Files
filament/samples/app/MeshAssimp.cpp
Philip Rideout 898ed70aa0 Remove <iostream> from math headers.
This speeds up our build time by using <iosfwd> and un-inlining the
vector print functions.
2020-01-06 15:09:06 -08:00

1115 lines
46 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.
*/
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#include "MeshAssimp.h"
#include <stdlib.h>
#include <string.h>
#include <array>
#include <iostream>
#include <filament/Color.h>
#include <filament/VertexBuffer.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/RenderableManager.h>
#include <filament/TransformManager.h>
#include <math/norm.h>
#include <math/vec3.h>
#include <math/TVecHelpers.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/pbrmaterial.h>
#include <stb_image.h>
#include <backend/DriverEnums.h>
#include "generated/resources/resources.h"
using namespace filament;
using namespace filamat;
using namespace filament::math;
using namespace utils;
enum class AlphaMode : uint8_t {
OPAQUE,
MASKED,
TRANSPARENT
};
struct MaterialConfig {
bool doubleSided = false;
bool unlit = false;
bool hasVertexColors = false;
AlphaMode alphaMode = AlphaMode::OPAQUE;
float maskThreshold = 0.5f;
uint8_t baseColorUV = 0;
uint8_t metallicRoughnessUV = 0;
uint8_t emissiveUV = 0;
uint8_t aoUV = 0;
uint8_t normalUV = 0;
uint8_t maxUVIndex() {
return std::max({baseColorUV, metallicRoughnessUV, emissiveUV, aoUV, normalUV});
}
};
void appendBooleanToBitMask(uint64_t &bitmask, bool b) {
bitmask <<= 1;
bitmask |= b;
}
uint64_t hashMaterialConfig(MaterialConfig config) {
uint64_t bitmask = 0;
memcpy(&bitmask, &config.maskThreshold, sizeof(config.maskThreshold));
appendBooleanToBitMask(bitmask, config.doubleSided);
appendBooleanToBitMask(bitmask, config.unlit);
appendBooleanToBitMask(bitmask, config.hasVertexColors);
appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::OPAQUE);
appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::MASKED);
appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::TRANSPARENT);
appendBooleanToBitMask(bitmask, config.baseColorUV == 0);
appendBooleanToBitMask(bitmask, config.metallicRoughnessUV == 0);
appendBooleanToBitMask(bitmask, config.emissiveUV == 0);
appendBooleanToBitMask(bitmask, config.aoUV == 0);
appendBooleanToBitMask(bitmask, config.normalUV == 0);
return bitmask;
}
std::string shaderFromConfig(MaterialConfig config) {
std::string shader = R"SHADER(
void material(inout MaterialInputs material) {
)SHADER";
shader += "float2 normalUV = getUV" + std::to_string(config.normalUV) + "();\n";
shader += "float2 baseColorUV = getUV" + std::to_string(config.baseColorUV) + "();\n";
shader += "float2 metallicRoughnessUV = getUV" + std::to_string(config.metallicRoughnessUV) + "();\n";
shader += "float2 aoUV = getUV" + std::to_string(config.aoUV) + "();\n";
shader += "float2 emissiveUV = getUV" + std::to_string(config.emissiveUV) + "();\n";
if (!config.unlit) {
shader += R"SHADER(
material.normal = texture(materialParams_normalMap, normalUV).xyz * 2.0 - 1.0;
material.normal.y = -material.normal.y;
)SHADER";
}
shader += R"SHADER(
prepareMaterial(material);
material.baseColor = texture(materialParams_baseColorMap, baseColorUV);
material.baseColor *= materialParams.baseColorFactor;
)SHADER";
if (config.alphaMode == AlphaMode::TRANSPARENT) {
shader += R"SHADER(
material.baseColor.rgb *= material.baseColor.a;
)SHADER";
}
if (!config.unlit) {
shader += R"SHADER(
vec4 metallicRoughness = texture(materialParams_metallicRoughnessMap, metallicRoughnessUV);
material.roughness = materialParams.roughnessFactor * metallicRoughness.g;
material.metallic = materialParams.metallicFactor * metallicRoughness.b;
material.ambientOcclusion = texture(materialParams_aoMap, aoUV).r;
material.emissive.rgb = texture(materialParams_emissiveMap, emissiveUV).rgb;
material.emissive.rgb *= materialParams.emissiveFactor.rgb;
// The opinionated lighting model specified by glTF does not account for energy
// compensation, using this value basically disables it:
material.emissive.a = 3.0;
)SHADER";
}
shader += "}\n";
return shader;
}
Material* createMaterialFromConfig(Engine& engine, MaterialConfig config ) {
std::string shader = shaderFromConfig(config);
MaterialBuilder::init();
MaterialBuilder builder = MaterialBuilder()
.name("material")
.material(shader.c_str())
.doubleSided(config.doubleSided)
.require(VertexAttribute::UV0)
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap")
.parameter(MaterialBuilder::UniformType::FLOAT4, "baseColorFactor")
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "metallicRoughnessMap")
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "aoMap")
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "emissiveMap")
.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap")
.parameter(MaterialBuilder::UniformType::FLOAT, "metallicFactor")
.parameter(MaterialBuilder::UniformType::FLOAT, "roughnessFactor")
.parameter(MaterialBuilder::UniformType::FLOAT, "normalScale")
.parameter(MaterialBuilder::UniformType::FLOAT, "aoStrength")
.parameter(MaterialBuilder::UniformType::FLOAT3, "emissiveFactor");
if (config.maxUVIndex() > 0) {
builder.require(VertexAttribute::UV1);
}
switch(config.alphaMode) {
case AlphaMode::MASKED : builder.blending(MaterialBuilder::BlendingMode::MASKED);
builder.maskThreshold(config.maskThreshold);
break;
case AlphaMode::TRANSPARENT : builder.blending(MaterialBuilder::BlendingMode::TRANSPARENT);
break;
default : builder.blending(MaterialBuilder::BlendingMode::OPAQUE);
}
builder.shading(config.unlit ? Shading::UNLIT : Shading::LIT);
Package pkg = builder.build();
return Material::Builder().package(pkg.getData(), pkg.getSize()).build(engine);
}
Texture* MeshAssimp::createOneByOneTexture(uint32_t pixel) {
uint32_t *textureData = (uint32_t *) malloc(sizeof(uint32_t));
*textureData = pixel;
Texture *texturePtr = Texture::Builder()
.width(uint32_t(1))
.height(uint32_t(1))
.levels(0xff)
.format(Texture::InternalFormat::RGBA8)
.build(mEngine);
Texture::PixelBufferDescriptor defaultNormalBuffer(textureData,
size_t(1 * 1 * 4),
Texture::Format::RGBA,
Texture::Type::UBYTE,
(Texture::PixelBufferDescriptor::Callback) &free);
texturePtr->setImage(mEngine, 0, std::move(defaultNormalBuffer));
texturePtr->generateMipmaps(mEngine);
return texturePtr;
}
void getMinMaxUV(const aiScene *scene, const aiNode* node, float2 &minUV,
float2 &maxUV, uint32_t uvIndex) {
for (size_t i = 0; i < node->mNumMeshes; ++i) {
const aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
if (!mesh->HasTextureCoords(uvIndex)) {
continue;
}
const float3* uv = reinterpret_cast<const float3*>(mesh->mTextureCoords[uvIndex]);
const size_t numVertices = mesh->mNumVertices;
const size_t numFaces = mesh->mNumFaces;
if (numVertices == 0 || numFaces == 0) {
continue;
}
if (uv) {
for (size_t j = 0; j < numVertices; j++) {
minUV = min(uv[j].xy, minUV);
maxUV = max(uv[j].xy, maxUV);
}
}
}
for (size_t i = 0 ; i < node->mNumChildren ; ++i) {
getMinMaxUV(scene, node->mChildren[i], minUV, maxUV, uvIndex);
}
}
template<bool SNORMUVS>
static ushort2 convertUV(float2 uv) {
if (SNORMUVS) {
short2 uvshort(packSnorm16(uv));
return bit_cast<ushort2>(uvshort);
} else {
half2 uvhalf(uv);
return bit_cast<ushort2>(uvhalf);
}
}
MeshAssimp::MeshAssimp(Engine& engine) : mEngine(engine) {
mDefaultMap = createOneByOneTexture(0xffffffff);
mDefaultNormalMap = createOneByOneTexture(0xffff8080);
mDefaultColorMaterial = Material::Builder()
.package(RESOURCES_AIDEFAULTMAT_DATA, RESOURCES_AIDEFAULTMAT_SIZE)
.build(mEngine);
mDefaultColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultColorMaterial->setDefaultParameter("roughness", 0.4f);
mDefaultColorMaterial->setDefaultParameter("reflectance", 0.5f);
mDefaultTransparentColorMaterial = Material::Builder()
.package(RESOURCES_AIDEFAULTTRANS_DATA, RESOURCES_AIDEFAULTTRANS_SIZE)
.build(mEngine);
mDefaultTransparentColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultTransparentColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultTransparentColorMaterial->setDefaultParameter("roughness", 0.4f);
}
MeshAssimp::~MeshAssimp() {
mEngine.destroy(mVertexBuffer);
mEngine.destroy(mIndexBuffer);
mEngine.destroy(mDefaultColorMaterial);
mEngine.destroy(mDefaultTransparentColorMaterial);
mEngine.destroy(mDefaultNormalMap);
mEngine.destroy(mDefaultMap);
for (auto& item : mGltfMaterialCache) {
auto material = item.second;
mEngine.destroy(material);
}
for (Entity renderable : mRenderables) {
mEngine.destroy(renderable);
}
for (Texture* texture : mTextures) {
mEngine.destroy(texture);
}
// destroy the Entities itself
EntityManager::get().destroy(mRenderables.size(), mRenderables.data());
}
template<typename T>
struct State {
std::vector<T> state;
explicit State(std::vector<T>&& state) : state(std::move(state)) { }
static void free(void* buffer, size_t size, void* user) {
auto* const that = static_cast<State<T>*>(user);
delete that;
}
size_t size() const { return state.size() * sizeof(T); }
T const * data() const { return state.data(); }
};
//TODO: Remove redundant method from sample_full_pbr
static void loadTexture(Engine *engine, const std::string &filePath, Texture **map,
bool sRGB, bool hasAlpha) {
if (!filePath.empty()) {
Path path(filePath);
if (path.exists()) {
int w, h, n;
int numChannels = hasAlpha ? 4 : 3;
Texture::InternalFormat inputFormat;
if (sRGB) {
inputFormat = hasAlpha ? Texture::InternalFormat::SRGB8_A8 : Texture::InternalFormat::SRGB8;
} else {
inputFormat = hasAlpha ? Texture::InternalFormat::RGBA8 : Texture::InternalFormat::RGB8;
}
Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
uint8_t *data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, numChannels);
if (data != nullptr) {
*map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(inputFormat)
.build(*engine);
Texture::PixelBufferDescriptor buffer(data,
size_t(w * h * numChannels),
outputFormat,
Texture::Type::UBYTE,
(Texture::PixelBufferDescriptor::Callback) &stbi_image_free);
(*map)->setImage(*engine, 0, std::move(buffer));
(*map)->generateMipmaps(*engine);
} else {
std::cout << "The texture " << path << " could not be loaded" << std::endl;
}
} else {
std::cout << "The texture " << path << " does not exist" << std::endl;
}
}
}
void loadEmbeddedTexture(Engine *engine, aiTexture *embeddedTexture, Texture **map,
bool sRGB, bool hasAlpha) {
int w, h, n;
int numChannels = hasAlpha ? 4 : 3;
Texture::InternalFormat inputFormat;
if (sRGB) {
inputFormat = hasAlpha ? Texture::InternalFormat::SRGB8_A8 : Texture::InternalFormat::SRGB8;
} else {
inputFormat = hasAlpha ? Texture::InternalFormat::RGBA8 : Texture::InternalFormat::RGB8;
}
Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
uint8_t *data = stbi_load_from_memory((unsigned char *) embeddedTexture->pcData,
embeddedTexture->mWidth, &w, &h, &n, numChannels);
*map = Texture::Builder()
.width(uint32_t(w))
.height(uint32_t(h))
.levels(0xff)
.format(inputFormat)
.build(*engine);
Texture::PixelBufferDescriptor defaultBuffer(data,
size_t(w * h * numChannels),
outputFormat,
Texture::Type::UBYTE,
(Texture::PixelBufferDescriptor::Callback) &free);
(*map)->setImage(*engine, 0, std::move(defaultBuffer));
(*map)->generateMipmaps(*engine);
}
// Takes a texture filename and returns the index of the embedded texture,
// -1 if the texture is not embedded
int32_t getEmbeddedTextureId(const aiString& path) {
const char *pathStr = path.C_Str();
if (path.length >= 2 && pathStr[0] == '*') {
for (int i = 1; i < path.length; i++) {
if (!isdigit(pathStr[i])) {
return -1;
}
}
return std::atoi(pathStr + 1); // NOLINT
}
return -1;
}
TextureSampler::WrapMode aiToFilamentMapMode(aiTextureMapMode mapMode) {
switch(mapMode) {
case aiTextureMapMode_Clamp :
return TextureSampler::WrapMode::CLAMP_TO_EDGE;
case aiTextureMapMode_Mirror :
return TextureSampler::WrapMode::MIRRORED_REPEAT;
default:
return TextureSampler::WrapMode::REPEAT;
}
}
TextureSampler::MinFilter aiMinFilterToFilament(unsigned int aiMinFilter) {
switch(aiMinFilter) {
case GL_NEAREST: return TextureSampler::MinFilter::NEAREST;
case GL_LINEAR: return TextureSampler::MinFilter::LINEAR;
case GL_NEAREST_MIPMAP_NEAREST: return TextureSampler::MinFilter::NEAREST_MIPMAP_NEAREST;
case GL_LINEAR_MIPMAP_NEAREST: return TextureSampler::MinFilter::LINEAR_MIPMAP_NEAREST;
case GL_NEAREST_MIPMAP_LINEAR: return TextureSampler::MinFilter::NEAREST_MIPMAP_LINEAR;
case GL_LINEAR_MIPMAP_LINEAR: return TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR;
default: return TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR;
}
}
TextureSampler::MagFilter aiMagFilterToFilament(unsigned int aiMagFilter) {
switch(aiMagFilter) {
case GL_NEAREST: return TextureSampler::MagFilter::NEAREST;
default: return TextureSampler::MagFilter::LINEAR;
}
}
// TODO: Change this to a member function (requires some alteration of cmakelsts.txt)
void setTextureFromPath(const aiScene *scene, Engine *engine,
std::vector<filament::Texture*> textures, const aiString &textureFile,
const std::string &materialName, const std::string &textureDirectory,
aiTextureMapMode *mapMode, const char *parameterName,
std::map<std::string, MaterialInstance *> &outMaterials,
unsigned int aiMinFilterType=0, unsigned int aiMagFilterType=0) {
TextureSampler::MinFilter minFilterType = aiMinFilterToFilament(aiMinFilterType);
TextureSampler::MagFilter magFilterType = aiMagFilterToFilament(aiMagFilterType);
TextureSampler sampler;
if (mapMode) {
sampler = TextureSampler(
minFilterType,
magFilterType,
aiToFilamentMapMode(mapMode[0]),
aiToFilamentMapMode(mapMode[1]),
aiToFilamentMapMode(mapMode[2]));
} else {
sampler = TextureSampler(
minFilterType,
magFilterType,
TextureSampler::WrapMode::REPEAT);
}
Texture* textureMap = nullptr;
int32_t embeddedId = getEmbeddedTextureId(textureFile);
// TODO: change this in refactor
bool isSRGB = strcmp(parameterName, "baseColorMap") == 0 || strcmp(parameterName, "emissiveMap") == 0;
bool hasAlpha = strcmp(parameterName, "baseColorMap") == 0;
if (embeddedId != -1) {
loadEmbeddedTexture(engine, scene->mTextures[embeddedId], &textureMap, isSRGB, hasAlpha);
} else {
loadTexture(engine, textureDirectory + textureFile.C_Str(), &textureMap, isSRGB, hasAlpha);
}
textures.push_back(textureMap);
if (textureMap != nullptr) {
outMaterials[materialName]->setParameter(parameterName, textureMap, sampler);
}
}
template<typename VECTOR, typename INDEX>
Box computeTransformedAABB(VECTOR const* vertices, INDEX const* indices, size_t count,
const mat4f& transform) noexcept {
size_t stride = sizeof(VECTOR);
filament::math::float3 bmin(std::numeric_limits<float>::max());
filament::math::float3 bmax(std::numeric_limits<float>::lowest());
for (size_t i = 0; i < count; ++i) {
VECTOR const* p = reinterpret_cast<VECTOR const*>(
(char const*) vertices + indices[i] * stride);
const filament::math::float3 v(p->x, p->y, p->z);
float3 tv = (transform * float4(v, 1.0f)).xyz;
bmin = min(bmin, tv);
bmax = max(bmax, tv);
}
return Box().set(bmin, bmax);
}
void MeshAssimp::addFromFile(const Path& path,
std::map<std::string, MaterialInstance*>& materials, bool overrideMaterial) {
Asset asset;
asset.file = path;
{ // This scope to make sure we're not using std::move()'d objects later
// TODO: if we had a way to allocate temporary buffers from the engine with a
// "command buffer" lifetime, we wouldn't need to have to deal with freeing the
// std::vectors here.
//TODO: a lot of these method arguments should probably be class or global variables
if (!setFromFile(asset, materials)) {
return;
}
VertexBuffer::Builder vertexBufferBuilder = VertexBuffer::Builder()
.vertexCount((uint32_t)asset.positions.size())
.bufferCount(4)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4)
.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
.normalized(VertexAttribute::TANGENTS);
if (asset.snormUV0) {
vertexBufferBuilder.attribute(VertexAttribute::UV0, 2, VertexBuffer::AttributeType::SHORT2)
.normalized(VertexAttribute::UV0);
} else {
vertexBufferBuilder.attribute(VertexAttribute::UV0, 2, VertexBuffer::AttributeType::HALF2);
}
if (asset.snormUV1) {
vertexBufferBuilder.attribute(VertexAttribute::UV1, 3, VertexBuffer::AttributeType::SHORT2)
.normalized(VertexAttribute::UV1);
} else {
vertexBufferBuilder.attribute(VertexAttribute::UV1, 3, VertexBuffer::AttributeType::HALF2);
}
mVertexBuffer = vertexBufferBuilder.build(mEngine);
auto ps = new State<half4>(std::move(asset.positions));
auto ns = new State<short4>(std::move(asset.tangents));
auto t0s = new State<ushort2>(std::move(asset.texCoords0));
auto t1s = new State<ushort2>(std::move(asset.texCoords1));
auto is = new State<uint32_t>(std::move(asset.indices));
mVertexBuffer->setBufferAt(mEngine, 0,
VertexBuffer::BufferDescriptor(ps->data(), ps->size(), State<half4>::free, ps));
mVertexBuffer->setBufferAt(mEngine, 1,
VertexBuffer::BufferDescriptor(ns->data(), ns->size(), State<short4>::free, ns));
mVertexBuffer->setBufferAt(mEngine, 2,
VertexBuffer::BufferDescriptor(t0s->data(), t0s->size(), State<ushort2>::free, t0s));
mVertexBuffer->setBufferAt(mEngine, 3,
VertexBuffer::BufferDescriptor(t1s->data(), t1s->size(), State<ushort2>::free, t1s));
mIndexBuffer = IndexBuffer::Builder().indexCount(uint32_t(is->size())).build(mEngine);
mIndexBuffer->setBuffer(mEngine,
IndexBuffer::BufferDescriptor(is->data(), is->size(), State<uint32_t>::free, is));
}
// always add the DefaultMaterial (with its default parameters), so we don't pick-up
// whatever defaults is used in mesh
if (materials.find(AI_DEFAULT_MATERIAL_NAME) == materials.end()) {
materials[AI_DEFAULT_MATERIAL_NAME] = mDefaultColorMaterial->createInstance();
}
size_t startIndex = mRenderables.size();
mRenderables.resize(startIndex + asset.meshes.size());
EntityManager::get().create(asset.meshes.size(), mRenderables.data() + startIndex);
EntityManager::get().create(1, &rootEntity);
TransformManager& tcm = mEngine.getTransformManager();
//Add root instance
tcm.create(rootEntity, TransformManager::Instance{}, mat4f());
for (auto& mesh : asset.meshes) {
RenderableManager::Builder builder(mesh.parts.size());
builder.boundingBox(mesh.aabb);
size_t partIndex = 0;
for (auto& part : mesh.parts) {
builder.geometry(partIndex, RenderableManager::PrimitiveType::TRIANGLES,
mVertexBuffer, mIndexBuffer, part.offset, part.count);
if (overrideMaterial) {
builder.material(partIndex, materials[AI_DEFAULT_MATERIAL_NAME]);
} else {
auto pos = materials.find(part.material);
if (pos != materials.end()) {
builder.material(partIndex, pos->second);
} else {
MaterialInstance* colorMaterial;
if (part.opacity < 1.0f) {
colorMaterial = mDefaultTransparentColorMaterial->createInstance();
colorMaterial->setParameter("baseColor", RgbaType::sRGB,
sRGBColorA { part.baseColor, part.opacity });
} else {
colorMaterial = mDefaultColorMaterial->createInstance();
colorMaterial->setParameter("baseColor", RgbType::sRGB, part.baseColor);
colorMaterial->setParameter("reflectance", part.reflectance);
}
colorMaterial->setParameter("metallic", part.metallic);
colorMaterial->setParameter("roughness", part.roughness);
builder.material(partIndex, colorMaterial);
materials[part.material] = colorMaterial;
}
}
partIndex++;
}
const size_t meshIndex = &mesh - asset.meshes.data();
Entity entity = mRenderables[startIndex + meshIndex];
if (!mesh.parts.empty()) {
builder.build(mEngine, entity);
}
auto pindex = asset.parents[meshIndex];
TransformManager::Instance parent((pindex < 0) ?
tcm.getInstance(rootEntity) : tcm.getInstance(mRenderables[pindex]));
tcm.create(entity, parent, mesh.transform);
}
}
using Assimp::Importer;
bool MeshAssimp::setFromFile(Asset& asset, std::map<std::string, MaterialInstance*>& outMaterials) {
Importer importer;
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
aiPrimitiveType_LINE | aiPrimitiveType_POINT);
importer.SetPropertyBool(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, true);
importer.SetPropertyBool(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, true);
aiScene const* scene = importer.ReadFile(asset.file,
// normals and tangents
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace |
// UV Coordinates
aiProcess_GenUVCoords |
// topology optimization
aiProcess_FindInstances |
aiProcess_OptimizeMeshes |
aiProcess_JoinIdenticalVertices |
// misc optimization
aiProcess_ImproveCacheLocality |
aiProcess_SortByPType |
// we only support triangles
aiProcess_Triangulate);
size_t index = importer.GetImporterIndex(asset.file.getExtension().c_str());
const aiImporterDesc* importerDesc = importer.GetImporterInfo(index);
bool isGLTF = importerDesc &&
(!strncmp("glTF Importer", importerDesc->mName, 13) ||
!strncmp("glTF2 Importer", importerDesc->mName, 14));
if (!scene) {
std::cout << "No scene" << std::endl;
}
if (scene && !scene->mRootNode) {
std::cout << "No root node" << std::endl;
}
// we could use those, but we want to keep the graph if any, for testing
// aiProcess_OptimizeGraph
// aiProcess_PreTransformVertices
const std::function<void(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount)>
countVertices = [scene, &countVertices]
(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount) {
for (size_t i = 0; i < node->mNumMeshes; i++) {
aiMesh const *mesh = scene->mMeshes[node->mMeshes[i]];
totalVertexCount += mesh->mNumVertices;
const aiFace *faces = mesh->mFaces;
const size_t numFaces = mesh->mNumFaces;
totalIndexCount += numFaces * faces[0].mNumIndices;
}
for (size_t i = 0; i < node->mNumChildren; i++) {
countVertices(node->mChildren[i], totalVertexCount, totalIndexCount);
}
};
if (scene) {
size_t deep = 0;
size_t depth = 0;
size_t matCount = 0;
aiNode const* node = scene->mRootNode;
size_t totalVertexCount = 0;
size_t totalIndexCount = 0;
countVertices(node, totalVertexCount, totalIndexCount);
asset.positions.reserve(asset.positions.size() + totalVertexCount);
asset.tangents.reserve(asset.tangents.size() + totalVertexCount);
asset.texCoords0.reserve(asset.texCoords0.size() + totalVertexCount);
asset.texCoords1.reserve(asset.texCoords1.size() + totalVertexCount);
asset.indices.reserve(asset.indices.size() + totalIndexCount);
float2 minUV0 = float2(std::numeric_limits<float>::max());
float2 maxUV0 = float2(std::numeric_limits<float>::lowest());
getMinMaxUV(scene, node, minUV0, maxUV0, 0);
float2 minUV1 = float2(std::numeric_limits<float>::max());
float2 maxUV1 = float2(std::numeric_limits<float>::lowest());
getMinMaxUV(scene, node, minUV1, maxUV1, 1);
asset.snormUV0 = minUV0.x >= -1.0f && minUV0.x <= 1.0f && maxUV0.x >= -1.0f && maxUV0.x <= 1.0f &&
minUV0.y >= -1.0f && minUV0.y <= 1.0f && maxUV0.y >= -1.0f && maxUV0.y <= 1.0f;
asset.snormUV1 = minUV1.x >= -1.0f && minUV1.x <= 1.0f && maxUV1.x >= -1.0f && maxUV1.x <= 1.0f &&
minUV1.y >= -1.0f && minUV1.y <= 1.0f && maxUV1.y >= -1.0f && maxUV1.y <= 1.0f;
if (asset.snormUV0) {
if (asset.snormUV1) {
processNode<true, true>(asset, outMaterials,
scene, isGLTF, deep, matCount, node, -1, depth);
} else {
processNode<true, false>(asset, outMaterials,
scene, isGLTF, deep, matCount, node, -1, depth);
}
} else {
if (asset.snormUV1) {
processNode<false, true>(asset, outMaterials,
scene, isGLTF, deep, matCount, node, -1, depth);
} else {
processNode<false, false>(asset, outMaterials,
scene, isGLTF, deep, matCount, node, -1, depth);
}
}
// compute the aabb and find bounding box of entire model
for (auto& mesh : asset.meshes) {
mesh.aabb = RenderableManager::computeAABB(
asset.positions.data(),
asset.indices.data() + mesh.offset,
mesh.count);
Box transformedAabb = computeTransformedAABB(
asset.positions.data(),
asset.indices.data() + mesh.offset,
mesh.count,
mesh.accTransform);
float3 aabbMin = transformedAabb.getMin();
float3 aabbMax = transformedAabb.getMax();
if (!isinf(aabbMin.x) && !isinf(aabbMax.x)) {
if (minBound.x > maxBound.x) {
minBound.x = aabbMin.x;
maxBound.x = aabbMax.x;
} else {
minBound.x = fmin(minBound.x, aabbMin.x);
maxBound.x = fmax(maxBound.x, aabbMax.x);
}
}
if (!isinf(aabbMin.y) && !isinf(aabbMax.y)) {
if (minBound.y > maxBound.y) {
minBound.y = aabbMin.y;
maxBound.y = aabbMax.y;
} else {
minBound.y = fmin(minBound.y, aabbMin.y);
maxBound.y = fmax(maxBound.y, aabbMax.y);
}
}
if (!isinf(aabbMin.z) && !isinf(aabbMax.z)) {
if (minBound.z > maxBound.z) {
minBound.z = aabbMin.z;
maxBound.z = aabbMax.z;
} else {
minBound.z = fmin(minBound.z, aabbMin.z);
maxBound.z = fmax(maxBound.z, aabbMax.z);
}
}
}
return true;
}
return false;
}
template<bool SNORMUV0, bool SNORMUV1>
void MeshAssimp::processNode(Asset& asset,
std::map<std::string,
MaterialInstance *> &outMaterials,
const aiScene *scene,
bool isGLTF,
size_t deep,
size_t matCount,
const aiNode *node,
int parentIndex,
size_t &depth) const {
mat4f const& current = transpose(*reinterpret_cast<mat4f const*>(&node->mTransformation));
size_t totalIndices = 0;
asset.parents.push_back(parentIndex);
asset.meshes.push_back(Mesh{});
asset.meshes.back().offset = asset.indices.size();
asset.meshes.back().transform = current;
mat4f parentTransform = parentIndex >= 0 ? asset.meshes[parentIndex].accTransform : mat4f();
asset.meshes.back().accTransform = parentTransform * current;
for (size_t i = 0; i < node->mNumMeshes; i++) {
aiMesh const* mesh = scene->mMeshes[node->mMeshes[i]];
float3 const* positions = reinterpret_cast<float3 const*>(mesh->mVertices);
float3 const* tangents = reinterpret_cast<float3 const*>(mesh->mTangents);
float3 const* bitangents = reinterpret_cast<float3 const*>(mesh->mBitangents);
float3 const* normals = reinterpret_cast<float3 const*>(mesh->mNormals);
float3 const* texCoords0 = reinterpret_cast<float3 const*>(mesh->mTextureCoords[0]);
float3 const* texCoords1 = reinterpret_cast<float3 const*>(mesh->mTextureCoords[1]);
const size_t numVertices = mesh->mNumVertices;
if (numVertices > 0) {
const aiFace* faces = mesh->mFaces;
const size_t numFaces = mesh->mNumFaces;
if (numFaces > 0) {
size_t indicesOffset = asset.positions.size();
for (size_t j = 0; j < numVertices; j++) {
float3 normal = normals[j];
float3 tangent;
float3 bitangent;
// Assimp always returns 3D tex coords but we only support 2D tex coords.
float2 texCoord0 = texCoords0 ? texCoords0[j].xy : float2{0.0};
float2 texCoord1 = texCoords1 ? texCoords1[j].xy : float2{0.0};
// If the tangent and bitangent don't exist, make arbitrary ones. This only
// occurs when the mesh is missing texture coordinates, because assimp
// computes tangents for us. (search up for aiProcess_CalcTangentSpace)
if (!tangents) {
bitangent = normalize(cross(normal, float3{1.0, 0.0, 0.0}));
tangent = normalize(cross(normal, bitangent));
} else {
tangent = tangents[j];
bitangent = bitangents[j];
}
quatf q = filament::math::details::TMat33<float>::packTangentFrame({tangent, bitangent, normal});
asset.tangents.push_back(packSnorm16(q.xyzw));
asset.texCoords0.emplace_back(convertUV<SNORMUV0>(texCoord0));
asset.texCoords1.emplace_back(convertUV<SNORMUV1>(texCoord1));
asset.positions.emplace_back(positions[j], 1.0_h);
}
// Populate the index buffer. All faces are triangles at this point because we
// asked assimp to perform triangulation.
size_t indicesCount = numFaces * faces[0].mNumIndices;
size_t indexBufferOffset = asset.indices.size();
totalIndices += indicesCount;
for (size_t j = 0; j < numFaces; ++j) {
const aiFace& face = faces[j];
for (size_t k = 0; k < face.mNumIndices; ++k) {
asset.indices.push_back(uint32_t(face.mIndices[k] + indicesOffset));
}
}
uint32_t materialId = mesh->mMaterialIndex;
aiMaterial const* material = scene->mMaterials[materialId];
aiString name;
std::string materialName;
if (material->Get(AI_MATKEY_NAME, name) != AI_SUCCESS) {
if (isGLTF) {
while (outMaterials.find("_mat_" + std::to_string(matCount))
!= outMaterials.end()) {
matCount++;
}
materialName = "_mat_" + std::to_string(matCount);
} else {
materialName = AI_DEFAULT_MATERIAL_NAME;
}
} else {
materialName = name.C_Str();
}
if (isGLTF && outMaterials.find(materialName) == outMaterials.end()) {
std::string dirName = asset.file.getParent();
processGLTFMaterial(scene, material, materialName, dirName, outMaterials);
}
aiColor3D color;
sRGBColor baseColor{1.0f};
if (material->Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
baseColor = *reinterpret_cast<sRGBColor*>(&color);
}
float opacity;
if (material->Get(AI_MATKEY_OPACITY, opacity) != AI_SUCCESS) {
opacity = 1.0f;
}
if (opacity <= 0.0f) opacity = 1.0f;
float shininess;
if (material->Get(AI_MATKEY_SHININESS, shininess) != AI_SUCCESS) {
shininess = 0.0f;
}
// convert shininess to roughness
float roughness = sqrt(2.0f / (shininess + 2.0f));
float metallic = 0.0f;
float reflectance = 0.5f;
if (material->Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
// if there's a non-grey specular color, assume a metallic surface
if (color.r != color.g && color.r != color.b) {
metallic = 1.0f;
baseColor = *reinterpret_cast<sRGBColor*>(&color);
} else {
if (baseColor.r == 0.0f && baseColor.g == 0.0f && baseColor.b == 0.0f) {
metallic = 1.0f;
baseColor = *reinterpret_cast<sRGBColor*>(&color);
} else {
// TODO: the conversion formula is correct
// reflectance = sqrtf(color.r / 0.16f);
}
}
}
asset.meshes.back().parts.push_back({
indexBufferOffset, indicesCount, materialName,
baseColor, opacity, metallic, roughness, reflectance
});
}
}
}
if (node->mNumMeshes > 0) {
asset.meshes.back().count = totalIndices;
}
if (node->mNumChildren) {
parentIndex = static_cast<int>(asset.meshes.size()) - 1;
deep++;
depth = std::max(deep, depth);
for (size_t i = 0, c = node->mNumChildren; i < c; i++) {
processNode<SNORMUV0, SNORMUV1>(asset, outMaterials, scene,
isGLTF, deep, matCount, node->mChildren[i], parentIndex, depth);
}
deep--;
}
}
void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* material,
const std::string& materialName, const std::string& dirName,
std::map<std::string, MaterialInstance*>& outMaterials) const {
aiString baseColorPath;
aiString AOPath;
aiString MRPath;
aiString normalPath;
aiString emissivePath;
aiTextureMapMode mapMode[3];
MaterialConfig matConfig;
material->Get(AI_MATKEY_TWOSIDED, matConfig.doubleSided);
material->Get(AI_MATKEY_GLTF_UNLIT, matConfig.unlit);
aiString alphaMode;
material->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode);
if (strcmp(alphaMode.C_Str(), "BLEND") == 0) {
matConfig.alphaMode = AlphaMode::TRANSPARENT;
} else if (strcmp(alphaMode.C_Str(), "MASK") == 0) {
matConfig.alphaMode = AlphaMode::MASKED;
float maskThreshold = 0.5;
material->Get(AI_MATKEY_GLTF_ALPHACUTOFF, maskThreshold);
matConfig.maskThreshold = maskThreshold;
}
material->Get(_AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE,
matConfig.baseColorUV);
material->Get(_AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE,
matConfig.metallicRoughnessUV);
material->Get(_AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, aiTextureType_LIGHTMAP, 0, matConfig.aoUV);
material->Get(_AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, aiTextureType_NORMALS, 0, matConfig.normalUV);
material->Get(_AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, aiTextureType_EMISSIVE, 0, matConfig.emissiveUV);
uint64_t configHash = hashMaterialConfig(matConfig);
if (mGltfMaterialCache.find(configHash) == mGltfMaterialCache.end()) {
mGltfMaterialCache[configHash] = createMaterialFromConfig(mEngine, matConfig);
}
outMaterials[materialName] = mGltfMaterialCache[configHash]->createInstance();
// TODO: is there a way to use the same material for multiple mask threshold values?
// if (matConfig.alphaMode == masked) {
// float maskThreshold = 0.5;
// material->Get(AI_MATKEY_GLTF_ALPHACUTOFF, maskThreshold);
// outMaterials[materialName]->setParameter("maskThreshold", maskThreshold);
// }
// Load property values for gltf files
aiColor4D baseColorFactor;
aiColor3D emissiveFactor;
float metallicFactor = 1.0;
float roughnessFactor = 1.0;
// TODO: is occlusion strength available on Assimp now?
// Load texture images for gltf files
TextureSampler sampler(
TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR,
TextureSampler::MagFilter::LINEAR,
TextureSampler::WrapMode::REPEAT);
if (material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &baseColorPath,
nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
unsigned int minType = 0;
unsigned int magType = 0;
material->Get("$tex.mappingfiltermin", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, minType);
material->Get("$tex.mappingfiltermag", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, magType);
setTextureFromPath(scene, &mEngine, mTextures, baseColorPath,
materialName, dirName, mapMode, "baseColorMap", outMaterials, minType, magType);
} else {
outMaterials[materialName]->setParameter("baseColorMap", mDefaultMap, sampler);
}
if (material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &MRPath,
nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
unsigned int minType = 0;
unsigned int magType = 0;
material->Get("$tex.mappingfiltermin", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, minType);
material->Get("$tex.mappingfiltermag", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, magType);
setTextureFromPath(scene, &mEngine, mTextures, MRPath, materialName,
dirName, mapMode, "metallicRoughnessMap", outMaterials, minType, magType);
} else {
outMaterials[materialName]->setParameter("metallicRoughnessMap", mDefaultMap, sampler);
outMaterials[materialName]->setParameter("metallicFactor", mDefaultMetallic);
outMaterials[materialName]->setParameter("roughnessFactor", mDefaultRoughness);
}
if (material->GetTexture(aiTextureType_LIGHTMAP, 0, &AOPath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
unsigned int minType = 0;
unsigned int magType = 0;
material->Get("$tex.mappingfiltermin", aiTextureType_LIGHTMAP, 0, minType);
material->Get("$tex.mappingfiltermag", aiTextureType_LIGHTMAP, 0, magType);
setTextureFromPath(scene, &mEngine, mTextures, AOPath, materialName,
dirName, mapMode, "aoMap", outMaterials, minType, magType);
} else {
outMaterials[materialName]->setParameter("aoMap", mDefaultMap, sampler);
}
if (material->GetTexture(aiTextureType_NORMALS, 0, &normalPath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
unsigned int minType = 0;
unsigned int magType = 0;
material->Get("$tex.mappingfiltermin", aiTextureType_NORMALS, 0, minType);
material->Get("$tex.mappingfiltermag", aiTextureType_NORMALS, 0, magType);
setTextureFromPath(scene, &mEngine, mTextures, normalPath, materialName,
dirName, mapMode, "normalMap", outMaterials, minType, magType);
} else {
outMaterials[materialName]->setParameter("normalMap", mDefaultNormalMap, sampler);
}
if (material->GetTexture(aiTextureType_EMISSIVE, 0, &emissivePath, nullptr,
nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) {
unsigned int minType = 0;
unsigned int magType = 0;
material->Get("$tex.mappingfiltermin", aiTextureType_EMISSIVE, 0, minType);
material->Get("$tex.mappingfiltermag", aiTextureType_EMISSIVE, 0, magType);
setTextureFromPath(scene, &mEngine, mTextures, emissivePath, materialName,
dirName, mapMode, "emissiveMap", outMaterials, minType, magType);
} else {
outMaterials[materialName]->setParameter("emissiveMap", mDefaultMap, sampler);
outMaterials[materialName]->setParameter("emissiveFactor", mDefaultEmissive);
}
//If the gltf has texture factors, override the default factor values
if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, metallicFactor) == AI_SUCCESS) {
outMaterials[materialName]->setParameter("metallicFactor", metallicFactor);
}
if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, roughnessFactor) == AI_SUCCESS) {
outMaterials[materialName]->setParameter("roughnessFactor", roughnessFactor);
}
if (material->Get(AI_MATKEY_COLOR_EMISSIVE, emissiveFactor) == AI_SUCCESS) {
sRGBColor emissiveFactorCast = *reinterpret_cast<sRGBColor*>(&emissiveFactor);
outMaterials[materialName]->setParameter("emissiveFactor", emissiveFactorCast);
}
if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, baseColorFactor) == AI_SUCCESS) {
sRGBColorA baseColorFactorCast = *reinterpret_cast<sRGBColorA*>(&baseColorFactor);
outMaterials[materialName]->setParameter("baseColorFactor", baseColorFactorCast);
}
aiBool isSpecularGlossiness = false;
if (material->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, isSpecularGlossiness) == AI_SUCCESS) {
if (isSpecularGlossiness) {
std::cout << "Warning: pbrSpecularGlossiness textures are not currently supported" << std::endl;
}
}
}