1 | // Copyright (C) 2021 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #include "assimputils.h" |
5 | |
6 | #include <assimp/Importer.hpp> |
7 | #include <assimp/scene.h> |
8 | #include <assimp/Logger.hpp> |
9 | #include <assimp/DefaultLogger.hpp> |
10 | #include <assimp/postprocess.h> |
11 | #include <assimp/importerdesc.h> |
12 | |
13 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
14 | |
15 | #include <QtCore/qstring.h> |
16 | #include <QtCore/QHash> |
17 | #include <QtCore/QSet> |
18 | |
19 | // |
20 | // W A R N I N G |
21 | // ------------- |
22 | // |
23 | // This file is not part of the Qt API. It exists purely as an |
24 | // implementation detail. This header file may change from version to |
25 | // version without notice, or even be removed. |
26 | // |
27 | // We mean it. |
28 | // |
29 | |
30 | QT_BEGIN_NAMESPACE |
31 | |
32 | namespace |
33 | { |
34 | |
35 | struct SubsetEntryData { |
36 | QString name; |
37 | int indexLength; |
38 | int indexOffset; |
39 | quint32 lightmapWidth; |
40 | quint32 lightmapHeight; |
41 | QVector<QSSGMesh::Mesh::Lod> lods; |
42 | }; |
43 | |
44 | struct IntVector4D { |
45 | qint32 x = 0; |
46 | qint32 y = 0; |
47 | qint32 z = 0; |
48 | qint32 w = 0; |
49 | }; |
50 | |
51 | struct VertexAttributeData { |
52 | QVector3D position; |
53 | QVector3D normal; |
54 | QVector3D uv0; |
55 | QVector3D uv1; |
56 | QVector3D tangent; |
57 | QVector3D binormal; |
58 | QVector4D color; |
59 | }; |
60 | |
61 | struct VertexAttributeDataExt { |
62 | VertexAttributeData aData; |
63 | IntVector4D boneIndexes; |
64 | QVector4D boneWeights; |
65 | QVector<VertexAttributeData> targetAData; |
66 | }; |
67 | |
68 | struct VertexDataRequirments { |
69 | bool needsPositionData = false; |
70 | bool needsNormalData = false; |
71 | bool needsTangentData = false; |
72 | bool needsVertexColorData = false; |
73 | unsigned uv0Components = 0; |
74 | unsigned uv1Components = 0; |
75 | bool needsUV0Data = false; |
76 | bool needsUV1Data = false; |
77 | bool needsBones = false; |
78 | bool useFloatJointIndices = false; |
79 | |
80 | quint32 numMorphTargets = 0; |
81 | // All the target mesh will have the same components |
82 | // Target texture coords will be recored as 3 components. |
83 | // even if we are using just 2 components now. |
84 | bool needsTargetPositionData = false; |
85 | bool needsTargetNormalData = false; |
86 | bool needsTargetTangentData = false; |
87 | bool needsTargetVertexColorData = false; |
88 | bool needsTargetUV0Data = false; |
89 | bool needsTargetUV1Data = false; |
90 | |
91 | void collectRequirmentsForMesh(const aiMesh *mesh) { |
92 | uv0Components = qMax(a: mesh->mNumUVComponents[0], b: uv0Components); |
93 | uv1Components = qMax(a: mesh->mNumUVComponents[1], b: uv1Components); |
94 | needsUV0Data |= mesh->HasTextureCoords(pIndex: 0); |
95 | needsUV1Data |= mesh->HasTextureCoords(pIndex: 1); |
96 | needsPositionData |= mesh->HasPositions(); |
97 | needsNormalData |= mesh->HasNormals(); |
98 | needsTangentData |= mesh->HasTangentsAndBitangents(); |
99 | needsVertexColorData |=mesh->HasVertexColors(pIndex: 0); |
100 | needsBones |= mesh->HasBones(); |
101 | numMorphTargets = mesh->mNumAnimMeshes; |
102 | if (numMorphTargets && mesh->mAnimMeshes) { |
103 | for (uint i = 0; i < numMorphTargets; ++i) { |
104 | auto animMesh = mesh->mAnimMeshes[i]; |
105 | needsTargetPositionData |= animMesh->HasPositions(); |
106 | needsTargetNormalData |= animMesh->HasNormals(); |
107 | needsTargetTangentData |= animMesh->HasTangentsAndBitangents(); |
108 | needsTargetVertexColorData |= animMesh->HasVertexColors(pIndex: 0); |
109 | needsTargetUV0Data |= animMesh->HasTextureCoords(pIndex: 0); |
110 | needsTargetUV1Data |= animMesh->HasTextureCoords(pIndex: 1); |
111 | } |
112 | } |
113 | } |
114 | }; |
115 | |
116 | QVector<VertexAttributeDataExt> getVertexAttributeData(const aiMesh *mesh, const VertexDataRequirments &requirments) |
117 | { |
118 | QVector<VertexAttributeDataExt> vertexAttributes; |
119 | |
120 | vertexAttributes.resize(size: mesh->mNumVertices); |
121 | |
122 | // Positions |
123 | if (mesh->HasPositions()) { |
124 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
125 | const auto vertex = mesh->mVertices[index]; |
126 | vertexAttributes[index].aData.position = QVector3D(vertex.x, vertex.y, vertex.z); |
127 | } |
128 | } |
129 | |
130 | // Normals |
131 | if (mesh->HasNormals()) { |
132 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
133 | const auto normal = mesh->mNormals[index]; |
134 | vertexAttributes[index].aData.normal = QVector3D(normal.x, normal.y, normal.z); |
135 | } |
136 | } |
137 | |
138 | // UV0 |
139 | if (mesh->HasTextureCoords(pIndex: 0)) { |
140 | const auto texCoords = mesh->mTextureCoords[0]; |
141 | if (requirments.uv0Components == 2) { |
142 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
143 | const auto uv = texCoords[index]; |
144 | vertexAttributes[index].aData.uv0 = QVector3D(uv.x, uv.y, 0.0f); |
145 | } |
146 | } else if (requirments.uv0Components == 3) { |
147 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
148 | const auto uv = texCoords[index]; |
149 | vertexAttributes[index].aData.uv0 = QVector3D(uv.x, uv.y, uv.z); |
150 | } |
151 | } |
152 | } |
153 | |
154 | // UV1 |
155 | if (mesh->HasTextureCoords(pIndex: 1)) { |
156 | const auto texCoords = mesh->mTextureCoords[1]; |
157 | if (requirments.uv1Components == 2) { |
158 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
159 | const auto uv = texCoords[index]; |
160 | vertexAttributes[index].aData.uv1 = QVector3D(uv.x, uv.y, 0.0f); |
161 | } |
162 | } else if (requirments.uv1Components == 3) { |
163 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
164 | const auto uv = texCoords[index]; |
165 | vertexAttributes[index].aData.uv1 = QVector3D(uv.x, uv.y, uv.z); |
166 | } |
167 | } |
168 | } |
169 | |
170 | // Tangents and Binormals |
171 | if (mesh->HasTangentsAndBitangents()) { |
172 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
173 | const auto tangent = mesh->mTangents[index]; |
174 | const auto binormal = mesh->mBitangents[index]; |
175 | vertexAttributes[index].aData.tangent = QVector3D(tangent.x, tangent.y, tangent.z); |
176 | vertexAttributes[index].aData.binormal = QVector3D(binormal.x, binormal.y, binormal.z); |
177 | } |
178 | } |
179 | |
180 | // Vertex Colors |
181 | if (mesh->HasVertexColors(pIndex: 0)) { |
182 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
183 | const auto color = mesh->mColors[0][index]; |
184 | vertexAttributes[index].aData.color = QVector4D(color.r, color.g, color.b, color.a); |
185 | } |
186 | } |
187 | |
188 | // Bones + Weights |
189 | if (mesh->HasBones()) { |
190 | for (uint i = 0; i < mesh->mNumBones; ++i) { |
191 | const uint vId = i; |
192 | for (uint j = 0; j < mesh->mBones[i]->mNumWeights; ++j) { |
193 | quint32 vertexId = mesh->mBones[i]->mWeights[j].mVertexId; |
194 | float weight = mesh->mBones[i]->mWeights[j].mWeight; |
195 | |
196 | // skip a bone transform having small weight |
197 | if (weight <= 0.01f) |
198 | continue; |
199 | |
200 | // if any vertex has more weights than 4, it will be ignored |
201 | if (vertexAttributes[vertexId].boneWeights.x() == 0.0f) { |
202 | vertexAttributes[vertexId].boneIndexes.x = qint32(vId); |
203 | vertexAttributes[vertexId].boneWeights.setX(weight); |
204 | } else if (vertexAttributes[vertexId].boneWeights.y() == 0.0f) { |
205 | vertexAttributes[vertexId].boneIndexes.y = qint32(vId); |
206 | vertexAttributes[vertexId].boneWeights.setY(weight); |
207 | } else if (vertexAttributes[vertexId].boneWeights.z() == 0.0f) { |
208 | vertexAttributes[vertexId].boneIndexes.z = qint32(vId); |
209 | vertexAttributes[vertexId].boneWeights.setZ(weight); |
210 | } else if (vertexAttributes[vertexId].boneWeights.w() == 0.0f) { |
211 | vertexAttributes[vertexId].boneIndexes.w = qint32(vId); |
212 | vertexAttributes[vertexId].boneWeights.setW(weight); |
213 | } else { |
214 | qWarning(msg: "vertexId %d has already 4 weights and index %d's weight %f will be ignored." , vertexId, vId, weight); |
215 | } |
216 | } |
217 | } |
218 | } |
219 | |
220 | // Morph Targets |
221 | if (requirments.numMorphTargets > 0) { |
222 | for (unsigned int index = 0; index < mesh->mNumVertices; ++index) { |
223 | vertexAttributes[index].targetAData.resize(size: requirments.numMorphTargets); |
224 | |
225 | for (uint i = 0; i < requirments.numMorphTargets; ++i) { |
226 | if (i >= mesh->mNumAnimMeshes) |
227 | continue; |
228 | |
229 | auto animMesh = mesh->mAnimMeshes[i]; |
230 | if (animMesh->HasPositions()) { |
231 | const auto vertex = animMesh->mVertices[index]; |
232 | vertexAttributes[index].targetAData[i].position = QVector3D(vertex.x, vertex.y, vertex.z); |
233 | } |
234 | if (animMesh->HasNormals()) { |
235 | const auto normal = animMesh->mNormals[index]; |
236 | vertexAttributes[index].targetAData[i].normal = QVector3D(normal.x, normal.y, normal.z); |
237 | } |
238 | if (animMesh->HasTangentsAndBitangents()) { |
239 | const auto tangent = animMesh->mTangents[index]; |
240 | const auto binormal = animMesh->mBitangents[index]; |
241 | vertexAttributes[index].targetAData[i].tangent = QVector3D(tangent.x, tangent.y, tangent.z); |
242 | vertexAttributes[index].targetAData[i].binormal = QVector3D(binormal.x, binormal.y, binormal.z); |
243 | } |
244 | if (animMesh->HasTextureCoords(pIndex: 0)) { |
245 | const auto texCoords = animMesh->mTextureCoords[0]; |
246 | const auto uv = texCoords[index]; |
247 | vertexAttributes[index].targetAData[i].uv0 = QVector3D(uv.x, uv.y, uv.z); |
248 | } |
249 | if (animMesh->HasTextureCoords(pIndex: 1)) { |
250 | const auto texCoords = animMesh->mTextureCoords[1]; |
251 | const auto uv = texCoords[index]; |
252 | vertexAttributes[index].targetAData[i].uv1 = QVector3D(uv.x, uv.y, uv.z); |
253 | } |
254 | if (animMesh->HasVertexColors(pIndex: 0)) { |
255 | const auto color = animMesh->mColors[0][index]; |
256 | vertexAttributes[index].targetAData[i].color = QVector4D(color.r, color.g, color.b, color.a); |
257 | } |
258 | } |
259 | } |
260 | } |
261 | |
262 | return vertexAttributes; |
263 | } |
264 | |
265 | struct VertexBufferData { |
266 | QByteArray positionData; |
267 | QByteArray normalData; |
268 | QByteArray uv0Data; |
269 | QByteArray uv1Data; |
270 | QByteArray tangentData; |
271 | QByteArray binormalData; |
272 | QByteArray vertexColorData; |
273 | }; |
274 | |
275 | struct VertexBufferDataExt { |
276 | VertexBufferData vData; |
277 | QByteArray boneIndexData; |
278 | QByteArray boneWeightData; |
279 | QVector<VertexBufferData> targetVData; |
280 | |
281 | void addVertexAttributeData(const VertexAttributeDataExt &vertex, const VertexDataRequirments &requirments) |
282 | { |
283 | // Position |
284 | if (requirments.needsPositionData) |
285 | vData.positionData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.position), size: sizeof(QVector3D)); |
286 | // Normal |
287 | if (requirments.needsNormalData) |
288 | vData.normalData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.normal), size: sizeof(QVector3D)); |
289 | // UV0 |
290 | |
291 | if (requirments.needsUV0Data) { |
292 | if (requirments.uv0Components == 2) { |
293 | const QVector2D uv(vertex.aData.uv0.x(), vertex.aData.uv0.y()); |
294 | vData.uv0Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&uv), size: sizeof(QVector2D)); |
295 | } else { |
296 | vData.uv0Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.uv0), size: sizeof(QVector3D)); |
297 | } |
298 | } |
299 | |
300 | // UV1 |
301 | if (requirments.needsUV1Data) { |
302 | if (requirments.uv1Components == 2) { |
303 | const QVector2D uv(vertex.aData.uv1.x(), vertex.aData.uv1.y()); |
304 | vData.uv1Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&uv), size: sizeof(QVector2D)); |
305 | } else { |
306 | vData.uv1Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.uv1), size: sizeof(QVector3D)); |
307 | } |
308 | } |
309 | |
310 | // Tangent |
311 | // Binormal |
312 | if (requirments.needsTangentData) { |
313 | vData.tangentData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.tangent), size: sizeof(QVector3D)); |
314 | vData.binormalData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.binormal), size: sizeof(QVector3D)); |
315 | } |
316 | |
317 | // Color |
318 | if (requirments.needsVertexColorData) |
319 | vData.vertexColorData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.aData.color), size: sizeof(QVector4D)); |
320 | |
321 | // Bone Indexes |
322 | // Bone Weights |
323 | if (requirments.needsBones) { |
324 | if (requirments.useFloatJointIndices) { |
325 | const QVector4D fBoneIndex(float(vertex.boneIndexes.x), float(vertex.boneIndexes.y), float(vertex.boneIndexes.z), float(vertex.boneIndexes.w)); |
326 | boneIndexData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&fBoneIndex), size: sizeof(QVector4D)); |
327 | } else { |
328 | boneIndexData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.boneIndexes), size: sizeof(IntVector4D)); |
329 | } |
330 | boneWeightData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.boneWeights), size: sizeof(QVector4D)); |
331 | } |
332 | |
333 | // Morph Targets |
334 | for (uint i = 0; i < requirments.numMorphTargets; ++i) { |
335 | if (requirments.needsTargetPositionData) { |
336 | targetVData[i].positionData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].position), size: sizeof(QVector3D)); |
337 | targetVData[i].positionData.append(n: sizeof(float), ch: '\0'); |
338 | } |
339 | if (requirments.needsTargetNormalData) { |
340 | targetVData[i].normalData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].normal), size: sizeof(QVector3D)); |
341 | targetVData[i].normalData.append(n: sizeof(float), ch: '\0'); |
342 | } |
343 | if (requirments.needsTargetTangentData) { |
344 | targetVData[i].tangentData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].tangent), size: sizeof(QVector3D)); |
345 | targetVData[i].tangentData.append(n: sizeof(float), ch: '\0'); |
346 | targetVData[i].binormalData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].binormal), size: sizeof(QVector3D)); |
347 | targetVData[i].binormalData.append(n: sizeof(float), ch: '\0'); |
348 | } |
349 | if (requirments.needsTargetUV0Data) { |
350 | targetVData[i].uv0Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].uv0), size: sizeof(QVector3D)); |
351 | targetVData[i].uv0Data.append(n: sizeof(float), ch: '\0'); |
352 | } |
353 | if (requirments.needsTargetUV1Data) { |
354 | targetVData[i].uv1Data += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].uv1), size: sizeof(QVector3D)); |
355 | targetVData[i].uv1Data.append(n: sizeof(float), ch: '\0'); |
356 | } |
357 | if (requirments.needsTargetVertexColorData) { |
358 | targetVData[i].vertexColorData += QByteArray::fromRawData(data: reinterpret_cast<const char *>(&vertex.targetAData[i].color), size: sizeof(QVector4D)); |
359 | } |
360 | } |
361 | } |
362 | |
363 | QVector<QSSGMesh::AssetVertexEntry> createEntries(const VertexDataRequirments &requirments) { |
364 | QVector<QSSGMesh::AssetVertexEntry> entries; |
365 | if (vData.positionData.size() > 0) { |
366 | entries.append(t: { |
367 | .name: QSSGMesh::MeshInternal::getPositionAttrName(), |
368 | .data: vData.positionData, |
369 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
370 | .componentCount: 3 |
371 | }); |
372 | } |
373 | if (vData.normalData.size() > 0) { |
374 | entries.append(t: { |
375 | .name: QSSGMesh::MeshInternal::getNormalAttrName(), |
376 | .data: vData.normalData, |
377 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
378 | .componentCount: 3 |
379 | }); |
380 | } |
381 | if (vData.uv0Data.size() > 0) { |
382 | entries.append(t: { |
383 | .name: QSSGMesh::MeshInternal::getUV0AttrName(), |
384 | .data: vData.uv0Data, |
385 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
386 | .componentCount: requirments.uv0Components |
387 | }); |
388 | } |
389 | if (vData.uv1Data.size() > 0) { |
390 | entries.append(t: { |
391 | .name: QSSGMesh::MeshInternal::getUV1AttrName(), |
392 | .data: vData.uv1Data, |
393 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
394 | .componentCount: requirments.uv1Components |
395 | }); |
396 | } |
397 | |
398 | if (vData.tangentData.size() > 0) { |
399 | entries.append(t: { |
400 | .name: QSSGMesh::MeshInternal::getTexTanAttrName(), |
401 | .data: vData.tangentData, |
402 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
403 | .componentCount: 3 |
404 | }); |
405 | } |
406 | |
407 | if (vData.binormalData.size() > 0) { |
408 | entries.append(t: { |
409 | .name: QSSGMesh::MeshInternal::getTexBinormalAttrName(), |
410 | .data: vData.binormalData, |
411 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
412 | .componentCount: 3 |
413 | }); |
414 | } |
415 | |
416 | if (vData.vertexColorData.size() > 0) { |
417 | entries.append(t: { |
418 | .name: QSSGMesh::MeshInternal::getColorAttrName(), |
419 | .data: vData.vertexColorData, |
420 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
421 | .componentCount: 4 |
422 | }); |
423 | } |
424 | |
425 | if (boneIndexData.size() > 0) { |
426 | entries.append(t: { |
427 | .name: QSSGMesh::MeshInternal::getJointAttrName(), |
428 | .data: boneIndexData, |
429 | .componentType: QSSGMesh::Mesh::ComponentType::Int32, |
430 | .componentCount: 4 |
431 | }); |
432 | entries.append(t: { |
433 | .name: QSSGMesh::MeshInternal::getWeightAttrName(), |
434 | .data: boneWeightData, |
435 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
436 | .componentCount: 4 |
437 | }); |
438 | } |
439 | for (int i = 0; i < int(requirments.numMorphTargets); ++i) { |
440 | if (targetVData[i].positionData.size() > 0) { |
441 | entries.append(t: { |
442 | .name: QSSGMesh::MeshInternal::getPositionAttrName(), |
443 | .data: targetVData[i].positionData, |
444 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
445 | .componentCount: 3, |
446 | .morphTargetId: i |
447 | }); |
448 | } |
449 | if (targetVData[i].normalData.size() > 0) { |
450 | entries.append(t: { |
451 | .name: QSSGMesh::MeshInternal::getNormalAttrName(), |
452 | .data: targetVData[i].normalData, |
453 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
454 | .componentCount: 3, |
455 | .morphTargetId: i |
456 | }); |
457 | } |
458 | if (targetVData[i].tangentData.size() > 0) { |
459 | entries.append(t: { |
460 | .name: QSSGMesh::MeshInternal::getTexTanAttrName(), |
461 | .data: targetVData[i].tangentData, |
462 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
463 | .componentCount: 3, |
464 | .morphTargetId: i |
465 | }); |
466 | } |
467 | if (targetVData[i].binormalData.size() > 0) { |
468 | entries.append(t: { |
469 | .name: QSSGMesh::MeshInternal::getTexBinormalAttrName(), |
470 | .data: targetVData[i].binormalData, |
471 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
472 | .componentCount: 3, |
473 | .morphTargetId: i |
474 | }); |
475 | } |
476 | if (targetVData[i].uv0Data.size() > 0) { |
477 | entries.append(t: { |
478 | .name: QSSGMesh::MeshInternal::getUV0AttrName(), |
479 | .data: targetVData[i].uv0Data, |
480 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
481 | .componentCount: 3, |
482 | .morphTargetId: i |
483 | }); |
484 | } |
485 | if (targetVData[i].uv1Data.size() > 0) { |
486 | entries.append(t: { |
487 | .name: QSSGMesh::MeshInternal::getUV1AttrName(), |
488 | .data: targetVData[i].uv1Data, |
489 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
490 | .componentCount: 3, |
491 | .morphTargetId: i |
492 | }); |
493 | } |
494 | if (targetVData[i].vertexColorData.size() > 0) { |
495 | entries.append(t: { |
496 | .name: QSSGMesh::MeshInternal::getColorAttrName(), |
497 | .data: targetVData[i].vertexColorData, |
498 | .componentType: QSSGMesh::Mesh::ComponentType::Float32, |
499 | .componentCount: 4, |
500 | .morphTargetId: i |
501 | }); |
502 | } |
503 | } |
504 | return entries; |
505 | } |
506 | }; |
507 | |
508 | QVector<QPair<float, QVector<quint32>>> generateMeshLevelsOfDetail(QVector<VertexAttributeDataExt> &vertexAttributes, QVector<quint32> &indexes, float normalMergeAngle = 60.0f, float normalSplitAngle = 25.0f) |
509 | { |
510 | // If both normalMergeAngle and normalSplitAngle are 0.0, then don't recalculate normals |
511 | const bool recalculateNormals = !(qFuzzyIsNull(f: normalMergeAngle) && qFuzzyIsNull(f: normalSplitAngle)); |
512 | const float normalMergeThreshold = qCos(v: qDegreesToRadians(degrees: normalMergeAngle)); |
513 | const float normalSplitThreshold = qCos(v: qDegreesToRadians(degrees: normalSplitAngle)); |
514 | |
515 | QVector<QVector3D> positions; |
516 | positions.reserve(asize: vertexAttributes.size()); |
517 | QVector<QVector3D> normals; |
518 | normals.reserve(asize: vertexAttributes.size()); |
519 | for (const auto &vertex : vertexAttributes) { |
520 | positions.append(t: vertex.aData.position); |
521 | normals.append(t: vertex.aData.normal); |
522 | } |
523 | |
524 | QVector<QVector3D> splitVertexNormals; |
525 | QVector<quint32> splitVertexIndices; |
526 | quint32 splitVertexCount = vertexAttributes.size(); |
527 | |
528 | const float targetError = std::numeric_limits<float>::max(); // error doesn't matter, index count is more important |
529 | const float *vertexData = reinterpret_cast<const float *>(positions.constData()); |
530 | const float scaleFactor = QSSGMesh::simplifyScale(vertexPositions: vertexData, vertexCount: positions.size(), vertexPositionsStride: sizeof(QVector3D)); |
531 | const quint32 indexCount = indexes.size(); |
532 | quint32 indexTarget = 12; |
533 | quint32 lastIndexCount = 0; |
534 | QVector<QPair<float, QVector<quint32>>> lods; |
535 | |
536 | while (indexTarget < indexCount) { |
537 | float error; |
538 | QVector<quint32> newIndexes; |
539 | newIndexes.resize(size: indexCount); // Must be the same size as the original indexes to pass to simplifyMesh |
540 | size_t newLength = QSSGMesh::simplifyMesh(destination: newIndexes.data(), indices: indexes.constData(), indexCount: indexes.size(), vertexPositions: vertexData, vertexCount: positions.size(), vertexPositionsStride: sizeof(QVector3D), targetIndexCount: indexTarget, targetError, options: 0, resultError: &error); |
541 | |
542 | // Not good enough, try again |
543 | if (newLength < lastIndexCount * 1.5f) { |
544 | indexTarget = indexTarget * 1.5f; |
545 | continue; |
546 | } |
547 | |
548 | // We are done |
549 | if (newLength == 0 || (newLength >= (indexCount * 0.75f))) |
550 | break; |
551 | |
552 | newIndexes.resize(size: newLength); |
553 | |
554 | // LOD Normal Correction |
555 | if (recalculateNormals) { |
556 | // Cull any new degenerate triangles and get the new face normals |
557 | QVector<QVector3D> faceNormals; |
558 | { |
559 | QVector<quint32> culledIndexes; |
560 | for (quint32 j = 0; j < newIndexes.size(); j += 3) { |
561 | const QVector3D &v0 = positions[newIndexes[j]]; |
562 | const QVector3D &v1 = positions[newIndexes[j + 1]]; |
563 | const QVector3D &v2 = positions[newIndexes[j + 2]]; |
564 | |
565 | QVector3D faceNormal = QVector3D::crossProduct(v1: v1 - v0, v2: v2 - v0); |
566 | // This normalizes the vector in place and returns the magnitude |
567 | const float faceArea = QSSGUtils::vec3::normalize(v&: faceNormal); |
568 | // It is possible that the simplifyMesh process gave us a degenerate triangle |
569 | // (all three at the same point, or on the same line) or such a small triangle |
570 | // that a float value doesn't have enough resolution. In that case cull the |
571 | // "face" since it would not get rendered in a meaningful way anyway |
572 | if (faceArea != 0.0f) { |
573 | faceNormals.append(t: faceNormal); |
574 | faceNormals.append(t: faceNormal); |
575 | faceNormals.append(t: faceNormal); |
576 | culledIndexes.append(other: {newIndexes[j], newIndexes[j + 1], newIndexes[j + 2]}); |
577 | } |
578 | } |
579 | |
580 | if (newIndexes.size() != culledIndexes.size()) |
581 | newIndexes = culledIndexes; |
582 | } |
583 | |
584 | // Group all shared vertices together by position. We need to know adjacent faces |
585 | // to do vertex normal remapping in the next step. |
586 | QHash<QVector3D, QVector<quint32>> positionHash; |
587 | for (quint32 i = 0; i < newIndexes.size(); ++i) { |
588 | const quint32 index = newIndexes[i]; |
589 | const QVector3D position = vertexAttributes[index].aData.position; |
590 | positionHash[position].append(t: i); |
591 | } |
592 | |
593 | // Go through each vertex and calculate the normals by checking each |
594 | // adjacent face that share the same vertex position, and create a smoothed |
595 | // normal if the angle between thew face normals is less than the the |
596 | // normalMergeAngle passed to this function (>= since this is cos(radian(angle)) ) |
597 | QVector<QPair<quint32, quint32>> remapIndexes; |
598 | for (quint32 positionIndex = 0; positionIndex < newIndexes.size(); ++positionIndex) { |
599 | const quint32 index = newIndexes[positionIndex]; |
600 | const QVector3D &position = vertexAttributes[index].aData.position; |
601 | const QVector3D &faceNormal = faceNormals[positionIndex]; |
602 | QVector3D newNormal; |
603 | // Find all vertices that share the same position |
604 | const auto &sharedPositions = positionHash.value(key: position); |
605 | for (auto positionIndex2 : sharedPositions) { |
606 | if (positionIndex == positionIndex2) { |
607 | // Don't test against the current face under test |
608 | newNormal += faceNormal; |
609 | } else { |
610 | const QVector3D &faceNormal2 = faceNormals[positionIndex2]; |
611 | if (QVector3D::dotProduct(v1: faceNormal2, v2: faceNormal) >= normalMergeThreshold) |
612 | newNormal += faceNormal2; |
613 | } |
614 | } |
615 | |
616 | // By normalizing here we get an averaged value of all smoothed normals |
617 | QSSGUtils::vec3::normalize(v&: newNormal); |
618 | |
619 | // Now that we know what the smoothed normal would be, check how differnt |
620 | // that normal is from the normal that is already stored in the current |
621 | // index. If the angle delta is greater than normalSplitAngle then we need |
622 | // to create a new vertex entry (making a copy of the current one) and set |
623 | // the new normal value, and reassign the current index to point to that new |
624 | // vertex. Generally the LOD simplification process is such that the existing |
625 | // normal will already be ideal until we start getting to the very low lod levels |
626 | // which changes the topology in such a way that the original normal doesn't |
627 | // make sense anymore, thus the need to provide a more reasonable value. |
628 | const QVector3D &originalNormal = vertexAttributes[index].aData.normal; |
629 | const float theta = QVector3D::dotProduct(v1: originalNormal, v2: newNormal); |
630 | if (theta < normalSplitThreshold) { |
631 | splitVertexIndices.append(t: index); |
632 | splitVertexNormals.append(t: newNormal.normalized()); |
633 | remapIndexes.append(t: {positionIndex, splitVertexCount++}); |
634 | } |
635 | } |
636 | |
637 | // Do index remap now that all new normals have been calculated |
638 | for (auto pair : remapIndexes) |
639 | newIndexes[pair.first] = pair.second; |
640 | } |
641 | |
642 | lods.append(t: {error * scaleFactor, newIndexes}); |
643 | indexTarget = qMax(a: newLength, b: indexTarget) * 2; |
644 | lastIndexCount = newLength; |
645 | |
646 | if (error == 0.0f) |
647 | break; |
648 | } |
649 | // Here we need to add the new index and vertex values from |
650 | // splitVertexIndices and splitVertexNormals |
651 | for (quint32 i = 0; i < splitVertexIndices.size(); ++i) { |
652 | quint32 index = splitVertexIndices[i]; |
653 | QVector3D newNormal = splitVertexNormals[i]; |
654 | auto newVertex = vertexAttributes[index]; |
655 | newVertex.aData.normal = newNormal; |
656 | vertexAttributes.append(t: newVertex); |
657 | } |
658 | |
659 | return lods; |
660 | } |
661 | |
662 | } |
663 | |
664 | QSSGMesh::Mesh AssimpUtils::generateMeshData(const aiScene &scene, |
665 | const MeshList &meshes, |
666 | bool useFloatJointIndices, |
667 | bool generateLevelsOfDetail, |
668 | float normalMergeAngle, |
669 | float normalSplitAngle, |
670 | QString &errorString) |
671 | { |
672 | Q_UNUSED(errorString); |
673 | |
674 | // All Mesh subsets are stored in the same Vertex Buffer so we need to make |
675 | // sure that all attributes from each subset have common data by potentially |
676 | // adding placeholder data or doing conversions as necessary. |
677 | // So we need to walk through each subset first and see what the requirments are |
678 | VertexDataRequirments requirments; |
679 | requirments.useFloatJointIndices = useFloatJointIndices; |
680 | for (const auto *mesh : meshes) |
681 | requirments.collectRequirmentsForMesh(mesh); |
682 | |
683 | // This is the actual data we will pass to the QSSGMesh that will get filled by |
684 | // each of the subset meshes |
685 | QByteArray indexBufferData; |
686 | VertexBufferDataExt vertexBufferData; |
687 | QVector<SubsetEntryData> subsetData; |
688 | |
689 | // Since the vertex data of subsets are stored one after the other, the values in |
690 | // the index buffer need to be augmented to reflect this offset. baseIndex is used |
691 | // to track the new 0 value of a subset by keeping track of the current vertex |
692 | // count as each new subset is added |
693 | quint32 baseIndex = 0; |
694 | |
695 | // Always use 32-bit indices. Metal has a requirement of 4 byte alignment |
696 | // for index buffer offsets, and we cannot risk hitting that. |
697 | const QSSGMesh::Mesh::ComponentType indexType = QSSGMesh::Mesh::ComponentType::UnsignedInt32; |
698 | |
699 | for (const auto *mesh : meshes) { |
700 | // Get the index values for just this mesh |
701 | // The index values should be relative to this meshes |
702 | // vertices and will later need to be corrected using |
703 | // baseIndex to be relative to our combined vertex data |
704 | QVector<quint32> indexes; |
705 | indexes.reserve(asize: mesh->mNumFaces * 3); |
706 | for (unsigned int faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) { |
707 | const auto face = mesh->mFaces[faceIndex]; |
708 | // Faces should always have 3 indices |
709 | Q_ASSERT(face.mNumIndices == 3); |
710 | // Index data for now is relative to the local vertex locations |
711 | // This must be corrected for later to be global |
712 | indexes.append(t: quint32(face.mIndices[0])); |
713 | indexes.append(t: quint32(face.mIndices[1])); |
714 | indexes.append(t: quint32(face.mIndices[2])); |
715 | } |
716 | |
717 | // Get the Vertex Attribute Data for this mesh |
718 | auto vertexAttributes = getVertexAttributeData(mesh, requirments); |
719 | |
720 | // Starting point for index buffer offsets |
721 | quint32 baseIndexOffset = indexBufferData.size() / QSSGMesh::MeshInternal::byteSizeForComponentType(componentType: indexType); |
722 | QVector<quint32> lodIndexes; |
723 | QVector<QSSGMesh::Mesh::Lod> meshLods; |
724 | |
725 | // Generate Automatic Mesh Levels of Detail |
726 | if (generateLevelsOfDetail) { |
727 | // Returns a list of lod pairs <distance, lodIndexList> sorted from smallest |
728 | // to largest as this is how they are stored in the index buffer. We still need to |
729 | // populate meshLods with push_front though because subset lod data is sorted from |
730 | // highest detail to lowest |
731 | auto lods = generateMeshLevelsOfDetail(vertexAttributes, indexes, normalMergeAngle, normalSplitAngle); |
732 | for (const auto &lodPair : lods) { |
733 | QSSGMesh::Mesh::Lod lod; |
734 | lod.offset = baseIndexOffset; |
735 | lod.count = lodPair.second.size(); |
736 | lod.distance = lodPair.first; |
737 | meshLods.push_front(t: lod); |
738 | baseIndexOffset += lod.count; |
739 | // Optimize the vertex cache for this lod level |
740 | auto currentLodIndexes = lodPair.second; |
741 | QSSGMesh::optimizeVertexCache(destination: currentLodIndexes.data(), indices: currentLodIndexes.data(), indexCount: currentLodIndexes.size(), vertexCount: vertexAttributes.size()); |
742 | lodIndexes += currentLodIndexes; |
743 | } |
744 | } |
745 | |
746 | // Write the results to the Global Index/Vertex/SubsetData buffers |
747 | // Optimize the vertex chache for the original index values |
748 | QSSGMesh::optimizeVertexCache(destination: indexes.data(), indices: indexes.data(), indexCount: indexes.size(), vertexCount: vertexAttributes.size()); |
749 | |
750 | // Write Index Buffer Data |
751 | QVector<quint32> combinedIndexValues = lodIndexes + indexes; |
752 | // Set the absolute index relative to the larger vertex buffer |
753 | for (auto &index : combinedIndexValues) |
754 | index += baseIndex; |
755 | indexBufferData += QByteArray(reinterpret_cast<const char *>(combinedIndexValues.constData()), |
756 | combinedIndexValues.size() * QSSGMesh::MeshInternal::byteSizeForComponentType(componentType: indexType)); |
757 | |
758 | // Index Data is setup such that LOD indexes will come first |
759 | // from lowest quality to original |
760 | // | LOD3 | LOD2 | LOD1 | Original | |
761 | // If there were no LOD levels then indexOffset just points to that here |
762 | // baseIndexOffset has already been calculated to be correct at this point |
763 | SubsetEntryData subsetEntry; |
764 | subsetEntry.indexOffset = baseIndexOffset; // baseIndexOffset will be after lod indexes if available |
765 | subsetEntry.indexLength = indexes.size(); // Yes, only original index values, because this is for the non-lod indexes |
766 | subsetEntry.name = QString::fromUtf8(utf8: scene.mMaterials[mesh->mMaterialIndex]->GetName().C_Str()); |
767 | subsetEntry.lightmapWidth = 0; |
768 | subsetEntry.lightmapHeight = 0; |
769 | subsetEntry.lods = meshLods; |
770 | subsetData.append(t: subsetEntry); |
771 | |
772 | // Fill the rest of the vertex data |
773 | baseIndex += vertexAttributes.size(); // Final count of vertices added |
774 | // Increase target buffers before adding data |
775 | vertexBufferData.targetVData.resize(size: requirments.numMorphTargets); |
776 | for (const auto &vertex : vertexAttributes) |
777 | vertexBufferData.addVertexAttributeData(vertex, requirments); |
778 | |
779 | } |
780 | |
781 | // Now that we have all the data for the mesh, generate the entries list |
782 | QVector<QSSGMesh::AssetVertexEntry> entries = vertexBufferData.createEntries(requirments); |
783 | |
784 | QVector<QSSGMesh::AssetMeshSubset> subsets; |
785 | for (const SubsetEntryData &subset : subsetData) { |
786 | subsets.append(t: { |
787 | .name: subset.name, |
788 | .count: quint32(subset.indexLength), |
789 | .offset: quint32(subset.indexOffset), |
790 | .boundsPositionEntryIndex: 0, // the builder will calculate the bounds from the position data |
791 | .lightmapWidth: subset.lightmapWidth, |
792 | .lightmapHeight: subset.lightmapHeight, |
793 | .lods: subset.lods |
794 | }); |
795 | } |
796 | |
797 | auto numTargetComponents = [](VertexDataRequirments req) { |
798 | int num = 0; |
799 | if (req.needsTargetPositionData) |
800 | ++num; |
801 | if (req.needsTargetNormalData) |
802 | ++num; |
803 | if (req.needsTargetTangentData) |
804 | num += 2; // tangent and binormal |
805 | if (req.needsTargetVertexColorData) |
806 | ++num; |
807 | if (req.needsTargetUV0Data) |
808 | ++num; |
809 | if (req.needsTargetUV1Data) |
810 | ++num; |
811 | return num; |
812 | }; |
813 | |
814 | return QSSGMesh::Mesh::fromAssetData(vbufEntries: entries, indexBufferData, indexComponentType: indexType, |
815 | subsets, numTargets: requirments.numMorphTargets, |
816 | numTargetComps: numTargetComponents(requirments)); |
817 | } |
818 | |
819 | QT_END_NAMESPACE |
820 | |