1040 lines
29 KiB
C++
1040 lines
29 KiB
C++
#include "stdafx.h"
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#include "ModelImporter.h"
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#include "Utility/stb_image.h"
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#define TINYGLTF_IMPLEMENTATION
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#define TINYGLTF_NO_STB_IMAGE
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#define TINYGLTF_NO_STB_IMAGE_WRITE
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#include "tiny_gltf.h"
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#include <fstream>
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#include <sstream>
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using namespace std;
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using namespace wiGraphicsTypes;
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using namespace wiSceneComponents;
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// Transform the data from glTF space to engine-space:
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const bool transform_to_LH = true;
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namespace tinygltf
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{
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bool LoadImageData(Image *image, std::string *err, std::string *warn,
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int req_width, int req_height, const unsigned char *bytes,
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int size, void *)
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{
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(void)warn;
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const int requiredComponents = 4;
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int w, h, comp;
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// if image cannot be decoded, ignore parsing and keep it by its path
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// don't break in this case
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// FIXME we should only enter this function if the image is embedded. If
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// image->uri references
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// an image file, it should be left as it is. Image loading should not be
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// mandatory (to support other formats)
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unsigned char *data = stbi_load_from_memory(bytes, size, &w, &h, &comp, requiredComponents);
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if (!data) {
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// NOTE: you can use `warn` instead of `err`
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if (err) {
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(*err) += "Unknown image format.\n";
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}
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return false;
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}
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if (w < 1 || h < 1) {
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free(data);
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if (err) {
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(*err) += "Invalid image data.\n";
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}
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return false;
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}
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if (req_width > 0) {
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if (req_width != w) {
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free(data);
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if (err) {
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(*err) += "Image width mismatch.\n";
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}
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return false;
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}
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}
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if (req_height > 0) {
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if (req_height != h) {
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free(data);
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if (err) {
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(*err) += "Image height mismatch.\n";
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}
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return false;
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}
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}
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image->width = w;
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image->height = h;
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//image->component = comp;
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image->component = requiredComponents;
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image->image.resize(static_cast<size_t>(w * h * image->component));
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std::copy(data, data + w * h * image->component, image->image.begin());
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free(data);
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return true;
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//if (!image->uri.empty())
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//{
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// // external image will be loaded by resource manager
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// return true;
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//}
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//else
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//{
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// // embedded image
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// // We will load the texture2d by hand here and register to the resource manager
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// {
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// // png, tga, jpg, etc. loader:
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// const int channelCount = 4;
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// int width, height, bpp;
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// unsigned char* rgb = stbi_load_from_memory(bytes, size, &width, &height, &bpp, channelCount);
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// if (rgb != nullptr)
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// {
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// TextureDesc desc;
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// desc.ArraySize = 1;
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// desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
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// desc.CPUAccessFlags = 0;
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// desc.Format = FORMAT_R8G8B8A8_UNORM;
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// desc.Height = static_cast<uint32_t>(height);
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// desc.Width = static_cast<uint32_t>(width);
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// desc.MipLevels = (UINT)log2(max(width, height));
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// desc.MiscFlags = 0;
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// desc.Usage = USAGE_DEFAULT;
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// UINT mipwidth = width;
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// SubresourceData* InitData = new SubresourceData[desc.MipLevels];
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// for (UINT mip = 0; mip < desc.MipLevels; ++mip)
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// {
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// InitData[mip].pSysMem = rgb;
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// InitData[mip].SysMemPitch = static_cast<UINT>(mipwidth * channelCount);
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// mipwidth = max(1, mipwidth / 2);
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// }
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// Texture2D* tex = new Texture2D;
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// tex->RequestIndependentShaderResourcesForMIPs(true);
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// tex->RequestIndependentUnorderedAccessResourcesForMIPs(true);
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// HRESULT hr = wiRenderer::GetDevice()->CreateTexture2D(&desc, InitData, &tex);
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// assert(SUCCEEDED(hr));
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// if (tex != nullptr)
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// {
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// wiRenderer::AddDeferredMIPGen(tex);
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// if (image->name.empty())
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// {
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// static UINT imgcounter = 0;
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// stringstream ss("");
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// ss << "gltfLoader_embedded_image" << imgcounter++;
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// image->name = ss.str();
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// }
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// // We loaded the texture2d, so register to the resource manager to be retrieved later:
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// wiResourceManager::GetGlobal()->Register(image->name, tex, wiResourceManager::IMAGE);
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// }
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// }
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// free(rgb);
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// }
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// return true;
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//}
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//return false;
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}
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bool WriteImageData(const std::string *basepath, const std::string *filename,
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Image *image, bool embedImages, void *)
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{
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assert(0); // TODO
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return false;
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}
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}
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void RegisterTexture2D(tinygltf::Image *image)
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{
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// We will load the texture2d by hand here and register to the resource manager
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{
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int width = image->width;
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int height = image->height;
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int channelCount = image->component;
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const unsigned char* rgb = image->image.data();
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if (rgb != nullptr)
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{
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TextureDesc desc;
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desc.ArraySize = 1;
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desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
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desc.CPUAccessFlags = 0;
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desc.Format = FORMAT_R8G8B8A8_UNORM;
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desc.Height = static_cast<uint32_t>(height);
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desc.Width = static_cast<uint32_t>(width);
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desc.MipLevels = (UINT)log2(max(width, height));
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desc.MiscFlags = 0;
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desc.Usage = USAGE_DEFAULT;
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UINT mipwidth = width;
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SubresourceData* InitData = new SubresourceData[desc.MipLevels];
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for (UINT mip = 0; mip < desc.MipLevels; ++mip)
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{
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InitData[mip].pSysMem = rgb;
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InitData[mip].SysMemPitch = static_cast<UINT>(mipwidth * channelCount);
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mipwidth = max(1, mipwidth / 2);
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}
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Texture2D* tex = new Texture2D;
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tex->RequestIndependentShaderResourcesForMIPs(true);
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tex->RequestIndependentUnorderedAccessResourcesForMIPs(true);
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HRESULT hr = wiRenderer::GetDevice()->CreateTexture2D(&desc, InitData, &tex);
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assert(SUCCEEDED(hr));
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if (tex != nullptr)
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{
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wiRenderer::AddDeferredMIPGen(tex);
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if (image->name.empty())
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{
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static UINT imgcounter = 0;
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stringstream ss("");
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ss << "gltfLoader_image" << imgcounter++;
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image->name = ss.str();
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}
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// We loaded the texture2d, so register to the resource manager to be retrieved later:
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wiResourceManager::GetGlobal()->Register(image->name, tex, wiResourceManager::IMAGE);
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}
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}
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}
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}
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void LoadNode(tinygltf::Node* node, tinygltf::Node* parent, Model* model, tinygltf::Model& gltfModel, vector<Mesh*>& meshArray, vector<Armature*>& armatureArray)
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{
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if (node == nullptr)
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{
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return;
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}
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Transform transform;
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if (!node->scale.empty())
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{
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transform.scale_rest = XMFLOAT3((float)node->scale[0], (float)node->scale[1], (float)node->scale[2]);
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}
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if (!node->rotation.empty())
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{
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transform.rotation_rest = XMFLOAT4((float)node->rotation[0], (float)node->rotation[1], (float)node->rotation[2], (float)node->rotation[3]);
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}
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if (!node->translation.empty())
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{
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transform.translation_rest = XMFLOAT3((float)node->translation[0], (float)node->translation[1], (float)node->translation[2]);
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}
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transform.UpdateTransform();
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if (parent != nullptr)
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{
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transform.parentName = parent->name;
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}
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if(node->mesh >= 0)
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{
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Object* object = new Object(node->name);
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model->objects.insert(object);
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*(Transform*)object = transform;
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if (node->mesh < meshArray.size())
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{
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object->mesh = meshArray[node->mesh];
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object->meshName = object->mesh->name;
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}
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else
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{
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auto& x = gltfModel.meshes[node->mesh];
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Mesh* mesh = new Mesh(x.name);
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meshArray.push_back(mesh);
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object->mesh = mesh;
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object->meshName = mesh->name;
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mesh->renderable = true;
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XMFLOAT3 min = XMFLOAT3(FLT_MAX, FLT_MAX, FLT_MAX);
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XMFLOAT3 max = XMFLOAT3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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for (auto& prim : x.primitives)
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{
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assert(prim.indices >= 0);
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// Fill indices:
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const tinygltf::Accessor& accessor = gltfModel.accessors[prim.indices];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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size_t offset = mesh->indices.size();
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mesh->indices.resize(offset + count);
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const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
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if (stride == 1)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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mesh->indices[offset + i + 0] = data[i + 0];
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mesh->indices[offset + i + 1] = data[i + 1];
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mesh->indices[offset + i + 2] = data[i + 2];
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}
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}
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else if (stride == 2)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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mesh->indices[offset + i + 0] = ((uint16_t*)data)[i + 0];
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mesh->indices[offset + i + 1] = ((uint16_t*)data)[i + 1];
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mesh->indices[offset + i + 2] = ((uint16_t*)data)[i + 2];
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}
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}
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else if (stride == 4)
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{
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for (size_t i = 0; i < count; i += 3)
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{
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mesh->indices[offset + i + 0] = ((uint32_t*)data)[i + 0];
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mesh->indices[offset + i + 1] = ((uint32_t*)data)[i + 1];
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mesh->indices[offset + i + 2] = ((uint32_t*)data)[i + 2];
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}
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}
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else
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{
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assert(0 && "unsupported index stride!");
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}
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// Create mesh subset:
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MeshSubset subset;
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if (prim.material >= 0)
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{
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const string& mat_name = gltfModel.materials[prim.material].name;
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auto& found_mat = model->materials.find(mat_name);
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if (found_mat != model->materials.end())
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{
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subset.material = found_mat->second;
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}
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}
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if (subset.material == nullptr)
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{
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subset.material = new Material("gltfLoader_defaultMat");
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}
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mesh->subsets.push_back(subset);
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mesh->materialNames.push_back(subset.material->name);
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}
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bool hasBoneWeights = false;
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bool hasBoneIndices = false;
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int matIndex = -1;
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for (auto& prim : x.primitives)
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{
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matIndex++;
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size_t offset = mesh->vertices_FULL.size();
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for (auto& attr : prim.attributes)
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{
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const string& attr_name = attr.first;
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int attr_data = attr.second;
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const tinygltf::Accessor& accessor = gltfModel.accessors[attr_data];
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const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
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const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
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int stride = accessor.ByteStride(bufferView);
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size_t count = accessor.count;
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if (mesh->vertices_FULL.size() == offset)
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{
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mesh->vertices_FULL.resize(offset + count);
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}
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const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
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if (!attr_name.compare("POSITION"))
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{
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assert(stride == 12);
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for (size_t i = 0; i < count; ++i)
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{
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XMFLOAT3 pos = ((XMFLOAT3*)data)[i];
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if (transform_to_LH)
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{
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pos.z = -pos.z;
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}
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mesh->vertices_FULL[offset + i].pos = XMFLOAT4(pos.x, pos.y, pos.z, 0);
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min = wiMath::Min(min, pos);
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max = wiMath::Max(max, pos);
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}
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}
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else if (!attr_name.compare("NORMAL"))
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{
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assert(stride == 12);
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for (size_t i = 0; i < count; ++i)
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{
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const XMFLOAT3& nor = ((XMFLOAT3*)data)[i];
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mesh->vertices_FULL[offset + i].nor.x = nor.x;
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mesh->vertices_FULL[offset + i].nor.y = nor.y;
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mesh->vertices_FULL[offset + i].nor.z = -nor.z;
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}
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}
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else if (!attr_name.compare("TEXCOORD_0"))
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{
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assert(stride == 8);
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for (size_t i = 0; i < count; ++i)
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{
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const XMFLOAT2& tex = ((XMFLOAT2*)data)[i];
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mesh->vertices_FULL[offset + i].tex.x = tex.x;
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mesh->vertices_FULL[offset + i].tex.y = tex.y;
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mesh->vertices_FULL[offset + i].tex.z = (float)matIndex /*prim.material*/;
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}
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}
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else if (!attr_name.compare("JOINTS_0"))
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{
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if (stride == 4)
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{
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hasBoneIndices = true;
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struct JointTmp
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{
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uint8_t ind[4];
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};
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for (size_t i = 0; i < count; ++i)
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{
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const JointTmp& joint = ((JointTmp*)data)[i];
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mesh->vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
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mesh->vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
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mesh->vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
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mesh->vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
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}
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}
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else if (stride == 8)
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{
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hasBoneIndices = true;
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struct JointTmp
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{
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uint16_t ind[4];
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};
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for (size_t i = 0; i < count; ++i)
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{
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const JointTmp& joint = ((JointTmp*)data)[i];
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mesh->vertices_FULL[offset + i].ind.x = (float)joint.ind[0];
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mesh->vertices_FULL[offset + i].ind.y = (float)joint.ind[1];
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mesh->vertices_FULL[offset + i].ind.z = (float)joint.ind[2];
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mesh->vertices_FULL[offset + i].ind.w = (float)joint.ind[3];
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}
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}
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else
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{
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assert(0);
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}
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}
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else if (!attr_name.compare("WEIGHTS_0"))
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{
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hasBoneWeights = true;
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assert(stride == 16);
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for (size_t i = 0; i < count; ++i)
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{
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mesh->vertices_FULL[offset + i].wei = ((XMFLOAT4*)data)[i];
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}
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}
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}
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}
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mesh->aabb.create(min, max);
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model->meshes.insert(make_pair(mesh->name, mesh));
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if (!armatureArray.empty() && hasBoneIndices && hasBoneWeights)
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{
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mesh->armature = armatureArray[0]; // How to resolve?
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mesh->armatureName = mesh->armature->name;
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}
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}
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}
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if (node->camera >= 0)
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{
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Camera* camera = new Camera;
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camera->SetUp((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
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model->cameras.push_back(camera);
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*(Transform*)camera = transform;
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camera->name = gltfModel.cameras[node->camera].name;
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if (camera->name.empty())
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{
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static int camID = 0;
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stringstream ss("");
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ss << "cam" << camID++;
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camera->name = ss.str();
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}
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node->name = camera->name;
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camera->UpdateProps();
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}
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if (!node->children.empty())
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{
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for (int child : node->children)
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{
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LoadNode(&gltfModel.nodes[child], node, model, gltfModel, meshArray, armatureArray);
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}
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}
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}
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Model* ImportModel_GLTF(const std::string& fileName)
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{
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string directory, name;
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wiHelper::SplitPath(fileName, directory, name);
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string extension = wiHelper::toUpper(wiHelper::GetExtensionFromFileName(name));
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wiHelper::RemoveExtensionFromFileName(name);
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vector<Armature*> armatureArray;
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vector<Mesh*> meshArray;
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tinygltf::Model gltfModel;
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tinygltf::TinyGLTF loader;
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std::string err;
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std::string warn;
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loader.SetImageLoader(tinygltf::LoadImageData, nullptr);
|
|
loader.SetImageWriter(tinygltf::WriteImageData, nullptr);
|
|
|
|
bool ret;
|
|
if (!extension.compare("GLTF"))
|
|
{
|
|
ret = loader.LoadASCIIFromFile(&gltfModel, &err, &warn, fileName);
|
|
}
|
|
else
|
|
{
|
|
ret = loader.LoadBinaryFromFile(&gltfModel, &err, &warn, fileName); // for binary glTF(.glb)
|
|
}
|
|
if (!ret) {
|
|
wiHelper::messageBox(err, "GLTF error!");
|
|
return nullptr;
|
|
}
|
|
|
|
Model* model = new Model;
|
|
model->name = name;
|
|
|
|
for (auto& x : gltfModel.materials)
|
|
{
|
|
Material* material = new Material(x.name);
|
|
model->materials.insert(make_pair(material->name, material));
|
|
|
|
material->baseColor = XMFLOAT3(1, 1, 1);
|
|
material->roughness = 1.0f;
|
|
material->metalness = 1.0f;
|
|
material->reflectance = 0.02f;
|
|
material->emissive = 0;
|
|
|
|
auto& baseColorTexture = x.values.find("baseColorTexture");
|
|
auto& metallicRoughnessTexture = x.values.find("metallicRoughnessTexture");
|
|
auto& normalTexture = x.additionalValues.find("normalTexture");
|
|
auto& emissiveTexture = x.additionalValues.find("emissiveTexture");
|
|
auto& occlusionTexture = x.additionalValues.find("occlusionTexture");
|
|
|
|
auto& baseColorFactor = x.values.find("baseColorFactor");
|
|
auto& roughnessFactor = x.values.find("roughnessFactor");
|
|
auto& metallicFactor = x.values.find("metallicFactor");
|
|
auto& emissiveFactor = x.additionalValues.find("emissiveFactor");
|
|
auto& alphaCutoff = x.additionalValues.find("alphaCutoff");
|
|
|
|
if (baseColorTexture != x.values.end())
|
|
{
|
|
auto& tex = gltfModel.textures[baseColorTexture->second.TextureIndex()];
|
|
auto& img = gltfModel.images[tex.source];
|
|
RegisterTexture2D(&img);
|
|
material->textureName = img.name;
|
|
}
|
|
else if(!gltfModel.images.empty())
|
|
{
|
|
// For some reason, we don't have diffuse texture, but have other textures
|
|
// I have a problem, because one model viewer displays textures on a model which has no basecolor set in its material...
|
|
// This is probably not how it should be (todo)
|
|
RegisterTexture2D(&gltfModel.images[0]);
|
|
material->textureName = gltfModel.images[0].name;
|
|
}
|
|
|
|
tinygltf::Image* img_nor = nullptr;
|
|
tinygltf::Image* img_met_rough = nullptr;
|
|
tinygltf::Image* img_emissive = nullptr;
|
|
|
|
if (normalTexture != x.additionalValues.end())
|
|
{
|
|
auto& tex = gltfModel.textures[normalTexture->second.TextureIndex()];
|
|
img_nor = &gltfModel.images[tex.source];
|
|
}
|
|
if (metallicRoughnessTexture != x.values.end())
|
|
{
|
|
auto& tex = gltfModel.textures[metallicRoughnessTexture->second.TextureIndex()];
|
|
img_met_rough = &gltfModel.images[tex.source];
|
|
}
|
|
if (emissiveTexture != x.additionalValues.end())
|
|
{
|
|
auto& tex = gltfModel.textures[emissiveTexture->second.TextureIndex()];
|
|
img_emissive = &gltfModel.images[tex.source];
|
|
}
|
|
|
|
// Now we will begin interleaving texture data to match engine layout:
|
|
|
|
if (img_nor != nullptr)
|
|
{
|
|
uint32_t* data32_roughness = nullptr;
|
|
if (img_met_rough != nullptr && img_met_rough->width == img_nor->width && img_met_rough->height == img_nor->height)
|
|
{
|
|
data32_roughness = (uint32_t*)img_met_rough->image.data();
|
|
}
|
|
else if (img_met_rough != nullptr)
|
|
{
|
|
wiBackLog::post("[gltf] Warning: there is a normalmap and roughness texture, but not the same size! Roughness will not be baked in!");
|
|
}
|
|
|
|
// Convert normal map:
|
|
uint32_t* data32 = (uint32_t*)img_nor->image.data();
|
|
for (int i = 0; i < img_nor->width * img_nor->height; ++i)
|
|
{
|
|
uint32_t pixel = data32[i];
|
|
float r = ((pixel >> 0) & 255) / 255.0f;
|
|
float g = ((pixel >> 8) & 255) / 255.0f;
|
|
float b = ((pixel >> 16) & 255) / 255.0f;
|
|
float a = ((pixel >> 24) & 255) / 255.0f;
|
|
|
|
// swap normal y direction:
|
|
g = 1 - g;
|
|
|
|
// reset roughness:
|
|
a = 1;
|
|
|
|
if (data32_roughness != nullptr)
|
|
{
|
|
// add roughness from texture (G):
|
|
a = ((data32_roughness[i] >> 8) & 255) / 255.0f;
|
|
a = max(1.0f / 255.0f, a); // disallow 0 roughness (but is it really a good idea to do it here???)
|
|
}
|
|
|
|
uint32_t rgba8 = 0;
|
|
rgba8 |= (uint32_t)(r * 255.0f) << 0;
|
|
rgba8 |= (uint32_t)(g * 255.0f) << 8;
|
|
rgba8 |= (uint32_t)(b * 255.0f) << 16;
|
|
rgba8 |= (uint32_t)(a * 255.0f) << 24;
|
|
|
|
data32[i] = rgba8;
|
|
}
|
|
|
|
RegisterTexture2D(img_nor);
|
|
material->normalMapName = img_nor->name;
|
|
}
|
|
|
|
if (img_met_rough != nullptr)
|
|
{
|
|
uint32_t* data32_emissive = nullptr;
|
|
if (img_emissive != nullptr && img_emissive->width == img_met_rough->width && img_emissive->height == img_met_rough->height)
|
|
{
|
|
data32_emissive = (uint32_t*)img_emissive->image.data();
|
|
}
|
|
|
|
uint32_t* data32 = (uint32_t*)img_met_rough->image.data();
|
|
for (int i = 0; i < img_met_rough->width * img_met_rough->height; ++i)
|
|
{
|
|
uint32_t pixel = data32[i];
|
|
float r = ((pixel >> 0) & 255) / 255.0f;
|
|
float g = ((pixel >> 8) & 255) / 255.0f;
|
|
float b = ((pixel >> 16) & 255) / 255.0f;
|
|
float a = ((pixel >> 24) & 255) / 255.0f;
|
|
|
|
float reflectance = 1;
|
|
float metalness = b;
|
|
float emissive = 0;
|
|
float sss = 1;
|
|
|
|
if (data32_emissive != nullptr)
|
|
{
|
|
// add emissive from texture (R):
|
|
// (Currently only supporting single channel emissive)
|
|
emissive = ((data32_emissive[i] >> 0) & 255) / 255.0f;
|
|
}
|
|
|
|
uint32_t rgba8 = 0;
|
|
rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
|
|
rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
|
|
rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
|
|
rgba8 |= (uint32_t)(sss * 255.0f) << 24;
|
|
|
|
data32[i] = rgba8;
|
|
}
|
|
|
|
RegisterTexture2D(img_met_rough);
|
|
material->surfaceMapName = img_met_rough->name;
|
|
}
|
|
else if (img_emissive != nullptr)
|
|
{
|
|
// No metalness texture, just emissive...
|
|
uint32_t* data32 = (uint32_t*)img_emissive->image.data();
|
|
|
|
if (data32 != nullptr)
|
|
{
|
|
for (int i = 0; i < img_emissive->width * img_emissive->height; ++i)
|
|
{
|
|
uint32_t pixel = data32[i];
|
|
float r = ((pixel >> 0) & 255) / 255.0f;
|
|
float g = ((pixel >> 8) & 255) / 255.0f;
|
|
float b = ((pixel >> 16) & 255) / 255.0f;
|
|
float a = ((pixel >> 24) & 255) / 255.0f;
|
|
|
|
float reflectance = 1;
|
|
float metalness = 1;
|
|
float emissive = r;
|
|
float sss = 1;
|
|
|
|
uint32_t rgba8 = 0;
|
|
rgba8 |= (uint32_t)(reflectance * 255.0f) << 0;
|
|
rgba8 |= (uint32_t)(metalness * 255.0f) << 8;
|
|
rgba8 |= (uint32_t)(emissive * 255.0f) << 16;
|
|
rgba8 |= (uint32_t)(sss * 255.0f) << 24;
|
|
|
|
data32[i] = rgba8;
|
|
}
|
|
|
|
RegisterTexture2D(img_emissive);
|
|
material->surfaceMapName = img_emissive->name;
|
|
}
|
|
}
|
|
|
|
// Retrieve textures by name:
|
|
if (!material->textureName.empty())
|
|
material->texture = (Texture2D*)wiResourceManager::GetGlobal()->add(material->textureName);
|
|
if (!material->normalMapName.empty())
|
|
material->normalMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->normalMapName);
|
|
if (!material->surfaceMapName.empty())
|
|
material->surfaceMap = (Texture2D*)wiResourceManager::GetGlobal()->add(material->surfaceMapName);
|
|
|
|
if (baseColorFactor != x.values.end())
|
|
{
|
|
material->baseColor.x = static_cast<float>(baseColorFactor->second.ColorFactor()[0]);
|
|
material->baseColor.y = static_cast<float>(baseColorFactor->second.ColorFactor()[1]);
|
|
material->baseColor.z = static_cast<float>(baseColorFactor->second.ColorFactor()[2]);
|
|
}
|
|
if (roughnessFactor != x.values.end())
|
|
{
|
|
material->roughness = static_cast<float>(roughnessFactor->second.Factor());
|
|
}
|
|
if (metallicFactor != x.values.end())
|
|
{
|
|
material->metalness = static_cast<float>(metallicFactor->second.Factor());
|
|
}
|
|
if (emissiveFactor != x.additionalValues.end())
|
|
{
|
|
material->emissive = static_cast<float>(emissiveFactor->second.ColorFactor()[0]);
|
|
}
|
|
if (alphaCutoff != x.additionalValues.end())
|
|
{
|
|
material->alphaRef = 1 - static_cast<float>(alphaCutoff->second.Factor());
|
|
}
|
|
|
|
}
|
|
|
|
for(auto& skin : gltfModel.skins)
|
|
{
|
|
Armature* armature = new Armature(skin.name);
|
|
model->armatures.insert(armature);
|
|
|
|
armatureArray.push_back(armature);
|
|
|
|
const tinygltf::Node& skeleton_node = gltfModel.nodes[skin.skeleton];
|
|
|
|
const size_t jointCount = skin.joints.size();
|
|
|
|
armature->boneCollection.resize(jointCount);
|
|
|
|
// Create bone collection:
|
|
for (size_t i = 0; i < jointCount; ++i)
|
|
{
|
|
int jointIndex = skin.joints[i];
|
|
const tinygltf::Node& joint_node = gltfModel.nodes[jointIndex];
|
|
|
|
Bone* bone = new Bone(joint_node.name);
|
|
if (bone->name.empty())
|
|
{
|
|
// GLTF might not contain bone names...
|
|
stringstream ss("");
|
|
ss << "Bone_" << i;
|
|
bone->name = ss.str();
|
|
}
|
|
|
|
armature->boneCollection[i] = bone;
|
|
|
|
if (!joint_node.scale.empty())
|
|
{
|
|
bone->scale_rest = XMFLOAT3((float)joint_node.scale[0], (float)joint_node.scale[1], (float)joint_node.scale[2]);
|
|
}
|
|
if (!joint_node.rotation.empty())
|
|
{
|
|
bone->rotation_rest = XMFLOAT4((float)joint_node.rotation[0], (float)joint_node.rotation[1], (float)joint_node.rotation[2], (float)joint_node.rotation[3]);
|
|
}
|
|
if (!joint_node.translation.empty())
|
|
{
|
|
bone->translation_rest = XMFLOAT3((float)joint_node.translation[0], (float)joint_node.translation[1], (float)joint_node.translation[2]);
|
|
}
|
|
|
|
XMVECTOR s = XMLoadFloat3(&bone->scale_rest);
|
|
XMVECTOR r = XMLoadFloat4(&bone->rotation_rest);
|
|
XMVECTOR t = XMLoadFloat3(&bone->translation_rest);
|
|
XMMATRIX w =
|
|
XMMatrixScalingFromVector(s)*
|
|
XMMatrixRotationQuaternion(r)*
|
|
XMMatrixTranslationFromVector(t)
|
|
;
|
|
XMStoreFloat4x4(&bone->world_rest, w);
|
|
}
|
|
|
|
// Create bone name hierarchy:
|
|
for (size_t i = 0; i < jointCount; ++i)
|
|
{
|
|
int jointIndex = skin.joints[i];
|
|
const tinygltf::Node& joint_node = gltfModel.nodes[jointIndex];
|
|
|
|
for (int childJointIndex : joint_node.children)
|
|
{
|
|
for (size_t j = 0; j < jointCount; ++j)
|
|
{
|
|
if (skin.joints[j] == childJointIndex)
|
|
{
|
|
armature->boneCollection[j]->parentName = armature->boneCollection[i]->name;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (transform_to_LH)
|
|
{
|
|
XMStoreFloat4x4(&armature->skinningRemap, XMMatrixScaling(1, 1, -1));
|
|
}
|
|
|
|
// Final hierarchy and extra matrices created here:
|
|
armature->CreateFamily();
|
|
|
|
}
|
|
|
|
const tinygltf::Scene &scene = gltfModel.scenes[gltfModel.defaultScene];
|
|
for (size_t i = 0; i < scene.nodes.size(); i++)
|
|
{
|
|
LoadNode(&gltfModel.nodes[scene.nodes[i]], nullptr, model, gltfModel, meshArray, armatureArray);
|
|
}
|
|
|
|
int animID = 0;
|
|
for (auto& anim : gltfModel.animations)
|
|
{
|
|
if (armatureArray.empty())
|
|
{
|
|
break;
|
|
}
|
|
Armature* armature = armatureArray[0];
|
|
|
|
for (Bone* bone : armature->boneCollection)
|
|
{
|
|
bone->actionFrames.push_back(ActionFrames());
|
|
}
|
|
|
|
Action action;
|
|
action.name = anim.name;
|
|
if (action.name.empty())
|
|
{
|
|
stringstream ss("");
|
|
ss << "Action_" << animID++;
|
|
action.name = ss.str();
|
|
}
|
|
|
|
for (auto& channel : anim.channels)
|
|
{
|
|
const tinygltf::Node& target_node = gltfModel.nodes[channel.target_node];
|
|
const tinygltf::AnimationSampler& sam = anim.samplers[channel.sampler];
|
|
|
|
Bone* bone = nullptr;
|
|
|
|
// Search for the armature + bone this animation belongs to:
|
|
{
|
|
const auto& skin = gltfModel.skins[0];
|
|
|
|
const size_t jointCount = skin.joints.size();
|
|
assert(armature->boneCollection.size() == jointCount);
|
|
|
|
for (size_t i = 0; i < jointCount; ++i)
|
|
{
|
|
int jointIndex = skin.joints[i];
|
|
|
|
if (jointIndex == channel.target_node)
|
|
{
|
|
bone = armature->boneCollection[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bone == nullptr)
|
|
{
|
|
assert(0 && "Corresponding bone not found!");
|
|
continue;
|
|
}
|
|
|
|
|
|
vector<KeyFrame> keyframes;
|
|
|
|
// AnimationSampler input = keyframe times
|
|
{
|
|
const tinygltf::Accessor& accessor = gltfModel.accessors[sam.input];
|
|
const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
|
|
const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
|
|
|
|
assert(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
|
|
|
|
int stride = accessor.ByteStride(bufferView);
|
|
size_t count = accessor.count;
|
|
|
|
keyframes.resize(count);
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
int firstFrame = INT_MAX;
|
|
|
|
assert(stride == 4);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
keyframes[i].frameI = (int)(((float*)data)[i] * 60); // !!! converting from time-base to frame-based !!!
|
|
|
|
action.frameCount = max(action.frameCount, keyframes[i].frameI);
|
|
firstFrame = min(firstFrame, keyframes[i].frameI);
|
|
}
|
|
|
|
// Cut out the empty part of the animation at the beginning:
|
|
firstFrame = min(firstFrame, action.frameCount);
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
keyframes[i].frameI -= firstFrame;
|
|
}
|
|
action.frameCount -= firstFrame;
|
|
|
|
}
|
|
|
|
// AnimationSampler output = keyframe data
|
|
{
|
|
const tinygltf::Accessor& accessor = gltfModel.accessors[sam.output];
|
|
const tinygltf::BufferView& bufferView = gltfModel.bufferViews[accessor.bufferView];
|
|
const tinygltf::Buffer& buffer = gltfModel.buffers[bufferView.buffer];
|
|
|
|
int stride = accessor.ByteStride(bufferView);
|
|
size_t count = accessor.count;
|
|
|
|
// Unfortunately, GLTF stores absolute values for animation nodes, but the engine needs relative
|
|
// Absolute = animation * rest (so the rest matrix is baked into animation, this can't be blended like we do now)
|
|
// Relative = animation (so we can blend all animation tracks however we want, then post multiply with the rest matrix after blending)
|
|
const XMMATRIX invRest = XMMatrixInverse(nullptr, XMLoadFloat4x4(&bone->world_rest));
|
|
|
|
const unsigned char* data = buffer.data.data() + accessor.byteOffset + bufferView.byteOffset;
|
|
|
|
if (!channel.target_path.compare("scale"))
|
|
{
|
|
assert(stride == sizeof(XMFLOAT3));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& sca = ((XMFLOAT3*)data)[i];
|
|
//keyframes[i].data = XMFLOAT4(sca.x, sca.y, sca.z, 0);
|
|
|
|
// Remove rest matrix from animation track:
|
|
XMMATRIX mat = XMMatrixScalingFromVector(XMLoadFloat3(&sca));
|
|
mat = mat * invRest;
|
|
XMVECTOR s, r, t;
|
|
XMMatrixDecompose(&s, &r, &t, mat);
|
|
XMStoreFloat4(&keyframes[i].data, s);
|
|
}
|
|
bone->actionFrames.back().keyframesSca.insert(bone->actionFrames.back().keyframesSca.end(), keyframes.begin(), keyframes.end());
|
|
}
|
|
else if (!channel.target_path.compare("rotation"))
|
|
{
|
|
assert(stride == sizeof(XMFLOAT4));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT4& rot = ((XMFLOAT4*)data)[i];
|
|
//keyframes[i].data = rot;
|
|
|
|
// Remove rest matrix from animation track:
|
|
XMMATRIX mat = XMMatrixRotationQuaternion(XMLoadFloat4(&rot));
|
|
mat = mat * invRest;
|
|
XMVECTOR s, r, t;
|
|
XMMatrixDecompose(&s, &r, &t, mat);
|
|
XMStoreFloat4(&keyframes[i].data, r);
|
|
}
|
|
bone->actionFrames.back().keyframesRot.insert(bone->actionFrames.back().keyframesRot.end(), keyframes.begin(), keyframes.end());
|
|
}
|
|
else if (!channel.target_path.compare("translation"))
|
|
{
|
|
assert(stride == sizeof(XMFLOAT3));
|
|
for (size_t i = 0; i < count; ++i)
|
|
{
|
|
const XMFLOAT3& tra = ((XMFLOAT3*)data)[i];
|
|
//keyframes[i].data = XMFLOAT4(tra.x, tra.y, tra.z, 1);
|
|
|
|
// Remove rest matrix from animation track:
|
|
XMMATRIX mat = XMMatrixTranslationFromVector(XMLoadFloat3(&tra));
|
|
mat = mat * invRest;
|
|
XMVECTOR s, r, t;
|
|
XMMatrixDecompose(&s, &r, &t, mat);
|
|
XMStoreFloat4(&keyframes[i].data, t);
|
|
}
|
|
bone->actionFrames.back().keyframesPos.insert(bone->actionFrames.back().keyframesPos.end(), keyframes.begin(), keyframes.end());
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
armature->actions.push_back(action);
|
|
|
|
}
|
|
|
|
model->FinishLoading();
|
|
|
|
return model;
|
|
}
|