185 lines
6.1 KiB
C++
185 lines
6.1 KiB
C++
//
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// Created by lbmas on 4/29/2026.
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//
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#include <spdlog/spdlog.h>
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#include "ModelLoader.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <cstring>
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#include "TextureLoader.h"
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#include "glm/ext/matrix_transform.hpp"
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std::unordered_map<std::string, std::shared_ptr<Model>> ModelLoader::models;
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void process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, glm::mat4 transform, Mesh& mesh);
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void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, Model* model);
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void process_ai_material(aiMaterial* aiMat, const aiScene* scene, Material& mat);
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auto zUpMatrix = glm::mat4(
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1.0f, 0.0f, 0.0f, 0.0f, // Column 0
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0.0f, 0.0f, 1.0f, 0.0f, // Column 1
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0.0f, -1.0f, 0.0f, 0.0f, // Column 2
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0.0f, 0.0f, 0.0f, 1.0f // Column 3
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);
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std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path, bool zUp)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(_path.data(),
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aiProcess_Triangulate |
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aiProcess_GenSmoothNormals |
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aiProcess_FlipUVs);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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{
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spdlog::error("failed to load model {}: {}", _path, importer.GetErrorString());
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return nullptr;
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}
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auto model = std::make_shared<Model>();
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auto transform = glm::identity<glm::mat4>();
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if (zUp) {
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transform = zUpMatrix;
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}
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process_ai_node(scene->mRootNode, scene, transform, model.get());
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return model;
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}
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void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, Model* model)
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{
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auto m = node->mTransformation;
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transform = transform * glm::mat4(m.a1, m.a2, m.a3, m.a4, m.b1, m.b2, m.b3, m.b4, m.c1, m.c2, m.c3, m.c4, m.d1, m.d2, m.d3, m.d4);
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for (unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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aiMesh* aiMesh = scene->mMeshes[node->mMeshes[i]];
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Mesh mesh{};
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process_ai_mesh(aiMesh, scene, transform, mesh);
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model->meshes.push_back(std::make_shared<Mesh>(mesh));
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aiMaterial* aiMat = scene->mMaterials[aiMesh->mMaterialIndex];
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Material mat{};
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process_ai_material(aiMat, scene, mat);
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model->materials.push_back(std::make_shared<Material>(mat));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++)
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{
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process_ai_node(node->mChildren[i], scene, transform, model);
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}
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}
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void process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, glm::mat4 transform, Mesh& mesh)
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{
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auto positions = std::vector<float>(aiMesh->mNumVertices * 3);
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auto uvs = std::vector<float>(aiMesh->mNumVertices * 2);
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auto normals = std::vector<float>(aiMesh->mNumVertices * 3);
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auto indices = std::vector<unsigned int>();
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for (unsigned int i = 0; i < aiMesh->mNumVertices; i++)
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{
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auto position = transform * glm::vec4(aiMesh->mVertices[i].x, aiMesh->mVertices[i].y, aiMesh->mVertices[i].z, 1.0f);
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positions[3 * i] = position.x;
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positions[3 * i + 1] = position.y;
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positions[3 * i + 2] = position.z;
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if (aiMesh->HasNormals())
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{
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aiVector3D norm = aiMesh->mNormals[i];
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normals[3 * i] = norm.x;
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normals[3 * i + 1] = norm.y;
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normals[3 * i + 2] = norm.z;
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}
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else
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{
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normals[3 * i] = 0;
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normals[3 * i + 1] = 0;
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normals[3 * i + 2] = 0;
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}
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if (aiMesh->HasTextureCoords(0))
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{
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uvs[2 * i] = aiMesh->mTextureCoords[0][i].x;
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uvs[2 * i + 1] = aiMesh->mTextureCoords[0][i].y;
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}
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else
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{
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uvs[2 * i] = 0;
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uvs[2 * i + 1] = 0;
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}
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}
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for(unsigned int i = 0; i < aiMesh->mNumFaces; i++)
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{
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const aiFace face = aiMesh->mFaces[i];
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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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mesh = {positions, uvs, normals, indices};
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}
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void process_ai_material(aiMaterial* aiMat, const aiScene* scene, Material& mat) {
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aiString matName;
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aiReturn ret = aiMat->Get(AI_MATKEY_NAME, matName);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find material name");
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}
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// grab the phong stuff
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aiColor3D ambientColor {0.f, 0.f, 0.f};
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ret = aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, ambientColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find ambient color for material: {}", matName.C_Str());
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ambientColor = {.3f, .3f, .3f};
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}
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aiColor3D diffuseColor {1.f, 1.f, 1.f};
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ret = aiMat->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find diffuse color for material: {}", matName.C_Str());
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diffuseColor = {1.f, 1.f, 1.f};
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}
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aiColor3D specularColor {1.f, 1.f, 1.f};
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ret = aiMat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find specular color for material: {}", matName.C_Str());
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specularColor = {1.f, 1.f, 1.f};
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}
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float shininess = 32.f;
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ret = aiMat->Get(AI_MATKEY_SHININESS, shininess);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find shininess for material: {}", matName.C_Str());
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shininess = 32.f;
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}
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// now grab the textures, first diffuse
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for (unsigned int i = 0; i < aiMat->GetTextureCount(aiTextureType_DIFFUSE); i++) {
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aiString textureName;
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aiMat->GetTexture(aiTextureType_DIFFUSE, i, &textureName);
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if (!TextureLoader::textures.contains(textureName.C_Str())) {
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TextureLoader::textures[textureName.C_Str()] = TextureLoader::load_from_file(textureName.C_Str());
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}
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}
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mat.name = matName.C_Str();
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mat.phong.ambient = glm::vec3{ambientColor.r, ambientColor.g, ambientColor.b};
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mat.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b};
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mat.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b};
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mat.phong.shininess = shininess;
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}
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