Merge branch 'master' into dev/gltf-KHR_materials

pull/3552/head
Danny-Kint 2020-12-28 08:48:54 +01:00
parent 7bb4b3fb03
commit 07b59f539d
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GPG Key ID: A90CB6CD5F51DC2D
1 changed files with 326 additions and 287 deletions

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@ -229,6 +229,7 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) {
aiMaterial *aimat = new aiMaterial();
try {
if (!mat.name.empty()) {
aiString str(mat.name);
@ -280,6 +281,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
if (mat.unlit) {
aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
}
//KHR_materials_sheen
if (mat.materialSheen.isPresent) {
MaterialSheen &sheen = mat.materialSheen.value;
@ -290,6 +292,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
}
//KHR_materials_clearcoat
if (mat.materialClearcoat.isPresent) {
MaterialClearcoat &clearcoat = mat.materialClearcoat.value;
@ -301,6 +304,7 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
}
//KHR_materials_transmission
if (mat.materialTransmission.isPresent) {
MaterialTransmission &transmission = mat.materialTransmission.value;
@ -311,6 +315,10 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
}
return aimat;
} catch (...) {
delete aimat;
throw;
}
}
void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
@ -320,6 +328,7 @@ void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
std::fill(mScene->mMaterials, mScene->mMaterials + mScene->mNumMaterials, nullptr);
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < numImportedMaterials; ++i) {
@ -481,6 +490,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
if (targets.size() > 0) {
aim->mNumAnimMeshes = (unsigned int)targets.size();
aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
std::fill(aim->mAnimMeshes, aim->mAnimMeshes + aim->mNumAnimMeshes, nullptr);
for (size_t i = 0; i < targets.size(); i++) {
bool needPositions = targets[i].position.size() > 0;
bool needNormals = targets[i].normal.size() > 0;
@ -539,7 +549,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
size_t count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer();
ai_assert(data.IsValid());
if (!data.IsValid()) {
throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
}
switch (prim.mode) {
case PrimitiveMode_POINTS: {
@ -728,6 +740,7 @@ void glTF2Importer::ImportCameras(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numCameras, " cameras");
mScene->mNumCameras = numCameras;
mScene->mCameras = new aiCamera *[numCameras];
std::fill(mScene->mCameras, mScene->mCameras + numCameras, nullptr);
for (size_t i = 0; i < numCameras; ++i) {
Camera &cam = r.cameras[i];
@ -764,6 +777,7 @@ void glTF2Importer::ImportLights(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numLights, " lights");
mScene->mNumLights = numLights;
mScene->mLights = new aiLight *[numLights];
std::fill(mScene->mLights, mScene->mLights + numLights, nullptr);
for (size_t i = 0; i < numLights; ++i) {
Light &light = r.lights[i];
@ -927,9 +941,11 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
aiNode *ainode = new aiNode(GetNodeName(node));
try {
if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode *[ainode->mNumChildren];
std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
@ -967,6 +983,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
mesh->mNumBones = static_cast<unsigned int>(numBones);
mesh->mBones = new aiBone *[mesh->mNumBones];
std::fill(mesh->mBones, mesh->mBones + mesh->mNumBones, nullptr);
// GLTF and Assimp choose to store bone weights differently.
// GLTF has each vertex specify which bones influence the vertex.
@ -1050,6 +1067,10 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
}
return ainode;
} catch (...) {
delete ainode;
throw;
}
}
void glTF2Importer::ImportNodes(glTF2::Asset &r) {
@ -1065,14 +1086,16 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
if (numRootNodes == 1) { // a single root node: use it
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
} else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode *root = new aiNode("ROOT");
aiNode *root = mScene->mRootNode = new aiNode("ROOT");
root->mChildren = new aiNode *[numRootNodes];
std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
node->mParent = root;
root->mChildren[root->mNumChildren++] = node;
}
mScene->mRootNode = root;
} else {
mScene->mRootNode = new aiNode("ROOT");
}
@ -1095,6 +1118,8 @@ struct AnimationSamplers {
aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim();
try {
anim->mNodeName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f;
@ -1176,10 +1201,16 @@ aiNodeAnim *CreateNodeAnim(glTF2::Asset&, Node &node, AnimationSamplers &sampler
}
return anim;
} catch (...) {
delete anim;
throw;
}
}
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSamplers &samplers) {
aiMeshMorphAnim *anim = new aiMeshMorphAnim();
try {
anim->mName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f;
@ -1215,13 +1246,17 @@ aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset&, Node &node, AnimationSampler
}
return anim;
} catch (...) {
delete anim;
throw;
}
}
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
std::unordered_map<unsigned int, AnimationSamplers> samplers;
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
Animation::Channel &channel = anim.channels[c];
if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
if (channel.sampler < 0 || channel.sampler >= static_cast<int>(anim.samplers.size())) {
continue;
}
@ -1253,10 +1288,13 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
}
mScene->mAnimations = new aiAnimation *[numAnimations];
std::fill(mScene->mAnimations, mScene->mAnimations + numAnimations, nullptr);
for (unsigned int i = 0; i < numAnimations; ++i) {
aiAnimation *ai_anim = mScene->mAnimations[i] = new aiAnimation();
Animation &anim = r.animations[i];
aiAnimation *ai_anim = new aiAnimation();
ai_anim->mName = anim.name;
ai_anim->mDuration = 0;
ai_anim->mTicksPerSecond = 0;
@ -1278,6 +1316,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mNumChannels = numChannels;
if (ai_anim->mNumChannels > 0) {
ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
std::fill(ai_anim->mChannels, ai_anim->mChannels + ai_anim->mNumChannels, nullptr);
int j = 0;
for (auto &iter : samplers) {
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
@ -1290,6 +1329,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
if (ai_anim->mNumMorphMeshChannels > 0) {
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
std::fill(ai_anim->mMorphMeshChannels, ai_anim->mMorphMeshChannels + ai_anim->mNumMorphMeshChannels, nullptr);
int j = 0;
for (auto &iter : samplers) {
if (nullptr != iter.second.weight) {
@ -1341,8 +1381,6 @@ void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
ai_anim->mDuration = maxDuration;
ai_anim->mTicksPerSecond = 1000.0;
mScene->mAnimations[i] = ai_anim;
}
}
@ -1362,6 +1400,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG_F("Importing ", numEmbeddedTexs, " embedded textures");
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
std::fill(mScene->mTextures, mScene->mTextures + numEmbeddedTexs, nullptr);
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {