# 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 numpy as np import torch from src.models.geometry.rep_3d import util from . import texture ###################################################################################### # Wrapper to make materials behave like a python dict, but register textures as # torch.nn.Module parameters. ###################################################################################### class Material(torch.nn.Module): def __init__(self, mat_dict): super(Material, self).__init__() self.mat_keys = set() for key in mat_dict.keys(): self.mat_keys.add(key) self[key] = mat_dict[key] def __contains__(self, key): return hasattr(self, key) def __getitem__(self, key): return getattr(self, key) def __setitem__(self, key, val): self.mat_keys.add(key) setattr(self, key, val) def __delitem__(self, key): self.mat_keys.remove(key) delattr(self, key) def keys(self): return self.mat_keys ###################################################################################### # .mtl material format loading / storing ###################################################################################### @torch.no_grad() def load_mtl(fn, clear_ks=True): import re mtl_path = os.path.dirname(fn) # Read file with open(fn, 'r') as f: lines = f.readlines() # Parse materials materials = [] for line in lines: split_line = re.split(' +|\t+|\n+', line.strip()) prefix = split_line[0].lower() data = split_line[1:] if 'newmtl' in prefix: material = Material({'name' : data[0]}) materials += [material] elif materials: if 'map_d' in prefix: # 设置透明度为1.0,即完全不透明 material['d'] = torch.tensor(1.0, dtype=torch.float32, device='cuda') elif 'map_ke' in prefix: # 设置自发光为0 material['Ke'] = torch.tensor([0.0, 0.0, 0.0], dtype=torch.float32, device='cuda') elif 'bsdf' in prefix or 'map_kd' in prefix or 'map_ks' in prefix or 'bump' in prefix: material[prefix] = data[0] else: material[prefix] = torch.tensor(tuple(float(d) for d in data), dtype=torch.float32, device='cuda') # Convert everything to textures. Our code expects 'kd' and 'ks' to be texture maps. So replace constants with 1x1 maps for mat in materials: if not 'bsdf' in mat: mat['bsdf'] = 'pbr' if 'map_kd' in mat: mat['kd'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_kd'])) else: mat['kd'] = texture.Texture2D(mat['kd']) if 'map_ks' in mat: mat['ks'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_ks']), channels=3) else: mat['ks'] = texture.Texture2D(mat['ks']) if 'bump' in mat: mat['normal'] = texture.load_texture2D(os.path.join(mtl_path, mat['bump']), lambda_fn=lambda x: x * 2 - 1, channels=3) # Convert Kd from sRGB to linear RGB mat['kd'] = texture.srgb_to_rgb(mat['kd']) if clear_ks: # Override ORM occlusion (red) channel by zeros. We hijack this channel for mip in mat['ks'].getMips(): mip[..., 0] = 0.0 return materials @torch.no_grad() def save_mtl(fn, material): folder = os.path.dirname(fn) with open(fn, "w") as f: f.write('newmtl defaultMat\n') if material is not None: f.write('bsdf %s\n' % material['bsdf']) if 'kd' in material.keys(): f.write('map_Kd texture_kd.png\n') texture.save_texture2D(os.path.join(folder, 'texture_kd.png'), texture.rgb_to_srgb(material['kd'])) if 'ks' in material.keys(): f.write('map_Ks texture_ks.png\n') texture.save_texture2D(os.path.join(folder, 'texture_ks.png'), material['ks']) if 'normal' in material.keys(): f.write('bump texture_n.png\n') texture.save_texture2D(os.path.join(folder, 'texture_n.png'), material['normal'], lambda_fn=lambda x:(util.safe_normalize(x)+1)*0.5) else: f.write('Kd 1 1 1\n') f.write('Ks 0 0 0\n') f.write('Ka 0 0 0\n') f.write('Tf 1 1 1\n') f.write('Ni 1\n') f.write('Ns 0\n') ###################################################################################### # Merge multiple materials into a single uber-material ###################################################################################### def _upscale_replicate(x, full_res): x = x.permute(0, 3, 1, 2) x = torch.nn.functional.pad(x, (0, full_res[1] - x.shape[3], 0, full_res[0] - x.shape[2]), 'replicate') return x.permute(0, 2, 3, 1).contiguous() def merge_materials(materials, texcoords, tfaces, mfaces): assert len(materials) > 0 for mat in materials: assert mat['bsdf'] == materials[0]['bsdf'], "All materials must have the same BSDF (uber shader)" assert ('normal' in mat) is ('normal' in materials[0]), "All materials must have either normal map enabled or disabled" uber_material = Material({ 'name' : 'uber_material', 'bsdf' : materials[0]['bsdf'], }) textures = ['kd', 'ks', 'normal'] # Find maximum texture resolution across all materials and textures max_res = None for mat in materials: for tex in textures: tex_res = np.array(mat[tex].getRes()) if tex in mat else np.array([1, 1]) max_res = np.maximum(max_res, tex_res) if max_res is not None else tex_res # Compute size of compund texture and round up to nearest PoT full_res = 2**np.ceil(np.log2(max_res * np.array([1, len(materials)]))).astype(int) # Normalize texture resolution across all materials & combine into a single large texture for tex in textures: if tex in materials[0]: # breakpoint() tex_data_list = [] for mat in materials: if tex in mat: scaled_tex = util.scale_img_nhwc(mat[tex].data, tuple(max_res)) if scaled_tex.shape[-1] != 3: scaled_tex = scaled_tex[:, :, :, :3] tex_data_list.append(scaled_tex) # tex_data = torch.cat(tuple(util.scale_img_nhwc(mat[tex].data, tuple(max_res)) for mat in materials), dim=2) # Lay out all textures horizontally, NHWC so dim2 is x tex_data = torch.cat(tuple(tex_data_list), dim=2) # 将所有纹理水平排列,NHWC 的 dim2 是 x 轴 tex_data = _upscale_replicate(tex_data, full_res) uber_material[tex] = texture.Texture2D(tex_data) # Compute scaling values for used / unused texture area s_coeff = [full_res[0] / max_res[0], full_res[1] / max_res[1]] # Recompute texture coordinates to cooincide with new composite texture new_tverts = {} new_tverts_data = [] for fi in range(len(tfaces)): matIdx = mfaces[fi] for vi in range(3): ti = tfaces[fi][vi] if not (ti in new_tverts): new_tverts[ti] = {} if not (matIdx in new_tverts[ti]): # create new vertex new_tverts_data.append([(matIdx + texcoords[ti][0]) / s_coeff[1], texcoords[ti][1] / s_coeff[0]]) # Offset texture coodrinate (x direction) by material id & scale to local space. Note, texcoords are (u,v) but texture is stored (w,h) so the indexes swap here new_tverts[ti][matIdx] = len(new_tverts_data) - 1 tfaces[fi][vi] = new_tverts[ti][matIdx] # reindex vertex return uber_material, new_tverts_data, tfaces