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# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import bpy
import sys
from ctypes import *
from pathlib import Path
from io_scene_gltf2.io.exp.gltf2_io_binary_data import BinaryData
from ...io.com.gltf2_io_debug import print_console
def dll_path() -> Path:
"""
Get the DLL path depending on the underlying platform.
:return: DLL path.
"""
lib_name = 'extern_draco'
blender_root = Path(bpy.app.binary_path).parent
python_lib = Path('2.80/python/lib')
paths = {
'win32': blender_root/python_lib/'site-packages'/'{}.dll'.format(lib_name),
'linux': blender_root/python_lib/'python3.7'/'site-packages'/'lib{}.so'.format(lib_name),
'darwin': blender_root.parent/'Resources'/python_lib/'python3.7'/'site-packages'/'lib{}.dylib'.format(lib_name)
}
path = paths.get(sys.platform)
return path if path is not None else ''
def dll_exists() -> bool:
"""
Checks whether the DLL path exists.
:return: True if the DLL exists.
"""
exists = dll_path().exists()
print("'{}' ".format(dll_path().absolute()) + ("exists, draco mesh compression is available" if exists else
"does not exist, draco mesh compression not available"))
return exists
def compress_scene_primitives(scenes, export_settings):
"""
Handles draco compression.
Invoked after data has been gathered, but before scenes get traversed.
Moves position, normal and texture coordinate attributes into a Draco compressed buffer.
"""
# Load DLL and setup function signatures.
# Nearly all functions take the compressor as the first argument.
dll = cdll.LoadLibrary(str(dll_path().resolve()))
dll.createCompressor.restype = c_void_p
dll.createCompressor.argtypes = []
dll.setCompressionLevel.restype = None
dll.setCompressionLevel.argtypes = [c_void_p, c_uint32]
dll.setPositionQuantizationBits.restype = None
dll.setPositionQuantizationBits.argtypes = [c_void_p, c_uint32]
dll.setNormalQuantizationBits.restype = None
dll.setNormalQuantizationBits.argtypes = [c_void_p, c_uint32]
dll.setTexCoordQuantizationBits.restype = None
dll.setTexCoordQuantizationBits.argtypes = [c_void_p, c_uint32]
dll.compress.restype = c_bool
dll.compress.argtypes = [c_void_p]
dll.compressedSize.restype = c_uint64
dll.compressedSize.argtypes = [c_void_p]
dll.disposeCompressor.restype = None
dll.disposeCompressor.argtypes = [c_void_p]
dll.setFaces.restype = None
dll.setFaces.argtypes = [c_void_p, c_uint32, c_uint32, c_void_p]
dll.addPositionAttribute.restype = None
dll.addPositionAttribute.argtypes = [c_void_p, c_uint32, c_char_p]
dll.addNormalAttribute.restype = None
dll.addNormalAttribute.argtypes = [c_void_p, c_uint32, c_char_p]
dll.addTexCoordAttribute.restype = None
dll.addTexCoordAttribute.argtypes = [c_void_p, c_uint32, c_char_p]
dll.copyToBytes.restype = None
dll.copyToBytes.argtypes = [c_void_p, c_char_p]
dll.getTexCoordAttributeIdCount.restype = c_uint32
dll.getTexCoordAttributeIdCount.argtypes = [c_void_p]
dll.getTexCoordAttributeId.restype = c_uint32
dll.getTexCoordAttributeId.argtypes = [c_void_p, c_uint32]
dll.getPositionAttributeId.restype = c_uint32
dll.getPositionAttributeId.argtypes = [c_void_p]
dll.getNormalAttributeId.restype = c_uint32
dll.getNormalAttributeId.argtypes = [c_void_p]
dll.setCompressionLevel.restype = None
dll.setCompressionLevel.argtypes = [c_void_p, c_uint32]
dll.setPositionQuantizationBits.restype = None
dll.setPositionQuantizationBits.argtypes = [c_void_p, c_uint32]
dll.setNormalQuantizationBits.restype = None
dll.setNormalQuantizationBits.argtypes = [c_void_p, c_uint32]
dll.setTexCoordQuantizationBits.restype = None
dll.setTexCoordQuantizationBits.argtypes = [c_void_p, c_uint32]
for scene in scenes:
for node in scene.nodes:
__traverse_node(node, lambda node: __compress_node(node, dll, export_settings))
for scene in scenes:
for node in scene.nodes:
__traverse_node(node, __dispose_memory)
def __dispose_memory(node):
"""Remove buffers from attribute, since the data now resides inside the compressed Draco buffer."""
if not (node.mesh is None):
for primitive in node.mesh.primitives:
# Drop indices.
primitive.indices.buffer_view = None
# Drop attributes.
attributes = primitive.attributes
attributes['POSITION'].buffer_view = None
attributes['NORMAL'].buffer_view = None
for attribute in [attributes[attr] for attr in attributes if attr.startswith('TEXCOORD_')]:
attribute.buffer_view = None
def __compress_node(node, dll, export_settings):
"""Compress a single node."""
if not (node.mesh is None):
print_console("INFO", "Compressing mesh " + node.name)
for primitive in node.mesh.primitives:
__compress_primitive(primitive, dll, export_settings)
def __traverse_node(node, f):
"""Calls f for each node and all child nodes, recursively."""
f(node)
if not (node.children is None):
for child in node.children:
__traverse_node(child, f)
def __compress_primitive(primitive, dll, export_settings):
attributes = primitive.attributes
# Begin mesh.
compressor = dll.createCompressor()
# Process position attributes.
dll.addPositionAttribute(compressor, attributes['POSITION'].count, attributes['POSITION'].buffer_view.data)
# Process normal attributes.
dll.addNormalAttribute(compressor, attributes['NORMAL'].count, attributes['NORMAL'].buffer_view.data)
# Process texture coordinate attributes.
for attribute in [attributes[attr] for attr in attributes if attr.startswith('TEXCOORD_')]:
dll.addTexCoordAttribute(compressor, attribute.count, attribute.buffer_view.data)
# Process faces.
index_byte_length = {
'Byte': 1,
'UnsignedByte': 1,
'Short': 2,
'UnsignedShort': 2,
'UnsignedInt': 4,
}
indices = primitive.indices
dll.setFaces(compressor, indices.count, index_byte_length[indices.component_type.name], indices.buffer_view.data)
# Set compression parameters.
dll.setCompressionLevel(compressor, export_settings['gltf_draco_mesh_compression_level'])
dll.setPositionQuantizationBits(compressor, export_settings['gltf_draco_position_quantization'])
dll.setNormalQuantizationBits(compressor, export_settings['gltf_draco_normal_quantization'])
dll.setTexCoordQuantizationBits(compressor, export_settings['gltf_draco_texcoord_quantization'])
# After all point and connectivity data has been written to the compressor,
# it can finally be compressed.
if dll.compress(compressor):
# Compression was successful.
# Move compressed data into a bytes object,
# which is referenced by a 'gltf2_io_binary_data.BinaryData':
#
# "KHR_draco_mesh_compression": {
# ....
# "buffer_view": Compressed data inside a 'gltf2_io_binary_data.BinaryData'.
# }
# Query size necessary to hold all the compressed data.
compression_size = dll.compressedSize(compressor)
# Allocate byte buffer and write compressed data to it.
compressed_data = bytes(compression_size)
dll.copyToBytes(compressor, compressed_data)
if primitive.extensions is None:
primitive.extensions = {}
tex_coord_ids = {}
for id in range(0, dll.getTexCoordAttributeIdCount(compressor)):
tex_coord_ids["TEXCOORD_" + str(id)] = dll.getTexCoordAttributeId(compressor, id)
# Register draco compression extension into primitive.
primitive.extensions["KHR_draco_mesh_compression"] = {
'bufferView': BinaryData(compressed_data),
'attributes': {
'POSITION': dll.getPositionAttributeId(compressor),
'NORMAL': dll.getNormalAttributeId(compressor),
**tex_coord_ids,
}
}
# Set to triangle list mode.
primitive.mode = 4
# Afterwards, the compressor can be released.
dll.disposeCompressor(compressor)
pass
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