Merge branch 'master' into fix_memory_leak_in_gltf2_on_exception

pull/2770/head
Kim Kulling 2019-11-19 18:11:10 +01:00 committed by GitHub
commit 5985bdfebf
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23 changed files with 1637 additions and 1269 deletions

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@ -121,7 +121,7 @@ LogStream* LogStream::createDefaultStream(aiDefaultLogStream streams,
};
// For compilers without dead code path detection
return NULL;
return nullptr;
}
// ----------------------------------------------------------------------------------

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@ -471,12 +471,12 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
aiPropertyTypeInfo pType
)
{
ai_assert( pInput != NULL );
ai_assert( pKey != NULL );
ai_assert( pInput != nullptr );
ai_assert(pKey != nullptr );
ai_assert( 0 != pSizeInBytes );
if ( 0 == pSizeInBytes ) {
return AI_FAILURE;
}
// first search the list whether there is already an entry with this key

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@ -603,15 +603,18 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
ReportError("%s #%i is set, but there are only %i %s textures",
szType,iIndex,iNumIndices,szType);
}
if (!iNumIndices)return;
if (!iNumIndices) {
return;
}
std::vector<aiTextureMapping> mappings(iNumIndices);
// Now check whether all UV indices are valid ...
bool bNoSpecified = true;
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
{
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
aiMaterialProperty* prop = pMaterial->mProperties[i];
if (prop->mSemantic != type)continue;
if (prop->mSemantic != type) {
continue;
}
if ((int)prop->mIndex >= iNumIndices)
{
@ -634,7 +637,7 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
prop->mKey.data,prop->mIndex, prop->mDataLength);
}
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
//mappings[prop->mIndex] = ((aiUVTransform*)prop->mData);
}
else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)

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@ -1427,9 +1427,6 @@ inline void Asset::ReadExtensionsUsed(Document& doc)
}
}
#define CHECK_EXT(EXT) \
if (exts.find(#EXT) != exts.end()) extensionsUsed.EXT = true;
CHECK_EXT(KHR_binary_glTF);
CHECK_EXT(KHR_materials_common);

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@ -228,18 +228,15 @@ namespace glTFCommon {
inline
uint8_t DecodeCharBase64(char c) {
return DATA<true>::tableDecodeBase64[size_t(c)]; // TODO faster with lookup table or ifs?
/*if (c >= 'A' && c <= 'Z') return c - 'A';
if (c >= 'a' && c <= 'z') return c - 'a' + 26;
if (c >= '0' && c <= '9') return c - '0' + 52;
if (c == '+') return 62;
if (c == '/') return 63;
return 64; // '-' */
}
size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
void EncodeBase64(const uint8_t* in, size_t inLength, std::string& out);
}
} // namespace Util
#define CHECK_EXT(EXT) \
if (exts.find(#EXT) != exts.end()) extensionsUsed.EXT = true;
}

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@ -685,6 +685,13 @@ namespace glTF2
Ref<Texture> texture;
unsigned int index;
unsigned int texCoord = 0;
bool textureTransformSupported = false;
struct TextureTransformExt {
float offset[2];
float rotation;
float scale[2];
} TextureTransformExt_t;
};
struct NormalTextureInfo : TextureInfo
@ -1024,7 +1031,7 @@ namespace glTF2
bool KHR_materials_pbrSpecularGlossiness;
bool KHR_materials_unlit;
bool KHR_lights_punctual;
bool KHR_texture_transform;
} extensionsUsed;
AssetMetadata asset;

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@ -801,8 +801,34 @@ inline void Texture::Read(Value& obj, Asset& r)
}
namespace {
inline void SetTextureProperties(Asset& r, Value* prop, TextureInfo& out)
{
inline void SetTextureProperties(Asset& r, Value* prop, TextureInfo& out) {
if (r.extensionsUsed.KHR_texture_transform) {
if (Value *extensions = FindObject(*prop, "extensions")) {
out.textureTransformSupported = true;
if (Value *pKHR_texture_transform = FindObject(*extensions, "KHR_texture_transform")) {
if (Value *array = FindArray(*pKHR_texture_transform, "offset")) {
out.TextureTransformExt_t.offset[0] = (*array)[0].GetFloat();
out.TextureTransformExt_t.offset[1] = (*array)[1].GetFloat();
} else {
out.TextureTransformExt_t.offset[0] = 0;
out.TextureTransformExt_t.offset[1] = 0;
}
if (!ReadMember(*pKHR_texture_transform, "rotation", out.TextureTransformExt_t.rotation)) {
out.TextureTransformExt_t.rotation = 0;
}
if (Value *array = FindArray(*pKHR_texture_transform, "scale")) {
out.TextureTransformExt_t.scale[0] = (*array)[0].GetFloat();
out.TextureTransformExt_t.scale[1] = (*array)[1].GetFloat();
} else {
out.TextureTransformExt_t.scale[0] = 1;
out.TextureTransformExt_t.scale[1] = 1;
}
}
}
}
if (Value* index = FindUInt(*prop, "index")) {
out.texture = r.textures.Retrieve(index->GetUint());
}
@ -878,6 +904,9 @@ inline void Material::Read(Value& material, Asset& r)
}
}
if (r.extensionsUsed.KHR_texture_transform) {
}
unlit = nullptr != FindObject(*extensions, "KHR_materials_unlit");
}
}
@ -1464,12 +1493,10 @@ inline void Asset::ReadExtensionsUsed(Document& doc)
}
}
#define CHECK_EXT(EXT) \
if (exts.find(#EXT) != exts.end()) extensionsUsed.EXT = true;
CHECK_EXT(KHR_materials_pbrSpecularGlossiness);
CHECK_EXT(KHR_materials_unlit);
CHECK_EXT(KHR_lights_punctual);
CHECK_EXT(KHR_texture_transform);
#undef CHECK_EXT
}

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@ -74,6 +74,7 @@ namespace glTF2
struct Texture;
// Vec/matrix types, as raw float arrays
typedef float (vec2)[2];
typedef float (vec3)[3];
typedef float (vec4)[4];
}

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@ -43,18 +43,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
#include "glTF2/glTF2Importer.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include "glTF2/glTF2Asset.h"
#include "glTF2/glTF2AssetWriter.h"
#include "PostProcessing/MakeVerboseFormat.h"
#include <assimp/CreateAnimMesh.h>
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/CreateAnimMesh.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <memory>
#include <unordered_map>
@ -67,11 +67,11 @@ using namespace glTF2;
using namespace glTFCommon;
namespace {
// generate bi-tangents from normals and tangents according to spec
struct Tangent {
// generate bi-tangents from normals and tangents according to spec
struct Tangent {
aiVector3D xyz;
ai_real w;
};
};
} // namespace
//
@ -91,11 +91,11 @@ static const aiImporterDesc desc = {
"gltf glb"
};
glTF2Importer::glTF2Importer()
: BaseImporter()
, meshOffsets()
, embeddedTexIdxs()
, mScene( NULL ) {
glTF2Importer::glTF2Importer() :
BaseImporter(),
meshOffsets(),
embeddedTexIdxs(),
mScene(NULL) {
// empty
}
@ -103,13 +103,11 @@ glTF2Importer::~glTF2Importer() {
// empty
}
const aiImporterDesc* glTF2Importer::GetInfo() const
{
const aiImporterDesc *glTF2Importer::GetInfo() const {
return &desc;
}
bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
{
bool glTF2Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
const std::string &extension = GetExtension(pFile);
if (extension != "gltf" && extension != "glb")
@ -125,8 +123,7 @@ bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
return false;
}
static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode)
{
static aiTextureMapMode ConvertWrappingMode(SamplerWrap gltfWrapMode) {
switch (gltfWrapMode) {
case SamplerWrap::Mirrored_Repeat:
return aiTextureMapMode_Mirror;
@ -180,22 +177,19 @@ static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
}*/
inline void SetMaterialColorProperty(Asset& /*r*/, vec4& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
{
inline void SetMaterialColorProperty(Asset & /*r*/, vec4 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) {
aiColor4D col;
CopyValue(prop, col);
mat->AddProperty(&col, 1, pKey, type, idx);
}
inline void SetMaterialColorProperty(Asset& /*r*/, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
{
inline void SetMaterialColorProperty(Asset & /*r*/, vec3 &prop, aiMaterial *mat, const char *pKey, unsigned int type, unsigned int idx) {
aiColor4D col;
glTFCommon::CopyValue(prop, col);
mat->AddProperty(&col, 1, pKey, type, idx);
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& /*r*/, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset & /*r*/, glTF2::TextureInfo prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
if (prop.texture && prop.texture->source) {
aiString uri(prop.texture->source->uri);
@ -207,7 +201,16 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
if (prop.textureTransformSupported) {
aiUVTransform transform;
transform.mTranslation.x = prop.TextureTransformExt_t.offset[0];
transform.mTranslation.y = prop.TextureTransformExt_t.offset[0];
transform.mRotation = prop.TextureTransformExt_t.rotation;
transform.mScaling.x = prop.TextureTransformExt_t.scale[0];
transform.mScaling.y = prop.TextureTransformExt_t.scale[1];
mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
}
if (prop.texture->sampler) {
Ref<Sampler> sampler = prop.texture->sampler;
@ -234,27 +237,24 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, glTF2::NormalTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot);
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset &r, glTF2::OcclusionTextureInfo &prop, aiMaterial *mat, aiTextureType texType, unsigned int texSlot = 0) {
SetMaterialTextureProperty(embeddedTexIdxs, r, (glTF2::TextureInfo)prop, mat, texType, texSlot);
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
}
}
static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
{
aiMaterial* aimat = new aiMaterial();
static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, Material &mat) {
aiMaterial *aimat = new aiMaterial();
if (!mat.name.empty()) {
aiString str(mat.name);
@ -311,13 +311,12 @@ static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, M
return aimat;
}
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
{
void glTF2Importer::ImportMaterials(glTF2::Asset &r) {
const unsigned int numImportedMaterials = unsigned(r.materials.Size());
Material defaultMaterial;
mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < numImportedMaterials; ++i) {
@ -325,24 +324,20 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
}
}
static inline void SetFace(aiFace& face, int a)
{
static inline void SetFace(aiFace &face, int a) {
face.mNumIndices = 1;
face.mIndices = new unsigned int[1];
face.mIndices[0] = a;
}
static inline void SetFace(aiFace& face, int a, int b)
{
static inline void SetFace(aiFace &face, int a, int b) {
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = a;
face.mIndices[1] = b;
}
static inline void SetFace(aiFace& face, int a, int b, int c)
{
static inline void SetFace(aiFace &face, int a, int b, int c) {
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = a;
@ -351,8 +346,7 @@ static inline void SetFace(aiFace& face, int a, int b, int c)
}
#ifdef ASSIMP_BUILD_DEBUG
static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
{
static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsigned nVerts) {
for (unsigned i = 0; i < nFaces; ++i) {
for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
unsigned idx = faces[i].mIndices[j];
@ -364,28 +358,27 @@ static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsign
}
#endif // ASSIMP_BUILD_DEBUG
void glTF2Importer::ImportMeshes(glTF2::Asset& r)
{
std::vector<aiMesh*> meshes;
void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
std::vector<aiMesh *> meshes;
unsigned int k = 0;
for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
Mesh& mesh = r.meshes[m];
Mesh &mesh = r.meshes[m];
meshOffsets.push_back(k);
k += unsigned(mesh.primitives.size());
for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
Mesh::Primitive& prim = mesh.primitives[p];
Mesh::Primitive &prim = mesh.primitives[p];
aiMesh* aim = new aiMesh();
aiMesh *aim = new aiMesh();
meshes.push_back(aim);
aim->mName = mesh.name.empty() ? mesh.id : mesh.name;
if (mesh.primitives.size() > 1) {
ai_uint32& len = aim->mName.length;
ai_uint32 &len = aim->mName.length;
aim->mName.data[len] = '-';
len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
}
@ -406,10 +399,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
}
Mesh::Primitive::Attributes& attr = prim.attributes;
Mesh::Primitive::Attributes &attr = prim.attributes;
if (attr.position.size() > 0 && attr.position[0]) {
aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->count);
@ -434,7 +426,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
aim->mBitangents[i] = (aim->mNormals[i] ^ tangents[i].xyz) * tangents[i].w;
}
delete [] tangents;
delete[] tangents;
}
}
@ -456,36 +448,36 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
aiVector3D* values = aim->mTextureCoords[tc];
aiVector3D *values = aim->mTextureCoords[tc];
for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
values[i].y = 1 - values[i].y; // Flip Y coords
}
}
std::vector<Mesh::Primitive::Target>& targets = prim.targets;
std::vector<Mesh::Primitive::Target> &targets = prim.targets;
if (targets.size() > 0) {
aim->mNumAnimMeshes = (unsigned int)targets.size();
aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
aim->mAnimMeshes = new aiAnimMesh *[aim->mNumAnimMeshes];
for (size_t i = 0; i < targets.size(); i++) {
aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
Mesh::Primitive::Target& target = targets[i];
aiAnimMesh &aiAnimMesh = *(aim->mAnimMeshes[i]);
Mesh::Primitive::Target &target = targets[i];
if (target.position.size() > 0) {
aiVector3D *positionDiff = nullptr;
target.position[0]->ExtractData(positionDiff);
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
}
delete [] positionDiff;
delete[] positionDiff;
}
if (target.normal.size() > 0) {
aiVector3D *normalDiff = nullptr;
target.normal[0]->ExtractData(normalDiff);
for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
}
delete [] normalDiff;
delete[] normalDiff;
}
if (target.tangent.size() > 0) {
Tangent *tangent = nullptr;
@ -499,8 +491,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
}
delete [] tangent;
delete [] tangentDiff;
delete[] tangent;
delete[] tangentDiff;
}
if (mesh.weights.size() > i) {
aiAnimMesh.mWeight = mesh.weights[i];
@ -508,8 +500,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
}
}
aiFace* faces = 0;
aiFace *faces = 0;
size_t nFaces = 0;
if (prim.indices) {
@ -572,13 +563,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i + 1) % 2 == 0)
{
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
}
else
{
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
}
@ -594,8 +582,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
}
break;
}
}
else { // no indices provided so directly generate from counts
} else { // no indices provided so directly generate from counts
// use the already determined count as it includes checks
unsigned int count = aim->mNumVertices;
@ -614,7 +601,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
nFaces = count / 2;
if (nFaces * 2 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the LINES mode. Some vertices were dropped.");
count = nFaces * 2;
count = (unsigned int)nFaces * 2;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
@ -641,7 +628,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
nFaces = count / 3;
if (nFaces * 3 != count) {
ASSIMP_LOG_WARN("The number of vertices was not compatible with the TRIANGLES mode. Some vertices were dropped.");
count = nFaces * 3;
count = (unsigned int)nFaces * 3;
}
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
@ -654,15 +641,12 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < nFaces; ++i) {
//The ordering is to ensure that the triangles are all drawn with the same orientation
if ((i+1) % 2 == 0)
{
if ((i + 1) % 2 == 0) {
//For even n, vertices n + 1, n, and n + 2 define triangle n
SetFace(faces[i], i+1, i, i+2);
}
else
{
SetFace(faces[i], i + 1, i, i + 2);
} else {
//For odd n, vertices n, n+1, and n+2 define triangle n
SetFace(faces[i], i, i+1, i+2);
SetFace(faces[i], i, i + 1, i + 2);
}
}
break;
@ -686,11 +670,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
}
else {
} else {
aim->mMaterialIndex = mScene->mNumMaterials - 1;
}
}
}
@ -699,20 +681,19 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
}
void glTF2Importer::ImportCameras(glTF2::Asset& r)
{
void glTF2Importer::ImportCameras(glTF2::Asset &r) {
if (!r.cameras.Size()) return;
mScene->mNumCameras = r.cameras.Size();
mScene->mCameras = new aiCamera*[r.cameras.Size()];
mScene->mCameras = new aiCamera *[r.cameras.Size()];
for (size_t i = 0; i < r.cameras.Size(); ++i) {
Camera& cam = r.cameras[i];
Camera &cam = r.cameras[i];
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
aiCamera *aicam = mScene->mCameras[i] = new aiCamera();
// cameras point in -Z by default, rest is specified in node transform
aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
aicam->mLookAt = aiVector3D(0.f, 0.f, -1.f);
if (cam.type == Camera::Perspective) {
@ -725,38 +706,38 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear;
aicam->mHorizontalFOV = 0.0;
aicam->mAspect = 1.0f;
if (0.f != cam.cameraProperties.ortographic.ymag ) {
if (0.f != cam.cameraProperties.ortographic.ymag) {
aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag;
}
}
}
}
void glTF2Importer::ImportLights(glTF2::Asset& r)
{
void glTF2Importer::ImportLights(glTF2::Asset &r) {
if (!r.lights.Size())
return;
mScene->mNumLights = r.lights.Size();
mScene->mLights = new aiLight*[r.lights.Size()];
mScene->mLights = new aiLight *[r.lights.Size()];
for (size_t i = 0; i < r.lights.Size(); ++i) {
Light& light = r.lights[i];
Light &light = r.lights[i];
aiLight* ail = mScene->mLights[i] = new aiLight();
aiLight *ail = mScene->mLights[i] = new aiLight();
switch (light.type)
{
switch (light.type) {
case Light::Directional:
ail->mType = aiLightSource_DIRECTIONAL; break;
ail->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Point:
ail->mType = aiLightSource_POINT; break;
ail->mType = aiLightSource_POINT;
break;
case Light::Spot:
ail->mType = aiLightSource_SPOT; break;
ail->mType = aiLightSource_SPOT;
break;
}
if (ail->mType != aiLightSource_POINT)
{
if (ail->mType != aiLightSource_POINT) {
ail->mDirection = aiVector3D(0.0f, 0.0f, -1.0f);
ail->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
}
@ -766,14 +747,11 @@ void glTF2Importer::ImportLights(glTF2::Asset& r)
CopyValue(colorWithIntensity, ail->mColorDiffuse);
CopyValue(colorWithIntensity, ail->mColorSpecular);
if (ail->mType == aiLightSource_DIRECTIONAL)
{
if (ail->mType == aiLightSource_DIRECTIONAL) {
ail->mAttenuationConstant = 1.0;
ail->mAttenuationLinear = 0.0;
ail->mAttenuationQuadratic = 0.0;
}
else
{
} else {
//in PBR attenuation is calculated using inverse square law which can be expressed
//using assimps equation: 1/(att0 + att1 * d + att2 * d*d) with the following parameters
//this is correct equation for the case when range (see
@ -787,19 +765,17 @@ void glTF2Importer::ImportLights(glTF2::Asset& r)
ail->mAttenuationQuadratic = 1.0;
}
if (ail->mType == aiLightSource_SPOT)
{
if (ail->mType == aiLightSource_SPOT) {
ail->mAngleInnerCone = light.innerConeAngle;
ail->mAngleOuterCone = light.outerConeAngle;
}
}
}
static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) {
if (node.matrix.isPresent) {
CopyValue(node.matrix.value, matrix);
}
else {
} else {
if (node.translation.isPresent) {
aiVector3D trans;
CopyValue(node.translation.value, trans);
@ -824,9 +800,8 @@ static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
}
}
static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std::vector<aiVertexWeight>>& map)
{
Mesh::Primitive::Attributes& attr = primitive.attributes;
static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map) {
Mesh::Primitive::Attributes &attr = primitive.attributes;
if (attr.weight.empty() || attr.joint.empty()) {
return;
}
@ -836,17 +811,23 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
size_t num_vertices = attr.weight[0]->count;
struct Weights { float values[4]; };
Weights* weights = nullptr;
struct Weights {
float values[4];
};
Weights *weights = nullptr;
attr.weight[0]->ExtractData(weights);
struct Indices8 { uint8_t values[4]; };
struct Indices16 { uint16_t values[4]; };
Indices8* indices8 = nullptr;
Indices16* indices16 = nullptr;
struct Indices8 {
uint8_t values[4];
};
struct Indices16 {
uint16_t values[4];
};
Indices8 *indices8 = nullptr;
Indices16 *indices16 = nullptr;
if (attr.joint[0]->GetElementSize() == 4) {
attr.joint[0]->ExtractData(indices8);
}else {
} else {
attr.joint[0]->ExtractData(indices16);
}
//
@ -858,7 +839,7 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
for (size_t i = 0; i < num_vertices; ++i) {
for (int j = 0; j < 4; ++j) {
const unsigned int bone = (indices8!=nullptr) ? indices8[i].values[j] : indices16[i].values[j];
const unsigned int bone = (indices8 != nullptr) ? indices8[i].values[j] : indices16[i].values[j];
const float weight = weights[i].values[j];
if (weight > 0 && bone < map.size()) {
map[bone].reserve(8);
@ -872,23 +853,21 @@ static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std
delete[] indices16;
}
static std::string GetNodeName(const Node& node)
{
static std::string GetNodeName(const Node &node) {
return node.name.empty() ? node.id : node.name;
}
aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
{
Node& node = *ptr;
aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &meshOffsets, glTF2::Ref<glTF2::Node> &ptr) {
Node &node = *ptr;
aiNode* ainode = new aiNode(GetNodeName(node));
aiNode *ainode = new aiNode(GetNodeName(node));
if (!node.children.empty()) {
ainode->mNumChildren = unsigned(node.children.size());
ainode->mChildren = new aiNode*[ainode->mNumChildren];
ainode->mChildren = new aiNode *[ainode->mNumChildren];
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
child->mParent = ainode;
ainode->mChildren[i] = child;
}
@ -907,9 +886,9 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
if (node.skin) {
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]+primitiveNo];
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
mesh->mBones = new aiBone*[mesh->mNumBones];
mesh->mBones = new aiBone *[mesh->mNumBones];
// GLTF and Assimp choose to store bone weights differently.
// GLTF has each vertex specify which bones influence the vertex.
@ -923,11 +902,11 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
mat4* pbindMatrices = nullptr;
mat4 *pbindMatrices = nullptr;
node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
aiBone* bone = new aiBone();
aiBone *bone = new aiBone();
Ref<Node> joint = node.skin->jointNames[i];
if (!joint->name.empty()) {
@ -935,7 +914,7 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
} else {
// Assimp expects each bone to have a unique name.
static const std::string kDefaultName = "bone_";
char postfix[10] = {0};
char postfix[10] = { 0 };
ASSIMP_itoa10(postfix, i);
bone->mName = (kDefaultName + postfix);
}
@ -943,7 +922,7 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
std::vector<aiVertexWeight>& weights = weighting[i];
std::vector<aiVertexWeight> &weights = weighting[i];
bone->mNumWeights = static_cast<uint32_t>(weights.size());
if (bone->mNumWeights > 0) {
@ -980,8 +959,7 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
//range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
//it is added to meta data of parent node, because there is no other place to put it
if (node.light->range.isPresent)
{
if (node.light->range.isPresent) {
ainode->mMetaData = aiMetadata::Alloc(1);
ainode->mMetaData->Set(0, "PBR_LightRange", node.light->range.value);
}
@ -990,59 +968,52 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
return ainode;
}
void glTF2Importer::ImportNodes(glTF2::Asset& r)
{
void glTF2Importer::ImportNodes(glTF2::Asset &r) {
if (!r.scene) return;
std::vector< Ref<Node> > rootNodes = r.scene->nodes;
std::vector<Ref<Node>> rootNodes = r.scene->nodes;
// The root nodes
unsigned int numRootNodes = unsigned(rootNodes.size());
if (numRootNodes == 1) { // a single root node: use it
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
}
else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode* root = new aiNode("ROOT");
root->mChildren = new aiNode*[numRootNodes];
} else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode *root = new aiNode("ROOT");
root->mChildren = new aiNode *[numRootNodes];
for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
node->mParent = root;
root->mChildren[root->mNumChildren++] = node;
}
mScene->mRootNode = root;
}
//if (!mScene->mRootNode) {
// mScene->mRootNode = new aiNode("EMPTY");
//}
}
struct AnimationSamplers {
AnimationSamplers()
: translation(nullptr)
, rotation(nullptr)
, scale(nullptr)
, weight(nullptr) {
AnimationSamplers() :
translation(nullptr),
rotation(nullptr),
scale(nullptr),
weight(nullptr) {
// empty
}
Animation::Sampler* translation;
Animation::Sampler* rotation;
Animation::Sampler* scale;
Animation::Sampler* weight;
Animation::Sampler *translation;
Animation::Sampler *rotation;
Animation::Sampler *scale;
Animation::Sampler *weight;
};
aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
{
aiNodeAnim* anim = new aiNodeAnim();
aiNodeAnim *CreateNodeAnim(glTF2::Asset &r, Node &node, AnimationSamplers &samplers) {
aiNodeAnim *anim = new aiNodeAnim();
anim->mNodeName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f;
if (samplers.translation) {
float* times = nullptr;
float *times = nullptr;
samplers.translation->input->ExtractData(times);
aiVector3D* values = nullptr;
aiVector3D *values = nullptr;
samplers.translation->output->ExtractData(values);
anim->mNumPositionKeys = static_cast<uint32_t>(samplers.translation->input->count);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
@ -1062,9 +1033,9 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
}
if (samplers.rotation) {
float* times = nullptr;
float *times = nullptr;
samplers.rotation->input->ExtractData(times);
aiQuaternion* values = nullptr;
aiQuaternion *values = nullptr;
samplers.rotation->output->ExtractData(values);
anim->mNumRotationKeys = static_cast<uint32_t>(samplers.rotation->input->count);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
@ -1088,9 +1059,9 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
}
if (samplers.scale) {
float* times = nullptr;
float *times = nullptr;
samplers.scale->input->ExtractData(times);
aiVector3D* values = nullptr;
aiVector3D *values = nullptr;
samplers.scale->output->ExtractData(values);
anim->mNumScalingKeys = static_cast<uint32_t>(samplers.scale->input->count);
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys];
@ -1112,21 +1083,20 @@ aiNodeAnim* CreateNodeAnim(glTF2::Asset& r, Node& node, AnimationSamplers& sampl
return anim;
}
aiMeshMorphAnim* CreateMeshMorphAnim(glTF2::Asset& r, Node& node, AnimationSamplers& samplers)
{
aiMeshMorphAnim* anim = new aiMeshMorphAnim();
aiMeshMorphAnim *CreateMeshMorphAnim(glTF2::Asset &r, Node &node, AnimationSamplers &samplers) {
aiMeshMorphAnim *anim = new aiMeshMorphAnim();
anim->mName = GetNodeName(node);
static const float kMillisecondsFromSeconds = 1000.f;
if (nullptr != samplers.weight) {
float* times = nullptr;
float *times = nullptr;
samplers.weight->input->ExtractData(times);
float* values = nullptr;
float *values = nullptr;
samplers.weight->output->ExtractData(values);
anim->mNumKeys = static_cast<uint32_t>(samplers.weight->input->count);
const unsigned int numMorphs = samplers.weight->output->count / anim->mNumKeys;
const unsigned int numMorphs = (unsigned int)samplers.weight->output->count / anim->mNumKeys;
anim->mKeys = new aiMeshMorphKey[anim->mNumKeys];
unsigned int k = 0u;
@ -1138,7 +1108,7 @@ aiMeshMorphAnim* CreateMeshMorphAnim(glTF2::Asset& r, Node& node, AnimationSampl
for (unsigned int j = 0u; j < numMorphs; ++j, ++k) {
anim->mKeys[i].mValues[j] = j;
anim->mKeys[i].mWeights[j] = ( 0.f > values[k] ) ? 0.f : values[k];
anim->mKeys[i].mWeights[j] = (0.f > values[k]) ? 0.f : values[k];
}
}
@ -1149,18 +1119,17 @@ aiMeshMorphAnim* CreateMeshMorphAnim(glTF2::Asset& r, Node& node, AnimationSampl
return anim;
}
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& anim)
{
std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation &anim) {
std::unordered_map<unsigned int, AnimationSamplers> samplers;
for (unsigned int c = 0; c < anim.channels.size(); ++c) {
Animation::Channel& channel = anim.channels[c];
Animation::Channel &channel = anim.channels[c];
if (channel.sampler >= static_cast<int>(anim.samplers.size())) {
continue;
}
const unsigned int node_index = channel.target.node.GetIndex();
AnimationSamplers& sampler = samplers[node_index];
AnimationSamplers &sampler = samplers[node_index];
if (channel.target.path == AnimationPath_TRANSLATION) {
sampler.translation = &anim.samplers[channel.sampler];
} else if (channel.target.path == AnimationPath_ROTATION) {
@ -1175,8 +1144,7 @@ std::unordered_map<unsigned int, AnimationSamplers> GatherSamplers(Animation& an
return samplers;
}
void glTF2Importer::ImportAnimations(glTF2::Asset& r)
{
void glTF2Importer::ImportAnimations(glTF2::Asset &r) {
if (!r.scene) return;
mScene->mNumAnimations = r.animations.Size();
@ -1184,11 +1152,11 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
return;
}
mScene->mAnimations = new aiAnimation*[mScene->mNumAnimations];
mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations];
for (unsigned int i = 0; i < r.animations.Size(); ++i) {
Animation& anim = r.animations[i];
Animation &anim = r.animations[i];
aiAnimation* ai_anim = new aiAnimation();
aiAnimation *ai_anim = new aiAnimation();
ai_anim->mName = anim.name;
ai_anim->mDuration = 0;
ai_anim->mTicksPerSecond = 0;
@ -1198,7 +1166,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
uint32_t numChannels = 0u;
uint32_t numMorphMeshChannels = 0u;
for (auto& iter : samplers) {
for (auto &iter : samplers) {
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
++numChannels;
}
@ -1209,9 +1177,9 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
ai_anim->mNumChannels = numChannels;
if (ai_anim->mNumChannels > 0) {
ai_anim->mChannels = new aiNodeAnim*[ai_anim->mNumChannels];
ai_anim->mChannels = new aiNodeAnim *[ai_anim->mNumChannels];
int j = 0;
for (auto& iter : samplers) {
for (auto &iter : samplers) {
if ((nullptr != iter.second.rotation) || (nullptr != iter.second.scale) || (nullptr != iter.second.translation)) {
ai_anim->mChannels[j] = CreateNodeAnim(r, r.nodes[iter.first], iter.second);
++j;
@ -1221,9 +1189,9 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
ai_anim->mNumMorphMeshChannels = numMorphMeshChannels;
if (ai_anim->mNumMorphMeshChannels > 0) {
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim*[ai_anim->mNumMorphMeshChannels];
ai_anim->mMorphMeshChannels = new aiMeshMorphAnim *[ai_anim->mNumMorphMeshChannels];
int j = 0;
for (auto& iter : samplers) {
for (auto &iter : samplers) {
if (nullptr != iter.second.weight) {
ai_anim->mMorphMeshChannels[j] = CreateMeshMorphAnim(r, r.nodes[iter.first], iter.second);
++j;
@ -1260,10 +1228,10 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
}
for (unsigned int j = 0; j < ai_anim->mNumMorphMeshChannels; ++j) {
const auto* const chan = ai_anim->mMorphMeshChannels[j];
const auto *const chan = ai_anim->mMorphMeshChannels[j];
if (0u != chan->mNumKeys) {
const auto& lastKey = chan->mKeys[chan->mNumKeys - 1u];
const auto &lastKey = chan->mKeys[chan->mNumKeys - 1u];
if (lastKey.mTime > maxDuration) {
maxDuration = lastKey.mTime;
}
@ -1278,8 +1246,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
}
}
void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
{
void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
embeddedTexIdxs.resize(r.images.Size(), -1);
int numEmbeddedTexs = 0;
@ -1291,7 +1258,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
if (numEmbeddedTexs == 0)
return;
mScene->mTextures = new aiTexture*[numEmbeddedTexs];
mScene->mTextures = new aiTexture *[numEmbeddedTexs];
// Add the embedded textures
for (size_t i = 0; i < r.images.Size(); ++i) {
@ -1301,17 +1268,17 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
int idx = mScene->mNumTextures++;
embeddedTexIdxs[i] = idx;
aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
aiTexture *tex = mScene->mTextures[idx] = new aiTexture();
size_t length = img.GetDataLength();
void* data = img.StealData();
void *data = img.StealData();
tex->mWidth = static_cast<unsigned int>(length);
tex->mHeight = 0;
tex->pcData = reinterpret_cast<aiTexel*>(data);
tex->pcData = reinterpret_cast<aiTexel *>(data);
if (!img.mimeType.empty()) {
const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
const char *ext = strchr(img.mimeType.c_str(), '/') + 1;
if (ext) {
if (strcmp(ext, "jpeg") == 0) ext = "jpg";
@ -1324,8 +1291,7 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
}
}
void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
// clean all member arrays
meshOffsets.clear();
embeddedTexIdxs.clear();
@ -1358,4 +1324,3 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
}
#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER

View File

@ -0,0 +1,46 @@
FIND_PACKAGE(DirectX)
IF ( MSVC )
SET(M_LIB)
ENDIF ( MSVC )
if ( MSVC )
ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
REMOVE_DEFINITIONS( -DUNICODE -D_UNICODE )
endif ( MSVC )
INCLUDE_DIRECTORIES(
${Assimp_SOURCE_DIR}/include
${Assimp_SOURCE_DIR}/code
${OPENGL_INCLUDE_DIR}
${GLUT_INCLUDE_DIR}
${Assimp_SOURCE_DIR}/samples/freeglut/include
)
LINK_DIRECTORIES(
${Assimp_BINARY_DIR}
${Assimp_BINARY_DIR}/lib
)
ADD_EXECUTABLE( assimp_simpletextureddirectx11 WIN32
SimpleTexturedDirectx11/Mesh.h
SimpleTexturedDirectx11/ModelLoader.cpp
SimpleTexturedDirectx11/ModelLoader.h
#SimpleTexturedDirectx11/PixelShader.hlsl
SimpleTexturedDirectx11/TextureLoader.cpp
SimpleTexturedDirectx11/TextureLoader.h
#SimpleTexturedDirectx11/VertexShader.hlsl
SimpleTexturedDirectx11/main.cpp
)
SET_PROPERTY(TARGET assimp_simpletextureddirectx11 PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
TARGET_LINK_LIBRARIES( assimp_simpletextureddirectx11 assimp ${DirectX_LIBRARY} comctl32.lib winmm.lib )
SET_TARGET_PROPERTIES( assimp_simpletextureddirectx11 PROPERTIES
OUTPUT_NAME assimp_simpletextureddirectx11
)
INSTALL( TARGETS assimp_simpletextureddirectx11
DESTINATION "${ASSIMP_BIN_INSTALL_DIR}" COMPONENT assimp-dev
)

View File

@ -1,28 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26228.9
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleTexturedDirectx11", "SimpleTexturedDirectx11\SimpleTexturedDirectx11.vcxproj", "{E3B160B5-E71F-4F3F-9310-B8F156F736D8}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Debug|x64.ActiveCfg = Debug|x64
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Debug|x64.Build.0 = Debug|x64
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Debug|x86.ActiveCfg = Debug|Win32
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Debug|x86.Build.0 = Debug|Win32
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Release|x64.ActiveCfg = Release|x64
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Release|x64.Build.0 = Release|x64
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Release|x86.ActiveCfg = Release|Win32
{E3B160B5-E71F-4F3F-9310-B8F156F736D8}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -180,6 +180,8 @@ string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat
{
return "textures are on disk";
}
return ".";
}
int ModelLoader::getTextureIndex(aiString * str)

View File

@ -1,146 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>15.0</VCProjectVersion>
<ProjectGuid>{E3B160B5-E71F-4F3F-9310-B8F156F736D8}</ProjectGuid>
<RootNamespace>SimpleTexturedDirectx11</RootNamespace>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
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@ -405,6 +405,13 @@ TEST_F(utglTF2ImportExport, incorrect_vertex_arrays) {
EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u);
}
TEST_F( utglTF2ImportExport, texture_transform_test ) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/textureTransform/TextureTransformTest.gltf",
aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F( utglTF2ImportExport, exportglTF2FromFileTest ) {
EXPECT_TRUE( exporterTest() );