[+] Support Open3DGC for glTF import/export. Intermediate commit.

This commit is contained in:
Alexandr Arutjunov
2016-08-08 19:24:50 +03:00
parent 41ed74beb6
commit 507668229f
3 changed files with 207 additions and 20 deletions

View File

@@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@@ -55,10 +55,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#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;
@@ -252,9 +257,36 @@ void glTFExporter::ExportMaterials()
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);
@@ -269,31 +301,46 @@ void glTFExporter::ExportMeshes()
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);
if (v) p.attributes.position.push_back(v);
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);
/******************** 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;
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);
}
}
if (aim->mNumFaces > 0) {
unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
std::vector<uint16_t> indices;
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);
}
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:
@@ -305,7 +352,69 @@ void glTFExporter::ExportMeshes()
default: // aiPrimitiveType_TRIANGLE
p.mode = PrimitiveMode_TRIANGLES;
}
}
/****************** Compression ******************/
///TODO: animation: weights, joints.
if(comp_allow)
{
o3dgc::BinaryStream bs;
o3dgc::SC3DMCEncoder<IndicesType> encoder;
o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
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);
///TODO: replace data in buffer
}// 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)