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OpenVulkano/openVulkanoCpp/Scene/Geometry.cpp

178 lines
5.9 KiB
C++

/*
* 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 <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <assimp/postprocess.h>
#define ASSIMP_AVAILABLE
#endif
#include <stdexcept>
namespace openVulkanoCpp::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<size_t>(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<uint16_t*>(indices)[i * face.mNumIndices + j] = static_cast<uint16_t>(face.mIndices[j]);
}
else
{
static_cast<uint32_t*>(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::InitCube(float x, float y, float z, const Math::Vector4f& color)
{
Init(24, 36);
SetIndices(new uint32_t[indexCount]{
0, 1, 2, 0, 2, 3, // front face index data
4, 5, 6, 4, 6, 7, // back face index data
8, 9, 10, 8, 10, 11, // top face index data
12, 13, 14, 12, 14, 15, // bottom face index data
16, 17, 18, 16, 18, 19, // left face index data
20, 21, 22, 20, 22, 23 // right face index data
}, indexCount);
x *= 0.5f; y *= 0.5f; z *= 0.5f;
uint32_t i = 0;
// front face vertex data
vertices[i++].Set(+x, -y, +z, +0, +0, +1, +0, +1);
vertices[i++].Set(+x, +y, +z, +0, +0, +1, +0, +0);
vertices[i++].Set(-x, +y, +z, +0, +0, +1, +1, +0);
vertices[i++].Set(-x, -y, +z, +0, +0, +1, +1, +1);
// back face vertex data
vertices[i++].Set(+x, -y, -z, +0, +0, -1, +1, +1);
vertices[i++].Set(-x, -y, -z, +0, +0, -1, +0, +1);
vertices[i++].Set(-x, +y, -z, +0, +0, -1, +0, +0);
vertices[i++].Set(+x, +y, -z, +0, +0, -1, +1, +0);
// top face vertex data
vertices[i++].Set(+x, +y, +z, +0, -1, +0, +0, +1);
vertices[i++].Set(+x, +y, -z, +0, -1, +0, +0, +0);
vertices[i++].Set(-x, +y, -z, +0, -1, +0, +1, +0);
vertices[i++].Set(-x, +y, +z, +0, -1, +0, +1, +1);
// bottom face vertex data
vertices[i++].Set(+x, -y, +z, +0, +1, +0, +1, +1);
vertices[i++].Set(-x, -y, +z, +0, +1, +0, +0, +1);
vertices[i++].Set(-x, -y, -z, +0, +1, +0, +0, +0);
vertices[i++].Set(+x, -y, -z, +0, +1, +0, +1, +0);
// Fill in the left face vertex data
vertices[i++].Set(-x, -y, -z, -1, +0, +0, +1, +1);
vertices[i++].Set(-x, -y, +z, -1, +0, +0, +0, +1);
vertices[i++].Set(-x, +y, +z, -1, +0, +0, +0, +0);
vertices[i++].Set(-x, +y, -z, -1, +0, +0, +1, +0);
// Fill in the right face vertex data
vertices[i++].Set(+x, -y, +z, +1, +0, +0, +1, +1);
vertices[i++].Set(+x, -y, -z, +1, +0, +0, +0, +1);
vertices[i++].Set(+x, +y, -z, +1, +0, +0, +0, +0);
vertices[i].Set(+x, +y, +z, +1, +0, +0, +1, +0);
for(i = 0; i < vertexCount; i++)
{
vertices[i].color = color;
}
}
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<uint16_t*>(indices)[offset] = static_cast<uint16_t>(data[offset]);
}
else
{
static_cast<uint32_t*>(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;
}
}