Printing out unique textures

pull/3580/head
Trevor David Black 2020-04-30 14:01:09 -07:00
parent 3dc550a9b2
commit 2c9d3bea64
2 changed files with 185 additions and 23 deletions

View File

@ -65,6 +65,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <array>
#include <unordered_set>
#include <numeric>
#include <iostream>
using namespace Assimp;
@ -117,8 +118,8 @@ PbrtExporter::PbrtExporter (
// Write scene-wide rendering options
WriteSceneWide();
// Write geometry
WriteGeometry();
// Write the Shapes
WriteShapes();
// Write World Description
WriteWorldDefinition();
@ -354,7 +355,7 @@ void PbrtExporter::WriteCamera(int i) {
<< "[" << fov << "]" << std::endl;
}
void PbrtExporter::WriteGeometry() {
void PbrtExporter::WriteShapes() {
// - figure out if should all be in 1 file (no camera?)
// - if more than 1 file, place each geo in separate directory
// - NEED to figure out how meshes are/should be split up
@ -363,7 +364,6 @@ void PbrtExporter::WriteGeometry() {
// bool mIOSystem->CreateDirectory(path)
// TODO worry about sequestering geo later, after giant print
// TODO rewrite as WriteShapes & WriteShape
}
void PbrtExporter::WriteWorldDefinition() {
@ -375,8 +375,8 @@ void PbrtExporter::WriteWorldDefinition() {
// Print WorldBegin
mOutput << "WorldBegin" << std::endl;
// Print Textures
WriteTextures();
// Check to see if the scene has Embedded Textures
WriteEmbeddedTextures();
// Print materials
WriteMaterials();
@ -398,21 +398,18 @@ void PbrtExporter::WriteWorldDefinition() {
}
void PbrtExporter::WriteTextures() {
void PbrtExporter::WriteEmbeddedTextures() {
mOutput << std::endl;
mOutput << "###################" << std::endl;
mOutput << "# Writing Textures:" << std::endl;
mOutput << "# Checking Embededded Textures:" << std::endl;
mOutput << "###################" << std::endl;
mOutput << "# - Number of Textures found in scene: ";
mOutput << "# - Number of Embedded Textures found in scene: ";
mOutput << mScene->mNumTextures << std::endl;
if (mScene->mNumTextures == 0)
return;
for (int i = 0 ; i < mScene->mNumTextures; i++) {
// TODO
}
mOutput << "# ERROR: PBRT does not support Embedded Textures" << std::endl;
}
void PbrtExporter::WriteMaterials() {
@ -437,10 +434,35 @@ void PbrtExporter::WriteMaterials() {
}
void PbrtExporter::WriteMaterial(int i) {
void PbrtExporter::WriteMaterial(int m) {
auto material = mScene->mMaterials[m];
// get material name
auto materialName = material->GetName();
mOutput << std::endl << "# - Material " << m+1 << ": "
<< materialName.C_Str() << std::endl;
// Print out number of properties
mOutput << "# - Number of Material Properties: "
<< material->mNumProperties << std::endl;
// print out texture properties parsing through by type
// then print out any new textures
WriteNewTextures(material);
// TODO IMMEDIATELY
// Determine if this material should be one of:
// - disney (has BASE_COLOR?)
// - matte (has only kd?)
// - metal (never? has only ks?)
// - mirror (has reflection)
// - plastic (never?)
// - uber (general?)
// Use MakeNamedMaterial to give variable names to materials
mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
<< " \"string type\" \"uber\"" << std::endl;
}
@ -453,6 +475,7 @@ void PbrtExporter::WriteLights() {
mOutput << mScene->mNumLights << std::endl;
// TODO remove default ambient term when numCameras == 0
// For now, ambient may only be necessary for debug
mOutput << "# - Creating a default blueish ambient light source" << std::endl;
mOutput << "LightSource \"infinite\" \"rgb L\" [0.4 0.45 0.5]" << std::endl;
@ -528,9 +551,8 @@ void PbrtExporter::WriteObject(int i) {
mOutput << "# - Defaulting to first Texture Coordinate specified" << std::endl;
}
// Check for Alpha texture
// TODO Check for Alpha texture
mOutput << "# - Alpha texture: " << std::endl;
// TODO
// Create ObjectBegin
mOutput << "ObjectBegin \"";
@ -600,8 +622,6 @@ void PbrtExporter::WriteObjectInstances() {
}
void PbrtExporter::WriteObjectInstance(aiNode* node, aiMatrix4x4 parent) {
// TODO IMMEDIATELY fix transforms for nodes
auto w2o = parent * node->mTransformation;
// Print transformation for this node
@ -631,5 +651,141 @@ void PbrtExporter::WriteObjectInstance(aiNode* node, aiMatrix4x4 parent) {
}
}
void PbrtExporter::WriteNewTextures(aiMaterial* material) {
// Print out texture type counts
int textureCounts[aiTextureType_UNKNOWN];
for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
textureCounts[i-1] = material->GetTextureCount(aiTextureType(i));
}
mOutput << "# - Texture Type Counts:" << std::endl;
mOutput << "# - aiTextureType_DIFFUSE: " << textureCounts[0] << std::endl;
mOutput << "# - aiTextureType_SPECULAR: " << textureCounts[1] << std::endl;
mOutput << "# - aiTextureType_AMBIENT: " << textureCounts[2] << std::endl;
mOutput << "# - aiTextureType_EMISSIVE: " << textureCounts[3] << std::endl;
mOutput << "# - aiTextureType_HEIGHT: " << textureCounts[4] << std::endl;
mOutput << "# - aiTextureType_NORMALS: " << textureCounts[5] << std::endl;
mOutput << "# - aiTextureType_SHININESS: " << textureCounts[6] << std::endl;
mOutput << "# - aiTextureType_OPACITY: " << textureCounts[7] << std::endl;
mOutput << "# - aiTextureType_DISPLACEMENT: " << textureCounts[8] << std::endl;
mOutput << "# - aiTextureType_LIGHTMAP: " << textureCounts[9] << std::endl;
mOutput << "# - aiTextureType_REFLECTION: " << textureCounts[10] << std::endl;
mOutput << "# - aiTextureType_BASE_COLOR: " << textureCounts[11] << std::endl;
mOutput << "# - aiTextureType_NORMAL_CAMERA: " << textureCounts[12] << std::endl;
mOutput << "# - aiTextureType_EMISSION_COLOR: " << textureCounts[13] << std::endl;
mOutput << "# - aiTextureType_METALNESS: " << textureCounts[14] << std::endl;
mOutput << "# - aiTextureType_DIFFUSE_ROUGHNESS: " << textureCounts[15] << std::endl;
mOutput << "# - aiTextureType_AMBIENT_OCCLUSION: " << textureCounts[16] << std::endl;
mOutput << "# - aiTextureType_UNKNOWN: " << textureCounts[17] << std::endl;
for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
C_STRUCT aiString path;
//aiTextureMapping mapping;
//unsigned int uvindex;
//ai_real blend;
//aiTextureOp op;
aiTextureMapMode mapmode;
for (int t = 0; t < textureCounts[tt-1]; t++) {
material->GetTexture(
aiTextureType(tt),
t,
&path,
NULL,
NULL,
NULL,
NULL,
&mapmode);
std::stringstream name;
std::string spath = std::string(path.C_Str());
std::replace(spath.begin(), spath.end(), '\\', '/');
name << spath << "_";
switch(aiTextureType(tt)) {
case aiTextureType_DIFFUSE :
name << "diffuse";
break;
case aiTextureType_SPECULAR :
name << "specular";
break;
case aiTextureType_AMBIENT :
name << "ambient";
break;
case aiTextureType_EMISSIVE :
name << "emissive";
break;
case aiTextureType_HEIGHT :
name << "height";
break;
case aiTextureType_NORMALS :
name << "normals";
break;
case aiTextureType_SHININESS :
name << "shininess";
break;
case aiTextureType_OPACITY :
name << "opacity";
break;
case aiTextureType_DISPLACEMENT :
name << "displacement";
break;
case aiTextureType_LIGHTMAP :
name << "lightmap";
break;
case aiTextureType_REFLECTION :
name << "reflection";
break;
case aiTextureType_BASE_COLOR :
name << "base_color";
break;
case aiTextureType_NORMAL_CAMERA :
name << "normal_camera";
break;
case aiTextureType_EMISSION_COLOR :
name << "emission_color";
break;
case aiTextureType_METALNESS :
name << "metalness";
break;
case aiTextureType_DIFFUSE_ROUGHNESS :
name << "diffuse_roughness";
break;
case aiTextureType_AMBIENT_OCCLUSION :
name << "ambient_occlusion";
break;
case aiTextureType_UNKNOWN :
name << "unknown";
break;
default :
break;
}
if (mTextureSet.find(name.str()) == mTextureSet.end()) {
mOutput << "Texture \"" << name.str() << "\" \"spectrum\" "
<< "\"string filename\" \"" << spath << "\" "
<< "\"string wrap\" \"";
switch (mapmode) {
case aiTextureMapMode_Wrap :
mOutput << "repeat\"" << std::endl;
break;
case aiTextureMapMode_Clamp :
mOutput << "clamp\"" << std::endl;
break;
case aiTextureMapMode_Decal :
mOutput << "black\"" << std::endl;
break;
case aiTextureMapMode_Mirror :
// PBRT doesn't support mirroring textures
mOutput << "repeat\"" << std::endl;
break;
default:
mOutput << "ERROR\"" << std::endl;
break;
}
}
}
}
}
#endif // ASSIMP_BUILD_NO_PBRT_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -54,13 +54,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <map>
#include <set>
#include <unordered_set>
#include <memory> // shared_ptr
#include <sstream> // stringstream
struct aiScene;
struct aiNode;
//struct aiMaterial;
struct aiMaterial;
namespace Assimp
{
@ -98,6 +99,10 @@ private:
/// Name of the file (without extension) where the scene will be exported
const std::string mFile;
private:
// A private set to keep track of which textures have been declared
std::set<std::string> mTextureSet;
private:
// Writing the comment header
void WriteHeader();
@ -108,8 +113,8 @@ private:
// Writing the pbrt scene-wide rendering options
void WriteSceneWide();
// Writing the geometry to distinct files
void WriteGeometry();
// Writing the shapes to distinct files
void WriteShapes();
// Writing the pbrt world defintion
void WriteWorldDefinition();
@ -118,12 +123,13 @@ private:
void WriteCameras();
void WriteCamera(int i);
// Writing the Texture data
void WriteTextures();
// Writing the Embedded Texture data
void WriteEmbeddedTextures();
// Writing the Material data
void WriteMaterials();
void WriteMaterial(int i);
void WriteNewTextures(aiMaterial* material);
// Writing the Light data
void WriteLights();