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@@ -1,4 +1,4 @@
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-/*
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+/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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@@ -55,10 +55,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/scene.h>
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+// Header files, standart library.
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#include <memory>
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+#include <inttypes.h>
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#include "glTFAssetWriter.h"
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+// Header files, Open3DGC.
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+#include <Open3DGC/o3dgcSC3DMCEncoder.h>
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+
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using namespace rapidjson;
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using namespace Assimp;
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@@ -252,9 +257,36 @@ void glTFExporter::ExportMaterials()
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void glTFExporter::ExportMeshes()
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{
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+// Not for
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+// using IndicesType = decltype(aiFace::mNumIndices);
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+// But yes for
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+// using IndicesType = unsigned short;
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+// because "ComponentType_UNSIGNED_SHORT" used for indices. And its maximal type according to glTF specification.
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+using IndicesType = unsigned short;
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+
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+// Variables needed for compression. BEGIN.
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+// Indices, not pointers - because pointer to buffer is changin while writing to it.
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+size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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+size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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+std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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+size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
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+bool comp_allow;// Point that data of current mesh can be compressed.
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+// Variables needed for compression. END.
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+
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for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
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const aiMesh* aim = mScene->mMeshes[i];
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+ // Check if compressing requested and mesh can be encoded.
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+ if((aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0))///TODO: export properties if(compression is needed)
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+ {
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+ comp_allow = true;
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+ idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
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+ }
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+ else
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+ {
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+ comp_allow = false;
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+ }
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+
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std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
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Ref<Mesh> m = mAsset->meshes.Create(meshId);
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m->primitives.resize(1);
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@@ -269,31 +301,46 @@ void glTFExporter::ExportMeshes()
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b = mAsset->buffers.Create(bufferId);
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}
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+ /******************* Vertices ********************/
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+ // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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+ if(comp_allow) idx_srcdata_begin = b->byteLength;
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+
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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- if (v) p.attributes.position.push_back(v);
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+ if (v) p.attributes.position.push_back(v);
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- Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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- if (n) p.attributes.normal.push_back(n);
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+ /******************** Normals ********************/
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+ if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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+ Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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+ if (n) p.attributes.normal.push_back(n);
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+
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+ /************** Texture coordinates **************/
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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- Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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- if (tc) p.attributes.texcoord.push_back(tc);
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- }
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- }
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- if (aim->mNumFaces > 0) {
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- unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
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- std::vector<uint16_t> indices;
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+ if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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+
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+ Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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+ if (tc) p.attributes.texcoord.push_back(tc);
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+ }
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+ }
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+
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+ /*************** Vertices indices ****************/
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+ idx_srcdata_ind = b->byteLength;// Store index of indices array.
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+
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+ if (aim->mNumFaces > 0) {
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+ std::vector<IndicesType> indices;
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+ unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
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indices.resize(aim->mNumFaces * nIndicesPerFace);
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for (size_t i = 0; i < aim->mNumFaces; ++i) {
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for (size_t j = 0; j < nIndicesPerFace; ++j) {
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indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
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}
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}
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- p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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- }
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+
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+ p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
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+ }
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switch (aim->mPrimitiveTypes) {
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case aiPrimitiveType_POLYGON:
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@@ -305,7 +352,69 @@ void glTFExporter::ExportMeshes()
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default: // aiPrimitiveType_TRIANGLE
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p.mode = PrimitiveMode_TRIANGLES;
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}
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- }
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+
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+ /****************** Compression ******************/
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+ ///TODO: animation: weights, joints.
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+ if(comp_allow)
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+ {
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+ o3dgc::BinaryStream bs;
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+ o3dgc::SC3DMCEncoder<IndicesType> encoder;
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+ o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
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+ o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
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+ unsigned qcoord = 12;///TODO: dbg
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+ unsigned qnormal = 10;///TODO: dbg
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+ unsigned qtexCoord = 10;///TODO: dbg
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+
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+ o3dgc::O3DGCSC3DMCPredictionMode positionPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
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+ o3dgc::O3DGCSC3DMCPredictionMode normalPrediction = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;///TODO: dbg
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+ o3dgc::O3DGCSC3DMCPredictionMode texcoordPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
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+
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+ // IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
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+ comp_o3dgc_ifs.SetCCW(true);
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+ comp_o3dgc_ifs.SetIsTriangularMesh(true);
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+ comp_o3dgc_ifs.SetNumFloatAttributes(0);
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+ // Coordinates
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+ comp_o3dgc_params.SetCoordQuantBits(qcoord);///TODO: IME
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+ comp_o3dgc_params.SetCoordPredMode(positionPrediction);///TODO: IME
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+ comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
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+ comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
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+ // Normals
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+ if(idx_srcdata_normal != SIZE_MAX)
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+ {
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+ comp_o3dgc_params.SetNormalQuantBits(qnormal);///TODO: IME
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+ comp_o3dgc_params.SetNormalPredMode(normalPrediction);///TODO: IME
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+ comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
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+ comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
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+ }
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+
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+ // Texture coordinates
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+ for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
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+ {
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+ size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
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+
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+ comp_o3dgc_params.SetFloatAttributeQuantBits(num, qtexCoord);///TODO: IME
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+ comp_o3dgc_params.SetFloatAttributePredMode(num, texcoordPrediction);///TODO: IME
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+ comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
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+ comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[i]);// components per element: aiVector3D => x * float
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+ comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
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+ comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
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+ comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
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+ }
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+
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+ // Coordinates indices
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+ comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
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+ comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
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+ // Prepare to enconding
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+ comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
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+ comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);///TODO: exporter params
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+ // Encoding
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+ encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
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+
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+ ///TODO: replace data in buffer
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+ }// if(comp_allow)
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+ }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
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+
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+ ///TODO: export properties if(compression is used)
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}
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unsigned int glTFExporter::ExportNode(const aiNode* n)
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