فهرست منبع

Merge branch 'master' into master

Kim Kulling 7 سال پیش
والد
کامیت
e53fdf365e
6فایلهای تغییر یافته به همراه100 افزوده شده و 52 حذف شده
  1. 1 1
      Readme.md
  2. 5 1
      code/glTF2Asset.h
  3. 1 1
      code/glTF2AssetWriter.inl
  4. 75 41
      code/glTF2Importer.cpp
  5. 2 2
      code/glTFImporter.cpp
  6. 16 6
      doc/dox.h

+ 1 - 1
Readme.md

@@ -43,7 +43,7 @@ __Importers__:
 - AMJ
 - ASE
 - ASK
-- B3D;
+- B3D
 - BLEND (Blender)
 - BVH
 - COB

+ 5 - 1
code/glTF2Asset.h

@@ -181,13 +181,17 @@ namespace glTF2
 	#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
 	#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
 	#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
+    #define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
+    #define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
 
 	#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
 	#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
 	#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
 	#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
 	#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
-
+    #define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
+    #define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
+    
     #ifdef ASSIMP_API
         #include "./../include/assimp/Compiler/pushpack1.h"
     #endif

+ 1 - 1
code/glTF2AssetWriter.inl

@@ -584,7 +584,7 @@ namespace glTF2 {
         if (bodyBuffer->byteLength > 0) {
             rapidjson::Value glbBodyBuffer;
             glbBodyBuffer.SetObject();
-            glbBodyBuffer.AddMember("byteLength", bodyBuffer->byteLength, mAl);
+            glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
             mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
         }
 

+ 75 - 41
code/glTF2Importer.cpp

@@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
     return &desc;
 }
 
-bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
 {
     const std::string &extension = GetExtension(pFile);
 
     if (extension != "gltf" && extension != "glb")
         return false;
 
-    if (checkSig && pIOHandler) {
+    if (pIOHandler) {
         glTF2::Asset asset(pIOHandler);
         try {
             asset.Load(pFile, extension == "glb");
@@ -211,63 +211,90 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
     }
 }
 
-void glTF2Importer::ImportMaterials(glTF2::Asset& r)
+inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
 {
-    mScene->mNumMaterials = unsigned(r.materials.Size());
-    mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
+    SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
 
-    for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
-        aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
+    if (prop.texture && prop.texture->source) {
+         mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
+    }
+}
+
+inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
+{
+    SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
 
-        Material& mat = r.materials[i];
+    if (prop.texture && prop.texture->source) {
+        mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
+    }
+}
 
-        if (!mat.name.empty()) {
-            aiString str(mat.name);
+static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
+{
+    aiMaterial* aimat = new aiMaterial();
 
-            aimat->AddProperty(&str, AI_MATKEY_NAME);
-        }
+   if (!mat.name.empty()) {
+        aiString str(mat.name);
 
-        SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
-        SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
+        aimat->AddProperty(&str, AI_MATKEY_NAME);
+    }
 
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
+    SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
+    SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
 
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
 
-        aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
-        aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
 
-        float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
-        aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
+    aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
+    aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
 
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
-        SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
-        SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
+    float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
+    aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
 
-        aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
+    SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
+    SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
 
-        aiString alphaMode(mat.alphaMode);
-        aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
-        aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
+    aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
 
-        //pbrSpecularGlossiness
-        if (mat.pbrSpecularGlossiness.isPresent) {
-            PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
+    aiString alphaMode(mat.alphaMode);
+    aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
+    aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
 
-            aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
-            SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
-            SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
+    //pbrSpecularGlossiness
+    if (mat.pbrSpecularGlossiness.isPresent) {
+        PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
 
-            float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
-            aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
-            aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
+        aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
+        SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
+        SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
 
-            SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
+        float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
+        aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
+        aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
 
-            SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
-        }
+        SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
+
+        SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
+    }
+
+    return aimat;
+}
+
+void glTF2Importer::ImportMaterials(glTF2::Asset& r)
+{
+    const unsigned int numImportedMaterials = unsigned(r.materials.Size());
+    Material defaultMaterial;
+
+    mScene->mNumMaterials = numImportedMaterials + 1;
+    mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
+    mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
+
+    for (unsigned int i = 0; i < numImportedMaterials; ++i) {
+       mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
     }
 }
 
@@ -479,6 +506,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
             if (prim.material) {
                 aim->mMaterialIndex = prim.material.GetIndex();
             }
+            else {
+                aim->mMaterialIndex = mScene->mNumMaterials - 1;
+            }
+
         }
     }
 
@@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
 
         aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
 
+        // cameras point in -Z by default, rest is specified in node transform
+        aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
+
         if (cam.type == Camera::Perspective) {
 
             aicam->mAspect        = cam.cameraProperties.perspective.aspectRatio;

+ 2 - 2
code/glTFImporter.cpp

@@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const
     return &desc;
 }
 
-bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
 {
     const std::string &extension = GetExtension(pFile);
 
     if (extension != "gltf" && extension != "glb")
         return false;
 
-    if (checkSig && pIOHandler) {
+    if (pIOHandler) {
         glTF::Asset asset(pIOHandler);
         try {
             asset.Load(pFile, extension == "glb");

+ 16 - 6
doc/dox.h

@@ -561,17 +561,27 @@ The output UV coordinate system has its origin in the lower-left corner:
 @endcode
 Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
 
-All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
-which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
+A typical 4x4 matrix including a translational part looks like this:
 @code
 X1  Y1  Z1  T1
 X2  Y2  Z2  T2
 X3  Y3  Z3  T3
-0   0   0   1
+ 0   0   0   1
 @endcode
-with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
-being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
-in DirectX functions, you have to transpose them.
+with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
+Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
+offset of the local origin (the translational part). 
+All matrices in the library use row-major storage order. That means that the matrix elements are
+stored row-by-row, i.e. they end up like this in memory: 
+<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>. 
+
+Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
+matrix layout such that the translational part occupies three consecutive addresses in memory (so those
+matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
+the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
+the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
+to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
+column-major storage format.
 
 <hr>