celestia/src/celengine/meshmanager.cpp

539 lines
17 KiB
C++

// meshmanager.cpp
//
// Copyright (C) 2001-2010, Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <cmath>
#include <cstdint>
#include <cstring>
#include <fstream>
#include <iostream>
#include <memory>
#include <utility>
#include <vector>
#include <fmt/ostream.h>
#include <fmt/printf.h>
#include <cel3ds/3dsmodel.h>
#include <cel3ds/3dsread.h>
#include <celmath/randutils.h>
#include <celmodel/material.h>
#include <celmodel/mesh.h>
#include <celmodel/model.h>
#include <celmodel/modelfile.h>
#include <celutil/filetype.h>
#include <celutil/gettext.h>
#include <celutil/logger.h>
#include <celutil/tokenizer.h>
#include "meshmanager.h"
#include "modelgeometry.h"
#include "parser.h"
#include "spheremesh.h"
#include "texmanager.h"
using celestia::util::GetLogger;
namespace
{
struct NoiseMeshParameters
{
Eigen::Vector3f size;
Eigen::Vector3f offset;
float featureHeight;
float octaves;
float slices;
float rings;
};
float
NoiseDisplacementFunc(float u, float v, void* info)
{
float theta = u * static_cast<float>(PI) * 2;
float phi = (v - 0.5f) * static_cast<float>(PI);
// assert(info != nullptr);
auto* params = static_cast<NoiseMeshParameters*>(info);
Eigen::Vector3f p = Eigen::Vector3f(std::cos(phi) * std::cos(theta),
std::sin(phi),
std::cos(phi) * std::sin(theta))
+ params->offset;
return celmath::fractalsum(p, params->octaves) * params->featureHeight;
}
// TODO: The Celestia mesh format is deprecated
std::unique_ptr<cmod::Model>
LoadCelestiaMesh(const fs::path& filename)
{
std::ifstream meshFile(filename, std::ios::in);
if (!meshFile.good())
{
GetLogger()->error("Error opening mesh file: {}\n", filename);
return nullptr;
}
Tokenizer tokenizer(&meshFile);
Parser parser(&tokenizer);
if (tokenizer.nextToken() != Tokenizer::TokenName)
{
GetLogger()->error("Mesh file {} is invalid.\n", filename);
return nullptr;
}
if (tokenizer.getStringValue() != "SphereDisplacementMesh")
{
GetLogger()->error("{}: Unrecognized mesh type {}.\n",
filename, tokenizer.getStringValue());
return nullptr;
}
Value* meshDefValue = parser.readValue();
if (meshDefValue == nullptr)
{
GetLogger()->error("{}: Bad mesh file.\n", filename);
return nullptr;
}
if (meshDefValue->getType() != Value::HashType)
{
GetLogger()->error("{}: Bad mesh file.\n", filename);
delete meshDefValue;
return nullptr;
}
Hash* meshDef = meshDefValue->getHash();
NoiseMeshParameters params{};
params.size = Eigen::Vector3f::Ones();
params.offset = Eigen::Vector3f::Constant(10.0f);
params.featureHeight = 0.0f;
params.octaves = 1;
params.slices = 20;
params.rings = 20;
meshDef->getVector("Size", params.size);
meshDef->getVector("NoiseOffset", params.offset);
meshDef->getNumber("FeatureHeight", params.featureHeight);
meshDef->getNumber("Octaves", params.octaves);
meshDef->getNumber("Slices", params.slices);
meshDef->getNumber("Rings", params.rings);
delete meshDefValue;
auto model = std::make_unique<cmod::Model>();
SphereMesh sphereMesh(params.size,
static_cast<int>(params.rings),
static_cast<int>(params.slices),
NoiseDisplacementFunc,
(void*) &params);
model->addMesh(sphereMesh.convertToMesh());
return model;
}
cmod::Mesh
ConvertTriangleMesh(const M3DTriangleMesh& mesh,
const M3DScene& scene)
{
int nFaces = mesh.getFaceCount();
int nVertices = mesh.getVertexCount();
int nTexCoords = mesh.getTexCoordCount();
// Texture coordinates are optional. Check for tex coord count >= nVertices because some
// convertors generate extra texture coordinates.
bool hasTextureCoords = nTexCoords >= nVertices;
// Create the attribute set. Always include positions and normals, texture coords
// are optional.
std::vector<cmod::VertexAttribute> attributes;
attributes.reserve(3);
std::uint32_t vertexSize = 0;
// Position attribute are required
attributes.emplace_back(cmod::VertexAttributeSemantic::Position,
cmod::VertexAttributeFormat::Float3,
vertexSize);
vertexSize += 3;
// Normals are always generated
attributes.emplace_back(cmod::VertexAttributeSemantic::Normal,
cmod::VertexAttributeFormat::Float3,
vertexSize);
vertexSize += 3;
if (hasTextureCoords)
{
attributes.emplace_back(cmod::VertexAttributeSemantic::Texture0,
cmod::VertexAttributeFormat::Float2,
vertexSize);
vertexSize += 2;
}
// bool smooth = (mesh.getSmoothingGroupCount() == nFaces);
std::vector<Eigen::Vector3f> faceNormals;
faceNormals.reserve(nFaces);
std::vector<Eigen::Vector3f> vertexNormals;
vertexNormals.reserve(nFaces * 3);
std::vector<int> faceCounts(nVertices, 0);
std::vector<std::vector<int>> vertexFaces(nVertices);
// generate face normals
for (int i = 0; i < nFaces; i++)
{
std::uint16_t v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
faceCounts[v0]++;
faceCounts[v1]++;
faceCounts[v2]++;
Eigen::Vector3f p0 = mesh.getVertex(v0);
Eigen::Vector3f p1 = mesh.getVertex(v1);
Eigen::Vector3f p2 = mesh.getVertex(v2);
faceNormals.push_back((p1 - p0).cross(p2 - p1).normalized());
}
#if 0
if (!smooth)
{
for (int i = 0; i < nFaces; i++)
{
vertexNormals.push_back(faceNormals[i]);
vertexNormals.push_back(faceNormals[i]);
vertexNormals.push_back(faceNormals[i]);
}
}
else
#endif
{
// allocate space for vertex face indices
for (int i = 0; i < nVertices; i++)
{
vertexFaces[i].resize(faceCounts[i] + 1);
vertexFaces[i][0] = faceCounts[i];
}
for (int i = 0; i < nFaces; i++)
{
std::uint16_t v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
vertexFaces[v0][faceCounts[v0]--] = i;
vertexFaces[v1][faceCounts[v1]--] = i;
vertexFaces[v2][faceCounts[v2]--] = i;
}
// average face normals to compute the vertex normals
for (int i = 0; i < nFaces; i++)
{
std::uint16_t v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
// uint32_t smoothingGroups = mesh.getSmoothingGroups(i);
Eigen::Vector3f v = Eigen::Vector3f::Zero();
for (int j = 1; j <= vertexFaces[v0][0]; j++)
{
int k = vertexFaces[v0][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
v += faceNormals[k];
}
vertexNormals.push_back(v.normalized());
v = Eigen::Vector3f::Zero();
for (int j = 1; j <= vertexFaces[v1][0]; j++)
{
int k = vertexFaces[v1][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
v += faceNormals[k];
}
vertexNormals.push_back(v.normalized());
v = Eigen::Vector3f::Zero();
for (int j = 1; j <= vertexFaces[v2][0]; j++)
{
int k = vertexFaces[v2][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i].dot(faceNormals[k]) > 0.5f)
v += faceNormals[k];
}
vertexNormals.push_back(v.normalized());
}
}
// Create the vertex data
static_assert(sizeof(float) == sizeof(cmod::VWord), "Float does not match vertex data word size");
std::vector<cmod::VWord> vertexData(nFaces * 3 * vertexSize);
for (int i = 0; i < nFaces; i++)
{
std::uint16_t triVert[3];
mesh.getFace(i, triVert[0], triVert[1], triVert[2]);
for (unsigned int j = 0; j < 3; j++)
{
Eigen::Vector3f position = mesh.getVertex(triVert[j]);
Eigen::Vector3f normal = vertexNormals[i * 3 + j];
int dataOffset = (i * 3 + j) * vertexSize;
std::memcpy(vertexData.data() + dataOffset, position.data(), sizeof(float) * 3);
std::memcpy(vertexData.data() + dataOffset + 3, normal.data(), sizeof(float) * 3);
if (hasTextureCoords)
{
Eigen::Vector2f texCoord = mesh.getTexCoord(triVert[j]);
std::memcpy(vertexData.data() + dataOffset + 6, texCoord.data(), sizeof(float) * 2);
}
}
}
// Create the mesh
cmod::Mesh newMesh;
newMesh.setVertexDescription(cmod::VertexDescription(std::move(attributes)));
newMesh.setVertices(nFaces * 3, std::move(vertexData));
for (uint32_t i = 0; i < mesh.getMeshMaterialGroupCount(); ++i)
{
const M3DMeshMaterialGroup* matGroup = mesh.getMeshMaterialGroup(i);
// Vertex lists are not indexed, so the conversion to an indexed format is
// trivial (although much space is wasted storing unnecessary indices.)
std::uint32_t nMatGroupFaces = matGroup->faces.size();
std::vector<cmod::Index32> indices;
indices.reserve(nMatGroupFaces * 3);
for (std::uint32_t j = 0; j < nMatGroupFaces; ++j)
{
std::uint16_t faceIndex = matGroup->faces[j];
indices.push_back(faceIndex * 3 + 0);
indices.push_back(faceIndex * 3 + 1);
indices.push_back(faceIndex * 3 + 2);
}
// Lookup the material index
std::uint32_t materialIndex = 0;
for (std::uint32_t j = 0; j < scene.getMaterialCount(); ++j)
{
if (matGroup->materialName == scene.getMaterial(j)->getName())
{
materialIndex = j;
break;
}
}
newMesh.addGroup(cmod::PrimitiveGroupType::TriList, materialIndex, std::move(indices));
}
return newMesh;
}
std::unique_ptr<cmod::Model>
Convert3DSModel(const M3DScene& scene, const fs::path& texPath)
{
auto model = std::make_unique<cmod::Model>();
// Convert the materials
for (std::uint32_t i = 0; i < scene.getMaterialCount(); i++)
{
const M3DMaterial* material = scene.getMaterial(i);
cmod::Material newMaterial;
M3DColor diffuse = material->getDiffuseColor();
newMaterial.diffuse = cmod::Color(diffuse.red, diffuse.green, diffuse.blue);
newMaterial.opacity = material->getOpacity();
M3DColor specular = material->getSpecularColor();
newMaterial.specular = cmod::Color(specular.red, specular.green, specular.blue);
float shininess = material->getShininess();
// Map the 3DS file's shininess from percentage (0-100) to
// range that OpenGL uses for the specular exponent. The
// current equation is just a guess at the mapping that
// 3DS actually uses.
newMaterial.specularPower = std::pow(2.0f, 1.0f + 0.1f * shininess);
if (newMaterial.specularPower > 128.0f)
newMaterial.specularPower = 128.0f;
if (!material->getTextureMap().empty())
{
ResourceHandle tex = GetTextureManager()->getHandle(TextureInfo(material->getTextureMap(), texPath, TextureInfo::WrapTexture));
newMaterial.setMap(cmod::TextureSemantic::DiffuseMap, tex);
}
model->addMaterial(std::move(newMaterial));
}
// Convert all models in the scene. Some confusing terminology: a 3ds 'scene' is the same
// as a Celestia model, and a 3ds 'model' is the same as a Celestia mesh.
for (std::uint32_t i = 0; i < scene.getModelCount(); i++)
{
const M3DModel* model3ds = scene.getModel(i);
if (model3ds)
{
for (unsigned int j = 0; j < model3ds->getTriMeshCount(); j++)
{
const M3DTriangleMesh* mesh = model3ds->getTriMesh(j);
if (mesh)
{
model->addMesh(ConvertTriangleMesh(*mesh, scene));
}
}
}
}
return model;
}
constexpr const fs::path::value_type UniqueSuffixChar = '!';
} // end unnamed namespace
GeometryManager*
GetGeometryManager()
{
static GeometryManager geometryManager("models");
return &geometryManager;
}
fs::path
GeometryInfo::resolve(const fs::path& baseDir)
{
// Ensure that models with different centers get resolved to different objects by
// adding a 'uniquifying' suffix to the filename that encodes the center value.
// This suffix is stripped before the file is actually loaded.
fs::path::string_type uniquifyingSuffix;
fs::path::string_type format;
#ifdef _WIN32
format = L"%c%f,%f,%f,%f,%d";
#else
format = "%c%f,%f,%f,%f,%d";
#endif
uniquifyingSuffix = fmt::sprintf(format, UniqueSuffixChar, center.x(), center.y(), center.z(), scale, (int) isNormalized);
if (!path.empty())
{
fs::path filename = path / "models" / source;
std::ifstream in(filename);
if (in.good())
{
resolvedToPath = true;
return filename += uniquifyingSuffix;
}
}
return (baseDir / source) += uniquifyingSuffix;
}
Geometry*
GeometryInfo::load(const fs::path& resolvedFilename)
{
// Strip off the uniquifying suffix
fs::path::string_type::size_type uniquifyingSuffixStart = resolvedFilename.native().rfind(UniqueSuffixChar);
fs::path filename = resolvedFilename.native().substr(0, uniquifyingSuffixStart);
std::clog << fmt::sprintf(_("Loading model: %s\n"), filename);
std::unique_ptr<cmod::Model> model = nullptr;
ContentType fileType = DetermineFileType(filename);
if (fileType == Content_3DStudio)
{
std::unique_ptr<M3DScene> scene = Read3DSFile(filename);
if (scene != nullptr)
{
if (resolvedToPath)
model = Convert3DSModel(*scene, path);
else
model = Convert3DSModel(*scene, "");
if (isNormalized)
model->normalize(center);
else
model->transform(center, scale);
}
}
else if (fileType == Content_CelestiaModel)
{
std::ifstream in(filename, std::ios::binary);
if (in.good())
{
model = cmod::LoadModel(
in,
[&](const fs::path& name)
{
return GetTextureManager()->getHandle(TextureInfo(name, path, TextureInfo::WrapTexture));
});
if (model != nullptr)
{
if (isNormalized)
model->normalize(center);
else
model->transform(center, scale);
}
}
}
else if (fileType == Content_CelestiaMesh)
{
model = LoadCelestiaMesh(filename);
if (model != nullptr)
{
if (isNormalized)
model->normalize(center);
else
model->transform(center, scale);
}
}
// Condition the model for optimal rendering
if (model != nullptr)
{
// Many models tend to have a lot of duplicate materials; eliminate
// them, since unnecessarily setting material parameters can adversely
// impact rendering performance. Ideally uniquification of materials
// would be performed just once when the model was created, but
// that's not the case.
std::uint32_t originalMaterialCount = model->getMaterialCount();
model->uniquifyMaterials();
// Sort the submeshes roughly by opacity. This will eliminate a
// good number of the errors caused when translucent triangles are
// rendered before geometry that they cover.
model->sortMeshes(cmod::Model::OpacityComparator());
model->determineOpacity();
// Display some statics for the model
std::clog << fmt::sprintf(
_(" Model statistics: %u vertices, %u primitives, %u materials (%u unique)\n"),
model->getVertexCount(),
model->getPrimitiveCount(),
originalMaterialCount,
model->getMaterialCount());
return new ModelGeometry(std::move(model));
}
else
{
std::clog << fmt::sprintf(_("Error loading model '%s'\n"), filename);
return nullptr;
}
}