Files
filament/samples/app/MeshAssimp.h
magicwhale 27f8dbef21 Added support to gltf_viewer for multiple UV coordinates (#578)
gltf_viewer can now display models that use both UV0 and UV1 coordinates for textures.
2018-12-05 12:35:26 -08:00

127 lines
3.8 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.
*/
#ifndef TNT_FILAMENT_SAMPLE_MESH_ASSIMP_H
#define TNT_FILAMENT_SAMPLE_MESH_ASSIMP_H
namespace filament {
class Engine;
class VertexBuffer;
class IndexBuffer;
class Material;
class MaterialInstance;
class Renderable;
}
#include <unordered_map>
#include <map>
#include <vector>
#include <math/mat3.h>
#include <math/mat4.h>
#include <math/quat.h>
#include <math/vec3.h>
#include <utils/EntityManager.h>
#include <utils/Path.h>
#include <filamat/MaterialBuilder.h>
#include <filament/Color.h>
#include <filament/Box.h>
#include <filament/Texture.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <assimp/scene.h>
class MeshAssimp {
public:
using mat4f = math::mat4f;
using half4 = math::half4;
using short4 = math::short4;
using half2 = math::half2;
explicit MeshAssimp(filament::Engine& engine);
~MeshAssimp();
void addFromFile(const utils::Path& path,
std::map<std::string, filament::MaterialInstance*>& materials,
bool overrideMaterial = false);
const std::vector<utils::Entity> getRenderables() const noexcept {
return mRenderables;
}
//For use with normalizing coordinates
math::float3 minBound = math::float3(1.0f);
math::float3 maxBound = math::float3(-1.0f);
utils::Entity rootEntity;
private:
struct Part {
size_t offset;
size_t count;
std::string material;
filament::sRGBColor baseColor;
float opacity;
float metallic;
float roughness;
float reflectance;
};
struct Mesh {
size_t offset;
size_t count;
std::vector<Part> parts;
filament::Box aabb;
mat4f transform;
mat4f accTransform;
};
bool setFromFile(const utils::Path& file,
std::vector<uint32_t>& outIndices,
std::vector<half4>& outPositions,
std::vector<short4>& outTangents,
std::vector<half2>& outTexCoords0,
std::vector<half2>& outTexCoords1,
std::vector<Mesh>& outMeshes,
std::vector<int>& outParents,
std::map<std::string, filament::MaterialInstance*>& outMaterials);
void processGLTFMaterial(const aiScene* scene, const aiMaterial* material,
const std::string& materialName, const std::string& dirName,
std::map<std::string, filament::MaterialInstance*>& outMaterials) const;
filament::Texture* createOneByOneTexture(uint32_t textureData);
filament::Engine& mEngine;
filament::VertexBuffer* mVertexBuffer = nullptr;
filament::IndexBuffer* mIndexBuffer = nullptr;
filament::Material* mDefaultColorMaterial = nullptr;
filament::Material* mDefaultTransparentColorMaterial = nullptr;
mutable std::unordered_map<uint64_t, filament::Material*> mGltfMaterialCache;
filament::Texture* mDefaultMap = nullptr;
filament::Texture* mDefaultNormalMap = nullptr;
float mDefaultMetallic = 0.0;
float mDefaultRoughness = 0.4;
filament::sRGBColor mDefaultEmissive = filament::sRGBColor({0.0f, 0.0f, 0.0f});
std::vector<utils::Entity> mRenderables;
std::vector<filament::Texture*> mTextures;
};
#endif // TNT_FILAMENT_SAMPLE_MESH_ASSIMP_H