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* split gpuhelpers and mesh part * fix objwriter * more work on bufferview helpers * cr cleanup
191 lines
7.2 KiB
C++
191 lines
7.2 KiB
C++
//
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// OBJWriter.cpp
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// libraries/fbx/src/
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//
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// Created by Seth Alves on 2017-1-27.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "OBJWriter.h"
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#include <QFile>
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#include <QFileInfo>
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#include <graphics/BufferViewHelpers.h>
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#include <graphics/Geometry.h>
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#include "ModelFormatLogging.h"
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static QString formatFloat(double n) {
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// limit precision to 6, but don't output trailing zeros.
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QString s = QString::number(n, 'f', 6);
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while (s.endsWith("0")) {
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s.remove(s.size() - 1, 1);
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}
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if (s.endsWith(".")) {
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s.remove(s.size() - 1, 1);
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}
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// check for non-numbers. if we get NaN or inf or scientific notation, just return 0
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for (int i = 0; i < s.length(); i++) {
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auto c = s.at(i).toLatin1();
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if (c != '-' &&
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c != '.' &&
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(c < '0' || c > '9')) {
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qCDebug(modelformat) << "OBJWriter zeroing bad vertex coordinate:" << s << "because of" << c;
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return QString("0");
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}
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}
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return s;
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}
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bool writeOBJToTextStream(QTextStream& out, QList<MeshPointer> meshes) {
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// each mesh's vertices are numbered from zero. We're combining all their vertices into one list here,
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// so keep track of the start index for each mesh.
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QList<int> meshVertexStartOffset;
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QList<int> meshNormalStartOffset;
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int currentVertexStartOffset = 0;
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int currentNormalStartOffset = 0;
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int subMeshIndex = 0;
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out << "# OBJWriter::writeOBJToTextStream\n";
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// write out vertices (and maybe colors)
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foreach (const MeshPointer& mesh, meshes) {
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out << "# vertices::subMeshIndex " << subMeshIndex++ << "\n";
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meshVertexStartOffset.append(currentVertexStartOffset);
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auto vertices = buffer_helpers::bufferToVector<glm::vec3>(mesh->getVertexBuffer(), "mesh.vertices");
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auto colors = buffer_helpers::mesh::attributeToVector<glm::vec3>(mesh, gpu::Stream::COLOR);
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gpu::BufferView::Index numColors = colors.size();
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int i = 0;
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for (const auto& v : vertices) {
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out << "v ";
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out << formatFloat(v[0]) << " ";
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out << formatFloat(v[1]) << " ";
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out << formatFloat(v[2]);
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if (i < numColors) {
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const glm::vec3& color = colors[i];
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out << " " << formatFloat(color[0]);
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out << " " << formatFloat(color[1]);
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out << " " << formatFloat(color[2]);
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}
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out << "\n";
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i++;
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}
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currentVertexStartOffset += i;
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}
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out << "\n";
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// write out normals
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bool haveNormals = true;
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subMeshIndex = 0;
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foreach (const MeshPointer& mesh, meshes) {
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out << "# normals::subMeshIndex " << subMeshIndex++ << "\n";
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meshNormalStartOffset.append(currentNormalStartOffset);
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auto normals = buffer_helpers::mesh::attributeToVector<glm::vec3>(mesh, gpu::Stream::NORMAL);
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for (const auto& normal : normals) {
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out << "vn ";
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out << formatFloat(normal[0]) << " ";
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out << formatFloat(normal[1]) << " ";
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out << formatFloat(normal[2]) << "\n";
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}
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currentNormalStartOffset += normals.size();
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}
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out << "\n";
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// write out faces
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int nth = 0;
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subMeshIndex = 0;
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foreach (const MeshPointer& mesh, meshes) {
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out << "# faces::subMeshIndex " << subMeshIndex++ << "\n";
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currentVertexStartOffset = meshVertexStartOffset.takeFirst();
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currentNormalStartOffset = meshNormalStartOffset.takeFirst();
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const gpu::BufferView& partBuffer = mesh->getPartBuffer();
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const gpu::BufferView& indexBuffer = mesh->getIndexBuffer();
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graphics::Index partCount = (graphics::Index)mesh->getNumParts();
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QString name = (!mesh->displayName.size() ? QString("mesh-%1-part").arg(nth) : QString::fromStdString(mesh->displayName))
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.replace(QRegExp("[^-_a-zA-Z0-9]"), "_");
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for (int partIndex = 0; partIndex < partCount; partIndex++) {
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const graphics::Mesh::Part& part = partBuffer.get<graphics::Mesh::Part>(partIndex);
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out << QString("g %1-%2-%3\n").arg(subMeshIndex, 3, 10, QChar('0')).arg(name).arg(partIndex);
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auto indices = buffer_helpers::bufferToVector<gpu::uint32>(mesh->getIndexBuffer(), "mesh.indices");
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auto face = [&](uint32_t i0, uint32_t i1, uint32_t i2) {
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out << "f ";
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if (haveNormals) {
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out << currentVertexStartOffset + indices[i0] + 1 << "//" << currentVertexStartOffset + indices[i0] + 1 << " ";
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out << currentVertexStartOffset + indices[i1] + 1 << "//" << currentVertexStartOffset + indices[i1] + 1 << " ";
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out << currentVertexStartOffset + indices[i2] + 1 << "//" << currentVertexStartOffset + indices[i2] + 1 << "\n";
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} else {
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out << currentVertexStartOffset + indices[i0] + 1 << " ";
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out << currentVertexStartOffset + indices[i1] + 1 << " ";
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out << currentVertexStartOffset + indices[i2] + 1 << "\n";
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}
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};
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uint32_t len = part._startIndex + part._numIndices;
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qCDebug(modelformat) << "OBJWriter -- part" << partIndex << "topo" << part._topology << "index elements";
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if (part._topology == graphics::Mesh::TRIANGLES && len % 3 != 0) {
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qCDebug(modelformat) << "OBJWriter -- index buffer length isn't a multiple of 3" << len;
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}
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if (part._topology == graphics::Mesh::QUADS && len % 4 != 0) {
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qCDebug(modelformat) << "OBJWriter -- index buffer length isn't a multiple of 4" << len;
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}
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if (len > indexBuffer.getNumElements()) {
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qCDebug(modelformat) << "OBJWriter -- len > index size" << len << indexBuffer.getNumElements();
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}
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if (part._topology == graphics::Mesh::QUADS) {
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for (uint32_t idx = part._startIndex; idx+3 < len; idx += 4) {
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face(idx+0, idx+1, idx+3);
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face(idx+1, idx+2, idx+3);
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}
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} else if (part._topology == graphics::Mesh::TRIANGLES) {
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for (uint32_t idx = part._startIndex; idx+2 < len; idx += 3) {
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face(idx+0, idx+1, idx+2);
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}
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}
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out << "\n";
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}
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}
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return true;
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}
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bool writeOBJToFile(QString path, QList<MeshPointer> meshes) {
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if (QFileInfo(path).exists() && !QFile::remove(path)) {
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qCDebug(modelformat) << "OBJ writer failed, file exists:" << path;
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return false;
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}
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QFile file(path);
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if (!file.open(QIODevice::WriteOnly)) {
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qCDebug(modelformat) << "OBJ writer failed to open output file:" << path;
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return false;
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}
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QTextStream outStream(&file);
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bool success;
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success = writeOBJToTextStream(outStream, meshes);
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file.close();
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return success;
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}
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QString writeOBJToString(QList<MeshPointer> meshes) {
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QString result;
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QTextStream outStream(&result, QIODevice::ReadWrite);
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bool success;
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success = writeOBJToTextStream(outStream, meshes);
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if (success) {
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return result;
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}
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return QString("");
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}
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