Merge branch 'master' into refactor/KHR_material_specular

pull/4786/head
Adam Beili 2022-11-29 17:35:52 +01:00 committed by GitHub
commit 54068637ee
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11 changed files with 109 additions and 11 deletions

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@ -115,7 +115,7 @@ jobs:
cmakeListsOrSettingsJson: CMakeListsTxtAdvanced
cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt'
cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release ${{ steps.windows_extra_cmake_args.outputs.args }} ${{ steps.hunter_extra_cmake_args.outputs.args }}'
buildWithCMakeArgs: '-- -j 24 -v'
buildWithCMakeArgs: '--parallel 24 -v'
buildDirectory: '${{ github.workspace }}/build/'
- name: Exclude certain tests in Hunter specific builds

26
.github/workflows/cifuzz.yml vendored 100644
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@ -0,0 +1,26 @@
name: CIFuzz
on: [pull_request]
jobs:
Fuzzing:
runs-on: ubuntu-latest
steps:
- name: Build Fuzzers
id: build
uses: google/oss-fuzz/infra/cifuzz/actions/build_fuzzers@master
with:
oss-fuzz-project-name: 'assimp'
dry-run: false
language: c++
- name: Run Fuzzers
uses: google/oss-fuzz/infra/cifuzz/actions/run_fuzzers@master
with:
oss-fuzz-project-name: 'assimp'
fuzz-seconds: 300
dry-run: false
language: c++
- name: Upload Crash
uses: actions/upload-artifact@v3
if: failure() && steps.build.outcome == 'success'
with:
name: artifacts
path: ./out/artifacts

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@ -27,7 +27,7 @@ pip install pyassimp
## Manual build instructions
### Install CMake
Asset-Importer-Lib can be build for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
Asset-Importer-Lib can be built for a lot of different platforms. We are using cmake to generate the build environment for these via cmake. So you have to make sure that you have a working cmake-installation on your system. You can download it at https://cmake.org/ or for linux install it via
```bash
sudo apt-get install cmake
```
@ -46,12 +46,12 @@ cmake --build .
### Build instructions for Windows with Visual-Studio
First you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
First, you have to install Visual-Studio on your windows-system. You can get the Community-Version for free here: https://visualstudio.microsoft.com/de/downloads/
To generate the build environment for your IDE open a command prompt, navigate to your repo and type:
```bash
cmake CMakeLists.txt
```
This will generate the project files for the visual studio. All dependencies used to build Asset-IMporter-Lib shall be part of the repo. If you want to use you own zlib.installation this is possible as well. Check the options for it.
This will generate the project files for the visual studio. All dependencies used to build Asset-Importer-Lib shall be part of the repo. If you want to use you own zlib installation this is possible as well. Check the options for it.
### Build instructions for Windows with UWP
See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
@ -63,9 +63,9 @@ Open a terminal and got to your repository. You can generate the makefiles and b
cmake CMakeLists.txt
make -j4
```
The option -j descripes the number of parallel processes for the build. In this case make will try to use 4 cores for the build.
The option -j describes the number of parallel processes for the build. In this case make will try to use 4 cores for the build.
If you want to use a IDE for linux you can try QTCreator for instance.
If you want to use an IDE for linux you can try QTCreator for instance.
### Build instructions for MinGW
Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag

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@ -404,8 +404,13 @@ void MDLImporter::InternReadFile_Quake1() {
this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
}
// go to the end of the skin section / the beginning of the next skin
szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
sizeof(float) * iNumImages;
bool overflow = false;
if ((pcHeader->skinheight > INT_MAX / pcHeader->skinwidth) || (pcHeader->skinwidth > INT_MAX / pcHeader->skinheight)){
overflow = true;
}
if (!overflow) {
szCurrent += pcHeader->skinheight * pcHeader->skinwidth +sizeof(float) * iNumImages;
}
}
} else {
szCurrent += sizeof(uint32_t);

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@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* KHR_materials_transmission full
* KHR_materials_volume full
* KHR_materials_ior full
* KHR_materials_emissive_strength full
*/
#ifndef GLTF2ASSET_H_INC
#define GLTF2ASSET_H_INC
@ -813,6 +814,13 @@ struct MaterialIOR {
void SetDefaults();
};
struct MaterialEmissiveStrength {
float emissiveStrength = 0.f;
MaterialEmissiveStrength() { SetDefaults(); }
void SetDefaults();
};
//! The material appearance of a primitive.
struct Material : public Object {
//PBR metallic roughness properties
@ -848,6 +856,9 @@ struct Material : public Object {
//extension: KHR_materials_ior
Nullable<MaterialIOR> materialIOR;
//extension: KHR_materials_emissive_strength
Nullable<MaterialEmissiveStrength> materialEmissiveStrength;
//extension: KHR_materials_unlit
bool unlit;
@ -1122,6 +1133,7 @@ public:
bool KHR_materials_transmission;
bool KHR_materials_volume;
bool KHR_materials_ior;
bool KHR_materials_emissive_strength;
bool KHR_draco_mesh_compression;
bool FB_ngon_encoding;
bool KHR_texture_basisu;
@ -1137,6 +1149,7 @@ public:
KHR_materials_transmission(false),
KHR_materials_volume(false),
KHR_materials_ior(false),
KHR_materials_emissive_strength(false),
KHR_draco_mesh_compression(false),
FB_ngon_encoding(false),
KHR_texture_basisu(false) {

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@ -1326,6 +1326,16 @@ inline void Material::Read(Value &material, Asset &r) {
}
}
if (r.extensionsUsed.KHR_materials_emissive_strength) {
if (Value *curMaterialEmissiveStrength = FindObject(*extensions, "KHR_materials_emissive_strength")) {
MaterialEmissiveStrength emissiveStrength;
ReadMember(*curMaterialEmissiveStrength, "emissiveStrength", emissiveStrength.emissiveStrength);
this->materialEmissiveStrength = Nullable<MaterialEmissiveStrength>(emissiveStrength);
}
}
unlit = nullptr != FindObject(*extensions, "KHR_materials_unlit");
}
}
@ -1374,6 +1384,11 @@ inline void MaterialIOR::SetDefaults() {
ior = 1.5f;
}
inline void MaterialEmissiveStrength::SetDefaults() {
//KHR_materials_emissive_strength properties
emissiveStrength = 0.f;
}
inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
Value *curName = FindMember(pJSON_Object, "name");
if (nullptr != curName && curName->IsString()) {
@ -2046,6 +2061,7 @@ inline void Asset::ReadExtensionsUsed(Document &doc) {
CHECK_EXT(KHR_materials_transmission);
CHECK_EXT(KHR_materials_volume);
CHECK_EXT(KHR_materials_ior);
CHECK_EXT(KHR_materials_emissive_strength);
CHECK_EXT(KHR_draco_mesh_compression);
CHECK_EXT(KHR_texture_basisu);

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@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* KHR_materials_transmission: full
* KHR_materials_volume: full
* KHR_materials_ior: full
* KHR_materials_emissive_strength: full
*/
#ifndef GLTF2ASSETWRITER_H_INC
#define GLTF2ASSETWRITER_H_INC

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@ -531,6 +531,20 @@ namespace glTF2 {
}
}
if (m.materialEmissiveStrength.isPresent) {
Value materialEmissiveStrength(rapidjson::Type::kObjectType);
MaterialEmissiveStrength &emissiveStrength = m.materialEmissiveStrength.value;
if (emissiveStrength.emissiveStrength != 0.f) {
WriteFloat(materialEmissiveStrength, emissiveStrength.emissiveStrength, "emissiveStrength", w.mAl);
}
if (!materialEmissiveStrength.ObjectEmpty()) {
exts.AddMember("KHR_materials_emissive_strength", materialEmissiveStrength, w.mAl);
}
}
if (!exts.ObjectEmpty()) {
obj.AddMember("extensions", exts, w.mAl);
}
@ -959,6 +973,10 @@ namespace glTF2 {
exts.PushBack(StringRef("KHR_materials_ior"), mAl);
}
if (this->mAsset.extensionsUsed.KHR_materials_emissive_strength) {
exts.PushBack(StringRef("KHR_materials_emissive_strength"), mAl);
}
if (this->mAsset.extensionsUsed.FB_ngon_encoding) {
exts.PushBack(StringRef("FB_ngon_encoding"), mAl);
}

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@ -754,6 +754,10 @@ bool glTF2Exporter::GetMatIOR(const aiMaterial &mat, glTF2::MaterialIOR &ior) {
return mat.Get(AI_MATKEY_REFRACTI, ior.ior) == aiReturn_SUCCESS;
}
bool glTF2Exporter::GetMatEmissiveStrength(const aiMaterial &mat, glTF2::MaterialEmissiveStrength &emissiveStrength) {
return mat.Get(AI_MATKEY_EMISSIVE_INTENSITY, emissiveStrength.emissiveStrength) == aiReturn_SUCCESS;
}
void glTF2Exporter::ExportMaterials() {
aiString aiName;
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
@ -889,6 +893,12 @@ void glTF2Exporter::ExportMaterials() {
mAsset->extensionsUsed.KHR_materials_ior = true;
m->materialIOR = Nullable<MaterialIOR>(ior);
}
MaterialEmissiveStrength emissiveStrength;
if (GetMatEmissiveStrength(mat, emissiveStrength)) {
mAsset->extensionsUsed.KHR_materials_emissive_strength = true;
m->materialEmissiveStrength = Nullable<MaterialEmissiveStrength>(emissiveStrength);
}
}
}
}

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@ -82,6 +82,7 @@ struct MaterialClearcoat;
struct MaterialTransmission;
struct MaterialVolume;
struct MaterialIOR;
struct MaterialEmissiveStrength;
// Vec/matrix types, as raw float arrays
typedef float(vec2)[2];
@ -123,6 +124,7 @@ protected:
bool GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission);
bool GetMatVolume(const aiMaterial &mat, glTF2::MaterialVolume &volume);
bool GetMatIOR(const aiMaterial &mat, glTF2::MaterialIOR &ior);
bool GetMatEmissiveStrength(const aiMaterial &mat, glTF2::MaterialEmissiveStrength &emissiveStrength);
void ExportMetadata();
void ExportMaterials();
void ExportMeshes();

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@ -370,6 +370,13 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
aimat->AddProperty(&ior.ior, 1, AI_MATKEY_REFRACTI);
}
// KHR_materials_emissive_strength
if (mat.materialEmissiveStrength.isPresent) {
MaterialEmissiveStrength &emissiveStrength = mat.materialEmissiveStrength.value;
aimat->AddProperty(&emissiveStrength.emissiveStrength, 1, AI_MATKEY_EMISSIVE_INTENSITY);
}
return aimat;
} catch (...) {
delete aimat;