Merge pull request #3227 from thomasbiang/gltf2_sparseAccessor_export

Gltf2 Sparse Accessor Export (blendshape export using sparse accessor)
LoicFr-master
Kim Kulling 2020-07-11 23:06:47 +02:00 committed by GitHub
commit 231447c8d6
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4 changed files with 244 additions and 19 deletions

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@ -406,6 +406,8 @@ struct Accessor : public Object {
void ExtractData(T *&outData); void ExtractData(T *&outData);
void WriteData(size_t count, const void *src_buffer, size_t src_stride); void WriteData(size_t count, const void *src_buffer, size_t src_stride);
void WriteSparseValues(size_t count, const void *src_data, size_t src_dataStride);
void WriteSparseIndices(size_t count, const void *src_idx, size_t src_idxStride);
//! Helper class to iterate the data //! Helper class to iterate the data
class Indexer { class Indexer {

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@ -757,6 +757,33 @@ inline void Accessor::WriteData(size_t _count, const void *src_buffer, size_t sr
CopyData(_count, src, src_stride, dst, dst_stride); CopyData(_count, src, src_stride, dst, dst_stride);
} }
inline void Accessor::WriteSparseValues(size_t _count, const void *src_data, size_t src_dataStride) {
if (!sparse)
return;
// values
uint8_t *value_buffer_ptr = sparse->values->buffer->GetPointer();
size_t value_offset = sparse->valuesByteOffset + sparse->values->byteOffset;
size_t value_dst_stride = GetNumComponents() * GetBytesPerComponent();
const uint8_t *value_src = reinterpret_cast<const uint8_t *>(src_data);
uint8_t *value_dst = reinterpret_cast<uint8_t *>(value_buffer_ptr + value_offset);
ai_assert(value_dst + _count * value_dst_stride <= value_buffer_ptr + sparse->values->buffer->byteLength);
CopyData(_count, value_src, src_dataStride, value_dst, value_dst_stride);
}
inline void Accessor::WriteSparseIndices(size_t _count, const void *src_idx, size_t src_idxStride) {
if (!sparse)
return;
// indices
uint8_t *indices_buffer_ptr = sparse->indices->buffer->GetPointer();
size_t indices_offset = sparse->indicesByteOffset + sparse->indices->byteOffset;
size_t indices_dst_stride = 1 * sizeof(unsigned short);
const uint8_t *indices_src = reinterpret_cast<const uint8_t *>(src_idx);
uint8_t *indices_dst = reinterpret_cast<uint8_t *>(indices_buffer_ptr + indices_offset);
ai_assert(indices_dst + _count * indices_dst_stride <= indices_buffer_ptr + sparse->indices->buffer->byteLength);
CopyData(_count, indices_src, src_idxStride, indices_dst, indices_dst_stride);
}
inline Accessor::Indexer::Indexer(Accessor &acc) : inline Accessor::Indexer::Indexer(Accessor &acc) :
accessor(acc), accessor(acc),
data(acc.GetPointer()), data(acc.GetPointer()),
@ -1287,6 +1314,8 @@ inline void Node::Read(Value &obj, Asset &r) {
} }
} }
// Do not retrieve a skin here, just take a reference, to avoid infinite recursion
// Skins will be properly loaded later
Value *curSkin = FindUInt(obj, "skin"); Value *curSkin = FindUInt(obj, "skin");
if (nullptr != curSkin) { if (nullptr != curSkin) {
this->skin = r.skins.Get(curSkin->GetUint()); this->skin = r.skins.Get(curSkin->GetUint());
@ -1584,7 +1613,6 @@ inline void Asset::Load(const std::string &pFile, bool isBinary) {
} }
} }
// Read skins after nodes have been loaded to avoid infinite recursion
if (Value *skinsArray = FindArray(doc, "skins")) { if (Value *skinsArray = FindArray(doc, "skins")) {
for (unsigned int i = 0; i < skinsArray->Size(); ++i) { for (unsigned int i = 0; i < skinsArray->Size(); ++i) {
skins.Retrieve(i); skins.Retrieve(i);

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@ -107,13 +107,9 @@ namespace glTF2 {
inline void Write(Value& obj, Accessor& a, AssetWriter& w) inline void Write(Value& obj, Accessor& a, AssetWriter& w)
{ {
if (a.bufferView) {
obj.AddMember("bufferView", a.bufferView->index, w.mAl); obj.AddMember("bufferView", a.bufferView->index, w.mAl);
obj.AddMember("byteOffset", (unsigned int)a.byteOffset, w.mAl); obj.AddMember("byteOffset", (unsigned int)a.byteOffset, w.mAl);
obj.AddMember("componentType", int(a.componentType), w.mAl);
obj.AddMember("count", (unsigned int)a.count, w.mAl);
obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
Value vTmpMax, vTmpMin; Value vTmpMax, vTmpMin;
if (a.componentType == ComponentType_FLOAT) { if (a.componentType == ComponentType_FLOAT) {
obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl); obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl);
@ -124,6 +120,36 @@ namespace glTF2 {
} }
} }
obj.AddMember("componentType", int(a.componentType), w.mAl);
obj.AddMember("count", (unsigned int)a.count, w.mAl);
obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
if (a.sparse) {
Value sparseValue;
sparseValue.SetObject();
//count
sparseValue.AddMember("count", (unsigned int)a.sparse->count, w.mAl);
//indices
Value indices;
indices.SetObject();
indices.AddMember("bufferView", a.sparse->indices->index, w.mAl);
indices.AddMember("byteOffset", (unsigned int)a.sparse->indicesByteOffset, w.mAl);
indices.AddMember("componentType", int(a.sparse->indicesType), w.mAl);
sparseValue.AddMember("indices", indices, w.mAl);
//values
Value values;
values.SetObject();
values.AddMember("bufferView", a.sparse->values->index, w.mAl);
values.AddMember("byteOffset", (unsigned int)a.sparse->valuesByteOffset, w.mAl);
sparseValue.AddMember("values", values, w.mAl);
obj.AddMember("sparse", sparseValue, w.mAl);
}
}
inline void Write(Value& obj, Animation& a, AssetWriter& w) inline void Write(Value& obj, Animation& a, AssetWriter& w)
{ {
/****************** Channels *******************/ /****************** Channels *******************/

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@ -221,6 +221,158 @@ inline void SetAccessorRange(ComponentType compType, Ref<Accessor> acc, void* da
} }
} }
// compute the (data-dataBase), store the non-zero data items
template <typename T>
size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&outputNZDiff, void *&outputNZIdx) {
std::vector<T> vNZDiff;
std::vector<unsigned short> vNZIdx;
size_t totalComps = count * numCompsIn;
T *bufferData_ptr = static_cast<T *>(data);
T *bufferData_end = bufferData_ptr + totalComps;
T *bufferBase_ptr = static_cast<T *>(dataBase);
// Search and set extreme values.
for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
bool bNonZero = false;
//for the data, check any component Non Zero
for (unsigned int j = 0; j < numCompsOut; j++) {
double valueData = bufferData_ptr[j];
double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
if ((valueData - valueBase) != 0) {
bNonZero = true;
break;
}
}
//all zeros, continue
if (!bNonZero)
continue;
//non zero, store the data
for (unsigned int j = 0; j < numCompsOut; j++) {
T valueData = bufferData_ptr[j];
T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
vNZDiff.push_back(valueData - valueBase);
}
vNZIdx.push_back(idx);
}
//avoid all-0, put 1 item
if (vNZDiff.size() == 0) {
for (unsigned int j = 0; j < numCompsOut; j++)
vNZDiff.push_back(0);
vNZIdx.push_back(0);
}
//process data
outputNZDiff = new T[vNZDiff.size()];
memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));
outputNZIdx = new unsigned short[vNZIdx.size()];
memcpy(outputNZIdx, vNZIdx.data(), vNZIdx.size() * sizeof(unsigned short));
return vNZIdx.size();
}
inline size_t NZDiff(ComponentType compType, void *data, void *dataBase, size_t count, unsigned int numCompsIn, unsigned int numCompsOut, void *&nzDiff, void *&nzIdx) {
switch (compType) {
case ComponentType_SHORT:
return NZDiff<short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
case ComponentType_UNSIGNED_SHORT:
return NZDiff<unsigned short>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
case ComponentType_UNSIGNED_INT:
return NZDiff<unsigned int>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
case ComponentType_FLOAT:
return NZDiff<float>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
case ComponentType_BYTE:
return NZDiff<int8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
case ComponentType_UNSIGNED_BYTE:
return NZDiff<uint8_t>(data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
}
return 0;
}
inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffer> &buffer,
size_t count, void *data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE, void *dataBase = 0) {
if (!count || !data) {
return Ref<Accessor>();
}
unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
unsigned int bytesPerComp = ComponentTypeSize(compType);
// accessor
Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
// if there is a basic data vector
if (dataBase) {
size_t base_offset = buffer->byteLength;
size_t base_padding = base_offset % bytesPerComp;
base_offset += base_padding;
size_t base_length = count * numCompsOut * bytesPerComp;
buffer->Grow(base_length + base_padding);
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
bv->buffer = buffer;
bv->byteOffset = base_offset;
bv->byteLength = base_length; //! The target that the WebGL buffer should be bound to.
bv->byteStride = 0;
bv->target = target;
acc->bufferView = bv;
acc->WriteData(count, dataBase, numCompsIn * bytesPerComp);
}
acc->byteOffset = 0;
acc->componentType = compType;
acc->count = count;
acc->type = typeOut;
if (data) {
void *nzDiff = 0, *nzIdx = 0;
size_t nzCount = NZDiff(compType, data, dataBase, count, numCompsIn, numCompsOut, nzDiff, nzIdx);
acc->sparse.reset(new Accessor::Sparse);
acc->sparse->count = nzCount;
//indices
unsigned int bytesPerIdx = sizeof(unsigned short);
size_t indices_offset = buffer->byteLength;
size_t indices_padding = indices_offset % bytesPerIdx;
indices_offset += indices_padding;
size_t indices_length = nzCount * 1 * bytesPerIdx;
buffer->Grow(indices_length + indices_padding);
Ref<BufferView> indicesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
indicesBV->buffer = buffer;
indicesBV->byteOffset = indices_offset;
indicesBV->byteLength = indices_length;
indicesBV->byteStride = 0;
acc->sparse->indices = indicesBV;
acc->sparse->indicesType = ComponentType_UNSIGNED_SHORT;
acc->sparse->indicesByteOffset = 0;
acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);
//values
size_t values_offset = buffer->byteLength;
size_t values_padding = values_offset % bytesPerComp;
values_offset += values_padding;
size_t values_length = nzCount * numCompsOut * bytesPerComp;
buffer->Grow(values_length + values_padding);
Ref<BufferView> valuesBV = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
valuesBV->buffer = buffer;
valuesBV->byteOffset = values_offset;
valuesBV->byteLength = values_length;
valuesBV->byteStride = 0;
acc->sparse->values = valuesBV;
acc->sparse->valuesByteOffset = 0;
acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);
//clear
delete[] (char*)nzDiff;
delete[] (char*)nzIdx;
}
return acc;
}
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer, inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE) size_t count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, BufferViewTarget target = BufferViewTarget_NONE)
{ {
@ -831,6 +983,10 @@ void glTF2Exporter::ExportMeshes()
/*************** Targets for blendshapes ****************/ /*************** Targets for blendshapes ****************/
if (aim->mNumAnimMeshes > 0) { if (aim->mNumAnimMeshes > 0) {
bool bUseSparse = this->mProperties->HasPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP") &&
this->mProperties->GetPropertyBool("GLTF2_SPARSE_ACCESSOR_EXP");
bool bIncludeNormal = this->mProperties->HasPropertyBool("GLTF2_TARGET_NORMAL_EXP") &&
this->mProperties->GetPropertyBool("GLTF2_TARGET_NORMAL_EXP");
bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") && bool bExportTargetNames = this->mProperties->HasPropertyBool("GLTF2_TARGETNAMES_EXP") &&
this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP"); this->mProperties->GetPropertyBool("GLTF2_TARGETNAMES_EXP");
@ -839,7 +995,6 @@ void glTF2Exporter::ExportMeshes()
aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am]; aiAnimMesh *pAnimMesh = aim->mAnimMeshes[am];
if (bExportTargetNames) if (bExportTargetNames)
m->targetNames.push_back(pAnimMesh->mName.data); m->targetNames.push_back(pAnimMesh->mName.data);
// position // position
if (pAnimMesh->HasPositions()) { if (pAnimMesh->HasPositions()) {
// NOTE: in gltf it is the diff stored // NOTE: in gltf it is the diff stored
@ -847,9 +1002,16 @@ void glTF2Exporter::ExportMeshes()
for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) { for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
pPositionDiff[vt] = pAnimMesh->mVertices[vt] - aim->mVertices[vt]; pPositionDiff[vt] = pAnimMesh->mVertices[vt] - aim->mVertices[vt];
} }
Ref<Accessor> vec = ExportData(*mAsset, meshId, b, Ref<Accessor> vec;
if (bUseSparse) {
vec = ExportDataSparse(*mAsset, meshId, b,
pAnimMesh->mNumVertices, pPositionDiff, pAnimMesh->mNumVertices, pPositionDiff,
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
} else {
vec = ExportData(*mAsset, meshId, b,
pAnimMesh->mNumVertices, pPositionDiff,
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
}
if (vec) { if (vec) {
p.targets[am].position.push_back(vec); p.targets[am].position.push_back(vec);
} }
@ -857,14 +1019,21 @@ void glTF2Exporter::ExportMeshes()
} }
// normal // normal
if (pAnimMesh->HasNormals()) { if (pAnimMesh->HasNormals() && bIncludeNormal) {
aiVector3D *pNormalDiff = new aiVector3D[pAnimMesh->mNumVertices]; aiVector3D *pNormalDiff = new aiVector3D[pAnimMesh->mNumVertices];
for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) { for (unsigned int vt = 0; vt < pAnimMesh->mNumVertices; ++vt) {
pNormalDiff[vt] = pAnimMesh->mNormals[vt] - aim->mNormals[vt]; pNormalDiff[vt] = pAnimMesh->mNormals[vt] - aim->mNormals[vt];
} }
Ref<Accessor> vec = ExportData(*mAsset, meshId, b, Ref<Accessor> vec;
if (bUseSparse) {
vec = ExportDataSparse(*mAsset, meshId, b,
pAnimMesh->mNumVertices, pNormalDiff, pAnimMesh->mNumVertices, pNormalDiff,
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
} else {
vec = ExportData(*mAsset, meshId, b,
pAnimMesh->mNumVertices, pNormalDiff,
AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
}
if (vec) { if (vec) {
p.targets[am].normal.push_back(vec); p.targets[am].normal.push_back(vec);
} }