Files
filament/samples/app/MeshAssimp.cpp
2018-08-27 14:30:12 -07:00

413 lines
16 KiB
C++

/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MeshAssimp.h"
#include <string.h>
#include <filament/Color.h>
#include <filament/VertexBuffer.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/RenderableManager.h>
#include <filament/TransformManager.h>
#include <math/norm.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/cimport.h>
#include <assimp/scene.h>
using namespace filament;
using namespace filamat;
using namespace math;
using namespace utils;
static constexpr uint8_t DEFAULT_MATERIAL_PACKAGE[] = {
#include "generated/material/aiDefaultMat.inc"
};
static constexpr uint8_t DEFAULT_TRANSPARENT_PACKAGE[] = {
#include "generated/material/aiDefaultTrans.inc"
};
MeshAssimp::MeshAssimp(Engine& engine) : mEngine(engine) {
}
MeshAssimp::~MeshAssimp() {
mEngine.destroy(mVertexBuffer);
mEngine.destroy(mIndexBuffer);
mEngine.destroy(mDefaultColorMaterial);
mEngine.destroy(mDefaultTransparentColorMaterial);
for (Entity renderable : mRenderables) {
mEngine.destroy(renderable);
}
// destroy the Entities itself
EntityManager::get().destroy(mRenderables.size(), mRenderables.data());
}
template<typename T>
struct State {
std::vector<T> state;
explicit State(std::vector<T>&& state) : state(state) { }
static void free(void* buffer, size_t size, void* user) {
auto* const that = (State<T>*)user;
delete that;
}
size_t size() const { return state.size() * sizeof(T); }
T const * data() const { return state.data(); }
};
void MeshAssimp::addFromFile(const Path& path,
std::map<std::string, MaterialInstance*>& materials, bool overrideMaterial) {
std::vector<Mesh> meshes;
std::vector<int> parents;
{ // This scope to make sure we're not using std::move()'d objects later
std::vector<uint32_t> indices;
std::vector<half4> positions;
std::vector<short4> tangents;
std::vector<half2> texCoords;
// 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.
if (!setFromFile(path, indices, positions, tangents, texCoords, meshes, parents)) {
return;
}
mVertexBuffer = VertexBuffer::Builder()
.vertexCount((uint32_t)positions.size())
.bufferCount(3)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4)
.attribute(VertexAttribute::TANGENTS, 1, VertexBuffer::AttributeType::SHORT4)
.attribute(VertexAttribute::UV0, 2, VertexBuffer::AttributeType::HALF2)
.normalized(VertexAttribute::TANGENTS)
.build(mEngine);
auto ps = new State<half4>(std::move(positions));
auto ns = new State<short4>(std::move(tangents));
auto ts = new State<half2>(std::move(texCoords));
auto is = new State<uint32_t>(std::move(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(ts->data(), ts->size(), State<half2>::free, ts));
mIndexBuffer = IndexBuffer::Builder().indexCount(uint32_t(is->size())).build(mEngine);
mIndexBuffer->setBuffer(mEngine,
IndexBuffer::BufferDescriptor(is->data(), is->size(), State<uint32_t>::free, is));
}
mDefaultColorMaterial = Material::Builder()
.package((void*) DEFAULT_MATERIAL_PACKAGE, sizeof(DEFAULT_MATERIAL_PACKAGE))
.build(mEngine);
mDefaultColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultColorMaterial->setDefaultParameter("roughness", 0.4f);
mDefaultColorMaterial->setDefaultParameter("reflectance", 0.5f);
mDefaultTransparentColorMaterial = Material::Builder()
.package((void*) DEFAULT_TRANSPARENT_PACKAGE, sizeof(DEFAULT_TRANSPARENT_PACKAGE))
.build(mEngine);
mDefaultTransparentColorMaterial->setDefaultParameter("baseColor", RgbType::LINEAR, float3{0.8});
mDefaultTransparentColorMaterial->setDefaultParameter("metallic", 0.0f);
mDefaultTransparentColorMaterial->setDefaultParameter("roughness", 0.4f);
// 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 + meshes.size());
EntityManager::get().create(meshes.size(), mRenderables.data() + startIndex);
TransformManager& tcm = mEngine.getTransformManager();
for (auto& mesh : 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 - meshes.data();
Entity entity = mRenderables[startIndex + meshIndex];
if (!mesh.parts.empty()) {
builder.build(mEngine, entity);
}
auto pindex = parents[meshIndex];
TransformManager::Instance parent((pindex < 0) ?
TransformManager::Instance{} : tcm.getInstance(mRenderables[pindex]));
tcm.create(entity, parent, mesh.transform);
}
}
using Assimp::Importer;
bool MeshAssimp::setFromFile(const Path& file,
std::vector<uint32_t>& outIndices,
std::vector<half4>& outPositions,
std::vector<short4>& outTangents,
std::vector<half2>& outTexCoords,
std::vector<Mesh>& outMeshes,
std::vector<int>& outParents
) {
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(file,
// normals and tangents
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace |
// topology optimization
aiProcess_FindInstances |
aiProcess_OptimizeMeshes |
aiProcess_JoinIdenticalVertices |
// misc optimization
aiProcess_ImproveCacheLocality |
aiProcess_SortByPType |
// we only support triangles
aiProcess_Triangulate);
// 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);
}
};
size_t deep = 0;
size_t depth = 0;
const std::function<void(aiNode const* node, int parentIndex)> processNode =
[scene, &processNode, &outParents, &deep, &depth,
&outIndices, &outPositions, &outTangents, &outTexCoords, &outMeshes]
(aiNode const* node, int parentIndex) {
mat4f const& current = transpose(*reinterpret_cast<mat4f const*>(&node->mTransformation));
size_t totalIndices = 0;
outParents.push_back(parentIndex);
outMeshes.push_back(Mesh{});
outMeshes.back().offset = outIndices.size();
outMeshes.back().transform = current;
// Bias and scale factor when storing tangent frames in normalized short4
const float bias = 1.0f / 32767.0f;
const float factor = (float) (sqrt(1.0 - (double) bias * (double) bias));
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* texCoords = reinterpret_cast<const float3*>(mesh->mTextureCoords[0]);
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 = outPositions.size();
for (size_t j = 0; j < numVertices; j++) {
quatf q = mat3f::packTangentFrame({tangents[j], bitangents[j], normals[j]});
outTangents.push_back(packSnorm16(q.xyzw));
outTexCoords.emplace_back(texCoords[j].xy);
outPositions.emplace_back(positions[j], 1.0_h);
}
// all faces should be triangles since we configure assimp to triangulate faces
size_t indicesCount = numFaces * faces[0].mNumIndices;
size_t indexBufferOffset = outIndices.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) {
outIndices.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) {
materialName = AI_DEFAULT_MATERIAL_NAME;
} else {
materialName = name.C_Str();
}
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 = std::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);
}
}
}
outMeshes.back().parts.push_back({
indexBufferOffset, indicesCount, materialName,
baseColor, opacity, metallic, roughness, reflectance
});
}
}
}
if (node->mNumMeshes > 0) {
outMeshes.back().count = totalIndices;
}
if (node->mNumChildren) {
parentIndex = static_cast<int>(outMeshes.size()) - 1;
deep++;
depth = std::max(deep, depth);
// std::cout << depth << ": num children = " << node->mNumChildren
// << ", parent = " << parentIndex << std::endl;
for (size_t i = 0, c = node->mNumChildren; i < c; i++) {
processNode(node->mChildren[i], parentIndex);
}
deep--;
}
};
if (scene) {
aiNode const* node = scene->mRootNode;
size_t totalVertexCount = 0;
size_t totalIndexCount = 0;
countVertices(node, totalVertexCount, totalIndexCount);
outPositions.reserve(outPositions.size() + totalVertexCount);
outTangents.reserve(outTangents.size() + totalVertexCount);
outTexCoords.reserve(outTexCoords.size() + totalVertexCount);
outIndices.reserve(outIndices.size() + totalIndexCount);
processNode(node, -1);
std::cout << "Hierarchy depth = " << depth << std::endl;
// compute the aabb
for (auto& mesh : outMeshes) {
mesh.aabb = RenderableManager::computeAABB(
outPositions.data(),
outIndices.data() + mesh.offset,
mesh.count);
}
return true;
}
return false;
}