Files
b_engine/src/ModelLoader.cpp

185 lines
6.1 KiB
C++

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