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Merge pull request assimp#5170 from vulcanozz/vulcano/export_gltf2_wi…
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…th_roughness_texture

Add DIFFUSE_ROUGHNESS_TEXTURE for gltf2 exporter
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kimkulling authored Aug 29, 2023
2 parents 0afaf97 + e79d105 commit f623870
Showing 1 changed file with 55 additions and 45 deletions.
100 changes: 55 additions & 45 deletions code/AssetLib/glTF2/glTF2Exporter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -263,7 +263,7 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
for (short idx = 0; bufferData_ptr < bufferData_end; idx += 1, bufferData_ptr += numCompsIn) {
bool bNonZero = false;

//for the data, check any component Non Zero
// for the data, check any component Non Zero
for (unsigned int j = 0; j < numCompsOut; j++) {
double valueData = bufferData_ptr[j];
double valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
Expand All @@ -273,11 +273,11 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
}
}

//all zeros, continue
// all zeros, continue
if (!bNonZero)
continue;

//non zero, store the data
// non zero, store the data
for (unsigned int j = 0; j < numCompsOut; j++) {
T valueData = bufferData_ptr[j];
T valueBase = bufferBase_ptr ? bufferBase_ptr[j] : 0;
Expand All @@ -286,14 +286,14 @@ size_t NZDiff(void *data, void *dataBase, size_t count, unsigned int numCompsIn,
vNZIdx.push_back(idx);
}

//avoid all-0, put 1 item
// avoid all-0, put 1 item
if (vNZDiff.size() == 0) {
for (unsigned int j = 0; j < numCompsOut; j++)
vNZDiff.push_back(0);
vNZIdx.push_back(0);
}

//process data
// process data
outputNZDiff = new T[vNZDiff.size()];
memcpy(outputNZDiff, vNZDiff.data(), vNZDiff.size() * sizeof(T));

Expand Down Expand Up @@ -361,7 +361,7 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
acc->sparse.reset(new Accessor::Sparse);
acc->sparse->count = nzCount;

//indices
// indices
unsigned int bytesPerIdx = sizeof(unsigned short);
size_t indices_offset = buffer->byteLength;
size_t indices_padding = indices_offset % bytesPerIdx;
Expand All @@ -379,7 +379,7 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
acc->sparse->indicesByteOffset = 0;
acc->WriteSparseIndices(nzCount, nzIdx, 1 * bytesPerIdx);

//values
// values
size_t values_offset = buffer->byteLength;
size_t values_padding = values_offset % bytesPerComp;
values_offset += values_padding;
Expand All @@ -395,9 +395,9 @@ inline Ref<Accessor> ExportDataSparse(Asset &a, std::string &meshName, Ref<Buffe
acc->sparse->valuesByteOffset = 0;
acc->WriteSparseValues(nzCount, nzDiff, numCompsIn * bytesPerComp);

//clear
delete[](char *) nzDiff;
delete[](char *) nzIdx;
// clear
delete[] (char *)nzDiff;
delete[] (char *)nzIdx;
}
return acc;
}
Expand Down Expand Up @@ -599,7 +599,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
if (curTex != nullptr) { // embedded
texture->source->name = curTex->mFilename.C_Str();

//basisu: embedded ktx2, bu
// basisu: embedded ktx2, bu
if (curTex->achFormatHint[0]) {
std::string mimeType = "image/";
if (memcmp(curTex->achFormatHint, "jpg", 3) == 0)
Expand All @@ -619,7 +619,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
}

// The asset has its own buffer, see Image::SetData
//basisu: "image/ktx2", "image/basis" as is
// basisu: "image/ktx2", "image/basis" as is
texture->source->SetData(reinterpret_cast<uint8_t *>(curTex->pcData), curTex->mWidth, *mAsset);
} else {
texture->source->uri = path;
Expand All @@ -629,7 +629,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
}
}

//basisu
// basisu
if (useBasisUniversal) {
mAsset->extensionsUsed.KHR_texture_basisu = true;
mAsset->extensionsRequired.KHR_texture_basisu = true;
Expand All @@ -652,7 +652,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, NormalTextureInfo &prop, ai
GetMatTex(mat, texture, prop.texCoord, tt, slot);

if (texture) {
//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
// GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
GetMatTexProp(mat, prop.scale, "scale", tt, slot);
}
}
Expand All @@ -663,7 +663,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, OcclusionTextureInfo &prop,
GetMatTex(mat, texture, prop.texCoord, tt, slot);

if (texture) {
//GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
// GetMatTexProp(mat, prop.texCoord, "texCoord", tt, slot);
GetMatTexProp(mat, prop.strength, "strength", tt, slot);
}
}
Expand Down Expand Up @@ -832,20 +832,30 @@ void glTF2Exporter::ExportMaterials() {
GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_BASE_COLOR);

if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
//if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
// if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
}

GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_DIFFUSE_ROUGHNESS);

if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
// if there wasn't a aiTextureType_DIFFUSE_ROUGHNESS defined in the source, fallback to aiTextureType_METALNESS
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_METALNESS);
}

if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
// if there still wasn't a aiTextureType_METALNESS defined in the source, fallback to AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
}

if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
//a fallback to any diffuse color should be used instead
// a fallback to any diffuse color should be used instead
GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
}

if (mat.Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
// if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
m->pbrMetallicRoughness.metallicFactor = 0;
}

Expand All @@ -858,10 +868,10 @@ void glTF2Exporter::ExportMaterials() {
if (mat.Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS && mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
// convert specular color to luminance
float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
//normalize shininess (assuming max is 1000) with an inverse exponentional curve
// normalize shininess (assuming max is 1000) with an inverse exponentional curve
float normalizedShininess = std::sqrt(shininess / 1000);

//clamp the shininess value between 0 and 1
// clamp the shininess value between 0 and 1
normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
// low specular intensity values should produce a rough material even if shininess is high.
normalizedShininess = normalizedShininess * specularIntensity;
Expand Down Expand Up @@ -1059,7 +1069,7 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
if (boneIndexFitted != -1) {
vertexJointData[vertexId][boneIndexFitted] = static_cast<float>(jointNamesIndex);
}
}else {
} else {
vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;

Expand All @@ -1071,7 +1081,7 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf

Mesh::Primitive &p = meshRef->primitives.back();
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aimesh->mNumVertices,
vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexJointAccessor) {
size_t offset = vertexJointAccessor->bufferView->byteOffset;
size_t bytesLen = vertexJointAccessor->bufferView->byteLength;
Expand Down Expand Up @@ -1155,7 +1165,7 @@ void glTF2Exporter::ExportMeshes() {

/******************* Vertices ********************/
Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3,
AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
if (v) {
p.attributes.position.push_back(v);
}
Expand All @@ -1169,7 +1179,7 @@ void glTF2Exporter::ExportMeshes() {
}

Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3,
AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
AttribType::VEC3, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
if (n) {
p.attributes.normal.push_back(n);
}
Expand All @@ -1191,7 +1201,7 @@ void glTF2Exporter::ExportMeshes() {
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;

Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i],
AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
AttribType::VEC3, type, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
if (tc) {
p.attributes.texcoord.push_back(tc);
}
Expand All @@ -1201,7 +1211,7 @@ void glTF2Exporter::ExportMeshes() {
/*************** Vertex colors ****************/
for (unsigned int indexColorChannel = 0; indexColorChannel < aim->GetNumColorChannels(); ++indexColorChannel) {
Ref<Accessor> c = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mColors[indexColorChannel],
AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT, BufferViewTarget_ARRAY_BUFFER);
if (c) {
p.attributes.color.push_back(c);
}
Expand All @@ -1219,7 +1229,7 @@ void glTF2Exporter::ExportMeshes() {
}

p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR,
ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
ComponentType_UNSIGNED_INT, BufferViewTarget_ELEMENT_ARRAY_BUFFER);
}

switch (aim->mPrimitiveTypes) {
Expand Down Expand Up @@ -1362,24 +1372,24 @@ void glTF2Exporter::MergeMeshes() {

unsigned int nMeshes = static_cast<unsigned int>(node->meshes.size());

//skip if it's 1 or less meshes per node
// skip if it's 1 or less meshes per node
if (nMeshes > 1) {
Ref<Mesh> firstMesh = node->meshes.at(0);

//loop backwards to allow easy removal of a mesh from a node once it's merged
// loop backwards to allow easy removal of a mesh from a node once it's merged
for (unsigned int m = nMeshes - 1; m >= 1; --m) {
Ref<Mesh> mesh = node->meshes.at(m);

//append this mesh's primitives to the first mesh's primitives
// append this mesh's primitives to the first mesh's primitives
firstMesh->primitives.insert(
firstMesh->primitives.end(),
mesh->primitives.begin(),
mesh->primitives.end());

//remove the mesh from the list of meshes
// remove the mesh from the list of meshes
unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());

//find the presence of the removed mesh in other nodes
// find the presence of the removed mesh in other nodes
for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
Ref<Node> curNode = mAsset->nodes.Get(nn);

Expand All @@ -1398,7 +1408,7 @@ void glTF2Exporter::MergeMeshes() {
}
}

//since we were looping backwards, reverse the order of merged primitives to their original order
// since we were looping backwards, reverse the order of merged primitives to their original order
std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
}
}
Expand Down Expand Up @@ -1430,7 +1440,7 @@ unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode *n) {
return node.GetIndex();
}

/*
/*
* Export node and recursively calls ExportNode for all children.
* Since these nodes are not the root node, we also export the parent Ref<Node>
*/
Expand Down Expand Up @@ -1525,9 +1535,9 @@ inline void ExtractTranslationSampler(Asset &asset, std::string &animId, Ref<Buf
const aiVectorKey &key = nodeChannel->mPositionKeys[i];
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
values[(i * 3) + 0] = (ai_real) key.mValue.x;
values[(i * 3) + 1] = (ai_real) key.mValue.y;
values[(i * 3) + 2] = (ai_real) key.mValue.z;
values[(i * 3) + 0] = (ai_real)key.mValue.x;
values[(i * 3) + 1] = (ai_real)key.mValue.y;
values[(i * 3) + 2] = (ai_real)key.mValue.z;
}

sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
Expand All @@ -1544,9 +1554,9 @@ inline void ExtractScaleSampler(Asset &asset, std::string &animId, Ref<Buffer> &
const aiVectorKey &key = nodeChannel->mScalingKeys[i];
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
values[(i * 3) + 0] = (ai_real) key.mValue.x;
values[(i * 3) + 1] = (ai_real) key.mValue.y;
values[(i * 3) + 2] = (ai_real) key.mValue.z;
values[(i * 3) + 0] = (ai_real)key.mValue.x;
values[(i * 3) + 1] = (ai_real)key.mValue.y;
values[(i * 3) + 2] = (ai_real)key.mValue.z;
}

sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
Expand All @@ -1563,10 +1573,10 @@ inline void ExtractRotationSampler(Asset &asset, std::string &animId, Ref<Buffer
const aiQuatKey &key = nodeChannel->mRotationKeys[i];
// mTime is measured in ticks, but GLTF time is measured in seconds, so convert.
times[i] = static_cast<float>(key.mTime / ticksPerSecond);
values[(i * 4) + 0] = (ai_real) key.mValue.x;
values[(i * 4) + 1] = (ai_real) key.mValue.y;
values[(i * 4) + 2] = (ai_real) key.mValue.z;
values[(i * 4) + 3] = (ai_real) key.mValue.w;
values[(i * 4) + 0] = (ai_real)key.mValue.x;
values[(i * 4) + 1] = (ai_real)key.mValue.y;
values[(i * 4) + 2] = (ai_real)key.mValue.z;
values[(i * 4) + 3] = (ai_real)key.mValue.w;
}

sampler.input = GetSamplerInputRef(asset, animId, buffer, times);
Expand Down

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