[+] Support Open3DGC for glTF import/export. Intermediate commit.

pull/972/head
Alexandr Arutjunov 2016-08-08 19:24:50 +03:00
parent 41ed74beb6
commit 507668229f
3 changed files with 207 additions and 20 deletions

View File

@ -543,6 +543,9 @@ namespace glTF
/// Yes, accessor of next mesh has offset and length which mean: current mesh data is decoded, all other data is encoded.
/// And when before you start to read data of current mesh (with encoded data ofcourse) you must decode region of "bufferView", after read finished
/// delete encoding mark. And after that you can repeat process: decode data of mesh, read, delete decoded data.
///
/// 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
/// exporter and importer. And, thanks to such way, there is no need to load whole file into memory.
SEncodedRegion* EncodedRegion_Current;
/// \var EncodedRegion_List

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@ -820,6 +820,11 @@ uint32_t byte_offset, count, count_indices, count_vertices;
const char* mode_str;
const char* type_str;
ComponentType component_type;
std::list<o3dgc::Real*> float_attributes_indices;// See above about "floatAttributesIndexes".
/**********************************************************/
/************** Read data from JSON-document **************/
/**********************************************************/
#define MESH_READ_COMPRESSEDDATA_MEMBER(pFieldName, pOut) \
if(!ReadMember(pJSON_Object_CompressedData, pFieldName, pOut)) { throw DeadlyImportError(std::string("GLTF: \"compressedData\" must has \"") + pFieldName + "\"."); }
@ -835,6 +840,40 @@ ComponentType component_type;
#undef MESH_READ_COMPRESSEDDATA_MEMBER
//
// Check for float attributes
//
// Object example:
// "floatAttributesIndexes": {
// "accessor_1356": 0,
// "accessor_1358": 1,
// "accessor_1360": 2
// },
//
// Find object "floatAttributesIndexes"
Value* float_attr_ind = FindObject(pJSON_Object_CompressedData, "floatAttributesIndexes");
if(float_attr_ind != nullptr)
{
size_t attr_num = 0;
// Walk thru children and get accessors and numbers of attributes.
for(Value::MemberIterator memb_it = float_attr_ind->MemberBegin(); memb_it != float_attr_ind->MemberEnd(); ++memb_it)
{
if(!memb_it->name.IsString()) throw DeadlyImportError("GLTF: name of the member of \"floatAttributesIndexes\" must be a string.");
if(!memb_it->value.IsUint()) throw DeadlyImportError(std::string("GLTF: value of the member (\"") + memb_it->name.GetString() + \
"\") in \"floatAttributesIndexes\" must be an unsigned integer.");
/*if(attr_num != memb_it->value.GetUint()) throw DeadlyImportError(std::string("GLTF: invalid number of float attribute index. Member (\"") + \
memb_it->name.GetString() + "\".");*/
attr_num++;
// Checks passed, extract data.
Ref<Accessor> attr_cur_acc = pAsset_Root.accessors.Get(memb_it->name.GetString());
float_attributes_indices.push_back((float*)attr_cur_acc->GetPointer());
}
}// if(float_attr_ind != nullptr)
// Check some values
if(strcmp(type_str, "SCALAR")) throw DeadlyImportError("GLTF: only \"SCALAR\" type is supported for compressed data.");
if(component_type != ComponentType_UNSIGNED_BYTE) throw DeadlyImportError("GLTF: only \"UNSIGNED_BYTE\" component type is supported for compressed data.");
@ -843,6 +882,10 @@ ComponentType component_type;
throw DeadlyImportError(std::string("GLTF: for compressed data supported modes is: \"ascii\", \"binary\". Not the: \"") + mode_str + "\".");
}
/**********************************************************/
/********************* Decoding data **********************/
/**********************************************************/
// Search for "bufferView" by ID.
Ref<BufferView> bufview = pAsset_Root.bufferViews.Get(bufview_id);
@ -851,10 +894,11 @@ ComponentType component_type;
//
// void testDecode(shared_ptr <GLTFMesh> mesh, BinaryStream &bstream)
o3dgc::SC3DMCDecoder<uint16_t> decoder;
o3dgc::IndexedFaceSet <unsigned short> ifs;
o3dgc::IndexedFaceSet<uint16_t> ifs;
uint8_t* output_data;
size_t size_vertex, size_normal, size_texcoord, size_indices, output_data_size;
size_t size_vertex, size_normal, size_indices, output_data_size;
o3dgc::BinaryStream bstream;
float* tarrays[6];
// Read data from buffer and place it in BinaryStream for decoder.
bstream.LoadFromBuffer(&bufview->buffer->GetPointer()[bufview->byteOffset + byte_offset], count);
@ -862,12 +906,43 @@ ComponentType component_type;
// After decoding header we can get size of primitives
if(decoder.DecodeHeader(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC header.");
size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
size_vertex = ifs.GetNCoord() * 3 * sizeof(float);
size_normal = ifs.GetNNormal() * 3 * sizeof(float);
size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
output_data_size = size_vertex + size_normal + size_texcoord + size_indices;
for(size_t idx_attr = 0, idx_attr_end = ifs.GetNumFloatAttributes(); idx_attr < idx_attr_end; idx_attr++)
{
size_t qty_attr = ifs.GetNFloatAttribute(idx_attr);
if(qty_attr == 0) continue;
tarrays[idx_attr] = new float[qty_attr * ifs.GetFloatAttributeDim(idx_attr)];
ifs.SetFloatAttribute(idx_attr, tarrays[idx_attr]);
/*
switch(ifs.GetFloatAttributeType(idx_attr))
{
// Unknown for Open3DGC,
// but not for COLLADA2GLTF - GLTF::Semantic::JOINT. What's mean "JOINT"? Good question, but lim(comments in COLLADA2GLTF) = 0.
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_UNKOWN:// 0
break;
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_POSITION:// 1
break;
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_NORMAL:// 2
break;
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_COLOR:// 3
break;
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD:// 4
break;
case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_WEIGHT:// 5
break;
default:
throw DeadlyImportError("GLTF: Unknown type of float attribute (" + std::to_string(idx_attr) + ") for Open3DGC encoding.");
}*/
}
//size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
output_data_size = size_vertex + size_normal + /*size_texcoord*/ + size_indices;
output_data = new uint8_t[output_data_size];
float* uncompressed_vertices = (float* const)(output_data + size_indices);// size_indices => vertex offset
@ -877,7 +952,7 @@ ComponentType component_type;
if(ifs.GetNNormal() > 0) ifs.SetNormal((float* const)(output_data + size_indices + size_vertex));
if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
//if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
// Decode data
if(decoder.DecodePlayload(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC data.");

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@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -55,10 +55,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/material.h>
#include <assimp/scene.h>
// Header files, standart library.
#include <memory>
#include <inttypes.h>
#include "glTFAssetWriter.h"
// Header files, Open3DGC.
#include <Open3DGC/o3dgcSC3DMCEncoder.h>
using namespace rapidjson;
using namespace Assimp;
@ -252,9 +257,36 @@ void glTFExporter::ExportMaterials()
void glTFExporter::ExportMeshes()
{
// Not for
// using IndicesType = decltype(aiFace::mNumIndices);
// But yes for
// using IndicesType = unsigned short;
// because "ComponentType_UNSIGNED_SHORT" used for indices. And its maximal type according to glTF specification.
using IndicesType = unsigned short;
// Variables needed for compression. BEGIN.
// Indices, not pointers - because pointer to buffer is changin while writing to it.
size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
bool comp_allow;// Point that data of current mesh can be compressed.
// Variables needed for compression. END.
for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
const aiMesh* aim = mScene->mMeshes[i];
// Check if compressing requested and mesh can be encoded.
if((aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0))///TODO: export properties if(compression is needed)
{
comp_allow = true;
idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
}
else
{
comp_allow = false;
}
std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
Ref<Mesh> m = mAsset->meshes.Create(meshId);
m->primitives.resize(1);
@ -269,29 +301,44 @@ void glTFExporter::ExportMeshes()
b = mAsset->buffers.Create(bufferId);
}
/******************* Vertices ********************/
// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
if(comp_allow) idx_srcdata_begin = b->byteLength;
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);
/******************** Normals ********************/
if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (n) p.attributes.normal.push_back(n);
/************** Texture coordinates **************/
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (aim->mNumUVComponents[i] > 0) {
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
if (tc) p.attributes.texcoord.push_back(tc);
}
}
/*************** Vertices indices ****************/
idx_srcdata_ind = b->byteLength;// Store index of indices array.
if (aim->mNumFaces > 0) {
std::vector<IndicesType> indices;
unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
std::vector<uint16_t> indices;
indices.resize(aim->mNumFaces * nIndicesPerFace);
for (size_t i = 0; i < aim->mNumFaces; ++i) {
for (size_t j = 0; j < nIndicesPerFace; ++j) {
indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
}
}
p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
}
@ -305,7 +352,69 @@ void glTFExporter::ExportMeshes()
default: // aiPrimitiveType_TRIANGLE
p.mode = PrimitiveMode_TRIANGLES;
}
/****************** Compression ******************/
///TODO: animation: weights, joints.
if(comp_allow)
{
o3dgc::BinaryStream bs;
o3dgc::SC3DMCEncoder<IndicesType> encoder;
o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
unsigned qcoord = 12;///TODO: dbg
unsigned qnormal = 10;///TODO: dbg
unsigned qtexCoord = 10;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode positionPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode normalPrediction = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode texcoordPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
// IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
comp_o3dgc_ifs.SetCCW(true);
comp_o3dgc_ifs.SetIsTriangularMesh(true);
comp_o3dgc_ifs.SetNumFloatAttributes(0);
// Coordinates
comp_o3dgc_params.SetCoordQuantBits(qcoord);///TODO: IME
comp_o3dgc_params.SetCoordPredMode(positionPrediction);///TODO: IME
comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
// Normals
if(idx_srcdata_normal != SIZE_MAX)
{
comp_o3dgc_params.SetNormalQuantBits(qnormal);///TODO: IME
comp_o3dgc_params.SetNormalPredMode(normalPrediction);///TODO: IME
comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
}
// Texture coordinates
for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
{
size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
comp_o3dgc_params.SetFloatAttributeQuantBits(num, qtexCoord);///TODO: IME
comp_o3dgc_params.SetFloatAttributePredMode(num, texcoordPrediction);///TODO: IME
comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[i]);// components per element: aiVector3D => x * float
comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
}
// Coordinates indices
comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
// Prepare to enconding
comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);///TODO: exporter params
// Encoding
encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
///TODO: replace data in buffer
}// if(comp_allow)
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
///TODO: export properties if(compression is used)
}
unsigned int glTFExporter::ExportNode(const aiNode* n)