Move classes

This commit is contained in:
Georg Hagen
2025-01-26 18:26:19 +01:00
parent c8d7af3178
commit 44f12cf01e
4 changed files with 3 additions and 4 deletions

View File

@@ -0,0 +1,188 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#include "MeshWriter.hpp"
#include "Base/Utils.hpp"
#include "IO/MemMappedFile.hpp"
#include "Scene/Geometry.hpp"
#include "Scene/Vertex.hpp"
#include "Scene/Export/UsdEncoder.hpp"
#include "ObjEncoder.hpp"
#include "IO/Archive/ArchiveWriter.hpp"
#include "IO/Archive/ZipWriter.hpp"
#include <fstream>
#include <fmt/core.h>
#if __has_include("assimp/Exporter.hpp")
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/mesh.h>
#include <assimp/material.h>
#endif
namespace OpenVulkano::Scene
{
void MeshWriter::WriteAsOBJ(Geometry* geometry, const std::string& filePath)
{
std::ofstream file(filePath);
if (!file.is_open()) [[unlikely]]
throw std::runtime_error("Failed to open file '" + filePath + "' for writing!");
WriteObjContents(geometry, "", file);
file.close();
}
void MeshWriter::WriteAsUSD(Geometry* geometry, const std::string& filePath)
{
std::ofstream file(filePath);
if (!file.is_open()) [[unlikely]]
throw std::runtime_error("Failed to open file '" + filePath + "' for writing!");
WriteUsdContents(file, geometry);
file.close();
}
void MeshWriter::WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath)
{
OpenVulkano::ArchiveWriter zipWriter(zipPath.c_str());
{
std::stringstream objContents;
WriteObjContents(geometry, DEFAULT_OBJ_MATERIAL_NAME, objContents);
std::string objContentsStr = objContents.str();
FileDescription objDesc = FileDescription::MakeDescriptionForFile("model.obj", objContentsStr.size());
zipWriter.AddFile(objDesc, objContentsStr.data());
}
{
FileDescription mtlDesc = FileDescription::MakeDescriptionForFile("material.mtl", DEFAULT_OBJ_MATERIAL_CONTENTS.size());
zipWriter.AddFile(mtlDesc, DEFAULT_OBJ_MATERIAL_CONTENTS.data());
}
if (!texturePath.empty() && std::filesystem::exists(texturePath))
{
MemMappedFile textureFile(texturePath);
FileDescription texDesc = FileDescription::MakeDescriptionForFile("texture.png", textureFile.Size());
zipWriter.AddFile(texDesc, textureFile.Data());
}
}
void MeshWriter::WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath)
{
OpenVulkano::ZipWriter zipWriter(usdzPath, true);
{
std::stringstream usdFile;
WriteUsdContents(usdFile, geometry);
std::string usdFileStr = usdFile.str();
FileDescription usdDesc = FileDescription::MakeDescriptionForFile("geometry.usda", usdFileStr.size());
zipWriter.AddFile(usdDesc, usdFileStr.data());
}
if (!texturePath.empty() && std::filesystem::exists(texturePath))
{
MemMappedFile textureFile(texturePath);
FileDescription texDesc = FileDescription::MakeDescriptionForFile("texture.png", textureFile.Size());
zipWriter.AddFile(texDesc, textureFile.Data());
}
}
void MeshWriter::WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath)
{
#if __has_include("assimp/Exporter.hpp")
aiNode rootNode;
aiScene scene;
scene.mRootNode = &rootNode;
aiMesh mesh;
mesh.mNumVertices = geometry->vertexCount;
mesh.mMaterialIndex = 0;
mesh.mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh.mNumUVComponents[0] = 2;
std::unique_ptr<aiVector3D[]> vertices = std::make_unique<aiVector3D[]>(geometry->vertexCount);
mesh.mVertices = vertices.get();
std::unique_ptr<aiVector3D[]> normals = std::make_unique<aiVector3D[]>(geometry->vertexCount);
mesh.mNormals = normals.get();
std::unique_ptr<aiVector3D[]> texCoords = std::make_unique<aiVector3D[]>(geometry->vertexCount);
mesh.mTextureCoords[0] = texCoords.get();
float scaling = 100; // fbx units are centimeters...
for (uint32_t i = 0; i < geometry->vertexCount; ++i)
{
const Vertex& vertex = geometry->vertices[i];
mesh.mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z) * scaling;
mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
mesh.mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f);
}
mesh.mNumFaces = geometry->indexCount / 3;
std::unique_ptr<aiFace[]> faces = std::make_unique<aiFace[]>(mesh.mNumFaces);
mesh.mFaces = faces.get();
std::unique_ptr<unsigned int[]> indices = std::make_unique<unsigned int[]>(geometry->indexCount);
size_t lastUsedIndex = 0;
for (uint32_t i = 0; i < mesh.mNumFaces; ++i)
{
aiFace& face = mesh.mFaces[i];
face.mNumIndices = 3;
face.mIndices = &indices[lastUsedIndex];
face.mIndices[0] = geometry->GetIndex(i * 3 + 0);
face.mIndices[1] = geometry->GetIndex(i * 3 + 1);
face.mIndices[2] = geometry->GetIndex(i * 3 + 2);
lastUsedIndex += face.mNumIndices;
}
aiMesh* meshes[1] = { &mesh };
scene.mMeshes = meshes;
scene.mNumMeshes = 1;
unsigned int meshIndices[1];
scene.mRootNode->mMeshes = meshIndices;
scene.mRootNode->mMeshes[0] = 0;
scene.mRootNode->mNumMeshes = 1;
aiMaterial material;
aiMaterial* materials[1] = { &material };
scene.mMaterials = materials;
scene.mNumMaterials = 1;
aiString externalPath(texturePath);
scene.mMaterials[0]->AddProperty(&externalPath, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
Assimp::Exporter exporter;
aiReturn result = exporter.Export(&scene, "fbx", fbxPath);
mesh.mVertices = nullptr;
mesh.mNormals = nullptr;
mesh.mTextureCoords[0] = nullptr;
for (uint32_t i = 0; i < mesh.mNumFaces; ++i)
{
aiFace& face = mesh.mFaces[i];
face.mIndices = nullptr;
}
mesh.mFaces = nullptr;
rootNode.mMeshes = nullptr;
scene.mRootNode = nullptr;
scene.mMeshes = nullptr;
scene.mMaterials = nullptr;
if (result != aiReturn_SUCCESS)
{
throw std::runtime_error("Unable to write a fbx file to " + fbxPath + ": " + exporter.GetErrorString());
}
#else
throw std::runtime_error("Unable to convert the scene to FBX: Assimp is not available!");
#endif
}
}

View File

@@ -0,0 +1,23 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <string>
namespace OpenVulkano::Scene
{
class Geometry;
class MeshWriter
{
public:
static void WriteAsOBJ(Geometry* geometry, const std::string& filePath);
static void WriteAsUSD(Geometry* geometry, const std::string& filePath);
static void WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath);
static void WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath);
static void WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath);
};
}

View File

@@ -0,0 +1,68 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Scene/Geometry.hpp"
#include <string>
#include <sstream>
#include <fmt/core.h>
namespace OpenVulkano::Scene
{
static constexpr std::string_view DEFAULT_OBJ_MATERIAL_NAME = "Material0";
static constexpr std::string_view DEFAULT_OBJ_MATERIAL_CONTENTS = R"(newmtl Material0
Ka 1.000 1.000 1.000
Kd 1.000 1.000 1.000
Ks 0.000 0.000 0.000
map_Ka texture.png
map_Kd texture.png
)";
void WriteObjContents(Geometry* geometry, const std::string_view& materialName, std::ostream& objContent)
{
objContent << "# OBJ file generated by OpenVulkanoCpp\n";
if (materialName.size() != 0)
{
std::string_view content = "mtllib material.mtl\n";
objContent.write(content.data(), content.size());
content = "usemtl ";
objContent.write(content.data(), content.size());
objContent.write(materialName.data(), materialName.size());
objContent.write("\n", 1);
}
for (int i = 0; i < geometry->vertexCount; ++i)
{
const auto& v = geometry->vertices[i];
const std::string content = fmt::format("v {} {} {}\n", v.position.x, v.position.y, v.position.z);
objContent.write(content.data(), content.size());
}
for (int i = 0; i < geometry->vertexCount; ++i)
{
const auto& v = geometry->vertices[i];
const std::string content = fmt::format("vn {} {} {}\n", v.normal.x, v.normal.y, v.normal.z);
objContent.write(content.data(), content.size());
}
for (int i = 0; i < geometry->vertexCount; ++i)
{
const auto& v = geometry->vertices[i];
const std::string content = fmt::format("vt {} {}\n", v.textureCoordinates.x, v.textureCoordinates.y);
objContent.write(content.data(), content.size());
}
for (int i = 0; i < geometry->indexCount; i += 3)
{
uint32_t i0 = geometry->GetIndex(i + 0) + 1;
uint32_t i1 = geometry->GetIndex(i + 1) + 1;
uint32_t i2 = geometry->GetIndex(i + 2) + 1;
const std::string content = fmt::format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", i0, i1, i2);
objContent.write(content.data(), content.size());
}
}
}

View File

@@ -0,0 +1,155 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "Scene/Geometry.hpp"
#include <sstream>
namespace OpenVulkano::Scene
{
void WriteUsdContents(std::ostream& output, OpenVulkano::Scene::Geometry* geometry)
{
output << R"(#usda 1.0
(
defaultPrim = "root"
doc = "Exported from OpenVulkano"
metersPerUnit = 1
upAxis = "Y"
)
def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def Xform "model"
{
custom string userProperties:blender:object_name = "model"
float3 xformOp:rotateXYZ = (0, -0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Mesh "model" (
active = true
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [)";
for (size_t i = 0; i < geometry->indexCount; ++i)
{
if ((i + 1) % 3 == 0)
{
if (i > 2) output << ", ";
output << "3";
}
}
output << R"(]
int[] faceVertexIndices = [)";
for (size_t i = 0; i < geometry->indexCount; ++i)
{
if (i > 0) output << ", ";
output << geometry->GetIndex(i);
}
output << R"(]
rel material:binding = </root/_materials/Material0>
normal3f[] normals = [)";
output << std::fixed << std::setprecision(6);
for (size_t i = 0; i < geometry->vertexCount; ++i)
{
const auto& v = geometry->vertices[i];
if (i > 0) output << ", ";
output << "(" << v.normal.x << ", " << v.normal.y << ", " << v.normal.z << ")";
}
output << R"(] (
interpolation = "faceVarying"
)
point3f[] points = [)";
for (size_t i = 0; i < geometry->vertexCount; ++i)
{
const auto& v = geometry->vertices[i];
if (i > 0) output << ", ";
output << "(" << v.position.x << ", " << v.position.y << ", " << v.position.z << ")";
}
output << R"(]
texCoord2f[] primvars:st = [)";
output << std::fixed << std::setprecision(6);
for (size_t i = 0; i < geometry->indexCount; ++i)
{
const size_t vertexIndex = geometry->GetIndex(i);
const auto& v = geometry->vertices[vertexIndex];
if (i > 0) output << ", ";
output << "(" << v.textureCoordinates.x << ", " << v.textureCoordinates.y << ")";
}
output << R"(] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
custom string userProperties:blender:data_name = "model"
}
}
def Scope "_materials"
{
def Material "Material0"
{
token outputs:surface.connect = </root/_materials/Material0/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "Material0"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor.connect = </root/_materials/Material0/Image_Texture.outputs:rgb>
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 1
float inputs:specular = 0
token outputs:surface
}
def Shader "Image_Texture"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./texture.png@
token inputs:sourceColorSpace = "sRGB"
float2 inputs:st.connect = </root/_materials/Material0/uvmap.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "uvmap"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
}
}
)";
}
}