Source

dark-hammer / 3rdparty / assimp / src / TextureTransform.cpp

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2012, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the 
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

/** @file A helper class that processes texture transformations */


#include "AssimpPCH.h"
#include "TextureTransform.h"

using namespace Assimp;


// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TextureTransformStep::TextureTransformStep()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TextureTransformStep::~TextureTransformStep()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TextureTransformStep::IsActive( unsigned int pFlags) const
{
	return	(pFlags & aiProcess_TransformUVCoords) != 0;
}

// ------------------------------------------------------------------------------------------------
// Setup properties
void TextureTransformStep::SetupProperties(const Importer* pImp)
{
	configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
}

// ------------------------------------------------------------------------------------------------
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
{
	/*  This function tries to simplify the input UV transformation.
	 *  That's very important as it allows us to reduce the number 
	 *  of output UV channels. The oder in which the transformations
	 *  are applied is - as always - scaling, rotation, translation.
	 */

	char szTemp[512];
	int rounded = 0;


	/* Optimize the rotation angle. That's slightly difficult as
	 * we have an inprecise floating-point number (when comparing
	 * UV transformations we'll take that into account by using
	 * an epsilon of 5 degrees). If there is a rotation value, we can't
	 * perform any further optimizations.
	 */
	if (info.mRotation)
	{
		float out = info.mRotation;
		if ((rounded = (int)(info.mRotation / (float)AI_MATH_TWO_PI)))
		{
			out -= rounded*(float)AI_MATH_PI;

			sprintf(szTemp,"Texture coordinate rotation %f can be simplified to %f",info.mRotation,out);
			DefaultLogger::get()->info(szTemp);
		}

		// Next step - convert negative rotation angles to positives
		if (out < 0.f)
			out = (float)AI_MATH_TWO_PI * 2 + out;

		info.mRotation = out;
		return;
	}


	/* Optimize UV translation in the U direction. To determine whether
	 * or not we can optimize we need to look at the requested mapping
	 * type (e.g. if mirroring is active there IS a difference between
	 * offset 2 and 3)
	 */
	if ((rounded  = (int)info.mTranslation.x))	{
		float out;
		szTemp[0] = 0;
		if (aiTextureMapMode_Wrap == info.mapU)	{
			// Wrap - simple take the fraction of the field
			out = info.mTranslation.x-(float)rounded;
			sprintf(szTemp,"[w] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
		}
		else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded)	{
			// Mirror 
			if (rounded % 2)
				rounded--;
			out = info.mTranslation.x-(float)rounded;

			sprintf(szTemp,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
		}
		else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU)	{
			// Clamp - translations beyond 1,1 are senseless
			sprintf(szTemp,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);

			out = 1.f;
		}
		if (szTemp[0])		{
			DefaultLogger::get()->info(szTemp);
			info.mTranslation.x = out;
		}
	}

	/* Optimize UV translation in the V direction. To determine whether
	 * or not we can optimize we need to look at the requested mapping
	 * type (e.g. if mirroring is active there IS a difference between
	 * offset 2 and 3)
	 */
	if ((rounded  = (int)info.mTranslation.y))	{
		float out;
		szTemp[0] = 0;
		if (aiTextureMapMode_Wrap == info.mapV)	{
			// Wrap - simple take the fraction of the field
			out = info.mTranslation.y-(float)rounded;
			sprintf(szTemp,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
		}
		else if (aiTextureMapMode_Mirror == info.mapV  && 1 != rounded)	{
			// Mirror 
			if (rounded % 2)
				rounded--;
			out = info.mTranslation.x-(float)rounded;

			sprintf(szTemp,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
		}
		else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV)	{
			// Clamp - translations beyond 1,1 are senseless
			sprintf(szTemp,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);

			out = 1.f;
		}
		if (szTemp[0])	{
			DefaultLogger::get()->info(szTemp);
			info.mTranslation.y = out;
		}
	}
	return;
}

// ------------------------------------------------------------------------------------------------
void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
{
	// Don't set if == 0 && wasn't set before
	for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
		const TTUpdateInfo& info = *it;

		if (info.directShortcut)
			*info.directShortcut = n;
		else if (!n)
		{
			info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));
		}
	}
}

// ------------------------------------------------------------------------------------------------
inline const char* MappingModeToChar(aiTextureMapMode map)
{
	if (aiTextureMapMode_Wrap == map)
		return "-w";

	if (aiTextureMapMode_Mirror == map)
		return "-m";
	
	return "-c";
}

// ------------------------------------------------------------------------------------------------
void TextureTransformStep::Execute( aiScene* pScene) 
{
	DefaultLogger::get()->debug("TransformUVCoordsProcess begin");
	

	/*  We build a per-mesh list of texture transformations we'll need
	 *  to apply. To achieve this, we iterate through all materials, 
	 *  find all textures and get their transformations and UV indices. 
	 *  Then we search for all meshes using this material.
	 */
	typedef std::list<STransformVecInfo> MeshTrafoList;
	std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);

	for (unsigned int i = 0; i < pScene->mNumMaterials;++i)	{

		aiMaterial* mat = pScene->mMaterials[i];
		for (unsigned int a = 0; a < mat->mNumProperties;++a)	{

			aiMaterialProperty* prop = mat->mProperties[a];
			if (!::strcmp( prop->mKey.data, "$tex.file"))	{
				STransformVecInfo info;

				// Setup a shortcut structure to allow for a fast updating
				// of the UV index later
				TTUpdateInfo update;
				update.mat = (aiMaterial*) mat;
				update.semantic = prop->mSemantic;
				update.index = prop->mIndex;

				// Get textured properties and transform
				for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)  {
					aiMaterialProperty* prop2 = mat->mProperties[a2];
					if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {
						continue;
					}

					if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {
						info.uvIndex = *((int*)prop2->mData);

						// Store a direct pointer for later use
						update.directShortcut = (unsigned int*) prop2->mData;
					}

					else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {
						info.mapU = *((aiTextureMapMode*)prop2->mData);
					}
					else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {
						info.mapV = *((aiTextureMapMode*)prop2->mData);
					}
					else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo"))  {
						// ValidateDS should check this
						ai_assert(prop2->mDataLength >= 20); 
						::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);

						// Directly remove this property from the list 
						mat->mNumProperties--;
						for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
							mat->mProperties[a3] = mat->mProperties[a3+1];
						}

						delete prop2;

						// Warn: could be an underflow, but this does not invoke undefined behaviour
						--a2; 
					}
				}

				// Find out which transformations are to be evaluated
				if (!(configFlags & AI_UVTRAFO_ROTATION)) {
					info.mRotation = 0.f;
				}
				if (!(configFlags & AI_UVTRAFO_SCALING)) {
					info.mScaling = aiVector2D(1.f,1.f);
				}
				if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {
					info.mTranslation = aiVector2D(0.f,0.f);
				}

				// Do some preprocessing
				PreProcessUVTransform(info);
				info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);

				// Find out whether this material is used by more than
				// one mesh. This will make our task much, much more difficult!
				unsigned int cnt = 0;
				for (unsigned int n = 0; n < pScene->mNumMeshes;++n)	{
					if (pScene->mMeshes[n]->mMaterialIndex == i)
						++cnt;
				}

				if (!cnt)
					continue;
				else if (1 != cnt)	{
					// This material is referenced by more than one mesh!
					// So we need to make sure the UV index for the texture
					// is identical for each of it ...
					info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
				}

				// Get all coresponding meshes
				for (unsigned int n = 0; n < pScene->mNumMeshes;++n)	{
					aiMesh* mesh = pScene->mMeshes[n];
					if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
						continue;

					unsigned int uv = info.uvIndex;
					if (!mesh->mTextureCoords[uv])	{
						// If the requested UV index is not available, take the first one instead.
						uv = 0;
					}
					
					if (mesh->mNumUVComponents[info.uvIndex] >= 3){
						DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported");
						continue;
					}

					MeshTrafoList::iterator it;

					// Check whether we have this transform setup already
					for (it = meshLists[n].begin();it != meshLists[n].end(); ++it)	{

						if ((*it) == info && (*it).uvIndex == uv)	{
							(*it).updateList.push_back(update);
							break;
						}
					}

					if (it == meshLists[n].end())	{
						meshLists[n].push_back(info);
						meshLists[n].back().uvIndex = uv;
						meshLists[n].back().updateList.push_back(update);
					}
				}
			}
		}
	}

	char buffer[1024]; // should be sufficiently large
	unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;

	// Now process all meshes. Important: we don't remove unreferenced UV channels.
	// This is a job for the RemoveUnreferencedData-Step.
	for (unsigned int q = 0; q < pScene->mNumMeshes;++q)	{

		aiMesh* mesh = pScene->mMeshes[q];
		MeshTrafoList& trafo =  meshLists[q];

		inChannels += mesh->GetNumUVChannels();

		if (!mesh->mTextureCoords[0] || trafo.empty() ||  (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {
			outChannels += mesh->GetNumUVChannels();
			continue;
		}

		// Move untransformed UV channels to the first position in the list .... 
		// except if we need a new locked index which should be as small as possible
		bool veto = false, need = false;
		unsigned int cnt = 0;
		unsigned int untransformed = 0;

		MeshTrafoList::iterator it,it2;
		for (it = trafo.begin();it != trafo.end(); ++it,++cnt)	{

			if (!(*it).IsUntransformed()) {
				need = true;
			}

			if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD)	{
				// Lock this index and make sure it won't be changed
				(*it).lockedPos = cnt;
				veto = true;
				continue;
			}

			if (!veto && it != trafo.begin() && (*it).IsUntransformed())	{
				for (it2 = trafo.begin();it2 != it; ++it2) {
					if (!(*it2).IsUntransformed()) 
						break;
				}
				trafo.insert(it2,*it);
				trafo.erase(it);
				break;
			}
		}
		if (!need)
			continue;

		// Find all that are not at their 'locked' position and move them to it. 
		// Conflicts are possible but quite unlikely.
		cnt = 0;
		for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
			if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {
				it2 = trafo.begin();unsigned int t = 0;
				while (t != (*it).lockedPos)
					++it2;

				if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {
					DefaultLogger::get()->error("Channel mismatch, can't compute all transformations properly [design bug]");
					continue;
				}

				std::swap(*it2,*it);
				if ((*it).lockedPos == untransformed)
					untransformed = cnt;
			}
		}

		// ... and add dummies for all unreferenced channels
		// at the end of the list
		bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
		for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
			ref[n] = (!mesh->mTextureCoords[n] ? true : false);

		for (it = trafo.begin();it != trafo.end(); ++it)
			ref[(*it).uvIndex] = true;

		for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
			if (ref[n])
				continue;
			trafo.push_back(STransformVecInfo());
			trafo.back().uvIndex = n;
		}

		// Then check whether this list breaks the channel limit.
		// The unimportant ones are at the end of the list, so
		// it shouldn't be too worse if we remove them.
		unsigned int size = (unsigned int)trafo.size();
		if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {

			if (!DefaultLogger::isNullLogger()) {
				::sprintf(buffer,"%u UV channels required but just %u available", 
					static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS);

				DefaultLogger::get()->error(buffer);
			}
			size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
		}


		aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
		for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
			old[n] = mesh->mTextureCoords[n];

		// Now continue and generate the output channels. Channels
		// that we're not going to need later can be overridden.
		it = trafo.begin();
		for (unsigned int n = 0; n < trafo.size();++n,++it)	{

			if (n >= size)	{
				// Try to use an untransformed channel for all channels we threw over board
				UpdateUVIndex((*it).updateList,untransformed);
				continue;
			}

			outChannels++;

			// Write to the log
			if (!DefaultLogger::isNullLogger())	{
				sprintf(buffer,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",
					q,n,
					(*it).mTranslation.x,
					(*it).mTranslation.y,
					(*it).mScaling.x,
					(*it).mScaling.y,
					AI_RAD_TO_DEG( (*it).mRotation),
					MappingModeToChar ((*it).mapU),
					MappingModeToChar ((*it).mapV));

				DefaultLogger::get()->info(buffer);
			}

			// Check whether we need a new buffer here
			if (mesh->mTextureCoords[n])	{

				it2 = it;++it2;
				for (unsigned int m = n+1; m < size;++m, ++it2)	{

					if ((*it2).uvIndex == n){
						it2 = trafo.begin();
						break;
					}
				}
				if (it2 == trafo.begin()){
					mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
				} 
			}
			else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];

			aiVector3D* src = old[(*it).uvIndex];
			aiVector3D* dest, *end;
			dest = mesh->mTextureCoords[n];

			ai_assert(NULL != src);

			// Copy the data to the destination array
			if (dest != src)
				::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);

			end = dest + mesh->mNumVertices;

			// Build a transformation matrix and transform all UV coords with it
			if (!(*it).IsUntransformed()) {
				const aiVector2D& trl = (*it).mTranslation;
				const aiVector2D& scl = (*it).mScaling;

				// fixme: simplify ..
				++transformedChannels;
				aiMatrix3x3 matrix;

				aiMatrix3x3 m2,m3,m4,m5;

				m4.a1 = scl.x;
				m4.b2 = scl.y;
				
				m2.a3 = m2.b3 = 0.5f;
				m3.a3 = m3.b3 = -0.5f;

				if ((*it).mRotation > AI_TT_ROTATION_EPSILON )
					aiMatrix3x3::RotationZ((*it).mRotation,matrix);

				m5.a3 += trl.x; m5.b3 += trl.y;
				matrix = m2 * m4 * matrix * m3 * m5;
				
				for (src = dest; src != end; ++src)	{ /* manual homogenious divide */
					src->z = 1.f;
					*src = matrix * *src;
					src->x /= src->z;
					src->y /= src->z;
					src->z = 0.f;
				}
			}

			// Update all UV indices
			UpdateUVIndex((*it).updateList,n);
		}
	}

	// Print some detailled statistics into the log
	if (!DefaultLogger::isNullLogger())	{

		if (transformedChannels)	{
			::sprintf(buffer,"TransformUVCoordsProcess end: %u output channels (in: %u, modified: %u)",
				outChannels,inChannels,transformedChannels);

			DefaultLogger::get()->info(buffer);
		}
		else DefaultLogger::get()->debug("TransformUVCoordsProcess finished");
	}
}
Tip: Filter by directory path e.g. /media app.js to search for public/media/app.js.
Tip: Use camelCasing e.g. ProjME to search for ProjectModifiedEvent.java.
Tip: Filter by extension type e.g. /repo .js to search for all .js files in the /repo directory.
Tip: Separate your search with spaces e.g. /ssh pom.xml to search for src/ssh/pom.xml.
Tip: Use ↑ and ↓ arrow keys to navigate and return to view the file.
Tip: You can also navigate files with Ctrl+j (next) and Ctrl+k (previous) and view the file with Ctrl+o.
Tip: You can also navigate files with Alt+j (next) and Alt+k (previous) and view the file with Alt+o.