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filament/libs/gltfio/src/AssetLoader.cpp
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/*
* Copyright (C) 2019 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 <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/MaterialProvider.h>
#include <gltfio/math.h>
#include "FFilamentAsset.h"
#include "FNodeManager.h"
#include "GltfEnums.h"
#include <filament/Box.h>
#include <filament/BufferObject.h>
#include <filament/Camera.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/MorphTargetBuffer.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <math/mat4.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <utils/EntityManager.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Log.h>
#include <utils/Panic.h>
#include <utils/NameComponentManager.h>
#include <utils/Systrace.h>
#include <tsl/robin_map.h>
#define CGLTF_IMPLEMENTATION
#include <cgltf.h>
#include "upcast.h"
using namespace filament;
using namespace filament::math;
using namespace utils;
namespace filament::gltfio {
using SceneMask = NodeManager::SceneMask;
void importSkins(const cgltf_data* gltf, const NodeMap& nodeMap, SkinVector& dstSkins);
static const auto FREE_CALLBACK = [](void* mem, size_t, void*) { free(mem); };
// Sometimes a glTF bufferview includes unused data at the end (e.g. in skinning.gltf) so we need to
// compute the correct size of the vertex buffer. Filament automatically infers the size of
// driver-level vertex buffers from the attribute data (stride, count, offset) and clients are
// expected to avoid uploading data blobs that exceed this size. Since this information doesn't
// exist in the glTF we need to compute it manually. This is a bit of a cheat, cgltf_calc_size is
// private but its implementation file is available in this cpp file.
uint32_t computeBindingSize(const cgltf_accessor* accessor) {
cgltf_size element_size = cgltf_calc_size(accessor->type, accessor->component_type);
return uint32_t(accessor->stride * (accessor->count - 1) + element_size);
}
uint32_t computeBindingOffset(const cgltf_accessor* accessor) {
return uint32_t(accessor->offset + accessor->buffer_view->offset);
}
static const char* getNodeName(const cgltf_node* node, const char* defaultNodeName) {
if (node->name) return node->name;
if (node->mesh && node->mesh->name) return node->mesh->name;
if (node->light && node->light->name) return node->light->name;
if (node->camera && node->camera->name) return node->camera->name;
return defaultNodeName;
}
struct FAssetLoader : public AssetLoader {
FAssetLoader(const AssetConfiguration& config) :
mEntityManager(config.entities ? *config.entities : EntityManager::get()),
mRenderableManager(config.engine->getRenderableManager()),
mNameManager(config.names),
mTransformManager(config.engine->getTransformManager()),
mMaterials(*config.materials),
mEngine(*config.engine),
mDefaultNodeName(config.defaultNodeName) {}
FFilamentAsset* createAssetFromJson(const uint8_t* bytes, uint32_t nbytes);
FFilamentAsset* createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes);
FFilamentAsset* createInstancedAsset(const uint8_t* bytes, uint32_t numBytes,
FilamentInstance** instances, size_t numInstances);
FilamentInstance* createInstance(FFilamentAsset* primary);
static void destroy(FAssetLoader** loader) noexcept {
delete *loader;
*loader = nullptr;
}
void destroyAsset(const FFilamentAsset* asset) {
delete asset;
}
size_t getMaterialsCount() const noexcept {
return mMaterials.getMaterialsCount();
}
NameComponentManager* getNames() const noexcept {
return mNameManager;
}
NodeManager& getNodeManager() noexcept {
return mNodeManager;
}
const Material* const* getMaterials() const noexcept {
return mMaterials.getMaterials();
}
void createAsset(const cgltf_data* srcAsset, size_t numInstances);
FFilamentInstance* createInstance(FFilamentAsset* primary, const cgltf_data* srcAsset);
void createEntity(const cgltf_data* srcAsset, const cgltf_node* node, SceneMask scenes,
Entity parent, bool enableLight, FFilamentInstance* instance);
void createRenderable(const cgltf_data* srcAsset, const cgltf_node* node, Entity entity,
const char* name);
bool createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim, const UvMap& uvmap,
const char* name, MaterialInstance* mi);
void createLight(const cgltf_light* light, Entity entity);
void createCamera(const cgltf_camera* camera, Entity entity);
MaterialInstance* createMaterialInstance(const cgltf_data* srcAsset,
const cgltf_material* inputMat, UvMap* uvmap, bool vertexColor);
void addTextureBinding(MaterialInstance* materialInstance, const char* parameterName,
const cgltf_texture* srcTexture, bool srgb);
bool primitiveHasVertexColor(const cgltf_primitive* inPrim) const;
void createMaterialVariants(const cgltf_data* srcAsset, const cgltf_mesh* mesh, Entity entity,
FFilamentInstance* instance);
static LightManager::Type getLightType(const cgltf_light_type type);
EntityManager& mEntityManager;
RenderableManager& mRenderableManager;
NameComponentManager* const mNameManager;
TransformManager& mTransformManager;
MaterialProvider& mMaterials;
Engine& mEngine;
FNodeManager mNodeManager;
// Transient state used only for the asset currently being loaded:
FFilamentAsset* mResult;
tsl::robin_map<cgltf_node*, SceneMask> mRootNodes;
const char* mDefaultNodeName;
bool mError = false;
bool mDiagnosticsEnabled = false;
// Weak reference to the largest dummy buffer so far in the current loading phase.
BufferObject* mDummyBufferObject;
};
FILAMENT_UPCAST(AssetLoader)
FFilamentAsset* FAssetLoader::createAssetFromJson(const uint8_t* bytes, uint32_t nbytes) {
cgltf_options options { cgltf_file_type_invalid };
cgltf_data* sourceAsset;
cgltf_result result = cgltf_parse(&options, bytes, nbytes, &sourceAsset);
if (result != cgltf_result_success) {
slog.e << "Unable to parse JSON file." << io::endl;
return nullptr;
}
createAsset(sourceAsset, 0);
return mResult;
}
FFilamentAsset* FAssetLoader::createAssetFromBinary(const uint8_t* bytes, uint32_t byteCount) {
// The cgltf library handles GLB efficiently by pointing all buffer views into the source data.
// However, we wish our API to be simple and safe, allowing clients to free up their source blob
// immediately, without worrying about when all the data has finished uploading asynchronously
// to the GPU. To achieve this we create a copy of the source blob and stash it inside the
// asset, asking cgltf to parse the copy. This allows us to free it at the correct time (i.e.
// after all GPU uploads have completed). Although it incurs a copy, the added safety of this
// API seems worthwhile.
utils::FixedCapacityVector<uint8_t> glbdata(byteCount);
std::copy_n(bytes, byteCount, glbdata.data());
cgltf_options options { cgltf_file_type_glb };
cgltf_data* sourceAsset;
cgltf_result result = cgltf_parse(&options, glbdata.data(), byteCount, &sourceAsset);
if (result != cgltf_result_success) {
slog.e << "Unable to parse glb file." << io::endl;
return nullptr;
}
createAsset(sourceAsset, 0);
if (mResult) {
glbdata.swap(mResult->mSourceAsset->glbData);
}
return mResult;
}
FFilamentAsset* FAssetLoader::createInstancedAsset(const uint8_t* bytes, uint32_t byteCount,
FilamentInstance** instances, size_t numInstances) {
ASSERT_PRECONDITION(numInstances > 0, "Instance count must be 1 or more.");
// This method can be used to load JSON or GLB. By using a default options struct, we are asking
// cgltf to examine the magic identifier to determine which type of file is being loaded.
cgltf_options options {};
// Clients can free up their source blob immediately, but cgltf has pointers into the data that
// need to stay valid. Therefore we create a copy of the source blob and stash it inside the
// asset.
utils::FixedCapacityVector<uint8_t> glbdata(byteCount);
std::copy_n(bytes, byteCount, glbdata.data());
cgltf_data* sourceAsset;
cgltf_result result = cgltf_parse(&options, glbdata.data(), byteCount, &sourceAsset);
if (result != cgltf_result_success) {
slog.e << "Unable to parse glTF file." << io::endl;
return nullptr;
}
createAsset(sourceAsset, numInstances);
if (mResult) {
glbdata.swap(mResult->mSourceAsset->glbData);
std::copy_n(mResult->mInstances.data(), numInstances, instances);
}
return mResult;
}
FilamentInstance* FAssetLoader::createInstance(FFilamentAsset* primary) {
if (!primary->mSourceAsset) {
slog.e << "Source data has been released; asset is frozen." << io::endl;
return nullptr;
}
if (!primary->isInstanced()) {
slog.e << "Cannot add an instance to a non-instanced asset." << io::endl;
return nullptr;
}
const cgltf_data* srcAsset = primary->mSourceAsset->hierarchy;
if (srcAsset->scenes == nullptr) {
slog.e << "There is no scene in the asset." << io::endl;
return nullptr;
}
FFilamentInstance* instance = createInstance(primary, srcAsset);
// Import the skin data. This is normally done by ResourceLoader but dynamically created
// instances are a bit special.
importSkins(primary->mSourceAsset->hierarchy, instance->nodeMap, instance->skins);
if (primary->mAnimator) {
primary->mAnimator->addInstance(instance);
}
primary->mDependencyGraph.refinalize();
return instance;
}
void FAssetLoader::createAsset(const cgltf_data* srcAsset, size_t numInstances) {
SYSTRACE_CALL();
#if !GLTFIO_DRACO_SUPPORTED
for (cgltf_size i = 0; i < srcAsset->extensions_required_count; i++) {
if (!strcmp(srcAsset->extensions_required[i], "KHR_draco_mesh_compression")) {
slog.e << "KHR_draco_mesh_compression is not supported." << io::endl;
mResult = nullptr;
return;
}
}
#endif
mResult = new FFilamentAsset(&mEngine, mNameManager, &mEntityManager, &mNodeManager, srcAsset);
mDummyBufferObject = nullptr;
// It is not an error for a glTF file to have zero scenes.
mResult->mScenes.clear();
if (srcAsset->scenes == nullptr) {
return;
}
// Create a single root node with an identity transform as a convenience to the client.
mResult->mRoot = mEntityManager.create();
mTransformManager.create(mResult->mRoot);
// Check if the asset has an extras string.
const cgltf_asset& asset = srcAsset->asset;
const cgltf_size extras_size = asset.extras.end_offset - asset.extras.start_offset;
if (extras_size > 1) {
mResult->mAssetExtras = CString(srcAsset->json + asset.extras.start_offset, extras_size);
}
// Check if the asset has variants.
if (srcAsset->variants_count > 0) {
mResult->mVariants.reserve(srcAsset->variants_count);
for (cgltf_size i = 0, len = srcAsset->variants_count; i < len; ++i) {
mResult->mVariants.push_back({CString(srcAsset->variants[i].name)});
}
}
// Build a mapping of root nodes to scene membership sets.
auto& nm = mNodeManager;
assert_invariant(srcAsset->scenes_count <= NodeManager::MAX_SCENE_COUNT);
mRootNodes.clear();
const size_t sic = std::min(srcAsset->scenes_count, NodeManager::MAX_SCENE_COUNT);
mResult->mScenes.reserve(sic);
for (size_t si = 0; si < sic; ++si) {
const cgltf_scene& scene = srcAsset->scenes[si];
mResult->mScenes.emplace_back(scene.name);
for (size_t ni = 0, nic = scene.nodes_count; ni < nic; ++ni) {
mRootNodes[scene.nodes[ni]].set(si);
}
}
// Some exporters (e.g. Cinema4D) produce assets with a separate animation hierarchy and
// modeling hierarchy, where nodes in the former have no associated scene. We need to create
// transformable entities for "un-scened" nodes in case they have bones.
for (size_t i = 0, n = srcAsset->nodes_count; i < n; ++i) {
cgltf_node* node = &srcAsset->nodes[i];
if (node->parent == nullptr && mRootNodes.find(node) == mRootNodes.end()) {
mRootNodes.insert({node, {}});
}
}
mResult->mRenderableCount = 0;
if (numInstances == 0) {
// For each scene root, recursively create all entities.
for (const auto& pair : mRootNodes) {
createEntity(srcAsset, pair.first, pair.second, mResult->mRoot, true, nullptr);
}
} else {
// Create a separate entity hierarchy for each instance. Note that MeshCache (vertex
// buffers and index buffers) and MatInstanceCache (materials and textures) help avoid
// needless duplication of resources.
for (size_t index = 0; index < numInstances; ++index) {
if (createInstance(mResult, srcAsset) == nullptr) {
mError = true;
break;
}
}
}
// Sort the entities so that the renderable ones come first. This allows us to expose
// a "renderables only" pointer without storing a separate list.
const auto& rm = mEngine.getRenderableManager();
std::partition(mResult->mEntities.begin(), mResult->mEntities.end(), [&rm](Entity a) {
return rm.hasComponent(a);
});
// Find every unique resource URI and store a pointer to any of the cgltf-owned cstrings
// that match the URI. These strings get freed during releaseSourceData().
tsl::robin_map<std::string, const char*> resourceUris;
auto addResourceUri = [&resourceUris](const char* uri) {
if (uri) {
resourceUris[uri] = uri;
}
};
for (cgltf_size i = 0, len = srcAsset->buffers_count; i < len; ++i) {
addResourceUri(srcAsset->buffers[i].uri);
}
for (cgltf_size i = 0, len = srcAsset->images_count; i < len; ++i) {
addResourceUri(srcAsset->images[i].uri);
}
mResult->mResourceUris.reserve(resourceUris.size());
for (auto pair : resourceUris) {
mResult->mResourceUris.push_back(pair.second);
}
if (mError) {
destroyAsset(mResult);
mResult = nullptr;
mError = false;
}
}
FFilamentInstance* FAssetLoader::createInstance(FFilamentAsset* primary,
const cgltf_data* srcAsset) {
auto rootTransform = mTransformManager.getInstance(primary->mRoot);
Entity instanceRoot = mEntityManager.create();
mTransformManager.create(instanceRoot, rootTransform);
// Create an instance object, which is a just a lightweight wrapper around a vector of
// entities and a lazily created animator.
FFilamentInstance* instance = new FFilamentInstance;
instance->root = instanceRoot;
instance->animator = nullptr;
instance->owner = primary;
primary->mInstances.push_back(instance);
// Check if the asset has variants.
instance->variants.reserve(srcAsset->variants_count);
for (cgltf_size i = 0, len = srcAsset->variants_count; i < len; ++i) {
instance->variants.push_back({CString(srcAsset->variants[i].name)});
}
// For each scene root, recursively create all entities.
for (const auto& pair : mRootNodes) {
createEntity(srcAsset, pair.first, pair.second, instanceRoot, false, instance);
}
return instance;
}
void FAssetLoader::createEntity(const cgltf_data* srcAsset, const cgltf_node* node,
SceneMask scenes, Entity parent, bool enableLight, FFilamentInstance* instance) {
NodeManager& nm = mNodeManager;
const Entity entity = mEntityManager.create();
nm.create(entity);
const auto nodeInstance = nm.getInstance(entity);
nm.setSceneMembership(nodeInstance, scenes);
// Always create a transform component to reflect the original hierarchy.
mat4f localTransform;
if (node->has_matrix) {
memcpy(&localTransform[0][0], &node->matrix[0], 16 * sizeof(float));
} else {
quatf* rotation = (quatf*) &node->rotation[0];
float3* scale = (float3*) &node->scale[0];
float3* translation = (float3*) &node->translation[0];
localTransform = composeMatrix(*translation, *rotation, *scale);
}
auto parentTransform = mTransformManager.getInstance(parent);
mTransformManager.create(entity, parentTransform, localTransform);
// Check if this node has an extras string.
const cgltf_size extras_size = node->extras.end_offset - node->extras.start_offset;
if (extras_size > 0) {
const cgltf_data* srcAsset = mResult->mSourceAsset->hierarchy;
mNodeManager.setExtras(mNodeManager.getInstance(entity),
{srcAsset->json + node->extras.start_offset, extras_size});
}
// Update the asset's entity list and private node mapping.
mResult->mEntities.push_back(entity);
if (instance) {
instance->entities.push_back(entity);
instance->nodeMap[node] = entity;
} else {
mResult->mNodeMap[node] = entity;
}
const char* name = getNodeName(node, mDefaultNodeName);
if (name) {
mResult->mNameToEntity[name].push_back(entity);
if (mNameManager) {
mNameManager->addComponent(entity);
mNameManager->setName(mNameManager->getInstance(entity), name);
}
}
// If no name is provided in the glTF or AssetConfiguration, use "node" for error messages.
name = name ? name : "node";
// If the node has a mesh, then create a renderable component.
if (node->mesh) {
createRenderable(srcAsset, node, entity, name);
if (srcAsset->variants_count > 0) {
createMaterialVariants(srcAsset, node->mesh, entity, instance);
}
}
if (node->light && enableLight) {
createLight(node->light, entity);
}
if (node->camera) {
createCamera(node->camera, entity);
}
for (cgltf_size i = 0, len = node->children_count; i < len; ++i) {
createEntity(srcAsset, node->children[i], scenes, entity, enableLight, instance);
}
}
void FAssetLoader::createRenderable(const cgltf_data* srcAsset, const cgltf_node* node,
Entity entity, const char* name) {
const cgltf_mesh* mesh = node->mesh;
// Compute the transform relative to the root.
auto thisTransform = mTransformManager.getInstance(entity);
mat4f worldTransform = mTransformManager.getWorldTransform(thisTransform);
cgltf_size nprims = mesh->primitives_count;
RenderableManager::Builder builder(nprims);
// If the mesh is already loaded, obtain the list of Filament VertexBuffer / IndexBuffer objects
// that were already generated (one for each primitive), otherwise allocate a new list of
// pointers for the primitives.
auto iter = mResult->mMeshCache.find(mesh);
if (iter == mResult->mMeshCache.end()) {
mResult->mMeshCache[mesh].resize(nprims);
}
Primitive* outputPrim = mResult->mMeshCache[mesh].data();
const cgltf_primitive* inputPrim = &mesh->primitives[0];
Aabb aabb;
// glTF spec says that all primitives MUST have the same number of morph targets in the same order.
const cgltf_size numMorphTargets = inputPrim ? inputPrim->targets_count : 0;
builder.morphing(numMorphTargets);
// For each prim, create a Filament VertexBuffer, IndexBuffer, and MaterialInstance.
for (cgltf_size index = 0; index < nprims; ++index, ++outputPrim, ++inputPrim) {
RenderableManager::PrimitiveType primType;
if (!getPrimitiveType(inputPrim->type, &primType)) {
slog.e << "Unsupported primitive type in " << name << io::endl;
}
if (numMorphTargets != inputPrim->targets_count) {
slog.e << "Sister primitives must all have the same number of morph targets."
<< io::endl;
mError = true;
continue;
}
// Create a material instance for this primitive or fetch one from the cache.
UvMap uvmap {};
bool hasVertexColor = primitiveHasVertexColor(inputPrim);
MaterialInstance* mi = createMaterialInstance(srcAsset, inputPrim->material, &uvmap,
hasVertexColor);
if (!mi) {
mError = true;
continue;
}
mResult->mDependencyGraph.addEdge(entity, mi);
builder.material(index, mi);
// Create a Filament VertexBuffer and IndexBuffer for this prim if we haven't already.
if (!outputPrim->vertices && !createPrimitive(inputPrim, outputPrim, uvmap, name, mi)) {
mError = true;
continue;
}
// Expand the object-space bounding box.
aabb.min = min(outputPrim->aabb.min, aabb.min);
aabb.max = max(outputPrim->aabb.max, aabb.max);
// We are not using the optional offset, minIndex, maxIndex, and count arguments when
// calling geometry() on the builder. It appears that the glTF spec does not have
// facilities for these parameters, which is not a huge loss since some of the buffer
// view and accessor features already have this functionality.
builder.geometry(index, primType, outputPrim->vertices, outputPrim->indices);
if (numMorphTargets) {
assert_invariant(outputPrim->targets);
builder.morphing(0, index, outputPrim->targets);
}
}
FixedCapacityVector<CString> morphTargetNames(numMorphTargets);
for (cgltf_size i = 0, c = mesh->target_names_count; i < c; ++i) {
morphTargetNames[i] = CString(mesh->target_names[i]);
}
auto& nm = mNodeManager;
nm.setMorphTargetNames(nm.getInstance(entity), std::move(morphTargetNames));
const Aabb transformed = aabb.transform(worldTransform);
// Expand the world-space bounding box.
mResult->mBoundingBox.min = min(mResult->mBoundingBox.min, transformed.min);
mResult->mBoundingBox.max = max(mResult->mBoundingBox.max, transformed.max);
if (node->skin) {
builder.skinning(node->skin->joints_count);
}
// Per the spec, glTF models must have valid mix / max annotations for position attributes.
// However in practice these can be missing and we should be as robust as other glTF viewers.
// If desired, clients can enable the "recomputeBoundingBoxes" feature in ResourceLoader.
Box box = Box().set(aabb.min, aabb.max);
if (box.isEmpty()) {
slog.w << "Missing bounding box in " << name << io::endl;
box = Box().set(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
}
builder
.boundingBox(box)
.culling(true)
.castShadows(true)
.receiveShadows(true)
.build(mEngine, entity);
// According to the spec, the mesh may or may not specify default weights, regardless of whether
// it actually has morph targets. If it has morphing enabled then the default weights are 0. If
// node weights are provided, they override the ones specified on the mesh.
if (numMorphTargets > 0) {
RenderableManager::Instance renderable = mRenderableManager.getInstance(entity);
const auto size = std::min(MAX_MORPH_TARGETS, numMorphTargets);
FixedCapacityVector<float> weights(size, 0.0f);
for (cgltf_size i = 0, c = std::min(size, mesh->weights_count); i < c; ++i) {
weights[i] = mesh->weights[i];
}
for (cgltf_size i = 0, c = std::min(size, node->weights_count); i < c; ++i) {
weights[i] = node->weights[i];
}
mRenderableManager.setMorphWeights(renderable, weights.data(), size);
}
++mResult->mRenderableCount;
}
void FAssetLoader::createMaterialVariants(const cgltf_data* srcAsset, const cgltf_mesh* mesh,
Entity entity, FFilamentInstance* instance) {
UvMap uvmap {};
for (cgltf_size prim = 0, n = mesh->primitives_count; prim < n; ++prim) {
const cgltf_primitive* srcPrim = &mesh->primitives[prim];
for (size_t i = 0, m = srcPrim->mappings_count; i < m; i++) {
const size_t variantIndex = srcPrim->mappings[i].variant;
const cgltf_material* material = srcPrim->mappings[i].material;
assert_invariant(variantIndex < mResult->mVariants.size());
if (variantIndex >= mResult->mVariants.size()) {
mError = true;
break;
}
bool hasVertexColor = primitiveHasVertexColor(srcPrim);
MaterialInstance* mi = createMaterialInstance(srcAsset, material, &uvmap, hasVertexColor);
assert_invariant(mi);
if (!mi) {
mError = true;
break;
}
mResult->mDependencyGraph.addEdge(entity, mi);
if (instance) {
instance->variants[variantIndex].mappings.push_back({entity, prim, mi});
} else {
mResult->mVariants[variantIndex].mappings.push_back({entity, prim, mi});
}
}
}
}
bool FAssetLoader::createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim,
const UvMap& uvmap, const char* name, MaterialInstance* mi) {
outPrim->uvmap = uvmap;
// Create a little lambda that appends to the asset's vertex buffer slots.
auto slots = &mResult->mBufferSlots;
auto addBufferSlot = [slots](BufferSlot entry) {
slots->push_back(entry);
};
// In glTF, each primitive may or may not have an index buffer.
IndexBuffer* indices = nullptr;
const cgltf_accessor* accessor = inPrim->indices;
if (accessor) {
IndexBuffer::IndexType indexType;
if (!getIndexType(accessor->component_type, &indexType)) {
utils::slog.e << "Unrecognized index type in " << name << utils::io::endl;
return false;
}
indices = IndexBuffer::Builder()
.indexCount(accessor->count)
.bufferType(indexType)
.build(mEngine);
BufferSlot slot = { accessor };
slot.indexBuffer = indices;
addBufferSlot(slot);
} else if (inPrim->attributes_count > 0) {
// If a primitive does not have an index buffer, generate a trivial one now.
const uint32_t vertexCount = inPrim->attributes[0].data->count;
indices = IndexBuffer::Builder()
.indexCount(vertexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(mEngine);
const size_t indexDataSize = vertexCount * sizeof(uint32_t);
uint32_t* indexData = (uint32_t*) malloc(indexDataSize);
for (size_t i = 0; i < vertexCount; ++i) {
indexData[i] = i;
}
IndexBuffer::BufferDescriptor bd(indexData, indexDataSize, FREE_CALLBACK);
indices->setBuffer(mEngine, std::move(bd));
}
mResult->mIndexBuffers.push_back(indices);
VertexBuffer::Builder vbb;
vbb.enableBufferObjects();
bool hasUv0 = false, hasUv1 = false, hasVertexColor = false, hasNormals = false;
uint32_t vertexCount = 0;
const size_t firstSlot = mResult->mBufferSlots.size();
int slot = 0;
for (cgltf_size aindex = 0; aindex < inPrim->attributes_count; aindex++) {
const cgltf_attribute& attribute = inPrim->attributes[aindex];
const int index = attribute.index;
const cgltf_attribute_type atype = attribute.type;
const cgltf_accessor* accessor = attribute.data;
// The glTF tangent data is ignored here, but honored in ResourceLoader.
if (atype == cgltf_attribute_type_tangent) {
continue;
}
// At a minimum, surface orientation requires normals to be present in the source data.
// Here we re-purpose the normals slot to point to the quats that get computed later.
if (atype == cgltf_attribute_type_normal) {
vbb.attribute(VertexAttribute::TANGENTS, slot, VertexBuffer::AttributeType::SHORT4);
vbb.normalized(VertexAttribute::TANGENTS);
hasNormals = true;
addBufferSlot({&mResult->mGenerateTangents, atype, slot++});
continue;
}
if (atype == cgltf_attribute_type_color) {
hasVertexColor = true;
}
// Translate the cgltf attribute enum into a Filament enum.
VertexAttribute semantic;
if (!getVertexAttrType(atype, &semantic)) {
utils::slog.e << "Unrecognized vertex semantic in " << name << utils::io::endl;
return false;
}
if (atype == cgltf_attribute_type_weights && index > 0) {
utils::slog.e << "Too many bone weights in " << name << utils::io::endl;
continue;
}
if (atype == cgltf_attribute_type_joints && index > 0) {
utils::slog.e << "Too many joints in " << name << utils::io::endl;
continue;
}
if (atype == cgltf_attribute_type_texcoord) {
if (index >= UvMapSize) {
utils::slog.e << "Too many texture coordinate sets in " << name << utils::io::endl;
continue;
}
UvSet uvset = uvmap[index];
switch (uvset) {
case UV0:
semantic = VertexAttribute::UV0;
hasUv0 = true;
break;
case UV1:
semantic = VertexAttribute::UV1;
hasUv1 = true;
break;
case UNUSED:
// If we have a free slot, then include this unused UV set in the VertexBuffer.
// This allows clients to swap the glTF material with a custom material.
if (!hasUv0 && getNumUvSets(uvmap) == 0) {
semantic = VertexAttribute::UV0;
hasUv0 = true;
break;
}
// If there are no free slots then drop this unused texture coordinate set.
// This should not print an error or warning because the glTF spec stipulates an
// order of degradation for gracefully dropping UV sets. We implement this in
// constrainMaterial in MaterialProvider.
continue;
}
}
vertexCount = accessor->count;
// The positions accessor is required to have min/max properties, use them to expand
// the bounding box for this primitive.
if (atype == cgltf_attribute_type_position) {
const float* minp = &accessor->min[0];
const float* maxp = &accessor->max[0];
outPrim->aabb.min = min(outPrim->aabb.min, float3(minp[0], minp[1], minp[2]));
outPrim->aabb.max = max(outPrim->aabb.max, float3(maxp[0], maxp[1], maxp[2]));
}
VertexBuffer::AttributeType fatype;
VertexBuffer::AttributeType actualType;
if (!getElementType(accessor->type, accessor->component_type, &fatype, &actualType)) {
slog.e << "Unsupported accessor type in " << name << io::endl;
return false;
}
const int stride = (fatype == actualType) ? accessor->stride : 0;
// The cgltf library provides a stride value for all accessors, even though they do not
// exist in the glTF file. It is computed from the type and the stride of the buffer view.
// As a convenience, cgltf also replaces zero (default) stride with the actual stride.
vbb.attribute(semantic, slot, fatype, 0, stride);
vbb.normalized(semantic, accessor->normalized);
addBufferSlot({accessor, atype, slot++});
}
// If the model is lit but does not have normals, we'll need to generate flat normals.
auto const* const material = mi->getMaterial();
if (material->getRequiredAttributes().test(VertexAttribute::TANGENTS) && !hasNormals) {
vbb.attribute(VertexAttribute::TANGENTS, slot, VertexBuffer::AttributeType::SHORT4);
vbb.normalized(VertexAttribute::TANGENTS);
cgltf_attribute_type atype = cgltf_attribute_type_normal;
addBufferSlot({&mResult->mGenerateNormals, atype, slot++});
}
cgltf_size targetsCount = inPrim->targets_count;
if (targetsCount > MAX_MORPH_TARGETS) {
utils::slog.w << "WARNING: Exceeded max morph target count of " << MAX_MORPH_TARGETS << utils::io::endl;
targetsCount = MAX_MORPH_TARGETS;
}
for (cgltf_size targetIndex = 0; targetIndex < targetsCount; targetIndex++) {
const cgltf_morph_target& morphTarget = inPrim->targets[targetIndex];
for (cgltf_size aindex = 0; aindex < morphTarget.attributes_count; aindex++) {
const cgltf_attribute& attribute = morphTarget.attributes[aindex];
const cgltf_accessor* accessor = attribute.data;
const cgltf_attribute_type atype = attribute.type;
const int morphId = targetIndex + 1;
// The glTF normal and tangent data are ignored here, but honored in ResourceLoader.
if (atype == cgltf_attribute_type_normal || atype == cgltf_attribute_type_tangent) {
continue;
}
if (atype != cgltf_attribute_type_position) {
utils::slog.e << "Only positions, normals, and tangents can be morphed."
<< utils::io::endl;
return false;
}
const float* minp = &accessor->min[0];
const float* maxp = &accessor->max[0];
outPrim->aabb.min = min(outPrim->aabb.min, float3(minp[0], minp[1], minp[2]));
outPrim->aabb.max = max(outPrim->aabb.max, float3(maxp[0], maxp[1], maxp[2]));
VertexBuffer::AttributeType fatype;
VertexBuffer::AttributeType actualType;
if (!getElementType(accessor->type, accessor->component_type, &fatype, &actualType)) {
slog.e << "Unsupported accessor type in " << name << io::endl;
return false;
}
}
}
if (vertexCount == 0) {
slog.e << "Empty vertex buffer in " << name << io::endl;
return false;
}
vbb.vertexCount(vertexCount);
// We provide a single dummy buffer (filled with 0xff) for all unfulfilled vertex requirements.
// The color data should be a sequence of normalized UBYTE4, so dummy UVs are USHORT2 to make
// the sizes match.
bool needsDummyData = false;
if (mMaterials.needsDummyData(VertexAttribute::UV0) && !hasUv0) {
needsDummyData = true;
hasUv0 = true;
vbb.attribute(VertexAttribute::UV0, slot, VertexBuffer::AttributeType::USHORT2);
vbb.normalized(VertexAttribute::UV0);
}
if (mMaterials.needsDummyData(VertexAttribute::UV1) && !hasUv1) {
hasUv1 = true;
needsDummyData = true;
vbb.attribute(VertexAttribute::UV1, slot, VertexBuffer::AttributeType::USHORT2);
vbb.normalized(VertexAttribute::UV1);
}
if (mMaterials.needsDummyData(VertexAttribute::COLOR) && !hasVertexColor) {
needsDummyData = true;
vbb.attribute(VertexAttribute::COLOR, slot, VertexBuffer::AttributeType::UBYTE4);
vbb.normalized(VertexAttribute::COLOR);
}
int numUvSets = getNumUvSets(uvmap);
if (!hasUv0 && numUvSets > 0) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV0, slot, VertexBuffer::AttributeType::USHORT2);
vbb.normalized(VertexAttribute::UV0);
slog.w << "Missing UV0 data in " << name << io::endl;
}
if (!hasUv1 && numUvSets > 1) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV1, slot, VertexBuffer::AttributeType::USHORT2);
vbb.normalized(VertexAttribute::UV1);
slog.w << "Missing UV1 data in " << name << io::endl;
}
vbb.bufferCount(needsDummyData ? slot + 1 : slot);
VertexBuffer* vertices = vbb.build(mEngine);
outPrim->indices = indices;
outPrim->vertices = vertices;
mResult->mPrimitives.push_back({inPrim, vertices});
mResult->mVertexBuffers.push_back(vertices);
for (size_t i = firstSlot; i < mResult->mBufferSlots.size(); ++i) {
mResult->mBufferSlots[i].vertexBuffer = vertices;
}
if (targetsCount > 0) {
MorphTargetBuffer* targets = MorphTargetBuffer::Builder()
.vertexCount(vertexCount)
.count(targetsCount)
.build(mEngine);
outPrim->targets = targets;
mResult->mMorphTargetBuffers.push_back(targets);
const cgltf_accessor* previous = nullptr;
for (int tindex = 0; tindex < targetsCount; ++tindex) {
const cgltf_morph_target& inTarget = inPrim->targets[tindex];
for (cgltf_size aindex = 0; aindex < inTarget.attributes_count; ++aindex) {
const cgltf_attribute& attribute = inTarget.attributes[aindex];
const cgltf_accessor* accessor = attribute.data;
const cgltf_attribute_type atype = attribute.type;
if (atype == cgltf_attribute_type_position) {
// All position attributes must have the same data type.
assert_invariant(!previous || previous->component_type == accessor->component_type);
assert_invariant(!previous || previous->type == accessor->type);
previous = accessor;
BufferSlot slot = { accessor };
slot.morphTargetBuffer = targets;
slot.bufferIndex = tindex;
addBufferSlot(slot);
break;
}
}
}
}
if (needsDummyData) {
const uint32_t requiredSize = sizeof(ubyte4) * vertexCount;
if (mDummyBufferObject == nullptr || requiredSize > mDummyBufferObject->getByteCount()) {
mDummyBufferObject = BufferObject::Builder().size(requiredSize).build(mEngine);
mResult->mBufferObjects.push_back(mDummyBufferObject);
uint32_t* dummyData = (uint32_t*) malloc(requiredSize);
memset(dummyData, 0xff, requiredSize);
VertexBuffer::BufferDescriptor bd(dummyData, requiredSize, FREE_CALLBACK);
mDummyBufferObject->setBuffer(mEngine, std::move(bd));
}
vertices->setBufferObjectAt(mEngine, slot, mDummyBufferObject);
}
return true;
}
void FAssetLoader::createLight(const cgltf_light* light, Entity entity) {
LightManager::Type type = getLightType(light->type);
LightManager::Builder builder(type);
builder.direction({0.0f, 0.0f, -1.0f});
builder.color({light->color[0], light->color[1], light->color[2]});
switch (type) {
case LightManager::Type::SUN:
case LightManager::Type::DIRECTIONAL:
builder.intensity(light->intensity);
break;
case LightManager::Type::POINT:
builder.intensityCandela(light->intensity);
break;
case LightManager::Type::FOCUSED_SPOT:
case LightManager::Type::SPOT:
// glTF specifies half angles, so does Filament
builder.spotLightCone(
light->spot_inner_cone_angle,
light->spot_outer_cone_angle);
builder.intensityCandela(light->intensity);
break;
}
if (light->range == 0.0f) {
// Use 10.0f units as a resonable default falloff value.
builder.falloff(10.0f);
} else {
builder.falloff(light->range);
}
builder.build(mEngine, entity);
mResult->mLightEntities.push_back(entity);
}
void FAssetLoader::createCamera(const cgltf_camera* camera, Entity entity) {
Camera* filamentCamera = mEngine.createCamera(entity);
if (camera->type == cgltf_camera_type_perspective) {
auto& projection = camera->data.perspective;
const cgltf_float yfovDegrees = 180.0 / F_PI * projection.yfov;
// Use an "infinite" zfar plane if the provided one is missing (set to 0.0).
const double far = projection.zfar > 0.0 ? projection.zfar : 100000000;
filamentCamera->setProjection(yfovDegrees, 1.0,
projection.znear, far,
filament::Camera::Fov::VERTICAL);
// Use a default aspect ratio of 1.0 if the provided one is missing.
const double aspect = projection.aspect_ratio > 0.0 ? projection.aspect_ratio : 1.0;
// Use the scaling matrix to set the aspect ratio, so clients can easily change it.
filamentCamera->setScaling({1.0 / aspect, 1.0 });
} else if (camera->type == cgltf_camera_type_orthographic) {
auto& projection = camera->data.orthographic;
const double left = -projection.xmag * 0.5;
const double right = projection.xmag * 0.5;
const double bottom = -projection.ymag * 0.5;
const double top = projection.ymag * 0.5;
filamentCamera->setProjection(Camera::Projection::ORTHO,
left, right, bottom, top, projection.znear, projection.zfar);
} else {
slog.e << "Invalid GLTF camera type." << io::endl;
return;
}
mResult->mCameraEntities.push_back(entity);
}
MaterialInstance* FAssetLoader::createMaterialInstance(const cgltf_data* srcAsset,
const cgltf_material* inputMat, UvMap* uvmap, bool vertexColor) {
intptr_t key = ((intptr_t) inputMat) ^ (vertexColor ? 1 : 0);
auto iter = mResult->mMatInstanceCache.find(key);
if (iter != mResult->mMatInstanceCache.end()) {
*uvmap = iter->second.uvmap;
return iter->second.instance;
}
// The default glTF material.
static const cgltf_material kDefaultMat = {
.name = (char*) "Default GLTF material",
.has_pbr_metallic_roughness = true,
.has_pbr_specular_glossiness = false,
.has_clearcoat = false,
.has_transmission = false,
.has_volume = false,
.has_ior = false,
.has_specular = false,
.has_sheen = false,
.pbr_metallic_roughness = {
.base_color_factor = {1.0, 1.0, 1.0, 1.0},
.metallic_factor = 1.0,
.roughness_factor = 1.0,
},
};
inputMat = inputMat ? inputMat : &kDefaultMat;
auto mrConfig = inputMat->pbr_metallic_roughness;
auto sgConfig = inputMat->pbr_specular_glossiness;
auto ccConfig = inputMat->clearcoat;
auto trConfig = inputMat->transmission;
auto shConfig = inputMat->sheen;
auto vlConfig = inputMat->volume;
bool hasTextureTransforms =
sgConfig.diffuse_texture.has_transform ||
sgConfig.specular_glossiness_texture.has_transform ||
mrConfig.base_color_texture.has_transform ||
mrConfig.metallic_roughness_texture.has_transform ||
inputMat->normal_texture.has_transform ||
inputMat->occlusion_texture.has_transform ||
inputMat->emissive_texture.has_transform ||
ccConfig.clearcoat_texture.has_transform ||
ccConfig.clearcoat_roughness_texture.has_transform ||
ccConfig.clearcoat_normal_texture.has_transform ||
shConfig.sheen_color_texture.has_transform ||
shConfig.sheen_roughness_texture.has_transform ||
trConfig.transmission_texture.has_transform;
cgltf_texture_view baseColorTexture = mrConfig.base_color_texture;
cgltf_texture_view metallicRoughnessTexture = mrConfig.metallic_roughness_texture;
MaterialKey matkey {
.doubleSided = !!inputMat->double_sided,
.unlit = !!inputMat->unlit,
.hasVertexColors = vertexColor,
.hasBaseColorTexture = baseColorTexture.texture != nullptr,
.hasNormalTexture = inputMat->normal_texture.texture != nullptr,
.hasOcclusionTexture = inputMat->occlusion_texture.texture != nullptr,
.hasEmissiveTexture = inputMat->emissive_texture.texture != nullptr,
.enableDiagnostics = mDiagnosticsEnabled,
.baseColorUV = (uint8_t) baseColorTexture.texcoord,
.hasClearCoatTexture = ccConfig.clearcoat_texture.texture != nullptr,
.clearCoatUV = (uint8_t) ccConfig.clearcoat_texture.texcoord,
.hasClearCoatRoughnessTexture = ccConfig.clearcoat_roughness_texture.texture != nullptr,
.clearCoatRoughnessUV = (uint8_t) ccConfig.clearcoat_roughness_texture.texcoord,
.hasClearCoatNormalTexture = ccConfig.clearcoat_normal_texture.texture != nullptr,
.clearCoatNormalUV = (uint8_t) ccConfig.clearcoat_normal_texture.texcoord,
.hasClearCoat = !!inputMat->has_clearcoat,
.hasTransmission = !!inputMat->has_transmission,
.hasTextureTransforms = hasTextureTransforms,
.emissiveUV = (uint8_t) inputMat->emissive_texture.texcoord,
.aoUV = (uint8_t) inputMat->occlusion_texture.texcoord,
.normalUV = (uint8_t) inputMat->normal_texture.texcoord,
.hasTransmissionTexture = trConfig.transmission_texture.texture != nullptr,
.transmissionUV = (uint8_t) trConfig.transmission_texture.texcoord,
.hasSheenColorTexture = shConfig.sheen_color_texture.texture != nullptr,
.sheenColorUV = (uint8_t) shConfig.sheen_color_texture.texcoord,
.hasSheenRoughnessTexture = shConfig.sheen_roughness_texture.texture != nullptr,
.sheenRoughnessUV = (uint8_t) shConfig.sheen_roughness_texture.texcoord,
.hasVolumeThicknessTexture = vlConfig.thickness_texture.texture != nullptr,
.volumeThicknessUV = (uint8_t) vlConfig.thickness_texture.texcoord,
.hasSheen = !!inputMat->has_sheen,
.hasIOR = !!inputMat->has_ior,
.hasVolume = !!inputMat->has_volume,
};
if (inputMat->has_pbr_specular_glossiness) {
matkey.useSpecularGlossiness = true;
if (sgConfig.diffuse_texture.texture) {
baseColorTexture = sgConfig.diffuse_texture;
matkey.hasBaseColorTexture = true;
matkey.baseColorUV = (uint8_t) baseColorTexture.texcoord;
}
if (sgConfig.specular_glossiness_texture.texture) {
metallicRoughnessTexture = sgConfig.specular_glossiness_texture;
matkey.hasSpecularGlossinessTexture = true;
matkey.specularGlossinessUV = (uint8_t) metallicRoughnessTexture.texcoord;
}
} else {
matkey.hasMetallicRoughnessTexture = metallicRoughnessTexture.texture != nullptr;
matkey.metallicRoughnessUV = (uint8_t) metallicRoughnessTexture.texcoord;
}
switch (inputMat->alpha_mode) {
case cgltf_alpha_mode_opaque:
matkey.alphaMode = AlphaMode::OPAQUE;
break;
case cgltf_alpha_mode_mask:
matkey.alphaMode = AlphaMode::MASK;
break;
case cgltf_alpha_mode_blend:
matkey.alphaMode = AlphaMode::BLEND;
break;
}
// Check if this material has an extras string.
CString extras;
const cgltf_size extras_size = inputMat->extras.end_offset - inputMat->extras.start_offset;
if (extras_size > 0) {
extras = CString(srcAsset->json + inputMat->extras.start_offset, extras_size);
}
// This not only creates a material instance, it modifies the material key according to our
// rendering constraints. For example, Filament only supports 2 sets of texture coordinates.
MaterialInstance* mi = mMaterials.createMaterialInstance(&matkey, uvmap, inputMat->name,
extras.c_str());
if (!mi) {
slog.e << "No material with the specified requirements exists." << io::endl;
return nullptr;
}
mResult->mMaterialInstances.push_back(mi);
// Check the material blending mode, not the cgltf blending mode, because the provider
// might have selected an alternative blend mode (e.g. to support transmission).
if (mi->getMaterial()->getBlendingMode() == filament::BlendingMode::MASKED) {
mi->setMaskThreshold(inputMat->alpha_cutoff);
}
float3 emissiveFactor(inputMat->emissive_factor[0], inputMat->emissive_factor[1], inputMat->emissive_factor[2]);
if (inputMat->has_emissive_strength) {
emissiveFactor *= inputMat->emissive_strength.emissive_strength;
}
mi->setParameter("emissiveFactor", emissiveFactor);
const float* c = mrConfig.base_color_factor;
mi->setParameter("baseColorFactor", float4(c[0], c[1], c[2], c[3]));
mi->setParameter("metallicFactor", mrConfig.metallic_factor);
mi->setParameter("roughnessFactor", mrConfig.roughness_factor);
if (matkey.useSpecularGlossiness) {
const float* df = sgConfig.diffuse_factor;
const float* sf = sgConfig.specular_factor;
mi->setParameter("baseColorFactor", float4(df[0], df[1], df[2], df[3]));
mi->setParameter("specularFactor", float3(sf[0], sf[1], sf[2]));
mi->setParameter("glossinessFactor", sgConfig.glossiness_factor);
}
if (matkey.hasBaseColorTexture) {
addTextureBinding(mi, "baseColorMap", baseColorTexture.texture, true);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = baseColorTexture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("baseColorUvMatrix", uvmat);
}
}
if (matkey.hasMetallicRoughnessTexture) {
// The "metallicRoughnessMap" is actually a specular-glossiness map when the extension is
// enabled. Note that KHR_materials_pbrSpecularGlossiness specifies that diffuseTexture and
// specularGlossinessTexture are both sRGB, whereas the core glTF spec stipulates that
// metallicRoughness is not sRGB.
bool srgb = inputMat->has_pbr_specular_glossiness;
addTextureBinding(mi, "metallicRoughnessMap", metallicRoughnessTexture.texture, srgb);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = metallicRoughnessTexture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("metallicRoughnessUvMatrix", uvmat);
}
}
if (matkey.hasNormalTexture) {
addTextureBinding(mi, "normalMap", inputMat->normal_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->normal_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("normalUvMatrix", uvmat);
}
mi->setParameter("normalScale", inputMat->normal_texture.scale);
} else {
mi->setParameter("normalScale", 1.0f);
}
if (matkey.hasOcclusionTexture) {
addTextureBinding(mi, "occlusionMap", inputMat->occlusion_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->occlusion_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("occlusionUvMatrix", uvmat);
}
mi->setParameter("aoStrength", inputMat->occlusion_texture.scale);
} else {
mi->setParameter("aoStrength", 1.0f);
}
if (matkey.hasEmissiveTexture) {
addTextureBinding(mi, "emissiveMap", inputMat->emissive_texture.texture, true);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->emissive_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("emissiveUvMatrix", uvmat);
}
}
if (matkey.hasClearCoat) {
mi->setParameter("clearCoatFactor", ccConfig.clearcoat_factor);
mi->setParameter("clearCoatRoughnessFactor", ccConfig.clearcoat_roughness_factor);
if (matkey.hasClearCoatTexture) {
addTextureBinding(mi, "clearCoatMap", ccConfig.clearcoat_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatUvMatrix", uvmat);
}
}
if (matkey.hasClearCoatRoughnessTexture) {
addTextureBinding(mi, "clearCoatRoughnessMap", ccConfig.clearcoat_roughness_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_roughness_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatRoughnessUvMatrix", uvmat);
}
}
if (matkey.hasClearCoatNormalTexture) {
addTextureBinding(mi, "clearCoatNormalMap", ccConfig.clearcoat_normal_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_normal_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatNormalUvMatrix", uvmat);
}
mi->setParameter("clearCoatNormalScale", ccConfig.clearcoat_normal_texture.scale);
}
}
if (matkey.hasSheen) {
const float* s = shConfig.sheen_color_factor;
mi->setParameter("sheenColorFactor", float3{s[0], s[1], s[2]});
mi->setParameter("sheenRoughnessFactor", shConfig.sheen_roughness_factor);
if (matkey.hasSheenColorTexture) {
addTextureBinding(mi, "sheenColorMap", shConfig.sheen_color_texture.texture, true);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = shConfig.sheen_color_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("sheenColorUvMatrix", uvmat);
}
}
if (matkey.hasSheenRoughnessTexture) {
addTextureBinding(mi, "sheenRoughnessMap", shConfig.sheen_roughness_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = shConfig.sheen_roughness_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("sheenRoughnessUvMatrix", uvmat);
}
}
}
if (matkey.hasVolume) {
mi->setParameter("volumeThicknessFactor", vlConfig.thickness_factor);
float attenuationDistance = vlConfig.attenuation_distance;
// TODO: We assume a color in linear sRGB, is this correct? The spec doesn't say anything
const float* attenuationColor = vlConfig.attenuation_color;
LinearColor absorption = Color::absorptionAtDistance(
*reinterpret_cast<const LinearColor*>(attenuationColor), attenuationDistance);
mi->setParameter("volumeAbsorption", RgbType::LINEAR, absorption);
if (matkey.hasVolumeThicknessTexture) {
addTextureBinding(mi, "volumeThicknessMap", vlConfig.thickness_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = vlConfig.thickness_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("volumeThicknessUvMatrix", uvmat);
}
}
}
if (matkey.hasTransmission) {
mi->setParameter("transmissionFactor", trConfig.transmission_factor);
if (matkey.hasTransmissionTexture) {
addTextureBinding(mi, "transmissionMap", trConfig.transmission_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = trConfig.transmission_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("transmissionUvMatrix", uvmat);
}
}
}
// IOR can be implemented as either IOR or reflectance because of ubershaders
if (matkey.hasIOR) {
if (mi->getMaterial()->hasParameter("ior")) {
mi->setParameter("ior", inputMat->ior.ior);
}
if (mi->getMaterial()->hasParameter("reflectance")) {
float ior = inputMat->ior.ior;
float f0 = (ior - 1.0f) / (ior + 1.0f);
f0 *= f0;
float reflectance = std::sqrt(f0 / 0.16f);
mi->setParameter("reflectance", reflectance);
}
}
if (mi->getMaterial()->hasParameter("emissiveStrength")) {
mi->setParameter("emissiveStrength", inputMat->has_emissive_strength ?
inputMat->emissive_strength.emissive_strength : 1.0f);
}
mResult->mMatInstanceCache[key] = {mi, *uvmap};
return mi;
}
void FAssetLoader::addTextureBinding(MaterialInstance* materialInstance, const char* parameterName,
const cgltf_texture* srcTexture, bool srgb) {
if (!srcTexture->image && !srcTexture->basisu_image) {
#ifndef NDEBUG
slog.w << "Texture is missing image (" << srcTexture->name << ")." << io::endl;
#endif
return;
}
TextureSampler dstSampler;
auto srcSampler = srcTexture->sampler;
if (srcSampler) {
dstSampler.setWrapModeS(getWrapMode(srcSampler->wrap_s));
dstSampler.setWrapModeT(getWrapMode(srcSampler->wrap_t));
dstSampler.setMagFilter(getMagFilter(srcSampler->mag_filter));
dstSampler.setMinFilter(getMinFilter(srcSampler->min_filter));
} else {
// These defaults are stipulated by the spec:
dstSampler.setWrapModeS(TextureSampler::WrapMode::REPEAT);
dstSampler.setWrapModeT(TextureSampler::WrapMode::REPEAT);
// These defaults are up the implementation but since we try to provide mipmaps,
// we might as well use them. In practice the conformance models look awful without
// using mipmapping by default.
dstSampler.setMagFilter(TextureSampler::MagFilter::LINEAR);
dstSampler.setMinFilter(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR);
}
mResult->mTextureSlots.push_back({
.texture = srcTexture,
.materialInstance = materialInstance,
.materialParameter = parameterName,
.sampler = dstSampler,
.srgb = srgb
});
mResult->mDependencyGraph.addEdge(materialInstance, parameterName);
}
bool FAssetLoader::primitiveHasVertexColor(const cgltf_primitive* inPrim) const {
for (int slot = 0; slot < inPrim->attributes_count; slot++) {
const cgltf_attribute& inputAttribute = inPrim->attributes[slot];
if (inputAttribute.type == cgltf_attribute_type_color) {
return true;
}
}
return false;
}
LightManager::Type FAssetLoader::getLightType(const cgltf_light_type light) {
switch (light) {
case cgltf_light_type_invalid:
case cgltf_light_type_directional:
return LightManager::Type::DIRECTIONAL;
case cgltf_light_type_point:
return LightManager::Type::POINT;
case cgltf_light_type_spot:
return LightManager::Type::FOCUSED_SPOT;
}
}
AssetLoader* AssetLoader::create(const AssetConfiguration& config) {
return new FAssetLoader(config);
}
void AssetLoader::destroy(AssetLoader** loader) {
FAssetLoader* temp(upcast(*loader));
FAssetLoader::destroy(&temp);
*loader = temp;
}
FilamentAsset* AssetLoader::createAssetFromJson(uint8_t const* bytes, uint32_t nbytes) {
return upcast(this)->createAssetFromJson(bytes, nbytes);
}
FilamentAsset* AssetLoader::createAssetFromBinary(uint8_t const* bytes, uint32_t nbytes) {
return upcast(this)->createAssetFromBinary(bytes, nbytes);
}
FilamentAsset* AssetLoader::createInstancedAsset(const uint8_t* bytes, uint32_t numBytes,
FilamentInstance** instances, size_t numInstances) {
return upcast(this)->createInstancedAsset(bytes, numBytes, instances, numInstances);
}
FilamentInstance* AssetLoader::createInstance(FilamentAsset* asset) {
return upcast(this)->createInstance(upcast(asset));
}
void AssetLoader::enableDiagnostics(bool enable) {
upcast(this)->mDiagnosticsEnabled = enable;
}
void AssetLoader::destroyAsset(const FilamentAsset* asset) {
upcast(this)->destroyAsset(upcast(asset));
}
size_t AssetLoader::getMaterialsCount() const noexcept {
return upcast(this)->getMaterialsCount();
}
NameComponentManager* AssetLoader::getNames() const noexcept {
return upcast(this)->getNames();
}
const Material* const* AssetLoader::getMaterials() const noexcept {
return upcast(this)->getMaterials();
}
MaterialProvider& AssetLoader::getMaterialProvider() noexcept {
return upcast(this)->mMaterials;
}
} // namespace filament::gltfio