When using the -P or -M options on a large scene, it can happen that
the conversion would fail for a small number of outliers. For example
there can be some line meshes which aren't supported by MeshOptimizer,
or there are 16-bit images not supported by a certain image conversion
plugin.
Failing the whole operation in that case may be too radical, especially
if the only alternative would be to write a Python script that deals
with the outliers in a custom way. The option simply makes the
processing step pass through the original data unchanged, which may be a
simple and good-enough solution in many of those cases.
Custom material attributes are enforced to start with a lowercase
letter, so I think it makes sense to be consistent and use the same for
custom scene fields and mesh attributes as well. It's not enforced in
any way but the tests should reflect that choice so new code that gets
written based on these inherits that practice.
If it crashes or does some other shit, it'll cause the tool to not work
at all. If it fails to load due to whatever other issue, it'll spam the
output for no reason.
Exposes MaterialTools::phongToPbrMetallicRoughness() that got added some
time ago. Most of the code and tests is scaffolding needed for direct
material import and processing outside of the addImporterContents()
automagic, similar to what was already done for meshes and images.
In particular, adding more material conversion options such as
canonicalization or deduplication will be significantly easier now that
the basics are done and tested.
Using the InPlaceInit constructor instead of an unnecessarily verbose
array<T>({...}) helper, indenting the command-line arguments so they're
easier to distinguish from the rest.
Lists features, aliases as well as documented contents of the whole
configuration file. Useful to not need to look up online docs when
working on the command line.
They're each a totally different beast and putting them into the same
test file doesn't really make sense:
- We want to link certain plugins statically on static builds to test
certain code paths in the implementation. However this is
counter-productive for the executable tests because there we are
checking for plugin presence from the test with the assumption that
the executable and the test have the exact same set of plugins
available (or linked statically).
- The executable tests are implemented on Unix only at the moment,
thus it's wasteful to try to build it on any other platforms. Having
it in a separate file makes it much easier to deal with.
Because storing arbitrary data as a string was not good:
- It *never* followed alignment requirements due to the last byte being
used for size. Instead the size is now stored before the data, and
thus the data is always on the 64 byte boundary.
- As it could contain arbitrary binary data, it could cause
magnum-sceneconverter --material-info to print garbage, corrupt the
terminal or, worst case, crash. Not good.
- It stored an implicit \0, which was unnecessary.
What was there didn't really check that the output of one converter was
used as input for the next one. Especially with the upcoming rework for
full scene conversion that could lead to dangerous regressions.
Just a minimal support to get single-mesh conversion working with
GltfSceneConverter. The whole thing has to be subsequently reworked to
not be oriented around meshes, but this is the first step.
I'm going to add quite a few features to this one, and doing that
without any regression tests whatsoever would be a misery. Same needs to
eventually be done for the imageconverter and other utils. No bugs found
here, fortunately, except for one message update -- otherwise the
verbose output would contain (1/2) but never (2/2) which may be
confusing.
At the moment the testing is done only on Unix -- originally I wanted to
postpone this until something like Utility::System::execute() is
implemented, with proper argument escaping and output redirection, but I
simply DO NOT HAVE TIME to do that properly now. So instead it's calling
into std::system(), assumes there is no whitespace in the arguments, and
assumes a Unix shell with stdout/stderr redirection to a file. Ugly and
probably way slower than necessary, but works.
It was quite a pile, and all of it was written just once, relying only
on hopefully-available model files that would hopefully touch most code
paths. Which means, extremely annoying to make changes in.
I extracted the code to a header that can be tested with a mocked-up
importer and without having to execute the utility itself, deduplicated
the image info printing code, fixed various inconsistencies (such as
data/field flags sometimes denoted with superfluous "flags:" and
sometimes not) and TODOs (such as 2D/3D skins, where there was no format
whatsoever that would have 2D skin support, so the code couldn't get
written).
Now it's finally possible to easily add the remaining missing features,
such as printing camera info.