413 lines
16 KiB
C++
413 lines
16 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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#include "MeshAssimp.h"
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#include <string.h>
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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 <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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using namespace filament;
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using namespace filamat;
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using namespace math;
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using namespace utils;
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static constexpr uint8_t DEFAULT_MATERIAL_PACKAGE[] = {
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#include "generated/material/aiDefaultMat.inc"
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};
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static constexpr uint8_t DEFAULT_TRANSPARENT_PACKAGE[] = {
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#include "generated/material/aiDefaultTrans.inc"
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};
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MeshAssimp::MeshAssimp(Engine& engine) : mEngine(engine) {
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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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for (Entity renderable : mRenderables) {
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mEngine.destroy(renderable);
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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(state) { }
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static void free(void* buffer, size_t size, void* user) {
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auto* const that = (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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void MeshAssimp::addFromFile(const Path& path,
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std::map<std::string, MaterialInstance*>& materials, bool overrideMaterial) {
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std::vector<Mesh> meshes;
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std::vector<int> parents;
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{ // This scope to make sure we're not using std::move()'d objects later
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std::vector<uint32_t> indices;
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std::vector<half4> positions;
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std::vector<short4> tangents;
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std::vector<half2> texCoords;
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// TODO: if we had a way to allocate temporary buffers from the engine with a
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// "command buffer" lifetime, we wouldn't need to have to deal with freeing the
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// std::vectors here.
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if (!setFromFile(path, indices, positions, tangents, texCoords, meshes, parents)) {
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return;
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}
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mVertexBuffer = VertexBuffer::Builder()
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.vertexCount((uint32_t)positions.size())
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.bufferCount(3)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4)
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.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
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.attribute(VertexAttribute::UV0, 2, VertexBuffer::AttributeType::HALF2)
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.normalized(VertexAttribute::TANGENTS)
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.build(mEngine);
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auto ps = new State<half4>(std::move(positions));
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auto ns = new State<short4>(std::move(tangents));
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auto ts = new State<half2>(std::move(texCoords));
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auto is = new State<uint32_t>(std::move(indices));
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mVertexBuffer->setBufferAt(mEngine, 0,
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VertexBuffer::BufferDescriptor(ps->data(), ps->size(), State<half4>::free, ps));
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mVertexBuffer->setBufferAt(mEngine, 1,
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VertexBuffer::BufferDescriptor(ns->data(), ns->size(), State<short4>::free, ns));
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mVertexBuffer->setBufferAt(mEngine, 2,
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VertexBuffer::BufferDescriptor(ts->data(), ts->size(), State<half2>::free, ts));
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mIndexBuffer = IndexBuffer::Builder().indexCount(uint32_t(is->size())).build(mEngine);
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mIndexBuffer->setBuffer(mEngine,
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IndexBuffer::BufferDescriptor(is->data(), is->size(), State<uint32_t>::free, is));
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}
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mDefaultColorMaterial = Material::Builder()
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.package((void*) DEFAULT_MATERIAL_PACKAGE, sizeof(DEFAULT_MATERIAL_PACKAGE))
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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((void*) DEFAULT_TRANSPARENT_PACKAGE, sizeof(DEFAULT_TRANSPARENT_PACKAGE))
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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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// always add the DefaultMaterial (with its default parameters), so we don't pick-up
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// whatever defaults is used in mesh
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if (materials.find(AI_DEFAULT_MATERIAL_NAME) == materials.end()) {
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materials[AI_DEFAULT_MATERIAL_NAME] = mDefaultColorMaterial->createInstance();
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}
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size_t startIndex = mRenderables.size();
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mRenderables.resize(startIndex + meshes.size());
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EntityManager::get().create(meshes.size(), mRenderables.data() + startIndex);
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TransformManager& tcm = mEngine.getTransformManager();
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for (auto& mesh : meshes) {
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RenderableManager::Builder builder(mesh.parts.size());
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builder.boundingBox(mesh.aabb);
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size_t partIndex = 0;
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for (auto& part : mesh.parts) {
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builder.geometry(partIndex, RenderableManager::PrimitiveType::TRIANGLES,
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mVertexBuffer, mIndexBuffer, part.offset, part.count);
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if (overrideMaterial) {
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builder.material(partIndex, materials[AI_DEFAULT_MATERIAL_NAME]);
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} else {
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auto pos = materials.find(part.material);
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if (pos != materials.end()) {
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builder.material(partIndex, pos->second);
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} else {
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MaterialInstance* colorMaterial;
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if (part.opacity < 1.0f) {
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colorMaterial = mDefaultTransparentColorMaterial->createInstance();
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colorMaterial->setParameter("baseColor", RgbaType::sRGB,
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sRGBColorA { part.baseColor, part.opacity });
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} else {
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colorMaterial = mDefaultColorMaterial->createInstance();
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colorMaterial->setParameter("baseColor", RgbType::sRGB, part.baseColor);
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colorMaterial->setParameter("reflectance", part.reflectance);
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}
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colorMaterial->setParameter("metallic", part.metallic);
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colorMaterial->setParameter("roughness", part.roughness);
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builder.material(partIndex, colorMaterial);
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materials[part.material] = colorMaterial;
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}
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}
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partIndex++;
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}
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const size_t meshIndex = &mesh - meshes.data();
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Entity entity = mRenderables[startIndex + meshIndex];
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if (!mesh.parts.empty()) {
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builder.build(mEngine, entity);
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}
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auto pindex = parents[meshIndex];
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TransformManager::Instance parent((pindex < 0) ?
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TransformManager::Instance{} : tcm.getInstance(mRenderables[pindex]));
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tcm.create(entity, parent, mesh.transform);
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}
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}
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using Assimp::Importer;
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bool MeshAssimp::setFromFile(const Path& file,
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std::vector<uint32_t>& outIndices,
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std::vector<half4>& outPositions,
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std::vector<short4>& outTangents,
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std::vector<half2>& outTexCoords,
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std::vector<Mesh>& outMeshes,
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std::vector<int>& outParents
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) {
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Importer importer;
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importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
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aiPrimitiveType_LINE | aiPrimitiveType_POINT);
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importer.SetPropertyBool(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, true);
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importer.SetPropertyBool(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, true);
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aiScene const* scene = importer.ReadFile(file,
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// normals and tangents
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aiProcess_GenSmoothNormals |
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aiProcess_CalcTangentSpace |
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// topology optimization
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aiProcess_FindInstances |
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aiProcess_OptimizeMeshes |
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aiProcess_JoinIdenticalVertices |
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// misc optimization
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aiProcess_ImproveCacheLocality |
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aiProcess_SortByPType |
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// we only support triangles
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aiProcess_Triangulate);
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// we could use those, but we want to keep the graph if any, for testing
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// aiProcess_OptimizeGraph
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// aiProcess_PreTransformVertices
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const std::function<void(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount)>
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countVertices = [scene, &countVertices]
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(aiNode const* node, size_t& totalVertexCount, size_t& totalIndexCount) {
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for (size_t i = 0; i < node->mNumMeshes; i++) {
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aiMesh const* mesh = scene->mMeshes[node->mMeshes[i]];
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totalVertexCount += mesh->mNumVertices;
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const aiFace* faces = mesh->mFaces;
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const size_t numFaces = mesh->mNumFaces;
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totalIndexCount += numFaces * faces[0].mNumIndices;
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}
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for (size_t i = 0; i < node->mNumChildren; i++) {
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countVertices(node->mChildren[i], totalVertexCount, totalIndexCount);
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}
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};
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size_t deep = 0;
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size_t depth = 0;
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const std::function<void(aiNode const* node, int parentIndex)> processNode =
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[scene, &processNode, &outParents, &deep, &depth,
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&outIndices, &outPositions, &outTangents, &outTexCoords, &outMeshes]
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(aiNode const* node, int parentIndex) {
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mat4f const& current = transpose(*reinterpret_cast<mat4f const*>(&node->mTransformation));
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size_t totalIndices = 0;
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outParents.push_back(parentIndex);
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outMeshes.push_back(Mesh{});
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outMeshes.back().offset = outIndices.size();
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outMeshes.back().transform = current;
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// Bias and scale factor when storing tangent frames in normalized short4
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const float bias = 1.0f / 32767.0f;
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const float factor = (float) (sqrt(1.0 - (double) bias * (double) bias));
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for (size_t i = 0; i < node->mNumMeshes; i++) {
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aiMesh const* mesh = scene->mMeshes[node->mMeshes[i]];
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float3 const* positions = reinterpret_cast<float3 const*>(mesh->mVertices);
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float3 const* tangents = reinterpret_cast<float3 const*>(mesh->mTangents);
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float3 const* bitangents = reinterpret_cast<float3 const*>(mesh->mBitangents);
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float3 const* normals = reinterpret_cast<float3 const*>(mesh->mNormals);
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float3 const* texCoords = reinterpret_cast<const float3*>(mesh->mTextureCoords[0]);
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const size_t numVertices = mesh->mNumVertices;
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if (numVertices > 0) {
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const aiFace* faces = mesh->mFaces;
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const size_t numFaces = mesh->mNumFaces;
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if (numFaces > 0) {
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size_t indicesOffset = outPositions.size();
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for (size_t j = 0; j < numVertices; j++) {
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quatf q = mat3f::packTangentFrame({tangents[j], bitangents[j], normals[j]});
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outTangents.push_back(packSnorm16(q.xyzw));
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outTexCoords.emplace_back(texCoords[j].xy);
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outPositions.emplace_back(positions[j], 1.0_h);
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}
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// all faces should be triangles since we configure assimp to triangulate faces
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size_t indicesCount = numFaces * faces[0].mNumIndices;
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size_t indexBufferOffset = outIndices.size();
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totalIndices += indicesCount;
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for (size_t j = 0; j < numFaces; ++j) {
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const aiFace& face = faces[j];
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for (size_t k = 0; k < face.mNumIndices; ++k) {
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outIndices.push_back(uint32_t(face.mIndices[k] + indicesOffset));
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}
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}
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uint32_t materialId = mesh->mMaterialIndex;
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aiMaterial const* material = scene->mMaterials[materialId];
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aiString name;
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std::string materialName;
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if (material->Get(AI_MATKEY_NAME, name) != AI_SUCCESS) {
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materialName = AI_DEFAULT_MATERIAL_NAME;
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} else {
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materialName = name.C_Str();
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}
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aiColor3D color;
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sRGBColor baseColor{1.0f};
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if (material->Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
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baseColor = *reinterpret_cast<sRGBColor*>(&color);
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}
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float opacity;
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if (material->Get(AI_MATKEY_OPACITY, opacity) != AI_SUCCESS) {
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opacity = 1.0f;
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}
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if (opacity <= 0.0f) opacity = 1.0f;
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float shininess;
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if (material->Get(AI_MATKEY_SHININESS, shininess) != AI_SUCCESS) {
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shininess = 0.0f;
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}
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// convert shininess to roughness
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float roughness = std::sqrt(2.0f / (shininess + 2.0f));
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float metallic = 0.0f;
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float reflectance = 0.5f;
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if (material->Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
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// if there's a non-grey specular color, assume a metallic surface
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if (color.r != color.g && color.r != color.b) {
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metallic = 1.0f;
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baseColor = *reinterpret_cast<sRGBColor*>(&color);
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} else {
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if (baseColor.r == 0.0f && baseColor.g == 0.0f && baseColor.b == 0.0f) {
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metallic = 1.0f;
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baseColor = *reinterpret_cast<sRGBColor*>(&color);
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} else {
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// TODO: the conversion formula is correct
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// reflectance = sqrtf(color.r / 0.16f);
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}
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}
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}
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outMeshes.back().parts.push_back({
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indexBufferOffset, indicesCount, materialName,
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baseColor, opacity, metallic, roughness, reflectance
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});
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}
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}
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}
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if (node->mNumMeshes > 0) {
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outMeshes.back().count = totalIndices;
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}
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if (node->mNumChildren) {
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parentIndex = static_cast<int>(outMeshes.size()) - 1;
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deep++;
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depth = std::max(deep, depth);
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// std::cout << depth << ": num children = " << node->mNumChildren
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// << ", parent = " << parentIndex << std::endl;
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for (size_t i = 0, c = node->mNumChildren; i < c; i++) {
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processNode(node->mChildren[i], parentIndex);
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}
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deep--;
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}
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};
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if (scene) {
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aiNode const* node = scene->mRootNode;
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size_t totalVertexCount = 0;
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size_t totalIndexCount = 0;
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countVertices(node, totalVertexCount, totalIndexCount);
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outPositions.reserve(outPositions.size() + totalVertexCount);
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outTangents.reserve(outTangents.size() + totalVertexCount);
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outTexCoords.reserve(outTexCoords.size() + totalVertexCount);
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outIndices.reserve(outIndices.size() + totalIndexCount);
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processNode(node, -1);
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std::cout << "Hierarchy depth = " << depth << std::endl;
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// compute the aabb
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for (auto& mesh : outMeshes) {
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mesh.aabb = RenderableManager::computeAABB(
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outPositions.data(),
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outIndices.data() + mesh.offset,
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mesh.count);
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}
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return true;
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}
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return false;
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}
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