Files
filament/samples/app/MeshAssimp.cpp
Romain Guy 20ffb52dc2 Re-enable glTF support (#505)
* Revert "Rollback MeshAssimp enhancements."

This reverts commit b3dce967eb.

* Re-enable glTF support

* Start looking for texture ids at 1, not 0

* Detect if the importer is glTF

* glTF and regular materials both work
2018-11-26 13:14:28 -08:00

906 lines
36 KiB
C++

/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MeshAssimp.h"
#include <string.h>
#include <array>
#include <filament/Color.h>
#include <filament/VertexBuffer.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/RenderableManager.h>
#include <filament/TransformManager.h>
#include <math/norm.h>
#include <math/vec3.h>
#include <math/TVecHelpers.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <stb_image.h>
#include <stdlib.h>
using namespace filament;
using namespace filamat;
using namespace math;
using namespace utils;
static constexpr uint8_t DEFAULT_MATERIAL_PACKAGE[] = {
#include "generated/material/aiDefaultMat.inc"
};
static constexpr uint8_t DEFAULT_TRANSPARENT_PACKAGE[] = {
#include "generated/material/aiDefaultTrans.inc"
};
static constexpr uint8_t GLTF2_PACKAGE[] = {
#include "generated/material/gltf2.inc"
};
static constexpr uint8_t GLTF2_DS_PACKAGE[] = {
#include "generated/material/gltf2DoubleSided.inc"
};
static constexpr uint8_t GLTF2_TRANS_PACKAGE[] = {
#include "generated/material/gltf2Trans.inc"
};
static constexpr uint8_t GLTF2_DS_TRANS_PACKAGE[] = {
#include "generated/material/gltf2DoubleSidedTrans.inc"
};
static constexpr uint8_t GLTF2_MASKED_PACKAGE[] = {
#include "generated/material/gltf2Masked.inc"
};
static constexpr uint8_t GLTF2_DS_MASKED_PACKAGE[] = {
#include "generated/material/gltf2DoubleSidedMasked.inc"
};
static constexpr uint8_t GLTF2_UNLIT_PACKAGE[] = {
#include "generated/material/gltf2Unlit.inc"
};
static constexpr uint8_t GLTF2_DS_UNLIT_PACKAGE[] = {
#include "generated/material/gltf2DoubleSidedUnlit.inc"
};
Texture* MeshAssimp::createOneByOneTexture(uint32_t pixel) {
uint32_t *textureData = (uint32_t *) malloc(sizeof(uint32_t));
*textureData = pixel;
Texture *texturePtr = Texture::Builder()
.width(uint32_t(1))
.height(uint32_t(1))
.levels(0xff)
.format(driver::TextureFormat::RGBA8)
.build(mEngine);
Texture::PixelBufferDescriptor defaultNormalBuffer(textureData,
size_t(1 * 1 * 4),
Texture::Format::RGBA,
Texture::Type::UBYTE,
(driver::BufferDescriptor::Callback) &free);
texturePtr->setImage(mEngine, 0, std::move(defaultNormalBuffer));
texturePtr->generateMipmaps(mEngine);
return texturePtr;
}
MeshAssimp::MeshAssimp(Engine& engine) : mEngine(engine) {
//Initialize some things here
mDefaultMap = createOneByOneTexture(0xffffffff);
mDefaultNormalMap = createOneByOneTexture(0xffff8080);
mDefaultColorMaterial = Material::Builder()
.package((void*) DEFAULT_MATERIAL_PACKAGE, sizeof(DEFAULT_MATERIAL_PACKAGE))
.build(mEngine);
mDefaultColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultColorMaterial->setDefaultParameter("roughness", 0.4f);
mDefaultColorMaterial->setDefaultParameter("reflectance", 0.5f);
mDefaultTransparentColorMaterial = Material::Builder()
.package((void*) DEFAULT_TRANSPARENT_PACKAGE, sizeof(DEFAULT_TRANSPARENT_PACKAGE))
.build(mEngine);
mDefaultTransparentColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultTransparentColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultTransparentColorMaterial->setDefaultParameter("roughness", 0.4f);
mGltfMaterial = Material::Builder()
.package((void*) GLTF2_PACKAGE, sizeof(GLTF2_PACKAGE))
.build(mEngine);
mGltfMaterialDS = Material::Builder()
.package((void*) GLTF2_DS_PACKAGE, sizeof(GLTF2_DS_PACKAGE))
.build(mEngine);
mGltfMaterialTrans = Material::Builder()
.package((void*) GLTF2_TRANS_PACKAGE, sizeof(GLTF2_TRANS_PACKAGE))
.build(mEngine);
mGltfMaterialDSTrans = Material::Builder()
.package((void*) GLTF2_DS_TRANS_PACKAGE, sizeof(GLTF2_DS_TRANS_PACKAGE))
.build(mEngine);
mGltfMaterialMasked = Material::Builder()
.package((void*) GLTF2_MASKED_PACKAGE, sizeof(GLTF2_MASKED_PACKAGE))
.build(mEngine);
mGltfMaterialDSMasked = Material::Builder()
.package((void*) GLTF2_DS_MASKED_PACKAGE, sizeof(GLTF2_DS_MASKED_PACKAGE))
.build(mEngine);
mGltfMaterialUnlit = Material::Builder()
.package((void*) GLTF2_UNLIT_PACKAGE, sizeof(GLTF2_UNLIT_PACKAGE))
.build(mEngine);
mGltfMaterialDSUnlit = Material::Builder()
.package((void*) GLTF2_DS_UNLIT_PACKAGE, sizeof(GLTF2_DS_UNLIT_PACKAGE))
.build(mEngine);
}
MeshAssimp::~MeshAssimp() {
mEngine.destroy(mVertexBuffer);
mEngine.destroy(mIndexBuffer);
mEngine.destroy(mDefaultColorMaterial);
mEngine.destroy(mDefaultTransparentColorMaterial);
mEngine.destroy(mGltfMaterial);
mEngine.destroy(mGltfMaterialDS);
mEngine.destroy(mGltfMaterialTrans);
mEngine.destroy(mGltfMaterialDSTrans);
mEngine.destroy(mGltfMaterialMasked);
mEngine.destroy(mGltfMaterialDSMasked);
mEngine.destroy(mGltfMaterialUnlit);
mEngine.destroy(mGltfMaterialDSUnlit);
mEngine.destroy(mDefaultNormalMap);
mEngine.destroy(mDefaultMap);
for (Entity renderable : mRenderables) {
mEngine.destroy(renderable);
}
for (Texture* texture : mTextures) {
mEngine.destroy(texture);
}
// destroy the Entities itself
EntityManager::get().destroy(mRenderables.size(), mRenderables.data());
}
template<typename T>
struct State {
std::vector<T> state;
explicit State(std::vector<T>&& state) : state(state) { }
static void free(void* buffer, size_t size, void* user) {
auto* const that = static_cast<State<T>*>(user);
delete that;
}
size_t size() const { return state.size() * sizeof(T); }
T const * data() const { return state.data(); }
};
//TODO: Remove redundant method from sample_full_pbr
static void loadTexture(Engine *engine, const std::string &filePath, Texture **map,
bool sRGB, bool hasAlpha) {
if (!filePath.empty()) {
Path path(filePath);
if (path.exists()) {
int w, h, n;
int numChannels = hasAlpha ? 4 : 3;
driver::TextureFormat inputFormat;
if (sRGB) {
inputFormat = hasAlpha ? driver::TextureFormat::SRGB8_A8 : driver::TextureFormat::SRGB8;
} else {
inputFormat = hasAlpha ? driver::TextureFormat::RGBA8 : driver::TextureFormat::RGB8;
}
Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
uint8_t *data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, numChannels);
if (data != nullptr) {
*map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(inputFormat)
.build(*engine);
Texture::PixelBufferDescriptor buffer(data,
size_t(w * h * numChannels),
outputFormat,
Texture::Type::UBYTE,
(driver::BufferDescriptor::Callback) &stbi_image_free);
(*map)->setImage(*engine, 0, std::move(buffer));
(*map)->generateMipmaps(*engine);
} else {
std::cout << "The texture " << path << " could not be loaded" << std::endl;
}
} else {
std::cout << "The texture " << path << " does not exist" << std::endl;
}
}
}
void loadEmbeddedTexture(Engine *engine, aiTexture *embeddedTexture, Texture **map,
bool sRGB, bool hasAlpha) {
int w, h, n;
int numChannels = hasAlpha ? 4 : 3;
driver::TextureFormat inputFormat;
if (sRGB) {
inputFormat = hasAlpha ? driver::TextureFormat::SRGB8_A8 : driver::TextureFormat::SRGB8;
} else {
inputFormat = hasAlpha ? driver::TextureFormat::RGBA8 : driver::TextureFormat::RGB8;
}
Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
uint8_t *data = stbi_load_from_memory((unsigned char *) embeddedTexture->pcData,
embeddedTexture->mWidth, &w, &h, &n, numChannels);
*map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(inputFormat)
.build(*engine);
Texture::PixelBufferDescriptor defaultBuffer(data,
size_t(w * h * numChannels),
outputFormat,
Texture::Type::UBYTE,
(driver::BufferDescriptor::Callback) &free);
(*map)->setImage(*engine, 0, std::move(defaultBuffer));
(*map)->generateMipmaps(*engine);
}
// Takes a texture filename and returns the index of the embedded texture,
// -1 if the texture is not embedded
int32_t getEmbeddedTextureId(const aiString& path) {
const char *pathStr = path.C_Str();
if (path.length >= 2 && pathStr[0] == '*') {
for (int i = 1; i < path.length; i++) {
if (!isdigit(pathStr[i])) {
return -1;
}
}
return std::atoi(pathStr + 1);
}
return -1;
}
TextureSampler::WrapMode aiToFilamentMapMode(aiTextureMapMode mapMode) {
switch(mapMode) {
case aiTextureMapMode_Clamp :
return TextureSampler::WrapMode::CLAMP_TO_EDGE;
case aiTextureMapMode_Mirror :
return TextureSampler::WrapMode::MIRRORED_REPEAT;
default:
return TextureSampler::WrapMode::REPEAT;
}
}
// TODO: Change this to a member function (requires some alteration of cmakelsts.txt)
void setTextureFromPath(const aiScene *scene, Engine *engine,
std::vector<filament::Texture*> textures, const aiString &texFile,
const std::string &materialName, const std::string &texDir,
aiTextureMapMode *mapMode, const char *parameterName,
std::map<std::string, MaterialInstance *> &outMaterials) {
TextureSampler sampler;
if (mapMode) {
sampler = TextureSampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR,
aiToFilamentMapMode(mapMode[0]),
aiToFilamentMapMode(mapMode[1]),
aiToFilamentMapMode(mapMode[2]));
} else {
sampler = TextureSampler(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT);
}
Texture* textureMap = nullptr;
int32_t embeddedId = getEmbeddedTextureId(texFile);
//TODO: change this in refactor
bool isSRGB = strcmp(parameterName, "baseColorMap") == 0 || strcmp(parameterName, "emissiveMap") == 0;
bool hasAlpha = strcmp(parameterName, "baseColorMap") == 0;
if (embeddedId != -1) {
loadEmbeddedTexture(engine, scene->mTextures[embeddedId], &textureMap, isSRGB, hasAlpha);
} else {
loadTexture(engine, texDir + texFile.C_Str(), &textureMap, isSRGB, hasAlpha);
}
textures.push_back(textureMap);
if (textureMap != nullptr) {
outMaterials[materialName]->setParameter(
parameterName, textureMap, sampler);
}
}
template<typename VECTOR, typename INDEX>
Box computeTransformedAABB(VECTOR const* vertices, INDEX const* indices, size_t count,
const mat4f& transform) noexcept {
size_t stride = sizeof(VECTOR);
math::float3 bmin(std::numeric_limits<float>::max());
math::float3 bmax(std::numeric_limits<float>::lowest());
for (size_t i = 0; i < count; ++i) {
VECTOR const* p = reinterpret_cast<VECTOR const*>(
(char const*) vertices + indices[i] * stride);
const math::float3 v(p->x, p->y, p->z);
float3 tv = (transform * float4(v, 1.0f)).xyz;
bmin = min(bmin, tv);
bmax = max(bmax, tv);
}
return Box().set(bmin, bmax);
}
void MeshAssimp::addFromFile(const Path& path,
std::map<std::string, MaterialInstance*>& materials, bool overrideMaterial) {
std::vector<Mesh> meshes;
std::vector<int> parents;
{ // This scope to make sure we're not using std::move()'d objects later
std::vector<uint32_t> indices;
std::vector<half4> positions;
std::vector<short4> tangents;
std::vector<half2> texCoords;
// TODO: if we had a way to allocate temporary buffers from the engine with a
// "command buffer" lifetime, we wouldn't need to have to deal with freeing the
// std::vectors here.
//TODO: a lot of these method arguments should probably be class or global variables
if (!setFromFile(path, indices, positions, tangents, texCoords, meshes, parents, materials)) {
return;
}
mVertexBuffer = VertexBuffer::Builder()
.vertexCount((uint32_t)positions.size())
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4)
.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
.attribute(VertexAttribute::UV0, 2, VertexBuffer::AttributeType::HALF2)
.normalized(VertexAttribute::TANGENTS)
.build(mEngine);
auto ps = new State<half4>(std::move(positions));
auto ns = new State<short4>(std::move(tangents));
auto ts = new State<half2>(std::move(texCoords));
auto is = new State<uint32_t>(std::move(indices));
mVertexBuffer->setBufferAt(mEngine, 0,
VertexBuffer::BufferDescriptor(ps->data(), ps->size(), State<half4>::free, ps));
mVertexBuffer->setBufferAt(mEngine, 1,
VertexBuffer::BufferDescriptor(ns->data(), ns->size(), State<short4>::free, ns));
mVertexBuffer->setBufferAt(mEngine, 2,
VertexBuffer::BufferDescriptor(ts->data(), ts->size(), State<half2>::free, ts));
mIndexBuffer = IndexBuffer::Builder().indexCount(uint32_t(is->size())).build(mEngine);
mIndexBuffer->setBuffer(mEngine,
IndexBuffer::BufferDescriptor(is->data(), is->size(), State<uint32_t>::free, is));
}
// always add the DefaultMaterial (with its default parameters), so we don't pick-up
// whatever defaults is used in mesh
if (materials.find(AI_DEFAULT_MATERIAL_NAME) == materials.end()) {
materials[AI_DEFAULT_MATERIAL_NAME] = mDefaultColorMaterial->createInstance();
}
size_t startIndex = mRenderables.size();
mRenderables.resize(startIndex + meshes.size());
EntityManager::get().create(meshes.size(), mRenderables.data() + startIndex);
EntityManager::get().create(1, &rootEntity);
TransformManager& tcm = mEngine.getTransformManager();
//Add root instance
tcm.create(rootEntity, TransformManager::Instance{}, mat4f());
for (auto& mesh : meshes) {
RenderableManager::Builder builder(mesh.parts.size());
builder.boundingBox(mesh.aabb);
size_t partIndex = 0;
for (auto& part : mesh.parts) {
builder.geometry(partIndex, RenderableManager::PrimitiveType::TRIANGLES,
mVertexBuffer, mIndexBuffer, part.offset, part.count);
if (overrideMaterial) {
builder.material(partIndex, materials[AI_DEFAULT_MATERIAL_NAME]);
} else {
auto pos = materials.find(part.material);
if (pos != materials.end()) {
builder.material(partIndex, pos->second);
} else {
MaterialInstance* colorMaterial;
if (part.opacity < 1.0f) {
colorMaterial = mDefaultTransparentColorMaterial->createInstance();
colorMaterial->setParameter("baseColor", RgbaType::sRGB,
sRGBColorA { part.baseColor, part.opacity });
} else {
colorMaterial = mDefaultColorMaterial->createInstance();
colorMaterial->setParameter("baseColor", RgbType::sRGB, part.baseColor);
colorMaterial->setParameter("reflectance", part.reflectance);
}
colorMaterial->setParameter("metallic", part.metallic);
colorMaterial->setParameter("roughness", part.roughness);
builder.material(partIndex, colorMaterial);
materials[part.material] = colorMaterial;
}
}
partIndex++;
}
const size_t meshIndex = &mesh - meshes.data();
Entity entity = mRenderables[startIndex + meshIndex];
if (!mesh.parts.empty()) {
builder.build(mEngine, entity);
}
auto pindex = parents[meshIndex];
TransformManager::Instance parent((pindex < 0) ?
tcm.getInstance(rootEntity) : tcm.getInstance(mRenderables[pindex]));
tcm.create(entity, parent, mesh.transform);
}
}
using Assimp::Importer;
bool MeshAssimp::setFromFile(const Path& file, std::vector<uint32_t>& outIndices,
std::vector<half4>& outPositions, std::vector<short4>& outTangents,
std::vector<half2>& outTexCoords, std::vector<Mesh>& outMeshes,
std::vector<int>& outParents, std::map<std::string, MaterialInstance*>& outMaterials) {
Importer importer;
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
aiPrimitiveType_LINE | aiPrimitiveType_POINT);
importer.SetPropertyBool(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, true);
importer.SetPropertyBool(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, true);
aiScene const* scene = importer.ReadFile(file,
// normals and tangents
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace |
// UV Coordinates
aiProcess_GenUVCoords |
// topology optimization
aiProcess_FindInstances |
aiProcess_OptimizeMeshes |
aiProcess_JoinIdenticalVertices |
// misc optimization
aiProcess_ImproveCacheLocality |
aiProcess_SortByPType |
// we only support triangles
aiProcess_Triangulate);
scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
size_t index = importer.GetImporterIndex(file.getExtension().c_str());
const aiImporterDesc* importerDesc = importer.GetImporterInfo(index);
bool isGLTF = importerDesc &&
(!strncmp("glTF Importer", importerDesc->mName, 13) ||
!strncmp("glTF2 Importer", importerDesc->mName, 14));
if (!scene) {
std::cout << "No scene" << std::endl;
}
if (scene && !scene->mRootNode) {
std::cout << "No root node" << std::endl;
}
// we could use those, but we want to keep the graph if any, for testing
// aiProcess_OptimizeGraph
// aiProcess_PreTransformVertices
const std::function<void(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount)>
countVertices = [scene, &countVertices]
(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount) {
for (size_t i = 0; i < node->mNumMeshes; i++) {
aiMesh const *mesh = scene->mMeshes[node->mMeshes[i]];
totalVertexCount += mesh->mNumVertices;
const aiFace *faces = mesh->mFaces;
const size_t numFaces = mesh->mNumFaces;
totalIndexCount += numFaces * faces[0].mNumIndices;
}
for (size_t i = 0; i < node->mNumChildren; i++) {
countVertices(node->mChildren[i], totalVertexCount, totalIndexCount);
}
};
size_t deep = 0;
size_t depth = 0;
size_t matCount = 0;
const std::function<void(aiNode const* node, int parentIndex)> processNode =
[&](aiNode const* node, int parentIndex) {
mat4f const& current = transpose(*reinterpret_cast<mat4f const*>(&node->mTransformation));
size_t totalIndices = 0;
outParents.push_back(parentIndex);
outMeshes.push_back(Mesh{});
outMeshes.back().offset = outIndices.size();
outMeshes.back().transform = current;
mat4f parentTransform = parentIndex >= 0 ? outMeshes[parentIndex].accTransform : mat4f();
outMeshes.back().accTransform = parentTransform * current;
for (size_t i = 0; i < node->mNumMeshes; i++) {
aiMesh const* mesh = scene->mMeshes[node->mMeshes[i]];
float3 const* positions = reinterpret_cast<float3 const*>(mesh->mVertices);
float3 const* tangents = reinterpret_cast<float3 const*>(mesh->mTangents);
float3 const* bitangents = reinterpret_cast<float3 const*>(mesh->mBitangents);
float3 const* normals = reinterpret_cast<float3 const*>(mesh->mNormals);
float3 const* texCoords = reinterpret_cast<const float3*>(mesh->mTextureCoords[0]);
const size_t numVertices = mesh->mNumVertices;
if (numVertices > 0) {
const aiFace* faces = mesh->mFaces;
const size_t numFaces = mesh->mNumFaces;
if (numFaces > 0) {
size_t indicesOffset = outPositions.size();
for (size_t j = 0; j < numVertices; j++) {
float3 normal = normals[j];
float3 texCoord = texCoords ? texCoords[j] : float3{0.0};
float3 tangent;
float3 bitangent;
//If the tangent and bitangent don't exist, make arbitrary ones
// TODO: The glTF specification recommends using the MikkTSpace algorithm
// for computing tangent vectors in the absence of explicit tangents.
if (!tangents) {
bitangent = norm(cross(normal, float3{1.0, 0.0, 0.0}));
tangent = norm(cross(normal, bitangent));
} else {
tangent = tangents[j];
bitangent = bitangents[j];
}
quatf q = mat3f::packTangentFrame({tangent, bitangent, normal});
outTangents.push_back(packSnorm16(q.xyzw));
outTexCoords.emplace_back(texCoord.xy);
outPositions.emplace_back(positions[j], 1.0_h);
}
// all faces should be triangles since we configure assimp to triangulate faces
size_t indicesCount = numFaces * faces[0].mNumIndices;
size_t indexBufferOffset = outIndices.size();
totalIndices += indicesCount;
for (size_t j = 0; j < numFaces; ++j) {
const aiFace& face = faces[j];
for (size_t k = 0; k < face.mNumIndices; ++k) {
outIndices.push_back(uint32_t(face.mIndices[k] + indicesOffset));
}
}
uint32_t materialId = mesh->mMaterialIndex;
aiMaterial const* material = scene->mMaterials[materialId];
aiString name;
std::string materialName;
if (material->Get(AI_MATKEY_NAME, name) != AI_SUCCESS) {
if (isGLTF) {
while (outMaterials.find("_mat_" + std::to_string(matCount))
!= outMaterials.end()) {
matCount++;
}
materialName = "_mat_" + std::to_string(matCount);
} else {
materialName = AI_DEFAULT_MATERIAL_NAME;
}
} else {
materialName = name.C_Str();
}
if (isGLTF && outMaterials.find(materialName) == outMaterials.end()) {
std::string dirName = file.getParent();
processGLTFMaterial(scene, material, materialName, dirName, outMaterials);
}
aiColor3D color;
sRGBColor baseColor{1.0f};
if (material->Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
baseColor = *reinterpret_cast<sRGBColor*>(&color);
}
float opacity;
if (material->Get(AI_MATKEY_OPACITY, opacity) != AI_SUCCESS) {
opacity = 1.0f;
}
if (opacity <= 0.0f) opacity = 1.0f;
float shininess;
if (material->Get(AI_MATKEY_SHININESS, shininess) != AI_SUCCESS) {
shininess = 0.0f;
}
// convert shininess to roughness
float roughness = std::sqrt(2.0f / (shininess + 2.0f));
float metallic = 0.0f;
float reflectance = 0.5f;
if (material->Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
// if there's a non-grey specular color, assume a metallic surface
if (color.r != color.g && color.r != color.b) {
metallic = 1.0f;
baseColor = *reinterpret_cast<sRGBColor*>(&color);
} else {
if (baseColor.r == 0.0f && baseColor.g == 0.0f && baseColor.b == 0.0f) {
metallic = 1.0f;
baseColor = *reinterpret_cast<sRGBColor*>(&color);
} else {
// TODO: the conversion formula is correct
// reflectance = sqrtf(color.r / 0.16f);
}
}
}
outMeshes.back().parts.push_back({
indexBufferOffset, indicesCount, materialName,
baseColor, opacity, metallic, roughness, reflectance
});
}
}
}
if (node->mNumMeshes > 0) {
outMeshes.back().count = totalIndices;
}
if (node->mNumChildren) {
parentIndex = static_cast<int>(outMeshes.size()) - 1;
deep++;
depth = std::max(deep, depth);
for (size_t i = 0, c = node->mNumChildren; i < c; i++) {
processNode(node->mChildren[i], parentIndex);
}
deep--;
}
};
if (scene) {
aiNode const* node = scene->mRootNode;
size_t totalVertexCount = 0;
size_t totalIndexCount = 0;
countVertices(node, totalVertexCount, totalIndexCount);
outPositions.reserve(outPositions.size() + totalVertexCount);
outTangents.reserve(outTangents.size() + totalVertexCount);
outTexCoords.reserve(outTexCoords.size() + totalVertexCount);
outIndices.reserve(outIndices.size() + totalIndexCount);
processNode(node, -1);
std::cout << "Hierarchy depth = " << depth << std::endl;
// compute the aabb and find bounding box of entire model
for (auto& mesh : outMeshes) {
mesh.aabb = RenderableManager::computeAABB(
outPositions.data(),
outIndices.data() + mesh.offset,
mesh.count);
Box transformedAabb = computeTransformedAABB(
outPositions.data(),
outIndices.data() + mesh.offset,
mesh.count,
mesh.accTransform);
float3 aabbMin = transformedAabb.getMin();
float3 aabbMax = transformedAabb.getMax();
if (!isinf(aabbMin.x) && !isinf(aabbMax.x)) {
if (minBound.x > maxBound.x) {
minBound.x = aabbMin.x;
maxBound.x = aabbMax.x;
} else {
minBound.x = fmin(minBound.x, aabbMin.x);
maxBound.x = fmax(maxBound.x, aabbMax.x);
}
}
if (!isinf(aabbMin.y) && !isinf(aabbMax.y)) {
if (minBound.y > maxBound.y) {
minBound.y = aabbMin.y;
maxBound.y = aabbMax.y;
} else {
minBound.y = fmin(minBound.y, aabbMin.y);
maxBound.y = fmax(maxBound.y, aabbMax.y);
}
}
if (!isinf(aabbMin.z) && !isinf(aabbMax.z)) {
if (minBound.z > maxBound.z) {
minBound.z = aabbMin.z;
maxBound.z = aabbMax.z;
} else {
minBound.z = fmin(minBound.z, aabbMin.z);
maxBound.z = fmax(maxBound.z, aabbMax.z);
}
}
}
return true;
}
return false;
}
void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* material,
const std::string& materialName, const std::string& dirName,
std::map<std::string, MaterialInstance*>& outMaterials) const {
aiString baseColorPath;
aiString AOPath;
aiString MRPath;
aiString normalPath;
aiString emissivePath;
aiTextureMapMode mapMode[3];
bool materialIsDoubleSided = false;
material->Get("$mat.twosided", 0, 0, materialIsDoubleSided);
bool materialIsUnlit = false;
material->Get("$mat.gltf.unlit", 0, 0, materialIsUnlit);
aiString alphaMode;
if (materialIsUnlit) {
if (materialIsDoubleSided){
outMaterials[materialName] = mGltfMaterialDSUnlit->createInstance();
} else {
outMaterials[materialName] = mGltfMaterialUnlit->createInstance();
}
} else if (materialIsDoubleSided) {
material->Get("$mat.gltf.alphaMode", 0, 0, alphaMode);
if (strcmp(alphaMode.C_Str(), "BLEND") == 0) {
outMaterials[materialName] = mGltfMaterialDSTrans->createInstance();
} else if (strcmp(alphaMode.C_Str(), "MASK") == 0) {
outMaterials[materialName] = mGltfMaterialDSMasked->createInstance();
float maskThreshold = 0.5;
material->Get("$mat.gltf.alphaCutoff", 0, 0, maskThreshold);
outMaterials[materialName]->setParameter(
"maskThreshold", maskThreshold);
} else {
outMaterials[materialName] = mGltfMaterialDS->createInstance();
}
} else {
material->Get("$mat.gltf.alphaMode", 0, 0, alphaMode);
if (strcmp(alphaMode.C_Str(), "BLEND") == 0) {
outMaterials[materialName] = mGltfMaterialTrans->createInstance();
} else if (strcmp(alphaMode.C_Str(), "MASK") == 0) {
outMaterials[materialName] = mGltfMaterialMasked->createInstance();
float maskThreshold = 0.5;
material->Get("$mat.gltf.alphaCutoff", 0, 0, maskThreshold);
outMaterials[materialName]->setParameter(
"maskThreshold", maskThreshold);
} else {
outMaterials[materialName] = mGltfMaterial->createInstance();
}
}
// Load property values for gltf files
aiColor4D baseColorFactor;
sRGBColorA baseColorFactorCast{1.0f};
aiColor3D emissiveFactor;
sRGBColor emissiveFactorCast{1.0f};
float metallicFactor = 1.0;
float roughnessFactor = 1.0;
// TODO: is occlusion strength available on Assimp now?
// Load texture images for gltf files
TextureSampler sampler(
TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT);
if (material->GetTexture(aiTextureType_DIFFUSE, 1, &baseColorPath,
nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
setTextureFromPath(scene, &mEngine, mTextures, baseColorPath,
materialName, dirName, mapMode, "baseColorMap", outMaterials);
} else {
outMaterials[materialName]->setParameter("baseColorMap", mDefaultMap,
sampler);
}
if (material->GetTexture(aiTextureType_UNKNOWN, 0, &MRPath,
nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
setTextureFromPath(scene, &mEngine, mTextures, MRPath, materialName,
dirName, mapMode, "metallicRoughnessMap", outMaterials);
} else {
outMaterials[materialName]->setParameter("metallicRoughnessMap", mDefaultMap, sampler);
outMaterials[materialName]->setParameter("metallicFactor", mDefaultMetallic);
outMaterials[materialName]->setParameter("roughnessFactor", mDefaultRoughness);
}
if (material->GetTexture(aiTextureType_LIGHTMAP, 0, &AOPath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
setTextureFromPath(scene, &mEngine, mTextures, AOPath, materialName,
dirName, mapMode, "aoMap", outMaterials);
} else {
outMaterials[materialName]->setParameter("aoMap", mDefaultMap, sampler);
}
if (material->GetTexture(aiTextureType_NORMALS, 0, &normalPath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
setTextureFromPath(scene, &mEngine, mTextures, normalPath, materialName,
dirName, mapMode, "normalMap", outMaterials);
} else {
outMaterials[materialName]->setParameter("normalMap", mDefaultNormalMap, sampler);
}
if (material->GetTexture(aiTextureType_EMISSIVE, 0, &emissivePath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
setTextureFromPath(scene, &mEngine, mTextures, emissivePath,
materialName, dirName, mapMode, "emissiveMap", outMaterials);
} else {
outMaterials[materialName]->setParameter("emissiveMap", mDefaultMap, sampler);
outMaterials[materialName]->setParameter("emissiveFactor", mDefaultEmissive);
}
//If the gltf has texture factors, override the default factor values
if (material->Get("$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0, metallicFactor)
== AI_SUCCESS) {
outMaterials[materialName]->setParameter("metallicFactor", metallicFactor);
}
if (material->Get("$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, roughnessFactor)
== AI_SUCCESS) {
outMaterials[materialName]->setParameter("roughnessFactor", roughnessFactor);
}
if (material->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveFactor) == AI_SUCCESS) {
emissiveFactorCast = *reinterpret_cast<sRGBColor*>(&emissiveFactor);
outMaterials[materialName]->setParameter("emissiveFactor", emissiveFactorCast);
}
if (material->Get("$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0, baseColorFactor)
== AI_SUCCESS) {
baseColorFactorCast = *reinterpret_cast<sRGBColorA*>(&baseColorFactor);
outMaterials[materialName]->setParameter("baseColorFactor", baseColorFactorCast);
}
}