This commit is contained in:
Zack Buhman 2026-01-02 19:58:15 -06:00
commit ee4deb53fb
5 changed files with 416 additions and 0 deletions

2
.gitignore vendored Normal file
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*.pyc
__pycache__

42
generate.py Normal file
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import io
def should_autonewline(line):
return (
"static_assert" not in line
and "extern" not in line
and (len(line.split()) < 2 or line.split()[1] != '=') # hacky; meh
)
def _render(out, lines, indent_length):
indent = " "
level = 0
namespace = 0
for l in lines:
if l and (l[0] == "}" or l[0] == ")"):
level -= indent_length
if level < 0:
assert namespace >= 0
namespace -= 1
level = 0
if len(l) == 0:
out.write("\n")
else:
out.write(indent * level + l + "\n")
if l and (l[-1] == "{" or l[-1] == "("):
if l.startswith("namespace"):
namespace += 1
else:
level += indent_length
if level == 0 and l and l[-1] == ";":
if should_autonewline(l):
out.write("\n")
return out
def renderer(indent_length=2):
out = io.StringIO()
def render(lines):
return _render(out, lines, indent_length)
return render, out

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gltf.hpp Normal file
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template <typename T>
struct Array {
T * e;
int length;
};
struct Mesh {
D3DXVECTOR3 * position;
D3DXVECTOR3 * normal;
D3DXVECTOR2 * texcoord_0;
DWORD * indices;
};
struct Skin;
struct Node {
Skin * skin; // skin index (global)
Mesh * mesh; // mesh index (global)
D3DXVECTOR3 scale;
D3DXVECTOR3 translation;
D3DXQUATERNION rotation;
};
struct Skin {
D3DXMATRIX * inverse_bind_matrices; // accessor
Array<Node *> joints;
};
enum AnimationChannelPath {
ACP__WEIGHTS,
ACP__ROTATION,
ACP__TRANSLATION,
ACP__SCALE,
};
struct AnimationSampler {
float * input; // accessor index, containing keyframe timestamps
void * output; // accessor index, containing keyframe values (type depends on channel target path)
};
struct AnimationChannel {
AnimationSampler * sampler; // sampler index, this animation
struct {
Node * node; // node index
AnimationChannelPath path; // property to animate
} target;
};
struct Animation {
Array<AnimationChannel> channels;
Array<AnimationSampler> samplers;
};

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gltf.py Normal file
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import struct
import json
import base64
class GLTF:
def __init__(self, json, buffers):
# json: dict
# buffers: list[memoryview]
self.json = json
self.buffers = buffers
class Mesh:
def __init__(self, attributes, indices):
# attributes: list
# indices: list
self.attributes = attributes
self.indices = indices
def parse_header(mem, offset):
magic, version, length = struct.unpack("<III", mem[offset:offset + 12])
assert magic == 0x46546c67
assert version == 0x2
return offset + 12, length
def parse_json_chunk(mem, offset):
chunk_length, chunk_type = struct.unpack("<II", mem[offset:offset + 8])
assert chunk_type == 0x4e4f534a
data = json.loads(bytes(mem[offset + 8:offset + 8 + chunk_length]))
return offset + 8 + chunk_length, data
def parse_bin_chunk(mem, offset):
chunk_length, chunk_type = struct.unpack("<II", mem[offset:offset + 8])
assert chunk_type == 0x004e4942
data = mem[offset + 8:offset + 8 + chunk_length]
return offset + 8 + chunk_length, data
def component_type_format(n):
return {
5120: ("<b", 1), # "BYTE",
5121: ("<B", 1), # "UNSIGNED_BYTE",
5122: ("<h", 2), # "SHORT",
5123: ("<H", 2), # "UNSIGNED_SHORT",
5125: ("<I", 4), # "UNSIGNED_INT",
5126: ("<f", 4), # "FLOAT",
}[n]
def element_type_count(s):
return {
"SCALAR": 1,
"VEC2": 2,
"VEC3": 3,
"VEC4": 4,
"MAT2": 4,
"MAT3": 9,
"MAT4": 16,
}[s]
def decode_components(gltf, accessor):
components_per_element = element_type_count(accessor["type"])
accessor_count = accessor["count"]
accessor_buffer_view = accessor["bufferView"]
buffer_view = gltf.json["bufferViews"][accessor_buffer_view]
buffer = gltf.buffers[buffer_view["buffer"]]
accessor_byte_offset = accessor["byteOffset"] if "byteOffset" in accessor else 0
buffer_view_byte_offset = buffer_view.get("byteOffset", 0)
offset = accessor_byte_offset + buffer_view_byte_offset
buffer_end = offset + buffer_view["byteLength"]
accessor_component_type = accessor["componentType"]
format, size = component_type_format(accessor_component_type)
byte_stride = size * components_per_element
if "byteStride" in buffer_view:
assert buffer_view["byteStride"] >= byte_stride
byte_stride = buffer_view["byteStride"]
components = []
for _ in range(accessor_count):
for i in range(components_per_element):
start = offset + i * size
end = offset + i * size + size
assert end <= buffer_end
c, = struct.unpack(format, buffer[start:end])
components.append(c)
offset += byte_stride
return components
def decode_accessor(gltf, accessor):
components = decode_components(gltf, accessor)
components_per_element = element_type_count(accessor["type"])
for i in range(accessor["count"]):
if accessor["type"] == "SCALAR":
yield components[i]
else:
yield tuple(
components[i*components_per_element+j] for j in range(components_per_element)
)
def validate_mesh(gltf, mesh):
assert len(mesh["primitives"]) == 1
primitive, = mesh["primitives"]
assert "mode" not in primitive or primitive["mode"] == 4 # triangles
def decode_glb(mem):
offset = 0
offset, length = parse_header(mem, offset)
offset, json_chunk = parse_json_chunk(mem, offset)
offset, bin_chunk = parse_bin_chunk(mem, offset)
assert offset == length
gltf = GLTF(json_chunk, [bin_chunk])
return gltf
def remove_uri_prefix(uri):
prefixes = [
"data:application/octet-stream;base64,",
"data:application/gltf-buffer;base64,",
]
for prefix in prefixes:
if uri.startswith(prefix):
return uri[len(prefix):]
assert False, uri
def decode_gltf(mem):
gltf_json = json.loads(bytes(mem))
buffers = []
for buffer in gltf_json["buffers"]:
uri = buffer["uri"]
uri = remove_uri_prefix(uri)
data = base64.b64decode(uri)
assert len(data) == buffer["byteLength"]
buffers.append(memoryview(data))
gltf = GLTF(gltf_json, buffers)
return gltf
def decode_file(filename):
with open(filename, "rb") as f:
buf = f.read()
mem = memoryview(buf)
if filename.lower().endswith(".glb"):
return decode_glb(mem)
elif filename.lower().endswith(".gltf"):
return decode_gltf(mem)
else:
assert False, filename
if __name__ == "__main__":
import sys
gltf = decode_file(sys.argv[1])
import json
print(json.dumps(gltf.json, indent=4))

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render_cpp.py Normal file
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import sys
from pprint import pprint
from generate import renderer
from gltf import decode_file
from gltf import validate_mesh
from gltf import decode_accessor
filename = sys.argv[1]
gltf = decode_file(filename)
def type_name(type):
return {
"SCALAR": "DWORD",
"VEC2": "D3DXVECTOR2",
"VEC3": "D3DXVECTOR3",
"VEC4": "D3DXVECTOR4",
# MAT2
# MAT3
"MAT4": "D3DXMATRIX",
}[type]
def float_s(f):
return f"{f:10.7f}f"
def sv(v, c_type):
args = ", ".join(
float_s(c) for c in v
)
return f"{c_type}({args})"
def mv(v, c_type):
assert len(v) == 16
assert c_type == "D3DXMATRIX"
v = [float_s(c) for c in v]
return f"""
D3DXMATRIX({v[ 0]}, {v[ 1]}, {v[ 2]}, {v[ 3]},
{v[ 4]}, {v[ 5]}, {v[ 6]}, {v[ 7]},
{v[ 8]}, {v[ 9]}, {v[10]}, {v[11]},
{v[12]}, {v[13]}, {v[14]}, {v[15]})
""".strip()
def render_value(value, c_type):
if "MAT" in c_type:
return mv(value, c_type)
elif "VEC" in c_type:
return sv(value, c_type)
elif type(value) in {int, float}:
return f"{value}"
else:
assert False
def render_accessors(gltf):
for accessor_ix, accessor in enumerate(gltf.json["accessors"]):
components = list(decode_accessor(gltf, accessor))
accessor_name = f"accessor_{accessor_ix}"
accessor_type = accessor['type']
if type(components[0]) in {int, float}:
c_type = "DWORD" if type(components[0]) is int else "float"
else:
c_type = type_name(accessor_type)
yield f"const {c_type} {accessor_name}[] = {{"
for v in components:
yield f"{render_value(v, c_type)},"
yield "};"
yield f"const int {accessor_name}_length = (sizeof ({accessor_name})) / (sizeof ({accessor_name}[0]));"
def render_meshes(gltf):
for mesh_ix, mesh in enumerate(gltf.json["meshes"]):
validate_mesh(gltf, mesh)
primitive, = mesh["primitives"]
attributes = primitive["attributes"]
position = attributes["POSITION"]
normal = attributes.get("NORMAL", None)
texcoord_0 = attributes.get("TEXCOORD_0", None)
indices = primitive["indices"]
yield f"const Mesh mesh_{mesh_ix} = {{"
yield f"accessor_{position}, // position"
yield f"accessor_{normal}, // normal" if normal is not None else "NULL,"
yield f"accessor_{texcoord_0}, // texcoord_0" if texcoord_0 is not None else "NULL,"
yield f"accessor_{indices}, // indices"
yield "};"
def render_nodes(gltf):
for node in gltf.json["nodes"]:
if "skin" not in node:
continue
skin = node["skin"]
yield f"const Skin skin_{skin};"
for node_ix, node in enumerate(gltf.json["nodes"]):
skin = f"&skin_{node['skin']}" if "skin" in node else "NULL"
mesh = f"&mesh_{node['skin']}" if "mesh" in node else "NULL"
scale = (1, 1, 1)
translation = (0, 0, 0)
rotation = (0, 0, 0, 1)
if "scale" in node:
scale = node["scale"]
if "translation" in node:
translation = node["translation"]
if "rotation" in node:
rotation = node["rotation"]
yield f"const Node node_{node_ix} = {{"
yield f"{skin}, // skin"
yield f"{mesh}, // mesh"
yield f"{render_value(scale, 'D3DXVECTOR3')}, // scale"
yield f"{render_value(translation, 'D3DXVECTOR3')}, // translation"
yield f"{render_value(rotation, 'D3DXVECTOR4')}, // rotation"
yield "};"
def render_skins(gltf):
for skin_ix, skin in enumerate(gltf.json["skins"]):
yield f"const Node * skin_{skin_ix}__joints[] = {{"
for joint in skin["joints"]:
yield f"&node_{joint},"
yield "};"
for skin_ix, skin in enumerate(gltf.json["skins"]):
inverse_bind_matrices = skin["inverseBindMatrices"]
yield f"const Skin skin_{skin_ix} = {{"
yield f"accessor_{inverse_bind_matrices}, // inverse bind matrices"
yield f"{{ skin_{skin_ix}__joints, {len(skin['joints'])} }},"
yield "};"
def render_animation_samplers(animation_ix, samplers):
for sampler_ix, sampler in enumerate(samplers):
yield f"const AnimationSampler animation_{animation_ix}__sampler_{sampler_ix} = {{"
yield f"accessor_{sampler['input']}, // input, keyframe timestamps"
yield f"accessor_{sampler['output']}, // output, keyframe values (void *)"
yield "};"
def render_animation_channels(animation_ix, channels):
yield f"const AnimationChannel animation_{animation_ix}__channels[] = {{"
for channel in channels:
sampler = channel["sampler"]
target_node = channel["target"]["node"]
target_path = channel["target"]["path"]
yield f"&animation_{animation_ix}__sampler_{sampler}, // animation sampler"
yield "{"
yield f"&node_{target_node}, // target node"
yield f"ACP__{target_path.upper()}, // target path"
yield "},"
yield "};"
def render_animations(gltf):
for animation_ix, animation in enumerate(gltf.json["animations"]):
yield from render_animation_samplers(animation_ix, animation["samplers"])
yield from render_animation_channels(animation_ix, animation["channels"])
def render_gltf(gltf):
yield from render_accessors(gltf)
yield from render_meshes(gltf)
yield from render_nodes(gltf)
yield from render_skins(gltf)
yield from render_animations(gltf)
render, out = renderer()
render(render_gltf(gltf))
print(out.getvalue())