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/*
* Copyright 2022 Frederico de Oliveira Linhares
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "mesh.hpp"
#include <array>
#include <fstream>
#include "../command.hpp"
#include "../core.hpp"
#include "vertex_3d.hpp"
namespace
{
// Data that is only needed for the command chain but not for the Mesh goes
// here.
struct MeshBuilder
{
std::string mesh_path;
VK::Mesh *mesh;
MeshBuilder(VK::Mesh *m, std::string mp);
MeshBuilder(VK::Mesh *m, const char* mp);
};
MeshBuilder::MeshBuilder(VK::Mesh *m, std::string mp):
mesh{m},
mesh_path{mp}
{
}
MeshBuilder::MeshBuilder(VK::Mesh *m, const char *mp):
MeshBuilder{m, std::string(mp)}
{
}
uint32_t read_uint32_from_file(std::ifstream &input_file)
{
uint32_t data{};
input_file.read((char*)&data, sizeof(uint32_t));
return data;
}
glm::vec2 read_vec2_from_file(std::ifstream &input_file)
{
glm::vec2 data{};
input_file.read((char*)&data.x, sizeof(glm::vec2::value_type));
input_file.read((char*)&data.y, sizeof(glm::vec2::value_type));
return data;
}
glm::vec3 read_vec3_from_file(std::ifstream &input_file)
{
glm::vec3 data{};
input_file.read((char*)&data.x, sizeof(glm::vec3::value_type));
input_file.read((char*)&data.y, sizeof(glm::vec3::value_type));
input_file.read((char*)&data.z, sizeof(glm::vec3::value_type));
return data;
}
void
load_mesh(void *obj)
{
auto self = static_cast<MeshBuilder*>(obj);
std::ifstream input_file{self->mesh_path};
if(!input_file.is_open()) throw CommandError{"Failed to open file."};
self->mesh->queue_family =
cg_core.vk_device_with_swapchain->get_queue_family_with_graphics();
// Load vertexes.
{
auto vertex_count{read_uint32_from_file(input_file)};
std::vector<VK::Vertex3D> vertexes{vertex_count};
for(auto i{0}; i < vertex_count; i++)
{
vertexes[i].position = read_vec3_from_file(input_file);
vertexes[i].normal = read_vec3_from_file(input_file);
vertexes[i].texture_coord = read_vec2_from_file(input_file);
}
void *vertexes_data{vertexes.data()};
size_t vertexes_size = sizeof(vertexes[0]) * vertexes.size();
self->mesh->source_vertex_buffer = new VK::SourceBuffer{
self->mesh->queue_family->device, vertexes_data, vertexes_size};
self->mesh->vertex_buffer = new VK::DestinationBuffer{
self->mesh->queue_family, self->mesh->source_vertex_buffer,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT};
}
// Load indexes.
{
self->mesh->index_count = read_uint32_from_file(input_file);
std::vector<uint32_t> indexes(self->mesh->index_count);
for(auto i{0}; i < self->mesh->index_count; i++)
indexes[i] = read_uint32_from_file(input_file);
void *indexes_data{indexes.data()};
size_t indexes_size{sizeof(indexes[0]) * indexes.size()};
VK::SourceBuffer source_index_buffer{
self->mesh->queue_family->device, indexes_data, indexes_size};
self->mesh->index_buffer = new VK::DestinationBuffer{
self->mesh->queue_family, &source_index_buffer,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT};
}
}
void
unload_mesh(void *obj)
{
auto self = static_cast<MeshBuilder*>(obj);
delete self->mesh->index_buffer;
delete self->mesh->vertex_buffer;
delete self->mesh->source_vertex_buffer;
}
static const CommandChain loader{
{&load_mesh, &unload_mesh}
};
}
namespace VK
{
Mesh::Mesh(std::string mesh_path)
{
MeshBuilder mesh_builder(this, mesh_path);
loader.execute(&mesh_builder);
}
Mesh::Mesh(const char* mesh_path):
Mesh{std::string(mesh_path)}
{
}
Mesh::~Mesh()
{
MeshBuilder mesh_builder(this, "");
loader.revert(&mesh_builder);
}
}
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