MeshDiffusion/nvdiffrec/lib/render/obj.py

217 wiersze
8.5 KiB
Python

# Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
#
# NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
# property and proprietary rights in and to this material, related
# documentation and any modifications thereto. Any use, reproduction,
# disclosure or distribution of this material and related documentation
# without an express license agreement from NVIDIA CORPORATION or
# its affiliates is strictly prohibited.
import os
import torch
from . import texture
from . import mesh
from . import material
######################################################################################
# Utility functions
######################################################################################
def _find_mat(materials, name):
for mat in materials:
if mat['name'] == name:
return mat
return materials[0] # Materials 0 is the default
######################################################################################
# Create mesh object from objfile
######################################################################################
def load_obj(filename, clear_ks=True, mtl_override=None, mtl_default=None, use_default=False, no_additional=False):
obj_path = os.path.dirname(filename)
# Read entire file
with open(filename, 'r') as f:
lines = f.readlines()
# Load materials
if mtl_default is None:
all_materials = [
{
'name' : '_default_mat',
'bsdf' : 'pbr',
'kd' : texture.Texture2D(torch.tensor([0.5, 0.5, 0.5], dtype=torch.float32, device='cuda')),
'ks' : texture.Texture2D(torch.tensor([0.0, 0.0, 0.0], dtype=torch.float32, device='cuda'))
}
]
else:
print("Load use-defined default mtl")
all_materials = [mtl_default]
if not no_additional:
if mtl_override is None:
for line in lines:
if len(line.split()) == 0:
continue
if line.split()[0] == 'mtllib':
all_materials += material.load_mtl(os.path.join(obj_path, line.split()[1]), clear_ks, avoid_pure_black=True) # Read in entire material library
else:
all_materials += material.load_mtl(mtl_override)
else:
print("Skip loading non-default materials")
# load vertices
vertices, texcoords, normals = [], [], []
for line in lines:
if len(line.split()) == 0:
continue
prefix = line.split()[0].lower()
if prefix == 'v':
vertices.append([float(v) for v in line.split()[1:]])
elif prefix == 'vt':
val = [float(v) for v in line.split()[1:]]
texcoords.append([val[0], 1.0 - val[1]])
elif prefix == 'vn':
normals.append([float(v) for v in line.split()[1:]])
print(all_materials)
# load faces
activeMatIdx = None
used_materials = []
faces, tfaces, nfaces, mfaces = [], [], [], []
for line in lines:
if len(line.split()) == 0:
continue
prefix = line.split()[0].lower()
if prefix == 'usemtl': # Track used materials
mat = _find_mat(all_materials, line.split()[1])
if not mat in used_materials:
used_materials.append(mat)
activeMatIdx = used_materials.index(mat)
elif prefix == 'f': # Parse face
vs = line.split()[1:]
nv = len(vs)
vv = vs[0].split('/')
v0 = int(vv[0]) - 1
# t1 = int(vv[1]) - 1 if vv[1] != "" else -1
# n1 = int(vv[2]) - 1 if vv[2] != "" else -1
try:
t0 = int(vv[1]) - 1 if vv[1] != "" else -1
n0 = int(vv[2]) - 1 if vv[2] != "" else -1
except:
t0 = n0 = -1
for i in range(nv - 2): # Triangulate polygons
vv = vs[i + 1].split('/')
v1 = int(vv[0]) - 1
# t1 = int(vv[1]) - 1 if vv[1] != "" else -1
# n1 = int(vv[2]) - 1 if vv[2] != "" else -1
try:
t1 = int(vv[1]) - 1 if vv[1] != "" else -1
n1 = int(vv[2]) - 1 if vv[2] != "" else -1
except:
t1 = n1 = -1
vv = vs[i + 2].split('/')
v2 = int(vv[0]) - 1
# t2 = int(vv[1]) - 1 if vv[1] != "" else -1
# n2 = int(vv[2]) - 1 if vv[2] != "" else -1
try:
t2 = int(vv[1]) - 1 if vv[1] != "" else -1
n2 = int(vv[2]) - 1 if vv[2] != "" else -1
except:
t2 = n2 = -1
mfaces.append(activeMatIdx)
faces.append([v0, v1, v2])
tfaces.append([t0, t1, t2])
nfaces.append([n0, n1, n2])
assert len(tfaces) == len(faces) and len(nfaces) == len (faces)
# # Create an "uber" material by combining all textures into a larger texture
# # if len(used_materials) > 1:
# if True:
# uber_material, texcoords, tfaces = material.merge_materials(used_materials, texcoords, tfaces, mfaces)
# elif len(used_materials) == 1:
# uber_material = used_materials[0]
# else:
# uber_material = None
vertices = torch.tensor(vertices, dtype=torch.float32, device='cuda')
# texcoords = torch.tensor(texcoords, dtype=torch.float32, device='cuda') if len(texcoords) > 0 else None
# normals = torch.tensor(normals, dtype=torch.float32, device='cuda') if len(normals) > 0 else None
# # normals = None
faces = torch.tensor(faces, dtype=torch.int64, device='cuda')
# tfaces = torch.tensor(tfaces, dtype=torch.int64, device='cuda') if texcoords is not None else None
# nfaces = torch.tensor(nfaces, dtype=torch.int64, device='cuda') if normals is not None else None
# print(uber_material)
uber_material = all_materials[0]
texcoords = normals = tfaces = nfaces = None
# return mesh.Mesh(vertices, faces, normals, nfaces, texcoords, tfaces, material=uber_material)
imesh = mesh.Mesh(vertices, faces, normals, nfaces, texcoords, tfaces, material=uber_material)
imesh = mesh.auto_normals(imesh)
return imesh
######################################################################################
# Save mesh object to objfile
######################################################################################
def write_obj(folder, mesh, save_material=True):
obj_file = os.path.join(folder, 'mesh.obj')
print("Writing mesh: ", obj_file)
with open(obj_file, "w") as f:
# f.write("mtllib mesh.mtl\n")
f.write("g default\n")
v_pos = mesh.v_pos.detach().cpu().numpy() if mesh.v_pos is not None else None
# v_nrm = mesh.v_nrm.detach().cpu().numpy() if mesh.v_nrm is not None else None
# v_tex = mesh.v_tex.detach().cpu().numpy() if mesh.v_tex is not None else None
v_nrm = None
v_tex = None
t_pos_idx = mesh.t_pos_idx.detach().cpu().numpy() if mesh.t_pos_idx is not None else None
# t_nrm_idx = mesh.t_nrm_idx.detach().cpu().numpy() if mesh.t_nrm_idx is not None else None
# t_tex_idx = mesh.t_tex_idx.detach().cpu().numpy() if mesh.t_tex_idx is not None else None
print(" writing %d vertices" % len(v_pos))
for v in v_pos:
f.write('v {} {} {} \n'.format(v[0], v[1], v[2]))
# if v_tex is not None:
# print(" writing %d texcoords" % len(v_tex))
# assert(len(t_pos_idx) == len(t_tex_idx))
# for v in v_tex:
# f.write('vt {} {} \n'.format(v[0], 1.0 - v[1]))
# if v_nrm is not None:
# print(" writing %d normals" % len(v_nrm))
# assert(len(t_pos_idx) == len(t_nrm_idx))
# for v in v_nrm:
# f.write('vn {} {} {}\n'.format(v[0], v[1], v[2]))
# faces
f.write("s 1 \n")
f.write("g pMesh1\n")
f.write("usemtl defaultMat\n")
# Write faces
print(" writing %d faces" % len(t_pos_idx))
for i in range(len(t_pos_idx)):
f.write("f ")
for j in range(3):
f.write(' %s/%s/%s' % (str(t_pos_idx[i][j]+1), '' if v_tex is None else str(t_tex_idx[i][j]+1), '' if v_nrm is None else str(t_nrm_idx[i][j]+1)))
f.write("\n")
if save_material:
mtl_file = os.path.join(folder, 'mesh.mtl')
print("Writing material: ", mtl_file)
material.save_mtl(mtl_file, mesh.material)
print("Done exporting mesh")