This speeds up our build time by using <iosfwd> and un-inlining the vector print functions.
1115 lines
46 KiB
C++
1115 lines
46 KiB
C++
/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define GL_NEAREST 0x2600
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#define GL_LINEAR 0x2601
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#define GL_NEAREST_MIPMAP_NEAREST 0x2700
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#define GL_LINEAR_MIPMAP_NEAREST 0x2701
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#define GL_NEAREST_MIPMAP_LINEAR 0x2702
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#define GL_LINEAR_MIPMAP_LINEAR 0x2703
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_TEXTURE_WRAP_T 0x2803
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#include "MeshAssimp.h"
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#include <stdlib.h>
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#include <string.h>
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#include <array>
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#include <iostream>
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#include <filament/Color.h>
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#include <filament/VertexBuffer.h>
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Material.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/RenderableManager.h>
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#include <filament/TransformManager.h>
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#include <math/norm.h>
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#include <math/vec3.h>
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#include <math/TVecHelpers.h>
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/cimport.h>
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#include <assimp/scene.h>
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#include <assimp/pbrmaterial.h>
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#include <stb_image.h>
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#include <backend/DriverEnums.h>
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#include "generated/resources/resources.h"
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using namespace filament;
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using namespace filamat;
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using namespace filament::math;
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using namespace utils;
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enum class AlphaMode : uint8_t {
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OPAQUE,
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MASKED,
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TRANSPARENT
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};
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struct MaterialConfig {
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bool doubleSided = false;
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bool unlit = false;
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bool hasVertexColors = false;
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AlphaMode alphaMode = AlphaMode::OPAQUE;
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float maskThreshold = 0.5f;
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uint8_t baseColorUV = 0;
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uint8_t metallicRoughnessUV = 0;
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uint8_t emissiveUV = 0;
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uint8_t aoUV = 0;
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uint8_t normalUV = 0;
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uint8_t maxUVIndex() {
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return std::max({baseColorUV, metallicRoughnessUV, emissiveUV, aoUV, normalUV});
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}
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};
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void appendBooleanToBitMask(uint64_t &bitmask, bool b) {
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bitmask <<= 1;
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bitmask |= b;
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}
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uint64_t hashMaterialConfig(MaterialConfig config) {
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uint64_t bitmask = 0;
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memcpy(&bitmask, &config.maskThreshold, sizeof(config.maskThreshold));
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appendBooleanToBitMask(bitmask, config.doubleSided);
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appendBooleanToBitMask(bitmask, config.unlit);
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appendBooleanToBitMask(bitmask, config.hasVertexColors);
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appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::OPAQUE);
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appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::MASKED);
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appendBooleanToBitMask(bitmask, config.alphaMode == AlphaMode::TRANSPARENT);
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appendBooleanToBitMask(bitmask, config.baseColorUV == 0);
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appendBooleanToBitMask(bitmask, config.metallicRoughnessUV == 0);
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appendBooleanToBitMask(bitmask, config.emissiveUV == 0);
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appendBooleanToBitMask(bitmask, config.aoUV == 0);
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appendBooleanToBitMask(bitmask, config.normalUV == 0);
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return bitmask;
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}
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std::string shaderFromConfig(MaterialConfig config) {
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std::string shader = R"SHADER(
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void material(inout MaterialInputs material) {
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)SHADER";
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shader += "float2 normalUV = getUV" + std::to_string(config.normalUV) + "();\n";
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shader += "float2 baseColorUV = getUV" + std::to_string(config.baseColorUV) + "();\n";
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shader += "float2 metallicRoughnessUV = getUV" + std::to_string(config.metallicRoughnessUV) + "();\n";
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shader += "float2 aoUV = getUV" + std::to_string(config.aoUV) + "();\n";
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shader += "float2 emissiveUV = getUV" + std::to_string(config.emissiveUV) + "();\n";
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if (!config.unlit) {
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shader += R"SHADER(
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material.normal = texture(materialParams_normalMap, normalUV).xyz * 2.0 - 1.0;
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material.normal.y = -material.normal.y;
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)SHADER";
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}
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shader += R"SHADER(
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prepareMaterial(material);
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material.baseColor = texture(materialParams_baseColorMap, baseColorUV);
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material.baseColor *= materialParams.baseColorFactor;
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)SHADER";
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if (config.alphaMode == AlphaMode::TRANSPARENT) {
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shader += R"SHADER(
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material.baseColor.rgb *= material.baseColor.a;
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)SHADER";
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}
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if (!config.unlit) {
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shader += R"SHADER(
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vec4 metallicRoughness = texture(materialParams_metallicRoughnessMap, metallicRoughnessUV);
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material.roughness = materialParams.roughnessFactor * metallicRoughness.g;
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material.metallic = materialParams.metallicFactor * metallicRoughness.b;
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material.ambientOcclusion = texture(materialParams_aoMap, aoUV).r;
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material.emissive.rgb = texture(materialParams_emissiveMap, emissiveUV).rgb;
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material.emissive.rgb *= materialParams.emissiveFactor.rgb;
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// The opinionated lighting model specified by glTF does not account for energy
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// compensation, using this value basically disables it:
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material.emissive.a = 3.0;
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)SHADER";
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}
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shader += "}\n";
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return shader;
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}
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Material* createMaterialFromConfig(Engine& engine, MaterialConfig config ) {
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std::string shader = shaderFromConfig(config);
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MaterialBuilder::init();
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MaterialBuilder builder = MaterialBuilder()
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.name("material")
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.material(shader.c_str())
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.doubleSided(config.doubleSided)
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.require(VertexAttribute::UV0)
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap")
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.parameter(MaterialBuilder::UniformType::FLOAT4, "baseColorFactor")
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "metallicRoughnessMap")
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "aoMap")
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "emissiveMap")
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.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap")
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.parameter(MaterialBuilder::UniformType::FLOAT, "metallicFactor")
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.parameter(MaterialBuilder::UniformType::FLOAT, "roughnessFactor")
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.parameter(MaterialBuilder::UniformType::FLOAT, "normalScale")
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.parameter(MaterialBuilder::UniformType::FLOAT, "aoStrength")
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.parameter(MaterialBuilder::UniformType::FLOAT3, "emissiveFactor");
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if (config.maxUVIndex() > 0) {
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builder.require(VertexAttribute::UV1);
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}
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switch(config.alphaMode) {
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case AlphaMode::MASKED : builder.blending(MaterialBuilder::BlendingMode::MASKED);
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builder.maskThreshold(config.maskThreshold);
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break;
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case AlphaMode::TRANSPARENT : builder.blending(MaterialBuilder::BlendingMode::TRANSPARENT);
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break;
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default : builder.blending(MaterialBuilder::BlendingMode::OPAQUE);
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}
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builder.shading(config.unlit ? Shading::UNLIT : Shading::LIT);
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Package pkg = builder.build();
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return Material::Builder().package(pkg.getData(), pkg.getSize()).build(engine);
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}
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Texture* MeshAssimp::createOneByOneTexture(uint32_t pixel) {
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uint32_t *textureData = (uint32_t *) malloc(sizeof(uint32_t));
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*textureData = pixel;
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Texture *texturePtr = Texture::Builder()
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.width(uint32_t(1))
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.height(uint32_t(1))
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.levels(0xff)
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.format(Texture::InternalFormat::RGBA8)
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.build(mEngine);
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Texture::PixelBufferDescriptor defaultNormalBuffer(textureData,
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size_t(1 * 1 * 4),
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Texture::Format::RGBA,
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Texture::Type::UBYTE,
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(Texture::PixelBufferDescriptor::Callback) &free);
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texturePtr->setImage(mEngine, 0, std::move(defaultNormalBuffer));
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texturePtr->generateMipmaps(mEngine);
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return texturePtr;
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}
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void getMinMaxUV(const aiScene *scene, const aiNode* node, float2 &minUV,
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float2 &maxUV, uint32_t uvIndex) {
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for (size_t i = 0; i < node->mNumMeshes; ++i) {
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const aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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if (!mesh->HasTextureCoords(uvIndex)) {
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continue;
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}
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const float3* uv = reinterpret_cast<const float3*>(mesh->mTextureCoords[uvIndex]);
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const size_t numVertices = mesh->mNumVertices;
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const size_t numFaces = mesh->mNumFaces;
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if (numVertices == 0 || numFaces == 0) {
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continue;
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}
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if (uv) {
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for (size_t j = 0; j < numVertices; j++) {
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minUV = min(uv[j].xy, minUV);
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maxUV = max(uv[j].xy, maxUV);
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}
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}
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}
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for (size_t i = 0 ; i < node->mNumChildren ; ++i) {
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getMinMaxUV(scene, node->mChildren[i], minUV, maxUV, uvIndex);
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}
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}
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template<bool SNORMUVS>
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static ushort2 convertUV(float2 uv) {
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if (SNORMUVS) {
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short2 uvshort(packSnorm16(uv));
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return bit_cast<ushort2>(uvshort);
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} else {
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half2 uvhalf(uv);
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return bit_cast<ushort2>(uvhalf);
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}
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}
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MeshAssimp::MeshAssimp(Engine& engine) : mEngine(engine) {
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mDefaultMap = createOneByOneTexture(0xffffffff);
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mDefaultNormalMap = createOneByOneTexture(0xffff8080);
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mDefaultColorMaterial = Material::Builder()
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.package(RESOURCES_AIDEFAULTMAT_DATA, RESOURCES_AIDEFAULTMAT_SIZE)
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.build(mEngine);
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mDefaultColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
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mDefaultColorMaterial->setDefaultParameter("metallic", 0.0f);
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mDefaultColorMaterial->setDefaultParameter("roughness", 0.4f);
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mDefaultColorMaterial->setDefaultParameter("reflectance", 0.5f);
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mDefaultTransparentColorMaterial = Material::Builder()
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.package(RESOURCES_AIDEFAULTTRANS_DATA, RESOURCES_AIDEFAULTTRANS_SIZE)
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.build(mEngine);
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mDefaultTransparentColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
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mDefaultTransparentColorMaterial->setDefaultParameter("metallic", 0.0f);
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mDefaultTransparentColorMaterial->setDefaultParameter("roughness", 0.4f);
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}
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MeshAssimp::~MeshAssimp() {
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mEngine.destroy(mVertexBuffer);
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mEngine.destroy(mIndexBuffer);
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mEngine.destroy(mDefaultColorMaterial);
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mEngine.destroy(mDefaultTransparentColorMaterial);
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mEngine.destroy(mDefaultNormalMap);
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mEngine.destroy(mDefaultMap);
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for (auto& item : mGltfMaterialCache) {
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auto material = item.second;
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mEngine.destroy(material);
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}
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for (Entity renderable : mRenderables) {
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mEngine.destroy(renderable);
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}
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for (Texture* texture : mTextures) {
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mEngine.destroy(texture);
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}
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// destroy the Entities itself
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EntityManager::get().destroy(mRenderables.size(), mRenderables.data());
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}
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template<typename T>
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struct State {
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std::vector<T> state;
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explicit State(std::vector<T>&& state) : state(std::move(state)) { }
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static void free(void* buffer, size_t size, void* user) {
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auto* const that = static_cast<State<T>*>(user);
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delete that;
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}
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size_t size() const { return state.size() * sizeof(T); }
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T const * data() const { return state.data(); }
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};
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//TODO: Remove redundant method from sample_full_pbr
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static void loadTexture(Engine *engine, const std::string &filePath, Texture **map,
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bool sRGB, bool hasAlpha) {
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if (!filePath.empty()) {
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Path path(filePath);
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if (path.exists()) {
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int w, h, n;
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int numChannels = hasAlpha ? 4 : 3;
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Texture::InternalFormat inputFormat;
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if (sRGB) {
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inputFormat = hasAlpha ? Texture::InternalFormat::SRGB8_A8 : Texture::InternalFormat::SRGB8;
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} else {
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inputFormat = hasAlpha ? Texture::InternalFormat::RGBA8 : Texture::InternalFormat::RGB8;
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}
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Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
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uint8_t *data = stbi_load(path.getAbsolutePath().c_str(), &w, &h, &n, numChannels);
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if (data != nullptr) {
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*map = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(inputFormat)
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.build(*engine);
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Texture::PixelBufferDescriptor buffer(data,
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size_t(w * h * numChannels),
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outputFormat,
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Texture::Type::UBYTE,
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(Texture::PixelBufferDescriptor::Callback) &stbi_image_free);
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(*map)->setImage(*engine, 0, std::move(buffer));
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(*map)->generateMipmaps(*engine);
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} else {
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std::cout << "The texture " << path << " could not be loaded" << std::endl;
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}
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} else {
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std::cout << "The texture " << path << " does not exist" << std::endl;
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}
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}
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}
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void loadEmbeddedTexture(Engine *engine, aiTexture *embeddedTexture, Texture **map,
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bool sRGB, bool hasAlpha) {
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int w, h, n;
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int numChannels = hasAlpha ? 4 : 3;
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Texture::InternalFormat inputFormat;
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if (sRGB) {
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inputFormat = hasAlpha ? Texture::InternalFormat::SRGB8_A8 : Texture::InternalFormat::SRGB8;
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} else {
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inputFormat = hasAlpha ? Texture::InternalFormat::RGBA8 : Texture::InternalFormat::RGB8;
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}
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Texture::Format outputFormat = hasAlpha ? Texture::Format::RGBA : Texture::Format::RGB;
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uint8_t *data = stbi_load_from_memory((unsigned char *) embeddedTexture->pcData,
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embeddedTexture->mWidth, &w, &h, &n, numChannels);
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*map = Texture::Builder()
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.width(uint32_t(w))
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.height(uint32_t(h))
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.levels(0xff)
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.format(inputFormat)
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.build(*engine);
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Texture::PixelBufferDescriptor defaultBuffer(data,
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size_t(w * h * numChannels),
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outputFormat,
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Texture::Type::UBYTE,
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(Texture::PixelBufferDescriptor::Callback) &free);
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(*map)->setImage(*engine, 0, std::move(defaultBuffer));
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(*map)->generateMipmaps(*engine);
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}
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// Takes a texture filename and returns the index of the embedded texture,
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// -1 if the texture is not embedded
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int32_t getEmbeddedTextureId(const aiString& path) {
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const char *pathStr = path.C_Str();
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if (path.length >= 2 && pathStr[0] == '*') {
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for (int i = 1; i < path.length; i++) {
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if (!isdigit(pathStr[i])) {
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return -1;
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}
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}
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return std::atoi(pathStr + 1); // NOLINT
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}
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return -1;
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}
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TextureSampler::WrapMode aiToFilamentMapMode(aiTextureMapMode mapMode) {
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switch(mapMode) {
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case aiTextureMapMode_Clamp :
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return TextureSampler::WrapMode::CLAMP_TO_EDGE;
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case aiTextureMapMode_Mirror :
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return TextureSampler::WrapMode::MIRRORED_REPEAT;
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default:
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return TextureSampler::WrapMode::REPEAT;
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}
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}
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TextureSampler::MinFilter aiMinFilterToFilament(unsigned int aiMinFilter) {
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switch(aiMinFilter) {
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case GL_NEAREST: return TextureSampler::MinFilter::NEAREST;
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case GL_LINEAR: return TextureSampler::MinFilter::LINEAR;
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case GL_NEAREST_MIPMAP_NEAREST: return TextureSampler::MinFilter::NEAREST_MIPMAP_NEAREST;
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case GL_LINEAR_MIPMAP_NEAREST: return TextureSampler::MinFilter::LINEAR_MIPMAP_NEAREST;
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case GL_NEAREST_MIPMAP_LINEAR: return TextureSampler::MinFilter::NEAREST_MIPMAP_LINEAR;
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case GL_LINEAR_MIPMAP_LINEAR: return TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR;
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default: return TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR;
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}
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}
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TextureSampler::MagFilter aiMagFilterToFilament(unsigned int aiMagFilter) {
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switch(aiMagFilter) {
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case GL_NEAREST: return TextureSampler::MagFilter::NEAREST;
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default: return TextureSampler::MagFilter::LINEAR;
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}
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}
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// TODO: Change this to a member function (requires some alteration of cmakelsts.txt)
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void setTextureFromPath(const aiScene *scene, Engine *engine,
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std::vector<filament::Texture*> textures, const aiString &textureFile,
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const std::string &materialName, const std::string &textureDirectory,
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aiTextureMapMode *mapMode, const char *parameterName,
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std::map<std::string, MaterialInstance *> &outMaterials,
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unsigned int aiMinFilterType=0, unsigned int aiMagFilterType=0) {
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TextureSampler::MinFilter minFilterType = aiMinFilterToFilament(aiMinFilterType);
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TextureSampler::MagFilter magFilterType = aiMagFilterToFilament(aiMagFilterType);
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TextureSampler sampler;
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if (mapMode) {
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sampler = TextureSampler(
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minFilterType,
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magFilterType,
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aiToFilamentMapMode(mapMode[0]),
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aiToFilamentMapMode(mapMode[1]),
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aiToFilamentMapMode(mapMode[2]));
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} else {
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sampler = TextureSampler(
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minFilterType,
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magFilterType,
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TextureSampler::WrapMode::REPEAT);
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}
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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;
|
|
}
|
|
}
|
|
}
|