diff --git a/libraries/fbx/src/OBJReader.cpp b/libraries/fbx/src/OBJReader.cpp index 417901b9ab..a171f92907 100644 --- a/libraries/fbx/src/OBJReader.cpp +++ b/libraries/fbx/src/OBJReader.cpp @@ -123,6 +123,34 @@ glm::vec3 OBJTokenizer::getVec3() { } return v; } +bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) { + // Used for vertices which may also have a vertex color (RGB [0,1]) to follow. + // NOTE: Returns true if there is a vertex color. + auto x = getFloat(); // N.B.: getFloat() has side-effect + auto y = getFloat(); // And order of arguments is different on Windows/Linux. + auto z = getFloat(); + vertex = glm::vec3(x, y, z); + + auto r = 1.0f, g = 1.0f, b = 1.0f; + bool hasVertexColor = false; + if (isNextTokenFloat()) { + // If there's another float it's one of two things: a W component or an R component. The standard OBJ spec + // doesn't output a W component, so we're making the assumption that if a float follows (unless it's + // only a single value) that it's a vertex color. + r = getFloat(); + if (isNextTokenFloat()) { + // Safe to assume the following values are the green/blue components. + g = getFloat(); + b = getFloat(); + + hasVertexColor = true; + } + + vertexColor = glm::vec3(r, g, b); + } + + return hasVertexColor; +} glm::vec2 OBJTokenizer::getVec2() { float uCoord = getFloat(); float vCoord = 1.0f - getFloat(); @@ -140,7 +168,9 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) { } // OBJFace -bool OBJFace::add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector& vertices) { +// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just +// pairing it with the vertices vector for consistency. +bool OBJFace::add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector& vertices, const QVector& vertexColors) { bool ok; int index = vertexIndex.toInt(&ok); if (!ok) { @@ -382,7 +412,14 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi #endif } } else if (token == "v") { - vertices.append(tokenizer.getVec3()); + glm::vec3 vertex, vertexColor; + + bool hasVertexColor = tokenizer.getVertex(vertex, vertexColor); + vertices.append(vertex); + + if(hasVertexColor) { + vertexColors.append(vertexColor); + } } else if (token == "vn") { normals.append(tokenizer.getVec3()); } else if (token == "vt") { @@ -410,7 +447,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi assert(parts.count() >= 1); assert(parts.count() <= 3); const QByteArray noData {}; - face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, vertices); + face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, + vertices, vertexColors); face.groupName = currentGroup; face.materialName = currentMaterialName; } @@ -540,6 +578,15 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping, glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]); glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]); + glm::vec3 vc0, vc1, vc2; + bool hasVertexColors = (vertexColors.size() > 0); + if (hasVertexColors) { + // If there are any vertex colors, it's safe to assume all meshes had them exported. + vc0 = checked_at(vertexColors, face.vertexIndices[0]); + vc1 = checked_at(vertexColors, face.vertexIndices[1]); + vc2 = checked_at(vertexColors, face.vertexIndices[2]); + } + // Scale the vertices if the OBJ file scale is specified as non-one. if (scaleGuess != 1.0f) { v0 *= scaleGuess; @@ -555,6 +602,13 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping, meshPart.triangleIndices.append(mesh.vertices.count()); mesh.vertices << v2; + if (hasVertexColors) { + // Add vertex colors. + mesh.colors << vc0; + mesh.colors << vc1; + mesh.colors << vc2; + } + glm::vec3 n0, n1, n2; if (face.normalIndices.count()) { n0 = checked_at(normals, face.normalIndices[0]); @@ -690,6 +744,7 @@ void fbxDebugDump(const FBXGeometry& fbxgeo) { qCDebug(modelformat) << " meshes.count() =" << fbxgeo.meshes.count(); foreach (FBXMesh mesh, fbxgeo.meshes) { qCDebug(modelformat) << " vertices.count() =" << mesh.vertices.count(); + qCDebug(modelformat) << " colors.count() =" << mesh.colors.count(); qCDebug(modelformat) << " normals.count() =" << mesh.normals.count(); /*if (mesh.normals.count() == mesh.vertices.count()) { for (int i = 0; i < mesh.normals.count(); i++) { diff --git a/libraries/fbx/src/OBJReader.h b/libraries/fbx/src/OBJReader.h index 18a4b89f1e..9a32871590 100644 --- a/libraries/fbx/src/OBJReader.h +++ b/libraries/fbx/src/OBJReader.h @@ -20,6 +20,7 @@ public: void ungetChar(char ch) { _device->ungetChar(ch); } const QString getComment() const { return _comment; } glm::vec3 getVec3(); + bool getVertex(glm::vec3& vertex, glm::vec3& vertexColor); glm::vec2 getVec2(); float getFloat() { return std::stof((nextToken() != OBJTokenizer::DATUM_TOKEN) ? nullptr : getDatum().data()); } @@ -38,7 +39,8 @@ public: QString groupName; // We don't make use of hierarchical structure, but it can be preserved for debugging and future use. QString materialName; // Add one more set of vertex data. Answers true if successful - bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector& vertices); + bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, + const QVector& vertices, const QVector& vertexColors); // Return a set of one or more OBJFaces from this one, in which each is just a triangle. // Even though FBXMeshPart can handle quads, it would be messy to try to keep track of mixed-size faces, so we treat everything as triangles. QVector triangulate(); @@ -65,7 +67,8 @@ class OBJReader: public QObject { // QObject so we can make network requests. Q_OBJECT public: typedef QVector FaceGroup; - QVector vertices; // all that we ever encounter while reading + QVector vertices; + QVector vertexColors; QVector textureUVs; QVector normals; QVector faceGroups;