Fix glTFv2 texcoord/uv mapping

Use the standard property to indicate the UV map index
pull/3952/head
RichardTea 2021-06-11 15:17:25 +01:00
parent fb039bb9eb
commit 985f3ee665
6 changed files with 56 additions and 28 deletions

View File

@ -492,11 +492,14 @@ void glTF2Exporter::GetMatTexProp(const aiMaterial& mat, float& prop, const char
mat.Get(textureKey.c_str(), tt, slot, prop);
}
void glTF2Exporter::GetMatTex(const aiMaterial& mat, Ref<Texture>& texture, aiTextureType tt, unsigned int slot = 0)
void glTF2Exporter::GetMatTex(const aiMaterial& mat, Ref<Texture>& texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot = 0)
{
if (mat.GetTextureCount(tt) > 0) {
aiString tex;
// Read texcoord (UV map index)
mat.Get(AI_MATKEY_UVWSRC(tt, slot), texCoord);
if (mat.Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
std::string path = tex.C_Str();
@ -572,21 +575,21 @@ void glTF2Exporter::GetMatTex(const aiMaterial& mat, TextureInfo& prop, aiTextur
{
Ref<Texture>& texture = prop.texture;
GetMatTex(mat, texture, tt, slot);
GetMatTex(mat, texture, prop.texCoord, tt, slot);
if (texture) {
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
}
//if (texture) {
// GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
//}
}
void glTF2Exporter::GetMatTex(const aiMaterial& mat, NormalTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
{
Ref<Texture>& texture = prop.texture;
GetMatTex(mat, texture, tt, slot);
GetMatTex(mat, texture, prop.texCoord, tt, slot);
if (texture) {
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
GetMatTexProp(mat, prop.scale, "scale", tt, slot);
}
}
@ -595,10 +598,10 @@ void glTF2Exporter::GetMatTex(const aiMaterial& mat, OcclusionTextureInfo& prop,
{
Ref<Texture>& texture = prop.texture;
GetMatTex(mat, texture, tt, slot);
GetMatTex(mat, texture, prop.texCoord, tt, slot);
if (texture) {
GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
GetMatTexProp(mat, prop.strength, "strength", tt, slot);
}
}

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@ -104,7 +104,7 @@ namespace Assimp
void GetTexSampler(const aiMaterial& mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
void GetMatTexProp(const aiMaterial& mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx);
void GetMatTexProp(const aiMaterial& mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx);
void GetMatTex(const aiMaterial& mat, glTF2::Ref<glTF2::Texture>& texture, aiTextureType tt, unsigned int slot);
void GetMatTex(const aiMaterial& mat, glTF2::Ref<glTF2::Texture>& texture, unsigned int &texCoord, aiTextureType tt, unsigned int slot);
void GetMatTex(const aiMaterial& mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
void GetMatTex(const aiMaterial& mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
void GetMatTex(const aiMaterial& mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);

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@ -165,7 +165,8 @@ 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(texType, texSlot));
const int uvIndex = static_cast<int>(prop.texCoord);
mat->AddProperty(&uvIndex, 1, AI_MATKEY_UVWSRC(texType, texSlot));
if (prop.textureTransformSupported) {
aiUVTransform transform;

View File

@ -144,9 +144,7 @@ enum aiTextureMapMode {
enum aiTextureMapping {
/** The mapping coordinates are taken from an UV channel.
*
* #AI_MATKEY_UVWSRC property
*
* Specifies from which UV channel
* #AI_MATKEY_UVWSRC property specifies from which UV channel
* the texture coordinates are to be taken from (remember,
* meshes can have more than one UV channel).
*/

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@ -75,7 +75,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR "$mat.gltf.materialTransmission.transmissionFactor", 0, 0
//#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE aiTextureType_UNKNOWN, 5
#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
//#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
#define _AI_MATKEY_GLTF_MAPPINGNAME_BASE "$tex.mappingname"
#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
@ -83,7 +83,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD(type, N) _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
//#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD(type, N) _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N

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@ -603,32 +603,58 @@ TEST_F(utglTF2ImportExport, sceneMetadata) {
}
TEST_F(utglTF2ImportExport, texcoords) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf",
aiProcess_ValidateDataStructure);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_TRUE(scene->HasMaterials());
const aiMaterial *material = scene->mMaterials[0];
aiString path;
unsigned int uvIndex = 255;
aiTextureMapMode modes[2];
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 0);
uvIndex = 255;
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 1);
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, texcoords_export) {
{
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf_out.glb"));
}
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_TRUE(scene->HasMaterials());
const aiMaterial *material = scene->mMaterials[0];
aiString path;
unsigned int uvIndex = 255;
aiTextureMapMode modes[2];
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr,
nullptr, nullptr, modes));
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
int uvIndex = -1;
EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_DIFFUSE, 0), &uvIndex), aiReturn_SUCCESS);
EXPECT_EQ(uvIndex, 0);
// Using manual macro expansion of AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE here.
// The following works with some but not all compilers:
// #define APPLY(X, Y) X(Y)
// ..., APPLY(AI_MATKEY_GLTF_TEXTURE_TEXCOORD, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE), ...
EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_UNKNOWN, 0), &uvIndex), aiReturn_SUCCESS);
uvIndex = 255;
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 1);
}
#endif // ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, recursive_nodes) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/RecursiveNodes/RecursiveNodes.gltf", aiProcess_ValidateDataStructure);