/* * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ #include "Geometry.hpp" #include "Vertex.hpp" #include "Base/Utils.hpp" #include "Base/Logger.hpp" #if __has_include("assimp/Importer.hpp") #include #include #include #include //#define ASSIMP_AVAILABLE #endif #include namespace OpenVulkano::Scene { void Geometry::Init(uint32_t vertexCount, uint32_t indexCount) { if (this->vertexCount || this->indexCount) throw std::runtime_error("Geometry is already initialized."); this->vertexCount = vertexCount; this->indexCount = indexCount; indexType = (vertexCount > UINT16_MAX) ? VertexIndexType::UINT32 : VertexIndexType::UINT16; vertices = new Vertex[vertexCount]; indices = malloc(static_cast(Utils::EnumAsInt(indexType)) * indexCount); renderGeo = nullptr; } void Geometry::InitFromFile(const std::string& file) { #ifdef ASSIMP_AVAILABLE Assimp::Importer importer; const uint32_t flags = aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_GenNormals | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_ConvertToLeftHanded | aiProcess_PreTransformVertices | aiProcess_OptimizeGraph; const aiScene* scene = importer.ReadFile(file, flags); if (!scene) throw std::runtime_error("Failed to load file \"" + file + "\" Error: " + importer.GetErrorString()); if (!scene->HasMeshes()) throw std::runtime_error("File \"" + file + "\" does not have any meshes"); if (scene->mNumMeshes > 1) Logger::DATA->warn("File {0} contains more than one mesh. Only first one will be loaded", file); Init(scene->mMeshes[0]); importer.FreeScene(); #else throw std::runtime_error("ASSIMP not available!"); #endif } void Geometry::Init(aiMesh* mesh) { #ifdef ASSIMP_AVAILABLE aabb.Reset(); Init(mesh->mNumVertices, mesh->mNumFaces * 3); // Reserve the space for the data for (unsigned int i = 0; i < mesh->mNumVertices; i++) { vertices[i].Set(mesh->mVertices[i]); if (mesh->HasNormals()) vertices[i].SetNormal(mesh->mNormals[i]); if (mesh->HasTangentsAndBitangents()) { vertices[i].SetTangentAndBiTangent(mesh->mTangents[i], mesh->mBitangents[i]); } if (mesh->HasTextureCoords(0)) vertices[i].SetTextureCoordinates(mesh->mTextureCoords[0][i]); if (mesh->HasVertexColors(0)) vertices[i].SetColor(mesh->mColors[0][i]); aabb.Grow(vertices[i].position); } for (unsigned int i = 0; i < mesh->mNumFaces; i++) { const aiFace face = mesh->mFaces[i]; if (face.mNumIndices != 3) throw std::runtime_error("Mesh is not a triangle mesh!"); for (unsigned int j = 0; j < face.mNumIndices; j++) { if (indexType == VertexIndexType::UINT16) { static_cast(indices)[i * face.mNumIndices + j] = static_cast(face.mIndices[j]); } else { static_cast(indices)[i * face.mNumIndices + j] = face.mIndices[j]; } } } //TODO load bones //TODO load materials #else throw std::runtime_error("ASSIMP not available!"); #endif } void Geometry::SetIndices(const uint32_t* data, uint32_t size, uint32_t offset) const { size += offset; for(; offset < size; offset++) { if (indexType == VertexIndexType::UINT16) { static_cast(indices)[offset] = static_cast(data[offset]); } else { static_cast(indices)[offset] = data[offset]; } } } void Geometry::Close() { vertexCount = 0; indexCount = 0; Free(); renderGeo->Close(); renderGeo = nullptr; } void Geometry::Free() { delete[] vertices; free(indices); vertices = nullptr; indices = nullptr; } }