* Attempt at improving bloom/emissive with glTF files * Publicly expose Exposure API for gltfio
1236 lines
50 KiB
C++
1236 lines
50 KiB
C++
/*
|
|
* 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 "FFilamentAsset.h"
|
|
#include "GltfEnums.h"
|
|
|
|
#include <filament/Box.h>
|
|
#include <filament/Camera.h>
|
|
#include <filament/Engine.h>
|
|
#include <filament/Exposure.h>
|
|
#include <filament/IndexBuffer.h>
|
|
#include <filament/LightManager.h>
|
|
#include <filament/Material.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/Log.h>
|
|
#include <utils/Panic.h>
|
|
#include <utils/NameComponentManager.h>
|
|
#include <utils/Systrace.h>
|
|
|
|
#include <tsl/robin_map.h>
|
|
|
|
#include <vector>
|
|
|
|
#define CGLTF_IMPLEMENTATION
|
|
#include <cgltf.h>
|
|
|
|
#include "math.h"
|
|
#include "upcast.h"
|
|
|
|
using namespace filament;
|
|
using namespace filament::math;
|
|
using namespace utils;
|
|
|
|
namespace gltfio {
|
|
|
|
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);
|
|
|
|
bool createAssets(const uint8_t* bytes, uint32_t numBytes, FilamentAsset** assets,
|
|
size_t numAssets);
|
|
|
|
~FAssetLoader() {
|
|
delete mMaterials;
|
|
}
|
|
|
|
void destroyAsset(const FFilamentAsset* asset) {
|
|
delete asset;
|
|
}
|
|
|
|
size_t getMaterialsCount() const noexcept {
|
|
return mMaterials->getMaterialsCount();
|
|
}
|
|
|
|
NameComponentManager* getNames() const noexcept {
|
|
return mNameManager;
|
|
}
|
|
|
|
const Material* const* getMaterials() const noexcept {
|
|
return mMaterials->getMaterials();
|
|
}
|
|
|
|
void createAsset(const cgltf_data* srcAsset, size_t numInstances);
|
|
FFilamentInstance* createInstance(FFilamentAsset* primary, const cgltf_scene* scene);
|
|
void createEntity(const cgltf_node* node, Entity parent, bool enableLight,
|
|
FFilamentInstance* instance);
|
|
void createRenderable(const cgltf_node* node, Entity entity, const char* name);
|
|
bool createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim, const UvMap& uvmap,
|
|
const char* name);
|
|
void createLight(const cgltf_light* light, Entity entity);
|
|
void createCamera(const cgltf_camera* camera, Entity entity);
|
|
MaterialInstance* createMaterialInstance(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;
|
|
|
|
static LightManager::Type getLightType(const cgltf_light_type type);
|
|
|
|
EntityManager& mEntityManager;
|
|
RenderableManager& mRenderableManager;
|
|
NameComponentManager* mNameManager;
|
|
TransformManager& mTransformManager;
|
|
MaterialProvider* mMaterials;
|
|
Engine* mEngine;
|
|
|
|
// Transient state used only for the asset currently being loaded:
|
|
FFilamentAsset* mResult;
|
|
const char* mDefaultNodeName;
|
|
bool mError = false;
|
|
bool mDiagnosticsEnabled = false;
|
|
};
|
|
|
|
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 nbytes) {
|
|
|
|
// 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.
|
|
std::vector<uint8_t> glbdata(bytes, bytes + nbytes);
|
|
|
|
cgltf_options options { cgltf_file_type_glb };
|
|
cgltf_data* sourceAsset;
|
|
cgltf_result result = cgltf_parse(&options, glbdata.data(), nbytes, &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 numBytes,
|
|
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.
|
|
std::vector<uint8_t> glbdata(bytes, bytes + numBytes);
|
|
|
|
cgltf_data* sourceAsset;
|
|
cgltf_result result = cgltf_parse(&options, glbdata.data(), numBytes, &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;
|
|
const cgltf_scene* scene = srcAsset->scene ? srcAsset->scene : srcAsset->scenes;
|
|
if (!scene) {
|
|
slog.e << "There is no scene in the asset." << io::endl;
|
|
return nullptr;
|
|
}
|
|
FFilamentInstance* instance = createInstance(primary, scene);
|
|
|
|
// 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, srcAsset);
|
|
|
|
// If there is no default scene specified, then the default is the first one.
|
|
// It is not an error for a glTF file to have zero scenes.
|
|
const cgltf_scene* scene = srcAsset->scene ? srcAsset->scene : srcAsset->scenes;
|
|
if (!scene) {
|
|
return;
|
|
}
|
|
|
|
// Create a single root node with an identity transform as a convenience to the client.
|
|
mResult->mRoot = mEntityManager.create();
|
|
mTransformManager.create(mResult->mRoot);
|
|
|
|
if (numInstances == 0) {
|
|
// For each scene root, recursively create all entities.
|
|
for (cgltf_size i = 0, len = scene->nodes_count; i < len; ++i) {
|
|
cgltf_node** nodes = scene->nodes;
|
|
createEntity(nodes[i], 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, scene) == nullptr) {
|
|
mError = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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_scene* scene) {
|
|
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);
|
|
|
|
// For each scene root, recursively create all entities.
|
|
for (cgltf_size i = 0, len = scene->nodes_count; i < len; ++i) {
|
|
cgltf_node** nodes = scene->nodes;
|
|
createEntity(nodes[i], instanceRoot, false, instance);
|
|
}
|
|
return instance;
|
|
}
|
|
|
|
void FAssetLoader::createEntity(const cgltf_node* node, Entity parent, bool enableLight,
|
|
FFilamentInstance* instance) {
|
|
Entity entity = mEntityManager.create();
|
|
|
|
// 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);
|
|
|
|
// 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(node, entity, name);
|
|
}
|
|
|
|
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(node->children[i], entity, enableLight, instance);
|
|
}
|
|
}
|
|
|
|
void FAssetLoader::createRenderable(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;
|
|
|
|
cgltf_size numMorphTargets = 0;
|
|
|
|
// 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 (inputPrim->targets_count > 0) {
|
|
if (numMorphTargets > 0 && inputPrim->targets_count != numMorphTargets) {
|
|
slog.e << "Sister primitives must all have the same number of morph targets."
|
|
<< io::endl;
|
|
}
|
|
numMorphTargets = inputPrim->targets_count;
|
|
}
|
|
|
|
// Create a material instance for this primitive or fetch one from the cache.
|
|
UvMap uvmap {};
|
|
bool hasVertexColor = primitiveHasVertexColor(inputPrim);
|
|
MaterialInstance* mi = createMaterialInstance(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)) {
|
|
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 > 0) {
|
|
builder.morphing(true);
|
|
}
|
|
|
|
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);
|
|
float4 weights(0, 0, 0, 0);
|
|
for (cgltf_size i = 0; i < std::min(MAX_MORPH_TARGETS, mesh->weights_count); ++i) {
|
|
weights[i] = mesh->weights[i];
|
|
}
|
|
for (cgltf_size i = 0; i < std::min(MAX_MORPH_TARGETS, node->weights_count); ++i) {
|
|
weights[i] = node->weights[i];
|
|
}
|
|
mRenderableManager.setMorphWeights(renderable, weights);
|
|
}
|
|
}
|
|
|
|
bool FAssetLoader::createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim,
|
|
const UvMap& uvmap, const char* name) {
|
|
// 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;
|
|
|
|
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_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;
|
|
if (!getElementType(accessor->type, accessor->component_type, &fatype)) {
|
|
slog.e << "Unsupported accessor type in " << name << io::endl;
|
|
return false;
|
|
}
|
|
|
|
// 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, accessor->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.
|
|
if (inPrim->material && !inPrim->material->unlit && !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) {
|
|
slog.w << "Too many morph targets in " << name << io::endl;
|
|
targetsCount = MAX_MORPH_TARGETS;
|
|
}
|
|
|
|
constexpr int baseTangentsAttr = (int) VertexAttribute::MORPH_TANGENTS_0;
|
|
constexpr int basePositionAttr = (int) VertexAttribute::MORPH_POSITION_0;
|
|
|
|
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 tangent data is ignored here, but honored in ResourceLoader.
|
|
if (atype == cgltf_attribute_type_tangent) {
|
|
continue;
|
|
}
|
|
|
|
if (atype == cgltf_attribute_type_normal) {
|
|
VertexAttribute attr = (VertexAttribute) (baseTangentsAttr + targetIndex);
|
|
vbb.attribute(attr, slot, VertexBuffer::AttributeType::SHORT4);
|
|
vbb.normalized(attr);
|
|
addBufferSlot({&mResult->mGenerateTangents, atype, slot++, morphId});
|
|
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;
|
|
if (!getElementType(accessor->type, accessor->component_type, &fatype)) {
|
|
slog.e << "Unsupported accessor type in " << name << io::endl;
|
|
return false;
|
|
}
|
|
|
|
VertexAttribute attr = (VertexAttribute) (basePositionAttr + targetIndex);
|
|
vbb.attribute(attr, slot, fatype, 0, accessor->stride);
|
|
vbb.normalized(attr, accessor->normalized);
|
|
addBufferSlot({accessor, atype, slot++, morphId});
|
|
}
|
|
}
|
|
|
|
if (vertexCount == 0) {
|
|
slog.e << "Empty vertex buffer in " << name << io::endl;
|
|
return false;
|
|
}
|
|
|
|
vbb.vertexCount(vertexCount);
|
|
|
|
// If an ubershader is used, then we provide a single dummy buffer 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->getSource() == LOAD_UBERSHADERS) {
|
|
if (!hasUv0) {
|
|
needsDummyData = true;
|
|
vbb.attribute(VertexAttribute::UV0, slot, VertexBuffer::AttributeType::USHORT2);
|
|
vbb.normalized(VertexAttribute::UV0);
|
|
}
|
|
if (!hasUv1) {
|
|
needsDummyData = true;
|
|
vbb.attribute(VertexAttribute::UV1, slot, VertexBuffer::AttributeType::USHORT2);
|
|
vbb.normalized(VertexAttribute::UV1);
|
|
}
|
|
if (!hasVertexColor) {
|
|
needsDummyData = true;
|
|
vbb.attribute(VertexAttribute::COLOR, slot, VertexBuffer::AttributeType::UBYTE4);
|
|
vbb.normalized(VertexAttribute::COLOR);
|
|
}
|
|
} else {
|
|
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 (needsDummyData) {
|
|
uint32_t size = sizeof(ubyte4) * vertexCount;
|
|
uint32_t* dummyData = (uint32_t*) malloc(size);
|
|
memset(dummyData, 0xff, size);
|
|
VertexBuffer::BufferDescriptor bd(dummyData, size, FREE_CALLBACK);
|
|
vertices->setBufferAt(*mEngine, slot, std::move(bd));
|
|
}
|
|
|
|
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(double4 {1.0 / aspect, 1.0, 1.0, 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_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_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;
|
|
|
|
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,
|
|
.hasNormalTexture = !!inputMat->normal_texture.texture,
|
|
.hasOcclusionTexture = !!inputMat->occlusion_texture.texture,
|
|
.hasEmissiveTexture = !!inputMat->emissive_texture.texture,
|
|
.enableDiagnostics = mDiagnosticsEnabled,
|
|
.baseColorUV = (uint8_t) baseColorTexture.texcoord,
|
|
.hasClearCoatTexture = !!ccConfig.clearcoat_texture.texture,
|
|
.clearCoatUV = (uint8_t) ccConfig.clearcoat_texture.texcoord,
|
|
.hasClearCoatRoughnessTexture = !!ccConfig.clearcoat_roughness_texture.texture,
|
|
.clearCoatRoughnessUV = (uint8_t) ccConfig.clearcoat_roughness_texture.texcoord,
|
|
.hasClearCoatNormalTexture = !!ccConfig.clearcoat_normal_texture.texture,
|
|
.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,
|
|
.transmissionUV = (uint8_t) trConfig.transmission_texture.texcoord,
|
|
.hasSheenColorTexture = !!shConfig.sheen_color_texture.texture,
|
|
.sheenColorUV = (uint8_t) shConfig.sheen_color_texture.texcoord,
|
|
.hasSheenRoughnessTexture = !!shConfig.sheen_roughness_texture.texture,
|
|
.sheenRoughnessUV = (uint8_t) shConfig.sheen_roughness_texture.texcoord,
|
|
.hasSheen = !!inputMat->has_sheen,
|
|
};
|
|
|
|
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;
|
|
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;
|
|
}
|
|
|
|
// 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);
|
|
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);
|
|
}
|
|
|
|
const float* e = inputMat->emissive_factor;
|
|
// To force emissive to bloom when emissiveFactor is at 1, we multiply by a luminance
|
|
// of 6EV. At 6EV, the luminance will be 2^(6-3) = 8 which is about the HDR range of
|
|
// our default tone mappers.
|
|
mi->setParameter("emissiveFactor", float3(e[0], e[1], e[2]) * Exposure::luminance(6.0f));
|
|
|
|
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.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);
|
|
}
|
|
}
|
|
}
|
|
|
|
mResult->mMatInstanceCache[key] = {mi, *uvmap};
|
|
return mi;
|
|
}
|
|
|
|
void FAssetLoader::addTextureBinding(MaterialInstance* materialInstance, const char* parameterName,
|
|
const cgltf_texture* srcTexture, bool srgb) {
|
|
if (!srcTexture->image) {
|
|
slog.w << "Texture is missing image (" << srcTexture->name << ")." << io::endl;
|
|
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 generate mipmaps unconditionally,
|
|
// 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) {
|
|
delete *loader;
|
|
*loader = nullptr;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
} // namespace gltfio
|