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@@ -1,947 +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.
-
-----------------------------------------------------------------------
-*/
-
-/* 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