Files
Nuake-custom/Nuake/Source/Nuake/Modules/AssimpModule/GLTFBaker.cpp

358 lines
9.1 KiB
C++

#include "GLTFBaker.h"
#include "Nuake/Core/Logger.h"
#include "Nuake/Core/String.h"
#include "Nuake/FileSystem/Directory.h"
#include "Nuake/Rendering/Textures/Material.h"
#include "Nuake/Rendering/Mesh/Mesh.h"
#include "Nuake/Resource/Model.h"
#include "Nuake/Resource/Serializer/BinarySerializer.h"
#include <assimp/matrix4x4.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "stb_write.h"
using namespace Nuake;
// Converts a GLTF file to a .nkmesh binary file
// TODO(antopilo): Add support for multiple file extensions
Ref<File> GLTFBaker::Bake(const Ref<File>& file)
{
// 1. Read file
// 2. Convert
// 3. return output file
// NOTE: This function should not interact with the rest
// of the engine and be thread-safe in order to be ran from jobs.
currentPath = file->GetAbsolutePath();
// Load into assimp
Assimp::Importer importer;
importer.SetPropertyFloat("PP_GSN_MAX_SMOOTHING_ANGLE", 90);
const std::string absolutePath = file->GetAbsolutePath();
auto importFlags =
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FixInfacingNormals |
aiProcess_CalcTangentSpace;
const aiScene* scene = importer.ReadFile(absolutePath, importFlags);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // Assimp failed
{
std::string assimpErrorMsg = std::string(importer.GetErrorString());
std::string logMsg = "" + assimpErrorMsg;
Logger::Log(logMsg, "GLTF Baker", CRITICAL);
return nullptr;
}
// Processing of the data
std::vector<MeshData> meshesData;
ProcessNode(scene->mRootNode, scene, meshesData);
importer.FreeScene();
// Write to disk
std::vector<Mesh> meshes;
std::map<std::string, Ref<Material>> materialCache;
Ref<Model> model = CreateRef<Model>();
for(auto& meshData : meshesData)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->SetData(meshData.vertices, meshData.indices);
const BakerMaterialData materialData = meshData.material;
std::string materialPath;
Ref<Material> material;
if (!materialData.albedo.empty())
{
materialPath = FileSystem::GetParentPath(file->GetRelativePath()) + FileSystem::GetFileNameFromPath(materialData.albedo) + ".material";
}
if (materialCache.find(materialPath) != materialCache.end())
{
material = materialCache[materialPath];
}
else
{
material = CreateRef<Material>();
if (!materialData.albedo.empty())
{
material->SetAlbedo(FileSystem::AbsoluteToRelative(absolutePath + "/../" + materialData.albedo));
}
if (!materialData.normal.empty())
{
material->SetNormal(absolutePath + "/../" + materialData.normal);
}
if (!materialData.ao.empty())
{
material->SetAO(absolutePath + "/../" + materialData.ao);
}
if (!materialData.metallic.empty())
{
material->SetMetalness(absolutePath + "/../" + materialData.metallic);
}
if (!materialData.roughness.empty())
{
material->SetRoughness(absolutePath + "/../" + materialData.roughness);
}
ResourceManager::RegisterResource(material);
ResourceManager::Manifest.RegisterResource(material->ID, materialPath);
std::string materialJson = material->Serialize().dump(4);
FileSystem::BeginWriteFile(materialPath);
FileSystem::WriteLine(materialJson);
FileSystem::EndWriteFile();
materialCache[materialPath] = material;
}
mesh->SetMaterial(material);
model->AddMesh(std::move(mesh));
}
// Bake
BinarySerializer serializer;
const std::string outputPath = file->GetAbsolutePath() + ".nkmesh";
serializer.SerializeModel(outputPath, model);
//Ref<Model> model = CreateRef<Model>();
return file;
}
void GLTFBaker::ProcessNode(aiNode* node, const aiScene* scene, std::vector<MeshData>& meshes)
{
for(uint32_t i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(ProcessMesh(node, mesh, scene));
}
for(uint32_t i = 0; i < node->mNumChildren; i++)
{
ProcessNode(node->mChildren[i], scene, meshes);
}
}
Matrix4 ConvertAssimpToGLM(const aiMatrix4x4& from)
{
Matrix4 to;
to[0][0] = from.a1; to[0][1] = from.b1; to[0][2] = from.c1; to[0][3] = from.d1;
to[1][0] = from.a2; to[1][1] = from.b2; to[1][2] = from.c2; to[1][3] = from.d2;
to[2][0] = from.a3; to[2][1] = from.b3; to[2][2] = from.c3; to[2][3] = from.d3;
to[3][0] = from.a4; to[3][1] = from.b4; to[3][2] = from.c4; to[3][3] = from.d4;
return to;
}
MeshData GLTFBaker::ProcessMesh(aiNode* node, aiMesh* meshNode, const aiScene* scene)
{
std::vector<Vertex> vertices = ProcessVertices(meshNode);
for(auto& vertex : vertices)
{
const Matrix4& modelTransform = ConvertAssimpToGLM(node->mTransformation);
vertex.position = modelTransform * Vector4(vertex.position, 1.0f);
}
std::vector<uint32_t> indices = ProcessIndices(meshNode);
MeshData meshData
{
std::move(vertices),
std::move(indices),
ProcessMaterials(scene, meshNode)
};
return meshData;
}
std::vector<Vertex> GLTFBaker::ProcessVertices(aiMesh* mesh)
{
auto vertices = std::vector<Vertex>();
const uint32_t numVertices = mesh->mNumVertices;
vertices.reserve(numVertices);
for(uint32_t i = 0; i < numVertices; i++)
{
Vertex vertex {};
vertex.uv_x = 0.0f;
vertex.uv_y = 0.0f;
// Position
auto assimpVec3 = mesh->mVertices[i];
Vector3 position
{
assimpVec3.x,
assimpVec3.y,
assimpVec3.z
};
vertex.position = std::move(position);
// Normal
assimpVec3 = mesh->mNormals[i];
Vector3 normal
{
assimpVec3.x,
assimpVec3.y,
assimpVec3.z
};
vertex.normal = std::move(normal);
if(mesh->mTangents)
{
vertex.tangent =
Vector4 {
mesh->mTangents[i].x,
mesh->mTangents[i].y,
mesh->mTangents[i].z,
0.0f
};
}
if(mesh->mBitangents)
{
vertex.bitangent =
Vector4 {
mesh->mBitangents[i].x,
mesh->mBitangents[i].y,
mesh->mBitangents[i].z,
0.0f
};
}
if(mesh->mTextureCoords[0])
{
vertex.uv_x = mesh->mTextureCoords[0][i].x;
vertex.uv_y = mesh->mTextureCoords[0][i].y;
}
vertices.push_back(vertex);
}
return std::move(vertices);
}
std::vector<uint32_t> GLTFBaker::ProcessIndices(aiMesh* mesh)
{
auto indices = std::vector<uint32_t>();
for (uint32_t i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for (uint32_t j = 0; j < face.mNumIndices; j++)
{
indices.push_back(face.mIndices[j]);
}
}
return std::move(indices);
}
BakerMaterialData GLTFBaker::ProcessMaterials(const aiScene* scene, aiMesh* mesh)
{
BakerMaterialData materialData { };
if(mesh->mMaterialIndex < 0)
{
return materialData;
}
aiMaterial* materialNode = scene->mMaterials[mesh->mMaterialIndex];
aiString aiMaterialName;
materialNode->Get(AI_MATKEY_NAME, aiMaterialName);
const std::string materialName = std::string(aiMaterialName.C_Str());
if(Materials.find(materialName) != Materials.end())
{
return materialData;
}
aiString str;
if(materialNode->GetTextureCount(aiTextureType_DIFFUSE) > 0)
{
materialNode->GetTexture(aiTextureType_DIFFUSE, 0, &str);
materialData.albedo = ProcessTextures(scene, str.C_Str());
}
if(materialNode->GetTextureCount(aiTextureType_NORMALS) > 0)
{
materialNode->GetTexture(aiTextureType_NORMALS, 0, &str);
materialData.normal = ProcessTextures(scene, str.C_Str());
}
if(materialNode->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION) > 0)
{
materialNode->GetTexture(aiTextureType_AMBIENT_OCCLUSION, 0, &str);
materialData.ao = ProcessTextures(scene, str.C_Str());
}
if(materialNode->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS) > 0)
{
materialNode->GetTexture(aiTextureType_DIFFUSE_ROUGHNESS, 0, &str);
materialData.roughness = ProcessTextures(scene, str.C_Str());
}
return materialData;
}
std::string GLTFBaker::ProcessTextures(const aiScene* scene, const std::string& path)
{
if(String::BeginsWith(path, "*"))
{
// TODO(antopilo): Figure out how to handle embedded textures.
// future antoine: We should write them to disk and return the path
// for now as we dont have a custom binary format for textures
const uint32_t textureIndex = std::atoi(String::Split(path, '*')[1].c_str());
const aiTexture* aitexture = scene->GetEmbeddedTexture(path.c_str());
std::string aiTextureNameStr = std::string(aitexture->mFilename.C_Str());
std::string fileName = aiTextureNameStr.empty() ? std::to_string(textureIndex) : aiTextureNameStr;
const std::string& textureName = fileName + ".png";
std::string pngPath = FileSystem::GetParentPath(currentPath);
pngPath += textureName;
const bool isCompressed = aitexture->mHeight == 0;
if (isCompressed)
{
int width, height, channels;
unsigned char* data = stbi_load_from_memory(reinterpret_cast<stbi_uc*>(aitexture->pcData), aitexture->mWidth, &width, &height, &channels, 4);
if (data)
{
stbi_flip_vertically_on_write(true);
stbi_write_png(pngPath.c_str(), width, height, 4, data, width * 4);
stbi_image_free(data);
}
else
{
Logger::Log("Failed to load compressed texture from memory", "GLTFBaker", WARNING);
return "";
}
}
else
{
stbi_flip_vertically_on_write(true);
stbi_write_png(pngPath.c_str(), aitexture->mWidth, aitexture->mHeight, 4, aitexture->pcData, aitexture->mWidth * 4);
}
return textureName;
}
return path;
}