[+] Support Open3DGC for glTF import/export. Intermediate commit.
parent
41ed74beb6
commit
507668229f
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@ -543,6 +543,9 @@ namespace glTF
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/// Yes, accessor of next mesh has offset and length which mean: current mesh data is decoded, all other data is encoded.
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/// And when before you start to read data of current mesh (with encoded data ofcourse) you must decode region of "bufferView", after read finished
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/// delete encoding mark. And after that you can repeat process: decode data of mesh, read, delete decoded data.
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///
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/// Remark. Encoding all data at once is good in world with computers which do not has RAM limitation. So, you must use step by step encoding in
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/// exporter and importer. And, thanks to such way, there is no need to load whole file into memory.
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SEncodedRegion* EncodedRegion_Current;
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/// \var EncodedRegion_List
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@ -820,6 +820,11 @@ uint32_t byte_offset, count, count_indices, count_vertices;
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const char* mode_str;
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const char* type_str;
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ComponentType component_type;
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std::list<o3dgc::Real*> float_attributes_indices;// See above about "floatAttributesIndexes".
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/**********************************************************/
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/************** Read data from JSON-document **************/
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/**********************************************************/
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#define MESH_READ_COMPRESSEDDATA_MEMBER(pFieldName, pOut) \
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if(!ReadMember(pJSON_Object_CompressedData, pFieldName, pOut)) { throw DeadlyImportError(std::string("GLTF: \"compressedData\" must has \"") + pFieldName + "\"."); }
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@ -835,6 +840,40 @@ ComponentType component_type;
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#undef MESH_READ_COMPRESSEDDATA_MEMBER
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//
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// Check for float attributes
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//
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// Object example:
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// "floatAttributesIndexes": {
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// "accessor_1356": 0,
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// "accessor_1358": 1,
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// "accessor_1360": 2
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// },
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//
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// Find object "floatAttributesIndexes"
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Value* float_attr_ind = FindObject(pJSON_Object_CompressedData, "floatAttributesIndexes");
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if(float_attr_ind != nullptr)
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{
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size_t attr_num = 0;
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// Walk thru children and get accessors and numbers of attributes.
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for(Value::MemberIterator memb_it = float_attr_ind->MemberBegin(); memb_it != float_attr_ind->MemberEnd(); ++memb_it)
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{
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if(!memb_it->name.IsString()) throw DeadlyImportError("GLTF: name of the member of \"floatAttributesIndexes\" must be a string.");
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if(!memb_it->value.IsUint()) throw DeadlyImportError(std::string("GLTF: value of the member (\"") + memb_it->name.GetString() + \
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"\") in \"floatAttributesIndexes\" must be an unsigned integer.");
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/*if(attr_num != memb_it->value.GetUint()) throw DeadlyImportError(std::string("GLTF: invalid number of float attribute index. Member (\"") + \
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memb_it->name.GetString() + "\".");*/
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attr_num++;
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// Checks passed, extract data.
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Ref<Accessor> attr_cur_acc = pAsset_Root.accessors.Get(memb_it->name.GetString());
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float_attributes_indices.push_back((float*)attr_cur_acc->GetPointer());
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}
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}// if(float_attr_ind != nullptr)
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// Check some values
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if(strcmp(type_str, "SCALAR")) throw DeadlyImportError("GLTF: only \"SCALAR\" type is supported for compressed data.");
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if(component_type != ComponentType_UNSIGNED_BYTE) throw DeadlyImportError("GLTF: only \"UNSIGNED_BYTE\" component type is supported for compressed data.");
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@ -843,6 +882,10 @@ ComponentType component_type;
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throw DeadlyImportError(std::string("GLTF: for compressed data supported modes is: \"ascii\", \"binary\". Not the: \"") + mode_str + "\".");
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}
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/**********************************************************/
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/********************* Decoding data **********************/
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/**********************************************************/
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// Search for "bufferView" by ID.
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Ref<BufferView> bufview = pAsset_Root.bufferViews.Get(bufview_id);
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@ -851,10 +894,11 @@ ComponentType component_type;
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//
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// void testDecode(shared_ptr <GLTFMesh> mesh, BinaryStream &bstream)
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o3dgc::SC3DMCDecoder<uint16_t> decoder;
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o3dgc::IndexedFaceSet <unsigned short> ifs;
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o3dgc::IndexedFaceSet<uint16_t> ifs;
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uint8_t* output_data;
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size_t size_vertex, size_normal, size_texcoord, size_indices, output_data_size;
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size_t size_vertex, size_normal, size_indices, output_data_size;
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o3dgc::BinaryStream bstream;
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float* tarrays[6];
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// Read data from buffer and place it in BinaryStream for decoder.
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bstream.LoadFromBuffer(&bufview->buffer->GetPointer()[bufview->byteOffset + byte_offset], count);
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@ -862,12 +906,43 @@ ComponentType component_type;
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// After decoding header we can get size of primitives
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if(decoder.DecodeHeader(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC header.");
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size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
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size_vertex = ifs.GetNCoord() * 3 * sizeof(float);
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size_normal = ifs.GetNNormal() * 3 * sizeof(float);
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size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
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size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
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output_data_size = size_vertex + size_normal + size_texcoord + size_indices;
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for(size_t idx_attr = 0, idx_attr_end = ifs.GetNumFloatAttributes(); idx_attr < idx_attr_end; idx_attr++)
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{
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size_t qty_attr = ifs.GetNFloatAttribute(idx_attr);
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if(qty_attr == 0) continue;
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tarrays[idx_attr] = new float[qty_attr * ifs.GetFloatAttributeDim(idx_attr)];
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ifs.SetFloatAttribute(idx_attr, tarrays[idx_attr]);
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/*
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switch(ifs.GetFloatAttributeType(idx_attr))
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{
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// Unknown for Open3DGC,
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// but not for COLLADA2GLTF - GLTF::Semantic::JOINT. What's mean "JOINT"? Good question, but lim(comments in COLLADA2GLTF) = 0.
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_UNKOWN:// 0
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break;
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_POSITION:// 1
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break;
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_NORMAL:// 2
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break;
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_COLOR:// 3
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break;
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD:// 4
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break;
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case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_WEIGHT:// 5
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break;
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default:
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throw DeadlyImportError("GLTF: Unknown type of float attribute (" + std::to_string(idx_attr) + ") for Open3DGC encoding.");
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}*/
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}
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//size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
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output_data_size = size_vertex + size_normal + /*size_texcoord*/ + size_indices;
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output_data = new uint8_t[output_data_size];
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float* uncompressed_vertices = (float* const)(output_data + size_indices);// size_indices => vertex offset
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@ -877,7 +952,7 @@ ComponentType component_type;
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if(ifs.GetNNormal() > 0) ifs.SetNormal((float* const)(output_data + size_indices + size_vertex));
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if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
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//if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
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// Decode data
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if(decoder.DecodePlayload(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC data.");
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@ -1,4 +1,4 @@
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/*
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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@ -55,10 +55,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/scene.h>
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// Header files, standart library.
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#include <memory>
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#include <inttypes.h>
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#include "glTFAssetWriter.h"
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// Header files, Open3DGC.
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#include <Open3DGC/o3dgcSC3DMCEncoder.h>
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using namespace rapidjson;
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using namespace Assimp;
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@ -252,9 +257,36 @@ void glTFExporter::ExportMaterials()
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void glTFExporter::ExportMeshes()
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{
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// Not for
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// using IndicesType = decltype(aiFace::mNumIndices);
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// But yes for
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// using IndicesType = unsigned short;
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// because "ComponentType_UNSIGNED_SHORT" used for indices. And its maximal type according to glTF specification.
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using IndicesType = unsigned short;
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// Variables needed for compression. BEGIN.
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// Indices, not pointers - because pointer to buffer is changin while writing to it.
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size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
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bool comp_allow;// Point that data of current mesh can be compressed.
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// Variables needed for compression. END.
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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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// Check if compressing requested and mesh can be encoded.
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if((aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0))///TODO: export properties if(compression is needed)
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{
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comp_allow = true;
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idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
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else
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{
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comp_allow = false;
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}
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std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
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Ref<Mesh> m = mAsset->meshes.Create(meshId);
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m->primitives.resize(1);
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@ -269,29 +301,44 @@ void glTFExporter::ExportMeshes()
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b = mAsset->buffers.Create(bufferId);
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}
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/******************* Vertices ********************/
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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if(comp_allow) idx_srcdata_begin = b->byteLength;
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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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/******************** Normals ********************/
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if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (n) p.attributes.normal.push_back(n);
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/************** Texture coordinates **************/
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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/*************** Vertices indices ****************/
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idx_srcdata_ind = b->byteLength;// Store index of indices array.
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if (aim->mNumFaces > 0) {
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std::vector<IndicesType> indices;
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unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
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std::vector<uint16_t> indices;
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indices.resize(aim->mNumFaces * nIndicesPerFace);
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for (size_t i = 0; i < aim->mNumFaces; ++i) {
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for (size_t j = 0; j < nIndicesPerFace; ++j) {
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indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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}
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@ -305,7 +352,69 @@ void glTFExporter::ExportMeshes()
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default: // aiPrimitiveType_TRIANGLE
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p.mode = PrimitiveMode_TRIANGLES;
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}
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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if(comp_allow)
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{
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o3dgc::BinaryStream bs;
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o3dgc::SC3DMCEncoder<IndicesType> encoder;
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o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
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o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
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unsigned qcoord = 12;///TODO: dbg
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unsigned qnormal = 10;///TODO: dbg
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unsigned qtexCoord = 10;///TODO: dbg
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o3dgc::O3DGCSC3DMCPredictionMode positionPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
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o3dgc::O3DGCSC3DMCPredictionMode normalPrediction = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;///TODO: dbg
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o3dgc::O3DGCSC3DMCPredictionMode texcoordPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
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// IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
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comp_o3dgc_ifs.SetCCW(true);
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comp_o3dgc_ifs.SetIsTriangularMesh(true);
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comp_o3dgc_ifs.SetNumFloatAttributes(0);
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// Coordinates
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comp_o3dgc_params.SetCoordQuantBits(qcoord);///TODO: IME
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comp_o3dgc_params.SetCoordPredMode(positionPrediction);///TODO: IME
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comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
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comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
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// Normals
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if(idx_srcdata_normal != SIZE_MAX)
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{
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comp_o3dgc_params.SetNormalQuantBits(qnormal);///TODO: IME
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comp_o3dgc_params.SetNormalPredMode(normalPrediction);///TODO: IME
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comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
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comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
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}
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// Texture coordinates
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for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
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{
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size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
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comp_o3dgc_params.SetFloatAttributeQuantBits(num, qtexCoord);///TODO: IME
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comp_o3dgc_params.SetFloatAttributePredMode(num, texcoordPrediction);///TODO: IME
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comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
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comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[i]);// components per element: aiVector3D => x * float
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comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
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comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
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comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
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}
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// Coordinates indices
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comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
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comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
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// Prepare to enconding
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comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
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comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);///TODO: exporter params
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// Encoding
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encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
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///TODO: replace data in buffer
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}// if(comp_allow)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
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///TODO: export properties if(compression is used)
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}
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unsigned int glTFExporter::ExportNode(const aiNode* n)
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