Export glTF buffers as separate .bin files

pull/1001/head
johnmaf 2016-09-19 17:44:38 -04:00
parent c98915e382
commit 3c827f29f6
4 changed files with 63 additions and 35 deletions

View File

@ -489,6 +489,9 @@ namespace glTF
bool IsSpecial() const
{ return mIsSpecial; }
std::string GetURI()
{ return std::string(this->id) + ".bin"; }
static const char* TranslateId(Asset& r, const char* id);
};

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@ -79,6 +79,7 @@ public:
AssetWriter(Asset& asset);
void WriteFile(const char* path);
void WriteGLBFile(const char* path);
};
}

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@ -94,9 +94,6 @@ namespace glTF {
inline void Write(Value& obj, Buffer& b, AssetWriter& w)
{
std::string dataURI = "data:application/octet-stream;base64,";
Util::EncodeBase64(b.GetPointer(), b.byteLength, dataURI);
const char* type;
switch (b.type) {
case Buffer::Type_text:
@ -107,7 +104,7 @@ namespace glTF {
obj.AddMember("byteLength", static_cast<uint64_t>(b.byteLength), w.mAl);
obj.AddMember("type", StringRef(type), w.mAl);
obj.AddMember("uri", Value(dataURI, w.mAl).Move(), w.mAl);
obj.AddMember("uri", Value(b.GetURI(), w.mAl).Move(), w.mAl);
}
inline void Write(Value& obj, BufferView& bv, AssetWriter& w)
@ -328,40 +325,62 @@ namespace glTF {
inline void AssetWriter::WriteFile(const char* path)
{
bool isBinary = mAsset.extensionsUsed.KHR_binary_glTF;
std::unique_ptr<IOStream> jsonOutFile(mAsset.OpenFile(path, "wt", true));
std::unique_ptr<IOStream> outfile
(mAsset.OpenFile(path, isBinary ? "wb" : "wt", true));
if (jsonOutFile == 0) {
throw DeadlyExportError("Could not open output file: " + std::string(path));
}
StringBuffer docBuffer;
PrettyWriter<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (jsonOutFile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");
}
// Write buffer data to separate .bin files
for (unsigned int i = 0; i < mAsset.buffers.Size(); ++i) {
Ref<Buffer> b = mAsset.buffers.Get(i);
std::string binPath = b->GetURI();
std::unique_ptr<IOStream> binOutFile(mAsset.OpenFile(binPath, "wb", true));
if (binOutFile == 0) {
throw DeadlyExportError("Could not open output file: " + binPath);
}
if (b->byteLength > 0) {
if (binOutFile->Write(b->GetPointer(), b->byteLength, 1) != 1) {
throw DeadlyExportError("Failed to write binary file: " + binPath);
}
}
}
}
inline void AssetWriter::WriteGLBFile(const char* path)
{
std::unique_ptr<IOStream> outfile(mAsset.OpenFile(path, "wb", true));
if (outfile == 0) {
throw DeadlyExportError("Could not open output file: " + std::string(path));
}
if (isBinary) {
// we will write the header later, skip its size
outfile->Seek(sizeof(GLB_Header), aiOrigin_SET);
}
StringBuffer docBuffer;
bool pretty = true;
if (!isBinary && pretty) {
PrettyWriter<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
}
else {
Writer<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
}
if (outfile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");
}
if (isBinary) {
WriteBinaryData(outfile.get(), docBuffer.GetSize());
}
}
inline void AssetWriter::WriteBinaryData(IOStream* outfile, size_t sceneLength)
{
@ -385,7 +404,6 @@ namespace glTF {
}
}
//
// write the header
//

View File

@ -137,9 +137,13 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
ExportScene();
glTF::AssetWriter writer(*mAsset);
if (isBinary) {
writer.WriteGLBFile(filename);
} else {
writer.WriteFile(filename);
}
}
@ -267,6 +271,15 @@ void glTFExporter::ExportMaterials()
void glTFExporter::ExportMeshes()
{
std::string fname = std::string(mFilename);
std::string bufferIdPrefix = fname.substr(0, fname.find("."));
std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
Ref<Buffer> b = mAsset->GetBodyBuffer();
if (!b) {
b = mAsset->buffers.Create(bufferId);
}
for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
const aiMesh* aim = mScene->mMeshes[i];
@ -277,13 +290,6 @@ void glTFExporter::ExportMeshes()
p.material = mAsset->materials.Get(aim->mMaterialIndex);
std::string bufferId = mAsset->FindUniqueID(meshId, "buffer");
Ref<Buffer> b = mAsset->GetBodyBuffer();
if (!b) {
b = mAsset->buffers.Create(bufferId);
}
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (v) p.attributes.position.push_back(v);