Export glTF buffers as separate .bin files
parent
c98915e382
commit
3c827f29f6
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@ -489,6 +489,9 @@ namespace glTF
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bool IsSpecial() const
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{ return mIsSpecial; }
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std::string GetURI()
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{ return std::string(this->id) + ".bin"; }
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static const char* TranslateId(Asset& r, const char* id);
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};
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@ -79,6 +79,7 @@ public:
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AssetWriter(Asset& asset);
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void WriteFile(const char* path);
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void WriteGLBFile(const char* path);
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};
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}
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@ -94,9 +94,6 @@ namespace glTF {
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inline void Write(Value& obj, Buffer& b, AssetWriter& w)
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{
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std::string dataURI = "data:application/octet-stream;base64,";
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Util::EncodeBase64(b.GetPointer(), b.byteLength, dataURI);
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const char* type;
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switch (b.type) {
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case Buffer::Type_text:
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@ -107,7 +104,7 @@ namespace glTF {
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obj.AddMember("byteLength", static_cast<uint64_t>(b.byteLength), w.mAl);
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obj.AddMember("type", StringRef(type), w.mAl);
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obj.AddMember("uri", Value(dataURI, w.mAl).Move(), w.mAl);
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obj.AddMember("uri", Value(b.GetURI(), w.mAl).Move(), w.mAl);
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}
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inline void Write(Value& obj, BufferView& bv, AssetWriter& w)
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@ -328,39 +325,61 @@ namespace glTF {
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inline void AssetWriter::WriteFile(const char* path)
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{
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bool isBinary = mAsset.extensionsUsed.KHR_binary_glTF;
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std::unique_ptr<IOStream> jsonOutFile(mAsset.OpenFile(path, "wt", true));
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std::unique_ptr<IOStream> outfile
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(mAsset.OpenFile(path, isBinary ? "wb" : "wt", true));
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if (jsonOutFile == 0) {
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throw DeadlyExportError("Could not open output file: " + std::string(path));
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}
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StringBuffer docBuffer;
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PrettyWriter<StringBuffer> writer(docBuffer);
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mDoc.Accept(writer);
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if (jsonOutFile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
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throw DeadlyExportError("Failed to write scene data!");
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}
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// Write buffer data to separate .bin files
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for (unsigned int i = 0; i < mAsset.buffers.Size(); ++i) {
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Ref<Buffer> b = mAsset.buffers.Get(i);
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std::string binPath = b->GetURI();
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std::unique_ptr<IOStream> binOutFile(mAsset.OpenFile(binPath, "wb", true));
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if (binOutFile == 0) {
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throw DeadlyExportError("Could not open output file: " + binPath);
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}
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if (b->byteLength > 0) {
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if (binOutFile->Write(b->GetPointer(), b->byteLength, 1) != 1) {
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throw DeadlyExportError("Failed to write binary file: " + binPath);
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}
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}
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}
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}
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inline void AssetWriter::WriteGLBFile(const char* path)
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{
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std::unique_ptr<IOStream> outfile(mAsset.OpenFile(path, "wb", true));
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if (outfile == 0) {
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throw DeadlyExportError("Could not open output file: " + std::string(path));
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}
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if (isBinary) {
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// we will write the header later, skip its size
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outfile->Seek(sizeof(GLB_Header), aiOrigin_SET);
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}
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// we will write the header later, skip its size
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outfile->Seek(sizeof(GLB_Header), aiOrigin_SET);
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StringBuffer docBuffer;
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bool pretty = true;
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if (!isBinary && pretty) {
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PrettyWriter<StringBuffer> writer(docBuffer);
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mDoc.Accept(writer);
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}
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else {
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Writer<StringBuffer> writer(docBuffer);
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mDoc.Accept(writer);
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}
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Writer<StringBuffer> writer(docBuffer);
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mDoc.Accept(writer);
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if (outfile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
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throw DeadlyExportError("Failed to write scene data!");
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throw DeadlyExportError("Failed to write scene data!");
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}
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if (isBinary) {
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WriteBinaryData(outfile.get(), docBuffer.GetSize());
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}
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WriteBinaryData(outfile.get(), docBuffer.GetSize());
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}
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inline void AssetWriter::WriteBinaryData(IOStream* outfile, size_t sceneLength)
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@ -385,7 +404,6 @@ namespace glTF {
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}
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}
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//
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// write the header
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//
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@ -137,9 +137,13 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportScene();
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glTF::AssetWriter writer(*mAsset);
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writer.WriteFile(filename);
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if (isBinary) {
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writer.WriteGLBFile(filename);
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} else {
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writer.WriteFile(filename);
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}
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}
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@ -267,6 +271,15 @@ void glTFExporter::ExportMaterials()
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void glTFExporter::ExportMeshes()
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{
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std::string fname = std::string(mFilename);
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std::string bufferIdPrefix = fname.substr(0, fname.find("."));
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std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
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Ref<Buffer> b = mAsset->GetBodyBuffer();
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if (!b) {
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b = mAsset->buffers.Create(bufferId);
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}
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for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
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const aiMesh* aim = mScene->mMeshes[i];
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@ -277,13 +290,6 @@ void glTFExporter::ExportMeshes()
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p.material = mAsset->materials.Get(aim->mMaterialIndex);
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std::string bufferId = mAsset->FindUniqueID(meshId, "buffer");
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Ref<Buffer> b = mAsset->GetBodyBuffer();
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if (!b) {
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b = mAsset->buffers.Create(bufferId);
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}
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (v) p.attributes.position.push_back(v);
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