删除Assimp依赖

This commit is contained in:
hyzboy 2020-06-17 02:05:36 +08:00
parent 0e44657e07
commit c5821a8026
10 changed files with 2 additions and 1220 deletions

3
.gitmodules vendored
View File

@ -7,9 +7,6 @@
[submodule "3rdpty/jsoncpp"]
path = 3rdpty/jsoncpp
url = https://github.com/open-source-parsers/jsoncpp
[submodule "3rdpty/assimp"]
path = 3rdpty/assimp
url = https://github.com/assimp/assimp.git
[submodule "CMCMakeModule"]
path = CMCMakeModule
url = https://github.com/hyzboy/CMCMakeModule

@ -1 +0,0 @@
Subproject commit ab0dcdc3216115d039c51cc5b02ca23cd3db3fba

2
CMCore

@ -1 +1 @@
Subproject commit 73ca4a13d2b662fde9e876909e9f92b50610aeb3
Subproject commit e9798719710b05bb352fe1e70ea59f18f67371ef

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@ -39,7 +39,6 @@ SET(ULRE CMCore
${RENDER_LIBRARY}
${Vulkan_LIBRARIES})
include_directories(${ULRE_3RDPTY_ROOT_PATH}/assimp/include)
include_directories(${ULRE_3RDPTY_ROOT_PATH}/NvTriStrip)
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
@ -47,7 +46,6 @@ SET(ROOT_INCLUDE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/inc)
SET(ULRE_RUNTIME_PATH ${CMAKE_CURRENT_SOURCE_DIR})
add_subdirectory(3rdpty/assimp)
add_subdirectory(src)
add_subdirectory(example)

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@ -1,748 +0,0 @@
#include"AssimpLoader.h"
#include<assimp/postprocess.h>
#include<assimp/cimport.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/type/List.h>
#include<hgl/io/MemoryOutputStream.h>
#include<hgl/graph/TextureType.h>
using namespace hgl;
using namespace hgl::graph;
namespace
{
#define LOG_BR LOG_INFO(OS_TEXT("------------------------------------------------------------"));
#define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x)
const Color4f COLOR_PURE_BLACK(0,0,0,1);
const Color4f COLOR_PURE_WHITE(1,1,1,1);
}
void AssimpLoader::get_bounding_box_for_node (const aiNode* nd,
aiVector3D* min,
aiVector3D* max,
aiMatrix4x4* trafo)
{
aiMatrix4x4 prev;
unsigned int n = 0, t;
prev = *trafo;
aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n)
{
const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t)
{
aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x);
min->y = aisgl_min(min->y,tmp.y);
min->z = aisgl_min(min->z,tmp.z);
max->x = aisgl_max(max->x,tmp.x);
max->y = aisgl_max(max->y,tmp.y);
max->z = aisgl_max(max->z,tmp.z);
}
}
for (n = 0; n < nd->mNumChildren; ++n)
get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
*trafo = prev;
}
void AssimpLoader::get_bounding_box (const aiNode *node,aiVector3D* min, aiVector3D* max)
{
aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);
min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(node,min,max,&trafo);
}
AssimpLoader::AssimpLoader()
{
scene=0;
material_list=nullptr;
}
AssimpLoader::~AssimpLoader()
{
delete[] material_list;
if(scene)
aiReleaseImport(scene);
}
//void AssimpLoader::SaveFile(const void *data,const uint &size,const OSString &ext_name)
//{
// if(!data||size<=0)return;
//
// OSString filename=main_filename+OS_TEXT(".")+ext_name;
//
// if(filesystem::SaveMemoryToFile(filename,data,size)==size)
// {
// LOG_INFO(OS_TEXT("SaveFile: ")+filename+OS_TEXT(" , size: ")+OSString(size));
//
// total_file_bytes+=size;
// }
//}
//
//void AssimpLoader::SaveFile(void **data,const int64 *size,const int &count,const OSString &ext_name)
//{
// if(!data||size<=0)return;
//
// OSString filename=main_filename+OS_TEXT(".")+ext_name;
//
// int64 result=filesystem::SaveMemoryToFile(filename,data,size,count);
//
// if(result>0)
// {
// LOG_INFO(OS_TEXT("SaveFile: ")+filename+OS_TEXT(" , size: ")+OSString(result));
//
// total_file_bytes+=result;
// }
//}
//
//void OutFloat3(const OSString &front,const Color4f &c)
//{
// LOG_INFO(front+OS_TEXT(": ")+OSString(c.r)
// +OS_TEXT("," )+OSString(c.g)
// +OS_TEXT("," )+OSString(c.b));
//}
constexpr VkSamplerAddressMode vk_wrap[4]= //对应aiTextureMapMode,注意最后一个其实不对
{
VK_SAMPLER_ADDRESS_MODE_REPEAT,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT,
VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE //这个是declas
};
//void OutMaterialTexture(const MaterialTextureData &mt,io::DataOutputStream *dos)
//{
// dos->WriteUint8((uint8)mt.type);
// dos->WriteInt32(mt.tex_id);
// dos->WriteUint8(mt.uvindex);
// dos->WriteFloat(mt.blend);
// dos->WriteUint8(mt.op);
// dos->WriteUint8(mt.wrap_mode,2);
//
// LOG_INFO(OS_TEXT("\tTexture Type: ")+OSString((uint)mt.type));
// LOG_INFO(OS_TEXT("\tTexture ID: ")+OSString(mt.tex_id));
//
// LOG_INFO(OS_TEXT("\tuvindex: ")+OSString(mt.uvindex));
// LOG_INFO(OS_TEXT("\tblend: ")+OSString(mt.blend));
// LOG_INFO(OS_TEXT("\top: ")+OSString(mt.op));
// LOG_INFO(OS_TEXT("\twrap_mode: ")+OSString(mt.wrap_mode[0])+OS_TEXT(",")+OSString(mt.wrap_mode[1]));
//}
//
//void OutMaterial(const MaterialData *ms,const OSString &filename)
//{
// io::FileOutputStream fos;
// io::LEDataOutputStream dos(&fos);
//
// fos.CreateTrunc(filename);
//
// dos.WriteFully("Material\x1A\x1",10);
// dos.WriteFloat(ms->diffuse,3);
// dos.WriteFloat(ms->specular,3);
// dos.WriteFloat(ms->ambient,3);
// dos.WriteFloat(ms->emission,3);
// dos.WriteFloat(ms->shininess);
// dos.WriteBool(ms->wireframe);
// dos.WriteBool(ms->two_sided);
// dos.WriteUint8(ms->tex_count);
//
// OutFloat3(OSString(OS_TEXT("diffuse")),ms->diffuse);
// OutFloat3(OSString(OS_TEXT("specular")),ms->specular);
// OutFloat3(OSString(OS_TEXT("ambient")),ms->ambient);
// OutFloat3(OSString(OS_TEXT("emission")),ms->emission);
//
// LOG_INFO(OS_TEXT("shininess: ")+OSString(ms->shininess));
//
// LOG_INFO(OS_TEXT("wireframe: ")+OSString(ms->wireframe?OS_TEXT("true"):OS_TEXT("false")));
// LOG_INFO(OS_TEXT("two_sided: ")+OSString(ms->two_sided?OS_TEXT("true"):OS_TEXT("false")));
//
// LOG_INFO(OS_TEXT("Material Texture Count ")+OSString(ms->tex_count));
//
// for(int i=0;i<ms->tex_count;i++)
// OutMaterialTexture(ms->tex_list[i],&dos);
//
// fos.Close();
//}
bool GetMaterialBool(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const bool default_value)
{
int value;
if(aiGetMaterialInteger(mtl, key,type,index, &value)==AI_SUCCESS)
return value;
else
return default_value;
}
uint GetMaterialInteger(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const uint default_value)
{
int value;
if(aiGetMaterialInteger(mtl, key,type,index, &value)==AI_SUCCESS)
return value;
else
return default_value;
}
float GetMaterialFloat(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const float default_value)
{
float value;
if(aiGetMaterialFloat(mtl, key,type,index, &value)==AI_SUCCESS)
return value;
else
return default_value;
}
Color4f GetMaterialColor(const aiMaterial *mtl,const char *key,unsigned int type,unsigned int index,const Color4f &default_value)
{
unsigned int max = 1;
aiColor4D color;
if(aiGetMaterialColor(mtl, key,type,index, &color)==AI_SUCCESS)
return Color4f(color.r,color.g,color.b,color.a);
else
return default_value;
}
//bool AssimpLoader::Convert(MaterialData &md,aiMaterial *mtl)
//{
// uint tex_count=0;
// uint tt_count=0;
// int32 tex_id;
// aiReturn found=AI_SUCCESS;
//
// md.name=mtl->GetName().C_Str();
//
// for(uint tt=aiTextureType_DIFFUSE;tt<aiTextureType_UNKNOWN;tt++)
// tex_count+=mtl->GetTextureCount((aiTextureType)tt);
//
// md.Init(tex_count);
//
// MaterialTextureData *mtd=md.tex_list;
//
// for(uint tt=aiTextureType_DIFFUSE;tt<aiTextureType_UNKNOWN;tt++)
// {
// tt_count=mtl->GetTextureCount((aiTextureType)tt);
//
// for(int t=0;t<tt_count;t++)
// {
// aiString filename;
// aiTextureMapping tm;
// uint uvindex=0;
// float blend;
// aiTextureOp op;
// aiTextureMapMode wrap_mode[2];
//
// mtl->GetTexture((aiTextureType)tt,t,&filename,&tm,&uvindex,&blend,&op,wrap_mode);
//
// mtd->type=(TextureType)tt;
//
// md.uv_use.Add(uvindex);
//
// {
// char *fn=strrchr(filename.data,'\\');
// char *ext;
//
// if(!fn)
// fn=strrchr(filename.data,'/');
// else
// ++fn;
//
// if(fn)
// ++fn;
// else
// fn=filename.data;
//
// ext=strrchr(fn,'.');
//
// if(ext)*ext=0;
//
// #if HGL_OS == HGL_OS_Window
// tex_id=tex_list.CaseFind(fn);
// #else
// tex_id=tex_list.Find(fn);
// #endif//
//
// if(tex_id==-1)
// tex_id=tex_list.Add(fn);
//
// mtd->tex_id=tex_id;
// }
//
// mtd->uvindex=uvindex;
// mtd->blend=blend;
// mtd->op=op;
//
// mtd->wrap_mode[0]=vk_wrap[wrap_mode[0]];
// mtd->wrap_mode[1]=vk_wrap[wrap_mode[1]];
//
// ++mtd;
// }
// }
//
// md.two_sided =GetMaterialBool (mtl,AI_MATKEY_TWOSIDED, true);
// md.shading_model =GetMaterialInteger (mtl,AI_MATKEY_SHADING_MODEL, aiShadingMode_Phong);
// md.wireframe =GetMaterialBool (mtl,AI_MATKEY_ENABLE_WIREFRAME,false);
// // md.blend_func =
// md.opacity =GetMaterialFloat(mtl,AI_MATKEY_OPACITY, 0);
// // md.transparency_factor =
//
// md.bump_scaling =GetMaterialFloat(mtl,AI_MATKEY_BUMPSCALING, 0);
// md.shininess =GetMaterialFloat(mtl,AI_MATKEY_SHININESS, 0);
// md.shininess_strength =GetMaterialFloat(mtl,AI_MATKEY_SHININESS_STRENGTH, 0);
// md.reflectivity =GetMaterialFloat(mtl,AI_MATKEY_REFLECTIVITY, 0);
// md.refracti =GetMaterialFloat(mtl,AI_MATKEY_REFRACTI, 0);
//
// md.diffuse =GetMaterialColor(mtl,AI_MATKEY_COLOR_DIFFUSE, COLOR_PURE_WHITE);
// md.ambient =GetMaterialColor(mtl,AI_MATKEY_COLOR_AMBIENT, Color4f(0.2,0.2,0.2,1.0));
// md.specular =GetMaterialColor(mtl,AI_MATKEY_COLOR_SPECULAR, COLOR_PURE_BLACK);
// md.emission =GetMaterialColor(mtl,AI_MATKEY_COLOR_EMISSIVE, COLOR_PURE_BLACK);
//
// md.transparent =GetMaterialColor(mtl,AI_MATKEY_COLOR_TRANSPARENT, COLOR_PURE_BLACK);
// md.reflective =GetMaterialColor(mtl,AI_MATKEY_COLOR_REFLECTIVE, COLOR_PURE_BLACK);
//
// //OutMaterial(ms,main_filename+OS_TEXT(".")+OSString(m)+OS_TEXT(".material"));
// LOG_BR;
//}
//void AssimpLoader::LoadMaterial()
//{
// if(!scene->HasMaterials())return;
//
// LOG_BR;
// LOG_INFO(OS_TEXT("Material Count ")+OSString(scene->mNumMaterials));
// LOG_BR;
//
// aiString filename;
// aiTextureMapping tm;
// uint uvindex=0;
// float blend;
// aiTextureOp op;
// aiTextureMapMode wrap_mode[2];
//
// material_count=scene->mNumMaterials;
//
// material_list=new MaterialData[material_count];
//
// for(uint m=0;m<scene->mNumMaterials;m++)
// Convert(material_list[m],scene->mMaterials[m]);
//}
//void AssimpLoader::SaveTextures()
//{
// const int tex_count=tex_list.GetCount();
//
// LOG_INFO(OS_TEXT("TOTAL Texture Count: ")+OSString(tex_count));
//
// if(tex_count<=0)
// return;
//
// for(int i=0;i<tex_count;i++)
// LOG_INFO(U8_TEXT("\t")+UTF8String(i)+U8_TEXT("\t")+tex_list[i]);
//
// LOG_BR;
//
// io::MemoryOutputStream mos;
// io::LEDataOutputStream dos(&mos);
//
// SaveUTF8StringList(&dos,tex_list);
//
// SaveFile(mos.GetData(),mos.Tell(),OS_TEXT("tex_list"));
//}
//
//template<typename T>
//void AssimpLoader::SaveFaces(io::FileOutputStream *fos,const aiFace *face,const T count)
//{
// T *data=new T[count*3];
//
// const aiFace *sp=face;
// T *tp=data;
//
// for(T i=0;i<count;i++)
// {
// *tp=sp->mIndices[0];++tp;
// *tp=sp->mIndices[1];++tp;
// *tp=sp->mIndices[2];++tp;
//
// ++sp;
// }
//
// fos->WriteFully(data,sizeof(T)*3*count);
//
// delete[] data;
//}
//
//void AssimpLoader::SaveTexCoord(float *tp,const aiVector3D *texcoord,const uint comp,const uint count)
//{
// if(comp<=0||comp>3)
// return;
//
// const uint size=1+sizeof(float)*comp*count;
//
// const aiVector3D *sp=texcoord;
//
// if(comp==1)
// {
// for(uint i=0;i<count;i++)
// {
// *tp=sp->x;++tp;
// ++sp;
// }
// }
// else
// if(comp==2)
// {
// for(uint i=0;i<count;i++)
// {
// *tp=sp->x;++tp;
// *tp=sp->y;++tp;
// ++sp;
// }
// }
// else
// if(comp==3)
// {
// for(uint i=0;i<count;i++)
// {
// *tp=sp->x;++tp;
// *tp=sp->y;++tp;
// *tp=sp->z;++tp;
// ++sp;
// }
// }
//}
void c4f_to_4b(uint8 *tp,const aiColor4D *c4,const int count)
{
for(int i=0;i<count;i++)
{
*tp=c4->r*255;++tp;
*tp=c4->g*255;++tp;
*tp=c4->b*255;++tp;
*tp=c4->a*255;++tp;
}
}
void AxisY2Z(aiVector3D *v,const uint32 count)
{
ai_real t;
for(uint32 i=0;i<count;i++)
{
t=v->y;
v->y=-(v->z);
v->z=t;
++v;
}
}
void AssimpLoader::LoadMesh()
{
if(!scene->HasMeshes())return;
UTF8String mesh_name;
total_file_bytes=0;
LOG_BR;
LOG_INFO(OS_TEXT("Mesh Count ")+OSString(scene->mNumMeshes));
uint vertex_total=0;
uint tri_total=0;
uint bone_total=0;
for(unsigned int i=0;i<scene->mNumMeshes;i++)
{
const aiMesh *mesh=scene->mMeshes[i];
const uint v3fdata_size=mesh->mNumVertices*3*sizeof(float);
const uint v4fdata_size=mesh->mNumVertices*4*sizeof(float);
if(mesh->mName.length)
mesh_name=U8_TEXT("Mesh [")+UTF8String(i)+U8_TEXT(":")+UTF8String(mesh->mName.C_Str())+U8_TEXT("]");
else
mesh_name=U8_TEXT("Mesh [")+UTF8String(i)+U8_TEXT("]");
int pn=mesh->mFaces[0].mNumIndices;
LOG_BR;
LOG_INFO(mesh_name+U8_TEXT(" PrimitiveTypes is ")+UTF8String(mesh->mPrimitiveTypes));
LOG_INFO(mesh_name+U8_TEXT(" vertex color count is ")+UTF8String(mesh->GetNumColorChannels()));
LOG_INFO(mesh_name+U8_TEXT(" texcoord count is ")+UTF8String(mesh->GetNumUVChannels()));
if(mesh->GetNumUVChannels()>0)
LOG_INFO(mesh_name+U8_TEXT(" Material Index is ")+UTF8String(mesh->mMaterialIndex));
if(mesh->HasPositions())LOG_INFO(mesh_name+U8_TEXT(" have Position, vertices count ")+UTF8String(mesh->mNumVertices));
if(mesh->HasFaces())LOG_INFO(mesh_name+U8_TEXT(" have Faces,faces count ")+UTF8String(mesh->mNumFaces));
if(mesh->HasNormals())LOG_INFO(mesh_name+U8_TEXT(" have Normals"));
if(mesh->HasTangentsAndBitangents())LOG_INFO(mesh_name+U8_TEXT(" have Tangent & Bitangents"));
if(mesh->HasBones())LOG_INFO(mesh_name+U8_TEXT(" have Bones, Bones Count ")+UTF8String(mesh->mNumBones));
vertex_total+=mesh->mNumVertices;
tri_total+=mesh->mNumFaces;
bone_total+=mesh->mNumBones;
LOG_INFO(mesh_name+U8_TEXT(" PN is ")+UTF8String(pn));
if(pn!=3)
continue;
MaterialData *mtl=&(material_list[mesh->mMaterialIndex]);
const uint uv_channels=mtl->uv_use.GetCount();
LOG_INFO(mesh_name+U8_TEXT(" use UV Channels is ")+UTF8String(uv_channels));
io::FileOutputStream fos;
OSString mesh_filename=main_filename+OS_TEXT(".")+OSString(i)+OS_TEXT(".mesh");
if(!fos.CreateTrunc(mesh_filename))
{
LOG_INFO(OS_TEXT("Create Mesh file Failed,filename: ")+mesh_filename);
continue;
}
{
MeshFileHeader ms;
ms.primitive_type =PRIM_TRIANGLES;
ms.vertices_number =mesh->mNumVertices;
ms.faces_number =mesh->mNumFaces;
ms.color_channels =mesh->GetNumColorChannels();
ms.texcoord_channels=uv_channels;
ms.material_index =mesh->mMaterialIndex;
if(mesh->HasNormals())
{
if(mesh->HasTangentsAndBitangents())
ms.ntb=NTB_BIT_ALL;
else
ms.ntb=NTB_BIT_NORMAL;
}
ms.bones_number =mesh->mNumBones;
fos.WriteFully(&ms,sizeof(MeshFileHeader));
}
if(mesh->HasPositions())
{
AxisY2Z(mesh->mVertices,mesh->mNumVertices);
fos.WriteFully(mesh->mVertices,v3fdata_size);
}
if(mesh->HasNormals())
{
AxisY2Z(mesh->mNormals,mesh->mNumVertices);
fos.WriteFully(mesh->mNormals,v3fdata_size);
if(mesh->HasTangentsAndBitangents())
{
AxisY2Z(mesh->mTangents,mesh->mNumVertices);
AxisY2Z(mesh->mBitangents,mesh->mNumVertices);
fos.WriteFully(mesh->mTangents,v3fdata_size);
fos.WriteFully(mesh->mBitangents,v3fdata_size);
}
}
if(mesh->GetNumColorChannels()>0)
{
const int64 vertex_color_size=mesh->mNumVertices*4*mesh->GetNumColorChannels();
uint8 *vertex_color=new uint8[vertex_color_size];
uint8 *tp=vertex_color;
for(int c=0;c<mesh->GetNumColorChannels();c++)
{
c4f_to_4b(tp,mesh->mColors[c],mesh->mNumVertices);
tp+=mesh->mNumVertices*4;
}
fos.WriteFully(vertex_color,vertex_color_size);
delete[] vertex_color;
}
if(mtl->uv_use.GetCount()>0
&&mesh->GetNumUVChannels())
{
int tc=0;
int comp_total=0;
uint *uv_use=mtl->uv_use.GetData();
//这里要重新审视数据来源,并不是每一个纹理通道都有数据,并且和材质对应。
//、、材质中的uv index具体对应啥 还不是很清楚
for(int c=0;c<AI_MAX_NUMBER_OF_TEXTURECOORDS;c++)
{
if(uv_use[c]>=mesh->GetNumUVChannels())
uv_use[c]=0;
comp_total+=mesh->mNumUVComponents[uv_use[c]];
}
comp_total*=mesh->mNumVertices;
uint64 tc_size=mesh->GetNumUVChannels()+comp_total*sizeof(float);
uint8 *tc_data=new uint8[tc_size];
float *tp=(float *)(tc_data+mesh->GetNumUVChannels());
for(int c=0;c<uv_channels;c++)
{
tc_data[c]=mesh->mNumUVComponents[uv_use[c]];
// SaveTexCoord(tp,mesh->mTextureCoords[c],mesh->mNumUVComponents[c],mesh->mNumVertices);
tp+=mesh->mNumUVComponents[c]*mesh->mNumVertices;
}
fos.WriteFully(tc_data,tc_size);
delete[] tc_data;
}
if(mesh->HasFaces())
{
//if(mesh->mNumVertices>0xFFFF)
// SaveFaces<uint32>(&fos,mesh->mFaces,mesh->mNumFaces);
//else
// SaveFaces<uint16>(&fos,mesh->mFaces,mesh->mNumFaces);
}
fos.Close();
}
LOG_BR;
LOG_INFO(OS_TEXT("TOTAL Vertices Count ")+OSString(vertex_total));
LOG_INFO(OS_TEXT("TOTAL Faces Count ")+OSString(tri_total));
LOG_INFO(OS_TEXT("TOTAL Bones Count ")+OSString(bone_total));
LOG_INFO(OS_TEXT("TOTAL File Size ")+OSString(total_file_bytes));
LOG_BR;
}
void AssimpLoader::LoadScene(const UTF8String &front,io::DataOutputStream *dos,const aiNode *nd)
{
aiVector3D bb_min,bb_max;
float box[6];
get_bounding_box(nd,&bb_min,&bb_max);
box[0]=bb_min.x;box[1]=bb_min.y;box[2]=bb_min.z;
box[3]=bb_max.x;box[4]=bb_max.y;box[5]=bb_max.z;
dos->WriteUTF8String(nd->mName.C_Str());
dos->WriteFloat(box,6);
dos->WriteFloat((float *)&(nd->mTransformation),16);
dos->WriteUint32(nd->mNumMeshes);
LOG_INFO(front+U8_TEXT("Node[")+UTF8String(nd->mName.C_Str())+U8_TEXT("][Mesh:")+UTF8String(nd->mNumMeshes)+U8_TEXT("][SubNode:")+UTF8String(nd->mNumChildren)+U8_TEXT("]"))
const UTF8String new_front=U8_TEXT(" ")+front;
if(nd->mNumMeshes>0)
{
dos->WriteUint32(nd->mMeshes,nd->mNumMeshes);
for(unsigned int i=0;i<nd->mNumMeshes;i++)
{
const aiMesh *mesh=scene->mMeshes[nd->mMeshes[i]];
LOG_INFO(new_front+U8_TEXT("Mesh[")+UTF8String(i)+U8_TEXT("] ")+UTF8String(mesh->mName.C_Str()));
}
}
dos->WriteUint32(nd->mNumChildren);
for(unsigned int n=0;n<nd->mNumChildren;++n)
LoadScene(new_front,dos,nd->mChildren[n]);
}
bool AssimpLoader::LoadFile(const OSString &filename)
{
uint filesize;
char *filedata;
filesize=filesystem::LoadFileToMemory(filename,(void **)&filedata);
if(!filedata)
return(false);
#ifdef _WIN32
const UTF8String ext_name=ToUTF8String(filesystem::ClipFileExtName(filename));
#else
const UTF8String ext_name=filesystem::ClipFileExtName(filename);
#endif//
scene=aiImportFileFromMemory(filedata,filesize,aiProcessPreset_TargetRealtime_MaxQuality|aiProcess_FlipUVs,ext_name.c_str());
delete[] filedata;
if(!scene)
return(false);
filename.SubString(main_filename,0,filename.FindRightChar(OS_TEXT('.')));
get_bounding_box(scene->mRootNode,&scene_min,&scene_max);
scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
//这个顺序是假设了所有的材质和模型都有被使用
//aiProcessPreset_TargetRealtime_Quality已经指定了会删除多余材质所以这里不用处理。
//但多余模型并不确定是否存在
io::FileOutputStream fos;
io::LEDataOutputStream dos(&fos);
OSString scene_filename=main_filename+OS_TEXT(".scene");
if(!fos.CreateTrunc(scene_filename))
{
LOG_INFO(OS_TEXT("Create Scene file Failed,filename: ")+scene_filename);
return(false);
}
dos.WriteFully("SCENE\x1a\x01",7);
dos.WriteUint32(scene->mNumMaterials);
dos.WriteUint32(scene->mNumMeshes);
LoadMaterial(); //载入所有材质
dos.WriteUint32(tex_list.GetCount());
LoadMesh(); //载入所有mesh
LoadScene(UTF8String(""),&dos,scene->mRootNode); //载入场景节点
fos.Close();
//SaveTextures();
return(true);
}

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@ -1,68 +0,0 @@
#ifndef HGL_TOOL_MODEL_CONVERT_ASSIMP_LOADER_INCLUDE
#define HGL_TOOL_MODEL_CONVERT_ASSIMP_LOADER_INCLUDE
#include<hgl/math/Math.h>
#include<hgl/type/List.h>
#include<hgl/type/Map.h>
#include<hgl/type/StringList.h>
#include<hgl/graph/VertexBuffer.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/NTB.h>
#include<hgl/graph/Material.h>
#include<hgl/graph/Mesh.h>
#include<hgl/io/FileOutputStream.h>
#include<assimp/Importer.hpp>
#include<assimp/scene.h>
using namespace hgl;
using namespace hgl::graph;
class AssimpLoader
{
OSString main_filename;
uint total_file_bytes;
const aiScene *scene;
public:
aiVector3D scene_min, scene_max, scene_center;
private:
UTF8StringList tex_list;
int material_count;
MaterialData *material_list;
private:
void get_bounding_box_for_node(const aiNode *,aiVector3D *,aiVector3D *,aiMatrix4x4 *);
void get_bounding_box(const aiNode *,aiVector3D *,aiVector3D *);
//bool Convert(MaterialData &md,aiMaterial *mtl);
//void LoadMaterial();
void LoadMesh();
void LoadScene(const UTF8String &,io::DataOutputStream *,const aiNode *);
//void SaveFile(const void *,const uint &,const OSString &);
//void SaveFile(void **,const int64 *,const int &,const OSString &);
//void SaveTextures();
//template<typename T>
//void SaveFaces(io::FileOutputStream *,const aiFace *,const T);
//void SaveTexCoord(float *,const aiVector3D *,const uint,const uint);
public:
AssimpLoader();
~AssimpLoader();
bool LoadFile(const OSString &);
//bool SaveFile(const OSString &);
};//class AssimpLoader
#endif//HGL_TOOL_MODEL_CONVERT_ASSIMP_LOADER_INCLUDE

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@ -1,330 +0,0 @@
#include"AssimpLoaderMesh.h"
#include<hgl/graph/Coordinate.h>
#include<assimp/postprocess.h>
#include<assimp/cimport.h>
#include<assimp/scene.h>
#include<hgl/filesystem/FileSystem.h>
#include<hgl/CodePage.h>
#include<hgl/type/Color4f.h>
using namespace hgl::filesystem;
namespace
{
const aiScene *LoadSceneFromFile(const OSString &filename)
{
if(filename.IsEmpty())return(nullptr);
uint filesize;
char *filedata;
filesize=filesystem::LoadFileToMemory(filename,(void **)&filedata);
if(!filedata)
return(nullptr);
#ifdef _WIN32
const UTF8String ext_name=ToUTF8String(filesystem::ClipFileExtName(filename,false));
#else
const UTF8String ext_name=filesystem::ClipFileExtName(filename);
#endif//
const aiScene *scene=aiImportFileFromMemory(filedata,filesize,aiProcessPreset_TargetRealtime_MaxQuality|aiProcess_FlipUVs|aiProcess_FlipWindingOrder|aiProcess_Triangulate,ext_name.c_str());
delete[] filedata;
if(!scene)
return(nullptr);
return scene;
}
#define LOG_BR LOG_INFO(OS_TEXT("------------------------------------------------------------"));
#define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x)
const Color4f COLOR_PURE_BLACK(0,0,0,1);
const Color4f COLOR_PURE_WHITE(1,1,1,1);
inline const vec pos_to_vec(const aiVector3D &v3d){return vec(v3d.x,v3d.y,v3d.z,1.0);}
void VecCopy(List<Vector3f> &target,const aiVector3D *source,const uint count)
{
target.SetCount(count);
if(count<=0)return;
Vector3f *tp=target.GetData();
for(uint i=0;i<count;i++)
{
tp->x=source->x;
tp->y=source->y;
tp->z=source->z;
++source;
++tp;
}
}
uint8 *ColorF2B(uint8 *tp,const aiColor4D *c4,const int count)
{
for(int i=0;i<count;i++)
{
*tp=c4->r*255;++tp;
*tp=c4->g*255;++tp;
*tp=c4->b*255;++tp;
*tp=c4->a*255;++tp;
++c4;
}
return tp;
}
template<typename T>
void Face2Indices(List<T> &indices,const aiFace *face,const uint count)
{
indices.SetCount(count*3);
T *tp=indices.GetData();
for(uint i=0;i<count;i++)
{
*tp=face->mIndices[0];++tp;
*tp=face->mIndices[1];++tp;
*tp=face->mIndices[2];++tp;
++face;
}
}
AABB GetAABB(const List<Vector3f> &pos)
{
const Vector3f *vertex=pos.GetData();
const uint count=pos.GetCount();
Vector3f minPoint=*vertex;
Vector3f maxPoint=*vertex;
++vertex;
for(uint i=1;i<count;i++)
{
minPoint.x = aisgl_min(minPoint.x,vertex->x);
minPoint.y = aisgl_min(minPoint.y,vertex->y);
minPoint.z = aisgl_min(minPoint.z,vertex->z);
maxPoint.x = aisgl_max(maxPoint.x,vertex->x);
maxPoint.y = aisgl_max(maxPoint.y,vertex->y);
maxPoint.z = aisgl_max(maxPoint.z,vertex->z);
++vertex;
}
return AABB(POINT_VEC(minPoint),POINT_VEC(maxPoint));
}
Matrix4f MatrixConvert(const aiMatrix4x4 &s)
{
return Matrix4f(s.a1,s.a2,s.a3,s.a4,
s.b1,s.b2,s.b3,s.b4,
s.c1,s.c2,s.c3,s.c4,
s.d1,s.d2,s.d3,s.d4);
}
}//namespace
class AssimpLoaderMesh
{
OSString filename;
const aiScene *scene;
ModelData *model_data;
private:
void GetBoundingBox(const aiNode * node,
aiVector3D *min_pos,
aiVector3D *max_pos,
const Matrix4f &up_matrix)
{
Matrix4f cur_matrix=up_matrix*MatrixConvert(node->mTransformation);
uint n, t;
for (n=0; n < node->mNumMeshes; ++n)
{
const aiMesh *mesh=scene->mMeshes[node->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t)
{
aiVector3D gl_tmp = mesh->mVertices[t];
Vector4f tmp=cur_matrix*Vector4f(gl_tmp.x,
gl_tmp.y,
gl_tmp.z,
1.0f);
min_pos->x = aisgl_min(min_pos->x,tmp.x);
min_pos->y = aisgl_min(min_pos->y,tmp.y);
min_pos->z = aisgl_min(min_pos->z,tmp.z);
max_pos->x = aisgl_max(max_pos->x,tmp.x);
max_pos->y = aisgl_max(max_pos->y,tmp.y);
max_pos->z = aisgl_max(max_pos->z,tmp.z);
}
}
for (n = 0; n < node->mNumChildren; ++n)
GetBoundingBox(node->mChildren[n],min_pos,max_pos,cur_matrix);
}
void AssimpLoaderMesh::GetBoundingBox(const aiNode *node,aiVector3D *min_pos,aiVector3D *max_pos)
{
Matrix4f root_matrix=hgl::graph::GetOpenGL2VulkanMatrix();
min_pos->x = min_pos->y = min_pos->z = 1e10f;
max_pos->x = max_pos->y = max_pos->z = -1e10f;
GetBoundingBox(node,min_pos,max_pos,root_matrix);
}
public:
AssimpLoaderMesh(const OSString &fn,const aiScene *s):filename(fn),scene(s)
{
model_data=new ModelData;
aiVector3D scene_min,scene_max;
GetBoundingBox(scene->mRootNode,&scene_min,&scene_max);
model_data->bounding_box.minPoint=pos_to_vec(scene_min);
model_data->bounding_box.maxPoint=pos_to_vec(scene_max);
}
~AssimpLoaderMesh()=default;
ModelData *GetModelData(){return model_data;}
private:
bool Load(const aiMesh *mesh)
{
MeshData *md=new MeshData;
md->name=mesh->mName.C_Str();
if(mesh->HasPositions())
VecCopy(md->position,mesh->mVertices,mesh->mNumVertices);
if(mesh->HasNormals())
{
VecCopy(md->normal,mesh->mNormals,mesh->mNumVertices);
if(mesh->HasTangentsAndBitangents())
{
VecCopy(md->tangent, mesh->mTangents, mesh->mNumVertices);
VecCopy(md->bitangent, mesh->mBitangents, mesh->mNumVertices);
}
}
const uint num_color_channels=mesh->GetNumColorChannels();
if(num_color_channels>0)
{
md->colors.SetCount(num_color_channels*4*mesh->mNumVertices);
uint8 *ctp=md->colors.GetData();
for(uint i=0;i<num_color_channels;i++)
ctp=ColorF2B(ctp,mesh->mColors[i],mesh->mNumVertices);
}
if(mesh->mNumVertices>0xFFFF)
Face2Indices(md->indices32,mesh->mFaces,mesh->mNumFaces);
else
Face2Indices(md->indices16,mesh->mFaces,mesh->mNumFaces);
md->bounding_box=GetAABB(md->position);
model_data->Add(md);
return(true);
}
public:
bool LoadMesh()
{
if(!scene->HasMeshes())return(false);
for(uint i=0;i<scene->mNumMeshes;i++)
if(!Load(scene->mMeshes[i]))
return(false);
return(true);
}
private:
bool Load(int level,ModelSceneNode *msn,const aiNode *node)
{
for(int i=0;i<level;i++)
std::cout<<" ";
std::cout<<node->mName.C_Str()<<std::endl;
msn->name=node->mName.C_Str();
msn->local_matrix=MatrixConvert(node->mTransformation);
if(node->mNumMeshes>0)
{
msn->mesh_index.SetCount(node->mNumMeshes);
hgl_cpy(msn->mesh_index.GetData(),node->mMeshes,node->mNumMeshes);
}
if(node->mNumChildren<=0)
return(true);
for(uint i=0;i<node->mNumChildren;i++)
{
ModelSceneNode *sub=new ModelSceneNode;
if(!Load(level+1,sub,node->mChildren[i]))
{
delete sub;
return(false);
}
msn->children_node.Add(sub);
}
return(true);
}
public:
bool LoadScene()
{
model_data->root_node=new ModelSceneNode;
std::cout<<"SceneRoot"<<std::endl;
if(!Load(1,model_data->root_node,scene->mRootNode))
return(false);
model_data->root_node->local_matrix=hgl::graph::GetOpenGL2VulkanMatrix()*model_data->root_node->local_matrix;
return(true);
}
};//class AssimpLoaderMesh
ModelData *AssimpLoadModel(const OSString &filename)
{
const aiScene *scene=LoadSceneFromFile(filename);
if(!scene)return(nullptr);
AutoDelete<AssimpLoaderMesh> alm=new AssimpLoaderMesh(ClipFileMainname(filename),scene);
if(alm->LoadMesh())
if(alm->LoadScene())
return alm->GetModelData();
return(nullptr);
}

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@ -1,54 +0,0 @@
#pragma once
#include<hgl/type/BaseString.h>
#include<hgl/math/Math.h>
#include<hgl/type/List.h>
#include<hgl/type/Map.h>
using namespace hgl;
struct MeshData
{
UTF8String name;
List<Vector3f> position, //顶点
normal, //法线
tangent, //切线
bitangent; //副切线
List<uint8> colors; //颜色
List<uint16> indices16; //16位索引
List<uint32> indices32; //32位索引
AABB bounding_box;
};//struct MeshData
struct ModelSceneNode
{
UTF8String name;
Matrix4f local_matrix;
List<uint32> mesh_index;
ObjectList<ModelSceneNode> children_node; //子节点
};//struct MeshNode
struct ModelData
{
ObjectList<MeshData> mesh_data;
Map<UTF8String,MeshData *> mesh_by_name;
ModelSceneNode *root_node;
AABB bounding_box;
public:
void Add(MeshData *md)
{
mesh_data.Add(md);
mesh_by_name.Add(md->name,md);
}
};//struct ModelData
ModelData *AssimpLoadModel(const OSString &filename);

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@ -18,21 +18,9 @@ CreateProject(05.HQFilterTexture HQFilterTexture.cpp)
CreateProject(06.Geometry2D Geometry2D.cpp)
CreateProject(07.Geometry3D Geometry3D.cpp)
CreateProject(08.SceneTree SceneTree.cpp)
CreateProject(09.LoadModel LoadModel.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
target_link_libraries(09.LoadModel assimp)
CreateProject(10.InlineGeometryScene InlineGeometryScene.cpp)
CreateProject(11.Atomsphere Atomsphere.cpp)
#CreateProject(12.PBRBasic PBRBasic.cpp)
#CreateProject(12.Deferred Deferred.cpp)
CreateProject(13.DeferredModel DeferredModel.cpp)
#CreateProject(14.AutoMaterial auto_material.cpp)
CreateProject(14.SimplePBRForward SimplePBRForward.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp)
target_link_libraries(14.SimplePBRForward assimp)

2
res

@ -1 +1 @@
Subproject commit 519871e43c903472282286746df5d3281037c297
Subproject commit 23685cd868ff941da4f0974035c8f4aa23594e03