more work on asset registry and importing process

This commit is contained in:
2026-05-17 19:12:27 -05:00
parent b3b7688f76
commit e02e92db10
13 changed files with 221 additions and 148 deletions

View File

@@ -15,15 +15,14 @@
#include "TextureManager.h"
#include "glm/ext/matrix_transform.hpp"
std::unordered_map<std::string, std::shared_ptr<Model>> ModelManager::models;
std::unordered_map<uuids::uuid, std::unique_ptr<Model>> ModelManager::models;
void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, ModelNode& model);
void process_ai_mesh(const aiMesh* aiMesh, Mesh& mesh);
void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory);
/*void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory);
void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory);
void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory);
void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory);*/
auto zUpMatrix = glm::mat4(
1.0f, 0.0f, 0.0f, 0.0f, // Column 0
@@ -32,7 +31,7 @@ auto zUpMatrix = glm::mat4(
0.0f, 0.0f, 0.0f, 1.0f // Column 3
);
std::shared_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool zUp)
std::unique_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool zUp)
{
Assimp::Importer importer;
@@ -47,10 +46,10 @@ std::shared_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool
return nullptr;
}
auto model = std::make_shared<Model>();
auto model = std::make_unique<Model>();
const std::filesystem::path modelPath = {_path};
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
/*for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
aiMaterial* aiMat = scene->mMaterials[i];
aiString matName;
if (aiMat->Get(AI_MATKEY_NAME, matName) && strcmp(matName.data, "DefaultMaterial") == 0) {
@@ -59,7 +58,7 @@ std::shared_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool
Material mat{};
process_ai_material(aiMat, mat, modelPath.parent_path());
model->materials.push_back(std::make_shared<Material>(mat));
}
}*/
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* aiMesh = scene->mMeshes[i];
@@ -148,7 +147,7 @@ void process_ai_mesh(const aiMesh* aiMesh, Mesh& mesh)
mesh = {positions, uvs, normals, indices};
}
void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
/*void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
aiString matName;
aiReturn ret = aiMat->Get(AI_MATKEY_NAME, matName);
if (ret != AI_SUCCESS) {
@@ -193,9 +192,9 @@ void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::file
mat.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b};
mat.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b};
mat.phong.shininess = shininess;
}
}*/
void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
/*void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
aiString aiTextureName;
aiMat->GetTexture(aiTextureType_DIFFUSE, 0, &aiTextureName);
std::string textureName = aiTextureName.C_Str();
@@ -259,4 +258,4 @@ void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const
} else {
mat.specular = TextureManager::textures["default_specular"];
}
}
}*/