diff --git a/README.md b/README.md index f044c82..1b8f5b0 100644 --- a/README.md +++ b/README.md @@ -3,11 +3,105 @@ CUDA Denoiser For CUDA Path Tracer **University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 4** -* (TODO) YOUR NAME HERE -* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +* Xiaoxiao Zou + * [LinkedIn](https://www.linkedin.com/in/xiaoxiao-zou-23482a1b9/) +* Tested on: Windows 11, AMD Ryzen 9 7940HS @ 4.00 GHz, RTX 4060 Laptop -### (TODO: Your README) +Implement Edge avoiding A-Trous wavelet transform and Edge avoiding Guassian filtering -*DO NOT* leave the README to the last minute! It is a crucial part of the -project, and we will not be able to grade you without a good README. +### Performance & Analysis + + + + + + + + + + + + + + + + + + + + + + + + + +
SPP at original image/noisy image original images noisy image at lower sppdenoised image
2000spp/204 spp + + + + + +
3500spp/504 spp + + + + + +
5000spp/1140 spp + + + + + +
+ +Denoising will give an "acceptably smooth" result at lower iteration as shown above, however, the image also get somehow blurred out due to the denoising filter. + +#### Denoising Runtime - filter size, resolution + +![](./img/filter_size.png) +![](./img/resolution.png) + +Denoising will add more time to the renders. For A-Trous, it usually slow down the renderer about 10-20FPS. For Guassian, it slower the renderer a lot especially when the filter size is large. Larger filter size will genuinely add more time to the renders. For A-Trous, it adds slightly more time since number of levels need to compute did not increase much as the filter size goes larger and larger. However, for guassian, FPS get a huge markdown due to increasing size of kernel. For resolution, smaller resolution will give better runtime for both unfiltered and denoised image. Denoising will be a good technique for smaller resolution since the image will be blurry anyway for small image, this gives a better approximation for image. + +#### Denoising Visual effect - Filter size, material type, etc. + +Denoising visual effect does depends on filter size, however, the visual quality does not scale uniformly with filter size. For image that itself contains a lot of details, when filter size is large, it will lose the smaller details as the filter size get larger. The visual quality scale with image only if it does not exceed the threshold that it will starts to blur out the details. Here are images with filter size 10,20,40,80. Note the details of teapot lower bottom with light reflection starts to fade out when filter size is large. + +
+ + + + +
+ +Denoising filter gives good result when there is huge change in color contrast or object contrast, however, for objects that is smooth and simple color shaded, it will genuinely lose details for small shading in the geometry. For materials such as metallic or glass, it genuinely gives better result. For materials such as diffuse, sometimes, it will lose the details. Same scene as last section but change the material, the glass gives good approximation at around 500spp, whereas the lambert one gives good appromixation around 1000spp. + +
+ + +
+ +For scene between cornell.txt and cornell_ceiling_light.txt, denoising filter gives better approximation for cornell_ceiling_light. In the ceiiling_light scene, there is larger ligt object, that allows the scene to be less noisy (larger possibility to hit the light source). Here are images at 21 spp for two scenes with same filter size. + +Cornell: + +
+ + +
+ +Cornell_ceiling_light: + +
+ + +
+ +Guassian filter-a Trous filter +As I observed, I did not find any obvious visual difference between these two filters. Image shown with a-Trous and guassian. +
+ + +
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a/mesh/sponza/textures/vase_plant_alpha.tga.png b/mesh/sponza/textures/vase_plant_alpha.tga.png new file mode 100644 index 0000000..3dd5cf4 Binary files /dev/null and b/mesh/sponza/textures/vase_plant_alpha.tga.png differ diff --git a/mesh/teapot_n_glass.mtl b/mesh/teapot_n_glass.mtl new file mode 100644 index 0000000..89c2bbc --- /dev/null +++ b/mesh/teapot_n_glass.mtl @@ -0,0 +1,10 @@ +# Blender MTL File: 'teapot_n_glass.blend' +# Material Count: 1 + +newmtl None +Ns 0 +Ka 0.000000 0.000000 0.000000 +Kd 0.8 0.8 0.8 +Ks 0.8 0.8 0.8 +d 1 +illum 2 diff --git a/mesh/teapot_reduce.mtl b/mesh/teapot_reduce.mtl new file mode 100644 index 0000000..469f838 --- /dev/null +++ b/mesh/teapot_reduce.mtl @@ -0,0 +1,9 @@ +newmtl teapot:default1 +illum 4 +Kd 1.00 1.00 1.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +Ni 1.50 +Ks 0.20 0.20 0.20 +Ns 10.00 + diff --git a/mesh/teapot_reduce_1.mtl b/mesh/teapot_reduce_1.mtl new file mode 100644 index 0000000..e29a5db --- /dev/null +++ b/mesh/teapot_reduce_1.mtl @@ -0,0 +1,9 @@ +newmtl teapot:default1 +illum 4 +Kd 0.00 0.00 0.00 +Ka 1.00 1.00 1.00 +Tf 1.00 1.00 1.00 +map_Kd default.jpg +Ni 1.50 +Ks 0.20 0.20 0.20 +Ns 10.00 diff --git a/scenes/cornell_ceiling_light.txt b/scenes/cornell_ceiling_light.txt index 15af5f1..07253de 100644 --- a/scenes/cornell_ceiling_light.txt +++ b/scenes/cornell_ceiling_light.txt @@ -52,7 +52,7 @@ EMITTANCE 0 CAMERA RES 800 800 FOVY 45 -ITERATIONS 10 +ITERATIONS 1000 DEPTH 8 FILE cornell EYE 0.0 5 10.5 diff --git a/scenes/cornell_teapot.txt b/scenes/cornell_teapot.txt new file mode 100644 index 0000000..c548e82 --- /dev/null +++ b/scenes/cornell_teapot.txt @@ -0,0 +1,87 @@ +BACKGROUND_COLOR 0.0 0.0 0.0 + +// Emissive material (light) +MATERIAL 0 +RGB 1 1 1 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 10 + +// Diffuse white +MATERIAL 1 +RGB .98 .98 .98 +SPECEX 1.0 +SPECRGB .98 .98 .98 +REFL 0 +REFR 0 +REFRIOR 1.0 +EMITTANCE 0 + +// Diffuse red +MATERIAL 2 +RGB .85 .35 .35 +SPECEX 0 +SPECRGB 0 0 0 +REFL 0 +REFR 0 +REFRIOR 0 +EMITTANCE 0 + +// Diffuse green +MATERIAL 3 +RGB 1 1 .93 +SPECEX 0.5 +SPECRGB 1 1 .93 +REFL 0.0 +REFR 0.0 +REFRIOR 1.5 +EMITTANCE 0 + +// Specular white +MATERIAL 4 +RGB .98 .98 .98 +SPECEX 0.5 +SPECRGB .98 .98 .98 +REFL 0.1 +REFR 0.8 +REFRIOR 1.5 +EMITTANCE 0 + +// Camera +CAMERA +RES 800 800 +FOVY 45 +ITERATIONS 5000 +DEPTH 10 +FILE cornell +EYE 0.0 5 10.5 +LOOKAT 0 6 0 +UP 0 1 0 + +// Ceiling light +OBJECT 0 +cube +material 0 +TRANS 0 20 0 +ROTAT 0 0 0 +SCALE 10 .3 10 + +// Floor +OBJECT 1 +cube +material 1 +TRANS 0 0 0 +ROTAT 0 0 0 +SCALE 100 .01 100 + +// Sphere +OBJECT 2 +mesh +./../mesh/teapot_n_glass.obj +material 3 +TRANS 0 3.0 0 +ROTAT 0 0 0 +SCALE 1.5 1.5 1.5 \ No newline at end of file diff --git a/src/image.cpp b/src/image.cpp index 9405155..424c192 100644 --- a/src/image.cpp +++ b/src/image.cpp @@ -1,6 +1,7 @@ #include #include #include +#include #include "image.h" @@ -10,6 +11,22 @@ image::image(int x, int y) : pixels(new glm::vec3[x * y]) { } +image::image(const std::string &baseFilename){ + int width, height, bpp; + + uint8_t* rgb_image = stbi_load(baseFilename.c_str(), &width, &height, &bpp, 3); + pixels=new glm::vec3[width*height]; + ySize=height; + xSize=width; + for(int i=0;i u01(0, 1); - float up = sqrt(u01(rng)); // cos(theta) + float up = pow(u01(rng),exponent); // cos(theta) float over = sqrt(1 - up * up); // sin(theta) float around = u01(rng) * TWO_PI; @@ -40,23 +41,304 @@ glm::vec3 calculateRandomDirectionInHemisphere( + sin(around) * over * perpendicularDirection2; } +__host__ __device__ +float reflectance(float cosine, float ref_idx) { + // Use Schlick's approximation for reflectance. + float r0 = (1.0f-ref_idx) / (1.0f+ref_idx); + r0 = r0*r0; + return r0 + (1.0f-r0)*pow((1.0f - cosine),5.0f); +} + +__host__ __device__ +glm::vec3 refract(glm::vec3& uv, glm::vec3& n, float etai_over_etat) { + float cos_theta = glm::min(dot(-uv, n), 1.0f); + glm::vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n); + glm::vec3 r_out_parallel = -glm::sqrt(glm::abs(1.0f - glm::length2(r_out_perp))) * n; + return r_out_perp + r_out_parallel; +} +__host__ __device__ +void sampleLight(glm::vec3 &dist,Geom & light, + float & lightsize,thrust::default_random_engine &rng,float &pdf,glm::vec3& orig){ + thrust::uniform_real_distribution u01(0, 1); + float r1=u01(rng); + float r2=u01(rng); + float r3=u01(rng); + glm::vec3 point; + if(light.type==TRIANGLE){ + float u=r2*r3; + float v=r2*(1-r3); + point=(1.0f-u-v)*light.tri.vertices[0]+u*light.tri.vertices[1]+v*light.tri.vertices[2]; + }else if(light.type==CUBE){ + point=glm::vec3(r1-0.5f,r2-0.5f,r3-0.5f); + }else { + float theta=r1* TWO_PI; + float phi=r2* PI; + point=glm::vec3(glm::cos(theta)*glm::sin(phi),glm::cos(phi),glm::sin(theta)*glm::sin(phi))*0.5f; + } + dist=multiplyMV(light.transform, glm::vec4(point, 1.f)); +} +__host__ __device__ +float computeG(glm::vec3 w,glm::vec3 normal,float expoenent){ + float cos=glm::dot(w,normal); + float sin=glm::sqrt(1.0f-cos*cos); + float a=glm::sqrt(0.5f* expoenent +1)/(sin/cos); + if(a<1.6f){ + return (3.535*a+2.181*a*a)/(1.0+2.276*a+2.577*a*a); + }else{ + return 1.0f; + } +} + +__host__ __device__ +void diffuseScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,thrust::default_random_engine &rng, Geom & light, + float & lightsize){ + float cos=glm::dot(-glm::normalize(pathSegment.ray.direction), intersection.surfaceNormal); + thrust::uniform_real_distribution u01(0, 1); + float r2=u01(rng); + pathSegment.color *= materialColor; + pathSegment.remainingBounces--; + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + /*if(r2<0.5f){ + glm::vec3 dist; + float pdf; + sampleLight(dist,light,lightsize,rng,pdf,pathSegment.ray.origin); + + pathSegment.ray.direction=glm::normalize(dist-pathSegment.ray.origin); + pathSegment.color*=glm::abs(glm::dot(pathSegment.ray.direction, intersection.surfaceNormal))/PI; + pathSegment.remainingBounces=1; + //float pdf=glm::length2(dist-pathSegment.ray.origin)/cos; + //pathSegment.color/=pdf; + }else{*/ + pathSegment.ray.direction=glm::normalize(calculateRandomDirectionInHemisphere(intersection.surfaceNormal,rng,1.0f)); + //} + +} + +__host__ __device__ +void refractScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,const float ior,thrust::default_random_engine &rng){ + thrust::uniform_real_distribution u01(0, 1); + float refraction_ratio = intersection.outside ? (1.0f/ior):(ior); + float cos_theta = glm::min(glm::dot(-glm::normalize(pathSegment.ray.direction), intersection.surfaceNormal), 1.0f); + bool cannot_refract = ((glm::sqrt(1.0f - cos_theta * cos_theta)*refraction_ratio ) > 1.0f); + + bool fresnel = reflectance(cos_theta, refraction_ratio) > u01(rng); + if (cannot_refract||fresnel){ + //pathSegment.color *= glm::vec3(1.0f)-reflectance(cos_theta, refraction_ratio); + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + pathSegment.ray.direction=glm::reflect(glm::normalize(pathSegment.ray.direction),intersection.surfaceNormal); + } + else{ + //pathSegment.color *= glm::vec3(1.0f)-reflectance(cos_theta, refraction_ratio); + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t+0.0002f); + pathSegment.ray.direction =glm::refract(glm::normalize(pathSegment.ray.direction), intersection.surfaceNormal, refraction_ratio); + + } + pathSegment.remainingBounces--; +} + +__host__ __device__ +void specularScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,float exponent,thrust::default_random_engine &rng, Geom & light, + float & lightsize){ + thrust::uniform_real_distribution u01(0, 1); + float r2=u01(rng); + float cos=glm::dot(-glm::normalize(pathSegment.ray.direction), intersection.surfaceNormal); + pathSegment.color *= materialColor; + pathSegment.remainingBounces--; + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + /*if(r2<0.5f){ + glm::vec3 dist; + float pdf; + sampleLight(dist,light,lightsize,rng,pdf,pathSegment.ray.origin); + + pathSegment.ray.direction=glm::normalize(dist-pathSegment.ray.origin); + //pathSegment.color*=(exponent+1)*pow(glm::abs(glm::dot(pathSegment.ray.direction, intersection.surfaceNormal)),exponent)/TWO_PI; + pathSegment.remainingBounces=1; + }else{*/ + glm::vec3 reflected=glm::reflect(pathSegment.ray.direction,intersection.surfaceNormal); + pathSegment.ray.direction = glm::normalize(calculateRandomDirectionInHemisphere(reflected,rng,exponent)); + //} + //glass apperance at top + //bool fresnel = reflectance(cos_theta, refraction_ratio) > u01(rng); + + if(dot(pathSegment.ray.direction,intersection.surfaceNormal)<0){ + pathSegment.remainingBounces=0; + pathSegment.color=glm::vec3(0.0f); + return; + } + +} + +__host__ __device__ +void blinnScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,float exponent,thrust::default_random_engine &rng, Geom & light, + float & lightsize){ + + glm::vec3 h =glm::normalize(calculateRandomDirectionInHemisphere(intersection.surfaceNormal,rng,exponent)); + glm::vec3 wo=glm::reflect(pathSegment.ray.direction,h); + + glm::vec3 color = materialColor + ((float)pow(1.0f - glm::dot(h, wo), 5.0f)) * (glm::vec3(1.0f) - materialColor); + float bsdf=(exponent+2.0f)/(2.0f*(2.0f-pow(2.0f,-exponent/2.0f))); + float pdf= (exponent + 1.0f) /(4.0f*glm::dot(h,wo)); + pathSegment.color *= materialColor; + //color*bsdf/pdf; + pathSegment.remainingBounces--; + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + pathSegment.ray.direction=wo; + + if(dot(pathSegment.ray.direction,intersection.surfaceNormal)<0){ + pathSegment.remainingBounces=0; + pathSegment.color=glm::vec3(0.0f); + return; + } + +} + +__host__ __device__ +void blinnMicScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,float exponent,thrust::default_random_engine &rng, Geom & light, + float & lightsize){ + + glm::vec3 h =glm::normalize(calculateRandomDirectionInHemisphere(intersection.surfaceNormal,rng,exponent)); + glm::vec3 wo=glm::reflect(pathSegment.ray.direction,h); + + glm::vec3 color=materialColor+ ((float)pow(1.0f - glm::dot(h, wo), 5))*(glm::vec3(1.0f)-materialColor); + float D=(exponent+1.0f)/TWO_PI*pow(glm::dot(intersection.surfaceNormal,h),exponent); + float G=computeG(-glm::normalize(pathSegment.ray.direction),intersection.surfaceNormal,exponent)*computeG(wo,intersection.surfaceNormal,exponent); + float bsdf=D*G/(4*glm::dot(-glm::normalize(pathSegment.ray.direction),intersection.surfaceNormal)); + float pdf=(exponent+1)*pow(glm::dot(intersection.surfaceNormal,h),exponent)/(4.0f*TWO_PI*glm::dot(h,wo)); + pathSegment.color *= color*bsdf/pdf; + pathSegment.remainingBounces--; + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + + pathSegment.ray.direction=wo; + + if(dot(pathSegment.ray.direction,intersection.surfaceNormal)<0){ + pathSegment.remainingBounces=0; + pathSegment.color=glm::vec3(0.0f); + return; + } + +} + +__host__ __device__ +void diffuseMicScatter(PathSegment & pathSegment, + ShadeableIntersection& intersection, + glm::vec3 &materialColor,thrust::default_random_engine &rng, Geom & light, + float & lightsize){ + + float exponent=1.0f; + glm::vec3 h =glm::normalize(calculateRandomDirectionInHemisphere(intersection.surfaceNormal,rng,exponent)); + glm::vec3 wo=glm::reflect(pathSegment.ray.direction,h); + + glm::vec3 color=materialColor+ ((float)pow(1.0f - glm::dot(h, wo), 5))*(glm::vec3(1.0f)-materialColor); + float D=(exponent+1.0f)/TWO_PI*pow(glm::dot(intersection.surfaceNormal,h),exponent); + float G=computeG(-glm::normalize(pathSegment.ray.direction),intersection.surfaceNormal,exponent)*computeG(wo,intersection.surfaceNormal,exponent); + float bsdf=D*G/(4*glm::dot(-glm::normalize(pathSegment.ray.direction),intersection.surfaceNormal)); + float pdf=(exponent+1)*pow(glm::dot(intersection.surfaceNormal,h),exponent)/(4.0f*TWO_PI*glm::dot(h,wo)); + pathSegment.color *= color*bsdf/pdf; + pathSegment.remainingBounces--; + pathSegment.ray.origin=getPointOnRay(pathSegment.ray, intersection.t); + + pathSegment.ray.direction=wo; + + if(dot(pathSegment.ray.direction,intersection.surfaceNormal)<0){ + pathSegment.remainingBounces=0; + pathSegment.color=glm::vec3(0.0f); + return; + } + +} + /** - * Simple ray scattering with diffuse and perfect specular support. + * Scatter a ray with some probabilities according to the material properties. + * For example, a diffuse surface scatters in a cosine-weighted hemisphere. + * A perfect specular surface scatters in the reflected ray direction. + * In order to apply multiple effects to one surface, probabilistically choose + * between them. + * + * The visual effect you want is to straight-up add the diffuse and specular + * components. You can do this in a few ways. This logic also applies to + * combining other types of materias (such as refractive). + * + * - Always take an even (50/50) split between a each effect (a diffuse bounce + * and a specular bounce), but divide the resulting color of either branch + * by its probability (0.5), to counteract the chance (0.5) of the branch + * being taken. + * - This way is inefficient, but serves as a good starting point - it + * converges slowly, especially for pure-diffuse or pure-specular. + * - Pick the split based on the intensity of each material color, and divide + * branch result by that branch's probability (whatever probability you use). + * + * This method applies its changes to the Ray parameter `ray` in place. + * It also modifies the color `color` of the ray in place. + * + * You may need to change the parameter list for your purposes! */ __host__ __device__ void scatterRay( - PathSegment & pathSegment, - glm::vec3 intersect, - glm::vec3 normal, - const Material &m, - thrust::default_random_engine &rng) { - glm::vec3 newDirection; - if (m.hasReflective) { - newDirection = glm::reflect(pathSegment.ray.direction, normal); - } else { - newDirection = calculateRandomDirectionInHemisphere(normal, rng); + PathSegment& pathSegment, + ShadeableIntersection& intersection, + Material& m, + thrust::default_random_engine& rng, + glm::vec3* textPixel, + glm::vec3 back, + Geom & light, + float & lightsize, + int shading) { + thrust::uniform_real_distribution u01(0, 1); + // TODO: implement this. + // A basic implementation of pure-diffuse shading will just call the + // calculateRandomDirectionInHemisphere defined above. + + if(glm::dot(-glm::normalize(pathSegment.ray.direction), intersection.surfaceNormal)<=0.0f){ + pathSegment.color *= back; + pathSegment.remainingBounces=0; + return; + } + + glm::vec3 materialColor=m.color; + if(m.dimg!=-1){ + int x=(int)(intersection.uv.x*m.dwidth); + int y=(int)((1.0f-intersection.uv.y)*m.dheight); + int imgidx= y*m.dwidth+x+m.dimgidx; + materialColor=textPixel[imgidx]; + } + + if(m.nimg!=-1){ + int x=(int)(intersection.uv.x*m.nwidth); + int y=(int)((1.0f-intersection.uv.y)*m.nheight); + int imgidx= y*m.nwidth+x+m.nimgidx; + glm::vec3 Bump=textPixel[imgidx]; + Bump=glm::normalize(2.0f*Bump-glm::vec3(1.0f)); + intersection.surfaceNormal=glm::normalize(Bump[0]*intersection.dpdu+Bump[1]*intersection.dpdv+Bump[2]*intersection.surfaceNormal); + //glm::normalize(Bump[0]*intersection.dpdu+Bump[1]*intersection.dpdv+Bump[2]*intersection.surfaceNormal); } - pathSegment.ray.direction = newDirection; - pathSegment.ray.origin = intersect + (newDirection * 0.0001f); + if (m.emittance > 0.0f) { + pathSegment.color *= (materialColor * m.emittance); + pathSegment.remainingBounces=0; + }else{ + float r1=u01(rng); + if(r1 -0.0000001f && a < 0.0000001f) { + return -1; // This ray is parallel to this triangle. + } + + f = 1.0f / a; + glm::vec3 s=rt.origin-triangle.vertices[0]; + u = f * (glm::dot(s,h)); + + if (u < 0.0 || u > 1.0) { + return -1; + } + + glm::vec3 q=glm::cross(s, edge1); + v = f *glm::dot(rt.direction,q); + + if (v < 0.0 || u + v > 1.0) { + return -1; + } + + // At this stage we can compute t to find out where the intersection point is on the line. + float t = f *glm::dot(edge2,q); + if (t > 0.0000001f) // ray intersection + { + intersectionPoint = getPointOnRay(rt, t); + normal=(1.0f-u-v)*triangle.normals[0]+u*triangle.normals[1]+v*triangle.normals[2]; + uv=(1.0f-u-v)*triangle.uvs[0]+u*triangle.uvs[1]+v*triangle.uvs[2]; + //normal=triangle.g_norm; + if(glm::dot(triangle.g_norm,rt.direction)>0.0f){ + outside=false; + } + } else // This means that there is a line intersection but not a ray intersection. + { + return -1; + } + dpdu=glm::normalize(multiplyMV(geom.transform, glm::vec4(triangle.dpdu, 0.f))); + dpdv=glm::normalize(multiplyMV(geom.transform, glm::vec4(triangle.dpdv, 0.f))); + intersectionPoint = multiplyMV(geom.transform, glm::vec4(intersectionPoint, 1.f)); + normal = glm::normalize(multiplyMV(geom.invTranspose, glm::vec4(normal, 0.f))); + if(outside==false){ + normal=-normal; + } + return glm::length(r.origin - intersectionPoint); +} + +__host__ __device__ float aabbIntersectionTest(BVHnode box, Ray r, + glm::vec3 &intersectionPoint, glm::vec3 &normal, bool &outside) { + + float tmin = -1e38f; + float tmax = 1e38f; + for (int xyz = 0; xyz < 3; ++xyz) { + float qdxyz = r.direction[xyz]; + /*if (glm::abs(qdxyz) > 0.00001f)*/ //{ + float t1 = (box.min[xyz] - r.origin[xyz]) / qdxyz; + float t2 = (box.max[xyz] - r.origin[xyz]) / qdxyz; + float ta = glm::min(t1, t2); + float tb = glm::max(t1, t2); + if (ta > -0.0001f && ta > tmin) { + tmin = ta; + } + if (tb < tmax) { + tmax = tb; + } + //} + } + + if (tmax >= tmin && tmax > 0) { + if (tmin <= -0.0001f) + tmin = tmax; + return tmin; + } + return -1; +} diff --git a/src/main.cpp b/src/main.cpp index 4092ae4..e568ef9 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -24,6 +24,8 @@ int startupIterations = 0; int lastLoopIterations = 0; bool ui_showGbuffer = false; bool ui_denoise = false; +bool ui_gdenoise = false; +float ui_sigma=1.0f; int ui_filterSize = 80; float ui_colorWeight = 0.45f; float ui_normalWeight = 0.35f; @@ -106,7 +108,12 @@ void saveImage() { for (int y = 0; y < height; y++) { int index = x + (y * width); glm::vec3 pix = renderState->image[index]; - img.setPixel(width - 1 - x, y, glm::vec3(pix) / samples); + if(ui_denoise){ + img.setPixel(width - 1 - x, y, glm::vec3(pix)); + }else{ + img.setPixel(width - 1 - x, y, glm::vec3(pix) / samples); + } + } } @@ -164,13 +171,17 @@ void runCuda() { int frame = 0; pathtrace(frame, iteration); } - if (ui_showGbuffer) { showGBuffer(pbo_dptr); - } else { + }else if(ui_denoise) { + if(ui_gdenoise){ + showGDenoisImage(pbo_dptr,ui_filterSize,ui_sigma,ui_colorWeight,ui_normalWeight,ui_positionWeight,iteration); + } + showDenoisImage(pbo_dptr,ui_filterSize,ui_colorWeight,ui_normalWeight,ui_positionWeight,iteration); + }else { showImage(pbo_dptr, iteration); } - + //showDenoisImage(pbo_dptr,9,ui_colorWeight,ui_normalWeight,ui_positionWeight,iteration,levels); // unmap buffer object cudaGLUnmapBufferObject(pbo); diff --git a/src/main.h b/src/main.h index 06d311a..f7d6472 100644 --- a/src/main.h +++ b/src/main.h @@ -36,6 +36,8 @@ extern int ui_iterations; extern int startupIterations; extern bool ui_showGbuffer; extern bool ui_denoise; +extern bool ui_gdenoise; +extern float ui_sigma; extern int ui_filterSize; extern float ui_colorWeight; extern float ui_normalWeight; diff --git a/src/pathtrace.cu b/src/pathtrace.cu index 23e5f90..5f26385 100644 --- a/src/pathtrace.cu +++ b/src/pathtrace.cu @@ -4,6 +4,8 @@ #include #include #include +#include +#include #include "sceneStructs.h" #include "scene.h" @@ -15,6 +17,7 @@ #include "interactions.h" #define ERRORCHECK 1 +#define STACKSIZE 8192 #define FILENAME (strrchr(__FILE__, '/') ? strrchr(__FILE__, '/') + 1 : __FILE__) #define checkCUDAError(msg) checkCUDAErrorFn(msg, FILENAME, __LINE__) @@ -67,30 +70,150 @@ __global__ void sendImageToPBO(uchar4* pbo, glm::ivec2 resolution, } } + + __global__ void gbufferToPBO(uchar4* pbo, glm::ivec2 resolution, GBufferPixel* gBuffer) { int x = (blockIdx.x * blockDim.x) + threadIdx.x; int y = (blockIdx.y * blockDim.y) + threadIdx.y; if (x < resolution.x && y < resolution.y) { int index = x + (y * resolution.x); - float timeToIntersect = gBuffer[index].t * 256.0; + /*float timeToIntersect = gBuffer[index].t * 256.0; pbo[index].w = 0; pbo[index].x = timeToIntersect; pbo[index].y = timeToIntersect; - pbo[index].z = timeToIntersect; + pbo[index].z = timeToIntersect;*/ + /*glm::vec3 normal = glm::normalize(gBuffer[index].normal); + + pbo[index].w = 0; + pbo[index].x = glm::abs(normal.x)* 255.0f; + pbo[index].y = glm::abs(normal.y)* 255.0f; + pbo[index].z = glm::abs(normal.z)* 255.0f;*/ + + glm::vec3 position = gBuffer[index].position/10.0f; + if(gBuffer[index].t==-1) + position=glm::vec3(0.0f); + pbo[index].w = 0; + pbo[index].x = glm::abs(position.x)* 255.0f; + pbo[index].y = glm::abs(position.y)* 255.0f; + pbo[index].z = glm::abs(position.z)* 255.0f; } } +__global__ void KernelGenerate(int gridLength, float* k1D, float* kernel, glm::ivec2* offset) +{ + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + if(x()*phi*phi)*glm::exp(-((float)((x-center)*(x-center)+(y-center)*(y-center)))/(2*phi*phi)); + offset[y*gridLength+x]=glm::ivec2(x-gridLength/2,y-gridLength/2); + } +} + static Scene * hst_scene = NULL; static glm::vec3 * dev_image = NULL; +static glm::vec3 * dev_denoise_image = NULL; +static glm::vec3 * dev_denoise_imageC = NULL; static Geom * dev_geoms = NULL; static Material * dev_materials = NULL; static PathSegment * dev_paths = NULL; static ShadeableIntersection * dev_intersections = NULL; + static GBufferPixel* dev_gBuffer = NULL; +static float kernelHost[5]={1.0f/16.0f,1.0f/4.0f,3.0f/8.0f,1.0f/4.0f,1.0f/16.0f}; +static float* kernel; +static glm::ivec2* offset; +static float* kernel1D; +static float* Gkernel; +static glm::ivec2* Goffset; + +static int *dev_keys; +static int *dev_values; +static PathSegment* dev_pathR; +static ShadeableIntersection* dev_intersectionsR; +static PathSegment* finalbuffer; +static ShadeableIntersection* firstBounce = NULL; +static PathSegment* firstBounceP=NULL; +static BVHnode* dev_tree=NULL; +static glm::vec3* textimgpixel=NULL; +static int* dev_lights=NULL; +static float* dev_lights_area=NULL; // TODO: static variables for device memory, any extra info you need, etc // ... +__global__ void getImage(glm::ivec2 resolution, glm::vec3* image, int iter){ + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + + if (x < resolution.x && y < resolution.y) { + int index = x + (y * resolution.x); + image[index]/=(float)iter; + } +} + +__global__ void KernelConvolve(GBufferPixel* gBuffer,glm::ivec2 resolution, + glm::vec3* image, glm::vec3* den_image,float* kernel,glm::ivec2* offset,int length,float c_phi,float n_phi,float p_phi,int stepwidth,int max_step) { + int x = (blockIdx.x * blockDim.x) + threadIdx.x; + int y = (blockIdx.y * blockDim.y) + threadIdx.y; + + if (x < resolution.x && y < resolution.y) { + int index = x + (y * resolution.x); + + if(gBuffer[index].t==-1){ + den_image[index]= image[index]; + return; + } + + glm::ivec2 cuv=glm::ivec2(x,y); + glm::vec3 sum = glm::vec3(0.0f); + glm::vec3 cval = image[index]; + glm::vec3 nval = gBuffer[index].normal; + glm::vec3 pval = gBuffer[index].position; + float cum_w = 0.0f; + for(int i = 0; i < length*length; i++) { + glm::ivec2 uv = cuv + offset[i]*stepwidth; + if(offset[i].x*stepwidth>max_step/2||offset[i].y*stepwidth>max_step/2||offset[i].x*stepwidth<-max_step/2||offset[i].y*stepwidth<-max_step/2){ + continue; + } + uv.x=glm::clamp(uv.x,0,resolution.x); + uv.y=glm::clamp(uv.y,0,resolution.y); + + int newIdx=uv.x + (uv.y * resolution.x); + if(gBuffer[newIdx].t==-1){ + continue; + } + glm::vec3 ctmp = image[newIdx]; + glm::vec3 t = cval - ctmp; + float dist2 = dot(t,t); + float c_w = glm::min((float)glm::exp(-(dist2)/c_phi), 1.0f); + glm::vec3 ntmp = gBuffer[newIdx].normal; + t = nval - ntmp; + dist2 = glm::max(dot(t,t)/(stepwidth*stepwidth),0.0f); + float n_w = glm::min((float)glm::exp(-(dist2)/n_phi), 1.0f); + glm::vec3 ptmp = gBuffer[newIdx].position; + t = pval - ptmp; + dist2 = dot(t,t); + float p_w = glm::min((float)glm::exp(-(dist2)/p_phi),1.0f); + float weight = c_w * n_w * p_w; + sum += ctmp * weight * kernel[i]; + cum_w += weight*kernel[i]; + /*sum += ctmp * kernel[i]; + cum_w += kernel[i];*/ + } + den_image[index]=sum/cum_w; + } +} void pathtraceInit(Scene *scene) { hst_scene = scene; @@ -100,6 +223,12 @@ void pathtraceInit(Scene *scene) { cudaMalloc(&dev_image, pixelcount * sizeof(glm::vec3)); cudaMemset(dev_image, 0, pixelcount * sizeof(glm::vec3)); + cudaMalloc(&dev_denoise_image, pixelcount * sizeof(glm::vec3)); + cudaMemset(dev_denoise_image, 0, pixelcount * sizeof(glm::vec3)); + + cudaMalloc(&dev_denoise_imageC, pixelcount * sizeof(glm::vec3)); + cudaMemset(dev_denoise_imageC, 0, pixelcount * sizeof(glm::vec3)); + cudaMalloc(&dev_paths, pixelcount * sizeof(PathSegment)); cudaMalloc(&dev_geoms, scene->geoms.size() * sizeof(Geom)); @@ -108,12 +237,46 @@ void pathtraceInit(Scene *scene) { cudaMalloc(&dev_materials, scene->materials.size() * sizeof(Material)); cudaMemcpy(dev_materials, scene->materials.data(), scene->materials.size() * sizeof(Material), cudaMemcpyHostToDevice); + cudaMalloc(&dev_tree, scene->BVH.size() * sizeof(BVHnode)); + cudaMemcpy(dev_tree, scene->BVH.data(), scene->BVH.size() * sizeof(BVHnode), cudaMemcpyHostToDevice); + cudaMalloc(&dev_intersections, pixelcount * sizeof(ShadeableIntersection)); cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + cudaMalloc(&Gkernel, pixelcount * sizeof(float)); + cudaMalloc(&Goffset, pixelcount * sizeof(glm::vec2)); + + cudaMalloc(&textimgpixel, scene->imgtext.size() * sizeof(glm::vec3)); + cudaMemcpy(textimgpixel, scene->imgtext.data(), scene->imgtext.size() * sizeof(glm::vec3), cudaMemcpyHostToDevice); + cudaMalloc(&dev_gBuffer, pixelcount * sizeof(GBufferPixel)); + + cudaMalloc(&kernel1D,5* sizeof(float)); + cudaMemcpy(kernel1D,kernelHost,5 * sizeof(float),cudaMemcpyHostToDevice); + + cudaMalloc(&kernel, 25 * sizeof(float)); + cudaMalloc(&offset, 25 * sizeof(glm::ivec2)); // TODO: initialize any extra device memeory you need + const dim3 blockSize2d(8, 8); + const dim3 blocksPerGrid2dKernel( + (5 + blockSize2d.x - 1) / blockSize2d.x, + (5 + blockSize2d.y - 1) / blockSize2d.y); + + KernelGenerate<<>>(5,kernel1D,kernel,offset); + + cudaMalloc(&dev_lights, scene->Lights.size() * sizeof(int)); + cudaMemcpy(dev_lights, scene->Lights.data(), scene->Lights.size() * sizeof(int), cudaMemcpyHostToDevice); + cudaMalloc(&dev_lights_area, scene->LightArea.size() * sizeof(int)); + cudaMemcpy(dev_lights_area, scene->LightArea.data(), scene->LightArea.size() * sizeof(int), cudaMemcpyHostToDevice); + cudaMalloc((void**)&dev_keys, pixelcount * sizeof(int)); + cudaMalloc((void**)&dev_values, pixelcount * sizeof(int)); + cudaMalloc((void**)&finalbuffer, pixelcount * sizeof(PathSegment)); + + cudaMalloc(&dev_intersectionsR, pixelcount * sizeof(ShadeableIntersection)); + cudaMalloc(&firstBounce, pixelcount * sizeof(ShadeableIntersection)); + cudaMalloc(&firstBounceP, pixelcount * sizeof(PathSegment)); + cudaMalloc(&dev_pathR, pixelcount * sizeof(PathSegment)); checkCUDAError("pathtraceInit"); } @@ -126,7 +289,16 @@ void pathtraceFree() { cudaFree(dev_intersections); cudaFree(dev_gBuffer); // TODO: clean up any extra device memory you created - + cudaFree(kernel); + cudaFree(offset); + cudaFree(kernel1D); + cudaFree(dev_values); + cudaFree(dev_pathR); + cudaFree(dev_intersectionsR); + cudaFree(firstBounce); + cudaFree(firstBounceP); + cudaFree(dev_keys); + cudaFree(finalbuffer); checkCUDAError("pathtraceFree"); } @@ -163,11 +335,11 @@ __global__ void generateRayFromCamera(Camera cam, int iter, int traceDepth, Path __global__ void computeIntersections( int depth , int num_paths - , PathSegment * pathSegments - , Geom * geoms + , PathSegment* pathSegments + , Geom* geoms , int geoms_size - , ShadeableIntersection * intersections - ) + , ShadeableIntersection* intersections +) { int path_index = blockIdx.x * blockDim.x + threadIdx.x; @@ -178,27 +350,37 @@ __global__ void computeIntersections( float t; glm::vec3 intersect_point; glm::vec3 normal; + glm::vec2 uv=glm::vec2(0.0f); float t_min = FLT_MAX; int hit_geom_index = -1; bool outside = true; + bool temp_outside=true; + glm::vec3 temp_dpdu=glm::vec3(0.0f); + glm::vec3 temp_dpdv=glm::vec3(0.0f); glm::vec3 tmp_intersect; glm::vec3 tmp_normal; + glm::vec2 tmp_uv=glm::vec2(0.0f); + glm::vec3 dpdu=glm::vec3(0.0f); + glm::vec3 dpdv=glm::vec3(0.0f); // naive parse through global geoms for (int i = 0; i < geoms_size; i++) { - Geom & geom = geoms[i]; + Geom& geom = geoms[i]; if (geom.type == CUBE) { - t = boxIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + t = boxIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); } else if (geom.type == SPHERE) { - t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, outside); + t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); + }else if (geom.type == TRIANGLE){ + t = triIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_uv,temp_dpdu, temp_dpdv, tmp_normal, temp_outside); } + // TODO: add more intersection tests here... triangle? metaball? CSG? // Compute the minimum t from the intersection tests to determine what // scene geometry object was hit first. @@ -208,6 +390,10 @@ __global__ void computeIntersections( hit_geom_index = i; intersect_point = tmp_intersect; normal = tmp_normal; + uv=tmp_uv; + outside=temp_outside; + dpdu=temp_dpdu; + dpdv=temp_dpdv; } } @@ -219,58 +405,160 @@ __global__ void computeIntersections( { //The ray hits something intersections[path_index].t = t_min; + intersections[path_index].outside=outside; intersections[path_index].materialId = geoms[hit_geom_index].materialid; intersections[path_index].surfaceNormal = normal; + intersections[path_index].uv = uv; + intersections[path_index].dpdu = dpdu; + intersections[path_index].dpdv = dpdv; } } } -__global__ void shadeSimpleMaterials ( - int iter - , int num_paths - , ShadeableIntersection * shadeableIntersections - , PathSegment * pathSegments - , Material * materials - ) +__global__ void computeIntersectionsBVH( + int depth + , int num_paths + , PathSegment* pathSegments + , Geom* geoms + , BVHnode* tree + , int tree_size + , ShadeableIntersection* intersections +) { - int idx = blockIdx.x * blockDim.x + threadIdx.x; - if (idx < num_paths) - { - ShadeableIntersection intersection = shadeableIntersections[idx]; - PathSegment segment = pathSegments[idx]; - if (segment.remainingBounces == 0) { - return; - } + int path_index = blockIdx.x * blockDim.x + threadIdx.x; + + if (path_index < num_paths) + { + PathSegment pathSegment = pathSegments[path_index]; - if (intersection.t > 0.0f) { // if the intersection exists... - segment.remainingBounces--; - // Set up the RNG - thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, segment.remainingBounces); - - Material material = materials[intersection.materialId]; - glm::vec3 materialColor = material.color; - - // If the material indicates that the object was a light, "light" the ray - if (material.emittance > 0.0f) { - segment.color *= (materialColor * material.emittance); - segment.remainingBounces = 0; - } - else { - segment.color *= materialColor; - glm::vec3 intersectPos = intersection.t * segment.ray.direction + segment.ray.origin; - scatterRay(segment, intersectPos, intersection.surfaceNormal, material, rng); - } - // If there was no intersection, color the ray black. - // Lots of renderers use 4 channel color, RGBA, where A = alpha, often - // used for opacity, in which case they can indicate "no opacity". - // This can be useful for post-processing and image compositing. - } else { - segment.color = glm::vec3(0.0f); - segment.remainingBounces = 0; - } + float t; + glm::vec3 intersect_point; + glm::vec3 normal; + glm::vec2 uv = glm::vec2(0.0f); + glm::vec3 dpdu=glm::vec3(0.0f); + glm::vec3 dpdv=glm::vec3(0.0f); + float t_min = FLT_MAX; + int hit_geom_index = -1; + bool outside = true; + bool temp_outside=true; + int stack[STACKSIZE]; + int stackptr=0; + int stacksize=0; + stack[0]=tree_size-1; + glm::vec3 tmp_intersect; + glm::vec3 tmp_normal; + glm::vec2 tmp_uv= glm::vec2(0.0f); + glm::vec3 temp_dpdu=glm::vec3(0.0f); + glm::vec3 temp_dpdv=glm::vec3(0.0f); - pathSegments[idx] = segment; - } + // naive parse through global geoms + while(true){ + BVHnode& node=tree[stack[stackptr]]; + stackptr=(stackptr+1)%STACKSIZE;; + if(node.leaf){ + Geom& geom = geoms[node.geom]; + if (geom.type == CUBE) + { + t = boxIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); + } + else if (geom.type == SPHERE) + { + t = sphereIntersectionTest(geom, pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); + }else if (geom.type == TRIANGLE){ + t = triIntersectionTest(geom, pathSegment.ray, tmp_intersect,tmp_uv,temp_dpdu, temp_dpdv,tmp_normal, temp_outside); + } + if (t > 0.0f && t_min > t) + { + t_min = t; + hit_geom_index = geom.materialid; + intersect_point = tmp_intersect; + normal = tmp_normal; + uv= tmp_uv; + dpdu=temp_dpdu; + dpdv=temp_dpdv; + outside=temp_outside; + } + }else{ + float dist1=aabbIntersectionTest(tree[node.leftchild], pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); + if(dist1>=0.0f){ + stacksize=(stacksize+1)%STACKSIZE;; + stack[stacksize]=node.leftchild; + } + if(node.rightchild!=-1){ + float dist2=aabbIntersectionTest(tree[node.rightchild], pathSegment.ray, tmp_intersect, tmp_normal, temp_outside); + if(dist2>=0.0f){ + stacksize=(stacksize+1)%STACKSIZE; + stack[stacksize]=node.rightchild; + } + } + } + if(stackptr==stacksize+1){ + break; + } + } + + if (hit_geom_index == -1) + { + intersections[path_index].t = -1.0f; + } + else + { + //The ray hits something + intersections[path_index].t = t_min; + intersections[path_index].outside=outside; + intersections[path_index].materialId = hit_geom_index; + intersections[path_index].surfaceNormal = normal; + intersections[path_index].uv = uv; + intersections[path_index].dpdu = dpdu; + intersections[path_index].dpdv = dpdv; + } + } +} + +__global__ void shadeFakeMaterial( + int iter + , int num_paths + , ShadeableIntersection* shadeableIntersections + , PathSegment* pathSegments + , Material* materials + , glm::vec3 back + , glm::vec3* textPixel + , Geom* geoms + , int* Lights + , float* LightArea + , int lightsize + , int shading +) +{ + int idx = blockIdx.x * blockDim.x + threadIdx.x; + if (idx < num_paths) + { + ShadeableIntersection intersection = shadeableIntersections[idx]; + if (intersection.t > 0.0f) { // if the intersection exists... + // Set up the RNG + // LOOK: this is how you use thrust's RNG! Please look at + // makeSeededRandomEngine as well. + thrust::default_random_engine rng = makeSeededRandomEngine(iter, idx, 0); + + thrust::uniform_real_distribution u01(0, 1); + int index=((int)(u01(rng)*((float)lightsize/2))); + int start=Lights[index*2]; + int end=Lights[index*2+1]; + int gidx=u01(rng)*(end-start)+start; + if (intersection.materialId == 5) + int test = 1; + scatterRay(pathSegments[idx],intersection,materials[intersection.materialId],rng,textPixel,back,geoms[gidx],LightArea[index],shading); + // If the material indicates that the object was a light, "light" the ray + // If there was no intersection, color the ray black. + // Lots of renderers use 4 channel color, RGBA, where A = alpha, often + // used for opacity, in which case they can indicate "no opacity". + // This can be useful for post-processing and image compositing. + } + else { + pathSegments[idx].color *= back; + pathSegments[idx].remainingBounces=0; + } + } } __global__ void generateGBuffer ( @@ -282,6 +570,15 @@ __global__ void generateGBuffer ( if (idx < num_paths) { gBuffer[idx].t = shadeableIntersections[idx].t; + gBuffer[idx].normal=shadeableIntersections[idx].surfaceNormal; + gBuffer[idx].position=getPointOnRay(pathSegments[idx].ray,gBuffer[idx].t); + /* + glm::vec3 normal=shadeableIntersections[idx].surfaceNormal; + gBuffer[idx].normal=glm::vec3(glm::abs(normal.x),glm::abs(normal.y),glm::abs(normal.z)); + glm::vec3 position=getPointOnRay(pathSegments[idx].ray,gBuffer[idx].t)/10.0f; + gBuffer[idx].position=glm::vec3(glm::abs(position.x),glm::abs(position.y),glm::abs(position.z)); + */ + //atomicAdd(c_phi, float val); } } @@ -297,58 +594,96 @@ __global__ void finalGather(int nPaths, glm::vec3 * image, PathSegment * iterati } } +__global__ void setfinalbuffer(int nPaths, PathSegment* iterationPaths) +{ + int index = (blockIdx.x * blockDim.x) + threadIdx.x; + + if (index < nPaths) + { + iterationPaths[index].pixelIndex=index; + iterationPaths[index].color=glm::vec3(0.0f); + + } +} + +__global__ void materialRemap(int num_paths, + PathSegment* dev_paths, + ShadeableIntersection* intersection, + int *dev_keys, + int *dev_values){ + + int index = (blockIdx.x * blockDim.x) + threadIdx.x; + + if (index < num_paths) + { + dev_keys[index]=intersection[index].materialId; + dev_values[index]=index; + } +} + + +struct is_zero +{ + __host__ __device__ + bool operator()(PathSegment x) + { + return x.remainingBounces == 0; + } +}; + +/** + * Performs scatter on an array. That is, for each element in idata, + * if bools[idx] == 1, it copies idata[idx] to odata[indices[idx]]. + */ + __global__ void kernScatter(int n, PathSegment* idata,PathSegment* finaldata) { + // TODO + int index = threadIdx.x + (blockIdx.x * blockDim.x); + if (index >= n) { + return; + } + if (idata[index].remainingBounces == 0) { + finaldata[idata[index].pixelIndex].color=idata[index].color; + } + +} + + +__global__ void kernReshuffle(int N, int* particleArrayIndices, PathSegment* pos, + PathSegment* posR, ShadeableIntersection* vel, ShadeableIntersection* velR){ + int index = threadIdx.x + (blockIdx.x * blockDim.x); + if (index >= N) { + return; + } + posR[index]=pos[particleArrayIndices[index]]; + velR[index]=vel[particleArrayIndices[index]]; + +} + /** * Wrapper for the __global__ call that sets up the kernel calls and does a ton * of memory management */ + void pathtrace(int frame, int iter) { - const int traceDepth = hst_scene->state.traceDepth; - const Camera &cam = hst_scene->state.camera; - const int pixelcount = cam.resolution.x * cam.resolution.y; + const int traceDepth = hst_scene->state.traceDepth; + const Camera& cam = hst_scene->state.camera; + const int pixelcount = cam.resolution.x * cam.resolution.y; // 2D block for generating ray from camera - const dim3 blockSize2d(8, 8); - const dim3 blocksPerGrid2d( - (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, - (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); + const dim3 blockSize2d(8, 8); + const dim3 blocksPerGrid2d( + (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, + (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); // 1D block for path tracing const int blockSize1d = 128; - - /////////////////////////////////////////////////////////////////////////// - - // Pathtracing Recap: - // * Initialize array of path rays (using rays that come out of the camera) - // * You can pass the Camera object to that kernel. - // * Each path ray must carry at minimum a (ray, color) pair, - // * where color starts as the multiplicative identity, white = (1, 1, 1). - // * This has already been done for you. - // * NEW: For the first depth, generate geometry buffers (gbuffers) - // * For each depth: - // * Compute an intersection in the scene for each path ray. - // A very naive version of this has been implemented for you, but feel - // free to add more primitives and/or a better algorithm. - // Currently, intersection distance is recorded as a parametric distance, - // t, or a "distance along the ray." t = -1.0 indicates no intersection. - // * Color is attenuated (multiplied) by reflections off of any object - // * Stream compact away all of the terminated paths. - // You may use either your implementation or `thrust::remove_if` or its - // cousins. - // * Note that you can't really use a 2D kernel launch any more - switch - // to 1D. - // * Shade the rays that intersected something or didn't bottom out. - // That is, color the ray by performing a color computation according - // to the shader, then generate a new ray to continue the ray path. - // We recommend just updating the ray's PathSegment in place. - // Note that this step may come before or after stream compaction, - // since some shaders you write may also cause a path to terminate. - // * Finally: - // * if not denoising, add this iteration's results to the image - // * TODO: if denoising, run kernels that take both the raw pathtraced result and the gbuffer, and put the result in the "pbo" from opengl - - generateRayFromCamera <<>>(cam, iter, traceDepth, dev_paths); - checkCUDAError("generate camera ray"); - + if(iter==1) + generateRayFromCamera << > > (cam, iter,traceDepth, dev_paths); + else + cudaMemcpy(dev_paths,firstBounceP,pixelcount*sizeof(PathSegment),cudaMemcpyDeviceToDevice); + checkCUDAError("generate camera ray"); + + int depth = 0; PathSegment* dev_path_end = dev_paths + pixelcount; int num_paths = dev_path_end - dev_paths; @@ -356,57 +691,106 @@ void pathtrace(int frame, int iter) { // --- PathSegment Tracing Stage --- // Shoot ray into scene, bounce between objects, push shading chunks - // Empty gbuffer - cudaMemset(dev_gBuffer, 0, pixelcount * sizeof(GBufferPixel)); + bool iterationComplete = false; + dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; + setfinalbuffer<<>>(num_paths,finalbuffer); + //thrust::device_vector dev_thrust_out(pixelcount); + while (!iterationComplete) { - // clean shading chunks - cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + // clean shading chunks + cudaMemset(dev_intersections, 0, pixelcount * sizeof(ShadeableIntersection)); + + // tracing + dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; + if(depth==0&&iter>1){ + cudaMemcpy(dev_intersections,firstBounce,num_paths*sizeof(ShadeableIntersection),cudaMemcpyDeviceToDevice); + depth++; + }else{ + computeIntersectionsBVH << > > ( + iter + , num_paths + , dev_paths + , dev_geoms + , dev_tree + , hst_scene->BVH.size() + , dev_intersections + ); + + checkCUDAError("trace one bounce"); + cudaDeviceSynchronize(); + depth++; + + materialRemap << > >( + num_paths, + dev_paths, + dev_intersections, + dev_keys, + dev_values + ); + thrust::sort_by_key(thrust::device,dev_keys, dev_keys+num_paths, dev_values); + kernReshuffle<<>>(num_paths,dev_values,dev_paths,dev_pathR,dev_intersections,dev_intersectionsR); + + PathSegment *tempdev_paths=dev_pathR; + dev_pathR=dev_paths; + dev_paths=tempdev_paths; + ShadeableIntersection* tempdev_intersections=dev_intersectionsR; + dev_intersectionsR=dev_intersections; + dev_intersections=tempdev_intersections; + } - bool iterationComplete = false; - while (!iterationComplete) { + if(depth==1&&iter==1){ + cudaMemcpy(firstBounce,dev_intersections,num_paths*sizeof(ShadeableIntersection),cudaMemcpyDeviceToDevice); + cudaMemcpy(firstBounceP,dev_paths,num_paths*sizeof(PathSegment),cudaMemcpyDeviceToDevice); + } - // tracing - dim3 numblocksPathSegmentTracing = (num_paths + blockSize1d - 1) / blockSize1d; - computeIntersections <<>> ( - depth - , num_paths - , dev_paths - , dev_geoms - , hst_scene->geoms.size() - , dev_intersections + shadeFakeMaterial << > > ( + iter, + num_paths, + dev_intersections, + dev_paths, + dev_materials, + hst_scene->backColor, + textimgpixel, + dev_geoms, + dev_lights, + dev_lights_area, + hst_scene->Lights.size(), + 0 ); - checkCUDAError("trace one bounce"); - cudaDeviceSynchronize(); - - if (depth == 0) { - generateGBuffer<<>>(num_paths, dev_intersections, dev_paths, dev_gBuffer); - } - depth++; + kernScatter << > > ( + num_paths, + dev_paths, + finalbuffer + ); + + PathSegment* new_end=thrust::remove_if(thrust::device,dev_paths,dev_paths+num_paths,is_zero()); + + num_paths=new_end-dev_paths; - shadeSimpleMaterials<<>> ( - iter, - num_paths, - dev_intersections, - dev_paths, - dev_materials - ); - iterationComplete = depth == traceDepth; + if(depth>traceDepth || num_paths==0){ + iterationComplete = true; // TODO: should be based off stream compaction results. + } + } - // Assemble this iteration and apply it to the image - dim3 numBlocksPixels = (pixelcount + blockSize1d - 1) / blockSize1d; - finalGather<<>>(num_paths, dev_image, dev_paths); + + + finalGather << > > (pixelcount, dev_image, finalbuffer); + + + // Assemble this iteration and apply it to the image + - /////////////////////////////////////////////////////////////////////////// + /////////////////////////////////////////////////////////////////////////// - // CHECKITOUT: use dev_image as reference if you want to implement saving denoised images. - // Otherwise, screenshots are also acceptable. - // Retrieve image from GPU - cudaMemcpy(hst_scene->state.image.data(), dev_image, - pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); + // Send results to OpenGL buffer for rendering - checkCUDAError("pathtrace"); + // Retrieve image from GPU + cudaMemcpy(hst_scene->state.image.data(), dev_image, + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); + + checkCUDAError("pathtrace"); } // CHECKITOUT: this kernel "post-processes" the gbuffer/gbuffers into something that you can visualize for debugging. @@ -431,3 +815,50 @@ const Camera &cam = hst_scene->state.camera; // Send results to OpenGL buffer for rendering sendImageToPBO<<>>(pbo, cam.resolution, iter, dev_image); } + +void showDenoisImage(uchar4 *pbo,int ui_filterSize, float ui_colorWeight,float ui_normalWeight,float ui_positionWeight,int iter){ + const Camera &cam = hst_scene->state.camera; + const dim3 blockSize2d(8, 8); + const dim3 blocksPerGrid2d( + (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, + (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); + + int filter_iter=ceil(log2(((float)ui_filterSize)/4.0f)); + //int filter_iter=1; + const int pixelcount = cam.resolution.x * cam.resolution.y; + cudaMemcpy(dev_denoise_image,dev_image,pixelcount*sizeof(glm::vec3),cudaMemcpyDeviceToDevice); + int stepwidth=1; + getImage<<>>( cam.resolution, dev_denoise_image,iter); + + for(int i=0;i>>(dev_gBuffer, cam.resolution, dev_denoise_image,dev_denoise_imageC,kernel,offset,5,ui_colorWeight,ui_normalWeight,ui_positionWeight,stepwidth,ui_filterSize); + stepwidth*=2; + ui_colorWeight = ui_colorWeight / 2; + glm::vec3* temp=dev_denoise_image; + dev_denoise_image=dev_denoise_imageC; + dev_denoise_imageC=temp; + } + + sendImageToPBO<<>>(pbo, cam.resolution, 1, dev_denoise_image); + cudaMemcpy(hst_scene->state.image.data(), dev_denoise_image, + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); +} + +void showGDenoisImage(uchar4 *pbo,int ui_filterSize, float phi,float ui_colorWeight,float ui_normalWeight,float ui_positionWeight,int iter){ + const Camera &cam = hst_scene->state.camera; + const dim3 blockSize2d(8, 8); + const dim3 blocksPerGrid2d( + (cam.resolution.x + blockSize2d.x - 1) / blockSize2d.x, + (cam.resolution.y + blockSize2d.y - 1) / blockSize2d.y); + const dim3 blocksPerGrid2dKernel( + (ui_filterSize + blockSize2d.x - 1) / blockSize2d.x, + (ui_filterSize + blockSize2d.y - 1) / blockSize2d.y); + const int pixelcount = cam.resolution.x * cam.resolution.y; + + generateGuassianKernel<<>>(ui_filterSize,Gkernel,phi,Goffset); + KernelConvolve<<>>(dev_gBuffer, cam.resolution, dev_image,dev_denoise_image,Gkernel,offset,ui_filterSize,ui_colorWeight,ui_normalWeight,ui_positionWeight,1,ui_filterSize); + + sendImageToPBO<<>>(pbo, cam.resolution, 1, dev_denoise_image); + cudaMemcpy(hst_scene->state.image.data(), dev_denoise_image, + pixelcount * sizeof(glm::vec3), cudaMemcpyDeviceToHost); +} diff --git a/src/pathtrace.h b/src/pathtrace.h index 9e12f44..f2cc691 100644 --- a/src/pathtrace.h +++ b/src/pathtrace.h @@ -8,3 +8,5 @@ void pathtraceFree(); void pathtrace(int frame, int iteration); void showGBuffer(uchar4 *pbo); void showImage(uchar4 *pbo, int iter); +void showDenoisImage(uchar4 *pbo,int ui_filterSize, float ui_colorWeight,float ui_normalWeight,float ui_positionWeight,int iter); +void showGDenoisImage(uchar4 *pbo,int ui_filterSize, float phi, float ui_colorWeight,float ui_normalWeight,float ui_positionWeight,int iter); diff --git a/src/preview.cpp b/src/preview.cpp index 3ca2718..567546d 100644 --- a/src/preview.cpp +++ b/src/preview.cpp @@ -211,10 +211,12 @@ void drawGui(int windowWidth, int windowHeight) { } ImGui::SliderInt("Iterations", &ui_iterations, 1, startupIterations); - + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Checkbox("Denoise", &ui_denoise); + ImGui::Checkbox("Guassian", &ui_gdenoise); + ImGui::SliderFloat("Standard Deviation for Guassian filter", &ui_sigma, 0.0f, 10.0f); - ImGui::SliderInt("Filter Size", &ui_filterSize, 0, 100); + ImGui::SliderInt("Filter Size", &ui_filterSize, 1, 100); ImGui::SliderFloat("Color Weight", &ui_colorWeight, 0.0f, 10.0f); ImGui::SliderFloat("Normal Weight", &ui_normalWeight, 0.0f, 10.0f); ImGui::SliderFloat("Position Weight", &ui_positionWeight, 0.0f, 10.0f); diff --git a/src/scene.cpp b/src/scene.cpp index cbae043..ce1ac32 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -3,6 +3,170 @@ #include #include #include +#define TINYOBJLOADER_IMPLEMENTATION +#include "tiny_obj_loader.h" + +void printvec3(glm::vec3 vec){ + cout< BVH, std::vector& geoms){ + cout<<"BVH leaves count "< &boxes,BVHnode &parent){ + parent.min=boxes[0].min; + parent.max=boxes[0].max; + for (const BVHnode &b : boxes) { + parent.min=glm::vec3(fmin(b.min.x,parent.min.x),fmin(b.min.y,parent.min.y),fmin(b.min.z,parent.min.z)); + parent.max=glm::vec3(fmax(b.max.x,parent.max.x),fmax(b.max.y,parent.max.y),fmax(b.max.z,parent.max.z)); + } +} + +int largest_axis(BVHnode &box){ + glm::vec3 middle=box.max-box.min; + float max=cmax(middle.x,middle.y,middle.z); + if(max==middle.x){ + return 0; + }else if(max==middle.y){ + return 1; + }else{ + return 2; + } +} +int constructBVH(std::vector &boxes,std::vector &node_pool){ + if (boxes.size() == 1) { + node_pool.push_back(boxes[0]); + return node_pool.size() - 1; + }else if(boxes.size() == 2){ + BVHnode parent; + parent.leaf=false; + node_pool.push_back(boxes[0]); + parent.leftchild=node_pool.size() - 1; + node_pool.push_back(boxes[1]); + parent.rightchild=node_pool.size() - 1; + mergeBox(boxes,parent); + node_pool.push_back(parent); + return node_pool.size() - 1; + } + + BVHnode big_box; + big_box.leaf=false; + mergeBox(boxes,big_box); + int axis = largest_axis(big_box); + std::vector local_boxes = boxes; + std::sort(local_boxes.begin(), local_boxes.end(), + [&](const BVHnode &b1, const BVHnode &b2) { + glm::vec3 center1 = (b1.max + b1.min) / 2.0f; + glm::vec3 center2 = (b2.max + b2.min) / 2.0f; + return center1[axis] < center2[axis]; + }); + std::vector left_boxes( + local_boxes.begin(), + local_boxes.begin() + local_boxes.size() / 2); + std::vector right_boxes( + local_boxes.begin() + local_boxes.size() / 2, + local_boxes.end()); + + + big_box.leftchild= constructBVH(left_boxes, node_pool); + big_box.rightchild = constructBVH(right_boxes, node_pool); + node_pool.push_back(big_box); + return node_pool.size() - 1; +} + +void buildBVH(std::vector &BVH, std::vector& geoms){ + //aabb building + for(int i=0;i pool; + constructBVH(BVH,pool); + BVH=pool; + printvec3(BVH[BVH.size()-1].min); + printvec3(BVH[BVH.size()-1].max); + /*int start=0; + int end=BVH.size(); + while (true){ + int size=end-start; + for(int i=0;i<(size+1)/2;i++){ + BVHnode newnode; + newnode.leaf=false; + int index1=i*2+start; + int index2=-1; + BVHnode b=BVH[i*2+start]; + if(i*2+1+start shapes; + std::vector meshmaterials; + std::string warn; + std::string err; + int materialStartIdx=materials.size(); + bool ret = tinyobj::LoadObj(&attrib, &shapes, &meshmaterials, &warn, &err, line.c_str(),"./../mesh/"); + /*cout<<"material count "<0){ + mat.emittance=length(emissive); + lightmat.push_back(materials.size()); + mat.color=glm::normalize(emissive); + }else{ + mat.emittance=0.0f; + } + //cout<<"material loading diffuse color"<0){ + //cout<<"?"< tokens = utilityCore::tokenizeString(line); - newGeom.materialid = atoi(tokens[1].c_str()); - cout << "Connecting Geom " << objectid << " to Material " << newGeom.materialid << "..." << endl; + int materialid = atoi(tokens[1].c_str()); + cout << "Connecting Geom " << objectid << " to Material " << materialid << "..." << endl; + bool isLight=std::find(lightmat.begin(), lightmat.end(), materialid) != lightmat.end(); + if(newGeom.type == MESH){ + if(materialid!=-1){ + + + cout<<"not here"<()); + else + LightArea.push_back(6.0f); + } + + //BVH[starting_index].geom.materialid=materialid; + } } //load transformations utilityCore::safeGetline(fp_in, line); while (!line.empty() && fp_in.good()) { vector tokens = utilityCore::tokenizeString(line); - + //load tranformations + glm::vec3 translation; + glm::vec3 rotation; + glm::vec3 scale; if (strcmp(tokens[0].c_str(), "TRANS") == 0) { - newGeom.translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + translation = glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str())); + if(newGeom.type == MESH){ + for(int i=starting_index;i0) + lightmat.push_back(materials.size()); } } materials.push_back(newMaterial); diff --git a/src/scene.h b/src/scene.h index f29a917..1b1bec0 100644 --- a/src/scene.h +++ b/src/scene.h @@ -7,7 +7,7 @@ #include "glm/glm.hpp" #include "utilities.h" #include "sceneStructs.h" - +#include "image.h" using namespace std; class Scene { @@ -21,6 +21,12 @@ class Scene { ~Scene(); std::vector geoms; + std::vector BVH; + std::vector lightmat; + std::vector Lights; + std::vector LightArea; std::vector materials; + std::vector imgtext; + glm::vec3 backColor=glm::vec3(0.0f); RenderState state; }; diff --git a/src/sceneStructs.h b/src/sceneStructs.h index da7e558..c4cd43f 100644 --- a/src/sceneStructs.h +++ b/src/sceneStructs.h @@ -3,13 +3,17 @@ #include #include #include +#include "image.h" #include "glm/glm.hpp" +#include "utilities.h" #define BACKGROUND_COLOR (glm::vec3(0.0f)) enum GeomType { SPHERE, CUBE, + MESH, + TRIANGLE }; struct Ray { @@ -17,9 +21,21 @@ struct Ray { glm::vec3 direction; }; +struct Triangle { + glm::vec3 vertices[3]; + glm::vec3 normals[3]; + glm::vec2 uvs[3]; + glm::vec3 g_norm; + int matID; + float size; + glm::vec3 dpdu; + glm::vec3 dpdv; +}; + struct Geom { enum GeomType type; int materialid; + Triangle tri; glm::vec3 translation; glm::vec3 rotation; glm::vec3 scale; @@ -28,6 +44,15 @@ struct Geom { glm::mat4 invTranspose; }; +struct BVHnode { + glm::vec3 min; + glm::vec3 max; + int leftchild; + int rightchild; + bool leaf; + int geom; +}; + struct Material { glm::vec3 color; struct { @@ -38,6 +63,14 @@ struct Material { float hasRefractive; float indexOfRefraction; float emittance; + int dimg; + int dheight; + int dwidth; + int dimgidx; + int nimg; + int nheight; + int nwidth; + int nimgidx; }; struct Camera { @@ -60,10 +93,10 @@ struct RenderState { }; struct PathSegment { - Ray ray; - glm::vec3 color; - int pixelIndex; - int remainingBounces; + Ray ray; + glm::vec3 color; + int pixelIndex; + int remainingBounces; }; // Use with a corresponding PathSegment to do: @@ -72,11 +105,15 @@ struct PathSegment { struct ShadeableIntersection { float t; glm::vec3 surfaceNormal; + glm::vec2 uv; int materialId; + bool outside; + glm::vec3 dpdu; + glm::vec3 dpdv; }; -// CHECKITOUT - a simple struct for storing scene geometry information per-pixel. -// What information might be helpful for guiding a denoising filter? struct GBufferPixel { float t; + glm::vec3 normal; + glm::vec3 position; }; diff --git a/src/tiny_obj_loader.h b/src/tiny_obj_loader.h new file mode 100644 index 0000000..28d5d84 --- /dev/null +++ b/src/tiny_obj_loader.h @@ -0,0 +1,3459 @@ +/* +The MIT License (MIT) + +Copyright (c) 2012-Present, Syoyo Fujita and many contributors. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +// +// version 2.0.0 : Add new object oriented API. 1.x API is still provided. +// * Support line primitive. +// * Support points primitive. +// * Support multiple search path for .mtl(v1 API). +// * Support vertex weight `vw`(as an tinyobj extension) +// * Support escaped whitespece in mtllib +// * Add robust triangulation using Mapbox earcut(TINYOBJLOADER_USE_MAPBOX_EARCUT). +// version 1.4.0 : Modifed ParseTextureNameAndOption API +// version 1.3.1 : Make ParseTextureNameAndOption API public +// version 1.3.0 : Separate warning and error message(breaking API of LoadObj) +// version 1.2.3 : Added color space extension('-colorspace') to tex opts. +// version 1.2.2 : Parse multiple group names. +// version 1.2.1 : Added initial support for line('l') primitive(PR #178) +// version 1.2.0 : Hardened implementation(#175) +// version 1.1.1 : Support smoothing groups(#162) +// version 1.1.0 : Support parsing vertex color(#144) +// version 1.0.8 : Fix parsing `g` tag just after `usemtl`(#138) +// version 1.0.7 : Support multiple tex options(#126) +// version 1.0.6 : Add TINYOBJLOADER_USE_DOUBLE option(#124) +// version 1.0.5 : Ignore `Tr` when `d` exists in MTL(#43) +// version 1.0.4 : Support multiple filenames for 'mtllib'(#112) +// version 1.0.3 : Support parsing texture options(#85) +// version 1.0.2 : Improve parsing speed by about a factor of 2 for large +// files(#105) +// version 1.0.1 : Fixes a shape is lost if obj ends with a 'usemtl'(#104) +// version 1.0.0 : Change data structure. Change license from BSD to MIT. +// + +// +// Use this in *one* .cc +// #define TINYOBJLOADER_IMPLEMENTATION +// #include "tiny_obj_loader.h" +// + +#ifndef TINY_OBJ_LOADER_H_ +#define TINY_OBJ_LOADER_H_ + +#include +#include +#include + +namespace tinyobj { + +// TODO(syoyo): Better C++11 detection for older compiler +#if __cplusplus > 199711L +#define TINYOBJ_OVERRIDE override +#else +#define TINYOBJ_OVERRIDE +#endif + +#ifdef __clang__ +#pragma clang diagnostic push +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif + +#pragma clang diagnostic ignored "-Wpadded" + +#endif + +// https://en.wikipedia.org/wiki/Wavefront_.obj_file says ... +// +// -blendu on | off # set horizontal texture blending +// (default on) +// -blendv on | off # set vertical texture blending +// (default on) +// -boost real_value # boost mip-map sharpness +// -mm base_value gain_value # modify texture map values (default +// 0 1) +// # base_value = brightness, +// gain_value = contrast +// -o u [v [w]] # Origin offset (default +// 0 0 0) +// -s u [v [w]] # Scale (default +// 1 1 1) +// -t u [v [w]] # Turbulence (default +// 0 0 0) +// -texres resolution # texture resolution to create +// -clamp on | off # only render texels in the clamped +// 0-1 range (default off) +// # When unclamped, textures are +// repeated across a surface, +// # when clamped, only texels which +// fall within the 0-1 +// # range are rendered. +// -bm mult_value # bump multiplier (for bump maps +// only) +// +// -imfchan r | g | b | m | l | z # specifies which channel of the file +// is used to +// # create a scalar or bump texture. +// r:red, g:green, +// # b:blue, m:matte, l:luminance, +// z:z-depth.. +// # (the default for bump is 'l' and +// for decal is 'm') +// bump -imfchan r bumpmap.tga # says to use the red channel of +// bumpmap.tga as the bumpmap +// +// For reflection maps... +// +// -type sphere # specifies a sphere for a "refl" +// reflection map +// -type cube_top | cube_bottom | # when using a cube map, the texture +// file for each +// cube_front | cube_back | # side of the cube is specified +// separately +// cube_left | cube_right +// +// TinyObjLoader extension. +// +// -colorspace SPACE # Color space of the texture. e.g. +// 'sRGB` or 'linear' +// + +#ifdef TINYOBJLOADER_USE_DOUBLE +//#pragma message "using double" +typedef double real_t; +#else +//#pragma message "using float" +typedef float real_t; +#endif + +typedef enum { + TEXTURE_TYPE_NONE, // default + TEXTURE_TYPE_SPHERE, + TEXTURE_TYPE_CUBE_TOP, + TEXTURE_TYPE_CUBE_BOTTOM, + TEXTURE_TYPE_CUBE_FRONT, + TEXTURE_TYPE_CUBE_BACK, + TEXTURE_TYPE_CUBE_LEFT, + TEXTURE_TYPE_CUBE_RIGHT +} texture_type_t; + +struct texture_option_t { + texture_type_t type; // -type (default TEXTURE_TYPE_NONE) + real_t sharpness; // -boost (default 1.0?) + real_t brightness; // base_value in -mm option (default 0) + real_t contrast; // gain_value in -mm option (default 1) + real_t origin_offset[3]; // -o u [v [w]] (default 0 0 0) + real_t scale[3]; // -s u [v [w]] (default 1 1 1) + real_t turbulence[3]; // -t u [v [w]] (default 0 0 0) + int texture_resolution; // -texres resolution (No default value in the spec. + // We'll use -1) + bool clamp; // -clamp (default false) + char imfchan; // -imfchan (the default for bump is 'l' and for decal is 'm') + bool blendu; // -blendu (default on) + bool blendv; // -blendv (default on) + real_t bump_multiplier; // -bm (for bump maps only, default 1.0) + + // extension + std::string colorspace; // Explicitly specify color space of stored texel + // value. Usually `sRGB` or `linear` (default empty). +}; + +struct material_t { + std::string name; + + real_t ambient[3]; + real_t diffuse[3]; + real_t specular[3]; + real_t transmittance[3]; + real_t emission[3]; + real_t shininess; + real_t ior; // index of refraction + real_t dissolve; // 1 == opaque; 0 == fully transparent + // illumination model (see http://www.fileformat.info/format/material/) + int illum; + + int dummy; // Suppress padding warning. + + std::string ambient_texname; // map_Ka. For ambient or ambient occlusion. + std::string diffuse_texname; // map_Kd + std::string specular_texname; // map_Ks + std::string specular_highlight_texname; // map_Ns + std::string bump_texname; // map_bump, map_Bump, bump + std::string displacement_texname; // disp + std::string alpha_texname; // map_d + std::string reflection_texname; // refl + + texture_option_t ambient_texopt; + texture_option_t diffuse_texopt; + texture_option_t specular_texopt; + texture_option_t specular_highlight_texopt; + texture_option_t bump_texopt; + texture_option_t displacement_texopt; + texture_option_t alpha_texopt; + texture_option_t reflection_texopt; + + // PBR extension + // http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr + real_t roughness; // [0, 1] default 0 + real_t metallic; // [0, 1] default 0 + real_t sheen; // [0, 1] default 0 + real_t clearcoat_thickness; // [0, 1] default 0 + real_t clearcoat_roughness; // [0, 1] default 0 + real_t anisotropy; // aniso. [0, 1] default 0 + real_t anisotropy_rotation; // anisor. [0, 1] default 0 + real_t pad0; + std::string roughness_texname; // map_Pr + std::string metallic_texname; // map_Pm + std::string sheen_texname; // map_Ps + std::string emissive_texname; // map_Ke + std::string normal_texname; // norm. For normal mapping. + + texture_option_t roughness_texopt; + texture_option_t metallic_texopt; + texture_option_t sheen_texopt; + texture_option_t emissive_texopt; + texture_option_t normal_texopt; + + int pad2; + + std::map unknown_parameter; + +#ifdef TINY_OBJ_LOADER_PYTHON_BINDING + // For pybind11 + std::array GetDiffuse() { + std::array values; + values[0] = double(diffuse[0]); + values[1] = double(diffuse[1]); + values[2] = double(diffuse[2]); + + return values; + } + + std::array GetSpecular() { + std::array values; + values[0] = double(specular[0]); + values[1] = double(specular[1]); + values[2] = double(specular[2]); + + return values; + } + + std::array GetTransmittance() { + std::array values; + values[0] = double(transmittance[0]); + values[1] = double(transmittance[1]); + values[2] = double(transmittance[2]); + + return values; + } + + std::array GetEmission() { + std::array values; + values[0] = double(emission[0]); + values[1] = double(emission[1]); + values[2] = double(emission[2]); + + return values; + } + + std::array GetAmbient() { + std::array values; + values[0] = double(ambient[0]); + values[1] = double(ambient[1]); + values[2] = double(ambient[2]); + + return values; + } + + void SetDiffuse(std::array &a) { + diffuse[0] = real_t(a[0]); + diffuse[1] = real_t(a[1]); + diffuse[2] = real_t(a[2]); + } + + void SetAmbient(std::array &a) { + ambient[0] = real_t(a[0]); + ambient[1] = real_t(a[1]); + ambient[2] = real_t(a[2]); + } + + void SetSpecular(std::array &a) { + specular[0] = real_t(a[0]); + specular[1] = real_t(a[1]); + specular[2] = real_t(a[2]); + } + + void SetTransmittance(std::array &a) { + transmittance[0] = real_t(a[0]); + transmittance[1] = real_t(a[1]); + transmittance[2] = real_t(a[2]); + } + + std::string GetCustomParameter(const std::string &key) { + std::map::const_iterator it = + unknown_parameter.find(key); + + if (it != unknown_parameter.end()) { + return it->second; + } + return std::string(); + } + +#endif +}; + +struct tag_t { + std::string name; + + std::vector intValues; + std::vector floatValues; + std::vector stringValues; +}; + +struct joint_and_weight_t { + int joint_id; + real_t weight; +}; + +struct skin_weight_t { + int vertex_id; // Corresponding vertex index in `attrib_t::vertices`. + // Compared to `index_t`, this index must be positive and + // start with 0(does not allow relative indexing) + std::vector weightValues; +}; + +// Index struct to support different indices for vtx/normal/texcoord. +// -1 means not used. +struct index_t { + int vertex_index; + int normal_index; + int texcoord_index; +}; + +struct mesh_t { + std::vector indices; + std::vector + num_face_vertices; // The number of vertices per + // face. 3 = triangle, 4 = quad, + // ... Up to 255 vertices per face. + std::vector material_ids; // per-face material ID + std::vector smoothing_group_ids; // per-face smoothing group + // ID(0 = off. positive value + // = group id) + std::vector tags; // SubD tag +}; + +// struct path_t { +// std::vector indices; // pairs of indices for lines +//}; + +struct lines_t { + // Linear flattened indices. + std::vector indices; // indices for vertices(poly lines) + std::vector num_line_vertices; // The number of vertices per line. +}; + +struct points_t { + std::vector indices; // indices for points +}; + +struct shape_t { + std::string name; + mesh_t mesh; + lines_t lines; + points_t points; +}; + +// Vertex attributes +struct attrib_t { + std::vector vertices; // 'v'(xyz) + + // For backward compatibility, we store vertex weight in separate array. + std::vector vertex_weights; // 'v'(w) + std::vector normals; // 'vn' + std::vector texcoords; // 'vt'(uv) + + // For backward compatibility, we store texture coordinate 'w' in separate + // array. + std::vector texcoord_ws; // 'vt'(w) + std::vector colors; // extension: vertex colors + + // + // TinyObj extension. + // + + // NOTE(syoyo): array index is based on the appearance order. + // To get a corresponding skin weight for a specific vertex id `vid`, + // Need to reconstruct a look up table: `skin_weight_t::vertex_id` == `vid` + // (e.g. using std::map, std::unordered_map) + std::vector skin_weights; + + attrib_t() {} + + // + // For pybind11 + // + const std::vector &GetVertices() const { return vertices; } + + const std::vector &GetVertexWeights() const { return vertex_weights; } +}; + +struct callback_t { + // W is optional and set to 1 if there is no `w` item in `v` line + void (*vertex_cb)(void *user_data, real_t x, real_t y, real_t z, real_t w); + void (*vertex_color_cb)(void *user_data, real_t x, real_t y, real_t z, + real_t r, real_t g, real_t b, bool has_color); + void (*normal_cb)(void *user_data, real_t x, real_t y, real_t z); + + // y and z are optional and set to 0 if there is no `y` and/or `z` item(s) in + // `vt` line. + void (*texcoord_cb)(void *user_data, real_t x, real_t y, real_t z); + + // called per 'f' line. num_indices is the number of face indices(e.g. 3 for + // triangle, 4 for quad) + // 0 will be passed for undefined index in index_t members. + void (*index_cb)(void *user_data, index_t *indices, int num_indices); + // `name` material name, `material_id` = the array index of material_t[]. -1 + // if + // a material not found in .mtl + void (*usemtl_cb)(void *user_data, const char *name, int material_id); + // `materials` = parsed material data. + void (*mtllib_cb)(void *user_data, const material_t *materials, + int num_materials); + // There may be multiple group names + void (*group_cb)(void *user_data, const char **names, int num_names); + void (*object_cb)(void *user_data, const char *name); + + callback_t() + : vertex_cb(NULL), + vertex_color_cb(NULL), + normal_cb(NULL), + texcoord_cb(NULL), + index_cb(NULL), + usemtl_cb(NULL), + mtllib_cb(NULL), + group_cb(NULL), + object_cb(NULL) {} +}; + +class MaterialReader { + public: + MaterialReader() {} + virtual ~MaterialReader(); + + virtual bool operator()(const std::string &matId, + std::vector *materials, + std::map *matMap, std::string *warn, + std::string *err) = 0; +}; + +/// +/// Read .mtl from a file. +/// +class MaterialFileReader : public MaterialReader { + public: + // Path could contain separator(';' in Windows, ':' in Posix) + explicit MaterialFileReader(const std::string &mtl_basedir) + : m_mtlBaseDir(mtl_basedir) {} + virtual ~MaterialFileReader() TINYOBJ_OVERRIDE {} + virtual bool operator()(const std::string &matId, + std::vector *materials, + std::map *matMap, std::string *warn, + std::string *err) TINYOBJ_OVERRIDE; + + private: + std::string m_mtlBaseDir; +}; + +/// +/// Read .mtl from a stream. +/// +class MaterialStreamReader : public MaterialReader { + public: + explicit MaterialStreamReader(std::istream &inStream) + : m_inStream(inStream) {} + virtual ~MaterialStreamReader() TINYOBJ_OVERRIDE {} + virtual bool operator()(const std::string &matId, + std::vector *materials, + std::map *matMap, std::string *warn, + std::string *err) TINYOBJ_OVERRIDE; + + private: + std::istream &m_inStream; +}; + +// v2 API +struct ObjReaderConfig { + bool triangulate; // triangulate polygon? + + // Currently not used. + // "simple" or empty: Create triangle fan + // "earcut": Use the algorithm based on Ear clipping + std::string triangulation_method; + + /// Parse vertex color. + /// If vertex color is not present, its filled with default value. + /// false = no vertex color + /// This will increase memory of parsed .obj + bool vertex_color; + + /// + /// Search path to .mtl file. + /// Default = "" = search from the same directory of .obj file. + /// Valid only when loading .obj from a file. + /// + std::string mtl_search_path; + + ObjReaderConfig() + : triangulate(true), triangulation_method("simple"), vertex_color(true) {} +}; + +/// +/// Wavefront .obj reader class(v2 API) +/// +class ObjReader { + public: + ObjReader() : valid_(false) {} + + /// + /// Load .obj and .mtl from a file. + /// + /// @param[in] filename wavefront .obj filename + /// @param[in] config Reader configuration + /// + bool ParseFromFile(const std::string &filename, + const ObjReaderConfig &config = ObjReaderConfig()); + + /// + /// Parse .obj from a text string. + /// Need to supply .mtl text string by `mtl_text`. + /// This function ignores `mtllib` line in .obj text. + /// + /// @param[in] obj_text wavefront .obj filename + /// @param[in] mtl_text wavefront .mtl filename + /// @param[in] config Reader configuration + /// + bool ParseFromString(const std::string &obj_text, const std::string &mtl_text, + const ObjReaderConfig &config = ObjReaderConfig()); + + /// + /// .obj was loaded or parsed correctly. + /// + bool Valid() const { return valid_; } + + const attrib_t &GetAttrib() const { return attrib_; } + + const std::vector &GetShapes() const { return shapes_; } + + const std::vector &GetMaterials() const { return materials_; } + + /// + /// Warning message(may be filled after `Load` or `Parse`) + /// + const std::string &Warning() const { return warning_; } + + /// + /// Error message(filled when `Load` or `Parse` failed) + /// + const std::string &Error() const { return error_; } + + private: + bool valid_; + + attrib_t attrib_; + std::vector shapes_; + std::vector materials_; + + std::string warning_; + std::string error_; +}; + +/// ==>>========= Legacy v1 API ============================================= + +/// Loads .obj from a file. +/// 'attrib', 'shapes' and 'materials' will be filled with parsed shape data +/// 'shapes' will be filled with parsed shape data +/// Returns true when loading .obj become success. +/// Returns warning message into `warn`, and error message into `err` +/// 'mtl_basedir' is optional, and used for base directory for .mtl file. +/// In default(`NULL'), .mtl file is searched from an application's working +/// directory. +/// 'triangulate' is optional, and used whether triangulate polygon face in .obj +/// or not. +/// Option 'default_vcols_fallback' specifies whether vertex colors should +/// always be defined, even if no colors are given (fallback to white). +bool LoadObj(attrib_t *attrib, std::vector *shapes, + std::vector *materials, std::string *warn, + std::string *err, const char *filename, + const char *mtl_basedir = NULL, bool triangulate = true, + bool default_vcols_fallback = true); + +/// Loads .obj from a file with custom user callback. +/// .mtl is loaded as usual and parsed material_t data will be passed to +/// `callback.mtllib_cb`. +/// Returns true when loading .obj/.mtl become success. +/// Returns warning message into `warn`, and error message into `err` +/// See `examples/callback_api/` for how to use this function. +bool LoadObjWithCallback(std::istream &inStream, const callback_t &callback, + void *user_data = NULL, + MaterialReader *readMatFn = NULL, + std::string *warn = NULL, std::string *err = NULL); + +/// Loads object from a std::istream, uses `readMatFn` to retrieve +/// std::istream for materials. +/// Returns true when loading .obj become success. +/// Returns warning and error message into `err` +bool LoadObj(attrib_t *attrib, std::vector *shapes, + std::vector *materials, std::string *warn, + std::string *err, std::istream *inStream, + MaterialReader *readMatFn = NULL, bool triangulate = true, + bool default_vcols_fallback = true); + +/// Loads materials into std::map +void LoadMtl(std::map *material_map, + std::vector *materials, std::istream *inStream, + std::string *warning, std::string *err); + +/// +/// Parse texture name and texture option for custom texture parameter through +/// material::unknown_parameter +/// +/// @param[out] texname Parsed texture name +/// @param[out] texopt Parsed texopt +/// @param[in] linebuf Input string +/// +bool ParseTextureNameAndOption(std::string *texname, texture_option_t *texopt, + const char *linebuf); + +/// =<<========== Legacy v1 API ============================================= + +} // namespace tinyobj + +#endif // TINY_OBJ_LOADER_H_ + +#ifdef TINYOBJLOADER_IMPLEMENTATION +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#ifdef TINYOBJLOADER_USE_MAPBOX_EARCUT + +#ifdef TINYOBJLOADER_DONOT_INCLUDE_MAPBOX_EARCUT +// Assume earcut.hpp is included outside of tiny_obj_loader.h +#else + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Weverything" +#endif + +#include +#include "mapbox/earcut.hpp" + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#endif + +#endif // TINYOBJLOADER_USE_MAPBOX_EARCUT + +namespace tinyobj { + +MaterialReader::~MaterialReader() {} + +struct vertex_index_t { + int v_idx, vt_idx, vn_idx; + vertex_index_t() : v_idx(-1), vt_idx(-1), vn_idx(-1) {} + explicit vertex_index_t(int idx) : v_idx(idx), vt_idx(idx), vn_idx(idx) {} + vertex_index_t(int vidx, int vtidx, int vnidx) + : v_idx(vidx), vt_idx(vtidx), vn_idx(vnidx) {} +}; + +// Internal data structure for face representation +// index + smoothing group. +struct face_t { + unsigned int + smoothing_group_id; // smoothing group id. 0 = smoothing groupd is off. + int pad_; + std::vector vertex_indices; // face vertex indices. + + face_t() : smoothing_group_id(0), pad_(0) {} +}; + +// Internal data structure for line representation +struct __line_t { + // l v1/vt1 v2/vt2 ... + // In the specification, line primitrive does not have normal index, but + // TinyObjLoader allow it + std::vector vertex_indices; +}; + +// Internal data structure for points representation +struct __points_t { + // p v1 v2 ... + // In the specification, point primitrive does not have normal index and + // texture coord index, but TinyObjLoader allow it. + std::vector vertex_indices; +}; + +struct tag_sizes { + tag_sizes() : num_ints(0), num_reals(0), num_strings(0) {} + int num_ints; + int num_reals; + int num_strings; +}; + +struct obj_shape { + std::vector v; + std::vector vn; + std::vector vt; +}; + +// +// Manages group of primitives(face, line, points, ...) +struct PrimGroup { + std::vector faceGroup; + std::vector<__line_t> lineGroup; + std::vector<__points_t> pointsGroup; + + void clear() { + faceGroup.clear(); + lineGroup.clear(); + pointsGroup.clear(); + } + + bool IsEmpty() const { + return faceGroup.empty() && lineGroup.empty() && pointsGroup.empty(); + } + + // TODO(syoyo): bspline, surface, ... +}; + +// See +// http://stackoverflow.com/questions/6089231/getting-std-ifstream-to-handle-lf-cr-and-crlf +static std::istream &safeGetline(std::istream &is, std::string &t) { + t.clear(); + + // The characters in the stream are read one-by-one using a std::streambuf. + // That is faster than reading them one-by-one using the std::istream. + // Code that uses streambuf this way must be guarded by a sentry object. + // The sentry object performs various tasks, + // such as thread synchronization and updating the stream state. + + std::istream::sentry se(is, true); + std::streambuf *sb = is.rdbuf(); + + if (se) { + for (;;) { + int c = sb->sbumpc(); + switch (c) { + case '\n': + return is; + case '\r': + if (sb->sgetc() == '\n') sb->sbumpc(); + return is; + case EOF: + // Also handle the case when the last line has no line ending + if (t.empty()) is.setstate(std::ios::eofbit); + return is; + default: + t += static_cast(c); + } + } + } + + return is; +} + +#define IS_SPACE(x) (((x) == ' ') || ((x) == '\t')) +#define IS_DIGIT(x) \ + (static_cast((x) - '0') < static_cast(10)) +#define IS_NEW_LINE(x) (((x) == '\r') || ((x) == '\n') || ((x) == '\0')) + +template +static inline std::string toString(const T &t) { + std::stringstream ss; + ss << t; + return ss.str(); +} + +struct warning_context +{ + std::string *warn; + size_t line_number; +}; + +// Make index zero-base, and also support relative index. +static inline bool fixIndex(int idx, int n, int *ret, bool allow_zero, const warning_context &context) { + if (!ret) { + return false; + } + + if (idx > 0) { + (*ret) = idx - 1; + return true; + } + + if (idx == 0) { + // zero is not allowed according to the spec. + if (context.warn) { + (*context.warn) += "A zero value index found (will have a value of -1 for normal and tex indices. Line " + + toString(context.line_number) + ").\n"; + } + + (*ret) = idx - 1; + return allow_zero; + } + + if (idx < 0) { + (*ret) = n + idx; // negative value = relative + if((*ret) < 0){ + return false; // invalid relative index + } + return true; + } + + return false; // never reach here. +} + +static inline std::string parseString(const char **token) { + std::string s; + (*token) += strspn((*token), " \t"); + size_t e = strcspn((*token), " \t\r"); + s = std::string((*token), &(*token)[e]); + (*token) += e; + return s; +} + +static inline int parseInt(const char **token) { + (*token) += strspn((*token), " \t"); + int i = atoi((*token)); + (*token) += strcspn((*token), " \t\r"); + return i; +} + +// Tries to parse a floating point number located at s. +// +// s_end should be a location in the string where reading should absolutely +// stop. For example at the end of the string, to prevent buffer overflows. +// +// Parses the following EBNF grammar: +// sign = "+" | "-" ; +// END = ? anything not in digit ? +// digit = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" ; +// integer = [sign] , digit , {digit} ; +// decimal = integer , ["." , integer] ; +// float = ( decimal , END ) | ( decimal , ("E" | "e") , integer , END ) ; +// +// Valid strings are for example: +// -0 +3.1417e+2 -0.0E-3 1.0324 -1.41 11e2 +// +// If the parsing is a success, result is set to the parsed value and true +// is returned. +// +// The function is greedy and will parse until any of the following happens: +// - a non-conforming character is encountered. +// - s_end is reached. +// +// The following situations triggers a failure: +// - s >= s_end. +// - parse failure. +// +static bool tryParseDouble(const char *s, const char *s_end, double *result) { + if (s >= s_end) { + return false; + } + + double mantissa = 0.0; + // This exponent is base 2 rather than 10. + // However the exponent we parse is supposed to be one of ten, + // thus we must take care to convert the exponent/and or the + // mantissa to a * 2^E, where a is the mantissa and E is the + // exponent. + // To get the final double we will use ldexp, it requires the + // exponent to be in base 2. + int exponent = 0; + + // NOTE: THESE MUST BE DECLARED HERE SINCE WE ARE NOT ALLOWED + // TO JUMP OVER DEFINITIONS. + char sign = '+'; + char exp_sign = '+'; + char const *curr = s; + + // How many characters were read in a loop. + int read = 0; + // Tells whether a loop terminated due to reaching s_end. + bool end_not_reached = false; + bool leading_decimal_dots = false; + + /* + BEGIN PARSING. + */ + + // Find out what sign we've got. + if (*curr == '+' || *curr == '-') { + sign = *curr; + curr++; + if ((curr != s_end) && (*curr == '.')) { + // accept. Somethig like `.7e+2`, `-.5234` + leading_decimal_dots = true; + } + } else if (IS_DIGIT(*curr)) { /* Pass through. */ + } else if (*curr == '.') { + // accept. Somethig like `.7e+2`, `-.5234` + leading_decimal_dots = true; + } else { + goto fail; + } + + // Read the integer part. + end_not_reached = (curr != s_end); + if (!leading_decimal_dots) { + while (end_not_reached && IS_DIGIT(*curr)) { + mantissa *= 10; + mantissa += static_cast(*curr - 0x30); + curr++; + read++; + end_not_reached = (curr != s_end); + } + + // We must make sure we actually got something. + if (read == 0) goto fail; + } + + // We allow numbers of form "#", "###" etc. + if (!end_not_reached) goto assemble; + + // Read the decimal part. + if (*curr == '.') { + curr++; + read = 1; + end_not_reached = (curr != s_end); + while (end_not_reached && IS_DIGIT(*curr)) { + static const double pow_lut[] = { + 1.0, 0.1, 0.01, 0.001, 0.0001, 0.00001, 0.000001, 0.0000001, + }; + const int lut_entries = sizeof pow_lut / sizeof pow_lut[0]; + + // NOTE: Don't use powf here, it will absolutely murder precision. + mantissa += static_cast(*curr - 0x30) * + (read < lut_entries ? pow_lut[read] : std::pow(10.0, -read)); + read++; + curr++; + end_not_reached = (curr != s_end); + } + } else if (*curr == 'e' || *curr == 'E') { + } else { + goto assemble; + } + + if (!end_not_reached) goto assemble; + + // Read the exponent part. + if (*curr == 'e' || *curr == 'E') { + curr++; + // Figure out if a sign is present and if it is. + end_not_reached = (curr != s_end); + if (end_not_reached && (*curr == '+' || *curr == '-')) { + exp_sign = *curr; + curr++; + } else if (IS_DIGIT(*curr)) { /* Pass through. */ + } else { + // Empty E is not allowed. + goto fail; + } + + read = 0; + end_not_reached = (curr != s_end); + while (end_not_reached && IS_DIGIT(*curr)) { + // To avoid annoying MSVC's min/max macro definiton, + // Use hardcoded int max value + if (exponent > (2147483647/10)) { // 2147483647 = std::numeric_limits::max() + // Integer overflow + goto fail; + } + exponent *= 10; + exponent += static_cast(*curr - 0x30); + curr++; + read++; + end_not_reached = (curr != s_end); + } + exponent *= (exp_sign == '+' ? 1 : -1); + if (read == 0) goto fail; + } + +assemble: + *result = (sign == '+' ? 1 : -1) * + (exponent ? std::ldexp(mantissa * std::pow(5.0, exponent), exponent) + : mantissa); + return true; +fail: + return false; +} + +static inline real_t parseReal(const char **token, double default_value = 0.0) { + (*token) += strspn((*token), " \t"); + const char *end = (*token) + strcspn((*token), " \t\r"); + double val = default_value; + tryParseDouble((*token), end, &val); + real_t f = static_cast(val); + (*token) = end; + return f; +} + +static inline bool parseReal(const char **token, real_t *out) { + (*token) += strspn((*token), " \t"); + const char *end = (*token) + strcspn((*token), " \t\r"); + double val; + bool ret = tryParseDouble((*token), end, &val); + if (ret) { + real_t f = static_cast(val); + (*out) = f; + } + (*token) = end; + return ret; +} + +static inline void parseReal2(real_t *x, real_t *y, const char **token, + const double default_x = 0.0, + const double default_y = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); +} + +static inline void parseReal3(real_t *x, real_t *y, real_t *z, + const char **token, const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); +} + +static inline void parseV(real_t *x, real_t *y, real_t *z, real_t *w, + const char **token, const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0, + const double default_w = 1.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); + (*w) = parseReal(token, default_w); +} + +// Extension: parse vertex with colors(6 items) +static inline bool parseVertexWithColor(real_t *x, real_t *y, real_t *z, + real_t *r, real_t *g, real_t *b, + const char **token, + const double default_x = 0.0, + const double default_y = 0.0, + const double default_z = 0.0) { + (*x) = parseReal(token, default_x); + (*y) = parseReal(token, default_y); + (*z) = parseReal(token, default_z); + + const bool found_color = + parseReal(token, r) && parseReal(token, g) && parseReal(token, b); + + if (!found_color) { + (*r) = (*g) = (*b) = 1.0; + } + + return found_color; +} + +static inline bool parseOnOff(const char **token, bool default_value = true) { + (*token) += strspn((*token), " \t"); + const char *end = (*token) + strcspn((*token), " \t\r"); + + bool ret = default_value; + if ((0 == strncmp((*token), "on", 2))) { + ret = true; + } else if ((0 == strncmp((*token), "off", 3))) { + ret = false; + } + + (*token) = end; + return ret; +} + +static inline texture_type_t parseTextureType( + const char **token, texture_type_t default_value = TEXTURE_TYPE_NONE) { + (*token) += strspn((*token), " \t"); + const char *end = (*token) + strcspn((*token), " \t\r"); + texture_type_t ty = default_value; + + if ((0 == strncmp((*token), "cube_top", strlen("cube_top")))) { + ty = TEXTURE_TYPE_CUBE_TOP; + } else if ((0 == strncmp((*token), "cube_bottom", strlen("cube_bottom")))) { + ty = TEXTURE_TYPE_CUBE_BOTTOM; + } else if ((0 == strncmp((*token), "cube_left", strlen("cube_left")))) { + ty = TEXTURE_TYPE_CUBE_LEFT; + } else if ((0 == strncmp((*token), "cube_right", strlen("cube_right")))) { + ty = TEXTURE_TYPE_CUBE_RIGHT; + } else if ((0 == strncmp((*token), "cube_front", strlen("cube_front")))) { + ty = TEXTURE_TYPE_CUBE_FRONT; + } else if ((0 == strncmp((*token), "cube_back", strlen("cube_back")))) { + ty = TEXTURE_TYPE_CUBE_BACK; + } else if ((0 == strncmp((*token), "sphere", strlen("sphere")))) { + ty = TEXTURE_TYPE_SPHERE; + } + + (*token) = end; + return ty; +} + +static tag_sizes parseTagTriple(const char **token) { + tag_sizes ts; + + (*token) += strspn((*token), " \t"); + ts.num_ints = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return ts; + } + + (*token)++; // Skip '/' + + (*token) += strspn((*token), " \t"); + ts.num_reals = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return ts; + } + (*token)++; // Skip '/' + + ts.num_strings = parseInt(token); + + return ts; +} + +// Parse triples with index offsets: i, i/j/k, i//k, i/j +static bool parseTriple(const char **token, int vsize, int vnsize, int vtsize, + vertex_index_t *ret, const warning_context &context) { + if (!ret) { + return false; + } + + vertex_index_t vi(-1); + + if (!fixIndex(atoi((*token)), vsize, &vi.v_idx, false, context)) { + return false; + } + + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + (*ret) = vi; + return true; + } + (*token)++; + + // i//k + if ((*token)[0] == '/') { + (*token)++; + if (!fixIndex(atoi((*token)), vnsize, &vi.vn_idx, true, context)) { + return false; + } + (*token) += strcspn((*token), "/ \t\r"); + (*ret) = vi; + return true; + } + + // i/j/k or i/j + if (!fixIndex(atoi((*token)), vtsize, &vi.vt_idx, true, context)) { + return false; + } + + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + (*ret) = vi; + return true; + } + + // i/j/k + (*token)++; // skip '/' + if (!fixIndex(atoi((*token)), vnsize, &vi.vn_idx, true, context)) { + return false; + } + (*token) += strcspn((*token), "/ \t\r"); + + (*ret) = vi; + + return true; +} + +// Parse raw triples: i, i/j/k, i//k, i/j +static vertex_index_t parseRawTriple(const char **token) { + vertex_index_t vi(static_cast(0)); // 0 is an invalid index in OBJ + + vi.v_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return vi; + } + (*token)++; + + // i//k + if ((*token)[0] == '/') { + (*token)++; + vi.vn_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + return vi; + } + + // i/j/k or i/j + vi.vt_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + if ((*token)[0] != '/') { + return vi; + } + + // i/j/k + (*token)++; // skip '/' + vi.vn_idx = atoi((*token)); + (*token) += strcspn((*token), "/ \t\r"); + return vi; +} + +bool ParseTextureNameAndOption(std::string *texname, texture_option_t *texopt, + const char *linebuf) { + // @todo { write more robust lexer and parser. } + bool found_texname = false; + std::string texture_name; + + const char *token = linebuf; // Assume line ends with NULL + + while (!IS_NEW_LINE((*token))) { + token += strspn(token, " \t"); // skip space + if ((0 == strncmp(token, "-blendu", 7)) && IS_SPACE((token[7]))) { + token += 8; + texopt->blendu = parseOnOff(&token, /* default */ true); + } else if ((0 == strncmp(token, "-blendv", 7)) && IS_SPACE((token[7]))) { + token += 8; + texopt->blendv = parseOnOff(&token, /* default */ true); + } else if ((0 == strncmp(token, "-clamp", 6)) && IS_SPACE((token[6]))) { + token += 7; + texopt->clamp = parseOnOff(&token, /* default */ true); + } else if ((0 == strncmp(token, "-boost", 6)) && IS_SPACE((token[6]))) { + token += 7; + texopt->sharpness = parseReal(&token, 1.0); + } else if ((0 == strncmp(token, "-bm", 3)) && IS_SPACE((token[3]))) { + token += 4; + texopt->bump_multiplier = parseReal(&token, 1.0); + } else if ((0 == strncmp(token, "-o", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->origin_offset[0]), &(texopt->origin_offset[1]), + &(texopt->origin_offset[2]), &token); + } else if ((0 == strncmp(token, "-s", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->scale[0]), &(texopt->scale[1]), &(texopt->scale[2]), + &token, 1.0, 1.0, 1.0); + } else if ((0 == strncmp(token, "-t", 2)) && IS_SPACE((token[2]))) { + token += 3; + parseReal3(&(texopt->turbulence[0]), &(texopt->turbulence[1]), + &(texopt->turbulence[2]), &token); + } else if ((0 == strncmp(token, "-type", 5)) && IS_SPACE((token[5]))) { + token += 5; + texopt->type = parseTextureType((&token), TEXTURE_TYPE_NONE); + } else if ((0 == strncmp(token, "-texres", 7)) && IS_SPACE((token[7]))) { + token += 7; + // TODO(syoyo): Check if arg is int type. + texopt->texture_resolution = parseInt(&token); + } else if ((0 == strncmp(token, "-imfchan", 8)) && IS_SPACE((token[8]))) { + token += 9; + token += strspn(token, " \t"); + const char *end = token + strcspn(token, " \t\r"); + if ((end - token) == 1) { // Assume one char for -imfchan + texopt->imfchan = (*token); + } + token = end; + } else if ((0 == strncmp(token, "-mm", 3)) && IS_SPACE((token[3]))) { + token += 4; + parseReal2(&(texopt->brightness), &(texopt->contrast), &token, 0.0, 1.0); + } else if ((0 == strncmp(token, "-colorspace", 11)) && + IS_SPACE((token[11]))) { + token += 12; + texopt->colorspace = parseString(&token); + } else { +// Assume texture filename +#if 0 + size_t len = strcspn(token, " \t\r"); // untile next space + texture_name = std::string(token, token + len); + token += len; + + token += strspn(token, " \t"); // skip space +#else + // Read filename until line end to parse filename containing whitespace + // TODO(syoyo): Support parsing texture option flag after the filename. + texture_name = std::string(token); + token += texture_name.length(); +#endif + + found_texname = true; + } + } + + if (found_texname) { + (*texname) = texture_name; + return true; + } else { + return false; + } +} + +static void InitTexOpt(texture_option_t *texopt, const bool is_bump) { + if (is_bump) { + texopt->imfchan = 'l'; + } else { + texopt->imfchan = 'm'; + } + texopt->bump_multiplier = static_cast(1.0); + texopt->clamp = false; + texopt->blendu = true; + texopt->blendv = true; + texopt->sharpness = static_cast(1.0); + texopt->brightness = static_cast(0.0); + texopt->contrast = static_cast(1.0); + texopt->origin_offset[0] = static_cast(0.0); + texopt->origin_offset[1] = static_cast(0.0); + texopt->origin_offset[2] = static_cast(0.0); + texopt->scale[0] = static_cast(1.0); + texopt->scale[1] = static_cast(1.0); + texopt->scale[2] = static_cast(1.0); + texopt->turbulence[0] = static_cast(0.0); + texopt->turbulence[1] = static_cast(0.0); + texopt->turbulence[2] = static_cast(0.0); + texopt->texture_resolution = -1; + texopt->type = TEXTURE_TYPE_NONE; +} + +static void InitMaterial(material_t *material) { + InitTexOpt(&material->ambient_texopt, /* is_bump */ false); + InitTexOpt(&material->diffuse_texopt, /* is_bump */ false); + InitTexOpt(&material->specular_texopt, /* is_bump */ false); + InitTexOpt(&material->specular_highlight_texopt, /* is_bump */ false); + InitTexOpt(&material->bump_texopt, /* is_bump */ true); + InitTexOpt(&material->displacement_texopt, /* is_bump */ false); + InitTexOpt(&material->alpha_texopt, /* is_bump */ false); + InitTexOpt(&material->reflection_texopt, /* is_bump */ false); + InitTexOpt(&material->roughness_texopt, /* is_bump */ false); + InitTexOpt(&material->metallic_texopt, /* is_bump */ false); + InitTexOpt(&material->sheen_texopt, /* is_bump */ false); + InitTexOpt(&material->emissive_texopt, /* is_bump */ false); + InitTexOpt(&material->normal_texopt, + /* is_bump */ false); // @fixme { is_bump will be true? } + material->name = ""; + material->ambient_texname = ""; + material->diffuse_texname = ""; + material->specular_texname = ""; + material->specular_highlight_texname = ""; + material->bump_texname = ""; + material->displacement_texname = ""; + material->reflection_texname = ""; + material->alpha_texname = ""; + for (int i = 0; i < 3; i++) { + material->ambient[i] = static_cast(0.0); + material->diffuse[i] = static_cast(0.0); + material->specular[i] = static_cast(0.0); + material->transmittance[i] = static_cast(0.0); + material->emission[i] = static_cast(0.0); + } + material->illum = 0; + material->dissolve = static_cast(1.0); + material->shininess = static_cast(1.0); + material->ior = static_cast(1.0); + + material->roughness = static_cast(0.0); + material->metallic = static_cast(0.0); + material->sheen = static_cast(0.0); + material->clearcoat_thickness = static_cast(0.0); + material->clearcoat_roughness = static_cast(0.0); + material->anisotropy_rotation = static_cast(0.0); + material->anisotropy = static_cast(0.0); + material->roughness_texname = ""; + material->metallic_texname = ""; + material->sheen_texname = ""; + material->emissive_texname = ""; + material->normal_texname = ""; + + material->unknown_parameter.clear(); +} + +// code from https://wrf.ecse.rpi.edu//Research/Short_Notes/pnpoly.html +template +static int pnpoly(int nvert, T *vertx, T *verty, T testx, T testy) { + int i, j, c = 0; + for (i = 0, j = nvert - 1; i < nvert; j = i++) { + if (((verty[i] > testy) != (verty[j] > testy)) && + (testx < + (vertx[j] - vertx[i]) * (testy - verty[i]) / (verty[j] - verty[i]) + + vertx[i])) + c = !c; + } + return c; +} + +struct TinyObjPoint { + real_t x, y, z; + TinyObjPoint() : x(0), y(0), z(0) {} + TinyObjPoint(real_t x_, real_t y_, real_t z_) : + x(x_), y(y_), z(z_) {} +}; + +inline TinyObjPoint cross(const TinyObjPoint &v1, const TinyObjPoint &v2) { + return TinyObjPoint(v1.y * v2.z - v1.z * v2.y, + v1.z * v2.x - v1.x * v2.z, + v1.x * v2.y - v1.y * v2.x); +} + +inline real_t dot(const TinyObjPoint &v1, const TinyObjPoint &v2) { + return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z); +} + +inline real_t GetLength(TinyObjPoint &e) { + return std::sqrt(e.x*e.x + e.y*e.y + e.z*e.z); +} + +inline TinyObjPoint Normalize(TinyObjPoint e) { + real_t inv_length = real_t(1) / GetLength(e); + return TinyObjPoint(e.x * inv_length, e.y * inv_length, e.z * inv_length ); +} + + +inline TinyObjPoint WorldToLocal(const TinyObjPoint& a, + const TinyObjPoint& u, + const TinyObjPoint& v, + const TinyObjPoint& w) { + return TinyObjPoint(dot(a,u),dot(a,v),dot(a,w)); +} + + +// TODO(syoyo): refactor function. +static bool exportGroupsToShape(shape_t *shape, const PrimGroup &prim_group, + const std::vector &tags, + const int material_id, const std::string &name, + bool triangulate, const std::vector &v, + std::string *warn) { + if (prim_group.IsEmpty()) { + return false; + } + + shape->name = name; + + // polygon + if (!prim_group.faceGroup.empty()) { + // Flatten vertices and indices + for (size_t i = 0; i < prim_group.faceGroup.size(); i++) { + const face_t &face = prim_group.faceGroup[i]; + + size_t npolys = face.vertex_indices.size(); + + if (npolys < 3) { + // Face must have 3+ vertices. + if (warn) { + (*warn) += "Degenerated face found\n."; + } + continue; + } + + if (triangulate && npolys != 3) { + if (npolys == 4) { + vertex_index_t i0 = face.vertex_indices[0]; + vertex_index_t i1 = face.vertex_indices[1]; + vertex_index_t i2 = face.vertex_indices[2]; + vertex_index_t i3 = face.vertex_indices[3]; + + size_t vi0 = size_t(i0.v_idx); + size_t vi1 = size_t(i1.v_idx); + size_t vi2 = size_t(i2.v_idx); + size_t vi3 = size_t(i3.v_idx); + + if (((3 * vi0 + 2) >= v.size()) || ((3 * vi1 + 2) >= v.size()) || + ((3 * vi2 + 2) >= v.size()) || ((3 * vi3 + 2) >= v.size())) { + // Invalid triangle. + // FIXME(syoyo): Is it ok to simply skip this invalid triangle? + if (warn) { + (*warn) += "Face with invalid vertex index found.\n"; + } + continue; + } + + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + real_t v1x = v[vi1 * 3 + 0]; + real_t v1y = v[vi1 * 3 + 1]; + real_t v1z = v[vi1 * 3 + 2]; + real_t v2x = v[vi2 * 3 + 0]; + real_t v2y = v[vi2 * 3 + 1]; + real_t v2z = v[vi2 * 3 + 2]; + real_t v3x = v[vi3 * 3 + 0]; + real_t v3y = v[vi3 * 3 + 1]; + real_t v3z = v[vi3 * 3 + 2]; + + // There are two candidates to split the quad into two triangles. + // + // Choose the shortest edge. + // TODO: Is it better to determine the edge to split by calculating + // the area of each triangle? + // + // +---+ + // |\ | + // | \ | + // | \| + // +---+ + // + // +---+ + // | /| + // | / | + // |/ | + // +---+ + + real_t e02x = v2x - v0x; + real_t e02y = v2y - v0y; + real_t e02z = v2z - v0z; + real_t e13x = v3x - v1x; + real_t e13y = v3y - v1y; + real_t e13z = v3z - v1z; + + real_t sqr02 = e02x * e02x + e02y * e02y + e02z * e02z; + real_t sqr13 = e13x * e13x + e13y * e13y + e13z * e13z; + + index_t idx0, idx1, idx2, idx3; + + idx0.vertex_index = i0.v_idx; + idx0.normal_index = i0.vn_idx; + idx0.texcoord_index = i0.vt_idx; + idx1.vertex_index = i1.v_idx; + idx1.normal_index = i1.vn_idx; + idx1.texcoord_index = i1.vt_idx; + idx2.vertex_index = i2.v_idx; + idx2.normal_index = i2.vn_idx; + idx2.texcoord_index = i2.vt_idx; + idx3.vertex_index = i3.v_idx; + idx3.normal_index = i3.vn_idx; + idx3.texcoord_index = i3.vt_idx; + + if (sqr02 < sqr13) { + // [0, 1, 2], [0, 2, 3] + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx2); + shape->mesh.indices.push_back(idx3); + } else { + // [0, 1, 3], [1, 2, 3] + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx3); + + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + shape->mesh.indices.push_back(idx3); + } + + // Two triangle faces + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.num_face_vertices.push_back(3); + + shape->mesh.material_ids.push_back(material_id); + shape->mesh.material_ids.push_back(material_id); + + shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id); + shape->mesh.smoothing_group_ids.push_back(face.smoothing_group_id); + + } else { +#ifdef TINYOBJLOADER_USE_MAPBOX_EARCUT + vertex_index_t i0 = face.vertex_indices[0]; + vertex_index_t i0_2 = i0; + + // TMW change: Find the normal axis of the polygon using Newell's method + TinyObjPoint n; + for (size_t k = 0; k < npolys; ++k) { + i0 = face.vertex_indices[k % npolys]; + size_t vi0 = size_t(i0.v_idx); + + size_t j = (k + 1) % npolys; + i0_2 = face.vertex_indices[j]; + size_t vi0_2 = size_t(i0_2.v_idx); + + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + + real_t v0x_2 = v[vi0_2 * 3 + 0]; + real_t v0y_2 = v[vi0_2 * 3 + 1]; + real_t v0z_2 = v[vi0_2 * 3 + 2]; + + const TinyObjPoint point1(v0x,v0y,v0z); + const TinyObjPoint point2(v0x_2,v0y_2,v0z_2); + + TinyObjPoint a(point1.x - point2.x, point1.y - point2.y, point1.z - point2.z); + TinyObjPoint b(point1.x + point2.x, point1.y + point2.y, point1.z + point2.z); + + n.x += (a.y * b.z); + n.y += (a.z * b.x); + n.z += (a.x * b.y); + } + real_t length_n = GetLength(n); + //Check if zero length normal + if(length_n <= 0) { + continue; + } + //Negative is to flip the normal to the correct direction + real_t inv_length = -real_t(1.0) / length_n; + n.x *= inv_length; + n.y *= inv_length; + n.z *= inv_length; + + TinyObjPoint axis_w, axis_v, axis_u; + axis_w = n; + TinyObjPoint a; + if(std::fabs(axis_w.x) > real_t(0.9999999)) { + a = TinyObjPoint(0,1,0); + } else { + a = TinyObjPoint(1,0,0); + } + axis_v = Normalize(cross(axis_w, a)); + axis_u = cross(axis_w, axis_v); + using Point = std::array; + + // first polyline define the main polygon. + // following polylines define holes(not used in tinyobj). + std::vector > polygon; + + std::vector polyline; + + //TMW change: Find best normal and project v0x and v0y to those coordinates, instead of + //picking a plane aligned with an axis (which can flip polygons). + + // Fill polygon data(facevarying vertices). + for (size_t k = 0; k < npolys; k++) { + i0 = face.vertex_indices[k]; + size_t vi0 = size_t(i0.v_idx); + + assert(((3 * vi0 + 2) < v.size())); + + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + + TinyObjPoint polypoint(v0x,v0y,v0z); + TinyObjPoint loc = WorldToLocal(polypoint, axis_u, axis_v, axis_w); + + polyline.push_back({loc.x, loc.y}); + } + + polygon.push_back(polyline); + std::vector indices = mapbox::earcut(polygon); + // => result = 3 * faces, clockwise + + assert(indices.size() % 3 == 0); + + // Reconstruct vertex_index_t + for (size_t k = 0; k < indices.size() / 3; k++) { + { + index_t idx0, idx1, idx2; + idx0.vertex_index = face.vertex_indices[indices[3 * k + 0]].v_idx; + idx0.normal_index = + face.vertex_indices[indices[3 * k + 0]].vn_idx; + idx0.texcoord_index = + face.vertex_indices[indices[3 * k + 0]].vt_idx; + idx1.vertex_index = face.vertex_indices[indices[3 * k + 1]].v_idx; + idx1.normal_index = + face.vertex_indices[indices[3 * k + 1]].vn_idx; + idx1.texcoord_index = + face.vertex_indices[indices[3 * k + 1]].vt_idx; + idx2.vertex_index = face.vertex_indices[indices[3 * k + 2]].v_idx; + idx2.normal_index = + face.vertex_indices[indices[3 * k + 2]].vn_idx; + idx2.texcoord_index = + face.vertex_indices[indices[3 * k + 2]].vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + } + +#else // Built-in ear clipping triangulation + vertex_index_t i0 = face.vertex_indices[0]; + vertex_index_t i1(-1); + vertex_index_t i2 = face.vertex_indices[1]; + + // find the two axes to work in + size_t axes[2] = {1, 2}; + for (size_t k = 0; k < npolys; ++k) { + i0 = face.vertex_indices[(k + 0) % npolys]; + i1 = face.vertex_indices[(k + 1) % npolys]; + i2 = face.vertex_indices[(k + 2) % npolys]; + size_t vi0 = size_t(i0.v_idx); + size_t vi1 = size_t(i1.v_idx); + size_t vi2 = size_t(i2.v_idx); + + if (((3 * vi0 + 2) >= v.size()) || ((3 * vi1 + 2) >= v.size()) || + ((3 * vi2 + 2) >= v.size())) { + // Invalid triangle. + // FIXME(syoyo): Is it ok to simply skip this invalid triangle? + continue; + } + real_t v0x = v[vi0 * 3 + 0]; + real_t v0y = v[vi0 * 3 + 1]; + real_t v0z = v[vi0 * 3 + 2]; + real_t v1x = v[vi1 * 3 + 0]; + real_t v1y = v[vi1 * 3 + 1]; + real_t v1z = v[vi1 * 3 + 2]; + real_t v2x = v[vi2 * 3 + 0]; + real_t v2y = v[vi2 * 3 + 1]; + real_t v2z = v[vi2 * 3 + 2]; + real_t e0x = v1x - v0x; + real_t e0y = v1y - v0y; + real_t e0z = v1z - v0z; + real_t e1x = v2x - v1x; + real_t e1y = v2y - v1y; + real_t e1z = v2z - v1z; + real_t cx = std::fabs(e0y * e1z - e0z * e1y); + real_t cy = std::fabs(e0z * e1x - e0x * e1z); + real_t cz = std::fabs(e0x * e1y - e0y * e1x); + const real_t epsilon = std::numeric_limits::epsilon(); + // std::cout << "cx " << cx << ", cy " << cy << ", cz " << cz << + // "\n"; + if (cx > epsilon || cy > epsilon || cz > epsilon) { + // std::cout << "corner\n"; + // found a corner + if (cx > cy && cx > cz) { + // std::cout << "pattern0\n"; + } else { + // std::cout << "axes[0] = 0\n"; + axes[0] = 0; + if (cz > cx && cz > cy) { + // std::cout << "axes[1] = 1\n"; + axes[1] = 1; + } + } + break; + } + } + + face_t remainingFace = face; // copy + size_t guess_vert = 0; + vertex_index_t ind[3]; + real_t vx[3]; + real_t vy[3]; + + // How many iterations can we do without decreasing the remaining + // vertices. + size_t remainingIterations = face.vertex_indices.size(); + size_t previousRemainingVertices = + remainingFace.vertex_indices.size(); + + while (remainingFace.vertex_indices.size() > 3 && + remainingIterations > 0) { + // std::cout << "remainingIterations " << remainingIterations << + // "\n"; + + npolys = remainingFace.vertex_indices.size(); + if (guess_vert >= npolys) { + guess_vert -= npolys; + } + + if (previousRemainingVertices != npolys) { + // The number of remaining vertices decreased. Reset counters. + previousRemainingVertices = npolys; + remainingIterations = npolys; + } else { + // We didn't consume a vertex on previous iteration, reduce the + // available iterations. + remainingIterations--; + } + + for (size_t k = 0; k < 3; k++) { + ind[k] = remainingFace.vertex_indices[(guess_vert + k) % npolys]; + size_t vi = size_t(ind[k].v_idx); + if (((vi * 3 + axes[0]) >= v.size()) || + ((vi * 3 + axes[1]) >= v.size())) { + // ??? + vx[k] = static_cast(0.0); + vy[k] = static_cast(0.0); + } else { + vx[k] = v[vi * 3 + axes[0]]; + vy[k] = v[vi * 3 + axes[1]]; + } + } + + // + // area is calculated per face + // + real_t e0x = vx[1] - vx[0]; + real_t e0y = vy[1] - vy[0]; + real_t e1x = vx[2] - vx[1]; + real_t e1y = vy[2] - vy[1]; + real_t cross = e0x * e1y - e0y * e1x; + // std::cout << "axes = " << axes[0] << ", " << axes[1] << "\n"; + // std::cout << "e0x, e0y, e1x, e1y " << e0x << ", " << e0y << ", " + // << e1x << ", " << e1y << "\n"; + + real_t area = (vx[0] * vy[1] - vy[0] * vx[1]) * static_cast(0.5); + // std::cout << "cross " << cross << ", area " << area << "\n"; + // if an internal angle + if (cross * area < static_cast(0.0)) { + // std::cout << "internal \n"; + guess_vert += 1; + // std::cout << "guess vert : " << guess_vert << "\n"; + continue; + } + + // check all other verts in case they are inside this triangle + bool overlap = false; + for (size_t otherVert = 3; otherVert < npolys; ++otherVert) { + size_t idx = (guess_vert + otherVert) % npolys; + + if (idx >= remainingFace.vertex_indices.size()) { + // std::cout << "???0\n"; + // ??? + continue; + } + + size_t ovi = size_t(remainingFace.vertex_indices[idx].v_idx); + + if (((ovi * 3 + axes[0]) >= v.size()) || + ((ovi * 3 + axes[1]) >= v.size())) { + // std::cout << "???1\n"; + // ??? + continue; + } + real_t tx = v[ovi * 3 + axes[0]]; + real_t ty = v[ovi * 3 + axes[1]]; + if (pnpoly(3, vx, vy, tx, ty)) { + // std::cout << "overlap\n"; + overlap = true; + break; + } + } + + if (overlap) { + // std::cout << "overlap2\n"; + guess_vert += 1; + continue; + } + + // this triangle is an ear + { + index_t idx0, idx1, idx2; + idx0.vertex_index = ind[0].v_idx; + idx0.normal_index = ind[0].vn_idx; + idx0.texcoord_index = ind[0].vt_idx; + idx1.vertex_index = ind[1].v_idx; + idx1.normal_index = ind[1].vn_idx; + idx1.texcoord_index = ind[1].vt_idx; + idx2.vertex_index = ind[2].v_idx; + idx2.normal_index = ind[2].vn_idx; + idx2.texcoord_index = ind[2].vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + + // remove v1 from the list + size_t removed_vert_index = (guess_vert + 1) % npolys; + while (removed_vert_index + 1 < npolys) { + remainingFace.vertex_indices[removed_vert_index] = + remainingFace.vertex_indices[removed_vert_index + 1]; + removed_vert_index += 1; + } + remainingFace.vertex_indices.pop_back(); + } + + // std::cout << "remainingFace.vi.size = " << + // remainingFace.vertex_indices.size() << "\n"; + if (remainingFace.vertex_indices.size() == 3) { + i0 = remainingFace.vertex_indices[0]; + i1 = remainingFace.vertex_indices[1]; + i2 = remainingFace.vertex_indices[2]; + { + index_t idx0, idx1, idx2; + idx0.vertex_index = i0.v_idx; + idx0.normal_index = i0.vn_idx; + idx0.texcoord_index = i0.vt_idx; + idx1.vertex_index = i1.v_idx; + idx1.normal_index = i1.vn_idx; + idx1.texcoord_index = i1.vt_idx; + idx2.vertex_index = i2.v_idx; + idx2.normal_index = i2.vn_idx; + idx2.texcoord_index = i2.vt_idx; + + shape->mesh.indices.push_back(idx0); + shape->mesh.indices.push_back(idx1); + shape->mesh.indices.push_back(idx2); + + shape->mesh.num_face_vertices.push_back(3); + shape->mesh.material_ids.push_back(material_id); + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); + } + } +#endif + } // npolys + } else { + for (size_t k = 0; k < npolys; k++) { + index_t idx; + idx.vertex_index = face.vertex_indices[k].v_idx; + idx.normal_index = face.vertex_indices[k].vn_idx; + idx.texcoord_index = face.vertex_indices[k].vt_idx; + shape->mesh.indices.push_back(idx); + } + + shape->mesh.num_face_vertices.push_back( + static_cast(npolys)); + shape->mesh.material_ids.push_back(material_id); // per face + shape->mesh.smoothing_group_ids.push_back( + face.smoothing_group_id); // per face + } + } + + shape->mesh.tags = tags; + } + + // line + if (!prim_group.lineGroup.empty()) { + // Flatten indices + for (size_t i = 0; i < prim_group.lineGroup.size(); i++) { + for (size_t j = 0; j < prim_group.lineGroup[i].vertex_indices.size(); + j++) { + const vertex_index_t &vi = prim_group.lineGroup[i].vertex_indices[j]; + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + shape->lines.indices.push_back(idx); + } + + shape->lines.num_line_vertices.push_back( + int(prim_group.lineGroup[i].vertex_indices.size())); + } + } + + // points + if (!prim_group.pointsGroup.empty()) { + // Flatten & convert indices + for (size_t i = 0; i < prim_group.pointsGroup.size(); i++) { + for (size_t j = 0; j < prim_group.pointsGroup[i].vertex_indices.size(); + j++) { + const vertex_index_t &vi = prim_group.pointsGroup[i].vertex_indices[j]; + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + shape->points.indices.push_back(idx); + } + } + } + + return true; +} + +// Split a string with specified delimiter character and escape character. +// https://rosettacode.org/wiki/Tokenize_a_string_with_escaping#C.2B.2B +static void SplitString(const std::string &s, char delim, char escape, + std::vector &elems) { + std::string token; + + bool escaping = false; + for (size_t i = 0; i < s.size(); ++i) { + char ch = s[i]; + if (escaping) { + escaping = false; + } else if (ch == escape) { + escaping = true; + continue; + } else if (ch == delim) { + if (!token.empty()) { + elems.push_back(token); + } + token.clear(); + continue; + } + token += ch; + } + + elems.push_back(token); +} + +static std::string JoinPath(const std::string &dir, + const std::string &filename) { + if (dir.empty()) { + return filename; + } else { + // check '/' + char lastChar = *dir.rbegin(); + if (lastChar != '/') { + return dir + std::string("/") + filename; + } else { + return dir + filename; + } + } +} + +void LoadMtl(std::map *material_map, + std::vector *materials, std::istream *inStream, + std::string *warning, std::string *err) { + (void)err; + + // Create a default material anyway. + material_t material; + InitMaterial(&material); + + // Issue 43. `d` wins against `Tr` since `Tr` is not in the MTL specification. + bool has_d = false; + bool has_tr = false; + + // has_kd is used to set a default diffuse value when map_Kd is present + // and Kd is not. + bool has_kd = false; + + std::stringstream warn_ss; + + size_t line_no = 0; + std::string linebuf; + while (inStream->peek() != -1) { + safeGetline(*inStream, linebuf); + line_no++; + + // Trim trailing whitespace. + if (linebuf.size() > 0) { + linebuf = linebuf.substr(0, linebuf.find_last_not_of(" \t") + 1); + } + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char *token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // new mtl + if ((0 == strncmp(token, "newmtl", 6)) && IS_SPACE((token[6]))) { + // flush previous material. + if (!material.name.empty()) { + material_map->insert(std::pair( + material.name, static_cast(materials->size()))); + materials->push_back(material); + } + + // initial temporary material + InitMaterial(&material); + + has_d = false; + has_tr = false; + + // set new mtl name + token += 7; + { + std::string namebuf = parseString(&token); + // TODO: empty name check? + if (namebuf.empty()) { + if (warning) { + (*warning) += "empty material name in `newmtl`\n"; + } + } + material.name = namebuf; + } + continue; + } + + // ambient + if (token[0] == 'K' && token[1] == 'a' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.ambient[0] = r; + material.ambient[1] = g; + material.ambient[2] = b; + continue; + } + + // diffuse + if (token[0] == 'K' && token[1] == 'd' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.diffuse[0] = r; + material.diffuse[1] = g; + material.diffuse[2] = b; + has_kd = true; + continue; + } + + // specular + if (token[0] == 'K' && token[1] == 's' && IS_SPACE((token[2]))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.specular[0] = r; + material.specular[1] = g; + material.specular[2] = b; + continue; + } + + // transmittance + if ((token[0] == 'K' && token[1] == 't' && IS_SPACE((token[2]))) || + (token[0] == 'T' && token[1] == 'f' && IS_SPACE((token[2])))) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.transmittance[0] = r; + material.transmittance[1] = g; + material.transmittance[2] = b; + continue; + } + + // ior(index of refraction) + if (token[0] == 'N' && token[1] == 'i' && IS_SPACE((token[2]))) { + token += 2; + material.ior = parseReal(&token); + continue; + } + + // emission + if (token[0] == 'K' && token[1] == 'e' && IS_SPACE(token[2])) { + token += 2; + real_t r, g, b; + parseReal3(&r, &g, &b, &token); + material.emission[0] = r; + material.emission[1] = g; + material.emission[2] = b; + continue; + } + + // shininess + if (token[0] == 'N' && token[1] == 's' && IS_SPACE(token[2])) { + token += 2; + material.shininess = parseReal(&token); + continue; + } + + // illum model + if (0 == strncmp(token, "illum", 5) && IS_SPACE(token[5])) { + token += 6; + material.illum = parseInt(&token); + continue; + } + + // dissolve + if ((token[0] == 'd' && IS_SPACE(token[1]))) { + token += 1; + material.dissolve = parseReal(&token); + + if (has_tr) { + warn_ss << "Both `d` and `Tr` parameters defined for \"" + << material.name + << "\". Use the value of `d` for dissolve (line " << line_no + << " in .mtl.)\n"; + } + has_d = true; + continue; + } + if (token[0] == 'T' && token[1] == 'r' && IS_SPACE(token[2])) { + token += 2; + if (has_d) { + // `d` wins. Ignore `Tr` value. + warn_ss << "Both `d` and `Tr` parameters defined for \"" + << material.name + << "\". Use the value of `d` for dissolve (line " << line_no + << " in .mtl.)\n"; + } else { + // We invert value of Tr(assume Tr is in range [0, 1]) + // NOTE: Interpretation of Tr is application(exporter) dependent. For + // some application(e.g. 3ds max obj exporter), Tr = d(Issue 43) + material.dissolve = static_cast(1.0) - parseReal(&token); + } + has_tr = true; + continue; + } + + // PBR: roughness + if (token[0] == 'P' && token[1] == 'r' && IS_SPACE(token[2])) { + token += 2; + material.roughness = parseReal(&token); + continue; + } + + // PBR: metallic + if (token[0] == 'P' && token[1] == 'm' && IS_SPACE(token[2])) { + token += 2; + material.metallic = parseReal(&token); + continue; + } + + // PBR: sheen + if (token[0] == 'P' && token[1] == 's' && IS_SPACE(token[2])) { + token += 2; + material.sheen = parseReal(&token); + continue; + } + + // PBR: clearcoat thickness + if (token[0] == 'P' && token[1] == 'c' && IS_SPACE(token[2])) { + token += 2; + material.clearcoat_thickness = parseReal(&token); + continue; + } + + // PBR: clearcoat roughness + if ((0 == strncmp(token, "Pcr", 3)) && IS_SPACE(token[3])) { + token += 4; + material.clearcoat_roughness = parseReal(&token); + continue; + } + + // PBR: anisotropy + if ((0 == strncmp(token, "aniso", 5)) && IS_SPACE(token[5])) { + token += 6; + material.anisotropy = parseReal(&token); + continue; + } + + // PBR: anisotropy rotation + if ((0 == strncmp(token, "anisor", 6)) && IS_SPACE(token[6])) { + token += 7; + material.anisotropy_rotation = parseReal(&token); + continue; + } + + // ambient or ambient occlusion texture + if ((0 == strncmp(token, "map_Ka", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.ambient_texname), + &(material.ambient_texopt), token); + continue; + } + + // diffuse texture + if ((0 == strncmp(token, "map_Kd", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.diffuse_texname), + &(material.diffuse_texopt), token); + + // Set a decent diffuse default value if a diffuse texture is specified + // without a matching Kd value. + if (!has_kd) { + material.diffuse[0] = static_cast(0.6); + material.diffuse[1] = static_cast(0.6); + material.diffuse[2] = static_cast(0.6); + } + + continue; + } + + // specular texture + if ((0 == strncmp(token, "map_Ks", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.specular_texname), + &(material.specular_texopt), token); + continue; + } + + // specular highlight texture + if ((0 == strncmp(token, "map_Ns", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.specular_highlight_texname), + &(material.specular_highlight_texopt), token); + continue; + } + + // bump texture + if (((0 == strncmp(token, "map_bump", 8)) || + (0 == strncmp(token, "map_Bump", 8))) && + IS_SPACE(token[8])) { + token += 9; + ParseTextureNameAndOption(&(material.bump_texname), + &(material.bump_texopt), token); + continue; + } + + // bump texture + if ((0 == strncmp(token, "bump", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.bump_texname), + &(material.bump_texopt), token); + continue; + } + + // alpha texture + if ((0 == strncmp(token, "map_d", 5)) && IS_SPACE(token[5])) { + token += 6; + material.alpha_texname = token; + ParseTextureNameAndOption(&(material.alpha_texname), + &(material.alpha_texopt), token); + continue; + } + + // displacement texture + if (((0 == strncmp(token, "map_disp", 8)) || + (0 == strncmp(token, "map_Disp", 8))) && + IS_SPACE(token[8])) { + token += 9; + ParseTextureNameAndOption(&(material.displacement_texname), + &(material.displacement_texopt), token); + continue; + } + + // displacement texture + if ((0 == strncmp(token, "disp", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.displacement_texname), + &(material.displacement_texopt), token); + continue; + } + + // reflection map + if ((0 == strncmp(token, "refl", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.reflection_texname), + &(material.reflection_texopt), token); + continue; + } + + // PBR: roughness texture + if ((0 == strncmp(token, "map_Pr", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.roughness_texname), + &(material.roughness_texopt), token); + continue; + } + + // PBR: metallic texture + if ((0 == strncmp(token, "map_Pm", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.metallic_texname), + &(material.metallic_texopt), token); + continue; + } + + // PBR: sheen texture + if ((0 == strncmp(token, "map_Ps", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.sheen_texname), + &(material.sheen_texopt), token); + continue; + } + + // PBR: emissive texture + if ((0 == strncmp(token, "map_Ke", 6)) && IS_SPACE(token[6])) { + token += 7; + ParseTextureNameAndOption(&(material.emissive_texname), + &(material.emissive_texopt), token); + continue; + } + + // PBR: normal map texture + if ((0 == strncmp(token, "norm", 4)) && IS_SPACE(token[4])) { + token += 5; + ParseTextureNameAndOption(&(material.normal_texname), + &(material.normal_texopt), token); + continue; + } + + // unknown parameter + const char *_space = strchr(token, ' '); + if (!_space) { + _space = strchr(token, '\t'); + } + if (_space) { + std::ptrdiff_t len = _space - token; + std::string key(token, static_cast(len)); + std::string value = _space + 1; + material.unknown_parameter.insert( + std::pair(key, value)); + } + } + // flush last material. + material_map->insert(std::pair( + material.name, static_cast(materials->size()))); + materials->push_back(material); + + if (warning) { + (*warning) = warn_ss.str(); + } +} + +bool MaterialFileReader::operator()(const std::string &matId, + std::vector *materials, + std::map *matMap, + std::string *warn, std::string *err) { + if (!m_mtlBaseDir.empty()) { +#ifdef _WIN32 + char sep = ';'; +#else + char sep = ':'; +#endif + + // https://stackoverflow.com/questions/5167625/splitting-a-c-stdstring-using-tokens-e-g + std::vector paths; + std::istringstream f(m_mtlBaseDir); + + std::string s; + while (getline(f, s, sep)) { + paths.push_back(s); + } + + for (size_t i = 0; i < paths.size(); i++) { + std::string filepath = JoinPath(paths[i], matId); + + std::ifstream matIStream(filepath.c_str()); + if (matIStream) { + LoadMtl(matMap, materials, &matIStream, warn, err); + + return true; + } + } + + std::stringstream ss; + ss << "Material file [ " << matId + << " ] not found in a path : " << m_mtlBaseDir << "\n"; + if (warn) { + (*warn) += ss.str(); + } + return false; + + } else { + std::string filepath = matId; + std::ifstream matIStream(filepath.c_str()); + if (matIStream) { + LoadMtl(matMap, materials, &matIStream, warn, err); + + return true; + } + + std::stringstream ss; + ss << "Material file [ " << filepath + << " ] not found in a path : " << m_mtlBaseDir << "\n"; + if (warn) { + (*warn) += ss.str(); + } + + return false; + } +} + +bool MaterialStreamReader::operator()(const std::string &matId, + std::vector *materials, + std::map *matMap, + std::string *warn, std::string *err) { + (void)err; + (void)matId; + if (!m_inStream) { + std::stringstream ss; + ss << "Material stream in error state. \n"; + if (warn) { + (*warn) += ss.str(); + } + return false; + } + + LoadMtl(matMap, materials, &m_inStream, warn, err); + + return true; +} + +bool LoadObj(attrib_t *attrib, std::vector *shapes, + std::vector *materials, std::string *warn, + std::string *err, const char *filename, const char *mtl_basedir, + bool triangulate, bool default_vcols_fallback) { + attrib->vertices.clear(); + attrib->normals.clear(); + attrib->texcoords.clear(); + attrib->colors.clear(); + shapes->clear(); + + std::stringstream errss; + + std::ifstream ifs(filename); + if (!ifs) { + errss << "Cannot open file [" << filename << "]\n"; + if (err) { + (*err) = errss.str(); + } + return false; + } + + std::string baseDir = mtl_basedir ? mtl_basedir : ""; + if (!baseDir.empty()) { +#ifndef _WIN32 + const char dirsep = '/'; +#else + const char dirsep = '\\'; +#endif + if (baseDir[baseDir.length() - 1] != dirsep) baseDir += dirsep; + } + MaterialFileReader matFileReader(baseDir); + + return LoadObj(attrib, shapes, materials, warn, err, &ifs, &matFileReader, + triangulate, default_vcols_fallback); +} + +bool LoadObj(attrib_t *attrib, std::vector *shapes, + std::vector *materials, std::string *warn, + std::string *err, std::istream *inStream, + MaterialReader *readMatFn /*= NULL*/, bool triangulate, + bool default_vcols_fallback) { + std::stringstream errss; + + std::vector v; + std::vector vn; + std::vector vt; + std::vector vc; + std::vector vw; + std::vector tags; + PrimGroup prim_group; + std::string name; + + // material + std::set material_filenames; + std::map material_map; + int material = -1; + + // smoothing group id + unsigned int current_smoothing_id = + 0; // Initial value. 0 means no smoothing. + + int greatest_v_idx = -1; + int greatest_vn_idx = -1; + int greatest_vt_idx = -1; + + shape_t shape; + + bool found_all_colors = true; + + size_t line_num = 0; + std::string linebuf; + while (inStream->peek() != -1) { + safeGetline(*inStream, linebuf); + + line_num++; + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char *token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // vertex + if (token[0] == 'v' && IS_SPACE((token[1]))) { + token += 2; + real_t x, y, z; + real_t r, g, b; + + found_all_colors &= parseVertexWithColor(&x, &y, &z, &r, &g, &b, &token); + + v.push_back(x); + v.push_back(y); + v.push_back(z); + + if (found_all_colors || default_vcols_fallback) { + vc.push_back(r); + vc.push_back(g); + vc.push_back(b); + } + + continue; + } + + // normal + if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; + parseReal3(&x, &y, &z, &token); + vn.push_back(x); + vn.push_back(y); + vn.push_back(z); + continue; + } + + // texcoord + if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y; + parseReal2(&x, &y, &token); + vt.push_back(x); + vt.push_back(y); + continue; + } + + // skin weight. tinyobj extension + if (token[0] == 'v' && token[1] == 'w' && IS_SPACE((token[2]))) { + token += 3; + + // vw ... + // example: + // vw 0 0 0.25 1 0.25 2 0.5 + + // TODO(syoyo): Add syntax check + int vid = 0; + vid = parseInt(&token); + + skin_weight_t sw; + + sw.vertex_id = vid; + + while (!IS_NEW_LINE(token[0])) { + real_t j, w; + // joint_id should not be negative, weight may be negative + // TODO(syoyo): # of elements check + parseReal2(&j, &w, &token, -1.0); + + if (j < static_cast(0)) { + if (err) { + std::stringstream ss; + ss << "Failed parse `vw' line. joint_id is negative. " + "line " + << line_num << ".)\n"; + (*err) += ss.str(); + } + return false; + } + + joint_and_weight_t jw; + + jw.joint_id = int(j); + jw.weight = w; + + sw.weightValues.push_back(jw); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + vw.push_back(sw); + } + + warning_context context; + context.warn = warn; + context.line_number = line_num; + + // line + if (token[0] == 'l' && IS_SPACE((token[1]))) { + token += 2; + + __line_t line; + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi, context)) { + if (err) { + (*err) += "Failed to parse `l' line (e.g. a zero value for vertex index. Line " + + toString(line_num) + ").\n"; + } + return false; + } + + line.vertex_indices.push_back(vi); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + prim_group.lineGroup.push_back(line); + + continue; + } + + // points + if (token[0] == 'p' && IS_SPACE((token[1]))) { + token += 2; + + __points_t pts; + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi, context)) { + if (err) { + (*err) += "Failed to parse `p' line (e.g. a zero value for vertex index. Line " + + toString(line_num) + ").\n"; + } + return false; + } + + pts.vertex_indices.push_back(vi); + + size_t n = strspn(token, " \t\r"); + token += n; + } + + prim_group.pointsGroup.push_back(pts); + + continue; + } + + // face + if (token[0] == 'f' && IS_SPACE((token[1]))) { + token += 2; + token += strspn(token, " \t"); + + face_t face; + + face.smoothing_group_id = current_smoothing_id; + face.vertex_indices.reserve(3); + + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi; + if (!parseTriple(&token, static_cast(v.size() / 3), + static_cast(vn.size() / 3), + static_cast(vt.size() / 2), &vi, context)) { + if (err) { + (*err) += "Failed to parse `f' line (e.g. a zero value for vertex index or invalid relative vertex index). Line " + + toString(line_num) + ").\n"; + } + return false; + } + + greatest_v_idx = greatest_v_idx > vi.v_idx ? greatest_v_idx : vi.v_idx; + greatest_vn_idx = + greatest_vn_idx > vi.vn_idx ? greatest_vn_idx : vi.vn_idx; + greatest_vt_idx = + greatest_vt_idx > vi.vt_idx ? greatest_vt_idx : vi.vt_idx; + + face.vertex_indices.push_back(vi); + size_t n = strspn(token, " \t\r"); + token += n; + } + + // replace with emplace_back + std::move on C++11 + prim_group.faceGroup.push_back(face); + + continue; + } + + // use mtl + if ((0 == strncmp(token, "usemtl", 6))) { + token += 6; + std::string namebuf = parseString(&token); + + int newMaterialId = -1; + std::map::const_iterator it = + material_map.find(namebuf); + if (it != material_map.end()) { + newMaterialId = it->second; + } else { + // { error!! material not found } + if (warn) { + (*warn) += "material [ '" + namebuf + "' ] not found in .mtl\n"; + } + } + + if (newMaterialId != material) { + // Create per-face material. Thus we don't add `shape` to `shapes` at + // this time. + // just clear `faceGroup` after `exportGroupsToShape()` call. + exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + prim_group.faceGroup.clear(); + material = newMaterialId; + } + + continue; + } + + // load mtl + if ((0 == strncmp(token, "mtllib", 6)) && IS_SPACE((token[6]))) { + if (readMatFn) { + token += 7; + + std::vector filenames; + SplitString(std::string(token), ' ', '\\', filenames); + + if (filenames.empty()) { + if (warn) { + std::stringstream ss; + ss << "Looks like empty filename for mtllib. Use default " + "material (line " + << line_num << ".)\n"; + + (*warn) += ss.str(); + } + } else { + bool found = false; + for (size_t s = 0; s < filenames.size(); s++) { + if (material_filenames.count(filenames[s]) > 0) { + found = true; + continue; + } + + std::string warn_mtl; + std::string err_mtl; + bool ok = (*readMatFn)(filenames[s].c_str(), materials, + &material_map, &warn_mtl, &err_mtl); + if (warn && (!warn_mtl.empty())) { + (*warn) += warn_mtl; + } + + if (err && (!err_mtl.empty())) { + (*err) += err_mtl; + } + + if (ok) { + found = true; + material_filenames.insert(filenames[s]); + break; + } + } + + if (!found) { + if (warn) { + (*warn) += + "Failed to load material file(s). Use default " + "material.\n"; + } + } + } + } + + continue; + } + + // group name + if (token[0] == 'g' && IS_SPACE((token[1]))) { + // flush previous face group. + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + (void)ret; // return value not used. + + if (shape.mesh.indices.size() > 0) { + shapes->push_back(shape); + } + + shape = shape_t(); + + // material = -1; + prim_group.clear(); + + std::vector names; + + while (!IS_NEW_LINE(token[0])) { + std::string str = parseString(&token); + names.push_back(str); + token += strspn(token, " \t\r"); // skip tag + } + + // names[0] must be 'g' + + if (names.size() < 2) { + // 'g' with empty names + if (warn) { + std::stringstream ss; + ss << "Empty group name. line: " << line_num << "\n"; + (*warn) += ss.str(); + name = ""; + } + } else { + std::stringstream ss; + ss << names[1]; + + // tinyobjloader does not support multiple groups for a primitive. + // Currently we concatinate multiple group names with a space to get + // single group name. + + for (size_t i = 2; i < names.size(); i++) { + ss << " " << names[i]; + } + + name = ss.str(); + } + + continue; + } + + // object name + if (token[0] == 'o' && IS_SPACE((token[1]))) { + // flush previous face group. + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + (void)ret; // return value not used. + + if (shape.mesh.indices.size() > 0 || shape.lines.indices.size() > 0 || + shape.points.indices.size() > 0) { + shapes->push_back(shape); + } + + // material = -1; + prim_group.clear(); + shape = shape_t(); + + // @todo { multiple object name? } + token += 2; + std::stringstream ss; + ss << token; + name = ss.str(); + + continue; + } + + if (token[0] == 't' && IS_SPACE(token[1])) { + const int max_tag_nums = 8192; // FIXME(syoyo): Parameterize. + tag_t tag; + + token += 2; + + tag.name = parseString(&token); + + tag_sizes ts = parseTagTriple(&token); + + if (ts.num_ints < 0) { + ts.num_ints = 0; + } + if (ts.num_ints > max_tag_nums) { + ts.num_ints = max_tag_nums; + } + + if (ts.num_reals < 0) { + ts.num_reals = 0; + } + if (ts.num_reals > max_tag_nums) { + ts.num_reals = max_tag_nums; + } + + if (ts.num_strings < 0) { + ts.num_strings = 0; + } + if (ts.num_strings > max_tag_nums) { + ts.num_strings = max_tag_nums; + } + + tag.intValues.resize(static_cast(ts.num_ints)); + + for (size_t i = 0; i < static_cast(ts.num_ints); ++i) { + tag.intValues[i] = parseInt(&token); + } + + tag.floatValues.resize(static_cast(ts.num_reals)); + for (size_t i = 0; i < static_cast(ts.num_reals); ++i) { + tag.floatValues[i] = parseReal(&token); + } + + tag.stringValues.resize(static_cast(ts.num_strings)); + for (size_t i = 0; i < static_cast(ts.num_strings); ++i) { + tag.stringValues[i] = parseString(&token); + } + + tags.push_back(tag); + + continue; + } + + if (token[0] == 's' && IS_SPACE(token[1])) { + // smoothing group id + token += 2; + + // skip space. + token += strspn(token, " \t"); // skip space + + if (token[0] == '\0') { + continue; + } + + if (token[0] == '\r' || token[1] == '\n') { + continue; + } + + if (strlen(token) >= 3 && token[0] == 'o' && token[1] == 'f' && + token[2] == 'f') { + current_smoothing_id = 0; + } else { + // assume number + int smGroupId = parseInt(&token); + if (smGroupId < 0) { + // parse error. force set to 0. + // FIXME(syoyo): Report warning. + current_smoothing_id = 0; + } else { + current_smoothing_id = static_cast(smGroupId); + } + } + + continue; + } // smoothing group id + + // Ignore unknown command. + } + + // not all vertices have colors, no default colors desired? -> clear colors + if (!found_all_colors && !default_vcols_fallback) { + vc.clear(); + } + + if (greatest_v_idx >= static_cast(v.size() / 3)) { + if (warn) { + std::stringstream ss; + ss << "Vertex indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + if (greatest_vn_idx >= static_cast(vn.size() / 3)) { + if (warn) { + std::stringstream ss; + ss << "Vertex normal indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + if (greatest_vt_idx >= static_cast(vt.size() / 2)) { + if (warn) { + std::stringstream ss; + ss << "Vertex texcoord indices out of bounds (line " << line_num << ".)\n\n"; + (*warn) += ss.str(); + } + } + + bool ret = exportGroupsToShape(&shape, prim_group, tags, material, name, + triangulate, v, warn); + // exportGroupsToShape return false when `usemtl` is called in the last + // line. + // we also add `shape` to `shapes` when `shape.mesh` has already some + // faces(indices) + if (ret || shape.mesh.indices + .size()) { // FIXME(syoyo): Support other prims(e.g. lines) + shapes->push_back(shape); + } + prim_group.clear(); // for safety + + if (err) { + (*err) += errss.str(); + } + + attrib->vertices.swap(v); + attrib->vertex_weights.swap(v); + attrib->normals.swap(vn); + attrib->texcoords.swap(vt); + attrib->texcoord_ws.swap(vt); + attrib->colors.swap(vc); + attrib->skin_weights.swap(vw); + + return true; +} + +bool LoadObjWithCallback(std::istream &inStream, const callback_t &callback, + void *user_data /*= NULL*/, + MaterialReader *readMatFn /*= NULL*/, + std::string *warn, /* = NULL*/ + std::string *err /*= NULL*/) { + std::stringstream errss; + + // material + std::set material_filenames; + std::map material_map; + int material_id = -1; // -1 = invalid + + std::vector indices; + std::vector materials; + std::vector names; + names.reserve(2); + std::vector names_out; + + std::string linebuf; + while (inStream.peek() != -1) { + safeGetline(inStream, linebuf); + + // Trim newline '\r\n' or '\n' + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\n') + linebuf.erase(linebuf.size() - 1); + } + if (linebuf.size() > 0) { + if (linebuf[linebuf.size() - 1] == '\r') + linebuf.erase(linebuf.size() - 1); + } + + // Skip if empty line. + if (linebuf.empty()) { + continue; + } + + // Skip leading space. + const char *token = linebuf.c_str(); + token += strspn(token, " \t"); + + assert(token); + if (token[0] == '\0') continue; // empty line + + if (token[0] == '#') continue; // comment line + + // vertex + if (token[0] == 'v' && IS_SPACE((token[1]))) { + token += 2; + real_t x, y, z; + real_t r, g, b; + + bool found_color = parseVertexWithColor(&x, &y, &z, &r, &g, &b, &token); + if (callback.vertex_cb) { + callback.vertex_cb(user_data, x, y, z, r); // r=w is optional + } + if (callback.vertex_color_cb) { + callback.vertex_color_cb(user_data, x, y, z, r, g, b, found_color); + } + continue; + } + + // normal + if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; + parseReal3(&x, &y, &z, &token); + if (callback.normal_cb) { + callback.normal_cb(user_data, x, y, z); + } + continue; + } + + // texcoord + if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) { + token += 3; + real_t x, y, z; // y and z are optional. default = 0.0 + parseReal3(&x, &y, &z, &token); + if (callback.texcoord_cb) { + callback.texcoord_cb(user_data, x, y, z); + } + continue; + } + + // face + if (token[0] == 'f' && IS_SPACE((token[1]))) { + token += 2; + token += strspn(token, " \t"); + + indices.clear(); + while (!IS_NEW_LINE(token[0])) { + vertex_index_t vi = parseRawTriple(&token); + + index_t idx; + idx.vertex_index = vi.v_idx; + idx.normal_index = vi.vn_idx; + idx.texcoord_index = vi.vt_idx; + + indices.push_back(idx); + size_t n = strspn(token, " \t\r"); + token += n; + } + + if (callback.index_cb && indices.size() > 0) { + callback.index_cb(user_data, &indices.at(0), + static_cast(indices.size())); + } + + continue; + } + + // use mtl + if ((0 == strncmp(token, "usemtl", 6)) && IS_SPACE((token[6]))) { + token += 7; + std::stringstream ss; + ss << token; + std::string namebuf = ss.str(); + + int newMaterialId = -1; + std::map::const_iterator it = + material_map.find(namebuf); + if (it != material_map.end()) { + newMaterialId = it->second; + } else { + // { warn!! material not found } + if (warn && (!callback.usemtl_cb)) { + (*warn) += "material [ " + namebuf + " ] not found in .mtl\n"; + } + } + + if (newMaterialId != material_id) { + material_id = newMaterialId; + } + + if (callback.usemtl_cb) { + callback.usemtl_cb(user_data, namebuf.c_str(), material_id); + } + + continue; + } + + // load mtl + if ((0 == strncmp(token, "mtllib", 6)) && IS_SPACE((token[6]))) { + if (readMatFn) { + token += 7; + + std::vector filenames; + SplitString(std::string(token), ' ', '\\', filenames); + + if (filenames.empty()) { + if (warn) { + (*warn) += + "Looks like empty filename for mtllib. Use default " + "material. \n"; + } + } else { + bool found = false; + for (size_t s = 0; s < filenames.size(); s++) { + if (material_filenames.count(filenames[s]) > 0) { + found = true; + continue; + } + + std::string warn_mtl; + std::string err_mtl; + bool ok = (*readMatFn)(filenames[s].c_str(), &materials, + &material_map, &warn_mtl, &err_mtl); + + if (warn && (!warn_mtl.empty())) { + (*warn) += warn_mtl; // This should be warn message. + } + + if (err && (!err_mtl.empty())) { + (*err) += err_mtl; + } + + if (ok) { + found = true; + material_filenames.insert(filenames[s]); + break; + } + } + + if (!found) { + if (warn) { + (*warn) += + "Failed to load material file(s). Use default " + "material.\n"; + } + } else { + if (callback.mtllib_cb) { + callback.mtllib_cb(user_data, &materials.at(0), + static_cast(materials.size())); + } + } + } + } + + continue; + } + + // group name + if (token[0] == 'g' && IS_SPACE((token[1]))) { + names.clear(); + + while (!IS_NEW_LINE(token[0])) { + std::string str = parseString(&token); + names.push_back(str); + token += strspn(token, " \t\r"); // skip tag + } + + assert(names.size() > 0); + + if (callback.group_cb) { + if (names.size() > 1) { + // create const char* array. + names_out.resize(names.size() - 1); + for (size_t j = 0; j < names_out.size(); j++) { + names_out[j] = names[j + 1].c_str(); + } + callback.group_cb(user_data, &names_out.at(0), + static_cast(names_out.size())); + + } else { + callback.group_cb(user_data, NULL, 0); + } + } + + continue; + } + + // object name + if (token[0] == 'o' && IS_SPACE((token[1]))) { + // @todo { multiple object name? } + token += 2; + + std::stringstream ss; + ss << token; + std::string object_name = ss.str(); + + if (callback.object_cb) { + callback.object_cb(user_data, object_name.c_str()); + } + + continue; + } + +#if 0 // @todo + if (token[0] == 't' && IS_SPACE(token[1])) { + tag_t tag; + + token += 2; + std::stringstream ss; + ss << token; + tag.name = ss.str(); + + token += tag.name.size() + 1; + + tag_sizes ts = parseTagTriple(&token); + + tag.intValues.resize(static_cast(ts.num_ints)); + + for (size_t i = 0; i < static_cast(ts.num_ints); ++i) { + tag.intValues[i] = atoi(token); + token += strcspn(token, "/ \t\r") + 1; + } + + tag.floatValues.resize(static_cast(ts.num_reals)); + for (size_t i = 0; i < static_cast(ts.num_reals); ++i) { + tag.floatValues[i] = parseReal(&token); + token += strcspn(token, "/ \t\r") + 1; + } + + tag.stringValues.resize(static_cast(ts.num_strings)); + for (size_t i = 0; i < static_cast(ts.num_strings); ++i) { + std::stringstream ss; + ss << token; + tag.stringValues[i] = ss.str(); + token += tag.stringValues[i].size() + 1; + } + + tags.push_back(tag); + } +#endif + + // Ignore unknown command. + } + + if (err) { + (*err) += errss.str(); + } + + return true; +} + +bool ObjReader::ParseFromFile(const std::string &filename, + const ObjReaderConfig &config) { + std::string mtl_search_path; + + if (config.mtl_search_path.empty()) { + // + // split at last '/'(for unixish system) or '\\'(for windows) to get + // the base directory of .obj file + // + size_t pos = filename.find_last_of("/\\"); + if (pos != std::string::npos) { + mtl_search_path = filename.substr(0, pos); + } + } else { + mtl_search_path = config.mtl_search_path; + } + + valid_ = LoadObj(&attrib_, &shapes_, &materials_, &warning_, &error_, + filename.c_str(), mtl_search_path.c_str(), + config.triangulate, config.vertex_color); + + return valid_; +} + +bool ObjReader::ParseFromString(const std::string &obj_text, + const std::string &mtl_text, + const ObjReaderConfig &config) { + std::stringbuf obj_buf(obj_text); + std::stringbuf mtl_buf(mtl_text); + + std::istream obj_ifs(&obj_buf); + std::istream mtl_ifs(&mtl_buf); + + MaterialStreamReader mtl_ss(mtl_ifs); + + valid_ = LoadObj(&attrib_, &shapes_, &materials_, &warning_, &error_, + &obj_ifs, &mtl_ss, config.triangulate, config.vertex_color); + + return valid_; +} + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif +} // namespace tinyobj + +#endif