obj-loader.cpp
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/*
* Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
// CLASS HEADER
#include "obj-loader.h"
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
#include <sstream>
#include <string.h>
namespace PbrDemo
{
namespace
{
const int MAX_POINT_INDICES = 4;
}
ObjLoader::ObjLoader()
: mSceneLoaded( false ),
mMaterialLoaded( false ),
mHasTextureUv( false ),
mHasDiffuseMap( false ),
mHasNormalMap( false ),
mHasSpecularMap( false )
{
mSceneAABB.Init();
}
ObjLoader::~ObjLoader()
{
ClearArrays();
}
bool ObjLoader::IsSceneLoaded()
{
return mSceneLoaded;
}
bool ObjLoader::IsMaterialLoaded()
{
return mMaterialLoaded;
}
void ObjLoader::CalculateHardFaceNormals( const Dali::Vector<Vector3>& points, Dali::Vector<TriIndex>& triangles,
Dali::Vector<Vector3>& normals )
{
int numFaceVertices = 3 * triangles.Size(); //Vertices per face, as each vertex has different normals instance for each face.
int normalIndex = 0; //Tracks progress through the array of normals.
normals.Clear();
normals.Resize( numFaceVertices );
//For each triangle, calculate the normal by crossing two vectors on the triangle's plane.
for( unsigned long i = 0; i < triangles.Size(); i++ )
{
//Triangle vertices.
const Vector3& v0 = points[triangles[i].pointIndex[0]];
const Vector3& v1 = points[triangles[i].pointIndex[1]];
const Vector3& v2 = points[triangles[i].pointIndex[2]];
//Triangle edges.
Vector3 edge1 = v1 - v0;
Vector3 edge2 = v2 - v0;
//Using edges as vectors on the plane, cross product to get the normal.
Vector3 normalVector = edge1.Cross(edge2);
normalVector.Normalize();
//Assign normal index to triangle vertex and set the normal vector to the list of normals.
for( unsigned long j = 0; j < 3; j++, normalIndex++ )
{
triangles[i].normalIndex[j] = normalIndex;
normals[normalIndex] = normalVector;
}
}
}
void ObjLoader::CalculateSoftFaceNormals( const Dali::Vector<Vector3>& points, Dali::Vector<TriIndex>& triangles,
Dali::Vector<Vector3>& normals )
{
int normalIndex = 0; //Tracks progress through the array of normals.
normals.Clear();
normals.Resize( points.Size() ); //One (averaged) normal per point.
//For each triangle, calculate the normal by crossing two vectors on the triangle's plane
//We then add the triangle's normal to the cumulative normals at each point of it
for( unsigned long i = 0; i < triangles.Size(); i++ )
{
//Triangle points.
const Vector3& v0 = points[triangles[i].pointIndex[0]];
const Vector3& v1 = points[triangles[i].pointIndex[1]];
const Vector3& v2 = points[triangles[i].pointIndex[2]];
//Triangle edges.
Vector3 edge1 = v1 - v0;
Vector3 edge2 = v2 - v0;
//Using edges as vectors on the plane, cross to get the normal.
Vector3 normalVector = edge1.Cross(edge2);
//Add this triangle's normal to the cumulative normal of each constituent triangle point and set the index of the normal accordingly.
for( unsigned long j = 0; j < 3; j++)
{
normalIndex = triangles[i].pointIndex[j];
triangles[i].normalIndex[j] = normalIndex; //Normal index matches up to vertex index, as one normal per vertex.
normals[normalIndex] += normalVector;
}
}
//Normalise the normals.
for( unsigned long i = 0; i < normals.Size(); i++ )
{
normals[i].Normalize();
}
}
void ObjLoader::CalculateTangentFrame()
{
//Reset tangent vector to hold new values.
mTangents.Clear();
mTangents.Resize( mNormals.Size() );
//For each triangle, calculate the tangent vector and then add it to the total tangent vector of each normal.
for ( unsigned long a = 0; a < mTriangles.Size(); a++ )
{
Vector3 tangentVector;
const Vector3& v0 = mPoints[mTriangles[a].pointIndex[0]];
const Vector3& v1 = mPoints[mTriangles[a].pointIndex[1]];
const Vector3& v2 = mPoints[mTriangles[a].pointIndex[2]];
Vector3 edge1 = v1 - v0;
Vector3 edge2 = v2 - v0;
const Vector2& w0 = mTextureUv[mTriangles[a].textureIndex[0]];
const Vector2& w1 = mTextureUv[mTriangles[a].textureIndex[1]];
const Vector2& w2 = mTextureUv[mTriangles[a].textureIndex[2]];
float deltaU1 = w1.x - w0.x;
float deltaV1 = w1.y - w0.y;
float deltaU2 = w2.x - w0.x;
float deltaV2 = w2.y - w0.y;
// 1.0/f could cause division by zero in some cases, this factor will act
// as a weight of the tangent vector and it is fixed when it is normalised.
float f = (deltaU1 * deltaV2 - deltaU2 * deltaV1);
tangentVector.x = f * ( deltaV2 * edge1.x - deltaV1 * edge2.x );
tangentVector.y = f * ( deltaV2 * edge1.y - deltaV1 * edge2.y );
tangentVector.z = f * ( deltaV2 * edge1.z - deltaV1 * edge2.z );
mTangents[mTriangles[a].normalIndex[0]] += tangentVector;
mTangents[mTriangles[a].normalIndex[1]] += tangentVector;
mTangents[mTriangles[a].normalIndex[2]] += tangentVector;
}
//Orthogonalize tangents.
for ( unsigned long a = 0; a < mTangents.Size(); a++ )
{
const Vector3& n = mNormals[a];
const Vector3& t = mTangents[a];
// Gram-Schmidt orthogonalize
mTangents[a] = t - n * n.Dot(t);
mTangents[a].Normalize();
}
}
void ObjLoader::CenterAndScale( bool center, Dali::Vector<Vector3>& points )
{
BoundingVolume newAABB;
Vector3 sceneSize = GetSize();
float biggestDimension = sceneSize.x;
if( sceneSize.y > biggestDimension )
{
biggestDimension = sceneSize.y;
}
if( sceneSize.z > biggestDimension )
{
biggestDimension = sceneSize.z;
}
newAABB.Init();
for( unsigned int ui = 0; ui < points.Size(); ++ui )
{
points[ui] = points[ui] - GetCenter();
points[ui] = points[ui] / biggestDimension;
newAABB.ConsiderNewPointInVolume(points[ui]);
}
mSceneAABB = newAABB;
}
void ObjLoader::CreateGeometryArray( Dali::Vector<Vector3>& positions,
Dali::Vector<Vector3>& normals,
Dali::Vector<Vector3>& tangents,
Dali::Vector<Vector2>& textures,
Dali::Vector<unsigned short> & indices,
bool useSoftNormals )
{
//We must calculate the tangents if they weren't supplied, or if they don't match up.
bool mustCalculateTangents = ( mTangents.Size() == 0 ) || ( mTangents.Size() != mNormals.Size() );
//However, we don't need to do this if the object doesn't use textures to begin with.
mustCalculateTangents &= mHasTextureUv;
// We calculate the normals if hard normals(flat normals) is set.
// Use the normals provided by the file to make the tangent calculation per normal,
// the correct results depends of normal generated by file, otherwise we need to recalculate
// the normal programmatically.
if( ( ( mNormals.Size() == 0 ) && mustCalculateTangents ) || !useSoftNormals )
{
if( useSoftNormals )
{
CalculateSoftFaceNormals( mPoints, mTriangles, mNormals );
}
else
{
CalculateHardFaceNormals( mPoints, mTriangles, mNormals );
}
}
if( mHasTextureUv && mustCalculateTangents )
{
CalculateTangentFrame();
}
bool mapsCorrespond; //True if the sizes of the arrays necessary to draw the object match.
if ( mHasTextureUv )
{
mapsCorrespond = ( mPoints.Size() == mTextureUv.Size() ) && ( mTextureUv.Size() == mNormals.Size() );
}
else
{
mapsCorrespond = ( mPoints.Size() == mNormals.Size() );
}
//Check the number of points textures and normals
if ( mapsCorrespond )
{
int numPoints = mPoints.Size();
int numIndices = 3 * mTriangles.Size();
positions.Resize( numPoints );
normals.Resize( numPoints );
tangents.Resize( numPoints );
textures.Resize( numPoints );
indices.Resize( numIndices );
//We create the vertices array. For now we just copy points info
positions = mPoints;
int indiceIndex = 0;
//We copy the indices
for ( unsigned int ui = 0 ; ui < mTriangles.Size() ; ++ui )
{
for ( int j = 0 ; j < 3 ; ++j )
{
indices[indiceIndex] = mTriangles[ui].pointIndex[j];
indiceIndex++;
normals[mTriangles[ui].pointIndex[j]] = mNormals[mTriangles[ui].normalIndex[j]];
if ( mHasTextureUv )
{
textures[mTriangles[ui].pointIndex[j]] = mTextureUv[mTriangles[ui].textureIndex[j]];
tangents[mTriangles[ui].pointIndex[j]] = mTangents[mTriangles[ui].normalIndex[j]];
}
}
}
}
else
{
int numVertices = 3 * mTriangles.Size();
positions.Resize( numVertices );
normals.Resize( numVertices );
textures.Resize( numVertices );
tangents.Resize( numVertices );
int index = 0;
//We have to normalize the arrays so we can draw we just one index array
for( unsigned int ui = 0; ui < mTriangles.Size(); ++ui )
{
for ( int j = 0 ; j < 3 ; ++j )
{
positions[index] = mPoints[mTriangles[ui].pointIndex[j]];
normals[index] = mNormals[mTriangles[ui].normalIndex[j]];
if( mHasTextureUv )
{
textures[index] = mTextureUv[mTriangles[ui].textureIndex[j]];
tangents[index] = mTangents[mTriangles[ui].normalIndex[j]];
}
++index;
}
}
}
}
bool ObjLoader::LoadObject( char* objBuffer, std::streampos fileSize )
{
Vector3 point;
Vector2 texture;
std::string vet[MAX_POINT_INDICES], name;
int ptIdx[MAX_POINT_INDICES];
int nrmIdx[MAX_POINT_INDICES];
int texIdx[MAX_POINT_INDICES];
TriIndex triangle,triangle2;
int pntAcum = 0, texAcum = 0, nrmAcum = 0;
bool iniObj = false;
bool hasTexture = false;
int face = 0;
//Init AABB for the file
mSceneAABB.Init();
std::string strMatActual;
std::string input( objBuffer, fileSize );
std::istringstream ss(input);
ss.imbue( std::locale( "C" ) );
std::string line;
std::getline( ss, line );
while ( std::getline( ss, line ) )
{
std::istringstream isline( line, std::istringstream::in );
std::string tag;
isline >> tag;
if ( tag == "v" )
{
//Two different objects in the same file
isline >> point.x;
isline >> point.y;
isline >> point.z;
mPoints.PushBack( point );
mSceneAABB.ConsiderNewPointInVolume( point );
}
else if ( tag == "vn" )
{
isline >> point.x;
isline >> point.y;
isline >> point.z;
mNormals.PushBack( point );
}
else if ( tag == "#_#tangent" )
{
isline >> point.x;
isline >> point.y;
isline >> point.z;
mTangents.PushBack( point );
}
else if ( tag == "#_#binormal" )
{
isline >> point.x;
isline >> point.y;
isline >> point.z;
mBiTangents.PushBack( point );
}
else if ( tag == "vt" )
{
isline >> texture.x;
isline >> texture.y;
texture.y = 1.0-texture.y;
mTextureUv.PushBack( texture );
}
else if ( tag == "#_#vt1" )
{
isline >> texture.x;
isline >> texture.y;
texture.y = 1.0-texture.y;
mTextureUv2.PushBack( texture );
}
else if ( tag == "s" )
{
}
else if ( tag == "f" )
{
if ( !iniObj )
{
//name assign
iniObj = true;
}
int numIndices = 0;
while( ( numIndices < MAX_POINT_INDICES ) && ( isline >> vet[numIndices] ) )
{
numIndices++;
}
//Hold slashes that separate attributes of the same point.
char separator;
char separator2;
const char * subString; //A pointer to the position in the string as we move through it.
subString = strstr( vet[0].c_str(),"/" ); //Search for the first '/'
if( subString )
{
if( subString[1] == '/' ) // Of the form A//C, so has points and normals but no texture coordinates.
{
for( int i = 0 ; i < numIndices; i++)
{
std::istringstream isindex( vet[i] );
isindex >> ptIdx[i] >> separator >> separator2 >> nrmIdx[i];
texIdx[i] = 0;
}
}
else if( strstr( subString, "/" ) ) // Of the form A/B/C, so has points, textures and normals.
{
for( int i = 0 ; i < numIndices; i++ )
{
std::istringstream isindex( vet[i] );
isindex >> ptIdx[i] >> separator >> texIdx[i] >> separator2 >> nrmIdx[i];
}
hasTexture = true;
}
else // Of the form A/B, so has points and textures but no normals.
{
for( int i = 0 ; i < numIndices; i++ )
{
std::istringstream isindex( vet[i] );
isindex >> ptIdx[i] >> separator >> texIdx[i];
nrmIdx[i] = 0;
}
hasTexture = true;
}
}
else // Simply of the form A, as in, point indices only.
{
for( int i = 0 ; i < numIndices; i++ )
{
std::istringstream isindex( vet[i] );
isindex >> ptIdx[i];
texIdx[i] = 0;
nrmIdx[i] = 0;
}
}
//If it is a triangle
if( numIndices == 3 )
{
for( int i = 0 ; i < 3; i++ )
{
triangle.pointIndex[i] = ptIdx[i] - 1 - pntAcum;
triangle.normalIndex[i] = nrmIdx[i] - 1 - nrmAcum;
triangle.textureIndex[i] = texIdx[i] - 1 - texAcum;
}
mTriangles.PushBack( triangle );
face++;
}
//If on the other hand it is a quad, we will create two triangles
else if( numIndices == 4 )
{
for( int i = 0 ; i < 3; i++ )
{
triangle.pointIndex[i] = ptIdx[i] - 1 - pntAcum;
triangle.normalIndex[i] = nrmIdx[i] - 1 - nrmAcum;
triangle.textureIndex[i] = texIdx[i] - 1 - texAcum;
}
mTriangles.PushBack( triangle );
face++;
for( int i = 0 ; i < 3; i++ )
{
int idx = ( i + 2 ) % numIndices;
triangle2.pointIndex[i] = ptIdx[idx] - 1 - pntAcum;
triangle2.normalIndex[i] = nrmIdx[idx] - 1 - nrmAcum;
triangle2.textureIndex[i] = texIdx[idx] - 1 - texAcum;
}
mTriangles.PushBack( triangle2 );
face++;
}
}
else if ( tag == "usemtl" )
{
isline >> strMatActual;
}
else if ( tag == "mtllib" )
{
isline >> strMatActual;
}
else if ( tag == "g" )
{
isline >> name;
}
}
if ( iniObj )
{
CenterAndScale( true, mPoints );
mSceneLoaded = true;
mHasTextureUv = hasTexture;
return true;
}
return false;
}
void ObjLoader::LoadMaterial( char* objBuffer,
std::streampos fileSize,
std::string& diffuseTextureUrl,
std::string& normalTextureUrl,
std::string& glossTextureUrl )
{
float fR,fG,fB;
std::string info;
std::string input = objBuffer;
std::istringstream ss(input);
ss.imbue(std::locale("C"));
std::string line;
std::getline( ss, line );
while ( std::getline( ss, line ) )
{
std::istringstream isline( line, std::istringstream::in );
std::string tag;
isline >> tag;
if ( tag == "newmtl" ) //name of the material
{
isline >> info;
}
else if ( tag == "Ka" ) //ambient color
{
isline >> fR >> fG >> fB;
}
else if ( tag == "Kd" ) //diffuse color
{
isline >> fR >> fG >> fB;
}
else if ( tag == "Ks" ) //specular color
{
isline >> fR >> fG >> fB;
}
else if ( tag == "Tf" ) //color
{
}
else if ( tag == "Ni" )
{
}
else if ( tag == "map_Kd" )
{
isline >> info;
diffuseTextureUrl = info;
mHasDiffuseMap = true;
}
else if ( tag == "bump" )
{
isline >> info;
normalTextureUrl = info;
mHasNormalMap = true;
}
else if ( tag == "map_Ks" )
{
isline >> info;
glossTextureUrl = info;
mHasSpecularMap = true;
}
}
mMaterialLoaded = true;
}
Geometry ObjLoader::CreateGeometry( int objectProperties, bool useSoftNormals )
{
Geometry surface = Geometry::New();
Dali::Vector<Vector3> positions;
Dali::Vector<Vector3> normals;
Dali::Vector<Vector3> tangents;
Dali::Vector<Vector2> textures;
Dali::Vector<unsigned short> indices;
CreateGeometryArray( positions, normals, tangents, textures, indices, useSoftNormals );
//All vertices need at least Position and Normal
Property::Map positionMap;
positionMap["aPosition"] = Property::VECTOR3;
VertexBuffer positionBuffer = VertexBuffer::New( positionMap );
positionBuffer.SetData( positions.Begin(), positions.Count() );
Property::Map normalMap;
normalMap["aNormal"] = Property::VECTOR3;
VertexBuffer normalBuffer = VertexBuffer::New( normalMap );
normalBuffer.SetData( normals.Begin(), normals.Count() );
surface.AddVertexBuffer( positionBuffer );
surface.AddVertexBuffer( normalBuffer );
//Some need tangent
if( ( objectProperties & TANGENTS ) && mHasTextureUv )
{
Property::Map tangentMap;
tangentMap["aTangent"] = Property::VECTOR3;
VertexBuffer tangentBuffer = VertexBuffer::New( tangentMap );
tangentBuffer.SetData( tangents.Begin(), tangents.Count() );
surface.AddVertexBuffer( tangentBuffer );
}
//Some need texture coordinates
if( ( objectProperties & TEXTURE_COORDINATES ) && mHasTextureUv )
{
Property::Map textCoordMap;
textCoordMap["aTexCoord"] = Property::VECTOR2;
VertexBuffer texCoordBuffer = VertexBuffer::New( textCoordMap );
texCoordBuffer.SetData( textures.Begin(), textures.Count() );
surface.AddVertexBuffer( texCoordBuffer );
}
//If indices are required, we set them.
if ( indices.Size() )
{
surface.SetIndexBuffer ( &indices[0], indices.Size() );
}
return surface;
}
Vector3 ObjLoader::GetCenter()
{
Vector3 center = GetSize() * 0.5 + mSceneAABB.pointMin;
return center;
}
Vector3 ObjLoader::GetSize()
{
Vector3 size = mSceneAABB.pointMax - mSceneAABB.pointMin;
return size;
}
void ObjLoader::ClearArrays()
{
mPoints.Clear();
mTextureUv.Clear();
mTextureUv2.Clear();
mNormals.Clear();
mTangents.Clear();
mBiTangents.Clear();
mTriangles.Clear();
mSceneLoaded = false;
}
bool ObjLoader::IsTexturePresent()
{
return mHasTextureUv;
}
bool ObjLoader::IsDiffuseMapPresent()
{
return mHasDiffuseMap;
}
bool ObjLoader::IsNormalMapPresent()
{
return mHasNormalMap;
}
bool ObjLoader::IsSpecularMapPresent()
{
return mHasSpecularMap;
}
} // namespace PbrDemo