collada: factor out C++ code generation to cpp_header module

This commit is contained in:
Zack Buhman 2026-02-23 05:32:27 +00:00
parent a7dfd1b782
commit 4603ebcec2
4 changed files with 589 additions and 369 deletions

2
.gitignore vendored
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@ -15,3 +15,5 @@ __pycache__
image/*.DDS
debug/*.rc
release/*.rc
*~
*.out

345
collada/cpp_header.py Normal file
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@ -0,0 +1,345 @@
from itertools import islice
from collada import types
def render_input_elements(key_name, semantic__semantic_index__stride):
yield f"input_element const input_elements_{key_name}[] = {{"
for semantic, semantic_index, stride in semantic__semantic_index__stride:
yield "{"
yield f'.semantic = "{semantic}",'
yield f".semantic_index = {semantic_index},"
yield f".format = input_format::FLOAT{stride},"
yield "},"
yield "};"
def render_triangles(geometry_name, items):
yield f"triangles const triangles_{geometry_name}[] = {{"
for count, index_offset, inputs_index in items:
yield "{"
yield f".count = {count}, // triangles"
yield f".index_offset = {index_offset}, // indices"
yield f".inputs_index = {inputs_index}, // index into inputs_list"
yield "},"
yield "};"
def render_geometry(geometry_name,
triangles_count,
vertex_buffer_offset, vertex_buffer_size,
index_buffer_offset, index_buffer_size):
yield f"geometry const geometry_{geometry_name} = {{"
yield ".mesh = {"
yield f".triangles = triangles_{geometry_name},"
yield f".triangles_count = {triangles_count},"
yield ""
yield f".vertex_buffer_offset = {vertex_buffer_offset},"
yield f".vertex_buffer_size = {vertex_buffer_size},"
yield ""
yield f".index_buffer_offset = {index_buffer_offset},"
yield f".index_buffer_size = {index_buffer_size},"
yield "}"
yield "};"
def render_library_geometries(geometry_names):
yield "geometry const * const geometries[] = {"
for geometry_name in geometry_names:
yield f"&geometry_{geometry_name},"
yield "};"
def render_float_tuple(t):
s = ", ".join((f"{float(f)}f" for f in t))
return f"{{{s}}}"
def render_lookat(eye, at, up):
yield ".type = transform_type::LOOKAT,"
yield ".lookat = {"
yield f".eye = {render_float_tuple(eye)}",
yield f".at = {render_float_tuple(at)}",
yield f".up = {render_float_tuple(up)}",
yield "},"
def render_matrix(fs):
fsi = iter(fs)
for i in range(4):
s = ", ".join(f"{f}f" for f in islice(fsi, 4))
yield f"{s},"
def render_transform_matrix(matrix):
yield ".type = transform_type::MATRIX,"
yield f".matrix = {render_float_tuple(matrix)},"
def render_transform_rotate(rotate):
yield ".type = transform_type::ROTATE,"
yield f".rotate = {render_float_tuple(rotate)},"
def render_transform_scale(scale):
yield ".type = transform_type::SCALE,"
yield f".scale = {render_float_tuple(scale)},"
def render_transform_skew(skew):
yield ".type = transform_type::SKEW,"
yield f".skew = {render_float_tuple(skew)},"
def render_transform_translate(translate):
yield ".type = transform_type::TRANSLATE,"
yield f".translate = {render_float_tuple(translate)},"
def render_node_transforms(node_name, transformation_elements, render_transform):
yield f"transform const transforms_{node_name}[] = {{"
for transform in transformation_elements:
yield "{"
yield from render_transform(transform)
yield "},"
yield "};"
def render_node_geometry_instance_materials(prefix, node_name, i,
items):
yield f"instance_material const {prefix}_instance_materials_{node_name}_{i}[] = {{"
for element_index, material_name, emission_input_set, ambient_input_set, diffuse_input_set, specular_input_set in items:
yield "{"
yield f".element_index = {element_index}, // an index into mesh.triangles"
yield f".material = &material_{material_name},"
yield ""
yield f".emission = {{ .input_set = {emission_input_set} }},"
yield f".ambient = {{ .input_set = {ambient_input_set} }},"
yield f".diffuse = {{ .input_set = {diffuse_input_set} }},"
yield f".specular = {{ .input_set = {specular_input_set} }},"
yield "},"
yield "};"
def render_node_instance_geometries(node_name, items):
yield f"instance_geometry const instance_geometries_{node_name}[] = {{"
for geometry_name, i, instance_materials_count in items:
yield "{"
yield f".geometry = &geometry_{geometry_name},"
yield ""
yield f".instance_materials = instance_geometry_instance_materials_{node_name}_{i},"
yield f".instance_materials_count = {instance_materials_count},"
yield "},"
yield "};"
def render_node_channels(node_name, target_names):
yield f"channel const * const node_channels_{node_name}[] = {{"
for target_name in target_names:
yield f"&node_channel_{target_name},"
yield "};"
def render_node_instance_lights(node_name, light_names):
yield f"instance_light const instance_lights_{node_name}[] = {{"
for light_name in light_names:
yield "{"
yield f".light = &light_{light_name},"
yield "}"
yield "};"
def render_joint_node_indices(node_name, controller_name, items):
yield f"int const joint_node_indices_{node_name}_{controller_name}[] = {{"
for joint_node_index, node_sid, joint_node_name in items:
yield f"{joint_node_index}, // {node_sid} {joint_node_name}"
yield "};"
def render_node_instance_controllers(node_name, items):
yield f"instance_controller const instance_controllers_{node_name}[] = {{"
for controller_name, i, instance_materials_count in items:
yield "{"
yield f".controller = &controller_{controller_name},"
yield ""
yield f".joint_node_indices = joint_node_indices_{node_name}_{controller_name},"
yield f".joint_count = (sizeof (joint_node_indices_{node_name}_{controller_name})) / (sizeof (int)),"
yield ""
yield f".instance_materials = instance_controller_instance_materials_{node_name}_{i},"
yield f".instance_materials_count = {instance_materials_count},"
yield "},"
yield "};"
def render_node(node_name, parent_index, type,
transforms_count,
instance_geometries_count,
instance_controllers_count,
instance_lights_count,
channels_count):
yield f"node const node_{node_name} = {{"
yield f".parent_index = {parent_index},"
yield ""
yield f".type = node_type::{type},"
yield ""
yield f".transforms = transforms_{node_name},"
yield f".transforms_count = {transforms_count},"
yield ""
yield f".instance_geometries = instance_geometries_{node_name},"
yield f".instance_geometries_count = {instance_geometries_count},"
yield ""
yield f".instance_controllers = instance_controllers_{node_name},"
yield f".instance_controllers_count = {instance_controllers_count},"
yield ""
yield f".instance_lights = instance_lights_{node_name},"
yield f".instance_lights_count = {instance_lights_count},"
yield ""
yield f".channels = node_channels_{node_name},"
yield f".channels_count = {channels_count},"
#yield ""
#yield f".nodes = node_children_{node_name},"
#yield f".nodes_count = {len(node.nodes)},"
yield "};"
def render_library_visual_scenes(items):
yield "node const * const nodes[] = {"
for node_name, node_index in items:
yield f"&node_{node_name}, // {node_index}"
yield "};"
def render_opt_color(field_name, color):
yield f".{field_name} = {render_float_tuple(color.value)},"
def render_opt_texture(field_name, image_index, image_id):
yield f".{field_name} = {{ .image_index = {image_index} }}, // {image_id}"
def render_opt_color_or_texture(field_name, opt_type, render_body):
yield f".{field_name} = {{"
yield f".type = color_or_texture_type::{opt_type},"
yield from render_body()
yield "},"
def render_opt_float(field_name, value):
yield f".{field_name} = {value}f,"
def render_effect(effect_name, type_name, field_name, render_body):
yield f"effect const effect_{effect_name} = {{"
yield f".type = effect_type::{type_name},"
yield f".{field_name} = {{"
yield from render_body()
yield "}"
yield "};"
def render_library_material(material_name, effect_name):
yield f"material const material_{material_name} = {{"
yield f".effect = &effect_{effect_name},"
yield "};"
def render_input_elements_list(items):
yield "inputs const inputs_list[] = {"
for key_name, elements_count in items:
yield "{"
yield f".elements = input_elements_{key_name},"
yield f".elements_count = {elements_count},"
yield "},"
yield "};"
def render_descriptor(namespace):
yield f"extern collada::descriptor const descriptor;"
yield ""
yield "collada::descriptor const descriptor = {"
yield ".nodes = nodes,"
yield ".nodes_count = (sizeof (nodes)) / (sizeof (nodes[0])),"
yield ""
yield ".inputs_list = inputs_list,"
yield ".inputs_list_count = (sizeof (inputs_list)) / (sizeof (inputs_list[0])),"
yield ""
yield ".images = images,"
yield ".images_count = (sizeof (images)) / (sizeof (images[0])),"
yield ""
yield f'.position_normal_texture_buffer = L"RES_SCENES_{namespace.upper()}_VTX",'
yield f'.joint_weight_buffer = L"RES_SCENES_{namespace.upper()}_VJW",'
yield f'.index_buffer = L"RES_SCENES_{namespace.upper()}_IDX",'
yield "};"
def render_prelude(namespace):
yield '#include "collada_types.hpp"'
yield ''
yield f'namespace {namespace} {{'
yield ''
yield 'using namespace collada;'
def render_prologue():
yield "}"
def render_animation_children(anomation_name, items):
yield f"node const * const animation_children_{animation_name} = {{"
for animation_name in items:
yield "&animation_{animation_name},"
yield "};"
def render_interpolation_array(array_name, names):
yield f"enum interpolation const array_{array_name}[] = {{"
for name in names:
yield f"interpolation::{name},"
yield "};"
def render_float_array(array_name, vectors):
yield f"float const array_{array_name}[] = {{"
for vector in vectors:
yield f"{vector},"
yield "};"
def render_source(source_name, field_name, c_type, array_name, count, stride):
yield f"// {source_name}"
yield f".{field_name} = {{"
yield f".{c_type}_array = array_{array_name},"
yield f".count = {count},"
yield f".stride = {stride},"
yield "},"
def render_sampler(sampler_name, render_body):
yield f"sampler const sampler_{sampler_name} = {{"
yield from render_body()
yield "};"
def render_channel(target_name, sampler_name, transform_index, target_attribute):
yield f"channel const node_channel_{target_name} = {{"
yield f".source_sampler = &sampler_{sampler_name},"
yield f".target_transform_index = {transform_index},"
yield f".target_attribute = target_attribute::{target_attribute},"
yield "};"
def render_light(light_name, light_type, color):
yield f"light const light_{light_name} = {{"
yield f".type = light_type::{light_type},"
yield f".color = {{ {color} }},"
yield "};"
def render_image(image_id, image_name, resource_name):
yield f"// {image.id}"
yield f"image const image_{image_name} = {{"
yield f'.resource_name = L"{resource_name}",'
yield "};"
def render_library_images(image_names):
yield "image const * const images[] = {"
for image_name in image_names:
yield f"&image_{image_name},"
yield "};"
def render_inverse_bind_matrices(controller_name, matrices):
yield f"matrix const inverse_bind_matrices_{controller_name}[] = {{"
for matrix in matrices:
yield "{"
yield from render_matrix(matrix)
yield "},"
yield "};"
def render_controller(controller_name, geometry_name, vertex_buffer_offset, vertex_buffer_size):
yield f"controller const controller_{controller_name} = {{"
yield ".skin = {"
yield f".geometry = &geometry_{geometry_name},"
yield ""
yield f".inverse_bind_matrices = inverse_bind_matrices_{controller_name},"
yield ""
yield f".vertex_buffer_offset = {vertex_buffer_offset},"
yield f".vertex_buffer_size = {vertex_buffer_size},"
yield "}"
yield "};"
def render_camera(camera_name, xfov, yfov, znear, zfar, aspect_ratio):
yield f"camera const camera_{camera_name} = {{"
yield f".xfov = {xfov}f,"
yield f".yfov = {yfov}f,"
yield f".znear = {znear}f,"
yield f".zfar = {zfar}f,"
yield f".aspect_ratio = {aspect_ratio}f,"
yield "};"
def render_hpp(namespace):
yield f"namespace {namespace} {{"
yield "extern collada::descriptor const descriptor;"
yield "}"

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@ -14,9 +14,7 @@ from collada import parse
from collada import types
from collada.generate import renderer
from collada import buffer
from prettyprinter import pprint, install_extras
install_extras(include=["dataclasses"])
from collada import cpp_header
@dataclass
class State:
@ -141,19 +139,12 @@ def render_input_elements(state, collada, geometry_name, offset_tables):
continue
state.emitted_input_elements_arrays[key_name] = (i, key)
yield f"input_element const input_elements_{key_name}[] = {{"
for semantic, semantic_index, stride in key:
yield "{"
yield f'.semantic = "{semantic}",'
yield f".semantic_index = {semantic_index},"
yield f".format = input_format::FLOAT{stride},"
yield "},"
yield "};"
yield from cpp_header.render_input_elements(key_name, key)
def render_triangles(state, collada, geometry_name, primitive_elements, mesh_buffer_state):
yield from render_input_elements(state, collada, geometry_name, mesh_buffer_state.offset_tables)
yield f"triangles const triangles_{geometry_name}[] = {{"
def items():
for i, triangles in enumerate(primitive_elements):
assert type(triangles) is types.Triangles, type(triangles)
@ -161,12 +152,9 @@ def render_triangles(state, collada, geometry_name, primitive_elements, mesh_buf
key_name = input_elements_key_name(key)
index, _ = state.emitted_input_elements_arrays[key_name]
yield "{"
yield f".count = {triangles.count}, // triangles"
yield f".index_offset = {mesh_buffer_state.index_buffer_offsets[i]}, // indices"
yield f".inputs_index = {index}, // index into inputs_list"
yield "},"
yield "};"
yield triangles.count, mesh_buffer_state.index_buffer_offsets[i], index
yield from cpp_header.render_triangles(geometry_name, items())
def render_geometry(state, collada, geometry):
geometry_name = sanitize_name(state, geometry.id, geometry)
@ -188,18 +176,14 @@ def render_geometry(state, collada, geometry):
# used by skin_vertex_buffer
state.geometry__vertex_index_tables[geometry.id] = mesh_buffer_state.vertex_index_table
yield f"geometry const geometry_{geometry_name} = {{"
yield ".mesh = {"
yield f".triangles = triangles_{geometry_name},"
yield f".triangles_count = {len(mesh.primitive_elements)},"
yield ""
yield f".vertex_buffer_offset = {vertex_buffer_offset},"
yield f".vertex_buffer_size = {vertex_buffer_size},"
yield ""
yield f".index_buffer_offset = {index_buffer_offset},"
yield f".index_buffer_size = {index_buffer_size},"
yield "}"
yield "};"
triangles_count = len(mesh.primitive_elements)
yield from cpp_header.render_geometry(geometry_name,
triangles_count,
vertex_buffer_offset,
vertex_buffer_size,
index_buffer_offset,
index_buffer_size)
def render_library_geometries(state, collada):
next_index = 0
@ -210,47 +194,32 @@ def render_library_geometries(state, collada):
next_index += 1
yield from render_geometry(state, collada, geometry)
yield "geometry const * const geometries[] = {"
def geometry_names():
for library_geometries in collada.library_geometries:
for geometry in library_geometries.geometries:
geometry_name = sanitize_name(state, geometry.id, geometry)
yield f"&geometry_{geometry_name},"
yield "};"
yield geometry_name
def render_float_tuple(t):
s = ", ".join((f"{float(f)}f" for f in t))
return f"{{{s}}}"
yield from cpp_header.render_library_geometries(geometry_names())
def render_node_transforms(state, collada, node_name, transformation_elements):
yield f"transform const transforms_{node_name}[] = {{"
for transform in transformation_elements:
yield "{"
def render_transform(transform):
if type(transform) is types.Lookat:
yield ".type = transform_type::LOOKAT,"
yield ".lookat = {"
yield f".eye = {render_float_tuple(transform.eye)}",
yield f".at = {render_float_tuple(transform.at)}",
yield f".up = {render_float_tuple(transform.up)}",
yield "},"
yield from cpp_header.render_transform_lookat(transform.eye, transform.at, transform.up)
elif type(transform) is types.Matrix:
yield ".type = transform_type::MATRIX,"
yield f".matrix = {render_float_tuple(matrix_transpose(transform.values))},"
yield from cpp_header.render_transform_matrix(matrix_transpose(transform.values))
elif type(transform) is types.Rotate:
yield ".type = transform_type::ROTATE,"
yield f".rotate = {render_float_tuple(transform.rotate)},"
yield from cpp_header.render_transform_rotate(transform.rotate)
elif type(transform) is types.Scale:
yield ".type = transform_type::SCALE,"
yield f".scale = {render_float_tuple(transform.scale)},"
yield from cpp_header.render_transform_scale(transform.scale)
elif type(transform) is types.Skew:
yield ".type = transform_type::SKEW,"
yield f".skew = {render_float_tuple(transform.skew)},"
yield from cpp_header.render_transform_skew(transform.skew)
elif type(transform) is types.Translate:
yield ".type = transform_type::TRANSLATE,"
yield f".translate = {render_float_tuple(transform.translate)},"
yield from cpp_header.render_transform_translate(transform.translate)
else:
assert False, type(transform)
yield "},"
yield "};"
yield from cpp_header.render_node_transforms(node_name, transformation_elements, render_transform)
def find_material_symbol(geometry, material_symbol):
assert material_symbol is not None
@ -279,7 +248,7 @@ def shader_to_input_set(channel_to_input_set, shader, op):
return channel_to_input_set[texture.texcoord]
def render_node_geometry_instance_materials(state, collada, prefix, node_name, i, geometry, instance_materials):
yield f"instance_material const {prefix}_instance_materials_{node_name}_{i}[] = {{"
def items():
for instance_material in instance_materials:
# bind <triangles> with `symbol` to <effect> with `target`
@ -308,17 +277,9 @@ def render_node_geometry_instance_materials(state, collada, prefix, node_name, i
ambient_input_set = shader_to_input_set(channel_to_input_set, shader, attrgetter("ambient"))
diffuse_input_set = shader_to_input_set(channel_to_input_set, shader, attrgetter("diffuse"))
specular_input_set = shader_to_input_set(channel_to_input_set, shader, attrgetter("specular"))
yield element_index, material_name, emission_input_set, ambient_input_set, diffuse_input_set, specular_input_set
yield "{"
yield f".element_index = {element_index}, // an index into mesh.triangles"
yield f".material = &material_{material_name},"
yield ""
yield f".emission = {{ .input_set = {emission_input_set} }},"
yield f".ambient = {{ .input_set = {ambient_input_set} }},"
yield f".diffuse = {{ .input_set = {diffuse_input_set} }},"
yield f".specular = {{ .input_set = {specular_input_set} }},"
yield "},"
yield "};"
yield from cpp_header.render_node_geometry_instance_materials(prefix, node_name, i, items())
def get_instance_materials(instance_geometry):
return instance_geometry.bind_material.technique_common.materials if instance_geometry.bind_material is not None else []
@ -329,20 +290,17 @@ def render_node_instance_geometries(state, collada, node_name, instance_geometri
instance_materials = get_instance_materials(instance_geometry)
yield from render_node_geometry_instance_materials(state, collada, "instance_geometry", node_name, i, geometry, instance_materials)
yield f"instance_geometry const instance_geometries_{node_name}[] = {{"
def items():
for i, instance_geometry in enumerate(instance_geometries):
geometry = collada.lookup(instance_geometry.url, types.Geometry)
geometry_name = sanitize_name(state, geometry.id, geometry)
instance_materials = get_instance_materials(instance_geometry)
instance_materials_count = len(instance_materials)
yield "{"
yield f".geometry = &geometry_{geometry_name},"
yield ""
yield f".instance_materials = instance_geometry_instance_materials_{node_name}_{i},"
yield f".instance_materials_count = {len(instance_materials)},"
yield "},"
yield "};"
yield geometry_name, i, instance_materials_count
yield from cpp_header.render_node_instance_geometries(node_name, items())
def get_node_name_id(node):
name = node.id if node.id is not None else f"node-{node.name}"
@ -360,24 +318,19 @@ def get_node_name_id(node):
def render_node_channels(state, collada, node, node_name):
if node.id is None:
# nodes with no ID can't have channels
yield f"channel const * const node_channels_{node_name}[] = {{}};"
return
yield from cpp_header.render_node_channels(node_name, [])
else:
target_names = state.node_animation_channels[node.id]
yield f"channel const * const node_channels_{node_name}[] = {{"
for target_name in target_names:
yield f"&node_channel_{target_name},"
yield "};"
yield from cpp_header.render_node_channels(node_name, target_names)
def render_node_instance_lights(state, collada, node_name, instance_lights):
yield f"instance_light const instance_lights_{node_name}[] = {{"
def light_names():
for instance_light in instance_lights:
light = collada.lookup(instance_light.url, types.Light)
light_name = sanitize_name(state, light.id, light)
yield "{"
yield f".light = &light_{light_name},"
yield "}"
yield "};"
yield light_name
yield from cpp_header.render_node_instance_lights(node_name, light_names())
def find_node_by_sid(root_node, sid):
if sid == root_node.sid:
@ -403,15 +356,16 @@ def render_joint_node_indices(state, collada, skin, node_name, controller_name,
assert stride == 1
assert array.count == count * stride
yield f"int const joint_node_indices_{node_name}_{controller_name}[] = {{"
def items():
for node_sid in array.names:
joint_node = find_node_by_sid(skeleton_node, node_sid);
assert joint_node is not None, (node_sid, skeleton_node.sid_lookup)
joint_node_index = find_node_index(state, joint_node)
joint_node_name_id = get_node_name_id(joint_node)
joint_node_name = sanitize_name(state, joint_node_name_id, joint_node)
yield f"{joint_node_index}, // {node_sid} {joint_node_name}"
yield "};"
yield joint_node_index, node_sid, joint_node_name
yield from cpp_header.render_joint_node_indices(node_name, controller_name, items())
def render_node_instance_controller_joint_node_indices(state, collada, node_name, instance_controller):
controller = collada.lookup(instance_controller.url, types.Controller)
@ -431,23 +385,17 @@ def render_node_instance_controllers(state, collada, node_name, instance_control
instance_materials = get_instance_materials(instance_controller)
yield from render_node_geometry_instance_materials(state, collada, "instance_controller", node_name, i, geometry, instance_materials)
yield f"instance_controller const instance_controllers_{node_name}[] = {{"
def items():
for i, instance_controller in enumerate(instance_controllers):
controller = collada.lookup(instance_controller.url, types.Controller)
controller_name = sanitize_name(state, controller.id, controller)
instance_materials = get_instance_materials(instance_controller)
instance_materials_count = len(instance_materials)
yield "{"
yield f".controller = &controller_{controller_name},"
yield ""
yield f".joint_node_indices = joint_node_indices_{node_name}_{controller_name},"
yield f".joint_count = (sizeof (joint_node_indices_{node_name}_{controller_name})) / (sizeof (int)),"
yield ""
yield f".instance_materials = instance_controller_instance_materials_{node_name}_{i},"
yield f".instance_materials_count = {len(instance_materials)},"
yield "},"
yield "};"
yield controller_name, i, instance_materials_count
yield from cpp_header.render_node_instance_controllers(node_name, items())
def render_node(state, collada, node, node_index):
node_name_id = get_node_name_id(node)
@ -464,29 +412,19 @@ def render_node(state, collada, node, node_index):
types.NodeType.NODE: "NODE",
}[node.type]
yield f"node const node_{node_name} = {{"
yield f".parent_index = {state.node_parents[node_index]},"
yield ""
yield f".type = node_type::{type},"
yield ""
yield f".transforms = transforms_{node_name},"
yield f".transforms_count = {len(node.transformation_elements)},"
yield ""
yield f".instance_geometries = instance_geometries_{node_name},"
yield f".instance_geometries_count = {len(node.instance_geometries)},"
yield ""
yield f".instance_controllers = instance_controllers_{node_name},"
yield f".instance_controllers_count = {len(node.instance_controllers)},"
yield ""
yield f".instance_lights = instance_lights_{node_name},"
yield f".instance_lights_count = {len(node.instance_lights)},"
yield ""
yield f".channels = node_channels_{node_name},"
yield f".channels_count = {len(state.node_animation_channels[node.id])},"
#yield ""
#yield f".nodes = node_children_{node_name},"
#yield f".nodes_count = {len(node.nodes)},"
yield "};"
parent_index = state.node_parents[node_index]
transforms_count = len(node.transformation_elements)
instance_geometries_count = len(node.instance_geometries)
instance_controllers_count = len(node.instance_controllers)
instance_lights_count = len(node.instance_lights)
channels_count = len(state.node_animation_channels[node.id])
yield from cpp_header.render_node(node_name, parent_index, type,
transforms_count,
instance_geometries_count,
instance_controllers_count,
instance_lights_count,
channels_count)
def traverse_node(state, parent_node_index, node):
assert parent_node_index < len(state.linearized_nodes)
@ -509,22 +447,13 @@ def render_library_visual_scenes(state, collada):
for node_index, node in enumerate(state.linearized_nodes):
yield from render_node(state, collada, node, node_index)
yield "node const * const nodes[] = {"
def items():
for node_index, node in enumerate(state.linearized_nodes):
node_name_id = get_node_name_id(node)
node_name = sanitize_name(state, node_name_id, node)
yield f"&node_{node_name}, // {node_index}"
yield "};"
yield node_name, node_index
def render_header(namespace):
yield '#include "collada_types.hpp"'
yield ''
yield f'namespace {namespace} {{'
yield ''
yield 'using namespace collada;'
def render_opt_color(field_name, color):
yield f".{field_name} = {render_float_tuple(color.value)},"
yield from cpp_header.render_library_visual_scenes(items())
def render_opt_texture(state, profile_common, field_name, texture):
sampler_sid = texture.texture
@ -540,7 +469,10 @@ def render_opt_texture(state, profile_common, field_name, texture):
image_id = surface.parameter_type.init_from.uri
image_index = state.image_indices[image_id]
yield f".{field_name} = {{ .image_index = {image_index} }}, // {image_id}"
yield from cpp_header.render_opt_texture(field_name, image_index, image_id)
def render_opt_color(field_name, color):
yield from cpp_header.render_opt_color(field_name, color)
def render_opt_color_or_texture(state, profile_common, field_name, color_or_texture):
if color_or_texture is None:
@ -549,31 +481,32 @@ def render_opt_color_or_texture(state, profile_common, field_name, color_or_text
types.Color: "COLOR",
types.Texture: "TEXTURE",
}[type(color_or_texture)]
yield f".{field_name} = {{"
yield f".type = color_or_texture_type::{opt_type},"
def render_body():
if type(color_or_texture) is types.Color:
yield from render_opt_color("color", color_or_texture)
elif type(color_or_texture) is types.Texture:
yield from render_opt_texture(state, profile_common, "texture", color_or_texture)
else:
assert False, color_or_texture
yield "},"
yield from cpp_header.render_opt_color_or_texture(field_name, opt_type, render_body)
def render_opt_float(field_name, f):
if f is None:
f = types.Float(value=0.0)
yield f".{field_name} = {float(f.value)}f,"
yield from cpp_header.render_opt_float(field_name, float(f.value))
def render_effect(state, collada, effect):
profile_common, = effect.profile_common
shader = profile_common.technique.shader
effect_name = sanitize_name(state, effect.id, effect)
yield f"effect const effect_{effect_name} = {{"
if type(shader) is types.Blinn:
yield ".type = effect_type::BLINN,"
yield ".blinn = {"
type_name = "BLINN"
field_name = "blinn"
def render_body():
yield from render_opt_color_or_texture(state, profile_common, "emission", shader.emission)
yield from render_opt_color_or_texture(state, profile_common, "ambient", shader.ambient)
yield from render_opt_color_or_texture(state, profile_common, "diffuse", shader.diffuse)
@ -584,10 +517,10 @@ def render_effect(state, collada, effect):
yield from render_opt_color_or_texture(state, profile_common, "transparent", shader.transparent)
yield from render_opt_float("transparency", shader.transparency)
yield from render_opt_float("index_of_refraction", shader.index_of_refraction)
yield "}"
elif type(shader) is types.Lambert:
yield ".type = effect_type::LAMBERT,"
yield ".lambert = {"
type_name = "LAMBERT"
field_name = "lambert"
def render_body():
yield from render_opt_color_or_texture(state, profile_common, "emission", shader.emission)
yield from render_opt_color_or_texture(state, profile_common, "ambient", shader.ambient)
yield from render_opt_color_or_texture(state, profile_common, "diffuse", shader.diffuse)
@ -596,10 +529,10 @@ def render_effect(state, collada, effect):
yield from render_opt_color_or_texture(state, profile_common, "transparent", shader.transparent)
yield from render_opt_float("transparency", shader.transparency)
yield from render_opt_float("index_of_refraction", shader.index_of_refraction)
yield "}"
elif type(shader) is types.Phong:
yield ".type = effect_type::PHONG,"
yield ".phong = {"
type_name = "PHONG"
field_name = "phong"
def render_body():
yield from render_opt_color_or_texture(state, profile_common, "emission", shader.emission)
yield from render_opt_color_or_texture(state, profile_common, "ambient", shader.ambient)
yield from render_opt_color_or_texture(state, profile_common, "diffuse", shader.diffuse)
@ -610,21 +543,20 @@ def render_effect(state, collada, effect):
yield from render_opt_color_or_texture(state, profile_common, "transparent", shader.transparent)
yield from render_opt_float("transparency", shader.transparency)
yield from render_opt_float("index_of_refraction", shader.index_of_refraction)
yield "}"
elif type(shader) is types.Constant:
yield ".type = effect_type::CONSTANT,"
yield ".constant = {"
type_name = "CONSTANT"
field_name = "constant"
def render_body():
yield from render_opt_color("color", shader.color)
yield from render_opt_color_or_texture(state, profile_common, "reflective", shader.reflective)
yield from render_opt_float("reflectivity", shader.reflectivity)
yield from render_opt_color_or_texture(state, profile_common, "transparent", shader.transparent)
yield from render_opt_float("transparency", shader.transparency)
yield from render_opt_float("index_of_refraction", shader.index_of_refraction)
yield "}"
else:
assert False, type(shader)
yield "};"
yield from cpp_header.render_effect(effect_name, type_name, field_name, render_body)
def render_library_effects(state, collada):
for library_effects in collada.library_effects:
@ -637,46 +569,21 @@ def render_library_materials(state, collada):
effect = collada.lookup(material.instance_effect.url, types.Effect)
material_name = sanitize_name(state, material.id, material)
effect_name = sanitize_name(state, effect.id, effect)
yield f"material const material_{material_name} = {{"
yield f".effect = &effect_{effect_name},"
yield "};"
yield from cpp_header.render_library_material(material_name, effect_name)
def render_input_elements_list(state):
yield "inputs const inputs_list[] = {"
def items():
for key_name, (index, key) in state.emitted_input_elements_arrays.items():
yield "{"
yield f".elements = input_elements_{key_name},"
yield f".elements_count = {len(key)},"
yield "},"
yield "};"
def render_descriptor(namespace):
yield f"extern collada::descriptor const descriptor;"
yield ""
yield "collada::descriptor const descriptor = {"
yield ".nodes = nodes,"
yield ".nodes_count = (sizeof (nodes)) / (sizeof (nodes[0])),"
yield ""
yield ".inputs_list = inputs_list,"
yield ".inputs_list_count = (sizeof (inputs_list)) / (sizeof (inputs_list[0])),"
yield ""
yield ".images = images,"
yield ".images_count = (sizeof (images)) / (sizeof (images[0])),"
yield ""
yield f'.position_normal_texture_buffer = L"RES_SCENES_{namespace.upper()}_VTX",'
yield f'.joint_weight_buffer = L"RES_SCENES_{namespace.upper()}_VJW",'
yield f'.index_buffer = L"RES_SCENES_{namespace.upper()}_IDX",'
yield "};"
def render_end_of_namespace():
yield "}"
elements_count = len(key)
yield key_name, elements_count
yield from cpp_header.render_input_elements_list(items())
def render_animation_children(state, collada, animation_name, animations):
yield f"node const * const animation_children_{animation_name} = {{"
def items():
for animation in animations:
animation_name = sanitize_name(state, animation.id, animation)
yield "&animation_{animation_name},"
yield "};"
yield animation_name
yield from cpp_header.render_animation_children(animation_name, items())
def render_array(state, collada, accessor, array):
array_name = sanitize_name(state, array.id, array)
@ -685,18 +592,18 @@ def render_array(state, collada, accessor, array):
assert accessor.stride == 1
assert accessor.params[0].name == "INTERPOLATION"
assert len(array.names) == accessor.count
yield f"enum interpolation const array_{array_name}[] = {{"
def names():
for name in array.names:
assert name in {"BEZIER", "LINEAR"}, name
yield f"interpolation::{name},"
yield "};"
yield name
yield from cpp_header.render_interpolation_array(array_name, names())
elif type(array) is types.FloatArray:
yield f"float const array_{array_name}[] = {{"
def vectors():
it = iter(array.floats)
for i in range(accessor.count):
vector = ", ".join(f"{float(f)}f" for f in islice(it, accessor.stride))
yield f"{vector},"
yield "};"
yield vector
yield from cpp_header.render_float_array(array_name, vectors())
else:
assert False, type(array)
@ -704,13 +611,13 @@ def render_source(state, collada, field_name, source):
array_name = sanitize_name(state, source.array_element.id, source.array_element)
c_type = "interpolation" if type(source.array_element) is types.NameArray else "float"
source_name = sanitize_name(state, source.id, source)
#yield f"source const source_{source_name} = {{"
yield f"// {source_name}"
yield f".{field_name} = {{"
yield f".{c_type}_array = array_{array_name},"
yield f".count = {source.technique_common.accessor.count},"
yield f".stride = {source.technique_common.accessor.stride},"
yield "},"
yield from cpp_header.render_source(source_name,
field_name,
c_type,
array_name,
source.technique_common.accessor.count,
source.technique_common.accessor.stride)
def render_sampler(state, collada, sampler):
order = dict((s, i) for i, s in
@ -744,12 +651,12 @@ def render_sampler(state, collada, sampler):
# render the sampler
sampler_name = sanitize_name(state, sampler.id, sampler)
yield f"sampler const sampler_{sampler_name} = {{"
def render_body():
for input in inputs:
source = collada.lookup(input.source, types.SourceCore)
field_name = input.semantic.lower()
yield from render_source(state, collada, field_name, source)
yield "};"
yield from cpp_header.render_sampler(sampler_name, render_body)
target_attributes = {
"A", "ANGLE", "B", "G", "P", "Q", "R", "S", "T", "TIME", "U", "V", "W", "X", "Y", "Z", "ALL"
@ -796,11 +703,7 @@ def render_channel(state, collada, channel):
assert target_name not in state.node_animation_channels[node.id]
state.node_animation_channels[node.id].add(target_name)
yield f"channel const node_channel_{target_name} = {{"
yield f".source_sampler = &sampler_{sampler_name},"
yield f".target_transform_index = {transform_index},"
yield f".target_attribute = target_attribute::{target_attribute},"
yield "};"
yield from cpp_header.render_channel(target_name, sampler_name, transform_index, target_attribute)
def render_animation(state, collada, animation_name, animation):
# render children first
@ -850,10 +753,7 @@ def render_light(state, collada, light):
light_name = sanitize_name(state, light.id, light)
color = ", ".join(f"{float(f)}f" for f in technique_common.light.color)
light_type = render_light_type(technique_common)
yield f"light const light_{light_name} = {{"
yield f".type = light_type::{light_type},"
yield f".color = {{ {color} }},"
yield "};"
yield from cpp_header.render_light(light_name, light_type, color)
def render_library_lights(state, collada):
for library_lights in collada.library_lights:
@ -885,10 +785,7 @@ def render_image(state, collada, image, image_index):
resource_name = image_resource_name(state, image.image_source.uri)
image_name = sanitize_name(state, image.id, image)
yield f"// {image.id}"
yield f"image const image_{image_name} = {{"
yield f'.resource_name = L"{resource_name}",'
yield "};"
yield from cpp_header.render_image(image.id, image_name, resource_name)
def render_library_images(state, collada):
image_index = 0
@ -897,18 +794,12 @@ def render_library_images(state, collada):
yield from render_image(state, collada, image, image_index)
image_index += 1
yield "image const * const images[] = {"
def image_names():
for library_images in collada.library_images:
for image in library_images.images:
image_name = sanitize_name(state, image.id, image)
yield f"&image_{image_name},"
yield "};"
def render_matrix(fs):
fsi = iter(fs)
for i in range(4):
s = ", ".join(f"{f}f" for f in islice(fsi, 4))
yield f"{s},"
yield image_name
yield from cpp_header.render_library_images(image_names())
def render_inverse_bind_matrices(collada, skin, controller_name):
inverse_bind_matrix_input, = find_semantics(skin.joints.inputs, "INV_BIND_MATRIX")
@ -920,16 +811,13 @@ def render_inverse_bind_matrices(collada, skin, controller_name):
assert stride == 16
assert array.count == count * stride
inverse_bind_matrices = []
# emitted in joint order
yield f"matrix const inverse_bind_matrices_{controller_name}[] = {{"
def matrices():
for i in range(count):
yield "{"
offset = stride * i
matrix = matrix_transpose(array.floats[offset:offset+stride])
yield from render_matrix(matrix)
yield "},"
yield "};"
yield matrix
yield from cpp_header.render_inverse_bind_matrices(controller_name, matrices())
def renderbin_any(f, elems):
fmt = {
@ -959,16 +847,7 @@ def render_controller(state, collada, controller):
yield from render_inverse_bind_matrices(collada, skin, controller_name)
yield f"controller const controller_{controller_name} = {{"
yield ".skin = {"
yield f".geometry = &geometry_{geometry_name},"
yield ""
yield f".inverse_bind_matrices = inverse_bind_matrices_{controller_name},"
yield ""
yield f".vertex_buffer_offset = {vertex_buffer_offset},"
yield f".vertex_buffer_size = {vertex_buffer_size},"
yield "}"
yield "};"
yield from cpp_header.render_controller(controller_name, geometry_name, vertex_buffer_offset, vertex_buffer_size)
def render_library_controllers(state, collada):
for library_controllers in collada.library_controllers:
@ -985,13 +864,12 @@ def render_camera(state, collada, camera):
else:
return f
yield f"camera const camera_{camera_name} = {{"
yield f".xfov = {nf(perspective.xfov)}f,"
yield f".yfov = {nf(perspective.yfov)}f,"
yield f".znear = {nf(perspective.znear)}f,"
yield f".zfar = {nf(perspective.zfar)}f,"
yield f".aspect_ratio = {nf(perspective.aspect_ratio)}f,"
yield "};"
yield from cpp_header.render_camera(camera_name,
nf(perspective.xfov),
nf(perspective.yfov),
nf(perspective.znear),
nf(perspective.zfar),
nf(perspective.aspect_ratio))
def render_library_cameras(state, collada):
for library_cameras in collada.library_cameras:
@ -1001,7 +879,7 @@ def render_library_cameras(state, collada):
def render_all(collada, namespace, input_filename):
state = State(input_filename)
render, out = renderer()
render(render_header(namespace))
render(cpp_header.render_prelude(namespace))
render(render_library_cameras(state, collada))
render(render_library_lights(state, collada))
render(render_library_animations(state, collada))
@ -1014,18 +892,13 @@ def render_all(collada, namespace, input_filename):
# root elements
render(render_library_visual_scenes(state, collada))
render(render_input_elements_list(state))
render(render_descriptor(namespace))
render(render_end_of_namespace())
render(cpp_header.render_descriptor(namespace))
render(cpp_header.render_prologue())
return state, out
def render_hpp(namespace):
yield f"namespace {namespace} {{"
yield "extern collada::descriptor const descriptor;"
yield "}"
def render_all_hpp(namespace):
render, out = renderer()
render(render_hpp(namespace))
render(cpp_header.render_hpp(namespace))
return out
if __name__ == "__main__":

View File

@ -115,7 +115,7 @@ namespace collada {
// effect
//////////////////////////////////////////////////////////////////////
enum color_or_texture_type {
enum class color_or_texture_type {
COLOR,
TEXTURE,
};