448static void setMaterialProperties(QSSGSceneDesc::Material &target,
const aiMaterial &source,
const SceneInfo &sceneInfo, QSSGSceneDesc::Material::RuntimeType type)
450 if (target.name.isNull()) {
451 aiString materialName = source.GetName();
452 target.name = fromAiString(materialName);
455 const auto createTextureNode = [&sceneInfo, &target](
const aiMaterial &material, aiTextureType textureType,
unsigned int index) {
456 const auto &srcScene = sceneInfo
.scene;
457 QSSGSceneDesc::Texture *tex =
nullptr;
458 aiString texturePath;
461 if (material.GetTexture(textureType, index, &texturePath, &texInfo
.mapping, &texInfo
.uvIndex,
nullptr,
nullptr, texInfo
.modes) == aiReturn_SUCCESS) {
462 if (texturePath.length > 0) {
463 aiUVTransform transform;
464 if (material.Get(AI_MATKEY_UVTRANSFORM(textureType, index), transform) == aiReturn_SUCCESS)
465 texInfo.transform = transform;
467 material.Get(AI_MATKEY_UVWSRC(textureType, index), texInfo
.uvIndex);
468 material.Get(AI_MATKEY_GLTF_MAPPINGFILTER_MIN(textureType, index), texInfo
.minFilter);
469 material.Get(AI_MATKEY_GLTF_MAPPINGFILTER_MAG(textureType, index), texInfo
.magFilter);
471 auto &textureMap = sceneInfo.textureMap;
473 QByteArray texName = QByteArray(texturePath.C_Str(), texturePath.length);
475 const auto it = textureMap.constFind(
TextureEntry{texName, texInfo});
476 if (it != textureMap.cend()) {
477 Q_ASSERT(it->texture);
482 tex =
new QSSGSceneDesc::Texture(QSSGSceneDesc::Texture::RuntimeType::Image2D, texName);
483 textureMap.insert(TextureEntry{fromAiString(texturePath), texInfo, tex});
484 QSSGSceneDesc::addNode(target, *tex);
485 setTextureProperties(*tex, texInfo, sceneInfo);
487 auto aEmbeddedTex = srcScene.GetEmbeddedTextureAndIndex(texturePath.C_Str());
488 const auto &embeddedTexId = aEmbeddedTex.second;
489 if (embeddedTexId > -1) {
490 QSSGSceneDesc::TextureData *textureData =
nullptr;
491 auto &embeddedTextures = sceneInfo.embeddedTextureMap;
492 textureData = embeddedTextures[embeddedTexId];
494 const auto *sourceTexture = aEmbeddedTex.first;
495 Q_ASSERT(sourceTexture->pcData);
497 const bool isCompressed = (sourceTexture->mHeight == 0);
500 const qsizetype asize = (isCompressed) ? sourceTexture->mWidth : (sourceTexture->mHeight * sourceTexture->mWidth) *
sizeof(aiTexel);
501 const QSize size = (!isCompressed) ? QSize(
int(sourceTexture->mWidth),
int(sourceTexture->mHeight)) : QSize();
502 QByteArray imageData {
reinterpret_cast<
const char *>(sourceTexture->pcData), asize };
503 const auto format = (isCompressed) ? QByteArray(sourceTexture->achFormatHint) : QByteArrayLiteral(
"rgba8888");
504 const quint8 flags = isCompressed ? quint8(QSSGSceneDesc::TextureData::Flags::Compressed) : 0;
505 textureData =
new QSSGSceneDesc::TextureData(imageData, size, format, flags);
506 QSSGSceneDesc::addNode(*tex, *textureData);
507 embeddedTextures[embeddedTexId] = textureData;
511 QSSGSceneDesc::setProperty(*tex,
"textureData", &QQuick3DTexture::setTextureData, textureData);
513 auto relativePath = QString::fromUtf8(texturePath.C_Str());
516 relativePath.replace(
"\\",
"/");
517 const auto path = sceneInfo.workingDir.absoluteFilePath(relativePath);
518 QSSGSceneDesc::setProperty(*tex,
"source", &QQuick3DTexture::setSource, QUrl{ path });
529 if (type == QSSGSceneDesc::Material::RuntimeType::PrincipledMaterial) {
531 aiColor4D baseColorFactor;
532 result = source.Get(AI_MATKEY_BASE_COLOR, baseColorFactor);
533 if (result == aiReturn_SUCCESS) {
535 const QColor sRGBBaseColorFactor = QSSGUtils::color::linearTosRGB(QVector4D(baseColorFactor.r, baseColorFactor.g, baseColorFactor.b, baseColorFactor.a));
536 QSSGSceneDesc::setProperty(target,
"baseColor", &QQuick3DPrincipledMaterial::setBaseColor, sRGBBaseColorFactor);
539 aiColor3D diffuseColor;
540 result = source.Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor);
541 if (result == aiReturn_SUCCESS)
542 QSSGSceneDesc::setProperty(target,
"baseColor", &QQuick3DPrincipledMaterial::setBaseColor, aiColorToQColor(diffuseColor));
546 if (
auto baseColorTexture = createTextureNode(source, AI_MATKEY_BASE_COLOR_TEXTURE)) {
547 QSSGSceneDesc::setProperty(target,
"baseColorMap", &QQuick3DPrincipledMaterial::setBaseColorMap, baseColorTexture);
548 QSSGSceneDesc::setProperty(target,
"opacityChannel", &QQuick3DPrincipledMaterial::setOpacityChannel, QQuick3DPrincipledMaterial::TextureChannelMapping::A);
549 }
else if (
auto diffuseMapTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) {
551 QSSGSceneDesc::setProperty(target,
"baseColorMap", &QQuick3DPrincipledMaterial::setBaseColorMap, diffuseMapTexture);
554 if (
auto metalicRoughnessTexture = createTextureNode(source, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE)) {
555 QSSGSceneDesc::setProperty(target,
"metalnessMap", &QQuick3DPrincipledMaterial::setMetalnessMap, metalicRoughnessTexture);
556 QSSGSceneDesc::setProperty(target,
"metalnessChannel", &QQuick3DPrincipledMaterial::setMetalnessChannel, QQuick3DPrincipledMaterial::TextureChannelMapping::B);
557 QSSGSceneDesc::setProperty(target,
"roughnessMap", &QQuick3DPrincipledMaterial::setRoughnessMap, metalicRoughnessTexture);
558 QSSGSceneDesc::setProperty(target,
"roughnessChannel", &QQuick3DPrincipledMaterial::setRoughnessChannel, QQuick3DPrincipledMaterial::TextureChannelMapping::G);
562 ai_real metallicFactor;
563 result = source.Get(AI_MATKEY_METALLIC_FACTOR, metallicFactor);
564 if (result == aiReturn_SUCCESS)
565 QSSGSceneDesc::setProperty(target,
"metalness", &QQuick3DPrincipledMaterial::setMetalness,
float(metallicFactor));
569 ai_real roughnessFactor;
570 result = source.Get(AI_MATKEY_ROUGHNESS_FACTOR, roughnessFactor);
571 if (result == aiReturn_SUCCESS)
572 QSSGSceneDesc::setProperty(target,
"roughness", &QQuick3DPrincipledMaterial::setRoughness,
float(roughnessFactor));
575 if (
auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0)) {
576 QSSGSceneDesc::setProperty(target,
"normalMap", &QQuick3DPrincipledMaterial::setNormalMap, normalTexture);
579 result = source.Get(AI_MATKEY_GLTF_TEXTURE_SCALE(aiTextureType_NORMALS, 0), normalScale);
580 if (result == aiReturn_SUCCESS)
581 QSSGSceneDesc::setProperty(target,
"normalStrength", &QQuick3DPrincipledMaterial::setNormalStrength,
float(normalScale));
586 if (
auto occlusionTexture = createTextureNode(source, aiTextureType_LIGHTMAP, 0)) {
587 QSSGSceneDesc::setProperty(target,
"occlusionMap", &QQuick3DPrincipledMaterial::setOcclusionMap, occlusionTexture);
588 QSSGSceneDesc::setProperty(target,
"occlusionChannel", &QQuick3DPrincipledMaterial::setOcclusionChannel, QQuick3DPrincipledMaterial::TextureChannelMapping::R);
590 ai_real occlusionAmount;
591 result = source.Get(AI_MATKEY_GLTF_TEXTURE_STRENGTH(aiTextureType_LIGHTMAP, 0), occlusionAmount);
592 if (result == aiReturn_SUCCESS)
593 QSSGSceneDesc::setProperty(target,
"occlusionAmount", &QQuick3DPrincipledMaterial::setOcclusionAmount,
float(occlusionAmount));
597 if (
auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0))
598 QSSGSceneDesc::setProperty(target,
"emissiveMap", &QQuick3DPrincipledMaterial::setEmissiveMap, emissiveTexture);
601 aiColor3D emissiveColorFactor;
602 result = source.Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColorFactor);
603 if (result == aiReturn_SUCCESS)
604 QSSGSceneDesc::setProperty(target,
"emissiveFactor", &QQuick3DPrincipledMaterial::setEmissiveFactor, QVector3D { emissiveColorFactor.r, emissiveColorFactor.g, emissiveColorFactor.b });
609 result = source.Get(AI_MATKEY_TWOSIDED, isDoubleSided);
610 if (result == aiReturn_SUCCESS && isDoubleSided)
611 QSSGSceneDesc::setProperty(target,
"cullMode", &QQuick3DPrincipledMaterial::setCullMode, QQuick3DPrincipledMaterial::CullMode::NoCulling);
616 result = source.Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode);
617 if (result == aiReturn_SUCCESS) {
618 auto mode = QQuick3DPrincipledMaterial::AlphaMode::Default;
619 if (QByteArrayView(alphaMode.C_Str()) ==
"OPAQUE")
620 mode = QQuick3DPrincipledMaterial::AlphaMode::Opaque;
621 else if (QByteArrayView(alphaMode.C_Str()) ==
"MASK")
622 mode = QQuick3DPrincipledMaterial::AlphaMode::Mask;
623 else if (QByteArrayView(alphaMode.C_Str()) ==
"BLEND")
624 mode = QQuick3DPrincipledMaterial::AlphaMode::Blend;
626 if (mode != QQuick3DPrincipledMaterial::AlphaMode::Default) {
627 QSSGSceneDesc::setProperty(target,
"alphaMode", &QQuick3DPrincipledMaterial::setAlphaMode, mode);
629 if (mode == QQuick3DPrincipledMaterial::AlphaMode::Mask)
630 QSSGSceneDesc::setProperty(target,
"depthDrawMode", &QQuick3DPrincipledMaterial::setDepthDrawMode, QQuick3DMaterial::OpaquePrePassDepthDraw);
637 result = source.Get(AI_MATKEY_GLTF_ALPHACUTOFF, alphaCutoff);
638 if (result == aiReturn_SUCCESS)
639 QSSGSceneDesc::setProperty(target,
"alphaCutoff", &QQuick3DPrincipledMaterial::setAlphaCutoff,
float(alphaCutoff));
643 int shadingModel = 0;
644 result = source.Get(AI_MATKEY_SHADING_MODEL, shadingModel);
645 if (result == aiReturn_SUCCESS && shadingModel == aiShadingMode_Unlit)
646 QSSGSceneDesc::setProperty(target,
"lighting", &QQuick3DPrincipledMaterial::setLighting, QQuick3DPrincipledMaterial::Lighting::NoLighting);
654 ai_real clearcoatFactor = 0.0f;
655 result = source.Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoatFactor);
656 if (result == aiReturn_SUCCESS)
657 QSSGSceneDesc::setProperty(target,
659 &QQuick3DPrincipledMaterial::setClearcoatAmount,
660 float(clearcoatFactor));
665 ai_real clearcoatRoughnessFactor = 0.0f;
666 result = source.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoatRoughnessFactor);
667 if (result == aiReturn_SUCCESS)
668 QSSGSceneDesc::setProperty(target,
669 "clearcoatRoughnessAmount",
670 &QQuick3DPrincipledMaterial::setClearcoatRoughnessAmount,
671 float(clearcoatRoughnessFactor));
675 if (
auto clearcoatTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_TEXTURE))
676 QSSGSceneDesc::setProperty(target,
"clearcoatMap", &QQuick3DPrincipledMaterial::setClearcoatMap, clearcoatTexture);
679 if (
auto clearcoatRoughnessTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE))
680 QSSGSceneDesc::setProperty(target,
681 "clearcoatRoughnessMap",
682 &QQuick3DPrincipledMaterial::setClearcoatRoughnessMap,
683 clearcoatRoughnessTexture);
686 if (
auto clearcoatNormalTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE))
687 QSSGSceneDesc::setProperty(target,
"clearcoatNormalMap", &QQuick3DPrincipledMaterial::setClearcoatNormalMap, clearcoatNormalTexture);
694 ai_real transmissionFactor = 0.0f;
695 result = source.Get(AI_MATKEY_TRANSMISSION_FACTOR, transmissionFactor);
696 if (result == aiReturn_SUCCESS)
697 QSSGSceneDesc::setProperty(target,
698 "transmissionFactor",
699 &QQuick3DPrincipledMaterial::setTransmissionFactor,
700 float(transmissionFactor));
705 if (
auto transmissionImage = createTextureNode(source, AI_MATKEY_TRANSMISSION_TEXTURE))
706 QSSGSceneDesc::setProperty(target,
708 &QQuick3DPrincipledMaterial::setTransmissionMap,
718 ai_real thicknessFactor = 0.0f;
719 result = source.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, thicknessFactor);
720 if (result == aiReturn_SUCCESS)
721 QSSGSceneDesc::setProperty(target,
"thicknessFactor", &QQuick3DPrincipledMaterial::setThicknessFactor,
float(thicknessFactor));
726 if (
auto thicknessImage = createTextureNode(source, AI_MATKEY_VOLUME_THICKNESS_TEXTURE))
727 QSSGSceneDesc::setProperty(target,
"thicknessMap", &QQuick3DPrincipledMaterial::setThicknessMap, thicknessImage);
732 ai_real attenuationDistance = 0.0f;
733 result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, attenuationDistance);
734 if (result == aiReturn_SUCCESS)
735 QSSGSceneDesc::setProperty(target,
736 "attenuationDistance",
737 &QQuick3DPrincipledMaterial::setAttenuationDistance,
738 float(attenuationDistance));
743 aiColor3D attenuationColor;
744 result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_COLOR, attenuationColor);
745 if (result == aiReturn_SUCCESS)
746 QSSGSceneDesc::setProperty(target,
748 &QQuick3DPrincipledMaterial::setAttenuationColor,
749 aiColorToQColor(attenuationColor));
757 result = source.Get(AI_MATKEY_REFRACTI, ior);
758 if (result == aiReturn_SUCCESS)
759 QSSGSceneDesc::setProperty(target,
761 &QQuick3DPrincipledMaterial::setIndexOfRefraction,
767 ai_real opacity = 1.0f;
768 result = source.Get(AI_MATKEY_OPACITY, opacity);
769 if (result == aiReturn_SUCCESS)
770 QSSGSceneDesc::setProperty(target,
"opacity", &QQuick3DPrincipledMaterial::setOpacity,
float(opacity));
773 if (
auto opacityTexture = createTextureNode(source, aiTextureType_OPACITY, 0))
774 QSSGSceneDesc::setProperty(target,
"opacityMap", &QQuick3DPrincipledMaterial::setOpacityMap, opacityTexture);
777 }
else if (type == QSSGSceneDesc::Material::RuntimeType::DefaultMaterial) {
778 int shadingModel = 0;
779 auto material = &source;
780 result = material->Get(AI_MATKEY_SHADING_MODEL, shadingModel);
782 if (result == aiReturn_SUCCESS && (shadingModel == aiShadingMode_NoShading))
783 QSSGSceneDesc::setProperty(target,
"lighting", &QQuick3DDefaultMaterial::setLighting, QQuick3DDefaultMaterial::Lighting::NoLighting);
785 if (
auto diffuseMapTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) {
786 QSSGSceneDesc::setProperty(target,
"diffuseMap", &QQuick3DDefaultMaterial::setDiffuseMap, diffuseMapTexture);
790 aiColor3D diffuseColor;
791 result = material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor);
792 if (result == aiReturn_SUCCESS)
793 QSSGSceneDesc::setProperty(target,
"diffuseColor", &QQuick3DDefaultMaterial::setDiffuseColor, aiColorToQColor(diffuseColor));
796 if (
auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0))
797 QSSGSceneDesc::setProperty(target,
"emissiveMap", &QQuick3DDefaultMaterial::setEmissiveMap, emissiveTexture);
800 if (
auto specularTexture = createTextureNode(source, aiTextureType_SPECULAR, 0))
801 QSSGSceneDesc::setProperty(target,
"specularMap", &QQuick3DDefaultMaterial::setSpecularMap, specularTexture);
805 result = material->Get(AI_MATKEY_OPACITY, opacity);
806 if (result == aiReturn_SUCCESS)
807 QSSGSceneDesc::setProperty(target,
"opacity", &QQuick3DDefaultMaterial::setOpacity,
float(opacity));
810 if (
auto opacityTexture = createTextureNode(source, aiTextureType_OPACITY, 0))
811 QSSGSceneDesc::setProperty(target,
"opacityMap", &QQuick3DDefaultMaterial::setOpacityMap, opacityTexture);
814 if (
auto bumpTexture = createTextureNode(source, aiTextureType_HEIGHT, 0)) {
815 QSSGSceneDesc::setProperty(target,
"bumpMap", &QQuick3DDefaultMaterial::setBumpMap, bumpTexture);
818 result = material->Get(AI_MATKEY_BUMPSCALING, bumpAmount);
819 if (result == aiReturn_SUCCESS)
820 QSSGSceneDesc::setProperty(target,
"bumpAmount", &QQuick3DDefaultMaterial::setBumpAmount,
float(bumpAmount));
824 if (
auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0))
825 QSSGSceneDesc::setProperty(target,
"normalMap", &QQuick3DDefaultMaterial::setNormalMap, normalTexture);
826 }
else if (type == QSSGSceneDesc::Material::RuntimeType::SpecularGlossyMaterial) {
828 aiColor4D albedoFactor;
829 result = source.Get(AI_MATKEY_COLOR_DIFFUSE, albedoFactor);
830 if (result == aiReturn_SUCCESS)
831 QSSGSceneDesc::setProperty(target,
"albedoColor", &QQuick3DSpecularGlossyMaterial::setAlbedoColor, aiColorToQColor(albedoFactor));
834 if (
auto albedoTexture = createTextureNode(source, aiTextureType_DIFFUSE, 0)) {
835 QSSGSceneDesc::setProperty(target,
"albedoMap", &QQuick3DSpecularGlossyMaterial::setAlbedoMap, albedoTexture);
836 QSSGSceneDesc::setProperty(target,
"opacityChannel", &QQuick3DSpecularGlossyMaterial::setOpacityChannel, QQuick3DSpecularGlossyMaterial::TextureChannelMapping::A);
839 if (
auto specularGlossinessTexture = createTextureNode(source, aiTextureType_SPECULAR, 0)) {
840 QSSGSceneDesc::setProperty(target,
"specularMap", &QQuick3DSpecularGlossyMaterial::setSpecularMap, specularGlossinessTexture);
841 QSSGSceneDesc::setProperty(target,
"glossinessMap", &QQuick3DSpecularGlossyMaterial::setGlossinessMap, specularGlossinessTexture);
842 QSSGSceneDesc::setProperty(target,
"glossinessChannel", &QQuick3DSpecularGlossyMaterial::setGlossinessChannel, QQuick3DSpecularGlossyMaterial::TextureChannelMapping::A);
846 aiColor4D specularColorFactor;
847 result = source.Get(AI_MATKEY_COLOR_SPECULAR, specularColorFactor);
848 if (result == aiReturn_SUCCESS)
849 QSSGSceneDesc::setProperty(target,
"specularColor", &QQuick3DSpecularGlossyMaterial::setSpecularColor, aiColorToQColor(specularColorFactor));
853 ai_real glossinessFactor;
854 result = source.Get(AI_MATKEY_GLOSSINESS_FACTOR, glossinessFactor);
855 if (result == aiReturn_SUCCESS)
856 QSSGSceneDesc::setProperty(target,
"glossiness", &QQuick3DSpecularGlossyMaterial::setGlossiness,
float(glossinessFactor));
859 if (
auto normalTexture = createTextureNode(source, aiTextureType_NORMALS, 0)) {
860 QSSGSceneDesc::setProperty(target,
"normalMap", &QQuick3DSpecularGlossyMaterial::setNormalMap, normalTexture);
863 result = source.Get(AI_MATKEY_GLTF_TEXTURE_SCALE(aiTextureType_NORMALS, 0), normalScale);
864 if (result == aiReturn_SUCCESS)
865 QSSGSceneDesc::setProperty(target,
"normalStrength", &QQuick3DSpecularGlossyMaterial::setNormalStrength,
float(normalScale));
870 if (
auto occlusionTexture = createTextureNode(source, aiTextureType_LIGHTMAP, 0)) {
871 QSSGSceneDesc::setProperty(target,
"occlusionMap", &QQuick3DSpecularGlossyMaterial::setOcclusionMap, occlusionTexture);
872 QSSGSceneDesc::setProperty(target,
"occlusionChannel", &QQuick3DSpecularGlossyMaterial::setOcclusionChannel, QQuick3DSpecularGlossyMaterial::TextureChannelMapping::R);
874 ai_real occlusionAmount;
875 result = source.Get(AI_MATKEY_GLTF_TEXTURE_STRENGTH(aiTextureType_LIGHTMAP, 0), occlusionAmount);
876 if (result == aiReturn_SUCCESS)
877 QSSGSceneDesc::setProperty(target,
"occlusionAmount", &QQuick3DSpecularGlossyMaterial::setOcclusionAmount,
float(occlusionAmount));
881 if (
auto emissiveTexture = createTextureNode(source, aiTextureType_EMISSIVE, 0))
882 QSSGSceneDesc::setProperty(target,
"emissiveMap", &QQuick3DSpecularGlossyMaterial::setEmissiveMap, emissiveTexture);
885 aiColor3D emissiveColorFactor;
886 result = source.Get(AI_MATKEY_COLOR_EMISSIVE, emissiveColorFactor);
887 if (result == aiReturn_SUCCESS)
888 QSSGSceneDesc::setProperty(target,
"emissiveFactor", &QQuick3DSpecularGlossyMaterial::setEmissiveFactor, QVector3D { emissiveColorFactor.r, emissiveColorFactor.g, emissiveColorFactor.b });
893 result = source.Get(AI_MATKEY_TWOSIDED, isDoubleSided);
894 if (result == aiReturn_SUCCESS && isDoubleSided)
895 QSSGSceneDesc::setProperty(target,
"cullMode", &QQuick3DSpecularGlossyMaterial::setCullMode, QQuick3DSpecularGlossyMaterial::CullMode::NoCulling);
900 result = source.Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode);
901 if (result == aiReturn_SUCCESS) {
902 auto mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Default;
903 if (QByteArrayView(alphaMode.C_Str()) ==
"OPAQUE")
904 mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Opaque;
905 else if (QByteArrayView(alphaMode.C_Str()) ==
"MASK")
906 mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Mask;
907 else if (QByteArrayView(alphaMode.C_Str()) ==
"BLEND")
908 mode = QQuick3DSpecularGlossyMaterial::AlphaMode::Blend;
910 if (mode != QQuick3DSpecularGlossyMaterial::AlphaMode::Default) {
911 QSSGSceneDesc::setProperty(target,
"alphaMode", &QQuick3DSpecularGlossyMaterial::setAlphaMode, mode);
913 if (mode == QQuick3DSpecularGlossyMaterial::AlphaMode::Mask)
914 QSSGSceneDesc::setProperty(target,
"depthDrawMode", &QQuick3DSpecularGlossyMaterial::setDepthDrawMode, QQuick3DMaterial::OpaquePrePassDepthDraw);
921 result = source.Get(AI_MATKEY_GLTF_ALPHACUTOFF, alphaCutoff);
922 if (result == aiReturn_SUCCESS)
923 QSSGSceneDesc::setProperty(target,
"alphaCutoff", &QQuick3DSpecularGlossyMaterial::setAlphaCutoff,
float(alphaCutoff));
927 int shadingModel = 0;
928 result = source.Get(AI_MATKEY_SHADING_MODEL, shadingModel);
929 if (result == aiReturn_SUCCESS && shadingModel == aiShadingMode_Unlit)
930 QSSGSceneDesc::setProperty(target,
"lighting", &QQuick3DSpecularGlossyMaterial::setLighting, QQuick3DSpecularGlossyMaterial::Lighting::NoLighting);
938 ai_real clearcoatFactor = 0.0f;
939 result = source.Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoatFactor);
940 if (result == aiReturn_SUCCESS)
941 QSSGSceneDesc::setProperty(target,
943 &QQuick3DSpecularGlossyMaterial::setClearcoatAmount,
944 float(clearcoatFactor));
949 ai_real clearcoatRoughnessFactor = 0.0f;
950 result = source.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoatRoughnessFactor);
951 if (result == aiReturn_SUCCESS)
952 QSSGSceneDesc::setProperty(target,
953 "clearcoatRoughnessAmount",
954 &QQuick3DSpecularGlossyMaterial::setClearcoatRoughnessAmount,
955 float(clearcoatRoughnessFactor));
959 if (
auto clearcoatTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_TEXTURE))
960 QSSGSceneDesc::setProperty(target,
"clearcoatMap", &QQuick3DSpecularGlossyMaterial::setClearcoatMap, clearcoatTexture);
963 if (
auto clearcoatRoughnessTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE))
964 QSSGSceneDesc::setProperty(target,
965 "clearcoatRoughnessMap",
966 &QQuick3DSpecularGlossyMaterial::setClearcoatRoughnessMap,
967 clearcoatRoughnessTexture);
970 if (
auto clearcoatNormalTexture = createTextureNode(source, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE)) {
971 QSSGSceneDesc::setProperty(target,
"clearcoatNormalMap", &QQuick3DSpecularGlossyMaterial::setClearcoatNormalMap, clearcoatNormalTexture);
973 ai_real clearcoatNormalStrength = 0.0f;
974 result = source.Get(AI_MATKEY_GLTF_TEXTURE_SCALE(aiTextureType_CLEARCOAT, 2), clearcoatNormalTexture);
975 if (result == aiReturn_SUCCESS)
976 QSSGSceneDesc::setProperty(target,
"clearcoatNormalStrength", &QQuick3DPrincipledMaterial::setClearcoatNormalStrength,
float(clearcoatNormalStrength));
984 ai_real transmissionFactor = 0.0f;
985 result = source.Get(AI_MATKEY_TRANSMISSION_FACTOR, transmissionFactor);
986 if (result == aiReturn_SUCCESS)
987 QSSGSceneDesc::setProperty(target,
988 "transmissionFactor",
989 &QQuick3DSpecularGlossyMaterial::setTransmissionFactor,
990 float(transmissionFactor));
995 if (
auto transmissionImage = createTextureNode(source, AI_MATKEY_TRANSMISSION_TEXTURE))
996 QSSGSceneDesc::setProperty(target,
998 &QQuick3DSpecularGlossyMaterial::setTransmissionMap,
1008 ai_real thicknessFactor = 0.0f;
1009 result = source.Get(AI_MATKEY_VOLUME_THICKNESS_FACTOR, thicknessFactor);
1010 if (result == aiReturn_SUCCESS)
1011 QSSGSceneDesc::setProperty(target,
"thicknessFactor", &QQuick3DSpecularGlossyMaterial::setThicknessFactor,
float(thicknessFactor));
1016 if (
auto thicknessImage = createTextureNode(source, AI_MATKEY_VOLUME_THICKNESS_TEXTURE))
1017 QSSGSceneDesc::setProperty(target,
"thicknessMap", &QQuick3DSpecularGlossyMaterial::setThicknessMap, thicknessImage);
1022 ai_real attenuationDistance = 0.0f;
1023 result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_DISTANCE, attenuationDistance);
1024 if (result == aiReturn_SUCCESS)
1025 QSSGSceneDesc::setProperty(target,
1026 "attenuationDistance",
1027 &QQuick3DSpecularGlossyMaterial::setAttenuationDistance,
1028 float(attenuationDistance));
1033 aiColor3D attenuationColor;
1034 result = source.Get(AI_MATKEY_VOLUME_ATTENUATION_COLOR, attenuationColor);
1035 if (result == aiReturn_SUCCESS)
1036 QSSGSceneDesc::setProperty(target,
1038 &QQuick3DSpecularGlossyMaterial::setAttenuationColor,
1039 aiColorToQColor(attenuationColor));
1691static QString
importImp(
const QUrl &url,
const QJsonObject &options, QSSGSceneDesc::Scene &targetScene)
1693 auto filePath = url.path();
1695 const bool maybeLocalFile = QQmlFile::isLocalFile(url);
1696 if (maybeLocalFile && !QFileInfo::exists(filePath))
1697 filePath = QQmlFile::urlToLocalFileOrQrc(url);
1699 auto sourceFile = QFileInfo(filePath);
1700 if (!sourceFile.exists())
1701 return QLatin1String(
"File not found");
1702 targetScene.sourceDir = sourceFile.path();
1704 std::unique_ptr<Assimp::Importer> importer(
new Assimp::Importer());
1707 aiPostProcessSteps postProcessSteps;
1708 if (options.isEmpty())
1711 postProcessSteps = processOptions(options, importer);
1714 importer->SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_POINT | aiPrimitiveType_LINE);
1715 importer->SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);
1717 if (filePath.startsWith(
":"))
1718 importer->SetIOHandler(
new ResourceIOSystem);
1723 importer->SetIOHandler(
new ResourceIOSystem);
1726 auto sourceScene = importer->ReadFile(filePath.toStdString(), postProcessSteps);
1729 return QString::fromLocal8Bit(importer->GetErrorString());
1735 targetScene.id = sourceFile.canonicalFilePath();
1738 using It =
decltype(sourceScene->mNumMeshes);
1742 const auto &srcRootNode = *sourceScene->mRootNode;
1746 AnimationNodeMap animatingNodes;
1748 if (sourceScene->HasLights()) {
1749 for (It i = 0, end = sourceScene->mNumLights; i != end; ++i) {
1750 const auto &type = *sourceScene->mLights[i];
1751 if (
auto node = srcRootNode.FindNode(type.mName))
1752 nodeMap[node] = { i, NodeInfo::Type::Light };
1756 if (sourceScene->HasCameras()) {
1757 for (It i = 0, end = sourceScene->mNumCameras; i != end; ++i) {
1758 const auto &srcCam = *sourceScene->mCameras[i];
1759 if (
auto node = srcRootNode.FindNode(srcCam.mName))
1760 nodeMap[node] = { i, NodeInfo::Type::Camera };
1764 if (sourceScene->HasAnimations()) {
1765 for (It i = 0, end = sourceScene->mNumAnimations; i != end; ++i) {
1766 const auto &srcAnim = *sourceScene->mAnimations[i];
1767 const auto channelCount = srcAnim.mNumChannels;
1768 for (It cIdx = 0; cIdx != channelCount; ++cIdx) {
1769 const auto &srcChannel = srcAnim.mChannels[cIdx];
1770 const auto &nodeName = srcChannel->mNodeName;
1771 if (nodeName.length > 0) {
1773 QByteArray name(nodeName.C_Str(), qsizetype(nodeName.length));
1774 if (!animatingNodes.contains(name))
1775 animatingNodes.insert(name,
nullptr);
1778 const auto morphChannelCount = srcAnim.mNumMorphMeshChannels;
1779 for (It cIdx = 0; cIdx != morphChannelCount; ++cIdx) {
1780 const auto &srcChannel = srcAnim.mMorphMeshChannels[cIdx];
1781 const auto &nodeName = srcChannel->mName;
1782 if (nodeName.length > 0) {
1783 const auto morphKeys = srcChannel->mKeys;
1784 const auto numMorphTargets = morphKeys[0].mNumValuesAndWeights;
1787 for (It j = 0; j < numMorphTargets; ++j) {
1788 QString morphTargetName(nodeName.C_Str());
1789 morphTargetName += QStringLiteral(
"_morph") + QString::number(j);
1790 animatingNodes.insert(morphTargetName.toUtf8(),
nullptr);
1799 const auto materialCount = sourceScene->mNumMaterials;
1800 SceneInfo::MaterialMap materials;
1801 materials.reserve(materialCount);
1803 const auto meshCount = sourceScene->mNumMeshes;
1804 SceneInfo::MeshMap meshes;
1805 meshes.reserve(meshCount);
1806 SceneInfo::Mesh2SkinMap mesh2skin;
1807 mesh2skin.reserve(meshCount);
1809 const auto embeddedTextureCount = sourceScene->mNumTextures;
1810 SceneInfo::EmbeddedTextureMap embeddedTextures;
1812 SceneInfo::SkinMap skins;
1814 for (It i = 0; i != materialCount; ++i)
1815 materials.push_back({sourceScene->mMaterials[i],
nullptr});
1817 for (It i = 0; i != meshCount; ++i) {
1818 meshes.push_back({sourceScene->mMeshes[i],
nullptr});
1819 if (sourceScene->mMeshes[i]->HasBones()) {
1820 mesh2skin.push_back(skins.size());
1821 const auto boneCount = sourceScene->mMeshes[i]->mNumBones;
1822 auto bones = sourceScene->mMeshes[i]->mBones;
1828 for (It j = 0; j != boneCount; ++j) {
1829 const auto &nodeName = bones[j]->mName;
1830 if (nodeName.length > 0) {
1831 animatingNodes.insert(QByteArray{ nodeName.C_Str(),
1832 qsizetype(nodeName.length) },
1837 mesh2skin.push_back(-1);
1841 for (It i = 0; i != embeddedTextureCount; ++i)
1842 embeddedTextures.push_back(
nullptr);
1844 SceneInfo::TextureMap textureMap;
1846 if (!targetScene.root) {
1847 auto root =
new QSSGSceneDesc::Node(QSSGSceneDesc::Node::Type::Transform, QSSGSceneDesc::Node::RuntimeType::Node);
1848 QSSGSceneDesc::addNode(targetScene, *root);
1852 auto opt = processSceneOptions(options);
1854 const auto extension = sourceFile.suffix().toLower();
1855 if (extension == QStringLiteral(
"gltf") || extension == QStringLiteral(
"glb"))
1856 opt.gltfMode =
true;
1857 else if (extension == QStringLiteral(
"fbx"))
1860 SceneInfo sceneInfo { *sourceScene, materials, meshes, embeddedTextures,
1861 textureMap, skins, mesh2skin, sourceFile.dir(), opt };
1863 if (!qFuzzyCompare(opt.globalScaleValue, 1.0f) && !qFuzzyCompare(opt.globalScaleValue, 0.0f)) {
1864 const auto gscale = opt.globalScaleValue;
1865 QSSGSceneDesc::setProperty(*targetScene.root,
"scale", &QQuick3DNode::setScale, QVector3D { gscale, gscale, gscale });
1869 if (sourceScene->mRootNode)
1870 processNode(sceneInfo, *sourceScene->mRootNode, *targetScene.root, nodeMap, animatingNodes);
1872 for (It i = 0, endI = skins.size(); i != endI; ++i) {
1873 const auto &skin = skins[i];
1879 QList<QMatrix4x4> inverseBindPoses;
1880 QVarLengthArray<QSSGSceneDesc::Node *> joints;
1881 joints.reserve(skin.mNumBones);
1882 for (It j = 0, endJ = skin.mNumBones; j != endJ; ++j) {
1883 const auto &bone = *skin.mBones[j];
1884 const auto &nodeName = bone.mName;
1885 if (nodeName.length > 0) {
1886 auto targetNode = animatingNodes.value(QByteArray{ nodeName.C_Str(), qsizetype(nodeName.length) });
1887 joints.push_back(targetNode);
1888 const auto &osMat = bone.mOffsetMatrix;
1889 auto pose = QMatrix4x4(osMat[0][0], osMat[0][1], osMat[0][2], osMat[0][3],
1890 osMat[1][0], osMat[1][1], osMat[1][2], osMat[1][3],
1891 osMat[2][0], osMat[2][1], osMat[2][2], osMat[2][3],
1892 osMat[3][0], osMat[3][1], osMat[3][2], osMat[3][3]);
1893 inverseBindPoses.push_back(pose);
1896 QSSGSceneDesc::setProperty(*skin.node,
"joints", &QQuick3DSkin::joints, joints);
1897 QSSGSceneDesc::setProperty(*skin.node,
"inverseBindPoses", &QQuick3DSkin::setInverseBindPoses, inverseBindPoses);
1900 static const auto fuzzyComparePos = [](
const aiVectorKey *pos,
const aiVectorKey *prev){
1903 return qFuzzyCompare(pos->mValue.x, prev->mValue.x)
1904 && qFuzzyCompare(pos->mValue.y, prev->mValue.y)
1905 && qFuzzyCompare(pos->mValue.z, prev->mValue.z);
1908 static const auto fuzzyCompareRot = [](
const aiQuatKey *rot,
const aiQuatKey *prev){
1911 return qFuzzyCompare(rot->mValue.x, prev->mValue.x)
1912 && qFuzzyCompare(rot->mValue.y, prev->mValue.y)
1913 && qFuzzyCompare(rot->mValue.z, prev->mValue.z)
1914 && qFuzzyCompare(rot->mValue.w, prev->mValue.w);
1917 static const auto createAnimation = [](QSSGSceneDesc::Scene &targetScene,
const aiAnimation &srcAnim,
const AnimationNodeMap &animatingNodes) {
1918 using namespace QSSGSceneDesc;
1919 Animation targetAnimation;
1920 auto &channels = targetAnimation.channels;
1921 qreal freq = qFuzzyIsNull(srcAnim.mTicksPerSecond) ? 1.0
1922 : 1000.0 / srcAnim.mTicksPerSecond;
1923 targetAnimation.framesPerSecond = srcAnim.mTicksPerSecond;
1924 targetAnimation.name = fromAiString(srcAnim.mName);
1926 for (It i = 0, end = srcAnim.mNumChannels; i != end; ++i) {
1927 const auto &srcChannel = *srcAnim.mChannels[i];
1929 const auto &nodeName = srcChannel.mNodeName;
1930 if (nodeName.length > 0) {
1931 const auto aNodeEnd = animatingNodes.cend();
1932 const auto aNodeIt = animatingNodes.constFind(QByteArray{ nodeName.C_Str(), qsizetype(nodeName.length) });
1933 if (aNodeIt != aNodeEnd && aNodeIt.value() !=
nullptr) {
1934 auto targetNode = aNodeIt.value();
1937 const auto currentPropertyValue = [targetNode](
const char *propertyName) -> QVariant {
1938 for (
auto *p : targetNode->properties) {
1939 if (!qstrcmp(propertyName, p->name))
1946 const auto posKeyEnd = srcChannel.mNumPositionKeys;
1947 Animation::Channel targetChannel;
1948 targetChannel.targetProperty = Animation::Channel::TargetProperty::Position;
1949 targetChannel.target = targetNode;
1950 const aiVectorKey *prevPos =
nullptr;
1951 for (It posKeyIdx = 0; posKeyIdx != posKeyEnd; ++posKeyIdx) {
1952 const auto &posKey = srcChannel.mPositionKeys[posKeyIdx];
1953 if (fuzzyComparePos(&posKey, prevPos))
1955 targetChannel.keys.push_back(
new Animation::KeyPosition(toAnimationKey(posKey, freq)));
1959 const auto isUnchanged = [&targetChannel, currentPropertyValue]() {
1960 if (targetChannel.keys.count() != 1)
1962 auto currentPos = currentPropertyValue(
"position").value<QVector3D>();
1963 return qFuzzyCompare(targetChannel.keys[0]->value.toVector3D(), currentPos);
1965 if (!targetChannel.keys.isEmpty()) {
1966 if (!isUnchanged()) {
1967 channels.push_back(
new Animation::Channel(targetChannel));
1968 float endTime =
float(srcChannel.mPositionKeys[posKeyEnd - 1].mTime) * freq;
1969 if (targetAnimation.length < endTime)
1970 targetAnimation.length = endTime;
1973 qDeleteAll(targetChannel.keys);
1979 const auto rotKeyEnd = srcChannel.mNumRotationKeys;
1980 Animation::Channel targetChannel;
1981 targetChannel.targetProperty = Animation::Channel::TargetProperty::Rotation;
1982 targetChannel.target = targetNode;
1983 const aiQuatKey *prevRot =
nullptr;
1984 for (It rotKeyIdx = 0; rotKeyIdx != rotKeyEnd; ++rotKeyIdx) {
1985 const auto &rotKey = srcChannel.mRotationKeys[rotKeyIdx];
1986 if (fuzzyCompareRot(&rotKey, prevRot))
1988 targetChannel.keys.push_back(
new Animation::KeyPosition(toAnimationKey(rotKey, freq)));
1992 const auto isUnchanged = [&targetChannel, currentPropertyValue]() {
1993 if (targetChannel.keys.count() != 1)
1995 auto currentVal = currentPropertyValue(
"rotation");
1996 QQuaternion rot = currentVal.isValid() ? currentVal.value<QQuaternion>() : QQuaternion{};
1997 return qFuzzyCompare(QQuaternion(targetChannel.keys[0]->value), rot);
1999 if (!targetChannel.keys.isEmpty()) {
2000 if (!isUnchanged()) {
2001 channels.push_back(
new Animation::Channel(targetChannel));
2002 float endTime =
float(srcChannel.mRotationKeys[rotKeyEnd - 1].mTime) * freq;
2003 if (targetAnimation.length < endTime)
2004 targetAnimation.length = endTime;
2007 qDeleteAll(targetChannel.keys);
2013 const auto scaleKeyEnd = srcChannel.mNumScalingKeys;
2014 Animation::Channel targetChannel;
2015 targetChannel.targetProperty = Animation::Channel::TargetProperty::Scale;
2016 targetChannel.target = targetNode;
2017 const aiVectorKey *prevScale =
nullptr;
2018 for (It scaleKeyIdx = 0; scaleKeyIdx != scaleKeyEnd; ++scaleKeyIdx) {
2019 const auto &scaleKey = srcChannel.mScalingKeys[scaleKeyIdx];
2020 if (fuzzyComparePos(&scaleKey, prevScale))
2022 targetChannel.keys.push_back(
new Animation::KeyPosition(toAnimationKey(scaleKey, freq)));
2023 prevScale = &scaleKey;
2026 const auto isUnchanged = [&targetChannel, currentPropertyValue]() {
2027 if (targetChannel.keys.count() != 1)
2029 auto currentVal = currentPropertyValue(
"scale");
2030 QVector3D scale = currentVal.isValid() ? currentVal.value<QVector3D>() : QVector3D{ 1, 1, 1 };
2031 return qFuzzyCompare(targetChannel.keys[0]->value.toVector3D(), scale);
2034 if (!targetChannel.keys.isEmpty()) {
2035 if (!isUnchanged()) {
2036 channels.push_back(
new Animation::Channel(targetChannel));
2037 float endTime =
float(srcChannel.mScalingKeys[scaleKeyEnd - 1].mTime) * freq;
2038 if (targetAnimation.length < endTime)
2039 targetAnimation.length = endTime;
2042 qDeleteAll(targetChannel.keys);
2050 for (It i = 0, end = srcAnim.mNumMorphMeshChannels; i != end; ++i) {
2051 const auto &srcMorphChannel = *srcAnim.mMorphMeshChannels[i];
2052 const QString nodeName(srcMorphChannel.mName.C_Str());
2053 const auto *morphKeys = srcMorphChannel.mKeys;
2054 const auto numMorphTargets = qMin(morphKeys[0].mNumValuesAndWeights, 8U);
2055 for (It targetId = 0; targetId != numMorphTargets; ++targetId) {
2056 QString morphTargetName = nodeName + QStringLiteral(
"_morph") + QString::number(targetId);
2057 const auto aNodeEnd = animatingNodes.cend();
2058 const auto aNodeIt = animatingNodes.constFind(morphTargetName.toUtf8());
2059 if (aNodeIt != aNodeEnd && aNodeIt.value() !=
nullptr) {
2060 auto targetNode = aNodeIt.value();
2061 const auto weightKeyEnd = srcMorphChannel.mNumKeys;
2062 Animation::Channel targetChannel;
2063 targetChannel.targetProperty = Animation::Channel::TargetProperty::Weight;
2064 targetChannel.target = targetNode;
2065 for (It wId = 0; wId != weightKeyEnd; ++wId) {
2066 const auto &weightKey = srcMorphChannel.mKeys[wId];
2067 const auto animationKey =
new Animation::KeyPosition(toAnimationKey(weightKey, freq, targetId));
2068 targetChannel.keys.push_back(animationKey);
2070 if (!targetChannel.keys.isEmpty()) {
2071 channels.push_back(
new Animation::Channel(targetChannel));
2072 float endTime =
float(srcMorphChannel.mKeys[weightKeyEnd - 1].mTime) * freq;
2073 if (targetAnimation.length < endTime)
2074 targetAnimation.length = endTime;
2081 if (!targetAnimation.channels.isEmpty())
2082 targetScene.animations.push_back(
new Animation(targetAnimation));
2086 if (sourceScene->HasAnimations()) {
2087 const auto animationCount = sourceScene->mNumAnimations;
2088 targetScene.animations.reserve(animationCount);
2089 for (It i = 0, end = animationCount; i != end; ++i) {
2090 const auto &srcAnim = *sourceScene->mAnimations[i];
2091 createAnimation(targetScene, srcAnim, animatingNodes);
2100 QSSGQmlUtilities::applyEdit(&targetScene, options);