Merge pull request #5170 from vulcanozz/vulcano/export_gltf2_with_roughness_texture
Add DIFFUSE_ROUGHNESS_TEXTURE for gltf2 exporterpull/5216/head^2
commit
f623870dd1
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@ -263,7 +263,7 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
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for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
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bool bNonZero = false;
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//for the data, check any component Non Zero
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// for the data, check any component Non Zero
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for (unsigned int j = 0; j < numCompsOut; j++) {
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double valueData = bufferData_ptr[j];
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double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
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@ -273,11 +273,11 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
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}
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}
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//all zeros, continue
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// all zeros, continue
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if (!bNonZero)
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continue;
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//non zero, store the data
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// non zero, store the data
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for (unsigned int j = 0; j < numCompsOut; j++) {
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T valueData = bufferData_ptr[j];
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T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
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@ -286,14 +286,14 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
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vNZIdx.push_back(idx);
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}
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//avoid all-0, put 1 item
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// avoid all-0, put 1 item
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if (vNZDiff.size() == 0) {
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for (unsigned int j = 0; j < numCompsOut; j++)
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vNZDiff.push_back(0);
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vNZIdx.push_back(0);
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}
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//process data
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// process data
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outputNZDiff = new T[vNZDiff.size()];
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memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));
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@ -361,7 +361,7 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
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acc->sparse.reset(new Accessor::Sparse);
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acc->sparse->count = nzCount;
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//indices
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// indices
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unsigned int bytesPerIdx = sizeof(unsigned short);
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size_t indices_offset = buffer->byteLength;
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size_t indices_padding = indices_offset % bytesPerIdx;
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@ -379,7 +379,7 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
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acc->sparse->indicesByteOffset = 0;
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acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);
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//values
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// values
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size_t values_offset = buffer->byteLength;
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size_t values_padding = values_offset % bytesPerComp;
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values_offset += values_padding;
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@ -395,9 +395,9 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
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acc->sparse->valuesByteOffset = 0;
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acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);
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//clear
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delete[](char *) nzDiff;
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delete[](char *) nzIdx;
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// clear
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delete[] (char *)nzDiff;
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delete[] (char *)nzIdx;
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}
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return acc;
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}
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@ -599,7 +599,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
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if (curTex != nullptr) { // embedded
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texture->source->name = curTex->mFilename.C_Str();
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//basisu: embedded ktx2, bu
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// basisu: embedded ktx2, bu
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if (curTex->achFormatHint[0]) {
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std::string mimeType = "image/";
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if (memcmp(curTex->achFormatHint, "jpg", 3) == 0)
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@ -619,7 +619,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
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}
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// The asset has its own buffer, see Image::SetData
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//basisu: "image/ktx2", "image/basis" as is
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// basisu: "image/ktx2", "image/basis" as is
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texture->source->SetData(reinterpret_cast<uint8_t *>(curTex->pcData), curTex->mWidth, *mAsset);
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} else {
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texture->source->uri = path;
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@ -629,7 +629,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
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}
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}
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//basisu
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// basisu
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if (useBasisUniversal) {
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mAsset->extensionsUsed.KHR_texture_basisu = true;
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mAsset->extensionsRequired.KHR_texture_basisu = true;
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@ -652,7 +652,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, NormalTextureInfo &prop, ai
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GetMatTex(mat, texture, prop.texCoord, tt, slot);
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if (texture) {
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//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
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// GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
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GetMatTexProp(mat, prop.scale, "scale", tt, slot);
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}
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}
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@ -663,7 +663,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, OcclusionTextureInfo &prop,
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GetMatTex(mat, texture, prop.texCoord, tt, slot);
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if (texture) {
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//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
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// GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
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GetMatTexProp(mat, prop.strength, "strength", tt, slot);
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}
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}
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@ -832,20 +832,30 @@ void glTF2Exporter::ExportMaterials() {
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_BASE_COLOR);
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if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
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//if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
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// if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
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}
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_DIFFUSE_ROUGHNESS);
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if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
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// if there wasn't a aiTextureType_DIFFUSE_ROUGHNESS defined in the source, fallback to aiTextureType_METALNESS
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_METALNESS);
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}
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if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
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// if there still wasn't a aiTextureType_METALNESS defined in the source, fallback to AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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}
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
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// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
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//a fallback to any diffuse color should be used instead
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// a fallback to any diffuse color should be used instead
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GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
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}
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if (mat.Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
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//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
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// if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
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m->pbrMetallicRoughness.metallicFactor = 0;
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}
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@ -858,10 +868,10 @@ void glTF2Exporter::ExportMaterials() {
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if (mat.Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS && mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
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// convert specular color to luminance
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float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
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//normalize shininess (assuming max is 1000) with an inverse exponentional curve
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// normalize shininess (assuming max is 1000) with an inverse exponentional curve
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float normalizedShininess = std::sqrt(shininess / 1000);
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//clamp the shininess value between 0 and 1
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// clamp the shininess value between 0 and 1
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normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
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// low specular intensity values should produce a rough material even if shininess is high.
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normalizedShininess = normalizedShininess * specularIntensity;
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@ -1059,7 +1069,7 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
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if (boneIndexFitted != -1) {
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vertexJointData[vertexId][boneIndexFitted] = static_cast<float>(jointNamesIndex);
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}
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}else {
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} else {
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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@ -1071,7 +1081,7 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
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Mesh::Primitive &p = meshRef->primitives.back();
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Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
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vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexJointAccessor) {
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size_t offset = vertexJointAccessor->bufferView->byteOffset;
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size_t bytesLen = vertexJointAccessor->bufferView->byteLength;
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@ -1155,7 +1165,7 @@ void glTF2Exporter::ExportMeshes() {
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/******************* Vertices ********************/
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3,
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AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (v) {
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p.attributes.position.push_back(v);
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}
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@ -1169,7 +1179,7 @@ void glTF2Exporter::ExportMeshes() {
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}
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3,
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AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (n) {
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p.attributes.normal.push_back(n);
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}
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@ -1191,7 +1201,7 @@ void glTF2Exporter::ExportMeshes() {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i],
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AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (tc) {
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p.attributes.texcoord.push_back(tc);
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}
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@ -1201,7 +1211,7 @@ void glTF2Exporter::ExportMeshes() {
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/*************** Vertex colors ****************/
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for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
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Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel],
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AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
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if (c) {
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p.attributes.color.push_back(c);
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}
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@ -1219,7 +1229,7 @@ void glTF2Exporter::ExportMeshes() {
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}
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p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
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ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
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}
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switch (aim->mPrimitiveTypes) {
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@ -1362,24 +1372,24 @@ void glTF2Exporter::MergeMeshes() {
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unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size());
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//skip if it's 1 or less meshes per node
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// skip if it's 1 or less meshes per node
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if (nMeshes > 1) {
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Ref<Mesh> firstMesh = node->meshes.at(0);
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//loop backwards to allow easy removal of a mesh from a node once it's merged
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// loop backwards to allow easy removal of a mesh from a node once it's merged
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for (unsigned int m = nMeshes - 1; m >= 1; --m) {
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Ref<Mesh> mesh = node->meshes.at(m);
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//append this mesh's primitives to the first mesh's primitives
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// append this mesh's primitives to the first mesh's primitives
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firstMesh->primitives.insert(
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firstMesh->primitives.end(),
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mesh->primitives.begin(),
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mesh->primitives.end());
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//remove the mesh from the list of meshes
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// remove the mesh from the list of meshes
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unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());
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//find the presence of the removed mesh in other nodes
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// find the presence of the removed mesh in other nodes
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for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
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Ref<Node> curNode = mAsset->nodes.Get(nn);
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@ -1398,7 +1408,7 @@ void glTF2Exporter::MergeMeshes() {
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}
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}
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//since we were looping backwards, reverse the order of merged primitives to their original order
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// since we were looping backwards, reverse the order of merged primitives to their original order
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std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
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}
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}
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@ -1430,7 +1440,7 @@ unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode *n) {
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return node.GetIndex();
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}
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/*
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/*
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* Export node and recursively calls ExportNode for all children.
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* Since these nodes are not the root node, we also export the parent Ref<Node>
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*/
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@ -1525,9 +1535,9 @@ inline void ExtractTranslationSampler(Asset &asset, std::string &animId, Ref<Buf
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const aiVectorKey &key = nodeChannel->mPositionKeys[i];
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// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
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times[i] = static_cast<float>(key.mTime / ticksPerSecond);
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values[(i * 3) + 0] = (ai_real) key.mValue.x;
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values[(i * 3) + 1] = (ai_real) key.mValue.y;
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values[(i * 3) + 2] = (ai_real) key.mValue.z;
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values[(i * 3) + 0] = (ai_real)key.mValue.x;
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values[(i * 3) + 1] = (ai_real)key.mValue.y;
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values[(i * 3) + 2] = (ai_real)key.mValue.z;
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}
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sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
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@ -1544,9 +1554,9 @@ inline void ExtractScaleSampler(Asset &asset, std::string &animId, Ref<Buffer> &
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const aiVectorKey &key = nodeChannel->mScalingKeys[i];
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// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
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times[i] = static_cast<float>(key.mTime / ticksPerSecond);
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values[(i * 3) + 0] = (ai_real) key.mValue.x;
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values[(i * 3) + 1] = (ai_real) key.mValue.y;
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values[(i * 3) + 2] = (ai_real) key.mValue.z;
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values[(i * 3) + 0] = (ai_real)key.mValue.x;
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values[(i * 3) + 1] = (ai_real)key.mValue.y;
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values[(i * 3) + 2] = (ai_real)key.mValue.z;
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}
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sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
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@ -1563,10 +1573,10 @@ inline void ExtractRotationSampler(Asset &asset, std::string &animId, Ref<Buffer
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const aiQuatKey &key = nodeChannel->mRotationKeys[i];
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// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
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times[i] = static_cast<float>(key.mTime / ticksPerSecond);
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values[(i * 4) + 0] = (ai_real) key.mValue.x;
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values[(i * 4) + 1] = (ai_real) key.mValue.y;
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values[(i * 4) + 2] = (ai_real) key.mValue.z;
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values[(i * 4) + 3] = (ai_real) key.mValue.w;
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values[(i * 4) + 0] = (ai_real)key.mValue.x;
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values[(i * 4) + 1] = (ai_real)key.mValue.y;
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values[(i * 4) + 2] = (ai_real)key.mValue.z;
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values[(i * 4) + 3] = (ai_real)key.mValue.w;
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}
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sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
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