overte/libraries/baking/src/FBXBaker.cpp
2017-09-07 14:12:15 -07:00

558 lines
22 KiB
C++

//
// FBXBaker.cpp
// tools/baking/src
//
// Created by Stephen Birarda on 3/30/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <cmath> // need this include so we don't get an error looking for std::isnan
#include <fbxsdk.h>
#include <QtConcurrent>
#include <QtCore/QCoreApplication>
#include <QtCore/QDir>
#include <QtCore/QEventLoop>
#include <QtCore/QFileInfo>
#include <QtCore/QThread>
#include <mutex>
#include <NetworkAccessManager.h>
#include <SharedUtil.h>
#include <PathUtils.h>
#include <FBXReader.h>
#include <FBXWriter.h>
#include "ModelBakingLoggingCategory.h"
#include "TextureBaker.h"
#include "FBXBaker.h"
std::once_flag onceFlag;
FBXSDKManagerUniquePointer FBXBaker::_sdkManager { nullptr };
FBXBaker::FBXBaker(const QUrl& fbxURL, TextureBakerThreadGetter textureThreadGetter,
const QString& bakedOutputDir, const QString& originalOutputDir) :
_fbxURL(fbxURL),
_bakedOutputDir(bakedOutputDir),
_originalOutputDir(originalOutputDir),
_textureThreadGetter(textureThreadGetter)
{
std::call_once(onceFlag, [](){
// create the static FBX SDK manager
_sdkManager = FBXSDKManagerUniquePointer(FbxManager::Create(), [](FbxManager* manager){
manager->Destroy();
});
});
}
void FBXBaker::bake() {
auto tempDir = PathUtils::generateTemporaryDir();
if (tempDir.isEmpty()) {
handleError("Failed to create a temporary directory.");
return;
}
_tempDir = tempDir;
_originalFBXFilePath = _tempDir.filePath(_fbxURL.fileName());
qDebug() << "Made temporary dir " << _tempDir;
qDebug() << "Origin file path: " << _originalFBXFilePath;
// setup the output folder for the results of this bake
setupOutputFolder();
if (hasErrors()) {
return;
}
connect(this, &FBXBaker::sourceCopyReadyToLoad, this, &FBXBaker::bakeSourceCopy);
// make a local copy of the FBX file
loadSourceFBX();
}
void FBXBaker::bakeSourceCopy() {
// load the scene from the FBX file
importScene();
if (hasErrors()) {
return;
}
// enumerate the textures found in the scene and start a bake for them
rewriteAndBakeSceneTextures();
if (hasErrors()) {
return;
}
// export the FBX with re-written texture references
exportScene();
if (hasErrors()) {
return;
}
// check if we're already done with textures (in case we had none to re-write)
checkIfTexturesFinished();
}
void FBXBaker::setupOutputFolder() {
// make sure there isn't already an output directory using the same name
if (QDir(_bakedOutputDir).exists()) {
qWarning() << "Output path" << _bakedOutputDir << "already exists. Continuing.";
} else {
qCDebug(model_baking) << "Creating FBX output folder" << _bakedOutputDir;
// attempt to make the output folder
if (!QDir().mkpath(_bakedOutputDir)) {
handleError("Failed to create FBX output folder " + _bakedOutputDir);
return;
}
// attempt to make the output folder
if (!QDir().mkpath(_originalOutputDir)) {
handleError("Failed to create FBX output folder " + _bakedOutputDir);
return;
}
}
}
void FBXBaker::loadSourceFBX() {
// check if the FBX is local or first needs to be downloaded
if (_fbxURL.isLocalFile()) {
// load up the local file
QFile localFBX { _fbxURL.toLocalFile() };
qDebug() << "Local file url: " << _fbxURL << _fbxURL.toString() << _fbxURL.toLocalFile() << ", copying to: " << _originalFBXFilePath;
if (!localFBX.exists()) {
//QMessageBox::warning(this, "Could not find " + _fbxURL.toString(), "");
handleError("Could not find " + _fbxURL.toString());
return;
}
// make a copy in the output folder
if (!_originalOutputDir.isEmpty()) {
qDebug() << "Copying to: " << _originalOutputDir << "/" << _fbxURL.fileName();
localFBX.copy(_originalOutputDir + "/" + _fbxURL.fileName());
}
localFBX.copy(_originalFBXFilePath);
// emit our signal to start the import of the FBX source copy
emit sourceCopyReadyToLoad();
} else {
// remote file, kick off a download
auto& networkAccessManager = NetworkAccessManager::getInstance();
QNetworkRequest networkRequest;
// setup the request to follow re-directs and always hit the network
networkRequest.setAttribute(QNetworkRequest::FollowRedirectsAttribute, true);
networkRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::AlwaysNetwork);
networkRequest.setHeader(QNetworkRequest::UserAgentHeader, HIGH_FIDELITY_USER_AGENT);
networkRequest.setUrl(_fbxURL);
qCDebug(model_baking) << "Downloading" << _fbxURL;
auto networkReply = networkAccessManager.get(networkRequest);
connect(networkReply, &QNetworkReply::finished, this, &FBXBaker::handleFBXNetworkReply);
}
}
void FBXBaker::handleFBXNetworkReply() {
auto requestReply = qobject_cast<QNetworkReply*>(sender());
if (requestReply->error() == QNetworkReply::NoError) {
qCDebug(model_baking) << "Downloaded" << _fbxURL;
// grab the contents of the reply and make a copy in the output folder
QFile copyOfOriginal(_originalFBXFilePath);
qDebug(model_baking) << "Writing copy of original FBX to" << _originalFBXFilePath << copyOfOriginal.fileName();
if (!copyOfOriginal.open(QIODevice::WriteOnly)) {
// add an error to the error list for this FBX stating that a duplicate of the original FBX could not be made
handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to open " + _originalFBXFilePath + ")");
return;
}
if (copyOfOriginal.write(requestReply->readAll()) == -1) {
handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to write)");
return;
}
// close that file now that we are done writing to it
copyOfOriginal.close();
if (!_originalOutputDir.isEmpty()) {
copyOfOriginal.copy(_originalOutputDir + "/" + _fbxURL.fileName());
}
// emit our signal to start the import of the FBX source copy
emit sourceCopyReadyToLoad();
} else {
// add an error to our list stating that the FBX could not be downloaded
handleError("Failed to download " + _fbxURL.toString());
}
}
void FBXBaker::importScene() {
qDebug() << "file path: " << _originalFBXFilePath.toLocal8Bit().data() << QDir(_originalFBXFilePath).exists();
QFile fbxFile(_originalFBXFilePath);
if (!fbxFile.open(QIODevice::ReadOnly)) {
handleError("Error opening " + _originalFBXFilePath + " for reading");
return;
}
qCDebug(model_baking) << "Imported" << _fbxURL << "to FbxScene";
_rootNode = FBXReader::parseFBX(&fbxFile);
}
QString texturePathRelativeToFBX(QUrl fbxURL, QUrl textureURL) {
auto fbxPath = fbxURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
auto texturePath = textureURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
if (texturePath.startsWith(fbxPath)) {
// texture path is a child of the FBX path, return the texture path without the fbx path
return texturePath.mid(fbxPath.length());
} else {
// the texture path was not a child of the FBX path, return the empty string
return "";
}
}
QString FBXBaker::createBakedTextureFileName(const QFileInfo& textureFileInfo) {
// first make sure we have a unique base name for this texture
// in case another texture referenced by this model has the same base name
auto nameMatches = _textureNameMatchCount[textureFileInfo.baseName()];
QString bakedTextureFileName { textureFileInfo.completeBaseName() };
if (nameMatches > 0) {
// there are already nameMatches texture with this name
// append - and that number to our baked texture file name so that it is unique
bakedTextureFileName += "-" + QString::number(nameMatches);
}
bakedTextureFileName += BAKED_TEXTURE_EXT;
// increment the number of name matches
++nameMatches;
return bakedTextureFileName;
}
QUrl FBXBaker::getTextureURL(const QFileInfo& textureFileInfo, FbxFileTexture* fileTexture) {
QUrl urlToTexture;
if (textureFileInfo.exists() && textureFileInfo.isFile()) {
// set the texture URL to the local texture that we have confirmed exists
urlToTexture = QUrl::fromLocalFile(textureFileInfo.absoluteFilePath());
} else {
// external texture that we'll need to download or find
// first check if it the RelativePath to the texture in the FBX was relative
QString relativeFileName = fileTexture->GetRelativeFileName();
auto apparentRelativePath = QFileInfo(relativeFileName.replace("\\", "/"));
// this is a relative file path which will require different handling
// depending on the location of the original FBX
if (_fbxURL.isLocalFile() && apparentRelativePath.exists() && apparentRelativePath.isFile()) {
// the absolute path we ran into for the texture in the FBX exists on this machine
// so use that file
urlToTexture = QUrl::fromLocalFile(apparentRelativePath.absoluteFilePath());
} else {
// we didn't find the texture on this machine at the absolute path
// so assume that it is right beside the FBX to match the behaviour of interface
urlToTexture = _fbxURL.resolved(apparentRelativePath.fileName());
}
}
return urlToTexture;
}
image::TextureUsage::Type textureTypeForMaterialProperty(FbxProperty& property, FbxSurfaceMaterial* material) {
using namespace image::TextureUsage;
// this is a property we know has a texture, we need to match it to a High Fidelity known texture type
// since that information is passed to the baking process
// grab the hierarchical name for this property and lowercase it for case-insensitive compare
auto propertyName = QString(property.GetHierarchicalName()).toLower();
// figure out the type of the property based on what known value string it matches
if ((propertyName.contains("diffuse") && !propertyName.contains("tex_global_diffuse"))
|| propertyName.contains("tex_color_map")) {
return ALBEDO_TEXTURE;
} else if (propertyName.contains("transparentcolor") || propertyName.contains("transparencyfactor")) {
return ALBEDO_TEXTURE;
} else if (propertyName.contains("bump")) {
return BUMP_TEXTURE;
} else if (propertyName.contains("normal")) {
return NORMAL_TEXTURE;
} else if ((propertyName.contains("specular") && !propertyName.contains("tex_global_specular"))
|| propertyName.contains("reflection")) {
return SPECULAR_TEXTURE;
} else if (propertyName.contains("tex_metallic_map")) {
return METALLIC_TEXTURE;
} else if (propertyName.contains("shininess")) {
return GLOSS_TEXTURE;
} else if (propertyName.contains("tex_roughness_map")) {
return ROUGHNESS_TEXTURE;
} else if (propertyName.contains("emissive")) {
return EMISSIVE_TEXTURE;
} else if (propertyName.contains("ambientcolor")) {
return LIGHTMAP_TEXTURE;
} else if (propertyName.contains("ambientfactor")) {
// we need to check what the ambient factor is, since that tells Interface to process this texture
// either as an occlusion texture or a light map
auto lambertMaterial = FbxCast<FbxSurfaceLambert>(material);
if (lambertMaterial->AmbientFactor == 0) {
return LIGHTMAP_TEXTURE;
} else if (lambertMaterial->AmbientFactor > 0) {
return OCCLUSION_TEXTURE;
} else {
return UNUSED_TEXTURE;
}
} else if (propertyName.contains("tex_ao_map")) {
return OCCLUSION_TEXTURE;
}
return UNUSED_TEXTURE;
}
void FBXBaker::rewriteAndBakeSceneTextures() {
// enumerate the surface materials to find the textures used in the scene
int numMaterials = _scene->GetMaterialCount();
for (int i = 0; i < numMaterials; i++) {
FbxSurfaceMaterial* material = _scene->GetMaterial(i);
if (material) {
// enumerate the properties of this material to see what texture channels it might have
FbxProperty property = material->GetFirstProperty();
while (property.IsValid()) {
// first check if this property has connected textures, if not we don't need to bother with it here
if (property.GetSrcObjectCount<FbxTexture>() > 0) {
// figure out the type of texture from the material property
auto textureType = textureTypeForMaterialProperty(property, material);
if (textureType != image::TextureUsage::UNUSED_TEXTURE) {
int numTextures = property.GetSrcObjectCount<FbxFileTexture>();
for (int j = 0; j < numTextures; j++) {
FbxFileTexture* fileTexture = property.GetSrcObject<FbxFileTexture>(j);
// use QFileInfo to easily split up the existing texture filename into its components
QString fbxTextureFileName { fileTexture->GetFileName() };
QFileInfo textureFileInfo { fbxTextureFileName.replace("\\", "/") };
// make sure this texture points to something and isn't one we've already re-mapped
if (!textureFileInfo.filePath().isEmpty()) {
if (textureFileInfo.suffix() == BAKED_TEXTURE_EXT.mid(1)) {
// re-baking an FBX that already references baked textures is a fail
// so we add an error and return from here
handleError("Cannot re-bake a partially baked FBX file that references baked KTX textures");
return;
}
// construct the new baked texture file name and file path
// ensuring that the baked texture will have a unique name
// even if there was another texture with the same name at a different path
auto bakedTextureFileName = createBakedTextureFileName(textureFileInfo);
QString bakedTextureFilePath {
_bakedOutputDir + "/" + bakedTextureFileName
};
_outputFiles.push_back(bakedTextureFilePath);
qCDebug(model_baking).noquote() << "Re-mapping" << fileTexture->GetFileName()
<< "to" << bakedTextureFilePath;
// figure out the URL to this texture, embedded or external
auto urlToTexture = getTextureURL(textureFileInfo, fileTexture);
// write the new filename into the FBX scene
fileTexture->SetFileName(bakedTextureFilePath.toUtf8().data());
// write the relative filename to be the baked texture file name since it will
// be right beside the FBX
fileTexture->SetRelativeFileName(bakedTextureFileName.toLocal8Bit().constData());
if (!_bakingTextures.contains(urlToTexture)) {
// bake this texture asynchronously
bakeTexture(urlToTexture, textureType, _bakedOutputDir);
}
}
}
}
}
property = material->GetNextProperty(property);
}
}
}
}
void FBXBaker::bakeTexture(const QUrl& textureURL, image::TextureUsage::Type textureType, const QDir& outputDir) {
// start a bake for this texture and add it to our list to keep track of
QSharedPointer<TextureBaker> bakingTexture {
new TextureBaker(textureURL, textureType, outputDir),
&TextureBaker::deleteLater
};
// make sure we hear when the baking texture is done
connect(bakingTexture.data(), &Baker::finished, this, &FBXBaker::handleBakedTexture);
// keep a shared pointer to the baking texture
_bakingTextures.insert(textureURL, bakingTexture);
// start baking the texture on one of our available worker threads
bakingTexture->moveToThread(_textureThreadGetter());
QMetaObject::invokeMethod(bakingTexture.data(), "bake");
}
void FBXBaker::handleBakedTexture() {
TextureBaker* bakedTexture = qobject_cast<TextureBaker*>(sender());
// make sure we haven't already run into errors, and that this is a valid texture
if (bakedTexture) {
if (!hasErrors()) {
if (!bakedTexture->hasErrors()) {
if (!_originalOutputDir.isEmpty()) {
// we've been asked to make copies of the originals, so we need to make copies of this if it is a linked texture
// use the path to the texture being baked to determine if this was an embedded or a linked texture
// it is embeddded if the texure being baked was inside the original output folder
// since that is where the FBX SDK places the .fbm folder it generates when importing the FBX
auto originalOutputFolder = QUrl::fromLocalFile(_originalOutputDir);
if (!originalOutputFolder.isParentOf(bakedTexture->getTextureURL())) {
// for linked textures we want to save a copy of original texture beside the original FBX
qCDebug(model_baking) << "Saving original texture for" << bakedTexture->getTextureURL();
// check if we have a relative path to use for the texture
auto relativeTexturePath = texturePathRelativeToFBX(_fbxURL, bakedTexture->getTextureURL());
QFile originalTextureFile {
_originalOutputDir + "/" + relativeTexturePath + bakedTexture->getTextureURL().fileName()
};
if (relativeTexturePath.length() > 0) {
// make the folders needed by the relative path
}
if (originalTextureFile.open(QIODevice::WriteOnly) && originalTextureFile.write(bakedTexture->getOriginalTexture()) != -1) {
qCDebug(model_baking) << "Saved original texture file" << originalTextureFile.fileName()
<< "for" << _fbxURL;
} else {
handleError("Could not save original external texture " + originalTextureFile.fileName()
+ " for " + _fbxURL.toString());
return;
}
}
}
// now that this texture has been baked and handled, we can remove that TextureBaker from our hash
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
} else {
// there was an error baking this texture - add it to our list of errors
_errorList.append(bakedTexture->getErrors());
// we don't emit finished yet so that the other textures can finish baking first
_pendingErrorEmission = true;
// now that this texture has been baked, even though it failed, we can remove that TextureBaker from our list
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
}
} else {
// we have errors to attend to, so we don't do extra processing for this texture
// but we do need to remove that TextureBaker from our list
// and then check if we're done with all textures
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
}
}
}
void FBXBaker::exportScene() {
// save the relative path to this FBX inside our passed output folder
auto fileName = _fbxURL.fileName();
auto baseName = fileName.left(fileName.lastIndexOf('.'));
auto bakedFilename = baseName + BAKED_FBX_EXTENSION;
_bakedFBXFilePath = _bakedOutputDir + "/" + bakedFilename;
auto fbxData = FBXWriter::encodeFBX(_rootNode);
QFile bakedFile(_bakedFBXFilePath);
if (!bakedFile.open(QIODevice::WriteOnly)) {
handleError("Error opening " + _bakedFBXFilePath + " for writing");
return;
}
bakedFile.write(fbxData);
_outputFiles.push_back(_bakedFBXFilePath);
qCDebug(model_baking) << "Exported" << _fbxURL << "with re-written paths to" << _bakedFBXFilePath;
}
void FBXBaker::removeEmbeddedMediaFolder() {
// now that the bake is complete, remove the embedded media folder produced by the FBX SDK when it imports an FBX
//auto embeddedMediaFolderName = _fbxURL.fileName().replace(".fbx", ".fbm");
//QDir(_bakedOutputDir + ORIGINAL_OUTPUT_SUBFOLDER + embeddedMediaFolderName).removeRecursively();
}
void FBXBaker::checkIfTexturesFinished() {
// check if we're done everything we need to do for this FBX
// and emit our finished signal if we're done
if (_bakingTextures.isEmpty()) {
// remove the embedded media folder that the FBX SDK produces when reading the original
removeEmbeddedMediaFolder();
if (hasErrors()) {
// if we're checking for completion but we have errors
// that means one or more of our texture baking operations failed
if (_pendingErrorEmission) {
emit finished();
}
return;
} else {
qCDebug(model_baking) << "Finished baking, emitting finsihed" << _fbxURL;
emit finished();
}
}
}