222 lines
9.0 KiB
C++
222 lines
9.0 KiB
C++
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file RemoveRedundantMaterials.cpp
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* @brief Implementation of the "RemoveRedundantMaterials" post processing step
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*/
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// internal headers
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#include "RemoveRedundantMaterials.h"
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#include <assimp/ParsingUtils.h>
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#include "ProcessHelper.h"
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#include "MaterialSystem.h"
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
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: configFixedMaterials() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
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{
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// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
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configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
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unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
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if (pScene->mNumMaterials)
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{
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (configFixedMaterials.length()) {
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std::list<std::string> strings;
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ConvertListToStrings(configFixedMaterials,strings);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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ASSIMP_LOG_DEBUG_F( "Found positive match in exclusion list: \'", name.data, "\'");
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}
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}
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}
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}
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// TODO: re-implement this algorithm to work in-place
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unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
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for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
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aiMappingTable[ i ] = 0;
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}
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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delete pScene->mMaterials[i];
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pScene->mMaterials[i] = nullptr;
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continue;
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}
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a)
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{
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if (abReferenced[a] && me == aiHashes[a]) {
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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pScene->mMaterials[i] = nullptr;
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break;
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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}
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}
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum != pScene->mNumMaterials) {
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ai_assert(iNewNum > 0);
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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}
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// generate new names for modified materials that had no names
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx]) {
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aiString sz;
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if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
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sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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ai_assert( NULL!=mesh );
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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delete[] pScene->mMaterials;
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pScene->mMaterials = ppcMaterials;
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pScene->mNumMaterials = iNewNum;
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}
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// delete temporary storage
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delete[] aiHashes;
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delete[] aiMappingTable;
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}
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if (redundantRemoved == 0 && unreferencedRemoved == 0)
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{
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ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
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}
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else
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{
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ASSIMP_LOG_INFO_F("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
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unreferencedRemoved, " unused materials.");
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}
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}
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