Managed to get the monkey to load by patching simdjson 3.3.0 to fix a dubious 3 lines of code as mentioned here: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=280590 then have fastgltf _NOT_ download simdjson again.

This commit is contained in:
Zed A. Shaw 2026-02-05 00:54:10 -05:00
parent dbda70e3a0
commit 11ed1540ab
6 changed files with 122 additions and 125 deletions

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@ -81,7 +81,7 @@ sdl2 = subproject('sdl2').get_variable('sdl2_dep')
fastgltf_opts = cmake.subproject_options() fastgltf_opts = cmake.subproject_options()
fastgltf_opts.add_cmake_defines({ fastgltf_opts.add_cmake_defines({
'FASTGLTF_DOWNLOAD_SIMDJSON': false, 'FASTGLTF_DOWNLOAD_SIMDJSON': false,
}) })
fastgltf_proj = cmake.subproject('fastgltf', options: fastgltf_opts) fastgltf_proj = cmake.subproject('fastgltf', options: fastgltf_opts)
@ -94,6 +94,7 @@ glm_opts.add_cmake_defines({
glm_proj = cmake.subproject('glm', options: glm_opts) glm_proj = cmake.subproject('glm', options: glm_opts)
glm = glm_proj.get_variable('glm_dep') glm = glm_proj.get_variable('glm_dep')
simdjson = dependency('simdjson')
vk_opts = cmake.subproject_options() vk_opts = cmake.subproject_options()
@ -120,6 +121,7 @@ dependencies += [
imgui, imgui,
sdl2, sdl2,
fastgltf, fastgltf,
simdjson,
] ]
sources = [ sources = [

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@ -820,7 +820,7 @@ void VulkanEngine::init_default_data() {
rectangle = uploadMesh(rect_indices, rect_vertices); rectangle = uploadMesh(rect_indices, rect_vertices);
auto basicmesh = loadGltfMeshes(this, "basicmesh.glb"); auto basicmesh = loadGltfMeshes(this, "./basicmesh.glb");
assert(basicmesh != std::nullopt && "Failed to load basicmesh.glb"); assert(basicmesh != std::nullopt && "Failed to load basicmesh.glb");
testMeshes = *basicmesh; testMeshes = *basicmesh;

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@ -1,6 +1,6 @@
#include "vk_loader.h"
#include "vendor/stb_image.h"
#include <iostream> #include <iostream>
#include "vendor/stb_image.h"
#include <vk_loader.h>
#include "vk_engine.h" #include "vk_engine.h"
#include "vk_initializers.h" #include "vk_initializers.h"
@ -8,134 +8,128 @@
#include <glm/gtx/quaternion.hpp> #include <glm/gtx/quaternion.hpp>
#include <fastgltf/glm_element_traits.hpp> #include <fastgltf/glm_element_traits.hpp>
#include <fastgltf/core.hpp> #include <fastgltf/parser.hpp>
#include <fastgltf/tools.hpp> #include <fastgltf/tools.hpp>
constexpr bool OverrideColors = true;
std::optional<std::vector<std::shared_ptr<MeshAsset>>> loadGltfMeshes(VulkanEngine* engine, std::filesystem::path filePath) std::optional<std::vector<std::shared_ptr<MeshAsset>>> loadGltfMeshes(VulkanEngine* engine, std::filesystem::path filePath)
{ {
std::println("\nLoading GLTF: {}", filePath.string()); //> openmesh
auto data = fastgltf::GltfDataBuffer::FromPath(filePath); std::cout << "\nLoading GLTF: " << filePath << std::endl;
if(data.error() != fastgltf::Error::None) { fastgltf::GltfDataBuffer data;
std::println("Failed to load glTF: {}={}\n", data.loadFromFile(filePath);
typeid(data.error()).name(),
fastgltf::to_underlying(data.error()));
return std::nullopt;
}
constexpr auto gltfOptions = fastgltf::Options::LoadExternalBuffers; constexpr auto gltfOptions = fastgltf::Options::LoadGLBBuffers
| fastgltf::Options::LoadExternalBuffers;
fastgltf::Asset gltf{}; fastgltf::Asset gltf;
fastgltf::Parser parser{}; fastgltf::Parser parser {};
auto load = parser.loadGltfBinary(data.get(), filePath.parent_path(), gltfOptions);
switch(load.error()) {
case fastgltf::Error::None:
gltf = std::move(load.get());
break;
case fastgltf::Error::InvalidGLB:
std::println("fastgltf says Error::InvalidGLB {}", filePath.string());
return std::nullopt;
break;
case fastgltf::Error::UnsupportedVersion:
std::println("fastgltf says Error::UnsupportedVersion {}", filePath.string());
return std::nullopt;
break;
case fastgltf::Error::InvalidPath:
std::println("fastgltf says Error::UnsupportedVersion {}",
filePath.string());
return std::nullopt;
break;
default:
std::println("Unknown fastgltf error loading {}", filePath.string());
break;
}
std::vector<std::shared_ptr<MeshAsset>> meshes;
// use the same vectors for all meshes
std::vector<uint32_t> indices;
std::vector<Vertex> vertices;
for(auto& mesh : gltf.meshes) {
MeshAsset newmesh;
newmesh.name = mesh.name;
indices.clear();
indices.clear();
for(auto&& p : mesh.primitives) {
auto& indexAccessor = gltf.accessors[p.indicesAccessor.value()];
GeoSurface newSurface {
.startIndex = (uint32_t)indices.size(),
.count = (uint32_t)indexAccessor.count,
};
size_t initial_vtx = vertices.size();
// load indices
{
indices.reserve(indices.size() + indexAccessor.count);
fastgltf::iterateAccessor<std::uint32_t>(
gltf, indexAccessor, [&](std::uint32_t idx) {
indices.push_back(idx + initial_vtx);
});
}
// load vertex positions
{
fastgltf::Accessor& posAccessor = gltf.accessors[
p.findAttribute("POSITIONS")->accessorIndex];
vertices.resize(vertices.size() + posAccessor.count);
fastgltf::iterateAccessorWithIndex<glm::vec3>(
gltf, posAccessor, [&](glm::vec3 v, size_t index)
{
vertices[initial_vtx + index] = {
.position = v,
.uv_x = 0,
.normal = {1, 0, 0},
.uv_y = 0,
.color = glm::vec4{1.0f},
};
});
}
// load vertex normals
auto normals = p.findAttribute("NORMA:");
if(normals != p.attributes.end()) {
fastgltf::iterateAccessorWithIndex<glm::vec3>(
gltf, gltf.accessors[(*normals).accessorIndex],
[&](glm::vec3 v, size_t index)
{
vertices[initial_vtx + index].normal = v;
});
}
auto uv = p.findAttribute("TEXCOORD_0");
if(uv != p.attributes.end()) {
fastgltf::iterateAccessorWithIndex<glm::vec2>(
gltf, gltf.accessors[(*uv).accessorIndex],
[&](glm::vec2 v, size_t index) {
vertices[initial_vtx + index].uv_x = v.x;
vertices[initial_vtx + index].uv_y = v.y;
});
}
if(OverrideColors) {
for(Vertex& vtx : vertices) {
vtx.color = glm::vec4(vtx.normal, 1.0f);
}
}
newmesh.meshBuffers = engine->uploadMesh(indices, vertices);
meshes.emplace_back(std::make_shared<MeshAsset>(std::move(newmesh)));
auto load = parser.loadBinaryGLTF(&data, filePath.parent_path(), gltfOptions);
if (load) {
gltf = std::move(load.get());
} else {
std::print("Failed to load glTF: {} \n", fastgltf::to_underlying(load.error()));
return {};
} }
} //< openmesh
//> loadmesh
std::vector<std::shared_ptr<MeshAsset>> meshes;
return meshes; // use the same vectors for all meshes so that the memory doesnt reallocate as
// often
std::vector<uint32_t> indices;
std::vector<Vertex> vertices;
for (fastgltf::Mesh& mesh : gltf.meshes) {
MeshAsset newmesh;
newmesh.name = mesh.name;
// clear the mesh arrays each mesh, we dont want to merge them by error
indices.clear();
vertices.clear();
for (auto&& p : mesh.primitives) {
GeoSurface newSurface;
newSurface.startIndex = (uint32_t)indices.size();
newSurface.count = (uint32_t)gltf.accessors[p.indicesAccessor.value()].count;
size_t initial_vtx = vertices.size();
// load indexes
{
fastgltf::Accessor& indexaccessor = gltf.accessors[p.indicesAccessor.value()];
indices.reserve(indices.size() + indexaccessor.count);
fastgltf::iterateAccessor<std::uint32_t>(gltf, indexaccessor,
[&](std::uint32_t idx) {
indices.push_back(idx + initial_vtx);
});
}
// load vertex positions
{
fastgltf::Accessor& posAccessor = gltf.accessors[p.findAttribute("POSITION")->second];
vertices.resize(vertices.size() + posAccessor.count);
fastgltf::iterateAccessorWithIndex<glm::vec3>(gltf, posAccessor,
[&](glm::vec3 v, size_t index) {
Vertex newvtx;
newvtx.position = v;
newvtx.normal = { 1, 0, 0 };
newvtx.color = glm::vec4 { 1.f };
newvtx.uv_x = 0;
newvtx.uv_y = 0;
vertices[initial_vtx + index] = newvtx;
});
}
// load vertex normals
auto normals = p.findAttribute("NORMAL");
if (normals != p.attributes.end()) {
fastgltf::iterateAccessorWithIndex<glm::vec3>(gltf, gltf.accessors[(*normals).second],
[&](glm::vec3 v, size_t index) {
vertices[initial_vtx + index].normal = v;
});
}
// load UVs
auto uv = p.findAttribute("TEXCOORD_0");
if (uv != p.attributes.end()) {
fastgltf::iterateAccessorWithIndex<glm::vec2>(gltf, gltf.accessors[(*uv).second],
[&](glm::vec2 v, size_t index) {
vertices[initial_vtx + index].uv_x = v.x;
vertices[initial_vtx + index].uv_y = v.y;
});
}
// load vertex colors
auto colors = p.findAttribute("COLOR_0");
if (colors != p.attributes.end()) {
fastgltf::iterateAccessorWithIndex<glm::vec4>(gltf, gltf.accessors[(*colors).second],
[&](glm::vec4 v, size_t index) {
vertices[initial_vtx + index].color = v;
});
}
newmesh.surfaces.push_back(newSurface);
}
// display the vertex normals
constexpr bool OverrideColors = true;
if (OverrideColors) {
for (Vertex& vtx : vertices) {
vtx.color = glm::vec4(vtx.normal, 1.f);
}
}
newmesh.meshBuffers = engine->uploadMesh(indices, vertices);
meshes.emplace_back(std::make_shared<MeshAsset>(std::move(newmesh)));
}
return meshes;
//< loadmesh
} }

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@ -20,3 +20,4 @@ class VulkanEngine;
std::optional<std::vector<std::shared_ptr<MeshAsset>>> loadGltfMeshes(VulkanEngine* engine, std::filesystem::path filePath); std::optional<std::vector<std::shared_ptr<MeshAsset>>> loadGltfMeshes(VulkanEngine* engine, std::filesystem::path filePath);

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@ -1,7 +1,7 @@
[wrap-git] [wrap-git]
directory=fastgltf directory=fastgltf
url=https://github.com/spnda/fastgltf.git url=https://github.com/spnda/fastgltf.git
revision=v0.9.0 revision=v0.6.1
depth=1 depth=1
method=cmake method=cmake