diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/code/AssetLib/3DS/3DSExporter.cpp | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/code/AssetLib/3DS/3DSExporter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/3DS/3DSExporter.cpp | 584 |
1 files changed, 0 insertions, 584 deletions
diff --git a/libs/assimp/code/AssetLib/3DS/3DSExporter.cpp b/libs/assimp/code/AssetLib/3DS/3DSExporter.cpp deleted file mode 100644 index 71588f9..0000000 --- a/libs/assimp/code/AssetLib/3DS/3DSExporter.cpp +++ /dev/null @@ -1,584 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - -#ifndef ASSIMP_BUILD_NO_EXPORT -#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER - -#include "AssetLib/3DS/3DSExporter.h" -#include "AssetLib/3DS/3DSHelper.h" -#include "AssetLib/3DS/3DSLoader.h" -#include "PostProcessing/SplitLargeMeshes.h" - -#include <assimp/SceneCombiner.h> -#include <assimp/StringComparison.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/Exporter.hpp> -#include <assimp/IOSystem.hpp> - -#include <memory> - -namespace Assimp { - -using namespace D3DS; - -namespace { - -////////////////////////////////////////////////////////////////////////////////////// -// Scope utility to write a 3DS file chunk. -// -// Upon construction, the chunk header is written with the chunk type (flags) -// filled out, but the chunk size left empty. Upon destruction, the correct chunk -// size based on the then-position of the output stream cursor is filled in. -class ChunkWriter { - enum { - CHUNK_SIZE_NOT_SET = 0xdeadbeef, - SIZE_OFFSET = 2 - }; - -public: - ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) : - writer(writer) { - chunk_start_pos = writer.GetCurrentPos(); - writer.PutU2(chunk_type); - writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET); - } - - ~ChunkWriter() { - std::size_t head_pos = writer.GetCurrentPos(); - - ai_assert(head_pos > chunk_start_pos); - const std::size_t chunk_size = head_pos - chunk_start_pos; - - writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET); - writer.PutU4(static_cast<uint32_t>(chunk_size)); - writer.SetCurrentPos(head_pos); - } - -private: - StreamWriterLE &writer; - std::size_t chunk_start_pos; -}; - -// Return an unique name for a given |mesh| attached to |node| that -// preserves the mesh's given name if it has one. |index| is the index -// of the mesh in |aiScene::mMeshes|. -std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) { - static const char underscore = '_'; - char postfix[10] = { 0 }; - ASSIMP_itoa10(postfix, index); - - std::string result = node.mName.C_Str(); - if (mesh.mName.length > 0) { - result += underscore; - result += mesh.mName.C_Str(); - } - return result + underscore + postfix; -} - -// Return an unique name for a given |mat| with original position |index| -// in |aiScene::mMaterials|. The name preserves the original material -// name if possible. -std::string GetMaterialName(const aiMaterial &mat, unsigned int index) { - static const std::string underscore = "_"; - char postfix[10] = { 0 }; - ASSIMP_itoa10(postfix, index); - - aiString mat_name; - if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) { - return mat_name.C_Str() + underscore + postfix; - } - - return "Material" + underscore + postfix; -} - -// Collect world transformations for each node -void CollectTrafos(const aiNode *node, std::map<const aiNode *, aiMatrix4x4> &trafos) { - const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4(); - trafos[node] = parent * node->mTransformation; - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - CollectTrafos(node->mChildren[i], trafos); - } -} - -// Generate a flat list of the meshes (by index) assigned to each node -void CollectMeshes(const aiNode *node, std::multimap<const aiNode *, unsigned int> &meshes) { - for (unsigned int i = 0; i < node->mNumMeshes; ++i) { - meshes.insert(std::make_pair(node, node->mMeshes[i])); - } - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - CollectMeshes(node->mChildren[i], meshes); - } -} -} // namespace - -// ------------------------------------------------------------------------------------------------ -// Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp -void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) { - std::shared_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb")); - if (!outfile) { - throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile)); - } - - // TODO: This extra copy should be avoided and all of this made a preprocess - // requirement of the 3DS exporter. - // - // 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively. - // SplitLargeMeshes can do this, but it requires the correct limit to be set - // which is not possible with the current way of specifying preprocess steps - // in |Exporter::ExportFormatEntry|. - aiScene *scenecopy_tmp; - SceneCombiner::CopyScene(&scenecopy_tmp, pScene); - std::unique_ptr<aiScene> scenecopy(scenecopy_tmp); - - SplitLargeMeshesProcess_Triangle tri_splitter; - tri_splitter.SetLimit(0xffff); - tri_splitter.Execute(scenecopy.get()); - - SplitLargeMeshesProcess_Vertex vert_splitter; - vert_splitter.SetLimit(0xffff); - vert_splitter.Execute(scenecopy.get()); - - // Invoke the actual exporter - Discreet3DSExporter exporter(outfile, scenecopy.get()); -} - -} // end of namespace Assimp - -// ------------------------------------------------------------------------------------------------ -Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, const aiScene *scene) : - scene(scene), writer(outfile) { - CollectTrafos(scene->mRootNode, trafos); - CollectMeshes(scene->mRootNode, meshes); - - ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN); - - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_OBJMESH); - WriteMaterials(); - WriteMeshes(); - - { - ChunkWriter curChunk1(writer, Discreet3DS::CHUNK_MASTER_SCALE); - writer.PutF4(1.0f); - } - } - - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_KEYFRAMER); - WriteHierarchy(*scene->mRootNode, -1, -1); - } -} - -// ------------------------------------------------------------------------------------------------ -Discreet3DSExporter::~Discreet3DSExporter() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) { - // 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec - { - ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO); - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME); - - // Assimp node names are unique and distinct from all mesh-node - // names we generate; thus we can use them as-is - WriteString(node.mName); - - // Two unknown int16 values - it is even unclear if 0 is a safe value - // but luckily importers do not know better either. - writer.PutI4(0); - - int16_t hierarchy_pos = static_cast<int16_t>(seq); - if (sibling_level != -1) { - hierarchy_pos = (uint16_t)sibling_level; - } - - // Write the hierarchy position - writer.PutI2(hierarchy_pos); - } - } - - // TODO: write transformation chunks - - ++seq; - sibling_level = seq; - - // Write all children - for (unsigned int i = 0; i < node.mNumChildren; ++i) { - seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level); - } - - // Write all meshes as separate nodes to be able to reference the meshes by name - for (unsigned int i = 0; i < node.mNumMeshes; ++i) { - const bool first_child = node.mNumChildren == 0 && i == 0; - - const unsigned int mesh_idx = node.mMeshes[i]; - const aiMesh &mesh = *scene->mMeshes[mesh_idx]; - - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO); - { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME); - WriteString(GetMeshName(mesh, mesh_idx, node)); - - writer.PutI4(0); - writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level)); - ++seq; - } - } - return seq; -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteMaterials() { - for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { - ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL); - const aiMaterial &mat = *scene->mMaterials[i]; - - { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME); - const std::string &name = GetMaterialName(mat, i); - WriteString(name); - } - - aiColor3D color; - if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE); - WriteColor(color); - } - - if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR); - WriteColor(color); - } - - if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT); - WriteColor(color); - } - - float f; - if (mat.Get(AI_MATKEY_OPACITY, f) == AI_SUCCESS) { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TRANSPARENCY); - WritePercentChunk(1.0f - f); - } - - if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM); - WriteColor(color); - } - - aiShadingMode shading_mode = aiShadingMode_Flat; - if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING); - - Discreet3DS::shadetype3ds shading_mode_out; - switch (shading_mode) { - case aiShadingMode_Flat: - case aiShadingMode_NoShading: - shading_mode_out = Discreet3DS::Flat; - break; - - case aiShadingMode_Gouraud: - case aiShadingMode_Toon: - case aiShadingMode_OrenNayar: - case aiShadingMode_Minnaert: - shading_mode_out = Discreet3DS::Gouraud; - break; - - case aiShadingMode_Phong: - case aiShadingMode_Blinn: - case aiShadingMode_CookTorrance: - case aiShadingMode_Fresnel: - case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented - shading_mode_out = Discreet3DS::Phong; - break; - - default: - shading_mode_out = Discreet3DS::Flat; - ai_assert(false); - }; - writer.PutU2(static_cast<uint16_t>(shading_mode_out)); - } - - if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS); - WritePercentChunk(f); - } - - if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT); - WritePercentChunk(f); - } - - int twosided; - if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) { - ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE); - writer.PutI2(1); - } - - // Fallback to BASE_COLOR if no DIFFUSE - if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE)) - WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE); - - WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP); - WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP); - WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP); - WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP); - WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP); - WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP); - } -} - -// ------------------------------------------------------------------------------------------------ -// returns true if the texture existed -bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) { - aiString path; - aiTextureMapMode map_mode[2] = { - aiTextureMapMode_Wrap, aiTextureMapMode_Wrap - }; - ai_real blend = 1.0; - if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) { - return false; - } - - // TODO: handle embedded textures properly - if (path.data[0] == '*') { - ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str()); - return false; - } - - ChunkWriter chunk(writer, chunk_flags); - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPFILE); - WriteString(path); - } - - WritePercentChunk(blend); - - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING); - uint16_t val = 0; // WRAP - if (map_mode[0] == aiTextureMapMode_Mirror) { - val = 0x2; - } else if (map_mode[0] == aiTextureMapMode_Decal) { - val = 0x10; - } - writer.PutU2(val); - } - // TODO: export texture transformation (i.e. UV offset, scale, rotation) - return true; -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteMeshes() { - // NOTE: 3DS allows for instances. However: - // i) not all importers support reading them - // ii) instances are not as flexible as they are in assimp, in particular, - // nodes can carry (and instance) only one mesh. - // - // This exporter currently deep clones all instanced meshes, i.e. for each mesh - // attached to a node a full TRIMESH chunk is written to the file. - // - // Furthermore, the TRIMESH is transformed into world space so that it will - // appear correctly if importers don't read the scene hierarchy at all. - for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) { - const aiNode &node = *(*it).first; - const unsigned int mesh_idx = (*it).second; - - const aiMesh &mesh = *scene->mMeshes[mesh_idx]; - - // This should not happen if the SLM step is correctly executed - // before the scene is handed to the exporter - ai_assert(mesh.mNumVertices <= 0xffff); - ai_assert(mesh.mNumFaces <= 0xffff); - - const aiMatrix4x4 &trafo = trafos[&node]; - - ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK); - - // Mesh name is tied to the node it is attached to so it can later be referenced - const std::string &name = GetMeshName(mesh, mesh_idx, node); - WriteString(name); - - // TRIMESH chunk - ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH); - - // Vertices in world space - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_VERTLIST); - - const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices); - writer.PutU2(count); - for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { - const aiVector3D &v = mesh.mVertices[i]; - writer.PutF4(v.x); - writer.PutF4(v.y); - writer.PutF4(v.z); - } - } - - // UV coordinates - if (mesh.HasTextureCoords(0)) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_MAPLIST); - const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices); - writer.PutU2(count); - - for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { - const aiVector3D &v = mesh.mTextureCoords[0][i]; - writer.PutF4(v.x); - writer.PutF4(v.y); - } - } - - // Faces (indices) - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACELIST); - - ai_assert(mesh.mNumFaces <= 0xffff); - - // Count triangles, discard lines and points - uint16_t count = 0; - for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { - const aiFace &f = mesh.mFaces[i]; - if (f.mNumIndices < 3) { - continue; - } - // TRIANGULATE step is a pre-requisite so we should not see polys here - ai_assert(f.mNumIndices == 3); - ++count; - } - - writer.PutU2(count); - for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { - const aiFace &f = mesh.mFaces[i]; - if (f.mNumIndices < 3) { - continue; - } - - for (unsigned int j = 0; j < 3; ++j) { - ai_assert(f.mIndices[j] <= 0xffff); - writer.PutI2(static_cast<uint16_t>(f.mIndices[j])); - } - - // Edge visibility flag - writer.PutI2(0x0); - } - - // TODO: write smoothing groups (CHUNK_SMOOLIST) - - WriteFaceMaterialChunk(mesh); - } - - // Transformation matrix by which the mesh vertices have been pre-transformed with. - { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRMATRIX); - // Store rotation 3x3 matrix row wise - for (unsigned int r = 0; r < 3; ++r) { - for (unsigned int c = 0; c < 3; ++c) { - writer.PutF4(trafo[r][c]); - } - } - // Store translation sub vector column wise - for (unsigned int r = 0; r < 3; ++r) { - writer.PutF4(trafo[r][3]); - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT); - const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex); - WriteString(name); - - // Because assimp splits meshes by material, only a single - // FACEMAT chunk needs to be written - ai_assert(mesh.mNumFaces <= 0xffff); - const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces); - writer.PutU2(count); - - for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { - writer.PutU2(static_cast<uint16_t>(i)); - } -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteString(const std::string &s) { - for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) { - writer.PutI1(*it); - } - writer.PutI1('\0'); -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteString(const aiString &s) { - for (std::size_t i = 0; i < s.length; ++i) { - writer.PutI1(s.data[i]); - } - writer.PutI1('\0'); -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteColor(const aiColor3D &color) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF); - writer.PutF4(color.r); - writer.PutF4(color.g); - writer.PutF4(color.b); -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WritePercentChunk(float f) { - ChunkWriter curChunk(writer, Discreet3DS::CHUNK_PERCENTF); - writer.PutF4(f); -} - -// ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WritePercentChunk(double f) { - ChunkWriter ccurChunkhunk(writer, Discreet3DS::CHUNK_PERCENTD); - writer.PutF8(f); -} - -#endif // ASSIMP_BUILD_NO_3DS_EXPORTER -#endif // ASSIMP_BUILD_NO_EXPORT |