
43 
44 // Internal helper.
LoadGLTF(IFileManager & fileManager,const string_view uri)45 GLTFLoadResult LoadGLTF(IFileManager& fileManager, const string_view uri)
46 {
47     auto loadResult = GLTF2::LoadGLTF(fileManager, uri);
48     GLTFLoadResult result;
49     result.error = std::move(loadResult.error);
50     result.success = loadResult.success;
51     result.data = IGLTFData::Ptr { loadResult.data.release() };
52 
53     return result;
54 }
55 
56 // Api loading function.
LoadGLTF(const string_view uri)57 GLTFLoadResult Gltf2::LoadGLTF(const string_view uri)
58 {
59     return CORE3D_NS::LoadGLTF(fileManager_, uri);
60 }
61 
LoadGLTF(array_view<uint8_t const> data)62 GLTFLoadResult Gltf2::LoadGLTF(array_view<uint8_t const> data)
63 {
64     auto loadResult = GLTF2::LoadGLTF(fileManager_, data);
65     GLTFLoadResult result;
66     result.error = std::move(loadResult.error);
67     result.success = loadResult.success;
68     result.data = IGLTFData::Ptr { loadResult.data.release() };
69     return result;
70 }
71 
72 // Api import functions
ImportGltfScene(size_t sceneIndex,const IGLTFData & gltfData,const GLTFResourceData & gltfResourceData,IEcs & ecs,Entity rootEntity,GltfSceneImportFlags flags)73 Entity Gltf2::ImportGltfScene(size_t sceneIndex, const IGLTFData& gltfData, const GLTFResourceData& gltfResourceData,
74     IEcs& ecs, Entity rootEntity, GltfSceneImportFlags flags)
75 {
76     CORE_ASSERT(renderContext_);
77     if (renderContext_) {
78         const GLTF2::Data& data = static_cast<const GLTF2::Data&>(gltfData);
79         return ImportScene(renderContext_->GetDevice(), sceneIndex, data, gltfResourceData, ecs, rootEntity, flags);
80     }
81     return {};
82 }
83 
CreateGLTF2Importer(IEcs & ecs)84 IGLTF2Importer::Ptr Gltf2::CreateGLTF2Importer(IEcs& ecs)
85 {
86     CORE_ASSERT(engine_ && renderContext_);
87     if (engine_ && renderContext_) {
88         if (auto pool = ecs.GetThreadPool(); pool) {
89             return CreateGLTF2Importer(ecs, *pool);
90         }
91         return IGLTF2Importer::Ptr { new GLTF2::GLTF2Importer(*engine_, *renderContext_, ecs) };
92     }
93     return nullptr;
94 }
95 
CreateGLTF2Importer(IEcs & ecs,IThreadPool & pool)96 IGLTF2Importer::Ptr Gltf2::CreateGLTF2Importer(IEcs& ecs, IThreadPool& pool)
97 {
98     CORE_ASSERT(engine_ && renderContext_);
99     if (engine_ && renderContext_) {
100         return IGLTF2Importer::Ptr { new GLTF2::GLTF2Importer(*engine_, *renderContext_, ecs, pool) };
101     }
102     return nullptr;
103 }
104 
105 // Api exporting function.
SaveGLTF(IEcs & ecs,const string_view uri)106 bool Gltf2::SaveGLTF(IEcs& ecs, const string_view uri)
107 {
108     CORE_ASSERT(engine_);
109     if (engine_) {
110         if (auto result = GLTF2::ExportGLTF(*engine_, ecs); result.success) {
111             if (auto file = fileManager_.CreateFile(uri); file) {
112                 auto const ext = uri.rfind('.');
113                 auto const extension = string_view(uri.data() + ext + 1);
114                 if (extension == "gltf") {
115                     for (auto const& buffer : result.data->buffers) {
116                         string dataFileUri = uri.substr(0, ext) + ".bin";
117                         if (auto dataFile = fileManager_.CreateFile(dataFileUri); dataFile) {
118                             dataFile->Write(buffer->data.data(), buffer->data.size());
119                             if (auto const path = dataFileUri.rfind('/'); path != string::npos) {
120                                 dataFileUri.erase(0, path + 1);
121                             }
122                             buffer->uri = dataFileUri;
123                         }
124                     }
125                     GLTF2::SaveGLTF(*result.data, *file, engine_->GetVersion());
126                 } else {
127                     GLTF2::SaveGLB(*result.data, *file, engine_->GetVersion());
128                 }
129             } else {
130                 result.error += "Failed to create file: " + uri;
131                 result.success = false;
132             }
133             return result.success;
134         } else {
135             return result.success;
136         }
137     }
138     return false;
139 }
140 CORE3D_END_NAMESPACE()
141