Merge pull request #1415 from ousttrue/feature/keep_vertex_color

Feature/keep vertex color
This commit is contained in:
ousttrue
2021-12-09 20:28:13 +09:00
committed by GitHub
11 changed files with 133 additions and 76 deletions

View File

@@ -40,5 +40,10 @@ namespace UniGLTF
/// VRMC_materials_hdr_emissiveMultiplier
/// </summary>
public bool UseEmissiveMultiplier;
/// <summary>
/// Keep VertexColor
/// </summary>
public bool KeepVertexColor;
}
}

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@@ -68,6 +68,7 @@ namespace UniGLTF
readonly List<Vector3> m_positions;
readonly List<Vector3> m_normals;
readonly List<Vector2> m_uv;
readonly List<Vector4> m_color;
readonly Func<int, int> m_getJointIndex;
readonly List<UShort4> m_joints;
@@ -78,6 +79,7 @@ namespace UniGLTF
m_positions = new List<Vector3>(vertexCount);
m_normals = new List<Vector3>(vertexCount);
m_uv = new List<Vector2>();
m_color = new List<Vector4>();
m_getJointIndex = getJointIndex;
if (m_getJointIndex != null)
@@ -87,7 +89,7 @@ namespace UniGLTF
}
}
public void Push(int index, Vector3 position, Vector3 normal, Vector2 uv)
public void PushVertex(int index, Vector3 position, Vector3 normal, Vector2 uv)
{
var newIndex = m_positions.Count;
m_vertexIndexMap.Add(index, newIndex);
@@ -97,7 +99,12 @@ namespace UniGLTF
m_uv.Add(uv);
}
public void Push(BoneWeight boneWeight)
public void PushColor(Vector4 color)
{
m_color.Add(color);
}
public void PushBoneWeight(BoneWeight boneWeight)
{
m_joints.Add(new UShort4((ushort)boneWeight.boneIndex0, (ushort)boneWeight.boneIndex1, (ushort)boneWeight.boneIndex2, (ushort)boneWeight.boneIndex3));
m_weights.Add(new Vector4(boneWeight.weight0, boneWeight.weight1, boneWeight.weight2, boneWeight.weight3));
@@ -123,6 +130,12 @@ namespace UniGLTF
weightAccessorIndex = data.ExtendBufferAndGetAccessorIndex(m_weights.ToArray(), glBufferTarget.ARRAY_BUFFER);
}
int? vertexColorIndex = default;
if (m_color.Count == m_positions.Count)
{
vertexColorIndex = data.ExtendBufferAndGetAccessorIndex(m_color.ToArray(), glBufferTarget.ARRAY_BUFFER);
}
var primitive = new glTFPrimitives
{
indices = indicesAccessorIndex,
@@ -133,6 +146,7 @@ namespace UniGLTF
TEXCOORD_0 = uvAccessorIndex0,
JOINTS_0 = jointsAccessorIndex.GetValueOrDefault(-1),
WEIGHTS_0 = weightAccessorIndex.GetValueOrDefault(-1),
COLOR_0 = vertexColorIndex.GetValueOrDefault(-1),
},
material = materialIndex,
mode = 4,

View File

@@ -34,6 +34,7 @@ namespace UniGLTF
var normals = mesh.normals;
var uv = mesh.uv;
var boneWeights = mesh.boneWeights;
var colors = mesh.colors;
Func<int, int> getJointIndex = null;
if (boneWeights != null && boneWeights.Length == positions.Length)
@@ -44,25 +45,40 @@ namespace UniGLTF
Vector3[] blendShapePositions = new Vector3[mesh.vertexCount];
Vector3[] blendShapeNormals = new Vector3[mesh.vertexCount];
var vColorState = VertexColorUtility.DetectVertexColor(mesh, unityMaterials);
var exportVertexColor = (
(settings.KeepVertexColor && mesh.colors != null && mesh.colors.Length == mesh.vertexCount) // vertex color を残す設定
|| vColorState == VertexColorState.ExistsAndIsUsed // VColor使っている
|| vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする)
);
var usedIndices = new List<int>();
for (int i = 0; i < mesh.subMeshCount; ++i)
{
var indices = mesh.GetIndices(i);
var hash = new HashSet<int>(indices);
// aggrigate vertex attributes
// aggregate vertex attributes
var buffer = new MeshExportUtil.VertexBuffer(indices.Length, getJointIndex);
usedIndices.Clear();
for (int k = 0; k < positions.Length; ++k)
{
if (hash.Contains(k))
{
// aggrigate indices
// aggregate indices
usedIndices.Add(k);
buffer.Push(k, axisInverter.InvertVector3(positions[k]), axisInverter.InvertVector3(normals[k]), uv[k].ReverseUV());
buffer.PushVertex(k,
axisInverter.InvertVector3(positions[k]), // POSITION
axisInverter.InvertVector3(normals[k]), // NORMAL
uv[k].ReverseUV() // UV
);
if (getJointIndex != null)
{
buffer.Push(boneWeights[k]);
buffer.PushBoneWeight(boneWeights[k]);
}
if (exportVertexColor)
{
buffer.PushColor(colors[k]);
}
}
}

View File

@@ -49,7 +49,8 @@ namespace UniGLTF
var colorAccessorIndex = -1;
var vColorState = VertexColorUtility.DetectVertexColor(mesh, materials);
if (vColorState == VertexColorState.ExistsAndIsUsed // VColor使っている
if ((settings.KeepVertexColor && mesh.colors != null && mesh.colors.Length == mesh.vertexCount) // vertex color を残す設定
|| vColorState == VertexColorState.ExistsAndIsUsed // VColor使っている
|| vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする)
)
{

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
namespace UniGLTF
@@ -37,7 +38,7 @@ namespace UniGLTF
return true;
}
public static VertexColorState DetectVertexColor(Mesh mesh, Material[] materials)
public static VertexColorState DetectVertexColor(Mesh mesh, IEnumerable<Material> materials)
{
if (mesh != null && mesh.colors != null && mesh.colors.Length == mesh.vertexCount)
{

View File

@@ -0,0 +1,51 @@
using UniGLTF.M17N;
namespace VRM
{
public enum VRMExportOptions
{
[LangMsg(Languages.ja, "エクスポート時に強制的にT-Pose化する。これを使わずに手動でT-Poseを作っても問題ありません")]
[LangMsg(Languages.en, "Force T-Pose before export. Manually making T-Pose for model without enabling this is ok")]
FORCE_T_POSE,
[LangMsg(Languages.ja, "エクスポート時に正規化(ヒエラルキーから回転と拡大縮小を取り除くためにベイク)する")]
[LangMsg(Languages.en, "Model's normalization (bake to remove roation and scaling from the hierarchy)")]
NORMALIZE,
[LangMsg(Languages.ja, "エクスポート時に新しいJsonSerializerを使う")]
[LangMsg(Languages.en, "The new version of JsonSerializer for model export")]
USE_GENERATED_SERIALIZER,
[LangMsg(Languages.ja, "BlendShapeの容量を GLTF の Sparse Accessor 機能で削減する。修正中: UniGLTF以外でロードできません")]
[LangMsg(Languages.en, "BlendShape size can be reduced by using Sparse Accessor")]
BLENDSHAPE_USE_SPARSE,
[LangMsg(Languages.ja, "BlendShapeClipのエクスポートに法線とTangentを含めない。UniVRM-0.53 以前ではロードがエラーになるのに注意してください")]
[LangMsg(Languages.en, "BlendShape's Normal and Tangent will not be exported. Be aware that errors may occur during import if the model is made by UniVRM-0.53 or earlier versions")]
BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT,
[LangMsg(Languages.ja, "BlendShapeClipから参照されないBlendShapeをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapes that are not referenced by BlendShapeClips will not be exported")]
BLENDSHAPE_ONLY_CLIP_USE,
[LangMsg(Languages.ja, "BlendShapeClip.Preset == Unknown のBlendShapeClipをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapeClip will not be exported if BlendShapeClip.Preset == Unknown")]
BLENDSHAPE_EXCLUDE_UNKNOWN,
[LangMsg(Languages.ja, "エクスポートに頂点カラーを含めない")]
[LangMsg(Languages.en, "Vertex color will not be exported")]
REMOVE_VERTEX_COLOR,
[LangMsg(Languages.ja, "T-Pose にする")]
[LangMsg(Languages.en, "Make T-Pose")]
DO_TPOSE,
[LangMsg(Languages.ja, "頂点バッファをsubmeshで分割する。GLTF互換性のため。UniVRM-0.72 からロードできる。")]
[LangMsg(Languages.en, "Divide vertex buffer by submesh。For more gltf compatibility。UniVRM-0.72 or later can load.")]
DIVIDE_VERTEX_BUFFER,
[LangMsg(Languages.ja, "頂点カラーの自動削除をしない。")]
[LangMsg(Languages.en, "Do not automatically delete vertex colors.")]
KEEP_VERTEX_COLOR,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c00e4ca5b52c8c54bb0565edadf6c7f1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -7,7 +7,6 @@ namespace VRM
[Serializable]
public class VRMExportSettings : ScriptableObject
{
/// <summary>
/// エクスポート時に強制的にT-Pose化する
/// </summary>
@@ -50,11 +49,18 @@ namespace VRM
[Tooltip("Divide vertex buffer. For more gltf compatibility")]
public bool DivideVertexBuffer = false;
/// <summary>
/// Export時にVertexColorを落とさない。特別な用途で使えるように敢えて残す設定
/// </summary>
[Tooltip("Keep vertex color attribute")]
public bool KeepVertexColor = false;
public GltfExportSettings MeshExportSettings => new GltfExportSettings
{
UseSparseAccessorForMorphTarget = UseSparseAccessor,
ExportOnlyBlendShapePosition = OnlyBlendshapePosition,
DivideVertexBuffer = DivideVertexBuffer,
KeepVertexColor = KeepVertexColor,
};
public GameObject Root { get; set; }

View File

@@ -3,6 +3,7 @@ using System;
using UnityEditor;
using UnityEngine;
using UniGLTF.M17N;
using System.Collections.Generic;
namespace VRM
{
@@ -20,7 +21,7 @@ namespace VRM
Description = desc;
}
public CheckBoxProp(SerializedProperty property, Options desc) : this(property, () => Msg(desc))
public CheckBoxProp(SerializedProperty property, VRMExportOptions desc) : this(property, () => Msg(desc))
{
}
@@ -36,69 +37,23 @@ namespace VRM
}
}
CheckBoxProp m_poseFreeze;
CheckBoxProp m_useSparseAccessor;
CheckBoxProp m_onlyBlendShapePosition;
CheckBoxProp m_reduceBlendShape;
CheckBoxProp m_reduceBlendShapeClip;
CheckBoxProp m_divideVertexBuffer;
List<CheckBoxProp> m_checkbox_list = new List<CheckBoxProp>();
static string Msg(Options key)
static string Msg(VRMExportOptions key)
{
return LanguageGetter.Msg(key);
}
public enum Options
{
[LangMsg(Languages.ja, "エクスポート時に強制的にT-Pose化する。これを使わずに手動でT-Poseを作っても問題ありません")]
[LangMsg(Languages.en, "Force T-Pose before export. Manually making T-Pose for model without enabling this is ok")]
FORCE_T_POSE,
[LangMsg(Languages.ja, "エクスポート時に正規化(ヒエラルキーから回転と拡大縮小を取り除くためにベイク)する")]
[LangMsg(Languages.en, "Model's normalization (bake to remove roation and scaling from the hierarchy)")]
NORMALIZE,
[LangMsg(Languages.ja, "エクスポート時に新しいJsonSerializerを使う")]
[LangMsg(Languages.en, "The new version of JsonSerializer for model export")]
USE_GENERATED_SERIALIZER,
[LangMsg(Languages.ja, "BlendShapeの容量を GLTF の Sparse Accessor 機能で削減する。修正中: UniGLTF以外でロードできません")]
[LangMsg(Languages.en, "BlendShape size can be reduced by using Sparse Accessor")]
BLENDSHAPE_USE_SPARSE,
[LangMsg(Languages.ja, "BlendShapeClipのエクスポートに法線とTangentを含めない。UniVRM-0.53 以前ではロードがエラーになるのに注意してください")]
[LangMsg(Languages.en, "BlendShape's Normal and Tangent will not be exported. Be aware that errors may occur during import if the model is made by UniVRM-0.53 or earlier versions")]
BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT,
[LangMsg(Languages.ja, "BlendShapeClipから参照されないBlendShapeをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapes that are not referenced by BlendShapeClips will not be exported")]
BLENDSHAPE_ONLY_CLIP_USE,
[LangMsg(Languages.ja, "BlendShapeClip.Preset == Unknown のBlendShapeClipをエクスポートに含めない")]
[LangMsg(Languages.en, "BlendShapeClip will not be exported if BlendShapeClip.Preset == Unknown")]
BLENDSHAPE_EXCLUDE_UNKNOWN,
[LangMsg(Languages.ja, "エクスポートに頂点カラーを含めない")]
[LangMsg(Languages.en, "Vertex color will not be exported")]
REMOVE_VERTEX_COLOR,
[LangMsg(Languages.ja, "T-Pose にする")]
[LangMsg(Languages.en, "Make T-Pose")]
DO_TPOSE,
[LangMsg(Languages.ja, "頂点バッファをsubmeshで分割する。GLTF互換性のため。UniVRM-0.72 からロードできる。")]
[LangMsg(Languages.en, "Divide vertex buffer by submesh。For more gltf compatibility。UniVRM-0.72 or later can load.")]
DIVIDE_VERTEX_BUFFER,
}
private void OnEnable()
{
m_poseFreeze = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.PoseFreeze)), Options.NORMALIZE);
m_useSparseAccessor = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.UseSparseAccessor)), Options.BLENDSHAPE_USE_SPARSE);
m_onlyBlendShapePosition = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.OnlyBlendshapePosition)), Options.BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT);
m_reduceBlendShape = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshape)), Options.BLENDSHAPE_ONLY_CLIP_USE);
m_reduceBlendShapeClip = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshapeClip)), Options.BLENDSHAPE_EXCLUDE_UNKNOWN);
m_divideVertexBuffer = new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.DivideVertexBuffer)), Options.DIVIDE_VERTEX_BUFFER);
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.PoseFreeze)), VRMExportOptions.NORMALIZE));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.UseSparseAccessor)), VRMExportOptions.BLENDSHAPE_USE_SPARSE));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.OnlyBlendshapePosition)), VRMExportOptions.BLENDSHAPE_EXCLUDE_NORMAL_AND_TANGENT));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshape)), VRMExportOptions.BLENDSHAPE_ONLY_CLIP_USE));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.ReduceBlendshapeClip)), VRMExportOptions.BLENDSHAPE_EXCLUDE_UNKNOWN));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.DivideVertexBuffer)), VRMExportOptions.DIVIDE_VERTEX_BUFFER));
m_checkbox_list.Add(new CheckBoxProp(serializedObject.FindProperty(nameof(VRMExportSettings.KeepVertexColor)), VRMExportOptions.KEEP_VERTEX_COLOR));
}
@@ -112,13 +67,10 @@ namespace VRM
EditorGUIUtility.labelWidth = 160;
serializedObject.Update();
m_poseFreeze.Draw();
m_useSparseAccessor.Draw();
m_onlyBlendShapePosition.Draw();
m_reduceBlendShape.Draw();
m_reduceBlendShapeClip.Draw();
m_divideVertexBuffer.Draw();
foreach (var checkbox in m_checkbox_list)
{
checkbox.Draw();
}
serializedObject.ApplyModifiedProperties();
}
}

View File

@@ -236,7 +236,7 @@ namespace VRM
//
// T-Pose
//
if (GUILayout.Button(VRMExportSettingsEditor.Options.DO_TPOSE.Msg()))
if (GUILayout.Button(VRMExportOptions.DO_TPOSE.Msg()))
{
if (State.ExportRoot != null)
{
@@ -247,7 +247,7 @@ namespace VRM
}
}
if (GUILayout.Button(VRMExportSettingsEditor.Options.DO_TPOSE.Msg() + "(unity internal)"))
if (GUILayout.Button(VRMExportOptions.DO_TPOSE.Msg() + "(unity internal)"))
{
if (State.ExportRoot != null)
{

View File

@@ -100,7 +100,7 @@ namespace UniVRM10
{
// indices から参照される頂点だけを蓄える
usedIndices.Add(k);
buffer.Push(k, positions[k], normals[k], uv[k]);
buffer.PushVertex(k, positions[k], normals[k], uv[k]);
if (getJointIndex != null)
{
var j = joints[k];
@@ -116,7 +116,7 @@ namespace UniVRM10
weight2 = w.z,
weight3 = w.w,
};
buffer.Push(boneWeight);
buffer.PushBoneWeight(boneWeight);
}
}
}