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+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+/* TODO:
+
+Material improvements:
+- don't export embedded textures that we're not going to use
+- diffuse roughness
+- what is with the uv mapping, uv transform not coming through??
+- metal? glass? mirror? detect these better?
+ - eta/k from RGB?
+- emissive textures: warn at least
+
+Other:
+- use aiProcess_GenUVCoords if needed to handle spherical/planar uv mapping?
+- don't build up a big string in memory but write directly to a file
+- aiProcess_Triangulate meshes to get triangles only?
+- animation (allow specifying a time)
+
+ */
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_PBRT_EXPORTER
+
+#include "PbrtExporter.h"
+
+#include <assimp/version.h>
+#include <assimp/DefaultIOSystem.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/StreamWriter.h>
+#include <assimp/Exceptional.h>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <assimp/mesh.h>
+
+#include <algorithm>
+#include <cctype>
+#include <cmath>
+#include <fstream>
+#include <functional>
+#include <iostream>
+#include <memory>
+#include <sstream>
+#include <string>
+
+#include "stb/stb_image.h"
+
+using namespace Assimp;
+
+namespace Assimp {
+
+void ExportScenePbrt (
+ const char* pFile,
+ IOSystem* pIOSystem,
+ const aiScene* pScene,
+ const ExportProperties* /*pProperties*/
+){
+ std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
+ std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
+
+ // initialize the exporter
+ PbrtExporter exporter(pScene, pIOSystem, path, file);
+}
+
+} // end of namespace Assimp
+
+// Constructor
+PbrtExporter::PbrtExporter(
+ const aiScene *pScene, IOSystem *pIOSystem,
+ const std::string &path, const std::string &file) :
+ mScene(pScene),
+ mIOSystem(pIOSystem),
+ mPath(path),
+ mFile(file) {
+ // Export embedded textures.
+ if (mScene->mNumTextures > 0)
+ if (!mIOSystem->CreateDirectory("textures"))
+ throw DeadlyExportError("Could not create textures/ directory.");
+ for (unsigned int i = 0; i < mScene->mNumTextures; ++i) {
+ aiTexture* tex = mScene->mTextures[i];
+ std::string fn = CleanTextureFilename(tex->mFilename, false);
+ std::cerr << "Writing embedded texture: " << tex->mFilename.C_Str() << " -> "
+ << fn << "\n";
+
+ std::unique_ptr<IOStream> outfile(mIOSystem->Open(fn, "wb"));
+ if (!outfile) {
+ throw DeadlyExportError("could not open output texture file: " + fn);
+ }
+ if (tex->mHeight == 0) {
+ // It's binary data
+ outfile->Write(tex->pcData, tex->mWidth, 1);
+ } else {
+ std::cerr << fn << ": TODO handle uncompressed embedded textures.\n";
+ }
+ }
+
+#if 0
+ // Debugging: print the full node hierarchy
+ std::function<void(aiNode*, int)> visitNode;
+ visitNode = [&](aiNode* node, int depth) {
+ for (int i = 0; i < depth; ++i) std::cerr << " ";
+ std::cerr << node->mName.C_Str() << "\n";
+ for (int i = 0; i < node->mNumChildren; ++i)
+ visitNode(node->mChildren[i], depth + 1);
+ };
+ visitNode(mScene->mRootNode, 0);
+#endif
+
+ mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
+
+ // Write everything out
+ WriteMetaData();
+ WriteCameras();
+ WriteWorldDefinition();
+
+ // And write the file to disk...
+ std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath,"wt"));
+ if (!outfile) {
+ throw DeadlyExportError("could not open output .pbrt file: " + std::string(mFile));
+ }
+ outfile->Write(mOutput.str().c_str(), mOutput.str().length(), 1);
+}
+
+// Destructor
+PbrtExporter::~PbrtExporter() {
+ // Empty
+}
+
+void PbrtExporter::WriteMetaData() {
+ mOutput << "#############################\n";
+ mOutput << "# Scene metadata:\n";
+
+ aiMetadata* pMetaData = mScene->mMetaData;
+ for (unsigned int i = 0; i < pMetaData->mNumProperties; i++) {
+ mOutput << "# - ";
+ mOutput << pMetaData->mKeys[i].C_Str() << " :";
+ switch(pMetaData->mValues[i].mType) {
+ case AI_BOOL : {
+ mOutput << " ";
+ if (*static_cast<bool*>(pMetaData->mValues[i].mData))
+ mOutput << "TRUE\n";
+ else
+ mOutput << "FALSE\n";
+ break;
+ }
+ case AI_INT32 : {
+ mOutput << " " <<
+ *static_cast<int32_t*>(pMetaData->mValues[i].mData) <<
+ std::endl;
+ break;
+ }
+ case AI_UINT64 :
+ mOutput << " " <<
+ *static_cast<uint64_t*>(pMetaData->mValues[i].mData) <<
+ std::endl;
+ break;
+ case AI_FLOAT :
+ mOutput << " " <<
+ *static_cast<float*>(pMetaData->mValues[i].mData) <<
+ std::endl;
+ break;
+ case AI_DOUBLE :
+ mOutput << " " <<
+ *static_cast<double*>(pMetaData->mValues[i].mData) <<
+ std::endl;
+ break;
+ case AI_AISTRING : {
+ aiString* value =
+ static_cast<aiString*>(pMetaData->mValues[i].mData);
+ std::string svalue = value->C_Str();
+ std::size_t found = svalue.find_first_of('\n');
+ mOutput << "\n";
+ while (found != std::string::npos) {
+ mOutput << "# " << svalue.substr(0, found) << "\n";
+ svalue = svalue.substr(found + 1);
+ found = svalue.find_first_of('\n');
+ }
+ mOutput << "# " << svalue << "\n";
+ break;
+ }
+ case AI_AIVECTOR3D :
+ // TODO
+ mOutput << " Vector3D (unable to print)\n";
+ break;
+ default:
+ // AI_META_MAX and FORCE_32BIT
+ mOutput << " META_MAX or FORCE_32Bit (unable to print)\n";
+ break;
+ }
+ }
+}
+
+void PbrtExporter::WriteCameras() {
+ mOutput << "\n";
+ mOutput << "###############################\n";
+ mOutput << "# Cameras (" << mScene->mNumCameras << ") total\n\n";
+
+ if (mScene->mNumCameras == 0) {
+ std::cerr << "Warning: No cameras found in scene file.\n";
+ return;
+ }
+
+ if (mScene->mNumCameras > 1) {
+ std::cerr << "Multiple cameras found in scene file; defaulting to first one specified.\n";
+ }
+
+ for (unsigned int i = 0; i < mScene->mNumCameras; i++) {
+ WriteCamera(i);
+ }
+}
+
+aiMatrix4x4 PbrtExporter::GetNodeTransform(const aiString &name) const {
+ aiMatrix4x4 m;
+ auto node = mScene->mRootNode->FindNode(name);
+ if (!node) {
+ std::cerr << '"' << name.C_Str() << "\": node not found in scene tree.\n";
+ throw DeadlyExportError("Could not find node");
+ }
+ else {
+ while (node) {
+ m = node->mTransformation * m;
+ node = node->mParent;
+ }
+ }
+ return m;
+}
+
+std::string PbrtExporter::TransformAsString(const aiMatrix4x4 &m) {
+ // Transpose on the way out to match pbrt's expected layout (sanity
+ // check: the translation component should be the last 3 entries
+ // before a '1' as the final entry in the matrix, assuming it's
+ // non-projective.)
+ std::stringstream s;
+ s << m.a1 << " " << m.b1 << " " << m.c1 << " " << m.d1 << " "
+ << m.a2 << " " << m.b2 << " " << m.c2 << " " << m.d2 << " "
+ << m.a3 << " " << m.b3 << " " << m.c3 << " " << m.d3 << " "
+ << m.a4 << " " << m.b4 << " " << m.c4 << " " << m.d4;
+ return s.str();
+}
+
+void PbrtExporter::WriteCamera(int i) {
+ auto camera = mScene->mCameras[i];
+ bool cameraActive = i == 0;
+
+ mOutput << "# - Camera " << i+1 << ": "
+ << camera->mName.C_Str() << "\n";
+
+ // Get camera aspect ratio
+ float aspect = camera->mAspect;
+ if (aspect == 0) {
+ aspect = 4.f/3.f;
+ mOutput << "# - Aspect ratio : 1.33333 (no aspect found, defaulting to 4/3)\n";
+ } else {
+ mOutput << "# - Aspect ratio : " << aspect << "\n";
+ }
+
+ // Get Film xres and yres
+ int xres = 1920;
+ int yres = (int)round(xres/aspect);
+
+ // Print Film for this camera
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << "Film \"rgb\" \"string filename\" \"" << mFile << ".exr\"\n";
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << " \"integer xresolution\" [" << xres << "]\n";
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << " \"integer yresolution\" [" << yres << "]\n";
+
+ // Get camera fov
+ float hfov = AI_RAD_TO_DEG(camera->mHorizontalFOV);
+ float fov = (aspect >= 1.0) ? hfov : (hfov * aspect);
+ if (fov < 5) {
+ std::cerr << fov << ": suspiciously low field of view specified by camera. Setting to 45 degrees.\n";
+ fov = 45;
+ }
+
+ // Get camera transform
+ aiMatrix4x4 worldFromCamera = GetNodeTransform(camera->mName);
+
+ // Print Camera LookAt
+ auto position = worldFromCamera * camera->mPosition;
+ auto lookAt = worldFromCamera * (camera->mPosition + camera->mLookAt);
+ aiMatrix3x3 worldFromCamera3(worldFromCamera);
+ auto up = worldFromCamera3 * camera->mUp;
+ up.Normalize();
+
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << "Scale -1 1 1\n"; // right handed -> left handed
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << "LookAt "
+ << position.x << " " << position.y << " " << position.z << "\n";
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << " "
+ << lookAt.x << " " << lookAt.y << " " << lookAt.z << "\n";
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << " "
+ << up.x << " " << up.y << " " << up.z << "\n";
+
+ // Print camera descriptor
+ if (!cameraActive)
+ mOutput << "# ";
+ mOutput << "Camera \"perspective\" \"float fov\" " << "[" << fov << "]\n\n";
+}
+
+void PbrtExporter::WriteWorldDefinition() {
+ // Figure out which meshes are referenced multiple times; those will be
+ // emitted as object instances and the rest will be emitted directly.
+ std::map<int, int> meshUses;
+ std::function<void(aiNode*)> visitNode;
+ visitNode = [&](aiNode* node) {
+ for (unsigned int i = 0; i < node->mNumMeshes; ++i)
+ ++meshUses[node->mMeshes[i]];
+ for (unsigned int i = 0; i < node->mNumChildren; ++i)
+ visitNode(node->mChildren[i]);
+ };
+ visitNode(mScene->mRootNode);
+ int nInstanced = 0, nUnused = 0;
+ for (const auto &u : meshUses) {
+ if (u.second == 0) ++nUnused;
+ else if (u.second > 1) ++nInstanced;
+ }
+ std::cerr << nInstanced << " / " << mScene->mNumMeshes << " meshes instanced.\n";
+ if (nUnused)
+ std::cerr << nUnused << " meshes defined but not used in scene.\n";
+
+ mOutput << "WorldBegin\n";
+
+ WriteLights();
+ WriteTextures();
+ WriteMaterials();
+
+ // Object instance definitions
+ mOutput << "# Object instance definitions\n\n";
+ for (const auto &mu : meshUses) {
+ if (mu.second > 1) {
+ WriteInstanceDefinition(mu.first);
+ }
+ }
+
+ mOutput << "# Geometry\n\n";
+ aiMatrix4x4 worldFromObject;
+ WriteGeometricObjects(mScene->mRootNode, worldFromObject, meshUses);
+}
+
+void PbrtExporter::WriteTextures() {
+ mOutput << "###################\n";
+ mOutput << "# Textures\n\n";
+
+ C_STRUCT aiString path;
+ aiTextureMapping mapping;
+ unsigned int uvIndex;
+ ai_real blend;
+ aiTextureOp op;
+ aiTextureMapMode mapMode[3];
+
+ // For every material in the scene,
+ for (unsigned int m = 0 ; m < mScene->mNumMaterials; m++) {
+ auto material = mScene->mMaterials[m];
+ // Parse through all texture types,
+ for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
+ int ttCount = material->GetTextureCount(aiTextureType(tt));
+ // ... and get every texture
+ for (int t = 0; t < ttCount; t++) {
+ // TODO write out texture specifics
+ // TODO UV transforms may be material specific
+ // so those may need to be baked into unique tex name
+ if (material->GetTexture(aiTextureType(tt), t, &path, &mapping,
+ &uvIndex, &blend, &op, mapMode) != AI_SUCCESS) {
+ std::cerr << "Error getting texture! " << m << " " << tt << " " << t << "\n";
+ continue;
+ }
+
+ std::string filename = CleanTextureFilename(path);
+
+ if (uvIndex != 0)
+ std::cerr << "Warning: texture \"" << filename << "\" uses uv set #" <<
+ uvIndex << " but the pbrt converter only exports uv set 0.\n";
+#if 0
+ if (op != aiTextureOp_Multiply)
+ std::cerr << "Warning: unexpected texture op " << (int)op <<
+ " encountered for texture \"" <<
+ filename << "\". The resulting scene may have issues...\n";
+ if (blend != 1)
+ std::cerr << "Blend value of " << blend << " found for texture \"" << filename
+ << "\" but not handled in converter.\n";
+#endif
+
+ std::string mappingString;
+#if 0
+ if (mapMode[0] != mapMode[1])
+ std::cerr << "Different texture boundary mode for u and v for texture \"" <<
+ filename << "\". Using u for both.\n";
+ switch (mapMode[0]) {
+ case aiTextureMapMode_Wrap:
+ // pbrt's default
+ break;
+ case aiTextureMapMode_Clamp:
+ mappingString = "\"string wrap\" \"clamp\"";
+ break;
+ case aiTextureMapMode_Decal:
+ std::cerr << "Decal texture boundary mode not supported by pbrt for texture \"" <<
+ filename << "\"\n";
+ break;
+ case aiTextureMapMode_Mirror:
+ std::cerr << "Mirror texture boundary mode not supported by pbrt for texture \"" <<
+ filename << "\"\n";
+ break;
+ default:
+ std::cerr << "Unexpected map mode " << (int)mapMode[0] << " for texture \"" <<
+ filename << "\"\n";
+ //throw DeadlyExportError("Unexpected aiTextureMapMode");
+ }
+#endif
+
+#if 0
+ aiUVTransform uvTransform;
+ if (material->Get(AI_MATKEY_TEXTURE(tt, t), uvTransform) == AI_SUCCESS) {
+ mOutput << "# UV transform " << uvTransform.mTranslation.x << " "
+ << uvTransform.mTranslation.y << " " << uvTransform.mScaling.x << " "
+ << uvTransform.mScaling.y << " " << uvTransform.mRotation << "\n";
+ }
+#endif
+
+ std::string texName, texType, texOptions;
+ if (aiTextureType(tt) == aiTextureType_SHININESS ||
+ aiTextureType(tt) == aiTextureType_OPACITY ||
+ aiTextureType(tt) == aiTextureType_HEIGHT ||
+ aiTextureType(tt) == aiTextureType_DISPLACEMENT ||
+ aiTextureType(tt) == aiTextureType_METALNESS ||
+ aiTextureType(tt) == aiTextureType_DIFFUSE_ROUGHNESS) {
+ texType = "float";
+ texName = std::string("float:") + RemoveSuffix(filename);
+
+ if (aiTextureType(tt) == aiTextureType_SHININESS) {
+ texOptions = " \"bool invert\" true\n";
+ texName += "_Roughness";
+ }
+ } else if (aiTextureType(tt) == aiTextureType_DIFFUSE ||
+ aiTextureType(tt) == aiTextureType_BASE_COLOR) {
+ texType = "spectrum";
+ texName = std::string("rgb:") + RemoveSuffix(filename);
+ }
+
+ // Don't export textures we're not actually going to use...
+ if (texName.empty())
+ continue;
+
+ if (mTextureSet.find(texName) == mTextureSet.end()) {
+ mOutput << "Texture \"" << texName << "\" \"" << texType << "\" \"imagemap\"\n"
+ << texOptions
+ << " \"string filename\" \"" << filename << "\" " << mappingString << '\n';
+ mTextureSet.insert(texName);
+ }
+
+ // Also emit a float version for use with alpha testing...
+ if ((aiTextureType(tt) == aiTextureType_DIFFUSE ||
+ aiTextureType(tt) == aiTextureType_BASE_COLOR) &&
+ TextureHasAlphaMask(filename)) {
+ texType = "float";
+ texName = std::string("alpha:") + filename;
+ if (mTextureSet.find(texName) == mTextureSet.end()) {
+ mOutput << "Texture \"" << texName << "\" \"" << texType << "\" \"imagemap\"\n"
+ << " \"string filename\" \"" << filename << "\" " << mappingString << '\n';
+ mTextureSet.insert(texName);
+ }
+ }
+ }
+ }
+ }
+}
+
+bool PbrtExporter::TextureHasAlphaMask(const std::string &filename) {
+ // TODO: STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
+ // quick return if it's 3
+
+ int xSize, ySize, nComponents;
+ unsigned char *data = stbi_load(filename.c_str(), &xSize, &ySize, &nComponents, 0);
+ if (!data) {
+ std::cerr << filename << ": unable to load texture and check for alpha mask in texture. "
+ "Geometry will not be alpha masked with this texture.\n";
+ return false;
+ }
+
+ bool hasMask = false;
+ switch (nComponents) {
+ case 1:
+ for (int i = 0; i < xSize * ySize; ++i)
+ if (data[i] != 255) {
+ hasMask = true;
+ break;
+ }
+ break;
+ case 2:
+ for (int y = 0; y < ySize; ++y)
+ for (int x = 0; x < xSize; ++x)
+ if (data[2 * (x + y * xSize) + 1] != 255) {
+ hasMask = true;
+ break;
+ }
+ break;
+ case 3:
+ break;
+ case 4:
+ for (int y = 0; y < ySize; ++y)
+ for (int x = 0; x < xSize; ++x)
+ if (data[4 * (x + y * xSize) + 3] != 255) {
+ hasMask = true;
+ break;
+ }
+ break;
+ default:
+ std::cerr << filename << ": unexpected number of image channels, " <<
+ nComponents << ".\n";
+ }
+
+ stbi_image_free(data);
+ return hasMask;
+}
+
+void PbrtExporter::WriteMaterials() {
+ mOutput << "\n";
+ mOutput << "####################\n";
+ mOutput << "# Materials (" << mScene->mNumMaterials << ") total\n\n";
+
+ for (unsigned int i = 0; i < mScene->mNumMaterials; i++) {
+ WriteMaterial(i);
+ }
+ mOutput << "\n\n";
+}
+
+void PbrtExporter::WriteMaterial(int m) {
+ aiMaterial* material = mScene->mMaterials[m];
+
+ // get material name
+ auto materialName = material->GetName();
+ mOutput << std::endl << "# - Material " << m+1 << ": " << materialName.C_Str() << "\n";
+
+ // Print out number of properties
+ mOutput << "# - Number of Material Properties: " << material->mNumProperties << "\n";
+
+ // Print out texture type counts
+ mOutput << "# - Non-Zero Texture Type Counts: ";
+ for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
+ int count = material->GetTextureCount(aiTextureType(i));
+ if (count > 0)
+ mOutput << TextureTypeToString(aiTextureType(i)) << ": " << count << " ";
+ }
+ mOutput << "\n";
+
+ auto White = [](const aiColor3D &c) { return c.r == 1 && c.g == 1 && c.b == 1; };
+ auto Black = [](const aiColor3D &c) { return c.r == 0 && c.g == 0 && c.b == 0; };
+
+ aiColor3D diffuse, specular, transparency;
+ bool constantDiffuse = (material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse) == AI_SUCCESS &&
+ !White(diffuse));
+ bool constantSpecular = (material->Get(AI_MATKEY_COLOR_SPECULAR, specular) == AI_SUCCESS &&
+ !White(specular));
+ bool constantTransparency = (material->Get(AI_MATKEY_COLOR_TRANSPARENT, transparency) == AI_SUCCESS &&
+ !Black(transparency));
+
+ float opacity, shininess, shininessStrength, eta;
+ bool constantOpacity = (material->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS &&
+ opacity != 0);
+ bool constantShininess = material->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS;
+ bool constantShininessStrength = material->Get(AI_MATKEY_SHININESS_STRENGTH, shininessStrength) == AI_SUCCESS;
+ bool constantEta = (material->Get(AI_MATKEY_REFRACTI, eta) == AI_SUCCESS &&
+ eta != 1);
+
+ mOutput << "# - Constants: diffuse " << constantDiffuse << " specular " << constantSpecular <<
+ " transparency " << constantTransparency << " opacity " << constantOpacity <<
+ " shininess " << constantShininess << " shininess strength " << constantShininessStrength <<
+ " eta " << constantEta << "\n";
+
+ aiString roughnessMap;
+ if (material->Get(AI_MATKEY_TEXTURE_SHININESS(0), roughnessMap) == AI_SUCCESS) {
+ std::string roughnessTexture = std::string("float:") +
+ RemoveSuffix(CleanTextureFilename(roughnessMap)) + "_Roughness";
+ mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
+ << " \"string type\" \"coateddiffuse\"\n"
+ << " \"texture roughness\" \"" << roughnessTexture << "\"\n";
+ } else if (constantShininess) {
+ // Assume plastic for now at least
+ float roughness = std::max(0.f, 1.f - shininess);
+ mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
+ << " \"string type\" \"coateddiffuse\"\n"
+ << " \"float roughness\" " << roughness << "\n";
+ } else
+ // Diffuse
+ mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
+ << " \"string type\" \"diffuse\"\n";
+
+ aiString diffuseTexture;
+ if (material->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), diffuseTexture) == AI_SUCCESS)
+ mOutput << " \"texture reflectance\" \"rgb:" << RemoveSuffix(CleanTextureFilename(diffuseTexture)) << "\"\n";
+ else
+ mOutput << " \"rgb reflectance\" [ " << diffuse.r << " " << diffuse.g <<
+ " " << diffuse.b << " ]\n";
+
+ aiString displacementTexture, normalMap;
+ if (material->Get(AI_MATKEY_TEXTURE_NORMALS(0), displacementTexture) == AI_SUCCESS)
+ mOutput << " \"string normalmap\" \"" << CleanTextureFilename(displacementTexture) << "\"\n";
+ else if (material->Get(AI_MATKEY_TEXTURE_HEIGHT(0), displacementTexture) == AI_SUCCESS)
+ mOutput << " \"texture displacement\" \"float:" <<
+ RemoveSuffix(CleanTextureFilename(displacementTexture)) << "\"\n";
+ else if (material->Get(AI_MATKEY_TEXTURE_DISPLACEMENT(0), displacementTexture) == AI_SUCCESS)
+ mOutput << " \"texture displacement\" \"float:" <<
+ RemoveSuffix(CleanTextureFilename(displacementTexture)) << "\"\n";
+}
+
+std::string PbrtExporter::CleanTextureFilename(const aiString &f, bool rewriteExtension) const {
+ std::string fn = f.C_Str();
+ // Remove directory name
+ size_t offset = fn.find_last_of("/\\");
+ if (offset != std::string::npos) {
+ fn.erase(0, offset + 1);
+ }
+
+ // Expect all textures in textures
+ fn = std::string("textures") + mIOSystem->getOsSeparator() + fn;
+
+ // Rewrite extension for unsupported file formats.
+ if (rewriteExtension) {
+ offset = fn.rfind('.');
+ if (offset != std::string::npos) {
+ std::string extension = fn;
+ extension.erase(0, offset + 1);
+ std::transform(extension.begin(), extension.end(), extension.begin(),
+ [](unsigned char c) { return (char)std::tolower(c); });
+
+ if (extension != "tga" && extension != "exr" && extension != "png" &&
+ extension != "pfm" && extension != "hdr") {
+ std::string orig = fn;
+ fn.erase(offset + 1);
+ fn += "png";
+
+ // Does it already exist? Warn if not.
+ std::ifstream filestream(fn);
+ if (!filestream.good())
+ std::cerr << orig << ": must convert this texture to PNG.\n";
+ }
+ }
+ }
+
+ return fn;
+}
+
+std::string PbrtExporter::RemoveSuffix(std::string filename) {
+ size_t offset = filename.rfind('.');
+ if (offset != std::string::npos)
+ filename.erase(offset);
+ return filename;
+}
+
+void PbrtExporter::WriteLights() {
+ mOutput << "\n";
+ mOutput << "#################\n";
+ mOutput << "# Lights\n\n";
+ if (mScene->mNumLights == 0) {
+ // Skip the default light if no cameras and this is flat up geometry
+ if (mScene->mNumCameras > 0) {
+ std::cerr << "No lights specified. Using default infinite light.\n";
+
+ mOutput << "AttributeBegin\n";
+ mOutput << " # default light\n";
+ mOutput << " LightSource \"infinite\" \"blackbody L\" [6000 1]\n";
+
+ mOutput << "AttributeEnd\n\n";
+ }
+ } else {
+ for (unsigned int i = 0; i < mScene->mNumLights; ++i) {
+ const aiLight *light = mScene->mLights[i];
+
+ mOutput << "# Light " << light->mName.C_Str() << "\n";
+ mOutput << "AttributeBegin\n";
+
+ aiMatrix4x4 worldFromLight = GetNodeTransform(light->mName);
+ mOutput << " Transform [ " << TransformAsString(worldFromLight) << " ]\n";
+
+ aiColor3D color = light->mColorDiffuse + light->mColorSpecular;
+ if (light->mAttenuationConstant != 0)
+ color = color * (ai_real)(1. / light->mAttenuationConstant);
+
+ switch (light->mType) {
+ case aiLightSource_DIRECTIONAL: {
+ mOutput << " LightSource \"distant\"\n";
+ mOutput << " \"point3 from\" [ " << light->mPosition.x << " " <<
+ light->mPosition.y << " " << light->mPosition.z << " ]\n";
+ aiVector3D to = light->mPosition + light->mDirection;
+ mOutput << " \"point3 to\" [ " << to.x << " " << to.y << " " << to.z << " ]\n";
+ mOutput << " \"rgb L\" [ " << color.r << " " << color.g << " " << color.b << " ]\n";
+ break;
+ } case aiLightSource_POINT:
+ mOutput << " LightSource \"distant\"\n";
+ mOutput << " \"point3 from\" [ " << light->mPosition.x << " " <<
+ light->mPosition.y << " " << light->mPosition.z << " ]\n";
+ mOutput << " \"rgb L\" [ " << color.r << " " << color.g << " " << color.b << " ]\n";
+ break;
+ case aiLightSource_SPOT: {
+ mOutput << " LightSource \"spot\"\n";
+ mOutput << " \"point3 from\" [ " << light->mPosition.x << " " <<
+ light->mPosition.y << " " << light->mPosition.z << " ]\n";
+ aiVector3D to = light->mPosition + light->mDirection;
+ mOutput << " \"point3 to\" [ " << to.x << " " << to.y << " " << to.z << " ]\n";
+ mOutput << " \"rgb L\" [ " << color.r << " " << color.g << " " << color.b << " ]\n";
+ mOutput << " \"float coneangle\" [ " << AI_RAD_TO_DEG(light->mAngleOuterCone) << " ]\n";
+ mOutput << " \"float conedeltaangle\" [ " << AI_RAD_TO_DEG(light->mAngleOuterCone -
+ light->mAngleInnerCone) << " ]\n";
+ break;
+ } case aiLightSource_AMBIENT:
+ mOutput << "# ignored ambient light source\n";
+ break;
+ case aiLightSource_AREA: {
+ aiVector3D left = light->mDirection ^ light->mUp;
+ // rectangle. center at position, direction is normal vector
+ ai_real dLeft = light->mSize.x / 2, dUp = light->mSize.y / 2;
+ aiVector3D vertices[4] = {
+ light->mPosition - dLeft * left - dUp * light->mUp,
+ light->mPosition + dLeft * left - dUp * light->mUp,
+ light->mPosition - dLeft * left + dUp * light->mUp,
+ light->mPosition + dLeft * left + dUp * light->mUp };
+ mOutput << " AreaLightSource \"diffuse\"\n";
+ mOutput << " \"rgb L\" [ " << color.r << " " << color.g << " " << color.b << " ]\n";
+ mOutput << " Shape \"bilinearmesh\"\n";
+ mOutput << " \"point3 p\" [ ";
+ for (int j = 0; j < 4; ++j)
+ mOutput << vertices[j].x << " " << vertices[j].y << " " << vertices[j].z;
+ mOutput << " ]\n";
+ mOutput << " \"integer indices\" [ 0 1 2 3 ]\n";
+ break;
+ } default:
+ mOutput << "# ignored undefined light source type\n";
+ break;
+ }
+ mOutput << "AttributeEnd\n\n";
+ }
+ }
+}
+
+void PbrtExporter::WriteMesh(aiMesh* mesh) {
+ mOutput << "# - Mesh: ";
+ if (mesh->mName == aiString(""))
+ mOutput << "<No Name>\n";
+ else
+ mOutput << mesh->mName.C_Str() << "\n";
+
+ mOutput << "AttributeBegin\n";
+ aiMaterial* material = mScene->mMaterials[mesh->mMaterialIndex];
+ mOutput << " NamedMaterial \"" << material->GetName().C_Str() << "\"\n";
+
+ // Handle area lights
+ aiColor3D emission;
+ if (material->Get(AI_MATKEY_COLOR_EMISSIVE, emission) == AI_SUCCESS &&
+ (emission.r > 0 || emission.g > 0 || emission.b > 0))
+ mOutput << " AreaLightSource \"diffuse\" \"rgb L\" [ " << emission.r <<
+ " " << emission.g << " " << emission.b << " ]\n";
+
+ // Check if any types other than tri
+ if ( (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
+ || (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
+ || (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
+ std::cerr << "Error: ignoring point / line / polygon mesh " << mesh->mName.C_Str() << ".\n";
+ return;
+ }
+
+ // Alpha mask
+ std::string alpha;
+ aiString opacityTexture;
+ if (material->Get(AI_MATKEY_TEXTURE_OPACITY(0), opacityTexture) == AI_SUCCESS ||
+ material->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), opacityTexture) == AI_SUCCESS) {
+ // material->Get(AI_MATKEY_TEXTURE_BASE_COLOR(0), opacityTexture) == AI_SUCCESS)
+ std::string texName = std::string("alpha:") + CleanTextureFilename(opacityTexture);
+ if (mTextureSet.find(texName) != mTextureSet.end())
+ alpha = std::string(" \"texture alpha\" \"") + texName + "\"\n";
+ } else {
+ float opacity = 1;
+ if (material->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS && opacity < 1)
+ alpha = std::string(" \"float alpha\" [ ") + std::to_string(opacity) + " ]\n";
+ }
+
+ // Output the shape specification
+ mOutput << "Shape \"trianglemesh\"\n" <<
+ alpha <<
+ " \"integer indices\" [";
+
+ // Start with faces (which hold indices)
+ for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
+ auto face = mesh->mFaces[i];
+ if (face.mNumIndices != 3) throw DeadlyExportError("oh no not a tri!");
+
+ for (unsigned int j = 0; j < face.mNumIndices; j++) {
+ mOutput << face.mIndices[j] << " ";
+ }
+ if ((i % 7) == 6) mOutput << "\n ";
+ }
+ mOutput << "]\n";
+
+ // Then go to vertices
+ mOutput << " \"point3 P\" [";
+ for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
+ auto vector = mesh->mVertices[i];
+ mOutput << vector.x << " " << vector.y << " " << vector.z << " ";
+ if ((i % 4) == 3) mOutput << "\n ";
+ }
+ mOutput << "]\n";
+
+ // Normals (if present)
+ if (mesh->mNormals) {
+ mOutput << " \"normal N\" [";
+ for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
+ auto normal = mesh->mNormals[i];
+ mOutput << normal.x << " " << normal.y << " " << normal.z << " ";
+ if ((i % 4) == 3) mOutput << "\n ";
+ }
+ mOutput << "]\n";
+ }
+
+ // Tangents (if present)
+ if (mesh->mTangents) {
+ mOutput << " \"vector3 S\" [";
+ for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
+ auto tangent = mesh->mTangents[i];
+ mOutput << tangent.x << " " << tangent.y << " " << tangent.z << " ";
+ if ((i % 4) == 3) mOutput << "\n ";
+ }
+ mOutput << "]\n";
+ }
+
+ // Texture Coords (if present)
+ // Find the first set of 2D texture coordinates..
+ for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (mesh->mNumUVComponents[i] == 2) {
+ // assert(mesh->mTextureCoords[i] != nullptr);
+ aiVector3D* uv = mesh->mTextureCoords[i];
+ mOutput << " \"point2 uv\" [";
+ for (unsigned int j = 0; j < mesh->mNumVertices; ++j) {
+ mOutput << uv[j].x << " " << uv[j].y << " ";
+ if ((j % 6) == 5) mOutput << "\n ";
+ }
+ mOutput << "]\n";
+ break;
+ }
+ }
+ // TODO: issue warning if there are additional UV sets?
+
+ mOutput << "AttributeEnd\n";
+}
+
+void PbrtExporter::WriteInstanceDefinition(int i) {
+ aiMesh* mesh = mScene->mMeshes[i];
+
+ mOutput << "ObjectBegin \"";
+ if (mesh->mName == aiString(""))
+ mOutput << "mesh_" << i+1 << "\"\n";
+ else
+ mOutput << mesh->mName.C_Str() << "_" << i+1 << "\"\n";
+
+ WriteMesh(mesh);
+
+ mOutput << "ObjectEnd\n";
+}
+
+void PbrtExporter::WriteGeometricObjects(aiNode* node, aiMatrix4x4 worldFromObject,
+ std::map<int, int> &meshUses) {
+ // Sometimes interior nodes have degenerate matrices??
+ if (node->mTransformation.Determinant() != 0)
+ worldFromObject = worldFromObject * node->mTransformation;
+
+ if (node->mNumMeshes > 0) {
+ mOutput << "AttributeBegin\n";
+
+ mOutput << " Transform [ " << TransformAsString(worldFromObject) << "]\n";
+
+ for (unsigned int i = 0; i < node->mNumMeshes; i++) {
+ aiMesh* mesh = mScene->mMeshes[node->mMeshes[i]];
+ if (meshUses[node->mMeshes[i]] == 1) {
+ // If it's only used once in the scene, emit it directly as
+ // a triangle mesh.
+ mOutput << " # " << mesh->mName.C_Str();
+ WriteMesh(mesh);
+ } else {
+ // If it's used multiple times, there will be an object
+ // instance for it, so emit a reference to that.
+ mOutput << " ObjectInstance \"";
+ if (mesh->mName == aiString(""))
+ mOutput << "mesh_" << node->mMeshes[i] + 1 << "\"\n";
+ else
+ mOutput << mesh->mName.C_Str() << "_" << node->mMeshes[i] + 1 << "\"\n";
+ }
+ }
+ mOutput << "AttributeEnd\n\n";
+ }
+
+ // Recurse through children
+ for (unsigned int i = 0; i < node->mNumChildren; i++) {
+ WriteGeometricObjects(node->mChildren[i], worldFromObject, meshUses);
+ }
+}
+
+#endif // ASSIMP_BUILD_NO_PBRT_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT