assimp/code/glTFExporter.cpp

498 lines
18 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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_GLTF_EXPORTER
#include "glTFExporter.h"
#include "Exceptional.h"
#include "StringComparison.h"
#include "ByteSwapper.h"
#include <assimp/version.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
// Header files, standart library.
#include <memory>
#include <inttypes.h>
#include "glTFAssetWriter.h"
// Header files, Open3DGC.
#include <Open3DGC/o3dgcSC3DMCEncoder.h>
using namespace rapidjson;
using namespace Assimp;
using namespace glTF;
namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp
void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
// invoke the exporter
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false);
}
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to GLB. Prototyped and registered in Exporter.cpp
void ExportSceneGLB(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
// invoke the exporter
glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, true);
}
} // end of namespace Assimp
glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiScene* pScene,
const ExportProperties* pProperties, bool isBinary)
: mFilename(filename)
, mIOSystem(pIOSystem)
, mScene(pScene)
, mProperties(pProperties)
{
std::unique_ptr<Asset> asset(new glTF::Asset(pIOSystem));
mAsset = asset.get();
if (isBinary) {
asset->SetAsBinary();
}
ExportMetadata();
//for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {}
//for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {}
//for (unsigned int i = 0; i < pScene->mNumLights; ++i) {}
ExportMaterials();
ExportMeshes();
//for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {}
if (mScene->mRootNode) {
ExportNode(mScene->mRootNode);
}
ExportScene();
glTF::AssetWriter writer(*mAsset);
writer.WriteFile(filename);
}
static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
{
o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
o[ 4] = v.a2; o[ 5] = v.b2; o[ 6] = v.c2; o[ 7] = v.d2;
o[ 8] = v.a3; o[ 9] = v.b3; o[10] = v.c3; o[11] = v.d3;
o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
}
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
if (!count || !data) return Ref<Accessor>();
unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
unsigned int bytesPerComp = ComponentTypeSize(compType);
size_t offset = buffer->byteLength;
size_t length = count * numCompsOut * bytesPerComp;
buffer->Grow(length);
// bufferView
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
bv->buffer = buffer;
bv->byteOffset = unsigned(offset);
bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
// accessor
Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
acc->bufferView = bv;
acc->byteOffset = 0;
acc->byteStride = 0;
acc->componentType = compType;
acc->count = count;
acc->type = typeOut;
// copy the data
acc->WriteData(count, data, numCompsIn*bytesPerComp);
return acc;
}
namespace {
void GetMatScalar(const aiMaterial* mat, float& val, const char* propName, int type, int idx) {
if (mat->Get(propName, type, idx, val) == AI_SUCCESS) {}
}
}
void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
{
aiString tex;
aiColor4D col;
if (mat->GetTextureCount(tt) > 0) {
if (mat->Get(AI_MATKEY_TEXTURE(tt, 0), tex) == AI_SUCCESS) {
std::string path = tex.C_Str();
if (path.size() > 0) {
if (path[0] != '*') {
std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
if (it != mTexturesByPath.end()) {
prop.texture = mAsset->textures.Get(it->second);
}
}
if (!prop.texture) {
std::string texId = mAsset->FindUniqueID("", "texture");
prop.texture = mAsset->textures.Create(texId);
mTexturesByPath[path] = prop.texture.GetIndex();
std::string imgId = mAsset->FindUniqueID("", "image");
prop.texture->source = mAsset->images.Create(imgId);
if (path[0] == '*') { // embedded
aiTexture* tex = mScene->mTextures[atoi(&path[1])];
uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
prop.texture->source->SetData(data, tex->mWidth, *mAsset);
if (tex->achFormatHint[0]) {
std::string mimeType = "image/";
mimeType += (memcmp(tex->achFormatHint, "jpg", 3) == 0) ? "jpeg" : tex->achFormatHint;
prop.texture->source->mimeType = mimeType;
}
}
else {
prop.texture->source->uri = path;
}
}
}
}
}
if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
prop.color[0] = col.r; prop.color[1] = col.g; prop.color[2] = col.b; prop.color[3] = col.a;
}
}
void glTFExporter::ExportMaterials()
{
aiString aiName;
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
const aiMaterial* mat = mScene->mMaterials[i];
std::string name;
if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
name = aiName.C_Str();
}
name = mAsset->FindUniqueID(name, "material");
Ref<Material> m = mAsset->materials.Create(name);
GetMatColorOrTex(mat, m->ambient, AI_MATKEY_COLOR_AMBIENT, aiTextureType_AMBIENT);
GetMatColorOrTex(mat, m->diffuse, AI_MATKEY_COLOR_DIFFUSE, aiTextureType_DIFFUSE);
GetMatColorOrTex(mat, m->specular, AI_MATKEY_COLOR_SPECULAR, aiTextureType_SPECULAR);
GetMatColorOrTex(mat, m->emission, AI_MATKEY_COLOR_EMISSIVE, aiTextureType_EMISSIVE);
GetMatScalar(mat, m->shininess, AI_MATKEY_SHININESS);
}
}
void glTFExporter::ExportMeshes()
{
// Not for
// using IndicesType = decltype(aiFace::mNumIndices);
// But yes for
// using IndicesType = unsigned short;
// because "ComponentType_UNSIGNED_SHORT" used for indices. And its maximal type according to glTF specification.
using IndicesType = unsigned short;
// Variables needed for compression. BEGIN.
// Indices, not pointers - because pointer to buffer is changin while writing to it.
size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
bool comp_allow;// Point that data of current mesh can be compressed.
// Variables needed for compression. END.
for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
const aiMesh* aim = mScene->mMeshes[i];
// Check if compressing requested and mesh can be encoded.
if((aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0))///TODO: export properties if(compression is needed)
{
comp_allow = true;
idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
}
else
{
comp_allow = false;
}
std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
Ref<Mesh> m = mAsset->meshes.Create(meshId);
m->primitives.resize(1);
Mesh::Primitive& p = m->primitives.back();
p.material = mAsset->materials.Get(aim->mMaterialIndex);
std::string bufferId = mAsset->FindUniqueID(meshId, "buffer");
Ref<Buffer> b = mAsset->GetBodyBuffer();
if (!b) {
b = mAsset->buffers.Create(bufferId);
}
/******************* Vertices ********************/
// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
if(comp_allow) idx_srcdata_begin = b->byteLength;
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (v) p.attributes.position.push_back(v);
/******************** Normals ********************/
if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
if (n) p.attributes.normal.push_back(n);
/************** Texture coordinates **************/
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (aim->mNumUVComponents[i] > 0) {
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
if (tc) p.attributes.texcoord.push_back(tc);
}
}
/*************** Vertices indices ****************/
idx_srcdata_ind = b->byteLength;// Store index of indices array.
if (aim->mNumFaces > 0) {
std::vector<IndicesType> indices;
unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
indices.resize(aim->mNumFaces * nIndicesPerFace);
for (size_t i = 0; i < aim->mNumFaces; ++i) {
for (size_t j = 0; j < nIndicesPerFace; ++j) {
indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
}
}
p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
}
switch (aim->mPrimitiveTypes) {
case aiPrimitiveType_POLYGON:
p.mode = PrimitiveMode_TRIANGLES; break; // TODO implement this
case aiPrimitiveType_LINE:
p.mode = PrimitiveMode_LINES; break;
case aiPrimitiveType_POINT:
p.mode = PrimitiveMode_POINTS; break;
default: // aiPrimitiveType_TRIANGLE
p.mode = PrimitiveMode_TRIANGLES;
}
/****************** Compression ******************/
///TODO: animation: weights, joints.
if(comp_allow)
{
// Only one type of compression supported at now - Open3DGC.
//
o3dgc::BinaryStream bs;
o3dgc::SC3DMCEncoder<IndicesType> encoder;
o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
//
// Fill data for encoder.
//
unsigned qcoord = 12;///TODO: dbg
unsigned qnormal = 10;///TODO: dbg
unsigned qtexCoord = 10;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode positionPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode normalPrediction = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;///TODO: dbg
o3dgc::O3DGCSC3DMCPredictionMode texcoordPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
// IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
comp_o3dgc_ifs.SetCCW(true);
comp_o3dgc_ifs.SetIsTriangularMesh(true);
comp_o3dgc_ifs.SetNumFloatAttributes(0);
// Coordinates
comp_o3dgc_params.SetCoordQuantBits(qcoord);///TODO: IME
comp_o3dgc_params.SetCoordPredMode(positionPrediction);///TODO: IME
comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
// Normals
if(idx_srcdata_normal != SIZE_MAX)
{
comp_o3dgc_params.SetNormalQuantBits(qnormal);///TODO: IME
comp_o3dgc_params.SetNormalPredMode(normalPrediction);///TODO: IME
comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
}
// Texture coordinates
for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
{
size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
comp_o3dgc_params.SetFloatAttributeQuantBits(num, qtexCoord);///TODO: IME
comp_o3dgc_params.SetFloatAttributePredMode(num, texcoordPrediction);///TODO: IME
comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[i]);// components per element: aiVector3D => x * float
comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
}
// Coordinates indices
comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
// Prepare to enconding
comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);///TODO: exporter params
//
// Encoding
//
encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
// Replace data in buffer.
b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
//
// Add information about extension to mesh.
//
// Create extension structure.
Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
// Fill it.
ext->Buffer = b->id;
ext->Offset = idx_srcdata_begin;
ext->Count = b->byteLength - idx_srcdata_begin;
ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex();
ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
// And assign to mesh.
m->Extension.push_back(ext);
}// if(comp_allow)
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
///TODO: export properties if(compression is used)
}
unsigned int glTFExporter::ExportNode(const aiNode* n)
{
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
if (!n->mTransformation.IsIdentity()) {
node->matrix.isPresent = true;
CopyValue(n->mTransformation, node->matrix.value);
}
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
unsigned int idx = ExportNode(n->mChildren[i]);
node->children.push_back(mAsset->nodes.Get(idx));
}
return node.GetIndex();
}
void glTFExporter::ExportScene()
{
const char* sceneName = "defaultScene";
Ref<Scene> scene = mAsset->scenes.Create(sceneName);
// root node will be the first one exported (idx 0)
if (mAsset->nodes.Size() > 0) {
scene->nodes.push_back(mAsset->nodes.Get(0u));
}
// set as the default scene
mAsset->scene = scene;
}
void glTFExporter::ExportMetadata()
{
glTF::AssetMetadata& asset = mAsset->asset;
asset.version = 1;
char buffer[256];
ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
asset.generator = buffer;
}
#endif // ASSIMP_BUILD_NO_GLTF_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT