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Fix loading lightmaps from gltf / glb meshes (#630) (#646)
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Signed-off-by: Ian Chen <[email protected]>
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iche033 authored Oct 4, 2024
1 parent 4dec38d commit 70d6ae8
Showing 1 changed file with 43 additions and 13 deletions.
56 changes: 43 additions & 13 deletions graphics/src/AssimpLoader.cc
Original file line number Diff line number Diff line change
Expand Up @@ -16,9 +16,11 @@
*/

#include <cstddef>
#include <memory>
#include <queue>
#include <string>
#include <unordered_set>
#include <vector>

#include "gz/common/graphics/Types.hh"
#include "gz/common/AssimpLoader.hh"
Expand Down Expand Up @@ -462,22 +464,50 @@ MaterialPtr AssimpLoader::Implementation::CreateMaterial(
"Roughness"));
pbr.SetRoughnessMap(texName, texData);
}
// Load lightmap only if it is not a glb/glTF mesh that contains a
// MetallicRoughness texture
// It was found that lightmap field just stores the entire MetallicRoughness
// texture. Issues were also reported in assimp:
// https://github.com/assimp/assimp/issues/3120
// https://github.com/assimp/assimp/issues/4637
unsigned int uvIdx = 0;
ret = assimpMat->GetTexture(
aiTextureType_LIGHTMAP, 0, &texturePath, NULL, &uvIdx);
if (ret == AI_SUCCESS)
}

// The lightmap / ambient occlusion texture may be the same texture as the
// metallicRoughness texture but it can also be a separate texture using a
// different uv index. In the former case, we expect the occlusion
// data to be packed in the R channel of the metallicRoughness texture,
// so load the occlusion data in the same ways as we do in the
// SplitMetallicRoughnessMap function.
// In the latter case (separate texture), no extra processing is
// required.
unsigned int uvIdx = 0;
ret = assimpMat->GetTexture(
aiTextureType_LIGHTMAP, 0, &texturePath, NULL, &uvIdx);
if (ret == AI_SUCCESS)
{
auto [texName, texData] = this->LoadTexture(_scene, texturePath,
this->GenerateTextureName(_fileBaseName, _scene, assimpMat,
"Lightmap"));
// Separate uv set so treat it as a separate texture
if (uvIdx > 0)
{
auto [texName, texData] = this->LoadTexture(_scene, texturePath,
this->GenerateTextureName(_fileBaseName, _scene, assimpMat,
"Lightmap"));
pbr.SetLightMap(texName, uvIdx, texData);
}
// else split the occlusion data from the metallicRoughness texture
else
{
// R channel contains the occlusion data
// Note we are still creating an RGBA texture which seems watesful
// but that's what gz-rendering expects
auto origRGBAData = texData->RGBAData();
std::vector<unsigned char> texRData(origRGBAData.size());
for (unsigned int i = 0; i < origRGBAData.size(); i+=4)
{
auto r = origRGBAData.at(i);
texRData[i] = r;
texRData[i + 1] = r;
texRData[i + 2] = r;
texRData[i + 3] = 255;
}
auto tex = std::make_shared<Image>();
tex->SetFromData(&texRData[0], texData->Width(), texData->Height(),
Image::RGBA_INT8);
pbr.SetLightMap(texName, uvIdx, tex);
}
}
#endif
ret = assimpMat->GetTexture(aiTextureType_NORMALS, 0, &texturePath);
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