Torque3D/Engine/lib/assimp/code/glTF2/glTF2AssetWriter.inl

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include <rapidjson/stringbuffer.h>
#include <rapidjson/writer.h>
#include <rapidjson/prettywriter.h>
namespace glTF2 {
using rapidjson::StringBuffer;
using rapidjson::PrettyWriter;
using rapidjson::Writer;
using rapidjson::StringRef;
using rapidjson::StringRef;
namespace {
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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template<typename T, size_t N>
inline Value& MakeValue(Value& val, T(&r)[N], MemoryPoolAllocator<>& al) {
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val.SetArray();
val.Reserve(N, al);
for (decltype(N) i = 0; i < N; ++i) {
val.PushBack(r[i], al);
}
return val;
}
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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template<typename T>
inline Value& MakeValue(Value& val, const std::vector<T> & r, MemoryPoolAllocator<>& al) {
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val.SetArray();
val.Reserve(static_cast<rapidjson::SizeType>(r.size()), al);
for (unsigned int i = 0; i < r.size(); ++i) {
val.PushBack(r[i], al);
}
return val;
}
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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template<typename C, typename T>
inline Value& MakeValueCast(Value& val, const std::vector<T> & r, MemoryPoolAllocator<>& al) {
val.SetArray();
val.Reserve(static_cast<rapidjson::SizeType>(r.size()), al);
for (unsigned int i = 0; i < r.size(); ++i) {
val.PushBack(static_cast<C>(r[i]), al);
}
return val;
}
template<typename T>
inline Value& MakeValue(Value& val, T r, MemoryPoolAllocator<>& /*al*/) {
val.Set(r);
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return val;
}
template<class T>
inline void AddRefsVector(Value& obj, const char* fieldId, std::vector< Ref<T> >& v, MemoryPoolAllocator<>& al) {
if (v.empty()) return;
Value lst;
lst.SetArray();
lst.Reserve(unsigned(v.size()), al);
for (size_t i = 0; i < v.size(); ++i) {
lst.PushBack(v[i]->index, al);
}
obj.AddMember(StringRef(fieldId), lst, al);
}
}
inline void Write(Value& obj, Accessor& a, AssetWriter& w)
{
obj.AddMember("bufferView", a.bufferView->index, w.mAl);
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obj.AddMember("byteOffset", (unsigned int)a.byteOffset, w.mAl);
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obj.AddMember("componentType", int(a.componentType), w.mAl);
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obj.AddMember("count", (unsigned int)a.count, w.mAl);
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obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
Value vTmpMax, vTmpMin;
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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if (a.componentType == ComponentType_FLOAT) {
obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl);
obj.AddMember("min", MakeValue(vTmpMin, a.min, w.mAl), w.mAl);
} else {
obj.AddMember("max", MakeValueCast<int64_t>(vTmpMax, a.max, w.mAl), w.mAl);
obj.AddMember("min", MakeValueCast<int64_t>(vTmpMin, a.min, w.mAl), w.mAl);
}
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}
inline void Write(Value& obj, Animation& a, AssetWriter& w)
{
/****************** Channels *******************/
Value channels;
channels.SetArray();
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channels.Reserve(unsigned(a.channels.size()), w.mAl);
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for (size_t i = 0; i < unsigned(a.channels.size()); ++i) {
Animation::Channel& c = a.channels[i];
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Value valChannel;
valChannel.SetObject();
{
valChannel.AddMember("sampler", c.sampler, w.mAl);
Value valTarget;
valTarget.SetObject();
{
valTarget.AddMember("node", c.target.node->index, w.mAl);
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switch (c.target.path) {
case AnimationPath_TRANSLATION:
valTarget.AddMember("path", "translation", w.mAl);
break;
case AnimationPath_ROTATION:
valTarget.AddMember("path", "rotation", w.mAl);
break;
case AnimationPath_SCALE:
valTarget.AddMember("path", "scale", w.mAl);
break;
case AnimationPath_WEIGHTS:
valTarget.AddMember("path", "weights", w.mAl);
break;
}
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}
valChannel.AddMember("target", valTarget, w.mAl);
}
channels.PushBack(valChannel, w.mAl);
}
obj.AddMember("channels", channels, w.mAl);
/****************** Samplers *******************/
Value valSamplers;
valSamplers.SetArray();
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for (size_t i = 0; i < unsigned(a.samplers.size()); ++i) {
Animation::Sampler& s = a.samplers[i];
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Value valSampler;
valSampler.SetObject();
{
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valSampler.AddMember("input", s.input->index, w.mAl);
switch (s.interpolation) {
case Interpolation_LINEAR:
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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valSampler.AddMember("interpolation", "LINEAR", w.mAl);
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break;
case Interpolation_STEP:
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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valSampler.AddMember("interpolation", "STEP", w.mAl);
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break;
case Interpolation_CUBICSPLINE:
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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valSampler.AddMember("interpolation", "CUBICSPLINE", w.mAl);
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break;
}
valSampler.AddMember("output", s.output->index, w.mAl);
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}
valSamplers.PushBack(valSampler, w.mAl);
}
obj.AddMember("samplers", valSamplers, w.mAl);
}
inline void Write(Value& obj, Buffer& b, AssetWriter& w)
{
obj.AddMember("byteLength", static_cast<uint64_t>(b.byteLength), w.mAl);
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const auto uri = b.GetURI();
const auto relativeUri = uri.substr(uri.find_last_of("/\\") + 1u);
obj.AddMember("uri", Value(relativeUri, w.mAl).Move(), w.mAl);
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}
inline void Write(Value& obj, BufferView& bv, AssetWriter& w)
{
obj.AddMember("buffer", bv.buffer->index, w.mAl);
obj.AddMember("byteOffset", static_cast<uint64_t>(bv.byteOffset), w.mAl);
obj.AddMember("byteLength", static_cast<uint64_t>(bv.byteLength), w.mAl);
if (bv.byteStride != 0) {
obj.AddMember("byteStride", bv.byteStride, w.mAl);
}
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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if (bv.target != BufferViewTarget_NONE) {
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obj.AddMember("target", int(bv.target), w.mAl);
}
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}
inline void Write(Value& /*obj*/, Camera& /*c*/, AssetWriter& /*w*/)
{
}
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inline void Write(Value& /*obj*/, Light& /*c*/, AssetWriter& /*w*/)
{
}
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inline void Write(Value& obj, Image& img, AssetWriter& w)
{
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if (img.bufferView) {
obj.AddMember("bufferView", img.bufferView->index, w.mAl);
obj.AddMember("mimeType", Value(img.mimeType, w.mAl).Move(), w.mAl);
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}
else {
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std::string uri;
if (img.HasData()) {
uri = "data:" + (img.mimeType.empty() ? "application/octet-stream" : img.mimeType);
uri += ";base64,";
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glTFCommon::Util::EncodeBase64(img.GetData(), img.GetDataLength(), uri);
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}
else {
uri = img.uri;
}
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obj.AddMember("uri", Value(uri, w.mAl).Move(), w.mAl);
}
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}
namespace {
inline void SetTexBasic(TextureInfo t, Value& tex, MemoryPoolAllocator<>& al)
{
tex.SetObject();
tex.AddMember("index", t.texture->index, al);
if (t.texCoord != 0) {
tex.AddMember("texCoord", t.texCoord, al);
}
}
inline void WriteTex(Value& obj, TextureInfo t, const char* propName, MemoryPoolAllocator<>& al)
{
if (t.texture) {
Value tex;
SetTexBasic(t, tex, al);
obj.AddMember(StringRef(propName), tex, al);
}
}
inline void WriteTex(Value& obj, NormalTextureInfo t, const char* propName, MemoryPoolAllocator<>& al)
{
if (t.texture) {
Value tex;
SetTexBasic(t, tex, al);
if (t.scale != 1) {
tex.AddMember("scale", t.scale, al);
}
obj.AddMember(StringRef(propName), tex, al);
}
}
inline void WriteTex(Value& obj, OcclusionTextureInfo t, const char* propName, MemoryPoolAllocator<>& al)
{
if (t.texture) {
Value tex;
SetTexBasic(t, tex, al);
if (t.strength != 1) {
tex.AddMember("strength", t.strength, al);
}
obj.AddMember(StringRef(propName), tex, al);
}
}
template<size_t N>
inline void WriteVec(Value& obj, float(&prop)[N], const char* propName, MemoryPoolAllocator<>& al)
{
Value arr;
obj.AddMember(StringRef(propName), MakeValue(arr, prop, al), al);
}
template<size_t N>
inline void WriteVec(Value& obj, float(&prop)[N], const char* propName, const float(&defaultVal)[N], MemoryPoolAllocator<>& al)
{
if (!std::equal(std::begin(prop), std::end(prop), std::begin(defaultVal))) {
WriteVec(obj, prop, propName, al);
}
}
inline void WriteFloat(Value& obj, float prop, const char* propName, MemoryPoolAllocator<>& al)
{
Value num;
obj.AddMember(StringRef(propName), MakeValue(num, prop, al), al);
}
}
inline void Write(Value& obj, Material& m, AssetWriter& w)
{
Value pbrMetallicRoughness;
pbrMetallicRoughness.SetObject();
{
WriteTex(pbrMetallicRoughness, m.pbrMetallicRoughness.baseColorTexture, "baseColorTexture", w.mAl);
WriteTex(pbrMetallicRoughness, m.pbrMetallicRoughness.metallicRoughnessTexture, "metallicRoughnessTexture", w.mAl);
WriteVec(pbrMetallicRoughness, m.pbrMetallicRoughness.baseColorFactor, "baseColorFactor", defaultBaseColor, w.mAl);
if (m.pbrMetallicRoughness.metallicFactor != 1) {
WriteFloat(pbrMetallicRoughness, m.pbrMetallicRoughness.metallicFactor, "metallicFactor", w.mAl);
}
if (m.pbrMetallicRoughness.roughnessFactor != 1) {
WriteFloat(pbrMetallicRoughness, m.pbrMetallicRoughness.roughnessFactor, "roughnessFactor", w.mAl);
}
}
if (!pbrMetallicRoughness.ObjectEmpty()) {
obj.AddMember("pbrMetallicRoughness", pbrMetallicRoughness, w.mAl);
}
WriteTex(obj, m.normalTexture, "normalTexture", w.mAl);
WriteTex(obj, m.emissiveTexture, "emissiveTexture", w.mAl);
WriteTex(obj, m.occlusionTexture, "occlusionTexture", w.mAl);
WriteVec(obj, m.emissiveFactor, "emissiveFactor", defaultEmissiveFactor, w.mAl);
if (m.alphaCutoff != 0.5) {
WriteFloat(obj, m.alphaCutoff, "alphaCutoff", w.mAl);
}
if (m.alphaMode != "OPAQUE") {
obj.AddMember("alphaMode", Value(m.alphaMode, w.mAl).Move(), w.mAl);
}
if (m.doubleSided) {
obj.AddMember("doubleSided", m.doubleSided, w.mAl);
}
Value exts;
exts.SetObject();
if (m.pbrSpecularGlossiness.isPresent) {
Value pbrSpecularGlossiness;
pbrSpecularGlossiness.SetObject();
PbrSpecularGlossiness &pbrSG = m.pbrSpecularGlossiness.value;
//pbrSpecularGlossiness
WriteVec(pbrSpecularGlossiness, pbrSG.diffuseFactor, "diffuseFactor", defaultDiffuseFactor, w.mAl);
WriteVec(pbrSpecularGlossiness, pbrSG.specularFactor, "specularFactor", defaultSpecularFactor, w.mAl);
if (pbrSG.glossinessFactor != 1) {
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WriteFloat(pbrSpecularGlossiness, pbrSG.glossinessFactor, "glossinessFactor", w.mAl);
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}
WriteTex(pbrSpecularGlossiness, pbrSG.diffuseTexture, "diffuseTexture", w.mAl);
WriteTex(pbrSpecularGlossiness, pbrSG.specularGlossinessTexture, "specularGlossinessTexture", w.mAl);
if (!pbrSpecularGlossiness.ObjectEmpty()) {
exts.AddMember("KHR_materials_pbrSpecularGlossiness", pbrSpecularGlossiness, w.mAl);
}
}
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if (m.unlit) {
Value unlit;
unlit.SetObject();
exts.AddMember("KHR_materials_unlit", unlit, w.mAl);
}
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if (!exts.ObjectEmpty()) {
obj.AddMember("extensions", exts, w.mAl);
}
}
namespace {
inline void WriteAttrs(AssetWriter& w, Value& attrs, Mesh::AccessorList& lst,
const char* semantic, bool forceNumber = false)
{
if (lst.empty()) return;
if (lst.size() == 1 && !forceNumber) {
attrs.AddMember(StringRef(semantic), lst[0]->index, w.mAl);
}
else {
for (size_t i = 0; i < lst.size(); ++i) {
char buffer[32];
ai_snprintf(buffer, 32, "%s_%d", semantic, int(i));
attrs.AddMember(Value(buffer, w.mAl).Move(), lst[i]->index, w.mAl);
}
}
}
}
inline void Write(Value& obj, Mesh& m, AssetWriter& w)
{
/****************** Primitives *******************/
Value primitives;
primitives.SetArray();
primitives.Reserve(unsigned(m.primitives.size()), w.mAl);
for (size_t i = 0; i < m.primitives.size(); ++i) {
Mesh::Primitive& p = m.primitives[i];
Value prim;
prim.SetObject();
{
prim.AddMember("mode", Value(int(p.mode)).Move(), w.mAl);
if (p.material)
prim.AddMember("material", p.material->index, w.mAl);
if (p.indices)
prim.AddMember("indices", p.indices->index, w.mAl);
Value attrs;
attrs.SetObject();
{
WriteAttrs(w, attrs, p.attributes.position, "POSITION");
WriteAttrs(w, attrs, p.attributes.normal, "NORMAL");
WriteAttrs(w, attrs, p.attributes.texcoord, "TEXCOORD", true);
WriteAttrs(w, attrs, p.attributes.color, "COLOR", true);
WriteAttrs(w, attrs, p.attributes.joint, "JOINTS", true);
WriteAttrs(w, attrs, p.attributes.weight, "WEIGHTS", true);
}
prim.AddMember("attributes", attrs, w.mAl);
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
// targets for blendshapes
if (p.targets.size() > 0) {
Value tjs;
tjs.SetArray();
tjs.Reserve(unsigned(p.targets.size()), w.mAl);
for (unsigned int t = 0; t < p.targets.size(); ++t) {
Value tj;
tj.SetObject();
{
WriteAttrs(w, tj, p.targets[t].position, "POSITION");
WriteAttrs(w, tj, p.targets[t].normal, "NORMAL");
WriteAttrs(w, tj, p.targets[t].tangent, "TANGENT");
}
tjs.PushBack(tj, w.mAl);
}
prim.AddMember("targets", tjs, w.mAl);
}
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}
primitives.PushBack(prim, w.mAl);
}
obj.AddMember("primitives", primitives, w.mAl);
}
inline void Write(Value& obj, Node& n, AssetWriter& w)
{
if (n.matrix.isPresent) {
Value val;
obj.AddMember("matrix", MakeValue(val, n.matrix.value, w.mAl).Move(), w.mAl);
}
if (n.translation.isPresent) {
Value val;
obj.AddMember("translation", MakeValue(val, n.translation.value, w.mAl).Move(), w.mAl);
}
if (n.scale.isPresent) {
Value val;
obj.AddMember("scale", MakeValue(val, n.scale.value, w.mAl).Move(), w.mAl);
}
if (n.rotation.isPresent) {
Value val;
obj.AddMember("rotation", MakeValue(val, n.rotation.value, w.mAl).Move(), w.mAl);
}
AddRefsVector(obj, "children", n.children, w.mAl);
if (!n.meshes.empty()) {
obj.AddMember("mesh", n.meshes[0]->index, w.mAl);
}
AddRefsVector(obj, "skeletons", n.skeletons, w.mAl);
if (n.skin) {
obj.AddMember("skin", n.skin->index, w.mAl);
}
if (!n.jointName.empty()) {
obj.AddMember("jointName", n.jointName, w.mAl);
}
}
inline void Write(Value& /*obj*/, Program& /*b*/, AssetWriter& /*w*/)
{
}
inline void Write(Value& obj, Sampler& b, AssetWriter& w)
{
if (!b.name.empty()) {
obj.AddMember("name", b.name, w.mAl);
}
if (b.wrapS != SamplerWrap::UNSET && b.wrapS != SamplerWrap::Repeat) {
obj.AddMember("wrapS", static_cast<unsigned int>(b.wrapS), w.mAl);
}
if (b.wrapT != SamplerWrap::UNSET && b.wrapT != SamplerWrap::Repeat) {
obj.AddMember("wrapT", static_cast<unsigned int>(b.wrapT), w.mAl);
}
if (b.magFilter != SamplerMagFilter::UNSET) {
obj.AddMember("magFilter", static_cast<unsigned int>(b.magFilter), w.mAl);
}
if (b.minFilter != SamplerMinFilter::UNSET) {
obj.AddMember("minFilter", static_cast<unsigned int>(b.minFilter), w.mAl);
}
}
inline void Write(Value& scene, Scene& s, AssetWriter& w)
{
AddRefsVector(scene, "nodes", s.nodes, w.mAl);
}
inline void Write(Value& /*obj*/, Shader& /*b*/, AssetWriter& /*w*/)
{
}
inline void Write(Value& obj, Skin& b, AssetWriter& w)
{
/****************** jointNames *******************/
Value vJointNames;
vJointNames.SetArray();
vJointNames.Reserve(unsigned(b.jointNames.size()), w.mAl);
for (size_t i = 0; i < unsigned(b.jointNames.size()); ++i) {
vJointNames.PushBack(b.jointNames[i]->index, w.mAl);
}
obj.AddMember("joints", vJointNames, w.mAl);
if (b.bindShapeMatrix.isPresent) {
Value val;
obj.AddMember("bindShapeMatrix", MakeValue(val, b.bindShapeMatrix.value, w.mAl).Move(), w.mAl);
}
if (b.inverseBindMatrices) {
obj.AddMember("inverseBindMatrices", b.inverseBindMatrices->index, w.mAl);
}
}
inline void Write(Value& obj, Texture& tex, AssetWriter& w)
{
if (tex.source) {
obj.AddMember("source", tex.source->index, w.mAl);
}
if (tex.sampler) {
obj.AddMember("sampler", tex.sampler->index, w.mAl);
}
}
inline AssetWriter::AssetWriter(Asset& a)
: mDoc()
, mAsset(a)
, mAl(mDoc.GetAllocator())
{
mDoc.SetObject();
WriteMetadata();
WriteExtensionsUsed();
// Dump the contents of the dictionaries
for (size_t i = 0; i < a.mDicts.size(); ++i) {
a.mDicts[i]->WriteObjects(*this);
}
// Add the target scene field
if (mAsset.scene) {
mDoc.AddMember("scene", mAsset.scene->index, mAl);
}
}
inline void AssetWriter::WriteFile(const char* path)
{
std::unique_ptr<IOStream> jsonOutFile(mAsset.OpenFile(path, "wt", true));
if (jsonOutFile == 0) {
throw DeadlyExportError("Could not open output file: " + std::string(path));
}
StringBuffer docBuffer;
PrettyWriter<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
if (jsonOutFile->Write(docBuffer.GetString(), docBuffer.GetSize(), 1) != 1) {
throw DeadlyExportError("Failed to write scene data!");
}
// Write buffer data to separate .bin files
for (unsigned int i = 0; i < mAsset.buffers.Size(); ++i) {
Ref<Buffer> b = mAsset.buffers.Get(i);
std::string binPath = b->GetURI();
std::unique_ptr<IOStream> binOutFile(mAsset.OpenFile(binPath, "wb", true));
if (binOutFile == 0) {
throw DeadlyExportError("Could not open output file: " + binPath);
}
if (b->byteLength > 0) {
if (binOutFile->Write(b->GetPointer(), b->byteLength, 1) != 1) {
throw DeadlyExportError("Failed to write binary file: " + binPath);
}
}
}
}
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inline void AssetWriter::WriteGLBFile(const char* path)
{
std::unique_ptr<IOStream> outfile(mAsset.OpenFile(path, "wb", true));
if (outfile == 0) {
throw DeadlyExportError("Could not open output file: " + std::string(path));
}
Ref<Buffer> bodyBuffer = mAsset.GetBodyBuffer();
if (bodyBuffer->byteLength > 0) {
rapidjson::Value glbBodyBuffer;
glbBodyBuffer.SetObject();
glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
}
// Padding with spaces as required by the spec
uint32_t padding = 0x20202020;
//
// JSON chunk
//
StringBuffer docBuffer;
Writer<StringBuffer> writer(docBuffer);
mDoc.Accept(writer);
uint32_t jsonChunkLength = (docBuffer.GetSize() + 3) & ~3; // Round up to next multiple of 4
auto paddingLength = jsonChunkLength - docBuffer.GetSize();
GLB_Chunk jsonChunk;
jsonChunk.chunkLength = jsonChunkLength;
jsonChunk.chunkType = ChunkType_JSON;
AI_SWAP4(jsonChunk.chunkLength);
outfile->Seek(sizeof(GLB_Header), aiOrigin_SET);
if (outfile->Write(&jsonChunk, 1, sizeof(GLB_Chunk)) != sizeof(GLB_Chunk)) {
throw DeadlyExportError("Failed to write scene data header!");
}
if (outfile->Write(docBuffer.GetString(), 1, docBuffer.GetSize()) != docBuffer.GetSize()) {
throw DeadlyExportError("Failed to write scene data!");
}
if (paddingLength && outfile->Write(&padding, 1, paddingLength) != paddingLength) {
throw DeadlyExportError("Failed to write scene data padding!");
}
//
// Binary chunk
//
uint32_t binaryChunkLength = 0;
if (bodyBuffer->byteLength > 0) {
binaryChunkLength = (bodyBuffer->byteLength + 3) & ~3; // Round up to next multiple of 4
auto paddingLength = binaryChunkLength - bodyBuffer->byteLength;
GLB_Chunk binaryChunk;
binaryChunk.chunkLength = binaryChunkLength;
binaryChunk.chunkType = ChunkType_BIN;
AI_SWAP4(binaryChunk.chunkLength);
size_t bodyOffset = sizeof(GLB_Header) + sizeof(GLB_Chunk) + jsonChunk.chunkLength;
outfile->Seek(bodyOffset, aiOrigin_SET);
if (outfile->Write(&binaryChunk, 1, sizeof(GLB_Chunk)) != sizeof(GLB_Chunk)) {
throw DeadlyExportError("Failed to write body data header!");
}
if (outfile->Write(bodyBuffer->GetPointer(), 1, bodyBuffer->byteLength) != bodyBuffer->byteLength) {
throw DeadlyExportError("Failed to write body data!");
}
if (paddingLength && outfile->Write(&padding, 1, paddingLength) != paddingLength) {
throw DeadlyExportError("Failed to write body data padding!");
}
}
//
// Header
//
GLB_Header header;
memcpy(header.magic, AI_GLB_MAGIC_NUMBER, sizeof(header.magic));
header.version = 2;
AI_SWAP4(header.version);
header.length = uint32_t(sizeof(GLB_Header) + 2 * sizeof(GLB_Chunk) + jsonChunkLength + binaryChunkLength);
AI_SWAP4(header.length);
outfile->Seek(0, aiOrigin_SET);
if (outfile->Write(&header, 1, sizeof(GLB_Header)) != sizeof(GLB_Header)) {
throw DeadlyExportError("Failed to write the header!");
}
}
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inline void AssetWriter::WriteMetadata()
{
Value asset;
asset.SetObject();
asset.AddMember("version", Value(mAsset.asset.version, mAl).Move(), mAl);
asset.AddMember("generator", Value(mAsset.asset.generator, mAl).Move(), mAl);
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
if (!mAsset.asset.copyright.empty())
asset.AddMember("copyright", Value(mAsset.asset.copyright, mAl).Move(), mAl);
2019-02-08 16:25:43 -06:00
mDoc.AddMember("asset", asset, mAl);
}
inline void AssetWriter::WriteExtensionsUsed()
{
Value exts;
exts.SetArray();
{
// This is used to export pbrSpecularGlossiness materials with GLTF 2.
if (this->mAsset.extensionsUsed.KHR_materials_pbrSpecularGlossiness) {
exts.PushBack(StringRef("KHR_materials_pbrSpecularGlossiness"), mAl);
}
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if (this->mAsset.extensionsUsed.KHR_materials_unlit) {
exts.PushBack(StringRef("KHR_materials_unlit"), mAl);
}
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}
if (!exts.Empty())
mDoc.AddMember("extensionsUsed", exts, mAl);
}
template<class T>
void AssetWriter::WriteObjects(LazyDict<T>& d)
{
if (d.mObjs.empty()) return;
Value* container = &mDoc;
if (d.mExtId) {
Value* exts = FindObject(mDoc, "extensions");
if (!exts) {
mDoc.AddMember("extensions", Value().SetObject().Move(), mDoc.GetAllocator());
exts = FindObject(mDoc, "extensions");
}
if (!(container = FindObject(*exts, d.mExtId))) {
exts->AddMember(StringRef(d.mExtId), Value().SetObject().Move(), mDoc.GetAllocator());
container = FindObject(*exts, d.mExtId);
}
}
Value* dict;
if (!(dict = FindArray(*container, d.mDictId))) {
container->AddMember(StringRef(d.mDictId), Value().SetArray().Move(), mDoc.GetAllocator());
dict = FindArray(*container, d.mDictId);
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if (nullptr == dict) {
return;
}
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}
for (size_t i = 0; i < d.mObjs.size(); ++i) {
if (d.mObjs[i]->IsSpecial()) continue;
Value obj;
obj.SetObject();
if (!d.mObjs[i]->name.empty()) {
obj.AddMember("name", StringRef(d.mObjs[i]->name.c_str()), mAl);
}
Write(obj, *d.mObjs[i], *this);
dict->PushBack(obj, mAl);
}
}
template<class T>
void WriteLazyDict(LazyDict<T>& d, AssetWriter& w)
{
w.WriteObjects(d);
}
}