178 lines
5.9 KiB
C++
178 lines
5.9 KiB
C++
/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "Geometry.hpp"
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#include "Vertex.hpp"
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#include "Base/Utils.hpp"
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#include "Base/Logger.hpp"
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#if __has_include("assimp/Importer.hpp")
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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#include <assimp/postprocess.h>
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#define ASSIMP_AVAILABLE
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#endif
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#include <stdexcept>
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namespace openVulkanoCpp::Scene
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{
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void Geometry::Init(uint32_t vertexCount, uint32_t indexCount)
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{
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if (this->vertexCount || this->indexCount) throw std::runtime_error("Geometry is already initialized.");
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this->vertexCount = vertexCount;
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this->indexCount = indexCount;
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indexType = (vertexCount > UINT16_MAX) ? VertexIndexType::UINT32 : VertexIndexType::UINT16;
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vertices = new Vertex[vertexCount];
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indices = malloc(static_cast<size_t>(Utils::EnumAsInt(indexType)) * indexCount);
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renderGeo = nullptr;
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}
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void Geometry::InitFromFile(const std::string& file)
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{
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#ifdef ASSIMP_AVAILABLE
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Assimp::Importer importer;
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const uint32_t flags = aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_GenNormals |
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aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_GenUVCoords | aiProcess_TransformUVCoords |
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aiProcess_ConvertToLeftHanded | aiProcess_PreTransformVertices | aiProcess_OptimizeGraph;
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const aiScene* scene = importer.ReadFile(file, flags);
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if (!scene) throw std::runtime_error("Failed to load file \"" + file + "\" Error: " + importer.GetErrorString());
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if (!scene->HasMeshes()) throw std::runtime_error("File \"" + file + "\" does not have any meshes");
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if (scene->mNumMeshes > 1) Logger::DATA->warn("File {0} contains more than one mesh. Only first one will be loaded", file);
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Init(scene->mMeshes[0]);
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importer.FreeScene();
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#else
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throw std::runtime_error("ASSIMP not available!");
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#endif
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}
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void Geometry::Init(aiMesh* mesh)
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{
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#ifdef ASSIMP_AVAILABLE
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aabb.Reset();
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Init(mesh->mNumVertices, mesh->mNumFaces * 3); // Reserve the space for the data
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for (unsigned int i = 0; i < mesh->mNumVertices; i++)
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{
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vertices[i].Set(mesh->mVertices[i]);
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if (mesh->HasNormals()) vertices[i].SetNormal(mesh->mNormals[i]);
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if (mesh->HasTangentsAndBitangents())
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{
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vertices[i].SetTangentAndBiTangent(mesh->mTangents[i], mesh->mBitangents[i]);
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}
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if (mesh->HasTextureCoords(0)) vertices[i].SetTextureCoordinates(mesh->mTextureCoords[0][i]);
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if (mesh->HasVertexColors(0)) vertices[i].SetColor(mesh->mColors[0][i]);
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aabb.Grow(vertices[i].position);
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}
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for (unsigned int i = 0; i < mesh->mNumFaces; i++)
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{
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const aiFace face = mesh->mFaces[i];
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if (face.mNumIndices != 3) throw std::runtime_error("Mesh is not a triangle mesh!");
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for (unsigned int j = 0; j < face.mNumIndices; j++)
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{
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if (indexType == VertexIndexType::UINT16)
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{
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static_cast<uint16_t*>(indices)[i * face.mNumIndices + j] = static_cast<uint16_t>(face.mIndices[j]);
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}
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else
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{
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static_cast<uint32_t*>(indices)[i * face.mNumIndices + j] = face.mIndices[j];
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}
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}
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}
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//TODO load bones
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//TODO load materials
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#else
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throw std::runtime_error("ASSIMP not available!");
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#endif
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}
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void Geometry::InitCube(float x, float y, float z, const Math::Vector4f& color)
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{
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Init(24, 36);
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SetIndices(new uint32_t[indexCount]{
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0, 1, 2, 0, 2, 3, // front face index data
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4, 5, 6, 4, 6, 7, // back face index data
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8, 9, 10, 8, 10, 11, // top face index data
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12, 13, 14, 12, 14, 15, // bottom face index data
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16, 17, 18, 16, 18, 19, // left face index data
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20, 21, 22, 20, 22, 23 // right face index data
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}, indexCount);
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x *= 0.5f; y *= 0.5f; z *= 0.5f;
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uint32_t i = 0;
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// front face vertex data
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vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
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vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
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vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
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vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
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// back face vertex data
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vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
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vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
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vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
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vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
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// top face vertex data
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vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
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vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
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vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
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vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
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// bottom face vertex data
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vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
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vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
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vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
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vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
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// Fill in the left face vertex data
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vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
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vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
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vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
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vertices[i++].Set(-x, +y, -z, -1, +0, +0, +1, +0);
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// Fill in the right face vertex data
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vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
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vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
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vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
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vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
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for(i = 0; i < vertexCount; i++)
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{
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vertices[i].color = color;
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}
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}
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void Geometry::SetIndices(const uint32_t* data, uint32_t size, uint32_t offset) const
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{
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size += offset;
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for(; offset < size; offset++)
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{
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if (indexType == VertexIndexType::UINT16)
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{
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static_cast<uint16_t*>(indices)[offset] = static_cast<uint16_t>(data[offset]);
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}
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else
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{
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static_cast<uint32_t*>(indices)[offset] = data[offset];
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}
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}
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}
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void Geometry::Close()
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{
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vertexCount = 0;
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indexCount = 0;
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Free();
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renderGeo->Close();
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renderGeo = nullptr;
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}
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void Geometry::Free()
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{
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delete[] vertices;
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free(indices);
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vertices = nullptr;
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indices = nullptr;
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}
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}
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