Adding save mesh into glb file in TexturesVertex format

Summary:
Added a suit of functions and code additions to experimental_gltf_io.py file to enable saving Meshes in TexturesVertex format into .glb file.
Also added a test to tets_io_gltf.py to check the functionality with the test described in Test Plane.

Reviewed By: bottler

Differential Revision: D44969144

fbshipit-source-id: 9ce815a1584b510442fa36cc4dbc8d41cc3786d5
This commit is contained in:
Ilia Vitsnudel 2023-05-01 00:41:47 -07:00 committed by Facebook GitHub Bot
parent 823ab75d27
commit 178a7774d4
2 changed files with 170 additions and 22 deletions

View File

@ -393,7 +393,7 @@ class _GLTFLoader:
attributes = primitive["attributes"]
vertex_colors = self._get_primitive_attribute(attributes, "COLOR_0", np.float32)
if vertex_colors is not None:
return TexturesVertex(torch.from_numpy(vertex_colors))
return TexturesVertex([torch.from_numpy(vertex_colors)])
vertex_texcoords_0 = self._get_primitive_attribute(
attributes, "TEXCOORD_0", np.float32
@ -559,12 +559,26 @@ class _GLTFWriter:
meshes = defaultdict(list)
# pyre-fixme[6]: Incompatible parameter type
meshes["name"] = "Node-Mesh"
if isinstance(self.mesh.textures, TexturesVertex):
primitives = {
"attributes": {"POSITION": 0, "COLOR_0": 2},
"indices": 1,
"mode": _PrimitiveMode.TRIANGLES,
}
elif isinstance(self.mesh.textures, TexturesUV):
primitives = {
"attributes": {"POSITION": 0, "TEXCOORD_0": 2},
"indices": 1,
"material": 0, # default material
"mode": _PrimitiveMode.TRIANGLES,
"material": 0,
}
else:
primitives = {
"attributes": {"POSITION": 0},
"indices": 1,
"mode": _PrimitiveMode.TRIANGLES,
}
meshes["primitives"].append(primitives)
self._json_data["meshes"].append(meshes)
@ -610,6 +624,14 @@ class _GLTFWriter:
element_min = list(map(float, np.min(data, axis=0)))
element_max = list(map(float, np.max(data, axis=0)))
byte_per_element = 2 * _DTYPE_BYTES[_ITEM_TYPES[_ComponentType.FLOAT]]
elif key == "texvertices":
component_type = _ComponentType.FLOAT
data = self.mesh.textures.verts_features_list()[0].cpu().numpy()
element_type = "VEC3"
buffer_view = 2
element_min = list(map(float, np.min(data, axis=0)))
element_max = list(map(float, np.max(data, axis=0)))
byte_per_element = 3 * _DTYPE_BYTES[_ITEM_TYPES[_ComponentType.FLOAT]]
elif key == "indices":
component_type = _ComponentType.UNSIGNED_SHORT
data = (
@ -646,8 +668,10 @@ class _GLTFWriter:
return (byte_length, data)
def _write_bufferview(self, key: str, **kwargs):
if key not in ["positions", "texcoords", "indices"]:
raise ValueError("key must be one of positions, texcoords or indices")
if key not in ["positions", "texcoords", "texvertices", "indices"]:
raise ValueError(
"key must be one of positions, texcoords, texvertices or indices"
)
bufferview = {
"name": "bufferView_%s" % key,
@ -661,6 +685,10 @@ class _GLTFWriter:
byte_per_element = 2 * _DTYPE_BYTES[_ITEM_TYPES[_ComponentType.FLOAT]]
target = _TargetType.ARRAY_BUFFER
bufferview["byteStride"] = int(byte_per_element)
elif key == "texvertices":
byte_per_element = 3 * _DTYPE_BYTES[_ITEM_TYPES[_ComponentType.FLOAT]]
target = _TargetType.ELEMENT_ARRAY_BUFFER
bufferview["byteStride"] = int(byte_per_element)
elif key == "indices":
byte_per_element = (
3 * _DTYPE_BYTES[_ITEM_TYPES[_ComponentType.UNSIGNED_SHORT]]
@ -701,12 +729,15 @@ class _GLTFWriter:
pos_byte, pos_data = self._write_accessor_json("positions")
idx_byte, idx_data = self._write_accessor_json("indices")
include_textures = False
if (
self.mesh.textures is not None
and self.mesh.textures.verts_uvs_list()[0] is not None
):
if self.mesh.textures is not None:
if hasattr(self.mesh.textures, "verts_features_list"):
tex_byte, tex_data = self._write_accessor_json("texvertices")
include_textures = True
texcoords = False
elif self.mesh.textures.verts_uvs_list()[0] is not None:
tex_byte, tex_data = self._write_accessor_json("texcoords")
include_textures = True
texcoords = True
# bufferViews for positions, texture coords and indices
byte_offset = 0
@ -717,17 +748,19 @@ class _GLTFWriter:
byte_offset += idx_byte
if include_textures:
if texcoords:
self._write_bufferview(
"texcoords", byte_length=tex_byte, offset=byte_offset
)
else:
self._write_bufferview(
"texvertices", byte_length=tex_byte, offset=byte_offset
)
byte_offset += tex_byte
# image bufferView
include_image = False
if (
self.mesh.textures is not None
and self.mesh.textures.maps_list()[0] is not None
):
if self.mesh.textures is not None and hasattr(self.mesh.textures, "maps_list"):
include_image = True
image_byte, image_data = self._write_image_buffer(offset=byte_offset)
byte_offset += image_byte

View File

@ -120,6 +120,7 @@ class TestMeshGltfIO(TestCaseMixin, unittest.TestCase):
The scene is "already lit", i.e. the textures reflect the lighting
already, so we want to render them with full ambient light.
"""
self.skipTest("Data not available")
glb = DATA_DIR / "apartment_1.glb"
@ -266,3 +267,117 @@ class TestMeshGltfIO(TestCaseMixin, unittest.TestCase):
expected = np.array(f)
self.assertClose(image, expected)
def test_load_save_load_cow_texturesvertex(self):
"""
Load the cow as converted to a single mesh in a glb file and then save it to a glb file.
"""
glb = DATA_DIR / "cow.glb"
self.assertTrue(glb.is_file())
device = torch.device("cuda:0")
mesh = _load(glb, device=device, include_textures=False)
self.assertEqual(len(mesh), 1)
self.assertIsNone(mesh.textures)
self.assertEqual(mesh.faces_packed().shape, (5856, 3))
self.assertEqual(mesh.verts_packed().shape, (3225, 3))
mesh_obj = _load(TUTORIAL_DATA_DIR / "cow_mesh/cow.obj")
self.assertClose(mesh.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes())
mesh.textures = TexturesVertex(0.5 * torch.ones_like(mesh.verts_padded()))
image = _render(mesh, "cow_gray")
with Image.open(DATA_DIR / "glb_cow_gray.png") as f:
expected = np.array(f)
self.assertClose(image, expected)
# save the mesh to a glb file
glb = DATA_DIR / "cow_write_texturesvertex.glb"
_write(mesh, glb)
# reload the mesh glb file saved in TexturesVertex format
glb = DATA_DIR / "cow_write_texturesvertex.glb"
self.assertTrue(glb.is_file())
mesh_dash = _load(glb, device=device)
self.assertEqual(len(mesh_dash), 1)
self.assertEqual(mesh_dash.faces_packed().shape, (5856, 3))
self.assertEqual(mesh_dash.verts_packed().shape, (3225, 3))
self.assertEqual(mesh_dash.textures.verts_features_list()[0].shape, (3225, 3))
# check the re-rendered image with expected
image_dash = _render(mesh, "cow_gray_texturesvertex")
self.assertClose(image_dash, expected)
def test_save_toy(self):
"""
Construct a simple mesh and save it to a glb file in TexturesVertex mode.
"""
example = {}
example["POSITION"] = torch.tensor(
[
[
[0.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 1.0, 0.0],
[-1.0, 1.0, 0.0],
[-1.0, 1.0, 1.0],
[0.0, 1.0, 1.0],
]
]
)
example["indices"] = torch.tensor(
[
[
[1, 4, 2],
[4, 3, 2],
[3, 7, 2],
[7, 6, 2],
[3, 4, 7],
[4, 8, 7],
[8, 5, 7],
[5, 6, 7],
[5, 2, 6],
[5, 1, 2],
[1, 5, 4],
[5, 8, 4],
]
]
)
example["indices"] -= 1
example["COLOR_0"] = torch.tensor(
[
[
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
]
]
)
# example['prop'] = {'material':
# {'pbrMetallicRoughness':
# {'baseColorFactor':
# torch.tensor([[0.7, 0.7, 1, 0.5]]),
# 'metallicFactor': torch.tensor([1]),
# 'roughnessFactor': torch.tensor([0.1])},
# 'alphaMode': 'BLEND',
# 'doubleSided': True}}
texture = TexturesVertex(example["COLOR_0"])
mesh = Meshes(
verts=example["POSITION"], faces=example["indices"], textures=texture
)
glb = DATA_DIR / "example_write_texturesvertex.glb"
_write(mesh, glb)