/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_PBRT_EXPORTER #include "PbrtExporter.h" #include // aiGetVersion #include #include #include #include #include // StreamWriterLE #include // DeadlyExportError #include // aiTextureType #include #include // Header files, standard library. #include // shared_ptr #include #include // stringstream #include // localtime, tm_* #include #include #include #include #include #include #include using namespace Assimp; // some constants that we'll use for writing metadata namespace Assimp { // --------------------------------------------------------------------- // Worker function for exporting a scene to ascii pbrt. // Prototyped and registered in Exporter.cpp void ExportScenePbrt ( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties ){ std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); // initialize the exporter PbrtExporter exporter(pScene, pIOSystem, path, file); } } // end of namespace Assimp // Constructor PbrtExporter::PbrtExporter ( const aiScene* pScene, IOSystem* pIOSystem, const std::string path, const std::string file) : mScene(pScene), mIOSystem(pIOSystem), mPath(path), mFile(file) { std::unique_ptr outfile; // Open the indicated file for writing outfile.reset(mIOSystem->Open(mPath,"wt")); if (!outfile) { throw DeadlyExportError( "could not open output .pbrt file: " + std::string(mFile) ); } // Write Header WriteHeader(); // Write metadata to file WriteMetaData(); // Write scene-wide rendering options WriteSceneWide(); // Write the Shapes WriteShapes(); // Write World Description WriteWorldDefinition(); // Write out to file outfile->Write(mOutput.str().c_str(), mOutput.str().length(), 1); // explicitly release file pointer, // so we don't have to rely on class destruction. outfile.reset(); // TODO Do Animation } // Destructor PbrtExporter::~PbrtExporter() { // Empty } void PbrtExporter::WriteHeader() { // TODO // TODO warn user if scene has animations // TODO warn user if mScene->mFlags is nonzero // TODO warn if a metadata defines the ambient term } void PbrtExporter::WriteMetaData() { mOutput << "#############################" << std::endl; mOutput << "# Writing out scene metadata:" << std::endl; mOutput << "#############################" << std::endl; aiMetadata* pMetaData = mScene->mMetaData; for (int i = 0; i < pMetaData->mNumProperties; i++) { mOutput << "# - "; mOutput << pMetaData->mKeys[i].C_Str() << " :"; switch(pMetaData->mValues[i].mType) { case AI_BOOL : { mOutput << " "; if (*static_cast(pMetaData->mValues[i].mData)) mOutput << "TRUE" << std::endl; else mOutput << "FALSE" << std::endl; break; } case AI_INT32 : { mOutput << " " << *static_cast(pMetaData->mValues[i].mData) << std::endl; break; } case AI_UINT64 : mOutput << " " << *static_cast(pMetaData->mValues[i].mData) << std::endl; break; case AI_FLOAT : mOutput << " " << *static_cast(pMetaData->mValues[i].mData) << std::endl; break; case AI_DOUBLE : mOutput << " " << *static_cast(pMetaData->mValues[i].mData) << std::endl; break; case AI_AISTRING : { aiString* value = static_cast(pMetaData->mValues[i].mData); std::string svalue = value->C_Str(); std::size_t found = svalue.find_first_of("\n"); mOutput << std::endl; while (found != std::string::npos) { mOutput << "# " << svalue.substr(0, found) << std::endl; svalue = svalue.substr(found + 1); found = svalue.find_first_of("\n"); } mOutput << "# " << svalue << std::endl; break; } case AI_AIVECTOR3D : // TODO mOutput << " Vector3D (unable to print)" << std::endl; break; default: // AI_META_MAX and FORCE_32BIT mOutput << " META_MAX or FORCE_32Bit (unable to print)" << std::endl; break; } } } void PbrtExporter::WriteSceneWide() { // If there are 0 cameras in the scene, it is purely geometric // Don't write any scene wide description if (mScene->mNumCameras == 0) return; // Cameras & Film WriteCameras(); mOutput << std::endl; mOutput << "#####################################################################" << std::endl; mOutput << "# Assimp does not support explicit Sampler, Filter, Integrator, Accel" << std::endl; mOutput << "#####################################################################" << std::endl; mOutput << "# Setting to reasonable default values" << std::endl; // Samplers mOutput << "Sampler \"halton\" \"integer pixelsamples\" [16]" << std::endl; // Filters mOutput << "PixelFilter \"box\"" << std::endl; // Integrators mOutput << "Integrator \"path\" \"integer maxdepth\" [5]" << std::endl; // Accelerators mOutput << "Accelerator \"bvh\"" << std::endl; // Participating Media // Assimp does not support participating media } void PbrtExporter::WriteCameras() { mOutput << std::endl; mOutput << "###############################" << std::endl; mOutput << "# Writing Camera and Film data:" << std::endl; mOutput << "###############################" << std::endl; mOutput << "# - Number of Cameras found in scene: "; mOutput << mScene->mNumCameras << std::endl; if (mScene->mNumCameras == 0){ mOutput << "# - No Cameras found in the scene" << std::endl; return; } if (mScene->mNumCameras > 1) { mOutput << "# - Multiple Cameras found in scene" << std::endl; mOutput << "# - Defaulting to first Camera specified" << std::endl; } for(int i = 0; i < mScene->mNumCameras; i++){ WriteCamera(i); } } void PbrtExporter::WriteCamera(int i) { auto camera = mScene->mCameras[i]; bool cameraActive = i == 0; mOutput << "# - Camera " << i+1 << ": " << camera->mName.C_Str() << std::endl; // Get camera aspect ratio float aspect = camera->mAspect; if(aspect == 0){ aspect = 4.0/3.0; mOutput << "# - Aspect ratio : 1.33333 (no aspect found, defaulting to 4/3)" << std::endl; } else { mOutput << "# - Aspect ratio : " << aspect << std::endl; } // Get camera fov float hfov = AI_RAD_TO_DEG(camera->mHorizontalFOV); float fov; mOutput << "# - Horizontal fov : " << hfov << std::endl; if (aspect >= 1.0) fov = hfov; else fov = hfov * aspect; // Get Film xres and yres int xres = 640; int yres = (int)round(640/aspect); // Print Film for this camera if (!cameraActive) mOutput << "# "; mOutput << "Film \"image\" \"string filename\" \"" << mFile << "_pbrt.exr\"" << std::endl; if (!cameraActive) mOutput << "# "; mOutput << " \"integer xresolution\" [" << xres << "]" << std::endl; if (!cameraActive) mOutput << "# "; mOutput << " \"integer yresolution\" [" << yres << "]" << std::endl; // Get camera transform // Isn't optimally efficient, but is the simplest implementation // Get camera node aiMatrix4x4 w2c; auto cameraNode = mScene->mRootNode->FindNode(camera->mName); if (!cameraNode) { mOutput << "# ERROR: Camera declared but not found in scene tree" << std::endl; } else { std::vector matrixChain; auto tempNode = cameraNode; while(tempNode) { matrixChain.insert(matrixChain.begin(), tempNode->mTransformation); tempNode = tempNode->mParent; } w2c = matrixChain[0]; for(int i = 1; i < matrixChain.size(); i++){ w2c *= matrixChain[i]; } } // Print Camera LookAt auto position = w2c * camera->mPosition; auto lookAt = w2c * camera->mLookAt; auto up = w2c * camera->mUp; if (!cameraActive) mOutput << "# "; mOutput << "LookAt " << position.x << " " << position.y << " " << position.z << std::endl; if (!cameraActive) mOutput << "# "; mOutput << " " << lookAt.x << " " << lookAt.y << " " << lookAt.z << std::endl; if (!cameraActive) mOutput << "# "; mOutput << " " << up.x << " " << up.y << " " << up.z << std::endl; // Print camera descriptor if(!cameraActive) mOutput << "# "; mOutput << "Camera \"perspective\" \"float fov\" " << "[" << fov << "]" << std::endl; } void PbrtExporter::WriteShapes() { // - figure out if should all be in 1 file (no camera?) // - if more than 1 file, place each geo in separate directory // - NEED to figure out how meshes are/should be split up // create geometry_ folder // bool mIOSystem->CreateDirectory(path) // TODO worry about sequestering geo later, after giant print } void PbrtExporter::WriteWorldDefinition() { mOutput << std::endl; mOutput << "############################" << std::endl; mOutput << "# Writing World Definitiion:" << std::endl; mOutput << "############################" << std::endl; // Print WorldBegin mOutput << "WorldBegin" << std::endl; // Check to see if the scene has Embedded Textures WriteEmbeddedTextures(); // Print materials WriteMaterials(); // Print Objects // Both PBRT's `Shape` and `Object` are in Assimp's `aiMesh` class WriteObjects(); // Print Object Instancing (nodes) WriteObjectInstances(); // Print Lights (w/o geometry) WriteLights(); // Print Area Lights (w/ geometry) // Print WorldEnd mOutput << std::endl << "WorldEnd"; } void PbrtExporter::WriteEmbeddedTextures() { mOutput << std::endl; mOutput << "###################" << std::endl; mOutput << "# Checking Embededded Textures:" << std::endl; mOutput << "###################" << std::endl; mOutput << "# - Number of Embedded Textures found in scene: "; mOutput << mScene->mNumTextures << std::endl; if (mScene->mNumTextures == 0) return; mOutput << "# ERROR: PBRT does not support Embedded Textures" << std::endl; } void PbrtExporter::WriteMaterials() { mOutput << std::endl; mOutput << "####################" << std::endl; mOutput << "# Writing Materials:" << std::endl; mOutput << "####################" << std::endl; mOutput << "# - Number of Materials found in scene: "; mOutput << mScene->mNumMaterials << std::endl; if (mScene->mNumMaterials == 0) return; // TODO remove default when numCameras == 0 // For now, only on debug mOutput << "# - Creating a default grey matte material" << std::endl; mOutput << "Material \"matte\" \"rgb Kd\" [.8 .8 .8]" << std::endl; for (int i = 0 ; i < mScene->mNumMaterials; i++) { WriteMaterial(i); } } void PbrtExporter::WriteMaterial(int m) { auto material = mScene->mMaterials[m]; // get material name auto materialName = material->GetName(); mOutput << std::endl << "# - Material " << m+1 << ": " << materialName.C_Str() << std::endl; // Print out number of properties mOutput << "# - Number of Material Properties: " << material->mNumProperties << std::endl; // print out texture properties parsing through by type // then print out any new textures WriteNewTextures(material); // TODO IMMEDIATELY // Determine if this material should be one of: // - disney (has BASE_COLOR?) // - matte (has only kd?) // - metal (never? has only ks?) // - mirror (has reflection) // - plastic (never?) // - uber (general?) // Use MakeNamedMaterial to give variable names to materials mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\"" << " \"string type\" \"uber\"" << std::endl; } void PbrtExporter::WriteLights() { mOutput << std::endl; mOutput << "#################" << std::endl; mOutput << "# Writing Lights:" << std::endl; mOutput << "#################" << std::endl; mOutput << "# - Number of Lights found in scene: "; mOutput << mScene->mNumLights << std::endl; // TODO remove default ambient term when numCameras == 0 // For now, ambient may only be necessary for debug mOutput << "# - Creating a default blueish ambient light source" << std::endl; mOutput << "LightSource \"infinite\" \"rgb L\" [0.4 0.45 0.5]" << std::endl; mOutput << " \"integer samples\" [8]" << std::endl; } void PbrtExporter::WriteObjects() { mOutput << std::endl; mOutput << "#############################" << std::endl; mOutput << "# Writing Object Definitions:" << std::endl; mOutput << "#############################" << std::endl; mOutput << "# - Number of Meshes found in scene: "; mOutput << mScene->mNumMeshes << std::endl; if (mScene->mNumMeshes == 0) return; for (int i = 0 ; i < mScene->mNumMeshes; i++) { WriteObject(i); } } void PbrtExporter::WriteObject(int i) { auto mesh = mScene->mMeshes[i]; mOutput << "# - Mesh " << i+1 << ": "; if (mesh->mName == aiString("")) mOutput << "" << std::endl; else mOutput << mesh->mName.C_Str() << std::endl; // Print out primitive types found mOutput << "# - Primitive Type(s):" << std::endl; if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) mOutput << "# - POINT" << std::endl; if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) mOutput << "# - LINE" << std::endl; if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) mOutput << "# - TRIANGLE" << std::endl; if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON) mOutput << "# - POLYGON" << std::endl; // Check if any types other than tri if ( (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) || (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) || (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) { mOutput << "# ERROR: PBRT Does not support POINT, LINE, POLY meshes" << std::endl; } // Check for Normals mOutput << "# - Normals: "; if (mesh->mNormals) mOutput << "TRUE" << std::endl; else mOutput << "FALSE" << std::endl; // Check for Tangents mOutput << "# - Tangents: "; if (mesh->mTangents) mOutput << "TRUE" << std::endl; else mOutput << "FALSE" << std::endl; // Count number of texture coordinates int numTextureCoords = 0; for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) { if (mesh->mTextureCoords[i]) numTextureCoords++; } mOutput << "# - Number of Texture Coordinates: " << numTextureCoords << std::endl; if (numTextureCoords > 1) { mOutput << "# - Multiple Texture Coordinates found in scene" << std::endl; mOutput << "# - Defaulting to first Texture Coordinate specified" << std::endl; } // TODO Check for Alpha texture mOutput << "# - Alpha texture: " << std::endl; // Create ObjectBegin mOutput << "ObjectBegin \""; if (mesh->mName == aiString("")) mOutput << "mesh_" << i+1 << "\"" << std::endl; else mOutput << mesh->mName.C_Str() << "_" << i+1 << "\"" << std::endl; // Write Shapes mOutput << "Shape \"trianglemesh\"" << std::endl << " \"integer indices\" ["; // Start with faces (which hold indices) for(int i = 0; i < mesh->mNumFaces; i++) { auto face = mesh->mFaces[i]; for(int j = 0; j < face.mNumIndices; j++) { mOutput << face.mIndices[j] << " "; } } mOutput << "]" << std::endl; // Then go to vertices mOutput << " \"point P\" ["; for(int i = 0; i < mesh->mNumVertices; i++) { auto vector = mesh->mVertices[i]; mOutput << vector.x << " " << vector.y << " " << vector.z << " "; } mOutput << "]" << std::endl; // Normals (if present) if (mesh->mNormals) { mOutput << " \"normal N\" ["; for(int i = 0; i < mesh->mNumVertices; i++) { auto normal = mesh->mNormals[i]; mOutput << normal.x << " " << normal.y << " " << normal.z << " "; } mOutput << "]" << std::endl; } // Tangents (if present) if (mesh->mTangents) { mOutput << " \"vector S\" ["; for(int i = 0; i < mesh->mNumVertices; i++) { auto tangent = mesh->mTangents[i]; mOutput << tangent.x << " " << tangent.y << " " << tangent.z << " "; } mOutput << "]" << std::endl; } // Texture Coords (if present) // TODO comment out wrong ones, only choose 1st 2d texture coord // Close ObjectBegin mOutput << "ObjectEnd" << std::endl; } void PbrtExporter::WriteObjectInstances() { mOutput << std::endl; mOutput << "###########################" << std::endl; mOutput << "# Writing Object Instances:" << std::endl; mOutput << "###########################" << std::endl; // Get root node of the scene auto rootNode = mScene->mRootNode; // Set base transform to identity aiMatrix4x4 parentTransform; // Recurse into root node WriteObjectInstance(rootNode, parentTransform); } void PbrtExporter::WriteObjectInstance(aiNode* node, aiMatrix4x4 parent) { auto w2o = parent * node->mTransformation; // Print transformation for this node if(node->mNumMeshes > 0) { mOutput << "Transform [" << w2o.a1 << " " << w2o.a2 << " " << w2o.a3 << " " << w2o.a4 << " " << w2o.b1 << " " << w2o.b2 << " " << w2o.b3 << " " << w2o.b4 << " " << w2o.c1 << " " << w2o.c2 << " " << w2o.c3 << " " << w2o.c4 << " " << w2o.d1 << " " << w2o.d2 << " " << w2o.d3 << " " << w2o.d4 << "]" << std::endl; } // Loop over number of meshes in node for(int i = 0; i < node->mNumMeshes; i++) { // Print ObjectInstance mOutput << "ObjectInstance \""; auto mesh = mScene->mMeshes[node->mMeshes[i]]; if (mesh->mName == aiString("")) mOutput << "mesh_" << node->mMeshes[i] + 1 << "\"" << std::endl; else mOutput << mesh->mName.C_Str() << "_" << node->mMeshes[i] + 1 << "\"" << std::endl; } // Recurse through children for (int i = 0; i < node->mNumChildren; i++) { WriteObjectInstance(node->mChildren[i], w2o); } } void PbrtExporter::WriteNewTextures(aiMaterial* material) { // Print out texture type counts int textureCounts[aiTextureType_UNKNOWN]; for (int i = 1; i <= aiTextureType_UNKNOWN; i++) { textureCounts[i-1] = material->GetTextureCount(aiTextureType(i)); } mOutput << "# - Texture Type Counts:" << std::endl; mOutput << "# - aiTextureType_DIFFUSE: " << textureCounts[0] << std::endl; mOutput << "# - aiTextureType_SPECULAR: " << textureCounts[1] << std::endl; mOutput << "# - aiTextureType_AMBIENT: " << textureCounts[2] << std::endl; mOutput << "# - aiTextureType_EMISSIVE: " << textureCounts[3] << std::endl; mOutput << "# - aiTextureType_HEIGHT: " << textureCounts[4] << std::endl; mOutput << "# - aiTextureType_NORMALS: " << textureCounts[5] << std::endl; mOutput << "# - aiTextureType_SHININESS: " << textureCounts[6] << std::endl; mOutput << "# - aiTextureType_OPACITY: " << textureCounts[7] << std::endl; mOutput << "# - aiTextureType_DISPLACEMENT: " << textureCounts[8] << std::endl; mOutput << "# - aiTextureType_LIGHTMAP: " << textureCounts[9] << std::endl; mOutput << "# - aiTextureType_REFLECTION: " << textureCounts[10] << std::endl; mOutput << "# - aiTextureType_BASE_COLOR: " << textureCounts[11] << std::endl; mOutput << "# - aiTextureType_NORMAL_CAMERA: " << textureCounts[12] << std::endl; mOutput << "# - aiTextureType_EMISSION_COLOR: " << textureCounts[13] << std::endl; mOutput << "# - aiTextureType_METALNESS: " << textureCounts[14] << std::endl; mOutput << "# - aiTextureType_DIFFUSE_ROUGHNESS: " << textureCounts[15] << std::endl; mOutput << "# - aiTextureType_AMBIENT_OCCLUSION: " << textureCounts[16] << std::endl; mOutput << "# - aiTextureType_UNKNOWN: " << textureCounts[17] << std::endl; for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) { C_STRUCT aiString path; //aiTextureMapping mapping; //unsigned int uvindex; //ai_real blend; //aiTextureOp op; aiTextureMapMode mapmode; for (int t = 0; t < textureCounts[tt-1]; t++) { material->GetTexture( aiTextureType(tt), t, &path, NULL, NULL, NULL, NULL, &mapmode); std::stringstream name; std::string spath = std::string(path.C_Str()); std::replace(spath.begin(), spath.end(), '\\', '/'); name << spath << "_"; switch(aiTextureType(tt)) { case aiTextureType_DIFFUSE : name << "diffuse"; break; case aiTextureType_SPECULAR : name << "specular"; break; case aiTextureType_AMBIENT : name << "ambient"; break; case aiTextureType_EMISSIVE : name << "emissive"; break; case aiTextureType_HEIGHT : name << "height"; break; case aiTextureType_NORMALS : name << "normals"; break; case aiTextureType_SHININESS : name << "shininess"; break; case aiTextureType_OPACITY : name << "opacity"; break; case aiTextureType_DISPLACEMENT : name << "displacement"; break; case aiTextureType_LIGHTMAP : name << "lightmap"; break; case aiTextureType_REFLECTION : name << "reflection"; break; case aiTextureType_BASE_COLOR : name << "base_color"; break; case aiTextureType_NORMAL_CAMERA : name << "normal_camera"; break; case aiTextureType_EMISSION_COLOR : name << "emission_color"; break; case aiTextureType_METALNESS : name << "metalness"; break; case aiTextureType_DIFFUSE_ROUGHNESS : name << "diffuse_roughness"; break; case aiTextureType_AMBIENT_OCCLUSION : name << "ambient_occlusion"; break; case aiTextureType_UNKNOWN : name << "unknown"; break; default : break; } if (mTextureSet.find(name.str()) == mTextureSet.end()) { mOutput << "Texture \"" << name.str() << "\" \"spectrum\" " << "\"string filename\" \"" << spath << "\" " << "\"string wrap\" \""; switch (mapmode) { case aiTextureMapMode_Wrap : mOutput << "repeat\"" << std::endl; break; case aiTextureMapMode_Clamp : mOutput << "clamp\"" << std::endl; break; case aiTextureMapMode_Decal : mOutput << "black\"" << std::endl; break; case aiTextureMapMode_Mirror : // PBRT doesn't support mirroring textures mOutput << "repeat\"" << std::endl; break; default: mOutput << "ERROR\"" << std::endl; break; } } } } } #endif // ASSIMP_BUILD_NO_PBRT_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT