harfang3d/tools/assimp_converter/assimp_converter.cpp
2022-12-07 09:51:01 +01:00

1702 lines
60 KiB
C++

// HARFANG(R) Copyright (C) 2021 Emmanuel Julien, NWNC HARFANG. Released under GPL/LGPL/Commercial Licence, see licence.txt for details.
#include <assimp/Importer.hpp>
#include <assimp/cimport.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <engine/geometry.h>
#include <engine/model_builder.h>
#include <engine/node.h>
#include <engine/physics.h>
#include <engine/render_pipeline.h>
#include <engine/scene.h>
#include <foundation/build_info.h>
#include <foundation/cext.h>
#include <foundation/cmd_line.h>
#include <foundation/dir.h>
#include <foundation/file.h>
#include <foundation/format.h>
#include <foundation/log.h>
#include <foundation/math.h>
#include <foundation/matrix3.h>
#include <foundation/matrix4.h>
#include <foundation/pack_float.h>
#include <foundation/path_tools.h>
#include <foundation/projection.h>
#include <foundation/string.h>
#include <foundation/time.h>
#include <foundation/vector3.h>
#include "fabgen.h"
#include "bind_Lua.h"
#include <iostream>
#include <mutex>
#include "fbx_optimizegraph.h"
enum class ImportPolicy { SkipExisting, Overwrite, Rename, SkipAlways };
struct Config {
ImportPolicy import_policy_geometry{ImportPolicy::SkipExisting}, import_policy_material{ImportPolicy::SkipExisting},
import_policy_texture{ImportPolicy::SkipExisting}, import_policy_scene{ImportPolicy::SkipExisting}, import_policy_anim{ImportPolicy::SkipExisting};
std::string input_file; // store the input file in the config too, this is used to resolve texture paths
std::string name; // output name (may be empty)
std::string base_output_path{"./"};
std::string prj_path;
std::string prefix;
std::string profile, shader;
float scene_scale{1.f};
bool import_animation{true};
float anim_simplify_translation_tolerance = 0.001f;
float anim_simplify_rotation_tolerance = 0.05f; // in degrees
float anim_simplify_scale_tolerance = 0.001f;
float max_smoothing_angle{0.7f};
bool recalculate_normal{false}, recalculate_tangent{false};
bool calculate_normal_if_missing{false}, calculate_tangent_if_missing{false};
// bool detect_geometry_instances{false};
// bool anim_to_file{false};
bool merge_meshes{false};
std::string finalizer_script;
};
struct ExportMap {
std::vector<const aiNode *> all_nodes;
std::set<std::string> exported_object_names;
std::map<const aiNode *, hg::Node> exported_nodes;
std::map<std::string, hg::TextureRef> exported_textures;
// FBX/gltf seem to be in ms. // see https://github.com/assimp/assimp/issues/3462
bool fps_workaround = false;
};
static hg::Node ExportNode(
const aiScene *ai_scene, const aiNode *ai_node, hg::Scene &scene, ExportMap &export_map, const Config &config, hg::PipelineResources &resources);
static hg::Mat4 AIMatrixToMatrix4(const aiMatrix4x4 &ai_m) {
hg::Mat4 m;
for (int i = 0; i < 3; ++i)
for (int j = 0; j < 4; ++j)
m.m[i][j] = float(ai_m[i][j]);
return m;
}
static bool GetOutputPath(
std::string &path, const std::string &base, const std::string &name, const std::string &prefix, const std::string &ext, ImportPolicy import_policy) {
if (base.empty())
return false;
const auto filename = hg::CleanFileName(name.empty() ? prefix : (prefix.empty() ? name : prefix + "-" + name));
path = hg::CleanPath(base + "/" + filename + "." + ext);
switch (import_policy) {
default:
return false;
case ImportPolicy::SkipAlways:
return false; // WARNING do not move to the start of the function, we need the path for the resource even if it is not exported
case ImportPolicy::SkipExisting:
if (hg::Exists(path.c_str()))
return false;
break;
case ImportPolicy::Overwrite:
return true;
case ImportPolicy::Rename:
for (auto n = 0; hg::Exists(path.c_str()) && n < 10000; ++n) {
std::ostringstream ss;
ss << base << "/" << filename << "-" << std::setw(4) << std::setfill('0') << n << "." << ext;
path = ss.str();
}
break;
}
return true;
}
static bool LoadFinalizerScript(const std::string &path) {
const auto source = hg::FileToString(path.c_str());
if (source.empty())
return false;
// if (!hg_lua_bind_harfang(vm, "hg") || !hg::Execute(vm, source, path))
// return false;
return true;
}
static void FinalizeMaterial(hg::Material &mat, const std::string &name, const std::string &geo_name) {
/*
if (vm->IsOpen()) {
auto fn = vm->Get("FinalizeMaterial");
if (fn.IsValidAndNonNull())
if (!vm->Call(fn, {vm->ValueToObject(hg::TypeValue(mat)), vm->CreateObject(name), vm->CreateObject(geo_name)}))
failed = true;
}
*/
}
static void FinalizeGeometry(hg::Geometry &geo, const std::string &name) {
/*
if (vm) {
auto fn = ng::Get(vm, "FinalizeModel");
if (fn.IsValidAndNonNull())
if (!ng::Call(vm, fn, {ng::ValueToObject(vm, geo), ng::ValueToObject(vm, name)}))
failed = true;
}
*/
}
static void FinalizeNode(hg::Node &node) {
/*
if (vm->IsOpen()) {
auto fn = vm->Get("FinalizeNode");
if (fn.IsValidAndNonNull())
if (!vm->Call(fn, {vm->ValueToObject(hg::TypeValue(node))}))
failed = true;
}
*/
}
static void FinalizeScene(hg::Scene &scene) {
/*
if (vm->IsOpen()) {
auto fn = vm->Get("FinalizeScene");
if (fn.IsValidAndNonNull())
if (!vm->Call(fn, {vm->ValueToObject(hg::TypeValue(scene))}))
failed = true;
}
*/
}
//
static std::string MakeRelativeResourceName(const std::string &name, const std::string &base_path, const std::string &prefix) {
if (hg::starts_with(name, base_path, hg::case_sensitivity::insensitive)) {
const auto stripped_name = hg::lstrip(hg::slice(name, base_path.length()), "/");
return prefix.empty() ? stripped_name : prefix + "/" + stripped_name;
}
return name;
}
static void ExportMotions(const aiScene *ai_scene, hg::Scene &scene, ExportMap &export_map, const Config &config, hg::PipelineResources &resources) {
if (!config.import_animation || config.merge_meshes)
return;
for (unsigned int n = 0; n < ai_scene->mNumAnimations; ++n) {
const aiAnimation *ai_anim = ai_scene->mAnimations[n];
std::map<std::string, const aiNodeAnim *> channels;
std::map<std::string, int> channels_indices;
for (unsigned int i = 0; i < ai_anim->mNumChannels; i++) {
auto channel = ai_anim->mChannels[i];
std::string channelname = channel->mNodeName.C_Str();
__ASSERT__(channels.find(channelname) == channels.end());
channels[channelname] = channel;
channels_indices[channelname] = i;
}
double start = 0.0;
const double duration = ai_anim->mDuration;
// create Harfang take
hg::SceneAnim scene_anim;
scene_anim.name = ai_anim->mName.C_Str();
double ticksPerSecond = ai_anim->mTicksPerSecond;
if (ticksPerSecond == 0)
ticksPerSecond = 30.0; // TODO: fps import option in case this is not set?
// FBX/gltf seem to be in ms. // see https://github.com/assimp/assimp/issues/3462
if (export_map.fps_workaround) {
ticksPerSecond = 1000.0;
}
const double tStart = 0.0f;
double tEnd = ai_anim->mDuration / ticksPerSecond;
scene_anim.t_start = hg::time_from_sec_f(float(tStart));
scene_anim.t_end = hg::time_from_sec_f(float(tEnd));
for (auto i : export_map.exported_nodes) {
if (!i.second)
continue;
auto node_channel_it = channels.find(i.second.GetName());
if (node_channel_it == channels.end())
continue; // no channel found for this node
auto node_channel = node_channel_it->second;
// create animation default tracks
auto pos_track = hg::AnimTrackHermiteT<hg::Vec3>(); // or AnimKeyHermiteT?
pos_track.target = "Position";
// auto rot_track = std::make_shared<hg::AnimTrackRotation>("Transform.Rotation");
auto rot_track = hg::AnimTrackT<hg::Quaternion>();
rot_track.target = "Rotation";
auto scl_track = hg::AnimTrackHermiteT<hg::Vec3>();
scl_track.target = "Scale";
for (unsigned int k = 0; k < node_channel->mNumPositionKeys; k++) {
const aiVectorKey &ai_key = node_channel->mPositionKeys[k];
hg::time_ns hg_t = hg::time_from_sec_f(float(ai_key.mTime / ticksPerSecond));
hg::AnimKeyHermiteT<hg::Vec3> pos_key;
pos_key.v = hg::Vec3(ai_key.mValue.x, ai_key.mValue.y, ai_key.mValue.z);
pos_key.t = hg_t;
pos_track.keys.push_back(pos_key);
}
for (unsigned int k = 0; k < node_channel->mNumRotationKeys; k++) {
const aiQuatKey &ai_key = node_channel->mRotationKeys[k];
hg::time_ns hg_t = hg::time_from_sec_f(float(ai_key.mTime / ticksPerSecond));
hg::AnimKeyT<hg::Quaternion> rot_key;
rot_key.v = hg::Quaternion(ai_key.mValue.x, ai_key.mValue.y, ai_key.mValue.z, ai_key.mValue.w);
rot_key.t = hg_t;
rot_track.keys.push_back(rot_key);
}
for (unsigned int k = 0; k < node_channel->mNumScalingKeys; k++) {
const aiVectorKey &ai_key = node_channel->mScalingKeys[k];
hg::time_ns hg_t = hg::time_from_sec_f(float(ai_key.mTime / ticksPerSecond));
hg::AnimKeyHermiteT<hg::Vec3> scl_key;
scl_key.v = hg::Vec3(ai_key.mValue.x, ai_key.mValue.y, ai_key.mValue.z);
scl_key.t = hg_t;
scl_track.keys.push_back(scl_key);
}
hg::ConformAnimTrackKeys(rot_track);
// cleanup tracks
float simplify_translation_tolerance = config.anim_simplify_translation_tolerance;
float simplify_rotation_tolerance = config.anim_simplify_rotation_tolerance * hg::Pi / 180.0f;
float simplify_scale_tolerance = config.anim_simplify_scale_tolerance;
if (simplify_translation_tolerance > 0) {
auto removed = hg::SimplifyAnimTrackT<hg::AnimTrackHermiteT<hg::Vec3>>(pos_track, simplify_translation_tolerance);
hg::debug(hg::format("Clean position track: %1").arg(removed));
}
if (simplify_rotation_tolerance > 0) {
auto removed = hg::SimplifyAnimTrackT<hg::AnimTrackT<hg::Quaternion>>(rot_track, simplify_rotation_tolerance);
hg::debug(hg::format("Clean rotation track: %1").arg(removed));
}
if (simplify_scale_tolerance > 0) {
auto removed = hg::SimplifyAnimTrackT<hg::AnimTrackHermiteT<hg::Vec3>>(scl_track, simplify_scale_tolerance);
hg::debug(hg::format("Clean rotation track: %1").arg(removed));
}
// create node animation
auto anim = hg::Anim();
anim.vec3_tracks.push_back(std::move(pos_track));
anim.quat_tracks.push_back(std::move(rot_track));
anim.vec3_tracks.push_back(std::move(scl_track));
bool is_empty_anim = true;
for (auto &track : anim.vec3_tracks)
if (track.keys.size() > 1) {
is_empty_anim = false;
break;
}
for (auto &track : anim.quat_tracks)
if (track.keys.size() > 1) {
anim.flags |= hg::AF_UseQuaternionForRotation;
is_empty_anim = false;
break;
}
for (auto &track : anim.color_tracks)
if (track.keys.size() > 1) {
is_empty_anim = false;
break;
}
if (is_empty_anim) {
hg::debug(hg::format("Skipping animation for target '%1' as it contains no animation").arg(i.second.GetName().c_str()));
continue;
}
// store animation
auto anim_ref = scene.AddAnim(std::move(anim));
// add anim_node to the scene_anim
hg::NodeAnim node_anim;
node_anim.anim = anim_ref;
node_anim.node = i.second.ref;
scene_anim.node_anims.push_back(node_anim);
}
// add animation take to the scene
scene.AddSceneAnim(scene_anim);
}
}
//----
static void AppendGeometrySkin(const aiScene *ai_scene, hg::Geometry &geo, aiMesh *ai_mesh, const std::map<const aiBone *, unsigned int> &bone_indices) {
auto start_skin = geo.skin.size();
geo.skin.resize(geo.vtx.size());
for (size_t n = start_skin; n < geo.vtx.size(); ++n)
for (int j = 0; j < 4; ++j) {
geo.skin[n].index[j] = 0;
geo.skin[n].weight[j] = 0;
}
const auto bone_count = ai_mesh->mNumBones;
for (unsigned int n = 0; n < bone_count; ++n) {
const auto bone = ai_mesh->mBones[n];
auto bone_idx = bone_indices.find(bone)->second;
// import weights
for (unsigned int i = 0; i < bone->mNumWeights; i++) {
const aiVertexWeight bw = bone->mWeights[i];
auto skin = &geo.skin[start_skin + bw.mVertexId];
auto weight = hg::pack_float<uint8_t>(float(bw.mWeight));
for (int c = 0; c < 4; ++c)
if (weight > skin->weight[c]) {
// shift the lower influences out
for (int j = 4 - 1; j > c; --j) {
skin->index[j] = skin->index[j - 1];
skin->weight[j] = skin->weight[j - 1];
}
// insert new influence
skin->index[c] = hg::numeric_cast<uint16_t>(bone_idx);
skin->weight[c] = weight;
break;
}
}
}
}
static hg::TextureRef ExportTexture(const aiScene *ai_scene, const aiString &ai_path, uint32_t bgfx_flags, const std::string &meta, ExportMap &export_map,
const Config &config, hg::PipelineResources &resources) {
if (ai_path.length == 0)
return hg::TextureRef();
// have we already exported this texture?
auto it = export_map.exported_textures.find(ai_path.C_Str());
if (it != export_map.exported_textures.end()) {
return it->second;
}
std::string dst_path;
// is this an embedded texture?
const aiTexture *embedded_texture = ai_scene->GetEmbeddedTexture(ai_path.C_Str());
if (embedded_texture != nullptr) {
if (embedded_texture->mHeight == 0) {
// If mHeight = 0 this is a pointer to a memory buffer of size mWidth containing the compressed texture
// and achFormatHint contains the file extension
std::string src_path = ai_path.C_Str();
// happens for running_man.glb
if (hg::GetFileExtension(src_path) == "") {
src_path += "." + std::string(embedded_texture->achFormatHint);
}
bool should_write =
GetOutputPath(dst_path, config.base_output_path, hg::GetFileName(src_path), {}, hg::GetFileExtension(src_path), config.import_policy_texture);
if (should_write) {
hg::ScopedFile file(hg::OpenWrite(dst_path.c_str()));
hg::Write(file, embedded_texture->pcData, embedded_texture->mWidth);
}
} else {
// TODO: handle various raw formats depending on the metadata in achFormatHint
hg::error(hg::format("Unsupported file format '%1'").arg(ai_path.C_Str()));
}
} else {
if (ai_path.length > 0) {
std::string src_path = ai_path.C_Str();
// if src_path is relative, make it absolute
if (!hg::IsPathAbsolute(src_path.c_str())) {
src_path = hg::GetFilePath(config.input_file) + src_path;
}
if (!hg::Exists(src_path.c_str())) {
src_path = hg::CutFilePath(src_path);
if (!hg::Exists(src_path.c_str())) {
hg::error(hg::format("Missing texture file '%1'").arg(src_path));
return {};
}
}
bool should_write =
GetOutputPath(dst_path, config.base_output_path, hg::GetFileName(src_path), {}, hg::GetFileExtension(src_path), config.import_policy_texture);
if (should_write)
if (!hg::CopyFile(hg::ansi_to_utf8(src_path).c_str(), hg::ansi_to_utf8(dst_path).c_str())) {
hg::error(hg::format("Failed to copy texture file '%1' to '%2'").arg(src_path).arg(dst_path));
return {};
}
}
}
dst_path = MakeRelativeResourceName(dst_path, config.prj_path, config.prefix);
auto result = resources.textures.Add(dst_path.c_str(), {bgfx_flags, BGFX_INVALID_HANDLE});
export_map.exported_textures[ai_path.C_Str()] = result;
return result;
}
//
enum class TextureType {
Diffuse = 0,
Lightmap,
Emissive,
Ambient,
Specular,
Normal,
Shininess,
Bump,
TransparentColor,
Reflection,
RoughnessMap,
MetalnessMap,
BaseColorMap,
BumpMap,
ReflectivityMap,
EmissionMap,
EmitColorMap,
ReflColorMap,
Last
};
static const std::map<aiTextureType, TextureType> &GetTextureTypeMap() {
static std::map<aiTextureType, TextureType> map = {
{aiTextureType_DIFFUSE, TextureType::Diffuse}, {aiTextureType_SPECULAR, TextureType::Specular}, {aiTextureType_AMBIENT, TextureType::Ambient},
{aiTextureType_EMISSIVE, TextureType::Emissive},
{aiTextureType_HEIGHT, TextureType::Normal}, // found a normal map exported as "height" while exporting a .obj from blender
{aiTextureType_NORMALS, TextureType::Normal}, {aiTextureType_SHININESS, TextureType::Shininess},
{aiTextureType_OPACITY, TextureType::TransparentColor}, // check if this is fit
{aiTextureType_DISPLACEMENT, TextureType::BumpMap}, // check if this is fit
{aiTextureType_LIGHTMAP, TextureType::Lightmap}, {aiTextureType_REFLECTION, TextureType::ReflColorMap},
{aiTextureType_BASE_COLOR, TextureType::BaseColorMap}, {aiTextureType_NORMAL_CAMERA, TextureType::Last}, // not supported
{aiTextureType_EMISSION_COLOR, TextureType::Emissive}, {aiTextureType_METALNESS, TextureType::MetalnessMap},
{aiTextureType_DIFFUSE_ROUGHNESS, TextureType::RoughnessMap}, {aiTextureType_AMBIENT_OCCLUSION, TextureType::Last}, // not supported
};
return map;
}
//
static const bool PictureHasTransparency(const hg::Picture &pic) {
if (pic.GetFormat() != hg::PF_RGBA32)
return false;
const size_t size = size_of(pic.GetFormat());
uint8_t *data = pic.GetData();
for (int i = 0; i < pic.GetWidth() * pic.GetHeight(); ++i)
if (data[3] < 255)
return true;
else
data += size;
return false;
}
//
static hg::Material ExportMaterial(
const aiScene *ai_scene, const aiMaterial *ai_material, bool use_skin, ExportMap &export_map, const Config &config, hg::PipelineResources &resources) {
hg::Color diffuse = {0.5f, 0.5f, 0.5f, 1.f}, emissive = {0, 0, 0, 1}, specular = {0.5f, 0.5f, 0.5f, 1.f}, ambient = {0, 0, 0, 1};
float glossiness{1.f};
float reflection{1.f};
hg::debug(hg::format("Exporting material '%1'").arg(ai_material->GetName().C_Str()));
aiColor3D color(0.f, 0.f, 0.f);
float flt = 0.0f;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_OPACITY, flt)) {
diffuse.a = flt;
}
// we skip this if Opacity is set. fbx_converter seems to use it anyway
// see "diffuse.a = 1.f - static_cast<float>(fbx_lambert->TransparencyFactor.Get());"
// but this causes the spaceship assemble-demo-assets\space_station\work\space_ship.fbx to be transparent
// when according to the fbx viewer, it shouldn't
else if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TRANSPARENCYFACTOR, flt)) {
diffuse.a = 1.0f - flt;
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_SHININESS, flt)) {
glossiness = hg::Clamp(flt / 64.f, 0.01f, 0.5f); // completely random conversion factor
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_REFLECTIVITY, flt)) {
reflection = flt;
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_SHININESS_STRENGTH, flt)) {
glossiness *= hg::Clamp(glossiness * flt, 0.01f, 0.5f);
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_REFRACTI, flt)) {}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, color)) {
diffuse.r = color.r;
diffuse.g = color.g;
diffuse.b = color.b;
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_AMBIENT, color)) {
ambient.r = color.r;
ambient.g = color.g;
ambient.b = color.b;
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_SPECULAR, color)) {
specular.r = color.r;
specular.g = color.g;
specular.b = color.b;
}
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_EMISSIVE, color)) {
emissive.r = color.r;
emissive.g = color.g;
emissive.b = color.b;
}
// pbr
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_BASE_COLOR, color)) {
diffuse.r = color.r;
diffuse.g = color.g;
diffuse.b = color.b;
}
std::array<hg::TextureRef, (size_t)TextureType::Last> texture;
aiString path;
aiTextureMapMode mapMode[3] = {aiTextureMapMode_Wrap};
const auto &textureTypeMap = GetTextureTypeMap();
for (aiTextureType ai_tex_type = aiTextureType_NONE; ai_tex_type < (int)aiTextureType_UNKNOWN; ai_tex_type = (aiTextureType)((int)ai_tex_type + 1)) {
auto it = textureTypeMap.find(ai_tex_type);
if (it == textureTypeMap.end())
continue;
TextureType hg_textype = it->second;
if (hg_textype == TextureType::Last)
continue;
aiTextureMapping mapping = (aiTextureMapping)0;
unsigned int uvindex = 0;
float blend = 0.0f;
aiTextureOp op = (aiTextureOp)0;
// TODO: handle multiple textures if needed
// TODO: handle modulate with lightmaps
if (AI_SUCCESS == ai_material->GetTexture(ai_tex_type, 0, &path, &mapping, &uvindex, &blend, &op, mapMode)) {
uint32_t flags = BGFX_SAMPLER_NONE;
for (int i = 0; i < 3; i++) {
if (mapMode[i] == aiTextureMapMode::aiTextureMapMode_Wrap) {
flags |= 0; // default
} else if (mapMode[i] == aiTextureMapMode::aiTextureMapMode_Clamp) {
switch (i) {
case 0:
flags |= BGFX_SAMPLER_U_CLAMP;
break;
case 1:
flags |= BGFX_SAMPLER_V_CLAMP;
break;
case 2:
flags |= BGFX_SAMPLER_W_CLAMP;
break;
}
} else if (mapMode[i] == aiTextureMapMode::aiTextureMapMode_Decal) {
hg::warn(hg::format("Unsupported mapping mode decal '%1'").arg(path.C_Str()));
} else if (mapMode[i] == aiTextureMapMode::aiTextureMapMode_Mirror) {
switch (i) {
case 0:
flags |= BGFX_SAMPLER_U_MIRROR;
break;
case 1:
flags |= BGFX_SAMPLER_V_MIRROR;
break;
case 2:
flags |= BGFX_SAMPLER_W_MIRROR;
break;
}
} else {
hg::warn(hg::format("Unsupported mapping mode decal '%1'").arg(path.C_Str()));
}
}
std::string meta_RAW_text("{\"profiles\": {\"default\": {\"compression\": \"RAW\"}}}");
std::string meta_BC1_text("{\"profiles\": {\"default\": {\"compression\": \"BC1\"}}}");
std::string meta_BC3_text("{\"profiles\": {\"default\": {\"compression\": \"BC3\"}}}");
std::string meta_BC4_text("{\"profiles\": {\"default\": {\"compression\": \"BC4\"}}}");
std::string meta_BC5_text("{\"profiles\": {\"default\": {\"compression\": \"BC5\"}}}");
std::string meta_BC6_text("{\"profiles\": {\"default\": {\"compression\": \"BC6\"}}}");
std::string meta_BC7_text("{\"profiles\": {\"default\": {\"compression\": \"BC7\"}}}");
std::string meta_BC7_srgb_text("{\"profiles\": {\"default\": {\"compression\": \"BC7\", \"sRGB\": true}}}");
std::string meta;
if (hg_textype == TextureType::Diffuse || hg_textype == TextureType::BaseColorMap || hg_textype == TextureType::Emissive ||
hg_textype == TextureType::Emissive) {
meta = meta_BC7_srgb_text;
}
if (hg_textype == TextureType::Normal) {
meta = meta_BC5_text;
}
texture[(size_t)hg_textype] = ExportTexture(ai_scene, path, flags, meta, export_map, config, resources);
}
}
//
hg::Material mat;
if (use_skin)
mat.flags |= hg::MF_EnableSkinning;
hg::TextureRef diffuse_map = hg::InvalidTextureRef;
if (diffuse_map == hg::InvalidTextureRef)
diffuse_map = texture[(size_t)TextureType::Diffuse];
if (diffuse_map == hg::InvalidTextureRef)
diffuse_map = texture[(size_t)TextureType::BaseColorMap];
hg::TextureRef specular_map = hg::InvalidTextureRef;
if (specular_map == hg::InvalidTextureRef)
specular_map = texture[(size_t)TextureType::Specular];
if (specular_map == hg::InvalidTextureRef)
specular_map = texture[(size_t)TextureType::ReflColorMap];
hg::TextureRef normal_map = texture[(size_t)TextureType::Normal];
hg::TextureRef light_map = texture[(size_t)TextureType::Lightmap];
hg::TextureRef self_map = hg::InvalidTextureRef;
if (self_map == hg::InvalidTextureRef)
self_map = texture[(size_t)TextureType::Emissive];
if (self_map == hg::InvalidTextureRef)
self_map = texture[(size_t)TextureType::EmissionMap];
if (self_map == hg::InvalidTextureRef)
self_map = texture[(size_t)TextureType::EmitColorMap];
hg::TextureRef opacity_map = texture[(size_t)TextureType::TransparentColor];
hg::TextureRef shininess_map = texture[(size_t)TextureType::Shininess];
hg::TextureRef reflection_map = texture[(size_t)TextureType::Reflection];
hg::TextureRef ambient_map = texture[(size_t)TextureType::Ambient];
hg::TextureRef bump_map = hg::InvalidTextureRef;
if (bump_map == hg::InvalidTextureRef)
bump_map = texture[(size_t)TextureType::Bump];
if (bump_map == hg::InvalidTextureRef)
bump_map = texture[(size_t)TextureType::BumpMap];
hg::TextureRef roughness_map = texture[(size_t)TextureType::RoughnessMap];
hg::TextureRef metalness_map = texture[(size_t)TextureType::MetalnessMap];
std::string shader;
if (config.profile == "pbr_default") {
shader = "core/shader/pbr.hps";
mat.values["uBaseOpacityColor"] = {bgfx::UniformType::Vec4, {diffuse.r, diffuse.g, diffuse.b, diffuse.a}};
mat.values["uOcclusionRoughnessMetalnessColor"] = {bgfx::UniformType::Vec4, {1.f, 0.5f, 0.f, 0.f}};
mat.values["uSelfColor"] = {bgfx::UniformType::Vec4, {emissive.r, emissive.g, emissive.b, -1.f}};
if (diffuse_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uBaseOpacityMap: %1").arg(resources.textures.GetName(diffuse_map)));
mat.textures["uBaseOpacityMap"] = {diffuse_map, 0};
} else if (diffuse.a < 1.f) {
SetMaterialBlendMode(mat, hg::BM_Alpha);
}
if (specular_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uOcclusionRoughnessMetalnessMap: %1").arg(resources.textures.GetName(specular_map)));
mat.textures["uOcclusionRoughnessMetalnessMap"] = {specular_map, 1};
}
if (normal_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uNormalMap: %1").arg(resources.textures.GetName(normal_map)));
mat.textures["uNormalMap"] = {normal_map, 2};
}
if (self_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uSelfMap: %1").arg(resources.textures.GetName(self_map)));
mat.textures["uSelfMap"] = {self_map, 4};
}
} else if (config.profile == "pbr_physical") {
shader = "core/shader/pbr.hps";
// pbr
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_BASE_COLOR, color)) {
diffuse.r = color.r;
diffuse.g = color.g;
diffuse.b = color.b;
}
float emission_factor = 1.0f;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_EMISSIVE_INTENSITY, emission_factor)) {
emissive = {emissive.r * emission_factor, emissive.g * emission_factor, emissive.b * emission_factor,
-1.f}; // the -1 was there in the fbx_converter, not sure about its purpose
}
// set occlusion to 1
specular.r = 1.f;
float roughness_factor = 1.0f;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness_factor)) {
specular.g = roughness_factor;
}
float metallic_factor = 0.0f;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_METALLIC_FACTOR, metallic_factor)) {
specular.b = metallic_factor;
}
mat.values["uBaseOpacityColor"] = {bgfx::UniformType::Vec4, {diffuse.r, diffuse.g, diffuse.b, diffuse.a}};
mat.values["uOcclusionRoughnessMetalnessColor"] = {bgfx::UniformType::Vec4, {specular.r, specular.g, specular.b, glossiness}};
mat.values["uSelfColor"] = {bgfx::UniformType::Vec4, {emissive.r, emissive.g, emissive.b, -1.f}};
if (diffuse_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uBaseOpacityMap: %1").arg(resources.textures.GetName(diffuse_map)));
mat.textures["uBaseOpacityMap"] = {diffuse_map, 0};
} else if (diffuse.a < 1.f) {
SetMaterialBlendMode(mat, hg::BM_Alpha);
}
if (opacity_map != hg::InvalidTextureRef)
SetMaterialBlendMode(mat, hg::BM_Alpha);
else {
// check if there is alpha in the base color map
hg::Picture pic;
if (LoadPicture(pic, (config.prj_path + "/" + resources.textures.GetName(diffuse_map)).c_str()) && PictureHasTransparency(pic))
SetMaterialBlendMode(mat, hg::BM_Alpha);
}
if (roughness_map != hg::InvalidTextureRef || metalness_map != hg::InvalidTextureRef) {
if (roughness_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uOcclusionRoughnessMetalnessMap: %1").arg(resources.textures.GetName(roughness_map)));
mat.textures["uOcclusionRoughnessMetalnessMap"] = {roughness_map, 1};
} else if (metalness_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uOcclusionRoughnessMetalnessMap: %1").arg(resources.textures.GetName(metalness_map)));
mat.textures["uOcclusionRoughnessMetalnessMap"] = {metalness_map, 1};
}
}
if (bump_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uNormalMap: %1").arg(resources.textures.GetName(bump_map)));
mat.textures["uNormalMap"] = {bump_map, 2};
} else if (normal_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uNormalMap: %1").arg(resources.textures.GetName(normal_map)));
mat.textures["uNormalMap"] = {normal_map, 2};
}
if (self_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uSelfMap: %1").arg(resources.textures.GetName(self_map)));
mat.textures["uSelfMap"] = {self_map, 4};
}
} else {
if (config.profile != "default")
hg::warn(hg::format("Unknown material profile '%1', using 'default' profile").arg(config.profile));
shader = "core/shader/default.hps";
mat.values["uDiffuseColor"] = {bgfx::UniformType::Vec4, {diffuse.r, diffuse.g, diffuse.b, diffuse.a}};
mat.values["uSpecularColor"] = {bgfx::UniformType::Vec4, {specular.r, specular.g, specular.b, glossiness}};
mat.values["uSelfColor"] = {bgfx::UniformType::Vec4, {emissive.r, emissive.g, emissive.b, -1.f}};
hg::debug(hg::format(" - uDiffuseColor: %1, %2, %3 - Alpha: %4").arg(diffuse.r).arg(diffuse.g).arg(diffuse.b).arg(diffuse.a));
hg::debug(hg::format(" - SpecularColor: %1, %2, %3 - Glossiness: %4").arg(specular.r).arg(specular.g).arg(specular.b).arg(glossiness));
hg::debug(hg::format(" - uSelfColor: %1, %2, %3 - Reserved").arg(emissive.r).arg(emissive.g).arg(emissive.b));
if (diffuse_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uDiffuseMap: %1").arg(resources.textures.GetName(diffuse_map)));
mat.textures["uDiffuseMap"] = {diffuse_map, 0};
} else if (diffuse.a < 1.f) {
SetMaterialBlendMode(mat, hg::BM_Alpha);
}
if (specular_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uSpecularMap: %1").arg(resources.textures.GetName(specular_map)));
mat.textures["uSpecularMap"] = {specular_map, 1};
}
if (normal_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uNormalMap: %1").arg(resources.textures.GetName(normal_map)));
mat.textures["uNormalMap"] = {normal_map, 2};
}
if (light_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uLightMap: %1").arg(resources.textures.GetName(light_map)));
mat.textures["uLightMap"] = {light_map, 3};
}
if (self_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uSelfMap: %1").arg(resources.textures.GetName(self_map)));
mat.textures["uSelfMap"] = {self_map, 4};
}
if (opacity_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uOpacityMap: %1").arg(resources.textures.GetName(opacity_map)));
mat.textures["uOpacityMap"] = {opacity_map, 5};
SetMaterialBlendMode(mat, hg::BM_Alpha);
}
if (ambient_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uAmbientMap: %1").arg(resources.textures.GetName(ambient_map)));
mat.textures["uAmbientMap"] = {ambient_map, 6};
}
if (reflection_map != hg::InvalidTextureRef) {
hg::debug(hg::format(" - uReflectionMap: %1").arg(resources.textures.GetName(reflection_map)));
mat.textures["uReflectionMap"] = {reflection_map, 7};
}
if (shininess_map != hg::InvalidTextureRef) { // UNMAPPED
hg::debug(hg::format(" - uShininessMap: %1 (IGNORED, use alpha channel of diffuse map instead)").arg(resources.textures.GetName(shininess_map)));
// mat.textures.push_back({"uShininessMap", shininess_map, 7});
}
if (bump_map != hg::InvalidTextureRef) { // UNMAPPED
hg::debug(hg::format(" - uBumpMap: %1 (IGNORED, use normal map instead").arg(resources.textures.GetName(bump_map)));
// mat.textures.push_back({"uBumpMap", bump_map, 9});
}
}
if (!config.shader.empty())
shader = config.shader; // use override
hg::debug(hg::format(" - Using pipeline shader '%1'").arg(shader));
mat.program = resources.programs.Add(shader.c_str(), {});
// FinalizeMaterial(mat, ai_material->GetName(), geo_name);
return mat;
}
static void AppendGeometry(const aiScene *ai_scene, hg::Geometry &geo, aiMesh *ai_mesh, std::map<const aiMaterial *, int> &material_indices) {
aiMatrix4x4 mesh_matrix; //, mesh_rmatrix;
auto mat = ai_scene->mMaterials[ai_mesh->mMaterialIndex];
int mat_idx = 0;
auto it = material_indices.find(mat);
if (it == material_indices.end()) {
mat_idx = (int)material_indices.size();
material_indices[mat] = mat_idx;
} else {
mat_idx = it->second;
}
auto start_vtx = geo.vtx.size();
auto start_faces = geo.pol.size();
geo.vtx.resize(geo.vtx.size() + ai_mesh->mNumVertices);
for (size_t n = start_vtx; n < geo.vtx.size(); ++n) {
const aiVector3D v = mesh_matrix * ai_mesh->mVertices[n - start_vtx];
geo.vtx[n] = {float(v[0]), float(v[1]), float(v[2])};
}
geo.pol.resize(geo.pol.size() + ai_mesh->mNumFaces);
for (size_t n = start_faces; n < geo.pol.size(); ++n) {
geo.pol[n].vtx_count = uint8_t(ai_mesh->mFaces[n - start_faces].mNumIndices);
geo.pol[n].material = mat_idx;
}
auto start_binding = geo.binding.size();
const auto pol_index = hg::ComputePolygonIndex(geo);
geo.binding.resize(hg::ComputeBindingCount(geo));
for (size_t p = start_faces; p < geo.pol.size(); ++p)
for (auto v = 0; v < geo.pol[p].vtx_count; ++v) {
auto v_idx = ai_mesh->mFaces[p - start_faces].mIndices[v];
geo.binding[size_t(pol_index[p]) + v] = v_idx + (unsigned int)start_vtx;
}
// normal
if (ai_mesh->HasNormals()) {
hg::debug(" - Has normal layer");
geo.normal.resize(geo.binding.size());
for (size_t p = start_faces; p < geo.pol.size(); ++p)
for (size_t v = 0; v < geo.pol[p].vtx_count; ++v) {
auto v_idx = ai_mesh->mFaces[p - start_faces].mIndices[v];
auto N = ai_mesh->mNormals[v_idx];
geo.normal[size_t(pol_index[p]) + v] = {N.x, N.y, N.z};
}
}
// tangent and bi-normal
if (ai_mesh->HasTangentsAndBitangents()) {
hg::debug(" - Has tangent and binormal layer");
geo.tangent.resize(geo.binding.size());
for (size_t p = start_faces; p < geo.pol.size(); ++p)
for (size_t v = 0; v < geo.pol[p].vtx_count; ++v) {
auto v_idx = ai_mesh->mFaces[p - start_faces].mIndices[v];
auto T = ai_mesh->mTangents[v_idx];
auto B = ai_mesh->mBitangents[v_idx];
geo.tangent[size_t(pol_index[p]) + v].T = {float(T[0]), float(T[1]), float(T[2])};
geo.tangent[size_t(pol_index[p]) + v].B = {float(B[0]), float(B[1]), float(B[2])};
}
}
if (ai_mesh->GetNumColorChannels() > 1) {
hg::warn(hg::format("Only one color layer is supported"));
}
if (ai_mesh->GetNumColorChannels() > 0) {
hg::debug(" - Has color layer");
geo.color.resize(geo.binding.size());
auto colors = ai_mesh->mColors[0];
for (size_t p = start_faces; p < geo.pol.size(); ++p)
for (size_t v = 0; v < geo.pol[p].vtx_count; ++v) {
auto v_idx = ai_mesh->mFaces[p - start_faces].mIndices[v];
auto cl = colors[v_idx];
geo.color[size_t(pol_index[p]) + v] = {cl.r, cl.g, cl.b, cl.a};
}
}
// UV channel
const auto layer_count_to_export = hg::Min<size_t>(ai_mesh->GetNumUVChannels(), geo.uv.size());
for (size_t l = 0; l < layer_count_to_export; ++l) {
auto &uv = geo.uv[l];
hg::debug(hg::format(" - Has UV%1").arg(l));
const auto uv_layer = ai_mesh->mTextureCoords[l];
uv.resize(geo.binding.size());
auto colors = ai_mesh->mColors[0];
for (size_t p = start_faces; p < geo.pol.size(); ++p)
for (size_t v = 0; v < geo.pol[p].vtx_count; ++v) {
auto v_idx = ai_mesh->mFaces[p - start_faces].mIndices[v];
auto UV = uv_layer[v_idx];
uv[pol_index[p] + v] = {float(UV[0]), float(UV[1])};
}
}
}
static hg::ModelRef ExportGeometry(const aiScene *ai_scene, hg::Node &node, const aiNode *ai_node, hg::Object &object, hg::Scene &scene, ExportMap &export_map,
const Config &config, hg::PipelineResources &resources) {
__ASSERT__(ai_node->mNumMeshes > 0);
hg::Geometry geo;
std::string mesh_name =
ai_node->mName.C_Str(); // can't really use aiMesh::mName as there can be more than 1 aiMesh per node and they split meshes into n aiMesh by materials
if (mesh_name.empty()) {
int unnamed_obj_idx = 0;
std::string obj_name = "Object_" + std::to_string(unnamed_obj_idx);
while (export_map.exported_object_names.find(obj_name) != export_map.exported_object_names.end()) {
unnamed_obj_idx++;
obj_name = "Object_" + std::to_string(unnamed_obj_idx);
}
mesh_name = obj_name;
}
export_map.exported_object_names.insert(mesh_name);
hg::debug(hg::format("Exporting geometry '%1'").arg(mesh_name));
std::map<const aiMaterial *, int> material_indices;
unsigned int total_vertices = 0;
unsigned int total_faces = 0;
for (unsigned int i = 0; i < ai_node->mNumMeshes; i++) {
auto ai_mesh = ai_scene->mMeshes[ai_node->mMeshes[i]];
total_vertices += ai_mesh->mNumVertices;
total_faces += ai_mesh->mNumFaces;
}
geo.vtx.reserve(total_vertices);
geo.pol.reserve(total_faces);
// build bone list
std::map<const aiBone *, unsigned int> bone_indices;
for (unsigned int i = 0; i < ai_node->mNumMeshes; i++) {
auto ai_mesh = ai_scene->mMeshes[ai_node->mMeshes[i]];
for (unsigned int b = 0; b < ai_mesh->mNumBones; b++) {
const auto bone = ai_mesh->mBones[b];
auto it = bone_indices.find(bone);
if (it == bone_indices.end()) {
auto idx = (unsigned int)bone_indices.size();
bone_indices[bone] = idx;
}
}
}
const bool use_skin = !bone_indices.empty();
if (!bone_indices.empty()) {
const auto bone_count = bone_indices.size();
geo.bind_pose.resize(bone_count);
for (auto it = bone_indices.begin(); it != bone_indices.end(); it++) {
const auto bone = it->first;
const auto bone_idx = it->second;
const hg::Mat4 offset_matrix = AIMatrixToMatrix4(bone->mOffsetMatrix);
geo.bind_pose[bone_idx] = offset_matrix;
}
}
for (unsigned int i = 0; i < ai_node->mNumMeshes; i++) {
auto ai_mesh = ai_scene->mMeshes[ai_node->mMeshes[i]];
AppendGeometry(ai_scene, geo, ai_mesh, material_indices);
if (use_skin)
AppendGeometrySkin(ai_scene, geo, ai_mesh, bone_indices);
}
object.SetBoneCount(bone_indices.size());
for (auto it = bone_indices.begin(); it != bone_indices.end(); it++) {
const auto bone = it->first;
const auto bone_idx = it->second;
// check bone->mNode is an actual node
// An invalid node should not happen, but happens with doberman_animation.FBX
// note: ideally, assimp should initialize this to nullptr but it doesn't
// let's check against our list of nodes
bool is_valid_node = false;
const aiNode *ai_bone_node = bone->mNode;
for (auto some_node : export_map.all_nodes) {
if (some_node == bone->mNode) {
is_valid_node = true;
break;
}
}
if (!is_valid_node) { // should not happen, but happens with doberman_animation.FBX
// search the scene for a node with the same name
ai_bone_node = nullptr;
for (auto some_node : export_map.all_nodes) {
if (some_node->mName == bone->mName) {
ai_bone_node = some_node;
break;
}
}
}
if (ai_bone_node == nullptr) { // should not happen, but happens with doberman_animation.FBX
} else {
auto bone_node = ExportNode(ai_scene, ai_bone_node, scene, export_map, config, resources);
if (bone_node.IsValid()) {
object.SetBone(bone_idx, bone_node.ref);
} else {
}
}
}
const auto vtx_to_pol = hg::ComputeVertexToPolygon(geo);
const auto vtx_normal = hg::ComputeVertexNormal(geo, vtx_to_pol, hg::Deg(45.f));
// recalculate normals
bool recalculate_normal = config.recalculate_normal;
if (geo.normal.empty() || config.calculate_normal_if_missing)
recalculate_normal = true;
if (recalculate_normal) {
hg::debug(" - Recalculate normals");
geo.normal = vtx_normal;
}
// recalculate tangent frame
bool recalculate_tangent = config.recalculate_tangent;
if (geo.tangent.empty() || config.calculate_normal_if_missing)
recalculate_tangent = true;
if (recalculate_tangent) {
hg::debug(" - Recalculate tangent frames (MikkT)");
if (!geo.uv[0].empty())
geo.tangent = hg::ComputeVertexTangent(geo, vtx_normal, 0, hg::Deg(45.f));
}
object.SetMaterialCount(material_indices.size());
for (auto it : material_indices) {
auto ai_mat = it.first;
auto mat_idx = it.second;
auto mat = ExportMaterial(ai_scene, ai_mat, use_skin, export_map, config, resources);
object.SetMaterial(mat_idx, std::move(mat));
object.SetMaterialName(mat_idx, std::string(ai_mat->GetName().C_Str()));
}
//
// FinalizeGeometry(geo, name);
std::string path = mesh_name;
if (GetOutputPath(path, config.base_output_path, mesh_name, {}, "geo", config.import_policy_geometry)) {
hg::debug(hg::format(" - Saving to '%1'").arg(path));
hg::SaveGeometryToFile(path.c_str(), geo);
}
path = MakeRelativeResourceName(path, config.prj_path, config.prefix);
return resources.models.Add(path.c_str(), {}); // note: no need to perform any conversion, use a mock model
}
//
static hg::Object ExportObject(const aiScene *ai_scene, hg::Node &node, const aiNode *ai_node, hg::Scene &scene, ExportMap &export_map, const Config &config,
hg::PipelineResources &resources) {
__ASSERT__(ai_node->mNumMeshes > 0);
__ASSERT__(!node.GetObject().IsValid());
auto object = scene.CreateObject();
node.SetObject(object);
auto mdl = ExportGeometry(ai_scene, node, ai_node, object, scene, export_map, config, resources);
object.SetModelRef(mdl);
return object;
}
static void ExportCamera(
const aiScene *ai_scene, const aiCamera *ai_camera, hg::Scene &scene, ExportMap &export_map, const Config &config, hg::PipelineResources &resources) {
// find corresponding node or create one if missing
auto camera = scene.CreateCamera();
const aiNode *camera_ai_node = nullptr;
for (auto it : export_map.exported_nodes) {
auto ai_node = it.first;
if (ai_node->mName == ai_camera->mName) {
camera_ai_node = ai_node;
break;
}
}
hg::Node camera_node;
if (camera_ai_node == nullptr) {
camera_node = scene.CreateNode(ai_camera->mName.C_Str());
auto transform = scene.CreateTransform();
camera_node.SetTransform(transform);
} else {
camera_node = export_map.exported_nodes[camera_ai_node];
}
camera.SetZNear(ai_camera->mClipPlaneNear);
camera.SetZFar(ai_camera->mClipPlaneFar);
// compute vertical fov from horizontal fov
// auto fovy = ai_camera->mHorizontalFOV / ai_camera->mAspect;
auto aspect = ai_camera->mAspect;
if (aspect <= 0.0f) // == 0 on test asset node_parent_light.gltf
aspect = 1.0f;
auto fov = ai_camera->mHorizontalFOV;
fov = 2.f * atan(tan(fov * 0.5f) / aspect); // copied from the fbx converter code
camera.SetFov(fov);
if (ai_camera->mOrthographicWidth > 0) {
camera.SetIsOrthographic(true);
camera.SetSize(aspect / ai_camera->mOrthographicWidth);
}
auto transform = camera_node.GetTransform();
hg::Vec3 pos, rot, scl;
auto mat = camera_ai_node != nullptr ? AIMatrixToMatrix4(camera_ai_node->mTransformation) : hg::Mat4::Identity;
// not sure why the lookat vector changes between fbx and gltf
// we hardcode these to make the test assets pass but some of the importers are buggy
if (ai_camera->mLookAt.x == 1.0f) {
// seem to be the case for fbx files
// see // node_parent_light.fbx
auto rot90 = (hg::Mat4)hg::RotationMatY(hg::DegreeToRadian(90.0f));
mat = mat * rot90;
} else {
// see node_parent_light.gltf
hg::Mat4 lookat_mat = hg::Mat4LookTowardUp(hg::Vec3(0), hg::Vec3(-ai_camera->mLookAt.x, -ai_camera->mLookAt.y, -ai_camera->mLookAt.z),
hg::Vec3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z));
mat = mat * lookat_mat;
}
Decompose(mat, &pos, &rot, &scl);
transform.SetTRS({pos, rot, scl});
// do we have a target?
const aiNode *camera_ai_target_node = nullptr;
const std::string target_name = ai_camera->mName.C_Str() + std::string(".Target");
if (camera_ai_node != nullptr) {
// search the parent node
auto parent = camera_ai_node->mParent;
for (size_t i = 0; i < parent->mNumChildren; i++) {
if (target_name == parent->mChildren[i]->mName.C_Str()) {
camera_ai_target_node = parent->mChildren[i];
break;
}
}
}
if (camera_ai_target_node != nullptr) {
aiVector3D target_scale, target_rot, target_pos;
camera_ai_target_node->mTransformation.Decompose(target_scale, target_rot, target_pos);
hg::Vec3 at(target_pos.x - pos.x, target_pos.y - pos.y, target_pos.z - pos.z);
mat = hg::Mat4LookTowardUp(pos, at, hg::Vec3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z));
Decompose(mat, &pos, &rot, &scl);
transform.SetTRS({pos, rot, scl});
} else {
// according to the documentation, ai_camera->mPosition is supposed to be added to the node pos
// for node_parent_light.gltf it appears that it contains the world position
// so just fallback to the node position, hoping it works for most cases.
// if not, either make a fix for assimp gltf, or a patch for this specific format
// transform.SetPos(transform.GetPos() + hg::Vec3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z));
}
transform.SetScale(hg::Vec3(1, 1, 1));
camera_node.SetCamera(camera);
camera_node.SetTransform(transform);
}
static void ExportLight(
const aiScene *ai_scene, const aiLight *ai_light, hg::Scene &scene, ExportMap &export_map, const Config &config, hg::PipelineResources &resources) {
// find corresponding node or create one if missing
auto light = scene.CreateLight(); // TODO: handle different types of lights, like linear lights
const aiNode *light_ai_node = nullptr;
for (auto it : export_map.exported_nodes) {
auto ai_node = it.first;
if (ai_node->mName == ai_light->mName) {
light_ai_node = ai_node;
break;
}
}
hg::Node light_node;
if (light_ai_node == nullptr) {
light_node = scene.CreateNode(ai_light->mName.C_Str());
auto transform = scene.CreateTransform();
light_node.SetTransform(transform);
} else {
light_node = export_map.exported_nodes[light_ai_node];
}
switch (ai_light->mType) {
case aiLightSource_DIRECTIONAL: {
light.SetType(hg::LT_Linear);
break;
}
case aiLightSource_POINT: {
light.SetType(hg::LT_Point);
break;
}
case aiLightSource_SPOT: {
light.SetType(hg::LT_Spot);
break;
}
case aiLightSource_AMBIENT: {
hg::warn(hg::format("Unsupported light type : aiLightSource_AMBIENT"));
break;
}
case aiLightSource_AREA: {
hg::warn(hg::format("Unsupported light type : aiLightSource_AREA"));
break;
}
}
float intensity_factor = 0.2f; // of course all this is wrong but it's to get something good enough
light.SetDiffuseColor(hg::Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b));
light.SetDiffuseIntensity(intensity_factor);
light.SetSpecularColor(hg::Color(ai_light->mColorSpecular.r, ai_light->mColorSpecular.g, ai_light->mColorSpecular.b));
light.SetSpecularIntensity(intensity_factor);
if (ai_light->mAttenuationLinear > 0) {
light.SetRadius(1.0f / ai_light->mAttenuationLinear);
float intensity = ai_light->mAttenuationLinear * intensity_factor;
light.SetDiffuseColor(hg::Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b));
light.SetDiffuseIntensity(intensity);
light.SetSpecularColor(hg::Color(ai_light->mColorSpecular.r, ai_light->mColorSpecular.g, ai_light->mColorSpecular.b));
light.SetSpecularIntensity(intensity);
}
if (ai_light->mAttenuationQuadratic > 0) {
float intensity_factor = 0.1f; // of course all this is wrong but it's to get something good enough
light.SetRadius(1.0f / sqrtf(ai_light->mAttenuationQuadratic));
float intensity = sqrtf(ai_light->mAttenuationQuadratic) * intensity_factor;
light.SetDiffuseColor(hg::Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b));
light.SetDiffuseIntensity(intensity);
light.SetSpecularColor(hg::Color(ai_light->mColorSpecular.r, ai_light->mColorSpecular.g, ai_light->mColorSpecular.b));
light.SetSpecularIntensity(intensity);
}
if (ai_light->mAngleInnerCone > 0)
light.SetInnerAngle(ai_light->mAngleInnerCone / 2.f);
if (ai_light->mAngleOuterCone > 0)
light.SetOuterAngle(ai_light->mAngleOuterCone / 2.f);
auto transform = light_node.GetTransform();
// for now we assume the light direction is fixed given its node transform
__ASSERT__(ai_light->mUp.z == -1.0f);
__ASSERT__(ai_light->mDirection.y == -1.0f);
// HG lights look at z, so add a 90deg rotation here
hg::Vec3 pos, rot, scl;
auto mat = light_ai_node != nullptr ? AIMatrixToMatrix4(light_ai_node->mTransformation) : hg::Mat4::Identity;
auto rot90 = (hg::Mat4)hg::RotationMatX(hg::DegreeToRadian(90.0f));
mat = mat * rot90;
Decompose(mat, &pos, &rot, &scl);
transform.SetTRS({pos, rot, scl});
transform.SetPos(transform.GetPos() + hg::Vec3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z));
transform.SetScale(hg::Vec3(1, 1, 1));
light_node.SetLight(light);
light_node.SetTransform(transform);
}
//
static hg::Node ExportNode(
const aiScene *ai_scene, const aiNode *ai_node, hg::Scene &scene, ExportMap &export_map, const Config &config, hg::PipelineResources &resources) {
auto i = export_map.exported_nodes.find(ai_node);
if (i != std::end(export_map.exported_nodes))
return i->second;
hg::Node node;
if (ai_node != ai_scene->mRootNode || !ai_node->mTransformation.IsIdentity() || ai_node->mNumMeshes > 0) {
std::string node_name = ai_node->mName.C_Str();
if (node_name.empty()) {
node_name = "Node";
}
node = scene.CreateNode(node_name);
auto transform = scene.CreateTransform();
hg::Vec3 pos, rot, scl;
Decompose(AIMatrixToMatrix4(ai_node->mTransformation), &pos, &rot, &scl);
transform.SetTRS({pos, rot, scl});
node.SetTransform(transform);
if (ai_node->mNumMeshes > 0) {
ExportObject(ai_scene, node, ai_node, scene, export_map, config, resources);
}
}
export_map.exported_nodes[ai_node] = node;
for (unsigned int i = 0; i < ai_node->mNumChildren; ++i) {
auto child = ExportNode(ai_scene, ai_node->mChildren[i], scene, export_map, config, resources);
if (child && node)
child.GetTransform().SetParent(node.ref);
}
return node;
}
//
static const aiScene *LoadAssimpScene(Assimp::Importer *importer, const Config &config, const std::string &ai_path) {
importer->SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
importer->SetPropertyBool(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, true);
if (!config.merge_meshes)
importer->SetPropertyBool(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, true);
// importer->SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false); // see
// https://gamedev.stackexchange.com/questions/175044/assimp-skeletal-animation-with-some-fbx-files-has-issues-weird-node-added
importer->SetPropertyFloat(AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, config.scene_scale);
auto scene = importer->ReadFile(
hg::ansi_to_utf8(ai_path), aiProcess_PopulateArmatureData | aiProcess_ConvertToLeftHanded | aiProcess_CalcTangentSpace | aiProcess_GlobalScale |
aiProcess_FindInstances | aiProcess_OptimizeMeshes | aiProcess_JoinIdenticalVertices | aiProcess_ImproveCacheLocality |
aiProcess_SortByPType | (config.merge_meshes ? aiProcess_PreTransformVertices : 0)
// aiProcess_Triangulate
);
if (scene == nullptr) {
auto str = importer->GetErrorString();
if (str != nullptr) {
hg::error(hg::format("Error while loading file '%1' :").arg(ai_path.c_str()));
hg::error(hg::format("%1").arg(str));
}
}
return scene;
}
static std::vector<const aiNode *> ListAllNodes(const aiScene *ai_scene) {
std::vector<const aiNode *> all_nodes;
const std::function<void(aiNode const *node)> traverse_nodes = [&traverse_nodes, &all_nodes](aiNode const *node) {
all_nodes.push_back(node);
for (size_t i = 0; i < node->mNumChildren; i++) {
traverse_nodes(node->mChildren[i]);
}
};
traverse_nodes(ai_scene->mRootNode);
return all_nodes;
}
static bool ImportAssimpScene(const std::string &path, const Config &config) {
const auto t_start = hg::time_now();
// create output directory if missing
if (hg::Exists(config.base_output_path.c_str())) {
if (!hg::IsDir(config.base_output_path.c_str()))
return false; // can't output to this path
} else {
if (!hg::MkDir(config.base_output_path.c_str()))
return false;
}
if (config.base_output_path.empty())
return false;
if (!config.finalizer_script.empty())
if (!LoadFinalizerScript(config.finalizer_script))
return false;
Assimp::Importer importer;
auto ai_scene = LoadAssimpScene(&importer, config, path);
if (ai_scene == nullptr || ai_scene->mRootNode == nullptr)
return false;
ExportMap export_map;
// make a list of all nodes
export_map.all_nodes = ListAllNodes(ai_scene);
bool has_assimpfbx_nodes = false;
for (auto node : export_map.all_nodes) {
if (strstr(node->mName.C_Str(), "$AssimpFbx$") != nullptr) {
has_assimpfbx_nodes = true;
break;
}
}
if (has_assimpfbx_nodes) {
Assimp::FbxOptimizeGraphProcess fbx_optimizegraph;
ai_scene = importer.ApplyCustomizedPostProcessing(&fbx_optimizegraph, false);
// relist the nodes
export_map.all_nodes = ListAllNodes(ai_scene);
}
if (config.merge_meshes) {
ai_scene = importer.ApplyPostProcessing(aiProcess_OptimizeGraph); // can't combine it with aiProcess_PreTransformVertices so we use a 2nd pass
}
// FBX/gltf seem to be in ms. // see https://github.com/assimp/assimp/issues/3462
export_map.fps_workaround =
hg::ends_with(path, ".fbx", hg::insensitive) || hg::ends_with(path, ".gltf", hg::insensitive) || hg::ends_with(path, ".glb", hg::insensitive);
hg::Scene scene;
hg::PipelineResources resources;
ExportNode(ai_scene, ai_scene->mRootNode, scene, export_map, config, resources);
// export cameras
for (unsigned int i = 0; i < ai_scene->mNumCameras; i++) {
auto ai_camera = ai_scene->mCameras[i];
ExportCamera(ai_scene, ai_camera, scene, export_map, config, resources);
}
// export lights
for (unsigned int i = 0; i < ai_scene->mNumLights; i++) {
auto ai_light = ai_scene->mLights[i];
ExportLight(ai_scene, ai_light, scene, export_map, config, resources);
}
ExportMotions(ai_scene, scene, export_map, config, resources);
FinalizeScene(scene);
// add default pbr map
scene.environment.brdf_map = resources.textures.Add("core/pbr/brdf.dds", {BGFX_SAMPLER_NONE, BGFX_INVALID_HANDLE});
scene.environment.probe = {};
scene.environment.probe.irradiance_map = resources.textures.Add("core/pbr/probe.hdr.irradiance", {BGFX_SAMPLER_NONE, BGFX_INVALID_HANDLE});
scene.environment.probe.radiance_map = resources.textures.Add("core/pbr/probe.hdr.radiance", {BGFX_SAMPLER_NONE, BGFX_INVALID_HANDLE});
std::string out_path;
if (GetOutputPath(out_path, config.base_output_path, config.name.empty() ? hg::GetFileName(path) : config.name, {}, "scn", config.import_policy_scene))
SaveSceneJsonToFile(out_path.c_str(), scene, resources);
hg::log(hg::format("Import complete, took %1 ms").arg(hg::time_to_ms(hg::time_now() - t_start)));
return true;
}
static ImportPolicy ImportPolicyFromString(const std::string &v) {
if (v == "skip")
return ImportPolicy::SkipExisting;
if (v == "overwrite")
return ImportPolicy::Overwrite;
if (v == "rename")
return ImportPolicy::Rename;
if (v == "skip_always")
return ImportPolicy::SkipAlways;
return ImportPolicy::SkipExisting;
}
static void OutputUsage(const hg::CmdLineFormat &cmd_format) {
std::cout << "Usage: ai_converter " << hg::word_wrap(hg::FormatCmdLineArgs(cmd_format), 80, 21) << std::endl << std::endl;
std::cout << hg::FormatCmdLineArgsDescription(cmd_format);
}
//
static std::mutex log_mutex;
static bool quiet = false;
int main(int argc, const char **argv) {
hg::set_log_hook(
[](const char *msg, int mask, const char *details, void *user) {
if (quiet && !(mask & hg::LL_Error))
return; // skip masked entries
std::lock_guard<std::mutex> guard(log_mutex);
std::cout << msg << std::endl;
},
nullptr);
hg::set_log_level(hg::LL_All);
std::cout << hg::format("Assimp Converter %1 (%2)").arg(hg::get_version_string()).arg(hg::get_build_sha()).str() << std::endl;
hg::CmdLineFormat cmd_format = {
{
{"-recalculate-normal", "Recreate the vertex normals of exported geometries"},
{"-recalculate-tangent", "Recreate the vertex tangent frames of exported geometries"},
{"-calculate-normal-if-missing", "Compute missing vertex normals"},
{"-calculate-tangent-if-missing", "Compute missing vertex tangents"},
//{"-detect-geometry-instances", "Detect and optimize geometry instances"},
{"-import-animation", "Detect and optimize geometry instances"},
//{"-anim-to-file", "Scene animations will be exported to separate files and not embedded in scene", true}, // not supported for now
{"-merge-meshes", "Merge meshes if possible"},
{"-quiet", "Quiet log, only log errors"},
},
{
{"-out", "Output directory", true},
{"-base-resource-path", "Transform references to assets in this directory to be relative", true},
{"-name", "Specify the output scene name", true},
{"-prefix", "Specify the file system prefix from which relative assets are to be loaded from", true},
{"-all-policy", "All file output policy (skip, overwrite, rename or skip_always) [default=skip]", true},
{"-geometry-policy", "Geometry file output policy (skip, overwrite, rename or skip_always) [default=skip]", true},
{"-material-policy", "Material file output policy (skip, overwrite, rename or skip_always) [default=skip]", true},
{"-texture-policy", "Texture file output policy (skip, overwrite, rename or skip_always) [default=skip]", true},
{"-scene-policy", "Scene file output policy (skip, overwrite, rename or skip_always) [default=skip]", true},
{"-anim-policy",
"Animation file output policy (skip, overwrite, rename or skip_always) (note: only applies when saving animations to their own "
"file) [default=skip]",
true},
{"-scene-scale", "Factor used to scale the scene", true},
{"-max-smoothing-angle", "Maximum smoothing angle between two faces when computing vertex normals", true},
{"-anim-simplify-translation-tolerance", "Tolerance on translation animations [default=0.001]", true},
{"-anim-simplify-rotation-tolerance", "Tolerance on rotation animations[default=0.1]", true},
{"-anim-simplify-scale-tolerance", "Tolerance on scale animations[default=0.001]", true},
{"-finalizer-script", "Path to the Lua finalizer script", true},
{"-profile", "Material conversion profile (default or pbr_default or pbr_physical) [default=default]", true},
{"-shader", "Material pipeline shader [default=core/shader/<profile>.hps]", true},
},
{
{"input", "Input file to convert"},
},
{
{"-o", "-out"},
{"-h", "-help"},
{"-q", "-quiet"},
{"-p", "-profile"},
{"-s", "-shader"},
},
};
hg::CmdLineContent cmd_content;
if (!hg::ParseCmdLine({argv + 1, argv + argc}, cmd_format, cmd_content)) {
OutputUsage(cmd_format);
return -1;
}
//
Config config;
config.base_output_path = hg::CleanPath(hg::GetCmdLineSingleValue(cmd_content, "-out", "./"));
config.prj_path = hg::CleanPath(hg::GetCmdLineSingleValue(cmd_content, "-base-resource-path", ""));
config.name = hg::CleanPath(hg::GetCmdLineSingleValue(cmd_content, "-name", ""));
config.prefix = hg::GetCmdLineSingleValue(cmd_content, "-prefix", "");
config.import_policy_anim = config.import_policy_geometry = config.import_policy_material = config.import_policy_scene = config.import_policy_texture =
ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-all-policy", "skip"));
config.import_policy_geometry = ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-geometry-policy", "skip"));
config.import_policy_material = ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-material-policy", "skip"));
config.import_policy_texture = ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-texture-policy", "skip"));
config.import_policy_scene = ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-scene-policy", "skip"));
config.import_policy_anim = ImportPolicyFromString(hg::GetCmdLineSingleValue(cmd_content, "-anim-policy", "skip"));
config.scene_scale = hg::GetCmdLineSingleValue(cmd_content, "-scene-scale", 1.f);
config.recalculate_normal = hg::GetCmdLineFlagValue(cmd_content, "-recalculate-normal");
config.recalculate_tangent = hg::GetCmdLineFlagValue(cmd_content, "-recalculate-tangent");
config.calculate_normal_if_missing = hg::GetCmdLineFlagValue(cmd_content, "-calculate-normal-if-missing");
config.calculate_tangent_if_missing = hg::GetCmdLineFlagValue(cmd_content, "-calculate-tangent-if-missing");
config.max_smoothing_angle = hg::GetCmdLineSingleValue(cmd_content, "-max-smoothing-angle", 0.7f);
// config.detect_geometry_instances = hg::GetCmdLineFlagValue(cmd_content, "-detect-geometry-instances");
config.merge_meshes = hg::GetCmdLineFlagValue(cmd_content, "-merge-meshes");
config.finalizer_script = hg::GetCmdLineSingleValue(cmd_content, "-finalizer-script", "");
config.profile = hg::GetCmdLineSingleValue(cmd_content, "-profile", "default");
config.shader = hg::GetCmdLineSingleValue(cmd_content, "-shader", "");
config.import_animation = hg::GetCmdLineFlagValue(cmd_content, "-import-animation");
config.anim_simplify_translation_tolerance =
hg::GetCmdLineSingleValue(cmd_content, "-anim-simplify-translation-tolerance", config.anim_simplify_translation_tolerance);
config.anim_simplify_rotation_tolerance =
hg::GetCmdLineSingleValue(cmd_content, "-anim-simplify-rotation-tolerance", config.anim_simplify_rotation_tolerance);
config.anim_simplify_scale_tolerance = hg::GetCmdLineSingleValue(cmd_content, "-anim-simplify-scale-tolerance", config.anim_simplify_scale_tolerance);
quiet = hg::GetCmdLineFlagValue(cmd_content, "-quiet");
//
if (cmd_content.positionals.size() != 1) {
std::cout << "No input file" << std::endl;
OutputUsage(cmd_format);
return -2;
}
config.input_file = cmd_content.positionals[0];
const auto res = ImportAssimpScene(cmd_content.positionals[0], config);
const auto msg = std::string("[ImportScene") + std::string(res ? ": OK]" : ": KO]");
hg::log(msg.c_str());
return res ? 0 : 1;
}