awsm-renderer 0.1.7

awsm-renderer
Documentation
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mod transparency;
mod visibility;

use awsm_renderer_core::pipeline::primitive::FrontFace;
use gltf::material::AlphaMode;

use crate::gltf::buffers::attributes::{load_attribute_data_by_kind, pack_vertex_attributes};
use crate::gltf::buffers::index::extract_triangle_indices;
use crate::gltf::buffers::mesh::transparency::create_transparency_vertices;
use crate::gltf::buffers::mesh::visibility::create_visibility_vertices;
use crate::gltf::buffers::morph::convert_morph_targets;
use crate::gltf::buffers::normals::ensure_normals;
use crate::gltf::buffers::skin::convert_skin;
use crate::gltf::buffers::tangents::ensure_tangents;
use crate::gltf::buffers::triangle::pack_triangle_data;
use crate::gltf::buffers::{
    MeshBufferAttributeIndexInfoWithOffset, MeshBufferInfoWithOffset,
    MeshBufferTriangleInfoWithOffset, MeshBufferVertexInfoWithOffset,
};
use crate::gltf::data::GltfDataHints;
use crate::gltf::error::AwsmGltfError;
use crate::meshes::buffer_info::MeshBufferVertexAttributeInfo;

use super::Result;

pub(super) enum GltfMeshBufferGeometryKind {
    Visibility,
    Transparency,
    Both,
}

// this should match is_transparency_pass()
pub(super) fn mesh_buffer_geometry_kind(
    primitive: &gltf::Primitive,
    hints: &GltfDataHints,
) -> GltfMeshBufferGeometryKind {
    if hints.hud {
        GltfMeshBufferGeometryKind::Both
    } else {
        let gltf_material = primitive.material();

        match gltf_material.alpha_mode() {
            AlphaMode::Mask => GltfMeshBufferGeometryKind::Transparency,
            AlphaMode::Blend => GltfMeshBufferGeometryKind::Transparency,
            AlphaMode::Opaque => match gltf_material.transmission() {
                Some(transmission) => {
                    if transmission.transmission_factor() > 0.0
                        || transmission.transmission_texture().is_some()
                    {
                        GltfMeshBufferGeometryKind::Transparency
                    } else {
                        GltfMeshBufferGeometryKind::Visibility
                    }
                }
                None => GltfMeshBufferGeometryKind::Visibility,
            },
        }
    }
}

pub(super) fn convert_to_mesh_buffer(
    primitive: &gltf::Primitive,
    render_timings: bool,
    geometry_kind: GltfMeshBufferGeometryKind,
    front_face: FrontFace,
    buffers: &[Vec<u8>],
    custom_attribute_index: &MeshBufferAttributeIndexInfoWithOffset,
    custom_attribute_index_bytes: &[u8],
    visibility_geometry_vertex_bytes: &mut Vec<u8>,
    transparency_geometry_vertex_bytes: &mut Vec<u8>,
    custom_attribute_vertex_bytes: &mut Vec<u8>,
    triangle_data_bytes: &mut Vec<u8>,
    geometry_morph_bytes: &mut Vec<u8>,
    material_morph_bytes: &mut Vec<u8>,
    skin_joint_index_weight_bytes: &mut Vec<u8>,
) -> Result<MeshBufferInfoWithOffset> {
    let _maybe_primitive_span_guard = if render_timings {
        Some(
            tracing::span!(
                tracing::Level::INFO,
                "GLTF primitive buffer convert",
                primitive_index = primitive.index(),
                material_index = primitive.material().index()
            )
            .entered(),
        )
    } else {
        None
    };

    // Step 1: Load all GLTF attributes
    let gltf_attributes: Vec<(gltf::Semantic, gltf::Accessor<'_>)> = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "collect_attributes").entered())
        } else {
            None
        };
        primitive
            .attributes()
            .filter(|(semantic, _)| {
                // Joints and Weights are NOT vertex attributes - they're skinning data
                // Handled separately by convert_skin(), never enter the attribute system
                !matches!(
                    semantic,
                    gltf::Semantic::Joints(_) | gltf::Semantic::Weights(_)
                )
            })
            .collect()
    };

    // this should never be empty, but let's be safe
    let vertex_count = gltf_attributes
        .first()
        .map(|(_, accessor)| accessor.count())
        .unwrap_or(0);

    let triangle_count = custom_attribute_index.count / 3;
    let triangle_indices = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "extract_triangle_indices").entered())
        } else {
            None
        };
        extract_triangle_indices(custom_attribute_index, custom_attribute_index_bytes)?
    };

    // Step 2: Load attribute data by kind
    let attribute_data_by_kind = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "load_attribute_data_by_kind").entered())
        } else {
            None
        };
        load_attribute_data_by_kind(&gltf_attributes, buffers)?
    };

    // Step 3: Ensure normals exist (compute if missing)
    let attribute_data_by_kind = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "ensure_normals").entered())
        } else {
            None
        };
        ensure_normals(attribute_data_by_kind, &triangle_indices)?
    };

    // Step 3b: Ensure tangents exist (generate with MikkTSpace if missing but normal map present)
    let attribute_data_by_kind = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "ensure_tangents").entered())
        } else {
            None
        };
        ensure_tangents(attribute_data_by_kind, primitive, &triangle_indices)?
    };

    // Step 4: Create visibility vertices (positions + triangle_index + barycentric)
    // These are expanded such that each vertex gets its own visibility vertex (triangle_index will be repeated for all 3)
    let visability_vertex_offset = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "create_visibility_vertices").entered())
        } else {
            None
        };
        match geometry_kind {
            GltfMeshBufferGeometryKind::Visibility | GltfMeshBufferGeometryKind::Both => {
                let offset = visibility_geometry_vertex_bytes.len();
                create_visibility_vertices(
                    &attribute_data_by_kind,
                    &triangle_indices,
                    front_face,
                    visibility_geometry_vertex_bytes,
                )?;
                Some(offset)
            }

            GltfMeshBufferGeometryKind::Transparency => None,
        }
    };

    let transparency_vertex_offset = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "create_transparency_vertices").entered())
        } else {
            None
        };
        match geometry_kind {
            GltfMeshBufferGeometryKind::Transparency | GltfMeshBufferGeometryKind::Both => {
                let offset = transparency_geometry_vertex_bytes.len();
                create_transparency_vertices(
                    &attribute_data_by_kind,
                    custom_attribute_index,
                    custom_attribute_index_bytes,
                    triangle_count,
                    front_face,
                    transparency_geometry_vertex_bytes,
                )?;
                Some(offset)
            }

            GltfMeshBufferGeometryKind::Visibility => None,
        }
    };

    // Step 5: Pack vertex attributes
    // These are the original attributes per-vertex, but only non-visibility ones
    // There is no need to repack or expand these, they are used as-is
    let attribute_vertex_offset = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "pack_vertex_attributes").entered())
        } else {
            None
        };
        let attribute_vertex_offset = custom_attribute_vertex_bytes.len();
        pack_vertex_attributes(
            attribute_data_by_kind
                .iter()
                .filter_map(|x| match x.0 {
                    MeshBufferVertexAttributeInfo::Custom(custom) => Some((custom, x.1)),
                    _ => None,
                })
                .collect(),
            custom_attribute_vertex_bytes,
        )?;
        attribute_vertex_offset
    };

    // Step 6: Pack triangle data (vertex indices)
    let triangle_data_offset = triangle_data_bytes.len();
    let triangle_data_info = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "pack_triangle_data").entered())
        } else {
            None
        };
        pack_triangle_data(
            &triangle_indices,
            triangle_count,
            triangle_data_offset,
            triangle_data_bytes,
            front_face,
            primitive.material().double_sided(),
        )?
    };

    // Step 7: Handle morph targets (if any)
    let (geometry_morph, material_morph) = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "convert_morph_targets").entered())
        } else {
            None
        };
        convert_morph_targets(
            primitive,
            buffers,
            vertex_count,
            geometry_morph_bytes,
            material_morph_bytes,
        )?
    };

    // Step 8: Handle skin (if any)
    let skin = {
        let _maybe_stage_span_guard = if render_timings {
            Some(tracing::span!(tracing::Level::INFO, "convert_skin").entered())
        } else {
            None
        };
        convert_skin(
            primitive,
            buffers,
            vertex_count,
            skin_joint_index_weight_bytes,
        )?
    };

    // Step 7: Build final MeshBufferInfo
    Ok(MeshBufferInfoWithOffset {
        visibility_geometry_vertex: visability_vertex_offset.map(|offset| {
            MeshBufferVertexInfoWithOffset {
                offset,
                count: triangle_count * 3, // 3 vertices per triangle (i.e. exploded)
            }
        }),
        transparency_geometry_vertex: transparency_vertex_offset.map(|offset| {
            MeshBufferVertexInfoWithOffset {
                offset,
                count: vertex_count, // original vertex count
            }
        }),
        triangles: MeshBufferTriangleInfoWithOffset {
            count: triangle_count,
            vertex_attribute_indices: custom_attribute_index.clone(),
            vertex_attributes: attribute_data_by_kind
                .keys()
                .filter(|attr| attr.is_custom_attribute())
                .cloned()
                .collect(),
            vertex_attributes_offset: attribute_vertex_offset,
            vertex_attributes_size: custom_attribute_vertex_bytes.len() - attribute_vertex_offset,
            triangle_data: triangle_data_info,
        },
        geometry_morph,
        material_morph,
        skin,
    })
}

fn get_position_from_buffer(positions: &[u8], vertex_index: usize) -> Result<[f32; 3]> {
    let offset = vertex_index * 12; // 3 f32s = 12 bytes

    let vertex_count = positions.len() / 12;
    if vertex_index >= vertex_count {
        return Err(AwsmGltfError::Positions(format!(
            "Position data out of bounds for vertex {}. Buffer has {} vertices ({} bytes), requested vertex {}",
            vertex_index, vertex_count, positions.len(), vertex_index
        )));
    }

    if offset + 12 > positions.len() {
        return Err(AwsmGltfError::Positions(format!(
            "Position data out of bounds for vertex {}. Offset {} + 12 > buffer size {}",
            vertex_index,
            offset,
            positions.len()
        )));
    }

    // From spec:
    // "All buffer data defined in this specification (i.e., geometry attributes, geometry indices, sparse accessor data, animation inputs and outputs, inverse bind matrices)
    // MUST use little endian byte order."
    let x = f32::from_le_bytes([
        positions[offset],
        positions[offset + 1],
        positions[offset + 2],
        positions[offset + 3],
    ]);
    let y = f32::from_le_bytes([
        positions[offset + 4],
        positions[offset + 5],
        positions[offset + 6],
        positions[offset + 7],
    ]);
    let z = f32::from_le_bytes([
        positions[offset + 8],
        positions[offset + 9],
        positions[offset + 10],
        positions[offset + 11],
    ]);

    Ok([x, y, z])
}

fn get_vec3_from_buffer(buffer: &[u8], vertex_index: usize, name: &str) -> Result<[f32; 3]> {
    let offset = vertex_index * 12; // 3 f32s = 12 bytes

    let vertex_count = buffer.len() / 12;
    if vertex_index >= vertex_count {
        return Err(AwsmGltfError::AttributeData(format!(
            "{} data out of bounds for vertex {}. Buffer has {} vertices ({} bytes), requested vertex {}",
            name, vertex_index, vertex_count, buffer.len(), vertex_index
        )));
    }

    if offset + 12 > buffer.len() {
        return Err(AwsmGltfError::AttributeData(format!(
            "{} data out of bounds for vertex {}. Offset {} + 12 > buffer size {}",
            name,
            vertex_index,
            offset,
            buffer.len()
        )));
    }

    let x = f32::from_le_bytes([
        buffer[offset],
        buffer[offset + 1],
        buffer[offset + 2],
        buffer[offset + 3],
    ]);
    let y = f32::from_le_bytes([
        buffer[offset + 4],
        buffer[offset + 5],
        buffer[offset + 6],
        buffer[offset + 7],
    ]);
    let z = f32::from_le_bytes([
        buffer[offset + 8],
        buffer[offset + 9],
        buffer[offset + 10],
        buffer[offset + 11],
    ]);

    Ok([x, y, z])
}

fn get_vec4_from_buffer(buffer: &[u8], vertex_index: usize, name: &str) -> Result<[f32; 4]> {
    let offset = vertex_index * 16; // 4 f32s = 16 bytes

    let vertex_count = buffer.len() / 16;
    if vertex_index >= vertex_count {
        return Err(AwsmGltfError::AttributeData(format!(
            "{} data out of bounds for vertex {}. Buffer has {} vertices ({} bytes), requested vertex {}",
            name, vertex_index, vertex_count, buffer.len(), vertex_index
        )));
    }

    if offset + 16 > buffer.len() {
        return Err(AwsmGltfError::AttributeData(format!(
            "{} data out of bounds for vertex {}. Offset {} + 16 > buffer size {}",
            name,
            vertex_index,
            offset,
            buffer.len()
        )));
    }

    let x = f32::from_le_bytes([
        buffer[offset],
        buffer[offset + 1],
        buffer[offset + 2],
        buffer[offset + 3],
    ]);
    let y = f32::from_le_bytes([
        buffer[offset + 4],
        buffer[offset + 5],
        buffer[offset + 6],
        buffer[offset + 7],
    ]);
    let z = f32::from_le_bytes([
        buffer[offset + 8],
        buffer[offset + 9],
        buffer[offset + 10],
        buffer[offset + 11],
    ]);
    let w = f32::from_le_bytes([
        buffer[offset + 12],
        buffer[offset + 13],
        buffer[offset + 14],
        buffer[offset + 15],
    ]);

    Ok([x, y, z, w])
}