Files
coven/modules/ufbx/examples/viewer/viewer.c

982 lines
32 KiB
C

#include "external/sokol_app.h"
#include "external/sokol_gfx.h"
#include "external/sokol_time.h"
#include "external/sokol_glue.h"
#include "external/umath.h"
#include "../../ufbx.h"
#include "shaders/mesh.h"
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#define MAX_BONES 64
#define MAX_BLEND_SHAPES 64
um_vec2 ufbx_to_um_vec2(ufbx_vec2 v) { return um_v2((float)v.x, (float)v.y); }
um_vec3 ufbx_to_um_vec3(ufbx_vec3 v) { return um_v3((float)v.x, (float)v.y, (float)v.z); }
um_quat ufbx_to_um_quat(ufbx_quat v) { return um_quat_xyzw((float)v.x, (float)v.y, (float)v.z, (float)v.w); }
um_mat ufbx_to_um_mat(ufbx_matrix m) {
return um_mat_rows(
(float)m.m00, (float)m.m01, (float)m.m02, (float)m.m03,
(float)m.m10, (float)m.m11, (float)m.m12, (float)m.m13,
(float)m.m20, (float)m.m21, (float)m.m22, (float)m.m23,
0, 0, 0, 1,
);
}
typedef struct mesh_vertex {
um_vec3 position;
um_vec3 normal;
um_vec2 uv;
float f_vertex_index;
} mesh_vertex;
typedef struct skin_vertex {
uint8_t bone_index[4];
uint8_t bone_weight[4];
} skin_vertex;
static const sg_layout_desc mesh_vertex_layout = {
.attrs = {
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT3 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT3 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT2 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT },
},
};
static const sg_layout_desc skinned_mesh_vertex_layout = {
.attrs = {
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT3 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT3 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT2 },
{ .buffer_index = 0, .format = SG_VERTEXFORMAT_FLOAT },
{ .buffer_index = 1, .format = SG_VERTEXFORMAT_BYTE4 },
{ .buffer_index = 1, .format = SG_VERTEXFORMAT_UBYTE4N },
},
};
void print_error(const ufbx_error *error, const char *description)
{
char buffer[1024];
ufbx_format_error(buffer, sizeof(buffer), error);
fprintf(stderr, "%s\n%s\n", description, buffer);
}
void *alloc_imp(size_t type_size, size_t count)
{
void *ptr = malloc(type_size * count);
if (!ptr) {
fprintf(stderr, "Out of memory\n");
exit(1);
}
memset(ptr, 0, type_size * count);
return ptr;
}
void *alloc_dup_imp(size_t type_size, size_t count, const void *data)
{
void *ptr = malloc(type_size * count);
if (!ptr) {
fprintf(stderr, "Out of memory\n");
exit(1);
}
memcpy(ptr, data, type_size * count);
return ptr;
}
#define alloc(m_type, m_count) (m_type*)alloc_imp(sizeof(m_type), (m_count))
#define alloc_dup(m_type, m_count, m_data) (m_type*)alloc_dup_imp(sizeof(m_type), (m_count), (m_data))
size_t min_sz(size_t a, size_t b) { return a < b ? a : b; }
size_t max_sz(size_t a, size_t b) { return b < a ? a : b; }
size_t clamp_sz(size_t a, size_t min_a, size_t max_a) { return min_sz(max_sz(a, min_a), max_a); }
typedef struct viewer_node_anim {
float time_begin;
float framerate;
size_t num_frames;
um_quat const_rot;
um_vec3 const_pos;
um_vec3 const_scale;
um_quat *rot;
um_vec3 *pos;
um_vec3 *scale;
} viewer_node_anim;
typedef struct viewer_blend_channel_anim {
float const_weight;
float *weight;
} viewer_blend_channel_anim;
typedef struct viewer_anim {
const char *name;
float time_begin;
float time_end;
float framerate;
size_t num_frames;
viewer_node_anim *nodes;
viewer_blend_channel_anim *blend_channels;
} viewer_anim;
typedef struct viewer_node {
int32_t parent_index;
um_mat geometry_to_node;
um_mat node_to_parent;
um_mat node_to_world;
um_mat geometry_to_world;
um_mat normal_to_world;
} viewer_node;
typedef struct viewer_blend_channel {
float weight;
} viewer_blend_channel;
typedef struct viewer_mesh_part {
sg_buffer vertex_buffer;
sg_buffer index_buffer;
sg_buffer skin_buffer; // Optional
size_t num_indices;
int32_t material_index;
} viewer_mesh_part;
typedef struct viewer_mesh {
int32_t *instance_node_indices;
size_t num_instances;
viewer_mesh_part *parts;
size_t num_parts;
bool aabb_is_local;
um_vec3 aabb_min;
um_vec3 aabb_max;
// Skinning (optional)
bool skinned;
size_t num_bones;
int32_t bone_indices[MAX_BONES];
um_mat bone_matrices[MAX_BONES];
// Blend shapes (optional)
size_t num_blend_shapes;
sg_image blend_shape_image;
int32_t blend_channel_indices[MAX_BLEND_SHAPES];
} viewer_mesh;
typedef struct viewer_scene {
viewer_node *nodes;
size_t num_nodes;
viewer_mesh *meshes;
size_t num_meshes;
viewer_blend_channel *blend_channels;
size_t num_blend_channels;
viewer_anim *animations;
size_t num_animations;
um_vec3 aabb_min;
um_vec3 aabb_max;
} viewer_scene;
typedef struct viewer {
viewer_scene scene;
float anim_time;
sg_shader shader_mesh_lit_static;
sg_shader shader_mesh_lit_skinned;
sg_pipeline pipe_mesh_lit_static;
sg_pipeline pipe_mesh_lit_skinned;
sg_image empty_blend_shape_image;
um_mat world_to_view;
um_mat view_to_clip;
um_mat world_to_clip;
float camera_yaw;
float camera_pitch;
float camera_distance;
uint32_t mouse_buttons;
} viewer;
void read_node(viewer_node *vnode, ufbx_node *node)
{
vnode->parent_index = node->parent ? node->parent->typed_id : -1;
vnode->node_to_parent = ufbx_to_um_mat(node->node_to_parent);
vnode->node_to_world = ufbx_to_um_mat(node->node_to_world);
vnode->geometry_to_node = ufbx_to_um_mat(node->geometry_to_node);
vnode->geometry_to_world = ufbx_to_um_mat(node->geometry_to_world);
vnode->normal_to_world = ufbx_to_um_mat(ufbx_matrix_for_normals(&node->geometry_to_world));
}
sg_image pack_blend_channels_to_image(ufbx_mesh *mesh, ufbx_blend_channel **channels, size_t num_channels)
{
// We pack the blend shape data into a 1024xNxM texture array where each texel
// contains the vertex `Y*1024 + X` for blend shape `Z`.
uint32_t tex_width = 1024;
uint32_t tex_height_min = ((uint32_t)mesh->num_vertices + tex_width - 1) / tex_width;
uint32_t tex_slices = (uint32_t)num_channels;
// Let's make the texture size a power of two just to be sure...
uint32_t tex_height = 1;
while (tex_height < tex_height_min) {
tex_height *= 2;
}
// NOTE: A proper implementation would probably compress the shape offsets to FP16
// or some other quantization to save space, we use full FP32 here for simplicity.
size_t tex_texels = tex_width * tex_height * tex_slices;
um_vec4 *tex_data = alloc(um_vec4, tex_texels);
// Copy the vertex offsets from each blend shape
for (uint32_t ci = 0; ci < num_channels; ci++) {
ufbx_blend_channel *chan = channels[ci];
um_vec4 *slice_data = tex_data + tex_width * tex_height * ci;
// Let's use the last blend shape if there's multiple blend phases as we don't
// support it. Fortunately this feature is quite rarely used in practice.
ufbx_blend_shape *shape = chan->keyframes.data[chan->keyframes.count - 1].shape;
for (size_t oi = 0; oi < shape->num_offsets; oi++) {
uint32_t ix = (uint32_t)shape->offset_vertices.data[oi];
if (ix < mesh->num_vertices) {
// We don't need to do any indexing to X/Y here as the memory layout of
// `slice_data` pixels is the same as the linear buffer would be.
slice_data[ix].xyz = ufbx_to_um_vec3(shape->position_offsets.data[oi]);
}
}
}
// Upload the combined blend offset image to the GPU
sg_image image = sg_make_image(&(sg_image_desc){
.type = SG_IMAGETYPE_ARRAY,
.width = (int)tex_width,
.height = (int)tex_height,
.num_slices = tex_slices,
.pixel_format = SG_PIXELFORMAT_RGBA32F,
.data.subimage[0][0] = { tex_data, tex_texels * sizeof(um_vec4) },
});
free(tex_data);
return image;
}
void read_mesh(viewer_mesh *vmesh, ufbx_mesh *mesh)
{
// Count the number of needed parts and temporary buffers
size_t max_parts = 0;
size_t max_triangles = 0;
// We need to render each material of the mesh in a separate part, so let's
// count the number of parts and maximum number of triangles needed.
for (size_t pi = 0; pi < mesh->materials.count; pi++) {
ufbx_mesh_material *mesh_mat = &mesh->materials.data[pi];
if (mesh_mat->num_triangles == 0) continue;
max_parts += 1;
max_triangles = max_sz(max_triangles, mesh_mat->num_triangles);
}
// Temporary buffers
size_t num_tri_indices = mesh->max_face_triangles * 3;
uint32_t *tri_indices = alloc(uint32_t, num_tri_indices);
mesh_vertex *vertices = alloc(mesh_vertex, max_triangles * 3);
skin_vertex *skin_vertices = alloc(skin_vertex, max_triangles * 3);
skin_vertex *mesh_skin_vertices = alloc(skin_vertex, mesh->num_vertices);
uint32_t *indices = alloc(uint32_t, max_triangles * 3);
// Result buffers
viewer_mesh_part *parts = alloc(viewer_mesh_part, max_parts);
size_t num_parts = 0;
// In FBX files a single mesh can be instanced by multiple nodes. ufbx handles the connection
// in two ways: (1) `ufbx_node.mesh/light/camera/etc` contains pointer to the data "attribute"
// that node uses and (2) each element that can be connected to a node contains a list of
// `ufbx_node*` instances eg. `ufbx_mesh.instances`.
vmesh->num_instances = mesh->instances.count;
vmesh->instance_node_indices = alloc(int32_t, mesh->instances.count);
for (size_t i = 0; i < mesh->instances.count; i++) {
vmesh->instance_node_indices[i] = (int32_t)mesh->instances.data[i]->typed_id;
}
// Create the vertex buffers
size_t num_blend_shapes = 0;
ufbx_blend_channel *blend_channels[MAX_BLEND_SHAPES];
size_t num_bones = 0;
ufbx_skin_deformer *skin = NULL;
if (mesh->skin_deformers.count > 0) {
vmesh->skinned = true;
// Having multiple skin deformers attached at once is exceedingly rare so we can just
// pick the first one without having to worry too much about it.
skin = mesh->skin_deformers.data[0];
// NOTE: A proper implementation would split meshes with too many bones to chunks but
// for simplicity we're going to just pick the first `MAX_BONES` ones.
for (size_t ci = 0; ci < skin->clusters.count; ci++) {
ufbx_skin_cluster *cluster = skin->clusters.data[ci];
if (num_bones < MAX_BONES) {
vmesh->bone_indices[num_bones] = (int32_t)cluster->bone_node->typed_id;
vmesh->bone_matrices[num_bones] = ufbx_to_um_mat(cluster->geometry_to_bone);
num_bones++;
}
}
vmesh->num_bones = num_bones;
// Pre-calculate the skinned vertex bones/weights for each vertex as they will probably
// be shared by multiple indices.
for (size_t vi = 0; vi < mesh->num_vertices; vi++) {
size_t num_weights = 0;
float total_weight = 0.0f;
float weights[4] = { 0.0f };
uint8_t clusters[4] = { 0 };
// `ufbx_skin_vertex` contains the offset and number of weights that deform the vertex
// in a descending weight order so we can pick the first N weights to use and get a
// reasonable approximation of the skinning.
ufbx_skin_vertex vertex_weights = skin->vertices.data[vi];
for (size_t wi = 0; wi < vertex_weights.num_weights; wi++) {
if (num_weights >= 4) break;
ufbx_skin_weight weight = skin->weights.data[vertex_weights.weight_begin + wi];
// Since we only support a fixed amount of bones up to `MAX_BONES` and we take the
// first N ones we need to ignore weights with too high `cluster_index`.
if (weight.cluster_index < MAX_BONES) {
total_weight += (float)weight.weight;
clusters[num_weights] = (uint8_t)weight.cluster_index;
weights[num_weights] = (float)weight.weight;
num_weights++;
}
}
// Normalize and quantize the weights to 8 bits. We need to be a bit careful to make
// sure the _quantized_ sum is normalized ie. all 8-bit values sum to 255.
if (total_weight > 0.0f) {
skin_vertex *skin_vert = &mesh_skin_vertices[vi];
uint32_t quantized_sum = 0;
for (size_t i = 0; i < 4; i++) {
uint8_t quantized_weight = (uint8_t)((float)weights[i] / total_weight * 255.0f);
quantized_sum += quantized_weight;
skin_vert->bone_index[i] = clusters[i];
skin_vert->bone_weight[i] = quantized_weight;
}
skin_vert->bone_weight[0] += 255 - quantized_sum;
}
}
}
// Fetch blend channels from all attached blend deformers.
for (size_t di = 0; di < mesh->blend_deformers.count; di++) {
ufbx_blend_deformer *deformer = mesh->blend_deformers.data[di];
for (size_t ci = 0; ci < deformer->channels.count; ci++) {
ufbx_blend_channel *chan = deformer->channels.data[ci];
if (chan->keyframes.count == 0) continue;
if (num_blend_shapes < MAX_BLEND_SHAPES) {
blend_channels[num_blend_shapes] = chan;
vmesh->blend_channel_indices[num_blend_shapes] = (int32_t)chan->typed_id;
num_blend_shapes++;
}
}
}
if (num_blend_shapes > 0) {
vmesh->blend_shape_image = pack_blend_channels_to_image(mesh, blend_channels, num_blend_shapes);
vmesh->num_blend_shapes = num_blend_shapes;
}
// Our shader supports only a single material per draw call so we need to split the mesh
// into parts by material. `ufbx_mesh_material` contains a handy compact list of faces
// that use the material which we use here.
for (size_t pi = 0; pi < mesh->materials.count; pi++) {
ufbx_mesh_material *mesh_mat = &mesh->materials.data[pi];
if (mesh_mat->num_triangles == 0) continue;
viewer_mesh_part *part = &parts[num_parts++];
size_t num_indices = 0;
// First fetch all vertices into a flat non-indexed buffer, we also need to
// triangulate the faces
for (size_t fi = 0; fi < mesh_mat->num_faces; fi++) {
ufbx_face face = mesh->faces.data[mesh_mat->face_indices.data[fi]];
size_t num_tris = ufbx_triangulate_face(tri_indices, num_tri_indices, mesh, face);
ufbx_vec2 default_uv = { 0 };
// Iterate through every vertex of every triangle in the triangulated result
for (size_t vi = 0; vi < num_tris * 3; vi++) {
uint32_t ix = tri_indices[vi];
mesh_vertex *vert = &vertices[num_indices];
ufbx_vec3 pos = ufbx_get_vertex_vec3(&mesh->vertex_position, ix);
ufbx_vec3 normal = ufbx_get_vertex_vec3(&mesh->vertex_normal, ix);
ufbx_vec2 uv = mesh->vertex_uv.exists ? ufbx_get_vertex_vec2(&mesh->vertex_uv, ix) : default_uv;
vert->position = ufbx_to_um_vec3(pos);
vert->normal = um_normalize3(ufbx_to_um_vec3(normal));
vert->uv = ufbx_to_um_vec2(uv);
vert->f_vertex_index = (float)mesh->vertex_indices.data[ix];
// The skinning vertex stream is pre-calculated above so we just need to
// copy the right one by the vertex index.
if (skin) {
skin_vertices[num_indices] = mesh_skin_vertices[mesh->vertex_indices.data[ix]];
}
num_indices++;
}
}
ufbx_vertex_stream streams[2];
size_t num_streams = 1;
streams[0].data = vertices;
streams[0].vertex_size = sizeof(mesh_vertex);
if (skin) {
streams[1].data = skin_vertices;
streams[1].vertex_size = sizeof(skin_vertex);
num_streams = 2;
}
// Optimize the flat vertex buffer into an indexed one. `ufbx_generate_indices()`
// compacts the vertex buffer and returns the number of used vertices.
ufbx_error error;
size_t num_vertices = ufbx_generate_indices(streams, num_streams, indices, num_indices, NULL, &error);
if (error.type != UFBX_ERROR_NONE) {
print_error(&error, "Failed to generate index buffer");
exit(1);
}
// To unify code we use `ufbx_load_opts.allow_null_material` to make ufbx create a
// `ufbx_mesh_material` even if there are no materials, so it might be `NULL` here.
part->num_indices = num_indices;
if (mesh_mat->material) {
part->material_index = (int32_t)mesh_mat->material->typed_id;
} else {
part->material_index = -1;
}
// Create the GPU buffers from the temporary `vertices` and `indices` arrays
part->index_buffer = sg_make_buffer(&(sg_buffer_desc){
.size = num_indices * sizeof(uint32_t),
.type = SG_BUFFERTYPE_INDEXBUFFER,
.data = { indices, num_indices * sizeof(uint32_t) },
});
part->vertex_buffer = sg_make_buffer(&(sg_buffer_desc){
.size = num_vertices * sizeof(mesh_vertex),
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.data = { vertices, num_vertices * sizeof(mesh_vertex) },
});
if (vmesh->skinned) {
part->skin_buffer = sg_make_buffer(&(sg_buffer_desc){
.size = num_vertices * sizeof(skin_vertex),
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.data = { skin_vertices, num_vertices * sizeof(skin_vertex) },
});
}
}
// Free the temporary buffers
free(tri_indices);
free(vertices);
free(skin_vertices);
free(mesh_skin_vertices);
free(indices);
// Compute bounds from the vertices
vmesh->aabb_is_local = mesh->skinned_is_local;
vmesh->aabb_min = um_dup3(+INFINITY);
vmesh->aabb_max = um_dup3(-INFINITY);
for (size_t i = 0; i < mesh->num_vertices; i++) {
um_vec3 pos = ufbx_to_um_vec3(mesh->skinned_position.values.data[i]);
vmesh->aabb_min = um_min3(vmesh->aabb_min, pos);
vmesh->aabb_max = um_max3(vmesh->aabb_max, pos);
}
vmesh->parts = parts;
vmesh->num_parts = num_parts;
}
void read_blend_channel(viewer_blend_channel *vchan, ufbx_blend_channel *chan)
{
vchan->weight = (float)chan->weight;
}
void read_node_anim(viewer_anim *va, viewer_node_anim *vna, ufbx_anim_stack *stack, ufbx_node *node)
{
vna->rot = alloc(um_quat, va->num_frames);
vna->pos = alloc(um_vec3, va->num_frames);
vna->scale = alloc(um_vec3, va->num_frames);
bool const_rot = true, const_pos = true, const_scale = true;
// Sample the node's transform evenly for the whole animation stack duration
for (size_t i = 0; i < va->num_frames; i++) {
double time = stack->time_begin + (double)i / va->framerate;
ufbx_transform transform = ufbx_evaluate_transform(&stack->anim, node, time);
vna->rot[i] = ufbx_to_um_quat(transform.rotation);
vna->pos[i] = ufbx_to_um_vec3(transform.translation);
vna->scale[i] = ufbx_to_um_vec3(transform.scale);
if (i > 0) {
// Negated quaternions are equivalent, but interpolating between ones of different
// polarity takes a the longer path, so flip the quaternion if necessary.
if (um_quat_dot(vna->rot[i], vna->rot[i - 1]) < 0.0f) {
vna->rot[i] = um_quat_neg(vna->rot[i]);
}
// Keep track of which channels are constant for the whole animation as an optimization
if (!um_quat_equal(vna->rot[i - 1], vna->rot[i])) const_rot = false;
if (!um_equal3(vna->pos[i - 1], vna->pos[i])) const_pos = false;
if (!um_equal3(vna->scale[i - 1], vna->scale[i])) const_scale = false;
}
}
if (const_rot) { vna->const_rot = vna->rot[0]; free(vna->rot); vna->rot = NULL; }
if (const_pos) { vna->const_pos = vna->pos[0]; free(vna->pos); vna->pos = NULL; }
if (const_scale) { vna->const_scale = vna->scale[0]; free(vna->scale); vna->scale = NULL; }
}
void read_blend_channel_anim(viewer_anim *va, viewer_blend_channel_anim *vbca, ufbx_anim_stack *stack, ufbx_blend_channel *chan)
{
vbca->weight = alloc(float, va->num_frames);
bool const_weight = true;
// Sample the blend weight evenly for the whole animation stack duration
for (size_t i = 0; i < va->num_frames; i++) {
double time = stack->time_begin + (double)i / va->framerate;
ufbx_real weight = ufbx_evaluate_blend_weight(&stack->anim, chan, time);
vbca->weight[i] = (float)weight;
// Keep track of which channels are constant for the whole animation as an optimization
if (i > 0) {
if (vbca->weight[i - 1] != vbca->weight[i]) const_weight = false;
}
}
if (const_weight) { vbca->const_weight = vbca->weight[0]; free(vbca->weight); vbca->weight = NULL; }
}
void read_anim_stack(viewer_anim *va, ufbx_anim_stack *stack, ufbx_scene *scene)
{
const float target_framerate = 30.0f;
const size_t max_frames = 4096;
// Sample the animation evenly at `target_framerate` if possible while limiting the maximum
// number of frames to `max_frames` by potentially dropping FPS.
float duration = (float)stack->time_end - (float)stack->time_begin;
size_t num_frames = clamp_sz((size_t)(duration * target_framerate), 2, max_frames);
float framerate = (float)(num_frames - 1) / duration;
va->name = alloc_dup(char, stack->name.length + 1, stack->name.data);
va->time_begin = (float)stack->time_begin;
va->time_end = (float)stack->time_end;
va->framerate = framerate;
va->num_frames = num_frames;
// Sample the animations of all nodes and blend channels in the stack
va->nodes = alloc(viewer_node_anim, scene->nodes.count);
for (size_t i = 0; i < scene->nodes.count; i++) {
ufbx_node *node = scene->nodes.data[i];
read_node_anim(va, &va->nodes[i], stack, node);
}
va->blend_channels = alloc(viewer_blend_channel_anim, scene->blend_channels.count);
for (size_t i = 0; i < scene->blend_channels.count; i++) {
ufbx_blend_channel *chan = scene->blend_channels.data[i];
read_blend_channel_anim(va, &va->blend_channels[i], stack, chan);
}
}
void read_scene(viewer_scene *vs, ufbx_scene *scene)
{
vs->num_nodes = scene->nodes.count;
vs->nodes = alloc(viewer_node, vs->num_nodes);
for (size_t i = 0; i < vs->num_nodes; i++) {
read_node(&vs->nodes[i], scene->nodes.data[i]);
}
vs->num_meshes = scene->meshes.count;
vs->meshes = alloc(viewer_mesh, vs->num_meshes);
for (size_t i = 0; i < vs->num_meshes; i++) {
read_mesh(&vs->meshes[i], scene->meshes.data[i]);
}
vs->num_blend_channels = scene->blend_channels.count;
vs->blend_channels = alloc(viewer_blend_channel, vs->num_blend_channels);
for (size_t i = 0; i < vs->num_blend_channels; i++) {
read_blend_channel(&vs->blend_channels[i], scene->blend_channels.data[i]);
}
vs->num_animations = scene->anim_stacks.count;
vs->animations = alloc(viewer_anim, vs->num_animations);
for (size_t i = 0; i < vs->num_animations; i++) {
read_anim_stack(&vs->animations[i], scene->anim_stacks.data[i], scene);
}
}
void update_animation(viewer_scene *vs, viewer_anim *va, float time)
{
float frame_time = (time - va->time_begin) * va->framerate;
size_t f0 = min_sz((size_t)frame_time + 0, va->num_frames - 1);
size_t f1 = min_sz((size_t)frame_time + 1, va->num_frames - 1);
float t = um_min(frame_time - (float)f0, 1.0f);
for (size_t i = 0; i < vs->num_nodes; i++) {
viewer_node *vn = &vs->nodes[i];
viewer_node_anim *vna = &va->nodes[i];
um_quat rot = vna->rot ? um_quat_lerp(vna->rot[f0], vna->rot[f1], t) : vna->const_rot;
um_vec3 pos = vna->pos ? um_lerp3(vna->pos[f0], vna->pos[f1], t) : vna->const_pos;
um_vec3 scale = vna->scale ? um_lerp3(vna->scale[f0], vna->scale[f1], t) : vna->const_scale;
vn->node_to_parent = um_mat_trs(pos, rot, scale);
}
for (size_t i = 0; i < vs->num_blend_channels; i++) {
viewer_blend_channel *vbc = &vs->blend_channels[i];
viewer_blend_channel_anim *vbca = &va->blend_channels[i];
vbc->weight = vbca->weight ? um_lerp(vbca->weight[f0], vbca->weight[f1], t) : vbca->const_weight;
}
}
void update_hierarchy(viewer_scene *vs)
{
for (size_t i = 0; i < vs->num_nodes; i++) {
viewer_node *vn = &vs->nodes[i];
// ufbx stores nodes in order where parent nodes always precede child nodes so we can
// evaluate the transform hierarchy with a flat loop.
if (vn->parent_index >= 0) {
vn->node_to_world = um_mat_mul(vs->nodes[vn->parent_index].node_to_world, vn->node_to_parent);
} else {
vn->node_to_world = vn->node_to_parent;
}
vn->geometry_to_world = um_mat_mul(vn->node_to_world, vn->geometry_to_node);
vn->normal_to_world = um_mat_transpose(um_mat_inverse(vn->geometry_to_world));
}
}
void init_pipelines(viewer *view)
{
sg_backend backend = sg_query_backend();
view->shader_mesh_lit_static = sg_make_shader(static_lit_shader_desc(backend));
view->pipe_mesh_lit_static = sg_make_pipeline(&(sg_pipeline_desc){
.shader = view->shader_mesh_lit_static,
.layout = mesh_vertex_layout,
.index_type = SG_INDEXTYPE_UINT32,
.face_winding = SG_FACEWINDING_CCW,
.cull_mode = SG_CULLMODE_BACK,
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true,
},
});
view->shader_mesh_lit_skinned = sg_make_shader(skinned_lit_shader_desc(backend));
view->pipe_mesh_lit_skinned = sg_make_pipeline(&(sg_pipeline_desc){
.shader = view->shader_mesh_lit_skinned,
.layout = skinned_mesh_vertex_layout,
.index_type = SG_INDEXTYPE_UINT32,
.face_winding = SG_FACEWINDING_CCW,
.cull_mode = SG_CULLMODE_BACK,
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true,
},
});
um_vec4 empty_blend_shape_data = { 0 };
view->empty_blend_shape_image = sg_make_image(&(sg_image_desc){
.type = SG_IMAGETYPE_ARRAY,
.width = 1,
.height = 1,
.num_slices = 1,
.pixel_format = SG_PIXELFORMAT_RGBA32F,
.data.subimage[0][0] = SG_RANGE(empty_blend_shape_data),
});
}
void load_scene(viewer_scene *vs, const char *filename)
{
ufbx_load_opts opts = {
.load_external_files = true,
.allow_null_material = true,
.generate_missing_normals = true,
// NOTE: We use this _only_ for computing the bounds of the scene!
// The viewer contains a proper implementation of skinning as well.
// You probably don't need this.
.evaluate_skinning = true,
.target_axes = {
.right = UFBX_COORDINATE_AXIS_POSITIVE_X,
.up = UFBX_COORDINATE_AXIS_POSITIVE_Y,
.front = UFBX_COORDINATE_AXIS_POSITIVE_Z,
},
.target_unit_meters = 1.0f,
};
ufbx_error error;
ufbx_scene *scene = ufbx_load_file(filename, &opts, &error);
if (!scene) {
print_error(&error, "Failed to load scene");
exit(1);
}
read_scene(vs, scene);
// Compute the world-space bounding box
vs->aabb_min = um_dup3(+INFINITY);
vs->aabb_max = um_dup3(-INFINITY);
for (size_t mesh_ix = 0; mesh_ix < vs->num_meshes; mesh_ix++) {
viewer_mesh *mesh = &vs->meshes[mesh_ix];
um_vec3 aabb_origin = um_mul3(um_add3(mesh->aabb_max, mesh->aabb_min), 0.5f);
um_vec3 aabb_extent = um_mul3(um_sub3(mesh->aabb_max, mesh->aabb_min), 0.5f);
if (mesh->aabb_is_local) {
for (size_t inst_ix = 0; inst_ix < mesh->num_instances; inst_ix++) {
viewer_node *node = &vs->nodes[mesh->instance_node_indices[inst_ix]];
um_vec3 world_origin = um_transform_point(&node->geometry_to_world, aabb_origin);
um_vec3 world_extent = um_transform_extent(&node->geometry_to_world, aabb_extent);
vs->aabb_min = um_min3(vs->aabb_min, um_sub3(world_origin, world_extent));
vs->aabb_max = um_max3(vs->aabb_max, um_add3(world_origin, world_extent));
}
} else {
vs->aabb_min = um_min3(vs->aabb_min, mesh->aabb_min);
vs->aabb_max = um_max3(vs->aabb_max, mesh->aabb_max);
}
}
ufbx_free_scene(scene);
}
bool backend_uses_d3d_perspective(sg_backend backend)
{
switch (backend) {
case SG_BACKEND_GLCORE33: return false;
case SG_BACKEND_GLES2: return false;
case SG_BACKEND_GLES3: return false;
case SG_BACKEND_D3D11: return true;
case SG_BACKEND_METAL_IOS: return true;
case SG_BACKEND_METAL_MACOS: return true;
case SG_BACKEND_METAL_SIMULATOR: return true;
case SG_BACKEND_WGPU: return true;
case SG_BACKEND_DUMMY: return false;
default: assert(0 && "Unhandled backend"); return false;
}
}
void update_camera(viewer *view)
{
viewer_scene *vs = &view->scene;
um_vec3 aabb_origin = um_mul3(um_add3(vs->aabb_max, vs->aabb_min), 0.5f);
um_vec3 aabb_extent = um_mul3(um_sub3(vs->aabb_max, vs->aabb_min), 0.5f);
float distance = 2.5f * powf(2.0f, view->camera_distance) * um_max(um_max(aabb_extent.x, aabb_extent.y), aabb_extent.z);
um_quat camera_rot = um_quat_mul(
um_quat_axis_angle(um_v3(0,1,0), view->camera_yaw * UM_DEG_TO_RAD),
um_quat_axis_angle(um_v3(1,0,0), view->camera_pitch * UM_DEG_TO_RAD));
um_vec3 camera_target = aabb_origin;
um_vec3 camera_direction = um_quat_rotate(camera_rot, um_v3(0,0,1));
um_vec3 camera_pos = um_add3(camera_target, um_mul3(camera_direction, distance));
view->world_to_view = um_mat_look_at(camera_pos, camera_target, um_v3(0,1,0));
float fov = 50.0f * UM_DEG_TO_RAD;
float aspect = (float)sapp_width() / (float)sapp_height();
float near_plane = um_min(distance * 0.001f, 0.1f);
float far_plane = um_max(distance * 2.0f, 100.0f);
if (backend_uses_d3d_perspective(sg_query_backend())) {
view->view_to_clip = um_mat_perspective_d3d(fov, aspect, near_plane, far_plane);
} else {
view->view_to_clip = um_mat_perspective_gl(fov, aspect, near_plane, far_plane);
}
view->world_to_clip = um_mat_mul(view->view_to_clip, view->world_to_view);
}
void draw_mesh(viewer *view, viewer_node *node, viewer_mesh *mesh)
{
sg_image blend_shapes = mesh->num_blend_shapes > 0 ? mesh->blend_shape_image : view->empty_blend_shape_image;
if (mesh->skinned) {
sg_apply_pipeline(view->pipe_mesh_lit_skinned);
skin_vertex_ubo_t skin_ubo = { 0 };
for (size_t i = 0; i < mesh->num_bones; i++) {
viewer_node *bone = &view->scene.nodes[mesh->bone_indices[i]];
skin_ubo.bones[i] = um_mat_mul(bone->node_to_world, mesh->bone_matrices[i]);
}
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_skin_vertex_ubo, SG_RANGE_REF(skin_ubo));
} else {
sg_apply_pipeline(view->pipe_mesh_lit_static);
}
mesh_vertex_ubo_t mesh_ubo = {
.geometry_to_world = node->geometry_to_world,
.normal_to_world = node->normal_to_world,
.world_to_clip = view->world_to_clip,
.f_num_blend_shapes = (float)mesh->num_blend_shapes,
};
// sokol-shdc only supports vec4 arrays so reinterpret this `um_vec4` array as `float`
float *blend_weights = (float*)mesh_ubo.blend_weights;
for (size_t i = 0; i < mesh->num_blend_shapes; i++) {
blend_weights[i] = view->scene.blend_channels[mesh->blend_channel_indices[i]].weight;
}
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_mesh_vertex_ubo, SG_RANGE_REF(mesh_ubo));
for (size_t pi = 0; pi < mesh->num_parts; pi++) {
viewer_mesh_part *part = &mesh->parts[pi];
sg_bindings binds = {
.vertex_buffers[0] = part->vertex_buffer,
.vertex_buffers[1] = part->skin_buffer,
.index_buffer = part->index_buffer,
.vs_images[SLOT_blend_shapes] = blend_shapes,
};
sg_apply_bindings(&binds);
sg_draw(0, (int)part->num_indices, 1);
}
}
void draw_scene(viewer *view)
{
for (size_t mi = 0; mi < view->scene.num_meshes; mi++) {
viewer_mesh *mesh = &view->scene.meshes[mi];
for (size_t ni = 0; ni < mesh->num_instances; ni++) {
viewer_node *node = &view->scene.nodes[mesh->instance_node_indices[ni]];
draw_mesh(view, node, mesh);
}
}
}
viewer g_viewer;
const char *g_filename;
void init(void)
{
sg_setup(&(sg_desc){
.context = sapp_sgcontext(),
.buffer_pool_size = 4096,
.image_pool_size = 4096,
});
stm_setup();
init_pipelines(&g_viewer);
load_scene(&g_viewer.scene, g_filename);
}
void onevent(const sapp_event *e)
{
viewer *view = &g_viewer;
switch (e->type) {
case SAPP_EVENTTYPE_MOUSE_DOWN:
view->mouse_buttons |= 1u << (uint32_t)e->mouse_button;
break;
case SAPP_EVENTTYPE_MOUSE_UP:
view->mouse_buttons &= ~(1u << (uint32_t)e->mouse_button);
break;
case SAPP_EVENTTYPE_UNFOCUSED:
view->mouse_buttons = 0;
break;
case SAPP_EVENTTYPE_MOUSE_MOVE:
if (view->mouse_buttons & 1) {
float scale = um_min((float)sapp_width(), (float)sapp_height());
view->camera_yaw -= e->mouse_dx / scale * 180.0f;
view->camera_pitch -= e->mouse_dy / scale * 180.0f;
view->camera_pitch = um_clamp(view->camera_pitch, -89.0f, 89.0f);
}
break;
case SAPP_EVENTTYPE_MOUSE_SCROLL:
view->camera_distance += e->scroll_y * -0.02f;
view->camera_distance = um_clamp(view->camera_distance, -5.0f, 5.0f);
break;
default:
break;
}
}
void frame(void)
{
static uint64_t last_time;
float dt = (float)stm_sec(stm_laptime(&last_time));
dt = um_min(dt, 0.1f);
viewer_anim *anim = g_viewer.scene.num_animations > 0 ? &g_viewer.scene.animations[0] : NULL;
if (anim) {
g_viewer.anim_time += dt;
if (g_viewer.anim_time >= anim->time_end) {
g_viewer.anim_time -= anim->time_end - anim->time_begin;
}
update_animation(&g_viewer.scene, anim, g_viewer.anim_time);
}
update_camera(&g_viewer);
update_hierarchy(&g_viewer.scene);
sg_pass_action action = {
.colors[0] = {
.action = SG_ACTION_CLEAR,
.value = { 0.1f, 0.1f, 0.2f },
},
};
sg_begin_default_pass(&action, sapp_width(), sapp_height());
draw_scene(&g_viewer);
sg_end_pass();
sg_commit();
}
void cleanup(void)
{
sg_shutdown();
}
sapp_desc sokol_main(int argc, char* argv[]) {
if (argc <= 1) {
fprintf(stderr, "Usage: viewer file.fbx\n");
exit(1);
}
g_filename = argv[1];
return (sapp_desc){
.init_cb = &init,
.event_cb = &onevent,
.frame_cb = &frame,
.cleanup_cb = &cleanup,
.width = 800,
.height = 600,
.sample_count = 4,
.window_title = "ufbx viewer",
};
}