[+] Support Open3DGC for glTF import/export. Intermediate commit.
authorAlexandr Arutjunov <smal.root@gmail.com>
Mon, 8 Aug 2016 16:24:50 +0000 (19:24 +0300)
committerAlexandr Arutjunov <smal.root@gmail.com>
Mon, 8 Aug 2016 16:24:50 +0000 (19:24 +0300)
code/glTFAsset.h
code/glTFAsset.inl
code/glTFExporter.cpp

index 860ba8d..3b3c513 100644 (file)
@@ -543,6 +543,9 @@ namespace glTF
                /// Yes, accessor of next mesh has offset and length which mean: current mesh data is decoded, all other data is encoded.
                /// And when before you start to read data of current mesh (with encoded data ofcourse) you must decode region of "bufferView", after read finished
                /// delete encoding mark. And after that you can repeat process: decode data of mesh, read, delete decoded data.
+               ///
+               /// Remark. Encoding all data at once is good in world with computers which do not has RAM limitation. So, you must use step by step encoding in
+               /// exporter and importer. And, thanks to such way, there is no need to load whole file into memory.
                SEncodedRegion* EncodedRegion_Current;
 
                /// \var EncodedRegion_List
index b9e5c6e..40740ba 100644 (file)
@@ -820,6 +820,11 @@ uint32_t byte_offset, count, count_indices, count_vertices;
 const char* mode_str;
 const char* type_str;
 ComponentType component_type;
+std::list<o3dgc::Real*> float_attributes_indices;// See above about "floatAttributesIndexes".
+
+       /**********************************************************/
+       /************** Read data from JSON-document **************/
+       /**********************************************************/
 
        #define MESH_READ_COMPRESSEDDATA_MEMBER(pFieldName, pOut) \
                if(!ReadMember(pJSON_Object_CompressedData, pFieldName, pOut)) { throw DeadlyImportError(std::string("GLTF: \"compressedData\" must has \"") + pFieldName + "\"."); }
@@ -835,6 +840,40 @@ ComponentType component_type;
 
        #undef MESH_READ_COMPRESSEDDATA_MEMBER
 
+       //
+       // Check for float attributes
+       //
+       // Object example:
+       // "floatAttributesIndexes": {
+       //              "accessor_1356": 0,
+       //              "accessor_1358": 1,
+       //              "accessor_1360": 2
+       //      },
+       //
+       // Find object "floatAttributesIndexes"
+       Value* float_attr_ind = FindObject(pJSON_Object_CompressedData, "floatAttributesIndexes");
+
+       if(float_attr_ind != nullptr)
+       {
+               size_t attr_num = 0;
+
+               // Walk thru children and get accessors and numbers of attributes.
+               for(Value::MemberIterator memb_it = float_attr_ind->MemberBegin(); memb_it != float_attr_ind->MemberEnd(); ++memb_it)
+               {
+                       if(!memb_it->name.IsString()) throw DeadlyImportError("GLTF: name of the member of \"floatAttributesIndexes\" must be a string.");
+                       if(!memb_it->value.IsUint()) throw DeadlyImportError(std::string("GLTF: value of the member (\"") + memb_it->name.GetString() + \
+                                                                                                                                       "\") in \"floatAttributesIndexes\" must be an unsigned integer.");
+                       /*if(attr_num != memb_it->value.GetUint()) throw DeadlyImportError(std::string("GLTF: invalid number of float attribute index. Member (\"") + \
+                                                                                                                                                               memb_it->name.GetString() + "\".");*/
+
+                       attr_num++;
+                       // Checks passed, extract data.
+                       Ref<Accessor> attr_cur_acc = pAsset_Root.accessors.Get(memb_it->name.GetString());
+
+                       float_attributes_indices.push_back((float*)attr_cur_acc->GetPointer());
+               }
+       }// if(float_attr_ind != nullptr)
+
        // Check some values
        if(strcmp(type_str, "SCALAR")) throw DeadlyImportError("GLTF: only \"SCALAR\" type is supported for compressed data.");
        if(component_type != ComponentType_UNSIGNED_BYTE) throw DeadlyImportError("GLTF: only \"UNSIGNED_BYTE\" component type is supported for compressed data.");
@@ -843,6 +882,10 @@ ComponentType component_type;
                throw DeadlyImportError(std::string("GLTF: for compressed data supported modes is: \"ascii\", \"binary\". Not the: \"") + mode_str + "\".");
        }
 
+       /**********************************************************/
+       /********************* Decoding data **********************/
+       /**********************************************************/
+
        // Search for "bufferView" by ID.
        Ref<BufferView> bufview = pAsset_Root.bufferViews.Get(bufview_id);
 
@@ -851,10 +894,11 @@ ComponentType component_type;
        //
        //      void testDecode(shared_ptr <GLTFMesh> mesh, BinaryStream &bstream)
        o3dgc::SC3DMCDecoder<uint16_t> decoder;
-       o3dgc::IndexedFaceSet <unsigned short> ifs;
+       o3dgc::IndexedFaceSet<uint16_t> ifs;
        uint8_t* output_data;
-       size_t size_vertex, size_normal, size_texcoord, size_indices, output_data_size;
+       size_t size_vertex, size_normal, size_indices, output_data_size;
        o3dgc::BinaryStream bstream;
+       float* tarrays[6];
 
        // Read data from buffer and place it in BinaryStream for decoder.
        bstream.LoadFromBuffer(&bufview->buffer->GetPointer()[bufview->byteOffset + byte_offset], count);
@@ -862,12 +906,43 @@ ComponentType component_type;
        // After decoding header we can get size of primitives
        if(decoder.DecodeHeader(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC header.");
 
+       size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
        size_vertex = ifs.GetNCoord() * 3 * sizeof(float);
        size_normal = ifs.GetNNormal() * 3 * sizeof(float);
-       size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
-       size_indices = ifs.GetNCoordIndex() * 3 * sizeof(unsigned short);
 
-       output_data_size = size_vertex + size_normal + size_texcoord + size_indices;
+       for(size_t idx_attr = 0, idx_attr_end = ifs.GetNumFloatAttributes(); idx_attr < idx_attr_end; idx_attr++)
+       {
+               size_t qty_attr = ifs.GetNFloatAttribute(idx_attr);
+
+               if(qty_attr == 0) continue;
+
+               tarrays[idx_attr] = new float[qty_attr * ifs.GetFloatAttributeDim(idx_attr)];
+               ifs.SetFloatAttribute(idx_attr, tarrays[idx_attr]);
+               /*
+               switch(ifs.GetFloatAttributeType(idx_attr))
+               {
+                       // Unknown for Open3DGC,
+                       // but not for COLLADA2GLTF - GLTF::Semantic::JOINT. What's mean "JOINT"? Good question, but lim(comments in COLLADA2GLTF) = 0.
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_UNKOWN:// 0
+                               break;
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_POSITION:// 1
+                               break;
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_NORMAL:// 2
+                               break;
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_COLOR:// 3
+                               break;
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD:// 4
+                               break;
+                       case o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_WEIGHT:// 5
+                               break;
+                       default:
+                               throw DeadlyImportError("GLTF: Unknown type of float attribute (" + std::to_string(idx_attr) + ") for Open3DGC encoding.");
+               }*/
+       }
+
+       //size_texcoord = ifs.GetNFloatAttribute(0) * 2 * sizeof(float);
+
+       output_data_size = size_vertex + size_normal + /*size_texcoord*/ + size_indices;
        output_data = new uint8_t[output_data_size];
 
        float* uncompressed_vertices = (float* const)(output_data + size_indices);// size_indices => vertex offset
@@ -877,7 +952,7 @@ ComponentType component_type;
 
        if(ifs.GetNNormal() > 0) ifs.SetNormal((float* const)(output_data + size_indices + size_vertex));
 
-       if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
+       //if(ifs.GetNFloatAttribute(0)) ifs.SetFloatAttribute(0, (float* const)(output_data + size_indices + size_vertex + size_normal));
 
        // Decode data
        if(decoder.DecodePlayload(ifs, bstream) != o3dgc::O3DGC_OK) throw DeadlyImportError("GLTF: can not decode Open3DGC data.");
index 7f0c086..ff5c256 100644 (file)
@@ -1,4 +1,4 @@
-/*
+/*
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
@@ -55,10 +55,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/material.h>
 #include <assimp/scene.h>
 
+// Header files, standart library.
 #include <memory>
+#include <inttypes.h>
 
 #include "glTFAssetWriter.h"
 
+// Header files, Open3DGC.
+#include <Open3DGC/o3dgcSC3DMCEncoder.h>
+
 using namespace rapidjson;
 
 using namespace Assimp;
@@ -252,9 +257,36 @@ void glTFExporter::ExportMaterials()
 
 void glTFExporter::ExportMeshes()
 {
+// Not for
+//     using IndicesType = decltype(aiFace::mNumIndices);
+// But yes for
+//     using IndicesType = unsigned short;
+// because "ComponentType_UNSIGNED_SHORT" used for indices. And its maximal type according to glTF specification.
+using IndicesType = unsigned short;
+
+// Variables needed for compression. BEGIN.
+// Indices, not pointers - because pointer to buffer is changin while writing to it.
+size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
+size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
+std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
+size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
+bool comp_allow;// Point that data of current mesh can be compressed.
+// Variables needed for compression. END.
+
     for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
         const aiMesh* aim = mScene->mMeshes[i];
 
+               // Check if compressing requested and mesh can be encoded.
+               if((aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0))///TODO: export properties if(compression is needed)
+               {
+                       comp_allow = true;
+                       idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
+               }
+               else
+               {
+                       comp_allow = false;
+               }
+
         std::string meshId = mAsset->FindUniqueID(aim->mName.C_Str(), "mesh");
         Ref<Mesh> m = mAsset->meshes.Create(meshId);
         m->primitives.resize(1);
@@ -269,31 +301,46 @@ void glTFExporter::ExportMeshes()
             b = mAsset->buffers.Create(bufferId);
         }
 
+               /******************* Vertices ********************/
+               // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
+               if(comp_allow) idx_srcdata_begin = b->byteLength;
+
         Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
-        if (v) p.attributes.position.push_back(v);
+               if (v) p.attributes.position.push_back(v);
 
-        Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
-        if (n) p.attributes.normal.push_back(n);
+               /******************** Normals ********************/
+               if(comp_allow && (aim->mNormals > 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
 
+               Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
+               if (n) p.attributes.normal.push_back(n);
+
+               /************** Texture coordinates **************/
         for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
             if (aim->mNumUVComponents[i] > 0) {
                 AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
-                Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
-                if (tc) p.attributes.texcoord.push_back(tc);
-            }
-        }
 
-        if (aim->mNumFaces > 0) {
-            unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
-            std::vector<uint16_t> indices;
+                               if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
+
+                               Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
+                               if (tc) p.attributes.texcoord.push_back(tc);
+                       }
+               }
+
+               /*************** Vertices indices ****************/
+               idx_srcdata_ind = b->byteLength;// Store index of indices array.
+
+               if (aim->mNumFaces > 0) {
+                       std::vector<IndicesType> indices;
+                       unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
             indices.resize(aim->mNumFaces * nIndicesPerFace);
             for (size_t i = 0; i < aim->mNumFaces; ++i) {
                 for (size_t j = 0; j < nIndicesPerFace; ++j) {
                     indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
                 }
             }
-            p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
-        }
+
+                       p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT, true);
+               }
 
         switch (aim->mPrimitiveTypes) {
             case aiPrimitiveType_POLYGON:
@@ -305,7 +352,69 @@ void glTFExporter::ExportMeshes()
             default: // aiPrimitiveType_TRIANGLE
                 p.mode = PrimitiveMode_TRIANGLES;
         }
-    }
+
+               /****************** Compression ******************/
+               ///TODO: animation: weights, joints.
+               if(comp_allow)
+               {
+                       o3dgc::BinaryStream bs;
+                       o3dgc::SC3DMCEncoder<IndicesType> encoder;
+                       o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
+                       o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
+                       unsigned qcoord = 12;///TODO: dbg
+                       unsigned qnormal = 10;///TODO: dbg
+                       unsigned qtexCoord = 10;///TODO: dbg
+
+                       o3dgc::O3DGCSC3DMCPredictionMode positionPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
+                       o3dgc::O3DGCSC3DMCPredictionMode normalPrediction = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;///TODO: dbg
+                       o3dgc::O3DGCSC3DMCPredictionMode texcoordPrediction = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;///TODO: dbg
+
+                       // IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
+                       comp_o3dgc_ifs.SetCCW(true);
+                       comp_o3dgc_ifs.SetIsTriangularMesh(true);
+                       comp_o3dgc_ifs.SetNumFloatAttributes(0);
+                       // Coordinates
+                       comp_o3dgc_params.SetCoordQuantBits(qcoord);///TODO: IME
+                       comp_o3dgc_params.SetCoordPredMode(positionPrediction);///TODO: IME
+                       comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
+                       comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
+                       // Normals
+                       if(idx_srcdata_normal != SIZE_MAX)
+                       {
+                               comp_o3dgc_params.SetNormalQuantBits(qnormal);///TODO: IME
+                               comp_o3dgc_params.SetNormalPredMode(normalPrediction);///TODO: IME
+                               comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
+                               comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
+                       }
+
+                       // Texture coordinates
+                       for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
+                       {
+                               size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
+
+                               comp_o3dgc_params.SetFloatAttributeQuantBits(num, qtexCoord);///TODO: IME
+                               comp_o3dgc_params.SetFloatAttributePredMode(num, texcoordPrediction);///TODO: IME
+                               comp_o3dgc_ifs.SetNFloatAttribute(num, aim->mNumVertices);// number of elements.
+                               comp_o3dgc_ifs.SetFloatAttributeDim(num, aim->mNumUVComponents[i]);// components per element: aiVector3D => x * float
+                               comp_o3dgc_ifs.SetFloatAttributeType(num, o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
+                               comp_o3dgc_ifs.SetFloatAttribute(num, (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
+                               comp_o3dgc_ifs.SetNumFloatAttributes(num + 1);
+                       }
+
+                       // Coordinates indices
+                       comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
+                       comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
+                       // Prepare to enconding
+                       comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
+                       comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);///TODO: exporter params
+                       // Encoding
+                       encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
+
+                       ///TODO: replace data in buffer
+               }// if(comp_allow)
+       }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
+
+       ///TODO: export properties if(compression is used)
 }
 
 unsigned int glTFExporter::ExportNode(const aiNode* n)