Nigel Barink
16b61986a1
* Added Texures to the two sample cubes * Modified mesh structure - mesh now contains indices and vertices - Vertices contain vertices and uv's (later on they will also contain normals) Solution definitely not perfect and needs improvement.
133 lines
3.4 KiB
C++
133 lines
3.4 KiB
C++
#include "AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(std::string path)
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{
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//spdlog::warn("ImportFBX not implemented!");
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}
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void ModelImporter::ImportBlend(std::string path)
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{
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//spdlog::warn("ImportBlend not implemented!");
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}
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void ModelImporter::ImportGLTF(std::string path)
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{
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//spdlog::warn("ImportGLTF not implemented!");
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}
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void ModelImporter::ImportOBJ(std::string path)
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{
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//spdlog::warn("ImportOBJ not implemented!");
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}
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void ModelImporter::Import(std::string path)
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{
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//spdlog::warn("Import not implemented!");
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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/*
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spdlog::info("====== Tiny GLTF ======");
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tinygltf::Model loadedModel;
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tinygltf::TinyGLTF loader;
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std::string error;
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std::string warn;
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bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
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if (!warn.empty())
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spdlog::warn("TinyGLTF Warning: {}", warn);
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if (!error.empty())
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spdlog::error("TinyGLTF Error: {}", error);
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if (!ret) {
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spdlog::error("TinyGLTF Error: Failed to parse glTF");
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exit(-1);
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}
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spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
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spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
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*/
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//spdlog::info("======= Assimp ======");
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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return processNode(currentNode, scene);
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
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std::vector<BarinkEngine::Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for(auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::Vertex v{};
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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texCoord.x = mesh->mTextureCoords[0][i].x;
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texCoord.y = mesh->mTextureCoords[0][i].y;
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v.uv = texCoord;
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}
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vertices.push_back(v);
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}
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// Process Indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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}
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}
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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} |