582 lines
15 KiB
C++
582 lines
15 KiB
C++
/**
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* Copyright (c) Facebook, Inc. and its affiliates.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#pragma once
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#include <functional>
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#include <set>
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#include <unordered_map>
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#include "FBX2glTF.h"
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enum RawVertexAttribute {
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RAW_VERTEX_ATTRIBUTE_POSITION = 1 << 0,
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RAW_VERTEX_ATTRIBUTE_NORMAL = 1 << 1,
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RAW_VERTEX_ATTRIBUTE_TANGENT = 1 << 2,
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RAW_VERTEX_ATTRIBUTE_BINORMAL = 1 << 3,
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RAW_VERTEX_ATTRIBUTE_COLOR = 1 << 4,
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RAW_VERTEX_ATTRIBUTE_UV0 = 1 << 5,
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RAW_VERTEX_ATTRIBUTE_UV1 = 1 << 6,
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RAW_VERTEX_ATTRIBUTE_JOINT_INDICES = 1 << 7,
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RAW_VERTEX_ATTRIBUTE_JOINT_WEIGHTS = 1 << 8,
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RAW_VERTEX_ATTRIBUTE_AUTO = 1 << 31
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};
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struct RawBlendVertex {
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Vec3f position{0.0f};
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Vec3f normal{0.0f};
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Vec4f tangent{0.0f};
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bool operator==(const RawBlendVertex& other) const {
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return position == other.position && normal == other.normal && tangent == other.tangent;
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}
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};
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struct RawVertexSkinningInfo
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{
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int jointIndex;
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float jointWeight;
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bool operator>(const RawVertexSkinningInfo& rjw) const {
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return jointWeight > rjw.jointWeight;
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}
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};
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struct RawVertex {
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Vec3f position{0.0f};
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Vec3f normal{0.0f};
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Vec3f binormal{0.0f};
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Vec4f tangent{0.0f};
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Vec4f color{0.0f};
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Vec2f uv0{0.0f};
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Vec2f uv1{0.0f};
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std::vector<Vec4i> jointIndices;
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std::vector<Vec4f> jointWeights;
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std::vector<RawVertexSkinningInfo> skinningInfo;
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// end of members that directly correspond to vertex attributes
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// if this vertex participates in a blend shape setup, the surfaceIx of its dedicated mesh;
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// otherwise, -1
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int blendSurfaceIx = -1;
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// the size of this vector is always identical to the size of the corresponding
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// RawSurface.blendChannels
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std::vector<RawBlendVertex> blends;
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bool polarityUv0 = false;
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bool pad1 = false;
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bool pad2 = false;
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bool pad3 = false;
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bool operator==(const RawVertex& other) const;
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size_t Difference(const RawVertex& other) const;
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};
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class VertexHasher {
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public:
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size_t operator()(const RawVertex& v) const;
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};
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struct RawTriangle {
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int verts[3];
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int materialIndex;
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int surfaceIndex;
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};
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enum RawShadingModel {
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RAW_SHADING_MODEL_UNKNOWN = -1,
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RAW_SHADING_MODEL_CONSTANT,
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RAW_SHADING_MODEL_LAMBERT,
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RAW_SHADING_MODEL_BLINN,
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RAW_SHADING_MODEL_PHONG,
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RAW_SHADING_MODEL_PBR_MET_ROUGH,
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RAW_SHADING_MODEL_MAX
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};
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inline std::string Describe(RawShadingModel model) {
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switch (model) {
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case RAW_SHADING_MODEL_UNKNOWN:
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return "<unknown>";
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case RAW_SHADING_MODEL_CONSTANT:
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return "Constant";
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case RAW_SHADING_MODEL_LAMBERT:
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return "Lambert";
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case RAW_SHADING_MODEL_BLINN:
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return "Blinn";
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case RAW_SHADING_MODEL_PHONG:
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return "Phong";
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case RAW_SHADING_MODEL_PBR_MET_ROUGH:
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return "Metallic/Roughness";
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case RAW_SHADING_MODEL_MAX:
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default:
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return "<unknown>";
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}
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}
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enum RawTextureUsage {
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RAW_TEXTURE_USAGE_NONE = -1,
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RAW_TEXTURE_USAGE_AMBIENT,
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RAW_TEXTURE_USAGE_DIFFUSE,
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RAW_TEXTURE_USAGE_NORMAL,
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RAW_TEXTURE_USAGE_SPECULAR,
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RAW_TEXTURE_USAGE_SHININESS,
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RAW_TEXTURE_USAGE_EMISSIVE,
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RAW_TEXTURE_USAGE_REFLECTION,
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RAW_TEXTURE_USAGE_ALBEDO,
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RAW_TEXTURE_USAGE_OCCLUSION,
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RAW_TEXTURE_USAGE_ROUGHNESS,
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RAW_TEXTURE_USAGE_METALLIC,
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RAW_TEXTURE_USAGE_MAX
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};
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inline std::string Describe(RawTextureUsage usage) {
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switch (usage) {
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case RAW_TEXTURE_USAGE_NONE:
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return "<none>";
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case RAW_TEXTURE_USAGE_AMBIENT:
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return "ambient";
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case RAW_TEXTURE_USAGE_DIFFUSE:
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return "diffuse";
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case RAW_TEXTURE_USAGE_NORMAL:
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return "normal";
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case RAW_TEXTURE_USAGE_SPECULAR:
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return "specular";
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case RAW_TEXTURE_USAGE_SHININESS:
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return "shininess";
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case RAW_TEXTURE_USAGE_EMISSIVE:
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return "emissive";
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case RAW_TEXTURE_USAGE_REFLECTION:
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return "reflection";
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case RAW_TEXTURE_USAGE_OCCLUSION:
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return "occlusion";
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case RAW_TEXTURE_USAGE_ROUGHNESS:
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return "roughness";
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case RAW_TEXTURE_USAGE_METALLIC:
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return "metallic";
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case RAW_TEXTURE_USAGE_MAX:
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default:
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return "unknown";
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}
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};
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enum RawTextureOcclusion { RAW_TEXTURE_OCCLUSION_OPAQUE, RAW_TEXTURE_OCCLUSION_TRANSPARENT };
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struct RawTexture {
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std::string name; // logical name in FBX file
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int width;
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int height;
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int mipLevels;
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RawTextureUsage usage;
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RawTextureOcclusion occlusion;
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std::string fileName; // original filename in FBX file
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std::string fileLocation; // inferred path in local filesystem, or ""
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};
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enum RawMaterialType {
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RAW_MATERIAL_TYPE_OPAQUE,
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RAW_MATERIAL_TYPE_TRANSPARENT,
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RAW_MATERIAL_TYPE_SKINNED_OPAQUE,
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RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT,
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};
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struct RawMatProps {
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explicit RawMatProps(RawShadingModel shadingModel) : shadingModel(shadingModel) {}
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const RawShadingModel shadingModel;
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virtual bool operator!=(const RawMatProps& other) const {
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return !(*this == other);
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}
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virtual bool operator==(const RawMatProps& other) const {
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return shadingModel == other.shadingModel;
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};
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};
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struct RawTraditionalMatProps : RawMatProps {
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RawTraditionalMatProps(
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RawShadingModel shadingModel,
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const Vec3f&& ambientFactor,
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const Vec4f&& diffuseFactor,
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const Vec3f&& emissiveFactor,
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const Vec3f&& specularFactor,
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const float shininess)
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: RawMatProps(shadingModel),
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ambientFactor(ambientFactor),
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diffuseFactor(diffuseFactor),
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emissiveFactor(emissiveFactor),
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specularFactor(specularFactor),
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shininess(shininess) {}
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const Vec3f ambientFactor;
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const Vec4f diffuseFactor;
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const Vec3f emissiveFactor;
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const Vec3f specularFactor;
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const float shininess;
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bool operator==(const RawMatProps& other) const override {
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if (RawMatProps::operator==(other)) {
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const auto& typed = (RawTraditionalMatProps&)other;
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return ambientFactor == typed.ambientFactor && diffuseFactor == typed.diffuseFactor &&
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specularFactor == typed.specularFactor && emissiveFactor == typed.emissiveFactor &&
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shininess == typed.shininess;
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}
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return false;
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}
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};
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struct RawMetRoughMatProps : RawMatProps {
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RawMetRoughMatProps(
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RawShadingModel shadingModel,
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const Vec4f&& diffuseFactor,
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const Vec3f&& emissiveFactor,
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float emissiveIntensity,
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float metallic,
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float roughness,
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bool invertRoughnessMap)
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: RawMatProps(shadingModel),
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diffuseFactor(diffuseFactor),
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emissiveFactor(emissiveFactor),
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emissiveIntensity(emissiveIntensity),
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metallic(metallic),
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roughness(roughness),
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invertRoughnessMap(invertRoughnessMap) {}
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const Vec4f diffuseFactor;
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const Vec3f emissiveFactor;
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const float emissiveIntensity;
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const float metallic;
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const float roughness;
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const bool invertRoughnessMap;
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bool operator==(const RawMatProps& other) const override {
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if (RawMatProps::operator==(other)) {
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const auto& typed = (RawMetRoughMatProps&)other;
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return diffuseFactor == typed.diffuseFactor && emissiveFactor == typed.emissiveFactor &&
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emissiveIntensity == typed.emissiveIntensity && metallic == typed.metallic &&
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roughness == typed.roughness;
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}
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return false;
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}
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};
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struct RawMaterial {
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long id;
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std::string name;
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RawMaterialType type;
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std::shared_ptr<RawMatProps> info;
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int textures[RAW_TEXTURE_USAGE_MAX];
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std::vector<std::string> userProperties;
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};
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enum RawLightType {
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RAW_LIGHT_TYPE_DIRECTIONAL,
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RAW_LIGHT_TYPE_POINT,
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RAW_LIGHT_TYPE_SPOT,
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};
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struct RawLight {
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std::string name;
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RawLightType type;
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Vec3f color;
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float intensity;
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float innerConeAngle; // only meaningful for spot
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float outerConeAngle; // only meaningful for spot
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};
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struct RawBlendChannel {
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float defaultDeform;
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bool hasNormals;
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bool hasTangents;
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std::string name;
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};
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struct RawSurface {
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long id;
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std::string name; // The name of this surface
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long skeletonRootId; // The id of the root node of the skeleton.
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Bounds<float, 3> bounds;
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std::vector<long> jointIds;
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std::vector<Vec3f> jointGeometryMins;
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std::vector<Vec3f> jointGeometryMaxs;
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std::vector<Mat4f> inverseBindMatrices;
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std::vector<RawBlendChannel> blendChannels;
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bool discrete;
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};
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struct RawChannel {
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int nodeIndex;
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std::vector<Vec3f> translations;
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std::vector<Quatf> rotations;
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std::vector<Vec3f> scales;
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std::vector<float> weights;
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};
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struct RawAnimation {
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std::string name;
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std::vector<float> times;
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std::vector<RawChannel> channels;
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};
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struct RawCamera {
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std::string name;
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long nodeId;
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enum { CAMERA_MODE_PERSPECTIVE, CAMERA_MODE_ORTHOGRAPHIC } mode;
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struct {
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float aspectRatio;
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float fovDegreesX;
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float fovDegreesY;
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float nearZ;
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float farZ;
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} perspective;
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struct {
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float magX;
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float magY;
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float nearZ;
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float farZ;
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} orthographic;
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};
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struct RawNode {
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bool isJoint;
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long id;
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std::string name;
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long parentId;
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std::vector<long> childIds;
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Vec3f translation;
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Quatf rotation;
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Vec3f scale;
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long surfaceId;
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long lightIx;
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std::vector<std::string> userProperties;
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};
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class RawModel {
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public:
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RawModel();
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// Add geometry.
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void AddVertexAttribute(const RawVertexAttribute attrib);
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int AddVertex(const RawVertex& vertex);
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int AddTriangle(
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const int v0,
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const int v1,
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const int v2,
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const int materialIndex,
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const int surfaceIndex);
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int AddTexture(
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const std::string& name,
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const std::string& fileName,
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const std::string& fileLocation,
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RawTextureUsage usage);
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int AddMaterial(const RawMaterial& material);
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int AddMaterial(
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const long id,
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const char* name,
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const RawMaterialType materialType,
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const int textures[RAW_TEXTURE_USAGE_MAX],
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std::shared_ptr<RawMatProps> materialInfo,
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const std::vector<std::string>& userProperties);
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int AddLight(
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const char* name,
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RawLightType lightType,
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Vec3f color,
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float intensity,
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float innerConeAngle,
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float outerConeAngle);
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int AddSurface(const RawSurface& suface);
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int AddSurface(const char* name, long surfaceId);
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int AddAnimation(const RawAnimation& animation);
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int AddCameraPerspective(
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const char* name,
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const long nodeId,
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const float aspectRatio,
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const float fovDegreesX,
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const float fovDegreesY,
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const float nearZ,
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const float farZ);
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int AddCameraOrthographic(
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const char* name,
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const long nodeId,
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const float magX,
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const float magY,
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const float nearZ,
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const float farZ);
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int AddNode(const RawNode& node);
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int AddNode(const long id, const char* name, const long parentId);
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void SetRootNode(const long nodeId) {
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rootNodeId = nodeId;
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}
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const long GetRootNode() const {
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return rootNodeId;
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}
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// Remove unused vertices, textures or materials after removing vertex attributes, textures,
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// materials or surfaces.
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void Condense(const int maxSkinningWeights, const bool normalizeWeights);
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void TransformGeometry(ComputeNormalsOption);
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void TransformTextures(const std::vector<std::function<Vec2f(Vec2f)>>& transforms);
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size_t CalculateNormals(bool);
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// Get the attributes stored per vertex.
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int GetVertexAttributes() const {
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return vertexAttributes;
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}
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// Iterate over the vertices.
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int GetVertexCount() const {
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return (int)vertices.size();
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}
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int GetGlobalWeightCount() const{
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return globalMaxWeights;
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}
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const RawVertex& GetVertex(const int index) const {
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return vertices[index];
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}
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// Iterate over the triangles.
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int GetTriangleCount() const {
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return (int)triangles.size();
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}
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const RawTriangle& GetTriangle(const int index) const {
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return triangles[index];
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}
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// Iterate over the textures.
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int GetTextureCount() const {
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return (int)textures.size();
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}
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const RawTexture& GetTexture(const int index) const {
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return textures[index];
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}
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// Iterate over the materials.
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int GetMaterialCount() const {
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return (int)materials.size();
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}
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const RawMaterial& GetMaterial(const int index) const {
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return materials[index];
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}
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// Iterate over the surfaces.
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int GetSurfaceCount() const {
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return (int)surfaces.size();
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}
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const RawSurface& GetSurface(const int index) const {
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return surfaces[index];
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}
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RawSurface& GetSurface(const int index) {
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return surfaces[index];
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}
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int GetSurfaceById(const long id) const;
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// Iterate over the animations.
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int GetAnimationCount() const {
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return (int)animations.size();
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}
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const RawAnimation& GetAnimation(const int index) const {
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return animations[index];
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}
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// Iterate over the cameras.
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int GetCameraCount() const {
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return (int)cameras.size();
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}
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const RawCamera& GetCamera(const int index) const {
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return cameras[index];
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}
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// Iterate over the lights.
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int GetLightCount() const {
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return (int)lights.size();
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}
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const RawLight& GetLight(const int index) const {
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return lights[index];
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}
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// Iterate over the nodes.
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int GetNodeCount() const {
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return (int)nodes.size();
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}
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const RawNode& GetNode(const int index) const {
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return nodes[index];
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}
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RawNode& GetNode(const int index) {
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return nodes[index];
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}
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int GetNodeById(const long nodeId) const;
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// Create individual attribute arrays.
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// Returns true if the vertices store the particular attribute.
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template <typename _attrib_type_>
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void GetAttributeArray(std::vector<_attrib_type_>& out, const _attrib_type_ RawVertex::*ptr)
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const;
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// Create individual attribute arrays, with the source as an array.
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// Returns true if the vertices store the particular attribute.
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template <typename _attrib_type_>
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void GetArrayAttributeArray(std::vector<_attrib_type_>& out,
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const std::vector<_attrib_type_> RawVertex::*ptr,
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const int arrayOffset)
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const;
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// Create an array with a raw model for each material.
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// Multiple surfaces with the same material will turn into a single model.
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// However, surfaces that are marked as 'discrete' will turn into separate models.
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void CreateMaterialModels(
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std::vector<RawModel>& materialModels,
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bool shortIndices,
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const int keepAttribs,
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const bool forceDiscrete) const;
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private:
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Vec3f getFaceNormal(int verts[3]) const;
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|
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long rootNodeId;
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int vertexAttributes;
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int globalMaxWeights;
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std::unordered_map<RawVertex, int, VertexHasher> vertexHash;
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std::vector<RawVertex> vertices;
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std::vector<RawTriangle> triangles;
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std::vector<RawTexture> textures;
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std::vector<RawMaterial> materials;
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std::vector<RawLight> lights;
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std::vector<RawSurface> surfaces;
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std::vector<RawAnimation> animations;
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|
std::vector<RawCamera> cameras;
|
|
std::vector<RawNode> nodes;
|
|
};
|
|
|
|
template <typename _attrib_type_>
|
|
void RawModel::GetAttributeArray(
|
|
std::vector<_attrib_type_>& out,
|
|
const _attrib_type_ RawVertex::*ptr) const {
|
|
out.resize(vertices.size());
|
|
for (size_t i = 0; i < vertices.size(); i++) {
|
|
out[i] = vertices[i].*ptr;
|
|
}
|
|
}
|
|
|
|
template <typename _attrib_type_>
|
|
void RawModel::GetArrayAttributeArray(
|
|
std::vector<_attrib_type_>& out,
|
|
const std::vector<_attrib_type_> RawVertex::*ptr,
|
|
const int arrayOffset) const {
|
|
out.resize(vertices.size());
|
|
for (size_t i = 0; i < vertices.size(); i++) {
|
|
out[i] = (vertices[i].*ptr)[arrayOffset];
|
|
}
|
|
}
|