Inheritance: IDisposable
Beispiel #1
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        private static void InitProgress(Module.Import.Assimp.Context context, Module.ProgressCallback callback, aiScene scene)
        {
            uint nb_textures = 0;

            using (aiMaterialArray assimp_materials = scene.Materials)
            {
                uint nb_materials = assimp_materials.Size();

                for (uint i = 0; i < nb_materials; i++)
                {
                    using (aiMaterial material = assimp_materials.Get(i))
                    {
                        foreach (KeyValuePair <string, aiTextureType> pair in Assimp.Convert.textureTypes)
                        {
                            using (aiString texture_name = new aiString())
                            {
                                if (material.GetTexturePath(pair.Value, 0, texture_name))
                                {
                                    nb_textures++;
                                }
                            }
                        }
                    }
                }
            }

            uint nb_steps = Node.ASSIMP_PROGRESS_FACTOR * CountNodes(scene.mRootNode);

            nb_steps += Mesh.ASSIMP_PROGRESS_FACTOR * scene.Meshes.Size();
            nb_steps += Material.ASSIMP_PROGRESS_FACTOR * scene.Materials.Size();
            nb_steps += Texture.ASSIMP_PROGRESS_FACTOR * nb_textures;
            nb_steps  = (uint)(nb_steps / (1f - assimpNativeLoadingPrecentage));

            context.progress.Init(nb_steps, callback);
        }
Beispiel #2
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        public static void FromAssimp(Module.Import.Assimp.Context context, aiScene scene)
        {
            if (scene.HasMaterials())
            {
                using (aiMaterialArray assimp_materials = scene.Materials)
                {
                    uint material_size = assimp_materials.Size();

                    // Reserve the right amount of memory
                    context.scene.materials = new Material[(int)material_size + 1];

                    // Create a material for lines
                    Material line_material = new Material();
                    line_material.name   = "Line";
                    line_material.shader = defaultAssimpLineShader;
                    line_material.floats = new Dictionary <string, float>();
                    line_material.colors = new Dictionary <string, Color>();
                    line_material.floats.Add(defaultAssimpLineShaderWidth, unityLineWidth);
                    line_material.colors.Add(Assimp.Convert.unityDiffuseColorName, Color.black);
                    context.scene.materials[(int)material_size] = line_material;

                    // Load all the materials
                    for (uint i = 0; i < material_size; i++)
                    {
                        aiMaterial material = assimp_materials.Get(i);

                        // LoadMaterial must dispose of the given material afterward
                        // We must use a proxy method for saving the result into the array because the index i is captured by the lambda otherwise and it's value is indefinite across multiple threads.
                        context.threads.ExecAndSaveToArray(context.scene.materials, (int)i, () => FromAssimp(context, scene, material));
                    }
                }
            }
        }
Beispiel #3
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        internal static Dictionary <string, SetColor> SetColors(aiMaterial material)
        {
            Dictionary <string, SetColor> color_types = new Dictionary <string, SetColor> {
                { unityDiffuseColorName, material.SetColorDiffuse },
                { unitySpecularColorName, material.SetColorSpecular },
                { unityEmissiveColorName, material.SetColorEmissive },
                //{"_???", material.SetColorAmbient},
                //{"_???", material.SetColorTransparent},
                //{"_???", material.SetColorReflective},
            };

            return(color_types);
        }
Beispiel #4
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        public static void ToAssimp(Module.Export.Assimp.Context context, Scene scene)
        {
            if (scene.materials != null && scene.materials.Length > 0)
            {
                using (aiMaterialArray materials = context.scene.Materials)
                {
                    uint count = (uint)scene.materials.Length;

                    materials.Reserve(count, true);

                    for (uint i = 0; i < count; i++)
                    {
                        uint index = i;                                // To avoid problems of lambda expression getting 'for' variable by reference (even if uint are not ref normaly!)

                        aiMaterial assimp_material = new aiMaterial(); // Allocation in another thread fails so we must do it before starting the task

                        materials.Set(index, assimp_material.Unmanaged());

                        context.threads.AddTask(() => scene.materials[index].ToAssimp(context, scene, assimp_material));
                    }
                }
            }
        }
Beispiel #5
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 internal static HandleRef getCPtr(aiMaterial obj) {
   return (obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr;
 }
Beispiel #6
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 internal static HandleRef getCPtr(aiMaterial obj)
 {
     return((obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr);
 }
Beispiel #7
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        private static Material FromAssimp(Module.Import.Assimp.Context context, aiScene scene, aiMaterial material_data)
        {
            Material material = new Material();

            // Initialize dictionaries before hand because we do not know in advance wich ones we will need
            material.floats   = new Dictionary <string, float>();
            material.colors   = new Dictionary <string, Color>();
            material.textures = new Dictionary <string, TextureParams>();

            // Name
            using (aiString material_name = new aiString())
            {
                if (material_data.GetName(material_name))
                {
                    material.name = material_name.ToString();
                }
            }

            // shader
            material.shader = Constants.defaultAssimpShader;

            // Shininess
            float shininess;

            if (material_data.GetShininess(out shininess))
            {
                aiShadingMode shading;

                if (material_data.GetShadingModel(out shading))
                {
                    if (shading != aiShadingMode.aiShadingMode_Blinn && shading != aiShadingMode.aiShadingMode_Phong)
                    {
                        // Unsupported shading model
                        Debug.LogWarningFormat("The shading model for material {0} is not supported. The value for the shininess is likely to be incorrect.", material.name);
                    }
                }

                const int factor = 128;                 // unity shader factor
                shininess /= factor;
            }

            // Gloss
            float gloss;

            if (material_data.GetShininessStrength(out gloss))
            {
                shininess *= gloss;
            }

            // Reflectivity
            float reflectivity;

            if (material_data.GetReflectivity(out reflectivity))
            {
                material.floats.Add(Assimp.Convert.unityMetallicValueName, reflectivity);
            }

            material.floats.Add(Assimp.Convert.unityGlossinessValueName, Smoothness(shininess, reflectivity));

            // Colors
            foreach (KeyValuePair <string, Assimp.Convert.GetColor> pair in Assimp.Convert.GetColors(material_data))
            {
                using (aiColor4D color = new aiColor4D())
                {
                    if (pair.Value(color))
                    {
                        Color unity_color = Assimp.Convert.AssimpToUnity.Color(color);

                        bool set_color = true;

                        switch (pair.Key)
                        {
                        case Assimp.Convert.unityDiffuseColorName:
                            // Global opacity
                            float opacity;

                            if (material_data.GetOpacity(out opacity) && opacity < 1.0f)
                            {
                                unity_color.a = opacity;

                                material.floats.Add(Assimp.Convert.unityRenderModeName, (float)CLARTE.Shaders.Standard.Utility.BlendMode.TRANSPARENT);
                            }

                            break;

                        case Assimp.Convert.unitySpecularColorName:
                            // Specular color must be very close to black
                            unity_color = 0.1f * unity_color;

                            break;

                        case Assimp.Convert.unityEmissiveColorName:
                            if (!CLARTE.Shaders.Standard.Utility.ShouldEmissionBeEnabled(unity_color))
                            {
                                set_color = false;
                            }

                            break;
                        }

                        if (set_color)
                        {
                            material.colors.Add(pair.Key, unity_color);
                        }
                    }
                }
            }

            // Textures
            foreach (KeyValuePair <string, aiTextureType> pair in Assimp.Convert.textureTypes)
            {
                // Make a copy to avoid problem of loop variable captured by reference by lambda expression
                string        texture_key  = pair.Key;
                aiTextureType texture_type = pair.Value;

                context.threads.AddTask(() => Texture.FromAssimp(context, material, scene, material_data, texture_key, texture_type, reflectivity));
            }

            // We must dispose of the given parameter to free unused memory. However other tasks may still be using this material (i.e. textures), so we will let the garbage collector do it's job.
            //material_data.Dispose();

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);

            return(material);
        }
Beispiel #8
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        private void ToAssimp(Module.Export.Assimp.Context context, Scene scene, aiMaterial assimp_material)
        {
            // Name
            if (!string.IsNullOrEmpty(name))
            {
                using (aiString assimp_material_name = new aiString(name))
                {
                    assimp_material.SetName(assimp_material_name.Unmanaged());
                }
            }

            // Set flag for transparent texture if the shader use transparency
            if (renderQueue == (int)UnityEngine.Rendering.RenderQueue.Transparent)
            {
                assimp_material.SetTextureFlags(aiTextureType.aiTextureType_DIFFUSE, 0, aiTextureFlags.aiTextureFlags_UseAlpha);
            }

            // Reflectivity
            float reflectivity;

            if (floats == null || !floats.TryGetValue("_Metallic", out reflectivity))
            {
                reflectivity = 0f;
            }

            assimp_material.SetReflectivity(reflectivity);

            // Shininess
            float smoothness;

            if (floats == null || !floats.TryGetValue("_Glossiness", out smoothness))
            {
                smoothness = 0f;
            }

            float shininess = 2.0f * smoothness - (reflectivity > 0.0f ? reflectivity : 0.0f);

            if (shininess > 0.0f)
            {
                const int factor = 128;                 // unity shader factor

                assimp_material.SetShadingModel(aiShadingMode.aiShadingMode_Phong);
                assimp_material.SetShininess(shininess * factor);
                assimp_material.SetShininessStrength(1.0f);
            }
            else
            {
                assimp_material.SetShadingModel(aiShadingMode.aiShadingMode_Gouraud);
            }

            // Colors
            if (colors != null)
            {
                foreach (KeyValuePair <string, Assimp.Convert.SetColor> pair in Assimp.Convert.SetColors(assimp_material))
                {
                    if (colors.ContainsKey(pair.Key))
                    {
                        Color unity_color = colors[pair.Key];

                        switch (pair.Key)
                        {
                        case Assimp.Convert.unityDiffuseColorName:
                            if (unity_color.a < 1.0f)
                            {
                                assimp_material.SetOpacity(unity_color.a);
                            }

                            break;

                        case Assimp.Convert.unitySpecularColorName:
                            // Revert specular color to original value
                            unity_color = 10.0f * unity_color;

                            break;

                        default:
                            break;
                        }

                        using (aiColor4D color = Assimp.Convert.UnityToAssimp.Color(unity_color))
                        {
                            pair.Value(color);
                        }
                    }
                }
            }

            // Textures
            if (textures != null)
            {
                Dictionary <Texture, aiTextureType> textures_types = new Dictionary <Texture, aiTextureType>();

                // Get supported textures
                foreach (KeyValuePair <string, aiTextureType> pair in Assimp.Convert.textureTypes)
                {
                    if (textures.ContainsKey(pair.Key))
                    {
                        Texture texture = scene.textures[textures[pair.Key].index];

                        if (texture != null)
                        {
                            textures_types.Add(texture, pair.Value);
                        }
                    }
                }

                // Export each supported textures
                foreach (KeyValuePair <Texture, aiTextureType> texture_pair in textures_types)
                {
                    // Make a copy to avoid problem of loop variable captured by reference by lambda expression
                    Texture       texture      = texture_pair.Key;
                    aiTextureType texture_type = texture_pair.Value;

                    context.threads.AddTask(() => texture.ToAssimp(context, texture_type, assimp_material));
                }
            }

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);
        }
Beispiel #9
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 public static void CopyPropertyList(aiMaterial pcDest, aiMaterial pcSrc)
 {
     AssimpPINVOKE.aiMaterial_CopyPropertyList(aiMaterial.getCPtr(pcDest), aiMaterial.getCPtr(pcSrc));
 }
Beispiel #10
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        private void ToAssimp(Module.Export.Assimp.Context context, string texture_name, aiTextureType texture_type, aiMaterial material)
        {
            if (!string.IsNullOrEmpty(texture_name))
            {
                string final_texture_name = null;

                if (texture_name.Length >= 1 && texture_name[0] == '*')
                {
                    // Special textures
                    if (texture_name.Length >= 3 && texture_name[1] == '*')
                    {
                        switch (texture_name[2])
                        {
                        case 'N':
                            // New normal texture generated from height map
                            texture_type = aiTextureType.aiTextureType_HEIGHT;

                            final_texture_name = texture_name.Substring(3);

                            break;

                        case 'A':
                            // Secondary texture encoded in alpha channel
                            string[] textures = texture_name.Substring(3).Split('|');

                            if (textures.Length == 2)
                            {
                                ToAssimp(context, textures[0], texture_type, material);

                                switch (texture_type)
                                {
                                case aiTextureType.aiTextureType_DIFFUSE:
                                    texture_type = aiTextureType.aiTextureType_OPACITY;
                                    break;

                                case aiTextureType.aiTextureType_SPECULAR:
                                    texture_type = aiTextureType.aiTextureType_SHININESS;
                                    break;

                                default:
                                    break;
                                }

                                ToAssimp(context, textures[1], texture_type, material);
                            }
                            else
                            {
                                throw new FormatException("The texture + alpha should contain identifiers to only two original textures");
                            }

                            break;

                        case 'E':
                            // Empty texture

                            break;

                        default:
                            break;
                        }
                    }
                    else                     // Embeded texture
                    {
                        if (unityTexture != null)
                        {
                            using (aiTextureArray textures = context.scene.Textures)
                            {
                                uint index = textures.Size();

                                final_texture_name = "*" + index;

                                using (aiTexture texture = new aiTexture())
                                {
                                    texture.data          = unityTexture.EncodeToPNG();
                                    texture.achFormatHint = "png";

                                    textures.Set(index, texture.Unmanaged());
                                }
                            }
                        }
                    }
                }
                else
                {
                    final_texture_name = texture_name;
                }

                if (final_texture_name != null)
                {
                    using (aiString assimp_texture_name = new aiString(final_texture_name))
                    {
                        lock (material)
                        {
                            material.SetTexturePath(texture_type, 0, assimp_texture_name.Unmanaged());
                        }
                    }

                    context.progress.Update(ASSIMP_PROGRESS_FACTOR);
                }
            }
        }
Beispiel #11
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 public static void CopyPropertyList(aiMaterial pcDest, aiMaterial pcSrc) {
   AssimpPINVOKE.aiMaterial_CopyPropertyList(aiMaterial.getCPtr(pcDest), aiMaterial.getCPtr(pcSrc));
 }
Beispiel #12
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 public void ToAssimp(Module.Export.Assimp.Context context, aiTextureType texture_type, aiMaterial material)
 {
     ToAssimp(context, filename, texture_type, material);
 }
Beispiel #13
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        private static void FromAssimpNormalsFromHeightmap(Module.Import.Assimp.Context context, Material material, aiMaterial material_data, aiScene scene)
        {
            if (material_data.GetTextureCount(Assimp.Convert.textureTypes[Assimp.Convert.unityBumpName]) <= 0)
            {
                using (aiString texture_name = new aiString())
                {
                    if (material_data.GetTexturePath(aiTextureType.aiTextureType_HEIGHT, 0, texture_name))
                    {
                        string filename = string.Format("**N{0}", texture_name.C_Str());

                        material.AddTextureParams(Assimp.Convert.unityBumpName, new Material.TextureParams(context.scene.GetAssimpTexture(filename, () =>
                        {
                            Texture texture = new Texture(context, texture_name.C_Str(), scene).HeightmapToNormals(0.5).Blur(0.5);

                            texture.filename = filename;

                            return(texture);
                        }).Item2));
                    }
                }
            }
        }
Beispiel #14
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        private static void FromAssimpAlphaTexture(Module.Import.Assimp.Context context, Material material, aiMaterial material_data, aiScene scene, string unity_property, aiTextureType texture_type, Color default_color, Func <Color, float> op)
        {
            if (material_data.GetTextureCount(texture_type) > 0)
            {
                using (aiString texture_name = new aiString())
                {
                    if (material_data.GetTexturePath(texture_type, 0, texture_name))
                    {
                        Texture alpha    = new Texture(context, texture_name.ToString(), scene);
                        Texture base_tex = null;

                        Material.TextureParams param = material.GetTextureParams(unity_property);

                        if (param != null)
                        {
                            CLARTE.Backport.Tuple <Texture, uint> res = context.scene.GetAssimpTexture(param.index);

                            if (res != null)
                            {
                                base_tex = res.Item1;
                            }
                            else
                            {
                                Debug.LogErrorFormat("Invalid texture index. '{0}' was registered for material '{1}' as texture with index '{2}'. However no texture was found with this index.", unity_property, material.Name, param.index);
                            }
                        }
                        else
                        {
                            CLARTE.Backport.Tuple <Texture, uint> assimp_tex = context.scene.GetAssimpTexture(Guid.NewGuid().ToString(), () => new Texture("**E", alpha.width, alpha.height, default_color));

                            material.AddTextureParams(unity_property, new Material.TextureParams(assimp_tex.Item2));

                            base_tex = assimp_tex.Item1;
                        }

                        if (base_tex != null)
                        {
                            base_tex.AddToAlpha(alpha, op);

                            base_tex.filename = string.Format("**A{0}|{1}", base_tex.filename, texture_name.C_Str());
                        }
                    }
                }
            }
        }
Beispiel #15
0
        public static void FromAssimp(Module.Import.Assimp.Context context, Material material, aiScene scene, aiMaterial material_data, string texture_key, aiTextureType texture_type, float reflectivity)
        {
            if (texture_type != aiTextureType.aiTextureType_NONE && material_data.GetTextureCount(texture_type) > 0)
            {
                using (aiString texture_name = new aiString())
                {
                    if (material_data.GetTexturePath(texture_type, 0, texture_name))
                    {
                        string filename = texture_name.C_Str();

                        uint index = context.scene.GetAssimpTexture(filename, () => new Texture(context, filename, scene)).Item2;

                        material.AddTextureParams(texture_key, new Material.TextureParams(index));

                        context.progress.Update(ASSIMP_PROGRESS_FACTOR);
                    }
                }
            }

            Color default_color;

            // Add textures as alpha channel of existing textures, or compute normal map from heightmap if not defined.
            switch (texture_key)
            {
            case Assimp.Convert.unityMainTexName:
                default_color = Color.white;

                Color?diffuse = material.GetColor(Assimp.Convert.unityDiffuseColorName);

                if (diffuse.HasValue)
                {
                    default_color = diffuse.Value;
                }

                // Opacity as main texture alpha channel
                FromAssimpAlphaTexture(context, material, material_data, scene, Assimp.Convert.unityMainTexName, aiTextureType.aiTextureType_OPACITY, default_color, c => c.grayscale);
                break;

            case Assimp.Convert.unityMetallicGlossName:
                default_color = Color.black;

                float?metallic = material.GetFloat(Assimp.Convert.unityMetallicValueName);

                if (metallic.HasValue)
                {
                    default_color = new Color(metallic.Value, metallic.Value, metallic.Value, 1f);
                }

                // Shininess as alpha channel of metallic gloss map
                FromAssimpAlphaTexture(context, material, material_data, scene, Assimp.Convert.unityMetallicGlossName, aiTextureType.aiTextureType_SHININESS, default_color, c => Material.Smoothness(c.grayscale, reflectivity));
                break;

            case Assimp.Convert.unitySpecGlossName:
                default_color = Color.black;

                Color?specular = material.GetColor(Assimp.Convert.unitySpecularColorName);

                if (specular.HasValue)
                {
                    default_color = specular.Value;
                }

                // Shininess as alpha channel of specular gloss map
                FromAssimpAlphaTexture(context, material, material_data, scene, Assimp.Convert.unitySpecGlossName, aiTextureType.aiTextureType_SHININESS, default_color, c => Material.Smoothness(c.grayscale, reflectivity));
                break;

            case Assimp.Convert.unityBumpName:
                // Bump mapping from heightmap if not defined from normals
                FromAssimpNormalsFromHeightmap(context, material, material_data, scene);
                break;
            }
        }
Beispiel #16
0
        public static aiReturn aiGetMaterialUVTransform(aiMaterial pMat, string pKey, uint type, uint index, aiUVTransform pOut)
        {
            aiReturn ret = (aiReturn)assimp_swigPINVOKE.aiGetMaterialUVTransform(aiMaterial.getCPtr(pMat), pKey, type, index, aiUVTransform.getCPtr(pOut));

            return(ret);
        }